2007 Volume 5 Game Reviews & Reports Issue 2 ADVANCEDADVANCED civilizationcivilization AsAs uncivilizeduncivilized asas itit getsgets

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How They Rate Keythedral Dante’s Inferno NY Chase And More... TableTable ofof ContentsContents FEATURES ...... PAGE Keythedral ...... 20 Editor’s Note ...... 3 Kingdoms...... 23 Member of the Month ...... 3 Wreckage ...... 24 Game Puzzle Solution ...... 5 Convention Report ...... 6 SESSSION REPORTS ...... PAGE Unreviewed Games Montage ...... 38 ...... 25 Die Macher ...... 32 REVIEWS ...... PAGE Descent ...... 34 Vegas Showdown ...... 8 Nexus Ops ...... 37 Return of the Heroes...... 10 Dante’s Inferno ...... 12 STATISTICS ...... PAGE Top Players ...... 45 Die Macher ...... 14 LIBO Ratings ...... 51 Advanced Civilization ...... 16 Group Statistics...... 52 NY Chase ...... 18 EditorialEditorial InformationInformation Editor Chris Palermo [email protected]

Senior Writers Bill Herbst Jarett Weintraub

Contributors Steve Brewbacker Dave Denton Matt Dickinson Andrew DiGregorio John Reiners

Copyright on all contributions rests with the original authors and material from these pages may not be reproduced without the author’s permission and without acknowledging its prior publication here. 2 INDEPTH 2007 April Features Editor’sEditor’s NoteNote nd so it ends. For a while, I had been wonder- and may not be restricted to boardgaming (although, ing to myself, “When will INDEPTH the lion’s share of the writing will focus on the A end?” I wasn’t sure when that would be, but I boardgame world). Some other topics may include also wasn’t sure how much longer we (LIBO) could some hints on organizing game clubs, covering next keep churning out the magazine. year’s LIBO Heroscape League (returning from hia- It’s funny how, sometimes, the epiphanies come tus), the LIBO Computer Strat-O-Matic Football from bizarre sources. One evening, a bunch of mem- League, and LIBO Role-Playing. Al of which are bers were getting together to play a game, and I was planned for later this year or next. unable to attend, because I was working on the next Everyone in LIBO will be able to post articles. issue of the magazine. Besides blogs, we’ll also be writing reviews and ses- I decided to see how well-read the magazine was. I sion reports, as well (and uploading to our website). n two consecutive months, we ran something to check One one hand, however, it’s a shame we’re ending on readership —- a quasi-poll one month (which when we are —- this issue, especially, has two of the received no responses) and a game puzzle contest the all-time best articles to ever grace the pages of following month (which garnered one response). INDEPTH. Steve Brewbacker’s session report on It doesn’t take much more evidence than that, to Advanced Civilization is monstrous in scope, insightful drive home the point that, effectively, no one is really in analysis, and funny as hell. reading. Jarett Weintraub’s Descent report also is top-notch, Now, of course, I know that’s not the case; the but I won’t give it away; go read it for yourselves. website hits statistics indicate that someone is reading. Since Steve and Jarett have been kind enough to But, perhaps the medium we’ve chosen is incorrect. volunteer as regular ‘bloggers,’ I suspect you’ll be see- The world is too fast-paced now; it’s rare anyone will ing a LOT more of them in the upcoming months. have an opportunity to sit and read an entire print mag- To anyone else who ever wrote anything for azine, even on something like their hobby. INDEPTH, thank you. The magazine would not So, starting this summer (July, probably), the writ- have been as successful as it was, without your help. ers of LIBO will be taking to the Internet for our next “project.” We are in the planning stages of creating focused columns/blogs that will be updated a number of times each month. So far, five members have volun- teered to write on a monthly basis. Chris Palermo These columns will deal with a variety of topics, Editor MemberMember ofof thethe MonthMonth Q. How long have you been gaming? Most of the games I’ve played through- Since I was a child, I was probably out my life have been the mainstream about four years old when I started playing games we all know about. Some other board games. My first games were childhood games I played were Sweet “Candyland” and “Husker Du?” Pickles and Operation. One of my favorites was the Star Wars Q. Can you provide a brief history of Escape from the Death Star game. Looking Matt Dickinson your gaming exploits? back on the game now, it really wasn’t a INDEPTH 2007 April 3 great game, but back then I loved Q. What is your favorite means a memorable funny it. boardgame played in LIBO? moment. One that comes to mind As I got older I was playing was when we were playing Mall of games like Crossbows and It’s difficult to choose one Horror. It was the fist time I ever Catapults, Life, Risk, and The Mad game as my favorite. With the played a pure negotiation game so Magazine Game. exception of two games, every I was really out of my element. When I was 13 years old, I was game I have played has been a Anna Maria threw me to the introduced to Dungeons and blast to play. zombies because I trusted her too Dragons by one of my hophead Off the top of my head I have much. I voted for myself because I friends at the time. to say NY Chase, Cleopatra and thought she was going to be nice I played it with friends on and the Society of Architects, Circus and vote for herself. Well, she was- off through high school. I wouldn’t Maximus, Mall of Horror and n’t so nice, which was just funny. say we were D&D nerds, it was Atlantic Storm. Then Andrew suggested that just a game we enjoyed playing everyone go to the Control Room, from time to time. Q. What is your LEAST favorite which had four zombies waiting Gaming for me changed in boardgame of all time outside. Andrew was saying, February of 2006. That’s when I “Come on everyone, lets all take discovered Euro games. I was Bazaar. Those colored dots back the Control Room”. That dis- looking for a gaming group with made my head spin. I don’t know cussion when back and fourth for a the intention of just playing main- what a bad acid trip is like, but it’s few minutes and Andrew just kept stream games with new people. probably similar to the way I felt saying that we should all take the During my search online, I while playing that game. Control Room back. So, what do came across Board Games with you think Andrew did? Yeah, he Scott. I watched a couple of Vlogs Q. What is your least favorite went to a different room and and was amazed by the games he boardgame played in LIBO burned Bill and another player was reviewing. These games were really good. totally different from anything I Yeah, that would be Bazaar Andrew wound up winning played in the past at that time. again. The only saving grace to that game because he conned the It was through watching the that game session was the people I remaining players. It’s just the way Vlogs that I discovered Board was playing with. he did it that was hilarious. That Game Geek. Once I found that game session just had so many site, I was really hooked. Not too Q. What is the game you’re most moments that were funny. Some long after discovering that site, I looking forward to playing (that may think that what Andrew and was contacted by Chris and was a you haven’t played already)? Anna Maria did wasn’t very nice. member of LIBO. Gaming has But like Michael Kelso said during never been the same. There are a number of games an episode of That 70’s Show, “It’s I’m looking forward to playing. funny when friends get hurt”, and I Q. What is your favorite Warrior knights and one of the say, right-o my friend, right-o boardgame of all time? Ticket to Ride games comes to indeed! mind right now. I would have to say Life. My mother and I used to play that Q. What is your favorite moment To see Matt’s game allot when I was growing up (your HALL OF FAME moment) INDEPTH and we just had a great time play- from a LIBO game? Stats and Ratings, ing it. turn to Page 41. To me a Hall of Fame moment 4 INDEPTH 2007 April Features GameGame PuzzlePuzzle SolutionSolution

ast issue we asked you to Henry will now collect 2 drag- bution, and by playing the Gold 1 solve a puzzle based on on scales for the red and green card spend 13 crystals (12 + 1) on L the game Blue Moon City. dragons. This empties the dragon his final, winning obelisk contribu- The goal was to figure out which scale supply. With 6 scales, Henry tion. move Henry (blue) should make. has the most scales, and earns 6 While Henry could also com- There were four possible buildings crystals. George earns 3 crystals plete the Monastery Tower (the he could move to, but only one for his 5 scales, and Jen 0. In addi- Gray 4-2-2 on the lower right, this would guarantee him a win. tion, George and Henry each con- would yield cards to all players, Additionally, you had to tributed to this building, so each potentially providing George with explain why none of the other collects 6 crystals. the gray card he needs to beat three could be suitable solutions, Henry now has 24 crystals Henry to the obelisk. which was a bit trickier. (12+6+6). Jen has 4 crystals, while The Caravanserai tile (the Gold Below is the solution, with a George has 12 crystals. This may 4-2-2 on the lower left) would full explanation. seem like it gives George the require the use of the Gold 1 card Congratulations to Phil Alberg, game, as he now has enough crys- to build, which Henry needs to for being the first (and only) tals to make the final contribution ensure that he can make a double respondent to give a complete and to the obelisk and win. However, obelisk contribution on the follow- correct solution. he is too far to reach the obelisk on ing turn. 1) Play the Gray 1 card to trav- his next turn, and he has neither a Finally, the Flight Tower tile el to the Thermae tile (the Blue 3- Gray 1 or Gray 2 card. (the Gray 4-3-2 on the upper right) 2-2 at the top of the board). George also cannot complete would not only require that Henry 2) Play the Black 1 card to either building within his range of play his Gray 1 card to reach it, move the red dragon. movement, so Jen cannot pick up but unlike the Thermae tile, it is 3) Play the White 1 card to any more crystals during George’s too far from the Courtyard tile for turn the Gray 3 card to a Blue 3. turn. him to travel from one to the other 4) Play the Blue 2 and On his next turn, Henry can on his following turn without sav- Gray(blue) 3 to contribute to the move to the Courtyard tile, spend ing his Gray card. reconstruction of the Thermae. 11 crystals on one obelisk contri-

COMING SUMMER 2007

LIBO begins Blogging!

5 dedicated columnists blogging on focused subjects Continued session reports and reviews Opportunities for interaction with writers through forums and comments

INDEPTH 2007 April 5 MyMy FirstFirst YearYear ofof GamingGaming ConventionsConventions Analysis, by Dave Denton hen I first thought of gamers who are also going to the only one real negative for me: writing this article, I convention to help “network” and There were space issues, ESPE- W thought about simply meet more people. CIALLY when game merchants comparing two of the conventions began to set-up. There simply to each other. As I thought about EUROQUEST: This conven- wasn’t enough room at one point. it further, I wanted to go a little tion is held the weekend of I honestly don’t know what could more in-depth. Veterans Day in Maryland. be done about this issue; I spoke Sure, I’ll describe what I think Positives: This convention is with some of the convention have been strengths and weak- held shortly after Essen, so a lot directors about it. They called it a nesses of each convention, but of the “hot new games” are “good problem to have.” everyone’s tastes and preferences brought out to play. I happened to Euroquest seems to be growing, are different and I’ll try to touch come on a good year, when and I hope it can withstand “the on as many points as I can. Yspahan and Leonardo DaVinci growing pains”. There is rarely a day that goes had just been released. I also had by that I check BoardGameGeek heard good things about Notre PREZCON: This convention and I don’t see a “tips for conven- Dame, which I haven’t played yet. is held in February each year, in tions?” thread. Well, here you If some haven’t realized by Virginia. have it folks: tips from the per- the name, this is a Eurogaming Positives:I liked the separate spective of a first year conven- convention. I will pretty much try rooms for game demos. I’m often tion-goer. any game at least once, but for a sucker for games that are being The first suggestion I have is Eurogamers, this is a great con- sold by the actual designer: to go with a group of gamer vention. Little touches, such as Murray Heasman (Project Kells), friends, and slowly start to meet tournament times on a computer Bill Crenshaw (Manifest Destiny), new people. My first convention screen with a countdown were and designer Richard was the WBC of 2006. I won’t go displayed: GREAT TOUCH!! I Berg all demonstrated different into too much detail, other than to sometimes forget my watch. games/prototypes. say that for a gamer, It was like The other truly positive aspect The auction at Prezcon was Wonka’s Chocolate Factory. I was to Euroquest was that the format definitely a buyer’s market, I got like Charlie Bucket at first, and promoted total strangers to meet some good deals (such as a ended up feeling like Augustus each other and play. There is an shrinked Villa Palletti for $5.) Gloop right after binge eating. “outlaw” tournament where Negatives: For me, this con- WBC can be very overwhelm- selected games are played towards vention was mostly a tournament ing, it can be very helpful to have tournament play, and can be for longer games (some of which people with you who have been played through the convention. conflicted). The parlor games before. Some conventions have a This convention was the only con- such as Slapshot and Greed only friendlier atmosphere than others vention where I truly heard “Hi, got about 7-10 people, not enough when it comes to open gaming; it what’s your name? Wanna play?” in my eyes for a tournament. always helps to know some Negatives: There seemed to be I knew a small group of peo-

6 INDEPTH 2007 April Features ple, and I got to play some cool ventions, there are always Most of all, try to get SOME stuff (Gardens of Alhambra for Werewolf games going on late sleep. Remember you have to example), but the atmosphere into the night at conventions. New drive home. wasn’t as conducive for open blood? Players will gladly invite gaming as Euroquest. you in before eating you. Here are Useful sites: The main downside for me a few tips before getting yourself WBC was the travel time. I live on into a game: www.boardgamers.org Long Island and PrezCon is in Try “smaller” games first that Euroquest Charlottsville, Va. My mom lives are less time consuming. This http://euroquest.gamesclubofm in Petersburg, and I visited her way, you can see if you even like d.org/ before going to the convention. If playing, and you might even get a PrezCon I didn’t have relatives in Virginia, few hours of sleep. www.prezcon.com I probably wouldn’t have braved Avoid “kid games”. They just Message Boards February weather through the get strange, and aren’t as enter- www.consimworld.com and Verrazzano Bridge AND the Belt taining as adults killing each www.boardgamegeek.com may Parkway to go to PrezCon. other. Trust me. have info about more conventions Don’t get too “wrapped up” in in your area. For those narcoleptics at con- it. It’s role-play, but ONLY that.

