Dale Yu: Review of Maharani (Queen Games)

Maharani

Designer: Wolfgang Panning

Publisher: Queen Games

Players: 2-4

Ages: 8+

Time: 40min

Times played: 3 (with review copy provided by Queen Games)

maharani

Maharani is a nice tile-laying game with a twist (literally).  In the game, players are working to build the mosaic tile floor of the palace.  The twist in the game is a rotating display of tiles which is turned and twisted at the start of each player’s turn.  The palace itself is split into quarters, with each quarter having 14 spaces.  Each space has at least one column (black circle or semi-circle) on it which determines which tiles can be played there – the column pattern on the tile must match that on the board.

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Dale Yu: Review of Rialto

Rialto

Designer: Stefan Feld

Publisher: Pegasus/Tasty Minstrel Games

Players: 2-5

Ages: 10+

Time: 45-60 Minutes

Times played: 5 (between games at the Gathering of Friends and games with a review copy provided by Tasty Minstrel Games)

 rialto box

2013 looks to be a banner year for Stefan Feld. So far, there have been three major designs from him (Bruges, Bora Bora, Rialto) and one that is scheduled for Essen (Amerigo). Like other designers, I definitely feel that most Feld games share a common backbone. While the theming and particular mechanics might change, most Feld games will provide the player with a multitude of opportunities to score points (and never enough time/actions to score well in all possible choices) and some sort of randomization factor to keep the game lively. Finally, most Feld games have some sort of penalty mechanic which can cause great anguish to the player. Rialto does not truly follow this pattern as it doesn’t have the penalty aspect at all, but it has most of the other Feldian characteristics. It gives the gamer a lighter game to enjoy than some of the other members of the Feld canon.

Venice is one of those recurrent themes in TGOO (these games of ours) – like Rome, Pirates, hedgehogs, ancient Egypt, Renaissance Europe, etc… In Rialto, you are trying to have the most power and influence in the city though your buildings and your councilmen in the city.

The board is a depiction of the city of Venice, split up into six different districts. These districts have spaces where bridges and gondolas could connect them together so that each district has 4 connection points. Other than the map of Venice, there is a turn-order track, the Doge track, at the top. There is also an area that serves as the supply of buildings. These buildings will be built over the course of the game, and each of them can grant their owner a special ability. But more on this later… The game is played over 6 rounds, and each of the rounds follows the same general pattern.

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ZoxSo

Design by:  David Weinstock
Published by:  Mindspan Labs
2 Players, 10 – 20 minutes
Review by:  Greg J. Schloesser

ZoxSo - cover

I am not a tremendous fan of abstract games, so please keep this in mind when reading this review.  While I do enjoy some abstracts, I tend to find them very dry, calculating and lacking excitement and fun.  They tend to be more an intense matching of wits between two players, something that I don’t mind occasionally, but do not normally seek in my gaming experiences.  I tend to seek more excitement, more varied mechanisms, and a bit more levity and socializing when playing games.  Thus, I tend to avoid playing abstracts.

Periodically, however, an abstract game is sent to me for review.  In most cases, my ambivalence towards the genre is reinforced, as I find nothing new or terribly enticing present.  On rare occasions, however, I will become enamored by an abstract.  Twixt was one of the first strategy games I ever purchased, and I still enjoy it today.  Dragons of Kir completely enthralled me (and still does) and is probably my favorite abstract, although it probably cannot be considered a pure abstract as there is a veneer of theme attached to the proceedings.

ZoxSo is a labor of love by designer David Weinstock.  It is a game of placement and maneuver, with two players attempting to be the first to move their “Xing” piece onto the central throne or capture their opponent’s Xing.  What is new is that pieces can be flipped, changing their movement and capture capabilities as well as the pathways they may use.

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Dale Yu: Review of Bruges (Z-Man / Hans im Gluck)

Bruges

Designer: Stefan Feld

Publisher: Hans im Gluck / Z-Man

Players:2 -4

Ages: 10+

Time: 60 min

Times played: 5 (split between preview copy at GoF and review copy provided by Z-Man)

bruges1

Image courtesy of henk.rolleman from BGG

2013 looks to be a banner year for Stefan Feld. So far, there have been three major designs from him (Bruges, Bora Bora, Rialto) and one that is scheduled for Essen (Amerigo). Like other designers, I definitely feel that most Feld games share a common backbone. While the theming and particular mechanics might change, most Feld games will provide the player with a multitude of opportunities to score points (and never enough time/actions to score well in all possible choices) and some sort of randomization factor to keep the game lively. Additionally, there are usually some cards or tokens which give players special abilities or break the rules in some way. Finally, most Feld games have some sort of penalty mechanism which can cause great anguish to the player. Bruges follows this general pattern, and it gives the gamer a complex and interactive game to enjoy.

The players take on the role of merchants in 15th century Bruges where they vie to have the most victory points at the end of the game. OK, so that’s not really the theme… the merchants are trying to be the most successful and influential. The bulk of the game revolves around the 165 personality cards – each of which depicts a different person in the city. Playing these cards can score you points as well as giving you different special abilities to use in the game. Continue reading

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Hanabi and Andor Win the SdJ and Kennerspiel!

Congratulations to Antoine Bauza and Michael Menzel for winning the two awards announced today by the SdJ jury.  Hanabi was a bit of a surprise, but not a huge shock.  It was clearly the best of the three nominated games and I guess that won out over perceived issues with its difficulty, box size, and expansion ability.

I think we need to step back and give the jury some credit for its picks over the past two years.  Obviously, individual tastes will vary, but you could easily say that Hanabi and Kingdom Builder were the best *games* of the three respective nominees and each won despite doubts about their perceived difficulty.  You could probably make a similar statement about Village’s selection as last year’s Kennerspiel.  I applaud the jury for their faith in the willingness of the gaming public to support more involved games.  While I continue to be suspicious at any attempt to find patterns in the jury’s selections over the years (more and more, I think it just comes down to the games this small group of individuals happens to like), there are some indications that slightly more complex games are becoming acceptable.  Of course, this comes after successive wins by Dixit and Qwirkle convinced SdJ watchers that the trend was hurtling towards uber-light games, so there’s still a big danger in trying to read the tea leaves.  Nevertheless, it’s nice to see that a game can have more than half a dozen rules, or require a modicum of thought, and still take gaming’s biggest prize.

What did everyone else think?  Surprised/happy/infuriated by today’s announcements?

Larry

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The Opinionated Gamers’ Predictions for Spiel des Jahres and Kennerspiel des Jahres 2013!

OK, as you probably know, the Spiel des Jahres award will be given this coming Monday.  As we have in previous years, the writers of this blog have tried to predict the winner…  Each year, we come up with a different way of doing it.  This time around, we first tried to predict the winner without even knowing who the finalists would be!   (Details here).  As you can see, the game that we all thought would win the prize did not even make the short list of finalists…  Sigh.

Once given the list of three games, we then voted again on which game we thought would take home the prize on Monday.  The methodology was simple – each participant could only vote for one game.  The votes have been tallied and we think the winner will be…

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