{"id":3756,"date":"2003-04-23T12:00:00","date_gmt":"2003-04-23T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/23\/spielbericht-und-review-vom-23-04-2003-2\/"},"modified":"2003-04-23T12:00:00","modified_gmt":"2003-04-23T10:00:00","slug":"spielbericht-und-review-vom-23-04-2003-2","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/23\/spielbericht-und-review-vom-23-04-2003-2\/","title":{"rendered":"Spielbericht und Review vom 23.04.2003"},"content":{"rendered":"<h2>Spielbericht und Review vom 23.04.2003<\/h2>\n<p><b>Autor<\/b>: Walter, Moritz<\/p>\n<p><b>am Tisch<\/b>: Andrea, Hans, Aaron, Peter, Walter, Moritz<\/p>\n<p><b>auf dem Tisch<\/b>: The Roaring 20&#8217;s, Das Tal der Mammuts<\/p>\n<ol start=\"1\" type=\"1\">\n<li><a name=\"game1\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/10622\" target=\"_blank\">The Roaring 20&#8217;s<\/a><\/b>\n<div align=\"right\"><a href=\"bericht59.html\">deutsche Version<\/a><\/div>\n<p>\n<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/roaring20s_t.jpg\" align=\"right\" width=\"364\" height=\"315\" border=\"0\" alt=\"The Roaring 20's\"\/> Once again Moritz unwrapped a new<br \/>\n     acquisition, and with his own special talent he began to translate the rules of the<br \/>\n     game from English into understandable German off the cuff. Unfortunately he did not<br \/>\n     know the answers to the usual detailed WPG questions about the rules and had himself<br \/>\n     to struggle through the description. After 20 minutes we had all made our way<br \/>\n     through the four printed pages of rules and had a vague notion of what was in store<br \/>\n     for us.<\/p>\n<p>The game is set in an American city &#8211; the decade is of no great consequence &#8211; where crime<br \/>\nsyndicates are in full control. All the players are crime bosses; each one must transport<br \/>\nhis loot, expressed as a sum of money, from the scene of the crime to his own hideout.<br \/>\nEach player draws a card at random, which gives the site of his hideout: this is his<br \/>\ndestination. Each one draws three more cards, which give the possible locations for his<br \/>\ncrime. He can choose which one of these is the starting point for his assignment. He<br \/>\nshould of course choose the one most convenient for his destination.<\/p>\n<p> Each player has a car to transport the haul: he can drive this across the map of the<br \/>\ncity in full view of all the others, with a maximum of ten squares per move.<\/p>\n<p>Each player in turn takes over the role of Police Chief and is thus in charge of a fleet<br \/>\nof ten police cars with which he should prevent the mobsters from bringing home their<br \/>\nloot. Each police car can move up to eight squares in one turn. The mobsters thus have a<br \/>\nsmall advantage regarding how far their vehicles can travel, whereas the police clearly<br \/>\nhave the weight of numbers on their side.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/roaring20s_b.jpg\" align=\"left\" width=\"364\" height=\"277\" border=\"0\" alt=\"The Roaring 20's\"\/>Admittedly one police car alone does not pose<br \/>\n     a problem to a criminal: he can drive past it without any restrictions. It takes two<br \/>\n     police cars, piled up together on one single square, to create a barrier which can<br \/>\n     not be passed. To put a mobster completely out of action requires as many as four<br \/>\n     police cars which have to be moved to the area immediately surrounding their target.<br \/>\n     The law enforcers thus have a very hard time in putting all the criminals out of<br \/>\n     action. In short, three quarters of the mobsters will on average be able to bring<br \/>\n     home the loot without problems.<\/p>\n<p>But which ones are going to get caught? That depends on the one hand on the starting<br \/>\npositions, which are scattered across the area of the city more or less at random, but on<br \/>\nthe other hand also on the personal relationships with the police, who are not above<br \/>\ntaking bribes. Before each round, each crime boss can donate an amount with which he can<br \/>\nobtain the goodwill of the police force. This provides the Police Chief with some<br \/>\nconsolation for the fact that he will not be making a profit from crime in this round &#8211;<br \/>\nlive and let live. This bribery does not however provide a guarantee of freedom from<br \/>\npunishment.<\/p>\n<p>So far, so good: it sounds like a reasonable game, worth a rating above average.