INTERESTED IN JOINING LIBO? The Long Island Boardgaming Organization (LIBO) meets one Saturday a month in Suffolk County. We also meet one Friday evening a month, to replay games played at the main Saturday GameDay. Besides boardgaming, LIBO runs several offshoot projects throughout the year, including: LIBO Heroscape League LIBO Computer Strat-O-Matic Football League LIBO Role-Playing And, twice a year, we have “Celebration” days, where members and their families are welcome to come and enjoy a variety of non-boardgame related activities. If you’re interested in learning more, please email Chris at [email protected]

INDEPTH 2007 April 7 AA ChipChip OffOff thethe EuroEuro BlockBlock Vegas Showdown, by John Reiners egas Showdown is a there is no gambling in the game. Vegas Showdown game that is more than It has poker chips, and a title that the sum of its parts. references Vegas, but no poker of V 3-5 players Ostensibly a Vegas-themed game, any kind. Rather the game is about LIBO rating: 4.0 (1 play) the game is actually closer to a building casinos. Each player has a standard Euro than any game about mat on which they build their casi- Presentation Ratings gambling. The game was put out no. Players bid on rooms that will Graphics: 6 by a few years ago, most fill their casino such as restaurants Components: 6 likely in Hasbro’s attempt to and Slots and lounges and of System Ratings appeal to a mass market, but it’s course, the Dragon Room and Originality of Mechanics: 6 now out of print. It’s not the most High Rollers Room. Players must GamePlay/GameFlow: 8 original, and has mechanics that position the rooms so that they End-game: 8 are strongly reminiscent of many connect and leave an opening at Fun Factor: 8 other Euros, but it’s still very either entrance and players can Gamer Rating: 72 good. trace a path between each room Overall Rating: 70 The first thing to note is that and the entrance. Players can only Scales Abstract Theme

Luck Skill

Interactivity None Plenty

Strategies to Win Few Many

Calculations Few Many

place the blue rooms, variations of restaurants, in the blue area of their mat and the green rooms, for entertainment, like theaters and night clubs in the green portion of their board. There is a third type of room, yellow which are the gam- bling rooms which can be placed While Vegas Showdown has many components, besides the game board, most of the pieces are flimsy and cheap-looking. anywhere. At the end of the game, players 8 INDEPTH 2007 April Reviews earn points, based on who has the Amun Re’s bidding most green rooms, the most blue for provinces. Vegas Showdown rooms, whether they can place Players place a bid their rooms on their mat so that next to one of the Players Score Rating both entrances are connected. The rooms, then other Jarett 37 4 most money is also scored as well players bid. If John 36 4 as who has the largest population. someone outbids Certain rooms also have red trian- that player he is Bill 32 4 gles on their corners which, when later allowed to out- Adam 23 4 connected with other rooms with bid them or move triangles on their corners, can pro- his marker to anoth- Overall Rating: 4.0 duce points. er room. One flaw in the game is the There are stan- Our time: 1h-15m presentation. The graphics on the dard rooms which Rules explanation time: 15m main board do a good job of a are always available poker table at a casino including and then there are the green color as well as the white more expensive rooms which can The game might end a bit lines that would outline where you be bid on, which are limited, and abruptly. As it’s based on the cards would place a deck of cards. some of which require players drawn there is a lot of luck which However, the rooms you bid for have other rooms before they can determines how quickly the game are pretty bland looking and barely be placed. On the following turn ends. The special rooms come in have any graphics on them at all.. though, a number of cards are three sizes and once all of the Even worse, each player’s mat is drawn equal to the number of rooms of one size are depleted the made out of paper. rooms that were purchased. These game ends and then final scoring is The gameplay though is much cards are what drive the game for- completed. This is not, to me a more enjoyable than the packag- ward and have various effects that game flaw, though for certain peo- ing. When we read the rules about change the rules slightly or allow ple I could see it being a turn off. bidding for rooms, someone point- certain types of buildings to be The game has a nice balance of ed out that it sounded just like scored. luck and strategy as well as player interaction. The game does have some multiplayer solitaire action, in that each player is working on his own board. In that regard you can’t hurt players directly. But the majority of the game is the auction for the rooms, wherethere is direct competition, so players don’t feel like they are playing by themselves Despite the game’s flaws, I enjoyed it a lot more than I thought I would. I actually was expecting some variation of Texas Hold Em , based on the title and the game presentation, so I was surprised to find a decent Euro Despite its title, Vegas Showdown has nothing to do with gambling. Instead, the game hidden under the Vegas setting. involves building a casino. It’s reminscent of other Euros, with a Vegas theme. INDEPTH 2007 April 9 LikeLike LordLord ofof thethe Rings,Rings, ButBut WithWith MoreMore WalkingWalking Return of the Heroes, by Andrew DiGregorio n 2003, Lutz Stepponat and Being a fan of the fantasy Return of the Heroes Pegasus Press put out a new genre, and based on some good Pegasus Press fantasy adventure game word of mouth, I had very high I 1-4 players titled, Die Rückkehr der Helden, hopes for this game. While some LIBO rating: 2.8 (2 plays) or, Return of the Heroes. This aspects of the game seem to live modular attempts to up to the hype, as a whole, after Presentation Ratings create the theme and excitement of two plays of Return Of The Graphics: 8 medieval times, as players race Heroes, I can’t help but be left Components: 7 around a mythical land, attempting wanting more. System Ratings to gain in power and magical items In Return Of The Heroes, play- Originality of Mechanics: 6 as they prepare to kill the dreaded ers take the role of one of a num- GamePlay/GameFlow: 3 Nameless One. ber of fantasy-heroes (fighters, End-game: 5 The game commonly gets mages, clerics, dwarves), who Fun Factor: 4 referred to as a simpler version of travel the kingdom solving quests Gamer Rating: 51 the classic board game Magic and getting themselves stronger in Overall Rating: 55 Realm, while some jokingly refer physical attributes, and with the to it as a more-advanced Tailsman. acquisition of magical items, in a Scales Never having played either of the race against the other players to Abstract Theme aforementioned games, I cannot see who can become strong Luck Skill speculate on their similarities or enough to defeat the Big Bad and lack thereof. win the game. Interactivity The first None Plenty thing you Strategies to Win can see Few Many when you open this Calculations game is that Few Many Pegasus press really cardboard and contain truly beauti- put a lot of ful artwork. Likewise, the oversized money and Character sheets are well done, and effort into a very nice touch. The sheets are the artwork even double-sided with a character and compo- of each gender on either side, nents. The allowing players even more flexi- map tiles are bility in their character choices. constructed Loads of beautiful tiles where encounters take place...arguably, the Players are even given their own best part of the game. of thick polished gemstone to be places on 10 INDEPTH 2007 April Reviews their quest cards to signify their battle the main vil- completion. These little items go a lain in the game, the Return of the Heroes long way in setting the mood and Nameless One (who theme while playing the game. is also random each Players Score Rating The rest of the game compo- time, making each Jarett 8 3 nents, however, while certainly final battle slightly Andrew 8 3 adequate for the job, do not come different. Another Brian 1 2 close to the level of quality as the nice touch.). items mentioned above. The Although the encounter tokens are standard game looks great, Overall Rating: 2.7 cardboard fare, and the game could and the theme is Our time: 2h have really benefited from using inspired, the actual plastic or pewter miniatures, drudgery of the Rules explanation time: 25m instead of the slim cardboard turn-taking is where cutouts that come with the game. the game begins to suffer. On a turn, trying to get to the quest Gameplay is fairly standard in players turn, they must travel from objective. As you travel, you will its execution. Players spend their one area of the board to another, try to pick and choose the mon- turns traversing the board (which picking up quests (which are most- sters you fight, based on their is randomly generated each time… ly of the ‘Find A, bring it to B, weaknesses and your strengths. a nice touch), fighting monsters then kill C’ variety) and battling Combat is completely dice driven, and completing quests, with each the random monsters that are with the only tactic one can victory getting them either gold, strewn throughout the board along employ is to only fight monsters magical items, or experience, the way. that are susceptible to the attack which will gradually make them That’s it, as far as decision that you are strong in. stronger, better fighters. making goes. If you pick up a After two2 plays now of this As soon as the first player quest, your next few turns will game, it seems that this middle completes his/her primary quest, most likely be spent just moving part of the game is what begins to then that player may endeavor to your character a few spaces each drag the game down, with (in both of my plays) over two hours of just moving around the board and throwing dice, waiting for the next piece of your quest to be randomly picked from the quest bag, and placed on the board so you can continue onward with the game. If you suffer from bad luck, and the your next quest objective isn’t picked from the bag, you really don’t have a heck of a lot to do each turn except just fighting mon- sters and running quests on the board to continue to buff your character. The game needs “something” during this phase, and after two plays I can’t figure out what it is Roll, move, roll, move, roll, move, fight something, repeat. The excitement in this pic- lacking. Certainly, just cutting ture is NOT posed or staged! some of the time off the game INDEPTH 2007 April 11 would have helped. Both of my basically solo games, where each game all over again! There is noth- plays clocked in at close to three player played their own game. ing that will take your enthusiasm hours, and that is just too long for The end game also leaves out of a game than telling a player such a light game of this type. something to be desired. Once a that they basically have to start a The game could be perhaps player completes their primary two-hour game back from scratch. redeemed if there were more inter- quest, they now are able to attack In both games I played, if a player activity between the players, or a the Nameless One, who is drawn fighting the Nameless One died, way to challenge and hamper your randomly at the start of the game, the player opted to just leave the human opponents, but here again, and can, based on his life points game. A wise choice, indeed. the game comes up short. and powers, be anywhere from There are two expansions to In both of my plays, there was mildly to insanely difficult. But the this game, “Under The Shadow Of almost zero interaction between ending combat is just a series of The Dragon”, and “Heroes In The the players, as there is almost no dice rolls, so there isn’t any real Underworld”. I can’t comment on way that one player can influence decision making here either. these expansions, having not had another’s actions, beyond grabbing The worst part of this game the opportunity to try them. One a quest or killing a monster before happens if a player dies, either can only hope that these expan- another player could reach it. through fighting the Nameless One sions substantially enhance the Most admirers of this game or just through standard monster gameplay, however, because as a boast that the game plays well as a combat. Upon death, a player loses standalone game, Return Of The solo-game, and I wholeheartedly all the experience points they have Heroes, while rich in components believe it. I felt that both of my accumulated from the beginning of and theme, seems to be lacking in three player games of this were the game, essentially starting the actual game. AbandonAbandon Excitement,Excitement, AllAll YeYe WhoWho PlayPlay HereHere Dante’s Inferno, by Chris Palermo nterestingly, Dante’s Essentially, each play- Inferno owes an er controls a team of Dante’s Inferno I awful lot to some hunters, whose goal is to Euro-game predecessors kill the devil in the ninth Players Score Rating — Settlers of Catan, for circle of Hell. The board, Chris 100 3 starters. The same concept a square grid, contains Brian 66 3 of collecting resources ‘resources’ (which are based on the 2d6 probabil- nothing more than differ- Andrew 26 3 ity is alive and well in ently colored tiles), each Anna Maria 20 4 Dante’s Inferno. There are with a set of two numbers some subtle changes, but on them. Players can posi- Overall Rating: 3.3 nothing too substantial. In tion their characters on the end, the game plays each tile, and –—when Our time: 1h-15m like an equally long either of the two numbers Rules explanation time: 15m Settlers of Catan, with are rolled — they collect less options and choices. the respective resource. 12 INDEPTH 2007 April Reviews Each action requires turning in always is) is “Is it fun?” Well, one tile or a combination of tiles. yes, to a point. You don’t feel Dante’s Inferno Like Ingenious, the number of immersed in the theme — I never Twilight Creations each colored resource is kept on a once felt as though I really was a 3-6 players separate board that each player demon hunter descending circles LIBO rating: 3.3 (1 play) controls. of hell. Presentation Ratings Like Settlers, players can There’s a sameness to each Graphics: 6 freely trade resources for other turn, however; and that can Components: 6 resources or for (non-binding) become somewhat tedious. Unlike System Ratings future considerations. Settlers, which offers multiple Originality of Mechanics: 5 So moving, moving forward avenues to victory – development GamePlay/GameFlow: 6 (to a deeper circle of Hell), cards, upgrades, longest roads, End-game: 7 recruiting a new hunter, etc.; each etc. — Dante’s Inferno has but Fun Factor: 6 action requires some combination one criterion: Kill the main devil. of colors. Everyone else loses. Gamer Rating: 64 In truth, there’s really no need The pieces are attractive Overall Rating: 63 to recruit other hunters, because, enough, but the markers to denote Scales once ONE hunter makes it to the how many resources each player Abstract Theme center and slays the devil, the has are nearly useless. The tiles game ends. It only takes one are standard tiles — sturdy and Luck Skill hunter to do that. However, the thick enough to withstand some Interactivity more hunters available and on the amount of play. None Plenty board means more resources. While it’s true that the winner Finally, also like Settlers, isn’t known until the very end of Strategies to Win whenever a 7 is rolled, a demon the game (the first one to defeat Few Many may be placed on the board. This the demon wins), that’s not neces- Calculations is the only way other characters sarily a good thing in this situa- Few Many may be attacked. tion. The gameplay leading up to So, besides the fact that the the endgame can be somewhat game feels like a rehashing of an boring, as the entire turn consists too reminiscent of Settlers, which old classic, the key question (as it of little more than rolling dice, actually did it better. collect- The theme itself doesn’t add ing anything to it. You can’t even say, resources “for ‘horror’ fans, add another and tak- point,” because nothing about the ing some game drips with theme. small There’s no magic, no spells, actions no special circumstances. Instead, (assum- there’s resource collection and ing you spending, and that’s all there is. have Mercifully, the game didn’t resources take even as long as had original- to exe- ly been suspected. Again, though, cute the if I ever feel the need to play this action). game again, I’ll happily take Basically a Settlers of Catan where your holdings are constantly chang- Again, Settlers of Catan down from the ing, Dante’s Inferno has a great theme, that isn’t reinforced very well by gameshelf, to play the original. the game itself. it’s way

