Tuesday, May 21, 2024

A short review of a short game: Caesar!

You could be forgiven for thinking that Caesar! Seize Rome in 20 Minutes is just an ancient Roman re-skin of designer Paolo Mori's Blitzkrieg! And it is, sort of. But not really. Caesar! is a very similar game, both in terms of the game play and the look and design. It's obviously meant to be part of a series that includes Blitzkrieg!, but the designer took the opportunity to change up a few things.

Where the game play in Blitzkrieg! is divided up into different theatres of war, Caesar! is more of a traditional area control game (a little bit like Risk). Players start with a bag of tiles, but this time they are divided between different symbols: swords, shields and spears, plus a laurel that acts as a wild card. Additionally, each tile features two numbers with a line between them. The board is a map of the Mediterranean sea and the surrounding area; tiles are placed on the borders between provinces, with the two numbers providing an amount of influence on either side of the border. Some are evenly distributed (2|2 or 3|3) but others are wildly different (0|6), requiring the player to make a decision about which provinces they want to concentrate their influence in.

Once a province's border spaces are full, the player who played the last tile there gains a one-time bonus such as drawing an extra tile, or getting an extra turn. The player who has the most influence in the province gets to place one of their control markers there. That player also gets to place a control marker on the border between that province and any neighboring provinces that they also control. The goal of the game is to be the first to place all 12 of your control markers, so the faster you play them out the better.

The strategy in Caesar! is very similar to Blitzkrieg!, with the main decision point being where to play your tile and when, keeping in mind that if you leave your opponent an opening to close off a province they will get the bonus, even if you get to place your control marker, which could give them the advantage they need.

The game includes two mini-expansions that add new tiles and province bonuses, and also a variant that rewards players for controlling key border spaces. No giant lizards this time though...

Rating: 4 (out of 5) If I did half-stars this would be 4.5 out of 5, simply because while the games are very similar I like the game dynamics in this one just a little bit better.


Tuesday, May 14, 2024

Sabacc: a brief history of Star Wars poker

The idea that they play some version of poker in the Star Wars universe is first hinted at in The Empire Strikes Back, when Han Solo responds "you lost her to me, fair and square" when Lando Calrissian asks after the Millennium Falcon. Sabacc was first given a name and described in detail by author L. Neil Smith in the novel Lando Calrissian and the Mindharp of Sharu, first published as a tie-in to the release of Return of the Jedi in 1983.

The game that Smith describes in his book is a complicated affair involving electronic cards that change their suit and value at random intervals. It seems to play like a cross between stud poker and blackjack, with a slew of arbitrary face cards that sound like they're from a tarot deck. It reads like an attempt to describe something exotic and otherworldly, the card game equivalent of the holographic chess game seen in the original Star Wars.

The first attempt at a playable version of Sabacc came via the Star Wars Roleplaying Game published by West End Games in the 1990s. The adventure module Crisis on Cloud City called for a Sabacc game, so the publisher took the opportunity to include cards and rules to allow the roleplayers to actually play the game. I haven't been able to get my hands on a copy (copies of the module routinely sell for $200+ on eBay and rarely include the Sabacc cards) so I don't know how the game plays, but I suspect it leans towards being accurate to what is described in the book, rather than an actual playable game.

The game's prominent appearance in Solo: A Star Wars Story meant that some kind of commercial Sabacc game was inevitable, and this came in the form of the imaginatively titled Star Wars Han Solo Card Game which was later reimplemented as the souvenir Sabacc deck available at Disney's theme parks (also known as the "Corellian Spike" variant). Both versions attempt to take what we see in the film and reproduce it as a playable game. The film tries to approximate the game described in Smith's book, but does away with the electronic cards in favor of something more low-tech that will be easier to explain to the audience. Instead we have a more recognizable poker-like game played with normal printed cards, and dice to represent the random changes to the cards.

