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Chris Ranks the Knizia Boardgames
Chris Farrell
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I don't think too many people would argue with me when I say that Reiner Knizia is the most prolific and successful game designer of the past 10-15 years. Still, some of his games are better or more successful than others.

There are some minor apparent inconsistancies between this list and my "top 20" list (for example, Tigris & Euphrates makes 3 on this list, while Lord of the Rings checks in at 4 - but the latter makes my Top 20 while Tigris & Euphrates does not). This is not entirely unreasonable (really!); it's just how the games get sliced. My Top 20 tends to take exceptional games from broad categories, and Lord of the Rings is an exceptional game in a category all its own.

Originally, I embarked on the grandiose (and probably questionable) task of ranking *all* the Knizia games, but GeekLists only go to 25, so instead you get one for boardgames and one (later) for card games. This was not perfect; Exxtra, for example, probably belongs with the card games in scope & concept. But this is OK. I think I dropped only one game from the database, Members Only, but no great loss - just replace Flinke Pinke with Members Only in my review of that game, and it's probably close enough.
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1. Board Game: Modern Art [Average Rating:7.37 Overall Rank:112]
Chris Farrell
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Why does Modern Art always top my list of great games? A combination of things, I think. Firstly, it's a fairly sophisticated game that remains remarkably intuitive. Everyone can easily grasp the concept of buying and selling art and the psychology of the different auctions, so even though Modern Art has a non-trivial number of rules, it is much more accessible than other auction games like Ra which are hard to intuit and thus hard for the "non-gamer" to grasp. I've had a great deal of success playing Modern Art with just about anyone for this reason; people grasp the fundamental concept easily enough to get into the game much more easily than any other game of its depth, and then get sucked in further by the facinating dynamics. Secondly, Modern Art is very much about the players. The players as a group will have a tolerance for risk and profit margins that set the tone for the game, as to whether the buyers or sellers have more power, and you have to play the game to the competition - not to succeed at some wierd, abstract scoring mechansim. To me, this extremely high level of interesting player interaction is the main thing that makes a game great.

Now, everything does come with a price. The price in this case is that a player who either is completely lost or malicious can break the game by either shovelling large amounts of money to one player or behaving irrationally. This has never been an issue for me, though.
 
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Dana More
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Amen brother; Modern Art is a remarkable game. The first time I played it, we were all new to it, yet we caught on almost immediately, and recognized it was something special. Some say this MA is a brain burner, but I have not found it to be so. But I can understand where they are coming from, because I generally do not "get" tile-laying games, and usually finish last.
 
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  • Posted Fri May 2, 2003 6:24 am
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Stven Carlberg
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Atlanta
Georgia
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Trevor, there may or may not be a "definitive" way to put the stickers on the plastic chips in the American edition, but here's the way I see it done most often:

On the 12 black chips, put the black-background 10, 20 and 30 stickers. These are the markers you'll use to show what the top three artists on each round are worth.

On the money chips: Whites are 1. Pinks are 5. Yellows are 10. Greens are 20. Blues are 50. Oranges are 100. The number of stickers and the number of chips match up well when you use this plan, and you'll also find that people who grew up playing Monopoly will consider this color scheme more "intuitive" than any other!

 
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  • Posted Wed Sep 3, 2003 6:23 am
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Andy Daglish
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Though I was unaware of game-breaking possibilities, here is a Way to Win and it works very well in the 3- and 4-player, especially if only one player uses it, and its called parsimony. Perhaps this is a good one for gamers with a similar rep, just to see what happens! Then play High Society.
The manner in which painting values change over time appears to mimic a real-life situation quite remarkably, and this doubtless contributes to an excellent playing experience.
Given these features Modern Art seems to be the typical Knizia game.
 
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  • Posted Mon Mar 14, 2005 2:21 pm
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Eli Hams
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Woah, $60?!? Even 35 is a bit much (not that the game's not worth every penny, mind you.) Try looking at cardhaus.com, thoughthammer.com, or boardsandbits.com ... I've ordered from all of them and they all have great service in addition to their low prices.
 
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  • Posted Tue Aug 23, 2005 9:01 pm
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Chris Farrell
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The $60+ prices were before Mayfair reprinted it last year. Now, the game games for about $20.
 
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  • Posted Tue Aug 23, 2005 9:24 pm
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2. Board Game: Ra [Average Rating:7.60 Overall Rank:48]
Chris Farrell
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Of the more analytical of Knizia's auction-based games, to me Ra stands head and shoulders above the rest for a number of reasons. The key hurdle auction games have to cross is how to make the items up for auction hard to evaluate precisely (thus making the auctions interesting) without making their value completely random. One way to do this is via the Medici route, which makes the lot comparatively easy to evaluate but of different worths to different players; this route alone though is not entirely satisfactory as it leaves players feeling forced to play the spoiler. Ra approaches it from a few directions.

Firstly, the currency you bid - the Suns - are of abstract value themselves, so whether or not a lot is worth bidding your '6' is a far more difficult question than simply "is it worth X points?". Secondly it builds on Medici's "different values to different players" concept, but by making the scoring a little more involved and finer-grained, and by throwing in the disasters the lots are more subtle. And, of course, since a bit of currency is included in each auction whose value is at best unclear, this makes an easy evaluation even harder. Finally, the random end-of-round adds a well-executed element of risk to all the bidding; you can wait for a better lot, but you risk getting less (or nothing!) if the object of your desire does not emerge (Medici also has risk in that it is possible to not get enough cards, but the risk in Ra is much more finely-balanced and is an element of every bid, instead of the occasinal showing in Medici).

The great thing about Ra is that there is even more subtelty than what I've gone into here, and all in all, it's hard to imagine a better or more well-balanced pure auction game (it should be mentioned that pure auction games like Ra, Medici, Raj, Magellan, etc., are not that common - most games with significant auctions have other elements also, as in Amun-Re). But, Knizia has amazed me before, so perhaps Ra is just a precursor to the Last Great Auction Game to Come.
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Adrian G
Australia
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I find that in Ra someone almost always misses out - holding out for a mega lot at the end is a bad strategy. In medici holding out is a fairer proposition - it depends upon how you weigh the risks and count what's gone and what's left. I find Medici to be much better balanced in this respect. In fact I think medici is the superior game :-)
 
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  • Posted Tue Nov 25, 2003 3:31 am
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Leif Norcott
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I feel exactly the opposite. Having a random ending is better because it makes people participate more in the auctions. In medici the only reason that the system works is because of the set amount of space on the ship. They are both good games, but Ra has much more subtle strategies, while medici only has a couple obvious ones. I think if you can get around the learning curve for scoring in Ra then Ra is better.
 
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  • Posted Fri Sep 17, 2004 7:46 pm
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Andy Daglish
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The Game beats the Gamer, visibly and repeatedly. I guess one can only stand a certain level of brilliance without expensive sunglasses. Can anyone review at the same level as this game's design success? Not an auction game but the hobby's contribution to fine art. The ratings an insult and the overall rank a disgrace!
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  • Posted Mon Mar 14, 2005 2:31 pm
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ralf gutzeit
Canada
toronto
ontario
Second for Ra. Ahhh...no.
 
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  • Posted Sat Jun 17, 2006 10:02 pm
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3. Board Game: Tigris & Euphrates [Average Rating:7.89 Overall Rank:15]
Chris Farrell
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E&T (or T&E) is probably Knizia's top "pure gamers'" game. This is not one to try to teach to a group of people who have played mainly Monopoly and cards. It's a highly tactical, abstract tile-laying game that, of all of his top games, is probably the hardest to intuitively grasp. Auction games are inherently pretty comprehensible, and whether it's surrounding territory or applying influence or the thematic Lord of the Rings, most of his other games have an intuitive level. Not so E&T. Other than the getting points in a balanced configuration, it's not clear before several plays what's going on here, and new players will often get sucked into the trap of thinking this is an empire-building game, which it's not - it's hard to describe it as anything more than a point-scoring game.

