Archiv der Kategorie: Spieleabende

Spielbericht 11.9.2002

Spielbericht 11.9.2002

Autor: Aaron

am Tisch: Peter, Hans, Walter, Moritz, Basti, Aaron

auf dem Tisch: Star Wars – Epic Duels, Öl für uns alle, Der wahre Walter,
Nimm’s Leich!, Bluff

  1. Star Wars – Epic Duels

    Diesmal spielten wir Epic Duels zu sechst in der Variante “dunkle” gegen
    “gute” Macht, d.h. es spielten 3 (Walter, Basti, Hans) die gute Seite und 3
    (Peter, Moritz und ich) die dunkle Seite.

    Epic Duels - boardPeter begann das Spiel und hatte mit dem Imperator gleich gute
    Spezialkarten zur Verfügung, die er sofort gegen Walter einsetzte. Der verlor damit alle
    seine Handkarten und war schutzlos, ohne überhaupt am Zug gewesen zu sein. Als Peter dann
    in seinem zweiten Zug dies ausnutzte, um Walters ersten Charakter zu töten stand Walters
    Meinung über das Spiel fest: keine Möglichkeit, das Spiel zu beeinflussen – man wird
    gespielt. Hier spielte sicherlich eine Rolle, dass wir zu wenig als Team spielten, um uns
    gegenseitig zu schützen.

    Die übrigen Spieler lieferten sich einen spannenden Kampf, der letztendlich nach 30
    Minuten Gesamtspielzeit mit dem Sieg Peters und damit der dunklen Seite der Macht endete.

    Bis auf Walter waren alle der Meinung, dass “Epic Duels” ein spannendes,
    kurzweiliges und sehr stimmiges Spiel mit ausgewogenen Charakteren ist, das wir gerne
    wieder spielen werden.

    Westpark-Gamers-Bewertung: 7.75

  2. Öl für uns alle

    Öl für uns alle 1976In the 1960s I played this game quite often and I remember
    that I liked it a lot at the time.
    Ravensburger
    published the first release in 1960 (apparently in co-operation with
    British Petrol) and decided to re-release it in 1976. The second issue came with large
    separate boards for the oil drilling and market value markers but overall I liked the
    1960 material better – it delivered a less abstract flair to the game (I particularly
    liked the little oil drilling towers, which although a bit fiddley to use were a lot
    nicer than the abstract plastic pawns used in the 1976 release). We played the 1976
    release of Hans, who has equally good memories about the game as I have.

    Basically, this a business game about oil exploration and transportation. Players roll a
    die to move their pawn across a track on the main board. The space they end their move on
    indicates an action they can or must make. Some spaces trigger actions just when moved
    over – these actions apply to all players. Possible actions of the first kind are buying
    the next available oil drilling right and to start drilling for oil, or to take one of
    the two kinds of event cards. A possible action of the second kind is that all oil wells
    belonging to players produce oil, which increases the level of oil in the storage tanks
    of each well.

    Öl für uns alle 1960Once a player has moved his/her pawn (s)he may charter a
    tanker to transport oil from a well’s storage tanks to a refinery. Two types of
    tankers with different capacity (and charter price) are available and no ship may be
    chartered if there is insufficient oil to completely fill it. Tankers move one space
    across the world map on the board per player’s turn. Shipping routes have different
    length depending on the location of the well and the chosen refinery. Whenever a ship
    moves the owner has to pay operating costs, which are on top of the initial charter cost
    for the tanker, making it important to always have sufficient money available – so
    players have to carefully watch their cash flow. Once a ship reaches its destination the
    refinery pays the current market price for that location and the price drops one step
    thereafter. This is a simple mechanism to simulate supply and demand.

    Players start with one working oil well and may start as many oil drilling operations as
    they like – provided they end their move on the appropriate space and have sufficient
    money to buy the exploration rights. Drilling for oil is a chancy business and will fail
    or incur additional costs in about 40% of the cases.

    The game ends once the first player has successfully completed 10 oil deliveries to the
    refineries.

    All the good memories about the game disappeared during playing for about 90 minutes
    after which we aborted the game. The conclusion was that it would last at least another
    90 minutes if not a lot longer. This in itself would not have been a problem if the game
    provided at least a minimum of player interaction. Instead, players have to wait
    endlessly for the other players to complete their moves without being able to plan ahead.
    Most of the time players would be able to plan and perform their moves completely
    independently of each other as hardly any of the player’s choices has an impact on
    the other players. Even the oil price changes due to supply and demand variations were
    found to be of little tactical implication as shipping routes are too long to be able to
    seriously plan ahead. So the game comes down to the simple principle: start an oil
    exploration whenever you can and ship oil whenever possible using the shortest possible
    route, and most importantly “beat” your opponents when rolling the die. Not
    enough substance for a game that lasts 3 hours or more…

    Westpark Gamers Score: 2.34

  3. Der wahre Walter

    Fata Morgana, the publisher of this game is best known in the English
    speaking parts of the world by their game Kreml, which was
    published in English with slightly modified rules by Avalon
    Hill
    under the name of “Kremlin“.
    Many Fata Morgana games are card games (like their famous “Anno
    Domini
    ” and “Tichu“) and “Der wahre Walter”, too, comes as a set of
    156 cards with 3 statements each on either side of the card. Each of the statements
    refers to the person reading it to the others (the Sphinx). A keyword of a statement is
    blanked out by the word “Walter”.

    The game works like this: in sequence each player for one turn resembles the
    “Sphinx”, takes the next card from the shuffled deck, selects one side of the
    card and reads the 3 statements to the other players. Example: “Having won a million
    in the lottery I would Walter.” Using their knowledge about the person
    playing the Sphinx the players (including the Sphinx) write down what they think is the
    most appropriate replacement for the word “Walter”. This can be a single word
    up to a complete sentence.

    Once all players have written down their “Walter” words the Sphinx collects all
    notes and reads them (including her own) in random order to the players. The players (of
    course excluding the Sphinx) then guess what the Sphinx’s “Walter” words
    might have been. Players who guessed correctly receive a point (the Sphinx also receives
    a point for each correct guess of another player). In case a player guessed wrong the
    player who wrote down this (incorrect) word receives a point.

    Basically the game implements the same principles as the lexicon game or the German
    Nobody
    is perfect
    “. The only difference is the more personal touch by having to guess
    what the Sphinx will write down. The Sphinx will try to write down something that is
    likely to be guessed by the others and the other players will try to write down words
    which sound convincing to all other players in order to trick them into selecting this
    word. So it is of some benefit to know the person that plays the Sphinx quite well.

    All of this is by no means a new idea or principle – it works fine all right but does not
    have a “lasting effect”.

    Westpark Gamers Score: 5.67

  4. Nimm’s Leich!

    Nimm's Leich!Although already 5 years old this is the first time we played
    the game. The title is a pun using the German idiom for “Take it easy” and by
    removing just one letter changing it to the equivalent of “Take a corpse” –
    well…

    The game uses 6 different “Leich” cards which are shuffled and placed face up
    in a line on the table. One end of the line is marked as “top” by turning the
    card (the highest ranking “Leich”) by 90 degrees. Each player receives 6 cards
    from a deck of 36. Each of these cards has 6 spaces for a representation of a
    “Leich” card. The distribution of “Leich” pictograms on these cards
    varies significantly, some show only 2 different “Leichs” but each of them 3
    times. Others show 3 “Leichs” each of them twice and so on. Each player takes
    the first card of his/her deck (which lies face down in front of the player) and the task
    of the players is to make a bet on how many “Leichs” of a particular kind are
    represented in total on all of the players drawn top cards. The start player makes the
    first bet. The next player now has three choices: either raising the bet for that
    “Leich” by at least one, or quoting a new bet for a higher-ranking
    “Leich” or challenging the bet of the previous player. If a bet is challenged
    all players vote on this bet by simultaneously showing a “thumbs up or
    down”. Those choosing “thumb up” believe in the bet, those with their
    thumb down disbelieve it. The cards are then revealed and the players who guessed
    correctly discard their card, the other players take back the card and place it as the
    last card in their deck.

    Twice in the game each player has the opportunity to ask two players to show him/her
    their card. This must happen before a bet is challenged, though.

    The game ends once a player has discarded all of his/her six cards.

    If all of this sounds familiar: yes, the principle is very similar to “Liar’s
    Dice” or “Bluff” as it is called in Germany. In comparison, we much prefer
    Bluff – it plays faster and is a bit more predictable with respect to the odds, and last
    but not least the suspense of the fact that the number of dice (and players!) is
    constantly reduced is unsurpassed.

    Westparkgamers Score: 4.5

  5. Hence we decided to play our favorite “last game of the
    evening”:
  6. Bluff

    After having some extreme results regarding the number of dice showing the same value
    last time round, this round was more of the usual matter. Our first round was slightly
    off the usual as it showed an surprisingly fast reduction of dice during the first few
    turns.