INDEPTH 2007 April 13 Why?Why? BecauseBecause It’sIt’s ThereThere Die Macher, by Bill Herbst ie Macher is often hailed boardgamegeek.com after all), it is Die Macher D as an absolute classic of highly unusual in that it fails to Valley Games Eurogame design. As conform to two of the standard 3-5 players such, it should be expected that it characteristics of a Eurogame — it LIBO rating: 3.4 (2 plays) involves engaging tactical and runs for over four hours and has a strategic choices, plays with attrac- fairly extensive rule set. Presentation Ratings tive wooden bits, does not include As an early example of the Graphics: 7 player elimination, and nicely dis- genre, it clearly exhibits its debt Components: 9 guises a complex mathematical to hobby games such as the eco- System Ratings puzzle with a theme (in this case nomic games of Avalon Hill in a Originality of Mechanics: 10 German politics). Given its para- more pronounced fashion than GamePlay/GameFlow: 6 digmatic status in the Eurogame many of the subsequent German End-game: 8 pantheon however (it does possess game designs that were influenced Fun Factor: 7 the Game ID of #1 on by its stylistic innovations. Over Gamer Rating: 78 Overall Rating: 78 Scales Abstract Theme

Luck Skill

Interactivity None Plenty

Strategies to Win Few Many

Calculations Few Many

two decades after its release, it now represents a strange gaming oxymoron — the “epic” Eurogame, an Everest that awaits climbing by ever gamer who finds that he enjoys games like Settlers of Catan a bit too much for his own good and seeks something more substantial. The most recent version of this classic was released last year by a Die Macher represents the game that every Eurogamer must try at least once. However, fledgling game publishing compa- with a lengthy ruleset and multiple actions each turn, it truly is an acquired taste. ny called Valley Games. This ver- 14 INDEPTH 2007 April Reviews sion is lavishly produced with six velopment and nuclear technology of 15 phases over the course of 6 mounted boards and a plethora of are particularly difficult to distin- full election rounds (as well as one cards and wooden markers. guish from one another. This is scoring round). It includes a very thorough really only a quibble, however, as It can also produce analysis rulebook in English and a CD the fairly abstract components of paralysis in players and can leave ROM with rules for several other the game are more than functional beginners floundering as they learn languages. Perhaps most impor- and do an excellent job at convey- the hard way that their poor deci- tantly this 3rd edition ruleset also ing quite a lot of information in a sions in one election, or even in includes a five round variant that very efficient way. one phase of an election, will neg- significantly shortens the playing The various mechanics of the atively impact their party’s devel- time without unduly sacrificing the system interact through the turn opment in later rounds as well. gameplay. sequence in remarkably complex Ultimately, I find that the sub- The graphical design is suit- ways. This is both the game’s division of the election round into ably abstract with icons represent- greatest strength and its fatal flaw. such a large number of phases pre- ing the various political positions The turn sequence itself seems a vents the game from flowing taken by the competing parties and bit overstuffed with 15 different smoothly. The mechanics for each variously colored and shaped phases each round. of the phases also involve a bit of wooden markers representing the Each phase is relatively short fiddly card distribution (and, occa- resources that they use to influence and easy to understand on its own, sionally, redistribution), money the elections. Some of the icons but the web of connections distribution, and marker manipula- seem poorly chosen as it’s difficult between the implications of all the tion. The game’s mechanics are to distinguish some of the issues possible options in each phase and certainly innovative and must have from one another from across the their influence of subsequent phas- been absolutely groundbreaking in board and it’s essential to the game es is staggeringly complex. This 1986. to keep track of one’s opponents’ ultimately yields a very satisfying Moreover, the simple fact that political platforms. gaming experience because it this 15 phase behemoth of a round The icons for economic rede- requires attention to detail in each successfully comes to completion at all is a wonder to behold, but, sadly, bloated elephants are not graceful and recent innovations in game design have caused us to expect elegance as well as forward progress in gameplay. Also, for its length and the consistent level of complexity that it presents the players in judging the complex tac- tical and strategic benefits of vari- ous decision points, Die Macher includes quite a bit of chaos through its use of blind bidding on opinion polls, dice rolls for party membership and card distribution. Personally, I find that the game strikes a nice balance between chaos and control because most of the potential negative effects of Of all the themes that have been used for Eurogames, who would think that a game bad luck can be mitigated or pre- about German politics would be the one that, along with , resonates the longest? vented by prudent play, but it’s INDEPTH 2007 April 15 probably best to warn those who regions must be abandoned to coalition with the enemy that none prefer their five hour brain-burning ensure success in other regions of the other players will expect. games to be relatively luck free given one’s limited assets. While Eurogames have made that this game contains a signifi- Party platforms must be some improvements in streamlin- cant element of reliance on fate. arranged to appeal to the region up ing gameplay and cutting back on While people often mock Die for the current vote while the senti- the length of time necessary for a Macher for having a supposedly ments of other regions and national strategically satisfying experience, uninteresting theme, I find that the opinion cannot be neglected. designers could still learn a lot idea of controlling a German polit- Money spent to gain control of the from this 21 year old classic about ical party attempting to maximize media and public opinion polls is how an engaging theme well inte- its placement in a series of region- always a tensely watched invest- grated into the game design can al elections and thus influence ment that may or may not yield the yield an immersive experience that their standing on a national level to anticipated benefits. leaves players mentally and emo- be fascinating. Of course, the most thematical- tionally drained yet strangely eager Unlike many of its followers in ly engaging moments are those to play again. While few would be the Eurogame genre, Die Macher occasions where one looks across tempted to play this game at every also manages to carry much of its the table at one’s bitter rival and session, no Olympics would be theme into its gameplay. Players realizes that the only way to win complete without a marathon and must make cynical judgments the election is to sell one’s princi- no Eurogame collection can afford throughout the game as to which ples down the river and form a to be without Die Macher. AdvancedAdvanced toto BoredomBoredom Advanced Civilization, by Jarett Weintraub ivilization is the granddaddy and fairly brain-burning game and ing however that in the decade and of development and empire- pushes it right past eleven and right a half since Advanced Civ C building games. And if Civ up to around sixteen. And it does so appeared, it’s become pretty com- is the slightly senile grandfather, without adding anything signifi- mon for an expansion to a game whose long rambling stories about cantly new and different to the (which is what this essentially is) to the snowstorm that killed his cow gameplay. add some real variety. when he was six years old can be There are no new units; they The better expansions for thought of as amusing for their develop and move in the same way; Carcassonne, or Cities & Knights absurdity (or at least balanced out trading and combat are essentially of Catan, for instance, create a host by the twenty he slips you when the same. The most significant dif- of new ways to play the game, in your folks aren’t looking), then ferences are in the number and bal- some case creating an entirely new Advanced Civ is the grandfather ance of trade cards and calamities, play experience. who gets drunk and walks around and the addition of a new group of The question then becomes, do the house in his underwear yelling civilization cards to buy. you like Civilization itself, and if that everything was better in his The result is more calamities to so, do you like it enough to want day all the while blowing stale respond to, more ways to trade for even more of the same? For me, cigar smoke from one end and points, and more things to spend honestly, I think the answer would staler broccoli farts from the other. those points on, without much real pretty much have to be “no”. My Which is not to say that there’s change to gameplay itself. If you thinking on this was crystallized nothing to like about Advanced Civ. like or love Civilization, this may when another player suggested that It’s just that it takes an already long well be a good thing. It’s worth not- the game would go faster if there

16 INDEPTH 2007 April Reviews were fewer calamities. I realized cise in abstract logistics, repeated that he was right, but that it would over and over. If one is sufficiently Advanced Civilization also almost completely freeze play careful, and able to do addition, it Avalon Hill on the board. The only reason there can always be done at least well, if 2-8 players are so many calamities, I realized, not optimally. LIBO rating: 4.7 (4 plays) was to ensure that you something, Given this, the two biggest fac- Presentation Ratings anything at all, to do on the map tors in Civilization will often be Graphics: 6 from turn to turn. luck, with respect to getting or Components: 6 After the early game, once avoiding calamities; and skill, in System Ratings expansion is more or less complete trading and buying with goods Originality of Mechanics: 7 and your civilization’s infrastruc- cards. The former skill is signifi- GamePlay/GameFlow: 7 ture is built, there’s not really a cant, and possibly the most interac- End-game: 7 tremendous amount to do of great tive portion of the game as well. Fun Factor: 6 interest on the game board other It can be a lot of fun, and pro- than figuring out how to limit the vide a real respite from the drier Gamer Rating: 66 damage from calamities and how to and more math heavy activities of Overall Rating: 65 recover from that damage, turn after figuring out which civilization Scales turn. cards to buy or where to put one’s Abstract Theme The board has plenty of space population expansion so as to best for players to build, and war rarely rebuild from the last round of Luck Skill delivers significant advantages. It’s calamities. Interactivity reasonably easy to get to 7, 8, or 9 The ability to trade skillfully is None Plenty cities, and if wasn’t for calamities, at the heart of many games, howev- the board would simply stagnate. er, most of them much shorter than Strategies to Win Even so, most calamities are rela- Advanced Civilization. Few Many tively easy to bounce back from in In its defense, many games Calculations quick order, other than the two or have tried to take the mantle of best Few Many three major ones that can reduce civilization building game away have your civilization (Civil War from Advanced Civ, claiming to be and Iconoclasm & Heresy, primari- like Civilization, but playable in 2 as having succeeded in unseating ly). Recovery just becomes an exer- or 3 hours; none of them strike me Civ. However, Civilization itself, while a better game than most if not all of these, is simply too long, even for what it is. If it was able to be played and completed in 6 hours, I would con- sider it excellent almost without reservation. But those extra 2-4 hours of play time make for some very large reservations indeed.

Remember to check libogroup.com this summer for our

Despite the cardboard counters and map (and general appearance), Civilization (and NEW BLOG Advanced Civilization) are not .They have much more in common with and updated site! Eurogames about Empire Building, etc. than any wargame. INDEPTH 2007 April 17 I’llI’ll TakeTake Manhattan,Manhattan, ButBut YouYou KeepKeep thethe HatHat NY Chase, by Matt Dickinson

