Session Report 18.12.2002

Session Report 18.12.2002

Author: Aaron/Walter

at the table: Peter, Günther Walter, Aaron

on the table: Fische Fluppen Frikadellen, Mogul, Imperium

  1. Fische Fluppen FrikadellenFische Fluppen Frikadellen - box

    “Fische Fluppen Frikadellen” is this year’s Essen release of the man with
    the green hair and creator of the F games: Friedeman Friese. This time players have the
    task to acquire goods (fish, fags and French fries would be a good translation although
    Frikadellen are in fact hamburgers, and in addition to the title: fusel and fennel) and
    trade them in for fetishes. The player who acquires his/her third fetish wins the game.

    The game board is set up by randomly placing 12 kiosks on the designated spaces. Kiosks
    come in three types: one type sells one of the F goods or buys another type of goods. The
    next kiosk type trades a type of good into another type of good and the last type is the
    kiosk trading in goods for fetishes.

    Kiosks are connected with pathways and waterways and players have three movement points
    per turn to negotiate their route to the kiosks of their liking. Waterways usually
    provide shortcuts between distant corners of the board but they require the usage of a
    raft which sometimes needs to be called to the footbridge which costs movement points and
    money.

    Players start with a defined amount of money (now guess what the currency is: Florints of
    course) which they mainly use for buying goods at the kiosks. Once a player lands on the
    field of a kiosk that sells/buys goods s/he may buy any amount of goods that the kiosk
    has in stock at the current market price (there’s a rebate for buying more than one
    unit). At the start of the game each such kiosk has 2 goods in stock. Alternatively, a
    player may sell any amount of the good the kiosk can buy. These goods are returned to the
    bank. A consequence of selling goods is a decrease of the market price of that good.

    If a player arrives at a kiosk which trades goods s/he can trade in up to two goods of
    the kind kiosk accepts and receives 2 other goods for every good turned in. These 2 for 1
    deals are very important in the course of the game.

    Each transaction at a kiosk triggers up to three secondary actions indicated on the
    kiosk’s tile: either the market price of a good is increased or the player may
    exchange the stock of two kiosks or a particular type of good is being produced and the
    stock of the appropriate kiosk is increased.

    Players also have tokens which they can use during their turn. A token provides a one
    time special ability like having more movement points or being able to exchange a good of
    one type for another type, and, very nasty, closing a kiosk for one complete round. Each
    time a player acquires a fetish s/he get an additional token.

    The game started rather fast paced with all players rushing to kiosks which have goods
    for sale. Unfortunately, I was the fourth player in the first turn and was faced with the
    situation that no such kiosk was in easy reach. In fact it took me quite some time to be
    able to acquire my first goods as I was not willing to spend money on calling rafts for a
    faster access to far away kiosks. Not a good tactic, I soon realized. At the time I had
    reached a kiosk with goods, prices had already gone up and I had to spend too much money
    for too few goods. Walter at that time was already far ahead with 4 or 5 goods and in
    reach of his first fetish.

    Günther seemed to follow a strategy of acquiring lots of goods at low prices and only
    exchanging them for a fetish once he reached the holding limit of 7 goods. Peter’s
    strategy was to go for optimal good runs and to exchange/sell goods at favorable prices.
    Soon I found myself left with very little money and only a few goods because all too
    often were kiosks sold out or prices had gone up to prohibitive levels before I could
    reach them. I therefore had to revert to an exchange strategy changing goods on a 2 for 1
    basis. Luckily, I was able to find a good run between kiosks for this to work.

    Walter was the first to have two fetishes as well as sufficient goods to exchange them
    for the third one and we thought that this would end in a clear win for him. Quite to my
    surprise Günther was able to play one of his special ability tokens that allowed him to
    buy a good from Walter leaving him one good short for his final exchange. At that point
    it became clear that by cleverly playing against Walter we would most likely have a
    chance to steal victory from him. This in fact left me with a slight chance to win the
    game myself: in the meantime I, too had acquired two fetishes and had sufficient goods to
    get the third one. However, my goods mix was not right (you need 5 goods in total, 3 of
    one kind and 2 of the other) which prevented me from becoming a target for
    countermeasures of my fellow players. The one thing they did not know was that I had a
    special ability token which would allow me at any time during my turn to exchange one
    good for another type and that would yield the required combination for my third fetish.
    So I moved forward to the fetish kiosk and only needed one more turn when Peter decided
    to stop playing aggressively against Walter and allowing him to make his final winning
    move. That was close…

    I think that “Fische Fluppen Frikadellen” is one of the better games of
    Friedemann Friese. It provides a lot of scope for different strategies. On the other
    hand, in our game I felt that most of the time I was playing with minimal interaction
    with other players. Once you have found out what strategy the other players are following
    you can adopt you strategy accordingly and do your thing. There is also this effect of
    bashing the leader close to the end which I do not like so much as you do not have
    sufficient time (moves) to prepare for this appropriately.

