Golden Ages are only really appreciated when they come to
a stop and we had one that ran from Autumn 1997 to
Autumn 2000. In that period Reiner Knizia's published output
included
Euphrat &
Tigris,
Durch die
Wüste,
Samurai,
Ra,
Rheinlnder,
Stephensons
Rocket,
Die Kaufleute
von Amsterdam,
Taj Mahal,
Traumfabrik and
Lord of the
Rings. Ten high quality gamers' games in a period of
four years, it was an astonishing run and we were all so
pleased that it was happening that we convinced ourselves
that it would continue indefinitely. It didn't, of course.
From the start of his career he has always produced games in
all the various fields and he now turned his attention to
some of the others. With Amun-Re he is back on our patch
and, not only that, he has returned in high form.
The first things that spring to mind when you think of
Ancient Egypt are gods and pyramids and those are the main
elements here, placating the former and building the latter.
The game lasts six rounds and in each one you acquire a
province, which is then yours for up to three rounds. While
it is yours, you will use it to generate the money that you
will need to win the favour of Amun-Re and to do the
building which will enhance your prestige. The brevity of
the stewardship means that "too little time" - the
characteristic feature of Reiner's more strategic games - is
again an issue for the players to wrestle with.
There are fifteen provinces and they divide into two
groups in three natural ways: Upper Nile and Lower Nile;
East of the river and West of the river; riverbank and
non-riverbank. These groupings will play a part in the
scoring and so are an ingredient in the strategy. The game
also splits into two, with a scoring at the end of each half
and this interim scoring is not just a matter of logging
some points. In thematic terms it marks the end of the Old
Kingdom and the start of the New and with this transition
the records of who owns what are wiped clean. In other
words, the provinces you bought in the first half of the
game cease to be yours once this halftime scoring has taken
place. This is the source of the time pressure problem that
I referred to in the previous paragraph. In order to score
the points for your pyramids they need to be finished by the
time the whistle blows for the break and while building
quickly is possible, it is also expensive and money is the
other thing of which you don't have quite enough.
Each round begins with the turning over of province
cards, one for each player. These are then bid for
simultaneously using a novel and ingenious system which
ensures that everyone ends up with one. On each card is a
set of little boxes containing the numbers of the triangular
series - 0, 1, 3, 6, 10, 15, etc. Bidding is a matter of
putting your marker on one of these boxes on one of the
cards, with the restriction that if someone else has already
placed a bid on this card, yours must be higher. In the
first round of bidding everyone places their marker in turn.
Thereafter, if, when your turn comes round again, you find
yourself the underbidder on a card, you must remove your
marker and use it to make a new bid, but on a
different card. I wouldn't have thought it was
possible to come up with a new bidding mechanic that managed
to be both simple and interesting, but this is. Usually an
auction is just a matter of deciding what you want and how
much you are prepared to pay, but this offers scope for
tactics as well as judgement. You can be fairly sure that
the last player to place or move their bidding stone will be
putting it on the '0' space of the remaining empty card,
thereby getting something for nothing. The other thing you
know is that if there is a province that you particularly
want, you will almost certainly only get one shot at it.
Bearing both those facts in mind, how are you going to play
it?
An auction in which everything on offer was identical
would be of no interest no matter what the bidding mechanic
was and so, as you would expect, the provinces have varying
characteristics. Some have more agricultural land than
others, some have income from sources other than farming and
some come with dowries in the form of gold, building
materials or bonus cards.
The next stage is to buy things in the form of peasants,
building stones and power cards. Peasants are placed on the
agricultural land in your provinces, where they will
generate income. Building stones also go into your provinces
and whenever you have three of them in a province, they are
exchanged for a pyramid. Pyramids are the main source of
victory points. Power cards are drawn from a face-down deck,
meaning that you don't know exactly what you are getting,
but they bring a variety of benefits. One type gives you
tactical advantages in the bidding, another reduces the cost
of a pyramid from 3 stones to 2, a third group will bring
extra income and a fourth offers the chance of bonus victory
points provided you can meet the condition stated on the
card. This last group are a significant strategic ingredient
in the game, since the points they offer will be important
in the final scoring and the conditions they require will
help determine your choice of targets when bidding for
provinces. For example, one card requires that you have more
than a certain number of peasants and if you are to collect
on this one you will need to buy the more fertile provinces
and get people into the fields. Others require that all
three of your provinces meet a certain geographical
condition, such as all being on the same side of the river.
Both in their effect and in their importance the cards in
this last group are rather like the prestige cards in
Die Frsten von
Florenz.
The prices in all three categories of these items are on
the same non-linear scale as was used in the bidding for
provinces, that is to say, one peasant costs you 1, two cost
you 3, three cost you 6, and so on. Likewise for the other
two and so if you bought four building stones, two peasants
and two power cards, it would cost you 10+3+3=16. These
costings are a key element in both the success and the feel
of the game. They force you to plan your purchases and they
mean that items are appropriately valued. There is no
question of saying "How much are pyramids? Right, I'll take
six".
Now the god puts in his appearance. He determines the
size of the harvest and hands out presents to those he
favours, which he does in return for cash. Each player
secretly selects either a number of their money cards or the
special "-3" card which you each have. These are then
revealed simultaneously and the total computed. If the
combined offering is high enough, there will be a bumper
harvest, with the peasants raking in four gold per head, but
if you are more parsimonious, that figure will drop to
three, two or even one. Now, being nice people, you probably
feel that a plentiful harvest is a good thing, but that is
because you spend too much time doing good works and not
enough reading the financial pages. All economic
circumstances are good for some and not for others and an
income of 4 per peasant is only good if you are the man with
lots of peasants. Players who don't have these resources are
better served by keeping this type of revenue down and this
is made even more true by the fact that several of the
provinces which have little agricultural land have other
sources of income which only pay out when the harvest
is below average. So the players will go into this phase
hoping for different outcomes. However, it is not a simple
tug of war between two obvious factions, because to
complicate matters a little more there are also individual
outcomes that follow from the cards you played. Those who
played their "-3" are considered to have stolen from the
offering and they collect 3 gold from the bank. The others
will get a reward from Amun-Re, with the person who made the
highest donation receiving three items, the next highest two
and the others one each. These items are taken from the menu
you chose from when you were buying things in the previous
phase: peasants, building stones and power cards.
After this all that remains of a round is to collect your
income and move on to the next one, unless this was round 3
or 6, in which case you also score points. Here there is a
basic 1 for each pyramid and then a number of extras, some
tied to provinces, some to power cards and some to the way
you have organized your building between your three
provinces. To have a chance of winning you will need to do
well with these extras and so pursuit of them will have been
influencing your decisions throughout and, as you'd expect
in a Knizia game, they pull you in different directions.
After round three all buildings remain on the board, but
the peasant and ownership markers are removed. In addition,
any province cards that didn't appear in the first half of
the game are put back in the box, so that the second half
will feature exactly the same areas as the first. Rounds 4-6
then follow the same pattern as rounds 1-3, only this time
your valuation of each one is likely to be different,
because this time it will almost certainly come with real
estate already in place.
Amun-Re does not have the multiplicity of layers or
strategic options that you got with last year's Nuremberg
hit, Puerto
Rico, but we found it just as enjoyable. In both these
regards I'd put it on a par with Die Frsten von Florenz.
That was my choice for "game of the year" in 2000 and,
though there are a number of the new ones I have yet to
play, I wouldn't be surprised to see this one carrying off
the same title this.