Mundus Novus Review

This is a game centered around a great core idea, but lacking enough surrounding that core to make for a compelling or engaging experience.  Mundus Novus is a card game brought to us by Bruno Cathala and Serge Laget, the pair that brought the world Arthurian traitors in Shadows over Camelot before traitorous cylons and BSG were all the rage.  The designers’ history is impressive, studded with the likes of Mr. Jack and Jamaica, but particularly relevant because Laget’s Mare Nostrum from 2003 is the inspiration for Mundus Novus.  Much of that sprawling 2+ hour game has been stripped away, but what is left is the core card reallocation mechanism.  This is a great foundation on which to base a game, but the problem is that there’s almost no game left in the overly streamlined and vacuous Mundus Novus.

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Ted Cheatham: Review of Ninja (AEG)

Ninja Legend of the Scorpion Clan
Publisher:  AEG
Designer: Frederic Moyersoen
Players:  2-4
By:  Ted  Cheatham  (2 plays)

This rather long name for a game title could easily have been simplified to something like: Ninja Chase, Ninjas on the Run, Ninja in Whitechapel, Scotland Ninja, or Fury of the Ninja. Game play follows a typical “hidden movement/find the bad guys” theme found in the previously mentioned, hinted-to names of this ninja game. Your enjoyment of that style of game will definitely impact your opinion of this game. That said, after two plays, I would say this is a really clever implementation of the genre.  The game pits guards of an imperial palace against two intruders: a traitor and a ninja.  With two players, one plays the guards and one player plays the intruders.  With three players, one plays the guards, one plays the traitor, and one plays the ninja.  With the addition of a fourth player, the guards are split into two factions based on their colors and are controlled by two separate players. For first time players, fifteen minutes should be set aside for rules and clarifications.  Once you have played, everything is very intuitive and you can get into the game very quickly.

The ninja and the traitor are each going to draw a secret mission labeled A-F with tasks like “poison the well” or “assassinate the Diaymo”. Their job is to sneak into one of the two palaces, find their mission location, and escape the board before the guards can kill them.  This is where this game differentiates itself from other games in this genre.

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Game Review: Memoir ’44 Campaign Book, Volume Two

Any review of an expansion is, by definition, aimed at those who’ve either already played the game or are interested in seeing if they’re willing to invest in a game system that’s popular enough to spawn an expansion or two.

In the case of the Memoir ’44 Campaign Book (Volume Two), this is actually the 16th published expansion for this particular version of Richard Borg’s Command & Colors system… so I’m guessing that the vast majority of you reading the review already have some level of experience with Memoir ’44 and mainly have a few questions about the book.

What is a campaign?

The Campaign Books (along with the additional web-released campaigns, The Vercors Campaign & The Audie Murphy Campaign) offer a way to chain Memoir ’44 scenarios together in order to experience a series of battles or, well, campaign. Two added game mechanics (Reserve & Victory Rolls) combine with scenario & campaign specific effects to give a unique feel to each series of battles & reward the victor with some “spoils of war” to enhance his chances in the next battle. Some of the campaigns offer optional “What If?” rolls that can vary the campaign in more drastic ways.

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Opinionated Gamers Roundtable: Is Crowdsourcing good for our hobby?

In a previous roundtable (on New Games), Jeff Allers brought up the current trend of “quantity over quality” that has been seen in the hobby over the past few years.  To quote him:

The whole trend actually pushes both publishers and designers to emphasize quantity over quality.  If someone wants to make a living from game design, they need to release lots of games (including variations of the same game for different markets), as most will only sell a few thousand copies before they are out of print.  The solution?  I think the bubble is destined to burst at some point.  Most people will stop buying so many games (perhaps, it’s already begun), and publishers will either limit their new releases to 1 or 2 every year or they will go out of business.  Competition among designers will grow, but that will also force all of us to work harder in distinguishing our games from our competitors rather than producing so many games that work well but feel similar to those already out there.

Jeff raises a good point that there is a lot of “quantity” going on right now.  I think that this issue is being exacerbated by both the “mainstream” industry players as well as Kickstarter.  For better or worse, Kickstarter lowers the financial barrier to publishing a game.  There are a lot of games that would not exist in published form were it not for crowdsourced capital.  Is that good?  I think the jury is still out (at least in my mind) — crowdsourcing has definitely led to more games coming out, but what about the quality of those games?  Will Kickstarter end up being a boon or a obstacle to those looking for good new games…

Thoughts?

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Dale Yu: Review of Welcome to Walnut Grove (Lookout Games)

[Note… Sorry to be away from the blog for so long, but a few changes in my real-life job have significantly reduced the time I have for writing (and even for playing games).  Things should be getting back to normal in the next few weeks, so hopefully I’ll be able to catch up on the backlog of Essen releases that I want to review!  DY]

Walnut Grove was initially touted prior to Essen 2011 as a mashup between Carcassone and Agricola… As these are two of my favorite games, I was definitely interested in getting a copy and trying it out.  I’ve now played over 20 games, and I must say that it is one of my favorite releases from Spiel 2011 for sure!

Welcome to Walnut Grove
Designers: Paul Laane and Touko Tahkokallio
Publisher: Lookout Games
# of players: 1-4
Time: 45 minutes
Ages: 10+
Times Played: 20+ total with review copy, at least 12 of these solo plays.

I previously had written a preview of the game where I outlined the flow of the game.  Rather than re-invent the wheel, I’m going to just copy and paste that section into this review…

I’ll start by describing the game components.  There is a board which depicts the town of Walnut Grove.  There is a circular track on which the pawns move, with spaces in front of the multiple town buildings (such as the city hall, hardware store, church, saloon, etc).  Some of the buildings are places where you buy stuff – such as more meeples or tiles to be placed on your player board to improve it.  In the center of the board is a space where a disc is placed that shows special actions available in each of the 8 turns of the game.  Additionally, each player in the game has his own player board which gives him room to house his workers, store his goods, and attach land tiles to. Continue reading

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The Art of Design: interviews to game designers #16 – Uwe Rosenberg

Hi gamers – here I am with another interview after a long, long stop. This interview with Uwe took me a lot of time since I needed the great help of my “colleague” Patrick Korner to translate Uwe’s answers from German to English. Of course Uwe is a designer that doesn’t need any presentation with 2 games (Agricola and Le Havre) in the BGG top 10 and also the top seller Bohnanza. With his games (at least from Agricola) Uwe tells us stories, usually little stories of work and duties – the life of the common man. Also Uwe shows us how the mechanics of his games are being developed from game to game and took a lot of time for developing and testing.

Uwe says: “I try and design games as a thematic whole. Over my entire career, you could say that I am fascinated by hermetically sealed completeness.” That really offers a great shot of Uwe’s designing style.

[Liga] Dear Uwe, with this series of interviews I’m trying to explore the world of game designers with the idea that designing games is a form of art, no more or less than writing books or casting movies. What we try to do together is, looking through your production, to find your style, your special sign … common traits in your games.

Of course Agricola is the game that brings Uwe Rosenberg and Lookout Games to the wide attention, being able to win IGA and DSP award and a special mention also from SDJ and climb the BGG ranks up to 1st place. Now Agricola is 4th and Le Havre 6th and you are the only designer to have 2 games in the BGG Top 10.  According to BGG you got published more than 50 games (including expansions) in 20 years of career, starting from 1992 releases. Your most known title before the Agricola/Lookout Era were Bohnanza and Mamma Mia.

Is there any game you are particularly proud of and why?

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