[In this issue, we are delighted to have with us Greg Schloesser. Greg is the force
behind the Westbank Gamers, a weekly gaming group that meets in the bayous of
New Orleans, Louisiana. He builds and maintains the Westbank Gamers
webpage, which is one of the most popular gaming club websites in our hobby.
Greg is also a regular contributor and reviewer for such gaming publications as
Counter magazine, MOVES magazine, the Boulder Games newsletter and the Games
Journal.
Greg has been a gaming enthusiast his entire life, growing up in
our hobby mainly on the war game side. His foray onto the internet exposed
him to the wonderful world of German and European games and now nearly all of
his gaming time is devoted to this area of our hobby. He travels to
several gaming conventions each year and is the co-founder of Gulf Games, a
regional gaming get-together held in the Southern USA.
Greg was born in 1961 and has lived his entire life in New Orleans.
He is married and has one daughter and is proud of the fact that they are now
both avid gamers!]
MEXICA (Ravensburger/Rio
Grande Games; $35)
I was destined to enjoy Mexica. Why?
1)
I consider Wolfgang Kramer the "Gaming god". 2)
I’m a HUGE fan of the other three games in this series:
Tikal (Spring
1999 GA REPORT), Torres
(Fall 1999 GA REPORT) and Java
(Winter 2001 GA REPORT).
3)
It is a beautiful design and artistically pleasing.
In other words, Great Bits!
In Mexica,
Wolfgang Kramer & Michael Kiesling take us many centuries back into the past
when the Mayan tribes were just beginning
to develop their legendary city of Tenochitlan, which is now present-day Mexico
City. This fabulous ancient city
was renown for its wealth, opulence and superior defensive position, being
surrounded by lakes and water. Sadly,
modern man opted to fill-in these waters and create a sprawling metropolis
which, although not without its beauty, is considered one of the most polluted
cities on the planet.
But enough of history … let’s get to the game!
In Mexica,
two to four players represent competing tribes vying to construct the city and
dominate its various districts. On
each turn, players have limited action points in which to dig new canals, found
districts and construct temples. Kramer
& Kiesling again use this "limited action points" mechanism to
perfection, forcing players to make agonizingly tough decisions concerning how
best to utilize these points on each and every turn. This
is a moderate complexity game with a playing time of 1˝ to 2 hours.
Players each begin the game with nine temple pieces varying in height from 1 –
4 levels. The remaining nine pieces
for each player are reserved for the second round of play.
These pieces are 3-D replications of Mayan temples and are quite pleasing
to the eye, as is the board artwork, designed by the master, Franz Vohwinkel.
On a turn, a player has six action points, with which he can perform the
following possible actions:
1)
Place Canal Tile: In order
for a district to be formed, it must be completely surrounded by water.
Players may use action points to place water tiles, which occupy 1 or 2
spaces. Further, canals provide a speedy method of moving around
Tenochitlan, but, of course, they must linked in order to fully enjoy the
efficient transportation benefits. There
is an abundance of the two space water tiles, but the one space tiles are
scarce. Use ‘em when you can!
2)
Place Bridge: The one
problem with canals is that they can be difficult to cross.
Thus, players may use action points to construct bridges, which also
serve as landing points when traveling by water.
Bridges can only span one canal tile, which makes the strategic placement
of canal tiles and the erection of temples a vital skill to be used to block
your opponents from incursions into districts you control.
3)
Moving: Travel by foot
across the growing city can be slow and arduous.
Each space traversed, including bridges, cost one valuable action point.
Or, you can use 5 of those precious points to jump to any unoccupied land
or bridge space. I guess those
Mayans had some mystical teleportation powers that we have yet to discover!
As
mentioned, a swifter manner to travel is by water.
Players can move along connected waterways from bridge to bridge at a
cost of one action point per bridge encountered.
4)
Erecting Temples: The key to
controlling a district is to possess the most temple levels in that district.
