OUT OF THE WRAPPER
I'm about a third of the way through a solo play-through of Viking Fury, and I must say that this one has been Big Fun so far. There's been raiding and trading and pillage and men lost to rough seas and...everything. A lot of flavor to this, and some strategy, too. I've been taking notes, so I'll do a full write-up when it's done. (There's a new HeroScape scenario set up right next to it, too, but that may have to wait. Or not. Ahh, multitasking...)
For the moment, though, I'd like to touch on a couple of other games that just came in. These may be just about my last (significant--more than $5) game purchases for a while; I have a vacation/possibly moving (to Waco?) to worry about, so it's time to retrench. But, in the meantime, two new games came in the mail.
The first is Sword of Rome from GMT. This is the latest in the "Card-Driven Strategy Games," a series that could use a better title. This is the wargame line that began with We the People, and now ten years later SoR is, by my calculations, the 723rd game using the same basic idea: You hold a hand of cards, with which one does basically everything--order units to move, bring in new units, and incur special events. There have been a few evolutionary advances to the system, some more punctuated than others. Paths of Glory brought a major change, giving each player their own deck of cards (rather than players drawing from the same deck). Thirty Years War showed that, after a long string of great games, it was, in fact, possible for a game using this system to be not very good. (I, at least, am still waiting for the definitive 30YW game.)
Sword of Rome, based on a fairly brief look, seems to bring the complexity level back down around the We the People level, which is fairly low. That said, it does have some neat features to it. First of all, it's multiplayer--the first real multiplayer game in the series (I don't count Successors). Second, each player is pretty different. Each has their own deck, and each player has special abilities and ways to score (the Gauls look like fun to play--no VP's for conquest, but plenty for pillage!)
I'll report more on this one later, but initial reactions are positive. Except for the cover art, which is kind of bland.
The other game is Shakespeare: the Bard Game. This game has gotten kind of weird press. On BGG, it's suggested as the latest evidence of Uberplay "not getting the job done". It may be just me, but I'm actually pretty excited about it just reading the material inside.
It could be that I tend to look on the bright side of games, assuming they're not unduly pretentious or complete wrecks. I can see a niche for just about any game (which explains the size of the ol' collection) that isn't broken. The niche for S:tBG is...Shakespeare nuts.
This game is certainly not the next Puerto Rico or St. Petersburg, a nice meaty Game for Gamers to inspire one to rapture about the mechanics. The mechanics are pretty simple--roll-and-move with extras. The extras, though, is what make this game.
The idea is that the players are Elizabethan play producers, trying to get a venue, actors, props, patrons, a script, and money to all coincide--thus producing plays to increase your eminence in the theater world. Which is, honestly, a great premise. The plays you're producing are Shakespeare's. You have to buy your scripts from him, and when you do you see how many leading actors it requires, how many props it requires, and how many patrons you need to pull it off. You get props at the central marketplace (with money), and you hire actors at the taverns (with--wait for it--money), and you put on the plays at one of the four theaters on the board (which all charge rent).
So you're going to need money. How do you get it?
There are a few ways. First, you can busk. You can do this anywhere, and you get five shillings (the unit of currency in the game) but have to draw a Fate card, which does something to you randomly good or bad. Another way: When you land on a space occupied by a fellow player, you can try to mug him (!). This might backfire. (Don't worry, it's done with dice. No LARPing here. Yet.) The usual way, though, is to go to a theater and show off either your Shakespeare geekdom or your thespian abilities.
If you take the first way, another player draws a card off a big ol' stack of question cards and asks you a question. You can ask for an easy, medium, or hard question. If you get it right, you get money (more money for more difficult questions, of course). If you get it wrong you are jeered by your fellow players, but suffer no other penalties. If you don't trust your trivia knowledge, you can instead take a card off the top of another deck and recite--dramatically--a famous(ish) passage from the plays or sonnets. The other players then are to sit down and decide how much money to give you based on nothing but pure whim (informed, presumably, by their appreciation of your performance). (This money comes from the bank.)
When you put on a play, how well you do depends on the quality of actors you've attracted into your company, how good a script you have, and a random bunch of dierolls--each theater gives you a certain number of dice (one to five), and you get the sum of those added to your score. The Globe gives the most dice, of course, but you can only put on one play there--so make it good!
So you roll-and-move, answer trivia questions, and sometimes ham it up for a minute or two...it sounds like a party game, all right. It's a party game for Shakespeare freaks, who may or may not be gamers. (One of the codesigners is Mike Siggins, editor of the late, lamented Sumo games magazine and Game Cabinet website of a few years back.)
It seems to me--just reading the rules and thinking about it--that one should play with either the trivia questions or the passages, but not both. I'd think that having some people do one thing and other people do another wouldn't be as much fun. Personally, I'd prefer to play on the trivia deck (mostly from preternatural shyness), but that'd require a group of players with roughly equal (and substantial) knowledge of the Shakespearean canon. On the other hand, if you had a bunch of extroverted types willing and able to ham it up, going nuts over the monologues would be a great time for all.
The game has a lot of social qualities going for it, and it drips with its Shakespearian theme, but isn't much of a game system. A mixed group of gamers and non-gamers, with a love of Shakespeare and/or overacting, though, should have a blast with this one.
(I keep saying "overacting," "ham it up," and so on. Sure, one could try to emulate Laurence Olivier for this stuff...but surely I'm not the only one who finds it more fun to parody Laurence Olivier in such situations. I'm reminded of the Monty Python sketch, the Royal Hospital for Over-Acting. One of my favorites...)
Thus far, though, the pick of today's litter is Viking Fury. More comments later...