Tuesday, November 27

Attika and design

Having played just four games of Attika now, I’ve decided that I’m very impressed with the design of Attika’s modular board. What I really like about it is not so much that it is modular, but that the game can’t even be completed without adding more sections to the board. You must draw building tiles in order to be able to place new map sections (so you can place more buildings). You can also control when you place the new section by manipulating your draws. Being able to place your new map sections anywhere you like adds a new level of complexity to the game that wasn’t there at the beginning. And they do add a lot of complexity - new sections can be used offensively or defensively and will also affect the cost of further buildings for you and/or your opponents.

The amphoras have a similar effect. You have none at the beginning of the game (though in theory you could get one on the first turn). Having an amphora adds to your options, especially in so far as you are able to threaten to win by connecting two temples. If your opponent has one or more amphoras, you have to be more diligent about defense.

In both cases complexity is added as the game progresses, which helps new players learn the game and still be competitive during their first play. One of the things I don’t like about certain games (e.g. Settlers of Cataan) is that the decision with the biggest impact on your success in the game is made at the very beginning. Your first impression of a game can easily be soured when you realize that the very first decision you made has now made it virtually impossible for you to win. In short, games where the complexity ramps up as you go really helps out new players, and in turn those of us who end up teaching them how to play.

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