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Justin Rebelo
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08
Preamble

When Essen was getting underway, I read a large number of articles about the various new games being shown there and one that immediately caught my eye was 2 de Mayo. The beautiful box design prompted me to click on the game page and read a bit more and what I found piqued my interest. I'm not a war gamer at all, and in fact, I might say I dislike those types of games because I am generally a fan of quick-playing games and tend to prefer them over games which can run up to 2 hours or more to play. I feel dissatisfied when an entire gaming session gets consumed by a single game and love to be able to play a few different ones in a sitting. As such, DdM (as I will hereby abbreviate it) immediately stood out as a very attractive, quick-playing light war game offering many things I like about games and removing many things I dislike. I will discuss these elements further. If you're like me and enjoy shorter games that can still offer a great deal of tough decisions and strategy, read on, because you will enjoy this game.

Components

Anyone who knows me at all (or has read my reviews) knows that I'm a big fan of nice components and good presentation and DdM excels at presentation. The artwork on the box is excellent. The cover features a portion of a famous painting illustrating the aftermath of the events re-enacted during the game along with what is probably the best title logo for a game I've ever seen. The folks at Edigráfica Arte & Diseño get a pat on the back from me for the graphical design work in this game.

Inside the box is a small game board which is also beautifully designed. The colour tones and artwork are, again, the best I've seen (but I might just have a warm spot in my heart for nice sepia tones and all things Iberian :) ). There are two small decks of event cards which each player draws at the beginning of each turn. I sound like a broken record, but again, the design of the cards is remarkable. The backings of them have a very classical pattern and the artwork and text on the fronts of the cards are very esthetically pleasing. I don't have photos handy to post, but there are plenty in the images gallery for this game. You can browse the materials there.

Finally, there is a bag of blue, red (and 1 white) wooden cubes. They are used as the military units in the game as well as a turn marker. I love wooden cubes! I heard a reviewer mention that the cubes "do the job, and miniatures might not really add anything to the game". For me, miniatures would certainly take away from the game. I think that the classical feel of this game only adds to the pleasure. One of the things I really hate in a game is when a game has some nice components and good gameplay and tosses in some cheap, bendable plastic army guys. I saw one pre-release of this game in a photo using small cardboard markers of Spanish and French flags, but I still prefer the cubes.

Aside from all that, there's a rules book which serves as a veritable historical alamanac. I started looking through the rules when the package arrived and I was so interested in the historical notes from the designer that I took the rule book to bed with me that evening and read the entire book. Not only is it a very interesting story to read, it makes the game even more interesting to play when you know some more background about the various characters or accounts represented by the event cards and the political environment of the day. This seems like such a small thing, but it really speaks volumes about how much passion the designer has for the story he is telling us by creating this game. I personally had never even heard of this historical event and may never have if I hadn't checked out DdM.

Finally, the dimensions of the box are another treat. The game box is no larger than necessary and lends itself to being a very light and portable 2-player game that can easily be toted around on trips to keep entertained when you need some downtime.

Rules

Yet another of DdM's strengths lies in its simplicity. As you may have read already, the rules of the game are very simple. There are about 3 or 4 pages of rules, but most of it is simply clarification on a few very basic and easy to follow rules governing how many of their cubes each player may order per turn and where and how far the groups are permitted to move. After your first game, the rules just come naturally and you'll rarely find yourself consulting the book again during play.

There were a couple of situations during the first play session I had where we were unsure of how to handle a specific situation (such as border conflicts). The rules are well written and almost every situation is covered, but there could be the occasional small ambiguity to be found. In the only case we were unsure, we were able to get clarification from the game designer in the same day through the BGG forums. Daniel's active presence in here is yet another positive note worth mentioning.

Gameplay

As I mentioned before, I am not a fan of long games or games which just don't feel exciting. I need tension and quick play to be most interested (my only microbadge is evidence of this). DdM satisfies my gaming desires perfectly. The estimated 20-30 minute play time is not an understatement. Our first game was a good 45-60 minutes because it involved my explaining all of the rules to my friend (who is not a native english speaker) and was a slow paced game, as we discussed rules and cards each turn while learning the game. Our second game was not more than 30 minutes and going forward they will definitely be a bit quicker.

Best of all, the game is intense from start to finish. Right from the start of the first turn, the Spanish are up against the wall facing annihilation at the hands of Napoleon's forces. But playing as the French is no cake-walk either! The French player can afford precious few mistakes to be able to satisfy his victory conditions. While defeating the Spanish armies is a simple task, winning the game is not! Losing a mere 4 cubes through the 10 turns (or even 3 cubes with the right card played by the Spanish) will result in immediate failure for the French. Failing to exterminate the rebellion before the end of the game is also a French defeat. It is really an incredibly well-balanced game, despite what it looks like in the pictures. Both sides have a difficult task ahead of them and each turn poses very tough decisions.

To keep the game more interesting, the action cards are drawn each turn to create variance in the flow of the game. You never know which cards your opponent currently holds and some of the cards can really screw up your plans if played at the optimal time. This will give the game huge replayability because it will never be a matter of there being an "obvious" or "best" move each turn. And you will almost always need to be predicting what your opponent will do and act accordingly.

Conclusion

Play time: 20-30 minutes of tense maneuvering.

Complexity: Very simple rules, but without sacrificing depth.

Materials: Great quality materials. Beautiful artwork. Wooden cubes!

Replayability: The varied order of event cards can change the way you must approach your task, so each time out, expect a different path to victory (or crushing defeat).

