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The Games of Tom Lehmann
Brian Bankler
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I've known designer Thomas Lehmann for a while now ... we only see each other at a convention or two, but I've enjoyed his games. Now he's suddenly publishing a whirlwind, with several games coming out last year and two scheduled to hit by the end of the summer. Like many overnight successes, he's put in decades of work.

In making up this list, I borrowed some notes from Joe Huber's review of Tom's ludography (published years ago). http://www.gis.net/~pldr/Huber13Lehmann.html
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Posted Sat Jul 28, 2007 12:51 am
1. Board Game Publisher: TimJim Games
 
Brian Bankler
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I'm using this entry to stand in for TimJim Games and Prism Games. These two companies jointly published games by Tom Lehmann and James Hlavaty.

TimJim/Prism were a small publisher in the early 90s (if they did anything before 91, neither I nor the Geek know about it). The graphic design was ... sparse. Mainly black and white boards (and cards), with colored cardboard.

Like any company, there were some games I liked and those I didn't. But the games were innovative. You can still find many of these on eBay (or here on the Geek).
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Like Brian, I knew Tom's games before I knew Tom. Not all were favorites--his games, though innovative, were still based around the American paradigm and even back then I was somewhat disenchanted with that style (I just didn't know there was anything else). But it was clear there was an original mind at work here, so I made it a point to seek out his games when I could. It was a genuine pleasure to meet him more than a decade later and get to know the man behind the games.
2. Board Game: Suzerain [Average Rating:5.95 Overall Rank:3707]
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TimJim/Prism games (which was a joint venture between Tom and James Hlavaty) opened in 1991 with one game from each. Tom's game was Suzerain, which has players building up a fiefdom via card play. You start with serfs, then move your way up to knights, nobility and royalty. There's a several new ideas here, but I was confused by the royal marriage rules and never really got the hang of it.

James' game was "Outpost." In fact, when first meeting Tom I think I told him how much I loved that one.
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Definitely a tough game to grok, particularly the rules about royal marriages. I played it several times and sensed there was a good game there. But there was usually six months or so between games and I'd have to relearn the unintuitive concepts all over again. Eventually, I just gave up. Still, I'd love to play this with Tom to see what makes this game tick; I think I'd like it if I could ever really understand it.
Derek Croxton
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I really like this game. I was in a demo at Origins once, and it didn't seem that complicated, so I think you would probably like it if someone taught it to you. I bought it on the strength of the demo.

The royal marriages are counterintuitive because the partner receiving the spouse has to pay, whether it is male or female. (Different societies do pay a dowry or a bride price, but not in the same society.) But I don't think the rule is that bad, at least once you figure out how to play it. (Some rules are hard to understand and hard to apply. Other rules, like this one, appear to be hard to understand, but easy to apply once you undersand them.)
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Actually, Suzerain was the third published Prism game (after FFF and TA); the publication date BGG gives is incorrect.

AofE was intended as the third game but we pulled it at the last minute for some extra tweaking, which is why AofE is numbered before Suzerain.

(The TimJim only games, Outpost and Mystic War, were numbered 100X; the Prism only games (FFF, TA, AofE, Sz, and TW) were numbered 200X; and the co-design, 2038, was numbered 3001. We playtested each other's games, which is how I came to help Jim develop the Outpost Expert Game rules.)

Before I started Prism my rule was that I had to have one finished game in hand (FFF) and two more well in the pipeline (TA and AofE). I chose these three games from a bunch of different games under development to stake out a fairly broad range of period (contemporary, SF, and historical), subject matter (finance, conflict, and exploration), and complexity (introductory to medium).

The downside of publishing a broad range is that very few gamers like (or even play) so broad a range, which made it hard to establish customer loyalty.

My designs continue to range along a fairly broad spectrum, with relatively few repeating mechanisms other than in the 18XX games. I would love to go farther afield (a block game, a CDG, a CCG, a storytelling game, etc.), but this ultimately depends on the publishers...
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dcroxton wrote:
The royal marriages are counterintuitive because the partner receiving the spouse has to pay, whether it is male or female. (Different societies do pay a dowry or a bride price, but not in the same society.


