Game Preview: The Princes of Machu Picchu
By W. Eric Martin
September 24, 2008
Publishers: PD-Games / Rio Grande Games
Designer: Mac Gerdts
Players: 2-5
Playing Time: 90 minutes
Release Date: Spiel 08
Languages: German & English
Links:
Boardgame News has already published a preview of The Princes of Machu Picchu by Paolo Soledade, who was involved with playtesting the game, but I had the chance to ask designer Mac Gerdts questions about the game’s origins and development, so here’s another look at it, starting with an overview of the game play for those missed it.
The Princes of Machu Picchu is set during the end of the Incan Empire, when the Spanish have wiped out most of the population. A number of princes have escaped with their families, however, to Machu Picchu, which stands hidden in the mountains, a place of refuge from the Spaniards, to live in safety and show their piety to the gods.
Sacrificing to the gods is one way to victory, and players take actions by wandering around the hidden city. “For example,” says Gerdts, “if a player’s game piece enters the goldsmith’s quarter, players can produce gold; if it enters the Central Plaza, the player can trade goods; if the game stone enters the Temple of the Sun, virgins may be sacrificed to the sun god Tayta Inti, and so on. So the choice of actions does not depend on the position on a rondel” – a game design element that organizes player choices in Gerdts’ three previous releases: Antike, Imperial and Hamburgum – “but on the position of your game piece in the city. Llamas will help you to move further, if you want to reach a more distant place (similar to paying resources/points for progressing further on the rondel).”
“A central feature of the game will be the sun clock Intihuatana,” Gerdts continues. “With sacrificing, time is added on the clock automatically. The player who enters the sun clock gets the amount of hours collected so far as his bonus points, and at the same time triggers an auction among all players. The winners of the auction will move their traitors towards Cuzco, where the Spanish reside.” Being a traitor to your people and providing the secret of Machu Picchu to the Spanish is the other way to win the game, and the twin forces of the game pull you in both directions. “Auctions and blind bidding add some uncertainty to the game,” says Gerdts. “You never can be sure about a traitor!”
The gameboard is double-sided, with English text on one side and German on the other. “As in Imperial, there exists only one geographical setting,” says Gerdts. “Nonetheless, although the rules of the game are not too complicated, they offer quite challenging decisions, which sometimes have a huge impact on the game. Therefore I think there is a lot of replayability in the box, so that players should not miss another map.”
Reliving History
In comments on Soledade’s preview, Patrick Korner, sometime BGN columnist and another Princes playtester, mentioned that the game keeps getting more polished and balanced with each iteration, something Gerdts says is essential given the dual victory conditions. “Both the Incans and the Spaniards should have a good chance of winning. This target is very challenging in terms of game design because the outcome always depends on play style and group think, and experienced players will play differently than newbies. In this context, the number of players is very important as well. Some of the latest changes: We experimented with different sets of offertory cards, cut the maximum playtime by one day, slightly changed the market mechanism, and finally decided against sacrificing human beings at the sun clock!”
Unlike previous Gerdts’ games, The Princes of Machu Picchu does not give the players perfect information about the game state in order to preserve the tension over the endgame and create uncertainty over who is working toward which goal. Players accumulate gold secretly, drawing three offertory cards at a time (and choosing one) from a deck of 28, so luck does become a factor. “As in other games, one has to make the best out of it,” says Gerdts. “Older cards can be returned to the stack, which allows players to adjust their strategy even later in the game if necessary. Other than that, there is no luck involved, and the way to aquire those offertory cards requires the usual tactical, strategic and diplomatic skills as known from my other games.”
Finding the Game
Gerdts has been fascinated by ancient American civilizations since he was a teenager, and with his wife Kathia being Peruvian, it was natural for him to want to explore the land in more detail. “For a long time, I wanted to design a game which features the history of her country,” he says. “We visited Machu Picchu together in 2004, and I think that no one who has been there can ever escape the fascination of the lost city high in the Peruvian mountains!”
While visiting Peru and exploring its history gave Gerdts plenty to think about in terms of what to incorporate into a game, he recognizes that not everyone shares the same interests as him. “Originally I wanted to include other old Peruvian civilizations like Chimu, Moche, Nazca, Tihuanaku, Huari, Naymlap, Chachapoya and the like,” he says. “There are so many interesting things to learn and to discover!”
Gerdts continues, “But after a while I had to realize that people here in Europe have never heard about any of those, as if my game would be about any science fiction galactic Empires. The setting had to be made with a prominent place most people know, and I decided to choose the lost city of Machu Picchu.”
