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Designer’s Eye: Nine New Games

Brett J. Gilbert
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Cambridge
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In which I rattle through my reactions to the nine (count them!) new games played over the past week. As in earlier episodes, I won’t formally review the games, but will instead just jot down what my designer’s eye made of them.


Glen More — Matthias Cramer (Alea, 2010)

First to the table at the weekend was this nice little tile-laying game which I’d always liked the look of. Martin warned me of the bizarrely game-breaking tile ‘Loch Oich’, and his prediction that whoever claimed it would eventually win was spot on. It does seem egregiously over-powered, and the speed with which the game accelerated to its end was unsettling.

The game packs a lot in, but felt like it ended, anticlimactically, just as we were getting to the good bit. I did like the tile rondel and the market, but the successive rounds of majority scoring were a bit predictable, and the (necessary) penalty for over-building an unsatisfactory hack.

Gilbert’s Unreliably Insightful Design Evaluation (GUIDE) rating: 3/5

Quarriors! — Elliot & Lang (WizKids, 2011)

We barrelled into this one with rather more enthusiasm than hope, and tried our best, in the face of faltering expectations, to enjoy it. The first game was (of course) random, and felt disappointingly one-sided — a victory of pure skill on Lucy’s part, of course! — but we immediately had a second game to see whether, with a little more care, it was possible to exercise a little more control.

And it was, but only a little. It’s hardly a surprise that a dice game should feel random, and the game does give players some tools to counter this, but without that randomness there’s little point to the game at all, so you just have to go with it.

We liked very much how the cards changed the characteristics of the dice, so there’s plenty of game here… for the right crowd.

GUIDE rating: 3/5

Oregon — Berg & Berg (Han im Glück, 2007)

A very clear and intuitive ruleset smoothed our experience of what is a very neat and engaging tile-laying and meeple-placing family game. The simple card-play and the surprisingly powerful joker and extra-turn tokens did keep things moving, and the way in which the game’s geography developed was fun. There weren’t, however, too many sparks; the game was simply a pleasant-enough journey through a pretty-enough landscape.

I do appear to be damning Oregon with faint praise, but all I can say is that it hasn’t really stuck in the memory.

GUIDE rating: 3/5

Hansa — Michael Schacht (ABACUSSPIELE, 2004)

I’ve always wanted to try this, and just like Oregon, the rules and gameplay are smooth and clear, and gave us plenty to think about. Hansa is certainly a game that does more with less, which is always a good thing in my book, and the game is quick enough that poor choices won’t survive long enough to be regretted too deeply.

Actually, our game was over a little too quickly, and the ending had the same sense of “Oh. Look. It’s over. How’d that happen?” that Glen More had, but I think more plays of Hansa would be rewarded with a better understanding of the game’s tempo, and hence a better feel for how to play the middle- and end-game.

Small, but perfectly formed, the game is an object lesson for any designer.

GUIDE rating: 5/5

Get Bit! — Dave Chalker (Mayday Games, 2007)

This one was a just-one-more-before-bedtime interlude, and something of a pleasant surprise. I wasn’t expecting much — the cards, robots and shark all felt a little cheap, to be honest — but the game did deliver a dose of double-guessing fun which certainly never threatened to out-stay its welcome. And, cheap though they were, the plastic robots and shark did add a certain something (although quite why a shark would be nibbling a robot’s limbs is anyone’s guess).

GUIDE rating: 3/5

Takenoko — Antoine Bauza (Bombyx, 2011)

Despite playing one key rule wrong for the entire game (and by the time we realised, it was too late to make a difference) we all enjoyed this lovingly crafted and produced gem of a game. At first, though, it seemed almost too light to be interesting. Great bits, a fun theme and thoughtfully designed and helpfully explanatory player boards are all well and good, but where’s the meat? Where’s the meaningful interaction?

It wasn’t until we interrogated the distribution of the objective cards at the end of the game that we began to see how the game would have a bit more to offer, once you’d fully understood it. Having said that, there does seem to be the presence of a ‘hit and hope’ strategy at the end of the game, in which players can grab new objectives (specifically, those based on the existing placement of tiles) in the blind ambition of finding one that they can immediately score. This doesn’t break the game, but it has the possibility of rendering the end-game anticlimactic (something of a theme developing here, I think?).

