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Convention Report: The Gathering of Friends 2008: Ghost Stories & Hanging Gardens

By W. Eric Martin
April 14, 2008

The tables at the Gathering are awash in prototypes from morning until midnight, with designers looking for feedback and publishers trying to decide what to publish next or how to tweak a game that’s already in the line-up. Mum’s the word on these designs unless the designer or publisher says otherwise, and thankfully I’ve been cleared to talk about one of three prototypes that impressed me. Now I can share the goodness with you, followed by talk of a title that should be hitting the U.S. any day now.


Ghost Stories

Z-Man Games released the cooperative game Pandemic in early 2008, and the game has been met with stunning approval, selling out its first print run within weeks. This game’s success might be unexpected, but it’s not really surprising when you examine the well-made design, the variable player powers that encourage players to work together, and its compelling (and different) theme. Sure, the plague might devastate Europe (again!) in a few turns, but you can easily set up the board for another go – and once you master the beginner level, you can increase the game’s difficulty level by adding another epidemic or two.

Why am I talking about Pandemic? Well, here’s a short description of Ghost Stories, which Belgian publisher Repos Production expects to release at Spiel 08: a more gamery version of Pandemic with greater variability and gorgeous artwork. Intrigued?

The designer of Ghost Stories is Antoine Bauza, who has only one publication credit to date – Cocktailgames’ Chabyrinthe – but many other designs in the works. Players are ghost hunters who are working together in order to fight off waves of spirits and spooks, mostly from Chinese mythology. One player who initially begged off playing (due to it being 2 a.m.) perked up at the mention of Chinese hopping ghosts; once the zombies were revealed, he was sold on playing. The prototype’s artwork was mostly black-and-white line work, but the visceral style looked fantastic. Here’s one image out of dozens to give you a taste:

The gameboard is composed of nine randomly arranged tiles in a 3x3 square, with a player board on each edge that has space for three cards on it. Players, each with a unique power, start in the center of the playing area and take turns during the game, even though your goal is to win together.

On your turn, you first flip over a ghost card: if the ghost is your color or black, you place it in a slot in front of you (unless those slots are full in which case another player will take it); if the ghost is another color, that player takes the ghost. You can then move up to one space in any direction and either perform one action (based on the tile where you stand) or attempt an exorcism. Exorcisms involve die-rolling, although you can also collect and use tao tokens, as well as protective auras, in your fight against the ghosts. If all of your slots are full of ghosts at the start of your turn, you lose chi; lose all your chi and you die; you can be brought back to life, but it’s perhaps more common for everyone to lose their chi, at which point you lose the game.

Each ghost has a strength, and most of them have special abilities: arriving with a friend, forcing you to roll the ghost die (which is mostly bad), costing you tao tokens or chi, and worst of all having the ability to haunt, which is represented by a plastic token on the card. On the start of your next turn, this token advances to the front of the card; on the subsequent turn, if the ghost is still alive, the token moves back and haunts the tile in front of it. You flip over this tile, removing its special action from the game. This process continues until four tiles are haunted – you lose the game – or you kill the ghost. You can unhaunt tiles, but you’re often fighting several battles at once and might not be able to spare the time.

You have additional weapons – traps and yin-yang tokens – to help you survive the onslaught of ghosts and the devastation of haunted tiles. If you survive long enough, the boss will appear, one of several extremely menacing figures taken at random from a deck of bosses. If you fail to defeat the boss before the final ghost is drawn, you lose; if the boss goes down, you win. Three ways to lose, one to win, just like Pandemic. In addition, you can seed the ghost deck with additional bosses to boost the threat from merely scary to nightmare levels.

In my first game, our team was obliterated before we made it halfway through the ghost deck. We failed to collect enough tao tokens, so when the dice failed us, we had no back-up and the ghosts overwhelmed us. I taught the game to three others the next day, folks who had some experience with Knizia’s Lord of the Rings, and we held off a strong mid-game assault to be in good shape when the boss arrived with me sitting on a stash of tao (albeit at 1 chi) and everyone still alive and kicking.

