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Game Preview: Trajan -or- Stefan Feld Reinvents Mancala

W. Eric Martin
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Stefan Feld's Trajan is the first release from new German publisher Ammonit Spiele, but if you didn't see Feld's name on the box, you'd probably recognize his design style once you learned more about the game.

At heart, Trajan resembles Feld designs like Notre Dame, In the Year of the Dragon and Macao in that players each manage an individual tableau while also competing in a shared space and indirectly affecting other players. Each of those games has a design hook – card drafting for actions in Notre Dame, action shuffling and selection each round in Year of the Dragon, the funky cube-distribution wheel in Macao – and Trajan has a similar design hook, that being the use of Mancala-style bit distribution to govern a player's choice of actions.


In Trajan, a player has six possible actions – building, trading, taking tiles from the forum, using the military, influencing the Senate, and placing Trajan tiles on his tableau – all depicted above iconically. At the start of the game, each player will have two differently colored pieces in each of the six sections of his tableau. On a turn, the player picks up all the pieces in one section and distributes them one-by-one in sections in a clockwise order. Here's an example from publisher Rüdiger Beyer:

The green player's tableau at the start of his turn


Choosing and distributing pieces, with the location of the final piece determining the player's action for the turn – the Forum, in this case

Bonus!

To explain the last image further, one of the possible actions is to place a Trajan tile on your tableau. If, on a later action, your final piece is placed next to a Trajan tile – and the colored pieces on that action space match the pieces shown on that tile – you take the special action on that tile, which in this case is receiving two goods cards. This action is in addition to the Forum action itself.

"Good planning is essential," says Beyer. "This is a new mechanism for determining actions, which requires skill to plan two or three turns ahead, and because each player has his own 'Feld-Mancala', learning to use it well takes pure strategy. And if you prepare your movements in the circle well, you can possibly take the same action 4-6 times in a row, if you really want to, of course..."

Given the final situation above, for example, the player could next move the green piece on space V in order to take the build action on space VI in addition to the Trajan tile action on that same space. The player might next move the pieces on space II, dropping the yellow piece in IV, so that on the following turn he could move the pieces from space VI in order to take two actions in space IV.

So what are trying to do with all these actions? Acquire victory points (VPs) in whatever ways are available to you – and since this is a Feld design, you try to avoid being punished, too. At the Forum you try to anticipate the demands of the public so that you can supply them what they want and not suffer a penalty. In the Senate you acquire influence which translates into votes on VP-related laws, ideally snagging a law that fits your long-term plans. With the military, you take control of regions in Europe, earning more points for those regions far from Rome.

Oh, did I not mention that Trajan is set in Rome? From the basic game description here on BGG: "Set in ancient Rome, Trajan is a development game in which players try to increase their influence and power in various areas of Roman life such as political influence, trading, military dominion and other important parts of Roman culture." That said, I've never felt that I was in Paris while playing Notre Dame or living the part of a European explorer in Macao, so I don't expect to relive the days of the Roman Emperor Trajan. Feld's strength in game design isn't recreating the nuances of whatever setting surrounds the game, but rather creating compelling game systems that challenge you as a player to outthink and outplay everyone else in this artificial world that he's created. I expect nothing less in Trajan and look forward to exploring the Feld-Mancala at Spiel 2011.

Prototype of the shared central game board
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22 Comments
Subscribe sub options Fri Aug 26, 2011 6:30 am
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Lee Ambolt
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Linus Per Ambolt 13.12.2010
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We'll see if Trajan is still being played several thousand years later before deciding its a reinvention of Mancala :-)
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  • Posted Fri Aug 26, 2011 7:14 am
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Christian Brunner
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That's kinda very short preview?
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  • Posted Fri Aug 26, 2011 7:45 am
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The root of all evil... but you can call me cookie.
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Well I think it's a neat idea to lift the basic mechanic from Mancala and implement it into his own game. Sure beats Dorn's pretty much direct rip of the game in Space Walk.
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  • Posted Fri Aug 26, 2011 7:53 am
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Thomas Büttner
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Cyberian wrote:
That's kinda very short preview?

