Kris Hall: Vinci--A Game that Should Be Reprinted
The Wednesday night meeting of the Appalachian Boardgamers turned out to be about just one game (at least for me; the night owls maybe played another): Vinci. We had six players participating in this civilization-and-conquest game. A couple of the guys hadn’t played Vinci before, and they soon joined the ranks of the game’s admirers. The worst thing that you can say about Vinci is that it is out of print.
Vinci was designed by Philippe Keyaerts and published by Descartes in 1999. I believe it has been a fairly popular game, and has some truly devoted fans who have played it dozens or even hundreds of times. Ted Cheatham likes to describe Vinci as “History of the World in two hours.” This is an accurate hint at the genre of the game, but unlike History of the World, Vinci is not a dice-fest.
The most important mechanism in Vinci is the selection of civilization tiles. These tiles are chosen randomly from a bag and placed in a row in groups of two. Each two tiles will give their special powers to the player who chose them. Each tile has an army number ranging from 0 to 6 which describes how many armies the player receives from that tile. Most tiles also have a range of special abilities; many allow the player to score extra points in certain types of regions, or give offensive or defensive bonuses.
When selecting his civ tiles, a player may take the first set in the sequence for free, or chose one further down the line by paying two victory points for every set of tiles passed over. These sacrificed victory points become a bonus that is collected by the player who chooses a set of tiles that have been passed over.
Once players have chosen their tiles, they take turns invading a map of Europe that is divided into areas of varying types of terrain. Mountain and forest regions give defensive bonuses, and many types of terrain give victory point bonuses for players with the appropriate tile. Players conquer regions by outnumbering the defensive power of the defending region (which increases with the number of defending armies), and then placing the appropriate number of armies in the area. Conquered areas must be occupied in order to be worth victory points, and this inevitably leads the various civilizations to spread themselves thin as the game goes on.
When a player feels his civilization has reached its maximum potential (or simply spies a good pair of tiles waiting to be claimed), he may declare his empire to be in decline, and then take a new pair of tiles to start a new civilization the next turn. The decision of when to retire one empire and start another is one of the most crucial in the game.
The first player to reach a set number of victory points is the winner. With six players the magic number was 100 VP, which led to a three-and-a-half hour game which seemed a tad long. Next time, maybe we will use 80 points as out goal.
Vinci is not a perfect game. In spite of the errata that Ted had with the game, we had some rules questions that were never quite answered. Rules lawyers could get a few debates going over how various special powers interact with other special powers.
But these are minor quibbles.
This year has seen the publication of more than one out-of-print classic game. I hope someone gets the rights to Vinci and brings this worthy game back into print.
Comments:
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This was one of my Berlin group’s favorite games when I first joined them several years ago. In fact, it had the distinction of being one of the only games I was able to play there more than once! For me, it’s not only History of the World in two hours, but also “Risk with a brain” Posted by Jeff Allers on Apr 18, 2008 at 07:03 AM | #
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This is a favorite for me as well. I have to agree with the comparison with History of the World. I view them as mostly interchangeable, with the exception of playing time. A reprint of Vinci is definitely overdue. Posted by Kevin Wood on Apr 18, 2008 at 07:26 AM | #
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I respectfully disagree. Vinci is a game that I’d be happy to never play again… D Posted by Dale Yu on Apr 18, 2008 at 10:08 AM | #
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It is also a favorite for me though it is definitely has potential for AP. The games I played really did evoke an epic feel despite the relatively simple mechanics. Posted by Greg Williams on Apr 18, 2008 at 10:42 AM | #
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Many have discussed the end-game problem with this game, and some have suggested ways of handling it. Kevin Whitmore refers to the end-game as being like Whac-a-Mole, as players bash the leaders to try to prevent them from getting over the 100 mark. Suggested variants include using hidden VPs (maybe using a stash of poker chips) or using a variable game ending condition. Mark Johnson, as I recall, talks about the latter in his “all-about” Vinci BoardgamesToGo podcast, which is well worth a listen for fans of the game. Posted by Jeffrey D Myers on Apr 18, 2008 at 10:48 AM | #