    One thing I did not mention about the game: it is a 3 to 5 player game but can be played
    with up to 15 players if you buy the complete set of three games (type A, B and C). They
    differ in board layout and tile mix as well as providing different colored pawns and
    players are able to move their pawns between board. Provided you have sufficient table
    space and players this is certainly worth a try.

    Westpark Gamers’ Score: 7.0

  2. MogulMogul - box

    Mogul is a stock trading and auctioning card game. Players start the game with one share
    and 6 money and their goal is to acquire victory points by selling shares.

    Auctioning is done in a very interesting though sometimes nerve wrecking way: the top
    share is drawn from the draw pile, revealed and put up for auction. The start player (the
    player who acquired a share in the previous turn) starts the auction by placing one coin
    in the middle of the table. The next player has the choice of continuing the bidding by
    also placing one coin or to drop out of the auction. Here the interesting bit starts:
    whenever a player drops out s/he collects the coins in the middle of the table into
    his/her own pocket. The next player then bids again (1 coin) to stay in or drops out as
    well (collecting 0 coins!).

    The last remaining bidder has the choice of either taking the share or to sell shares of
    the color indicated by the border color of the share currently up for auction. The last
    but one bidder then executes the option not taken by the last bidder.

    Selling shares is the only way to receive victory points and there is one victory point
    granted for every share of that stock on the table at the time of the sale, including the
    shares of the other players. Since at the end of the game unsold shares count no VPs at
    all and money is exchanged 5 coins for 1 point it is absolutely necessary to sell shares
    at the best possible time. The game ends immediately when the CRASH card is being drawn
    which has been shuffled into the draw pile among the last four cards.

    The bidding mechanism is so unusual that it does need some time to get used to it.
    Already in the first round I found myself in the position that Günther sitting in front
    of me decided to drop out and take the money and I had the choice to also drop out (for
    nothing) or placing the first coin again. I decided for the latter only to be faced with
    the situation that now Walter dropped out (now in front of me). Again I placed a coin and
    Peter dropped out and I decided to take the share since there was no possibility to sell
    shares. The result of the first round was that I owned two share now but only 4 coins,
    all others had one share with Peter owning 5 coins, Walter 7 coins and Günther 8 coins.
    Günther seemed to have liked the possibility to make easy money and he decided to drop
    out again when it was his turn in the second round, leaving him with 11 coins! Only too
    late did I realize that I would end up in the unfortunate situation that I had to drop
    out of the auction because of lack of money at a point in time when there where no coins
    in the pot!

    Fortunately, there is a rule which allows a player to exchange 2 victory points for 2
    coins at the beginning of a round. Since I was broke I had to take that option which, in
    the end, turned out to be so devastating that who ever has to do this will almost
    certainly lose the game. This insight came to late for me and I did not have a chance to
    even come close to the leader throughout the rest of the game.

    Although very much based on luck elements the game is full of suspense: will there be
    coins in the pot when it’s my turn to drop out of an auction? What is the right time
    to sell shares? Will there be another possibility at all to sell shares of a particular
    stock? Some of these questions can be answered by closely observing the number of shares
    of stock still in play. Other, like the possible reaction of the other players are much
    harder to determine or predict.

    As a fast paced, short (45 mins.) game with elements of “Schadenfreude” Mogul
    can be highly recommended.

    Westpark Gamers’ Score: 7.0

  3. ImperiumRome - box

    Anstatt den Spielabend mit 6-nimmt oder Bluff ausklingen zu lassen, nahmen wir uns auf
    Günthers Empfehlung noch eine Runde Imperium vor. Angeblich dauert ein Spiel 20 Minuten.
    Das war dreimal soviel Zeit, wie Peter bis zu seiner letzten U-Bahn übrig hatte. Bei den
    Westparkern geht aber auch ein triviales Auktionsspiel nicht so schnell über die Bühne.
    Peter hatte Glück, daß er sich nach 50 Minuten Spielzeit – als Sieger – auf den Weg
    machen konnte.

    Das Spielbrett läßt zunächst mal eine überlange Spieldauer befürchten: es ähnelt ganz
    dem klassischen “Civilisation”, das wir noch nie unter 4 Stunden beendet
    hatten. Auf einer Landkarte rund um das Mittelmeer sind Länder und Provinzen
    eingezeichnet, die von ferne ein bißchen die Vision des Geographieunterrichts in einer
    altrömischen Grundschule aufkommen lassen. Daß Athen ohne “h” geschrieben
    wurde, und daß das Dörflein “Cannae” zu einer ganz Unteritalien umfassenden
    Provinz aufgewertet wurde, ganz zu schweigen von der Plazierung Ägyptens an der lybischen
    Küste und ähnlichen Unschärfen, sollte einen großen Geist natürlich nicht stören.