In this game, there is symmetry between male and female royal marriage partners. This may not be the case in real life, but it's hard to complain about the fact that Tom made it that way in his game.
3. Board Game: Time Agent [Average Rating:6.71 Overall Rank:1537]
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Brian Bankler
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Like Suzerain, many people undoubtedly throw their hands up in dismay with Time Agent. Our group persevered; the rules aren't difficult but this is an intimidating game. It's long (about 3-4 hours), but your first game will probably take an extra two hours. And there's math.

This game features six alien races (well, five aliens and humanity) vying to alter history to their advantage and then go back and kill (or otherwise disrupt) the invention of time travel itself ... locking history in place. Time travel (and other inventions of note) is represented by colored lines that flow from the invention (in the distant past) to one (or more) locations in the present. When no path can be traced, an invention is disconnected.

Time Agent is also 'visually daunting,' as you trace multiple paths (one for each invention) across the board, and determine how to best rotate tiles to change some paths but keep others. Diplomatically, your allies in one area of the board may be your enemies elsewhere, since for each "on/off" (or "connected/disconnected" decision, the races will usually split 3/3 or 4/2. Overall this combines to make Time Agent a good game ... once you've invested a play (or two).
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One of the few games I've ever bought where the visual appearance was so off-putting that I never even tried it. In addition, I was really looking forward to a game was really about time travel and the abstract way it was represented here was a major disappointment. Probably not the game for me, but it's still a shame I didn't try it out back when I had more time and patience for games like this.
Michael Debije
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I have been trying to get this to the table for ~3 years. Someday...
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The group I game with holds 2-3 'big game day' events each year. Our day spent playing Time Agent was unanimously agreed to have been our best day ever.

The recommendation for 5-6 hours for first-timers seems about right. We spent 8 hours together and enjoyed a leisurely game, a fair amount of socializing plus lunch and dinner breaks.

Setting aside enough time is crucial. Although not terribly complicated, this is a deep game with lots of possibilities for player interaction. Rushing people through their moves would definitely ruin the experience.

We used a spreadsheet (found on BGG) which cut down on the turn-to-turn math significantly. But you'll still find yourself running numbers furiously towards the end as you try to decide whether you can vault yourself into first AND destroy time travel all in one move.

I don't know what to make of the comments about the game being 'visually daunting' (or, even worse, off-putting). All I can offer is that our experience differed. At the end of the game, several players specifically mentioned the visual representation of timelines and/or the puzzle like quality of rotating tiles to alter connections as their favorite aspect of the game.
Alan Monroe
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Can I use this as an excuse to pimp my Time Agent Scorekeeping Utility?

http://www.boardgamegeek.com/fileinfo.php?fileid=22986
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JavaJack wrote:
Can I use this as an excuse to pimp my Time Agent Scorekeeping Utility?

http://www.boardgamegeek.com/fileinfo.php?fileid=22986

Pimp away, my good man. Pimp away.
4. Board Game: Fast Food Franchise [Average Rating:6.47 Overall Rank:1484]
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Brian Bankler
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Monopoly done right.

Roll and move, but several spaces are triggered by just passing. Additionally, when you buy a space you choose which company to start. Ice Cream, that's cheap but pays great franchise dividends (if you can arrange it), or the expensive burger stand? Chocolates or Pizza? Unlike Monopoly, sometimes you want to hold off on a purchase (even when you have good cash flow). Finally, you can win by bankrupting everyone or by cashing out a millionaire.

Of all the TimJim games, I've played this most (over 25 times). A classic.
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The game that really got me excited about Tom's design abilities. This truly is a classic and this and Careers are easily my favorite roll 'n' move games. The theming is good, the Acquire-like way the properties grow is inspired, and Advertising (where you place a tile on a square which forces an opponent to move to one of your properties) is just a brilliant mechanic. A game chock full of good ideas. I've probably played this close to 50 times and it always went over well.
Randy Cox
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I met Tom at Origins '90 in Atlanta. I was there with one of my friends (and we met up with many others). But the guy I went with and I played this game with Tom (followed by demos/full games of most of his other offerings). We asked where we could purchase them in the vendor area, but he said he could sell some to us out of his hotel room.

So, we went to his room, bought every game in the line up to then, and went back to play some more with him. Even with him demo-ing, many games (Suzerain, Mystic Wars) weren't intuitive at all, but we got through them. But when we were back home, they didn't make any sense all over again.

The only one that really ever stuck was this one, and I really like it. My benchmark for a good game is that it comes out more than twice per decade. I think this gets at least 3 plays every 10 years.

