VILLAGE
Transcription
VILLAGE
Freedom in the Game Lamberto Azzariti Stefan Dorra 7 FREE SAMPLE PDF 7 FREE SAMPLE ! VILLAGE meeple's meaning of life by Inka & Markus Brand PLATO : what is it ? The games reviewed in these pages are scored on the following three criteria… First, we evaluate the interactivity, which is to say whether the game induces a lot of dialog and interaction at the table, whether it takes the form of opinions, persuasion, or even imagination. On the left, one would find Chess ; on the right, Pictionary or Diplomacy ; between those extremes, The Settlers of Catan. Next, we determine whether the game appeals more to instinct and nerve, or to calculation. On the left, one would find Liar’s Dice ; on the right, Go ; between those two, Backgammon. Finally, we evaluate the difficulty level of the game. On the left, one would find Dominoes ; on the right, Civilization ; between the two, French Tarot. Notice that these criteria do not provide “ good ” or “ bad ” ratings, but simply an indication of how well suited the game might be to the tastes of one person or another. A more subjective rating, depicted by a gauge, complements the positions of these three sliders, and helps you to get a quick impression : 5 = a safe bet / the columnist fell in love with it ; 4 = a good game that one would want to play frequentPLATO, rue Félicien Terwagne 33, 5020 Vedrin, Belgium, [email protected], Phone +32 486 50 51 91, Fax +32 81 23 03 71 & PUBLISHER : Megalopole sprl, represented by Didier Delhez & Copyright : October 2012 & FR / BE EDITORS : Damien André, John Berny, Benoît Christen, Olivier Doyen, Lionel Graveleau, Stéphane Josephy, Sébastien Kihm, Mathieu Lallemand. & FR→EN TRANSLATORS : Simon T. Belanger, Eric Hariaux, Nathan Morse, John Shelley. ENGLISH EDITOR : R. Dawson Smith. PROOFREADERS : Doug Bass, Stephen Conway, Phil Saln, Ken Shogren. & Cover image © Eggertspiele. Photos of game boxes, their contents, visuals derived from the games themselves : all rights reserved. & LAYOUT : Megalopole sprl, BE–Vedrin, [email protected] & OUR THANKS to all the publishers, distributors, and other agents of the gaming world who sent us games to review, and / or contributed in one way or another to making this issue of Plato a reality. & Any material not specifically solicited will be returned to the sender. & The authors of the articles assume sole responsibility for their assertions. & Reproduction and distribution – even partial – on any medium whatsoever – physical or electronic – of this magazine without written permission of Megalopole sprl is strictly prohibited. ly ; 3 = a pleasant game that one would want to play occasionally ; 2 = a average game that one would not necessarily want to play again ; 1 = a game of little interest / the columnist was disappointed. FREE SAMPLE PDF DIDIER DELHEZI A Short Explanation of the Ratings PLATO WORLDWIDE TO TOUCH, PERCHANCE TO SLIDE E ver since October of 2005, French-speaking gamers have been able to indulge in their second-favorite pastime : reading Plato, the magazine about the many and varied games that we all love. This FREE SAMPLE PDF is a small sample of our work, just to give you a taste of what you could read every two months – not on a screen (how uncomfortable !), but on real paper…PEFC ! We are very serious about being environmentally responsible ! Plato is a magazine covering gaming in all its diversity. Our intention is to talk about gaming at an international level. Obviously, we will always go into detail about the new hotness ; however, we also won’t hesitate to enlighten you about obscure or less-recent products. Moreover, in addition to game reviews, Plato presents a rich array of topics for you to explore in our publications. But above all else, Plato is also about tone and look : An irreverent tone, fun and amusing, a bit quirky at times – after all, we’re just talking about games here ! And a colorful, relaxed look, to make for really comfortable reading. Working behind the scenes is a diverse team of thirty people, passionate about games, whose greatest pleasure is to transport you inside the world of gaming. Designers, illustrators, publishers, distributors, retailers…all will soon have more secrets to share with you. Welcome aboard ! There is no rating above 5 or below 1. 3 TUTTI FRUTTI http://pitchndunk.free.fr PITCH'N DUNK ALL-STAR PARLOR GAME TICKET TO RIDE MAP COLLECTION : VOLUME 1 - TEAM ASIA & LEGENDARY ASIA STONE AGE : STYLE IS THE GOAL DOUBLE DRAGON Although Stone Age, published four The initial two hundred copies quickly BY LIONEL GRAVELEAU & BENOÎT CHRISTEN EXPANSIONS Self Publishing YOU WANT A BEAR CLAW, BABY ? years ago, seemed perfect already, now sold out in 2011 ; the game received Ticket to Ride, from Days of Wonder, it gets an expansion. This expansion almost unanimous positive feedback. may just keep circumnavigating the adds several components and options This led to the logical conclusion for world : The most recent stop – or two, to the game. A fifth player can join in such an attention-grabbing small pro- depending on which side of the game- the fun and a currency exchange of duction : Pitch’n Dunk had a second board you use – is in Asia. The first, sorts (the decorations) is introduced. print run of two hundred copies. Even Legendary Asia, depicts a complete map if an obscure market (sports + flic- of Asia from Turkey to Japan. It reuses king + production costs + the specific a few features introduced in previous packaging = big publishing risk ?) TtR releases, but it also adds some- deprives this basketball simulation thing new : mountain routes. In order from wide distribution, make no mis- to claim these, you must discard one take : Its success is quite miraculous, or more additional train cars, but they in a sporting genre that has rarely will also get you extra points. Perhaps found a slant so satisfying. Movement in compensation for this, the links tend by flicking is (along with self-publi- to be a little shorter. The second side cation) the common denominator of of the gameboard, called Team Asia, most of Daniel Quodbach’s crea- focuses on India and China, and is a tions. With irrefutable clarity, he has much more original expansion. As the name suggests, it is played in teams : FREE SAMPLE PDF on a card holder that sits between them. The challenge is to understand your There are also new Civilization cards partner’s intentions : which links he and Hut tiles that integrate the decora- wants, the colors he needs, the pace at tions into the game, as well as a quarter situations and challenges of a basket- which he wants of a gameboard that adds worker pla- ball game (ah, the concept of the shot and of course brilliantly reproduced all the tactical PLATO WORLDWIDE from one another, and sharing others cement locations. While the addition clock !), really breathing life into the the underlying of a layer to the gameplay (the ten players and the ball. Competition question, trader area) introduces a level is elevated well above a simple contest “ Which cities of complexity, the game length of skill, without detracting from how does he need with five becomes a little too apropos this aspect of the game is. to connect long. Pleasant at first, but not Whatever happens, you can do no for his tic- indispensable, this expansion wrong getting this must-have game kets ? ” For includes one small bonus : The from the dedicated website, since the this voyage handful of tiles from the Spielbox to mini expansion. The expansion decidedly inspired IF Association is kind enough to donate seven euros per copy to the charitable organization 1 Maillot pour la Vie (1 Jersey for Life). Asia, Ti c k e t t o Ride embarks into © Days does put the spotlight back onto of Won der Stone Age, and gets us playing it a new culture, a culture of collaboration, again. That was the goal, right ? and the experience is a very good one. LG BY SÉBASTIEN KIHM An expansion for Stone Age Designer : Michael Tummelhoffer Designer : Daniel Quodbach & David Kalmes ; artist : Fabien Boulay ; publisher : IF Association ; 2+ players from 8. An expansion for Ticket to Ride Artist : Michael Menzel Designer : François Valentyne Publisher : Hans im Glück & Alan R. Moon 2 - 5 players from 10. Artist : Julien Delval Publisher : Days of Wonder 4 - 6 players from 8. 