    Das Spielgeschehen hätte man auch viel einfacher plazieren können, und es damit sogar
    noch durchsichtiger gemacht. Denn das geohistorische Brimborium verdeckt nur das doch
    recht lineare Spielprinzip. Man denke sich die Zahlen 1 bis 8 irgendwie zufällig in einem
    Kreis auf dem Tisch verteilt, und schon hat man die Aufgabenstellung hundertprozentig
    adaptiert. Es geht darum, möglichst viele, möglichst hohe und möglichst
    nebeneinanderliegende Zahlen (Länder) in Besitz zu bringen.

    Wie macht man das?

    Ganz einfach: Jeder Spieler ist mit einem Kartensatz mit den Zahlen 1 bis 8
    ausgestattet. Davon wählt jeder jeweils drei Karten, sprich Zahlen, aus und bestimmt
    damit die Zahlen im Kreis, auf die er einen Spielstein der eigenen Farbe zu legen
    gedenkt. Alle Spieler decken gleichzeitig die gewählten Karten auf und legen dann die
    entsprechenden Spielsteine auf die Zahlen im Kreis. Das wird bis zum Spielende wiederholt
    und so verteilen sich allmählich die Spielsteine der Mitspieler je nach Vorliebe oder
    Taktik unterschiedlich auf den Zahlen im Kreis.

    Nach jedem Setzenvorgang wird eine Zahl gewertet: Der Spieler mit den meisten
    Spielsteinen auf der Zahl im Kreis hat die Zahl in seinen Besitz gebracht, d.h. er erhält
    den Zahlenwert als Siegpunkte gutgeschrieben. Der Spieler mit den zweitmeisten
    Spielsteinen erhält, je nach Zahl, die es zu werten gilt, 1 bis 2 Punkte weniger, der
    dritte 2 bis 4 Punkte weniger und der vierte und letzte 3 bis 6 Punkte weniger. Es gilt
    also, auf der Zahl, die gerade gewertet wird, eine Mehrheit zu erringen. Das geht
    natürlich nur beschränkt. Jeder Spieler muß seine Auswahl auf bestimmte
    Zahlenkombinationen konzentrieren, um wenigstens dort dominieren zu können.

    Nach der Wertung wird das Zahlenfeld geräumt: alle Spieler müssen ihre Spielsteine
    wieder an sich nehmen. Nur der Spieler mit der Mehrheit darf einen Spielstein als
    “Prokonsul” auf der Zahl stehen lassen. Der steht dann schon mal für die
    nächste Wertung da, denn nachdem alle 8 Zahlenfelder gewertet wurden fängt die Wertung
    wieder bei der ersten Zahl an.

    Der “Prokonsul” hat aber noch eine weitere “einnehmende” Bedeutung.
    Der Spieler, der bei einer Zahlenwertung die Mehrheit errungen hat, bekommt zusätzlich
    noch einen Siegpunkt für jeden eigenen Prokonsul in einer benachbarten Provinz (Zahl).
    Dies ist ein Grund, warum man zusammenhängende Zahlen (Provinzen) favorisieren sollte.

    Peter hatte sofort erkannt, daß das unattraktive Zahlenfeld 1 neben dem maximal
    lukrativen Zahlenfeld 8 etwas unscheinbar an der afrikanischen Küste lag und so dem
    Blickpunkt der Mitspieler entgehen könnte. Er spekulierte darauf, daß er relativ
    unbehelligt die 1 belegen und sich mit Körpereinsatz dann auch noch die 8 aneignen könne.
    So kam es dann auch: Er konnte das 8er Feld dreimal erobern bzw. behalten und kassierte
    dafür noch zweimal mit seinen lausigen Prokonsul auf der 1 einen zusätzlich Siegpunkt.
    Das reichte insgesamt zum Sieg.

    Ich hatte mir die Zahlenreihe 3-7-2 an der illyrischen Küste ausgesucht. Es gelang auch,
    auf der 3 Fuß zu fassen und dann noch die 7 zu erobern. In den nächsten Runden mußte ich
    aber sehr viel zur Verteidigung der 7 investieren. Als ich dann noch mit Störmanövern auf
    der 8 versuchte, den Kriegsschauplatz auf Peters Besitztümer zu verlagen, hatte ich
    unnötig Pulver verschossen. Aaron machte mir mein 3er Feld wieder abspenstig und es
    reichte in der Endabwertung nur zum zweiten Platz.

    Obwohl Imperium im Grunde ein einfaches Auktionsspiel ist, hatten wird doch deutlich
    unsere Freude daran. Vielleicht lag es auch allgemein an der – durchaus nicht
    selbstverständlichen – allgemeinen Harmonie in unserer kleinen Vierer-Runde.

    Westpark Gamers Wertung: 5,5 (von 10)