Tzolk'in: The Mayan Calendar is one of my favorite board games of the last few
years. And now the team behind it, Simone Luciani and Daniele Tascini,
have released something new. Something entirely new, bearing little
obvious connection to their previous effort: The Voyages of Marco Polo.
Players
take on the roles of 13th century merchants, traveling throughout the
Far East to deliver camels, pepper, silk, and gold. Players begin each
round by rolling dice, then allocating their dice in turn to the actions
they wish to take. The design makes sure there are uses for high rolls
and low rolls, and plenty of pressure to get to actions before your
opponents. And moving around the board takes a good deal of money -- yet
another resource you must manage.
It's
a hallmark of many German board games that you want to do dozens of
things in a space where you have time only for a few. The Voyages of
Marco Polo captures this feeling more than most. It lasts just 5 rounds,
and you roll just five dice in each. With most actions taking multiple
dice, you're likely only looking at 10 to 15 actions for the entire
game. And when the game's rules have been explained to you, you'll
probably wonder "how am I going to do all this?" It just doesn't seem
like you'll have much time to get anything going.
Thus,
it's a quite subtle and clever triumph of the game that things do
develop, and quickly. By the end of the game, you'll feel like you were
probably just one more round from doing most everything you could have
done. And that feeling of leaving you wanting just a little bit more is
what will likely drive you to want to play again. It's a quite deftly
balanced bunch of game mechanisms.
But
there is one mechanism that's harder to judge: each player takes on a
unique character role, with a unique power to cheat a specific rule of
the game. Roles are drafted at the start of the game in reverse turn
order, making them a counterbalance for any advantage in acting first.
How good each one is can depend a great deal on the board layout, which
is randomized to some degree in each game. I would certainly imagine
that the roles were thoroughly tested by the game designers for fairness
and rough equality. But first-glance appearances certainly suggest one
or two that are better than the others. And if one needs to be a skilled
player to tell when a board layout or a different number of opponents
shifts the balance of power to a different role? Well, that could
potentially lead to a big skill gap.
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