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As opposed to all other games, where you let the leaders win? Posted by Peter Stein on Apr 18, 2008 at 10:52 AM | #
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Wouldn’t you naturally attack a player ahead of you, not necessarily the leader, to improve your scoring differential? Posted by Greg Williams on Apr 18, 2008 at 10:59 AM | #
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Greg, not necessarily.... especially not if not attacking the leader means that you lose. I might be tempted to prolong the game if I felt that I still had a chance to pull out a victory at some point. Which is what makes Vinci not-so-good in my book dale Posted by Dale Yu on Apr 18, 2008 at 11:01 AM | #
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I wasn’t questioning attacking the leader. I was questioning why trailing players wouldn’t attack players ahead of them. The only reasons I see for not attacking are 1) there are better scoring opportunities or 2) you want to hasten the endgame. A game where ganging up on the leaders seems much worse is Mare Nostrum, where other players stall their own development to attack. At least in Vinci you’re still working towards the endgame by expanding. Posted by Greg Williams on Apr 18, 2008 at 11:13 AM | #
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I would agree that there’s not much point in attacking a front runner if it’s not going to do you any good. Let the folks who are still in the game do the dirty work. (Unless one of the fron runners knocked you out of the game. Then BANZAI!!) And yes there are some games where you can fall behind and not catch up. I tend to avoid those games. But if you fall behind in Vinci, it’s usually your fault. IMO. Posted by Peter Stein on Apr 18, 2008 at 02:06 PM | #
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I’ve already commented in Shannon’s post about my disagreement over Vinci’s characterization as a “bash the leader” game, so I won’t repeat myself. I will therefore merely say that I think Vinci is an excellent game and probably my favorite game of conquest (and thankfully NOTHING like History of the World). One interesting thing about it is that it plays very differently with different numbers of players. With 3 or 4, there’s lots of room to expand and civs tend to stick around longer. With 5 and particularly 6, players switch civs very quickly, or often pull all their units out and “reinvade”. For me, 4 is the sweet spot and 6 is my least favorite, but I admit the six-player game has a certain brutal fascination to it. The game also plays quicker with fewer players. Greg asks why you wouldn’t naturally attack the player ahead of you, rather than the leader. These are the kinds of questions that each group has to answer for themselves and doing so can minimize the chances for bad feelings in games. In our group, we play for the win, not position, so attacking the leader (or leaders) is almost always considered good form, while attacking the trailing players is frowned upon (unless, of course, that’s your best chance of making points). But different groups feel differently about this. Hopefully, most of the players in a group will have a similar philosophy about this, so that the “hey, why are you attacking ME?” question pops up less often. Posted by Larry Levy on Apr 18, 2008 at 02:28 PM | #
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Really I was asking why you wouldn’t always take the best scoring opportunity available regardless of who it involved attacking. I apologize for not expressing myself more clearly. Clearly if you’re behind you want to improve your scoring differential with the player(s) in front of you. Posted by Greg Williams on Apr 18, 2008 at 04:07 PM | #
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I absolutely love Vinci and will happily play it, but the last 10 minutes always disappoint badly. When it’s not a bash-the-leader-fest it becomes an exercise in kingmaking. We’ve tried hidden scoring—the result was that people who were perceived to be in the lead (but in fact were not) were attacked instead of the actual leader, who went on to win handily. We tried the variable ending, but it ends up making the winner random. When you know you have, say, roughly two turns left, you can make a decision about whether to start a new civ or stick with what you’ve got, but if you have no real idea of how many turns you have left, you have no ability to optimize your play. I really wish I had a clever ending for a game I love so much. Posted by Matthew Frederick on Apr 19, 2008 at 03:54 AM | #
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I actually played it 2 days ago for the first time in 2 years. It was the closest game I’ve ever played. After 2:10 I won with 122, 2nd and 3rd got 121 and the last player got 120!
Posted by Carl Samuelsson on Apr 19, 2008 at 07:58 AM | #
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