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Laborigines
In a circle are placed seventeen double-sided tiles, randomly. Using clay, each player sculpts a pawn, representing a creature mysteriously created in a lab, and takes a number of energy tokens (cubes) in their color. A five inch high clay head called the Moa is also placed. On a turn a player rolls two dice, one of which he chooses to move the Moa clockwise, the other being used to move his pawn in either direction. Players who get landed upon must give up energy. A pawn that lands on another moves the same amount again until a free tile is reached (could this become an infinite loop?), at which point the tile is flipped over and its effects applied. These include diseases, lightning strikes, acid baths, explosions and an immunity flag; all but the last involve token loss. Half of the tokens are left in the pawn's starting and ending spaces, ready to be picked up by whoever can land there. While the round tiles are large and well-made, the Moa impressive and the pawns as good as the players care to make them, there is too much of a memory element and too little real decisionmaking for this to appeal. Player elimination gives a negative flavor as well, though most of the eliminated will find themselves happy to be no longer playing. Moreover, the instructions are somewhat confusing, leaving vague questions like what the immunity flag does and does not protect from and where tokens lost by inactive players go. Even for children this is doubtful as besides elimination it's a slow war of attrition that can last a couple hours and requires great patience. Plays with six only in partnership mode.
Strategy: Low; Theme: Low; Tactics: Medium; Evaluation: Low; Personal Rating: 3
Tomas & Jakub Uhlir; CzechBoardGames; 2007; 2-6
Labyrinth Das Kartenspiel
The card game version of Master Labyrinth is another development in an ongoing and somewhat disturbing trend of board games morphing into card games, usually to the detriment of play. Earlier examples include Die Siedler Kartenspiel and Café International. This one starts out promisingly with about twenty-five different iconic treasure items which are a pleasure to discover and a "board" which, speaking of morphing, re-arranges itself constantly in nearly kaleidoscopic ways. However, while there is a little strategy, for the most part plays are obvious as there does not appear to be enough connectivity on the cards to make for truly interesting plays. It becomes more of a puzzle, but not one which is really in the player's control. Strangely, the deck contains only fifty cards – it would seem more fair for there to be sixty in a game which is designed for two to six players.
Lamarckian Poker
James Ernest-designed card game in which players try to evolve the best poker hand. The reference is to early naturalist LaMarck's incorrect theory of evolution which held that if, for example, a giraffe stretched its neck the progeny would have a longer neck. Awful luck is possible, but usually works out pretty well as long as there are four players or less. Players should be careful about trying to be too fine in the early game. First try to acquire several extra cards before trying to get the perfect hand. Easy to play and interesting to try to master, as well as to observe how much the hand has evolved since the beginning of the game. [rules]
Lancashire Railways
Railroad game set in the UK involving bidding to be the one to build track and then gaining income based on deliveries made over it. I prefer New England Railways which uses exactly the same system as it does not feature this one's long north-south, spinal track. In addition, the demands are grouped much more homogeneously location-wise. While this is all probably realistic, the result seems to be that the central spine tracks are all important. They pay a great deal and other players cannot help using them as well. Whoever can own these tracks seems destined to win so there appear to be fewer strategic options here. This can be unfair as these tracks might appear when one happens to be low on funds and inspite of the "inflation" rules meant to hamper the leader, it can still be that the rich get richer. There can also be kingmaker situations towards the end. We play by drawing tracks on the board with dry erase markers instead of using chits and found it about 100% better in terms of deciphering the board. I am still wondering whether the game would be improved by a variant which prohibits a supply of something appearing at a city where it is demanded. By the way, while I generally like little wooden blocks in games, in this one I thought it might have been nicer to have the commodity chips that one uses in a game like Empire Builder. Otherwise, one never pays any attention at all to the type of what one is hauling. Probably a long way of saying the story element is not as strong as it could be. [Winsome]
Landslide
A presidential election game which offers some possibilities for fun, but is ultimately disappointing. Players must bid for states unseen so except for the player who draws it, a state from the East could be New York's 41 electoral votes or Delaware's 3. This does not exactly reward strategy. Moreover there is plenty of luck depending on which space a player rolls to land on. The same goes for drawing vote cards from the hands of other players. Then there are political cards which allow breaking the rules in some way, but these cards are so ambiguous that play may break down entirely. Finally of course, if one is to play today, the electoral vote totals are in serious need of updating.