4 the game to run, BC www.filosofiagames.com © IF Association the other, keeping some cards secret www.daysofwonder.com/fr © Hans im Glück Partners actually play one right after ✔ Variable Phase Order ✔ Worker placement 2 - 5 players ~ 30 minutes / player ~ 14+ PRE-ORDER AND GET A FREE EXPANSION (6 CARDS) AT THE INTERNATIONALE SPIELTAGE SPIEL 2012 (ESSEN). WW W.SITDOW N.BE 2011 Village DESIGNER ARTIST Dennis Lohausen W ith Village, Gigamic strides boldly onto the scene of serious worker placement games ; and Inka and Markus Brand try to break the pattern that has been established by the classics of the genre by adding concepts such as family pride, the relentless flow of time, and mortality. It takes a village to raise a child, but will this Village make you a happy citizen, or a recluse ? 4 The council chamber allows you to climb the government ladder, which of course comes with benefits. 4 Finally, the church allows you to jam one of your family members into a black bag in the hope that he joins the clergy. Most actions also have a time cost, which you record on your personal time © Eggertspiele www.eggertspiele.de Inka & Markus Brand track. Every ten time units (yes, it’s just called “ time ”), the inevitable happens : a member of the family passes away. You THE COMPONENTS THE RULES generation still visible on the board (i.e. Dennis Lohausen’s idyllic scene on Village follows the lives of two to four not waiting in the black sack of holiness the box cover gives us a clever preview families. At the beginning of the game, to become part of the clergy). Depending of the actions available to our family only the first generation (four meeples) on where the meeple died, he either will members throughout the game : crafts, of each family is in play. The goal of the be remembered in the great village chro- the clergy, travel, agriculture – the basis game is to accumulate the most pres- nicle (securing future victory points), or for a typical medieval development tige, which your living family members be relegated to an anonymous grave. game. The contents of the box certainly can gain through professional success To give players more flexibility, a seem to confirm that suspicion : Forty- and your dead can secure with their gold coin can always be used in the place four meeples wait within, just itching legacy. The game lasts a variable num- of a cube. Also, even if all the cubes on to stand on Action spaces on the board. ber of rounds, each of which begins with an action space have been taken, it is Seventy-two wooden influence cubes, setup of influence cubes in the Action still possible to perform that action in which represent such abstract concepts spaces. The cubes are drawn at random exchange for three same-colored cubes as skill, knowledge, persuasiveness, from their green bag. The mix of cubes at the well. and faith, are ready to drop into one of in the bag is determined by the setup Once all the cubes on action spaces FREE SAMPLE PDF the two cloth bags. Four player boards card that corresponds to the number have been claimed, the round ends with (farmyards) are ready to store grain of players. Then, in turn, each player Mass. Four meeples emerge from the and gold coins for each player’s fami- takes a cube of her choice, puts it in her black bag, ready to join the clergy (except ly. Additionally, there are forty goods reserve, and immediately carries out for any monks, who return to the bag for tiles and twenty-four customer tiles, the action associated with the location further studies). Wealthy families can as well as – and here’s where Inka where she got the cube. There are seven slip a small donation into the offering and Markus Brand start taking things actions available : in order to help their candidates “ gra- in new directions – a sticker sheet, 4 Harvesting provides grain. duate ” first. Of course, establishing your with generation numbers on them, to 4 The Family action gives you a family’s presence in the church confers PLATO WORLDWIDE must choose a victim from the earliest be affixed to the meeples. (I am not a new, ready meeple from the ear- a certain amount of prestige. number ; I am a free man ! …or would liest generation still available. Crafts generate goods. By assi- until either the village chronicle or the priate ?) Generations ? Hold on a mi- gning a worker to a workshop, anonymous graves are full. The last nute : Aging and death were also shown you can produce goods for free, Mass will then be held before a final in the cover art ! Each player board has but it takes time. Alternatively, tally determines the most prestigious a time track marching around its peri- you can spend some cubes to buy family of the village. a Logan’s Run quote be more appro- goods. meter. The board depicts two areas for Travel sends a family member to OUR OPINION glorious meeples, and nameless graves discover the world, gain riches, Village can make a tepid and somewhat for the ignominious. Perhaps this isn’t and gain prestige. mixed first impression. The game deli- The market allows all players, in vers all the mechanisms and concepts turn, to trade goods for prestige. that became mainstream when worker the dead : both a huge chronicle for the your mother’s worker placement game, after all ! 6 4 Rounds continue in this fashion 4 4 BY STÉPHANE JOSEPHY The Family’s Reputation is at Stake ! placement games were in their hey- spend, and the rate at which you spend action, or that specific cube you need, day ; however, those are starting to get it merely dictates the rate of mortality at any cost, or opt for the best compro- a little stale a decade later. The archety- of your meeples. Because the end of the mise ? There are also black plague cubes pal wooden cube is already sufficiently game is triggered by the death rate, you which have no market value but taking unattractive and abstract when repre- can spend time like crazy, stacking the one allows you to take the action it’s senting metal or fabric, but it becomes dead like cordwood, in order to drive on “ for free ” – at the price of two time impossible to suspend disbelief when the game to a quick end, or you can units. In our games, black cubes gene- those cubes, which are abstractions be parsimonious with your time, focu- rally linger on the board until there are themselves, represent abstract concepts sing on long-term strategy. So, if your no other choices, but sometimes they (skill, knowledge, persuasiveness, faith). family is clearly dominating the game, can be taken quickly, in order to fuel “ I shall exchange skill and knowledge you may choose to fuel that quick end the “ rush ” strategy mentioned above. for a plow. ” Um, no. Two minutes into Part of the reason Village is generally the game, you will be talking about quite a short game is that it has a rare flui- spending “ pink ” and “ orange ”, with dity. The rules are well written and unam- no regard for their thematic names. It biguous, which means you don’t need to should come as no surprise that the keep your nose in them throughout the meeples spend their days toiling game. After the initial explanation, you’re away on crafts, trading, and travel ready to go : you take a cube, perform in the hopes of ending their lives at the corresponding action, done. And the right time to secure a handful of between your turns there are enough prestige points as they croak. We had variables to consider, related to your hoped the meeples’ mortality would opponents’ actions and the board, breathe new life into the genre, forcing that there is very little downtime. Although the player interaction is us to think in new ways, but ultimately indirect and generally peaceful, the dearly departed come to rest is only one struggle for religious supremacy, dirty of five ways to gain prestige. It is just as tricks at the market, and reducing each readily available from travel, commerce, other’s options by picking up those last cubes on certain action spaces, can all The noticeable effect on game play is of the game by focusing on actions that induce real tension. Do not think that much smaller than we had imagined. consume considerable time, such as you can raise your children safe from the However, once we let