Nontheless, this game scores big because of the depths of both the strategy and tactics involved here. Despite being a fairly chaotic game (you have little control over or ability to predict what tiles you will draw), players will visualise where they want to be 5, 10 turns down the line, strategising about building monuments, conflicts they can win, acquiring treasures, etc. The tactics used to secure these ends - disaster tiles, leader conflicts, tile cycling - are all interesting and engaging.

There are some downsides to this game. The tile distribution can be frustrating, and a lack of Red or an excess of Blue will hose you now matter how sophisticated your strategy, and it will be immensely frustrating. When playing with inexperienced players, they can add a huge random element as the inter-kingdom conflicts are momentous and can be hard to grasp - a poor choice here can result in effectively throwing the game, which is not good. Still, I don't feel these problems are enough to degrade the game in my opinion.
 
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Josh Adelson
United States
State College
Pennsylvania
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If you play an infinite number of E&T games then the lack or surplus of red tiles will undoubtedly even out, leaving you with a far richer experience of this already enjoyable game.
 
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  • Posted Sun Jun 27, 2004 12:57 pm
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Andy Daglish
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Knizia demonstrated his design ability in producing this game. Tigris has the hallmarks of a great design, for example the better player is at an advantage whatever comes out of the bag. The only downside is that to make the combat in this game work, the game had to be made harsh, so total war begins turn 2 and understandably for some this is a negative.
 
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  • Posted Mon Mar 14, 2005 2:39 pm
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Chris Farrell
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Quote:
In Catan, if my numbers aren't rolled, I got nothing. If my numbers don't appear at all, I'm out of the game.

In E&T, I always get six tiles to use on my turn. With those six tiles, regardless of what color they are, I can gain victory points of any color I require via several paths.

Big difference.


I'm not entirely sure I buy this. The big difference, of course, is that if you roll dice each die roll is an independant event. If you draw from a bag, and you get no red this time, you are more likely to get red next time, mitigated by the fact that there are four people drawing from the bag and maybe they are getting all the red. On the other hand, if you get a bunch of blue, you know you have to make good use of it to score blue points because there is now less blue in the bag.

Like Catan, in E&T you can be hosed. If you are short green, and you draw no green tiles, there is very little you can do to score green other than the odd monument or treasure cube (and this is why a shortage of red is so crippling, albeit a lot less likely). If you have a game-long significant shortage of any particular color, you will be hard-pressed to win. In Settlers you aren't quite as hamstrung, because you can trade with players or the ports, and getting nothing at all is rather unlikely (you can produce no bricks all game and still have a shot at winning - in fact, it is very likely you will produce very little of one or more commodities). On the other hand, in E&T, there are fewer different categories and longer for it to balance out.

In both Catan and Tigris & Euphrates, you want to make the best of the hand that the luck of the draw gives you over the course of the game, making the most efficient usage of each resource. For the 10,000 foot view, they seem more similar than different.
 
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  • Posted Tue Mar 15, 2005 10:39 pm
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Damian Evans
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In E&T if you are getting alot of a certain color, others are getting alot less. You always get something when you draw and its your precious tile that no one else may have.
There are a fixed number of colored tiles all colors will come up.

In SoC if nobody rolls your number its not anymore likely that they will roll them later in the game.

Dice don't make a game bad but thats the difference.
 
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  • Posted Mon Mar 21, 2005 2:35 am
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Like Catan, in E&T you can be hosed. If you are short green, and you draw no green tiles, there is very little you can do to score green other than the odd monument or treasure cube (and this is why a shortage of red is so crippling, albeit a lot less likely).


A surplus of tiles in one color has a strong ability - war (external conflict). This allows a player to break up an existing Kingdom and fracture it into little bits. Once that's accomplished, there is opportunity to slip your leader where your draw has been weak into one of the pieces of the former kingdom strong in that color, allowing another war, and allowing you opportunity to draw more civilizations. I have won with 60% of my draws being Settlements. Conversely, if I have no resources in Settlers of Catan, and my numbers are not getting rolled, I can't do anything. There is no maneuver I can contemplate to generate resources, other than player to the gods of the dice. I've been in that situation more times than I care to recall, and it's the reason I refuse to play Settlers any more.

Quote:
If you have a game-long significant shortage of any particular color, you will be hard-pressed to win.


Hard-pressed, yes. But the other players conversely will be short of the civilization you're been hoarding, so that will likely be their weakest civilization. There's a give-and-take there. And, as previously cited, hard-pressed does not mean not doable.

Quote:
In Settlers you aren't quite as hamstrung, because you can trade with players or the ports, and getting nothing at all is rather unlikely (you can produce no bricks all game and still have a shot at winning - in fact, it is very likely you will produce very little of one or more commodities).


Getting nothing at all is just as unlikely as a monochromatic draw (no, I didn't run the probabilities). Suffice to say I've played far more E&T than Settlers, and I've gotten resource-hosed more times in Settlers than I've been tile-draw hosed in E&T.

Besides, the other players in Settlers can actively shut you out of the resource simply by refusing to trade that resource to you, reducing your hopes to the ports. Yuck.

Quote:
On the other hand, in E&T, there are fewer different categories and longer for it to balance out.


As previously stated, I dispute this.
 
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  • Posted Fri Apr 15, 2005 4:36 am
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4. Board Game: Lord of the Rings [Average Rating:6.91 Overall Rank:324]
Chris Farrell
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I've said a lot about Lord of the Rings elsewhere on this board and I have a review on my website: http://homepage.mac.com/c_farrell/Reviews/lotr.html. So I won't go into it any more here; suffice to say that this is a great game, and Modern Art and Ra place ahead of it only because Lord of the Rings is a bit on the complex side. It's worth noting, though, that I originally felt that Lord of the Rings might fall short in replay value, and in that I was dead wrong. I have 50+ playing recorded on my high score sheet, the large majority with just the basic set. Friends and Foes and Sauron are both great expansions, although they do push the complexity up to a slightly uncomfortable level (although the complexity delta isn't too bad if you've already internalised Lord of the Rings).
 
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  • 11 comments [Hide]
Anders Spillemann
Norway
Oslo
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"Lord of the rings" is one of the games I have varied oppinions on. Once I tried it for the first time, I was hooked, and thought it to be best game I played ever.

Then I start feeling it has issues: Somtimes a game can take long. Almost too long. To the degree I almost hope Sauron eats us all up so we can have dinner instead. (atleast with 4 players). Further, I'm pretty sure the game group is essencial. I have played with 2,3 and 4 and often find myself shutting up, because new players just did what I suggested (and I'm not even good at this game

Then there is the Gandalf cards. Even when we try to appoint a 'shield collector' (usualy merry or whoever it was who did not need all tokens)I hardly saw a game where we managed to use more than one during a game (perhaps we are not ment to either ?) Some of the boards have high pressure time. A couple of eventcards early on realy damages the group, as you have to finnish several path to prevent bad things.

And lastly. This is probably due to some fault in the norwegian translation of the game: How is the ring supposed to be used ? Put on (no matter whos turn it is, or what stage), move 4-number of 'things' on the dice, not follow bad stuff you land on on the board (a dot) and then follow whats on the dice, regardless if you completed the board this round or not ?

Thats the way I figured it to be after reading the rules and finding different english rules, and mixing them together. As a fan, perhaps you could clarify this ?
 
