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A Kniziaphile's Collection
Joe Gola
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Connecticut
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Knizia's games strike a chord with me. There is always always some little spark, some combination of fun and cleverness about his designs that makes me eager to play them again. It seems to me that the underlying systems in his games do not just provide goals for the players but facilitate connections between them so that they feel that they are interacting in subtle ways, and yet at the same time they can always accomplish something satisfying for themselves on their turns—if there isn't a short-term success or a step in a larger strategy, they can at least have the fun of taking a risk or making a significant decision. These systems also often provide a kind of personality to the game so that it seems to have a life of its own, where players are not just struggling amongst themselves but must also swim in a common current that is somewhat predictable but sometimes surprising.

Even more, it always strikes me that there is some kind of underlying idea at work behind the designs. They're not just collections of mechanisms that successfully facilitate ~90 minutes of competition, they also highlight some element of human nature and let the players...you know...play with it. The tensions in his games somehow resonate with truths about the outer world and ourselves, like the need for balance, the pain of choosing between equally desirable paths, the destructive force of conflict, the value of cooperation, or the advantage of anticipating trends.

Part of the affinity might be that we both come at the concept of gaming from the same direction. I am a card player at heart, and I believe that most of Knizia's designs have the card game as their model and so incorporate the best qualities of that type of game: high variability from play to play, lots of player interaction via the mechanisms of game, and a blend of luck and strategy. For that reason, it never fazes me much if I read about someone's dislike of Knizia's designs, because I know they're not for everybody; if a person has never found any enjoyment in games like spades or gin rummy, I rather doubt that they'll ever be big fans of Euphrat & Tigris or Taj Mahal. There are some exceptions to this rule, though; Through the Desert, one of the doctor's favorites of his own designs, is a purely spatial game like chess or go.

There's something else that I think trips people up with respect to Knizia, and that is that most of his games are "scalable to interest level," you might say, in that players can play the game either casually or seriously, and the game will work both ways. I've even seen Euphrat & Tigris played as a "take that" game, believe it or not. Knizia's games tend to have streamlined rules (he prefers to put the complexity in the scoring) and tend not to be overly computational or send players through a lot of if-I-do-this-and-he-does-that hoops in the way that Puerto Rico or Princes of Florence might. What all that means is that folks who don't put much stock in Knizia will often dismiss his games as fillers or luckfests after only one play. I mean, if there's no labor required in taking your turn or you can't map out all the possible consequences, it's not a "serious game" right? Sadly, this is a bit of a self-fulfilling prophecy; if you don't think about the game, then it becomes dumb. In other words, Knizia might just be a little too subtle for his own good. Personally I feel like many of his so-called fillers and family games have a lot more scope for thought than a lot of people give them credit for, even if they do have luck involved. Jay Little called this the "veneer of simplicity."

Anyway, what follows is the catalogue of the Reiner Knizia games in my collection and my thoughts about them. I can't really pretend that I'm any kind of Knizia expert, since there are many games on this list that I've only played once or twice, but hopefully I've figured out something halfway interesting to say about most of them.

There are some notable absences from my collection, so before anyone says "how can you call yourself a Kniziaphile and not have a copy of _______?" I'll just mention them preemptively.

Samurai: I've played this once face-to-face and a few times on MabiWeb. It's a game I'd like to have for the collection, but I don't know if I like it quite enough to buy it, considering that it's fairly expensive. It's neat in its way, but it does have that "you have to police the guy on your left" thing which I'm not that fond of. Great Wall of China or King's Gate might be cheaper alternatives.

Lord of the Rings/Lord of the Rings: The Confrontation: I'm not a fantasy enthusiast and I have to admit I've never read Lord of the Rings. I'm sure the game is perfectly enjoyable even if one hasn't read the book, but...well...I'm just not into the whole hobbit thing. Sorry.

Medici: I've played twice and I didn't care for it much; it just felt too calculational. Strangely, though, I do enjoy Medici vs. Strozzi, which is equally mathy, if not more. I guess I don't mind that kind of thinkiness in a two-player game, since a two-player game is bound to be faster and you're not going to lose a hard-fought game because of someone else's mistake.

Colossal Arena: I haven't tried it but I'm planning to pick it up the next time it's convenient.

Stephensons Rocket: Played twice and, to be honest, I'm just not sure I got it. I don't usually care much for games with no random element or hidden information, so I'm not sure how much I'll ever warm up to it. That said, I'll probably buy the new Rio Grande remake when it comes out.

For more fun with Reiner K., please see these excellent geeklists:
"Chris Ranks the Knizia Boardgames" by Chris Farrell: http://www.boardgamegeek.com/geeklist/786
"Me and My Knizia" by Kane Klenko: http://www.boardgamegeek.com/geeklist/9332
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26. Board Game: Great Wall of China [Average Rating:6.36 Overall Rank:1150]
Joe Gola
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Great Wall of China, Sophisticated Games/Fantasy Flight, 2006
2–5 players, 30 minutes. Players each have their own deck of influence cards, some of which are merely numbered and others others of which have special powers. Before the players on the table are pairs of randomly-drawn victory tokens ranging in value between 1 and 8. On their turn, players may twice play cards against any pairs of tokens, draw two cards, or a combination of the two. When a player begins his turn with a sole majority of influence against any pair, he claims one of the tokens and puts it on his cards; this acts negatively towards his total; the remaining token is up for grabs in the same way.

A distant relation of Knizia's Samurai, with a hint of Scarab Lords. It's a little more involved than most Knizia card games, and it packs a nice punch for the amount of time it takes. The key rule is that you can play multiples of a particular type of card in one action; this means that the bigger your hand is, the more power you have, but if you spend too much time drawing cards your opponents may be able to win tokens cheaply. It's not a heavyweight, but there's more game here than the small box would suggest.
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Chester Ogborn
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Albuquerque
New Mexico
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I really like Great Wall of China. It plays quickly and has some things in common with Samurai, but in a more accessible package, much moreso than it is similar to Scarab or Minotaur Lords. (I like Samurai grrrreatly, but this scratches some of that itch.)

The variable ending (one of Knizia's hallmarks) ratchets up the tension. Making good use of the special cards and trying to steal some points cheaply.....all feels like Samurai.

But this one plays in a much shorter time, has less possibility for AP, and goes to 5p. Highly recommended.
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  • Posted Thu Sep 27, 2007 9:13 pm
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Kane Klenko
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Ridgeway
Wisconsin
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This is probably my favorite filler game. Lots of little mechanics that we've seen in other Knizia games all brought together into one lumpy mound of goodness.
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  • Posted Wed Oct 31, 2007 8:55 pm
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27. Board Game: Merchants: Lords of the Sea [Average Rating:6.64 Overall Rank:1244]
Joe Gola
United States
Redding
Connecticut
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Handelsfürsten: Herren der Meere, Pegasus Spiele, 2007
2–4 players, 30 minutes. Players are merchants bringing goods to port while at the same time manipulating demand with their hand of cards. Players are also able to expand their fleet, open offices which get them more demand cards, hire dockworkers which allow them to exchange goods more quickly, and sign trade agreements that bring in more money per transaction.

A fairly light game, but one that provides interesting and enjoyable stuff to do and think about. Players get the fun of customizing their own operation, and meanwhile there's lots of player interaction as players try to eke out points for themselves without giving away too many to anyone else. In the final end there might be a hair too much luck for this one to be a standout in the collection, but even so it's an enjoyable play. Also worth noting is that it plays well with any number.
 
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28. Board Game: Head-to-Head Poker [Average Rating:5.78 Overall Rank:4868]
Joe Gola
United States
Redding
Connecticut
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Head-to-Head Poker, Parker Brothers, 2005
2 players, circa 30 mintues. "Schotten-Totten with betting" is the easiest description. There are ten variations of how cards are drawn and played, and a die roll decides which of the variations will be used in each round.

A Knizia game for $5.00 at Toys 'R' Us: how could I resist? Plenty of plastic chips are included but the cards are too small and the board is superfluous. Regardless, I've ended up playing this one quite a bit with my brother. It's a seamless blending of poker and the whole Schotten-Totten concept, and rather than limiting the game to only one of the many viable variations on how to dish out and apply the cards, Dr. K. throws them all in the box and lets a die roll decide. Some of the gamelets are more interesting than others, though.

I think the game would have been improved by having $25 be the smallest denomination; $10 chips are just too granular for this game.
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Chester Ogborn
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New Mexico
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I play this one using my fancy poker chips and high quality playing cards. Don't even use the board. This game is much better than its reputation here. Its fun and easy to introduce non-gamers to who are "more used to the playing of cards".

Pong machine!
 
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  • Posted Thu Aug 2, 2007 8:28 pm
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29. Board Game: Pickomino [Average Rating:6.52 Overall Rank:758]
Joe Gola
United States
Redding
Connecticut
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Heckmeck am Bratwurmeck, Zoch, 2005
2–7 players, 20–30 minutes

A fancy elaboration on the Knizia dice game "Octo," which can be found in his book Dice Games Explained Properly.

