LOUIS
XIV
(Alea/Rio
Grande Games, 2-4 players, ages 12 and up, 75-100 minutes; $29.95)
Last issue, I
reviewed Jambo and I mentioned that when it came
out, I had really been looking forward to a game from one of my favorite new
designers, Rüdiger Dorn, in one of my favorite game series, Kosmos’ Spiele für
Zwei. Well, I really like that
series, but I absolutely adore the Alea line, so you can imagine what I was
thinking when it was announced that the next game in that storied series (which
includes Ra [Summer
1999 GA REPORT], Taj Mahal [Spring
2000 GAR],
Princes of Florence [Fall
2000 GAR], and, of course, the brilliant Puerto
Rico [Spring 2002 GAR]) was coming from Dorn. Alea
has actually stumbled a bit recently; their last two big box games (Mammoth
Hunters
and Fifth Avenue) have not been well received,
although I think Fifth Avenue has gotten something
of a bum rap. Nevertheless, some
have questioned whether Alea’s best days were behind them.
Can Dorn’s latest, Louis XIV, get Alea
back on the winning track?
You better
believe it. Louis
XIV is easily my favorite game from this year’s spring crop and
provides a great start to Alea’s new mid-size box line.
Like the rest of Alea’s best designs, this is a gamer’s game that
should delight seasoned players. Based
on the mechanics, you could call this either an area majority or a resource
collection game, but it really doesn’t feel like any other game I’ve played.
Louis
XIV is themed around the political machinations in the court of
France’s “Sun King”. The
gameplay really has nothing to do with this theme, but the setting is nice and
there’s enough going on that the game doesn’t feel the least bit abstract.
The game centers around twelve cardboard tiles called character boards.
These show portraits of key individuals in ol’ King Looie’s court, as
well as awards that players can win by playing influence markers on them.
The most important awards are Mission chips, which come in four
varieties (there is also a fifth chip type, crowns, which are wild).
The chips are vital because they allow you to purchase Mission cards,
which, in addition to providing useful abilities, are the principal source of
victory points.
Each player begins the game with some coins (called Louisdor), two
Mission cards, and a bunch of influence markers.
The game
consists of four turns. At the
beginning of each turn, a card is revealed which determines how many coins each
player gets as income. Next, each
player is dealt five Influence cards. Influence
cards either show one of the twelve character boards or a question mark.
The cards you are dealt go a long way toward determining the actions you
will take that turn.
Next, each
player in turn will either play or discard one of their Influence cards.
When a character Influence card is played, the player takes up to three
of his Influence markers from in front of him and places them on that character
board. They don’t all have to
stay there, though. The player can “walk” the markers to a diagonally
adjacent board, as long as he leaves at least one marker behind. If he walked two markers over, he can keep them there or
leave one behind and walk the third marker to a third board which is diagonally
adjacent to the second board. Thus,
a player can play markers on up to three boards by the play of one card.
If a “question mark” Influence card is played, the player can only
place a maximum of two markers, but they can start on any of the character
boards. The second marker can then
be “walked” to an adjacent board, as described above.
(Does this
sound familiar? It should!
Dorn used similar “walking” procedures in two of his other popular
games. In Traders
of Genoa, another excellent Alea design, the active player walks the disk
tower from space to space, dropping off disks in each space.
In Goa [Summer 2004 GAR], the tiles to be auctioned are
determined by the players walking from one tile to the next.
All of these are different mechanics used in very different ways, but
Dorn’s fondness of this very distinctive procedure is fascinating.)
Players usually
won’t have enough markers in front of them to play an Influence card with the
full number of markers each round. So
the other option available is to discard an Influence card. Players only begin the game with a subset of their markers;
the remaining ones are in a pile called the general supply and general
supply markers aren’t available to be placed when an Influence card is played.
Discarding gets these markers into circulation.
When a character Influence card is discarded, the player can take up to
three markers from her general supply and put them in front of her – these
markers are now available to be placed. The
procedure is the same when a question mark Influence card is discarded, except
that no more than two markers can be recovered from general supply.
Players only
play or discard four of their five cards; their last card is discarded with no
effect. Now, the boards are scored.
As I mentioned earlier, each board shows an award.
These are different for each board.
Each of the four central boards has a different Mission chip as its
award. Since these chips are so
important, these boards always attract a lot of attention.
Awards on other boards include crown chips (which can be substituted for
any of the Mission chips), coins, coats-of-arms (cardboard counters which
act as victory points – more about these later), the right to take markers
from the general supply, and even the right to add markers to another board. Deciding which awards you want to fight for obviously affects
the way you’ll play your cards and your markers.
Two of the
boards have cards as awards. One
board gives the player an Influence card. This
means on the next turn, that player will have one more card than usual.
This means that not only will he have an extra card to play, he’ll be
going last (since he’ll still have two cards left when everyone else has only
one). If he’s the last player,
he’ll be able to play the last two cards, which can be very powerful.
This makes this award quite attractive, even if beginning players don’t
always appreciate it right away. The
other board gives the player an Intrigue card.
There are twelve of these, one for each character board.