Thus, one of the key and most frequent actions of the game is building
temples. The cost is one action
point per level constructed. Since
each player has a pre-set number of buildings of varying levels, proper
management and construction timing of these temples is vital.
It is terribly easy to find yourself depleted of a particular temple and
therefore be unable to respond to an incursion into one of your districts by
your opponents.
5)
Acquire Action Chips: If you
find yourself unable or unwilling to perform all six of your actions on a turn,
you can use up to 2 action points to acquire action chips.
These can be stockpiled and used on a later turn.
They can prove to be quite handy in subsequent turns.
Plus, they serve as a tie-breaker if the situation arises.
As noted, a district can be formed once a land area is completely surrounded
by water. Founding a district is
free and costs no action points. However,
in order to be "founded", the size of the enclosed land area must match one
of the Calpulli tiles which are available during the current round of play.
In the first round, there are eight Calpulli tiles available, while there
are only seven available in the second (and final) round.
Each tile lists three numbers, the center one being the amount of land
spaces that must be enclosed in order to found a district with that tile.
The top number lists the victory points that player who successfully
founds the district will receive. All
three numbers are also used for scoring at the conclusion of the first and
second rounds.
The first round is completed when all of the Capulli tiles available for that
round are depleted AND one player has erected all nine of his temples.
At that point, each founded district is scored.
The player controlling the most temple levels in a district receives a
number of victory points equal to the largest number listed on that district’s
Capulli tile. The players
possessing the second and third-most temple levels also receive points as listed
on the Capulli tile. If there is a
tie for any position, tied players each receive the listed number of points.
After scoring has been completed, play continues into the second and final
round. The procedures are exactly
the same, with the exception that there is one less Capulli tile available.
Plus, districts become more difficult to found as the land is quickly
becoming filled and available building space is at a premium.
It is possible that certain districts cannot be founded, in which case
the appropriate Capulli tiles are removed from the game.
The game ends when the Capulli tiles available in the second round have all been
utilized are removed from the game AND one player has erected his final temple.
At this point, each founded district is again scored in the same manner
as described above. Further, any
districts that have been formed but were not founded (that is, did not have a
matching Capulli disk available) are also scored.
The player with the most temple levels in that square receives victory
points equal to the number of land spaces comprising the district.
Second and third place players also score points, with each receiving
half of the victory points received by the player above them.
Thus, as the game approaches its conclusion, it is wise to keep an eye on
building opportunities in these un-founded districts.
As a final bonus, any player who manages to end the game with his token
located on the sacred temple receives five additional points.
Mexica
is perhaps the easiest of the series to learn and play.
The rules are very straightforward with few ambiguities or confusing
twists. Actual play is extremely
competitive, with players hustling about attempting to found districts and usurp
control of as many districts as possible. Control
of the various districts can shift rapidly, however, and you often find yourself
scurrying back and forth across the board in
order to erect new temples and attempt to maintain a scoring position in these
districts. I can relate to the
familiar circus performer who frantically rushes about attempting to keep a
dozen or so plates spinning on the tops of poles.
Six action points per turn simply isn’t a bunch, so you are forced to
carefully manage these points in attempts to stretch them to their optimum
level. Still, I am constantly
amazed at just how much is able to be accomplished on a turn with these limited
number of points. The board
situation changes swiftly and dramatically.
You are continually forced to reevaluate your situation and adjust to the
actions of your opponents. This
helps make for a tremendously challenging and exciting game, one which will
undoubtedly see regular table time for a long time to come.
The game does bear some resemblance to the Andres Seyfarth game Manhattan,
a Spiel des Jahre recipient from a decade ago (and whose Puerto
Rico is featured this issue).
However, there is much more going on
here and a player does have more control over his own fate.
Although I still enjoy playing Manhattan,
Mexica
takes that concept to a much higher plateau.
To borrow a phrase from my good friend and fellow Gamers Alliance contributor Al
Newman, this is a “rich gaming experience”.
That’s a phrase that has become a trademark for the gaming god, Herr
Kramer. - - - Greg J.
Schloesser
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