sk any detective who has Bill put on his Mr. X visor. Oh, I NY Chase worked in NYC how they forgot to mention the visor. The Ravensburger A track down a suspect and game comes with a cardboard visor 3-6 players they’ll tell you they rely on clues with an elastic band that is worn by LIBO rating: 4.5 (5 plays) and deduction to figure out the like- the player who is Mr. X. It looks lihood of where their suspect can be like something that you might get Presentation Ratings found. NY Chase gives a taste of with a Happy Meal. And no, its not Graphics: 6 what it might be like to try and cor- to make the player who is playing Components: 6 ner your suspect and take him in for Mr. X look like a dork. It actually System Ratings a beatin...I mean questioning. helps to shield the player’s eyes so Originality of Mechanics: 8 If you like deduction games, when he is looking at the board he GamePlay/GameFlow: 10 you probably will enjoy NY Chase. won’t give away his position. A lit- End-game: 8 If you have ever played Clue, and tle side note here, it was mentioned Fun Factor: 9 chances are you have, then New that when this game was played on Gamer Rating: 82 York Chase would be a good next another occasion that the player Overall Rating: 78 step toward a little more advanced who was Mr. X wore a pair of sun- deduction game. This game is for 3 glasses instead of the visor. This Scales to 6 players and the unique thing does two things. One, it makes you Abstract Theme about this game as opposed to Clue look like a cooler dork and two, Luck Skill is that some of the players work nobody will accidentally see your together to capture the suspect who eyes. Interactivity is referred to as Mr. X. The board is a map of None Plenty The object of the game is for the Manhattan that has subway, bus and Strategies to Win detectives to try and find Mr. X taxi lines that run to various points Few Many within 24 game rounds while Mr. X on the board which are referred to tries to elude them. If Mr. X eludes as hubs. There are 199 hubs on the Calculations the detectives for 24 founds, then board where Mr. X can hide. During Few Many Mr. X escapes and wins the game. the game Mr. X can use the sub- However, if the detectives win by ways, buses, and taxi lines to move and 4 subway tickets. The players finding Mr. X within 24 game around the board. So even though share their tickets with one another. rounds, the players get to beat the their Mr. X is outnumbered, there Mr. X gets 11 taxis, 7 buses, and 4 heck out of the player who was Mr. are a lot of places to hide in addition subways. The 2X tokens allow Mr. X. No really, I’m not kidding. Oh, to various tricks he can use to elude X to take two turns without any ok, I’m kidding. the other players. The detectives detective getting a chance to move I played this game with four also use the subways, buses and taxi between those two turns. The black players; three of us were the detec- lines to move around the board. tokens are used to hide what mode tives and one played the suspect. Each player that is a detective of transportation Mr. X is using Bill was Mr. X during our game. So, starts the game with 10 taxi, 8 bus, when moving. Once a ticket or 18 INDEPTH 2007 April Reviews token is used by either the detec- number of the hub tives or Mr. X it is out of the game. he has moved to. NY Chase So tickets and tokens must be used Except for rounds 3, wisely. 8, 13, 18 and 24. Players Score Rating At the start of the game, the During these rounds, Andrew 16 4 detectives are randomly given their the number of the Dave D. 16 4 starting positions on the board by hub where Mr. X is Matt 16 5 drawing cards. Mr. X is randomly located is reveled to Bill 0 4 given a starting position as well but the detectives. So, it is kept secret. for 19 rounds of the During the game Mr. X writes game, the detectives Overall Rating: 4.3 down which of the 199 hubs he is are trying to figure moving to on his turn. The paper he out where Mr. X is Our time: 1h-30m writes on is placed in a plastic hold- by the modes of Rules explanation time: 15m er separated into the the 24 rounds transportation that is of the game. The hub where Mr. X used. For five rounds of the game, any hub that a detective has just left is moving to is kept secret, however, the detectives have a chance to zero on his turn. Mr. X can still pass the mode of transportation that is in on Mr. X.. through a roadblock; he just can’t used is reveled. Mr. X takes one of Remember the, 5 black and 2 stop there. The detectives also can his transportation tickets and places “2X” tokens I mentioned earlier that use a helicopter to quickly get to it on the plastic holder covering the Mr. X has? He can use these to get hub on a board. This is helpful out of situations where when Mr. X reveals himself and the he may have to reveal detectives are not near him. Only himself if the detectives one detective can take the helicopter are close to him. Since at a time and it costs two tickets of there are bus, taxi, and any type to use it. It also takes two subway lines connect- turns for a detective to use the heli- ing all the hubs, it copter. One turn is used to fly to any makes it harder to pin- hub on the board and then it takes point which way Mr. X another turn for the helicopter to moved even when the land. So, even though Mr. X may detectives are close by. have revealed himself, he has two The detectives have turns to elude the detective. a couple of tricks they This is a fun game. At first, it can use as well. They looks as though there is a major dis- can set up roadblocks advantage for Mr. X in this game that prevent Mr. X from but I don’t think it’s a major disad- landing on those spaces. vantage. There are 199 possible The number of road- spots that Mr. X can be located. And blocks that are used even though he reveals himself five depends upon the num- times during the game, Mr. X still ber of players; With 4 seems to have enough tricks up his or 5 detectives, there sleeve to elude the detectives. I are 2 roadblocks and found the teamwork aspect of the with 3 detectives there game enjoyable. There aren’t many The search for a picture of people playing NY Chase are 3 roadblocks that games that offer that and it’s where they look “cool” continues. can be used. The road- refreshing when you run across one blocks can be placed on that does. INDEPTH 2007 April 19 AA BreeseBreese ofof FreshFresh AirAir Keythedral, by John Reiners eythedral is the third in the law is issued, or the card is Keythedral the line of Richard played. For example, some laws R& D Games K Breese’s trilogy of games allow for double production or 3-5 players centering around Keyland. In this changing of the Start order and can LIBO rating: 4.4 (4 plays) game, players assist in construct- impact the game in interesting Presentation Ratings ing a Keythedral (or Cathedral) in ways. Graphics: 10 the town of Keytown in the land of The first thing to note about Components: 9 Keyland. The first two games the game is the presentation. It (Keyland and Keydom) in the tril- truly is a charming looking game. System Ratings ogy are rare self produced games The artwork is cartoony, but well Originality of Mechanics: 8 that had little distribution (though done and shows a lot of individual GamePlay/GameFlow: 9 Keydom was modified and rere- touches. For example, each player End-game: 8 leased as Aladdin’s Dragons). has 9 workers in their color, and Fun Factor: 9 Keythedral is the first of the three each worker graphic is unique in Gamer Rating: 87 to be professionally produced (by all the different colors (meaning Overall Rating: 88 ProLudo) and widely available. there are 45 different workers). It’s Scales Before the game starts players a small touch but does add a lot to Abstract Theme setup the board and layout their the games overall presentation. five cottages and areas on the There’re also the requisite wooden Luck Skill board which produce different cubes found in many euros. resources. Once the board is laid Another interesting touch is Interactivity None Plenty out, players then send out their that the land pieces, which do workers from their cottages to resemble those found in Settlers of Strategies to Win gather the different resources need- Catan are octagons. This allows Few Many ed to build the keythedral. the placement of the cottages, They then purchase seats on which are square in between the Calculations Few Many the council with said resources, corners of the land tiles. The game which gives players points. Only allows you to convert cottages into one level of the keythedral is avail- houses by turning them over (this ties in that your tiles produce vari- able to build at a time, so the allows you to bring out two work- ous resources every turn, but its upper levels, which are worth ers instead of one). As the cottages resemblance is only skin deep. It more points are not revealed until are between the land tiles you can stands on its own as a great game. the previous level is completed. easily move the land pieces when Each round there is a lot of inter- These require different resources, trying to get to the cottage, which action between players in that they craft cubes, like stained glass, gold requires rejoining the land tiles are all vying for means to produce and iron which have to be pur- together afterwards. It’s a very goods on land which can border chased by trading in resource minor gripe however and doesn’t many players cottages and, cubes. Additionally players are detract from the game. depending on turn order, players able to buy law cards which affect Keythedral in some ways can block other players from pro- the laws of Keytown and change reminds me of Settlers. It looks a ducing in certain fields by placing the rules in the game slightly when bit like Settlers and it has similari- their workers on those fields first.

20 INDEPTH 2007 April Reviews Keythedral Keythedral Players Score Rating Players Score Rating John 55 4 Vince 59 4 Adam 54 4 Bill 48 5 Chris 50 4 Adam 41 4 Anna Maria 37 4 Jen 35 4

Overall Rating: 4.0 Overall Rating: 4.3 Our time: 1h-33m Our time: 1h-30m Rules explanation time: 32m Rules explanation time: 25m The start player places his can get very cutthroat and strategic begins. Each player takes a turn to cylinder on one of 5 numbers. This as you try to place workers on a perform an action, then the next determines which cottage pro- number that gives you the player takes their action. Players duces. He places one of his work- resources you’ll need but also continue taking actions in a clock- ers on that number cottage and won’t cause other players when wise fashion until they pass or then everyone else places a work- they place cylinder to block your draw a law card which ends their er, if they can, on their cottage future workers placement. Once turn. However, only two law cards with the same number. If they are every player has placed all of their can be drawn during that phase, so able to get a house out they can workers they gather resources on there is a lot of tension during this bring out two workers and place any land tile that has a worker on round. them on areas adjacent to that it. Do you go for the law card and number tile. This part of the game Then the heart of the game end your turn, or do you purchase a seat on the council which are worth points, but run the risk of allowing another player to draw a law card blocking you out of fur- ther law cards. Finally, an auction is done to determine the next start player for the following round. The auction itself is a little strange, in that the start player marker is passed to the person on the left before the auc- tion starts. Then the auction starts with the player on his left who makes a bid. The next player has to bid higher or pass, except for the last player who can match the highest bid. Whoever wins the bid pays the person to the left of the The great mechanics in Keythedral are separated into two acts. The setup of the board is vitally important, as the places selected will affect the player the entire game. During start player. If that player wins the the game itself, the actions the player takes also are important, but those are contingent bid they pay the person whose bid on the places selected initially. There’s no action or move that’s “not important.” they matched. The winner of the INDEPTH 2007 April 21 auction though will often give the break your game, so there is a lot enacts a law card from their hand player to his right the start player of competition for the high scoring which completely changes every- marker. They will then go second seats. Some players ignore the low thing, and they are able to snatch a the following round, but when the scoring seats and concentrate on council seat out of the blue. auction round starts they will again building their houses and getting One of the more underutilized be the person who can auction the laws and craft cubes and then buy strategies in the game, which I’ve start player marker for the follow- seats when they reach the 8 to 12 noticed is the building of fences to ing round, thus earning money. point range. block opponents from placing The rule is definitely a bit However, in some of our workers on certain areas. This is an intrictate and confusing, when you games the winners were the ones option during players’ turns, but in first conduct the auctions, but once who concentrated on the 4 point the few games we’ve played we the game gets going, it becomes seats and a few of the higher scor- generally ignore fences for the intuitive to grasp. ing seats and were able to win that most part. It’s another added wrin- The game flows smoothly and way. kle to game strategy which might quickly as players buy up the seats There isn’t that much luck be utilized more as players get on the council which are worth except in the drawing of the law more familiar with the game. greater points as the game pro- cards, which are face down when Overall, I was very surprised gresses. The lowest level seats, of drawn. They can have a lot of by Keythedral, from the graphics which there are the most, are impact on the game though, some- to the immersive gameplay. It’s worth 4 points. The final seat is times in ways that might be a bit definitely one of the better games worth 12 points, and very often overpowering. But this is mitigated of the last few years. It does getting that last seat can make or by the fact that drawing the law resemble a few other Euros in style card ends your and mechanics, but has enough turn for that differences to make the game round, whereas unique in its own right. other players can It’s not as cooperative as some continue to get Euros, which is a good thing. council seats and There are a lot of ways to hurt gather points other players, from blocking off instead of draw- workers, to building fences, to tak- ing cards. ing council seats before they get to I liked the them. There are a lot of choices implementation involved and some strategic depth of law cards, and and cutthroat possibilities. in many ways But first and formost it’s just a they make the fun game. Though I haven’t played game far more the first two games of the trilogy exciting. As (though I have played Aladdiin’s everyone moves Dragons which I found very sequentially, you impressive as well), playing this can potentially one has given me a hankering to see how the game spend more time in Breese’s is going to end Keytown. Between this game, when the last few Aladdin’s Dragons and Reef Because of the varied numbers of actions and ways to score seats are up for Encounter, Breese is proving to be points, Keythedral is a very strategic game, that — thankfully grabs, except one of the better game designers — plays in less than 90 minutes. Thus, you get maximum strate- when a player producing games out now. gy, with minimal time investment. 22 INDEPTH 2007 April Reviews AnAn AbstractAbstract inin Filler’sFiller’s ClothingClothing Kingdoms, by Jarett Weintraub lmost exactly a year ago, I medievally, with castles for scoring Kingdoms reviewed this same game tiles and dragons, orcs, and gold Fantasy Flight Games A Since then, my appreciation mines on the value tiles, I’d almost 2-4 players has only grown. prefer it if the game had been left LIBO rating: 4.1 (2 plays) It is a small game, both in size themeless, and marketed as the and length (the board is only 6x5, abstract strategy game that it is at Presentation Ratings and a typical game lasts perhaps 20- heart. With a plain wooden board, Graphics: 8 30 minutes), and its rules and play marked with black lines for the grid, Components: 7 are bare simplicity itself; pick and and bare white tiles marked with System Ratings place a tile on the board to change just number values, what at first Originality of Mechanics: 9 the value of the corresponding col- appears to be a simple exercise in GamePlay/GameFlow: 10 umn and row, or place one of your basic math (add and subtract the End-game: 10 scoring tiles to score that column value tiles together, and multiply by Fun Factor: 10 and row. the scoring tiles) would more clearly Last year I noted that it sat on reveal itself as the subtle strategy Gamer Rating: 93 the same spectrum of games that game that it is. Overall Rating: 90 included Go, but at the opposite end Although there is certainly an Scales of the complexity scale. I still agree element of luck in Kingdoms that is Abstract Theme with the placement of Kingdoms on lacking in pure abstract strategy that spectrum, but I think to say that games, there is a variant rule for Luck Skill it is at the far end is selling the playing with all tiles face up, so this Interactivity game short. element is removed. I still have yet None Plenty It’s easy to rate Kingdoms as a to try the variant rules, but I suspect ‘light’ game, because it doesn’t have doing so will only bring out the Strategies to Win lots of rules, action points, auctions, complexity and subtlety that lurk Few Many or phases, and because it can be beneath this deceptively simple played quickly and is fun. But just game. Kingdoms also has the added Calculations Few Many because a game is simple, doesn’t benefits of scaling almost perfectly mean it’s light. between 2, 3 and 4 players. The While the game is themed gameplay experience is unavoidably game, and not its quality. A 2 player different between a game of Kingdoms is more clearly a Kingdoms 2-player and multi- game of strategy. Still, Kingdoms player game, as you retains its excellent playability even Players Score Rating have half the impact when played with four. Adam 305 4 on the board you In the four years I have owned Andrew 300 4 would otherwise, Kingdoms, it has only hit the table and there are two or perhaps a dozen times. But given Jarett 267 4 three times as many the number of games out there to tiles placed on the play, and the relative paucity of Overall Rating: 4.0 board between any opponents, that number is actually of your turns and quite high relative to almost any Our time: 1h your next turn, but other game I own or play, and I Rules explanation time: 10m this only alters the expect that my play of Kingdoms character of the will only increase over time. INDEPTH 2007 April 23 TheThe NameName SaysSays itit AllAll Wreckage, by Chris Palermo reckage strikes me as a ‘customize’ his car, by selecting Wreckage game that really wants different weaponry and/or defen- Fantasy Flight Games to be good, but suffers sive effects to differentiate his W 2-4 players because the system was designed vehicle from the others. LIBO rating: 1.5 (1 play) to not be too complex. The prob- From setup, however, I suspect- lem is, to make a truly engaging ed this game would not be as Presentation Ratings ‘Mad Max’-type game that enjoyable as I’d initially hoped. Graphics: 5 engrosses the players, there needs Perhaps, part of that has to do with Components: 6 to be some level of complexity. my own misperception – the game System Ratings Wreckage has nearly none. is intended to be fast and bloody, Originality of Mechanics: 6 Out of the box, I was with limited focus on ‘winning.’ GamePlay/GameFlow: 6 impressed by how large the pieces Thus, it seems to go almost too fast End-game: 4 were — they may just be card- (but, then again, that’s almost cer- Fun Factor: 4 board, but each car was fairly tainly the intent of the designer). Gamer Rating: 51 large, and each player gets his own The ‘board’ — which is limited Overall Rating: 52 “dashboard,” where he can denote really, only by table size, nonethe- his speed. less, is a fixed amount. From ‘top’ Scales Gameplay is pretty straight-for- of the objectives to the bottom is, Abstract Theme ward, drive around this track, lim- maybe, two feet. Now, it’s impor- Luck Skill ited by your hand of cards (that tant to have a large playing sur- provide directional options). When face, because cars WILL go off Interactivity you see someone else, you shoot course and drive every which way; None Plenty them, because they will certainly but the objective area is only a 2x2 Strategies to Win shoot you if they have the opportu- square, which is where, ideally, all Few Many nity. Each ‘driver’ also is able to the action would take place. Calculations Few Many