If you have the Intrigue card for a board, you have the option of
revealing it as the board is being scored, which lets you either place one
marker from your general supply or two markers from in front of you onto that
board. This “surprise attack”
can be devastating, but particularly so if you are lucky enough to get an
Intrigue card for a crucial board.
So that’s
what can be won – how exactly can you win them?
Again, that differs with each board.
In addition to the award, each board shows the rules for the competition
being held there. There are three
kinds of rules. One rule type is
“first place only”. For these
boards, if one player has more markers present than anyone else, he gets the
award. If there is a tie for first,
well, as the French like to say, “Y’all get squat!”
For the second, and less harsh rule, the board shows a number of coins.
Once again, a player with a clear plurality of markers gets the award for
free. But every other player who placed at least one marker on the
board has the option of buying the award for that number of coins.
This can be crucial: since
you can’t win on every board you play on, planning to spend some coin
(literally) can maximize your awards and let you get things done with but a
single marker (at least, as long as your cash holds out).
Finally, for the least contentious rule, the board shows a number of
counters. Every player who places
that many markers on the board gets the award for free, no matter what the other
players do
All of the
boards are two-sided. The boards
are usually flipped at the end of a turn. The
awards stay the same, but the rules for winning them are different on the two
sides of the board. This not only
injects variety into the game, but has a real effect on gameplay.
For example, each of the four central boards begins the first turn with
“coin rules” showing. The reverse sides, however, are played using “first place
only” rules. That means that the
second turn is often a lot more difficult than the first one. It’s always important to see what rules are showing on the
boards you’re interested in, as it will strongly affect your strategy.
There’s one
final twist. The card that
determines the player’s income at the beginning of the turn also gives a
location for King Louis. This
location will always be one of the four central boards.
When Louis comes to visit, the rules are a little different – not
surprisingly, he raises the ante. Now,
a player finishing in first all by herself not only gets the usual award of a
Mission chip, but she also gets a wildcard crown chip for free as well. Way to go, Lou! If
there’s a tie for first or a lone player in second, each of those players gets
the Mission chip award for free. The
remaining players on the board get treated normally (which means they either get
nothing or have the option of paying coins to get the chip, depending on which
side of the board is showing). Not
surprisingly, the board with Louis on it always attracts a lot of
attention!
Winning those
awards on the boards can be something of a mixed blessing.
You see, the player who gets the free award must put all the markers he
had on the board into his general supply, which means he won’t be able to play
them until he reclaims them by discarding an Influence card.
All the other players get their markers returned in front of them.
This is a very nice balancing mechanism to keep the players winning the
freebies in check. It also means
that winning a high stakes battle on a board can put a serious crimp in your
plans for next turn; sometimes, you’re better off finishing second and at
least getting your markers back!
After the
awards are handed out and the markers either returned to the players or put in
general supply, the Mission cards can be bought.
Each Mission card shows the combination of Mission chips needed to buy
it. Two chips are always required,
but different cards need different combinations.
Cards come in three varieties. The
easy cards only need one specific chip and any second chip, but the
abilities they give the players are the least powerful.
Medium cards require two specific chips, with the chips always being
different, and they have more useful abilities.
Finally, the hard cards require two identical chips, but have the best
abilities. Each player begins the
game with an easy and a medium Mission card.
When a player buys a card, she returns the chips to the bank and places
the card face up in front of her. The
card’s abilities can now be used. In
addition, the player immediately draws a new Mission card.
She can choose which of the three face-down stacks to draw from.
Players can buy as many Mission cards as they want in a turn, as long as
they can pay the right combination of chips for them.
Mission card
abilities are definitely useful and skilled players will modify their play to
best take advantage of the abilities they have.
Different cards allow you to collect coins, shields, cards, or markers
from the general supply; break ties; get bonus markers placed on specified
boards; get discounts on coin payments; and other effects.
There are twenty different abilities, which give the game plenty of
variety.
After the
Mission cards are purchased, a new turn begins, with the start player rotating.
The game lasts four turns. At
the end of the fourth turn, the players score their coats-of-arms.
As these are acquired, they are kept face down, but now the players
reveal them. Each counter has one
of six designs. Whoever has the
most of each type of design gets a bonus counter (face down, so that it
doesn’t affect the bonus awards). Ties
are friendly, so everyone with the most of a design gets a bonus counter. Thus, at least six, and usually more, bonus coats-of-arms are
awarded at the end of the game. The
more coats-of-arms you have, the greater your chances for the awards, but the
luck of the draw means that players often get more or less than their expected
number.
Finally, scores
are tallied. Each purchased Mission
card is worth 5 VPs and each coat-of-arms (including the bonus counters) is
worth 1 VP. High score wins.
It’s great
when you make a surprise game discovery, but it’s just as good when your high
expectations for a game are met. The
bar is always set high when Alea releases a game and doubly so when the designer
is someone of Dorn’s caliber, but Louis XIV is up
to the challenge. This is an excellent and consistently enjoyable game.
There’s a lot to think about, there’s ample opportunities for
skillful play, and there’s a high fun factor for gamers who enjoy the angst of
tactical planning.
