Games: Lord of the Rings, The Confrontation

As anyone who ever played the Atari 2600 version of E.T. will testify, games based on movies tend to suck. And nowhere is this more evident than the world of board games, where every blockbuster harbingers a remainder shelf at Kaybee Toys filled with hastily thrown together “Game Of Life” knockoffs rechristened with the movie’s title. You can always spot a crappy movie adaptation, because it feels obligated to mention that it’s a game right on the box, presumably so you don’t confuse it with a key lime pie. Behold Titanic: The Board Game (Typical review: “Must…not…swallow…own…tongue…”), Harry Potter and the Sorcerer’s Stone Quidditch Card Game (typical review: “Broken.”) and The Hours: The Board Game (Typical review …. okay, I made this one up).

Still, every once in a while we get lucky. Such is the case with Lord of the Rings: The Confrontation, a new offering from Fantasy Flight Games. This is not to be confused with the original Lord of the Rings game by the same company. Unlike its Big Brother, Lord of “The Rings: The Confrontation” (hereafter “LotR:C”) is strictly a two-player game, has a third of the rules of the bigger game, plays in a fraction of the time and sells for half the price. But the two games do share one thing in common: they are both amongst the best in my collection.

The central mechanic in LotR:C will be familiar to anyone who has ever played Stratego. The board, which depicts 16 regions of Middle Earth, is positioned diagonally between the two players, so that the person playing “Light” has The Shire in his corner while “Dark” has Mordor in his. The combatants each have nine unique pieces, which they place into their own territories any way they chose. As in Stratego, the “faces” of the pieces show who they are, but the backs — the sides visible to the opponent — are nondescript. Once the forces are arrayed, the battle begins.

On a turn, a player may move one of his pieces one step forward. Because the regions are staggered, brick-style, this usually means that an advancing piece has two territories to choose from. Unless the moved character now resides in a space occupied by an enemy, the player ends his turn. But if both Light and Dark pieces inhabit the same area, a brawl erupts.

Combat is fairly simple. First, both players reveal who is involved in the battle. Because each character has a special power, identifying the warriors is often enough to determine a winner. For example, Gimli’s power is “Instantly defeat the Orcs,” so if the dwarf is revealed and the Orcs prove to be his sparring partner, that’s as far as you go: Orcs dead.

If the fight continues, both players chose a card from their hand and reveal them simultaneously. Most of the cards have numbers on them (from 1-6), and the value of a played card is added to the charatcer’s “Strength” (indicated by a digit on the charatcer’s piece) to determine his combat total. The piece with the lowest total loses and is removed from the game.

All in all a pretty hum-drum system, I’m sure you’ll agree. But what makes LotR:C such an addictive little gem is the asymmetrical nature of the contest. For starters, both players have different goals: the Light player is trying to get Frodo all the way across the board and into Mordor; the Dark player, in turn, just wants Frodo whacked. Secondly, the Dark player has much more raw power than the Light player — higher valued cards, numerically stronger characters, etc. — but the Light player, by virtue of some special cards and character powers — has more tricks up his sleeves. In other words, the Dark player wins through force, the Light player wins through guile, just as you’d want a game based on The Lord of the Rings to play out.

Furthermore, the powers of the pieces are remarkably well suited for the characters they correspond to. Boromir is a time bomb: when he gets in a fight he automatically loses, but he takes the opponent down with him. Sam is generally weak, but if he’s in the same space as Frodo his strength more than doubles. Frodo is useless in a fight, but, when threatened, he can flee to an adjacent territory. The Balrog, meanwhile, defends Moria — anyone who tries to go through the mines is immediately defeated if the Balrog is in the house. And the Flying Nazgul can attack any piece anywhere on the board.

Best of all, the atmosphere of the epic is recreated by the game: Light seems doomed from the get-go, and most victories by the good guys are Pyrrhic in nature. In the last game I played, for example, I threw Sam to the wolves — the Wargs, actually — so that Frodo could move one more step towards Mordor. When you win as Dark, you have to resist to urge to cackle evilly and gloat about your dominance; when you win as Light, your first impulse will be to sigh with relief and wipe the sweat off your brow.