Leftovers
Small press Rummy-style card game for 2 to 6 about building meals using remains of previous dishes in five categories. A meal consists of a card in each category and one may make one for any player who doesn't already have one melded. There is a substantial points reward for doing so – which declines on each new meal – to which card points are added (or subtracted since many cards are negative) at the end. A player's turn then consists of only one of the following possibilities: (1) make a meal, for anyone; (2) use hand cards to replace some of one player's, including own, meal cards; (3) "eat" one of one's own cards preventing its future replacement; (4) pass. The amount of time required to figure out these decisions, especially because two entirely new cards are drawn at the start of the turn, causes exponential downtime problems at more than four players. Not only are there more players to wait for, but they have more other player meals to examine before making their choices. Something similar can also crop up in something like History's Mysteries, but is less likely as the information gathering and decisionmaking is much less. Drawing the cards at the end of the turn rather than the start would have helped, but to avoid one's own discards getting in the way, this would really require five discard piles à la Lost Cities, which might make meal creation far too easy. The point awards for creating meals might be too high as well since a player can't really sacrifice anything to acquire the necessary cards. This bonus simply goes to the player lucky enough to draw the right cards earliest, statistically the earliest players in the hand. Since these points can never be taken away, it seems too perfect a strategy to always play a meal as soon as possible, no matter what its quality. If played on oneself, there will probably still be time to fix it later. Moreover, toward the end players are too nervous to hold many cards, which if in hand accrue as penalty points, so are not likely to have much ammunition for sabotaging another's meal in any case. Packaging is a cleverly-related takeout food box. Card art is in color on business-sized cards, but disappointingly in the form of clip art. Still, it is some of the better clip art I have seen. Perhaps a future deluxe edition could employ more personal and thematically unified original artwork. Overall this is sort of a Cheapass-style game, but less satirical, in color and for less strategy-minded players. Up to four can reasonably enjoy the tactical possibilities and tension over the uncertain ending in this innovatively-themed effort. [Weber Games]
Strategy: Medium; Theme: High; Tactics: High; Evaluation: Medium; Personal Rating: 5
Lego Creator
Roll-and-move game for children whose spaces instruct which and how many building pieces to take from the common supply. The goal is to be the first to complete the assembly on one's unique card. Decisionmaking is entirely absent apart from choosing first items which others will not wish to steal, but there are times when players have no pieces in common. Perhaps a bit of educational value in construction from a plan is there, but otherwise this is just another vehicle for selling Lego pieces. Setting up all of the pieces beforehand is lengthy and boring as well.
Letzte Paradies, Das
Reiner Knizia board game about the development or preservation of a pristine tropical island. Short game of sixteen auctions seems to mostly be about blind bidding to the wall. Generally nice components are not without problems as it really needs a screen to hide unspent coins, especially as the wooden coins are so large that they cannot be easily hidden with one's hand. The artwork of the board does not match the promise of the attractive boxcover. Such elaborate wooden pieces and large board seem incongruous in such a short and simple game. Title means "The Last Paradise".
Liar's Dice (Bluff, Call My Bluff, Perudo)
Another one of the traditional games which has also been published commercially. Players all make a secret roll of five dice and then start making claims about the results, or deny the last claim made. Each time a person is caught in a lie or wrong denial, the wrongdoer loses a die. Many play with the rule that aces are wild unless the very first claim involves aces. The game has plenty of interest, but can sometimes be decided by lucky rolls, i.e. high rolls of many matching dice.
Lift Off [Queen]
Card game about planetary occupation and mining. Has real-time aspects reminiscent of Brawl as players try to pile up cards as quickly as possible. Seems rather too subject to luck of the deal, even if the real-time aspects are agreeable, although in general such are not compatible with strategizing.
Lift Off!