<\/p>\n<p>But we now come to the decisive point.<\/p>\n<p>The journey, which each mobster must drive from the location of the crime to his hideout,<br \/>\nis completely random, in terms both of length and of the circumstances in the city.<br \/>\nSomeone who has drawn the right cards needs only to move along three squares and has<br \/>\nreached home on his first move. Someone who is less fortunate must drive right across the<br \/>\ncity and has quite possibly no chance against ten police cars. The reward earned for<br \/>\nsuccess, that is, the value of the spoils, is also random. With good luck an untroubled<br \/>\n3-square journey can bring in 25,000 dollars; but with bad luck a player must struggle<br \/>\nagainst the entire police force of the city for the sake of a sum only one tenth as big.<br \/>\nWhat was the author thinking of when he dreamed up this principle?<\/p>\n<p>In order to cover up to some extent the lack of logic in these developments, each player<br \/>\nalso has two event cards, with which he can influence the result of the plundering. For<br \/>\nexample, you can get out of jail for free, should you have been caught by the police.<br \/>\nThis is worth at least 1000 dollars, but only if you have landed in jail. Or you can<br \/>\nclear a police car out of your way. This is worth something, should the police be hot on<br \/>\nyour heels, but the card is worthless for the majority of successful criminals. However,<br \/>\nwith the aid of a super-card at the end of the round you can carry off from an opponent<br \/>\nhis complete booty which he has just brought home safely. This can be worth as much as<br \/>\n25,000 dollars. This means the rival who has been taken by surprise also loses 25,000<br \/>\ndollars, making a net difference of 50,000 dollars. This is around ten percent of the<br \/>\ntotal amount of money in circulation, or the entire proceeds from seven rounds of average<br \/>\ncriminal activity!<\/p>\n<p>Does it make sense to be able to take a hard-earned prize away form a competing crime<br \/>\nboss &#8211; a haul which perhaps he has successfully brought home by means of clever deceptive<br \/>\ntactics &#8211; just because one happens to hold the right event card? And also because the<br \/>\nopponent has not happened to draw a card with which he can ward off this hijack?<br \/>\nIsn&#8217;t this completely frustrating for one of the two of them? Does the author of the<br \/>\ngame really think that unpredictable chaos can on its own generate a good basis for a<br \/>\ngame?<\/p>\n<p>These are questions of principle: what are the reasons for playing and what expectations<br \/>\ndoes each player have when he sits down for an evening of games? I have my own decided<br \/>\npoint of view on this, which goes as follows:<\/p>\n<p>If I am playing a game of intelligence, then, should I act more intelligently than the<br \/>\nothers, I want to see an advantage. In a memory game I want to be able to make capital<br \/>\nout of my powers of memory, in a game of negotiations out of my diplomatic skills, in a<br \/>\ngame of pure luck out of the favour of fortune, and in a game of combat out of my<br \/>\nexperience in battle, my lion-hearted bravery or my aptitude for tactical lamentation.<br \/>\nWhenever I decide to play a game, I want before I start to be able to assess which of my<br \/>\nqualities as a player are going to be in demand.<\/p>\n<p>What does &#8220;The Roaring 20&#8217;s&#8221; have to offer in this respect? Unfairness in<br \/>\nthe difficulty of the task to be accomplished, a lack of logic in the respective prizes<br \/>\nto be won, randomness in the fight against crime on behalf of the authorities,<br \/>\nunpredictability in the asynchronous way one&#8217;s competitors can have an effect. What<br \/>\ndoes the game teach us? That the world is malicious and corrupt, that crime usually does<br \/>\npay, that neither planning nor skill are rewarded, and that the police are always on the<br \/>\nside of those who have the most dollars.<\/p>\n<p>As we now happen to be discussing this subject in the <a href=\"http:\/\/pub36.bravenet.com\/forum\/show.php?usernum=3071791208&amp;cpv=1\">forum<\/a> of the<br \/>\nWPG: this game is &#8220;politically incorrect&#8221; in the extreme &#8211; this is also<br \/>\napparent in the accompanying description of the various assignments to be undertaken, in<br \/>\nthe way the author without any scruples suggests all kinds of crimes of burglary and<br \/>\ntheft, and cynically encourages bumping off security guards or stringing up one&#8217;s<br \/>\nrivals.