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  • Posted Fri May 2, 2003 9:18 am
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Andy Daglish
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The bad things about this very greatly anticipated game [Knizia's first wargame? first book-to-game?? a wargame for the German market??? first accidental film-tie in?] are as follows: its weird, one-dimensional, lacks connection to its subject which it trivialises, and pretends to be a co-op game when clearly you can land fellow hobbitses in trouble. And it a lot of three-day-old stewed rabbit played with three or four, only loved by those who haven't had better game experiences.
But it is massively accessible to all, must have made its principals very weathly if 2m sales + expansions are to be believed, and it works very very nicely indeed with five players as a sort of mini-party game -- the design requires Fatty's extra two cards a turn.
 
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  • Posted Mon Mar 14, 2005 2:49 pm
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Mark Watson
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Andy: I'm not sure what you are trying to say.

It's not a wargame, it is cooperative, and it's not made of out of a cooked leporidae...or at least mine isn't, anyway.

Anyway, I recently started playing this one and I love it. I think it is the best themed german games I have ever played and one of the best themed games in general. My only complaints are that the game is a little complex for first time players and that the base game isn't all that hard. The expansions are fantastic, however, and ratchet up the complexity greatly. One of the most fun games to lose at, and even more fun to win.
 
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  • Posted Tue Mar 15, 2005 11:24 pm
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Mark Watson
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Whoops, I mean that the expansions increase the difficulty, which is a good thing.
 
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  • Posted Wed Mar 16, 2005 1:20 am
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Ender Wiggins


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Of all the Tolkien themed games, Lord of the Rings is easily near the top of a big pile. If you like Tolkien, it is a must have, along with the small handful of other "best of the best" Tolkien themed listed here:
http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
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  • Posted Thu Apr 28, 2005 10:32 pm
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5. Board Game: Through the Desert [Average Rating:7.16 Overall Rank:191]
Chris Farrell
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Knizia has a great quote in his interview on the FunAgain web site, in which he says somthing to the effect of, Durch die Wuste is like life - you have so many things you can do, and choosing to do one means not doing another. While I can't say that Durch die Wuste has helped my approach to life any, it is this constant tension of having so much to do, and yet only two actions that makes the game so appealing. Many games have this element, but nobody has quite mastered the balance of execution so well as Knizia. Like the best of Knizia too, this has a significant human element - what your priorities must be is driven by what you think your fellow-players' priorities are. What is his tolerance for risk? What is her current strategy and how is it panning out? This is the edge that sets the wonderfully subtle Knizia titles apart from the interesting but fundamentally dry games like Princes of Florence or Tikal.
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Leonardo Gonzalez
Mexico
Laredo
Texas
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In that same Knizia interview from Funagain he said that the theme sometimes inspires him when creating a game. He also said that TTD original theme was changed by Kosmos and that he could live with it (not too convincing). Even though the game has a nice mechanic and its not dull at all the theme didnt work for me. Its the worst Knizia themed game I have played by far.
 
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  • Posted Sun Nov 2, 2003 1:17 pm
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ralf gutzeit
Canada
toronto
ontario
Durch die Wuste is a great short game. One of Knizia's top games. However, Tikal(by Wolfgang Kramer), is also a fine
game and definitely not "dry". Tikal has more than enough
drama/tension to avoid being deemed dry.
 
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  • Posted Sun Nov 2, 2003 11:22 pm
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Adrian G
Australia
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Far far far too much analysis paralysis for my liking. . .
 
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  • Posted Tue Nov 25, 2003 3:33 am
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Andy Daglish
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Here there is a way to win which is more of a list of instructions to be used in three different phases of the game, which are determined by resource availiblity, and so kind of obvious. It works most of the time. Clearly making a long caravan and ending the game too early for your opponents is connected, right? I found 76 pts a recurrent winning total, maybe there is a reason for this.
 
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  • Posted Mon Mar 14, 2005 2:57 pm
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6. Board Game: Rheinländer [Average Rating:6.65 Overall Rank:828]
Chris Farrell
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Another good game, but one that seems to me to occupy an uncomfortable middle ground. Gamers who like meatier games are going to prefer the stuff like Tigris & Euphrates, Taj Majhal, or Amun-Re; but Rheinlander still has enough complexity and is vaguley fiddly enough to put off the more casual gamers who may prefer Modern Art, Quo Vadis, or Flinke Pinke. I still think Rheinlander is successful in what it does, trying to be a kingdom building & merging game with hints of Stephenson's Rocket, Acquire, and even Tigris & Euphrates - but make the game more accessible & faster-playing. I actually think this is an under-rated game, as it hardly got much play even when it was new and this is certainly a game worthy of being played. I just think the age-old balancing act between complexity & playability in this case found a slightly uncomfortable spot. People have complained about the colors, but I think they're just fine (if unusual), and I have several color-blind friends so the effort is appreciated.
 
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ralf gutzeit
Canada
toronto
ontario
I really like this game. I feel it deserves to easily make the top 10 portion of this list. This game is a good mix of luck and strategy, each game is different and just a enough nastiness to keep things interesting. Underrated and a definite keeper.
 
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  • Posted Fri Jun 27, 2003 2:03 am
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John Daniels
United States
Walled Lake
Michigan
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I hear that Face 2 Face games is coming out with a reprint of Rheinlander this fall. I am looking forward to that release.
 
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  • Posted Sun May 16, 2004 10:47 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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I think despite that seriously compressed river, game length is too short. This is an interesting category, possibly figureheaded by Buck Rogers. Another pitfall for designers everywhere.
 
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  • Posted Mon Mar 14, 2005 5:53 pm
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7. Board Game: Quo Vadis? [Average Rating:6.52 Overall Rank:893]
Chris Farrell
United States
Cupertino
California
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The great thing about seeing Knizia attack a new genre of games is seeing how he chooses to deal with the problems inherent in the system (see also Clash of the Gladiators below). For "pure" negotation games, it's a question of how to make the game interesting without falling into the pits of endless "leader-bashing" (Vinci is a prime example, but too many games to count fall into this category) or being a game more of personalities (Diplomacy, Europa 2038 ... and again too many to count). What Knizia has done is to create a game that is a blend of the free-form negotiation games and the more constrained "deal-making" games like Bohnanza or Chinatown. Quo Vadis is a much more open-ended game than these games, giving it more the feel of a negotiation game, but the key elements of the hidden laurels and the dual victory conditions (you both want to climb over the backs of your opponents in getting to the Senate, but you need to do it subtly because if you are too blatant in your ambition, you'll get to the Senate only to lose on laurels). It's these sort of tensions, not just their existance but how well-balanced they are, that set Knizia apart.
 
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Derek H
South Africa
Durban
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I am sure I will also be "bashed" for this, but I am surprised this game is ranked so high. Maybe this is Knizia's best negotiation game but, compared to many of his others, is just not as good (or fun) a game. It uses the (to me) highly suspect mechanism of "hide the points and force people to count to see where you are coming" as a primary driver in the game. Even playing without this leads to an end-game with kingmaker-type situations - just not satisfying enough. There are many other, better negotation games and certainly many other, better Knizia games. Caveat emptor!!
 
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  • Posted Mon May 12, 2003 11:37 am
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Chris Farrell
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The "hidden scores" thing is an interesting question. Take the example of Tigris & Euphrates - scores are hidden, but knowing them is crucial, so it could be argued that hiding them is somewhat arbitrary and simply rewards people with "better memory" (as if that were an inherently bad thing). Back in the real world, there is so much information to remember in that game that I've never met anyone who can actually do it, so it works nicely; I've played Tigris & Euphrates with open scoring, and it was a horrid experience, and one with a horrendous kingmaker problem.