Game by Task Force about the space race of the 1960's. Players represent the space programs of the USA, USSR, PRC and European Union trying to be the first to land and successfully return a man from the moon. Features a rather satisfying level of detail about various delivery vehicles and payloads — development of systems is reflected via paying for dice whose totals are added to the system's safety and reliability percentage. Different systems thus have different research costs. They also have different maxima. Further improvements can be made by successful use of the systems. Players are engaged in the full gamut of launch activities including mere earth orbits, lunar satellites, satellites to Mars and Venus, spacewalks, etc. With each success, space programs are given more funds with which to prepare further missions. It is even possible to develop the space shuttle. Serving as a brake are event cards, most of which tend to trim the sails of the current leader. Tricky is the need to plan missions one year in advance, i.e. without knowing how the current year's mission will turn out. Tricky because if a system fails, reliability numbers go back to the stone age which can be a big problem if you were planning to use that system in the next launch. There is an amazing amount of very realistic detail in the mission failures — one could write a legitimate-sounding history with the results. Overall, plenty of stategic and interesting decisionmaking which should keep players interested for many repeats. Also later released as a computer game.
Linie 1 (San Francisco Linja 1, Streetcar)
Game of the "pipe connection" type in which players must construct track between their two stations, visiting certain stops on the way, finishing up the game by "proving" the efficiency of their route by actually running a streetcar over it. German rules move the streetcar via die roll which is luck prone while American rules (preferred) use movement based on previous player's speed which occasionally provides a kingmaker opportunity. One of the great fascinations of this game are the tradeoffs it offers and the difficult decisions that the player must make in response. The route which is strictly speaking the shortest may contain stops, which tend to impede velocity. Do you want to use them and hope that you don't get major movement penalties or do you want to route around them? Do you want to spend time making sure that stops for stations not of interest don't get in the way? In fact, the game has been called "broken" because of what has been termed its "conflicting goals." I guess that is another way of saying that there is no clear indication of exactly what steps are needed to obtain victory. Complainants will state that the three main goals in the game are incompatible with one another: (1) minimize the number of stops on your route, (2) minimize your route length, (3) minimize the amount of time to complete your route. But on the other hand this is what makes the game so fascinating. Empirical study seems to indicate that the above order should be the guide to priorities. Tactically, try to establish as late as possible the tracks which reveal your entry and exit locations. Published in English as Streetcar with a New Orleans setting and in Sweden as San Francisco Linja 1. The smaller packaging of the English edition may make it the best, even if somewhat drab. The Swedish edition is so busy that it can actually be confusing to play. It also has a few simple curve pieces which have trees on them, meaning they cannot be replaced. This would be a bad good idea as possibly someone could be prevented from ever reaching their station, but according to game reviewer and bona fide Swede Carl-Gustaf Samuelsson, this version adds the rule "you may not play a tile which totally prevents a 'rail termination' from reaching completion". It seems to me much simpler to ignore the tree on these tiles.
Logistico
Not every inventor can make every sort of game, but in recent years Corné van Moorsel has fielded many different horses, e.g. linking, dominance and sports, in Morisi, Zoosim and Streetsoccer respectively. Now he has one of yet another color: a traveling merchant game of planes, ships and trucks. It's a contracts game and they are all fully public: first come and first served apply on either end. One's first playing is lived in stages. First experienced is Bewilderment at all the colors and delivery possibilities. Second, there is Doubt as it becomes apparent how expensive it is to move more than an iota at a time. Players concentrate on low-hanging fruit, i.e. the fortuitous short deliveries. A motherly rule prohibiting movement without profit helps protect players from serious mistakes. Then, Dismay registers over the difficulty of re-positioning the short haul vehicles to complete long run deliveries. Scores may go negative for a while. Are we really playing the game as she was intended? Finally comes Enlightenment as with patience things can get done and all will be right again. It's a contest of close planning, divining the opponent intentions and (a few) hidden objectives. One of the best ideas here are the variously-abled vehicles and getting them to work together. Eventually it crystallizes that the slower ones must get materials to the nearest airport where they can be jetted to another airport for the other vehicle to complete delivery. The other very nice wrinkle is that payoffs depend not on the distance traveled and the like, but, surprisingly, on what turn it is – payoffs increase as turns pass. In most games of this type, calculating payoffs is a tricky, messy business and the realization that the longer it takes to do something the more it is worth is a very clean solution which works because it is a system of pure competition with high costs to both storage and moving quickly. So the prima facie audience would seem to be train game fans, but they may prefer a little less luck than that given by the random starting locations and secret goals. In addition, they may dislike the thematic liberties taken as it seems difficult to explain why no new materials or contracts every appear or why the secret deliveries make sense in a real world. Probably this is more for would-be train game fans who find them overly long, repetitive and absent chances to catch the leader. For this group this should work fairly well although some doubts remain about whether there isn't bias in the turn order despite the inventor's public comments to the contrary. But perhaps more playings will prove him right. Certainly, rotating the turn order as in Puerto Rico could result in a lot of analytical headaches, and down time. A better solution might be to bid for turn order if it becomes necessary. The O Zoo le Mio money must be helping Cwali games to look better than ever as the usual tube has given way to a box. To be found within are a puzzle board, glossy cards, glossy instructions in multiple languages and plenty of wooden discs and cubes. [Cwali] [Traveling Merchant Games]
London Game, The
Set in the London Underground, players roll the die and move along subway stops trying to be the first to visit all of the stations dealt to them at the outset. Wrinkles are that the player cannot change lines without stopping, that every lane change requires draw of a hazard card (conferring either good or bad), and that via the cards stations become unavailable from time to time. While there is some challenge in optimally choosing the initial station and planning the most efficient route, the randomness of the die and hazard cards removes most of the interest. The magnetic traveling version is a very appealing plastic package in which the game opens up to become the board, under which are drawers neatly containing all the components. Probably a nice way for city first timers to learn the main station locations.