<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comments here<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Roaring%20%32%30s&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Roaring%20%32%30s&amp;l=en\"><br \/>\nview comments<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p>After one and a half rounds of play we had had enough and called it a day without a<br \/>\nsingle objection. Only Moritz had regrets: he would not be winning any prizes with his<br \/>\nnew acquisition.<\/p>\n<p>The rating awarded by the Westpark-Gamers was a mediocre 2.5.<\/p>\n<p>Walter Sorger, 25.4.2003 (translated by Mike Eggleton)<\/p>\n<\/li>\n<li><a name=\"game2\"><\/a><b>Dominating the <a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/10832\" target=\"_blank\">Das Tal der<br \/>\nMammuts<\/a>\u201c (\u201cValley of the Mammoths\u201d)<\/b><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/mammuts_t.jpg\" align=\"right\" width=\"235\" height=\"225\" border=\"0\" alt=\"Valley of the Mammoths\"\/> <i><b>Some tips for winning strategies<\/b><\/i><\/p>\n<p>Of course \u201cTal der Mammuts\u201d is not a clear-cut strategy game. Luck plays a<br \/>\nhuge factor in being successful in building a huge and prosperous tribe. Many an event<br \/>\ncard can ruin your best laid plans. But because there are some wargame elements in this<br \/>\ngame (very light ones, by the way), some tested strategies which work in games of this<br \/>\nkind will better your chances in surviving the stone-age battle. And if you are already<br \/>\ndependent on luck, why not better your chances by playing well?<\/p>\n<p> <i><b>1) Choosing your starting space<\/b><\/i><\/p>\n<p> This might well decide if you win or lose, so it is a decision you should not make<br \/>\nlightly. Many factors have to be taken into account. Of course it is preferable to be as<br \/>\nfar away of other players as possible (but see \u201cmy best friend is my<br \/>\nneighbour\u201d below), so spaces close to the rim of the board are more interesting<br \/>\nthan central ones, where everybody will be your enemy. You should always choose a plain<br \/>\nhex as a starting space, chances are good it will see a crop if you use the initial<br \/>\nplanting rule. Later in the game it will be much more difficult to see your crop grow,<br \/>\nactually I\u2019ve yet to see a game with many high-yielding crops, it just<br \/>\ndoesn\u2019t happen. Food is MOST IMPORTANT (see below), so use the chance.The actual<br \/>\nrim spaces are not good, this is were animals will appear, and they WILL appear. With 4<br \/>\nanimals drawn each round (and many more through event cards) it is nearly certain that at<br \/>\nsome point they will appear in your rim village and trample your crop. On the other hand<br \/>\nyou want to be close to the animals, so you can hunt them. So I would suggest a space<br \/>\nwhich is close to the rim, but not directly at the rim. If you play with the<br \/>\n(recommended) fire rule, you might want to be close to the volcano as well (but not<br \/>\nnecessarily directly next to it). Being close to a river is a two-edged sword \u2013<br \/>\nyour village should not be far away from river spaces, so you can send your people<br \/>\nforaging, but being next to the river has a 33.3% chance that your village will be<br \/>\ndestroyed at some point in the game. But at some point a village of yours will be<br \/>\ndestroyed by SOMETHING anyway, it might as well be this one- after you milked it of<br \/>\nit\u2019s benefits.<\/p>\n<p> If you take all these factors in account, there will be VERY FEW spaces that are<br \/>\ninteresting on the board. If you can, take one of them, most likely they will be taken<br \/>\nalready.<\/p>\n<p> If you have to place a village close to another player, make sure that your direct<br \/>\nneighbour is a good friend (this game has many \u201cDiplomacy\u201d elements). Be good<br \/>\nto your neighbour, never attack him (only if it is necessary for YOUR victory, at the end<br \/>\nof the game). You might even consider leaving him the one or other space you desire for<br \/>\nharvest or hunting. But see below\u2026..