    Westparkgamers Score: 7.58

Spielbericht 5.9.2002

Spielbericht 5.9.2002

Autor: Moritz

am Tisch: Peter, Hans, Andrea, Moritz

auf dem Tisch: Legend of Zagor, Star Wars – Epic Duels

Der 2. „Orkabend“, diesmal wesentlich erfolgreicher als der erste (siehe
„Undead“-Kritik
), mit 2 schönen Spielen:

  1. Legend of Zagor (Kurzkritik)

    Legend of Zagor - boxDieses Spiel aus den 80er Jahren ist in Deutschland kaum
    bekannt – Es basiert lose auf der berühmten Fighting Fantasy – Buchreihe (man
    denke an „Warlock of Firetop Mountain“), und wurde speziell für einen jungen
    Spielerkreis konzipiert (sprich: picklige 12-jährige). Daß man dieses Spiel auch als
    Erwachsener spielen kann, liegt nicht nur daran, daß wir im Herzen IMMER NOCH picklige
    12-jährige sind.

    Das Spielmaterial ist erst einmal umwerfend: Ein grosses Dungeon mit 3 Leveln wird
    aufwendig aus tollen und farbigen Plastikfiguren aufgebaut. Es gibt sogar eine richtige
    Hängebrücke, alles ist plastisch in 3D gestaltet, und gut konzipiert und durchdacht.
    Herzstück des Ganzen ist die Gruft von Zagor: Ein schwarzes, schweres Gebilde mit einem
    riesigen Knochenknopf obendrauf. Diese Gruft ist auch der „Kopf“ des Spieles:
    denn Zagor spricht!

    Legend of ZagorAm Anfang schaltet man das Spiel ein und eine dröhnende Computerstimme
    ertönt (übrigens ein echter Sprachchip, keine Samples): „Who dares challenge
    me?“. Die Spieler melden sich mit Knopfdruck auf einen jeweils ihnen zugeordneten
    Knopf an, dann geht’s los. Zagor bestimmt per Zufall wer anfängt.

    Es gibt 4 „Charakterklassen“: Wizard, Barbarian, Warrior, Dwarf. Diese haben
    nicht spezifisch andere Fähigkeiten, sondern benötigen unterschiedlich viel Geld für die
    sehr wichtigen Gegenstände, die man sich am Anfang und während des Spiels besorgen kann
    (es gibt sogar einen richtigen Händler mit eigener Plastikfigur, der die Waren im Dungeon
    an den Mann bringt! – das „Ding“ neben ihm ist übrigens eine Katze!).
    Dieses System resultiert in unterschiedlichen Schwerpunkten, die dann doch wieder
    charakterspezifisch sind, so zahlt der Barbar am wenigsten für Waffen, am meisten für
    Magie, etc.. Ein interessantes und dennoch simples System!

    Im Dungeon gibt es ausser den Monstern in den Haupträumen auch „Tiles“ zu
    entdecken, die nach Memory-Manier auch mehrmals verwendbar sind, d.h. man muß sich gut
    merken, was aufgedeckt wurde. Dies sind dungeontypische Gefahren und Hilfen: Gold,
    Fallen, Wachen, etc..

    Die Monster in den Haupträumen sind jedoch am Wichtigsten, denn nur dort gibt es die
    wertvollen Schatzkarten zu finden, mit denen man letztlich den bösen Zagor schwächen kann
    (man braucht möglichst viele davon).

    Der Kampf ist extrem kultig: je nach Level drückt man einen bestimmten Knopf, das
    allseits bekannte „Who dares challenge me?“ erklingt, dann drückt man den
    eigenen Knopf, und der Computer „würfelt“ ein Monster aus „SomeTHING
    approaches: you hear a NOISE behind you!“ (oder Varianten hiervon) . Dann sagt der
    Computer die Statistiken des Monsters an, und los geht’s. Den Rhythmus des Kampfes
    gibt der Computer vor: erst sagt er eine Zahl (nach der man bestimmen kann, ob das
    Monster trifft), dann würfelt der Spieler. Durch die ulkigen Soundeffekte kommt hier
    wirklich Stimmung auf, obwohl es hier wirklich simpel zugeht: entweder man trifft, oder
    man trifft nicht. Immerhin kann man Gefolgsleute für sich kämpfen lassen, magische Pfeile
    einsetzen, Zaubersprüche sprechen, etc.. Aber selten war es so still an unserem Tisch
    – fast kommt eine hypnotische Atmosphäre auf!

    Noch kultiger ist die Tatsache, daß der Computer das Spiel immer wieder mal vollkommen
    überraschend mit Zufallsereignissen unterbricht, die irgendeinen Spieler ausserhalb der
    Reihe betreffen. Das Unheimliche ist, daß das Spiel sich die Aktionen der Spieler zu
    merken scheint: so wurde ich gleich zu Anfang vom Computer als „Coward“
    beschimpft, der sich vor den Monstern versteckt (ich hatte tatsächlich weniger Kämpfe als
    die Anderen).

    Natürlich ist das alles viel mit Glückselementen versehen, man hat dennoch das Gefühl,
    einigermaßen über sein Schicksal zu bestimmen. Zusammen mit den Sounds, dem tollen
    Ambiente und einer gut gestimmten Abenteurergruppe, die sich darauf einlässt, kann dies
    wirklich ein sehr unterhaltsames Spiel sein.

    Entdeckt das Kind in Euch und besorgt Euch ZAGOR!

    WHO DARES CHALLENGE MEEEE?????

    Westpark-Gamers-Bewertung: 7.75

  2. Star Wars – Epic Duels (Kurzkritik)

    Epic DuelsDieses Spiel ist momentan der letzte Schrei auf der immer besser
    werdenden „BoardgameGeek“ – Seite, was überrascht, denn es hat die 2
    Attribute, die normalerweise wenig Spielspaß versprechen: 1. Filmlizenz, 2. MB-Spiel!

    Hinter der poppigen Fassade versteckt sich jedoch ein geheimes „Avalon
    Hill/Hasbro“-Spiel (diese Lizenz ging ja jetzt an „Wizards of the
    Coast“ und versauert dort) – Aufwendiges Spielmaterial (in diesem Fall
    einigermaßen ansprechend bemalte Figuren aller wichtigen Star-Wars-Charaktere und viele,
    viele bunte Karten) verbunden mit einfachen Regeln, die jedoch auch Freak-Spieler
    ansprechen können – und ein guter Designer: Craig van
    Ness
    , machen „Epic Duels“ zu einem echten Knaller, nicht nur für Star
    Wars-Fans, aber natürlich besonders für diese.

    Die Idee ist simpel: Man nehme die Hauptcharaktere aus allen bisherigen Filmen, und
    lasse diese, auf der dunklen oder bösen Seite, in einer von 4 Arenen gegeneinander
    antreten, bis kein Pflänzchen mehr wächst. Jedem Hauptcharakter sind 1 oder 2
    Nebencharaktere zugeordnet (so umgibt sich Count Dooku mit 2 Robotern, Luke hat Leia
    dabei, etc.. „Was, Leia ist ein NEBENcharakter???“ sagt hier meine zornige
    Frau). Das Spiel ist als Teamspiel für entweder 4 oder 6 konzipiert (theoretisch könnte
    man wohl auch 8, 10 oder sogar 12 spielen lassen), funktioniert aber natürlich auch gut
    zu zweit.

    Star WarsNachdem die Spieler sich für gleichviel gute wie böse Charaktere
    entschieden haben, wobei nichts dagegen spricht auch z.B. Gute gegen Gute antreten zu
    lassen, geht’s direkt zur Sache. Jedem Charakter ist ein eigener Kartenstapel
    zugeordnet, der aus Angriffs-und Verteidigungskarten besteht, sowie einigen aufgewerteten
    „Power-Angriff“-Karten und „Special“-Moves. Kein Stapel gleicht
    dem Anderen, und alle vorkommenden Eigenschaften sind filmspezifisch und schön umgesetzt.
    So ist Darth Vader vor allem offensiv ausgerichtet, hat aber eine schlechte Verteidigung,
    Yoda blockiert wie kein Anderer, Boba Fett schiesst Fangseile ab, etc.. Manche der Karten
    sind extrem stark, immer gibt es aber einen anderen Charakter, der speziell diese
    Fähigkeit unterwandern kann (so ist Lukes Fähigkeit der Offensivkartenschwächung eher
    schwach, aber besonders nützlich gegen Darth Vader, etc.). Man würfelt erst für die
    Bewegung (die simpel ist, aber sehr wichtig und sogar recht taktisch- die Arenen sind
    übrigens relativ klein), und hat dann 2 Aktionen: entweder a) eine Karte ziehen, b) mit
    einer Karte angreifen oder c) sich selbst mit einer Karte eines schon gestorbenen
    Nebencharakters heilen. Letztere Fähigkeit ist eigentlich nur eine „Last
    Resort“ wenn man nichts besseres zu tun hat.

    Karten sind immer Charakteren zugeordnet, d.h. man braucht eine
    Greedo-Verteidigungskarte, wenn Greedo angegriffen wird, etc. Karten haben Angriffs-und
    Verteidigungswerte, die Differenz wird als Schaden ausgeteilt (es wird also nicht
    gewürfelt). Wenn man keine passende Karte hat, ist man verteidigungslos, und der
    Angreifer macht automatisch Schaden. Die häufigste Aktion wird also Kartenziehen sein
    (maximal kann man 10 haben).

    Nebencharaktere sterben meistens schnell, und dann hockt man auf deren Karten (wie
    gesagt: Heilung ist selten gut).

    Natürlich gibt es einen Sieg erst, wenn entweder die Dunkle oder die Gute Seite der
    Macht vollkommen vernichtet ist!

