Kris Hall: Charcon, Horus, and The Dutch Golden Age

For those Essen-phobic gamers who live in or near Appalachia, Charcon made a fine substitute last weekend.  I could not be in the Charleston Civic Center for the entire two days, but I spent enough time to see that the boardgame aspect of the con was bigger and busier than ever.  This was due to the various boardgame tournaments run by the Appalachian Gamers, and the prizes that were available due to the generosity of Rio Grande Games and CABS.  Congratulations to Travis Reynolds and his team.

But what would a con be without new games?  I got to try two new ones: Horus and The Dutch Golden Age.

Horus (designed by Jean Vanaise) is not a bad game, it’s just not a particularly gripping one.  Horus is a tile-laying game in which players try to form groups of tiles of similar terrain (farms, hills, desert) and then place control tokens onto these tiles in order to score.  I prefer not to dwell on the negative, so I will simply say that I played this game with Ted Cheatham, and neither one of us is likely to try it again. 

The Dutch Golden Age (designed by Giuseppe Bau and Leo Colovini) is a game of a different caliber.  This is a victory-point engine game in which players try to dominate the provinces and guilds of Renaissance Holland in order to gather cards which generate cash or victory points.  As with many victory-point engine games, one of the crucial decisions is always when to stop trying to accumulate cash and when to go after victory points.  It is also important to avoid running out of cash because most of the game’s actions require money, and a player without cash can waste turns as he waits for a payout.

Each player begins his turn by rolling two die, and then moving a pawn around a track at the edge of the board.  Most of the track’s spaces contain the names of two provinces, and whenever the pawn stops on a space, the players who have tokens in the named provinces collect cash.  The names of particular provinces are not distributed evenly around the track but are grouped onto sides of the board.  This allows players to move their tokens around the map of Holland in the hope of placing the tokens in spaces that are more likely to generate a payout soon.

After moving the pawn, the player can move his tokens, take over a guild (by paying cash), or perform an action that is allowed by guild control or token placement.  The provinces of Holland, and the various guilds, are all color-coded to match different decks of cards, and having a token in a province or control of a guild is necessary to draw cards from the appropriate deck.

The cards enable players to collect more cash (there is an element of set collection to the game), gather victory points, or perform other special actions (such as choosing the space the pawn lands on instead of rolling the die). 

I don’t think that the Dutch Golden Age is a very innovative game, but it seems to have a solid design, and colorful and attractive components.  I hope to play it again before long.

© 2008 Kris Hall


Posted by Kris Hall on Oct 24, 2008 at 01:00 AM in ColumnistsKris Hall / 1164

Comments:

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For DGA, is there much player interaction, or is it multiplayer solitaire?

Posted by Ray Smith on Oct 24, 2008 at 06:19 AM | #

There is some player interaction.  There is cmpetition for control of the provinces of Holland (only one big token is allowed in each province, although there can be any number of the smaller movement tokens allowed; three of the smaller tokens can be combined to form a big one.  I’m fudging on terminology; I don’t remember what the exact names are for both kinds of tokens).

Players also compete for control of the guilds.  To take over a guild, you need to spend more than the amount that the last player spent to take over that guild.

Posted by Kris Hall on Oct 24, 2008 at 06:36 AM | #

I am rather surprised that Horus gets such a bad rap here and elsewhere - I purchased the game quite a while ago and was fairly happy with the mechanics of the game.  I like the interaction between the cards and the tiles in the latter part of the player’s turn.  There are some fun cut throat mechanics where you can build an area and cheat other folks out of having influence there.  Also - paying particular attention to the rules about how the river works (where you can shift around the future starting point of the flow of the river ends) can help you get “islands built”, maximizing on your victory points for the game end. 

If you don’t like Carcassonne at all, I am sure you wouldn’t like this tile layer either.  Though it seems a bit harder to do at times..you can build into other player’s territories and really shift the tables on who will win.

Posted by tom moughan on Oct 24, 2008 at 11:54 AM | #

Kris,

We played Horus at Ted’s Thursday night. It was a four player game and I liked it. I learned as I played and saw some subtle strategies to use the next time. Disclaimer: I won the game and always think games I win are wonderful.

Posted by Charlie Davis on Nov 1, 2008 at 10:25 PM | #

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