Heckmeck am Bratwurmeck a.k.a. Pickomino is a dice game that, like Exxtra, could have been great but just missed by a hair. The components are fantastic, and the decisions you have to make are fun and interesting, but if people are unlucky or make bad choices the game outstays its welcome, even if you have a sensible number of players (side rant: why do people choose to play this type of thing with six and then complain of down time?). After a certain point it's just not fun watching one or two tiles going back and forth because no one can seal the deal, particularly when one player is far ahead of everyone else. Still, it's a durable & totable game that kids and non-gamers may enjoy, so it's nice to have in the collection.
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Stven Carlberg
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Atlanta
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Quote:
side rant: why do people choose to play this type of thing with six and then complain of down time?


Umm... because it says on the box it's a game for up to seven?

Your rant should not be aimed at the players but at whoever decided to market this as a game for 2-7.

I only find one interesting decision point in this game, but will play it to indulge somebody else's whim -- but only if there are no more than four players.
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  • Posted Mon Jul 30, 2007 4:52 pm
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Huzonfirst
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Manassas
Virginia
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San Antonio, OKC, Miami, and Boston..who will win out?
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I, on the other hand, think Pickomino is a terrific dice game. There are interesting decisions to be made on just about every dice roll (particularly if you're trying to capture the leader's exposed tile) and the game plays very fast. Like most dice games, you need to limit the number--I don't play this with more than four.
 
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  • Posted Tue Jul 31, 2007 3:50 am
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Proud Father and Diabetic Underachiever
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But Larry, the issue of credibility is key here. Should we listen to Stven, who hosts a really quite wonderful gaming event once a year in Atlanta, or you, who have designed a card game themed around the most stultifyingly dull theme ever? "Honey, aren't you going out to play a round of Golf this morning with your friends?" "No dear, the boys are going to stay in with me and try Larry Levy's card game instead." "But....what will I tell our gardener, who usually sleeps with me on your golf days?" "I don't know dear, but let me check the box and see if the game supports another player."
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  • Posted Tue Jul 31, 2007 7:47 pm
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Huzonfirst
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All I can say, Josh, is there are no vowels missing from my name!

And if you'll check the rules of your Head to Head Golf game (after you remove it from the safe deposit box where all your precious valuables are stored), you'll see that I have provided rules for a third player (making it Head to Head to Head Golf, which, given your wife's activities, seems appropriate). Sadly, the cuckolding rules are only available in the forthcoming expansion.
 
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  • Posted Tue Jul 31, 2007 9:15 pm
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Proud Father and Diabetic Underachiever
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Larry, Larry...that was not a "real life" transcript, that was merely my conjecture about what would happen to real golfers if they ever gave up their sport in favor of Head to Head Golf. Head to Head Golf occupies the same shelf in my collection as all the other grail games whose acquisition was delayed by my inevitably waning interest in grail games....
 
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  • Posted Wed Aug 1, 2007 4:10 am
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30. Board Game: High Society [Average Rating:6.82 Overall Rank:451]
Joe Gola
United States
Redding
Connecticut
Eleven.
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High Society, Uberplay, 2003, originally published 1995
3–5 players, 30 minutes. A light auction game, the first twist being that players are limited to specific denomination cards, cannot make change, and can only add to bids, and the second twist being that the player who ends up having spent the most money at the end of the game is out of contention.

Time to be a little bit cynical. Back in the day, this was a very hard-to-find title, and perhaps not coincidentally it was also proclaimed The Greatest Filler Ever by those lucky few who had a copy on their shelf. A case of extreme rareness lending a special sheen to a game? Yeah, pretty much. Now, don't get me wrong—I do like High Society. It's a very good game that I enjoy a great deal. But does it really rise that far above Knizia's other card games? Not really.

But I do like it.

Just not with five.

For a table of the probabilities of the number of auction items that get turned over in the course of the game, see my session report here: http://www.boardgamegeek.com/article/37265

For even more society of a high nature here's another session report http://www.boardgamegeek.com/article/406428 or really two for the price of one, an ordinary one at the beginning and then a psychotic bit of game-inspired fictional journalism asterisked at the end.
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Bill Eldard
United States
Burke
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Another one of those simple Knizia designs that keeps coming back. It may not be his best, but it is fun and makes a great filler.
 
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  • Posted Mon Jul 30, 2007 9:41 pm
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Mark Haberman
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I would almost say this is strictly a 3-player game. With more, the scoring isn't granular enough, especially if the game ends too soon.

This reminds me of Ra in that you can take a risk and play based on the game ending early or late. If you guess correctly you will do well. Not that that's a bad thing.
 
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  • Posted Tue Jul 31, 2007 3:36 pm
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Thomas Eager
United States
Portland
Oregon
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wow This one always seems to be over almost before it starts. wow
 
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  • Posted Tue Jul 31, 2007 5:45 pm
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Chester Ogborn
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This one has gone over exceedingly well as an intro game to a casual gaming crowd. The quick playing time makes it a fine filler. I think its a good "training" game for a longer auction game, for players who are new to the auction mechanic. You have shifting values for the items up for bid, and people need to recognize the way things change over time depending on how close to game end it seems to be (how many red-rimmed tiles have surfaced).

Anyway, I love playing this little number. Always exciting and always quick.
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  • Posted Fri Aug 3, 2007 8:52 pm
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Ken Shoda
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I remember that High Society used to be one of the so-called Knizia's auction trilogy (with Modern Art and Medici -- Ra came out much later). I still play this quite often and I still think it is better than For Sale or Geschenkt.

cornjob wrote:
This one has gone over exceedingly well as an intro game to a casual gaming crowd. The quick playing time makes it a fine filler. I think its a good "training" game for a longer auction game, for players who are new to the auction mechanic.


Yes I agree with you. I think High Society is a great gateway game -- far better than Ticket to Ride or Carcassonne. Why? Because it is quick and tense with great amount of player interactions. Most non-gamers have never seen "auction game" and it is very new and interesting to most of non-gamers. People quickly learn to pay attention to other player's moves. Also group-think is very interesting aspect that highly depends on the group. I introduced High Society to many people and it has been always successful with "Let's play one more!".

Does anyone else use High Society as a gateway game?
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  • Posted Thu Feb 11, 2010 12:09 pm
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31. Board Game: Ingenious Challenges [Average Rating:6.35 Overall Rank:2718]
Joe Gola
United States
Redding
Connecticut
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Ingenious Challenges, Sophisticated Games/Fantasy Flight, 2010
Three games based on the classic board game—a card challenge, a dice challenge and a tile challenge. Each features the familiar goal of scoring points in the six colors, with extra turns for the extra ingenious!

A pleasant but unremarkable three-in-one collection of games based on Einfach Genial a.k.a. Ingenious. The card game and the dice game are very similar; players either play a two-symbol card or roll two to four dice (depending on the number of players) and match the symbols with the other cards/dice that are currently displayed to score points. The one difference from the original game is that the scoreboards have "zones" on them, and players cannot move into a new zone if he still has pegs two zones behind. In the dice game players can use matching symbols on their rolls as a wild color.

With four players I preferred the card game; the four-player dice game can drag because it's harder to roll wilds on just two dice. With three players I liked the dice game better because there's a little extra excitement to it. I also enjoyed the two-player dice game, but I haven't played the two-player card game to compare.

The tile game differs from the other two in that it is more of a "push-your-luck" game, and it is also much more luck-dependent. As such I didn't find it particularly interesting.

Overall I found two of the three games diverting, with the dice game possibly being the best of the three, but none of them quite matching up to the genius of Ingenious.
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Laszlo Molnar
Hungary
Budapest
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How would you compare the feel of the tile game to the Keltis tile game? Because that's also more luck-dependent and more push-your-luck than the rest of the Keltis bunch but I like it vey much!
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  • Posted Sun Jan 29, 2012 9:14 am
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Joe Gola
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I haven't played it yet, but the Keltis tile game seems much more interesting and involved, so I think there's a better chance that intelligent play will have an effect on the outcome with that one.
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  • Posted Sun Jan 29, 2012 2:01 pm
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32. Board Game: Jäger und Sammler [Average Rating:6.81 Overall Rank:1590]
Joe Gola
United States
Redding
Connecticut
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Jäger und Sammler, Amigo, 2010
2–4 players, 45 minutes. Players take on the roles of stone-age hunters and gatherers searching for food and readying themselves for the coming winter. In the first half of the game, the roots, berries and herbs are plentiful, but players must also secure their winter lodgings and collect weapons in anticipation of the cold weather to come. In the second half, the snow is on the ground; there are fewer foraging opportunities and the tribes must hunt the great woolly mammoth to survive. Meanwhile there are various caveman-type trinkets to collect so that your tribe can be the envy of the antediluvian world. Some things never change!

