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A blog about 2 player games. Games that are either published to be played with 2, games that scale to 2 and games which have variants/rule changes for 2.
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Aton - A puzzle of pips.

Tony Bosca
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Warren
Michigan
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The purpose of this blog is in order to showcase some 2P games that my friends and I enjoy. I will attempt a brief rules explanation, just enough to give the article a little backbone. I hate reading rulebooks unless there is a game to be played immediately afterwards. I will write this series as I see fit for for reading myself - Light, quick and in parlance of our times.


Game Designer - Thorsten Gimmler
Game Publisher - Queen Games
Game Type - Abstract Strategy

Thinly veiled in theme, Aton is a truly elegant game of equal forces vying to occupy space. I must say that I am generally a fan of abstract games that "disguise" themselves with nice bits and pretty colors - Ohhhh the pretty colors. Anything that gets these abstract games to the table on a lighter, less intimidating note, is welcomed among my pals. Keep in mind we know damn well that underneath that neat little box lid is a nasty game of cutthroat tactics, plotting and scheming... it just helps to break the ice. You'll need the ice later, to cool your noggin of course.

In Aton, players each get a deck comprised of equal forces. The cards are nothing more than numerical ranks (1-4) that are shuffled and drawn gradually at random. The deck consists of 9 of each rank (9 4's, 9 3's...) for a total of 36 cards apiece. These are shuffled and drawn 4/turn. So you know what's in there, you just don't know what/when you're going to get.

The game board is divided up into 4 regions with 12 "spots" in each. Your goal is to strategically place your markers in these "temples" in order to either meet one of the instantaneous winning conditions or to score more points than your opponent through superior placement. How you place your markers in the temples will depend on how you'd like to spend the strength of your individual player deck. There are 4 "cartouches" or as I like to call everything, spots, on each side of the board. You take one of your 4 cards drawn at the beginning of the turn and place it in each cartouche. After a simultaneous reveal, you will spend your cards' pips. The first spot is a little different than the other 3, so we will get back to that guy. The 2nd cartouche is an offensive action which allows you to remove your opponents previously placed markers. The higher the strength of your cards the more markers you can remove. Careful though, if you do not spend enough pips on this location you might end up removing a few markers of your own! The 3rd cartouche dictates the highest numbered temple you may place your markers in that turn. Temples are numbered 1-4 and the equity within these temples increases with the numeric value. The fourth cartouche tells you how many markers you get to put down that turn. Laying a "2" in this cartouche means you get to play 2 markers in your eligible temple. So what you have here is the want (most times) for a "4" in every spot. You want to be able to use your high cards to remove more of your opponents markers, play in the highest valued temples, place the most markers you can... but alas the deck makeup does not allow you such freedom. The very first cartouche is a straight points bid, scoring two points multiplied by the difference between your 1st cartouche card and your opponent's. The player with the high card in this cartouche get's point right away. If none of the instant win conditions are realized, this race comes down to points alone, so although this is the least functional cartouche, it offers a great share of points.

There are also instant win conditions to be watchful of. Each temple has a row of green spaces and a row of yellow spaces. If you can manage to fill up the green spaces in each separate temple you win outright. No need to play out the decks any further or wait until the end of the round to score! Same goes for the yellow spaces in each temple. It's important to note, that after each round ends the majority owner of each temple scores for the amount of markers he has in the temple. Often times the instant win strategies and point optimization strategies are contradictory to eachother. Meaning, to go for an instant win is often at the sacrifice of potential points. If you miss out on your opportunity to make this winning condition, you're giving your opponent an opportunity to score a lot of points. Note: another winning condition, 40 points prior to a scoring round... if 40 is met during the scoring the player with the most points wins. The trick is that first cartouche, it allows you to score prior to the scoring round. So if you're too aggressive in going for one of the non-point scoring victories you can let your opponent get dangerously close to hitting that 40 point mark prior to you achieving your instant win. Another instant wins - filling up a single temple completely with your stones only. This one is tricky for sure, as you'll be aiming for the most in each temple already. If MOST becomes ALL, it's over.

Once a track comprised of removed stones is full the scoring round goes as follows: in each temple the majority owner scores points, there are some bonus point individual spots in the temples, there are also black squares in each that instead of instant win conditions allow you to score a lot of points if you have the majority of them out of all temples.

To me, this is the core conflict of the game. To go for the instant win, or to pile up the points. But it's not that cut and dry. This isn't so much a "multiple paths to victory" game as it seems on paper. What usually happens is that while someone is going for all the green spaces on the board, you'll be going for all the yellow. They'll get close and you'll throw some stones on the green spaces in order to play defense, they'll commit higher cards to the 2nd cartouche in order to remove those stones... this opens up the other areas of the board for you to exploit. Maybe you'll get closer to victory with being able to capture all the yellow spaces, but chances are you'll have to re-respond to their green effort again... It sort of bogs down at some point, either from the start or when someone gets too close to an instant win and demands attention. What results is a tactical delight, involving card counting, conservation of resources, bluffing... it get's sort of tit-for-tat, little moves here, mini-swing there - until someone, tensely, grabs the reigns and rides the pony in to town.

