|
|
|
|
Larry Levy: I Will Gladly Pay You Tuesday for a Hamburgum Today
Or, “Would you like an Agricola to drink with that?”
Designer Mac Gerdts says that the rondel isn’t a gimmick and could be the basis for many games. He certainly practices what he preaches, as it’s been a feature in all three of his published games, all of which have quite a different feel. Hamburgum is the first not to involve combat and is the quickest of the three. Antike and particularly Imperial have been huge successes—can lightning (and the rondel) strike thrice?
In Hamburgum, the players are trying to earn the most prestige by assisting with the construction of half a dozen churches in the city being played (either in the game’s title city or in Londinium, the 17th century name of London—Eggertspiele again gives us two games in one by the use of a two-sided board). Building churches costs money, so the players need to establish a financial engine. Building other structures in the city will help with the player’s renown as well.
The rondel works just as it does in the other games. There are eight options and you can move up to three spaces on the wheel for free; however this time, moving additional spaces costs you victory points.
Money is raised by producing products and then selling them. There are three products, each with its own space on the rondel, and moving to that space produces it. You can eventually construct some buildings that increase your production level. There is also a trade space that allows you to sell what you’ve produced. There’s a nice little mechanic involving ships that limits the number of items you can sell at one time. The game reflects the effects of supply and demand by reducing the selling price of a product every time a new production building is constructed.
An alternate use for the trade space is to buy the resources which allow you to build things. The more items you buy, the more the cost is per item, in a process a little reminiscent of Amun-Re (although the effect isn’t nearly as dramatic). The resources are used to build churches, buildings, and ships. You build each of these by moving to its space on the rondel.
In addition to increased production, there are also buildings which provide an injection of cash. The type of building that can be built, as well as its location, is limited by the geography of the map.
Churches consist of five parts and each succeeding part is more expensive. The player who finishes off a church earns victory points. Every part of the church also rewards its benefactor with a way of earning victory points based on what the player has accomplished and these are the principal ways of scoring points in the game.
The game ends when all six churches have been constructed. The player with the most prestige points wins.
That’s a pretty high level description, but it should be enough to give you the flavor of the game. As you can see, there’s no combat and while there is player interaction, it’s all of the indirect variety.
I’ve only played once, so I’m nowhere near to plumbing the depths of this game. But one thing I can say with some confidence is that it’s quick. Move on the rondel, do your (simple) action, and boom!—it’s the next player’s turn. The turns just zip along, particularly early on. The duration is listed as 75 minutes and even our learning game didn’t take much longer than that.
It’s also pretty evident that this is the lightest of the rondel games. It isn’t immediately apparent what you should be doing at the start, but once you grasp the basic strategy, most of your play feels pretty straightforward. I’m not saying that optimal play is at all easy to learn—many of our players were constantly bemoaning that they were on the “wrong” side of the rondel—but at any point in time, your objectives seem fairly clear. They may not work out as well as you hoped, but it isn’t hard to get things done in Hamburgum. Antike and Imperial have more of a learning curve, I believe, and are simply more involved games. Far from being a problem, though, I think this is a strength, as Hamburgum gives you plenty to think about, but doesn’t overly stress you nor outstay its welcome.
I found the speed of play to be the most attractive thing about the game. Learning to utilize the rondel well and dealing with the other aspects of play efficiently are also nice challenges. For some reason, it’s missing some of the angst that marks the other two rondel games, but that may be misleading. You can be trucking along, happily earning money, buying components, and building stuff, only to find by game’s end that you’re far behind. Playing the game feels easy (at least easier than its predecessors), but there may be more there than first appears.
One small concern I have is replayability. There are no randomizing factors, so it’s not obvious why the game wouldn’t play very similarly from session to session. However, there are some different strategies based on the types of church parts you focus on, so that may provide a good deal of variety. In addition, the ratings on the Geek are quite high, so there doesn’t appear to be much dissatisfaction. I really won’t be sure about this aspect, though, until I play it a few more times myself, something I’m quite looking forward to.
So Hamburgum appears to be a kinder, gentler rondel game and succeeds quite well in that role. I think I may slightly prefer its two older brothers, but I can see this one getting more table time because of its shorter length. At any rate, another success for Herren Gerdts and Eggert, who seemingly can do no wrong. Like its namesake, Hamburgum provides a meal that’s reasonably light, but filling, satisfying, and anything but wimpy.