GUIDE rating: 4/5

Emerald — Rüdiger Dorn (ABACUSSPIELE, 2002)

Though firmly in the territory of the family game, with a simple ruleset and clear objectives, Emerald nevertheless offers lots of interest, and would be an excellent introduction to more meaty tactical Eurogames for younger children.

The randomness of the card distribution will easily skew the outcome beyond the realm of strategy, and the capricious behaviour of the dragon will grate with more studious players, but taken for what it is, the game is a light, fun romp.

One thing I really liked was the effortless pressure the game puts on the players to ‘get on with it’. You can’t hang back indefinitely, and you can never retreat. The dragon sits in wait and, whether you like it or not, you’ll have to take your chances eventually. Remember, fortune favours the brave!

GUIDE rating: 4/5

Ora et Labora — Uwe Rosenberg (Lookout Games, 2011)

This is quite the meatiest Eurogame I’ve played in many a long month and though professionally curious, I was really not expecting to be so entertained and so engaged for the full 2½ hours that it took us to play. And yet, entertained and engaged I most certainly was! I am no Rosenberg aficionado, so cannot speak of how this compares to or contrasts with it’s cousins Agricola or Le Havre, but the received wisdom seems to be that with Ora et Labora the designer has continued to develop and perfect his very particular art.

Yes, the game has a multitude of rules and a boat-load of components, all sprinkled with an expansive litany of iconography, but once the game is up and running, everything flows incredibly smoothly, and is wonderfully supported by the excellent graphic design. Quite how any designer tames such a multi-headed beast of a game I am genuinely at a loss to know, but Uwe clearly knows his onions. And a wide selection of other animal-, mineral- and vegetable-based commodities.

What I particularly liked was the degree of player interaction, not something Eurogames are typically famed for, especially those in which players independently build their own tableaux. But through the simple and really rather cunning trick of allowing players to pay their opponents to do work for them, the interest in the affairs of others, and the ability to disrupt their plans, is increased enormously.

GUIDE rating: 5/5

Dragon’s Gold — Bruno Faidutti (White Goblin Games, 2011)

And finally we have this recently rereleased title by Faidutti, which stands or falls on whether you can stand (a) the direct, time-limited negotiation, and (b) the utter chaos of the magical item cards. This is by no means a bad game — although the miniscule numerals and dark, indistinguishable art and card colours of the recent edition are almost unforgivable — but this really is one of those ‘love it or hate it’ games.

I’m certain it will work brilliantly for some, but for others it will be the gaming equivalent of nails down a chalkboard. As one detractor on BoardGameGeek pithily put it: “Bickering in one minute chunks. No thank you.”

I didn’t think I’d like it, and I was right. But as ever, I’m glad I had the opportunity to find out!

GUIDE rating: 2/5

This post also appears on my BrettSpiel game design blog.
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Fri Feb 24, 2012 5:47 pm
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Gaming Bits and Pieces: Happy 2012!

Brett J. Gilbert
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Things have, I admit, been a bit quiet here at BrettSpiel Towers of late. But worry not, dear readers! There has been lots going on — I’ve simply been neglecting to write about any of it. So, what’s new?


Oracle Pathway: Le chat est sorti du sac

The Big News is that Oracle Pathway is coming, and it’s coming fast! I can’t tell you (yet) what it’s going to be called or very much about the theme, but I can tell you that Asmodee are doing a top-notch job. The publishing contract was only signed last September, but since then the team at Asmodee have been working flat-out to get the game ready to show at Nürmberg in just a couple of week’s time. And, as a way of teasing out the big reveal, Asmodee have so far published two ‘behind the scenes’ articles (in French) documenting their development of the game. Your French may be better than mine, but if not then you can at least enjoy Google’s entertainly odd interpretations…

* Behind the scenes of a game — Chapter 1: The prototype [original]
* Behind the scenes of a game — Chapter 2: Towards a theme [original]

There is some information in these articles about the exciting thematic direction Asmodee have taken, but the main visuals are all of my original prototype. (The only clue to the new look is the little ‘eye’ graphic connected with the second article.) I have seen all the key component artwork and, just this week, the first sketches of the cover artwork; I hope to be able to share some of this soon. I just need clearance from Asmodee HQ!

’Twas the season to be gaming!

