
For much of his early career, Reiner Knizia was especially admired for how much good game he got out of some incredibly simple designs. Modern Art is a terrific example of a very simple and Well Constructed Game from this era. The basic structure of the game requires players to maximize their income both when they sell works of art (cards) to other players, and then later when they sell the art back to the bank. What drives the game so wonderfully is the scoring mechanism which creates a spectrum of implications for the players. Basically, the cards auctioned off come in one of five suits ("artists"), and the artist whose works have been most auctioned in that round pays the most. Players therefore have motivations to promote the auction of artists whose cards they hold in their hands - knowing that this will make them fetch a higher price - and they have motivation to auction off cards by artists they've already bought in the round - thereby bolstering their value at pay off time. Additionally, Knizia incorporates an excellent scoring bomb by having the values of paintings accumulate each turn - but still paying zero if that artist isn't in one of the top three positions. With just an auction and a well designed scoring mechanism, Knizia creates a very tense and engaging game. Every element in the scoring mechanism has a way of working to create strategic decisions for the players.
The Well Constructed Game is efficient but it need not be simple. It is not important that there are very few rules - only that every rule contributes significantly to the game play. Wolfgang Kramer and Richard Ulrich created a miraculous design in "El Grande". In El Grande, players place wooden cubes from their "court" supply onto any of nine regions on the board, in an attempt to get first, second or third place leadership positions during the game's three scoring rounds. Essentially, three mechanisms drive the game, and each one is a doozy. The first is that players must bid for turn order in each turn- which is key because early players have their choice of "Action Cards" which can give great advantages. Gnashing against this, is the fact that the higher your bid to go first in the round, the fewer "caballeros" (wood cubes) you'll have in your supply to place on the board. Finally - Kramer and Ulrich create an extremely effective tool to govern where players may place their cubes at any moment - they must be into a region adjacent to the "king", but not in the same region as the king itself. Moreover, the king is moved each turn - with the right to control his placement governed by the player who earlier bid for that right. As anyone who has played El Grande knows, this simple rule governing the king and his placement creates a spectrum of tactical decisions for the players.
I first noticed the value of a Well Constructed Game when I was playing a game I found to be poorly constructed: the self-published Garden Competition by Ken Stevens. Garden Competition is by no means a bad game, but what struck me was just how many different rules and mechanisms seemed to not achieve their intended effect. For example, a key aspect of the game is the fact that players must decide which flowers to plant. Of the dozen or so different types, only certain ones are worth points at the end of the game. There is an elaborate system in which each player has slightly different information on which flowers - or colors of flowers - will score. Players are expected to deduce which flowers are valuable by observing their opponent's behavior. The problem is that deduction is either trivial or unneeded. If an opponent plants a rose, it means either "red" or "rose" is worth points. If you can get a rose - plant it. If not... well then there are so many *other* flowers to focus on, you may as well just ignore it.
Oasis is an unfortunate example of a boardgame where nothing that happens on the board is all that interesting. Players collect tiles in 3 different land types, trying to gain large clusters of adjacent tiles. But unlike a similar mechanism in Merchants of Amsterdam by Reiner Knizia, it is rare to find oneself threatened with being cut off or enclosed. Oasis tends tco have fairly large areas to play one's tiles, and there are no tactical objectives besides getting a lot of them all together. In contrast, Merchants of Amsterdam requires players to lay adjacent clusters of tiles in the sections of the city, but the grid is narrow (2xn), and littered with strategic points (bridges) which encourage players to play tiles where they otherwise wouldn't want to.
The effect in Oasis is a feeling of pointlessness and disappointment. Here is this evocative board with placement rules and the promise of interesting strategy. Eventually players find that their choices aren't all that important, that it is unlikely that they will be cramped in, and that the feeling of tension was false.
Pretty cool until you start to realize that this entire mechanism barely matters. There are so many tiles that will come available in so many different combinations that any player has no urgency to take any particular resource type. Nor is there much need to rush to take that perfect tile when it comes up. If you just hold on, you'll find the tile you need for whatever resource cubes you have. (A limit on the number of cubes you can hold would have been effective.) Furthermore, the amount of VP's you get per cube doesn't really change throughout the game. Early on you get few VP's for few cubes, and later you get lots of VP's for lots of cubes - but the value is pretty much proportional. There is neither much incentive to spend your cubes early nor to save them for later. What seems to be a series of tactical choices for the players aren't really choices at all because they hardly make any difference. Only in the last game turn or two, when future VP tiles become limited, does the urgency to manage your purchases become tense - and suddenly the game picks up a little.
Compare this to the William Attia game Caylus, which also uses different types of commodity cubes, but far more effectively. In Caylus, players have many different uses for their commodities - to buy tiles, to help construct the castle, or for special features such as the "joust". In fact, commodity cubes used in the castle have great flexibility as well: the only restriction is that of three cubes, one is "food" and that all three cubes are different colors. With such flexibility, you would expect that players would be unconcerned about which particular color of cube they pick up. In fact, the distinction among colors works extremely well. For one thing, although castles tend to need food, jousts need cloth, and tiles are hungry for wood and stone, each choice has different strategic implications. So while a player may almost always be able to find a use for his cubes, he needs to manage his production in order to achieve the particular strategic goals he has set for himself. Furthermore, any of these uses - tiles, castle, or joust - can't be chosen at will. The ability to joust or to build tiles is in short supply for each turn, and there are tactical reasons that a player may want to contribute to the castle ALOT on this turn, but not at all on the next turn. Finally, while a player who gets shut out of his choices can always accumulate cubes for another day, timing is much more important in Caylus than it is in Keythedral. A tile built this turn has greater opportunity to earn VP's. The need to delay a castle contribution can mean missing out on getting a bonus or stealing the majority favor from another player. In practice, players find that they need to plan carefully to take and spend the right combinations of cubes - and they need to desperately create alternative plans when their original plan doesn't go as expected.April 2006 August 2006 September 2006 November 2006 January 2007 April 2007 July 2007 March 2008