Yehuda Berlinger
Israel Raanana
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I had never even read the rules, but it was simple enough to read them out loud and go through a sample turn.
OM is an expanded version of Bohnanza; that's all I could think the whole way through the game. They're not really identical in mechanics, but trading away cards you don't want to get what you do, and then planting them in sequenced groups, is the core of both games, and so it naturally leads to that conclusion.
OM is a game allegedly about shipping and Europe, etc, ho hum. Really it's about card management. Play a number of cards equal to a value set by your last turn, gain the bonuses or negatives on the cards (including points and more cards), and then "plant" the cards to be counted as points at the end of the game. You get points for having played cards in bunches, but not too many of the same type at once.
Oltre Mare has more to it. Each round, you have to play a certain number of cards and gain the value of these cards. It's just that each time you play, you determine not only this turn's results, but: a) the points you get based on the order you discard them, what you played last time, and will play next time, as well as b) your hand limit at the beginning of your next turn and c) the exact number of cards you are required to play next turn. Since the cards are designed to ensure that you can't generally get the best of all worlds on each play, you simply have to decide where to compromise each round. This is not that big of a deal, because, owing to the trading that happens on every players' turn, you can often make up for the compromise by the time it gets back to you again.
I thought it was a lovely game, with a few caveats. One is the mechanic that gives you a trade chip each time you trade with someone else on their turn. The player with the most trade chips at the middle and end of the games gains 6 points. Since this is entirely dependent on other players' whims, I dislike it. It's an unnecessary mechanic, anyway, since you already have incentives for trading. It's not too much of a deal, however.
What's bad is the trade rules. Each card has a "type", as well as symbols that indicate the types of actions you get when you play the cards, and the hand limit and number of cards you must play if the card ends up on top of your played stack. And the rules clearly say that you must tell the other players what types of cards you are trading them but may LIE about the other symbols.
As a Eurogamer, that mechanics simply turns me off, entirely. Some people may like it, war gamers mostly, and that's fine for them. In our game, we simply didn't bother to mention anything else on the card, trading entirely by card type.
One additional mechanic which I really dislike is the same one which annoyed me in a few other games, and it's the combination of a) a variable game ending trigger, and b) that the player to the right of the starting player always gets the last turn. This mechanic entirely screws the player who goes first, who typically has no control over when the game will end and is therefore typically caught entirely sunk after he has invested resources for his next turn, only to suddenly find that he has no next turn. Which is exactly what happened to me in this game, but I will point out that I objected to the mechanic already when the game started, entirely for this reason.
Other than these issues, the rest of the game is simple and should, in theory, be relatively quick.
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