This is a very enjoyable middleweight game, similar to Durch die Wüste and Hey! That's My Fish!, in that it has a nice blend of strategy and fun. Players move their pawns across tiles, taking any weapons or point-scoring tiles with them when they leave the space. Because pawns cannot move onto a space with no tile, the game has a chess-like feel as players try to figure out how they can cut each other off from the goodies without being cut off themselves. There is an element of surprise as well, however, because halfway through the game the board "resets," and players repeat the process with a new layout. What happens in the first half affects what goes on in the second: if a player does not reserve a spot at each winter camp, he has fewer pawns to work with in the second half, and the weapons collected in the first half become important as there are more delicious mammoths roaming the plains.

There is also an American edition of the game called Zombiegeddon; in this version the "winter" is a thermonuclear winter, and instead of hunting woolly mammoths players must protect themselves from mutant zombies.* The game also has a rule change to give the proceedings a little more bite: instead of the helpful roads of Jäger und Sammler, there are barriers! Both versions play well, and players can pick the rule that suits their mood—friendly or fiendish. Personally, I prefer the "barriers" version; to me it adds just the right amount of tension.

*One might wonder if they became zombiefied after they mutated or if they first became zombies and then subsequently mutated.
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Laszlo Molnar
Hungary
Budapest
Hungary
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Quote:
similar to Durch die Wüste and Hey! That's My Fish!

Just what I said in my review. What's interesting though is how much it's between the two. Even when I played Hey, that's my fish! I felt that one and TTd would feel a lot less different if that was played on a board and you placed a penguin on each hex you have taken the tile up from. After all, it's an area enclosure game played on an area built up of hexagons, each of which can be used only by one player and only once and you're collecting tiles worth 1, 2 or 3 during the game.
JuS is closer to TtD in the following aspects:
1., only moving next to your figures
2., two steps pert turn
3., and if you reach the camps they bring you 5 points like oases
It's also more different from TtD in the following aspects:
1. the possibility of passing by another player on a tile
2. fixed set-up of the places where player figures start from.
 
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  • Posted Tue Apr 27, 2010 3:03 pm
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33. Board Game: Katzenjammer Blues [Average Rating:5.88 Overall Rank:2951]
Joe Gola
United States
Redding
Connecticut
Eleven.
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Katzenjammer Blues, Goldsieber, 1998
2–6 players, 30 minutes. Cards serve two functions: they are used to bid on lots of even more cards at auction and they are melded to earn points. Jokers are handy, but the player who has relied the most heavily on them will lose points in the end.

I've played with both two and three and I'm afraid to say that this one ended up being a disappointment for me, and I think I have to join the chorus that says that the game ends too quickly to be interesting. I went into it knowing that it was short, but I was still kind of let down; it's not that the mechanisms are no good, it's just not satisfying as a game. I also noticed that the game can be over before it's over--one player can have clearly won, even taking into account the joker penalty. I do really like the idea of jokers being potential negatives, though.

Even so, I'll give it another shot some time to make sure I'm not missing anything.

Players' initial deal: 6 cards
 
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Bill Eldard
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This is a fine little card game.
 
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  • Posted Mon Jul 30, 2007 4:08 pm
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Huzonfirst
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Joe, it isn't that KB doesn't work with four or more, just that it's a completely different game than it is with 2 or 3. With lots of players, it's very light, plays very fast, and luck plays a major role. With 2 or 3, it's an extremely intense game of precise valuation and judgment, with each player inching their way toward their goal. Please give it a try with low numbers, but be prepared to devote several plays to it, because you'll discover new things with each new play (just like all the other great Knizias).
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  • Posted Tue Jul 31, 2007 3:58 am
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♪ Isaäc Bickërstaff ♫
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My biggest issue with the game is that it ends just as things start to become interesting. I've played the game twice (I think with 4 or 5 players each time), and as soon as we could all start formulating a plan, the deck ran out.

Maybe that's what y'all mean about the luck of the draw.
 
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  • Posted Wed Oct 31, 2007 5:52 pm
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Verkisto wrote:
My biggest issue with the game is that it ends just as things start to become interesting. I've played the game twice (I think with 4 or 5 players each time), and as soon as we could all start formulating a plan, the deck ran out.


Isaac, that's EXACTLY the error -- thinking Katz B is flawed because it's not your typical rummy game -- that we're talking about.

The time to put your plan into action is IMMEDIATELY when the game begins. The time to "formulate" your plan was while the cards were being dealt. You should be scratching and clawing (it's a cat game!) for cards and for the chance to meld without ruining your hand right from the first auction.

If you don't, somebody who understands the pace of the game is going to end the hand by taking the last mouse and you're going to lose. If nobody in your group is understanding the pace of the game, here's your chance to take the lead and show them how to crack the whip!
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  • Posted Thu Dec 20, 2007 4:15 pm
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I think my mistake was to play this game with 4 players for the first time. It was really great with 2 or 3 (I mostly do 3-player Katz). Whole point of the game is it is SHORT. There are only 20 mice (points). considering one player gets negative 5, there are 15 points available among all players. So if you get 7-8 points for 3-player game, you are in good shape. That is how I think when I play this game.

By the way I think initial hand size is 6 because that is the minimum number of the card that guarantees a pair. In Knizia's design, everything has a meaning - even the initial hand size. Once you find the meaning of it, it is one less thing to remember when you play it again.
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  • Edited Fri Feb 12, 2010 5:48 am
  • Posted Fri Feb 12, 2010 5:47 am
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34. Board Game: Marco Polo Expedition [Average Rating:6.19 Overall Rank:1879]
Joe Gola
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Marco Polo Expedition, Ravensburger, 2004
2–5 players, 30–45 minutes. "Leapfrog on steroids." Players draft cards to pay the costs of moving their pawn eastward, but they jump over any opponent's pawns free of charge. The various spaces have different costs, such as three of any one kind of good, three cards of the same color, two caravan leaders, et cetera. The goal is not to reach Peking first but rather to collect the most gold along the way...though it certainly helps to be the leader of the pack at the right moments....

I'd always thought this was a beautiful-looking game, but at the same time the price tag kept me away, especially considering that it looked to be a fairly light game and that it was not given much of a welcome by gamers. Nevertheless I kept my feelers out and was thrilled when I saw a new copy on ebay for a "buy it now" price of $15.00 after shipping. Wow! And boy, are the components ever nice.

I'm very happy with the purchase. The game is relatively simple and relatively fast, but, as is usual with R.K.'s stuff, there's some great game play packed in there as well. It seems to me that when lesser designers create a light game, they usually take the easy way out by simply making a chaotic, unpredictable game. Reiner Knizia has the knack of designing games that are easy to teach and play and yet which still provide interesting situations to think about.

It's worth mentioning that I strongly disagree with the theory that the optimal way to play the game is to hoard cards until you can shoot far ahead of everyone else. Yes, if everything works out, it will be hard for others to jump you, but at the same time you can't jump anyone either. Everyone receives the exact same number of cards over the course of the game, and the best way to get ahead of other players in terms of resources is to have opportunities to jump them. To hoard cards for the purpose of shooting ahead of everyone else so that no one can leapfrog you hurts you as much as your opponents; if the players behind you switch gears and make a lot of short leapfrog hops they will quickly catch up to you without having spent anywhere near as many cards as you have. Get it?

Anyway, I really enjoyed the game. It's simple and plays quickly, but there's a good amount of forward-thinking that must be done. You can't simply focus on the space directly ahead of you; you need to have contingency plans, and it's sometimes a good idea to count on being leapfrogged and collect cards for the next available space (though you also need to be wary if the other player has a lot of cards and might jump you and then keep going...).

I am stunned by the low average rating here on BGG; I would recommend this very highly to anyone who wants a fun family game that tickles the brain cells.
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You are correct in that all the same number of cards, yes.

But you can spend VP's [treasures] to catch up when the caravan leaves you behind. Also not everyone moves the same distance when playing cards - if you leapfrog from the middle of the caravan you get less juice than if you leap from the back of the herd. Also there are variable rewards for which space you land on.

Hoarding cards and trying to shoot ahead is viable but risky. If players notice you doing this they are liable to punish you by leave you behind. If this happens you get no 'leapfrogging' opportunities: you have to spend all your cards and/or VP's to catch up to the caravan. But if you shoot ahead sucessfully you squeeze the other players out of card and VP's.

I find Marco Polo is hard to get it out on the table. It looks easy and has amazing Ravenburger production, but it is a bit difficult to explain to newbies. And the serious gamers tend to turn up their noses at it.

As a card-game lover this one really strikes a chord: risk-reward, guaging people's intentions, and a small group mentaility of staying in the caravan and not being left behind.
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  • Posted Mon Jul 30, 2007 4:56 pm
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Even the less-than-serious gamers like me turn their noses up at it. It's just so FORCED.
 