Just in time for Christmas I took delivery of a big shipment of lovely new games, which represented part of my spoils from last year’s Concurs Ciutat de Granollers de creació de jocs — the very contest that put Oracle Pathway on its path to publication. While I was away with my family I was able to try out some of the new games, which meant repeated plays of HeckMeck Barbecue, Zooloretto Mini, Level X and The Spiecherstadt — plus our first experience of the curious delight of Geistesblitz. In the New Year I also picked up a cheap copy of Fast Flowing Forest Fellers (thank you: The Works!), so my collection continues to grow. Alarmingly.


I was pleased with all my new games, and although switching from the regular HeckMeck mindset to the new demands of Barbecue was a little jarring at first, the game certainly grew on us. The components are wonderful and the gameplay rather more subtle than it at-first appears — the cunning Doktor does it again!

Zooloretto Mini was a hit, but I am now curious to try the original. There was quite enough game for us in the Mini version — does the bigger box really deliver anything more? Level X played less well with the others, although I rather enjoyed it’s simple brand of combinatorial dice-based tactics. 

The Spiecherstadt was a step up from the other games, but went down surprisingly well with my mother and sister, with whom Pickomino has gotten the most plays in the past couple of years. I wasn’t sure the little Stefan Feld brain-burner was really going to hit the spot, but they were both up for the challenge and more than capable. (I, with all my gamer sensibilities, floundered about and lost both times.)

Geistesblitz was a lot of fun, although somewhat bewildering at first — I would love to see how kids play this one, since I think we were all a little too sober and cautious. And Fast Flowing Forest Fellers delivered a suitably speedy race game, with plenty of good-natured but ungentlemanly pushing and shoving thrown in.

Saturday 7th January: Gaming at the Grad Pad

The monthly board game meet in Cambridge’s well-appointed University Centre (do come along on the first Saturday of each month if you fancy it!) was another great opportunity to play games old and new. I avoided getting pulled into anything too heavy, and instead stuck to lighter fare: Carcassonne: Hunters and Gathers, 7 Wonders (including Leaders), Dixit and a furious round of Bohnanza to finish.


Given all my Carcassonne experience I was expecting great things, but in our 4-player match, I came last (albeit by a slim 6 points). And, just to compound my defeat, all three of my competitors managed joint first!

I did rather better in our 6-player 7 Wonders match, pulling off a rather stunning, although highly unexpected, win. I’m no 7 Wonders aficionado, having only one previous play to my name, but I was lucky that my Leaders gave me a hint at a strategy which, largely thanks to my demilitarized neighbours, paid off handsomely. I do really like both the base game, and the clever way that the Leaders expansion has been slotted oh-so-neatly into it, but the fact that in a 6-player game I only really ‘played’ with my immediate neighbours, and even then tangentially, is curious. Games that can scale to 7 players are good news for gamers, but I’d rather see them deliver more of a genuinely communal experience.

I’d always wanted to try Dixit, and now that I have I can say that it certainly deserves its success. Because of its openness and creativity, it’s a game that will adapt to almost any group, and the tension and interest created by its scoring design does an excellent job of keeping all the players involved in every round. And it has small wooden bunnies, so what’s not to like?

Bohnanza is another very well-known game that I have played only a few times, and then only with adults. Playing a 4-player game with two experienced under-10s was, in contrast, a delightful revelation. Their own approach to the subtle art of negotiation turned the game into something more akin to the raucous brawl of Pit — and the game was quite the better for it! There was no chance to carefully consider other player’s positions; no time to deliberate on the mathematical consequences of any particular trade. I simply had to brave the storm, knuckle down, up my game, and learn to play by their rules.

This post also appears on my BrettSpiel game design blog.
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Wed Jan 11, 2012 2:11 pm
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Games at the Grad Pad

Brett J. Gilbert
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Cambridge
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In which I take a very quick look at the games I played on Saturday at the monthly games day at the Cambridge University Centre — that’s the Grad Pad to you and me!

All four games were new to me, and the first two always appealed, so I jumped at the chance to try them out. I won’t give you the low-down on the rules, just what my designer brain made of them, good, bad or indifferent.




Stone Age — Bernd Brunnhofer (Hans im Glück, 2008)

I really enjoyed Stone Age and would love a chance to play again. As usual from this publisher, the components and artwork are first class. Set-up isn’t fiddly, the gameplay is immediate and intuitive, and because all the choices are public, it’s easy to get going because you can openly discuss other player’s choices without genuinely prejudicing your own.