Edit: I expect people to take me to task about the dates, but I'm awfully certain that Origins was in Atlanta in '90 (still have the tee shirt). Yet, some of these games list a later date of release. My explanations are 1) time warp, 2) games were printed earlier than dates listed here, or 3) maybe it was one of the other two DragonCons I ever attended, which could have been as late as about 1993 or 94 (DragonCon teamed with Origins in '90). If I had to bet, I'd go with #3.
Edited Sun Jul 29, 2007 1:50 am
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Randy, I believe it was DragonCon '93 or '94.
5. Board Game: Age of Exploration [Average Rating:6.00 Overall Rank:2942]
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I can't really talk about this, as I've never played it. [I don't think I would enjoy it, though].
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This is an "experience" game and I don't do experience games, so I've never played. Those who do like these kind of games seem to admire it.
Michael Debije
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Along with Source of the Nile and Safe Return Doubtful, one of the top exploration games. Yes, an experience game where the story is more important than winning, but I think it is a great one.
Mike Siggins
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One of my favourite games. Yes, experience based. Great fun and a real sense of exploration.
Jonathan Evans
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Only played this using the solitaire variant, but great fun and flavor. As mentioned the game has an immersive quality that gives (at least a solo player) a nice taste for the era.
Michael Plach
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zombie this game has the worst designed game board ever (IMO)- prevented me from play until now...
(...and will do in the future!)
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No less a luminary than Richard Berg described this as

Quote:
One great game, one of the best, most enjoyable I’ve played in years.


and

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A major advance from Conquistador. Light years beyond AH’s New World.


(BROG #15)
6. Board Game: 2038 [Average Rating:6.95 Overall Rank:1034]
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(Co-designed with James Hlavaty).

I went through a large 18xx phase (I've played 9 titles), so I was happy to get this and try it. 2038 introduces some luck into the series, which I didn't care for. More importantly (from my perspective), 2038 used minor companies (which I didn't like in 1835).

I think 2038 is similar to Time Agent in that it rewards repeated plays, but I personally haven't been drawn to play it again.
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I've only dabbled in 18xx, so I've never tried this. By all accounts, one of the most original approaches to that series.
Ross Gerke
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I've also only dabbled in 18xx, with one playing of 1889. However I own 2038, and am eagerly awaiting an opportunity to play it. I'm glad to hear it adds a little luck, which, IMO, is exactly what the system needs
Trevor Dewey
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Luck isn't the problem with 2038. One of the privates (Fast Eddy) is overpowered as compared to the other privates and gives the owner quite an advantage in the early game.
Mark Beyak
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tdewey wrote:
Luck isn't the problem with 2038. One of the privates (Fast Eddy) is overpowered as compared to the other privates and gives the owner quite an advantage in the early game.


Just out of curiosity, if this private is so powerful why isn't it "bid up" to a very high price? Wouldn't that equalize it's power?
Joe Huber

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Beyak wrote:
Just out of curiosity, if this private is so powerful why isn't it "bid up" to a very high price? Wouldn't that equalize it's power?


At least in my games, Fast Buck (not Eddy) _is_ bid up; this is a mixed blessing, as it makes it even easier for Fast Buck to get a second ship and start returning at a high rate. (1/2 of the amount bid above the $100 minimum goes to the minor company.)

What I want to try is bidding up one of the other minors significantly; I suspect Torch or Lucky could be every bit as productive as Fast Buck with a bit more cash...
Bill Parker
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Beyak wrote:
Just out of curiosity, if this private is so powerful why isn't it "bid up" to a very high price? Wouldn't that equalize it's power?


As Joe says, Fast Buck does get bid up. And it should be pointed out that FB's early game advantage is both intentional and something that can be managed within the existing game mechanics.

This is one of many strategy topics addressed by Tom in a lengthy BGG post over in the 2038 area. Required reading for anyone planning on playing their first game.

http://www.boardgamegeek.com/article/1276852#1276852
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Edited Tue Jul 31, 2007 9:59 am
7. Board Game: Throneworld [Average Rating:6.97 Overall Rank:2025]
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Brian Bankler
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The last of the TimJim/Prism games, and set in the same universe as Time Agent. Throneworld came out at the same time as Twilight Imperium; apart from theme the games have little in common.