go of our defla- crafts. Depending on the choices made influence of the rest of the village. ted hopes for a revolutionary game, we in the game, it can last fewer than three Village ultimately is both classic still have a game with numerous little full rounds, finishing in half an hour or and innovative. Without quite mana- aspects to explore, and its nuances make it can stretch out longer than two hours. ging to steer clear of the clichés of the for a pleasant experience. Although time The obligation to take a cube from genre, it presents a lot of great ideas. The management is not exactly new, the way a space before taking the corresponding game play is sometimes very rhythmic, Village handles it is. Games like Thebes action is another interesting mecha- sometimes more subdued, but it always or Olympos essentially grant each player nism. First, some spaces have far fewer provides a pleasant experience. an equal amount of time, and the pace cubes than there are players. This forces at which you use the time merely de- players to try to anticipate their oppo- termines the opportunistic timing of nents’ moves. Also, because the cubes your actions. If you burn your candle are randomly drawn before each round, quickly, so to speak, then you sit and it may be the case that the cubes you wait while your opponents catch up to need are on less appetizing actions. you. In Village, time is more like ano- This leads to contemplation of a nice ther (abstract) resource that you have to tradeoff : should you take that optimal PUBLISHER 9 Eggertspiele, Pegasus Spiele AGE 9 12 years and up GENRE 9 worker placement PUBLIC 9 experienced players PLAYING TIME 9 75 minutes NUMBER OF PLAYERS 9 2 to 4 FREE SAMPLE PDF the church, and the council chamber. PLATO WORLDWIDE the great village chronicle in which the le © Eggertspie 7 INTERVIEW FAMILY SPIRIT Meeting with the Parents of Village BY STÉPHANE JOSEPHY T he prolific Inka and Markus Brand, city folks raising two children, Emely and Lukas, recently perpetuated a family tradition by coming up with a game on their own (Mito). Working exclusively as a couple, the Brands clearly prove to us that having a sense of family is not, for them, merely a game theme… to be published by Kosmos. Prior to that, Thereafter, our discussions continue, and it's between 1999 and 2006, we created more a great advantage of being able to exchange than a hundred board and card games, but opinions during this whole phase. During without managing to have any of them pu- our whole process, it makes it much easier blished. Thereafter, we came up with forty- to realize what must be changed, or in worst one games for seven different publishers. To cases, to make the decision of dropping a name some in particular : A Castle for All project entirely and switch to something else. Seasons, Monster Falle, Mirror Mansion, and Guatemala Café. However, it's not a fulltime job for Markus ; he works as an insurance broker. As for me, I have quite a busy day dealing with creating prototypes and rules drafting. During evenings and weekends, we share the whole creative process. PLATO 7 All your games are being created as a couple. How do you distribute the roles between yourselves ? In your opinion, what are the pros and cons of such a work method ? IB 7 Yes, we work exclusively as a duet, and we don't see what could be the advantages PLATO WORLDWIDE FREE SAMPLE PDF © Inka Brand of working any other way. Of course, sometimes it's Markus who brings up the original idea, and at other times it comes from me. We try to speak together about a new game idea as soon as possible, well before a board PLATO 7 Could you start with some introduction ? What was your journey through the gaming world ? INKA BRAND 7 We started creating games idea evolves until it reaches PLATO 7 Your creations seem evenly distributed between serious games of strategy, family games, and games for children. Is this because of different gaming tastes between the two of you ? IB 7 Not really. I think that we just develop publishing, where we could test a a more advanced stage the types of games we like to play. We enjoy whole series of games by various where we can launch the playing with the children as much as ope- manufacturing ning family boxed-sets or more complex eventually published. of prototypes games. Whether playing or creating, we It was a revelation for and organize don't want to confine ourselves to a speci- us. We enjoyed this ex- the first play- fic genre. We prefer following all ideas that periment enormous- lets sessions. in 1999. It all began with taking part in a prototypes workshop at Kosmos authors before they were or cards have physically seen the light of day. This way, we collect preliminary feedback which generally saves us a lot of time. We love this development process, and even more so when an original come to mind ! ly. On our way home, we made the decision to take the plunge and develop our very own boardgame. However, it took us seven years The Big Dinosaur Game, © Eggertspiele before our first game, 8 « That our villagers die after a laborious life, perfectly integrates itself to the game theme, which tries to stick as closely as possible to the real life of the time. There's nothing macabre in that ! » PLATO 7 You work as a family, you create family games, and even your children recently became published authors ! It’s not so surprising then to find the family as the principal theme of Village. Was this an easily exploitable basic idea ? self in its mechanisms halfway between PLATO 7 Another important concept of Village is its use of time, already seen in Thèbes or Olympos, for example. But, exploited here in a cyclic way, thereby resulting in the death of one of the characters within the family ! Was this something easily acceptable from the game publisher ? IB 7 The exploitation of a “ time ” factor Citadelles and Stone Age. Each player was indeed necessary to emphasize the Memory, and adding an optical compo- has eight characters who will take an impression of real life and evolution of nent by using proper angle reflection active part in the construction of an the village. No matter what you do, time situated among several mirrors, the imposing castle for the local lord. At the slips away. Whether it's to learn how to Brand couple offered children players, beginning of each turn, everyone reveals make a plough, to explore the outside in 2009, a true pearl of originality. simultaneously their activated role. world, or to lead a brilliant career in the The box of the game, pierced by tiny Depending upon each role, they grant town hall, it takes enormous time, and windows, accommodates some Object the right to collect money, resources, or a way to manage a timeline effectively cards around its periphery, the contents to build a portion of the castle. A final had to be found. Concerning the issues of which will only be discovered by character enables him to take back all of the death of one’s family members, we judiciously placing four mirrors. The the cards that were previously played. actually had a few discussions with Peter material is terribly attractive, and A Castle for All Seasons requires kee- Eggert, the German publisher of Village, the elementary principles of physics ping track of the possessions and inten- after some criticism came up during test controlling this game are so innova- tions of one’s adversaries constantly, sessions. But, for the majority of players, tive that Victor deserves the complete so as to activate the right role at the this mechanism didn't cause any pro- accolades of parents. right time. Without being truly origi- blems. Village is only a game, after all, and nal, it does manage to fulfill a fluid we were eager to test something different. and effective synthesis of recipes that That our villagers die after a laborious have made the success of many deve- life, perfectly integrates itself to the game lopment and construction games, from theme, which tries to stick as closely as Cuba to Pillars of the Earth, with which possible to the real life of the time. There's it also shares Michæl Menzel’s splendid, nothing macabre in that ! Released for Essen 2008, A Castle for All Seasons was, until now, the most complex game published by Inka