Lord of the Rings: The Confrontation has rapidly become one of my favorite games. I honestly don’t know how long I’ll be playing it — it’s entirely possible that I’ll “burn out” on it in a month or so — but right now I’m itchin’ to play it at every opportunity. It’s thirty bucks, it’s available through Funagain, and it’s the perfect pastime for the long months until The Return of the King hits the theaters in December. You should get it.

Good Gift Games 2002

Hey kids and/or adults that I am facetiously referring to as “kids”!  Know what time it is?  Yes, it’s time for Matthew Baldwin’s Annual Good Gift Games Guide, where I assemble a list of those games that, in my opinion, make swell presents for the holiday season.  It is assumed that the gift recipients are not hardcore game players, so the games selected (with a few exceptions) are those with few rules and a focus on fun.  I also try and emphasize inexpensive games, although some games are too good to omit despite their higher price tag.

2002 was considered by many (myself included) to be kind of an off-year, game-wise — with the exception of Puerto Rico (and, to a lesser extent, Trans America) there were no “must buys” released.  Still, the diamonds in the rough are listed below, followed by selections from previous G3s.  (If you wish to browse the previous G3s, you can do so here:  G3s 2000, G3s 2001.)

This is not intended to be an exhaustive list, just those that came to mind as I was writing this.  If there’s another game you want an opinion on, drop me a line at matthew@defectiveyeti.com — my knowledge in these matters is frighteningly encyclopedic. 

Without further ado, here are the 2002 G3s.

New (to me) Games

Not all of these games are “new” in the sense of having been released in the last year, but here’s a sampling of the best I’ve purchased in the previous 12 months.

Royal Turf:  If you’ve attended one of my personal gamenights recently, you’ve played Royal Turf, the biggest hit since Time’s Up. Over three rounds players bet on and root for the seven stallions running in a good ol’ fashioned horse race. Simple rules and a touch of bluffing makes this an idea game for families or for play over pints at the local pub.  [Reviews:  mine | BGG]

Trans America: It’s so simple it’s just barely a game, but it’s lots of fun nonetheless. Players are randomly assigned five cities on a stylized map of the United States. On every turn players build railroad track in an effort to connect all their burgs. But because no one “owns” any given stretch of track, you can link into your opponent’s network and use it to further your own goals. A typical game takes half an hour and can be played by persons of all ages and game-aptitude. [Reviews: BGGVom Kap bis Kairo:  And speaking of train games … Players strive to build railroad across eight African landscapes and be the first to complete  a line “From The Cape To Cairo”.  Cards are auctioned off every round, and each features not only a landscape but a number of railroad tracks.  The landscapes show how difficult it will be to traverse that particular region — savanna is a snap, while mountains are difficult — and the tracks shown can be applied towards your goal. If you don’t have enough track to complete a terrain you can buy extra track segments, but be careful: you also need that money for the auctions.  A clever family game with an engaging theme.  [Reviews:  BGG]

Puerto Rico: Easily my favorite game of 2002 Build up your Puerto Rico community by planting farms and constructing buildings. Ship corn, indigo, sugar and coffee to the Old World in the role of Settler, Mayor, Craftsman and even Gold Prospector. Puerto Rico is a gamer’s game — it has no shortage of pieces or rules — but if you want something meatier than the regular fare, it’s the best game to come down the pike in years. [Reviews: mine | BGG]

BANG! Who will rule the old west: the Sheriff or the outlaws? Players are randomly assigned to one side or the other, but all identities begin a secret. The best way to find out who is on your team is to shoot first and ask question later. BANG! is a clever little game for larger groups — it plays best with six or seven — and is one of the flat-out fun-est game’s I’ve picked up in a spell. [Reviews: BGG]

Pueblo: I do not like abstract games. So what is it about Pueblo that makes me want to play it again and again? Every turn you plonk a piece on the board as you collaborate with your opponents to build a New Mexican village. The trick is to do so in such a way that none of your pieces are visible from the outside. As much puzzle as it is game, Pueblo is perfect for both the spatial reasoner and the casual game player. [Reviews: BGG]

Adel Verpflichtet:  Bluff, guess, and second-guess your opponents as you strive to assemble the best collection of kooky antiques. And if you find yourself lacking in either money or goods, why, just steal some from your fellow players! Adel Verpflichtet is only available in German, but there’s some cheat sheets you can print out that make the game perfectly fine for we Yankees. [Reviews: mine | BGG]