    „Epic Duels“ spielt sich schnell, und entfaltet einen eigenen Reiz. Echte
    Star-Wars-Stimmung kommt auf, wenn Darth Vader Schrotteile prasseln lässt, und ein
    zorniger Wookie einen besonders heftigen Armbrustschuss loslässt, weil sein Freund Han
    Solo gerade das Zeitliche gesegnet hat (ja, auch hierfür gibt es Karten!). Das Spiel ist
    exakt so komplex, daß es sich flott spielen lässt (in ca. 1 Stunde), und man gleich Lust
    auf mehr hat (wir spielten es spontan gleich zweimal, was selten ist). Die vielen
    Kampfkombinationen der 12 Charaktere tuen ein übriges, um dieses Spiel wirklich jeder
    Spielergruppe empfehlen zu können, die Lust auf ein flottes und vor allem lustiges
    Duellspiel haben.

    Die Macht™ sei mit Euch!

    Westparkgamers-Bewertung: 7.75

Game Session Report 4.9.2002

Game Session Report 4.9.2002

Author: Moritz

at the table: Walter, Peter, Hans, Günther, Moritz

on the table: Sternenhimmel, Titan – the Arena, Forum Romanum, Adel
verpflichtet

This evening was full of German games, two of them with the „most german of all
german game inventions“ – the „Kramerleiste“ (“Forum
Romanum” and “Adel verpflichtet”), and two of them (“Forum
Romanum” and “Sternenhimmel”) with the “most german of all german
gaming principles”: scoring with the majority in areas!

  1. Sternenhimmel

    SternenhimmelThis “majority in areas” scoring principle takes an
    almost freeform approach in this game, as circles of star signs are randomly placed until
    all have been scored (meaning: all players have placed a numbered token – or
    “star” – on each space of the star sign). As star signs go, some of them are
    longish affairs (like the “snake” or the “scorpion”), some of
    them consist only of four spaces (“libra”). The larger the sign, the more
    points it will bring upon it’s “completion” – the player who owns
    the majority gets the most points, but has to “pay” all other players who
    didn’t make 1st or 2nd place (one per placed token). This makes 2nd place the most
    interesting prospect, as it usually only gives 2 points less than the leader gets –
    without having to pay the others!

    Spaces on the signs come in two groups: “secret” (value of token is hidden)
    and “open”. Each player has a selection of tokens, mostly numbers (the
    highest being 10), two doublers (doubling the value of all surrounding tokens) and
    “black holes” (destroying all surrounding counters). The latter two are
    mostly placed on the secret spaces – If a player starts to surround a
    “secret” token with numbered tokens you can be pretty sure he has a doubler
    placed there. And other players can profit as well! The design of the starsigns makes for
    different tactical situations, “node” points become more important than
    “line” – points etc.

    SternenhimmelBut the problem is the “freeform” aspect – it
    can happen (it did happen to me) that you invest in star signs that will not be
    “cleared” by other players (usually it is desireable to place the LAST token
    on each sign, as this gives the most control of the scoring) – they simply place
    their tokens on other signs. This means your tokens are not freed for other uses – as
    long as the sign is not totally occupied the tokens remain on the board. If the group –
    and this is simple “peer pressure” – decides to let a player
    “hunger” on a sign, they can block him out for several rounds. Of course in
    our game this was partly my own fault, as I placed too powerful combinations (apparently)
    that didn’t make it attractive for other players to “invest”.

    The bigger problem though is the simple repetitiveness of it all: place a
    “secret” token – it is either a black hole or a doubler (mostly).or
    place an open number token. That’s all. With more convoluted star signs the outcome
    is totally random, as you can never really be sure who places what on the secret spaces.
    And then you feel slightly bored by the strange use of the “star” theme (and
    attractive playing materials) for a totally abstract game with little strategy.

    Not a winner….

    Westpark-Gamers score: 4.6

  2. Titan – the Arena

    Titan - The ArenaGünther kannte dieses Spiel noch nicht (obwohl er natürlich
    die „Knizia-Urversion“ durchaus kannte). Immer wieder wird dieses Spiel gerne
    bei uns auf den Tisch gebracht – es ist perfekt in seiner Mischung aus Komplexität,
    Abwechslung und Spiellänge. 8 Monster kämpfen in einer imaginären Arena – die
    Spieler repräsentieren die Wettenden, die ihr Geld auf die Monster setzen. Es wird
    mehrere Runden geben, in der jeweils ein Monster ausscheidet. Am Spielende bleiben 3
    Monster übrig, und die überlebenden Wetteinsätze werden gezählt (Wetteinsätze auf
    sterbende Monster werden vernichtet). Jeder Wetteinsatz wird auf ein Monster in einer
    bestimmten Runde gesetzt (ein anderer Spieler kann dann nicht mehr setzen), und zählt
    mehr, je früher er eingesetzt wurde (natürlich ist die Chance, daß der Wetteinsatz
    überlebt, bei früherem Setzen geringer). Es ist auch möglich, in der ersten
    „Kampfrunde“, geheime Einsätze auf ein einziges Monster zu machen, die zählen
    am meisten am Ende. Man macht immer EINEN Wetteinsatz und spielt EINE Karte (nicht
    notwendigerweise auf das selbe Monster).

    Jedes Monster hat 11 zugeordnete Karten (von 0 – 10). Nur diese Karten können unter
    das Monster gelegt werden, es zählt immer die oberste Karte. Nachdem alle Monster in
    einer Runde eine Karte „besitzen“, wird das Monster mit der niedrigsten Karte
    entfernt. Natürlich ist das kein einfacher Prozess, denn die Spieler versuchen je nach
    Wettinteresse Monster zu stärken und zu schwächen. Es gibt auch einen Satz Jokerkarten,
    die auf jedes Monster gelegt werden können, und 2 Spezialkarten, mit denen man gespielte
    Karten regenerieren, und geheime Wetteinsätze entdecken kann.

    Titan - The ArenaDer eigentliche Gag des bisher recht abstrakten (Knizia!) Spiels
    ist aber eine Weiterentwicklung Don Greenwoods von Avalon Hill: Jedes Monster hat eine
    Spezialfähigkeit, die von einem Spieler ausgelöst werden kann, wenn er a) die meisten
    offenen Wetteinsätze auf dieses Monster hat, und b) eine Karte auf dieses Monster spielt.
    So ermöglicht die Hydra das Ausspielen einer weiteren Karte, der Troll kann gespielte
    Karten früherer Runden wieder auf die Hand nehmen, der Ranger zieht 3 Karten usw. Obwohl
    diese Fähigkeiten im Spiel seltener eingesetzt werden, als man auf den ersten Blick
    glaubt, so geben sie doch die entscheidende Würze, die dieses Spiel so unterhaltsam und
    spannend macht. Beim Platzieren der Wetteinsätze spielt natürlich die Zugreihenfolge eine
    grosse Rolle: Spiele ich gegen einen Spieler, der direkt nach mir dran ist, so wird er
    mir höchstwahrscheinlich die Tour vermasseln. Viel schöner ist es, den Abschluss einer
    Kampfrunde „vorzubereiten“ (man kann es ja wirklich selten alleine steuern),
    und erfolgreich darauf zu spekulieren, daß der linke Nebenspieler mit den selben
    Interessen auf jeden Fall „dicht macht“.

    Wir haben dieses Spiel sicherlich schon knapp 20 mal gespielt, und es verliert nie seinen
    Reiz, daher:

    Westpark Gamers Bewertung: 8.25

  3. Forum Romanum

    Forum RomanumThis is again a typical German „majority in an area
    scoring” – game, with a geometrical twist. Forget the Roman Theme, this is a
    very abstract “Advanced TicTacToe” with no relation to history or senators,
    like “Republic of Rome”.

    Players have a set number of tokens which they can place anywhere on the board (after all
    tokens are placed, they can move any token to anywhere). The rectangle map is diveded
    into 7 “houses” (square areas), with an overlay of vertical and horizontal
    lines, and two diagonal lines. Each of these “areas” is scored, after all
    tokens in it have been placed. The winner is rewarded points, the others get nothing, the
    players who have NO token in the area are punished with negative scores (especially
    negative if they are the only one, who does not have a token). As the various areas
    overlap (for example you could place a token that fills up a house, but at the same time
    a vertical, a horizontal and even a diagonal line), you have to think ahead, and
    sometimes surprising scorings take place, especially in a 5 or 6 player game. After an
    area is scored it is marked with a token and cannot be scored again, but still a token
    placed there could be important for another scoring, so you have to think about what
    token to remove and when. Deadlocks are not scored, but at the end of the game (when all
    areas have been filled at some point) they are rewarded as if there were several winners
    in each area (mostly decisive in winning). So basically you place tokens, are surprised
    by sometimes unforeseen scorings, and attempt to have enough tokens in the final areas to
    get a good “deadlock scoring” – that’s all!

    The game keeps your interest because of the “gobang” element, but is not
    really very exciting. And Wolfgang Kramer went on to create much more interesting
    “majority scoring” games, like “El Grande”.

    Westpark-Gamers-Score: 5.4

  4. Adel verpflichtet

    Adel verpflichtetOne of the most famous “German
    Style”-games, and rightfully so, as it is still enjoyable and fresh more than a
    decade after it’s publishing.

