When we learned a couple of years ago that Reiner was working on a "gamer's
game", I, like many another, got very excited. He is so prolific and
targets so many different markets that it would be unreasonable to expect me
or anybody else to like all his games, but when he is in this mode, there are
very few who can stand alongside him and none who can pack so much play into
a relatively short space of time. The game, Euphrat & Tigris,
appeared last Essen and has been gathering plaudits and prizes ever since.
Then we learn't that there were more in the pipe line and life took on a very
rosy glow. Durch die Wüste made its debut at Nuremberg,
now we have Samurai and it is clear
that the three of them form a set. All three are tile laying games -- OK,
in DdW the tiles look like camels, but they are tiles really -- and in all
cases the object is to place them in such a way as to score points and to
capture things. It is not a similarity that you can push too far, because
one of the characteristics of Reiner's work is that he doesn't recycle his
ideas to anything like the extent that other prolific designers do, but there
is a common thread of inspiration, even though there is no overlap in the
actual mechanics.
The setting this time is Japan and the aim is to collect three types of
objects -- pointy things, round things and square things. Apparently
these represent high helmets, Buddhas and rice fields, but, attractive
though the pieces are, if you hadn't told me what they were I wouldn't
have guessed and in my circle the square ones were immediately rechristened
Mintolas, with big Ian receiving his usual instruction that he was not to eat
them. The board comes as a four piece jigsaw showing the four main islands
of Japan, together with surrounding coastal waters. On the islands are the
capital (Edo), three major cities (Kyoto, Sapporo and Akita) and an assortment
of villages. The helmets, Buddhas and rice fields are placed in these
settlements in the opening phase of the game and after that it is a matter
of capturing them by placing tiles so as to surround them.
The tiles come in three main types, each showing a symbol and a number.
Type one shows one of the three types of object, type two a samurai and
type three a ship. Each player also has a couple of "switch tiles",
which are of tactical importance in the play, but which needn't concern us
here. The concept underlying the capture of the various objects is that
of "influence". As soon as all the land hexes adjacent to an object are
occupied by tiles, the object is captured by the player with most influence
over it. Tiles of type one only influence the object shown on them; the
samurai and the ships influence all three objects. As an example, let us
suppose that Akita contains a helmet and a Buddha, that the four land
hexes adjacent to it are occupied by a "3 helmet" and a "2 samurai"
from you and by two "1 samurai" from me and that I also have a "1 ship"
in an adjacent sea hex. You take the helmet by 5 points to 3 and I take the
Buddha by 3 points to 2.
The game begins with each player selecting 5 of their 20 tiles to form their
initial hand. This is done in secret and the tiles chosen are placed behind
your screen. The remaining 15 tiles are mixed face down to form a pool from
which you will draw replacements as the game proceeds. Next, players take it
in turn to place objects on the board. There are 13 of each type, three
go into Edo, two into each of the major cities and one into each village.
The only restriction is that a city cannot contain two objects of the same
type. This phase, the choice of tiles and the placement of objects, is where
you have an opportunity to set up some sort of strategic plan and then to try
and produce a board that will suit it. Thereafter it is a matter of taking
it in turn to place a tile and draw a replacement, though the switch tiles
referred to earlier and the fact that some tiles can be placed in addition to
your normal placement add tactical spice and stop this becoming too much a
matter of simple counting.
The normal ending of the game (though as in DdW there is an alternative)
comes when the last object of one of the types is captured. Players then
lift their screens and everybody reveals how many objects of each type they
have collected and now (shades of E&T) we have another Reiner special. If
one player has the most figures of two or three types, they win. If, as is
likely in a four player game, nobody has managed this, then each player who
has the most of one type becomes a contender for victory. In all this talk
of "most" it has to be a clear lead that you have; tied first places don't
qualify. Contenders now set to one side the objects that got them past this
first hurdle and count how many objects they have of the other two types
combined. It is this second number that determines the victor. This means
that to win you have to walk a very narrow line, concentrating enough on one
type to establish yourself as a contender (not easy with four players, only
three types and only 13 of each type) but not so much that you don't have
enough of the others and end up failing at stage two.
So much for the plot, how does Samurai measure up to the two earlier games
and does it have a genuine Japanese feel to it? The first of these is the
more important, but the second is also worth asking, partly because some of
you find your level of enjoyment enhanced when there is a proper marriage of
game and theme and partly because the rule book itself expresses the hope
that it is something the game has.
The game, like the two earlier ones, is a well crafted, multi-player abstract.
With a lot of games that are published, you have the feeling that there were
aspects that the designer could have done better. I never feel that with
Reiner's games. You may like the concepts in them or you may not, but it is
always the case that the presentation of the ideas is as accomplished as it can
be made. That is again the case here. This is one very polished game and
there is a lot packed into it. Not everybody is going to like it, because
some will find it too dry and abstract and some won't like the fact
that you have to concentrate and count if you are to entertain any hope of
winning. It is not a game where you can be successful with a "flying by the
seat of your pants" approach. Others will like it because it is interesting,
very skillful and because it calls for concentration and thought. You need to
know your own taste and make the call accordingly. If you liked both the
other two, and particularly if you liked Durch die Wüste, Samurai is a
must purchase; if you are averse to the abstract and the cerebral, you are
probably better giving it a miss.
As for the second and lesser of my two questions, for me the answer is "no".
The shape of Japan makes it a very good choice for the game and the graphics
and components do an excellent job of capturing a Japanese feel. Hans im
Glück were giving Franz Vohwinkel almost equal billing with Reiner in the
pre-Essen publicity and he deserves it. But the game itself doesn't feel
at all Japanese to me. The archetypal Japanese game is Go. (Chinese in
origin I know, but the Japanese took it over and made it their own a long time
ago.). In that, the idea that the Japanese understand better than anybody
-- the influence on the space between of groups of relatively distant
objects -- comes
through as strongly as it does with their gardens. (And the Japanese are
like the British in that if you want to understand them, you should begin
by looking at their gardens.) There is none of that here. In Samurai
there are no long range influences; everything is short range and about
counting and watching. That it is not to belittle the game, simply to say
that it doesn't feel Japanese. I'm also not convinced that you could have
a 45 minute game that does; they may rush around a lot in their day to day
lives, but their art is leisurely and contemplative. The insistence on
speed and getting things over quickly is a Western thing. Kurosawa's
masterpiece Seven Samurai runs for 200 minutes in its original version; when
it was released in the West it was cut down to 140 and the remake as the
Magnificent Seven came down even further to a few minutes over two hours.
Same story in all three cases; the difference is how quickly do you want
to tell it.