geek
Hot Games
Blackbeard
Agricola
Race for the Galaxy
Galactic Emperor
Puerto Rico
Risk
Settlers of Catan, The
Stone Age
Twilight Struggle
Last Night on Earth: The Zombie Game
Pandemic
Power Grid
Through the Ages: A Story of Civilization
StarCraft: The Board Game
Arkham Horror
The Devil's Cauldron: The Battles for Arnhem and Nijmegen
Descent: Journeys in the Dark
Descent: The Road to Legend
Carcassonne
Amazing Space Venture
BattleLore
Twilight Imperium 3rd Edition
Conquistador
Tigris & Euphrates
War of the Ring
Race for the Galaxy: The Gathering Storm
Hannibal: Rome vs. Carthage
Caylus
A Touch of Evil, The Supernatural Game
Galaxy Trucker
Arkham Horror - Kingsport Horror Expansion
Manoeuvre
1960: The Making of the President
Scrabble
Tide of Iron
Container
Clue
Titan
Age of Empires III: The Age of Discovery
Shogun
Risk: Black Ops
El Grande
Brass
Ticket to Ride
Commands & Colors: Ancients
Aquaretto
Citadels
HeroQuest
Hanging Gardens, The
Combat Commander: Europe
Tug o' War: an original Knizia mechanic?
Brian Thompson
flag
Recommend
19
When I first starting buying Euro games and coming to BGG.com, I got used to reading remarks about Reiner Knizia and how the good Doctor is known for re-combining a mish-mash of gaming mechanics to come up with his own designs. Opinions of this nature always seemed to me, to be less than complimentary. As if Reiner Knizia is some hack who can't come up with any original ideas of his own for any of the many games he has designed. This has always bothered me a little bit.

I have become a big fan of Reiner Knizia and his game designs. I am of the personal opinion that his game designs are extremely original. I think people tend to pick on Reiner Knizia a little unfairly mainly because he is such a prolific game designer. After designing more than 200 games there are bound to be a few duds, but I could go on for hours about how games like Medici, Ra, and Taj Mahal (just to name a few) are simple, clean, and beautiful game designs. (I'm trying really hard not to use the work "elegant" here, but its really hard.)

There is one game mechanic that Knizia uses in several of his games. To my knowledge, it is a mechanic unique to Knizia games and not borrowed from any other game designers. It is what I call, the "Tug o' War" mechanic. This is when game pieces get pulled back and forth by the players to give either player an advantage. This list is a collection of the Knizia games that utilize this mechanic. (Actually my friend and fellow BGG user, Rayito, was the first person I ever heard refer to this as a Tug of war mechanic.)

Again, I may be wrong, but to my knowledge, I would say that the Tug o' War mechanic is one of Knizia's signature, unique game mechanics. Feel free to add to this list.
Your Tags: View |
Popular Tags: [View All]
Posted On: 2008-05-10 14:30:36
Edited On: 2008-05-10 15:08:27

1. Times Square [Average Rating:6.21 Overall Rank:1345]
Brian Thompson
flag
This game involves playing cards that influences or pulls pawns on a linear track towards one or the other player.
1
0 Comments
Posted On: 2008-05-10 14:01:49
Comment
2. Dragon Parade [Average Rating:5.86 Overall Rank:2388]
Brian Thompson
flag
In this multiplayer game, players attempt to pull a dragon meeple along a linear track such that it will be closer to the street vendors that they have deployed along the track.
0 Comments
Posted On: 2008-05-10 14:14:55
Comment
3. Amun-Re [Average Rating:7.60 Overall Rank:50]
Brian Thompson
flag
In Amun-Re, the players make a sacrifice to Amun-Re. Players can either sacrifice their money or actually steal money from the sacrifice. The sum of all the players sacrifices in turn influences where the temple token will be placed on the temple track. This affects the amount of income players recieve during the harvest. This is probably my most favorite use of Knizia's "Tug o' War" mechanic. Amun-Re is one of my favorite games.
1
5 Comments [Hide]
Posted On: 2008-05-10 14:20:40
Edited on: 2008-05-10 14:47:02
Comment
Richard Irving
flag
Avatar
Here there is NO tug of war here.--it solely additive, you add the total offering. The total is used to calculate temple and farmer value awards and give bonuses to the big "donors". Or actually, bidders.

It is essentially a blind biding mechanism!

Granted the goal depends on your situation:
- If you have farmers/temple, you want to bid high enough to increase the values of your farmers and bonuses to be more than you paid for them.
- If you don't have farmers, you want to pass (by taking 3 gold) because ant bid would be wasted AND it has the side benefit of limiting the advantage in income of the players with farmers.
- The one thing you don't want to do is bid a lot and get little advantage out of it by losing the bid by 1.
Rayito Gauguin
flag
Avatar
0607
rri1 wrote:
It is essentially a blind biding mechanism!

