First Impression: Roman Taxi

By W. Eric Martin
May 14, 2009

Designers: Stephen McLaughlin, Jeremy Holcomb, Karl Huber & Dan Tibbles
Publisher: Bucephalus Games
Players: 2-5
Ages: 8+
Playing Time: 45-60 minutes
Rules Language: English
Price: $30
Links:

Version played: Comped production copy
Times played: Three, all with two players

My opponent for all three games of Roman Taxi dismissed the design with a cutting non-review review: “It’s a game.” As in, the contents of the box meet all the qualifications of a game, and someone looking at these contents won’t mistake them for anything other than a game, but that’s as far as he’ll go. “It’s a game” is the verbal equivalent of a bored hand shooing away a non-existent bug, a teenager waving off a parent, a spouse shooing an unwanted partner. “How’d you like that movie?” “It’s a movie.” “What did you think of dinner?” “It was food.” You don’t want to watch it, eat it or – in this case – play it ever again.

Veni, Vidi, Ludo

The theme of Roman Taxi can be deduced from the title: You’re in Rome, and you’re driving a taxi. You must pick up Roman citizens and move them from point A to point B in order to earn money. More accurately, you move them from point A-T to point A-T, with each passenger having a specific starting and ending destination, as well as a fare he will pay and a time he will allow you to make the delivery. Cross that time threshold, and he’ll pay only half the fare initially promised. Take twice as much time as he allows, and he’ll get out and walk, leaving you one sad cabbie.

The gameboard is a crazy quilt of colors, with the purple destination buildings being surrounded by one- and two-lane brick roads that are colored white, yellow, red, blue and green. Each player starts with a passenger, with five more standing on various corners waiting for a ride. On a turn, you draw a travel card from one of three columns of cards and move your taxi to the next space on the road of that color; most travel cards feature only a single color – yellow, blue, red or green – while some offer a double move or a U-turn. (The rules mention white cards in passing in an example, but the game includes no white travel cards. If those cards don’t exist, why have white spaces on the roads at all? Enlarge the colored spaces to remove the unexplained and superfluous game element.)

Each travel column has three cards in it, and whoever takes the final card in a column takes the face-up event card showing above it. The events are mostly positive – score 1-3 points, earn points if you deliver to these destinations, make an extra move, remove a time counter – while a few are not.

So you drive and drive and drive and drive, and eventually the passenger deck runs out. The game ends after the next delivery, and the hack who’s earned the most money wins.

When in Rome, Don’t Do This

Roman Taxi suffers from problems with both the game design and the graphic design. To start with, you will take the same action from turn one onward: Pick a travel card and move. Sure, you’ll draw an event card every so often, but the game has no escalation, no story arc, to steal a term from Jonathan Degann. You always have five passengers waiting somewhere on the board, and aside from the rare double move, you putt-putt along as if you’re pulling the chariot by hand. Leo Colovini’s Cartagena uses a similar “play a card to move” mechanism, but in that game you have multiple pieces to move, multiple moves on a turn, a private stash of cards, a leapfrog aspect that lets you set up big plays, and a hand-refilling mechanism that has everyone second-guessing one another in who’s moving what where. None of those tactical elements exist in Roman Taxi.

More frustrating than the slow pace of play are the passenger cards that present you with a nigh impossible challenge of moving from A to B in the time allowed due to three circumstances:

  1. The one-lane roads are all one-way.
  2. The two-lane roads require you to travel on the right, which makes it tough to reach some destinations without one of the rare U-turn cards or without making a giant time-consuming loop.
  3. The central passageways are clogged with colored bricks, which have you stopping and starting worse than an afternoon drive on the San Francisco-Oakland Bay Bridge.
As a result, you flat out ignore certain passengers because you know they’ll give you only half the promised fare, if that. This clogs the passenger queue and leads to people (very slowly) fighting to reach passengers who are viable.

With two players, you have some idea of which travel cards your opponent might play, which lets you try to set up future moves to some degree, given the small number of movement options available. I can’t imagine playing this game with even three players, much less five, as the travel board would change tremendously from one turn to the next, leaving you floating from card to card and daydreaming in the meantime.