Barbarossa: First you make little sculptures out of clay, then you try and guess what everyone else has made. And don’t fret if you’re artistically-inept: the better your sculpture looks, the more likely you are to lose (because people will guess it right away). Closer to a party game than a board game, Barbarossa generates a lot of laughter. [Reviews: mine | BGG]

Babel:  In this two-player game, you and an opponent strive to build the largest temples.  Your workers come from five ancient civilizations, (Assyrians, Sumerians, etc.), and when you get three or more of the same tribe together you are able to break one of the game’s rules.  Babel falls just on the border between the “puzzle games” (Ricochet Robot, Pueblo) and strategy games (Lost Cities and Citadelles). [Reviews: BGG]

Lord of the Rings: The Confrontation:  Another two-player contest, LotR: The Confrontation is a nice update of the classic Stratego formula. “The Confrontation” pits Sauron  (who is stronger) against the Fellowship (which is more resourceful) , and every character on the board has his own special power. Furthermore, each side has a different goal:  Frodo and Sam want to bring the ring to Mount Doom, while the forces of darkness want to slay the hobbits before they can complete their journey.   A typical game of The Confrontation will last approximately half and hour.  [Reviews: BGG]

From Previous Years
There is no excuse for not owning games marked with a *

Board Games

  • Settlers of Catan*:  Oh fer Pete’s sake, would’ja just buy it already?!  Sheesh!  [Reviews: BGG]
  • Carcassonne:   I’ve always been a fair-weather fan of Carcassonne, but many folks love it, and the two expansions (called “The Expansion,” crazily enough, and “Hunters and Gathers“)  add a lot of spice, or so I’m told. [Reviews: mine | BGG]
  • Web of Power:  My favorite new game of 2000 sat on the shelf for most of 2001 because I played it until I was sick of it.  But I recently played it again and remembered exactly why I so loved this game:  it’s easy to learn and can be played in less than an hour. [Reviews: mine | BGG]
  • Princes of Florence:  Second only to Puerto Rico as my favorite game in recent years.  [Reviews: BGG]
  • Lord of the Rings: What sets LotR apart is that it is cooperative rather than competitive:  players work as a team instead of against each other.  A unique and exciting game.    [Reviews: mine | BGG]

Card Games

  • Bohnanza*:  A game in which you plant and harvest beans.  No, I am not kidding.    [Reviews: mine | BGG]
  • 6 Nimmt!*(A.k.a. “Take 6”):   As addictive as it is agonizing.  [Reviews: mine | BGG]
  • Citadelles*:  A gamenight favorite of bluff and intrigue. [Reviews:  mine | BGG]
  • Pig Pile:  I haven’t the slightest idea why I like this game.  Aside from the fact that it comes with a bunch of small, pink, rubber pigs, I mean. [Reviews: BGG]
  • Wyatt Earp:  Rummy in the old west.    [Reviews: mine | BGG]

Two-player Games

  • Lost Cities*:  A really great, easy-to-learn, two player card game similar to rummy.   [Reviews: mine | BGG]
  • flowerpower:  A very placid tile-laying game — not too deep, but not as shallow as it looks, either.   [Reviews: BGG]
  • Hera and Zeus: More complicated that Lost Cities and flowerpower, but worth the “learning curve”.  Stratego meets Magic:  The Gathering.   [Reviews: mine | BGG]
  • En Garde:  It costs nine bucks, it plays in 15 minutes, and the rules could fit onto a business card.  Plus:  fun!  [Reviews: mine | BGG]
  • Battle Cry:  Expensive, but worth it for anyone who likes games where you get to fire artillery at you opponent.  [Reviews: BGG]

Party Games

  • Time’s Up*:  The best party game in existence. Seriously. [Reviews: BGG]
  • Call My Bluff*:  The ultimate dice game: all luck and bluffing, no pesky rules.   [Reviews: mine | BGG]
  • 25 Words or Less:  A thinking-person’s Taboo. My first copy was played until it fell apart, whereupon I promptly bought another. [Reviews: mineBGG]
  • Apples to Apples*: The game we played so much at Gamenight that I came to hate it. But that doesn’t mean you shouldn’t own it. And you should. [Reviews: mine | BGG]
  • Werewolf: Actually, this one is completely free.  Just print out the rules from here.