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  • Posted Tue Jul 31, 2007 2:12 am
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I just read your comment on Ticket to Ride and I cannot agree more.
Marco Polo is much better game than Ticket to Ride.

I really don't understand why almost everyone says "TtR is the greatest gateway game ever". I much prefer games with more player-interactions and that is what I want to introduce to new game players.

Now there is another similar game "Looting London" which is even more closer to TtR but much better.
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  • Posted Fri Jul 23, 2010 6:45 am
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35. Board Game: Medici vs Strozzi [Average Rating:6.58 Overall Rank:905]
Joe Gola
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Medici vs. Strozzi, Abacus/Rio Grande, 2006
2 players, 30 minutes. 6 boats, 3 harbors, twenty-four commodity tiles numbered zero to four in four suits. A player draws up to three commodity tiles from a drawstring bag and names a price, and the opposing player has first choice; if he declines, then the drawing player must buy the tiles for the price specified. Tiles are then assigned to one of the player's three boats, which must then be assigned to a harbor if it has not been assigned already. Afterwards control of the bag goes to whoever bought the tiles. Players continue until one player's boats are full or the bag is empty. Players earn cash for having the higher total in a harbor and bonuses for having the most of certain goods.

Medici wasn't quite to my taste, but I decided to take a chance on the two-player sequel. So far I've found it to be intense and enjoyable, though also a bit opaque. The time listed on the box is thirty minutes, but my opponents and I found it meaty enough to spend over an hour sweating our moves.

What's interesting is that success does not entirely depend on "correct" valuation of lots, if such a thing is even possible outside of the very final moments of the game; there's a more subtle game going on involving control of the bag, the filling up of the boats, and pushing to end the round before one's opponent is ready. Everything hinges around orchestrating situations in which a lot is more valuable to you than it is to your opponent; an obvious example would be a lot which will end the round immediately and in a favorable game-state for you but which does not translate into a similar payoff for your opponent.

The common complaint about the game seems to be that players often end up with less money than they started. My explanation of that phenomenon is here: http://www.boardgamegeek.com/article/1497787#1497787

One little tip to help out new players: if it's the end of the round and all else is equal, the correct value of a lot is the amount that it is worth to both players plus half the difference in worth between the two players. For example, if there were a tile which would decide a harbor bonus (20 points to whoever wins the tile) and which would give one player a +10 increase in his monopoly bonus, then the correct price to set for either player is 25 (unless you think you predict your opponent will either over- or underestimate their evaluation). All wealth is relative, remember.
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Bill Eldard
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I think it's an excellent 2-player derivative of Medici. Very similar in rules, but plays differently in tactics.
 
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  • Posted Mon Jul 30, 2007 9:43 pm
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Joe Gola
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Cranky wrote:
This game is tactically interesting, but sucks whatever joy there is out of the multi-player Medici in one big spacesuit rip-like burst.

I can see how a fan of Medici might feel that way. MvS is tight and brainburny by comparison. I think there's a subtle beauty to the system, though.

Larry wrote:
By the way, the "criticism" that the winning total can be less than the starting money is total garbage.

I think the complaint is just that it's unthematic. I see their point, but it doesn't bother me.
 
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  • Posted Tue Jul 31, 2007 1:00 pm
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Chester Ogborn
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I just got a copy of this (through trade) at your recommendation, Joe. I haven't played yet, but soon I expect.
 
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  • Posted Thu Sep 27, 2007 9:14 pm
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Ender Wiggins


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Quote:
One little tip to help out new players: if it's the end of the round and all else is equal, the correct value of a lot is the amount that it is worth to both players plus half the difference in worth between the two players. For example, if there were a tile which would decide a harbor bonus (20 points to whoever wins the tile) and which would give one player a +10 increase in his monopoly bonus, then the correct price to set for either player is 25 (unless you think you predict your opponent will either over- or underestimate their evaluation). All wealth is relative, remember.


Interesting, but slightly different than the formula I came up with. It seems to me that the correct price is the amount in between what the tiles are worth to each player. For an explanation, see my post here:

A formula for calculating the correct price in auctions
http://www.boardgamegeek.com/thread/223182

If I'm correct, I wonder if the game is solvable or broken to some extent.
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  • Posted Sat Oct 13, 2007 10:45 pm
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Joe Gola
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EndersGame wrote:
Quote:
One little tip to help out new players: if it's the end of the round and all else is equal, the correct value of a lot is the amount that it is worth to both players plus half the difference in worth between the two players. For example, if there were a tile which would decide a harbor bonus (20 points to whoever wins the tile) and which would give one player a +10 increase in his monopoly bonus, then the correct price to set for either player is 25 (unless you think you predict your opponent will either over- or underestimate their evaluation). All wealth is relative, remember.

Interesting, but slightly different than the formula I came up with. It seems to me that the correct price is the amount in between what the tiles are worth to each player.

We're saying the same thing, we're just saying it a different way. I might have worded my way poorly though; I didn't mean that you start with the sum of what it's worth to both players, I meant that you start with the minimum of what it would be worth to either player, and then add half the difference.

EndersGame wrote:
If I'm correct, I wonder if the game is solvable or broken to some extent.

I'd say definitely not, because more often than not there are additional considerations which are very difficult to price. For example, would you not pay slightly more to gain a monopoly in the first round, since you will start the next round with an advantage? And how much is control of the tile bag worth? Really the calculation above is only precise when you're at the very of the round.
 
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  • Posted Sun Oct 14, 2007 12:45 am
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36. Board Game: Merchants of Amsterdam [Average Rating:6.78 Overall Rank:702]
Joe Gola
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Merchants of Amsterdam, Jumbo/Rio Grande, 2000
3–5 players, 90 minutes. A combination of an area majority game and an auction game. Players fight for commodity monopolies, warehouses in Amsterdam, and trading posts around the world; each of these three areas is split into four sub-regions, and the player with the most influence in the sub-region with the most influence markers will earn the most money. Influence is bought via auction using the Dutch auction clock, which counts downward from 200 and which a player stops when it reaches the price he or she is willing to play...if no one else has stopped it first! There is also a timeline through which the players pass which dictates when the various areas will be scored.

I like the game; there's a lot of complex and interconnected stuff going on, and players have a whole menu of short- and long-term goals from which to choose. The board is a battlefield with hot spots and mini-rivalries, and the two keys seem to be nabbing the cards that help you out in two areas at once and auctioning off stuff that other people are going to fight over. The critical thing, however, is making sure that everyone understands how easy it is to overpay; in the best possible case, the most you can make on any one majority over the course of the game is something like 500,000 florin; if you end up making four bids of 120,000 to maintain that majority, you're getting a 4% return on your investment. If you're paying that much to maintain a majority in a third-ranked region, you're talking about a significant loss. On the other hand, most cards affect two different areas of the board, so it's not easy to figure out how much you ought to be paying for stuff. For reference, in our last game the average going price for cards was in the neighborhood of 100–110 florin (the range being 70–150), and the guy who sat out most of the auctions came in last.

My one criticism of the game is that the difficult valuation and the unpredictable scoring (you know what's going to be scored next, you just don't know how soon) undercut the drama in that it's harder to identify the "big moments" and thus make the game have a somewhat flat story arc.

Incidentally, I have what I call a "gentleman's variant" where if one player's hand is already moving, the other players don't try and beat him to the clock; it takes out the unnecessary dexterity element and keeps the clock from getting smashed to flinders.

So far I've played once with three players and once with four, and both worked well; the board doesn't get as filled up with three, but you're better able to gauge where you are in relation to your opponents and so the feeling of competition is accentuated.
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I think this is an excellent game, with tough decisions almost every turn.

Unfortunately, the noisy 'Dutch Auction' clock turns some folks off, and it pays to have it on a different table than the game itself for those rare occasions when over-eager bidders leap for it, knocking anything in the way, or moving the clock into the gameboard.

It should get moreplay in our group than it does.
 
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  • Posted Mon Jul 30, 2007 9:47 pm
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Somebody should just market an ultra-durable, ultra-inexpensive replacement timer, so that everybody can enshrine the plastic crap that came with the game and set up laser defences to fry any interlopers that would try to touch them.
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  • Posted Tue Jul 31, 2007 2:16 am
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It's been a while since we played, but I really did suck at this when we did. Most of us struggled with the valuations, but I had the most trouble. I'm sure it's a good game (although, as you say, somewhat lacking in excitement), but though it was always enjoyed, it never truly clicked with us and eventually just faded away.
 
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  • Posted Tue Jul 31, 2007 4:16 am
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I haven't played this one in ages, but I keep thinking that next time I do play it, we'll run the auctions verbally. That is, someone (probably me) will keep a hand hovering above the clock, and the bidders will just say "Stop" when the clock has reached their desired price. Then the Clock-Handler (i.e. me) will just press down on the clock to lock the price in.
Whoever says "Stop" first (or STARTS to say "Stop" first) gets it.
I don't see why this wouldn't work -- and it'll probably keep my clock alive for a long time.
 