Criticisms

I guess I ought to also note anything I might change about the game so that the review is complete. I only have two complaints about my experience:

1. Price/Availability

I am not sure what the regular price of the game is. It may be very reasonable, but getting it to me in Canada was no small expense. If you're in North America, DdM is going to cost you more to order from overseas than it would to walk into a shop and buy Agricola in many cases. I don't feel that the game was not worth what I paid, and now that I've played it a couple times, I don't regret the purchase at all, but it definitely would be yet another thumbs up from me if the game was more attainable. This is not something that the people behind the game can control directly, I'm sure, so it's no slight to them. As a customer, it would just be nice to be able to walk in and buy it locally or at least be able to acquire it somehow without the 20+ euro shipping fees for what is quite a small, light game.

2. Board mounting

The board looks excellent and is mounted on a nice solid piece of thick board, so it's not going to wear out at all, however the cut of the board is rather strange. Usually with game boards, the board is cut and then the seem is covered over and then the graphic is mounted so that the board folds in on itself and the seem is strong and covered with some material of some sort. With DdM, the image is printed on the top of the board (or mounted, I don't know which) and then the board is cut down the middle and then a mounting material (paper or whatever) is attached to the back of the board. So, the board folds such that the actually game-play portion of the board is on the outside of the folded board, instead of on the inside. To protect the surface of the board, it would be nice to have it the other way around.

Edit: fixed broken game link
Last edited on 2008-11-20 20:08:32 CST (Total Number of Edits: 1)
Roger Leroux
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Thanks for the review - this just strengthens my desire to have this one in my collection.
Justin Rebelo
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My pleasure. In retrospect, I regret referring to it as a war game in the title, because it's really not the type of thing I'd call a war game at all, but because it technically involves moving units around and battling to win a fight, I guess it has to have that descriptor to some degree.
David Knepper
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The wooden cubes are servicable at best (one of mine was only 2/3s there) and, given the quality of the rest of the components, are the really cheap element of the game.

The map and the cards do provide a "period" feel to the components. :D

The killer, though, is the price. MSRP $40 US. :yuk: Nice though it is, it is way overpriced.
Dear Scott, how about lifting the bans?
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Aging One wrote:
The killer, though, is the price. MSRP $40 US. :yuk: Nice though it is, it is way overpriced.


It is (as almost always) the shipping to the US - in Germany the game is 22.50 plus shipping, so if you purchase a couple of games from the same online retailer, this is right between card games (about 10 Euros) and "bigger" games (about 35 Euros).
Daniel Val
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0708
Justin, Thank you for your wonderful review. I'm really glad you like this little design.:)

The two issues that have been mentioned...

-Price: Sorry about that. It was not completely in our hands. Shipping is killer, I know. Euro-dollar exchange rate does not help either... The game, however, is being distributed now by FRED in the USA, and you can also buy it from funagain games. Hopefully the price is better that way.

-Board: the way it folds is thought so that not the actual map (which is paper after all) but the more resistant back cover holds the two pieces together. We though that way it should last longer.
Last edited on 2008-11-21 03:51:35 CST (Total Number of Edits: 1)
Off on another Random Tangent
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08
Another thumbsup here for DdM! Played a demo game at Essen this year (and got a wee DdM badge for beating the games' developer he he) and it is indeed a tense but quick game.
My only regret is not being able to find the designer to sign my copy :(
Justin Rebelo
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Daniel, I was curious if you could let us know if the game logo (the one in your avatar) was designed by the graphics company or if you did the concept yourself and just had the actual creation done externally?
Don Cooper
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Excellent review but the reservations about the game are still the same. Having played the game, the playing time seems to be way too quick. A player who makes an intial mistake or fails to draw effective action cards loses the game. There seems to be an obsession on the part of some gamers to play the quickest games possible. "Race for the Galaxy" has been accused of this but modules are being added to increase the challenge in the game. The price of "2 de Mayo" is a bit more expensive than what one would expect from a game at this price level.
Justin Rebelo
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I respect your opinion, Don, but I think writing off people's appreciation for fast games as a simple desire to play the fastest game possible is overlooking more important reasons. I, for one, like a game that plays quickly but still feels satisfying because of the fact that I don't get as much time as I would like to game and so when I do, I greatly prefer to play several games in a session than chew up the whole night on a drawn out game of Agricola bogged down with analysis paralysis.

I feel like a 30 minute game of Race is satifying, but not every game which plays quickly gives me what I want. For instance, I played Wabash Cannonball last night. I was interested in that because I really enjoyed the 18XX style of game (which I first played a few weeks ago), but the length of play is just too much for me to play more than a game or two per year. Wabash (Chicago Express, soon) plays in about an hour with similar concepts. It delivered on the time issue, but at the end I didn't feel overly satisfied with the game. I enjoyed it, but it just felt like trying to get that kind of game to play that fast makes it so that you really don't do very much over the course of the game. DdM, in my opinion, delivers a good gaming experience in a short time, so it's more about the fun to time ratio than just the fast time (for me).
Dave L.
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As an unabashed fan of long games, I'm still quite interested in this. What a beautiful board.

I'm only personally interested in short games if they are for two people. And being short and for two, the game would need to have a lot of replayability, since I would presumably play a lot and probably with the same person. Does anyone have on opinion on the life of this one? Is the randomness of the card deal enough to create a tense and new affair after 20, 30, 100 plays?
Justin Rebelo
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Hey Emile. Yeah, I haven't had that number of plays to say for certain, but I think the game is simple enough that you can see what it's going to offer as time goes on pretty clearly if you play it a couple times. I think there's no question that the card draw is always going to shake things up. Some small power like being able to cancel one of your opponents orders is a very significant thing when it can change the result of that round from you losing a cube to your opponent losing 2 cubes, for example. Much of the game is trying to guess what your opponent is going to do and make the best move in response to that. The simultaneous orders means the game will never be mechanical, like something like Puerto Rico where, when players are experienced enough, there are too many "obvious" moves to make. I just can't see that happening in a simultaneous game like this.
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