Second Opinions

What, you don’t trust me? Well, here’s some other “best of” lists for your consideration.

Places to Buy Games Online

  • Funagain.com:  This is where I buy all my games:  they carry just about everything, the have a great website, their prices are low and they are located in Ashland, OR (so shipments reach me in 2-3 days).
  • Boulder Games:  I’ve heard great things about this online store too, but they are on the East Coast so I stick with Funagain.  Still, if you are in, say, New York, these guys would probably get it there quicker.
  • Amazon.com:  Amazon carries a few titles, notably those in the Mayfair (Settlers of Catan, Manhattan) and Avalon Hill (Acquire, Cosmic Encounter) lines.  But they never seem to be in stock. 

Sam Loyd’s Trick Mules

Sam Loyd’s “Trick Donkeys” is one of the most elegant puzzles ever invented, and if you’ve never seen it before, I urge you to give it a shot. Click on the image to the left, print out the page, and cut the figure into three parts along the solid lines. Now, position the strip onto the other two pieces so that it looks like each jockey is riding a donkey. Folding is not allowed.

This puzzle was created by one of America’s greatest puzzlists, Sam Lloyd (1844 -1911). Loyd sold his puzzle to P. T. Barnum, who marketed it as “P. T. Barnum’s Trick Mules.” It was printed on a card to be cut into the three pieces. Millions of the cards were sold, and supposedly Loyd earned a fortune — $10.000 — in just a few weeks.

Don’t give up — the solution is really quite simple! If you must, you can see the answer here.

Sid Sackson, 1920-2002

Remember when Dale Earnhardt was killed, and NASCAR fans were mopy for months thereafter? That’s what board game enthusiasts are like today.

In the world of ludology, Sid Sackson was a pioneer, with scores of card and board game to his credit. One of his first (and most highly regarded) games was Acquire, a stock market simulation that is to Monopoly what Citizen Kane is to an episode of Becker. I distinctly remember playing Acquire in my youth and realizing that this particular game was on a completely different level than the Paydays and Operations I had played in the past.

In the years to follow, Sackson would design a series of fantastic games, including many of my personal favorites: Can’t Stop, Kohle, Kies, & Knete, and Focus, one of the first games I ever owned. His book A Gamut of Games is a treasure trove of enjoyable pastimes and brilliant ideas. And by all accounts he was also a really nice guy.

Sid Sackson passed away yesterday at the age of 82. His collection of over 10,000 board games will be auctioned off next week.

Games: Royal Turf

What the hell? I wrote a rave review about Puerto Rico and basically called it the best thing since the invention of the pluot, and not a single one of you went out and bought it? You are so disappointing. I mean, okay, I kind of see your point: few of you are avid board game players like myself, so the prospect of buying (much less learning and teaching) a game with 700 rules and twice that many pieces might have seemed a bit daunting. Perhaps you need to be eased into this hobby. So let me make another suggestion: purchase Royal Turf. Now! Do it! Actually, Royal Turf, while a very enjoyable game, isn’t worthy of such exhortations. But if you’ve been toying with the idea of trying out these “Designer Games” I’m always rambling on about, this might be exactly what you’re looking for.

Let’s start with the bad news: The rules that accompany Royal Turf are in German. But it doesn’t matter, honest Native American. You can easily find an English translation on the web (tah-dah!), and since the game is about British horse racing, the names of the horses (the only text on the game components) are English: Albino, Earl Gray, Othello, etc. So don’t let that stop you. The good news is that Royal Turf is very simple to learn, plays in under and hour, and is small enough to fit on the table of a tavern.

The game consists of three races, and each race has three phases: the Betting Phase, the Racing Phase, and the Payout. Before each race, a Movement Card is revealed for each horse, and the animals are queued up at the start of a 33-space racetrack. Each player also receives three betting chips. During the Betting Phase, players place their Betting Chips on the horses of their choice. Players must use all of their chips and cannot bet more than once on a single horse, so at the end of the Betting Phase everyone will have wagered on three of the seven contenders.