The problem is, you can only change speeds when you take an action to do so — if you turn your vehicle, you cannot change your speed. This leads to a 1) frustrating, 2) non-sensible, 3) nearly impossi- ble to control, chaotic game. Cars speed off in all directions, TYPI- CALLY, away from the 2x2 center that contains the objectives. The goal of the game is to col- Yep, this is as good as it gets. Not really a “board” game, Wreckage is a “tabletop” game. It sounds as though it should be large, but, in truth, the game NEEDS to be lect three of the five ‘randomly’ larger. There’s simply no strategy (or fun) in its current state. placed oil cans that are all within

24 INDEPTH 2007 April Reviews that 2x 2 center. Alternatively, ‘driving prowess.’ eliminating all the other cars will It’s kill or be killed. Wreckage also win a player the game. Because of my On the other hand, there is misperceptions, I Players Score Rating some realism to the game – after don’t think I Brian 3 1 all, it’s fairly likely that firing a enjoyed the game as Chris 1 2 rocket launcher at a vehicle would much as I wanted Anna Maria 0 1 — in most situations — complete- to. I never even got ly disable the vehicle. That’s a far a chance to fire my John 0 2 cry from many other games that weapon, I took might — in an attempt to keep the damage when one Overall Rating: 1.5 game experience alive a bit longer driver crashed into — allow the target vehicle to prac- me, and then, to Our time: 40m tically ‘shake off’ the attack. handicap myself Rules explanation time: 30m That’s certainly not realistic, either. even more, I The net effect of all this, how- promptly drove, quite fast, into an play area (so that people actually ever, is that the game is over obstacle, doing even more damage have an opportunity to DO things almost before it starts — taking 4 to myself. before being blown up), but (or more) drivers, and setting them By the time I was able to work beyond that, I think the game is up with a 2x2 area to fight over, my way down to attack the lone basically sound, just not enjoyable with monumentally powerful remaining driver, I was practically to me. I’ll probably try it one more weapons will NOT lead to a long running on fumes, and I was dis- time (because I hate to give up on game — and, that needs to be patched easily. any game), but my suspicion is known before starting. This is not a I am not sure what Wreckage that this will be heading to the ‘for skill game, or one that checks needs — almost certainly a larger sale’ pile shortly after that. TheThe Never-EndingNever-Ending Story...Story... OfOf DisastersDisasters Advanced Civilization, by Stephen Brewbacker had the opportunity to play a and John (Assyria) had prior game third card may or may not be game of Advanced experience under their belts; Chris named and is generally anybody’s I Civilization on my very first (Thrace) and Brian (Illyria) were guess, and “School B”: three cards “game day” with LIBO on a the seasoned veterans. are verbally disclosed and any two Saturday in what can best be We played on the base map must be included as part of the described as the late, late, late, (without the western expansion.). trade. We went with the latter. late, late Iron Age (a.k.a. the Age It should be noted that Option of Steel and Silicone). A note on the ‘trade rules’ “B” allows for the maximum It was to be a six player game: There appears to be two main amount of “screwage”. It should Jarett (Egypt) and I (Babylon) had schools of thought on trading: be further noted that there are two never played the game before but “School A”: two of three cards are types of screwage inherent with were well versed on the rules and verbally disclosed and must be option “B”: “Normal” screwage underlying strategy; Joe (Africa) included as part of the trade – the and “Total” screwage. As an analo- INDEPTH 2007 April 25 gy I offer the following: Normal part of the game, Total Screwage is And that’s about it, except for Screwage is to the movie also a part of the game, but one that fact that I was fully prepared Monster’s Ball what Total should think twice before totally to throw my plan away – after all, Screwage is to the movie screwing the person who is writing “A plan is only good until you Deliverance (or Pulp Fiction). the session report! meet the enemy.” In this case, sub- Actually — strike that analogy stitute “enemy” with “calamity”. — “normal screwage” would be My plan Monster’s Ball only if Halle As a first time player I had The set-up Berry’s character gave Billy Bob culled through all of the session Each player placed one unit on Thornton’s character an STD…but reports and strategy articles I could the edge of the board correspon- I digress. find in a cursory search of the ding to their start area. (Duh!) To The best way to illustrate the internet (in particular BGG). reiterate: Egypt, Babylon, Africa, difference between the two is to I came up with the following Assyria, Thrace, and Illyria were use an example. plan: in play. Example 1: Stephen promises Picking a culture — As a new- John gold, gems, and ochre in bie, try to get Babylon, Egypt, or The Stone Age (roughly speaking return for ivory and two timber. Assyria. turn 1-4) Stephen gets what was promised, Building Cities — Don’t build Populations began to double and gives John gold and gems but a city before turn 5. Turn #5 build starting in turn 2 and each civiliza- slips him Slave Revolt in lieu of 2 cities. Turn #6 build 4 cities. tion began expanding exponential- the almost worthless ochre. Turn #7 build 2 cities. Turn #8 ly (literally) — doubling again in This is ‘Normal Screwage’. build 1 city turn 3, and then again in turn 4, John gets what he wants (gold and Civ Cards — First Go for: and again in turn 5 until every civ- gems) and a little something that Mysticism, Pottery, Literacy, and ilization had 32 units on the board he didn’t bargain for. Engineering. Next: Agriculture, — except Babylon who managed Example 2: Chris promises and Coinage. Then: Medicine, and to screw something up in turn 4 Stephen ivory, brass, and timber in Drama & Poetry. Ultimately: Law, and wound up with a population of exchange for gold, dye, and oil. Enlightenment, Theology, and 30 after expansion in round 5. Chris gets what was promised, but Democracy Stephen gets “Totally Screwed” when he sees that he has received Civil Disorder, brass, and timber, but no gold! Stephen not only got slammed with a horrific calamity, but didn’t even get the gold he bargained for. The above examples did in fact happen during the game and the names were not changed to protect anyone. In our session there were sev- eral other occasions where a player was “Totally Screwed” which made for some rather interesting developments. There is a lesson to be learned Early in the game, before any screwage (normal or total) occurs. People are polite here: Normal Screwage is a part of and cordial, sitting at the table, in a civilized fashion. This would change. the trade session and therefore a 26 INDEPTH 2007 April Reports My plan cities) was pushing into land that by the effects of Treachery; how- I was lucky to have drawn first was still in dispute with Thrace; ever, she would also be the benefi- for choosing a culture and snagged Illyria (4 cities) also continued its ciary of the effects of civil war Babylon. (Check). I held off buy- push South-East towards Delphi, from Assyria (her neighbor to the ing cities in turn 4 and bounced on Corinth, and Sparta (home of the North and West!) the A.S.T. one turn. (Check). 300!). Egypt would suffer from So far my plan was going Thrace (4 cities) occupied what Famine and Slave Revolt losing 3 flawlessly. would have been Crete’s starting cites. Assyria, would fall victim to area, and had established a pres- Superstition AND suffer greatly The Early Bronze Age (approxi- ence on both sides of the Aegean the ill effects of the Civil War mately turn 5-8) Sea. mentioned above – leaving Assyria The first cities were built in Turn 7 showed a modest with two surviving cities. Africa round 5 – Egypt and Babylon both increase all around in terms of city would succumb to Epidemic and bounced once on the AST marker building. Most Civilizations had Volcano/Earthquake — leaving after round 4. The city building either 6 or 7 cities with the notable Africa with one lone city and a varied from culture to culture. exception of Thrace (4 cities). mere 10 population — truly cata- Babylon opened with 2 cities in Trading was robust and Babylon strophic! This turn saw Illyria (9 turn 5; Egypt: 1 City; Assyria: sought to succor favor from the cities) and Thrace (7 cities) both declined to build; Africa: 4 cities; other cultures by holding on to — avoiding the primary effects of any Illyria: 3 cities; Thrace: 2 Cities. not one, but two — calamity cards. calamities, and Babylon bouncing Each civilization had begun to Slave revolt and Barbarian Hordes back to prosperity as a result of define their realms: Babylon left Babylon with 3 cities and a Assyria’s Civil War. stretched west to Damascus; Egypt gaggle of barbarians with which to powered north to Jerusalem, and contend. My plan West to meet Africa; Assyria thrust As bad as Babylon had it in As far as the Civ Cards go, I south to Aleppo and Antioch, and turn 7 with calamities, that was was a little ahead of plan. My first west to Ankara; Africa spanned nothing compared to the calamities purchase was Mysticism, and I from Carthage to Cyren, Illyria unleashed around the known world was fortunate enough in drawing a quickly occupied the Italian penin- in turn 8. Babylon would be beset trading that I could afford sula and both coasts of the Adriatic Sea; Thrace pulled up roots and settled in the vicinity of Troy and Sardinia. By turn 6 Babylon had estab- lished 6 cities (including one in Damascus); Egypt had 5 cities (including one as far north as Tyre); and Assyria built 4 cities (including one in Phoenicia). This was to be the agreed upon border (with Assyria laying claim to Sidon and Babylon claiming the trio — Mari, Carrhae, and Ninavah. Meanwhile, in the West, Africa (5 cities) had sailed to Palermo and Syracuse — but fell prey to the first calamity of the game: Thrace has already vacated his starting area, while Illyria has moved down into Italy Treachery! Further North, Illyria (4 and Greece, beating Thrace to the spot. In the east, all three civilizations are peaceful. INDEPTH 2007 April 27 Engineering on my second round was not as rosy for Assyria (5 attempting to absorb as many other of acquiring Civ Cards. I was cities) who was struggling to calamity cards as possible (we play moving along the AST nicely now rebuild after Civil War; and things the rule that limits the maximum and would have no problems enter- were outright gloomy for Africa (1 number of primary calamities at 2). ing the Late Bronze Age. I was city) who remained crippled from Time ran out as Babylon was look- also doing well on my city builds, the devastating effects of the prior ing to trade Piracy to Illyria. As bad two in turn 5, four more in turn 6. turn’s calamities. A snapshot of as Piracy was for Babylon it would I was able to bounce back in this turn would foreshadow the have been a welcome site for Illyria turn 8 from dual calamities in turn final score at the game’s conclu- who randomly drew (out of the 5 7 due to Assyria’s civil war; but by sion 5 hours later. Coincidence? currently held cards) not only the the beginning of the seventh turn I Perhaps… dreaded Civil War she sought to was already deviating from the Turn 9 calamities were rela- avoid, but also Iconoclasm and plan: I held back and only pur- tively few in number but punishing Heresy. chased 1 city due to concern over a for Babylon (Slave Revolt) and This brought Illyria to her knees lack of city support (fallout from Egypt (Barbarian Hordes). Assyria as her western most territories my screw up in turn 4 mentioned experienced a Civil Disorder that seceded and joined Africa. After the above). But by the end of the turn 7 had little effect thanks to that cul- dust settled, Africa’s empire I had to pretty much scrap the plan ture’s love for Music. stretched from the Eastern edge of completely due to calamities. Well, Up until turn 9 both Thrace and Cyrene, West to Carthage, North at least it lasted through six turns. Illyria were primarily calamity free. across the Sea to the islands of That streak would end for both of Carelia and Sardinia, continuously The Late Bronze Age (vaguely them. In turn 10 Thrace was struck North all the way to Germany, and turns 9-11) by Volcano/Earthquake. Illyria, on East again to Scythia: a huge cres- Turn 9 witnessed a new age of the other hand, was the recipient of cent-shaped empire governing the prosperity for Thrace (9 cities), two untradable calamities. In a des- Southwest, West, and Northwest Illyria (8 cities), Babylon (8 cities), perate act to avoid Civil War, Illyria corners of the known world. Very and Egypt (8 cities). The outlook began trading with fervor — strange, indeed! In turn 11 almost everyone was at full strength (9 cities) except for Assyria and Illyria. Assyria had clawed her way back from Civil War and was up to 8 cities. Illyria was reeling from the previous turn and could manage only 4 cities. As far as calamities — there was super- stition (Babylon), famine (Egypt), barbarian hordes (Africa), and flood (Thrace). [Yawn]. The famine in Egypt caused the most strife for any of the cultures that turn.

My plan The acquisition of Civ Cards was the only part of my plan that was salvageable. During turns 9, 10, and 11 Babylon acquired The game was marked by a great deal of trepidation by most players. Africa never went on the offensive, and Egypt and Babylon never attacked one another. Pottery, Coinage, Cloth Making, Drama & Poetry, Music, and 28 INDEPTH 2007 April Reports Architecture BUT could not attain still held the very unusual position mercifully free of all but two minor the ninth card and fifth of the entire western edge of the calamites up until this point.) category/color to advance to the map up to and including Thrace’s Turn 13 saw four more calami- Early Iron Age. Babylon bounced start area, Illyria’s start area, Italy’s ties. Two of which (Treachery and for the second time on the AST. start area, as well as it’s own. Civil Disorder) were absorbed by Illyria (7 cities) was centered Babylon. Africa was hit (again) by The Early Iron Age (somewhere around the Adriatic Sea basin. Volcano/Earthquake. Illyria who around turns 12-14) Thrace (9 cities) was doing a was not quite fully recovered from Turn 12 was even more respectable impression of Crete the devastations of civil war was uneventful than turn 11. Babylon and was centered around the struck by Barbarian Hordes. This (8 cities) was struck the victim of Aegean Sea. could have been a lot worse for Piracy for the second time in three In the East: Assyria (5 cities), Illyria, but Africa now occupied turns, but the experience was pay- Babylon (7 cities), and Egypt (8 the area invaded by barbarians — ing off, and Babylon welcomed the cities) were peacefully co-existing greatly reducing the effects. opportunity to hit her neighbor’s and Phoenicia/Damascus/Tyre The net effect was nearly coastal cities as well. The slave were once again held by the everyone was able to build up to revolt in Egypt wasn’t as devastat- respective cultures. nine cities in turn 14! ing as it could have been due to War and conflict between cul- Turn 14 saw Epidemic infest the fall off in cities in Egypt from tures were practically non-existent Babylon (9 cities), Famine and the Famine last turn and the newly in the game thus far (with the Civil Disorder wreak havoc in converted pirate city (thanks, exception of a minor misunder- Egypt (8 cities), Flood and Babylon). All was quiet in the standing between Thrace and Illyria Superstition plague Assyria (7 West. (Assyria 7, Africa 9, Illyria which was quickly ironed-out). The cities), and Piracy strike Africa (9 7, Thrace 8). trading was spirited and it was a cities). Illyria (9 cities) and Thrace By turn 13 the borders were challenge for anyone to maintain 9 (9 cities) avoided any calamities but fairly static. cities for more than one or two for secondary effects. Babylon had In the west: Africa (8 cities) turns (except for Thrace who was minimal/no effects from Epidemic. Illyria, Babylon, and Thrace were in a close race for the lead in the purchase of Civ Cards (each over 1000 points), Illyria was one step ahead of Babylon and one behind Thrace for first on the AST.