Repos is still developing Ghost Stories, so I’ve glossed over details about game play as they might change. Suffice to say, this game was a blast, both when we won and lost. You could potentially have more town tiles and more player powers and more ghosts and more of many other things as well, giving the game a variability that Pandemic lacks. Perhaps this is the novice player in me speaking, but Ghost Stories just has more stuff going on: more options for actions that make the game play less straight-forward. The game will be for 1-4 players with a playing time of 60 minutes, and given the cool look of the prototype, the finished product should look even better.


The Hanging Gardens

The second title being released by Hans im Glück – and consequently by Rio Grande Games – in Spring 2008 is Die Hängenden Gärten, designed by Din Li. The box is lush and inviting; the game inside equally so, but perhaps more so for families than for gamers due to the light interaction.

The game components include a bunch of tiles that players try to collect; tiles score best in sets, so one tile of a certain color is worth 1 point, two are worth 3 points, while three are worth 20. More than one set is included in the tile deck, so you’re not shut out of the big points if another player grabs a color that you’re collecting. Different colors have different scoring charts, so you can play risky or steadily accumulate points by grabbing the lowly gates. The tile deck also includes a handful of unique people tiles, and they net you points depending on your ability to complete sets in the same color as the people.

You collect tiles by creating the gradens mentioned in the game’s title. Each player starts with a blank rectangular base card divided into a 2x3 grid. During each round, the start player (a position that rotates) turns over as many cards as the number of players, then each player drafts a card and adds it to his garden. These cards also bear a 2x3 grid, but some number of the spaces will be filled with plants in up to four colors instead of blank. When you draft a card, you must add it to your collection, matching up the grid lines and choosing a spot in which the new plants (i.e. squares) that you’re adding won’t be unsupported.

Describing this process is tricky; demonstrating it takes five seconds. Imagine playing Tetris, and the colored sqaures on your new card are the piece that you’re trying to place. You’re looking down on the playing field, and no part of that piece can hang in the air. Empty spaces on the card will create new ground to cultivate in future turns, so ideally you can enlarge your holdings substantially in the early turns to give more potential plays later.

If you create a block of color that’s at least three spaces large, you can claim one tile that turn. If you do, you mark one of the colored squares with a temple to indicate that the color was used. Later in the game, you can try to isolate that temple and reuse color spaces that remain exposed.

For the tile array, six tiles are laid out on a holding board: two of them can be grabbed only if you create a garden of at least five spaces; two of them require a garden of size four or more; and the final two can be grabbed with a garden of size three or larger. If your garden is six or more spaces, you first grab a face-down tile before claiming any of the face-up ones. When a tile is claimed, a replacement is drawn and placed in the empty slot. Since tiles don’t slide down into empty positions from the five to four to three level, a new tile can be grabbed by the player who immediately follows you, giving you no chance at taking it. Other than the people tiles, this isn’t a huge deal since multiple sets are possible, but this set-up – which obviates your ability to plan out which tiles you might grab – does make the game more family-friendly than gamery. Think Alhambra, which is first come, first served with no say over which tiles you might face next.

While you can (and will) take cards and tiles that other players might want, the game play is only mildly competitive. You’re focused on building a swinging garden of your own with little regard for what others are doing turn-to-turn. You can’t plan for the future, other than expanding your potential growing area, so you do the best you can, then see what cards come up next. If you like puzzle-style games like Ubongo or Blokus, then you’ll probably dig this one.

(I’d add a picture or two to this report, but I can’t find my camera at the moment. Somewhere among my bags a Canon is hiding; once I find it, I’ll update this post.)



Posted by W. Eric Martin on Apr 14, 2008 at 02:00 AM in Special FeaturesConvention ReportsConvention Report: The Gathering of Friends 2008 / 6178

Comments:

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I played both of these at GOF 2008, liked Hanging Gardens as lighter fare, good for introducing people to tile/set collection games.  Ghost Stories was a brain burner for me, lots of options and great theme.  Funny how co-op games are increasing in popularity, it seems.