Throneworld feels like a race game with a conquest theme. Unlike many games, the neutral worlds aren't empty ... you have to conquer most of them. And at the center of the galaxy stands the Throneworld, worth six planets but with massive defenses.

A typical problem of free-form attack games is that players can gang up on the leader. Throneworld deals with that by forcing players to 'explore' systems before they can invade. Another novel mechanism is the economy, which tends to be "every other turn" but can skip sometimes, gives bonuses for agression and forces a 'sudden death' endgame (without production) when a player is poised for the win.

Good ideas, but these again lead to a jarring experience for new players as one player can grab the Throneworld to start the endgame ... and the other players may not be able to attack anywhere but a heavily defended Throneworld (if they haven't spent the resources to explore his system). This led to my first game being the first hour of exploration (with each player attacking neutral systems and building up) followed by one or two players repulsed by the Throneworld defenses, then the next player conquering it with no player in a position to attack him.

Not that this is bad, but it was unexpected. Again, a game that often leaves players scratching their heads. With six races, each with slightly differing capabilities, there is replayability for those who play often.
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The connection to Time Agent scared me off when it came out, but after reading Brian's description, I realize the two games have nothing in common. It's clearly a wargame and I've never been much of a wargamer, but if I'd known it wasn't a true sequel to Time Agent, I would have picked it up and at least enjoyed reading the rules. Too bad.
Michael Debije
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Just played this yesterday, and am quite enamored with it. What Twilight Imperium 3 wanted to be. This is a space conquest game with exploration, tech advances, economics, warfare with no turtling, some variable race powers... really great stuff. The board is really bad, but you can't have everything.
Mostly Harmless
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Played this yesterday (with Michael). I really liked this game, it gives a great sense of buildup and exitement in the exploration. I never player TI but I would definately play this one again.

If only somedbody would redesign that board...
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I just noticed that the page here on BGG has the errata and FAQ (which I'd seen before) and an 'introductory' scenario to speed the game up (which I hadn't). That would probably help groups get into this ... the first game would shorten up.
Ted Kim
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I like this game's focus. Instead of trying to be an all purpose econonmic/political/war/diplomacy sci-fi game, it's really just a good sci-fi war game. If you try to do too much in a single game, I think you end up with something too long and overly complex. Well that's my two cents ...
8. Board Game Publisher: Prism Games
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Around '97, TimJim and Prism closed up shop. They were working on a CCG (and a game about the French Revolution that had some buzz among those of us who knew the companies). I also discovered (later) that several of the above games had unpublished expansions.

There were a few (handmade) prototypes of the expansion for 2038 abd Fast Food Franchise. (That I've seen). I post on rec.games.board at the time indicated a Throneworld expansion. I'm not sure about others.
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9. Board Game: Pizarro & Co. [Average Rating:6.65 Overall Rank:637]
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Brian Bankler
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In 2002 Hans im Gluck and Rio Grande published this auction game. Pizarro quickly made my dime list; a mid-length auction game. However, after a dozen-ish games I found myself looking for something new.

The new mechanism here is that you auction off rights to sponsor an explorer ... each explorer sells three 'ships' in the first round, two in the second round, and one in the third. But in the second (and third) round, only those who won a ship earlier can bid. Each explorer provides a sponsor with income, VPs and a special power. These vary. In fact, each explorer has two possible powers (the auction board is double sided, allowing for four combinations in total).

The only flaw with Pizarro is that it's just 36 auctions. Still, a good game.
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I recently picked this one up on clearance at Cardhaus. I'm looking forward to trying it out. At first, a game consisting of nothing more than 36 auctions sounded kind of dull, but all the special powers that come into play make this one sound kind of cool.
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One of the few five-year-old games that has remained in our rotation. A good choice when you want an auction game that plays quickly. It also plays well with six, which is a real plus. Good ideas, well executed. Anyone who is fond of auction games should own this title.

It was also a real kick to see Tom finally break into the German game scene (even though I still hadn't met him). My man Tom was back!
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Edited Sat Jul 28, 2007 5:37 am
Dominic Crapuchettes
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Bethesda
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I didn't realize that Tom designed this game. I haven't played it in a while, but it was one of my favorite new designs of 2002. Tom, if you're reading this, congratulations! This one is awesome.
Drew
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Eau Claire
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Now that I've played this, I think it's just fantastic. An underrated auction game; better in my mind than any of Knizia's higher-ranked ones. (Yes, better than Ra. And I like Ra.)
Chris Bailey
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Broomfield
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I've always loved this game for 6.
10. Board Game: 55 [Average Rating:6.12 Unranked] [Average Rating:6.12 Unranked]
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Brian Bankler
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(Co-designed with Rheinhold Wittig).

