Alan Kwan
Hong-Kong Hong Kong Unspecified
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Navia Dratp : Game Review ========================= Alan Kwan, 10 Sep 2005
Setting -------
The game is set in a fastasy setting, but it is in the style of some fantasy Japanese anime. The world is split into several warring countries, and a few young women are gifted with the ability of the "Navia", and can summon and control "Maseitai" (magical creatures) in battle.
The player takes the role of the "Navia Commander", who accompanies and directs the Navia in battle, kind of like a sports coach.
Components ----------
The componens are gorgeous. The playing pieces (Maseitai and Navia) are finely detailed, plastic sculpted figures. The Gyullas crystals are made of colored clear plastic. The Gulleds are flat plastic pieces.
The cardboard gameboard, though not as gorgeous as the coveted tourney prize/demo vinyl mat pictured on the game box, is IMO not bad.
The movement pattern of each piece is illustrated by a grid on the piece. For the figures (Maseitai and Navia), the movement grid is printed on a "compass" which is at the front end of the base of the figure. If the piece Dratps, the compass is rotated (upside down) to show its Dratped movement. The pieces have excellent functionality.
Description of game play ------------------------
Navia Dratp borrows its primary play mechanism from chess:
1. Each player has several different types of pieces. 2. Each piece type has a specific movement pattern. 3. When a piece moves onto the same square as an enemy piece, the enemy piece is "captured" (lost by the opponnet). 4. Each player has a "King" piece (the Navia in this game). If this piece is captured, the player loses the game.
Note that by "chess" above (and hereafter) I refer generally to all chess-like games, in particular (western) chess, Chinese chess and shogi, which are probably the three most popular forms of chess being played. The above four characteristics are common to most or all chess games, and it is not useful to try to distinguish which particular one Navia Dratp is a descendent of. In fact, Navia Dratp has inherited smaller details from multiple forms, as well as having many innovative elements of its own.
So what is new in Navia Dratp? Navia Dratp is a "collectible" game, meaning mainly, you can choose the composition of your force. To those who are alarmed by the word "collectible", you can be comfortable: functionally all pieces are "common", meaning that it is quite easy to "collect" all the pieces you need for play strategy.
Each player's force consists of one Navia, 7 Maseitai (the stronger pieces), and 9 "Gulled" pieces (the equivalence of the Pawns in chess). The Navia and the Gulleds are fixed; force construction involves choosing your 7 Maseitai pieces.
The question that immediately comes to mind, when we talk about a chess game with force construction, is game balance. How do we balance the game between strong pieces and weak ones? What stops a player from building his force with all "queens"? Many "miniature" games, and some other (more or less) chess-like games with force composition, employs a "point system": each piece costs a number of points to employ, and each player is assigned a certain number of points with which to buy pieces, at the start of the game. This system does the job, but the game becomes quite limited, and is clumsy in practice.
The true elegance and the strongest point of Navia Dratp is that, it manages to maintain the game balance without using the point system. You can, indeed, freely choose which 7 Maseitai to include in your force!
How, then, is the game balance maintained? It is done through the "Dratp" system, which is /loosely/ based on the "promotion" rule in shogi. When a Maseitai is summoned into play, it starts in its "undratped" form. Later, you can spend "Gyullas" energy to Dratp the Maseitai; this increases its movement range, and/or gives it some special power or effect. For example, Maseitai "Agunilyos" starts with a King's move, but by spending 16 Gyullas to Dratp it, it gets a Queen's move thereafter. The cost to Dratp each Maseitai varies according to its power, of course.
Gyullas energy is earned either by moving a Gulled, or by capturing an enemy piece. When you capture a Maseitai, you earn an amount of Gyullas equal to its Dratp cost. And this is how the game brilliantly enables force construction without requiring a total point limit. If a player uses too expensive Maseitai to compose his force, not only will he be unable to Dratp many of them, but also, his opponent may be able to get lots of Gyullas by capturing his pieces. Chess players will know that, in many situations it is possible to invite or force an exchange of pieces; and a player can earn an advantage by exchanging his cheaper pieces for the opponent's expensive ones.