Quo Vadis seems to me to have this feature also. There are enough laurel transactions to defy recollection by the vast majority of people (not that people might not claim to recall perfectly to get you to do what they want ). Missing just one or two transactions is likely to make your recollection worse than useless.

This means Quo Vadis works for me. Kingmaking isn't a major issue if you assume nobody remember the laurels precisely, which I think is a fair assumption here ("kingmaking" is always going to lurk in the margins of any negotiation game, though; it's just a fact of life).

I will grant you though that Quo Vadis is a little nastier, a bit edgier than most current negotiation games (and the friendly eurogames in general), although not too much; it's still a game about making deals far more than about backstabbing, but captures the more free-form flavor of a negotiation game by presenting you the possibility of *so* many deals. That's part of why it appeals to me, actually; it's different from the mainstream of friendlier, strictly deal-making games, and for me anyway it works quite well.
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  • Posted Mon May 12, 2003 4:59 pm
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John Rodriguez
United States
Irving
Texas
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Quite humbly I have to ask: How did you ever get into a kingmaking problem with this game? The game shouldn't end unless the last mover thinks he has a good chance of winning. To end it otherwise, and give the victory to someone else is just, well, dumb. That's one of the best aspects of this game. If players are ending the game early and losing all the time they are playing poorly.

I've probably played ten games of Quo Vadis? Since I first read some reviews on it and I have to say it deserves its place here. I love negotiation games and this is a much more direct in-your-face deal making game in it than say the generic "German Game X", which is a plus for me. IMHO it always seems the best negotiation wins Quo Vadis not the best game-analyzer.

Unless you really make a strong effort to keep track of every player's points it hardly seems you could "count" the game. Sure... those with a good memory have an advantage, but they do in almost every game.

Of course there is one downside from keeping this from being in my top ten: Going last sucks. It's a big handicap.
handicap.
 
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  • Posted Wed Nov 12, 2003 6:25 am
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Morgan Dontanville
United States
Brooklyn
New York
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As I recall, I always win this game and my memory is terrible.
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  • Posted Mon May 17, 2004 1:09 am
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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All comments here are bang on. It is a little harsh, the VC are clever, the same people tend to win, it is a bit dry. Its an early Knizia design with the typical positives and no negatives.
 
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  • Posted Mon Mar 14, 2005 3:05 pm
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8. Board Game: Taj Mahal [Average Rating:7.46 Overall Rank:102]
Chris Farrell
United States
Cupertino
California
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Taj Mahal *looks* like an auction game, but it isn't; it's somthing else, almost but not quite a bluffing game, a chunk of resource and risk management, and an element of auction of course. What distinguishes Taj Mahal from many Knizia games (although this trait is common in Alea games) is that it requires significant strategic vision to play. Really right away on turn one you need to look at the board and judge how the various point-scoring avenues look, which will influence which competitions to duck and which to fight. You have to guess when runs of adjacent provinces or commodities are coming up in sequence, so you'll have to be prepared for long, gruelling fights; you have to judge where you'll be needing to take breaks. However, mixed in with this, you have to remain flexible. As with all games that have an auction element, you have to be able to judge when a certain class of resources (commodities, castles, leaders) is being under-priced by the market, and be willing to shift strategies if possible to take advantage of it. Sometimes, the cost of shifting strategies will be more disruptive than the gains; but the players who can achieve the balance of strategic vision with tactical flexibility will do the best. Very few games achieve such a marvellous balance between the tactical and the strategic (the only other one that comes to mind is Alea's Traders of Genoa).
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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We played three times and -ahem- the Princess determined the winner each time. This was a disincentive to play again, and it seemed to be justified by the principle that victory points are best collected raw, rather than obtained via intermediate steps. Therefore I look in slight askance at the extensive discussion of gameplay since then. Never mind tactics, go straight at 'em! Sure we should play again, but there are many other games. Knizia has about 200 unpublished ideas right this minute.
 
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  • Posted Mon Mar 14, 2005 3:12 pm
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Laszlo Molnar
Hungary
Budapest
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aforandy wrote:
We played three times and -ahem- the Princess determined the winner each time. This was a disincentive to play again, and it seemed to be justified by the principle that victory points are best collected raw, rather than obtained via intermediate steps.

I hope you had some different experiences since. Going for the 2 points is clearly one strategy but against experienced players it's not the best strategy more often than not.
 
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  • Posted Sat Feb 27, 2010 6:58 am
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9. Board Game: Amun-Re [Average Rating:7.45 Overall Rank:97]
Chris Farrell
United States
Cupertino
California
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Amun-Re is the most recent entry to the stable of Knizia boargames, and it proves again that he can always find new ways to look at the things he does so well. In this case, we have a game with auctions again - but unlike in Ra or Modern Art, the stuff being auctioned has no direct, inherent worth in terms of VPs. Like Medici or Modern Art, you are bidding in currency, but unlike those games, the currency is not the measure of victory - in this case you have to build pyramids. Now, it is true that money builds pyramids directly, but the cost is heavily time-based; due to the vagaries of the harvest and the geometrically increasing costs for building things all at once, a pyramid tomorrow may cost more (or less) in real terms then a pyramid today. This means that the balance of value between cash, real estate (on which to install farmers or pyramids), pyramids (for victory points), and farmers (for future income) is constantly fluctuating subtly. At the end of the day, this is more of an economic, cash-management game than a pure auction game, and like all Knizia games, one that gets a lot of value and subtelty out of a few fairly straightforward systems.
 
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Adrian G
Australia
Unspecified
Unspecified
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I agree with most of your ratings Chris: Modern Art, Ra, Medici, Lord of the Rings and Tigris and Euphrates are all masterpieces which would rightly one their own make a game designer worthy of fame.

I can't agree with Amun-Re though. I admit I've only played one game, but have no great inclination to play another. The systems you describe as being subtle I would call "bitty". Unlike the games I list above which have streamlined clean mechanics, Amun-Re feels convoluted and tacked together to me. Worse yet, the vagaries of the scoring systema are such that I won the game I played despite common opinion (mine included) that I would run dead last - I did very poorly in the pyramid building and land grab in both rounds yet still emerged "victorious". I have never experienced this with a game before. Sure sometimes a player will sneak in at the end and snatch victory, but at least you will generally see it when it happens. Mine was more a case of "Well I suppose I'll count up my vicory points, although there's not much point. . .what'ddya mean I've won?" ???
 
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  • Posted Fri Nov 21, 2003 9:25 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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Been there, done that, ho-hum. There was another Egypt game released at the same time. There's nothing wrong with this game, but no designer would use it for inspiration or reference because it seems that this one is itself deriative. It is the sort of thing other designers do, plus an RK gloss. Sometimes you need a decent release to submit and there's nothing in the amazing file. My proof of all this is the title.
 
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  • Posted Mon Mar 14, 2005 3:18 pm
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John Elbl
United States
Roselle
Illinois
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This game is best played when all playerd KNOW the vp cards. Now, you have the situation where you are trying to block people from obtaining potential VP conditions, while trying to satisfy your own. This makes the game quite cut-throat and enjoyable. May people PAY for their choices...
 