Loopin' Louie
Game for children 5 and up featuring a very nicely made mechanism. A plane flies in a circle and if it flies low enough, will hit the coins of the four players, knocking them out of their slots and eventually out of the game. However, with their paddles players may be able to affect the flight of the plane, and if very skilled, even cause it to strike another player's coins in a virtually unstoppable way. Cheerful, light fun but not really strategically satisfying. Succeeded by the similar Barn Buzzin' Goofy (not described here).
Lord of the Fries (Herr der Fritten)
Set in the same fast food world as Give Me the Brain, essentially a card game of the climbing type in which players attempt to create particular card combinations (food orders). Although luck-prone, not without strategy and, along with Parts Unknown, one of the better offerings from this publisher.
Lord of the Fries De-Lux
The fancy version of the above offers a larger variety of cards, now bearing color illustrations, and a wide variety of menues from different sorts of restaurants, including the Christmas menu. The deck is customized for each type of menu. Certainly it is a presentation improvement, but whether play is enhanced is an open question as card counting players now have a more difficult time calculating the possibilities with a deck whose contents may not be entirely clear.
Lost Cities (Les Cités Perdues)
Reiner Knizia card game ostensibly about exploration of lost civilizations, but a primitive form could be played with an ordinary card deck. Here each card is very attractively illustrated with the clever idea that each successive card shows more about the civilization being explored. As in Gin Rummy, players contend not only with the activities of the opponent, but also with the vagaries of the ordering of the deck. This gives the appealing feeling of the chaos of a multi-player game which is not very common in two-player setups. More than one different play style is possible and players who feel they have the game figured out will sometimes have their convictions shaken by a new opponent. In particular, there seem to be two schools of thought. One holds that the only way to play is as aggressively as possible and any unfortunate results should be ascribed to bad luck. Holders of this view tend to dismiss the game as too chaotic. Others try to play the hand and the other player adaptively as both reveal their natures and tend to find the game quite satisfying. Overall, a very appealing experience with a large "one more time" factor – large crossover appeal for non-gamers as well. Web-published four-player partnership rules with card passing also make for a very challenging experience, layering communication issues on top of those of hand management. [Holiday List 2002] [Buy it at Amazon]
Lost Valley
Game of exploration and gold excavation in the frozen wastes of North America. The "house that Jack built" concept from Roads and Boats inspires part of it. (For example, to mine gold you must spend timber. To get timber you must chop wood in a forest. To actually extract gold you need food so you must fish or hunt an animal. Etc.) But added thereunto is a single moving protagonist and a more concrete theme, which is strongly reminiscent of Source of the Nile. Unlike that game, however, turns are kept very short, a player taking only a single action each (usually). One fishes, hunts, pans for gold, digs a mine, etc. Never do they directly affect one another except by getting in the way or taking an unowned item first. The board is free-form, consisting of the rhombus-shaped tiles beloved by this independent publisher. What's nice is that whatever one discovers, usually the player can make use of it, somehow. On top of that there are interesting purchase decisions to be made at the trading post that give a strategic flavor. One can only afford a one or two major items and the one chosen will have a big effect on the type of game you play. Canoe owners tend to stay on the river while horse owners stray away from it. Rifle owners tend toward placer gold while someone with a case of dynamite heads for the hills. Artwork and physical components are of high quality. Instructions are brief enough to cause a few minor problems, but nothing insurmountable. English materials are included. But best of all, the creators are interested in the theme! This can be seen by the variety of terrains, of tools and the glacier ending condition, among others. The only complaint would be the misleading title – more likely this valley has never been visited by anyone rather than lost. A title like "Lost in the Klondike" or The Gold Rush would have been much better – in fact it might be fun to have the classic Chaplin film on in the background during play. Intended for 3-4 players, it's likely that fewer and more would also work. This should appeal especially to logistical experts and those interested in theme – most game players will find it fun. The detailed treatment may be a little overwhelming for casual players initially, but only for a while. Strategically, try to get both dynamite and a cart, or at least don't let anyone else have same. Now if only we could more easily force the appearance of those triangular tiles ... [Kronberger Spiele] [Holiday List 2004]