Some people have argued on here that the game is good but simply not fun to play. Luck is pretty low. Turn to turn play is very samey. To me it's the tactics and "open" feeling of the strategy that are the appeal. The best move is sometimes very easy to recognize, especially in end game situations, but the mid-game is a beautiful mess. Although Aton is an area majority game, it really doesn't feel that way while playing it. It should, for every reason I described in the little rule synopsis, but it doesn't. This hearkens back to my first paragraph on theme. These thinly themed abstracts seem to fool unsuspecting players. As a friend of mine's girlfriend said, "What, do you get to be that guy on the box or something?", to which I answered, "No, you get to play chess with a pharaoh suit on." It had me thinking for a bit. Maybe the lack of perceived fun has something to do with the expectations that are presumed upon seeing the imagery and theme?

As for replay-ability, I think Aton holds up fairly well. No two games seem to be the same. Strategies change, the bluff or distraction from experienced players, or the amateur naivete of the noobs... because of the set value of each players' forces, there is nothing that can be squandered. That "4" has to go somewhere, whether it's the optimum placement or not, we may never know. The mechanic of placing the cards and doing the elementary math needed to determine the cards true value in each cartouche is a turn off for some people. I've even heard it called convoluted. I think it's rather simple, and even if it is a little convoluted aren't all game mechanics?

Aton a very nice game. It's actually impressed a few people that I didn't think it would. The area majority/area control genre is pretty void of good games for 2, I believe it to be one of the better, one of few that actually works. It's not gonna rock your world, but it might consume more of your 2P filler time than you thought. It feels like there is something here to "figure out", "let's do it again" is a common chorus. There are just so many moving parts here.


This is my first attempt at contributing here on BGG besides comments and photos, so hopefully you enjoyed reading it. I plan on doing a few of these little articles a week... hopefully showing a little improvement as a writer each time. I picked this game for my first rather hastily and regretted it almost immediately. It's really hard to describe the mechanics this way, I'm sure the designer probably encountered the same. It's almost as if you need to play a few hands to really see how it goes down. Ah well, welcome to my weird little spot on the intrawebz, a place where everyone is a writer, yet no one writes. They type.


*edited to include minor synopsis of scoring round, for clarity.



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6 Comments
Subscribe sub options Thu Aug 11, 2011 6:29 am
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Colorcrayons
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Maplewood
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Thanks for the post, Blakstar.

I hate to be the guy that points to your post and say "What he said" but I really think you have described the game experience pretty darn well.

Big things certainly do come in tiny packages sometimes and Aton is no exception.

My GF and I have had this in fairly heavy rotation for the last two years and no game has ever been the same. We feel it is the perfect "coffeshop" 2 player game. Very portable, takes up little space and works well for caffeine addled minds to sort out the good mid game strategies.

If I had to lay one criticism about the game after all this time, I would level the charge that they should have included a card holder to make revealing cards easier instead of laying them face down and dragging them across the table to flip. We sleeved our cards and we have gone through 2 sets of premium thickness sleeves over this games lifetime.

It may seem a minor complaint, but after many many games we have come to the conclusion that the tile stands in Ingenious are needed to make the game really shine. Once we used card stands to just simply knock the stand over to reveal cards, we have never went back to laying them on that table. Sadly, those card stands don't fit in the Aton box... grrr. lol

Try it. I am sure you would agree.

Another complaint is the odd way in how to play the game. It took us awhile to figure out exactly what the rules meant, so it is not exactly beginner friendly and can be frustrating to play initially. I am not sure if better rulebook writing would have helped. I think it is just a matter of unintuitive style in which the game is played. Thankfully Uvulabob's video does a grand job in helping to figure that out.

But once it got decoded...whooo boy. What fun.
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  • Posted Thu Aug 11, 2011 9:01 am
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Kristofer Stanley
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Thanks for the detailed description, easy to read and touched onn all the right points. I look forwards to future reviews!
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  • Posted Thu Aug 11, 2011 2:43 pm
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Tony Bosca
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LordHellfury wrote:
...after many many games we have come to the conclusion that the tile stands in Ingenious are needed to make the game really shine. Once we used card stands to just simply knock the stand over to reveal cards, we have never went back to laying them on that table.


:0)

Thanks for reading!

That's a really good idea on the stands. I might just have to give that a shot... When thrifting I was able to find some nice stands out of this poker/dominoes based game that would probably work perfectly, I might not even mind cutting them down to fit them in the box. Usually they just sit on the shelf next to the dice tray, card holder (you previously mentioned as absent from Aton) and the little "footprint" I have saved for when I splurge on a nice dice tower.