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  • Posted Tue Jul 31, 2007 3:12 pm
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Chester Ogborn
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I'm not good at this game, but I really dig it.

I insist in reading the historical passages each time we advance on the calendar. They are short, but I mean....that IS the theme of the game. At least we can all learn a little something.

The Dutch auction system is neat. My clock was just fine initially. I hadn't played in a while and when I dug it out this last time it malfunctioned a couple times. But otherwise, I don't have any problem with the noise or the size of the thing. Its unique to the game.

I have also seen games where people have a group-think thing going on and are all overpaying. In one game, a player who only won like 2 auctions ended up winning the game.
 
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  • Posted Fri Aug 3, 2007 8:58 pm
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37. Board Game: Minotaur Lords [Average Rating:6.10 Overall Rank:2173]
Joe Gola
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Minotaur Lords, Fantasy Flight, 2004
2 players, 20–40 minutes. Minotaur Lords is the sequel to Scarab Lords and is played as an independent game, though players can also pit the new decks against the decks from the original.

I didn't like this follow-up as much as the first game in the "Lords" series because the decks seem a little too gimmicky; if you can put together certain combinations, your opponent is toast; otherwise you just kind of struggle along and hope for the best (this particularly seems the case with the red deck). The difference in feel between Scarab Lords and Minotaur Lords is so marked that I wonder if maybe Fantasy Flight designed the Minotaur Lords decks rather than Reiner Knizia.

If you have the game or are interested in trying it, it's very important to read the errata here on the geek or at Fantasy Flight's website. There is a mistake on the horde cards; their text should read "...in this column." Also, be sure to read the text of the "High Priest of Rogoth" cards carefully; they have a special ability, but it is mentioned in between the two sentences of the standard text of the horde ability. Bizarre.

Running tally of games that have a six-card/tile hand: 5
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I think both of these games are under-rated, but probably still eclipsed by Blue Moon. The fact that the 3rd game of the trilogy is not going to be produced (at least not as of now) makes me a lot less interested in each of the others.
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  • Posted Fri Aug 3, 2007 8:59 pm
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38. Board Game: Mmm ... Brains! [Average Rating:5.38 Overall Rank:7098]
Joe Gola
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Mmm...Brains!, Twilight Creations, 2007
3–5 players, 20 minutes. A two-part dice game in which hungry zombies seek a brain buffet. In the first half, players roll and re-roll dice to achieve the highest possible total in any one color and then collect that number of plastic brains; the second half is played similarly except that instead of gathering brains, the player whose color matches the color chosen on the dice loses brains. One has to be careful, though, because if none of the colors on the dice match the colors of the players left in the game, the player has to toss his own brains into the middle. The last zombie left holding brains wins the game.

One of the rare games that I actually bought at a brick-and-mortar shop.

The best short dice game around, in my opinion. It doesn't have the end-game clunkiness of Exxtra, and it looks like it will be more reliably fast than the otherwise excellent Pickomino. I only wish the brains weren't quite so weensy.

Another R.K. dice game that intrigues me is "Mice and Men" from Dice Games Properly Explained.
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Quote:
In the first half, players roll and re-roll dice to achieve the highest possible total in any one color and then collect that number of plastic brains; the second half is played similarly except that instead of gathering brains, the player whose color matches the color chosen on the dice loses brains.


Matches his buying then selling mechanic used in "High Society."
 
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  • Posted Mon Jul 30, 2007 8:28 pm
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Joe Gola
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MisterCranky wrote:
Any true Kniziaphile knows that the book is entitled Dice Games Properly Explained.

I don't know what you people are on about. That's exactly the way I have it above! I would never do something so boneheaded as getting a book's title wrong. Probably there's just something wrong with your computer monitor.
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  • Edited Tue Jul 31, 2007 1:19 pm
  • Posted Tue Jul 31, 2007 1:18 pm
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More revisionist history on the internet. Qu'une sorprise!
 
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  • Edited Tue Jul 31, 2007 6:49 pm
  • Posted Tue Jul 31, 2007 6:45 pm
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Kane Klenko
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I agree, Steve. Risk Express is THE Knizia dice game.
 
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  • Posted Wed Feb 25, 2009 12:32 am
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Joe Gola
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Favre4MVP wrote:
I agree, Steve. Risk Express is THE Knizia dice game.

I've played Risk Express now, and I have to say, I like Mmm...Brains! better. However, the Knizia dice game might be this one.
 
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  • Posted Fri Feb 12, 2010 6:13 pm
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39. Board Game: Modern Art: The Card Game [Average Rating:6.66 Overall Rank:1017]
Joe Gola
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Modern Art the Card Game, Gryphon Games, 2009
2–5 players, 20–30 minutes. It's many years later, but the five fabulous artists are still at it! Players must promote their favorite artists to make their paintings the most valuable—cool Lite Metal, zany Yoko, organic Christin P., cerebral Karl Gitter, or the enigmatic Krypto. Be careful, though—the public's taste can change quickly, and what once was "hot" suddenly is "not."

The easiest way to describe Modern Art the Card Game is to call it a cross between Modern Art and Trendy. Like Trendy, players play cards from their hand until a certain number of cards of a particular suit is on the table, and then they score points for the cards played. Like Modern Art, the suits retain value from round to round, but the cards will only score points if the suit is one of the three most popular of the current round. Another similarity to Modern Art is the fact that players receive most of their cards in the beginning of the game.

MAtCG has ended up being a bit lighter than I had expected. I was enthusiastic about the idea of an "advanced Trendy" where players had a bigger hand of cards and so could do more long-term planning. However, some of this strategizing is undercut by the special cards which add an element of uncertainty to the game—particularly the ones that allow players to play an extra card face-down and the ones that force everyone to play a card simultaneously. Moreover, a person who is dealt a lot of these cards will have an advantage over a person who is dealt none of them.

Still, though, the game can be a lot of fun, and I enjoyed it enough to bring it to the table ten times. With two or three players it has a nice "thinky" quality to it at times, with players trying to gauge the others' intentions on the fly and time their own plays correctly. With four players it's a little more unpredictable, but the game moves very quickly, and so the feeling is that of many fast-paced reversals of fortune. Sometimes a plan comes off nicely, other times disaster strikes; there are a lot of different factors at work, and even if one doesn't have control over all of them, it can be interesting to watch them play out.

Overall I think that hardcore gamers are going to want to stick to the original game, but those looking for a short, simple family game that has some little undercurrent of thought and craftiness may well enjoy this one.


ADDENDUM: I just tried the iOS version of the game and discovered that I'd missed a rule. Dang!
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40. Board Game: Money! [Average Rating:6.63 Overall Rank:753]
Joe Gola
United States
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Connecticut
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Money!, Goldsieber, 1999
3–5 players, 30 minutes. A weird cross between a trading game and a blind bidding game. Players are trying to collect sets of currency, and each round there will be two sets of four cards on display; players simultaneously reveal cards from their hand, and, in order of total value offered, trade their cards with those on display or with those offered by the other players.

I've only played a couple of rounds, but I thought it was fun.

Players' initial deal: 6 cards.
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Bill Eldard
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Burke
Virginia
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A great card game. This still gets play time as a filler in our group.
 
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  • Posted Mon Jul 30, 2007 4:10 pm
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Huzonfirst
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This has been in our filler rotation practically since the day it came out. The auction mechanic is very clever (and shares with Katzenjammer the fact that you're bidding with the things you're trying to acquire). A fun, fast, and skillful game in 15 minutes--it's hard to beat that!
 
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  • Posted Tue Jul 31, 2007 4:21 am
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Jody Ludwick
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South Bend
Indiana
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Money also plays well as a 2-player game, using 3-4 of the 7 different currencies.
 
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  • Posted Tue Jul 31, 2007 2:21 pm
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Huzonfirst
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That never would have even occurred to me, Jody, but after seeing how well the bidding in Medici vs. Strozzi works, I'm willing to believe it. I'll have to try that out sometime. Thanks!
 
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  • Posted Tue Jul 31, 2007 4:51 pm
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W M Shubert
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Portland
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Among my favorite fillers. Haven't seen anybody dislike it.
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  • Posted Mon Jan 16, 2012 8:21 pm
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41. Board Game: Municipium [Average Rating:6.83 Overall Rank:924]
 
Joe Gola
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Municipium, Valley Games, 2008
2–4 players, 60 mintues. Players represent great families trying to gain power in a Roman provincial capital; to do so they must earn the support of the military, the priests, the merchants and the advocates. Support is gained by sending family members to exert their influence over the seven public buildings, and also by impressing the praefect as he makes his rounds around the city. Each of the seven buildings also confers a special ability of which the players can periodically make use.

