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German Game Authors Revisited #25 - Rüdiger Dorn

By Joe Huber
February 27, 2006

Editor’s Note: This article is a continuation of a series that was originally posted on rec.games.board in 2004.  We’re happy to be hosting Joe’s newest additions to the series.

Foreword:
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This is the twenty-fifth in a series of articles I have written about “German Game” authors.  I wrote them for the fun of it; I claim no particular expertise on board games, nor am I a collector of board games.  I just happen to play them and occasionally write about the experience.  I would welcome any constructive feedback. 

Disclaimer:
===========
This article represents my own opinions only.  Some opinions are based on only a single play; some of the information presented is based on nothing more than hearsay.  I will always try to note such instances, but I would always recommend playing a game before buying it (or deciding not to buy it, for that matter).

Copyright 2006, Joseph M. Huber
Updated February 27th, 2006.

Authors:
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Rüdiger Dorn

Games Covered:
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Emerald (Abacus)
Ex & Hopp (Ravensburger)
Goa (Hans im Glück / Rio Grande)
Jambo (Kosmos / Rio Grande)
Louis XIV (Alea / Rio Grande)
Raub Ritter (Queen)
The Traders of Genoa (Alea / Rio Grande)
Zauberberg (Ravensburger)

Rüdiger Dorn has quickly become one of the most respected designers of “gamer’s games” around, and for good reason - he’s designed a few fantastic heavier games, of just the type that excite gamers.  But at the same time, his earlier ludography tilted strongly toward lighter, family-oriented games.  At least for me, this dichotomy plays out as much in my impression of the games at in their nature.

The first of Dorn’s games I had the opportunity to play was Ex & Hopp, a card game I didn’t play under the best of circumstances - but didn’t enjoy nearly enough to make me want to try it again even under optimal circumstances.  I next tried Zauberberg, under better circumstances but with little better results.  I’ve seen some positive reports about the game, but didn’t find it particularly engaging.  I didn’t try Emerald until significantly later, but didn’t enjoy it all that much more - it works just fine, but it felt too mechanical.

By this time, I’d begun to notice Dorn’s name a bit, though I had intentionally avoided The Traders of Genoa, as the heavy negotiation involved did not sound like a particularly good fit for my tastes.  I wasn’t surprised, then, when Goa fell flat for me - Dorn wouldn’t be the first author I didn’t have good luck with.  But there was something more engaging about Goa, and when I discovered the issue with the exploration cards (the inability to draw them if on would go over the limit in doing so, and the restrictions around their play), I gave it another play.  And, lo and behold, it had grown on me - to the point that I sought out a copy, and have given it a fair bit more play.

I was then much more open to Louis XIV, and have found it too to be a hit with me - if one with nagging doubts.  While I love the shield mechanism at the end, unlike many, I find the difference in strength among the mission cards at the same level bothersome.  It’s not enough to keep me from playing and enjoying the game - but for me it’s the difference between a very good game and a great game.

There are two of Dorn’s designs I’ve been very hesitent to try because of the comments I’ve heard about them.  Not negative comments, mind, but comments about the nature of the games.  The first, The Traders of Genoa, I recently played for the first time.  Unfortunately for me, the game lived up to my expectations - the game is very much one of diplomacy; doing anything much in the game involves convincing others to do what you wish.  But the game was even less enjoyable for me than Diplomacy, as in Diplomacy the game itself is straight-forward, making the negotiation easy.  In The Traders of Genoa, however, the value of items varies by the individual, and personal valuations have a tendency to vary rather wildly.  Trading games have an inherent fragility, as if players refuse to trade the games tend not to work very well.  The best trading games - my picks for such category being Die Siedler von Catan, Bohnanza, Civilization, and Res Publica - tend to offer sufficient incentive to trade for this not to be an issue.  The Traders of Genoa doesn’t, or at least doesn’t as clearly as these other games.  As a result, I found the game far more frustrating than fun.

The second game I avoided based upon the comments I’d heard about the game was Jambo, as it kept being compared to collectable card games.  If, instead, it had been described as an economic hand management game - which it is - I’d probably have played the game much earlier.  As it is, it was easily my most played game for the second half of 2005 - the first significant period of time since 1993 that Bridge didn’t hold that honor.  The game offers an incredible varities of tools for dealing with the luck of the deck, a critical feature to my enjoyment.

I’ve recently had the opportunity to try Raub Ritter, and find it enjoyable, if on a less grand scale than Goa.  It’s an interesting game, offering choices that are rather limited on one scale but nearly boundless on another; a lot of the “trick” to the game comes down to optimizing timing and finding the right ways to efficiently protect your territory.  It’s definitely a game I’m looking forward to exploring further. 

I’m not certain if it’s Dorn’s growth as a game designer that has contibuted most to my enjoyment of his games, or the heavier games he’s had luck in publishing, but at this point anything he has published catches my eye.  One of the more interesting aspects of Dorn’s designs is the use of a series of options emanating out from a starting point.  In Goa, this is used to determine the items available for auction.  In Louis XIV, Dorn uses the mechanism to allow players to spread out or concentrate their influence.  In Raub Ritter, it’s the central mechanism of the game - finding ways to get single pieces to valuable spaces where they can’t be covered is the challenge.  But in each case, it’s a convenient method to limit options to some extent, while still offering players plenty of choices, a feature I always appreciate in a game.

I must give Goa, Louis XIV, and Jambo a strong recommendation.  Jambo is my favorite two player game, at this point in time, and my favorite of Dorn’s games, but all three are quite good.  Most importantly, but my enjoyment, they each offer players plenty of choices and lots of things to do - always critical to being a hit with me.  I would also recommend Raub Ritter; I’m not sure how much of a hit it will end up being with me, but I enjoy what I’ve seen so far.  Finally, I’m convinced that there’s a definite market for Emerald, even if I’m not it; I’d definitely suggest trying it if it sounds interesting. 

Dorn games I own, and always expect to: Goa, Jambo.

Other Dorn games I own: Louis XIV, Raub Ritter.

Other Dorn games I might play: Emerald.

Notes:
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This article may be reproduced in whole either mechanically or electronically provided the copyright notice is included and I am notified of the use before publication.

© 2006 Rick Thornquist


Posted by Rick Thornquist on Feb 27, 2006 at 06:20 PM in Special FeaturesGerman Game Authors Revisited / 1209

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