Larry Levy:  Pre-Gathering Blowout

Last Saturday was my last gaming before I make the annual pilgrimage to the holy land of Columbus, OH.  And a fine session it was, too, as I got to cross three items off of my list of 2006 Games I Want to Play.  Here’s my first impressions of all three.

Ur
Ur is an abstract game of conquest that I’d just picked up.  I was hoping that the extremely elegant design would make up for the abstract mechanics.  Unfortunately, it didn’t quite work out that way.

It’s possible that a lot of you haven’t heard too much about this game, so let me give you a quickie overview.  Ur consists of 40 two-sided tiles, with each side of every tile showing a different action.  At the start of the game, 36 of the tiles are laid out in a 6x6 array, and each player begins with one of the remaining tiles.  Each tile in the display is a territory and can be owned by one of the players if it contains his cubes.  Before beginning play, players form their starting positions by, in turn, placing cubes on up to three connected tiles.  On their turn, players can do the actions on the two sides of the tile they hold.  There are five different actions in the game, including Agriculture, which lets the player add cubes to their tiles, Politics, which lets them redistribute their cubes, and War, which lets them attack other players’ tiles.  After the player performs these actions, he exchanges his tile with an unoccupied one in the array, thus determining what actions he can perform next turn.  The object is to end the game with your cubes on the largest and most diverse collection of tiles.

The game has a lot of good ideas, including using the tiles as both a playing board and to trigger actions.  But our game wasn’t too enjoyable.  It’s very likely that we had an unfortunate starting position.  Agriculture tiles are very important at the start of the game and you’d expect to see about 7 of these sides showing in the initial display.  However, we only had four, including two in close proximity and two others tucked away in different corners of the board.  Naturally, the first player grabbed one of the two nearby Agriculture tiles, which also effectively gave him possession of the other one (anyone trying to contest him would have been hopelessly hemmed in).  This gave him a considerable advantage which he never relinquished.  I’m sure that most starting positions aren’t as extreme as that, but there does seem to be a decided advantage to going first and I don’t see anything else in the game which counteracts that.  (It’s possible that the later players have a small advantage on the last turn, since they can spread themselves out during their attacks without fear of reprisal, but attacking is so expensive that this seemed to make very little difference in our game.)

Even with a better starting position, I’m not sure we would have warmed too much to this one.  There’s an awful lot of things you have to look at and consider each turn, but the end result is usually a small incremental gain.  There’s definitely room for clever play, but it feels more like work than play.  For example, you’d like to increase your Agriculture holdings, so you might want to swap your current tile Agriculture side up for an unoccupied tile near your position.  But these tiles are usually in considerable demand, so an opponent will probably either take the tile through a swap or occupy it herself before you have a chance to attack it.

I do want to try this again, to see if we just had a bad first game, but it really didn’t appeal to any of us.  Too bad, it’s such a clever design, but sometimes they forget to include the fun.

Hermagor
Hermagor came from the same order as Ur, but it had a decidedly more successful debut.  Designer Emanuele Ornella’s games (including Oltremare and Il Principe) are usually very densely designed, which can make for a bewildering initial play.  Hermagor certainly falls into that category, but it felt a little easier to grok than Il Principe.  The complexity here isn’t so much that everything is so closely intertwined together (they are a little bit, but not tremendously so); rather, it’s the more typical issue of wanting to do a lot of things but only being able to do a few of them.  It’s still hard to figure out an optimal strategy, but at least it’s fairly easy to see what affects what.

The grid auctioning system (which is somewhat reminiscent of Auf Heller und Pfennig/Kingdoms, and Ornella acknowledges the Knizia game was an inspiration) works quite well and provides quite a few difficult decisions.  Travelling to the different cities in the second half of the turn is more straightforward, but there’s still a lot of things to think about and a number of strategies to employ.  Moreover, it’s clear that good players will consider where they want to travel to when deciding on which tiles to bid on.  All good stuff.

I don’t consider Hermagor to be a great title, but it’s a quite a good design and a game I’ll happily play.  Ornella’s output continues to impress and he is a designer well worth watching.

Mr. Jack
I finally got a chance to play this two-player deduction game.  Okay, let me correct that—despite the advance notice, this is in no way a deduction game.  Even though the objective is to narrow your choices down to one, the information gathered is basic and automatically tracked.  Instead, what we have is a clever game based around optimally moving the characters and making the most of each one’s special power.

I thoroughly enjoyed my game and almost nabbed the Ripper.  I identified him by the sixth turn.  Unfortunately, he turned out to be the character who controls the manhole covers and he used that to escape just as his identity became known.  Alas, the murders go unavenged!

Between the two really good two-player games I played for the first time this month, I think I prefer Medici vs. Strozzi.  In that game, you feel the tension every turn, as it’s important to get your valuations consistently right.  Jack, on the other hand, feels like the more approachable game.  Even though a good deal of thought is required to succeed, there’s only a few choices available each turn, limiting the amount of analysis necessary at any one time.  The feeling of a mano a mano struggle is very apparent, but without an “in your faceâ€? aspect.  Just a very nice game that should have very wide appeal.

