Use this forum to discuss the games this month. Most everything was an abstract, and those can be tough to bring together. Kudos to everyone who submitted this month.
[GDS] SEPTEMBER 2013 "Oldest Game Ever" - Critiques
Entry #2 To Block and To Rob was mine. Thanks for everyone that thought it could have potential!
I playtested the game with different set-ups, but wasn't able to solve emerging problems. Either same color pieces happened to be near one player's tokens or too many turns went by so that neither player could move his tokens. But trying to nail opponent with fences was fun.
-regzr
I was struggling on this one. The diversity of the material, and the dice, in an ancient setting. My game (Unite 4) is too complicated for the ancient time. My thoughts along lines to give the pieces a real meaning went nowhere (a pyramid as building, dog and pigs as animals, ... nothing came out of that).
I did not mind that it uses exact four persons, since I assume that was less of a problem in the old days. But then again, maybe they were busy as well. I was not thinking about a game for the current market.
Gold: "To block and to rob". The idea is simple, fitting the ancient time, while there is enough depth in the game. I should think that the problems with playtest can be overcome by changing the number of fences, fixed starting positions, etc.
Silver: "Court of Mesopotamia". The choice to steal or negotiate is very funny. The rules very simple. These mechanics could be transferred into a more complex game where the stealing chance (bluff) is not 50/50 but one can use a more inspired guess.
Bronze: "Merchants bazaar". A game with a lot of luck in it. Not my preferred type of game, but could fit in the ancient times very well. The of colours and coloured dices does not really fit the ancient theme.
Ah well, onwards to this months' challenge!
Unite 4
A classic kind of abstract game of matching and movement.
(+) This game lacks a board, assembling a playing field out of the components in such a way that construction of the field potentially involves a degree of strategy. There is room here for a great deal of “big picture” strategy involving blocking, moving, and merging. This favors the math geek rather than intricate move and counter-move, as tactical options are limited.
(-) Merging pieces would benefit from the ability to actually merge them. Description of the die use is unclear. Requiring four players is a weakness; the game suffers from lack of strategic options with three players, and is unplayable with only two players. At first glance the game seems to favor a dominant strategy similar to Parcheesi, and it could turn out to be yet another roll-and-move race.