It’s clear from just one play that competing for the cards is crucial, since they can generate substantial end-game bonuses. I played a 4-player game with Pete, Ray and Robin, and Pete’s victory was crushing, partly because he’d gone after the cards aggressively at the beginning.

The dice keep things lively, and introduce a nice element of ‘push your luck’ where it’s possible to take a gamble in some turns, spreading yourself thinly in the hope that a plan might just come together. Reading the intentions of other players, and trying to pre-empt them is important, as is reacting to tactical opportunities, so the player-engagement is high. This is something else that dice add to any game, because it’s always fun to share the agony and ecstasy of another player as they roll high or low, or to speculate before a roll about exactly what’s coming. For the same reason, I really liked the cards that gifted resources to all players in turn, based on the roll of a set of dice.

Stone Age is deserving of its popularity: a solid 8/10 for look and feel, playability and fun!


Troyes — Dujardin, Georges & Orban (Pearl Games, 2010)

There are lots to like about Troyes. The style of the artwork is excellent, and a welcome break from the familiar, slightly soft-focus magic realism of games such as Stone Age. In contrast, Troyes has a schematic, hard-edged, gothic precision, and it’s clear that a great deal of thought, effort and skill has gone into rendering the complex set of actions and outcomes into a coherent and elegant set of visual cues and icons. The user interface design is really well done!

But Troyes is a much harder nut to crack than Stone Age, so requires more attention from the newcomer and a greater willingness to accept a larger number of restrictions and non-obvious interactions. The dice play creates a really nice core to the game, but there are a lot of dots to join up on the periphery and, in comparison to Stone Age, there is a much greater disconnect between the player actions and the notional narrative of the game.

The game will reward perseverance, so I would certainly recommend it to anyone looking for a heavier eurogame. But the rules do not easily resolve themselves into intuitive gameplay — Exhibit A: The number of rules queries on BGG! — and the designer in me wanted to see fewer “You can’t do that!” moments. I’m not saying, just to be clear, that I preternaturally know better than the game’s designers; I would not be so presumptive. But throughout our game we needed to consult the rules — often to discover our desired action forbidden! — and this suggests to me that the game’s logic is a little too difficult for the casual player to map. Players have to make sense of any game before being able to play it fluidly, and Troyes, for better or worse and for a variety of reasons, does not make this cognitive leap easy.

Troyes is definitely recommended, but with provisos: 7/10 for intrigue, potential and novelty.


Ascension — Justin Gary, et al. (Gary Games, 2010)

On twitter, and as an immediate reaction to my game, I gave Ascension a one-word review: “witless”. And I can’t say that my opinion has changed. Whatever you think about the deck-building genre, it’s clear that designing a good deck-building game that’s as good as Dominion — which remains the first, best example — is hard.

Successful game mechanisms do not, in and of themselves, make successful games. You can’t simply deconstruct a good game, reconstitute some (or even all) of its parts and hope that an emulation of its creation will lead inevitably to an emulation of its success. There’s a little bit more to it than that.

Dominion succeeds because it limits players’ actions and allows for meaningful choices and genuine strategies. Ascension, in contrast, seems random and futile. Players may have options, but they don’t have choice.

I’ll summarise by giving Ascension three words instead of one: “not for me”.


Factory Fun — Corné van Moorsel (Cwali, 2006)

Last to the table was Factory Fun, which I certainly enjoyed even though I played very poorly. But there’s no getting around it: this is the epitome of multi-player solitaire. The competitive puzzle-solving genre is popular, and Z-Man’s upcoming new edition of the out-of-print and hard-to-find Factory Fun is likely to be well received (the updated tiles and graphic design look excellent), but the game is no more than a quick, light ‘filler’, and a relatively lonely one at that.

The principle of the game is clever and engaging, but there are plenty of clever and engaging fillers out there that engage more through player interaction than private intellectual activity, and I think I’d rather play those.

But Factory Fun is definitely good for the right crowd: 6/10 for being a nice idea, well executed.


This post also appears on my regular BrettSpiel blog, which you are, of course, more than welcome to come visit!
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Mon Oct 3, 2011 12:57 pm

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