And they’re off! During the Racing Phase, each player in turn rolls a special die, and then movies one of the horses forward a specified amount. The die has a Horsehead icon on three of its sides, with the other sides bearing a Horseshoe, a Saddle and a Jockey’s Cap. The Movement Cards show how far each stallion advances for each of the four symbols. The Card for “Sahara Wind,” for example, might indicate that he advances 3 spaces on a Horsehead, 9 spaces on a Cap, 5 spaces for a Saddle and 7 spaces for a Horseshoe. After rolling the die, the player may choose which horse he wishes to advance. Once a horse has moved, his Movement card is pushed aside to indicate that it cannot move again; after all horses have been used, the Cards are restored to their original places and each is again eligible for movement.

The race ends when the third horse crosses the finish line, at which time the horse currently in last place goes to the Losers Box. Each player who bet on a winning horse receives money, dependent on what place the horse came in and how many other players bet on the same horse.

Place / # of Bets
1 Bet
2 Bets
3 Bets
4 Bets
5+ Bets
Win
$500
$350
$250
$200
$150
Place
$350
$250
$200
$150
$100
Show
$250
$200
$150
$100
$100

Everyone who bet on the Losing Horse must pay $100 to the bank. After three races, the player with the most money wins.

There are plenty of fun decisions to be made in Royal Turf. After rolling, deciding to move one of your own horses a long distance or moving an opponent’s horse a few spaces is always an agonizing choice (and the other players will cheerfully badger you with their opinions on the matter). Because a moved horse cannot advance again until all the horses have been used, moving an opponent’s stallion forward “1” can seriously hurt their chances of winning. The betting Phase also entails some tough choices. Betting on a popular horse means you’ll get less money if the horse wins, but it also makes a win much more likely.

There’s not a ton of strategy in Royal Turf, but certainly enough to make for an interesting 45 minutes. Best of all, the game, while nowhere near an actual simulation of horse racing, does a good job of recreating the track atmosphere: you’ll find yourself cheering for your favorite pony and groaning with dismay when he’s hobbled by an opponent. Simple rules combined with a popular theme makes this a perfect game for families or groups of friends who just want something to do while sipping beer at the local brewhouse. If you have any interest in games but have been hesitant to take the plunge, Royal Turf would be an excellent place to start.

Games: Puerto Rico

An entry for Tim of Mooselessness, who is apparently on the verge of buying Puerto Rico.

I have been a board game enthusiast all my adult life, but the thrill, as they say, is largely gone. When I returned from the Peace Corps in 1997 and started collecting modern board games, each one I bought was a wonder to me, full of innovative mechanics and fascinating ideas. It helped that the first few games I purchased were among the best ever made: Manhattan, Modern Art, and the sublime Settlers of Catan. But since that time I have played scores of games, and its become ever more difficult to impress me. I enjoy board games as much as I ever have, but it’s rare that I encounter one that fills me with the rush of admiration I felt for those first few. Still, occasionally a game will come along that manages to overcome my indifference and knock my socks off. El Grande did it, Euphrat & Tigris did it, Princes of Florence did it, and now I have been wowed by Puerto Rico.

In Puerto, each person begins play with his own “player mat” — a small map of the island divided into an upper and lower half. The bottom portion is for plantations, of which there are six types: Corn, Indigo, Sugar, Tobacco, Coffee and Quarries. The first five produce agricultural goods; the Quarries enable you to purchase buildings for cheaper. Buildings, placed in the upper part of the player mat, come in two types: Production Buildings (which allow you to refine your agricultural output) and violet Special Buildings. The object of the game is to acquire the most victory points, which is primarily acheived by shipping goods to the Old World, and by constructing buildings (each of which is worth some measure of points).

Players must manage two other resources. Plantations and buildings do not “work” unless they are manned by Colonists: plantations lacking a Colonist do not produce agricultural goods (or, in the case of the Quarries, do not reduce the cost of buildings), while buildings lacking a Colonist do not do whatever they are designed to do. Players will also earn doubloons throughout the game, which are used to purchase buildings.

