Stefan
Feld may be one of the most consistent and creative board game
designers around, but even his games go out of print sooner or later.
One example is The Speicherstadt, his cutthroat take on an
auction game. A number of cards are put up for bids each round, and the
first player to bid on a card gets the first opportunity to buy... but
at a cost equal to the total number of bids made on it that round. Good
strategy is a blend of bidding on the things you actually want and
bidding just to raise prices for your opponents.
I
quite enjoyed the game, and with my own copy safely in my collection, I
hadn't even really known that it had gone out of circulation. Or at
least, I hadn't known until last year, when the game returned to print
with a new title and theme. Jórvík has the same gameplay as The
Speicherstadt, but it's now a competition between Viking jarls
attempting to out-feast, out-pillage, and out-craft each other to the
most prestige.
In
my mind, the new theme doesn't make a lot of sense. It's possible I
feel this way only because I know the original, trade-oriented game
theme. Or maybe it's that I'm steeped in the familiar trope of
aggressive raiders -- a trope that doesn't make much room for crafty,
infrastructure-minded Vikings. That said, I don't know that "traders or
Vikings" makes a world of difference. The charm of this game is in its
mechanics, and under either name, their connection to any story is quite
tenuous and abstract.
But
Jórvík is not just a re-skin of The Speicherstadt; it's also a re-skin
of that game's expansion, Kaispeicher. I never picked up that expansion,
so Jórvík was my first chance to play it. And it turns out that
skipping on the expansion was probably a good thing.
I
think one of the hardest challenges in board game design is to create a
good expansion for a game that wasn't originally meant to have any. A
great board game is a precariously balanced affair, and an expansion
usually disrupts that tight balance to make room for new elements. So it
seems to be with Kaispecher. More than just a new batch of cards to
shuffle in and add to the auction, the expansion adds a different way of
auctioning cards. Half the cards are bid on in the classic manner,
while the other half are sold using what might have been an alternate
universe version of the game's core mechanic.
The
result seems to pit the "starboard rowers" in a completely different
rhythm than the "port rowers" (to seize on the Viking flavor), giving
you an unpleasant strategic whiplash as you flip between the two. The
expansion also unnecessarily adds 3 more types of goods to the core
game's 5, and makes the new ones confusingly more rare and valuable than
the old ones. It's still more design that feels less like an expansion
and more like a second game grafted onto the original.
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