Showing posts with label Maria. Show all posts
Showing posts with label Maria. Show all posts

Wednesday, 26 November 2014

Sivél Disobedience

Tuesday - and after a long absence I was finally able to attend (host, even). The call went out; and was roundly ignored.  Sam, Andrew and Ian were putting on an evening of Evil Genius animated films in Southville, and a few other GNN-ers were attending the screening. Others were ill, and others still were left off the email list altogether.

So Martin and I (Joe) got to play games to the tune of "Just the Two of Us". Martin had been itching to get Wir Sind Das Folk! to the table since a friend brought it back from Essen for him, and I was cautiously happy to oblige (having failed to round up the four players needed to break out the most un-GNN-esque Sons of Anarchy - for which I have high hopes).
WSDV is a political game exploring the relationship between East and West Germany from the fifties through to the eighties. If East Germany can survive all four decades with communism intact they win, otherwise the West prevails. Either side can win sooner by forcing levels of unrest into outright revolution.

It comes in a delightfully small box, and has well thought out graphic design - the same designer Richard Sivél (hence the post title) was responsible for Maria, an equally elegant and even prettier game about the Austrian war of the accession.
Andrew, Adam and I played Maria a couple of times a few years ago, but it proved just a little too complex for our feeble minds, and was reluctantly traded away.

Complexity is certainly evident in WSDV - my heart sank a little when, after 25 minutes of rules explanation, Martin said "This is where things get complicated...". But after something like 40 mins we were ready to play, Martin as West Germany - me as the East.

The game is asymmetric to a degree, and bears similarities to Twilight Struggle, though you are not fighting over territories so much as fomenting unrest in each other's provinces by making life unbearable for each other by comparison. 

In basic terms, you build up factories and infrastructure in your regions, which allow you to raise the standard of living and thereby quell unrest. If one of you raises living standards above that of your opponent, unrest will begin to foment.
However, you have to balance the standard of living within your own country, otherwise you'll sow the seeds of disquiet at home.

Each of the four decades is a round in which decade-specific cards are available for both sides to play. At the end of the decade, a checklist of states is compared, including East German flight, Western currency, prestige, living standards etc. The consequences of these trickle down to the map, degrading infrastructure, fomenting unrest and generally messing with your shit. If at the end of this either player has four mass-protest tokens on the board they lose, otherwise you push on into the next decade, broken but un-bowed.

the '70s in full swing

It was Martin's second game, my first, and there was scant room in my brain for strategising. I just planned to cling on. Martin missed an early opportunity to do some serious damage to me (and I wouldn't let him take his go again), and I managed to struggle through the decades relatively unscathed. I denied his West German's the invention of colour tv, which send to annoy the hell out of them, but as the third decade drew to a close, Martin announced that he now realised what he should have been doing.

some West German mass-protest up close

He belatedly tried to put this plan in to action during the final round, and nearly did it, but just didm;t quite have the head of steam needed to topple the East, and I won the day.

It was a very interesting game - far more opaque than Twilight Struggle but with a few more plays I'm sure the rules would crystallise and it would become the pure battle of wits we all want from a game. We both thought that the extensive use of icons somewhat diluted the historic resonance of the events, but it made it very clear what one stood to gain or lose from the use of a particular card.

Martin noted that I had done none of my special actions, sending in the Russian tanks or building the wall for example - I had effectively ignored the trappings of communism and won by treating the East Germans to a fairly capitalist existence (whilst denying the West their colour TV). That seemed possibly a little odd - there seemed to be little imperative for the East to operate within their ideology. But we may have played something wrong, or I may just be missing the finer points of the asymmetry. I'm going to read up on the rules now, ready for the next bout. 

We just had time for a quick game of Aton, in which the whisky got the better of me and I let Martin dominate the second scoring round for a neat on-the-nose 40 point win.


Wednesday, 9 May 2012

And can we have the scores from Germany, please

Tonight finally saw the Teutonic double bill that had been promised several weeks ago. Wallenstein taking pride of place on Joe's big round kitchen table, and Maria squeezed onto a collapsible card table. And so began our adventures into 18th century central Europe!


Sam, Adam, Joe and me began the evening with a quick game of Dixit. This clever game of bluffing relies on the sly imagination of the player to describe (in one sentence) a picture they hold in their hand of cards. Then other people have to find a card in their hand that could, at a pinch, also relate to that sentence. The cards are all mixed up and displayed for people to vote on. Points are allocated for popularity. In the end, Anja and Steve arrived having dealt with a bicycle puncture, so we finished the game early with three of us on the same number of points, and Adam in last (ie, second).


Then Anja, Steve and Sam set forth once more into the tumbling world of Wallenstein, while Adam, Joe and I sat down for the new experience of deciding the succession to the Austrian throne by playing a version of trumps. With a map. We went through the rules which seemed complicated at first, but once you start, they make more sense.


Sam, Anja and Steve seemed to have a jolly old time with Wallenstein. I'll leave it to them to fill in the details in the comments, but hearing Sam say the phrase "Despotism brings out your feminine side" mid-game made me wonder if they were playing a variant. Anyway, the scores were

Steve 57
Anja 57
Sam 54

With Steve and Anja tied on points and then on number of palaces, so it went to number of churches which Steve just won by. A very close game.


Meanwhile, back in Austria, I was frustrated because we were playing the introductory game, which meant I couldn't attack Adam (who was, historically speaking, an ally) even though we'd agreed an aggression pact before the game.


This meant I couldn't stop his slow spread of blue (for a change) cardboard chits across the map. Joe tried his best to fight on two fronts and I made a fatal mistake of going for a poorly defended town miles from anywhere, while there were more towns to conquer in the middle of the board.

It was okay. I'd like to play the full version, with all three against each other, rather than two against one. Plus it was quite long. In the end, Adam fulfilled his winning criteria just after midnight, long after the Wallenstein crew had packed up and re-inflated their flat tyres. Regarding second place, strictly speaking there isn't one in this game but I decided that Joe should take it since he was two-thirds of the way to reaching his target, while I was barely past halfway.
The final state of the board. Is that . . . blue custard?

Adam: best player!
Joe: noble effort
Andrew: clueless

This is now the third or fourth game based in Germany/Austria that has lots of fiddly rules and that Adam is good at. It pushes him to the top of the Form Table.







Points
Adam1 2 1 1 3 8
Sam3 2 2 2 1 10
Steve 1 2 2 1 5 11
Andrew3 1332 12
Joe2 3 2 5 3 15
Anja2 5 2 2 415
Hannah1135515
Quentin 1 35 5519
Jonny 2 25 5519
Sally 3 55 5 5 23