In many ways Municipium is a typical late-model Knizia; players' turns are short but interesting, there's lots of player interaction, and there's a nice blend of strategy and surprise. The real crux of the game is the way that turns work; each player gets two moves, after which he turns over a card from a twelve-card deck. That card will dictate how the turn ends, specifically whether players will potentially earn citizens or whether special powers will be activated. Remembering which cards have come out and knowing what's left in the deck will give a player a significant advantage. Players also have three family cards that they can use once each instead of turning over a card in the common deck, and the difficult decision of when to use these powerful cards adds a lot of interest and tension to the game.

I wasn't completely sure what to make of the game at first, but as time has gone on and I've played it more and more, I've come to enjoy it a great deal. Initially there was some feeling that the game was decided by pure luck, since there would be a number of players in contention towards the end and the game seemed to be won by whoever drew the right card at the right time. Then players began holding back their special family cards to try to make a late-game coup de grace, and things became more interesting.

I wrote a session report of my first game here.
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Kane Klenko
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Ridgeway
Wisconsin
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I've really enjoyed my 5 or so games of Municipium so far. My last game did have a situation like the one you describe, but I thought it was a fun way to end the game and it didn't bother me at all. Me and another player each had 4 coins already. If the next card was a specific card, I win. If the next card is a different specific card, he wins. I guess that might bother some people, but since Municipium really only takes about 30 minutes, I thought it was an exciting end to a fun game.
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  • Posted Wed Feb 25, 2009 12:36 am
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42. Board Game: Palazzo [Average Rating:6.60 Overall Rank:770]
Joe Gola
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Palazzo, Ravensburger/Rio Grande 2005
2–4 players, 45–60 minutes. Players are trying to build the most impressive Italian palazzos, ideally erecting five stories in matching building materials. Stories are both auctioned and sold outright, and players must time all their actions right to get the pieces they need for a price they can afford.

Since the publication of his last "heavyweight," Amun-Re, Knizia has changed his design philosophy and has said that going forward all his designs are going to be playable in under an hour. I don't think this that means that he has turned his back on gamers, however; 2005 saw a trio of middleweight games that provide a rich gameplay experience: Tower of Babel, Beowulf, and Palazzo.

If nothing else, Palazzo turned out to be a lot more fun than it sounded from just reading the rules. Essentially it's a set collection game with an interesting currency system, and the individual items must be collected in a certain order. You can add an item to a set out of order, but you have to waste a turn to do so. The down side is that it is easily the most convoluted and rules-heavy Knizia middleweight to date—the Stefan Brück influence, no doubt—and you really need to get all those little rules right in order for everything to work properly. One other thing that's important to note is that while there isn't a lot of money pressure, there is definitely time pressure; there are only so many tiles to go around, and because of the distribution you can't necessarily make up for buying nothing in the early game by buying a lot in the late game. Unfortunately, if everyone does nothing but stockpile cash the game will stall; you need at least one player who will put pressure on the table by auctioning or buying.

For more info, you can check out my analysis of the game here:

http://boredgamegeeks.blogspot.com/2005/11/view-from-fifth-f...

Specifically I try to address the charge that others have made that players have no incentive to do anything except take money.

I'm going to guess that the sweet spot is three players, though the two-player game is surprisingly good.
 
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I think Palazzo has gotten a bad rap, particularly from those who kept insisting that Alea was in a "slump" (thankfully, Notre Dame has silenced that for now). It's true that the game has a lot of things I usually wince at, particularly in the extreme role luck can play throughout the game. It's also unusually inelegant for a Knizia design. But damn it, it's just fun to play! The game plays super-fast and you're faced with interesting decisions practically every turn. The two-player game played better than I thought it would, but it's better with four and I think three is the sweet spot.
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  • Posted Tue Jul 31, 2007 4:27 am
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Joe Gola
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Larry Levy wrote:
It's also unusually inelegant for a Knizia design.

That struck me as well. I have to think that the fiddliness is the handiwork of Stefan Brück.
 
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  • Posted Tue Jul 31, 2007 1:24 pm
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Chester Ogborn
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Albuquerque
New Mexico
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I've played this one once, and there was nothing memorable about it. I remember liking it just fine...but also taking it off my "want" list soon thereafter. I'd happily play again, but I doubt I'd seek it out or bother to get a copy.

Perhaps I missed something.

Of the three you mentioned, Tower of Babel is my favorite.
 
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  • Posted Thu Sep 27, 2007 9:17 pm
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Kane Klenko
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Ridgeway
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This is another one of those Knizia games where after one play I thought it was so-so, but it ended up being a favorite after several plays. Off the top of my head, I'd say this is most likely in my top 10 Knizias.
 
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  • Posted Wed Oct 31, 2007 10:25 pm
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43. Board Game: Penguin [Average Rating:4.72 Overall Rank:7884]
Joe Gola
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Penguin, Fantasy Flight Games, 2007
2-6 players, 10 minutes. Players create a pyramid of penguins; to put a penguin on a higher level it must have two penguins beneath it and one of them must match its color. Players continue placing penguins until there are no legal moves, and each player takes penalty points according to how many penguins he has left.

This is another super-light (though, interestingly, not at all chaotic) game, comparable in weight to Knizia's Crazy Derby. It's a very good game to play with kids, and it's actually not too bad as a fast, light game for adults—if they're willing to actually pay attention to what is going on and keep track of who is winning. The key is that it's not always about getting rid of your own penguins; it's often more important to extinguish placement possibilities for colors which you know other people own more of than you. You also don't want to set other people up to be able to limit/extinguish the colors you have a lot of.

The main problem with the game is that of very poor physical design; the penguins are supposed to stack vertically, but they are quite difficult to interlock, even for an adult. I recommend making a pyramid horizontally across the table.

I took the picture above as a visual aid for my (don't laugh) strategy article entitled Why Penguin is not Completely Brainless.
 
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Ken Shoda
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I own both Penguin and Pingu-Party(amigo). I strongly recommend to get Ping-Party. It contains a deck of 36 cards and far easier to play the game than Penguin. Also there are 5 suits (7 each except one suit has 8) in stead of 4 suits as in Penguin. That makes the game far more strategic.

I really love all Amigo Card games by Knizia. Flinke Pinke (Loco/Quandary/Thor), Zirkus Flohcati, Einfach tierisch (High Society), Pingu-Party, Poison, and Topas. It is amazing to see that they are all quite deep game just pretend to be a harmless filler.
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  • Edited Mon Feb 8, 2010 3:52 am
  • Posted Mon Feb 8, 2010 3:49 am
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44. Board Game: Pinguïn Party [Average Rating:6.35 Overall Rank:1792]
Joe Gola
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Pinguin-Party, Amigo, 2008
2-6 players, 15 minutes. This time, the penguins are German! Höher, pummelige vögel!

I decided that I liked Penguin enough to hunt down the German version, which has cards instead of the frustratingly unstackable plastic bits. It also has five suits instead of four. Good stuff. I'm on the fence as to whether I prefer it with the five suits or four. Both work well, I guess.

Gamers who want to feel like they have a significant degree of control over what's going on will want to stick to the three-player game.
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45. Board Game: Poison [Average Rating:6.49 Overall Rank:861]
Joe Gola
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Connecticut
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Poison, Playroom Entertainment, 2005
3–6 players, 30–60 minutes. There are three kinds of potion and a cauldron for each; players play their potion cards into the cauldrons but take the cards in a cauldron as penalty points if the card that they played causes the total to exceed thirteen. Poison cards can be played anywhere, and they count as two penalty points! However, the player who collects the most cards of a potion becomes immune and takes no penalty points in that color.

I got this on a whim, mostly because I liked the graphics on the cards. So far I've played it once with three players and twice with four. The three-player game was okay, but the four-player games were excellent--if you're card counting even a little bit, there's a lot of interesting stuff going on. At the very least you can pay attention to who is choosing to take what cards; if the player on your right is collecting a certain color, you'll probably have an easy time getting rid of those cards (because they'll be emptying the pot on their turn), but this is not the case with the player on your left; she might clear a pot of the color she's collecting, but it will likely be refilled by the time it gets back to your turn. If you have enough cards in that color, you might want to take a chance and make a play for collecting the most yourself. And when do you play your poison cards? Do you want to get rid of them early, or do you want to get rid of your higher potion cards first? Played early, can you use them to slow down the turnover in one pot, thus increasing the turnover in the other pots?

Of course, there's a certain amount of luck involved too. Like in any card game, sometimes you get dealt an easy hand and sometimes you get dealt a difficult one. The important thing is to learn how to mitigate a bad hand and only take a few points instead of a bucketload. Hoping to get a perfect hand and pouting when you get a bad one is not a strategy.
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Bill Eldard
United States
Burke
Virginia
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An outstanding, simple card game. Great for introducing newbies to the hobby.
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  • Posted Mon Jul 30, 2007 4:11 pm
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Mike Summers
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Ammon
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I agree. 4 players is most definitely better than 3.