    Players represent Art collectors who collect “series” of hopefully long
    (large) collections that they can exhibit. Cards are labeled A-F, and also have a date as
    a tiebreaker (oldest exhibits win, if two players tie in the size of exhibits).
    Exhibitions are a series of cards, and have to be played in an alphabetic series (so you
    could not play A-D-F, but for example A-A-B-C-D-F).

    There is a “race track” around the board, with an ingenious twist: Depending
    on the position of the leading player the scoring for the exhibitions is different. This
    encourages purposefully falling back for tactical reasons and using the new position of
    the leader to surpass him again. At the end of the game there is a final exhibition in
    which the largest and 2nd largest collection wins additional points on the track, mostly
    deciding the winner.

    Adel verpflichtetDoesn’t sound very interesting yet, but there is more:

    Each round each player secretly plays a card to show where he will go: either the
    “Auktionshaus” (auction house”, for acquiring art cards) or the
    “Schloss” (castle, for making an exhibit). The two places are dealt with
    seperately: in the auction house players try to play the highest “cheque” to
    acquire one of two open art cards, but halt!, you can also play a thief to steal the
    highest played cheque. Two or more thieves block each other out, and yes, the
    cheques/thieves are played face down, at the same time!

    The castle is more complicated, you can make an exhibit (the largest and the second
    largest are awarded spaces on the track), you can play a thief who can steal a picture
    from EACH exhibit, and you can play a detective, who only comes into action if there was
    a thief (the thief is taken temporarily out of the game) and gains you spaces on the
    track depending on your actual position (the farther you’re behind the more spaces
    you gain). If there was no thief: well, what a bummer!

    Again, this is a guessing game, as all players play their cards secretly.

    “Adel verpflichtet” really is a fun game, with elements of bluffing,
    prediction and possibilities for naughtiness. Generally it is adviseable to play
    “against the flow”:if you predict most people will make an exhibit it will be
    good to be the only one in the auction house (to get a very cheap art object). Also one
    can try to predict the cards played in the castle – players desperate for art
    objects are very likely to play a thief, as in the final analysis it is impossible to win
    the game without a good collection. If everybody predicts, something totally
    unpredictable can happen, like everybody playing detectives, which is of course good fun.

    A game to be recommended for anybody who is interested in “German style”
    games – you can tell it is good by the fact that it is popular in the UK and US,
    although the name of the game is totally unpronounceable for English speakers”!

    Westpark-Gamers-Score: 6.75

Game Session Report 20.08.2002

Game Session Report 20.08.2002

Author: Peter

at the table: Aaron, Günter, Andrea, Moritz, Hans, Peter

on the table: Undead, Ohne Furcht und Adel, Hornochsen

  1. UndeadUndead

    Since Walter wasn’t available for this session, we thought this might be a
    wonderful opportunity for some dice-driven fantasy game. Crazed as we are for Nightmare
    House, Moritz did not meet with much trouble when he tried to convince us of Undead. The
    description of Undead is breathtaking: Based on Bram
    Stoker’s Dracula novel (indeed, meticulously following it), this game was said
    to combine elements of role-playing games (Moritz took the job as neutral dungeon master,
    Hans acted as vampire and the rest of us formed the hunter party) and board games (board,
    dice). Moritz told us a lot of blood transfers, battling vampires, Sherlock Holmes and
    everything else that makes a romantic’s heart beating faster and faster.

    However, the game play of Undead was painfully boring, at least for us hunters. We
    finished ten “days” (which equals two real hours). They nearly always had the
    same sequence. First, Moritz would secretly roll the dice and pronounce: “Nothing of
    interest in the newspaper”. Then, we would err on a map of London and keep searching
    (searching implied secret dicing by Moritz, so we never could be sure that we
    hadn’t simply overlooked something). Movement cost one hour, searching the same.
    Since a day had twelve playing hours (if I remember correctly) and we had to return home
    before nightfall (or search for a new home), we were able to check 4-5 boroughs a day. As
    you will instantly see, we hardly ever found anything. Thus, game play can be described
    more less with this structure:

    1. Hunters: “We advance versus west (etc.) and check for coffins – anything
      there?”
    2. Secret dicing, then “No”
    3. Advance time chit two hours, go back to step 1 if it is before dawn.

    Remember, we played ten days. In all this time, we found: a) a coffin, b) some destroyed
    coffins (we kept wondering about those secret allies – after the game, Moritz told
    us that this destruction was the consequence of a die roll which indicated “coffin
    vandalism” – imagine Walter’s reaction on this) and c) a female vampire
    (which we could instantly slay, without trouble but also without consequences) –
    however, this vampire affaire was one of two times that the newspaper had hints for us.

    The second time was “prowler seen at dead corpse”. We went there and kept
    desperately searching – to no avail. When Moritz felt our frustration, he
    adumbrated that we shouldn’t believe everything in newspapers…

    There were annoying game pauses for us when Moritz played through the night with Hans,
    and the same was true for Hans when it was our turn.

    Games can’t get much duller than this. After two hours, we finally stopped this. If
    you own a copy of this vain effort of game design, sell it on Ebay before others read
    this review. Granted, this may sound harsh and cynical, but this game really
    doesn’t deserve other. It is devoid of any virtues and deformed by dreadful design
    flaws.

    Peter’s score: 1 (the other hunters scored the game 1, 1, and 2, Moritz and Hans
    scored 5 each, so this game may be more interesting from the vampire’s and
    DM’s point of view)

    Westpark-Gamers score: 2.5 (Median 1.5, the lowest median of any game ever scored)

  2. Ohne Furcht und AdelOhne Furcht und
    Adel


    After the Undead trauma, we needed some good, ol’, German-style, down-to-earth game
    for our successful atonement. After some minor squabbling we agreed on “Ohne Furcht
    und Adel”. Refer to Aaron’s review of this game.

    I succeeded this time in winning (perhaps the first time ever, not sure about this) by
    following a low-profile approach. The results of this game are a further confirmation of
    Moritz’ theory that “Ohne Furcht und Adel” cannot be won if you ever
    happen to fall victim to the assassin. Moritz proposed a rule change: If you are the
    assassin’s victim, you won’t lose your turn, you just won’t be able to
    use your character’s special ability and you won’t get the extra money for
    matching buildings. This really might work out, because the assassin is still a powerful
    character: The thief can’t prey on you, and you’re the first to act (of
    tremendous importance in the final round if you can raise an 8th building).

    Westpark Gamers score: no new scoring.

  3. Hornochsen

    Hornochsen may be described as the intellectual version of “6 nimmt”. The main
    differences are that (1) the 5th card makes you take a row of cards, (2) a
    card lower than the lowest row of cards is added to the highest row of cards, (3) Players
    have special cards (+5, x2) they can add to a row of cards, (4) Players take turns (so no
    simultaneous playing!) and (5) they can play either 1, 2 or 3 cards.Hornochsen

    The resulting game play is very different from “6 nimmt”. The “6
    nimmt” strategy can basically described by the “höchste-niedrigste”
    (“highest-lowest card”) approach: The card you play must fit in a row and still
    not be the 6th one – this can rarely be guaranteed; therefore, your card
    must be lower then a card one of your opponents is likely to play (otherwise you’re
    the hapless fellow to take the row) but high enough to make someone else take the row. Or
    conversely, your card must be so high that someone else takes the row before you and you
    can start a new row. Hornochsen cards

    This strategy is voided in Hornochsen since there is no simultaneous play and you can
    play 1-3 cards. In Hornochsen, you need cards to complete rows on your own without
    external interference. If you were able to get a completely green row with your +5 and
    your x2, this should win the game. Alas, you can play only three cards at a time so the
    secret is careful preparation of your winning move. Try to prepare a row in a way that
    no-one can complete it except you, and then play your two special cards and the final,
    fifth card. Of course, this actually never works out… So you have to aim at less
    ambitious goals, trying to secure at least one 2x. Combined with some positive points,
    this should win the game.

    There is something we have noticed: Aaron was the first to quit the game, and he won. I
    was second to quit, and I was second. The same is true for Moritz who quit and ranked
    third. Only for Günter and Hans, this was the other way round. This basically means: The
    longer you stay in game, the more probable it gets that you will swallow all those nasty
    “Hornochsen” cards (negative points, that is).

OHNE FURCHT UND ADEL (CITADELLES)

title

OHNE FURCHT UND ADEL (CITADELLES)

Publisher: Hans im Glück

Author: Bruno Faidutti

Tester: Aaron Haag

Game Tested: German 2000 edition, 1st rule release

Scenario: Set in a mediaeval surrounding each player aims to build the
strongest and most valuable city. A city is composed of districts of different attributes
and values. Assuming the role of one of seven possible characters in the game a player
performs the actions of that character to build and extend his or her city.

The Game: The game basically is a card game played using character cards and
district cards. At the start of the game each player receives four district cards from
the shuffled deck plus two gold coins (the coins are made of plastic, look nice and can
be stacked easily). The character cards are distributed amongst the players in a similar
fashion as in the game Verräter (which is actually referenced in the rules because of this): the
deck of character cards is shuffled, cards are discarded in order to leave just one more
character card in the deck than players in the game. The cards are then passed around for
each player to select a character, starting with the current king.