I wouldn't call this a "preview", but a "short note about a future release" ;-)
 
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  • Posted Fri Aug 26, 2011 10:11 am
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Lee Ambolt
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The thing is, mancala and its variants are great, classic games that have been played by many, for a long time. It's a neat mechanic and I am very surprised it's not been lifted more, but then again, how would you integrate it into a non abstract form? If it's a pure abstract form... you kind of have a Mancala variant again. The problem is how do you make any cohesive sense out of how the mechanic works in a game theme. I'm very very skeptical its appearance in Trajan isn't anything more than a gimmick of trying the mechanic in with a mix of resources and actions, it might very well work and be quite cool, I guess we will see. I'm not really seeing how the mechanic matches to the icons and actions shown in the previews. That's not to say it won't be a great game, or a popular game, or both, and I'm not trying to second guess one of the most prolific and successful game designers in the field, I'm just saying, for me, his ideas are wearing a little thin, and lack the necessary cohesion and narrative to be interesting past the first 6-12 plays (and many would say thats a fair enough return on a game anyway)
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  • Posted Fri Aug 26, 2011 10:32 am
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Nathan Morse
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thoia wrote:
Well I think it's a neat idea to lift the basic mechanic from Mancala and implement it into his own game. Sure beats Dorn's pretty much direct rip of the game in Space Walk.
Funny you should mention that: Way back when I first noticed that Trajan employs a Mancala mechanism (yesterday), I was thinking, "Heh heh, isn't that Rüdiger Dorn's territory?" I mean, he has not only Space Walk, but Emerald, and then his trademark mechanism was probably inspired by Mancala as well: The trail-leaving movement that you see in Goa, Genoa, Robber Knights, and Louis XIV. It's more free-form than Mancala's sowing, but it's hard to deny the resemblance.

Nonetheless, Stefan Feld has designed many nice things for my gaming table, and this one has been on my watchlist for hours.
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  • Posted Fri Aug 26, 2011 12:08 pm
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Darren M
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"We are like dwarfs sitting on the shoulders of giants. We see more, and things that are more distant, than they did, not because our sight is superior or because we are taller than they, but because they raise us up, and by their great stature add to ours."
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  • Posted Fri Aug 26, 2011 12:45 pm
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W. Eric Martin
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Almecho wrote:
Cyberian wrote:
That's kinda very short preview?

I wouldn't call this a "preview", but a "short note about a future release" ;-)

How about "the BGG News editor thinking that he had scheduled this for Saturday morning, thereby giving him time to finish it on Friday, while actually goofing and putting it on the calendar a day early"?

In any case, I've now finished what I started, and this should now make far more sense!
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  • Posted Fri Aug 26, 2011 12:56 pm
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John Brier
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ldsdbomber wrote:
The problem is how do you make any cohesive sense out of how the mechanic works in a game theme.


Fair enough that you don't like Stefan Feld games but this argument seems a bit odd... don't most games have this "problem"?

It seems very restrictive to demand that the mechanics of games themselves "simulate" the thematic happenings of the game. This is what I would call superficial verisimilitude anyways. I'm much more impressed when a set of completely detached abstract mechanics manage to convey the theme by how they make the player feel inside the game space.

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  • Posted Fri Aug 26, 2011 12:59 pm
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Jeffrey Allers
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ldsdbomber wrote:
It's a neat mechanic and I am very surprised it's not been lifted more, but then again, how would you integrate it into a non abstract form?


As someone who has been working on a variant of the mechanic in several prototypes over the years, I can tell you that there are actually quite a few themes that can work with it.

The main challenge is incorporating it into a multi-player game without inducing analysis paralysis. Specifically: since the board changes dramatically each time a player "sows" the stones, it's difficult to plan ahead. Feld solves this problem by giving each player his/her own private little Mancala game to play, which means that it will function more like a complex Rondel, really.

Although Feld is very good at surrounding a cool mechanic with a solid, well-balanced game, I would also like to see more than a "one-mechanic wonder" in this game. But I can also see the advantages of this philosophy of game design (spread your cool mechanics over several games, and also keep enough of the familiar in there so that each new game is not too overwhelming to learn).
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  • Edited Fri Aug 26, 2011 1:55 pm
  • Posted Fri Aug 26, 2011 1:05 pm
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Roland W. est. 1984
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played the prototype twice. Nice game
 
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  • Posted Fri Aug 26, 2011 1:34 pm
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verandi wrote:
ldsdbomber wrote:
The problem is how do you make any cohesive sense out of how the mechanic works in a game theme.


Fair enough that you don't like Stefan Feld games but this argument seems a bit odd... don't most games have this "problem"?

It seems very restrictive to demand that the mechanics of games themselves "simulate" the thematic happenings of the game. This is what I would call superficial verisimilitude anyways. I'm much more impressed when a set of completely detached abstract mechanics manage to convey the theme by how they make the player feel inside the game space.



