Each year, a group of German board game critics award several "Spiel des
Jahres" awards (or Game of the Year awards) to the types of games my
friends and I love to play. As of recently, they have added two special
subcategories: the "Kennerspiel des Jahres" and the "Kinderspiel des
Jahres."
For those not fluent in German, it's very important to note the difference here.
My
friend was curious to see what "kids' game" earned the 2012 top prize,
and ordered the KENNERspiel award winner, Village. What he wanted was
the KINDERspiel winner, because "Kennerspiel" translates roughly as
"Connoisseur-Enthusiast Game." It's fortunate that we like more
sophisticated games, because it quickly became apparent during the
explanation of the rules that
this was no kids' game. (Unless they have some freakishly smart kids in
Germany.)
Village divides a game board into a number of
different sections, each one with a unique action a player can take on
his turn. But these actions are limited by the number of cubes placed in
the section at the start of a round; to take an action, you must remove
a cube from the area and add it to your resources. The cubes are also
color-coded, which informs another key part of the strategy -- some
actions ask for payment in certain colors of cubes. Plus, all of this is
held in a larger game concept: the game unfolds over "generations." You
manage a first generation family at the start of the game, and as each
round progresses, new family members are born and old ones die off. The
workers you assign to a location may not be there forever as their
advanced age catches up with them.
It may sound like a lot going
on, and it certainly comes across that way in the
rules. But just as you'd expect from an award-winning German board
game, the actual gameplay starts to make sense almost immediately. The
board is particularly well-designed in explaining the costs and benefits
of specific actions, and there appear to be multiple paths to a winning
victory point total, all carefully balanced against each other. (In our
first play through, it appeared that one player who hadn't been in as
much competition with the rest would run away with the game; in the end,
he only won by a thin margin.)
Among countless German board
games that use similar elements of resource gathering and building, I
feel that the area in which Village shines is "indirect competition."
Many games allow the players to do anything... that the opponent hasn't
already done. The "picking up cubes" mechanic here is a particularly
clever form of this, not only limiting the number of times an action can
be taken, but establishing a value on
that action. Getting to do a much-needed action AND picking up a
much-needed cube color at the same time is the holy grail in this game;
often times, you have to settle for only one or the other.
I'm
definitely looking forward to the next time I get to play. It's a bit
early yet to proclaim this a true great of the genre, but I think it has
the potential.
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