and Markus Brand. It shares with Village a medieval environment, but situates it- MIRROR MANSION Victor, a young and adorable vampire, is in search of his paraphernalia he lost in the castle. But, as he searches, he must somehow avoid falling onto one those repulsive garlic cloves! By dusting off the super-classic © Simply Fun A CASTLE FOR ALL SEASONS not without trouble. It required an enor- to combine a share of chance and a share mous amount of testing that took forever. of strategy into it. The players IB 7 Village is without any doubt our most At the beginning of the project, we had in mind the idea of a small village where various families were going to will have erasable markers and individual wipe-off boards. They will have to draw on live, grow, and try to reach these all the elements prosperity. Initially, I had the gained during the city, they'll put various specialized in- idea of placing a church in course of the habitants there, such as soldiers, mer- the center of the village, game, according chants or jugglers. Lighter than Village, and I even asked my fa- to dice results. it's a very pleasant game, made for up ther to make one out of Progressively, they to five players, and with a duration that wood for me to accom- will found their modate the meeples. In own city by building the end, that church was certain buildings pro- taken out of the game, tected by ramparts but it remains one of which will have to be set up to protect around which Village oneself from pirates. And, to give life to their © Eggertspie grew. le the fundamental ideas shouldn't exceed an hour. PLATO WORLDWIDE ambitious game and its development was PLATO 7 Lastly, your next title, by Alea, will be called Saint-Malo. This is something quite intriguing to our French readers ! Could you lift the veil a little on this up-coming release ? IB 7 Saint-Malo is a dice game. We tried FREE SAMPLE PDF realistic illustrations. 9 Eruption 2011 BY JOHN BERNY DESIGNER ARTIST Chris James Andy Kurzen & Matt Plett A volcano awakens and your village relentlessly protects itself from the glowing red flows… even at the expense of others. The game in- from zone to zone) : volves a lot of chance, place two walls per making it all pretty turn, draw a card, or chaotic. The random play a supplementary tile draws (whose tile. Therefore, to be in play is mandatory the “ red ” sometimes THE COMPONENTS whenever possible) The publisher provides us with a set does not always ad- of good quality (thin yet solid) hexago- vance the lava as de- nal tiles, clear illustrations and colors sired and may even allowing for good readability of the turn against you. © Stratus Games Eruption ! especially promotes good mood and atmosphere. This is a game where cheap shots are game, some text which is not detrimen- The use of the walls can be frus- frequent, where revenge and returning tal to non-English speakers as it uses trating at times. The resistance of the fire are commonplace. The game begins explicit symbols, and rules shown on walls in your village that are in contact quietly enough, but temperature and their website. with the lava is tested at the beginning pressure rise quite fast and end up of each turn by casting two dice of in a pitched battle for extra tiles and THE RULES different colors. After adding the wall action cards. Starting with three cards and a wall of bonus (for example : Stone gives +2) to The game is completed by three each type, everyone completes, in turns, the white die, it must beat the result of optional rules (which can be combined) : four steps : the orange lava die roll or the wall will One for team play, leading to exchanges 4 Increase the temperature be destroyed. You can see stone walls and consultations. Another for longer of one’s village by the number being destroyed on their first test but games, where there can be only player of lava flows in direct contact straw walls resisting endlessly. remaining. And finally, one that offers with it. Eight different action cards are a choice of three visible tiles to play, Draw a Lava Tile and put it in available (for example : remove a wall which results in less randomness but play following the layout rules. in play). Present in varying quantities more aggressiveness. 4 Play cards from one’s hand. and of unequal powers, the cards can be 4 Add a wall to the game board. traded-in for the type of wall shown 4 additional tile. Obtaining cards is done village has completely burnt down. when a tile is placed in contact with The one whose temperature is the a village (at a ratio of one card per lowest wins. lava flow in contact with a vil- FREE SAMPLE PDF or two may be discarded to play an within text boxes which are sug- between the players throughout PLATO WORLDWIDE The game ends when the pile of Lava Tiles is exhausted or as soon as a gested to be ignored at first. These the game via the temperature barome- boxed rules are not advanced ones, ter which is segmented into four parts, but rather details regarding specific including three critical zones. The first case resolutions. This is a quick and player to arrive in each of these critical original way to introduce a game, zones lays down an Eruption ! Tile (a presenting the players with only tile with multiple lava flows). The tile the basics. The text boxes can be doesn’t necessarily need to be linked to consulted while playing (a sort of FAQ an existing flow. Moreover, being in a within the rules). critical zone gives a bonus (cumulative 10 has its advantages. lage). This creates a hunt for OUR OPINION cards and drives players Eruption ! is undoubtedly a family into perpetual aggression. game. The publisher even offers rules © Stratus Games www.stratusgames.com Lava is Coming ! Balance is maintained PUBLISHER 9 Stratus Games AGE 9 10 years and up GENRE 9 connection PUBLIC 9 any PLAYING TIME 9 45 minutes NUMBER OF PLAYERS 9 2 to 6 Flash point : fire rescue DESIGNER 2011 BY BENOÎT CHRISTEN ARTIST Kevin Lanzing Luis Francisco & George Patsouras advanced game) to intervene. You can as by the uniform and equipment. This use action points to move, extinguish a game ultimately captures all the ele- fire, transport a victim, or even switch ments of this familiar, impossibly chal- roles in order to adapt to changing cir- lenging setting : unbearable sacrifices, cumstances. Smoldering fires rekindle dramatic twists, individuals who work and spread, increasing the danger of well together or whose personalities explosion, while you coordinate your clash, and overcoming all that through efforts with the other players in order teamwork… which sometimes will be THE COMPONENTS to rescue the victims from this dange- undermined by unsound choices or Fortunately, a bunch of flammable rous environment. The fickle dice and persistent bad luck. FPFR manages to materials doesn’t always result in a your tactical choices will ensure that offer plenty of replay value and chal- fire hazard. Inside a box with a very each game plays differently ; resul- lenges, without having a box that takes non-Euro design – the cover looks ting either in failure, due up an entire shelf. You can play the like the poster for an action mo- to the house collapsing or game at different difficulty levels, and vie – you will find German-style losing too many victims to you can vary the suitability of the roles components. Instead of the plastic the flames, or in victory, for the particular game configuration. If figurines you might expect from thanks to your team sa- it had different scenarios and different the cover, there are wooden fire- ving a reasonable number floor plans, this game’s life would burn fighter meeples and cardboard of victims. inexhaustibly. The interaction of roles and the players themselves will require © In much more finesse and precision as the oa eB di smoke, flammable difficulty of the game is increased. In s rd materials, etc. an d The game board s rd Ca looks like it was fact, depending on the circumstances, some roles will be shunned altogether. created in some Although the game is totally acces- home interior de- sible due to its theme, it still contains sign software. The some less obvious elements, such as cards, however, managing the spread of fire, explosions, have illustrations etc, that might