Lotus
Simple racing abstract for up to four features stacked checkers which travel a number of spaces equal to the height at which they are stacked. The Lotus space adds the twist of being a space where no checker may stop, but must instead trampoline forward a number of spaces equal to those already moved. Although sometimes it seems a good game for a computer to play to perfection, features a very accessible system and plenty of scope for tactical and strategic planning. The two-player game appears quite balanced while with more than that it is perhaps better to be the last player than the first. There can also be "kingmaker" problems in this version. An interesting sidelight is that each space features a different Chinese character which translated from end to start mean "Army", "Middle", "Light", "No", "Go", "Agile", "Lotus", "Car", "Go", "Big Tool", "House". From here, if one regards the board with "House" toward the bottom, the spaces on the left are "Truth", "Sky" and "Straight" while those on the right are "First", "Move" and "Black". Perhaps someone will design a variant where each of these spaces has a special game effect. In Ravensburger's Chinese edition, the title means something like "Chain Reaction Flying Dragon". Shares with the later Igel Ärgern the idea that only the top checker of any stack may move.
Löwendynastie
"Lion Dynasty" is a card game of the climbing family. Players each start with a level 1 lion card. At the end of the hand, each trick taken adds a level and so he turns in the "1" card and fishes out the one of his new level. Attaining 10 makes the player the king of beasts, triggering an immediate contest, for if anyone else can attain 10 in the same hand, the old king is out of the game and a new one reigns. The last king standing wins. The deck has up to six suits (depending on number of players) with lions numbered 1-10 in each suit and play consists of playing a higher card in the same suit or passing with the ability to come back in later. There are also three net cards which can be used to scoop up any lion and which in turn may only be defeated by a "1" (essentially a re-start). Finally there are three wild cards (mouse jesters) which can represent anything, and thus beat anything. In addition, if a net wins a trick the round is over – the lions have all been bagged without any new lines springing up elsewhere. This early ending may actually be a good thing to allow if one has a lousy hand. Inventor Hartmut Witt is also responsible for the marriage game Sumera and the rite features here as well. Each suit has a gender and when atop the stack, the 7-8-9 cards are eligible to get married with another card of the same rank and opposite sex. This starts a second trick going simultaneous with the first and each player can play on one or the other. This is a weird idea, as is play in general, but it is difficult to say whether this is good or bad. Perhaps with extended play certain understandings would come to light that could make this a masterful exercise, but more likely it's ruled by luck of the draw, particularly with respect to nets, jokers and high cards. An important tactic is one seen in games like MarraCash and Kill Dr. Lucky, which I call "blackmail" – players should usually not waste special cards trying to win the trick unless the player to their immediate left will otherwise take it. Much better to force your left hand opponent to give up his valuable cards first. (Blackmailing is much less common with more players.) Delay on the last hand is also a good idea. Let others become king of beasts first, only then take tricks to knock them out. Having a good feel for when it is safe to delay and when to act is really the key to it all. For a German game there is a surprising amount of memory required, not just the usual one of which cards have fallen, but of banal information such as who is winning each of the two ongoing tricks, who has won the main marriage trick and whether this trick has been married before or not. You might want to raid another game for some cubes to help keep track of it all. The variant which slightly weakens the all-powerful wild cards appears to reduce chaos. A final bit of weirdness: while the text description may make this sound like a fairly good thematic match to lion life (childhood, mating, capture, kinghood), this is totally betrayed by the card artwork which depicts the cutest collection of soft toy (stuffed animal) lions you ever saw in your life! The inventor has indicated to me that he had actually imagined a different sort of artwork, more satirical than cute. Perhaps we will see a re-issue one day. Actually, the theme comes from "The Lion and the Mouse" by Aesop. Folks who have tried every climbing card game should give this one a clamber as well.
