The 2 following ratings do not factor into the rating of the game, because for instance, forgiving games are not necessarily better than non-forgiving games
1) Forgiving Rating ( 1 - 10 ) (Multiple mistakes are not detrimental to your chances of winning --> One mistake could cost you a victory.)
4 – It’s pretty hard to make a mistake in this one. A lot of what you do is governed by the cards available to you, and your opponent is limited in the same fashion. However, mistakes can be made if you are not wary of victory conditions, and the actions of your opponent, and these mistakes are indeed costly. I write this with the assumption that those playing will be cognizant of their surroundings.
2) Complexity ( 1 - 10 ) (Mindless Fluff --> My brain has melted and is oozing out my ears)
3 – This is a gateway war game. It is really simple to learn, and really simple to play. It’s light fare make this a popular choice for all gamers, and its simplicity makes it playable and enjoyable by all.
Rating the Game
Components vs cost ( 1 - 5) (I paid good money for these onion paper cards??? --> These gold coins are real gold!)
4.5 – $40 if you do well, more commonly around $50 – 60. Included is a reversible board, a deck of quality stock cards, 8 custom hexahedrons, quite a few cardboard bits that represent terrain, features such as bunkers, and elite unites, and several really sweet plastic war miniatures. All components are high quality and will stand up to heavy play.
Fun ( 1 - 20 ) (I would rather gouge my eyes out with a spoon than play this game --> Is that a stripper over there, meh Is it my turn yet?)
15 – Using 14 as an average (70% or 7/10). I had a Memoir 44 problem for quite a while. I imagine that if I would have rated the game during the honeymoon phase of my relationship with it, it would have received quite high marks. Instead, I must settle for a just above average mark, of 15. My problem rests within my frustration in the dice, I will step outside of my mathematician skin for a moment and say that the dice hate me, that is all. Back to reality, I feel that any game that is nearly strictly reliant on the rolls of a die is lacking in something. But herein does lie some of the fun. I can choose to “go for it” when I’m behind, or I can choose to “go for it” when I don’t feel that failure will cost me very much. In the end, I felt that the game got a little “samey” over time, but has always been enjoyable. I understand that there are a plethora of scenarios available, and the amounts of expansions available continue to add flavor and excitement to the game, I would hope so after dropping another n dollars. Alas, this review is on the basic box.
Obtaining Victory ( 1 - 10 ) (Every victory is a product of the same sequence of events --> A multitude of paths to victory)
5 – He who rolls the hottest, and draws the best cards wins. This is of course, intelligent humans with equal experience are playing each other. It is true that a seasoned veteran will likely defeat the greenest of newbs despite being a vast underdog in position and in supply, but the learning curve on this one is pretty shallow in my opinion.
Teaching and Learning ( 1 - 5 ) (It is easier to prove that there are an infinite number of twin primes --> ABC easy as 123)
4 – This is a pretty easy game to play and to teach. There are quite a few moving parts, but all are in concert with one another, and the iconography is very clear and intuitive.
Scale-ability ( 1 - 5 ) (Works only with less/more players --> Works great with any (published) number of players)
Umm, Uhhhh, Auhhh - This game is published as 2, and works for 2. So we will leave this category out of the ranking, and take the score out of 45 and use an equivalent out of 50 ranking. I must say that I did enjoy this game solo a bit. More thinking about “user made” scenarios and then play testing them with my brother. I have heard of other games with 4 players but get a headache thinking about such nonsense…
Access-ability ( 1 - 5 ) (Must be played by the hardest of hardcore gamers --> Easily played by my wife)
4.5 – It is a gateway, and thus accessible by all. My wife doesn’t like it, but I can’t fault the game for that…only her.
(4.5 + 15 + 5 + 4 + Umm + 4.5) = 33 (out of 45)
Perhaps a bit higher than I would have imagined, but I REALLY liked this game when I first started playing it…
I think the best part of the “Memoir” games revolves around the freedom of creativity associated with it. It reminds me of the old Heroscape days, and I don’t believe that I am alone in this regard, and thusly attribute some of Memoir 44’s success to its open-endedness, and its bottlomless pit of $$ sucking.
I have started rating games with this rubric because I am a theoretical mathematician and work in the comfortable confines of numbers and number theory. I am enjoying the process of trying to see I can objectively establish subjective emotions about games. I would love more of your input
Please note that I make no reference to theme, and replayability. I firmly believe that all themes are pasted on, and are what you as the player make of them. When I play Glen More, I choose to play Glen More as a Scotsman making whisky and building my clan, because that is the theme of the game. Furthermore, I think all games are replayable, and that a game evolves with those playing it.
The Compulsive Completist
too low, dice fun...
about right, dice functional...
- Last edited Sun Jan 27, 2013 4:57 am (Total Number of Edits: 2)
- Posted Sun Jan 27, 2013 4:50 am
Why this review?
There is already 3 (!) pages with reviews?
Jim O'Neill (Established 1949)
Graduate of Barlinnie
VENI, VIDI, VISA - my reaction on entering my FLGS.
Like a good red wine, I improve with age... and being laid.
Why this review?
There is already 3 (!) pages with reviews?
...and each person has a different take on it.
San Diego (Scripps Ranch)
Although I personally don't agree with the numbers, I appreciate the review - good, bad, or mixed as long as it has some depth explaining what they like or don't like about the game.
I only real issues where I (and probably many others) disagree with you is with you categorically stating:
"He who rolls the hottest, and draws the best cards wins."
"..the learning curve on this one is pretty shallow in my opinion.."
There are no guarantees even if they occur. IMO, good experienced players find ways to win at Memoir, in spite of rolling second best or getting the second best cards. That is why M'44 is so intriguing to many of us! Quite frankly, card play is not too far different than, for example, Combat Commander (which I also believe one can be victorious with poor cards). And, in your opinion that the learning curve is shallow...I can only wonder what you missed about this game, or that your level of experience of that of a uber grognard (of which I will respect). I would merely offer that this light game offers more than what meets the eye.
In addition, that Memoir is a $$ sucker is something that most of us can all find agreement. Seriously, some of these new M'44 packs, although nice, are not worth the monitary expense. Where I disagree with you,(if I'm understanding your review correctly) is that the popularity of this game is due in part (or in a large part) to the bottomless pit of packs and expansions that have been produced.
Finally, unrelated to your review, but in regard to being a dice fest - not! If it was so, then there surely wouldn't be so many fans of this great game!
- Last edited Tue Jan 29, 2013 3:31 am (Total Number of Edits: 15)
- Posted Mon Jan 28, 2013 3:57 pm