limit its spread into the that live up to the thril- traditional family game market. If a ling title. Nonetheless, nei- seasoned gamer, experienced with this ther the component quality OUR OPINION sort of game, helps run the game, the (which is high) nor the rules (which Following in the same vein as players should get on like a house on are clear and well written) pack any Pandemic, with a theme close to rea- fire ; however, even with inexperienced disappointment. lity – or at least TV news – FPFR gives players, the game will be a success. The us a sense of deja vu, but not because atmosphere of the game, its common THE RULES the game copies from a predecessor appeal, and the human desire to act Simple, logical, and straightforward : or re-uses a popular theme. On the with bravery should make this a very Fire breaks out in a house with a grid contrary, the atmosphere feels fami- hot title ! floor plan laid out on a coordinate sys- liar because you will feel like you are tem that corresponds to a pair of dice. part of a television series, complete The dice will determine the locations with distinctive characters that have of flammable materials and “ hot spots ” different strengths and psychological in the house, as well as the locations profiles. In fact, firefighters inesca- of the victims you will need to save. pably are a “ mainstream ” subject. It The firefighters must use action points is a dream job for any child under the and their unique special powers (in the age of six, attracted as much by the fire PUBLISHER 9 Indie Boards and Cards AGE 9 8 years and up GENRE 9 cooperation PUBLIC 9 any PLAYING TIME 9 45 minutes NUMBER OF PLAYERS 9 1 to 6 FREE SAMPLE PDF tokens to represent victims, flames, PLATO WORLDWIDE F ire at 366 Fair Street ! Dispatch the truck ! Alright firefighters, we need to get in and out quickly and cleanly in order to save any inhabitants – human or otherwise – and don’t forget : service with a smile ! www.indieboardsandcards.com Extreme xtreme Firefighting Firefi re ghting ghti 11 2019 : the Arctic 2011 BY STÉPHANE JOSEPHY DESIGNER ARTIST Andrzej Kurek RadosŠaw Jaszczuk www.sinonis.pl Towards a Second Cold War ? T he great powers flourish their weapons, obeying submissively to the insistent councils of the oil lobbyists. The Arctic, with its Inuits, polar bears, and especially its enormous potential in terms of oil resources : It is definitely worth a little war… platforms located on enemy ground. vote of a territorial law redefining the rules of control of each sector, thus 2019 : the Arctic depicts a confrontation destroying platforms that are chan- between the Arctic Council’s nations. ging camps. Pure science fiction ? Global warming When it comes to the final end makes oil extraction conditions less game scoring, the platforms and lob- strenuous, putting the Arctic, and its byists assigned to the power having the hundred billion potential barrels, at the THE COMPONENTS North Pole will also bring a substantial center of everyone’s attention. In 2007, Right from the opening of the box, number of Victory points. a Russian expedition plants a symbolic PLATO WORLDWIDE FREE SAMPLE PDF 2019 : the Arctic left us cold and icy. 12 FREEZING The diplomats can also support the flag at the North Pole, thereby fueling There are missing and badly painted, OUR OPINION the angst of the other Council mem- damaged pawns, including an espe- Nations belong to nobody, and are bers. Geographical apportioning is a cially immense legibility problem : The temporarily directed by player-inves- permanent bone of contention between brown and black components are not tors. (Difficult not to see a connection the Russians and Americans. Following easily discernible to such a point that with Imperial here.) However, although the ice-barrier meltdown, the opening it is imperative to modify them before control of the powers is relatively stable of the “ Northwest Passage ” provides a use. Big problems on the surface, it will in the game by Mac Gerdts, 2019 allows maritime path connecting the Atlantic thus be necessary to dig deeper to find three different players to make a move and the Pacific Oceans via the Arctic, something positive… for the same power. This inevitably ac- which leads to other quarrels concer- centuates brutal confrontations, and ag- ning sovereignty between Canada and THE RULES gressive actions will be numerous on all the international community. In short, 2019 pits four extraction companies levels : Military strikes, disastrous laws the Arctic is indeed an explosive powder against each other, which exert enforced, and recur- lobbying pressure on five great ring revolts. However, Arctic powers (Russia, Norway, behind this apparent United States, Canada, and chaos, hides a complex game, supported by a rich and inno- Europe). and multidimensional vative theme. 2019 forces players to Over nine turns, each player will send his lobbyists towards keg of global power… plan, anticipate, prepare for the worst, © Sinonis and to negotiate fragile alliances in a these nations to finance the fol- world where backstabbing goes wit- lowing actions : Drilling rig construc- hout saying. tion, construction of ships, fleet move- The ambiguous nature and qua- ment and combat, tax collection, revolt, lity of the materials are below current and diplomacy. standards to the point of really hin- With each sector’s underground dering the fun of the game. But, if one abounding in oil, gas or concretions, it manages to rise beyond these conside- is vital to set up one’s platforms quickly. rations, 2019 is a piece of gold for fans Then, these resources are extrac- of raw testosterone. ted to be sold or converted into Victory points. Except in the event of a revolt, when all sites of that country then stop producing ! Diplomats have the possibility of declaring war on another power. During this phase, their fleets can destroy PUBLISHER 9 Sinonis AGE 9 14 years and up GENRE 9 conflict, production PUBLIC 9 experienced players PLAYING TIME 9 150 minutes NUMBER OF PLAYERS 9 2 to 4 Magnum Sal 2010 BY MATHIEU LALLEMAND DESIGNER ARTIST Marcin Krupinski ' & Filip MiŠu'nski Piotr Nowojewski mine, buying or selling salt lt at Sal manages to do so. S the market, buying a tool, hiring ring With only two actions W a miner, positioning yourself self per turn, the game runs pe to fulfill royal orders in subub- smoothly and quickly. sm sequent turns, or placing an The theme is well impleTh assistant in a building in orr- mented, particularly with me der to collect a coin from the e the chain of miners that THE COMPONENTS bank every time anyone per-- help each other extract and The game includes a game board depic- forms that building’s action. transport salt to the surface. trans In order to des- a vertical mine shaft, cend into projecting from the Placing assistants in builPlaci © Gry dings and placing miners well Leona rdo the mine, the he miners “ bottom ” of the in the chain can be crucial to must form an unbro- picking up a few extra coins from other ken chain. This players’ actions. But above all, if you means that if a want to earn your salt in this game, miner is alone you need to position yourself at the in a space, that castle to fulfill royal orders. It takes meeple can’t move if two turns of waiting in order to com- the latter in different colors according there are others beyond him. Don’t plete an order, which you must do at to its purity. There are also thick tiles worry. His being stuck there isn’t en- the start of the third turn. As a result, representing tools and finally there are tirely a disadvantage be- the traditional meeples. The entire en- cause other players semble is rather aesthetically pleasing will have to pay pecially late in a phase. and well illustrated. The iconography him to help trans- The way the tiles are is sufficiently clear to keep you from port salt along the set up in the mine, the having to dash back to the rules to see chain of miners to order in which the king’s what things mean – which contributes the surface. Your greatly to the fluidity of the game. The miners can also mine shaft with the branching levels rest their fatigued bodies, of tiles is very eye-catching, and really weary from all that salt mining. At the helps immerse the players