Following this, the “character action round” begins. There is a fixed
sequence in which the characters act: the assassin, the thief, the magician, the king,
the priest, the merchant, the architect and finally the mercenary. Each character has one
special ability which he can use in his turn in addition to the normal actions common to
all characters. The common actions are to either take a district card by selecting one of
two cards drawn from the face-down district deck or to take two gold. Then, if he wants
to, the player builds a new district in his town by playing one of the district cards
from his hand open in front of him and paying the amount of gold printed on this card.
Districts cost between one and six gold, the costs usually reflecting the value of the
district at the end of the game (there are actually two exceptions where a district at
the end of the game counts 2 more than the building costs).

The special abilities of the characters add tactical opportunities as well as
uncertainty to the game:

  1. Assassin: may announce that he kills another character. The player playing the
    assassinated character may not act at all during this round.
  2. Thief: may announce that he steals all gold from a character. The player
    playing that character hands all his gold to the thief at the beginning of his turn.
  3. Magician: may announce that he wants to exchange all his district cards with
    those of another player or any number of his cards with the deck.
  4. King: gets one gold for each yellow district in his town and he plays king in
    the next round, meaning that he is the first one to select a character.
  5. Priest: his districts are save from the actions of the mercenary and he gets
    one gold for every blue district in his town.
  6. Merchant: gets one extra gold plus one gold for each green district in his
    town.
  7. Architect: gets two extra district cards from the deck and may build three
    instead of just one district per turn.
  8. Mercenary: may destroy one district of another player paying the districts
    value minus one in gold to the bank (i.e. value 1 districts are free) and he get one gold
    for every red district in his town.

The final round of the game starts when one players has managed to have eight
districts in his town at the end of his turn. The game ends once all characters have
completed this round.

Playing Time: The rules are explained in less than 10 minutes, the game plays
in about 60 to 150 minutes depending on the number of players. A six player game usually
lasts 2 hours.

Similar Games: Verräter (Marcel-André Casasola-Merkle)

Westpark Gamers’ Opinion: The rules state that the game can be played by
three to seven players. Although there are sufficient cards in the game to actually do
this I believe the game suffers if played with more than five players. First of all the
playing time becomes way to long for a simple game like this – two to two and a half
hours – if played with six or more players. Secondly, with so many players nearly all of
the characters are in play most of the time. This leads to a situation where it is almost
inevitable that players try to hit the current leader and are able to do so. This makes
the game drag on for longer than it actually should. The final scores reflect this, too:
more often than not the scores are very close with the winner being the player who just
happened to get a lucky draw, scoring the four extra points for building eight districts
first.

With fewer players there is a lot more planning involved in order to get the timing
right for building that eighth district. Although the element of luck is somewhat higher
with respect to the availability of characters this actually improves the game. Now it
needs some thinking ahead to be able to get that architect character right at the moment
you need it to finish the game early. I believe that four or five players is what you
want to play this game with.

The character selection process is what makes the game so much fun. You can never be
absolutely sure which character has been selected by a particular other player, although
very often there seems to be an obvious choice for most players. But what if this obvious
choice is too obvious to the player concerned and he or she deliberately chose a
different one? Therefore you are faced with the problem of constantly thinking ahead of
your fellow players – who are exactly doing the same…

Aaron’s Rating: 8 (out of 10)

Westpark Gamers’ Rating: 7.5

Links to further information:

Luding Link for Ohne Furcht und Adel

 

Bruno Faidutti’s webpages about Ohne Furcht und Adel with a FAQ, the English
rules and some variants

Game Session Report 14.08.2002

Game Session Report 14.08.2002

Author: Moritz

at the table: Basti, Aaron, Moritz, Hans, Peter, Walter

on the table: Medici, Vinci, …und Tschüss!, Bluff

  1. Medici (Reiner Knizia)

    MediciThis is an earlier effort of Reiner Knizia, a very abstract game of bidding
    and trading. It is played in three rounds, each of these rounds is divided into a bidding
    and a scoring round. There are 36 cards depicting 5 differently coloured wares in values
    0 to 5 (0-1-2-3-4-5-5), and one “neutral card” with the value of 10. In turn,
    every player turns over 1, 2 or 3 cards (s/he can decide to turn over additional cards
    after seeing what card was turned over). The player to her/his left starts bidding (each
    player starts with 30 “gold”). There is only one bidding round, so the last
    player in the round (incidentally the card turner) can always make the bid if s/he wants.
    The maximum amount of cards you can own is 5, and you can not bid for cards which would
    bring your assembled cards to more than 5. This makes for an interesting decision for the
    card turner, as s/he can exclude certain players from the bidding by turning over more
    cards than they can take!

    Medici boardAt the end of the round the players count the value of their cards and
    get the most money for the highest sum, less money for the second highest and so on. Then
    the scoring round begins: Now the colours come into play. Each player advances tokens on
    different “ware pyramids”, one step for each card s/he owns at the end of the
    bidding round. Again each pyramid brings money after scoring – but only to the two
    highest tokens. The “10” card doesn’t move any token at all (but will
    assure you profits at the end of the bidding round, which is also important). Who has the
    most money after three rounds wins.

    The dilemma is obvious: Should you collect cards to advance tokens, accepting bad values
    like “0” and “1”? Or should you concentrate on winning the
    bidding rounds (which gives, in the short term, more money).? And that’s about it
    – what we have here is a purely mathematical game, which doesn’t have
    anything to do with the historically fascinating exploits of the real
    “Medici”. The game could be called “Grocery Store Empire” or
    “Chewing Gum – The Game” and would play the same. But well, that
    wouldn’t sell wouldn’t it?

    A capable effort from Germany’s most prolific game designer, that’s all we
    could say after playing it. It works as a mathematical dilemma, but doesn’t really
    make for an exciting or colourful game.

    Westpark-Gamers score: 5.67

  2. Vinci

    VinciDefinitely one of the most successful of the “Euro-Games” line
    (surviving atrocious rules translations and counter misprints). The game is like a small
    version of “History of the World” – on a relatively small map (for this
    kind of games) of Europe various cultures and empires rise and fall, with the goal to
    accumulate as many victory points as possible. The Empires are created by an ingenious
    random (counters are drawn from a bag) combination of “cultural traits” which
    results in immensely various player powers. For example you could have the combination
    “galleys” and “mines”. The galleys bring you additional attacking
    power when attacking along coast lines, the mines bring you additional victory points
    when occupying spaces with a “pickaxe”. Other traits could be
    “fortresses” which bring defensive forts, “spies” which give you
    the ability to make an especially cheap attack, or “diplomacy” which prevents
    one player from attcking you (and you from attacking her/him) each round. The
    combinations are virtually limitless. Of course they are not all eqally powerful, which
    is partly dealt with by giving the more powerful traits less “people power” –
    you see, each counter also determines how many tokens you get when founding the empire
    – the more tokens you have, the more expansive power is apparent in an empire (you
    need tokens to conquer spaces and to occupy them after conquest).

    Vinci boardBut there is an even more ingenious idea: there are always 6 empire
    combinations to choose from, the ones that are the “furthest away” cost more
    than the “nearer ones”. If you take any empire, the gap is filled by adding
    another empire at the topmost position, and moving the others down. Everytime you take
    more expensive empires, the point cost you pay is added to the empires “jumped
    over”. This means that empires which seemed uninteresting at first become more
    attractive later in the game as you will get the accumulated points as a bonus when you
    take these “nobody-wants-me” combinations. Playing an empire is easy – you
    start somewhere on the rim of the board and try to conquer spaces through combat. The
    latter is handled totally deterministic: the number of tokens necessary to conquer a
    given space is calculated by taking the number of defending tokens, terrain and special
    abilities into account. If you can match that number, you conquer the space – easy!
    The problem is you have very few tokens for an empire, and each attack on you will result
    in you losing one token permanently. And to get victory points for spaces needs you to
    occupy a space with at least one token. This means that most empires “max
    out” after 2 or 3 rounds. Any attack after that will always weaken you without you
    ever having the chance to build up again. This is when you decide to put your empire into
    “decline” to start a new one. The old surviving tokens become passive (like
    in “History of the World”), but will give you additional points as long as
    they survive.

    In a normal game you play 2-4 different empires – if a culture survives 4 or 5
    rounds it can already be described as being very succesful. In a 6 player game the final
    round begins when 1 player reaches the score of 100 – the round is played to
    it’s end and the player with the most points wins. This will normally not take longer
    then 2 hours, and you have seen dozens of empires rise and fall (think of the endless
    Civilization” in comparison!).

    The game is good, no doubt, the mechanisms work, and it is easily explained and played
    even with novices. But… and that’s a big “but”, it is one of the
    WORST “kingmaker games I’ve ever seen. As the scores are open and the moves
    totally calculable, every player can hurt the position of any player badly, if s/he
    decides so. If you want to play aggressively against one player because you already lose,
    you will most probably prevent her/him from winning . At least with our gaming group
    there is constant bickering about who should attack whom at any given point. It
    doesn’t have to, but it can degenerate into a kind of “bullying” game, in
    which not the playing style but pure group dynamics decide who will win in the end.
    Because of this this game has recently taken some flak, and there have been some attempts
    to remedy this problem (hidden scores, for example).

    Still, it is one of the few “grand-style” empire building games, that is
    playable in a very short time without feeling cheated. If you can bear the fact that the
    game is totally ahistoric (the empires don’t have names, although the combination
    “farmer/mountaineer” will bring certain Swiss traits to mind, for example)
    you will be in for a treat.

    Westpark Gamers score: 7.5 (lowered)

  3. …und Tschüss!