So those are three more games that won’t have to wait for the Gathering to make their debut.  As always, I’m really looking forward to next week’s festivities, both for the great gaming and the great people, many of whom I only get to see once a year.  On the gaming front, I’m looking forward to trying out Notre Dame, Die Baumeister von Arkadia, Die Säulen der Erde, and Struggle for Rome.  With any luck, I’ll also get a look at Caylus Magna Carta, Colosseum, and the new Jenseits.  And it wouldn’t surprise me if I get the chance to play Phoenicia one last time in its pre-production form.  Oh, it will be a fine week of gaming goodness!

By the way, I don’t know about my fellow correspondents, but I’m afraid you won’t be getting any on-the-spot reports from yours truly.  Nor will there be an article appearing in this space next Saturday.  Sorry, but you’ll just have to wait until two weeks from now to hear any of my exploits in Columbus.  I’ll try to make it worth the wait.

© 2007 Larry Levy


Posted by Larry Levy on Mar 30, 2007 at 11:30 PM in ColumnistsLarry Levy / 1250

Comments:

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I look forward to your remarks the Gathering games, though I fear that I will have to get a second page to accommodate the expanded, post-Gathering want list…

I’ll be very interested to hear what you think of Caylus Magna Carta, especially when compared with Pillars of the Earth. I am very impressed with Pillars as a lighter, more accessible Caylus, with a bit more theme (since I, unlike most American gamers (apparently) have actually read Ken Follett’s book). It has been easier to teach than Caylus, and I have had friends ask about the English edition, which is always a good sign. On the other hand, Pillars is not exactly a lighter Caylus - the similarities are there, but the differences make both games welcome in my collection. A lighter portable game that has the Caylus look and feel would also be welcome, so Caylus Magna Carta is on my want list (plus, it is from Ystari and I have not been disappointed by any of their titles thus far...).

Likewise, I would like to hear more on the new edition of Jenseits and, of course, Colosseum. These are in my “consider” pile right now, but I can easily see them being shifted to the “want/buy soon” pile pretty quickly.

Mr. Jack v. Medici vs. Strozzi: I guess I need to add Medici vs. Strozzi to my list. I tend to do a lot of two player gaming, and the Kosmos 2-player line has been a great find, in spite of the uneven quality. Now that I have almost all of them, I’m starting to check out some of the other 2-player titles out there. Mr. Jack was pretty good in my first play (Playing as the murderer, I was caught a step away from escape - good deduction work on the part of my opponent. I have to say, though, that Watson is one of the least useful murderers I can think of!), and I look forward to trying it again. Interestingly, I find that I have been playing a lot of my recent 2 player gaming has been with Yspahan and Pillars of the Earth. Both work extremely well that way, though they don’t give quite as much tension as games with more players (and the caravan just doesn’t see as much action - even with three players it becomes a bigger factor).

Posted by David Reed on Mar 31, 2007 at 10:37 AM | #

Larry,

Shelley and I will look for you at The Gathering...but a wanted to comment on your thoughts on UR.  Shelley, Greg Parker, and I all felt about the same as you did after our first game last fall.  Things clicked for us about 1/2 way through our second game a few weeks ago, so we played it again later that day and really enjoyed it.  Don’t give up on this one - we think it’s a keeper.

Doug
http://www.garrettsgames.com

Posted by Doug Garrett on Mar 31, 2007 at 02:42 PM | #

That’s good to hear, Doug, and good advice in general for most games.  Maybe you can school me in the game sometime during the week.

Posted by Larry Levy on Mar 31, 2007 at 02:47 PM | #

I guess I really ought to try Mr. Jack a second time.  My first play of it was wretched.  But I keep hearing the voices of praise ringing through the entire ‘net.

My experience was this:  The Mr. Jack player went first, then I took 2 moves, Mr. Jack took one more move.  After this first round I had eliminated 6 of the 8 suspects.  On the second round, for the first move Mr. Jack escaped, ending the game. Now I don’t mind losing, but I felt like the game was seriously lacking.  I am sure I made some horrid mistake that a fan of the game will point out.  But if I buy a $50 game, I expect it to last longer than 5 minutes.

In my game Jack quickly won; but if he hadn’t I didn’t see how the game was going to endure.  With only 2 suspects left Mr. Jack had very little going for him.  The deduction of this game seemed too simple.  Perhaps my problem with the game is that I DID think it was suppose to be a deduction game.  My opponent used his character’s special power (move an extra space, I think) to escape. 

Plenty of folks are singing praises for this game.  Once again I seem to be out of step with the norm.  I might be talked into trying this one again; but I seriously doubt it will ever become part of my collection.

Posted by Kevin_Whitmore on Mar 31, 2007 at 11:48 PM | #

Kevin, it sounds like the fact that you had eliminated 6 suspects in the first round was irrelavant, because your opponent knew he could escape on the next turn.  (Actually, you had the first move in the second round, so you might have been able to block him or risk an accusation if you could land on him, but either that wasn’t a possibility or he was willing to risk it.) I’m actually surprised he could have a character escape with just one move, but maybe he set himself up by moving a manhole or something.

That doesn’t sound like a typical game at all and frankly it appears as if you made some basic errors.  In my first game (I was the detective), I spent my first turn mostly ensuring that the characters were half in light, half in dark, so that I could eliminate four of them no matter what the result was.  I may have given a little thought to keeping characters from making a quick exit, but I don’t think it was too pressing an issue.  So I’m reasonably sure that your next game will be very different than your first one.  I hope you give it another chance, as I think it’s the kind of game you’ll like.  But no, not really a deduction game.

Posted by Larry Levy on Apr 1, 2007 at 01:01 AM | #



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