I know nothing about this.
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Huzonfirst
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First I've heard of this.
Ross Gerke
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Reading the description this seems interesting, but c'mon, put a little more thought into the title.
Joe Huber

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BTW, the game isn't really co-designed with Wittig. 55 is an expansion to Das Spiel, a game system designed by Wittig. Meine Wuerfel, Diene Wuerfel, the game of Tom's included, is only of Tom's design.
Tom Lehmann
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Abacus was looking for a quick, simple game to go with 55. I designed and tested My Dice, Your Dice overnight at Essen, played it with their product manager three times during his break the next day, and "sold" it. Abacus didn't have any margin on this project to pay me a royalty, so I told them to clean out their warehouse and send me whatever random wooden bits they had lying around for use by me in prototypes. So, I guess I can be persuaded to design for wood.;)
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Edited Sun Jul 29, 2007 5:18 am
Andy Parsons
United Kingdom
Chelmsford
Essex
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Tom, I have a tree in my garden. It's yours in return for a civilisation game that plays in two hours.
11. Board Game: 1846 [Average Rating:7.85 Overall Rank:1219]
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Brian Bankler
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I've never gotten a chance to play this kit game (although I'd like to try).

I know (based on some conversations) that the design was trying to pare the game down ... shorter, with a setup that varied based on the number of players.
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Never played--see my earlier comments on 18xx games. I did see it get a good deal of play at the recently finished Gulf Games and the participants seemed quite happy with it.
Trevor Dewey
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Miami
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1846 is okay. Not great. Not terrible. Interesting additions/modifications to the genre: connection runs (running from an east to a west offboard location), multiple start areas (standard start but for $extra you can start at an alternate, usually better, site), partial capitalization, and a 11/2D stock market that has 'fast' movement (forward movement depends on dividend which, if large, can be 3 or even 4 squares forward).

We found the game to be quite slow during the first two phases but then has a nasty train rush. One issue was private balance (the minor RR and mail contract seem far better than the other minors) and the reduction in the number of number of majors depending on number of players.

A solid effort toward a shorter 18xx game but suffers like all the other efforts towards shorter 18xx games -- the need to reduce complexity to reduce length results in a games that are not only shorter than other 18xx game but have less depth and thus are less interesting than other 18xx games. The short, deep, 18xx game remains the Holy Grail of 18xx design.
12. Board Game: Jericho [Average Rating:6.10 Overall Rank:1851]
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Brian Bankler
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Completing my triumverate of ignorance....

Update March '09 -- Having finally played a few games, I think that this is a reasonable filler (with a learning curve, as Larry states).
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Leave it to Lehmann to come up with a filler with a learning curve! Unfortunately, people don't expect this and those who've played this just once tend to put it down. But there's some good ideas here and some unique gameplay. By your second game, you start to realize some of the cool things you can do. I like it. There's a reasonable luck factor, but that's quite acceptable in a filler.
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I've finally gotten around to playing this, and I second Larry's comments.
13. Board Game: To Court the King [Average Rating:6.48 Overall Rank:687]
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Brian Bankler
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"Cosmic Yahtzee" (as some call it) arrived last year. It quickly became one of the 'fillers of choice' for our group (and other groups), and is Tom's highest ranked game. There's a lot of luck, but some skill involved.
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I've always liked dice games and the first time I played this (under its original title of Royal Advancement), I fell in love with it. The idea of turning in dice combinations to acquire powers to help you with future rolls was just so clever. Properly using those powers requires sound judgment, so there's much more here than just rolling well. Plus, deciding which powers to go for even gives it a strategic aspect. This ranks up there with the sainted Can't Stop and Pickomino as the best dice games ever created. Like most games of this sort, you need to limit the number of players. Five is definitely too many; to me, three players is perfect.
Ross Gerke
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I'm going to have to agree on the 3 players comment (though I have enjoyed it as a 2-player game). I just love the idea of this game, though after a few plays I already find myself leaning heavily on a couple strategic rules, which I really dislike in a game.
Brian Bankler
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I've played this 50+ times (not counting BSW), I think that gameplay has some subleties, but a few basic rules do get you most of the way there. (I do have a variant for the General, too). And I agree that this is for 2-3, really.