Puerto Rico is played over a series of rounds, during which each player takes a turn. On a turn the Active Player chooses one of the seven Role Cards, and then every player (starting with the Active Player) gets to take the Action associated with that role. The Active Player also gets a Privilege — the opportunity to do a little more than everyone else. The Roles are:

Role
Action
Privilege
Settler
Each player takes an agricultural plantation (corn, indigo, sugar, tobacco or coffee)
The Active Player may take a quarry instead of an agricultural plantation
Builder
Each player may buy a building.
The Active Player spends one doubloon less for his building
Mayor
Every player gets a colonist.
The Active Player gets a bonus colonist.
Craftsman
Each player produces agricultural goods.
The Active Player produces one bonus good.
Trader
Each Player may sell a good to the back for doubloons.
The Active Player gets a bonus doubloon.
Captain
Each player loads goods onto the ships, and receives one victory point for every good loaded.
The Active Player gets a bonus victory point.
Prospector
None!
The Active Player gets a doubloon from the bank.
Once a Role is taken, no one else may take it that round, and at the conclusion of a round all unchosen Roles receive a doubloon. When a player picks a Role with one or more coins on it, he keeps the money for himself. So a Role that is ignored in this round becomes more attactive in the next — a feature that ensures that Puerto never stagnates.

Whenever the Craftsman is selected, each player produces goods. One good is produced for each manned agricultural plantation that has a corresponding manned production building — a coffee plantation and a coffee roaster, for example. This is the function of the Production Buildings. Each violet building, meanwhile, confers some special advantage onto it’s owner (but only, as always, if manned). The Hacienda allows the owner receive an extra Plantation in each Settler phase; the Market gives the owner a bonus gold every time he sells in the Trader phase, and so on.

If all this sounds overwhelming … well, it is, the first time you hear the rules. But Puerto Rico is so remarkably designed, and everything “flows” so well, that halfway through your first game you’ll already have a good grasp of what to do. Managing your resources is the key to success: you need plantations and buildings to produce goods, you need goods to earn money and victory points, you need money to buy buildings, and so on. The varieties of different strategies you can use in the pursuit of victory are seemingly endless.

The appeal of Puerto Rico is widespread, and it’s easy to see why. The game features quite a bit of player interaction, but it is all indirect: you cannot attack another player, but you can take the Role he wants before he gets the opportunity himself. The feel of the game is very positive, as you are building up (constructing buildings, producing Goods, making money) rather than tearing down (as you would in, say, a wargame). These two traits combine to make this a great, nonaggressive game for families. Furthermore, it works wonderfully well with three, four and five players, making it suitable for any gathering of friends.

I typically play a new game a few times and then get ready to move on; with Puerto Rico, however, I would be happy to play nothing but. One thing I have noticed is that the quality of a game is usually commensurate with the amount of discussion it engenders, and by that standard Puerto is one of the best. As soon a game ends the players are eager to talk about the strategies they employed and the ideas they have for future playings. And I find myself pondering Puerto even between matches, sipping my morning expresso, for instance, and wondering how well I would fare if I spent my next game growing nothing but coffee.

I’ve been suffering Board Game Burnout for a year or so, but Puerto Rico’s rave reviews convinced me to pick it up. And I couldn’t be happier I did. Puerto takes me back to those halcyon days when I first entered the hobby, and marveled at the skill that went into game design. Anything that can do that to a jaded old player like me must be a great game indeed.

Dumbass, M.D.

This is my favorite puzzle.

You have Some Terminal Condition, which necessitates taking two pills a day: one Pill A and one Pill B. If you neglect to take either pill, you die; if you take more than one A or more than one B, you die. If you don’t take them at exactly the same time, you die.

This morning you are going through you usual routine. You pick up your bottle of A Pills and gently tap one into your palm. Then you pick up your bottle of B Pills and tap it, but two pills accidentally fall into your hand. You now hold three pills (one A and two Bs), you don’t know which are which, and they are completely indistinguishable from each other. The A Pills are the same color as the B Pills, they are the same shape, same size — they are identical in every respect. Man, your doctor is a dumbass. But he’s a rich dumbass, because he’s charging you $10,000,000 a pill! So you dare not throw any away.

Thus, the puzzle: what can you do to ensure that you take only one A Pill and only one B Pill today, without wasting any pills (either today or in the future)?

No answer will be provided here, because this puzzle is so neat that I want you to actually think it over and figure it out. It took me a few days of off and on thought but I eventually got it.

Games: Corporation

A few years ago I invented a card game called Corporation, the rules of which I posted to my little-read website Acesup.com. As far as I knew no one ever saw it, much less played it. But last night, while egosurfing on Google, I discovered a French translation of the rules, accompanied by a five-star review and a PDF file featuring a specialized deck for the game. Great leapin’ cats!