As for your last point, I sort of was trying to get that in the last little summation. I'll bet a relatively large handful of people didn't give this game a chance based on the counter-intuitive way the cards seem to be played. But really what is so counter-intuitive about the card placement? Besides looking at that 2nd cartouche hard a few times at first to make sure you remember to subtract 2 from the value in order to asses the action... it really isn't that tricky. It's more like "here's a little rule system that we need to learn, it's unique to this game." Is it this unique quality that is the problem?

I'm not disagreeing with you by any means, it's just a shame that I bet, the really really simple but unique rules somehow scared people away from this one or left them with a less than positive first impression... of course based on reading the rules alone... because once you play the cards down a few time that dwindles. In fact, sometimes when I slap my cards down in 2 or 3 seconds I look back and think about the first few plays, say to myself "you feel like a smarty pants don't ya" but really nah, it's just that it actually feels really INTUITIVE after a bit.
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  • Edited Thu Aug 11, 2011 5:01 pm
  • Posted Thu Aug 11, 2011 4:59 pm
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Colorcrayons
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Maplewood
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blakstar wrote:
But really what is so counter-intuitive about the card placement?


That bit is hard to pin down once you have internalized the rules. It's like asking a child who now knows elementary math why they could not understand just yesterday that 1+1=2.

In fact, all I can say to that is we had difficulty deciphering exactly how the placement mechanism worked without outside minds coming in and explaining it.

But like I said, looking at the rules I am not sure if they could have explained it any better. It makes sense once it makes sense if you forgive the tautology.

I think this is one of the best examples of rules writing failure that I can think of. Not because the rules are written poorly, but because they are written from the viewpoint of showing the rules to people who already understand those rules instead of teaching those rules to people who do not already understand the rules.

Of course, the rules are not completely to blame for our lack of understanding and comprehending how the rules were laid out, but honestly nobody I showed them to got the gist of the card placement until I saw uvulabob's video and the veil of ignorance was ripped away.

Given more patience, I am positive I could have deciphered them (they are rather simple afterall), but you need a outside/fresh perspective at times to help understanding come to the surface.
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  • Posted Fri Aug 12, 2011 10:50 am
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Justus Pang
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LordHellfury wrote:

I think this is one of the best examples of rules writing failure that I can think of. Not because the rules are written poorly, but because they are written from the viewpoint of showing the rules to people who already understand those rules instead of teaching those rules to people who do not already understand the rules.


This is finally explains why the rules have always bothered me! Its perfectly legible once you've played the game a couple times. But damn it was confusing for the first few reads!

I couldn't ever put my finger on it but it makes sense to me now!

Otherwise, I love the game, and pretty much agree with what you're saying....at first when you said it "bogs down" I thought you were going to go in a negative direction, but you're right, it gets interesting precisely because becomes a nasty mean wrestling match...which is why my girlfriend won't play the game anymore.
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  • Posted Fri Aug 12, 2011 11:36 am
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Tony Bosca
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aaarg_ink wrote:
LordHellfury wrote:

I think this is one of the best examples of rules writing failure that I can think of. Not because the rules are written poorly, but because they are written from the viewpoint of showing the rules to people who already understand those rules instead of teaching those rules to people who do not already understand the rules.


This is finally explains why the rules have always bothered me! Its perfectly legible once you've played the game a couple times. But damn it was confusing for the first few reads!

I couldn't ever put my finger on it but it makes sense to me now!

Otherwise, I love the game, and pretty much agree with what you're saying....at first when you said it "bogs down" I thought you were going to go in a negative direction, but you're right, it gets interesting precisely because becomes a nasty mean wrestling match...which is why my girlfriend won't play the game anymore.


@Lord, yeah I agree with the presentation. I had a more recent and and challenging task when I tried to learn Washington's War, with regard to the way the rules don't really re-cap. Or rather, they "assume" knowledge of upcoming rule explanations, in the "run-up". I know a lot of the struggle had to do with my limited wargaming experience, but boy was it cumbersome. It did not really hold your hand as a lot of rulebooks do, it was kind of intimidating actually. What I basically did was read the book through once, just accepting that things will be explained in subsequent pages, finish and immediately repeat... a few times. I like learning games and to be honest I didn't find it all that enjoyable of a process. I did however feel obligated to learn it because I talked a friend in to buying it and I had wanted to try and branch out to a few more "noob friendly" wargames. Overall, it was definitely worth it, just frustrating as hell! I absolutely love the game... well both games!


@Justus, oh no, I meant bog down as, get's congested and tight, with little moves and little swings. It really feels like a tug-o-war sometimes. I'm glad that hit home with someone. Sometimes I wonder if the game may be overbalanced, as maybe the best moves are pretty blatant. I think this may be an area that potential meta-game or even sort of bluffing, starts to make the game a little more interesting, after getting passed the obtuse rules on placement and how the game paces. One thing is for sure, the end game is always really tense and satisfying.
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  • Edited Wed Aug 17, 2011 6:32 am
  • Posted Wed Aug 17, 2011 6:31 am
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