Still, any quick dice game that gets 20+ hours of play is one I recommend.
Smatt Read
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I think this game is pretty cool, and have been wondering about the inclusion of more cards that can switch hands (other than the King). My co-worker (Ksensei) loves this game, and we usually play 2-3 players.
14. Board Game: Phoenicia [Average Rating:6.83 Overall Rank:443]
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Phoenicia has just been spotted in Europe, and should arrive in the US shortly. You can also play online (see the BGG page for details).

Phoenicia, like Scepter of Zavandor, updates Outpost. Phoenicia strips things down to the core ... there's only one currency (apart change) and the most expensive item has an opening bid of $30 (instead of $120 or so), which speeds things along.

I like this quite a bit, and I've been fortunate enough to get to play a prototype once or twice a year for the last few years.
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The day that Phoenicia was finally released, I was probably almost as happy as Tom was. I first played this four years ago and found the ideas very intriguing. With each subsequent play, my admiration increased, until I considered it one of my favorite games of all time. Very deep, with multiple paths to victory. And yet, it moves very quickly and easily finishes within 1.5 hours. To me, this is Tom's masterwork and now that it's finally published, I hope to play it many times throughout the year and not just at the Gathering!
James Davis
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Id really love to get this game its really fun.
Richard Dewsbery
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It's my favourite game of 2007, on the strength of which I will be checking out future games by Tom.
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Let me also note that you can play this online using JKLMs client (along with On the Underground, which isn't bad either). They might be turning off the privilege (or charging a small fee) in the future, but with the computer shuffling and dealing, this game flies along.
Christopher Young
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Phoenicia, in my opinion, clotheslined itself by shipping with such a lackluster rulebook. A little more effort in presentation could have made this a major hit -- as is, I think a lot of people were simply turned off after a confusing first play.



I rewrote the rulebook -- it's my second-most popular file upload. No rules changed, but everything should be clearer and easier to find.

http://www.boardgamegeek.com/file/info/28564
15. Board Game: Race for the Galaxy [Average Rating:7.95 Overall Rank:12]
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Brian Bankler
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Now that Race for the Galaxy has been out for a few months and has broken the BGG Top 10, it's probably the game that Tom is most well-known for.

I rate this game a '10,' and recommend this to everyone who likes San Juan or Glory to Rome (both of which I rate highly). I've played all three of these games extensively, but this is my favorite. Some of the playtesters have played this thousands of times. It's addictive.

[Tom contributed to the design of San Juan, and is thanked in the credits].
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I'll never be the fan of this that Brian is, but I've enjoyed the times I've played it. I am nowhere near to truly understanding it, but I intend to pick it up and hope to explore its depths with my game group. I doubt I'll wind up preferring this to San Juan, which I think is a wonderful design (thanks, in part, to the contributions of Tom and Richard Borg), but it should make a fine choice when something deeper and more intense is desired. It's unquestionably an excellent design and should do very well. By the way, the artwork is incredible.
Mark Delano
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I don't particularly like San Juan but I love RftG, so I'd recommend it even if you don't like San Juan.
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frunkee wrote:
I don't particularly like San Juan but I love RftG, so I'd recommend it even if you don't like San Juan.

Whereas I believe that the relationship between RftG and San Juan is the relationship between cancerous cells and normal, healthy cells.
16. Board Game: Saint Petersburg Expansion [Average Rating:7.52 Unranked] [Average Rating:7.52 Unranked]
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Brian Bankler
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I believe this is coming out around Essen '07. I liked St. Pete, but eventually sold my copy because the play felt scripted. I'm interested in seeing what this does for the game.
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I limit my St. Pete plays to the PC game, but I'm also curious to see what twists Tom has come up with.
Ross Gerke
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I'm exactly the opposite, in that I forbid myself to play this one the PC because I've heard too many times of the computer game ruining the experience because of overplay and the malaise induced thereby. Really looking forward to any expansion of this game.
Drew
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Tom's doing this one? This is one of my most-anticipated expansions of 2008. (Previously my most anticipated expansion of 2007.) I love St. Pete, and I am currenly holding off playing my copy so that it's not all dingy by the time I get to add in the expansion.
17. Board Game Designer: Thomas Lehmann
Brian Bankler
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So, why do I always look forward to Tom's games (even though I don't play many of them)? There are a few reasons ...