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  • Posted Mon Mar 14, 2005 5:59 pm
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10. Board Game: Winner's Circle [Average Rating:6.97 Overall Rank:337]
Chris Farrell
United States
Cupertino
California
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What I like about Royal Turf is the economy of the game and the fact that it's a game that's essentially all about risk management. Do you want to bet on the riskier, but faster horses, or the slow and steady ones? How do you want to "manage" your portfolio of horses, some risky and some less so? This is especially interesting in that unlike the real thing, the horses are not really "independant" per se, but in some cases for one horse to do well will necessarily preclude another. Finally, of course, you have to mesh your strategy with that of the other players, and if you're playing with the face-down bids (which I like at any number), there is also the element of bluff. This is a lot of subtle detail to package into a small game which is really quite simple. And, it's also great (ideal, really) at 6.
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Stven Carlberg
United States
Atlanta
Georgia
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I'm glad to see Royal Turf, a chronically underrated game, on your list of favorites! I think many people who dismiss this as "light" or "random" simply haven't comprehended how much skill goes into placing your bets (including that oft misleading "0" chit!) successfully. The subsequent decisions about how to assign your die roll, while they do not require so much imagination, are often pivotal, making the race a great focus of fun for your cheering crowd of conflicting loyalties, taunts and jaunts, moans and groans, laughs and gaffes, in short a delightful punchline for the number-crunching and calculated speculation of the bet-placement phase.
 
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  • Posted Mon Jun 16, 2003 6:27 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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Favoriten and Win, Place, and Show may be great games but Knizia made them both better by combining them in a smaller box.
 
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  • Posted Mon Mar 14, 2005 3:50 pm
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11. Board Game: Merchants of Amsterdam [Average Rating:6.78 Overall Rank:679]
Chris Farrell
United States
Cupertino
California
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OK, so Merchants of Amsterdam is a gimmick game (the timer). This is a game that scores for me for essentially two reasons: firstly, you've got the tension fun factor of watching the clock tick down (rather loudly). Secondly, it's an auction game where you are never really clear how much you overbid by; it's sort of an "in the fist" auction without ever getting to see what the other player's bids were. "In the fist" auctions are already the tensest, most uncertain auctions (why do you think they sell houses that way?), the dutch auctions in this game ratchet the tension up even further.

The only drawback to this game is that given the added pressure, most people will *always* pay too much for goods, to the point that in that case the best strategy is usually not to buy anything at all. The point of pain seems to be around 170 - if things are routinely going for more than 170, you may be better off sitting out until the prices drop.
 
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ralf gutzeit
Canada
toronto
ontario
A very balanced game and likely underrated. Put away the clock.
 
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  • Posted Sat Jun 17, 2006 10:04 pm
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12. Board Game: Lord of the Rings: The Confrontation [Average Rating:7.28 Overall Rank:167]
Chris Farrell
United States
Cupertino
California
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Stripped right down, Lord of the Rings: The Confrontation is essentially just Stratego with special powers and funky movement rules. Perhaps, but it still has the classic Knizia trademark of being remarkably well-executed. The movement restrictions make the game very tactically interesting, instead of being a game of more or less pure bluff like Stratego or the lesser Columbia titles. The supplemental cards, especially the special power cards, add a nice tactical dimension also. Plus, it's a game you can play in only 15 minutes or so, but it packs a lot of detail into that 15 minutes. Not a truly exceptional game by Knizia's standards, but a very good, well-executed one.
 
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Brian Reynolds
United States
Unspecified
Unspecified
THIS is the game I'd put up at at #4. It's only a 2-player game, but it's the best 2-player game since Magic the Gathering came out 10 years ago. It combines exquisite balance with breathtaking asymmetry between the sides, and at the same time somehow manages to captures the spirit of the different characters.
 
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  • Posted Sun Feb 8, 2004 1:10 am
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Chris Farrell
United States
Cupertino
California
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I like this game, but I find it lacks repeat draw. You sit down to play it, it's cool, but somehow it just doesn't have that "let's play again!" or "I'd do somthing differently next time" feeling. I play it once, I'm done for a while. I think it's because there is basically no strategy at all to this game, it's all in the tactics and bluffing. That's OK, it's still a good game, but the lack of a repeat draw keeps it comparatively low down on the list.
 
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  • Posted Thu Mar 4, 2004 6:18 pm
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Tom Chappelea
United States
Albany
California
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Huh, I wound up playing about 15 games the first day I opened it--we couldn't get enough. It remains my most-played game...
 
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  • Posted Tue Aug 10, 2004 2:49 am
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Leif Norcott
United States
San Diego
California
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i have also played it many times. The only times when I don't like to play it is when people take too long with their turns. This can easily make this game feel like stratego (a horrible game in comparison). If you have had that problem I suggest trying with another before dismissing this game.
 
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  • Posted Fri Sep 17, 2004 7:51 pm
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Matt Crawford
United States
San Francisco
California
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I've played it many times, but probably won't play it much anymore. In almost half of our games, it devolves into a pure chance, 50/50 shot at winning. The usual situation is you are forced to attack one of two unknown pieces, and if you choose the correct one, you win; if not, you lose.

After straining my brain for 30 minutes, to have the game decided by a coin flip is just not worth it.
 
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  • Posted Wed Nov 17, 2004 6:48 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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Agree with Chris. But if this is just applied Stratego, why didn't you do it [yes you, Geeky one]? Why has no one lifted the idea? And who won't be buying the expanded FF re-release?
 
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  • Posted Mon Mar 14, 2005 3:46 pm
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13. Board Game: Samurai [Average Rating:7.49 Overall Rank:76]
Chris Farrell
United States
Cupertino
California
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Samurai is a game I do quite like, but it's also the first one on this list that his what I consider some minor problems. Firstly, it's a very defensive game - a major part of the game is to prevent the player on your left from winning. If anyone should fail in this duty, which is easy enough to do, it's not good. Secondly, and related to this, is that late in the game there can occsionally be a "parity" issue - once a lot of places have only two spaces open, player 1 will be forced to "set up" player 2. Player 2 then claims a piece, and player 3 will then be forced to "set up" player 4. This can continue in a frustrating cycle, and it's not good for players 1 & 3.

This is still not a really serious complaint, though, since this Samurai still depends heavily on good play. People complain about the final scoring meaning that a player who did not intuitively play "the best" can win, but what is good play if not playing for the final scoring? I think the clever final scoring leads to very subtle play, and is the difference between a very good game and an average game. Another great feature of this game is that it's one of the best 3-player games going.
 
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Leonardo Gonzalez
Mexico
Laredo
Texas
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Ive only played it few times with 3 players and think its a great game. I really like how the game combines defensive startegy as well as offensive strategy. About the open spaces well you could play from 1 normal tile but up to 5 fast tiles in a turn and you can use ship tiles when things get too crowded in Japan. IMO a great balanced game, and it does have a theme.
 
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  • Posted Sun Jul 13, 2003 8:32 am
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Richard Lea
United Kingdom
Leeds
County: West Yorkshire
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Wouldn't some sort of mechanism to vary the turn order address the "setting-up" problem? (I've bought this game recently but haven't played yet).
 
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  • Posted Fri Sep 5, 2003 6:44 pm
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Chris Farrell
United States
Cupertino
California
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I've been playing this again recently, and it's helped me remember what a good game it is. It should probably move up on the list, above Merchants of Amsterdam at least.
 
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  • Posted Thu Mar 4, 2004 6:19 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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Its offensive and defensive = its a great game. I too have played a few times recently and for sure it is better than several above it on this list.
 
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  • Posted Mon Mar 14, 2005 3:55 pm
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ralf gutzeit
Canada
toronto
ontario
Samurai is 12th? That can't be. I'm always wondering what is the better game Samurai or Through the Desert. After quite a long time I still don't have the absolute answer.
 
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  • Posted Mon Jun 27, 2005 9:43 pm
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Stephen Sanders
United States
Henderson
Texas
25% Scottish, 25% Dutch, 18% English, 15% Irish, 9% German, 5% French, 3% "Black Dutch" (?) = 100% American!
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I've played 3 games now (two 3's and a 4 player) and know this will always be a top choice off the shelf. It has broad appeal among my kids and wife, and I love the flow. It places a close second to Tigris/Euphrates.
 