My plan Babylon was finally able to purchased Literacy – which ful- filled the last two requirements for moving into the Early Iron Age after bouncing on the AST for the second time this game. As far as the Civ Cards go, at the start of the Age I was more or less on target (as I suspect were By this time, Thrace had completely isolated itself into the Mediterranean area. Many Thrace and Illyria who were begin- other civilizations were affected (as victim or recipient) of the Civil War, which only ning to build a lead on me.) I had serves to either reduce or fragment one’s population. Thrace’s avoidance of the Civil finally acquired Literacy — and War was a major key to victory. Advanced on the AST to EIA on INDEPTH 2007 April 29 turn 12; but later in the Age I began irony, Assyria benefited from momentum (and already possessed to fall behind, only acquiring Babylon’s Civil War (a reversal of enough commodity cards) to pur- Medicine, Architecture, and Deism. fortunes from turn eight). Babylon chase Civ Cards in sufficient quan- was ruined. The rest of the cultures tity to move along the AST. Thrace The Late Iron Age – (turns 15- went largely untouched. would have to do little more than 17) Babylon limped into turn 16 ‘just survive’ to move to the final Turn 15 and the fall of building up to 4 cites, and she had space on the AST next turn — Babylon. Africa, Illyria, Thrace, no choice but to attack two of the ending the game. and Babylon started the turn strong recently annexed cities in Assyria. For the rest of the cultures, it with 9 cities each. Egypt was back One attack succeeded and one was a race for points. up to 8 and Assyria 7; however, failed. This was the first real play- The last turn saw Babylon the mighty and proud culture of er-to-player conflict of the game build up to 6 cities, Egypt-7, Babylon was to be torn asunder by and it proved to be of no help to Assyria-9, Africa-9, Illyria-8, and Civil War! Babylon. Desperate times called Thrace-6. Even with 9 cities, Babylon for desperate measures. In hind- The trading phase began in couldn’t sustain the effects of a sight Babylon would have been earnest: everyone (surprisingly) Civil War at this late stage of the better served not attacking at all; making honest deals and maximiz- game. Having drawn 3 calamity indeed the loss of units prevented ing their hands. There were few, if cards, Babylon traded for two the support of more cities that may any, calamity cards being passed. more hoping to draw something have been built elsewhere. It was doubtful that Babylon less maleficent (a strategy that As for calamities — Treachery would be able to catch up to Illyria Illyria had attempted to employ in had no effect on Babylon’s 4 cities, or Thrace, but everyone was jock- vain back in turn ten). History was Egypt-8 saw Epidemic, Africa eying for position in this – the last to repeat itself: Babylon collected experienced Piracy. Thrace trade session of the game. Thrace 5 calamity cards and nonetheless absorbed two Calamities — already had the points to finish the still drew Civil War (and Slave Volcano/Earthquake and Civil game. The question was could Revolt). Disorder. While these two had a Illyria catch up — even though In a sweet twist of cosmic definite effect, Thrace had enough Illyria was one step behind on the AST? Then we found out why no one was trading calamity cards: Something bad had happened — to Illyria that is. Something really bad. Bad, bad, bad. Illyria had drawn 6 calamity cards! That may be an Advanced Civilization record. The obvious effect is that Illyria had a lot of Calamity cards. A less obvious effect is that Illyria had difficulty trading due to a dearth of tradable cards. An even less obvious effect was that everyone else did not have any calamity cards; rather they had fairly fruitful draws. A close-up of the region that saw the two contenders battling it out. Yellow (Illyria) Illyria was not able to manage had taken most of the Italian peninsula, while green (Thrace) had crossed over the more than one or two trades. The water to take some of Assyria’s land. net effect of all this was that Illyria 30 INDEPTH 2007 April Reports would not be able to make any place. In Advanced substantial gains and would not Civilization terms, Advanced Civilization close the gap on Thrace’s lead. the gods had descended from the Players Score Rating My plan heavens, damned Chris 4048 5 The devastation from turn 15 the nation of Illyria Brian 3653 5 prevented Babylon from collecting and proclaimed Steve 3526 4 any Civ Cards worth more than Thrace their chosen. Jarett 3214 4 four points. This loss of bargaining John 3212 4 power translated into a loss of buy- Conclusion ing power, and the result was that Thrace pulled Joe 2729 5 Babylon did not have enough out a decisive victo- points to Advance on the AST and ry, but only after late Overall Rating: 4.5 would bounce again before enter- collapses by Illyria Our time: 10h ing the Late Iron Age at the end of and Babylon. Africa, Rules explanation time: 30m turn 17. which is always As far as the Civ Cards go: hard to play, suf- enced a rebirth at the expense of Enlightenment, Law, Astronomy, fered greatly from a seemingly Illyria’s civil war; then once again Theology, and with the last points I never-ending series of calamities. suffering through Barbarian could scrape together: Egypt and Assyria who were also Hordes, Volcano (again) and two Metalworking. I was never able to fighting to rebuild from calamities acts of Piracy! Sheesh! acquire Democracy [sigh]…or most of the game, came on espe- Illyria escaped the wrath of the Philosophy for that matter. I held cially strong in the Early Iron Age. gods until turn 10 when Civil War 1800 points total in Civ Cards. Thrace, occupying the center of the and Iconoclasm & Heresy splin- board, was most notably free from tered the empire. In turn 13 she The finish serious calamity during the first was visited by Barbarian Hordes In racing parlance, Illyria, spit three ages and was able to finish which took out their wrath on the the bit AND threw a shoe coming strong, playing an all around well annexed territories now under down the final stretch, but her balanced game. Africa’s control. Illyria felt the full rider would hang on for second Egypt seemed to attract Famine ire of the gods in the last turn (three occurrences) and when she was besieged by Civil Slave Revolt (two occur- War (again), and Famine just to rences) like sugar attracts add insult to injury. (Boy were flies; between which those gods an angry bunch). were sandwiched Civil Thrace managed to escape most Disorder, Epidemic and natural and man-made calamities Barbarian Hordes. until turn 10 — much like Illyria to Assyria had early her west, but the Volcano/ troubles, crippled by Earthquake had a far less malignant Civil War and effect than Civil War! Flood visited Superstition; and later by her the next turn — also with mini- Flood and Superstition. mal effect. The only other distur- Not to mention an occa- bances witnessed by Thrace were in sional incursion of Piracy. turn 16 when both Volcano/ Africa was hit early, Earthquake and Civil Disorder By the end of the game, only a few nations still were often and hard by stared her in the face, to which, in contention. Nevertheless, players still tried to max- Treachery, Epidemic and Thrace looked back and laughed. imize their score, performing careful calculations. Volcano; then experi- INDEPTH 2007 April 31 TheThe WellWell ofof DorknessDorkness Descent, by Jarett Weintraub he scene: The center of a Sorry, thought you said something owing! They high-five again. So, non-descript medieval vil- else; no, that’s a great name, really. how are we getting to the giants’ T lage; by the town well, So, nice weapon you got there. lair? three heroes talking. Two are tall, I’ve got, hmm, let’s see. A bow. B: We just walk through that big well-built women. The third is Also, I can spend fatigue to heal shining circle over there and tele- none of these. And he’s green. myself of wounds, or vice-versa. port to the giants’ lair. L: So, we’re all supposed to go L: Nice ability. No way any mon- L: Wait. Let me get this straight. and kill a pair of giants that are sters could ever kill you while you The village wants these giants to harassing this town, eh? have that power. stop bothering them, and they have RS: Yep. B: Good use of ironic foreshadow- an open teleportation gate that L: Okay, so, then I guess we ing! They all high-five. leads from the giants’ lair right to should get introduced. You are? L: Thanks. I also have a nice the middle of town? Have they RS: Red Scorpion. sword, some heavy armor, and can ever considered just, um, closing B: (speaks in a hissing voice, force my attacker to re-roll dice. the gate? Bogran and Red hoarse with menace) And I’m Bogran and Scorpion stare Scorpion stare blankly again. Bogran, the Shadow. Who are you? blankly. I mean, dodge; yeah, I can *sigh*. Okay, let’s go. L: I’m…Lyssa. dodge attacks really well. And The three heroes walk toward the B: Lyssa? That’s it? Just…Lyssa? what about you Bogran? gate. Cut to: Lame! B: Me? Oh, you know, the usual. I The inside of an underground cave. Bogran and Red Scorpion start to deal two extra damage when I It’s dark, it’s slimy. It smells. laugh; Lyssa whips her right arm attack someone who wasn’t in my Misshapen heaps lay scattered up from her side so that the sun line of sight when I started to about, and the light flickering from glints off the sharp metal tips of move, I get two extra surges when wall-mounted torches is just her tekko-kagi. I do a ranged attack with my long- enough to catch the occasional RS: Oh, wait, did you say Lyssa? bow, I can recover fatigue pretty glint of what may be rusting armor, much any turn, I or perhaps exposed bone. A flash don’t fatigue of light sweeps the room as our when I run, and heroes enter via the teleport gate. I’m wearing L: I’m just saying that all they spirit armor that have to do is seal the gate, and … lets me spend ick. What died in here? fatigue to pre- RS: More like who. We’re not the vent damage. first heroes to try this. Weapons Oh, and did I up! mention that I As the heroes draw their weapons, can run fourteen four shadowy figures rise up, as if spaces in a turn? from out of the rock floor itself, RS: Hm, no pos- and start to close in. Three of them sibility for mas- move to surround Red Scorpion. sive abuse there. Lyssa moves up and strikes one, Our valiant heroes struggled through a variety of encounters L: Alright, more wounding him. and monsters, and STILL never lost their senses of humor! ironic foreshad- B: Not a problem, I’ll just hop 32 INDEPTH 2007 April Reports over here, and shoot this guy who Red Scorpion reap- was blocked by Scorpion. With my pears in a flash of Descent extra damage, there’s no way I can light. The figures fail to kill him. move to surround Players Score Rating *SNAP * him again. Jarett 10 4 B: Hmm. My bowstring broke. RS: Oh no you John 6 3 Good thing I keep an extra one in don’t! Adam 3 3 my pocket, and can totally restring Red Scorpion chops Andrew 0 3 my bow before these guys can off an enemy’s head, swing their weapons. while Lyssa and *SNAP*. Bogran finish off Overall Rating: 3.3 B: Hm. Okay, well, I’ve got yet the other two. another bowstring here in my bag, L: Okay, that Our time: 3h-40m and can restring it again before could’ve gone bet- Rules explanation time: 55m these guys can swing their ter. weapons more than once, so B: You’re telling me. This must be and sorcerers, grabs a treasure Scorpion should be fine, what with the most unreliable bow in the chest under one arm, and leaps her healing power and all. world! through a teleporter gate. The three attackers strike Red L: I was talking about Red RS: That was impressive. Scorpion, killing him. Scorpion getting killed, you green- L: Impressive? That was ridicu- B: Huh. Guess not. Well, I can still skinned dope. lous. Are there teleport gates all avenge his death. Eat arrow death! B: Oh, yeah. That wasn’t so great. over this dungeon? What kind of *SNAP* RS: So what’s next? moron leaves open gates scattered B: Oh, come on! Fine. I’ll just take L: Well, we’ve got four doors, one around like that? These must be a spare bowstring from Scorpion’s in each wall. Two of them are the laziest pair of giants in the corpse, then. rune-locked, and we haven’t gotten known universe. I’m amazed the Lyssa kills one attacker while any rune-keys. So let’s try one of townspeople haven’t just dumped Bogran re-re-re-restrings his bow. the others, shall we? barrels of flaming oil through the The heroes walk to the gate and burned them to death. north door and open it. RS: Um, Lyssa, I hate to interrupt At the end of a long your rant, but the giant’s getting hallway sits the giant, awfully close. Perhaps we should Munkar. He rises, and run away now? begins to walk slowly L: Oh, yeah. but menacingly down The two heroes run to the center of the hallway towards the room just as it is again lit by a them. Four sorcerers flash of light. fall in behind him. B: Hi. Miss me? Look who L: Ooookay, maybe a brought presents! different door, then? Lyssa grabs a set of plate mail, B: Nah, not a problem. and Bogran tosses Red Scorpion a You guys give me a magic bow. two-second head start, L: Nice! Is this enough to defeat then close this door and the giant? run back to the central B: Screw the giant. I also got this! room. Bogran holds up a rune-key. The Once again, Andrew, as the Overlord, did NOT have Bogran runs down the three heroes run towards the east one of his better days. hall, dodges the giant door and open it, just as Munkar INDEPTH 2007 April 33 charges at them, striking and Lyssa hacks the Razorwings to Or that he’d at least hide it better. wounding Red Scorpion. pieces while the others shoot holes She sticks her sword through it. B: Dude, no more dying! in the lion and sorcerer. The troll Okay, so that should make things RS: Trust me, I’m doing the best I is last, but he too falls before a easier. Now we just have to do a can on that. hail of arrows before he can even frontal assault on the giant and his Lyssa turns and slams the door get within striking distance. four sorcerers via a narrow corri- shut behind them. As they turn, RS: Hm, I thought some of these dor, and only kill him once. hear a rustling of leathery wings. guys could regenerate after being B: Look what I found, another In front of them stand a pair of killed. Looks like none of them teleporter! Now we can pop back razorwings. Behind them is a cave did. Soft weeping is heard. Did to town, sell our treasure for some lion. Behind him is a sorcerer. you hear that? healing potions, and pop back into Behind him is a troll. B: Hear what? the dungeon and attack Munkar L: So, this is much better. Now RS: Probably nothing. Man, my +1 from behind! More weeping is we’re gonna get creamed from magic bow was awesome, thanks heard, slightly harder this time. both sides. Bogran! I’m amazed you didn’t Did you guys hear that? No? Okay, RS: No, not really. See, the giant keep this for yourself, I mean what so off we go then! can’t get us once we’re through with your old bow having all that Postscript: The rest of this session this door. trouble before. is hardly worth detailing, as L: Come again? B: Uh, yeah, well, you know me. Bogran’s abilities, combined with RS: Yeah, see, the door’s locked. I’m a giver. a plethora of teleport gates and a He can’t get in. RS: Say, what’s that you’re hiding bow that adds two surges and L: I know it’s locked. But isn’t this behind your back? Piercing:3 made it a complete his dungeon? I mean, shouldn’t he B: Uh, this old thing? Quickly slaughterhouse. Even with the have the key or something? stuffs his shiny new +3 longbow back-to-back-to-back Xs he rolled Bogran and Scorpion stare into his pack. Nothing; so, what on three separate occasions. The blankly. Look, suppose this was was that sound you heard? Overlord only stopped weeping your house, and someone ran The heroes rummage through the when he found out that Fantasy inside and locked the door. room, finding gold, treasure, and Flight had since FAQ’ed the rules Wouldn’t you… never mind. Let’s Munkar’s heart. for both teleporters and locked just kill these guys, ‘kay? L: Huh, you’d think he’d need this. doors in dungeons. WinningWinning throughthrough CoalitionsCoalitions && BackstabbingBackstabbing Die Macher, by Bill Herbst t a recent game day, the 5 round shorter game variant to be held in Freistaat Thüringen Dave Metzger, Dave described in the new Valley Games with 26 votes; the second was the A Denton, Natasha, Bill edition. certain-to-be-a-fierce contest for and Chris played the classic The first four regions set out Nordhein-Wesfalen with 80 votes; Eurogame Die Macher. As we on the board gave the players a lot the third was for the 54 vote dis- were starting late and most had to consider in their preliminary trict Baden Würtemberg and the never played before, we opted for placements. The first election was fourth was for Brandenburg’s 28