* There's usually a new idea or two in the game. Even those games that feel like a simple modernization (Monopoly to Fast Food Franchise, the 18xx titles, To Court the King, etc) often have a nice innovation.

* If you find a game that suits your taste, it won't turn out to be shallow. Once the basic idea (inspiration) works, there is a lot of craft in balancing the game to ensure that decisions are meaningful. (Which isn't to say that all decisions are equally meaningful, but there are few 'false' choices where one decision is clearly correct).
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I agree with both these points. After an extended period in the doldrums, it's been great to see all Tom's hard work finally pay off with a series of well regarded published titles. I look forward to more excellent games from this most inventive designer!
18. Board Game: 1834 [Average Rating:7.00 Unranked]
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Another new 18xx game from Tom, which I have not played.
19. Board Game: Middle Kingdom [Average Rating:6.30 Overall Rank:1852]
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Brian Bankler
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A new card game. I'll fill out more information as it arrives.

Oct '08 -- Game is available at stores. Tom's description on BGN. I'm not a huge fan of blind bidding games, but I've picked this up based on the preview.
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20. Board Game: Race for the Galaxy: The Gathering Storm [Average Rating:8.23 Unranked] [Average Rating:8.23 Unranked]
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Brian Bankler
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The first of two (or more?) expansions for the hugely successful Race for the Galaxy.
21. Board Game: Pandemic: On the Brink [Average Rating:8.29 Unranked] [Average Rating:8.29 Unranked]
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Brian Bankler
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Tom co-designed the Pandemic sequel with original designer Matt Leacock. Still waiting to be released.
22. Board Game: Race for the Galaxy: Rebel vs Imperium [Average Rating:8.31 Unranked] [Average Rating:8.31 Unranked]
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Brendon Russell
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The second expansion for Race for the Galaxy.
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23. Board Game: Pandemic: mini expansion "De Generalist" [Average Rating:6.73 Unranked] [Average Rating:6.73 Unranked]
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Brian Bankler
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A mini-expansion for Pandemic ... it's actually incorporated in the "On the Brink" expansion (so they say), but included here for completeness.
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Joe Huber

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On the ones you haven't played...

Age of Exploration is well worth a play. For me, that was enough; it can be very frustrating, trying to get anything done.

Tom's game in 55 is pleasant - better than many dice games I've played, if not compelling enough to come out regularly.

1846 is a very interesting take on the 18xx system. It's one of the five games in the system I own; I particularly enjoy the fact that companies have to pay for track laying, and the capitalization rules.

Jericho is a good game, in no small part because it's unique - I've never played another game quite like it. There's too much take-that for it to be a favorite, but still a good game.

Counting down the days to Race...
Bill Gallagher
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I believe that Tom is currently working on another 18xx prototype. I had a chance to play 1834 at the recent 18xx gathering in Portland OR. The map is New England and a little bit of Canada (including Montreal).
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Nice list, Brian. I only know Tom by his games. I admire designers who stretch. Like Karl-Heinz Schmiel, I know when I see Tom Lehmann's name on a game that it will have some fresh ideas to offer. And like KHS, I don't expect each game to fit my tastes. But when my taste coincides, my evaluation will be high.

A couple of the games on this list are old favorites. 2038 is a fabulous game, well worth the time invested. I have played Time Agent many times in the past, although I admit it has been quite a while since my last play. And Fast Food Franchise is an old family favorite.

I look forward to trying the 2 new games, and hope to see Tom Lehmann games for years to come.
Edited Sat Aug 18, 2007 6:50 am
Eric Brosius
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Reading over this list, I'm struck by the fact that almost every one of Tom's designs has a learning curve. People who play a game multiple times will almost always have a significant advantage over first-timers. This has almost become an unusual quality in a game---so many people seem to want to understand everything about a game the first time they play it! (I think the main argument advanced by Race for the Galaxy's critics is that it takes a few games to learn it well.)

If you remember the days of playing the same game repeatedly as you master its intricacies, Tom's games tend to be excellent choices.

Where is that Tom Lehmann fan badge we're all looking for?
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