    ...und TschüssOne of our group commented “he must have a lot of time”
    when reading about Martin Wallace’s (this game’s designer) job as a grammar
    school teacher! Well, he certainly designs an impressive number of games – not all
    of them winners, but excellent games like “Lords of
    Creation
    ” or “Empires of the
    Ancient World
    ” come to mind when thinking of Wallace.

    This game is a relatively minor effort of his – a simple “trick-taking”
    card game of no great inventiveness. 9 cards are dealt out to each player, ranging from
    15 (highest) to -10 (lowest). Then one card less (from the same -10 to 15 stack) than the
    number of players is dealt out openly. Each player now plays one card face down, then the
    cards are turned over, and the lowest played card takes the lowest open score card (the
    “trick”). S/he is “out” and greeted by a rule-enforced (!)
    “… und Tschüss” by the other players (which means “good
    riddance” in German, well that reminds me of the games I had to endure as a grammar
    school kid…). In subsequent rounds the sum of the cards played until then is counted,
    not only the newly played card. Sounds easy and stupid (well it is, a little), but
    don’t forget there is 1 card less than the number of players. You see, there will
    only be two players left who compete for the last card, and one of them will get…
    nothing. So it might be more clever to drop out early on and be satisfied with a low
    card, than to spend lots of cards on nothing.

    Cards unused are kept, you fill up to 9, and a new turn begins. The player who dropped
    out first also has the opportunity to exchange cards s/he doesn’t want. After the
    deck has been exhausted a certain number of times, the player with the highest collection
    of score cards wins.

    If this sounds not particularly exciting you’re right. The question is, as there are
    so many interesting German card games around (think of “6 nimmt!” for example), do we really “need” a
    half-baked effort like this? Well, Goldsieber seems to think so. Not atrociously bad, but
    not a winner either.

    Westpark Gamers score: 3.0

  4. Bluff

    Again we delved into this favourite of ours – I have already described it
    abundantly, so let it be said that this game had two “historical events”

    Let me describe the end game of game 1: Aaron and Walter had one dice left each, I had
    two. We roll, Walter places the die on two “2’s”. Hmm… interesting.
    Aaron shoves the die immediately to three “2’s”. Even more interesting!
    Without hesitating I bid four “2’s”, which Walter, as there were no more
    dice than 4, had to challenge. I had two “2’s”, and Walter and Aaron each
    had a star or a 2! Nice win for me….

    The next game was totally wild. It immediately became clear that there were a lot of
    “5’s” around in one particular roll. People kept “saving”
    5’s outside their dice-shaker and re-rolling. In fact, we ended up placing nearly all
    of our dice into the open, which moved the “bidding” BEYOND the count printed
    on the track (which ends at 20). Only when we reached 24, somebody disbelieved
    (rightfully) the illusion. In my experience this has never happened in a game I know of
    – any similar experiences out there? A new record?

    Westpark Gamers score: 7.58 (lowered, Basti didn’t like it that much)

Spielbericht vom 08.08.2002

Spielbericht vom 08.08.2002

Autor: Moritz

am Tisch: Andrea, Aaron, Walter, Peter, Hans, Moritz

auf dem Tisch: Falling, Castle of Magic, Bluff

  1. Falling

    FallingEines der allerersten Cheapass-Spiele (in der letzten Zeit sind ja die
    Neuerscheinungen dieser Firma stark unter Beschuss – „zu viele und zu
    schlechte“ Spiele ist der Tenor), noch in „aufwendiger“ Aufmachung (mit
    Farbkarten). Tatsächlich verdient dieses Spiel auch heute noch seinen innovativen Ruf,
    denn es ist eines der wenigen gelungenen Spiele, bei dem quasi alle gleichzeitig spielen.

    Falling cardUm was es geht? Eine etwas problematische Thematik nach 9/11: Alle
    Spieler fallen aus einem Hochhaus, alle werden unten ankommen und sterben. Es geht nur
    darum, wer dies als letzter tut! Einer ist der Geber (der in diesem Spiel nicht
    mitspielt, und alle Timing-Fragen klärt). Er verteilt einen Kartenstapel gleichmäßig auf
    die Spieler, an dessen Ende so viele „Ground“-Karten kommen, wie Mitspieler
    (was jeweils das Ende bedeutet). Nun dealt er die Karten in gleichmässigem Rhythmus aus.
    Die Spieler können die Karten (mit einer Hand) aufnehmen und gleich wieder spielen, und
    zwar auf jeden den sie wollen. Da mit einer Hand gespielt wird, ist es nicht möglich,
    mehr als eine Karte aufzunehmen – man muß also die Karte spielen, die man genommen
    hat, um eine andere zu bekommen. Die Karten kommen in 2 Typen: „Rider“
    (Querformat) und „Action“ (Hochformat). Falling cardDie Rider
    beeinflussen die Kartenverteilung des Dealers – er teilt den Stapel in 2 auf, er
    spielt 2 Karten auf einmal, er überspringt den Spieler. Die Action-Karten schnappen
    andere „Rider-Karten“, stoßen „Rider-Karten“ ab und verhindern
    den Aufprall auf den „ground“, zumindest für kurze Zeit. All diese Aktionen
    gehen kreuz und quer, was „Falling“ zu einem der hektischsten Spiele macht,
    die ich kenne! Es geht also darum, miese „Rider-Karten“ auf einen selber zu
    verhindern oder diese anderen zuzuschustern. Gleichzeitig versucht man Karten zu
    „sammeln“, die ein frühes Ende verhindern, wobei man natürlich auch den
    Stapel des Gebers im Auge behalten muß. Tatsächlich braucht man ein gutes
    Reaktionsvermögen, um hier den Durchblick zu behalten, und es ist sogar eine gewisse
    Taktik vonnöten…

    Alles in allem also ein wirklich unterhaltsames, empfehlenswertes und vor allem billiges
    Spiel. Man braucht 1, 2 Partien, um den neuartigen Mechanismus zu begreifen, wenn das
    Spiel aber einmal ins Rollen kommt, gibt es kein Halten. Eine Partie ist in 5 Minuten zu
    schaffen!

    Westpark-Gamers Bewertung (aufgewertet): 7.17

  2. Castle of Magic (mit Expansion: „castle cursed“)

    Hier begeben wir uns wieder auf kontroverses Terrain, denn „Castle of Magic“
    ist definitiv kein „Walter-Spiel“!!! Walter wird sich hierzu vielleicht noch
    selber äußern (hier ist Walters Meinung zum
    Spiel)
    , es sei nur gesagt, daß es große Liebhaber dieses Spiels gibt (z.B. Andrea,
    Hans, Peter und mich), denn es verquickt auf interessante Weise Elemente aus mehreren
    Spielegattungen (Mystery, Fantasy, Rennspiel), ist relativ leicht erklärt doch komplex im
    Spielverlauf, ist schnell, lustig und bis zum Schluss spannend.

    Castle of MagicWorum es geht: In einem magischen Schloss kommt es zum
    letzten Duell mehrerer Fraktionen, die um die Macht über 3 Länder kämpfen. Am Ende dieses
    Duells steht die Durchführung eines arkanen Rituals mit 8 Ausgangsmöglichkeiten, wobei es
    3 zu manipulierende Objekte gibt: Bell, book und candle. Ausserdem wird um die Kontrolle
    dreier magischer Gegenstände gekämpft, die die jeweils die Herrschaft über ein anderes
    Land erlauben. Je nachdem wie das Ritual ausgeht, hat das auf den letztlichen Herrscher
    über das Land verschiedene Auswirkungen. Es ist auch möglich, das alle sterben (und ja,
    sogar dies kann einem nihilistisch angelegten Charakter am Ende nützen!). Die
    Ritualausgänge (also welche Kombination welches Endergebnis bringt) sowie die Zuordnung
    der magischen Gegenstände sind am Anfang geheim, und müssen von den Spielern
    herausgefunden werden, zum Teil durch Deduktion, oder auch durch geheime Konferenzen mit
    anderen Spielern.

    Castle of Magic boardJeder Spieler gehört einer der Fraktionen an (oder
    scheint es, und verfolgt in Wirklichkeit andere Ziele, auch das gibt es), und hat ein
    bestimmtes Ziel, das sich aus den jeweiligen Punkteangaben auf seiner (für die anderen
    Spieler geheimen!) Karte ergibt. Meistens will man, daß man selber (oder einer seiner
    eigenen Fraktion) ein bestimmtes Land beherrscht, und die anderen verflucht werden, aber
    manche Charaktere haben auch komplexere Ziele.

    Man bewegt sich auf einem (für ein Fantasy-Spiel erstaunlich schmucklosen) Brett in
    Talisman“-Manier (würfeln, links oder rechts rum gehen), wobei man,
    ebenso wie in Talisman, vom äußeren zum mittleren und schließlich zum Inneren Ring
    vordringt. Jeder Ring hat andere Gewichtungen: so dient der äußere Ring zum Beispiel vor
    allem der Stärkung der Zaubersprüche, mit denen man die Objekte deduzieren oder
    kontrollieren kann, und der Informationssuche. Der mittlere Ring stärkt einen im Kampf
    und ermöglicht viele Kontrollzauber, der innere Ring schließlich befördert das Spielende,
    denn man kann dort das Ritual in Bewegung setzen. In die inneren Ringe kann erst
    vorgedrungen werden, wenn einer oder alle Ritualgegenstände bewegt worden sind.