<\/p>\n<p> <i><b>2) \u201cMy best friend is my neighbour\u201d<\/b><\/i><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/mammut3.jpg\" align=\"left\" width=\"300\" height=\"225\" border=\"0\" alt=\"Valley of the Mammoths\"\/> Oh yes, your neighbour is your best ally. Be soooo<br \/>\n     good to him. He wants the space closer to the center of the board? Well, let him<br \/>\n     have it! It simply means that your enemies will have to attack his units first<br \/>\n     before they get to you! Your neighbour is your \u201cwonder wall\u201d who<br \/>\n     protects your crop and your villages. You might lose a man or two to starvation<br \/>\n     because you leave him the better spaces. Look vulnerable, just not too much. Wait<br \/>\n     for the right moment. Attack your former friend when he is the most exposed.<br \/>\n     Isn\u2019t this game mean?<\/p>\n<p> But seriously, the real reason for being friendly to your neighbour is that waging a war<br \/>\nearly on in the game can mean certain defeat. I have often seen grudge battles fought<br \/>\nwith masses of warriors (nyah, nyah, you abducted my lonely woman, nyah, nyah, so I know<br \/>\neradicate your village). Very often these battles will be fought against bad odds,<br \/>\nthereby risking extinction of your tribe. You have so little units, so little resources,<br \/>\nthat any war which doesn\u2019t possibly bring you INSTANT victory is silly. A skirmish<br \/>\nhere and there (see \u201cfood\u201d) doesn\u2019t hurt, but don\u2019t overdo it. Be<br \/>\nweaker than the leader, but stay much stronger than the weakest, and you will fare well<br \/>\nfor your \u201c end move\u201d (again, see below)<\/p>\n<p> <i><b>3) The scourge of the event cards<\/b><\/i><\/p>\n<p> \u201cDas Tal der Mammuts\u201d has horribly devastating event cards. There are so<br \/>\nmany ways to kill units, drown them, raze them by fire, bury them under stones, that<br \/>\nthere simply is no way to avoid them. You WILL suffer, one way or the other. But if your<br \/>\nmicromanagement of cards and manpower is ok, your chances of survival will rise.<\/p>\n<p> Some basic things to ponder about:<\/p>\n<ol start=\"1\" type=\"A\">\n<li>Keep those strong combat cards. The various booster cards for combat are the most<br \/>\nvaluable cards in the game. Keep them for the moments when the going gets tough &#8211; if you<br \/>\nhave one or two for the endgame, even better! Don\u2019t waste them on skirmishes or<br \/>\ngrudge combats!<\/li>\n<li>USE the cards that devastate your enemies, they will do the same to you. But leave<br \/>\nyour CLOSE neighbour(s) alone!<\/li>\n<li>The \u201ccanoe\u201d card that lets you cross rivers is better used as a defense<br \/>\nagainst the flood, if you have an exposed village. Many other cards have defensive and<br \/>\noffensive qualities, the defensive are the ones to look out for!<\/li>\n<\/ol>\n<p> <i><b>4) Gang up on the animals\u2026 or don\u2019t\u2026<\/b><\/i><\/p>\n<p> Sometimes it looks wise to have as many warriors as possible attack that mammoth, while<br \/>\nleaving the bear grazing next to it in peace.<\/p>\n<p> If there is no other animal around, the gang tactic is of course good, but if you can<br \/>\nreach more animals in one turn, it is actually wiser to distribute your attacks to raise<br \/>\nyour chances. The combat system is unforgiving, and even a big majority can lose a fight<br \/>\nif the dice roll the wrong way. Why not try your luck?<\/p>\n<p> Distributing is good \u2013 see it that way: If you lose one of these battles, you only<br \/>\nlose one or two warriors \u2013 AND YOU HAVE TWO MOUTHS LESS TO FEED. You might even<br \/>\nrisk them on purpose &#8211; if they are successful they have \u201cearned their meal\u201d,<br \/>\nand the whole tribe will profit, if not, these weak and feeble warriors will not endanger<br \/>\nyour food resources anymore. This truly is \u201csurvival of the fittest\u201d!<\/p>\n<p> <i><b>5) Food \u2013 the overlooked problem<\/b><\/i><\/p>\n<p> The game is most realistic in one point \u2013 winter is unforgiving and hard. Most<br \/>\nplayers, especially in games with larger groups of people, underestimate the scarcity of<br \/>\nfood in winter. Having your people die of starvation is never elegant \u2013 these are<br \/>\nwasted opportunities. They better had killed something before (or given birth, which is<br \/>\nmuch, much more important than killing things \u2013 this is a moral game after all!).