Louis XIV
If a game's appeal can be divided into 4 principal factors and if one's most important factor is absent, can it be saved by factors 2 and 3 being well executed? These are the questions inspired by play of Louis Quatorze, for while Theme and especially Tactics are well-handled, Strategy is virtually absent. (Evaluation is mostly absent too, but for me that is only job 4.) Actually, inventor Rüdiger Dorn has made a game like this before: the light and fun Emerald. That one works because whatever its deficits, it remained short and accessible. But now under the Alea label, the same level of randomness is presented in a package which is rather longer and more difficult, even if not egregiously so. The game arrives in Alea's new midsize package, smaller than Puerto Rico, larger than San Juan (and as a boon to all who missed earlier collecting lines, the box is numbered "1"). This affords a "board" made up of 12 separate square tiles, which must be arranged in checkerboard fashion. This is novel and it's a wonder more wasn't done with the negative spaces. On the other hand, placing cubes on the tiles along the diagonals is also fairly novel. Each tile depicts an important personality in Louis' orbit and on them are fought majority battles, the outcomes depending on the type of the tile. "Money tiles" provide their rewards to all willing to pay with first place riding free while "presence tiles" give their reward to all who have at least two markers present. But probably the most crucial are those I term "who's your daddy?" tiles because here only first place receives a reward. This situation tends to make placing last crucial, but there is something to be said for going first and showing a strong interest in a tile as a deterrent. The variety of rewards includes coins, special cards, shield points and most critically, mission chips. Spending pairs of these last permit satisfying one's private mission cards, the chief source of victory points in the game. Each of these cards also provides a benefit which will continue for the rest of play so it is wise to buy them as quickly as possible (a rule against hoarding helps players avoid this mistake). The cards and their costs feel balanced, but there can still be inequities in those random draws, depending on how the new cards match up with existing ones and also with one's existing context. A player with a lot of coins already probably doesn't need more of the same whereas two players who need the same things fruitlessly butt heads while others sail through. There's even more randomness in the shields system, whereby chips are taken at random and the player having the most of each type at the end receives extra points. Usually the player with the most shields should win most of these majorities, but he will feel unjustly treated when it comes out otherwise. It's too bad that shield collection couldn't be a valid strategy in its own right, instead being relegated to a supplemental role, but at least now you've been warned not to make this mistake in your first playing. A high school obsession with the novels of Alexandre Dumas brought recognition of many of the personalities in the game. Mlle. de la Vallière was Louis' first mistress and was tied in to the Three Musketeers tale by being the first love of the son of Athos'. Another mistress, Mlle. Maintenon helps the player with her good friend, another of Louis' mistresses, Mme. Montespan. Cardinal Mazarin, successor to Richelieu, was said to be intimate with the king's mother, Queen Anne, and was the actual ruler of the kingdom. Here his character provides a powerful intrigue card. Colbert, the king's finance minister, gives coins. And so on. These thematic touches are quite admirable if one cares to look and this could have been a great game indeed had it been either less random or less involved.
Strategy: Low; Theme: Medium; Tactics: High; Evaluation: Low
Löwenherz (Domaine)
Nicely produced Klaus Teuber design includes both territorial expansion on a grid, bluff and controlled negotiation for ownership of revealed cards. For unknown reasons does not seem to gain the attention that it deserves. Perhaps it it is slightly combative nature of the proceedings? (Although actual combat is completely absent of course.) As in the designer's The Settlers of Catan, there are multiple strategies – money, walls, knights, victory point cards – and all are fairly well-balanced, but it is hard to imagine anyone winning without completing all of their kingdoms. Now if only it were easier to figure out just how large a kingdom should be ... Theme is around a medieval European setting; the title translates to "Lionheart" which confusingly is the title of a completely unrelated game.