Besides the traditional checkmate, there are two other ways to win the game. If you collect 60 Gyullas (without spending them), you can win by just Dratping your Navia. In practice, this is a very common way of winning, especially against an enemy force composed of many expensive Maseitai. (Remember that you can earn lots of Gyullas for capturing an expensive Maseitai.) Another way, much less common, is by marching your Navia across the length of the battlefield, and scoring a "Navia Goal" by crossing the "End Line" on the opponent's side of the board. This is actually inherited from shogi (which doesn't actually have this as a specified win condition, but a King on the opponent's side of the board would be very hard to checkmate, because in shogi most pieces are not good at attacking backwards); in Navia Dratp, this rule has eliminated most end-game draws, allowing the player with a clever positional advantage to win should both players become materially exhausted.
Reviewer's comments -------------------
The combination of the Dratp system, the Gyullas system, and the Navia Dratp alternate winning condition provides the backbone for an excellent strategy game. The "starter" forces are balanced ones, which can hold their own by trying to overwhelm and checkmate a force composed of cheaper Maseitai, and trying to force some exchanges to win by Navia Dratp against a forced composed of more expensive Masitai. Even the game with the two starter forces alone is very interesting, with good replay value because each game plays differently, and I dare say that there are more variations in here than in (any of the main three) standard chess.
Despite a brilliant backbone mechanism, if there are serious imbalances in the available Maseitai, the game will quickly degenerate and become repetitive. Fortunately, it seems that the game has been throughoutly playtested, and the Dratp cost for each of the available Maseitai seems just right. Until now, the game still has not been dominated by a few "over-powered" Maseitai. Thus, the players can afford to freely explore using different Maseitai and trying different strategies, while still enjoying a decent chance of winning.
Unlike many "deck construction" games, which are largely decided by deck construction and the luck of the draw, in Navia Dratp the playing of the pieces is very important. I would say that any piece is as strong as how effectively the player uses it. Even between the same two forces, the battle can play out differently each time.
Besides the multiple victory conditions, another factor which contributes to the replayablity is the summoning system. The games starts with the Navia's and the Gulled's on the board, while the Maseitai are later summoned into play, onto one of the "summoning squares" on the friendly end of the board, by spending a move. This frees Navia Dratp from the limited set-up and "book openings" of traditional chess games. In fact, what, when, and where to summon is a very important part of the playing strategy.
A game ahead of its time ------------------------
More than being a commercial merchandise, I see Navia Dratp as a serious attempt at incorporating the force construction aspect into chess. And I can only conclude that, the attempt has achieved great success, regardless of the response the game gets in the commercial market.
Until I see Navia Dratp, I have not understood the true strengths of chess, but rather look at them as more or less dated stuff, not as exciting as the newer generation games we have today. (And I still maintain the same view now.) Unlike some other chess-like games with force/deck construction, Navia Dratp has faithfully kept the basic format of chess, the four points I mentioned near the beginning of this article. And after playing Navia Dratp, I realize that, this format does have the potential of providing the backbone of a great game - in particular one with force construction - although the traditional forms are indeed dated, putting a limit on how far that potential can be realized.
I have realized that, the best aspect of chess is point #3, that any piece can capture any enemy piece by moving onto it. This means that a weak piece can sometimes defeat a strong one, and that weak pieces in a mutually protecting formation can hold their own against a single strong piece. This gives more room to strategy and tactics over brute piece strength. Most deck/force construction games, even chess-like ones, use attack/defense strength numbers. With that system, the result of a battle would tend to depend more on the strength of the combatants, than the skill of the players.
Thus, those games have to either impose a limit on the total "strength points" you can put in your force, or require some form of resources ("mana" etc.) to bring your powerful cards into play. (Some games, being stupid child's play, even neglect that altogether...) But in Navia Dratp, you can freely compose your force, and you don't need to pay any summoning cost to bring your Maseitai into play (although you do need to pay a cost to Dratp). This gives the game a whole lot more freedom, more room for strategy than the others.
Navia Dratp is a chess game with force construction. It is perhaps the best chess game in existence, with more variety and depth than even the traditional games; indeed it brings out the true potentials of the chess format. It is also perhaps the best force/deck construction game in existence, with more freedom and variety in the force construction and game play, and being a game of skill rather than luck; allowing competitive force constructions beyond obvious "combos" and "power cards", the game enables the force construction format to shine its true strength - namely, variety. Just like the GIPF project games, Navia Dratp is a game ahead of its time - more developed than its contemporaries, and perhaps even too advanced for the average unsuspecting customer to appreciate. But, just like many of the greatest works in history, with the passage of time, the true greatness of these works will be revealed.
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