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  • Posted Fri Jul 15, 2005 2:41 am
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14. Board Game: Clash of the Gladiators [Average Rating:5.84 Overall Rank:2879]
Chris Farrell
United States
Cupertino
California
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I seem to be in the minority here, but I quite like Clash of the Gladiators. It's unique; it's simple; it's short; it's fun. And it works; unlike most of these "last one standing" games, it actually forces people to do somthing and avoids the usual problems of "he who gets ganged up upon first loses". In this game it may actually be best to be attacked early and often, since combat = points. There is also a fair amount of tactics in picking your gladiators and picking your matchups; although with all the dice rolling, the game is of course comparatively light for a big-box Knizia game. For me, this is a nice variation - a game with all the good stuff from Knizia designs, but one that still has a high "fun factor".
 
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Charles Bahl
United States
San Jose
California
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To repeat your own oft repeated fallacious ad hominem argument:

1) you just don't "get" how bad this game is;

or

2) you just don't have enough experience with games to judge correctly how bad this game is.
 
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  • Posted Wed Jun 25, 2003 3:52 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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However bad it is, it is kept and used as a design reference by those who need to be reminded of the possibilities that a 1d6 combat system can afford. I guess all they really need is the rules on their computer.
I think we'll be refering back to the comment about Mr Dorky buying a game on the ground of Dr Knizia's name almost immediately...
 
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  • Posted Mon Mar 14, 2005 4:01 pm
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Leonardo Gonzalez
Mexico
Laredo
Texas
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Glad that this game got respected on this list.
 
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  • Posted Fri Apr 15, 2005 7:57 pm
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Charles F.
Germany
Berlin
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I'm baffled by Chris's stance on this one. There are good dice games out there. This ain't one of 'em IMO. Not by a long shot.
 
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  • Posted Thu Oct 13, 2005 7:13 pm
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Francois Petitclerc
Canada
Verdun
Quebec
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Chalk me up with the minority on this one. I played tons and tons of all sorts of dice game. This one requires thought, strategy and it's just so much fun. I actually bought this one following Chris' advice. Once more I find I have very similar tastes with you and that's unfortunate what with being a compulsive shopper and all.
 
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  • Posted Wed Jun 21, 2006 5:04 am
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15. Board Game: Stephensons Rocket [Average Rating:6.94 Overall Rank:435]
Chris Farrell
United States
Cupertino
California
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When I sat down to actually do these ratings, I was surprised at how low a few games ended up; this would be one of them. Again, this is a game I quite like (and one of the few I'm actually really good at), but somehow it doesn't get very high up the rankings; it's somehow missing that little extra somthing. Part of it is almost certainly its similarity in overall feel to Acquire, without that game's sparse elegance. The "fewer actions than options" tension is not quite as successful here as in Through the Desert. And the scoring is truly opaque, to the point that it takes 2-3 games just to get comfortable with how the game plays. Stephenson's Rocket still has a lot of the good stuff that is typical in Knizia games, and one I still would play almost anytime and isn't in any danger of being purged from my collection, but these obstacles mean it doesn't come off the shelf much.
 
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Rick Byrens
United States
Yorba Linda
California
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This one would rate near the top for me...it's about as much fun as a "no luck" game can get. It's really quite a simple game when you get down to it - I think my last game took about 45 minutes
 
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  • Posted Thu May 1, 2003 9:22 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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The problems are two-fold, the first is fatal and the second fairly bad and the German industry was not so stupid as to spend its own money publishing them. So a couple of blokes who run a gameshop in Austria took up the slack. Its basically a question of intelligence: very many people like SR, others won't play a game where share holdings comprising odd numbers of shares lose a share in 2-for-1 share exchanges. Simple really. The other problemette, admittedly unimportant in comparison, is that monies exchanged at game end are too large compared to the painstaking little transactions that precede them over the course of the entire game. Thus player actions are rendered meaningless in a manner that is similar to though not as grievous as the above. Our second "lets-not-be-too-hasty" game stopped after 15 mins, just like our first LotR Risk game. PS: I am reminded that having a majority of shares gives control of a line, agreed, now off to the private brain-care specialist.
 
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  • Posted Mon Mar 14, 2005 4:20 pm
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16. Board Game: Dragonland [Average Rating:6.41 Overall Rank:1335]
 
Chris Farrell
United States
Cupertino
California
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Drachenland is the first game on this list that is explicitly more of a "family-type" game than the rest. Based just on looking at the scoring system, you'd call it sort of a "Tigris & Euphrates lite", although it lacks that game's depth of player interaction. It's a pretty pure mix of time management and some light tactical planning, as you try to figure out how to use your action tiles to maximal benefit. Not a truly great game, but one with a lot of difficult trade-offs as the game progresses, and one that's pretty simple and much more accessible to the more casual gamer than the heavy stuff that dominates the top of my list.
 
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17. Board Game: Medici [Average Rating:7.18 Overall Rank:225]
Chris Farrell
United States
Cupertino
California
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Medici is a game that will probably surprise a lot of people that I rate it so low. Now, don't get me wrong, #16 on a list of Knizia's best board games is still a pretty decent showing. Medici, though, simply lacks some of the edge of the better, later games like Ra, Taj Mahal, or Amun-Re. The worth of the goods is pretty straightforward, and there really isn't anything else going on. The only real tension is over how much to bid on a lot that you really don't want, but feel the need to deny to another player too cheaply. This is really not really a satisfying tension. A good game, but not one with the same level of replayability as the better Knizia games. One thing that should be mentioned is that unlike most Knizia games, this works well with 6.
 
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Josh Adelson
United States
State College
Pennsylvania
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Rating Medici below Stephenson's Rocket I can well understand. Below Clash of the Gladiators?? (I like CotG too, but come ON!) Below DRACHENLAND!!??!! Are you MAD?? Again, I *like* Drachenland, but the purity of Medici shines like a beacon, and Drachenland is a super-contrived mess compared to it. Anyway, opinions are a good thing. Yours have fallen off the edge of the cliff right around here on your list, however.
 
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  • Posted Fri Mar 5, 2004 8:55 am
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John Richert
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Cordova
Tennessee
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I gotta differ on this one. I have never played some of his other auction games, but I have played Ra which is a great game. That said, I would actually put this ahead of Ra. Ra tends to get a bit fiddly with the scoring and some of the mechanisms of the game, but Medici is an auction game distilled down to its essentials. Also, the suspense of drawing additional cards can be amazing in close games on the third day. Finally, it is a bit more accessable to nongamers
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  • Posted Sun Jun 27, 2004 5:01 am
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Leif Norcott
United States
San Diego
California
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Ra is in no way fiddly. If you don't know the scoring system then ok then I see your point, but spend 5-10 minutes learning them then you will see it is not.
 
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  • Posted Fri Sep 17, 2004 7:56 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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Insights may be gained by playing some games electronically. Settlers is one, where the still-valid criticisms can be better attacked after many games, played oh-so-much faster. Medici has little wrong with it, but here the AI showed that lots of one card are useful. Another early design, so maybe it and QV should enjoy some upward pressure in these ranks.
 
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  • Posted Mon Mar 14, 2005 4:30 pm
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18. Board Game: Botswana [Average Rating:6.61 Overall Rank:725]
Chris Farrell
United States
Cupertino
California
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Flinke Pinke (better know in America as Quandry), along with the upcoming Tutanchamun and Exxtra (and a few games that I've not included like Members Only due to a shortage of space), fall into a category for me of "well-executed minimalist" games. In many ways Flinke Pinke is more similar to his small-box card games, a pure game, a simple concept, single-system game without any added chrome or extra detail. As such it succeeds very well (better to my mind than any similar games), but it just doesn't grab me. It's a contemplative game, without much fun factor, and yet with a significant enough random and/or chaos element ot make it frustrating.