Posted by Patrick O'Brien on Apr 14, 2008 at 01:31 AM | #

Ghost Stories sounds like a blast, especially for someone like me that grew up watching Chinese zombie movies.  While I’ve enjoyed playing Pandemic and think it’s a decent co-op game.  Ultimately I feel it lacks variety and challenge.  The almost complete open info (you may just as well be playing with the cards open with the amount of table talk that goes on in the game) sucks all the tension away.  Definitely not something I need to play very often.

Posted by Jason Cheng on Apr 14, 2008 at 07:40 AM | #

Personally I find co-operative games have an extremely limited re-play life.  Whilst I enjoyed the couple of games I had of PANDEMIC, those to me were about as much as I wanted to play it.  And I was pleased it was somebody else who bought it.

A problem with these games is the guy who knows the game best usually tells everybody else what to do.  And since it’s usually pretty obvious he’s correct there seems but little point for the rest of the players being there; he might as well get on with it.

D&D got this co-operative thing correct.  Whilst co-operation was essential each player had their own agenda (character advancement).  This brings in the tensions that normally exist within any group.  Introducing this aspect into co-operative games would, I think, ensure them a better future.

Posted by Derek Carver on Apr 14, 2008 at 07:43 AM | #

Ghost Stories is great. The plot seems to be very close to A Chinese Ghost Story 2, and it does seem as if the author knows the entire Tsui Hark film list.

Easily my favorite new game of the event. Not that anyone should be surprised by that.

Posted by Frank Branham on Apr 14, 2008 at 08:53 AM | #

I know my classic movies indeed :)
Glad you liked the game. I’m still working on it ;)

Posted by Antoine Bauza on Apr 14, 2008 at 09:52 AM | #

The prototype is not very distinctive, as it has very rough b/w illustrations that do not really stand out unless you look at them closely.

One card face up on the side of the table had Lo Pan from Big Trouble in Little China. That I saw from a good 8 feet away, and had to torment the Repos guys by leafing through the deck and trying to remember where each creature came from.

It was also a great relief. I’ve always wanted to design a similar game, based mostly on A Chinese Ghost Story 2, but could never work out quite how to do it. Now I don’t have to.

Posted by Frank Branham on Apr 14, 2008 at 11:01 AM | #

Variability is tricky in a co-op. You need *enough* variability to make the game interesting and different each time, but not so much that it’s just random and loses any sense of coherency or any way to sensibly evaluate the risks. For me anyway, Betrayal at House on the Hill and Shadows over Camelot were clearly on the wrong side of the line - play felt jerky and unfocussed to me because there wasn’t any structure to the randomness. Lord of the Rings was on the right side of the line. I feel like Pandemic got it right too: the structure of the stacking and re-shuffling meant that the diseases expanded and threatened in interesting and thematic ways, and with enough variability to make each game different and the risk management decisions interesting while not being just chaotic.

Posted by Chris Farrell on Apr 14, 2008 at 12:00 PM | #

How cool is that getting reporting on prototypes?  If the game is picked up, I would like it to be through Z-Man Games.  They’ve been doing some good things lately and I for one, will be picking up a copy of Pandemic. 

That’s one of two to maybe three new games I hope to add to the collection this year!

Posted by Ryan Bretsch on Apr 14, 2008 at 07:40 PM | #

Asmodee US is distributing all of the Repos games.

And since it was the Repos guys showing it off, it was more of a publisher preview.

Posted by Frank Branham on Apr 14, 2008 at 07:50 PM | #

I just have to report that I was playing the game when Frank first discovered it.  It was like seeing a kid discover his first candy store.  We couldn’t kill off the ghosts fast enough to let him study them.

In all seriousness, at least based on one play this looks to be a very good coop.  No traitor like in Shadows, and a weight between pandemic and LotR.  As an added bonus I’ll know that all the ghost names have now been Branham vetted.

Posted by Brian Leet on Apr 14, 2008 at 10:01 PM | #

I still can’t see the ghost stories image that is apparently linked above…

Posted by Lee Fisher on Apr 15, 2008 at 02:57 PM | #

Sorry, Lee – the Ghost Stories pic is now in place.

Eric

Posted by W. Eric Martin on Apr 15, 2008 at 03:08 PM | #

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