in the theme. end of each phase, you will retrieve mer will notice that certain tactics are your miners in preparation for the next more beneficial than others. So ove- THE RULES phase. At the end of the game, you will rall, Magnum Sal could constitute an Each player starts the game earn bonus coins based on the number interesting transition between family with five miners. The game of tools you have, and then the richest games and “ gamers’ games ”. board, with three horizontal levels of tiles off the main shaft which contain the salt to be extracted. Cubes o Fibbi © Alessandr represent water as well as salt ; you strive to anticipate which orders you can fulfill, es- demands roll out, and the © Alessandro Fibbi tools available each phase provide sufficient variety ; but after a few games, a seasoned ga- player wins. will play out over three phases. In each one, OUR OPINION players take turns performing two actions un- Mechanically, Magnum til the phase ends due to Sal does not revolutio- five of the king’s demands nize the genre : placing being met. Some of the ac- workers, actions at buil- tions available to you involve dings, and contracts to the mine directly : moving a miner into the mine or extracting andro © Aless Fibbi fulfill – all this is rather common for this type of salt. Others involve the buildings on game. It is not easy for a game to stand the surface : pumping water from the out in such a setting, and yet Magnum PUBLISHER 9 Gry Leonardo AGE 9 10 years and up GENRE 9 placement, worker placement PUBLIC 9 any PLAYING TIME 9 90 minutes NUMBER OF PLAYERS 9 2 to 4 FREE SAMPLE PDF ting the town of Wieliczka and PLATO WORLDWIDE I n Magnum Sal, each player is a foreman with a team of miners trying to exploit the famous Krakow in order to meet the demands of His Majesty, King Casimir the Great. www.gryleonardo.pl One Game That Doesn’t Doesn t Need a Pinch of Salt ! 13 ANALYSIS DORRA ÜBER ALLES The Seven Comments http://www.dorra-spiele.de BY DAMIEN ANDRÉ I f we let ourselves drift away a little from the review of the Seven Seals that follows, a whole enthralling universe appears. To return, at the time of its republication, to this game, its history, and its author indeed offers the opportunity to discover all the richness of German games, whether traditional or modern ones. ignored specificity of the German gaming culture. A quick tab search on card games on a gaming site or a glance at the importance gained by Wizard, Tichu and others on the BrettspielWelt gaming site would be enough to be convinced. For those pondering the issue, it proves to be quite interesting to realize that, far from being a dead language, the genre continues to evolve constantly and take very original turns. Be it due to specialists like Klaus Palesh (author It would not be easily conceivable of the very good Sticheln and Hattrick) in France. At the beginning of 2011, or to freelancers, like Friedemann Friese Spielbox, a German magazine concer- recently with the astonishing Stich- ned with the subject of games, pres- Meister, making specific incursions, PLATO WORLDWIDE FREE SAMPLE PDF ented on its cover what one would be 14 numerous are those that take on the hasty to regard here as a “ small deck of the reference to Wizard to return to cards ” : Wizard, by Ken Fisher, was then the literal translation under which the celebrating its fifteenth anniversary. game was previously known until then : We were presented the box in which The Seven Seals. The disappearance of it is traditionally known in Europe, the the very beautiful, abstract, and esote- inevitable jubilee edition, as well as a ric original illustrations is regrettable. new box, disguised under the name of They constituted one of the rare suc- Wizard Extreme, adorned with dubious cessful attempts to reinvent playing illustrations inspired by a republication cards without using a theme, contrary of the famous game Die sieben Siegel to those of Wizard which are enough of by Stefan Dorra, initially published in a mishap. Yet what matters is to see that 2003. In France, Gigamic, while main- Wizard and The Seven Seals stay alive. taining the change of style, gave up Ten or fifteen year careers – a longevity challenge and try innovative proposals. which has become rather rare in the current situation. A DIFFERENT CULTURE This simple observation makes it possible to gauge the level of popularity enjoyed in Germany (a country which is especially known for its contribution DORRA THE EXPLORER to boardgames) by trick-taking and fol- Many of these publications are neither ding games. The genre, which by the translated nor distributed, and, when way is a little sneered at there, seems to they are, the word generally remains be driven by some great inventiveness. confidential and marginal. Within these Put differently, there is a market which many proposals, the name of Stefan makes this form of expression possible Dorra stands out and naturally imposes for authors as evidenced by the long list itself. If we do not regard him only as of games of the kind published. Stefan a card game specialist (he is a jack- Dorra confirms it to us : there is, for him, of-all-trades, as the recent Pergamon in this penchant towards card decks, an proves it) and should he not be the most POKER CHIPS AND PAPER BOARD and enthralling. Although often rather strange, these compete without too many problems with the classics. Among the number of heirs that could be seen as to be in the wake Among those, Njet !, as Die sieben Siegel of Dies Siegel, one must count Pala. Published confidentially by did before it, distinguishes itself with Cambridge Games Factory, publisher of Glory to Rome, this game some rare qualities : purity and ob- is the brainchild of Jeffrey D. Allers, an American exile in Germany viousness. Like the others and many previously known for his Alea Iacta Est. Seeming at first anecdotal game proposals of the same breed, it is and not too beautiful, with its poker chips and paper board, Pala, however, deserves a look confronted by an interesting problem : at. In the small, not overly functional box, two quite different games are provided. In the how to distinguish itself from the legacy first game, a quasi-replica of Dorra, the opponents bet on the folds they think are achie- of the classics like that of Tarot, Bridge, vable. In the second one, a preliminary stage determines the colors that bringing negative and Coinche, which, like it or not, cer- points and those that will enable the discard of other cards. Making the right number of tainly embody some perfection ? How folds or making as few as possible – all very classic. However, making the most of its pic- to renew a genre that is so codified ? torial theme, it introduces a novelty instead of the traditional trumps : the possibility of What novelty can be offered with such combining the primary colors so that they become secondary ones. One no longer cuts but narrow, reshuffled, bases without using shuffles ! For example, if someone opens with blue, you can see the fold switch to purple if an artificial premise ? Finding new cards an opponent adds a red card, conversely, if the fold is green, a combination of yellow and or getting rid of the figures is not that blue enables one to follow. The whole produces an uncertainty of the control of the fold, simple. Few successes have been seen in the colors that will constitute it, and the length of the round. These fun ideas offset us in this field while many failures have. On our habits and bring a card counting system players might first see as chaotic to unfold the mechanical level, the importance of as being a rather fine one. Entertaining and twisted, it is unfortunately poorly distributed the preliminary phase, the existence of globally. It is a pity since it definitively proves itself to have its share of the culture of card double trumps (a figure and / or a color), games. No wonder that, as Jeffrey D. Allers, a fairly unknown author, is also a wise gaming the presence of the several copies of the world columnist on various blogs. same card, of revolving teams, of skir- A game by Jeffrey D. Allers, published by Cambridge Games Factory (2011) ting conventions of the kind, all of these for 3-5 players aged 12 years and up. are