This is my first review of any of the Gipf-project games. I bought Yinsh at Christmas and it's the only one I've played very much before last weekend. A few weeks ago I bought Dvonn, Gipf, and Zertz.
Last weekend my bright nephew and I played more games than I can count, including standard Gipf, standard Gipf with one potential at a time, Yinsh, Dvonn, Zertz, and even Tzaar using the Gipf board, 15 basic pieces as Totts, 9 Zertz potentials as Tzarras, and 6 Tamsk potentials as Tzaars. I have now played all the currently official Gipf games, since I've played Punct on the internet. I have not played Tamsk, which of course Tzaar replaces.
Although I'm still sorting out my own preferences, I do think Yinsh deserves its highest rating at BGG among the Gipf project games. I haven't quite divined a solid strategy for it; I do well against Karl and others, but not against on-line bots. Yinsh has a chaotic quality that makes it exciting.
Dvonn is also quite good, for a completely different reason. I really like the three red Dvonn pieces. They are so important, and their range of placement at the beginning means that, so far, every Dvonn game I've played has been different.
I think Zertz has the most esthetic appeal. The marbles and rings have a very attractive appearance. My interest in its gameplay is qualified; others have described it to be a "puzzle to solve". I agree. I recently read that Chris Burm said a "perfect plan" has been determined for the smallest board if the first person places any color marble anywhere on the edge. Perfect plans obviously kill games, but fortunately one may play with more marbles and a larger board. I suspect it will be a long time before I figure out a "perfect plan" for the largest board.
Tzaar was great. Do not be fooled into thinking it is just a variation of Dvonn. Karl liked building the biggest stack. At first I tried to keep up, but he wouldn't let me. So I tried next to eliminate more of his pieces. Karl was best at this game, beating me three times before I beat him. I suspect we have much to explore with isolating pieces as another way to play effectively.
I understand Chris Burm likes Gipf best. I have mixed feelings. No doubt, the standard game (with the Gipf pieces) is far better than the basic game. But it still feels too scripted to me. I do think adding the potentials was incredibly interesting. We tried each one individually. Karl zinged me more than once because I was slow to pick up on the capabilities they offered. Incidentally, we just flipped a coin instead of linking the potentials to their associated games. Tamsk/Tzaar and Punct potentials do seem most powerful; neutralizing a Gipf piece may be even more valuable than having a second move. The Dvonn stacking ability seems more valuable than Zertz and Yinsh potentials, but all are quite useful with the right opportunity.
Thanks, Chris Burm, for these great games!




