Now, I should say, Quandry has grown on me somewhat. When I first played it, I didn't care for it much at all. There didn't seem to be anything there, and when compared with the vaguely similar Titan: the Arena, the latter was just a lot more fun (you at least get to hose people in an entertaining way). Quandry is now a game I can play and enjoy with the right crowd - it's a very solid, accessible game - but for the "serious" gamer, it's going to end up pretty far down the list. For me, too, when playing with the more casual gamers I like more flavorful games, like Drachenland above (who can argue with all the pretty colors!) or Adel Verphflictet.
 
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19. Board Game: Tutankhamen [Average Rating:6.16 Overall Rank:1627]
Chris Farrell
United States
Cupertino
California
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Like Flinke Pinke above, this is a pretty minimalist game, this time of set collection. Another game I like in the right spot, this one is good as filler or as a holding action when you have 6 and are expecting a few more. It's engaging, has interesting choices, but the tension is not that high and it is very abstract. When a game succeeds as remarkably as Knizia's better games, the fundamental abstractness is not a big deal. But when the game itself is just OK or pretty good, for me a theme or some kind of fun player interaction (like Merchants of Amsterdam) makes the difference between a game succeeding on some level and being dull. Now, in fairness it should be said that when this game was released in 1993, this kind of set collection game hadn't been done to death yet so I probably would have been more enamored of it then than now. It still has a niche (being short, simple, and fast, yet still modestly challenging, and being good with 6), but isn't somthing I have the urge to break out when given free choice.
 
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20. Board Game: Dream Factory [Average Rating:7.19 Overall Rank:218]
Chris Farrell
United States
Cupertino
California
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Traumfabrik is not a bad game, but it has one seriously major problem - it's far too similar to Ra for its own good. Ra is obviously a great game, so what's the problem? Well, many of the changes made just don't quite work. The contract bidding isn't as effective as the Suns. The tension of whether or not you're going to "run out of tiles" is gone. There is less uncertainty about how the values of everything will eventually pan out, which lowers the nice level of risk that Ra has. Now, Traumfabrik does make up for this with a nicely-done theme, and perhaps my rating has somthing to do with the fact that Traumfabrik's theme just doesn't really speak to me; and when evaluated purely as a game, Traumfabrik is just a shadow of Ra.
 
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Thee Insidius Doktor Glaze & His Sidekick Donut Boy with the Amazing Monkeytime Dancers Ooh!
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Shorewood
Wisconsin
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In defense of this one, Traumfabrik happens to be very simple to teach and score. It is a zillion times more accessible as an introductary game than the complex "Gamer's" auction games. My group had a very easy time relating to 'filling slots on the script' to complete a scoring opportunity. Also it is very easy to "just add up all those stars on your movies" to determine the VP's gained. For beginners, it lets them experience 95% of the depth of Modern Art or Ra, but with absolutely no experience with games.

Also people tend blurt out things like "I AM Roger Corman!" and " Don't you dare try to outbid me for Vivian Leigh!"
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  • Posted Thu May 1, 2003 9:04 pm
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Alex Rockwell
United States
Bothell
Washington
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I'd put Traumfarbik at number 4 for me, under Tigris, Lord of The Rings, and Amun Re, and just above Ra nad Modern Art.

Traumfabrik is one of Knizia's best themed games.
 
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  • Posted Tue Jun 24, 2003 8:50 pm
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Chuck Uherske
United States
Rockville
Maryland
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First, my disclaimer: I've only played Ra on BSW, whereas I've played Traumfabrik live in 3-D, soaking in its dazzling atmospheric glory. That could prejudice my thinking a bit.

But I feel that Traumfabrik sacrifices nothing to Ra in the way of game mechanics. I do like Ra's sun-bidding mechanism, though I also like Traumfabrik's send-your-bid-to-your-opponents mechanism. The push-your-luck element of Ra, though I feel I handle it well, doesn't really add a whole lot to the game for me. I'm at least as happy to see the upcoming lots and to know how many there will be, as one does in Traumfabrik. As a game-player, I'm a planner, and I like games that let me plan more definitively.

I also think that Traumfabrik offers many tactical challenges Ra doesn't -- in the timing of the movie completions, choosing when to finish a film and in what genre, etc. I find Ra's point-accumulation mechanism more purely mathematical: I have a set thought on how much each tile is worth to me in each situation; now that this has been determined, I play pretty much the same way every time with less interplay with my opponents.

Bottom line -- I find Traumfabrik, if not Ra's equal in terms of mechanics, certainly comparable (right now I give the nod to Traumfabrik but I can understand someone going the other way). And with theme, Traumfabrik moves distinctly ahead (and normally I'm not a player who gives a fig about theme.)

 
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  • Posted Sun Jun 27, 2004 11:24 am
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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The German game the wargamers at the club wanted to replay immediately, and more than once. With the CD playing in the background and someone telling us interesting things about the lives of Monroe, Brynner and Thalberg [and usually of course you don't get real names], there was an feeling in the air that the makers knew how good a game this was befoe they published it. And the Toxic Avenger is in there too, in a different guise. There was a major drought caused by high demand/zero supply during the Traumfabrik to Fabrik der Traume copyright metamorphosis. Actually doing film production not quite theme, but is definitely part of the attraction.
 
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  • Posted Mon Mar 14, 2005 5:47 pm
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Andy Daglish
United Kingdom
Cheadle
Cheshire
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The German game the wargamers at the club wanted to replay immediately, and more than once. With the CD playing in the background and someone telling us interesting things about the lives of Monroe, Brynner and Thalberg [and usually of course you don't get real names], there was an feeling in the air that the makers knew how good a game this was befoe they published it. And the Toxic Avenger is in there too, in a different guise. There was a major drought caused by high demand/zero supply during the Traumfabrik to Fabrik der Traume copyright metamorphosis. Actually doing film production is not quite theme, but is definitely part of the attraction.
 
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  • Posted Mon Mar 14, 2005 5:47 pm
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21. Board Game: Neue Spiele im alten Rom [Average Rating:6.74 Overall Rank:2397]
 
Chris Farrell
United States
Cupertino
California
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The concept of New Games in Old Rome is kind of neat, and will appeal to some amateur game designers, but really the games in here are somewhat minimalistic and not that great. Many of the games are clearly prototypes for later, more fully-developed games which you would play by preference. You do get a *lot* of games for your investment, and if you're torn between these and a boxful of James Ernst games, the choice would be pretty obvious. Otherwise, probably one to pass on these days.
 
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22. Board Game: Excape [Average Rating:6.36 Overall Rank:1272]
Chris Farrell
United States
Cupertino
California
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Another minimalist game, this one has overtones of Can't Stop, although without the elegance of that classic. How much of a risk do you want to take? Big risks mean big payoffs, small risks result in steady progress. A nice feature of Exxtra over Can't Stop is that the player interaction is much more direct, you may be in a position where you feel compelled to bid low to take out another player's bid, even though it will result in a smaller payoff for you. This is a game that I find fundamentally clever, but for one significant failing - it's a bit too long. At 30 minutes or less, this would be a solid game, but it gets a bit repetitive for me and doesn't quite hold its own through the whole game. If it weren't for that, it actually seems to be better than Can't Stop in some ways, but as it is Can't Stop's more moderate length, less repetitive nature (the odds and strategy change as columns get closed), and better excitement level make it an easy choice over this.
 
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23. Board Game: Kingdoms [Average Rating:6.66 Overall Rank:634]
Chris Farrell
United States
Cupertino
California
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Now we're getting down to the games that, in my opinion, kind of suck. Auf Heller (recently re-released by Fantasy Flight as Kingdoms) seems to lack the fine polish of his later big-box stuff, with too much intellectual work for no satisfying payoff. It seems to suffer from the "Iron Horse" syndrome, with a lot of intellectual energy expended on placing tiles and tokens, and yet the work is largely undone by the randomness of the tile draws.