The main skill
is to take a hand of cards and determine your best course of action.
This is harder than it looks thanks to the ramifications of the walking
mechanic, which turns out to be a surprisingly effective game mechanic.
Besides trying to maximize your chances for winning items, you want to
maintain some flexibility, so you can best react to your opponents’ actions. You also need to keep an eye out for next turn; it’s an
easy trap to have a successful turn, but leave yourself few markers and little
cash, which usually translates to a poor succeeding turn.
The game is
principally tactical, since each turn begins with a new hand of cards.
But there are strategies you need to be aware of.
You can’t ignore Mission cards and hope to succeed, and that means
obtaining the correct Mission chips. But
it’s very possible to make up a one or two card deficit at the end if you’ve
been concentrating on coats-of-arms throughout the game.
Finally, the Intrigue card and, particularly, the extra Mission card
awards can really have a dramatic effect on things, so knowing when to go after
these is important. The polarity of
the character boards, the amount of markers and coins you have, and your place
in the turn order are all factors that must be weighed when deciding how to play
your hand.
Other skills
necessary to succeed is managing your money, utilizing the powers from the
Mission cards effectively, managing your marker supply properly, and knowing how
to use the different board award rules to your advantage.
Because each hand of Influence cards is different and the Mission cards
you receive will vary, each game truly will have a different feel and you’ll
find it important to have a mastery of a number of tactical and strategic
techniques.
The most
controversial aspect of the design is the bonus coats-of-arms procedure at the
end of the game. To introduce some
uncertainty in the game’s outcome, Alea tacked on a mechanic that is
essentially pure luck. Obviously,
the more coats-of-arms you’ve accumulated over the course of the game, the
more bonus points you’re likely to score, but whether you get your expected
number, fewer, or more is simply a matter of chance.
This is particularly irksome to some players because it happens at the
end of the game, when a one or two point swing seems most meaningful, and there
is no possibility of adjusting to an unlucky draw.
Weird coats-of-arms distributions don’t decide all that many games, but
it does happen and when it does, it seems like a peculiar, high luck way to end
a game of great skill. To be
honest, I wish Alea had come up with another way of assigning bonus points at
the end, but I love the game in spite of this mild flaw.
The thing is, you need some method of rewarding players for accumulating
a lot of coats-of-arms, or else the game essentially comes down to who can
acquire the most Mission cards. The
good news is that it isn’t difficult to come up with alternative procedures.
I’ve even come up with a couple of no-luck variants myself; if you’re
curious, you can find them, along with my rationale for each, at the Geek:
http://www.boardgamegeek.com/geekforum.php3?action=viewthread&threadid=63599.
There’s more
scrutiny than usual on the components for Louis XIV because of Alea’s decision
to produce it without a game board. I
think the gamble paid off quite nicely. Sure,
there’s a small part of me that misses a big solid board, but it really
isn’t necessary and thanks to its omission, I have a less expensive game
that’s much easier to store and transport.
(By the way, it would have been easy enough to play the game on a
standard board, in spite of the character flipping – all that would have been
needed is a two-sided counter for each character showing the two different
rules, and the counter would have flipped, instead of the character
board.) One reason gamers don’t seem to be missing the board is the
clever way that the available space is used to hold the components during play
(take a look at the picture to see what I mean). Each player’s general supply, the mission chips, and the
Influence card discard pile all have their own cubby hole and this highly
efficient use of space definitely adds to the game’s “coolness” factor.
Alea once again employed the brilliant Franz Vohwinkel to do the
components and he delivered as usual. The
portraits of the courtesans on the character boards are very attractive and add
a great deal to the game’s theme (okay, they’re just about the only
contributor to the theme!). I wish
the coloring used to show which side of the boards are uppermost at the start
was a little brighter, but that’s a pretty small quibble.
The icons on the boards and cards are easily understood and add to the
game’s flow. And the cards,
counters, and markers are both functional and attractive.
The box may be smaller than the earlier Alea games, but they didn’t
scrimp on what they put inside.
Alea’s rules
are known for their clarity and ease of learning.
Louis’ are good, but not quite up to their
usual standard. There are actually
typos, which is usually unheard of from Alea.
And the rules are longer than you’d expect.
Most of this is due to the fact that Louis
isn’t a particularly elegant design – there are a lot of little rules and
exceptions. So it does take a
little bit of time to teach the game. Once you begin play, however, things move quite smoothly and
the rules are easily grasped.
Louis
XIV puts Alea back in the winner’s circle and maintains Rüdiger
Dorn’s amazing streak of world-class titles (his last three releases are Goa,
Jambo (featured last issue), and Louis
XIV –
not too shabby!). The game is a
delight for fans of tactical planning and there’s enough strategic elements to
keep that part of the gaming brain happy as well.
In my own personal ranking of Alea’s brilliant collection of big and
mid-size games, I put Louis XIV behind only Puerto
Rico and Princes of Florence, which is
mighty fine company. Give it a try
and you’ll probably agree that good things come in mid-size packages, too!
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Larry Levy
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