Drawing on his personal travels along with additional research, Gerdts recreated the world of the Incans in ludic form: the resources (corn, coca, llama, pottery, and cloth) are the same, the lack of money mirrors the absence of an Incan currency, gold holds a special role ("There was no private ownership as all gold was regarded as ‘tears of the sun god’ and therefore belonged to the Incan king,” says Gerdts), the sacrificing of llamas, the presence of virgins of the sun. “The game board tries to represent the city of Machu Picchu as we know it today,” he says, “and only minor changes were necessary, such as renaming the Sacred Rock ‘Temple of the Puma’ in order to have four temples. Of course a board game always has to make restrictions about historical facts and data, but this is really a game about Incan history and not a mechanism with a tacked on theme!”
Being a Prince
To create the right level of tension when playing The Princes of Machu Picchu, the number of workers you have available, as well as the time available to keep the Spaniards out, is based on the number of players. Says Gerdts, “These adjustments are necessary because the goal remains the same: Engaging all 15 priests and virgins for an Incan victory. Of course with the maximum number of five players there is more competition, but regardless of the number of players, one is always free to choose the profession for his workers as to his liking. Compared to Hamburgum, where only five brewers could come into the game, in this game you are free to engage as many coca planters as you like and as you can afford, restricted only by the total number of workers in your personal supply.”
As with other worker placement games such as Agricola and Caylus, the game starts slowly, then increases pace step by step until the end nearly washes you away with its suddenness. “When players set up their first workers and begin to produce, they might wonder how on earth all 15 of these priests and virgins can ever come into the game?” says Gerdts. “But as production rises, the game speeds up, and suddenly priests and virgins are getting more and more prevalent. Will it be enough to prevent the Spaniards from discovering the city? The last rounds can create huge swings of momentum because they decide which side will win, and therefore which victory conditions are applied for everyone to score his results!”
Note: The Princes of Machu Picchu was still undergoing final development when I interviewed Gerdts, so some changes to the game might have occurred prior to publication.
Comments:
You must register with BGN in order to comment. Registration is free, but if you appreciate the news, previews, reviews and other material posted on Boardgame News, please consider becoming a member to keep the info flowing to your screen!|
I was interested in this game since first reading about it some time ago now. This continues to peek my interest. Since its a worker placement, is this round based like Agricola? If so, how many rounds of play occur or does that vary? Posted by tom moughan on Sep 24, 2008 at 09:50 AM | #
|
|
The number of turns each player has per day can be different because each day ends when a player takes the 3rd moon plate. Well this could happen early in the day or not, thus changing the number of turns each player can get. About the mechanics, usually I compare it more to Puerto Rico than to Agricola or Caylus because when a player executes an action, although it is a kind of worker placement, every player executes the same action (when speaking about producing or sacrificing) and the player who executes the action himself gets a bonus. Dispite all of this I think this game has a unique feeling that you may confirm when playing it. I can only say good things about it :) Paulo Soledade Posted by Paulo Soledade on Sep 24, 2008 at 11:38 AM | #
|
|
Here’s the question that most other people are too polite to ask: Will there ever be a Mac Gerdts game with decent box art? I love all three rondel games, so this is an automatic purchase, but still...yeesh. Posted by Eric Clark on Sep 24, 2008 at 03:01 PM | #
|
|
Blind bidding? Oh dear. I’ll have to see how the hidden cash works out but I’m certainly less interested than I was. Posted by J C Lawrence on Sep 24, 2008 at 06:18 PM | #
|
|
Blind bidding where? There’s no blind bidding on the game JC! Paulo Posted by Paulo Soledade on Sep 25, 2008 at 02:44 AM | #
|
|
Quoting from the article above: _“Auctions and blind bidding add some uncertainty to the game,” says Gerdts._ Posted by J C Lawrence on Sep 25, 2008 at 12:37 PM | #
|
|
You’re right. Those quotes were made a long time ago when the game used to have that mechanism (detail) on the sun clock. Now the sun clock is different and I can assure you that it doesn’t have blind bidding or any kind of bidding whatsoever. Paulo Posted by Paulo Soledade on Sep 25, 2008 at 03:58 PM | #
|
Next entry: A New Fairy Tale from What's Your Game
Previous entry: Dale Yu: Fantasy Football and Gaming










