As for the graphic design, the gameboard is a bad imitation of Piet Mondrian crossed with Romper Room. Everything is intensely colored, leaving your eyes nowhere to focus and making it difficult to even make out where the roads are compared with the background landscape that has no purpose in play. Jiggle the board slowly in front of someone with motion sickness, and she’ll be searching for an open window…

The rules don’t explain how to navigate through intersections, with an example contradicting the written explanation: Do I have to stop on the yellow brick on the wrong side of the road when I’m passing through an intersection? What about when I’m turning left onto a street and hit a colored brick matching the travel card? How can I make a U-turn in an intersection, when I can’t make one elsewhere without using a U-turn card? All of these questions are aggravated by colored spaces that look like they might touch a destination, but do not clearly do so.

The taxi tokens are narrow pyramids that are too large for the brick spaces in the road. To let you pinpoint the space on which the taxi stands, one tip of the pyramid is painted black – except on the pyramid that is itself entirely black. Even the score tokens don’t work, being too large for the spaces on the scoring track.

All complaints aside, Roman Taxi is a game. No lie.

Want to try Roman Taxi for yourself? Perhaps not after that less-than-glowing review, but if you do, head to BGN’s Games for the Animals page!



Posted by W. Eric Martin on May 14, 2009 at 11:30 PM in Game ReviewsFirst Impressions / 2194

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Comments:

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Bucephalus is starting to get a reputation… I mean one should expect some rule flubs when trying to release a bunch of games at once, but…

Well there is that Origins award nomination… oh, wait, the former head of Origins is a part of the Bucephalus team you say?

I checked out a few of their games at ORIGINS ‘08. I think they need a true hit or they are not long for the scene. Maybe they quickly court Knizia before they go under and he’ll throw them a bone.

Lotsa money, not a lot of experience or playtesting IMO.

Posted by William Baldwin on May 15, 2009 at 05:59 AM | #

William, I’ve played Michelangelo, a James Ernest and Mike Selinker design, a couple of times and it seems more promising, but I’ll need a few more plays with a varying number of players to figure out what I really think about it.

Eric

Posted by W. Eric Martin on May 15, 2009 at 08:50 AM | #

I have to agree with Eric on both counts - the review and the Michelangelo comment.  Roman Taxi struck me as promising when I was looking at it initially (I thought, ‘this has some Auf Achse ideas in it,’ which is a game I like), but turned out to be frustrating for the most part.

That said, Michelangelo was pretty good.  Stellar?  No.  But it has some solid aspects that I found enjoyable - much more than JUST a game.

Doug
http://www.garrettsgames.com

Posted by Doug Garrett on May 15, 2009 at 09:32 AM | #

Wow, that board is making my eyes bleed.  I can only imagine what it looks like in real life.

Of the many Bucephalus titles listed on the Geek, most of them have poor ratings, although in many cases this is only based on a handful of raters.  There are three exceptions.  Playbook Football is in the mold of Pizza Box Football, with more plays to choose from, but not tailored to actual teams; with a rating around 6.5, it’s probably a viable choice for some sports fans.  The other two, Kachina and “Oh My God!  There’s an Axe in my Head” have sky-high ratings (well above 8.0), which are disturbingly skewed by a bunch of “10” ratings from some overly enthusiastic convention playtesters.  I’m not necessarily seeing evidence of shilling here, but the buyer should certainly be a bit cautious.  Still, there might be *something* in these latter two games worth investigating.

Posted by Larry Levy on May 15, 2009 at 12:20 PM | #

Well, I know they stated a long list of releases as one of the things that would be different about them… I just have to get a play or two of the decent ones I suppose. I just hope that they aren’t so “miss” with the hit and miss strategy.

But Rorschach, that “game”, should not be nominated for any award. Except maybe best trash can liner. I understand player should be the main component for any game, especially party games, but shouldn’t the game do something as well? Concept should be the first step of many… unless you intend on falling in a pit.

Posted by William Baldwin on May 16, 2009 at 04:07 AM | #



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