Discworld: Ankh-Morpork Board Game
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Welcome to Ankh-Morpork, the oldest, greatest, and most odorous city on Terry Pratchett's Discworld, a place where trouble is always in the cards. Be one of seven personalities vying for ultimate control of this proud and pestilent city, using your cunning and guile to complete your secret agenda.
Along the way you'll encounter wizards, assassins, watchmen, and thieves... all of whom will affect your fortunes and continually change the fate of this mercantile metropolis. Devised by internationally renowned games designer Martin Wallace, Discworld: Ankh-Morpork blends the distinctive humor of Terry Pratchett's bestselling novels with strategic challenge and a dose of mayhem into one devilishly addictive Discworld adventure.
Design by: Martin Wallace
Published by: Treefrog / Mayfair Games
2 – 4 Players, 45 minutes – 1 ½ hours
Review by: Greg J. Schloesser
Discworld: Ankh-Morpork by designer Martin Wallace is based upon the series of fantasy novels by author Terry Pratchett. There are numerous books in the series, which have proven quite popular amongst fantasy aficionados. The world of Discworld is populated by hundreds of strange and quirky characters, and Pratchett seems to take pleasure at not-so-subtly ridiculing the fantasy genre, weaving a somewhat humorous tone that pervades the dangerous and bizarre world.
Wallace has attempted to capture this atmosphere of quirkiness and parody in the board game. Chaos reigns supreme as players attempt to utilize the skills and talents of various characters from the books to achieve their own goals. Proper timing, subtle deception, and bold maneuvers are all required in an effort to gain the upper hand and reign supreme in Ankh-Morpork, the smallest, yet most interesting city in Discworld.
The board depicts the city of Ankh-Morpork, divided into twelve regions. Each region is named and numbered, and depicts a monetary value, which is the cost of erecting a building in that area. Each player receives a collection of buildings and minions (three of which are placed on specified locations on the board), ten Ankh-Morpork dollars, five cards, and a personality card, which is kept secret. The personality card lists the player's victory conditions, which is different for most characters. It is important to attempt to keep these victory conditions secret for as long as possible, hopefully springing a surprise victory on one's opponents.
As declared in the rules, game play is relatively simple. In effect, each turn consist of playing a card, doing what it says, and drawing a replacement card. This process continues until a player achieves his victory conditions or the deck of cards is depleted. Of course, it is the variety of powers and abilities on the cards that makes the game interesting. Most cards depict one or more icons which allow the player to perform the related action, which can include placing or moving minions, moving or assassinating opposing minions, triggering an event (which is usually calamitous), collecting money, constructing a building, playing an additional card, placing, moving or removing trouble markers, etc. These actions must be performed in the order indicated on the card, but many are optional and may be skipped. Choosing which card(s) to play at the most optimum time is a critical decision, and the proper chaining of multiple cards can be quite powerful.
Ankh-Morpork is a dangerous city. Each time a minion is placed or moved into an area, a trouble marker is placed there (one per territory). Trouble markers block the construction of buildings (which help gain control of an area), but also mean assassinations can occur there. Further, having a city in turmoil is the goal of Dragon King of Arms, who wins if there are eight trouble markers on the board at the beginning of his turn. Beware the presence of too many trouble markers!
In order for a player to claim victory, he must satisfy the victory conditions on his personality card at the beginning of his turn. As mentioned, most characters have different victory conditions (a few are shared). These conditions can include controlling a specified number of territories (having more minions present than any other player), having minions present in a required number of territories, amassing a treasure chest of fifty dollars, preventing anyone else from achieving their victory conditions before the deck expires, having enough trouble markers on the board, etc. As the game progresses, astute players will garner enough clues based on the players' actions to identify most players' characters and victory conditions. This, of course, is an important task, as it will allow the players to take appropriate actions to thwart their opponents.
A game of Discworld can end abruptly, with a player achieving his victory conditions quickly. However, the longer a game continues, the more difficult it is for a player to achieve victory, as his opponents will likely be aware of each other's victory conditions and will be actively working to prevent them from occurring. Thus, the game's length can vary dramatically, from as quick as thirty minutes to as long as ninety. Truth-be-told, the game grows a bit wearisome if it goes much past the one- hour mark.
Discworld is a game I should not enjoy. Indeed, based on my personal tastes, I should despise it. It is extremely chaotic and frustrating, as one's position on the board is generally easily reversed and often devastated by one's opponents. It can be frustrating and, indeed, maddening to get all the pieces in place to claim a victory, only to have those plans dashed by the card play of your opponents. Plus, the game is overflowing with an avalanche of cards filled with icons and text. All of these factors usually cause me to flee a game as quickly as possible.
Inexplicably, though, I enjoy Discworld. There is a puzzle-like aspect to playing the cards in proper combination, utilizing their powers in the optimum fashion in order to maneuver the minions and overall situation so you will have a chance at achieving your victory conditions. It is fun to mess with your opponents, making their life more difficult and foiling their plans and attempts at victory. The cards powers can be helpful to you or damaging to an opponent, and they are often amusing. The game has a decided "Take that!" aspect that I normally disdain, but it works well here. Generally, however, folks who prefer more control and minimum chaos in their games will likely not enjoy Discworld.
For me, the game is light, devious fun. Don’t' take it too seriously and accept it for what it is. It seems to accomplish exactly what it is designed to do – provide players with a light and fun game that is filled with power grabs, smack-downs and unexpected twists of fortune. From my understanding, this is exactly what occurs in the novels. Wallace is to be commended for capturing the flavor, spirit and atmosphere of the books in a board game. That is not an easy accomplishment.