I happen to get pretty annoyed when publishers package their games poorly, make components too small, too big, or don't efficiently design their boxes. But I actually really dig the large cauldrons in this game. I love tossing the potions and poisons in/on them.
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  • Posted Tue Jul 31, 2007 8:05 am
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Joe Gola
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Larry Levy wrote:
The second time was with three and it was considerably better, but still awfully light.

I think four is going to be a lot better than three because with three you're leaving a quarter of the deck out of the hand; you don't even know how many cards of a color you'll need to collect to get the majority.
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  • Posted Tue Jul 31, 2007 1:28 pm
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Chester Ogborn
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I LOVE it when my game was superfluous components (like the cauldrons). That only makes me want this game more. I snagged a copy at BGG.con last year, and have enjoyed playing a few times.

I had a humorous experience where a guy was demoing this one at a local convention and had completely botched the rules. I can't remember now what it was, but the outcome was that you HAD to play cards and there was LITERALLY no decision-making. The outcome became completely predestined by the sequence in which the cards appeared and had only one single linear outcome. In a different situation, I might have just though, "Wow! What a crappy game." But in this case I knew if it was Knizia that the demo guy must be smoking something and, sure enough, he was.
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  • Posted Thu Sep 27, 2007 9:21 pm
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I've played this game with all of the suggested player numbers, and I've since decided that this is a 4-5 player game. With 3 and 6 players, it seems that the same player is always getting hit with taking cards each round. I don't know if it has something to do with the distribution of the cards, paired with the limit of 13 on each pile, but it got extraordinarily weird each time I played with that many players.

Strangely, the same is true of Michael Schacht's Don.
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  • Posted Wed Dec 30, 2009 1:27 am
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46. Board Game: Priests of Ra [Average Rating:7.12 Overall Rank:801]
Joe Gola
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Priests of Ra, Abacus/Rio Grande, 2009.
2–5 players, 45-60 minutes. Ra is brought down to the human level: players try to accumulate farmers and granaries, warriors and fortresses, merchants and markets, scribes and libraries, and of course the priests who wield influence over all. Players need to specialize to earn lots of points, but they will also score bonuses for having a well-rounded civilization.

A new variation on an old classic: all the underlying mechanisms are the same—the suns, the epochs, the Ra track—but the tiles are completely different, thus creating an all-new game experience. Most notable is the fact that most of the tiles have two sides, and so players have a new decision to make on their turns. The priests are especially important, as they allow players to flip a tile that they are taking or have already taken. Meanwhile, it seems to me that there is a heightened sense of competition in the sequel, as there are now four majorities (the four people types) as opposed to just one (the pharaohs).

Priests of Ra is a very good game and one I am happy to have in the collection, but I think I may prefer the original. Part of the reason is that the choosing between the tile sides slows the game down a bit (since you have to examine everyone else's holdings). The other part is that the original is so well-known and beloved by gamers that they are always going to be more enthusiastic about playing that one.
 
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I think Priest of Ra is a good game. It is probably an excellent game if there were no original game, Ra. However, I cannot help comparing two games and I do prefer the original.

My biggest reason has to do with the use of tile-bag. When I play Ra, I hardly use a tile-bag (unless someone really insists). Unfortunately, Priest of Ra requires the use of tile-bag since tiles are double-sided. Another reason is that I didn't think those double-sided tiles add much to the game. Maybe it is too early to have an opinion about it...
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  • Posted Fri Jul 23, 2010 6:56 am
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47. Board Game: Botswana [Average Rating:6.62 Overall Rank:736]
Joe Gola
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Quandary, Milton Bradley, 1996; originally published as Flinke Plinke in 1994.
2–4 players, 30 minutes. An ultra-simple stock-market-type game. There are stacks of colored tiles in five colors, and players have a hand of numbered tiles matching those colors. Each turn players play a numbered tile and take a colored tile; when all six of one color of number tile has been played, the round ends and players earn points equal to the number of each colored tile collected multiplied by the last-played number tile matching that color. Get it?

The first Knizia I ever bought. I have the Milton Bradley edition with the big honking tiles, like in the picture over there. I read about the game in the Games 100 and it sounded perfect for me and my siblings. It ended up being a big hit.

Quandary (a.k.a. Loco) is, I have to say, is a great, great little game, and anyone who doesn't like it is probably your enemy. Like Schotten-Totten, it is aggressively simple and elegant, but there's remarkable depth to it. Well, let me back up: if you don't think about it much, it's a dumb little game that's completely dictated by luck, but if you actually put some thought into it—if you watch which colors people are taking, if you start trying to deduce which numbers people might be holding back for the end—then it's a tense little contest, one that even has a subtle psychological element.

The funny thing was that I had it on the shelf for a few years before I realized that it was invented by my favorite designer.
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Bill Eldard
United States
Burke
Virginia
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Extremely simple, but fun. Great family game or filler.
 
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  • Posted Mon Jul 30, 2007 4:11 pm
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Louise Holden
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I picked up the card version fairly recently; it's now in a ziplock bag in my rucksack pocket collection (along with Fluxx, St Petes and a boardless Lost Cities). It's an evil little game and I do like it.
 
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  • Posted Tue Jul 31, 2007 11:37 am
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Chester Ogborn
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I agree with Larry, to some extent. The thing is, there are lots of Knizia games like that....where the outcome is luck-driven to a much larger degree than it seems like. It FEELS like you're making tough and meaningful decisions, so the gameplay is enjoyable. But the outcome is more chaotic and luck-dependent (to a larger degree than is apparent), which can be beneficial since it allows players of different skill levels to all have a chance to win. To me, that's the hallmark of a good "family" game.

I know this one is a filler, but its a good "family filler".
 
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  • Posted Thu Sep 27, 2007 9:24 pm
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Kane Klenko
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I think it becomes more and more luck dependent the more players you have. I actually like this one best with just 2 players. Randomly, secretly taking out 2 cards makes you have to pay attention to your opponent and how he's playing his cards. It leads to a lot of bluff, double-bluff, and dare I say, triple-bluff.
 
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  • Posted Wed Oct 31, 2007 10:31 pm
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Joe Gola
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Favre4MVP wrote:
I think it becomes more and more luck dependent the more players you have. I actually like this one best with just 2 players.

Almost all my games have been with three; if I've ever played with four it was probably only once.
 
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  • Posted Wed Oct 31, 2007 10:41 pm
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48. Board Game: Quo Vadis? [Average Rating:6.53 Overall Rank:904]
Joe Gola
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Quo Vadis?, Mayfair, 2000 and Amigo, 2005 (originally published 1992)
3–5 players, 45 minutes. Through shrewd politicking, players must move their senators upwards through the committees of the Roman senate and collect laurels to win. However, in typical Knizia fashion, the victory condition has a twist: players must collect the most laurels and have a pawn in the prestigious "inner sanctum" at the top of the board. Pawns move upwards by majority vote within the committees, and this usually means making promises to one's opponents....

This and Modern Art are the earliest Knizia designs in my collection, at least by publication date.

I actually have two different editions of the game, the Mayfair edition (I took the crappy underexposed picture over there) and the new Amigo mini-edition. The Mayfair board is a little nicer than one might think from looking the pictures here on the geek, but even so it's still a bit on the ugly side, which is why I got a copy of the Amigo edition. Also, I felt like the small size of the Amigo version somehow suited the game better. There's one problem, though: the laurel counters are tiny. There was all this unused space on the sheet, why did they have to make them so weensy? Don't play anywhere near a shag carpet.

What's interesting to me is that the game requires not only persuasiveness but also chess-type look-ahead and even a little creativity when it comes to wheedling and deal-making.
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Randy Cox
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Quote:
I've only played once, which is a bummer. It seems like it would be a lot of fun with the right group. Too many games, not enough time.

That statement pretty much sums up gaming these days. "Seems like fun...with the right group" is like saying a bite mark could be fun, in the right situation. Sure, it could (if you're into some kinky stuff), but most times, not. And lifespans are just too short to waste time with games that have to have "the right group."
 
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  • Posted Mon Jul 30, 2007 8:29 pm
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Joe Gola
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Randy, are you one of those guys who stands on his front lawn in Bermuda shorts and dark socks and calls the neighborhood kids "whippersnappers"?

Anyway, sorry, I know "fun with the right group" is vaseling. What I was trying to say was "fun with people who aren't computer-programming, hyperanalytic, socially malfunctioning gamers," except without hurting anyone's feelings.

Randy Cox wrote:
And lifespans are just too short to waste time with games that have to have "the right group."

Maybe your lifespan, old man. If you're really on death's doorstep maybe you should quit gaming altogether and travel the world or something. Go see Mount Everest and the Great Barrier Reef while you still can.
 
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  • Edited Tue Jul 31, 2007 1:44 pm
  • Posted Mon Jul 30, 2007 10:46 pm
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Huzonfirst
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I'm probably older than both of you, so let me say that I consider this to be a very good game and one of Knizia's best early designs. It contains the idea of tacit temporary alliances that appears in other games of his. The game plays very fast, but packs a nice wallop. I also think it holds up very well today.
 