This game has a core of fans, so I fully expect to get bashed below for my opinion , but there you have it.
 
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Richard Lea
United Kingdom
Leeds
County: West Yorkshire
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Try some of the variants which allow more choices of tile.
 
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  • Posted Fri Nov 21, 2003 11:15 pm
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Rob Rob
United States
La Mesa
California
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IMHO: it's a puzzle and a filler to play while waiting for enough people to play a "real" game.
 
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  • Posted Thu Nov 18, 2004 4:19 pm
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24. Board Game: Africa [Average Rating:5.97 Overall Rank:2114]
Chris Farrell
United States
Cupertino
California
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This game is awfully fiddly for a very low payoff. A game I wanted to like, but explaining all the torturous little rules is exhausting for a game that has a fundamental lack of any control. I have to very respectfully disagree with Knizia (in his interview on the FunAgain web site) on this one, I don't think Africa makes even a decent family game (I wouldn't introduce it to my family); there are just too many fiddly details that are a pain to keep straight. Perhaps their tolerance for such things is different in Germany, a fact that I shouldn't underestimate. Anyway, the underlying concept is actually pretty nice, the manipulation of many small probabilities over the course of a longer game, but the system is just not clean enough for what it accomplishes.
 
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Douglas S
United States
Torrance
California
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I disagree. This game has a fun payoff. It's often very close. The rules aren't fiddly at all. It's very easy and clear. It's a great game when you are in the mood for the light light variety.

Doug
 
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  • Posted Tue Sep 16, 2003 11:16 am
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Josh Adelson
United States
State College
Pennsylvania
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Maybe it was the RGG translation, Doug, but I found the rules rather unclear in a couple of key spots. It's one thing if you have Reiner Knizia in your back pocket to ask, it's quite another when you know he's sound asleep in a different time zone when you're trying to get this one going for the first time.... This is a far better family game, however, than Drachenland can ever hope to be, and any rules confusion is easily overcome with the iron fist of the Patriarchy.
 
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  • Posted Fri Mar 5, 2004 9:01 am
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Leonardo Gonzalez
Mexico
Laredo
Texas
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"To be or Not to be an empty Hex"

1- A Hex or starting city with NO tile = Empty Hex.
2- A Hex with a Tile or a Base Camp = NOT Empty, occupied.

Heres comes the confusing one:

3- A hex with an Explorer and No tile = Empty, BUT NO other explorer may enter that HEX, but other then that it is treated as an empty Hex.

I think this is correct, if its not please let me know.


 
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  • Posted Mon Apr 5, 2004 4:37 pm
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Chris Shaffer
United States
Portland
Oregon
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The English rules say:

Quote:
The starting cities (with no tokens) and spaces with explorers (and no tokens) or base camps are empty spaces.


This should actually be:

Quote:
The starting cities (with no tokens) and spaces with explorers (and no tokens or base camps) are empty spaces.


That one misplaced ending parentheses causes a lot of confusion.
 
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  • Posted Fri Jan 21, 2005 3:16 am
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Chris Shaffer
United States
Portland
Oregon
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This is a good game, by the way, and definitely not too fiddly. My six-year-old daughter loves it and had no problems understanding how it works.
 
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  • Posted Fri Jan 21, 2005 3:17 am
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Stephan Koehr
Germany
Frankfurt
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Looking at all the Knizia family games I own, this is probably the one most often played and requested, more than DIE INSEL or FLINKE PINKE or DRACHENLAND... The rules (at least the german ones) are clear and explained in less than five minutes. This is one of the few games you really can explain to a total newbie, while he plays his first few turns! Ok, strong luck element, but then, why does my daughter win most of the time...? Sorry Chris, here I don't agree with you at all...
 
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  • Posted Tue Oct 24, 2006 8:31 pm
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25. Board Game: Vegas [Average Rating:4.82 Overall Rank:7156]
Chris Farrell
United States
Cupertino
California
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This is one of Knizia's least efforts in my opinion, tedious and dull. The main complaint is simply that the early game is too unimportant, with early groundwork laboriously built up blown away in very little time. Usually in Knizia games you aren't just hoping for the right die roll ... but here you are. I found this game utterly dreadful and never want to have to sit down with it again.
 
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Ava Jarvis
United States
Bainbridge Island
Washington
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I'm starting to think that any game with "Vegas" in the name (or something similar) represents the lowest point in a game designer's ludology, some kind of common base denomiter at which all games named '*Vegas*' are of the same quality, no matter who designed it.
 
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  • Posted Sun Jan 16, 2005 11:18 pm
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Bruce Linsey
United States
Kinderhook
New York
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Actually, I think Vegas is a great game. It's always been a hit a our game cons. I can't understand why many people don't seem to like it.
 
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  • Posted Fri Mar 11, 2005 8:21 pm
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Richard Lea
United Kingdom
Leeds
County: West Yorkshire
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This was re-themed as Maginor in 2001.
 
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  • Posted Tue Dec 13, 2005 10:10 pm
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Justin Green
United States
Des Moines
Iowa
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Very well done! Of the games I've played (Amun-Re is not in my grubby little hands yet), my list would agree VERY closely with this one. Here are my minor exceptions:

- The top three are masterpieces...I would not be able to rank them among themselves since they are so different from one another and serve different gaming urges.

- LOTR I would rank a little lower...we want to like it more, but we just didn't find the replayability that you did for some reason. It's still a bit of a tour de force considering the daunting task it accomplishes (a purely cooperative game that wonderfully captures the feel of the books).

- LOTR: the Confrontation I would rank a little higher. No it's not deep, but it is very exciting and very replayable for such a simple game. Essentially, it makes the Stratego mechanic playable by forcing it to be a simple offensive game.

- Samurai I'd rank a little higher with the caveat that I only play it as a three player game. I think the problems you cite are mitigated significantly with three players and since good three player games are hard to come by, I give this one high marks. Plus, it's absolutely gorgeous (but I guess Reiner can't take credit for that).

- I'd rank Traumfabrik higher but this is because I happen to be drawn to the theme. I agree that Ra has much more going for it.

I'd be interested bout where you would put Lost Cities and Titan: the Arena in relation to these boargames. I'd put Titan: the Arena and #4 and Lost cities around #10.

Again...great list!
 
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  • Posted Thu May 1, 2003 8:54 pm
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Chris Farrell
United States
Cupertino
California
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Sorry, a couple people have written to me wondering this, and my response is, I just haven't been inspired. I haven't written it yet because I just haven't come up with a lot of interesting things to say about Knizia's card games, which are often not that much more than a gaming snack. In order to get it done, I may have to restrict myself to only a few of his "more significant" card games.
 
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  • Posted Wed Dec 17, 2003 8:21 pm
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SH Wong
Singapore
Singapore
Singapore
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I think you could do a top 25 card game list instead. (wargames excluded) It would be interesting how Knizia's card games fare against Dorra's or Kramer's or Uwe's from your point of view.
 
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  • Posted Thu Dec 18, 2003 2:23 am
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Snooze Festival
United States
Hillsborough
North Carolina
We love our pups!! Misu, RIP 28 Nov 2010. Tikka, RIP 11 Aug 2011.
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Great list!

........................caravan........................
...........caravancaravan...........
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  • Posted Wed Jan 19, 2005 10:07 am
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Michael Deacon
United States
Piedmont
California
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With the likes of Municipium, Blue Moon City, Beowulf the Legend etc..

Hows about an update??


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  • Posted Fri Apr 24, 2009 4:55 am
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