    Castle of Magic ExpansionDie Spannung im Spiel entsteht durch das
    langsame Herausfiltern der Informationen: Was will ich? Womit kann ich es erreichen? Wer
    sind meine Freunde, wer meine Gegner? Wie in einer Kritik richtig bemerkt wurde, sind
    Freunde sehr wichtig. Die Wahrscheinlichkeit, daß jemand ähnliche (nie gleiche) Ziele
    verfolgt, und daher z.B. den selben Ritualausgang will, ist sehr hoch. Ein Freund kann
    also sehr hilfreich sein! Umgekehrt ist destruktives Spiel gegen bestimmte Spieler sehr
    schwer, Teamarbeit wird also belohnt. Am Ende entbrennt meistens ein heißer Kampf um die
    Kontrolle bestimmter Gegenstände und um den endgültigen Ritualausgang. Wenn das Spiel
    beendet ist, setzt je nach Informationsstand ein grosses Staunen über die wahren Ziele
    der jeweiligen Spieler ein – die relativ komplizierte Abrechnung endet meistens in
    negativen Punktzahlen! Wer hier „positiv“ ist, und am meisten Punkte
    gesammelt hat, ist Sieger.

    Die Mischung aus „Cluedo“ und „Talisman
    funktioniert sehr gut – das Spiel ufert nie aus, und hat eine bis zuletzt
    ansteigende Spannungskurve (und eine gar nicht mal extreme Spieldauer – 2 Stunden
    für 6 Spieler). Wer dieses doch recht obskure Spiel finden kann, sollte es also unbedingt
    mal ausprobieren – es kann der Beginn einer „langen Freundschaft“ sein.

    Wir waren uns allerdings einig, daß das Expansion Set „The castle cursed“ mit
    neuen Fraktionen und zusätzlichen „Wild Magic“-Karten das Spiel nicht
    bereichert sondern eher undurchsichtiger und glücksbetonter macht. In unserer
    „Bestenliste“ gab’s für diese Kombination weniger Punkte.

    Link zu
    Boardgamegeek

    Link zu Walters Reaktion auf diese Rezension.

    Westpark-Bewertung: 6.17 (3.17 Punkte weniger von Walter!)

  3. Bluff

    Let it be said: This is the definitive “starter” or “finishing”
    game. It is easily explained, lots of fun, and ideal if you want to get in the mood for a
    game evening, or if you want to “chill out” after a longer game.

    Bluff“Bluff” incorporates many ideas from similar dice-rolling and
    deduction games, but with the twist of the “star” die. All players start out
    with 5 dice which they roll in secret. One player then makes a “bid” by
    placing a red die on the board. This bid tells the amount that s/he think has been rolled
    IN TOTAL by all players. Of course s/he only knows the own rolled dice, so there is
    always a lot of statistical guessing involved. Especially because of the
    “star” die (which replaces the “6” and can mean ANY other
    number). This means the chance of any number being rolled is 1/3. Of course you can also
    bid on the number of “stars” rolled (1/6).

    Whatever you bid, the next player has either to bid higher, or disbelieve. If s/he
    disbelieves, all dice are shown, and the real amount checked. Now either the
    “rightfully disbelieving” or “cheating” player loses the
    difference in numbers rolled in dice, which will reduce their future prediction skills,
    as they have less dice to work on. The last “surviving” player who has still
    dice left wins.

    Simple principle, great game – but you should definitely play it with the
    “unofficial” variant: It is possible to place some of your rolled dice in the
    open, and to reroll the others in secret, IF you place a higher bid on the number you
    “revealed”. This results in more exciting and crazy bids than in the
    “official” rule.

    Regarding this variant Günther reports:

    I looked for my copy of “Liars Dice” (MB/USA), the original “Bluff”
    game. Here you can find the OFFICIAL “Show and Reroll Rule”:

    Immediatly after opening or raising a bid, you may place one or more of your dice
    outside of your dice cup for all players to see, then reroll and hide all of your
    remaining dice. any rerolled dice that match your bid will count toward it. Showing and
    rerolling could improve your chances for winning a possible challenge.

    You can show any amount of dice outside of your cup, as long as you have at least one
    die left to reroll. The dice you show don´t have to match your bid. They stay in view,
    outside your cup, for the rest of the round, and count toward the challenged bid if they
    match it.

    Westpark Ranking: 7.73

Spielbericht vom 01.08.2002

Spielbericht vom 01.08.2002

Autor: Moritz

am Tisch: Hans, Peter, Andrea, Thomas, Moritz

auf dem Tisch: Nightmare House!

  1. Nightmare House!

    Das vollkommen obskure aber unglaublich atmosphärische Horror-Brettspiel „Nightmare
    House“ (SPI ARES – „nur“ ein Magazinspiel!) entwickelt sich bei
    uns immer mehr zum Kultklassiker. Immer neue Scharen von „Huntern“ betreten
    das Haus der Horrors, um letztlich doch dem Bösen (also mir, hähähähä) anheim zu fallen.
    Diesmal wurden wieder oft die unglaublich konfus angeordneten Regeln konsultiert, doch
    man kann insgesamt sagen, daß wir absolut regelgetreu spielten, vor allem mittels der
    unverzichtbaren Errata von Web-Grognards.

    Diesmal erlaubte ich als Haus (warum muss ich immer das Haus spielen???), dass die Hunter
    sich den besten von 2 Charakteren auswählen durften, was eine quasi perfekte
    Hunter-Truppe erzeugte. Die 4 fackelten auch nicht lange und verteilten ihre Gegenstände
    gleich auf der Veranda so, daß sie quasi unangreifbar wurden. Der erste Zug brachte
    gleich einen harten Schlag für das Böse: Andreas „Potter“ drang sofort
    unerschrocken in den Turm vor, wo es ihr gelang, gleich eines der besonders fiesen
    „immobile haunts“ (unbewegliche Geister) nicht nur im Kampf zu besiegen,
    sondern auch gleich zu exorzieren. Nach einer kurzen Phase des Suchens kommandierte Peter
    die Truppe wieder zu seiner Lieblingstaktik: mit Pentagramm einigeln und konzertiert in
    der Astralebene angreifen. Diesmal wurde die Entität arg gebeutelt: Angriff auf Angriff
    folgte, eine Achse nach der anderen fiel. Da die Spieler 2 Heiler ausgewählt hatten,
    wurde auch die übliche Taktik, die Guten durch gezielte Angriffe in der Astralebene auf
    die Seite des Bösen zu ziehen, vereitelt. Im Grunde musste ich ständig total defensiv
    spielen, nur gelegentlich gelang es mir, die Angriffe abzuwehren. Bis auf ein kurzes
    Intermezzo mit einem physischen und psychischen Monster war dieses Spiel vollkommen
    kampffrei, denn es lohnte sich für das Haus nicht, teure Monster aufrechtzuerhalten, die
    die Spieler letztendlich nicht angreifen konnten.

    Auf diese Weise gespielt wird das Spiel vor allem zum Glücksduell – wer zieht die
    besten Chits, wer würfelt besser beim Exorzieren. Man kann sagen, dass die Würfel gerecht
    fielen – beide Seiten mussten eine gleiche Anzahl von Verlusten hinnehmen. Und
    dennoch: Trotz der Übermacht der Hunter scheiterte deren Angriff letztlich doch in der
    letzten Runde, als es Andrea nicht gelang, in die Astralsphäre einzutauchen, und daher
    nur 2 Hunter – Thomas und Peter die Entität angreifen konnten, als noch 2 Siege
    nötig waren (um zu siegen, muss die Entität dreimal besiegt werden). Während Hans, der
    sich in dieser Runde in der Astralebene verirrt hatte, tatenlos zuschauen musste, warf
    ich all meine letzte Energie gegen Thomas, da er der schwächer ausgerüstete Angreifer
    war. So kam Thomas (der uns übrigens die nächsten Monate wegen seiner Finnlandreise
    fehlen wird) sogar noch in den Genuss, mit mir Sieger zu werden, denn obwohl Peter seinen
    Exorzismus erfolgreich durchführen konnte, war es halt einer zu wenig. So triumphierte
    wieder einmal das Böse….wenn auch so knapp wie noch nie!

    Beim nächsten Mal, so waren sich alle einig, will man doch versuchen, die Hunter mehr
    ausschwärmen zu lassen, denn in dieser Form wird das Spiel zum zwar spannenden aber
    letztlich doch zu wackligen Würfelduell für die Hunter.

    So sammelt also das böse Haus der Darkholms wieder seine Kräfte, dunkle Wesen erheben
    sich schlurfend in klammen Gängen, etwas unnennbar Grauenhaftes streckt seine Fühler
    aus…das NIGHTMARE HOUSE wartet, denn es weiß, es wird wieder siegen!!!! Wieder einmal
    ein spannender Abend mit diesem tollen und vollkommen unterschätzten Spiel – Ich
    kann jedem nur empfehlen, eine Kopie dieser ARES-Ausgabe zu ergattern. Sie sind manchmal
    gar nicht mal teuer bei EBAY zu
    finden…

    Nightmare House Spielhilfe

    Westpark-Gamers Bewertung (aufgewertet): 7.3

Spielbericht vom 16.07.2002

Spielbericht vom 16.07.2002

Autor: Moritz

am Tisch: Walter, Peter, Aaron, Günther, Andrea, Moritz

auf dem Tisch: Thunderin’ Guns, Heimlich und Co.