© 2007 Larry LevyComments:
You must register with BGN in order to comment. Registration is free!|
I agree with you Larry. I think Imperial is the one I still prefer ... but I have played Hamburgun just twice ... and I miss combat! anyway I think the rondel mechanic is great and I think there are still good games to develop using it!
good play
Posted by Andrea Liga Ligabue on Nov 9, 2007 at 02:50 AM | #
|
|
Great overview of a game that I’ve played once and enjoyed immensely. I share your concerns regarding a possible problem with replayability, but time will tell. One small point. The 17th century name of London was London. Posted by Christopher Gritt on Nov 9, 2007 at 05:02 AM | #
|
|
I’m SO much looking forward to this! Posted by Surya Van Lierde on Nov 9, 2007 at 05:38 AM | #
|
|
My problem with the game was that half way through all the buildings were gone, and I was locked into a specific cycle on the rondel for the rest of the game. Beer, trade, trade, church...Beer, trade, trade, church...Beer… you get the idea. I liked the speed, and the lightness of the game, but it seems to get much less interesting as it goes on. Of course, this was a 5 player game, so perhaps it’s much better with 3 or 4. Posted by Mark Haberman on Nov 9, 2007 at 08:39 AM | #
|
|
I find this to be my favorite of the rondel games. Mainly because of the speed at which you can play it. I didn’t have the same problems that Mark ran into, but a lot can depend on what buildings you are able to buy (or get stuck with). Also, Mark, if you were really stuck in that rut, how did you deal with your ships? Surely the others were moving your ships down the harbor so that you couldn’t do anything with your beer? Dale Posted by Dale Yu on Nov 9, 2007 at 09:17 AM | #
|
|
Well, it wasn’t really a rut, I won by a large margin! As I said, all the buildings were built, so no captains were left to easily move the boats. That, and beer was $50 of course, so the difference between that and the $30 without a boat wasn’t too great. I only produced 3 beer, and was always able to sell at least 2. All that was left was to buy church parts, so I just built a part every time I passed by. I think it was partly because it was the first game, and the other players were too concerned about building up, and not with scoring points. I think I ended with only 5 buildings, and I’m not sure that I would have wanted many more. You really need to concentrate on building the church with 5 players. There are only so many pieces to go around. I think you reach a certain tipping point where building your infrastructure any more won’t get you any more church pieces, and finding that point is the crux of the game. The comments from the players who had played before was that the game went very differently each time they played, so I’ll give it another try for sure. I mostly liked it, but the first impression was that of a game that gets less interesting as it goes on. Still it was in the top third of the new games I tried. This is easily my favorite of the rondel games as well, which isn’t really saying much. I had a similar problem with Antike, where one game would be excellent, and the next would drag on in boredom. They just seem to be somewhat fragile and dependent on the players making good choices. Posted by Mark Haberman on Nov 9, 2007 at 09:29 AM | #
|
|
Christopher: Well, the name of the first major Roman settlement in Britain was Londinium and I just assumed that it retained that title until the time referenced. I guess they were unrelated and Gerdts was just being cute. Mark: Our game was with five players as well. I think you’ve put your finger on your problem: your opponents were buying too many buildings and not enough church parts. I don’t recall if we ran out of buildings or if the supply just ran low, but even if they were all built, it was soon before the end. Actually, I thought the last part of the game was quite interesting, as you were struggling to work your engine to build multiple church parts at the same time (efficiency again), while meeting other goals (maximizing your bonus points and playing defense). Defense came into it because one player was trying to pull off a ship bonus double play. (He had one ship bonus church part and had just bought a bunch of ships. He was obviously aiming to pick up a second ship bonus part with his next contribution, and score them both at the same time for big points. It was therefore important to try to eliminate his ships by building our own. Unfortunately, we didn’t have the wherewithal to do this and that coup pretty much represented his margin of victory. It was nicely played.) Posted by Larry Levy on Nov 9, 2007 at 10:41 AM | #
|
|
Larry, That’s good to hear. Like I said, I liked everything about the game except the way it played out. I’m looking forward to giving it another try now. Posted by Mark Haberman on Nov 9, 2007 at 02:09 PM | #
|
|