The problem in both cases is, this version of Sabacc has been "designed" by writers who need to tell a story -- the details are revealed through props and dialogue. It doesn't have to be playable or consistent, since it's not a real game that the audience will be familiar with. The commercially released Sabacc games are meant to be souvenirs first and playable games a distant second, so they are much more concerned with reproducing what we see in the film. As a result the game is pretty much unplayable, relying on a complicated and arbitrary hierarchy of hands to be "similar but different" to terrestrial poker.

When the (now sadly closed) Galactic Starcruiser attraction opened at Disney World, one of the obvious activities for guests was a Sabacc tournament. But the game would need a major overhaul if it was going to be played and enjoyed, and it received that in the form of Sabacc: Coruscant Shift, a variation of the game that was available exclusively at the Starcruiser but is now fairly easy to find on eBay or Etsy.

Coruscant Shift drops the original Sabacc's complicated hands in favor of a simple blackjack-like game. The deck consists of 3 suits of 20 cards each, numbered 1-10 and negative 1-10, plus two 0 cards that count as all three suits. Also included are two six sided dice, one with the suits on the faces and the other with different values: -10, -5, 0, 0, 5 and 10. 

The game starts with each player dealt five cards. After the cards are dealt, the dice are rolled to determine what the target value for the hand is, and what suit will be the tiebreaker. Players must then choose what cards they want to keep, playing them face down in front of them. They may then exchange their remaining cards for new ones, just like in draw poker. But here's where the game diverges: any or all of the new cards may be added to the player's existing hand, but none of the previously retained cards may be taken away. Once each player decides whether to add any of their new cards to their hand or not, they reveal their hands. Whoever's hand of positive and negative cards added together is closest to the target value wins the hand, with ties broken by the player with the most cards of the suit indicated on the die roll.

The rules included with the official Coruscant Shift deck don't include any rules for betting. In the Sabacc tournaments at the Galactic Starcruiser, each player started the game with 10 credits, and there was an ante and then a round of betting after the first two cards were dealt and then another before the final hands are revealed.

It's an excellent compromise. While it doesn't exactly reflect the game as described in the books or seen in the film, it's fairly close and is actually a playable and enjoyable game that will feel familiar to poker players but still seems like it could be from a galaxy far, far away.

Rating: 4 (out of 5) a great, easy poker-like game that puts you in the Star Wars universe -- it's easy to imagine playing this on Cloud City or at the Canto Bight casino.

Monday, May 6, 2024

A short review of a short game: Blitzkrieg!

Blitzkrieg! World War Two in 20 Minutes is a great little two-player board game. The short play time, bright colors, clear graphic design, small table footprint, and minimal text make it a solid choice to play at a pub or coffee shop, or even over a lunch break at work.

Each player starts with a bag full of tokens representing air, ground and sea forces, with a separate pile of tokens next to the board for more powerful units and technological advancements that can be gained during the game. The board is divided up into the different theatres of war, each with spaces to place tokens, and a scoring track that moves back and forth based on which player has placed the highest value units in that theatre. Some spaces give bonuses when a token is placed, such as drawing extra tiles or gaining the aforementioned advanced units and tech.

Players start by drawing three tiles, which are placed behind a screen so the other player can't see them. They then take turns placing tiles on the board and drawing new ones, the idea being to score points by filling up rows of tiles in the different theatres. Most of the strategy is in deciding when and where to place your tiles -- you might need to take advantage of a certain space's bonus, but filling up a row gives points to the player who is furthest along on that theatre's scoring track, so you don't want to leave good openings for your opponent. It's very chess-like; you constantly feel like you are making sacrifices in one area in order to gain ground in another.

The current edition of the game includes a variant that assumes an alternate reality where Germany and Japan won the war and are now fighting over the United States. It uses a new board (cleverly printed on the back side of the main board) with the theatres of war replaced by major U. S. cities. Rather than just being a re-skin of the main game, this one plays a little differently. The game starts with four cities available to place tiles in, and as each city's tile row fills up, the player who finished it gets to pick the next active city from nearby options. The German player gets the same set of tiles from the main game, but the Japanese have their own set, which includes a secret weapon in the form of a certain larger-than-life reptile...

Rating: 4 (out of 5) Blitzkrieg! is a well-designed game that really shows what you can do with minimal components and clear, simple design.