  1. Thunderin’ Guns Thunderin' Guns

    Jeder, der den Spielbericht über „Villa
    Paletti
    “ gelesen hat, weiß, daß wir eine nicht unpekuliäre Spielgruppe sind.
    Das kann sich in durchaus extremen Spielverhalten äussern, oder auch in endlosen
    Diskussion über unklare Regeln (leider oft durch unklare Regelhefte verursacht, wie man
    sich denken kann). Gelegentlich kommt es deswegen zu absurden Spielerlebnissen, in denen
    das Spiel selber fast in den Hintergrund tritt, oder sogar gänzlich abgebrochen wird
    – so auch hier, bei dem extrem obskuren „Thunderin’ Guns“ von
    Standard Games
    , einst erfolgreich mit der „Cry
    Havoc
    “ und „Dark Blades“-Reihe. Wie bei anderen Spielen dieser
    Firma gibt es einen schön gezeichneten Spielplan, schön gezeichete Counter (allerdings
    aus meist schlechtem Material) und eine ultramiese Regel. Allerdings steckt immer
    irgendwo dahinter ein gutes Spiel, so zum Beispiel auch bei dem von Peter und mir so
    geschätzten „City of Sorcerers“, dem ersten Standard-Games-Spiel überhaupt.

    In „Thunderin’ Guns“ geht es um ein Westernthema. Die Spieler spielen
    entweder den Sheriff, den Outlaw (Banditen) oder einen von 4 Revolverhelden, die jeweils
    unterschiedliche Ziele verfolgen. Der Sheriff bekommt fürs Einbuchten von Gaunern (der
    Outlaw ist schon einer, die anderen Spieler können zu Gaunern werden, wenn sie morden und
    rauben) Ruhmespunkte, und auch für das Fortschreiten des Spiels (je länger das Spiel
    dauert, desto eher gewinnt der Sheriff). Der Outlaw versucht durch Bank-, Postkutschen-
    und Zugüberfälle an 20 Goldsäcke zu kommen – ein nicht leichtes Unterfangen! Die
    Revolverhelden wollen allein zu den besten Schützen werden – mit 25
    „Gunskill“-Chit-Punkten sind sie jeweils Sieger. Thunderin' Guns ChitsIn der kleinen Stadt tummeln sich auch einige Gestalten wie
    der „Undertaker“, der Hotelbesitzer, die Bardame usw. Ausserdem gibt es eine
    Ranch, eine Farm und ein Indianerlager. Alle Nichtspielercharaktere können rekrutiert
    werden (oder soll ich sagen „angeheuert“?-siehe unten!!!). Man würfelt,
    bewegt sich entsprechend, dann gibt es, falls man angreift, Gefechte. Dabei wird auf
    einer simplen Tabelle der Schaden gewürfelt, wer mehr hat gewinnt. Der Gewinner erhält
    Geld, eventuell Ruhm und 2 „Gunskill Chits“ (mit Zahlen zwischen 1 und 3,
    manchmal auch Dynamit Chits, die beim Gefängnisausbruch oder Safeknacken helfen), der
    Verlierer immerhin auch noch einen „chit“.

    Was simpel klingt, spielt sich auch simpel – ausser man zerbricht sich den Kopf
    über Regeln!

    So ist in der Regel abwechselnd von „rekrutieren“ und „anheuern“
    die Regel. Rekrutierte/angeheuerte Charaktere stehen unter der Kontrolle eines Spielers
    (dies können nur Sheriff und Outlaw). Bewegen die sich dann zusammen, wie bei den
    NPC’s auch? Nur so sind ja wirklich gemeinsame Angriffe möglich. Und bekommen die
    bei einem Kampf anwesenden „Bystanders“ auch Gunskill Chits, wenn sie in das
    Gefecht eingreifen? In der Regel steht, man muß „directly involved“, also
    direkt involviert sein, was sich hundertfach interpretieren lässt. Daß ein so einfaches
    Spiel in so wesentlichen Punkten so unklar sein kann, ist vielleicht der Grund, warum man
    es heute kaum noch kennt.

    Dennoch eine erstaunlich hohe Bewertung, immerhin

    Westpark-Gamers Bewertung: 4.5

    Die abgebildeten Counter sind übrigens zum Teil aus einem inoffiziellen Expansionsets
    eine damaligen Spielefreundes (Jesko Puls) – Jesko, gibt’s Dich noch? Wenn
    ja, melde Dich doch einmal – Deine Zeichnungen sind immer noch legendär! Und: wer
    eine verbesserte Regel dieses Spiels kennt, melde sich bitte – wir würden dem Teil
    noch eine Chance geben!!!

  2. Heimlich und Co.Heimlich und Co.

    We switch to English, as this is a former German „game of the year“ (we tend
    to play a lot of these old hits at the moment – are we eager to test their
    durability?). “Heimlich und Co.” is certainly one of the better efforts of
    the then still budding German game industry – a deceptively simple game with
    interesting strategies. Basically it is a race for points – the simple board has
    spaces numbered 1 to 10, one numbered -3, and one numbered zero. There are always 7
    pawns, which colour belongs to which player is decided secretly by drawing cards. When
    it’s your turn you roll the die and distribute the rolled number on any pawns you
    want. If any pawn reaches the space with the safe, it triggers a victory point scoring
    – each pawn gets as many points as the space it’s standing on. The scoring
    player then places the safe on any space, even the same one. After a certain treshold is
    reached, players have to write down who they guess plays which colour. This might or
    might not have become apparent through the movements of the players – of course
    they usually position the pawns in a way that they get many points whenever there is a
    scoring, which can be a giveaway. But it is also possible to bluff, and deliberately
    accept low scoring.

    Reaching the second point-threshold means the end of the game – now each correctly
    identified pawn gives you an additional 5 points. With 6 players in the game this means a
    potential additional 25 points (the seventh pawn is purely a decoy and gives no points)
    – which can influence the final score considerably!

    This is, by the way, the “rule for professionals”, but the only interesting
    way to play the game, really. The designer certainly intended it that way, and the rules
    were probably simply watered down to make it compatible with the usually rules-lazy
    German market (as, in recent history, was the case with “Elfenland” –
    only when the expansion set was released the game was complete!).

    Although everybody agreed that one shouldn’t play this too often in a row it was
    considered a good, but not exceptionally good game – an unanominous vote of

    Westpark rating: 7.0

Carcassonne

title

Carcassonne

Publisher: Hans im Glück

Author: Klaus-Jürgen Wrede

Tester: Aaron Haag

Game Type: tactical tile-laying game

The Game: Carcassonne is a nice city in the south-western part of France – not
too far away from Toulouse. It’s quite famous for its historical fortress from the
ancient times of Romans and knights. Two to five players recreate Carcassonne with its
town areas, roads, farmland and monasteries with the objective to score as many victory
points as possible. On his turn a player takes a tile from the face-down stack of area
tiles and places it orthogonal next to the tiles already placed by other players (or the
specially marked start-tile on the very first turn). A tile placed must fit in terms of
roads, farmland and city walls to the already placed tiles it connects to. Immediately
after placing the tile the player may place one of his 7 pawns on the just played tile –
either on a road, a farmland, the monastery or the city itself. This pawn marks the
corresponding area as “under control”. During the turn of the game these areas
extend due to other tiles played (roads get longer, cities and farmland cover a larger
area, monasteries are surrounded by other tiles). Once a road is completed by connecting
cities, villages or monasteries the “owner” of this road scores points
according to the length of the road (2 points per tile). Similarly, once cities are
completed by closing the city walls they also score. Monasteries score points at the
moment all surrounding tiles (i.e. 8) have been placed. Farmland though only score at the
end of the game. In each case the pawn that scored the points is handed back to the
player and is again available for placement.

Playing Time: The game can easily be explained and played in 30 to 45
minutes.

Similar Games: El Caballero (Hans im Glück)

Westpark Gamer’s Opinion: This game is a perfect starter for an evening of
gaming. It plays quite fast (unless you are playing with gamers that just cannot decide
on the perfect spot for laying their tile) but still has a lot of depth. The players are
permanently struggling between short-time tactics and long-term strategy for placing
tiles and pawns. This is certainly an upside of Carcassonne. Players have to watch out
for those extending farmlands which score big points at the end of the game and at the
same time do some housekeeping with their pawns. The decision between quickly scoring a
few points for completing a road and getting back a pawn compared to extending a
structure and scoring later is tough. There is also quite a bit of player interaction
involved when the other players lend their advice for “perfect” tile placement
to the one whose turn it is. On the downside there is definite element of luck introduced
by taking tiles from a face-down stack. If you do not draw monastery tiles or never get
that one matching city tile there is not much you can do to win besides preventing other
players to score – certainly not an empire builder’s game. And destroying the other
player’s plans again requires some luck in tile drawing. There have been suggestions
to place a number of tiles face up (e.g. corresponding to the number of players) as in El
Caballero. We still have to play this variant to judge on it.

Aaron’s Rating: 7 (out of 10)

Westpark Gamers’ Rating: 6.8

Links to further information: Board
Game Geek Caracassonne Review
Caracassonne homepage by
Hans im Glueck (German)
Funagain page with player reviews of Caracassonne
Luding link for Caracassonne