I never said I dont like his games, in fact, weve had tremendous fun with all his games, among our favourites, its just that I quickly burn out on them after about 10 plays or so, and they all feel very similar in several ways (I say all, of course I dont mean ALL ALL but you know what I mean, many of his more popular euros). You may be right that its restrictive, but this one just stood out as being tricky, of course, we have yet to see the rules, maybe it makes sense, but it seems like the themes been stuck onto the mechanic rather than the other way round, and I think I might be slightly changing how I feel about that, at least, it often feels like theres no feeling in his games at all that you're involved with the theme. I'll think about this some more, I'm just musing, and not claiming its consistent, authoritative or objectively accurate. It's just a feeling I have, and if anything I'm more disappointed than anything that I've enjoyed all his games but have kind of "seen through" them all after less plays than I might have liked.

I'll be keeping my eye on this one, it may be that the actions are somewhat cyclical in theme too, and then maybe its nice that moving stones round makes closely successive actions more appealing and then it all comes round the circle again, and taking actions ahead on the rondel affects things. I'm intrigued at least, and surprised we've not seen it more, though I ghavent played all Dorns games, and I guess Louis XIV has something of the "seed spreading" in it, and to be honest, I did quite like that even though you had to have a good imagination to pretend it meant anything!


I think its like the abstraction in these games doesnt ever tie in well enough with the story of whats going on for my liking (currently). In Agricola you could argue all kinds of parts of it make no sense, but on the other hand, I'm breeding animals, I'm planting crops, I'm harvesting, I'm building a farm. All of it fits into the feeling of the game and the story of what I'm doing. In Felds games, that rarely, and maybe never works, its not that kind of thematic tie in. I think then, once you've seen the mechanic, you're either so enamoured with it you want to keep at it, trying to game the system to maximise your scores (re: Notre Dame) or you (like me) feel like, the games start to "feel" the same, as there's no great immersion into whats going on. Thats the feeling I get here too. The mechanic itself, I don't see how in the way it's illustrated (without benefit of rules) can really "fix" that issue, and I see this being very much in line with his other games. Cool, clever, fun for a bit, but ultimately feeling like theres nothing to get too excited about. I'd be happy to be "wrong" (meaning, if I try it, love it, and keep loving it, then great!)
 
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  • Edited Fri Aug 26, 2011 3:10 pm
  • Posted Fri Aug 26, 2011 1:53 pm
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Lee Fisher
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Some of it sounds a little Burgundish. Can anyone compare to The Castles of Burgundy ?
 
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  • Posted Fri Aug 26, 2011 2:33 pm
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George Leach
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lfisher wrote:
Some of it sounds a little Burgundish. Can anyone compare to The Castles of Burgundy ?


I don't see any DBvB in it.
 
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  • Posted Fri Aug 26, 2011 3:03 pm
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Lee Ambolt
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Having thought a bit more, I do like the mechanism, a lot, particularly relating to collection of physical goods, let's hope it works here too. Not sure if it will be like DBvB, but I wouldn't be surprised to see some kind of turn order track you need to keep an eye on, a set of actions and/or resources, say, 6 of them, some kind of triangular scoring or action mechanism 1 + 2 + 3 VP kind of thing, multiple ways to score points, but all very well balanced etc.

It's high time we got a rulebook!
 
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  • Posted Fri Aug 26, 2011 3:42 pm
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nexttothemoon wrote:
"We are like dwarfs sitting on the shoulders of giants. We see more, and things that are more distant, than they did, not because our sight is superior or because we are taller than they, but because they raise us up, and by their great stature add to ours."


Nice quote, but... what?
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  • Posted Fri Aug 26, 2011 3:54 pm
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Bobby Doran
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Sounds awesome. I can't wait to see the final result.
 
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  • Posted Fri Aug 26, 2011 5:25 pm
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Joel Eddy
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Looks weird.... Sold! whistle
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  • Posted Fri Aug 26, 2011 6:53 pm
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It looks good but I can't believe he misspelled Trojan and no one caught it.
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  • Posted Fri Aug 26, 2011 10:19 pm
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els timmermans
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Doesn't the name come from the Roman Emperor Trajanus?
Looking forward to this one!!!
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  • Posted Sat Aug 27, 2011 12:17 am
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@Vaughn I believe pels is right on this one. His name is Marcus Ulpius Trajanus

AKA: "Trajan" The 13th Emperor of the Roman Empire from 98 to 117 AD

Check Wikipedia: http://en.wikipedia.org/wiki/Trajan

Anyway... Looks interesting... I love Mancala
 
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  • Edited Sun Aug 28, 2011 3:15 pm
  • Posted Sun Aug 28, 2011 2:58 pm
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Vaughn wrote:
It looks good but I can't believe he misspelled Trojan and no one caught it.


Don't worry. Some of us got the joke. LOL
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  • Posted Wed Aug 31, 2011 3:16 pm
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