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Sudoku - Duell der Meister » Forums » Reviews
Semi-competitive puzzle solving
Sudoku - Duel of the Masters is a 2006 two player Kosmos game authored by Herr Knizia. This is another game that I picked up from Germany because I don't think it will be picked up in English.

My review is based on one play with my (then) nine year old son (right after he trounced me at Montanara).

Sudoku puzzles are fun. Most of my family enjoys working the puzzles at differing levels of difficulty. We even occasionally will assist each other in this essentially solitare activity when the primary solver is stuck. This game evokes a similar atmosphere even though technically, the two players are competing.

COMPONENTS
In typical Kosmos fashion, the components are nice quality.

The board, no surprise here, strongly resembles a Sudoku puzzle. Eighty one squares arranged in nine rows of nine columns with four lines dviding the grid into nine three by three grids. In addition to the puzzle area there are designated spaces at the top of each column, to the right of each row and nine down the side corresponding to the defined nine square blocks. The art is oriental without being distracting.

The number tiles and victory markers are of heavy cardboard and sized such that this not overly delicate gamer had no issues handling them. The tiles come in three colors, red and blue for the players and gold for neutral tiles. Each player gets four tiles each of 1 through 9 and there are one each of 1 through 9 in yellow. The font selected is also oriental, but easily readable. Each player also gets 12 victory markers in his color.

The rules are in German, but I've uploaded my translation to BGG as well. They are well laid out with sufficient examples and seem to cover the possibilities well.

GAMEPLAY

The board is set up with the nine gold tiles placed with one in each block in any square within the blocks. Each player takes all numbers of a color randomizes them and draws one.

On a turn, the player places a tile, scores any majorities clinched by placing a victory marker and draws another number tile.

The game ends when a player places the twelfth victory marker of their color.

The rules of placing follow standard Sudoku, specifically in each row, each column and each outlined three by three block each number will only appear once.

When the feature is filled, whichever player has the most tiles in that feature is allowed to place a victory marker in the appropriate spot. If there is a tie for number of tiles, the player with the highest number tile wins the feature. If, through an uncaught misplay, both players have the highest number, the next highest is used to break the tie.

Players can also place a victory marker when it can be concluded that the opponent cannot overtake in that feature. An example would be when a player places his fourth tile in a feature with two gold tiles. The most that could be placed by the opponent would be three, so the player may claim the feature. Similarly, if the player places his fourth tile in a feature with a gold tile and one of the four is the nine, the feature amy similarly be claimed.

If a player misplays and it's noticed before the opponent has played, the tile (and any resulting victory markers) are removed from the board. The misplayed number tile is removed from the game. If the opponent makes a play without noticing the error, the tile remains for the duration of the game.

If the player's tile cannot be legally placed, it is removed from the game and a new one is drawn. The player does not get to play a tile on such a turn.

IMPRESSIONS
Some games have been described as multiple solitare, meaning each player plays on his own without much notice. This one struck me more as cooperative solitare. I am not sure whether this was because of the players or becuase of the game.

In any case, by midgame, we were pointing out possible locations of the tile our opponent had drawn. Groups with whom I play Carcassonne and even Titan typically do the same thing. We figure anyone that can't eventually find all of the possible locations aren't much fun to play with, so why not streamline the automatic part, so the players can concentrate on the strategy part.

I am a fan of the play, then draw at the end of the turn (as opposed to drawing one at the start of the turn, then starting the search) that this game uses.

As to the strategy part, it seems thin. I am willing to be persuaded otherwise with more plays, but there really doesn't seem to be a lot there. When you get a 9, or occasionally an 8, you want to get it in a place where it may break multiple ties. Otherwise, if you have a number that will play in a feature under contention, you play it there.

I can see playing this game when there is some time to kill and a couple Sudoku fans are looking for a fix. It's probably not going to make it onto the game table often, but it might show up on the coffee table to play during commercials.

SUGGESTED VARIANTS
As always, this section doesn't necessarily imply that something is wrong with the game, it's just my penchant for tinkering (or random free association) coming through.

The obvious tweak would be to have a hand of two or more tiles. I haven't played Carcassonne this way, but adamantly oppose the concept there. In this game, I think it might add a layer of strategy.

You could also switch to a place two, draw two format, possibly incorporating a hand with this concept.

Another random thought would be to allow moving tiles. Possible rules: Skip a placement to move a gold tile
Move your tile instead of placing one
Remove one of your tiles to move an opponent's tile.



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