Thomas Fackler has a reputation for producing incredibly expensive games
that no one seems to have actually played.
At Essen 1998, he released a game called Die Mauer (The
Wall) that was still elaborately produced yet much less expensive than
his earlier titles. Die Mauer was "cheap" at only
about $50 per copy (one copy needed per player),
compared to well over $1,000 apiece for his other work. I bought four
copies of the Fackler-produced Die Mauer almost as a curiosity, but I
liked the game when I finally
played it. I told a number of people that if someone produced the game
in plastic or wood for a more normal price then many people would want to
own it. Zoch Spiel apparently agreed with me, as at this year's Essen
they released a copy of the game in
wood, undoubtedly very nicely produced like the rest of their games.
I have not played the Zoch version yet, but what follows is a description
of the Fackler version that I'm guessing is identical. Each player
takes a set of seven pieces to build the
wall: one tower, one gate, and five wall sections of various lengths.
Through the game, a common wall is built using all players' pieces,
and the first player to get all of their pieces built wins the round.
Everyone else loses points for the pieces they have
remaining, and after three rounds the high score (highest being zero) wins.
There are two rules to follow in building the wall. First, pieces may
be added only to either end of the wall. Second, towers and gates must
alternate in position, and must have at least one wall section
(of any length) between them. Thus, at various points in the construction
towers and gates cannot be built, but wall sections are always possible.
During the round, players alternate taking the role of the "master builder."
The MB secretly chooses one of the seven wall pieces from his hidden stash,
and puts it out in a closed fist. The other builders then each select one
of their pieces, and all are revealed simultaneously.
If no one chooses the same piece as the MB, the MB gets to add his
piece to the wall, reducing his stock by one and moving him one piece closer
to ending the round. If others guessed the piece the MB selected, the MB
does not build but everyone else does, provided that they can
given the rules limitations described above.
Lastly, and this is the most interesting rule in the game, if everyone
who matched the MB's piece cannot build due to the construction rules,
the MB is the only one to build.
When one player has built all seven pieces, everyone else loses points
for theirs not yet built, with a penalty proportionate to the size of the
piece. The tower costs you 15 points if not built, a gate 10, and each wall
piece counts the number of turrets it has (from 1 to 6).
This simple mechanism results in some very subtle bluff and double-think
strategies. Everyone is trying to get rid of their towers and gates,
but choosing when to select these pieces as either the MB
or a "guesser" is tricky. Consider the following example:
The Wall so far:
T -- www -- ww -- G -- wwwwww -- w
As the MB, you could select your tower (presuming the built tower is someone
else's of course) and if no one else chooses the tower you would place it on
the right side of the wall. If other person chose the tower,
they would build and in either case no more towers could be constructed until
at a minimum a wall, Gate, and wall were added to one side. If multiple
others choose the tower, you build and put the others in the uncomfortable
situation just described.
As the MB, you would not select a gate since it could not be built. If
this is your only piece left, however, you're stuck. I'll describe this soon.
Lastly, as the MB, you could choose any wall piece and hopefully be unique,
but whether it is placed on the right or left side of the existing wall has
important consequences for
the next plays. Placed on the right, the situation is identical for the
next player. Placed on the left, either a tower or a gate could be played
and thus things open up. This could
be good or bad for you, depending on your position at this time.
Now consider this situation as one of the "guessers", and determine your
strategy of which piece to select. This is the flow of the game, and gives
you an idea of the decisions to be made.
The mechanism breaks down, however, when you have only one piece left.
You have no choice of piece to select, and if your opponents are keeping close
track then they know
this and won't let you build, assuming of course that they're not in the
same boat. The game can't stalemate, however, as a quick look at the rules
will prove. But, the winner is definitely not necessarily the first player
to reduce their stock to one piece.
It is difficult to go out three rounds in a row, meaning that the practical
goal becomes one of getting rid of your big pieces every round. If you are
losing only 2 or 3 points in each round, you'll have
a good chance to win. Of course, everyone else is trying to do the
same thing, which makes the game both variable and fun.
With three or four players, the game works fine but I imagine that it will
nicely support more as well. In the new version, this is more likely since
buying even four copies of the original is a stretch. When we played the
game at last year's Gathering of Friends, Mik Svellov offered to buy four
copies for himself so that next year we could try it with eight people.
Bravo, Mik!
I recommend Die Mauer as a game that gets better with repeated play and
is deeper than the first look suggests. It is easy to teach and play,
keeps everyone involved by design, and completes in less than 45 minutes
(with four at least.) It is not strong enough to make me shell out for
Fackler's other games, but I hope that someone else produces them
with a $30 price tag to try them.