As someone who was involved in the playtesting of the game, I thought I’d pass on a few thoughts: 1) Much of the tweaking / balancing of the game had to do with trying to find the right balance between the two ‘halves’ of the game (the buildings, which improve your ‘engine’, and the churches, which give you VPs). There were some pretty wild swings - I remember one version (prior to the church bell’s addition) that saw the churches finish before half the buildings were built. Adding the bell (which started life as copper for the roofs, btw) slowed the churches down a little. 2) Many first-time players overbuild, thinking that a building network on the board is critical to winning the game. It isn’t really - the last game I played was won by a player who’d built only four buildings (who had a much easier time capping churches than the rest of us with our 8 or 9 buildings). That said, the more players there are, the faster the buildings will go, as players try and grab as many of the ones that will help their VP aspirations as possible. The original version was for up to 6 players, but that died on the vine pretty quickly as it was clear the board was far too cramped. I think the game’s sweet spot is four, as there’s more room to maneuver and the sense of urgency (buy! buy! buy!) isn’t there. 3) Many players buy a building not because it provides a ton of benefit to them, but to block other players. There is value to this, but only a little. Often, it’s not worth churning through your own resources to block someone else - because you had to pay a premium for those extra resources, they’re better off being used to promote your own interests. 4) The game is much more interesting when you play with the ‘advanced’ grey buildings and the rule that you can build whichever one you wish. I find it slows the building down a little, as players will try and jockey for position more before pulling the trigger (ie go heavy on ships to try and get more cash from them, etc.). 5) There is a distinct asymmetry to the Hamburg side of the board that I think emphasises the buildings more - some parishes are very small, and there’s a bit of a ‘choke point’ in the middle of the board. I would suggest trying the London side and seeing if the game dynamics change - with us they certainly did as the two sides were intended to promote differing play styles. London seems to push the churches ahead a little more, Hamburg seems to push the buildings. I like both sides and appreciate that they’re not just thematic washes - they have a significant impact on the game as well. Overall I think the game succeeds well with what it tries to acheive - a fast-playing economic type game that still manages to give players some tough choices. pk Posted by Patrick Korner on Nov 9, 2007 at 02:47 PM | #
|
|
Larry, Good review. With the city names I think that what the designer has done is use Latin names rather than old names. London, of course, was a Roman city and so Londinium is what it was called during the Roman occupation. Hamburg wasn’t, but, as an important ecclesiastical centre, it would have been given a Latin name in addition to its German one during the medieval period, because Latin was the language of the Church at that time. Giving the game a Latin name adds a “churchy” feel. The name of Uwe Rosenberg’s new game is also a deliberate use of Latin. This year’s hidden Essen theme? Posted by Stuart Dagger on Nov 10, 2007 at 12:08 PM | #
|
|
Hamburgum is my hit of Essen this year (slightly before Cuba), although I finally played Brass and Agricola the last weekend and want to rate them higher.
It is defintively the best of the “rondel games”. Antike is quite a good game to be a “war game”, but Imperial I’ve never understood how anyone can love it. I’ve tried it twice (both 6-player) and will rate it as one of the worst games last year. Any game where you risk to be out of the game for half an hour is terrible and it’s not worth giving it yet another chance.
Posted by Carl Samuelsson on Nov 10, 2007 at 01:44 PM | #
|
|
Carl, this is unlikely to change your mind, but you might to try Imperial with 4 players. It plays very well with that number and there’s little chance of having no country to run. Unfortunately, the number of good six-player games is low, so many of us insist on six when we play a game that features that number. In the case of Imperial, I think it probably plays fine with six, but it’s probably much more aggressive and best left to experienced players. I’ll also echo what you’ve no doubt heard from others, that as long as it’s planned, you can do quite well even if you don’t control a country. I’m not sure, though, that I’d like it if it went on for half an hour. Posted by Larry Levy on Nov 10, 2007 at 02:07 PM | #
|
|
I know, as in the second game I was out of the game for 15-20 minutes very near the end and still I got the second place, which even made the game feel weirder. But there are so many better games to play and replay, so it’s not much to worry about. We have all our Nemesises and this seems to be mine. Out of 16 games bought in Essen, there are still 4 unplayed… Posted by Carl Samuelsson on Nov 10, 2007 at 05:52 PM | #
|

