attempts to stand out. If, at first, these elements appear as innovating www.cambridgegames.com / index.php ?page=games&choice=pala as they are distracting to the unfamiliar public, they will undoubtedly be more recognizable to the German players. German games, Skat and Doppelkopf published, with Die sieben Siegel and of trick-taking (Whist…), Njet ! operates are particularly sensitive to these. A Njet !, two huge successes in the genre. at the level of a game of folds. The first number of elements seem to descend Besides, he admits having a particular version was of Soviet inspiration and directly from this lineage. These two affection for card games, traditional or rather well done, to which we owe Franz card games are almost unknown out- modern, which he says he’s been playing Vohwinkel. This graphic choice was un- side Germany and its neighboring areas, since childhood and continues to enjoy fortunately abandoned to the profit of while at the same time others, like the to this day. If Die sieben Siegel is a light Matthäus Dory’s drawings when it was Italian Scopa, have a much broader ra- republished, in 2007 by Amigo, in the 4 in dius. They would thus deserve their own 1 box – which is the version of the game reviews. The author has been playing one will most probably find nowadays. them, he says, since the age of eight, This compilation of four games is a true like all the little German kids. When we figure of anthology of modern games of contacted him, he said not to currently folds. Njet ! stands close by, indeed, with be working on any new card games, not the excellent Was Sticht ? by Karl-Heinz finding anything original enough to pos- Schmiel and Mü by Doris Matthäus and sibly distinguish itself. While waiting for Franck Nestel, both of which had been what comes next, one catches oneself published separately before. dreaming that the current thrill we are witnessing in France around this sort LEGACY AND DIFFERENTIATION of games (see The Dwarf King, Tschak !, Besides, one should not be duped by the the republications of Hol’s der Geier naive and childish drawings which are and of Die sieben Siegel) could lead there, misleading and almost contra- to a true basic tendency that would dicting. We are there in the presence allow the unearthing of some of those of technical games ; demanding, long, hidden treasures. PLATO WORLDWIDE and pleasant variation on the principle FREE SAMPLE PDF Indeed, the influence of two traditional prolific of his kind, he has nevertheless 15 ANALYSIS FREE, AT LAST ! Let’s Talk About “ Freedom in the Game ” BY OLIVIER DOYEN “Y ou’re cheating ! ” “ Yes, but I have the right to. It’s written right here. ” Linear or multidirectional ; open or restricted. Games are made of rules which, themselves, reflect mechanisms or principles. These elements define an outline that delineate our actions. However, where does our freedom stop, and where does our creativity begin ? Is it the game that dictates my actions or do my actions define the game ? Are rules an imposed theme or a safety net ? Become a revolutionary, take up arms, and let us march towards a free game ! and each wheel rotates in a precise direction, or it can also happen that HELL IS OTHER PEOPLE the machine is almost empty, where it falls onto ourselves to find funny One definition of freedom is “ the faculty shaped wheels that can be inserted of acting by one’s will according to the in it. Do games reduce our freewill means available without being hindered to silence, imposing its agenda, or by the power of others. ” Therefore, when are they able to carry us across the people play together, they choose as true white line ? gentlemen to “ put a spoke in the wheel ” of others. Overriding this principle some- CONTROLLED SKID times amounts to cheating. Let it be said, The assortment offered by the huge a cheater is not simply disrupting the range of games covers one extreme to game balance, but is also undermining another. On the one hand, there are the freedom of the players. Everyone games, complex or simplistic, which knows that cheating is wrong, but did divide players by an impassable wall. you know that cheating is undercutting One where players can see that the free will ? game path is all mapped out. This type of mechanism is rarely attractive, and unless it is a trivial game in A BOOKLET TO RULE THEM ALL us, this kind is quickly abandoned. remain heavily framed and without Any game involves rules. Be them Unavoidably, we thirst for freedom. any real surprises. minimalist, leaving much to the crea- In an intermediate range, we A step further can be found in tivity, or on the contrary being very find classic games with very precise games that rend the material veil restrictive. They are the soul of a rules, restricted choices, but offering to focus on creativity. Whether it’s a wide selection of strategies. This Pictionary or Dixit, the rules take sible to achieve what it was designed variety must go together with a good the form of a thread that must be for. Beyond the simple definition of a balance. Without it, no free will : an kept, but that does not stop us from set of “ instructions ”, the rules reflect unbalanced game gives rise to ulti- dancing, drawing or walking on our the spirit of the game. They exhibit mate and unstoppable strategies or heads. Freedom becomes real and its mechanisms and explain the fra- choices too obvious. When only one the door to our imagination blasts mework created and defined by the reasonable tactic imposes itself to us, open. The result, if provided by sharp author. The rulebooks show intent. we lose the possibility of choosing. rules yet subtle and discreet, is often FREE SAMPLE PDF be made. But the results of these game, and without them it is impos- Some also leave room for flavor text The higher level is taken up by PLATO WORLDWIDE which the dice will decide our fate for that set the mood, have jokes, and so- games involving some cooperation Finally, on the other side of the metimes even whole chapters of his- and / or bargaining. If the framework scale are role playing games. The tory and background at the whim of still consists of strict rules, then an rules are a safety net and the only the author and the publishing house. amount of psychology has an effect, real limit is our own imagination. It is this innocent set of pages that and demonstrated timidity shows This freedom, becoming may dictate our gaming experience. up. Dialogs with other players open total, may also scare The format of the game is defined to a sphere of absolute freedom wit- some players and within it, as well as our flexibility hin the specific codes established produce a sort of during the game. Rules and mecha- by the rules, and allow unthinkable agoraphobia nisms are intertwined, and behind promises and outlandish actions to the scenes of a game an implacable machine is often found in which each gear has a very specific place 16 quite enjoyable. feeling that may petrify them. unlimited ; the choice is ours to dis- Role-playing games are practiced tort or adjust that frame. There are among connoisseurs, but by drop- also some games, wargames with ping the ballast binding us to the miniatures for instance, that are so Creativity can also come from tacti- classic games, they become more vast that the rules textually require cal prowess. Inventing a new strategy accessible and can provide managing unforeseen cases with comes down to speaking your imagi- ‘house’ rules established between the nation within the confines of very strict players who are supposed to behave rules. Thus, the game of chess dates, at like true gentlemen. Finally, if the least, from the tenth century. If a game rules are the soul of the game, its as old as this one still has not died out, Whatever the de- substance is its body. Diverting the it’s because behind the simple cartesian gree of freedom, substance to create new systems (for surface, the rules hide a multitude of a game cannot educational purposes for example), strategies. The chessboard has only sixty- exist without rules. And even when is to give new life to the game. If the four squares, yet despite this limited and the range of possible actions is wide, rules and substance form a whole, immutable number, the wealth