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  • Posted Tue Jul 31, 2007 4:49 am
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Randy Cox
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Gola wrote:
Randy, are you one of those guys who stands on his front lawn in Bermuda shorts and dark socks and calls the neighborhood kids "whippersnappers"?

No, I just play one on the Internet.
 
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  • Posted Fri Aug 3, 2007 3:04 am
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49. Board Game: Ra [Average Rating:7.58 Overall Rank:52]
Joe Gola
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Connecticut
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Ra, Ravensburger/Rio Grande, 1999
3–5 players, 45 minutes. An auction game played in three rounds, and in each round each player has three or four numbered wooden tokens with which to bid on lots which will hopefully earn him VPs. In an interesting twist, the tokens used to buy the lots are left on the game board and become part of the next lot (to be used in the following round). The lots are comprised of tiles which are drawn from a face-down stack one at a time; on their turn players may either choose to add a tile to the current lot or initiate an auction. Meanwhile, some tiles hasten the end of the round, so there is no guarantee that players will get to spend all three of their tokens. There is a variety of different ways to earn points, including set collection and majority, and over time the lots can have greatly differing values for the different players.

I got a copy of the Alea edition back in 2001 and immediately fell in love. What a lot of people don't realize today is that this got a mixed (if not tepid) reaction from gamers when it was first released, even among Knizia fans. More auctions: ho hum! Modern Art 4-ever!

I find it difficult to pinpoint why I like this game so much, so I'll just copy and paste some other stuff I wrote. This is from my Amazing Geeklist of Mystery ( http://www.boardgamegeek.com/geeklist/3010):

"Ra is a game I like a lot. Some people consider it dry, but to me it's a game that has a distinct rhythm and logic of its own, and so seems to be alive in a more immediate way than some more heavily-themed games I know. It's a complex system that balances control and non-control (or let's call it divine intervention) and meshes together all the players in a reflexive push and pull. Above all, it is a wonderfully protean game that can be played over and over again, and it sometimes feels like once the game is really underway the conditions of each auction are utterly unique. Reiner Knizia's greatness as a game designer comes from his understanding that a game is, in essence, a distillation of life: volition, psychology, interaction, risk, complexity, simplicity, interconnectedness, and, above all, balance. With that in mind I'll say that I think Ra is one of his finest accomplishments."

And just for laughs here's an excerpt from an old review I wrote for Funagain in 2002 which addresses the common complaint that RK's games suffer from a lack of theme:

"People often, if not always, remark that the themes of Reiner Knizia's games are thin or tacked-on. This comment has begun to take on the stale-joke quality of the assertion that blondes are dumb and politicians are liars. Yes, the themes are sometimes arbitrary, this is true, but the question is, so what?

"Ra is a game whose charm comes not from its recreation of a world of elves or wookies but rather from the clever and balanced inner workings of the game itself. After a couple of plays one acquires a feel for how much the tiles are worth in a given circumstance, of the best way to spend suns, and of how quickly the end of an epoch can sneak up. The different collections of tiles each have their own character to them, and one soon learns when its too late to worry about monuments, or just how likely one is going to find a flood in time for scoring. This familiarity is as involving as the familiarity of a strong theme, perhaps more so in the long run. Maybe the first time you play NASCAR Madness 2010 you're pretending to be a race car driver, but after three or four plays you'll forget about the roaring crowds and burnt rubber and just concentrate on trying to roll a 6.

"As others have said before, Ra is a great game. It is light, in that it is relatively short and simple, and there is an element of luck, but it is also tense and engaging. Daydream at your own risk! It is true that it may take a couple of games for players to develop a full appreciation of it, but the point is that it's worth replaying—many times over."

For a more in-depth look at the game, check out http://www.themetagamers.com/index.php?post_id=214588
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Bill Eldard
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It remains one of the classic auction games, and is still popular in our group.
 
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  • Posted Mon Jul 30, 2007 4:21 pm
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Mike Summers
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Whenever I run into people that have enjoyed playing Settlers of Catan and/or Ticket to Ride for several months, and would be interested in something else, I suggest RA. I love this game and feel that it's about the best game out there to introduce light-medium gamers to the genre of Auctions and Bidding.
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  • Posted Tue Jul 31, 2007 8:09 am
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Joe Gola
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Larry Levy wrote:
Hmm, some of those quotes are just a bit ripe, don't you think, Mr. Gola?

Ripe with awesomeness.

Larry Levy wrote:
I like just about everything about Ra, but what had always spoilt it for me was the way the Ra tiles come out. Every game seemed to come down to that last player who hadn't bid and if lots of Ra tiles appear, he's sunk, and if few do, he's in heaven.

I'd say this falls into the same category as players risking too much in Beowulf (or making a lot of risky, desperate attacks in Tigris & Euphrates). A misguided, all-or-nothing "lottery" mindset can make things too random, but I see that as more of a problem with play style than with the game.
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  • Edited Tue Jul 31, 2007 1:51 pm
  • Posted Tue Jul 31, 2007 1:50 pm
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Huzonfirst
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Gola wrote:
I'd say this falls into the same category as players risking too much in Beowulf (or making a lot of risky, desperate attacks in Tigris & Euphrates). A misguided, all-or-nothing "lottery" mindset can make things too random, but I see that as more of a problem with play style than with the game.

The difference, Joe, is that in Beowulf, it isn't an issue if the players are all playing optimally, but in Ra, it has to come up. I mean, there will always be one last player with a bid. The difference between that player drawing the final Ra tile immediately or drawing four or five nice tiles can be enormous and this seems to come up all the time.

I think my problem with Ra is that I get little thrill from anticipating the draws from the bag (no cries of "Ra, Ra, Ra!" from me or my group), just like I get little angst from dice rolling. I think you need the soul of a gambler to really get involved in this one and that ain't me. So the luck swings at the end of each round are harder for me to accept.
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  • Posted Tue Jul 31, 2007 5:09 pm
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Thomas Eager
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cool Best auction EVAR! cool
 
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  • Posted Tue Jul 31, 2007 5:49 pm
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50. Board Game: Ra: The Dice Game [Average Rating:6.78 Overall Rank:620]
Joe Gola
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Ra: The Dice Game Abacus/Rio Grande, 2008
2–4 players, 30–45 minutes. A yacht-type dice game with Ra-like scoring. There are three rounds, with players scoring for having the most pharaohs, for flooded farms, for having three or more civilization advances, and for collections of monuments.

My favorite dice game. There's a good amount of drama packed in there as players strive towards various goals, and the decisions about how to use the dice are really quite interesting. There's also a nice amount of player interaction; as in Ra, having the most pharaohs will get you points and having the least will lose you points, and there are disasters with which to wreak havoc upon your rivals, but it is also possible to block opponents from getting the civilization and monument spots they want.

My only negative comment is that I felt like the game went on too long with four players; the game is a little too luck-heavy to still be fun at forty-five minutes. With two it's a fast, fun filler, and it works well with three too.
 
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Mike Adams
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Samurai: I've played this once face-to-face and a few times on MabiWeb. It's a game I'd like to have for the collection, but I don't know if I like it quite enough to buy it, considering that it's fairly expensive. It's neat in its way, but it does have that "you have to police the guy on your left" thing which I'm not that fond of.


I think the policing the guy to your left thing isn't nearly a big of a deal as some make it out to be. If you are worrying about that too much you may be approaching the game wrong. There's more to it than that. I like the strategy of placing certain tiles to strengthen a position on board for later combined with the shorter term tactics to seize immediate gains. I rarely put much thought into what the player to my left might do, just enough to make sure that the decision is difficult for him.
 
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  • Edited Mon Jul 30, 2007 7:21 pm
  • Posted Mon Jul 30, 2007 6:12 pm
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Joe Gola
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Admiral Fisher wrote:
What about Ivanhoe, Joe. How do you feel about that one? I haven't played it, so that's part of my curiousity.

I have to admit I don't know much about that one. Maybe I'll give it a shot if it's not too expensive.
 
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  • Posted Tue Jul 31, 2007 1:13 pm
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Proud Father and Diabetic Underachiever
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State College
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Ivanhoe is a very enjoyable, solid game. I've always found it interesting because it could just as easily have been designed by Alan Moon or Stefan Dorra. It fits easily into Knizia's oeuvre, but is not nearly as distinctive as many of his other card games. It is also a definite precursor to Blue Moon, but what isn't?
 
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  • Posted Tue Jul 31, 2007 5:17 pm
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Chester Ogborn
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Ivanhoe is to Taj Mahal as Great Wall of China is to Samurai.
 
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  • Posted Thu Sep 27, 2007 9:28 pm
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Don Eskridge
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Very nice list, you've given me a lot to check out.
 
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  • Posted Sun Jan 4, 2009 4:02 am
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