34 INDEPTH 2007 April Reports Die Macher Die Macher Players Score Rating Players Score Rating Bill 324 4 Dave D. 219 4 Chris 297 4 Chris 203 4 Dave M. 277 3 Steve 203 4 Dave D. 225 4 Andrew 144 4 Natasha 201 3 Overall Rating: 4.0 Overall Rating: 3.6 Our time: 3h-15m Our time: 4h-18m Rules explanation time: 40m Rules explanation time: 75m votes. Although the players did not to place an opinion card on the national party members at the very know it at this point, the fifth and nation board. With Chris and Dave end of the turn. final district to be contested would D collecting 26,000 euros in addi- The second election saw some be Schleswig Holstein with 32 tion to their national party enroll- of the wildest swings of fortune in votes. Given the distribution, it ment money, things looked grim the game. Natasha began aggres- was not surprising that nearly for Bill, Dave and Natasha who sively playing shadow cabinet everyone invested rather heavily in each had 8,000 euros or less to cards in various regions in order to the 80 point second election. invest on the next turn. Of course, secure her position. She managed Dave M, Bill and Natasha all the three players who trailed finan- to remove Bill from media domi- placed party meeting markers in cially were able to recoup their nance and ultimately swung the that district and most players put financial losses by taking political region’s opinion strongly in her media markers there as well. Bill contributions at the cost of several favor by exchanging an important placed two media markers in the region and wound up beginning the game with media control of that election. Chris and Dave D also invested some serious resources in the first election in the hopes of beginning the game with a strong showing and thus accumu- lating enough money to keep them afloat in the later contests. There was also some investment in the 54 point third district on the part of Dave D and Dave M. The first election saw Chris edge out Dave D. in a tied election with both parties having achieved the maximum number of votes in the district. They each were able to The first game of Die Macher was a heated affair, even for a short (5-round) game. place a media marker on the There was loads of negotiation and bluffing, and ultimately, Bill emerged victorious national board and Chris was able by 27 points over Chris. INDEPTH 2007 April 35 opinion card at the end of the media phase. She also outbid everyone for control of the opinion poll, although the card chosen was not able to do too much damage to her primary rivals in the region. She and Dave M. had both achieved the plateau of 80 votes in the region but the pair was outdone by Chris who formed a coalition with Bill and once again won the election. Bill and Chris were thus able to place media markers and an opinion card on the national board. Dave M. and Natasha still walked out of the election with 80 votes each and 80,000 euro but Bill had 72,000 votes and Chris had 25,000. Dave D. had spent the turn For being considered the precursor to the Euros of today, Die Macher is a bit of an odd duck. It’s lengthy, has LOADS of pieces, and is very heavy mathematically. angling for control of the next dis- However, it stays true to the Euro “doctrine” — there is no player elmination (even if trict and wound up earning 0 votes you wish there was!) in this district. The third district machinations card didn’t particularly help there had been a developing simi- began with aggressive shadow cab- Natasha or hurt Dave D. or Bill. larity among most people’s party inet card play that swung control The 28 vote fourth election platforms and there was no card of the media in the region around was something of a non event after available in the exchange pool that the table. When the chaos ceased, the previous two brawls. Bill had gave Dave D. a clear cut advan- both Bill and Dave D. had no been investing heavily in party tage on the national opinion board. markers left in the district while markers and he held media control So he made a single adjustment to Natasha and Chris were tied with for the past three turns so the dis- the national board and we went two each. This meant that Dave trict’s opinions matched nicely into the scoring phase. D.’s planned coalition with Chris, with his own party platform. He Dave M. had managed to earn who appeared to be leading the made a large bid (13,000 euros the highest total number of votes game at the time would leave beyond the next highest bidder) to despite on sharing the win in one Chris with a third media marker on ensure that he could chose with of the five elections. Chris, Dave the national board in three rounds whom to form a coalition first and D. and Bill had made strong show- while Dave would not be able to he took his closest rival in the dis- ings in the media marker depart- place a marker at all. trict, Dave M. into a partnership ment by managing to place mark- Bill and Dave D. thus cooked with him. They went on to win the ers in several electoral victories. up a plan to act as spoilers and district by a wide margin as no Bill and Chris had managed to scuttle the chances of anyone get- other coalitions could be formed. develop their party numbers ting a marker on the national board The final election then took beyond their competitors by hav- by forming a coalition. Chris and place immediately afterwards and ing identical party platforms that Natasha formed a coalition of their most people had been gearing up closely matched the national board own in opposition. Ultimately for it by their plays in the previous in the final rounds. This also despite losing control of the opin- round. Dave D. won it outright served them well in the scoring for ion poll, Bill and Dave D. were with a strong second place show- coincidence of national opinion able to win the district because the ing by Natasha. By this point, with their platform. 36 INDEPTH 2007 April Reports Hey!Hey! GuessGuess WhoWho WonWon Again?Again? Nexus Ops, by Bill Herbst ndrew, Bill, Matt and ing a number of Dave recently played powerful units Nexus Ops A Nexus Ops. This is a rela- including a host of tively quick little science-fiction Spiders and Lava Players Score Rating themed combat game in which Leapers. Bill 12 3 each player attempts to win battles Matt made an Andrew 9 4 and fulfill secret missions to early charge to seize Dave D. 7 4 achieve ten victory points. the Monolith in the Matt 6 4 The game began with Bill and center of the board Andrew jumping out to a small and managed to victory point lead by initiating sev- hold it for almost Overall Rating: 3.8 eral small conflicts and wrapping the entire game. up some easy secret objectives This netted him Our time: 1h-40m with relatively weak units. a large number of Rules explanation time: 15m Dave built carefully, protected power cards but his mines and gradually increased unlucky draws great help to him in securing his the power of his army by purchas- ensured that they were not of any secret missions. Bill had a three point turn in which he initiated and won two small battles that opened up his lead and put him within striking distance of winning the game. By this point, each player had dragons and the relatively quiet Monolith which Matt had dominat- ed since the early stages was being viewed as a target. On the final turn Bill fought two battles including a large melee on top of the Monolith. Helpful power cards and lucky dice rolls propelled him to victory in the Monolith battle and he was able to end the game before some of the other players were able to turn Nexus Ops was one of the better designs from the seemingly defunct Avalon Hill line their financial advantages, large from Hasbro. While never up the the gameplay performance of its ancestor: The armies and careful development Avalon Hill Game Company, this offering was still a good game in its own right. into victory points. INDEPTH 2007 April 37 UnreviewedUnreviewed GamesGames

Battlelore Players Score Rating Bill 5 5 Andrew 3 5

Overall Rating: 5.0 Our time: 1h-15m Rules explanation time: 20m

Princes of Florence Players Score Rating Bill 67 4 Vince 56 3 Adam 55 3 Jen 44 3

Overall Rating: 3.3 Our time: 1h-15m Rules explanation time: 15m

38 INDEPTH 2007 April Features UnreviewedUnreviewed GamesGames Shogun Players Score Rating Andrew 47 5 Jarett 40 5 Bill 38 5 Michael 33 -- Chris M. 29 --

Overall Rating: 5.0 Lifeboats Our time: 3h-30m Players Score Rating Rules explanation time: 1h Matt 28 4 Dave D. 26 3 Andrew 24 4 Bill 22 4

Overall Rating: 3.8 Our time: 1h Rules explanation time: 15m

INDEPTH 2007 April 39 UnreviewedUnreviewed GamesGames Saturn Saturn Players Score Rating Players Score Rating Brian 34 4 Andrew 34 3 Jarett 32 5 Bill 26 4 Matt 21 4 Dave D. 26 4

Overall Rating: 4.3 Overall Rating: 3.7 Our time: 20m Our time: 20m Rules explanation time: 5m Rules explanation time: 5m

Here are the top players in six games played by LIBO in February & March

Advanced Civilization Cleopatra and the Society of Architects Keythedral Avalon Hill Score Plays Days of Wonder Score Plays R&D Games / Pro Ludo Score Plays Chris Kamm 0.17 1 Chris Palermo 0.70 1 Vince Medordi 0.29 1 Michael Albergo 0.13 3 Anna Maria Palermo 0.63 1 Andrew DiGregorio 0.19 1 Chris Palermo 0.09 4 Dave Denton 0.32 2 Bill Herbst 0.13 2 Brian Stone 0.06 4 Brian Stone 0.07 1 Chris Palermo 0.02 1 Andrew DiGregorio 0.04 1 Andrew DiGregorio 0.01 2 John Reiners 0.01 3 Stephen Brewbacker 0.04 1 Matt Dickinson -0.05 1 Adam Lopuch 0.00 2 Bill Herbst 0.04 1 Bill Herbst -1.00 1 Brian Stone -0.17 1 Jarett Weintraub -0.05 1 Jarett Weintraub -1.00 1 Anna Maria Palermo -0.19 2 Joe Dozier -0.09 4 Jen Medordi -0.23 1 John Reiners -0.15 4 Aaron Hacker -0.29 1

Kingdoms Marracash Princes of Florence Fantasy Flight Games Score Plays Kosmos Score Plays Rio Grande Games Score Plays Jarett Weintraub 0.06 2 Debbie Dozier 0.72 1 Bill Herbst 0.24 3 Adam Lopuch 0.05 1 Dave Denton 0.26 1 Chris Palermo 0.08 4 Andrew DiGregorio 0.03 1 Jeremy Waite 0.14 1 John Reiners 0.02 1 Joe Dozier 0.01 1 Chris Palermo -0.05 3 Vince Medordi 0.01 1 John Reiners -0.04 1 Andrew DiGregorio -0.10 2 Chris Kamm 0.00 1 Bill Herbst -0.18 1 Joe Dozier -0.27 1 Adam Lopuch -0.01 1 Anna Maria Palermo -0.50 1 Brian Stone -0.03 3 Joe Dozier -0.06 2 Anna Maria Palermo -0.07 1 Aaron Hacker -0.11 1 Jarett Weintraub -0.18 1 Jen Medordi -0.21 1 Jeremy Waite -0.30 1 40 INDEPTH 2007 April Statistics LIBOLIBO RatingsRatings Top Overall Rated Games 2007’s Top Rated Games

Name Rating Publisher Name Rating Publisher Plays Battlelore 5.0 Days of Wonder Iliad 4.8 GDW (Game Designers Workshop) 3 Shogun 5.0 Queen Games Puerto Rico 4.8 Rio Grande Games 16 Age of Steam 4.8 Warfrog Settlers of Catan 4.8 Mayfair Games 9 Yspahan 4.8 Ystari Games Hammer of the Scots 4.8 Columbia Games 2 Advanced Civilization 4.5 Avalon Hill Advanced Civilization 4.7 Avalon Hill 4 Hacienda 4.4 Rio Grande Games El Grande 4.7 Rio Grande Games 9 Blue Moon City 4.3 Kosmos Age of Steam 4.7 Warfrog 9 Railroad Tycoon 4.3 Eagle Games Battle Line 4.7 GMT Games 16 NY Chase 4.3 Ravensburger War of the Ring -FFG 4.7 Fantasy Flight Games 2 Blokus 4.2 Alary Games Goa 4.7 Rio Grande Games 5 Keythedral 4.1 R&D Games / Pro Ludo Power Grid 4.6 Rio Grande Games 3 Marvel Heroes 4.1 Fantasy Flight Games St. Petersburg 4.6 Rio Grande Games 4 Tigris & Euphrates 4.6 Mayfair Games 5

Member of the Month’s Ratings and Stats Top Rated Games Top Rated Games (2+ Plays)