I maintain that the sacrifice to Amun-Re is one of the most interesting bidding mechanisms ever. It is blind bidding and has the push/pull element kasuga describes. The -3 cards reduce the total value of the bid drawing the number down and making the lower Temple registers more likely.

Until now I never would have thought of this as a tug of war game. If it is, it's only barely one.
2
Greg Jones
flag
08
You can also "tug" the other way with the card that can shift 3 spaces either way.
3
Erik Leppo
flag
If you are considering the sacrifice as a unique mechanism I would have to strongly disagree. Its a simple economic measure that the players can add or subtract from. There are a "ton" of games with an economy. Just 2 that spring to mind immediately are Supremacy with its resources market and Power Grid with its resources market. Players can manipulate the market for sucessive players by buying more and driving up the price (or in the case of Supremacy selling items to drive down the price). I'm not knocking the Amun-Re (its one of my favorites), its just that I don't see the "Tug 0'War" mechanic as unique (to this game or any of the others). Interesting yes, unique, no.
Rayito Gauguin
flag
Avatar
0607
PaleHorseRider wrote:
If you are considering the sacrifice as a unique mechanism I would have to strongly disagree.

The thing that I find novel about the sacrifice is that it's a communal blind bid. Some players want the Temple to get lots of donations, others want the Temple to get the shaft, no one wants to spend more money than they have to and no one knows what exactly the other players are going to bid. Players are forced to collude with each other and form coalitions of the moment. Great stuff.

I know of no other bidding system like it and I would be happy to hear of other games using such a mechanism.
3
4. Blue Moon [Average Rating:7.19 Overall Rank:161]
Brian Thompson
flag
Blue Moon is a card game where the players are trying to win a series of battles and thereby "pull" one or two of three dragons towards them. Once a player wins one additional battle after pulling all three dragons to their side, the player wins the game.

The dragons go back and forth in a tug of war manner. Only one player can have dragons on his side at any given time. In order to get dragons to your side of the board, one must first win enough battles to pull all the dragons away from their opponent, to the center of the board. Then the dragons may be pulled towards your side of the board.
3
5 Comments [Hide]
Posted On: 2008-05-10 13:59:24
Comment
Richard Irving
flag
Avatar
No--it is simply a very simple score recording system that grants victory to the first player who is 4 fights ahead (or to the player with most fights won, when a player's deck runs out.)
1
Rayito Gauguin
flag
Avatar
0607
rri1 wrote:
No--it is simply a very simple score recording system that grants victory to the first player who is 4 fights ahead (or to the player with most fights won, when a player's deck runs out.)

I understand what you are saying. It's possible to just give each player a point whenever they get a Dragon and keep a running value of the difference in points to see who has won.

The way the point system has been defined in Blue Moon affects the way it is interpreted thematically. I pull Dragons on to my side and my opponent pulls them back. It reflects the changing tides of war and makes the game feel very much like of tug of war.
1
Brian Thompson
flag
rri1 wrote:
No--it is simply a very simple score recording system that grants victory to the first player who is 4 fights ahead (or to the player with most fights won, when a player's deck runs out.)


Thanks for reading my list. I appreciate your comments, but I respectfully disagree. Here, Knizia applied his tug of war mechanic to the scoring mechanism. I will explain this further below after your comments on Medici vs. Strozzi.
Check it out.
1
Todd N.
flag
rri1 wrote:
No--it is simply a very simple score recording system that grants victory to the first player who is 4 fights ahead (or to the player with most fights won, when a player's deck runs out.)



I do believe he is referencing the fact that only one player can have any dragons. Since when a player wins a fight the first option is to pull the other players dragon back to the middle of the play area if they have one. Thus he is saying the players influence with the dragons is a tug of war affair.

Now if you are playing a series of games you receive a physical score at the end of the game called crystals that are based on how many dragons you have and can be modified by card effects which would be the simple recording system you seem to be wanting to see.
Michael Tagge
Avatar
07
rri1 wrote:
No--it is simply a very simple score recording system that grants victory to the first player who is 4 fights ahead (or to the player with most fights won, when a player's deck runs out.)


It would be if there weren't card that depended on what dragons you currently have on your side. In the expansion there are cards that give you extra points if you have the blue dragon when played for instance. You can't do that if you are just tallying points.
5. Medici vs Strozzi [Average Rating:6.91 Overall Rank:378]
Brian Thompson
flag
In this two-player version of Medici, players attempt to collect sets of tiles that represent goods to be shipped. This game has several linear tracks for each tile type where players are attempting to pull markers towards themselves by shipping more of a particular good than their