<\/p>\n<p> It is possible to calculate roughly how much food you will probably get, so you can<br \/>\npretty much calculate how many of your tribe might die. If you begin the winter with only<br \/>\n4 food you\u2019re in for many, many deaths. Better have them attack a strategic hex<br \/>\nbefore they die anyway, don\u2019t you think? You might even launch a stupid attack that<br \/>\nwill most probably fail miserably on purpose. It makes you look weaker for the moment,<br \/>\nand you get rid of these hungry mouths. And if you DO suceed \u2013 even better! Just<br \/>\ndon\u2019t overdo it \u2013 you want to have a considerable portion of your tribe<br \/>\nsurvive for the next summer round. The earlier you send your warriors on suicide missions<br \/>\nthe better, they save more lives if they die early in the season, as strange as that<br \/>\nsounds.<\/p>\n<p> <i><b>6) The end move<\/b><\/i><\/p>\n<p> This game never lasts too long \u2013 I guess an average playing time is two years<br \/>\n(game time, not REAL time, in case the casual reader wonders). When players have 2<br \/>\nvillages and enough people the end move can happen any turn, and will happen. The player<br \/>\nwho is strong but vulnerable WILL be attacked at this point, and might have to forfeit a<br \/>\nvictory after such an attack. As in many games that mix \u201ceconomics\u201d and war,<br \/>\nneither being the most aggressive attacker nor being the most busy defender will be good<br \/>\nfor winning the game.<\/p>\n<p> Set up your final move carefully \u2013 Try to be behind in villages so you don\u2019t<br \/>\nhave to move first and then suffer the consequences with all sorts of nasty cards and<br \/>\nmoves played against you. If possible an ideal end move could look like this: You have 2<br \/>\nvillages that are well defended, because they are in reach of other players. Sneakily you<br \/>\nmove two \u201ccouples\u201d (perhaps a \u201cgay\u201d couple among them, even<br \/>\nsneakier!) in far away places in which nobody would usually build villages, like volcano<br \/>\nspaces or rim spaces. It is important that other players can NOT reach these spaces in<br \/>\none move. They might be on to you immediately, but now all they can do is attack your<br \/>\nwell defended cities (for which you have hoarded combat cards, hehe) in the next round,<br \/>\nif you survive, you\u2019ll win!. If they get TWO moves against you, the far away<br \/>\nvillages will not have much hope, but if you moved last or second to last in the round<br \/>\nBEFORE the final round this won\u2019t happen. If your neighbour still loves you, s\/he<br \/>\nmight actually be in the way of the attackers as well, but this is rare, because then<br \/>\ns\/he can also attack YOU!<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comments here<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Tal%20der%20Mammuts&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Tal%20der%20Mammuts&amp;l=en\"><br \/>\nview comments<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p> Nothing is certain in the \u201cValley of the Mammoths\u201d, and especially not<br \/>\nvictory, but following these guidelines will certainly better your chances the next time<br \/>\nyou step into this cursed but strangely endearing valley.<\/p>\n<p> And don\u2019t ask me about the best strategy to get \u201cthe fire\u201d if<br \/>\nyou\u2019re not close to the volcano \u2013 there isn\u2019t one!<\/p>\n<p> Have fun!<\/p>\n<p> Moritz Eggert, 26.4.2003<\/p>\n<\/li>\n<\/ol>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Spielbericht und Review vom 23.04.2003 Autor: Walter, Moritz am Tisch: Andrea, Hans, Aaron, Peter, Walter, Moritz auf dem Tisch: The Roaring 20&#8217;s, Das Tal der Mammuts The Roaring 20&#8217;s deutsche Version Once again Moritz unwrapped a new acquisition, and with his own special talent he began to translate the rules of the game from English &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2003\/04\/23\/spielbericht-und-review-vom-23-04-2003-2\/\" class=\"more-link\"><span class=\"screen-reader-text\">Spielbericht und Review vom 23.04.2003<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3756","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":1,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3756","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3756"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3756\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3756"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3756"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3756"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}