GAME NAME PUBLISHER RATE PLAYS GAME NAME PUBLISHER RATE PLAYS Battle Line GMT Games 5.0 1 Battle Line GMT Games 5.0 1 Betrayal at House on the Hill Avalon Hill / Hasbro 5.0 1 Betrayal at House on the Hill Avalon Hill / Hasbro 5.0 1 Cleopatra and the Society of Architects Days of Wonder 5.0 1 Cleopatra and the Society of Architects Days of Wonder 5.0 1 El Grande Rio Grande Games 5.0 1 El Grande Rio Grande Games 5.0 1 NY Chase Ravensburger 5.0 1 NY Chase Ravensburger 5.0 1 Yspahan Ystari Games 5.0 1 Yspahan Ystari Games 5.0 1 Circus Maximus Avalon Hill 4.5 2 Circus Maximus Avalon Hill 4.5 2 Atlantic Storm Avalon Hill 4.0 1 Atlantic Storm Avalon Hill 40 1 Blue Moon City Kosmos 4.0 1 Corsairs Rio Grande Games 4.0 1 Democrazy EuroGames / Descartes 4.0 1 Worst Rated Games Dungeon Twister Asmodée Editions 4.0 1 Evo EuroGames / Descartes 4.0 1 Jungle Speed Asmodee 4.0 3 GAME NAME PUBLISHER RATE PLAYS La Strada Mayfair Games 4.0 2 Paris Paris Rio Grande Games 1.0 2 LifeBoat Fat Messiah Games 4.0 1 A Game of Thrones Fantasy Flight Games 2.0 1 Lifeboats Z-Man Games 4.0 1 Ave Caesar Asmodee Editions 2.0 1 Louis XIV Rio Grande Games 4.0 1 Emperor of China Dynamic Games 2.0 1 Nexus Ops Avalon Hill 4.0 1 Bazaar 3M 3.0 2 Oasis Uberplay 4.0 1 Great Wall of China Fantasy Flight Games 3.0 1 Odin's Ravens Rio Grande Games 4.0 1 Loco AMIGO Spiel 3.0 1 Saturn Theta 4.0 1 Mall of Horror Asmodée Editions 3.0 1 Taj Mahal Rio Grande Games 4.0 1 Memoir '44 Days of Wonder 3.0 1 Titan: The Arena Avalon Hill / Fantasy Flight Games 4.0 1 Samarkand Rio Grande Games 3.0 1 Traumfabrik Hasbro 4.0 1 Slapshot Avalon Hill 3.0 1 Union Pacific Rio Grande Games 4.0 1 Vinci EuroGames / Descartes 4.0 1 We The People Avalon Hill 4.0 1 Games Matt Plays Worst

GAME NAME PUBLISHER SCORE PLAYS Games Matt Plays Best A Game of Thrones Fantasy Flight Games -1.00 1 Mall of Horror Asmodée Editions -1.00 1 (2+ Plays) Circus Maximus Avalon Hill -0.63 2 Slapshot Avalon Hill -0.63 1 Corsairs Rio Grande Games -0.53 1 Battle Line GMT Games -0.50 1 GAME NAME PUBLISHER SCORE PLAYS Bazaar 3M -0.48 2 La Strada Mayfair Games 0.02 2 Ave Caesar Asmodee Editions -0.45 1 Paris Paris Rio Grande Games -0.35 2 Yspahan Ystari Games -0.43 1 Jungle Speed Asmodee -0.40 3 Louis XIV Rio Grande Games -0.42 1 Bazaar 3M -0.48 2 Jungle Speed Asmodee -0.40 3 Circus Maximus Avalon Hill -0.63 2 Paris Paris Rio Grande Games -0.35 2

To see more of Matt’s statistics (and all of LIBO’s), just turn the page. INDEPTH 2007 April 41 LIBOLIBO StatisticsStatistics Through Games of April 21, 2007 GameDay Atten. Rank GameNite Atten. Rank Average Game Rating Rank Repeat Play Pct Rank Avg. Min. (Game) Rank Avg Min. (Rules) Rank Total Game Time Total Game Time With Rules Avg Players Per Game Rank Average Place Rank Total Wins Rank Total 2nds Rank Total Lasts Rank Total Games Rank Winning Percentage Rank Stephen Brewbacker 50% 9 50% 8 3.50 12 100% 1 154 2 172 2 20h-30m 22h-52m 4.75 3 2.25 12 2 11 2 7 8 11 25.0% 7 Dave Denton 100% 1 75% 4 3.38 16 100% 1 70 16 87 15 24h-35m 30h-20m 4.10 14 2.14 1682553821538.1% 4 Matt Dickinson 50% 9 33% 10 3.71 7 93% 13 76 14 89 14 17h-45m 20h-52m 4.21 12 3.14 3 3 9 1 11 7 3 14 8 21.4% 12 Andrew DiGregorio 100% 1 100% 1 3.70 10 97% 9 89 9 109 9 48h-57m 60h-5m 4.06 17 2.76 9 4 6 11 1 9 1 33 2 12.1% 16 Joe Dozier 50% 9 0% 11 4.50 1 100% 1 219 1 239 1 14h-35m 15h-55m 4.75 3 3.75 1 1 14 3 8 4 14 25.0% 7 Bill Herbst 88% 4 100% 1 3.76 6 100% 1 79 12 97 12 44h-45m 55h-2m 4.09 15 2.18 15 151647334144.1% 3 Stephanie Kadin 25% 12 0% 11 4.40 2 100% 1 72 15 82 16 6h-0m 6h-52m 4.80 2 3.20 2 1 14 1 11 2 10 5 13 20.0% 13 Chris Matusiak 0% 17 60% 7 3.83 5 100% 1 84 10 104 10 9h-46m 12h-8m 5.14 1 2.86 7 2 11 1 11 2 10 7 12 28.6% 6 Jen Medordi 13% 16 50% 8 3.50 12 75% 14 78 13 94 13 5h-10m 6h-15m 4.25 8 3.00 4 1 14 2 10 4 14 25.0% 7 Vince Medordi 25% 12 75% 4 3.50 12 100% 1 82 11 102 11 13h-38m 17h-0m 4.70 5 2.20 14 5 4 2 7 2 10 10 10 50.0% 1 Dave Metzger 25% 12 0% 11 3.50 12 75% 14 125 4 155 4 8h-18m 10h-18m 4.25 8 2.00 17 2 11 4 14 50.0% 1 Natasha Metzger 25% 12 0% 11 4.00 3 75% 14 125 4 155 4 8h-18m 10h-18m 4.25 8 3.00 4 1 11 2 10 4 14 0.0% 17 Anna Maria Palermo 63% 8 0% 11 3.71 8 94% 12 49 17 61 17 13h-51m 17h-24m 4.12 13 2.94646279117723.5% 10 Chris Palermo 100% 1 100% 1 3.70 9 96% 11 98 8 117 8 44h-1m 52h-28m 4.37 6 2.41 11 6 3 10 2 5 6 27 4 22.2% 11 John Reiners 75% 6 0% 11 3.63 11 100% 1 110 6 131 6 34h-50m 41h-32m 4.32 7 2.79839555619615.8% 15 Brian Stone 88% 4 0% 11 3.17 17 75% 14 131 3 156 3 26h-12m 31h-13m 4.25 8 2.25 12 4 6 2 7 2 10 12 9 33.3% 5 Jarett Weintraub 75% 6 67% 6 3.86 4 96% 10 100 7 119 7 46h-31m 55h-31m 4.07 16 2.57 10 5 4 10 2 6 5 28 3 17.9% 14 Expected Win% Rank Wins Above Expected Rank Win% Above Expected Rank Win% Above Exp. (ineligible) Rank Gamer Points Rank Gamer Points (weighted) Rank Gamer Points (ineligible) Rank Total Gamer Rating Rank Total Gamer Rating (weighted) Rank Gamer Rating (ineligible) Rank %Dominance Rank % Dominance (ineligible) Rank Dominance Over Avg. Rank Dominance Over Avg.(ineligible) Rank Stephen Brewbacker 21.5% 15 0.3 7 3.5% 4 5.3 2 0.09 2 2.21 1 0.39 2 Dave Denton 26.6% 3 2.4 3 11.5% 2 5.8 2 5.8 2 0.10 3 0.10 3 1.48 6 0.33 6 Matt Dickinson 24.2% 9 -0.4 12 -2.7% 9 3.8 7 -0.25 9 1.15 7 0.28 7 Andrew DiGregorio 26.2% 5 -4.7 17 -14.1% 7 4.0 7 4.0 7 -0.10 7 -0.10 7 1.28 7 0.31 7 Joe Dozier 21.7% 14 0.1 8 3.3% 5 3.8 7 -0.19 8 1.36 6 0.25 8 Bill Herbst 26.4% 4 6.0 1 17.7% 1 6.2 1 6.2 1 0.11 2 0.11 2 1.54 5 0.35 5 Stephanie Kadin 21.0% 16 -0.1 10 -1.0% 7 4.5 5 -0.36 10 1.15 8 0.22 9 Chris Matusiak 20.0% 17 0.6 6 8.6% 3 5.2 4 0.19 1 1.97 2 0.34 4 Jen Medordi 23.8% 12 0.1 9 1.3% 6 3.5 9 -0.06 5 1.64 4 0.35 3 Vince Medordi 22.0% 13 2.8 2 28.0% 1 7.3 1 0.08 3 1.52 5 0.31 5 Dave Metzger 27.5% 1 0.9 5 22.5% 2 5.3 3 0.08 4 1.07 9 0.28 6 Natasha Metzger 27.5% 1 -1.1 14 -27.5% 10 2.5 10 -0.08 6 Anna Maria Palermo 25.2% 7 -0.3 11 -1.7% 8 4.3 6 -0.14 7 1.78 3 0.39 1 Chris Palermo 23.9% 11 -0.5 13 -1.7% 4 5.4 3 5.4 3 0.08 4 0.08 4 2.02 3 0.37 4 John Reiners 24.0% 10 -1.6 15 -8.2% 6 4.3 6 4.3 6 -0.05 6 -0.05 6 2.55 2 0.38 3 Brian Stone 24.4% 8 1.1 4 8.9% 3 5.3 5 5.3 5 0.17 1 0.17 1 3.45 1 0.47 1 Jarett Weintraub 25.7% 6 -2.2 16 -7.9% 5 5.4 4 5.4 4 0.02 5 0.02 5 1.88 4 0.43 2 Dom vs. Close Play Rank Dom vs. Close Play (ineligible) Rank Expected 1st & 2nd% Rank Actual 1st & 2nd% Rank 1st & 2nd% Above Expected Rank Expected Last% Rank Actual Last% Rank % Better Than Last Rank % of Players Defeated Rank % of Players Def. (ineligible) Rank W-M-L Record W-M-L Percentage Stephen Brewbacker 0.29 1 42.9% 15 50.0% 6 7.1% 5 21.5% 15 0.0% 16 21.5% 2 67.9% 3 2-6- ###### Dave Denton 0.23 5 53.2% 3 61.9% 2 8.7% 4 26.6% 3 14.3% 15 12.3% 3 61.8% 2 8-10-3 49.5% Matt Dickinson 0.13 8 48.3% 9 28.6% 14 -19.8% 15 24.2% 9 50.0% 3 -25.8% 14 33.9% 8 3-4-7 27.9% Andrew DiGregorio 0.19 7 52.4% 5 45.5% 9 -7.0% 12 26.2% 5 27.3% 8 -1.1% 9 41.2% 7 4-20-9 26.8% Joe Dozier 0.14 7 43.3% 14 25.0% 15 -18.3% 14 21.7% 14 75.0% 1 -53.3% 17 25.0% 10 1--3 25.0% Bill Herbst 0.24 4 52.8% 4 61.8% 3 8.9% 3 26.4% 4 20.6% 11 5.8% 5 63.3% 1 15-12-7 52.6% Stephanie Kadin 0.08 9 42.0% 16 40.0% 12 -2.0% 9 21.0% 16 40.0% 6 -19.0% 12 40.0% 5 1-2-2 27.1% Chris Matusiak 0.24 2 40.0% 17 42.9% 10 2.9% 6 20.0% 17 28.6% 7 -8.6% 11 54.3% 4 2-3-2 35.4% Jen Medordi 0.21 4 47.5% 12 25.0% 15 -22.5% 16 23.8% 12 50.0% 3 -26.3% 15 37.5% 6 1-1-2 30.6% Vince Medordi 0.20 5 44.0% 13 70.0% 1 26.0% 1 22.0% 13 20.0% 12 2.0% 8 69.7% 2 5-3-2 55.6% Dave Metzger 0.22 3 55.0% 1 50.0% 6 -5.0% 10 27.5% 1 0.0% 16 27.5% 1 75.0% 1 2-2- ###### Natasha Metzger 0.00 10 55.0% 1 25.0% 15 -30.0% 17 27.5% 1 50.0% 3 -22.5% 13 31.3% 9 -2-2 ###### Anna Maria Palermo 0.17 6 50.4% 7 35.3% 13 -15.1% 13 25.2% 7 52.9% 2 -27.7% 16 35.8% 7 4-4-9 29.1% Chris Palermo 0.25 3 47.8% 11 59.3% 4 11.5% 2 23.9% 11 18.5% 13 5.4% 6 55.4% 4 6-16-5 34.7% John Reiners 0.22 6 48.1% 10 42.1% 11 -6.0% 11 24.0% 10 26.3% 9 -2.3% 10 41.8% 6 3-11-5 28.3% Brian Stone 0.27 2 48.9% 8 50.0% 6 1.1% 8 24.4% 8 16.7% 14 7.8% 4 58.8% 3 4-6-2 44.4% Jarett Weintraub 0.30 1 51.4% 6 53.6% 5 2.1% 7 25.7% 6 21.4% 10 4.3% 7 49.8% 5 5-17-6 32.5% 42 INDEPTH 2007 April