Now that I realize that I have created the Greatest Game Since Mousetrap, I feel obligated to share it with you, the defective yeti Reading Public. However this game does not come free; oh no. If you actually play Corporation, you must write me afterwards with comments and suggestions on the play of the game. You will alos want to write me because, after playing Corporation with your buddies, I may be the only friend you have left.

Corporation

Players: 4 – 10

Equipment: One or more decks of standard playing cards; a pencil and paper; poker chips or play money to keep score.

Preparation: Give each player a set of n cards, consecutively ranked from Ace up, where n = number of players. If you are playing with seven player, for example, give each player seven cards ranked A-7; if you are playing with four people, give each player A-4. A set need not be of all the same suit.

Premise: It takes money to make money. Each player will be putting up capital in anticipation of Profits. If you want the Big Bucks, though, you will have to form a Corporation with other players. A Corporation will net you Corporate Rewards if everyone cooperates — but if any members defect (or if an outsider tries to horn in on the action) it’s back to the drawing board.

Play: On the first round, each person places a card from his hand face down on the table. When all cards have been played they are all flipped face up.

Anyone who played an unmatched card (i.e. no one else played a card of the same denomination) takes his card back into his hand and immediately scores Profits: a number of points equal to the value of the card (Aces = 1). All the players who played matching cards form a Corporation. They do not score any points, and leave their matching cards face up in front of them to indicate who belongs to which Corporations.; Multiple Corporations may be formed in the same round.

Future rounds are played exactly the same, with one additional twist. If all the members of a Corporation (and only the members of the Corporation) play the same card, they all receive Corporate Rewards: a number of points equal to the value of the card played times the number of members in the Corporation. If, however, (a) any member of a Corporation plays a card different from the other members, or (b) any person not in the Corporation plays the same card as the members, then no Corporate Rewards are given. Either way, the rest of the round is carried out as usual: those who played singletons get Profits and everyone who played matching cards form (new) Corporations. Players who were previously in Corporations should take their old cards back into their hands.

Winning:

Record points with a pencil and paper, or give players chips / play money as they earn Profits and Corporate Rewards. If, at the end of a round, one or more players have at least the target score, the person with the most points wins. Points / money, by the way, is open knowledge.

Because the Corporate Rewards can skyrocket with greater number of players, a good target score for a game is 2n2, where n=number of players. In other words:

# of players Target Score (2n2)
4 32
5 50
6 72
7 98
8 128
9 162
10 200

Example

Round: A plays 3, B plays 10, C plays 3, D plays 10, E plays 3.
Result: B and D form Corporation 10 and leave their 10 cards face up to show this.

Round: A=7, B=5, C=7, D=7, E=7
Result: B, having played an unmatched card, gets 5 points. A, C, E do not get Corporate Rewards because D played the same card as them. A, C, E take their 3 cards back into their hands, B and D take back their 10 cards. A, C, D and E now form the new Corporation 7 and leave their 7 cards face up to indicate this.

Round: A=5, B=10, C=5, D=5, E=5
Result: B, having again played an unmatched card, gets 10 points. A, B, D, E get Corporate Rewards: 20 points a piece ([value of played card] x [number of people in the Corporation] = 5 x 4 = 20). A,B,D,E Take their 7 cards back into their hand and form a new Corporation by leaving their 5 cards face up.

Table Talk: Table talk (and lying, and betrayal) is encouraged.  The one rule governing negotiations:  all statements to other players must be “open”: conducted so that all the other players can hear them. That means no whispering or going into another room. But if someone missed something because they weren’t paying attention or were involved in another conversation, you are under no obligation to repeat anything.

Tips and Notes: Team up with a few other greedy players to form Corporations and reap the big bucks, but if someone is pulling ahead don’t hesitate to defect. Smaller Corporations are generally better than big ones: a Corporation with a lot of members pays off better, but (a) you’ll be a target for other players, (b) it’s hard to get a lot of people to cooperate, and (c) if everyone reaps the same Corporate Rewards then no one really pulls ahead. Also, pay attention to what cards the members of a Corporation have in front of them, and bear in mind that they will be unable to play these cards on the next round. Conversely, form Corporations with low cards so you can use your high cards for Corporate Rewards.