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.
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DIDIER DELHEZI
A Short Explanation
of the Ratings
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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 :
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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
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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
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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
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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
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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,
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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
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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
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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,
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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.
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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
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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,
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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
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1
THE
WALKING
DEAD
friendly zombies
by Keith Tralins
& Brian David-Marshall
photo