I
blog a fair amount about German board games, but the one I'm writing
about today is quite literally German: Gruselrunde zur Geisterstunde
(or, as Google tells me it translates in English, Horror Round the
Witching Hour).
This
is a memory game with a light horror theme. 10 cartoon-rendered
monsters (a vampire, mummy, werewolf, and so forth) are arranged in an
order in a castle hallway, five on each side. Each player gets a few
seconds to look at the arrangement before play begins and everything is
hidden. On your turn, you get to exert limited control on selecting
three monsters, which you then must locate correctly the hall. If your
guesses are right, you score 2 points (and everyone else who wagered
you'd be right gets 1 point). If you're wrong, only you get to see what
was really hidden in your chosen locations, but you must tell all
opponents how many monsters you guessed correctly. (At the same time,
everyone who wagered you'd be wrong gets a point.) The first player to
10 points wins.
The
thing that really sells this experience is how the monsters are hidden.
The box bottom itself (and the tray sitting inside it) is a series of
tracks in which the monsters are stood up and hidden behind cardboard
partitions. And still more thick cardboard panels are used to build a
mansion -- four walls and a roof that completely enclose the hallway and
the monsters. When you take your turn, you push levers that slide your
selected three monsters into view, and then peek through a small
peephole in the box to view the hallway... which is spookily lit by a
tiny green LED you activate. It's quite entertaining.
The
problem is, it's not much of a game. It only takes a round or two for
someone to net 10 points. And there will almost inevitably be a tie as
two or more players reach 10 at the same time -- because they have
stronger memories, or because everyone playing has equally weak(ish)
memories. If you're going to play this with children, it's worlds more
interesting than a face down matching game like Memory or Concentration.
For adults though, it seems to be lacking.
You
can tell that the makers knew they had great production value and a
weak game, as there are multiple rules variants -- designed to simplify
it for children, or turn it into some kind of bluffing game for adults.
But none of it seems to me to address what's really missing here.
Perhaps 15 monsters to fill 10 slots might have helped, so you couldn't
always count on knowing what's in the box somewhere if your memory
slips? Perhaps players need to have even less control over which three
monsters they must identify on their turns -- maybe it should have been
determined by the opponents, or completely at random? Or maybe there
shouldn't be that initial peek into the box at the start of the game,
forcing everybody to discover where things are hidden in the box over
time (and amping the deduction aspect of what your opponents are
reporting on their turns).
In
short, this is a great gimmick that is rife with potential for house
rules. I don't know that I'll ever play it again "as published," but I
certainly hope my friends and I can come up with something that breathes
some life into it. Because it just plain looks cool. Let's call it
maybe a B- as a baseline. How high it goes from there depends on the
inventiveness of your gaming group.
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