of moves departing from the scope defined to turn a part away does not destroy and combinations is almost infinite. In by the author often boils down to it. From this perspective, a playful contrast, some contemporary games that inducing a significant imbalance to purpose opens a door into the infinity offer enormous amounts of actions are the game. The most trivial sub-rules of our imagination. so poorly thought out and unbalanced frequently come from a long period that the most optimal choices impose of testing during which the game THE PRINCIPLE OF PROPRIETY an overly obvious strategy to the players was triturated in all directions and Whether inside or outside of games, who end up becoming mere spectators pushed into a corner. Although some the dimension of freedom is ubiqui- of the game. games seem to leave us with a lot of tous. A game to which we return, is latitude, we always progress within a game which every avenue has yet a closed setting, and escaping the to be explored. Whether it’s multiple frame does not come without risk. strategies or the ability to overcome thanks to some rich material that It often happens that, with games physical barriers to express our own generously allow players to divert of an above-average complexity, we creativity, a good game not only has it,will get a second life. Admiration end up forgetting to apply one rule a solid framework that will provide for an author is in the principles foun- or another. These failures almost the necessary cues for players not to ded in the use of his rules ; the com- inevitably affect the flow and out- feel lost, but will also give them the pliance for players is to appreciate come of the game. In some cases, ability to adapt among these signs the author’s intelligence and enabling great maneuvering freedom involves without feeling directed. Similarly, free will towards change. So, don’t let more comprehensive rules, strong or a game that opens up possibilities, yourselves be captives ; play ! very specific to cover many scenarios created by imaginative players. It’s not a fluke that role-playing games are among those with the most voluminous rules. TASTE THIS, IT’S HOMEMADE ! Although a rule has a definite place and a reason to be very precise, play is above all about fun. While changes may disrupt the workings of machines, it is for players to apply the rules or not, or even transform them. Whether because of the audience (a younger player, or a person less accustomed to this type of game, etc.) or to get a different playing experience, nothing prevents testing an adaption of the framework. Indeed, FREE SAMPLE PDF DURA LEX SED LEX PLATO WORLDWIDE great sensations. FREE ABSTRACTION if our freedom and creativity in the game is set in advance, our creativity outside of the game is virtually 17 CREATION AREA FUN HOUSE A Reading of A Theory of Fun for Game Design www.theoryoffun.com BY DAMIEN ANDRÉ A voiding both the reef of university language and the didacticism of howto manuals for budding “ game designers ”. Raph Koster offers us here a vivifying essay on game creation. interesting book, we realize two things. The first is the capacity of AngloSaxons to claim new disciplines and attempt to rethink them in a pragmatic manner, never entirely disconnected from economic efficiency. A Theory of Fun for Game Design thus adds a new contribution, quite valuable, to Out of the bullpen, he surprises the long list of books published on us by proposing a very well the subject. The second would be, as and old English words meaa with each new release, the feeling of an Italian-style book, which ning both madness and plean a form of discipline being built, which, has more in common with a sure), while omitting the bors in parallel to the evolution of the sta- sketchbook than a finished rrowing, cited by others, from tus of gaming, still leaves large areas work. On the cover, the illus- Scandinavian (“ a flighty, vain S to explore and discover. tration shows what could very well person ”). The notion of “ source be the notes of an author at work : of pleasure ” is quickly circumscri- his many questions, his notes, his bed. The author associates to it, in scribbles. Inside, like in a school exer- addition to esthetic pleasure, physical cise book, the same structure conti- and chemical stimuli. Further in, he nues : on each page, based on the text, speaks of “ fun ” as a space somewhere a humorous drawing is found. While between boredom and anguish. This, Raph Koster mainly works in the vi- they don't always hit the mark, they with the recurrent use of terms such deo game industry (he led the Star nevertheless leave the pleasant fee- as “ task ”, “patterns”, “ skill ”, puts Wars Galaxies project, among others). ling of a thought forming, of someone him in a highly neurological approach However, as his book implied, he is far drawing in the margins. This makes to the subject. While he expounds, from confining himself to that sole dis- FREE SAMPLE PDF reading easier, more so since the lan- in the end, on the possibilities of a cipline. Folk-influenced music, drawing, guage used, once past a few technical game to reach the status of art, he writing : he introduces his various terms, is quite simple. nonetheless does not neglect these spheres of interest on his site. Like the less romantic undertones. Pleasure visual artist, the singer isn't really me- AN AMBITIOUS PROJECT comes from learning, which have to morable, even though he uses a rather The author of the preface points it do with reflexes. We all try to be the enjoyable and breezy guitar music to out rather quickly : linking, in the dominant male of the pack, etc. From sing to. However, many articles, some of same sentence “ theory ” and “ fun ” that point of view, as he states “ the which were used as a basis for A Theory has something a bit antinomic and fate of games is to become boring, not of Fun, offer on his blog, active since PLATO WORLDWIDE adapted form to his subject : ambitious. Taking as a starting point to be fun ” and struggling against that 1998, an extremely dense conceptual the observation of his children playing state of fact is a battle which is lost in fodder, rich of some two-thousand-five- tic-tac-toe, the author puts himself in advance. Whether they are too com- hundred published messages. While his the spotlight, in his drawings as in his plex or too easy, they will be resolved book was aimed towards vulgarizing, he text, and weaves his web around a few and abandoned. allows himself to speak here as a specia- 18 concepts. Firstly, “ fun ”, of course, the JACK OF ALL TRADES list. A certain dryness, in form as well vector which allows the subject, even A THEORY BEING CONSTRUCTED as matter, means that it's harder to get though it might not be as explored Not the least of the qualities of this into things; but the potential audience in depth as in other books, to remain work is to allow us to not agree with is quite likely not the same. interesting, but also the nature of the him, to make us feel like talking about game and the possible ambitions of his positions, for example on the place the creator. Very quickly, he comes to of narration in relation with mathe- the etymology (Fonne /Fonn, Gaelic matics. Upon finishing this highly www.raphkoster.com YOUR MAG Plato Worldwide is always accompanied by a goodie*, in order to delight true gamers ! BANK MONEY TRANSFER Already 48 issues in French. * The goodies depicted here are for illustration purposes only, all having been offered in previous French issues of Plato. We are working to offer future goodies of equivalent quality or better. Now starting in English. JOIN US ! EUROPE REST OF THE WORLD Subscribe NOW and get 1 f ree issue added to your su bscription 1 year 6 issues € 61 € 67 no discountt 2 years 12 issues € 109.80 € 120.60 − 10% All prices include postage. TECH-SPEC • Bimonthly issues : #1 September 2012 #2 November 2012 • Number of pages : 64 • Format : A4 (210 mm × 297 mm – European standard) PROMOTING SUSTAINABLE FOREST MANAGEMENT • Printed on chlorine-free PEFC * paper, using vegetable inks. * The Programme for the Endorsement of Forest Certification (PEFC) is the world's largest forest certification system. 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