Update June 2003: Several of my favorite games of the past year – Abenteuer Menschheit; Edel, Stein und Reich; Carcassonne: Hunters and Gatherers and Dr. Jekyll & Mr. Hyde – have been re-makes. This onslaught of re-issues probably has more to do with the soft economy than anything else, it not being a great time to take a chance on a high cost, unproven design. Fortunately the independent small companies are still around to bring us true originals which comprise the rest of my best: Fische Fluppen Frikadellen, Trias, Eketorp and Mogul. But when it comes to Domaine, the Löwenherz re-issue which retains the original name in Germany, one gets the feeling something else is afoot. In fact Kosmos have been bringing back Klaus Teuber's earlier designs for a few years now, including Die Neuen Entdecker and Barbarossa. More than likely, demand for these has never truly gone away and in these cases a publisher routinely prints another edition of the exact same thing. But we are lucky that Teuber, like an expert craftsman, has taken the time to re-visit his work with the benefit of hindsight and present us with another realization. Domaine is substantially the same game. True, it now has rather fancy plastic castles, horsemen and walls. It has more complex and yet more satisfying territory valuation and it has removed entirely the simultaneous bid with possible negotiation mechanism (and replaced it with the option of pay-to-play a card or sell it for money letting others pick it up). Yet the basic ideas and strategies are all still there. It almost seems to reveal something of Teuber's design process, as if this was a possible way the game might have been designed from the start, but that was rejected in favor of a more original approach. In terms of play, this version is probably faster and less complex. On the other hand, the hardcore player may find it less fair as it's now possible to become the victim of bad luck of the draw. This is probably the overriding factor in deciding which version to get – a very pointed question as both are available new in our local store. By the way, the new version retains the slightly uneasy feeling one gets as players deliver rather palpable hits on one another. It never overwhelms, but it is always there, right on the edge. A new, clever yet unobtrusive bit of design is in the revenue system. No doubt in early playings there was a problem of players accruing enough money. Instead of designing in a whole new subsystem, a single high revenue card was inserted. This card tends never to be played, but is always passed from player to player, each time being claimed for cash, in the process generating interesting timing issues with respect to funding. It's amazing how many problems were solved and interesting situations created with just a single card. A few more comments on the physical production seem appropriate as Kosmos have now inaugurated their plastic pieces era. The whimsical castles remind of those tiny European countries like Liechtenstein and San Marino, no larger than a mountainside, and this can happen in the game too as a kingdom gets shrinkwrapped down to a single space. It's a very tiny quibble, but the castles are the same size and basic shape as the knights; in future it's expected that a bit more distinctiveness will be incorporated for quick decipherment of the board position.
Lucca Città (Lucca Citta)
Multi-player card game of tower and wall building, ostensibly set in the north Italian city of 1628. Having visited I can attest that a very fine, wide wall still exists there, and gets a lot of use, by wallters and runners, but the connection with the game is minimal. Anyway, the primary mechanism is drafting, players taking a group of randomly-dealt cards at a time. Cards also sport unique numbers which help to break varous ties, but strategically this seems best relegated to secondary consideration. There are multiple ways of scoring which are somewhat complicated and unfortunately not particularly elegant. The card artwork does incorporate an Italian sense of style, but is more stylized than sumptuous. While there is nothing very wrong here, there is not much which is particularly innovative either. It suffers a bit from the appearance in the same year of the similar Palazzo, which is more elegant with more interesting considerations, even if its running time is a bit longer. Not to be confused with the one page game, Lucca, also by daVinci Games.
Strategy: Medium; Theme: Low; Tactics: Medium; Evaluation: Medium
Lucky Loop
Multi-player dice game very loosely-themed around old style barnstorming aircraft. Players make a series of dice rolls trying to exceed, or even better, equal, the amounts printed on cards which have been chosen by the players. Failures give credits which can be exchanged for extra rolls on future turns. Players also have hand cards which can be used to create new challenges or replace existing cards. Of course luck of the dice plays an enormous role. There is a place for such games – probably amid beer and buddies – a buds and suds game if you will. In that context this works better than Fill or Bust or Knights, but on the other hand is not Exxtra or Can't Stop.
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