Playing Card Information
Heroscape – Wave 3: The Rising Tide Raises All Boats
<div>I’m not sure if the resurgence of Heroscape is due to new players or to those of us whose collections from the days of yore (OK – 2004-2010) cried out for more stuff, but there’s no question that Heroscape is … <a href="https://opinionatedgamers.com/2024/10/12/heroscape-wave-3-the-rising-tide-raises-all-boats/">Continue reading <span class="meta-nav">→</span></a></div>
Graphic Design, Ghosts, and Games for the Generations
<div><p>by <a href="https://boardgamegeek.com/blogger/17/w-eric-martin">W. Eric Martin</a></p>
<div style=""><a href="https://boardgamegeek.com/image/8462848"><img src="https://cf.geekdo-images.com/gEX-uNbSwA-V1Dr6FG9ytw__small/img/vy73y0GKPHxV3dvrfJ8leBNt70E=/fit-in/200x150/filters:strip_icc()/pic8462848.jpg" border="0"></a></div>• On October 3, 2024, Routledge released <a href="https://www.routledge.com/Graphic-Design-for-Board-Games/Solis/p/book/9781032583365" target="_blank" class="postlink" rel="nofollow noreferrer noopener"><b><i>Graphic Design for Board Games</i></b></a>, a book by designer/artist/graphic designer <a href="https://boardgamegeek.com/boardgamedesigner/5245/daniel-solis">Daniel Solis</a>, who has more than two decades of experience in the industry. A summary of the book:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i>With a sense of humor, plenty of examples, and simple tips, <i>Graphic Design for Board Games</i> covers everything from typography to retail presence. Learn how to effectively use graphic design elements to enhance player experience. Create stunning game components, clear rulebooks, and effective game boards that will keep players engaged...
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<br>Newcomers will learn introductory concepts of visual communication. Intermediate designers will find ways to anticipate common visual obstacles and improve playtest results. Experienced veterans will find insightful comments shared by fellow professionals.</i></div></div></font>
<br><i>Graphic Design for Board Games</i> is the second book in the <a href="https://www.routledge.com/CRC-Press-Guides-to-Tabletop-Game-Design/book-series/CRCGUITABGAM" target="_blank" class="postlink" rel="nofollow noreferrer noopener">CRC Press Guides to Tabletop Game Design</a> series following January 2024's <i>Thematic Integration in Board Game Design</i> by designer <a href="https://boardgamegeek.com/boardgamedesigner/151844/sarah-shipp">Sarah Shipp</a>. (More on that book <a href="https://boardgamegeek.com/blogpost/158298/dive-into-thematic-integration-in-board-game-desig">here</a>.)
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<br><div style=""><a href="https://boardgamegeek.com/image/8462896"><img src="https://cf.geekdo-images.com/TC4tImxhxDcV7hOQOTnHGg__small/img/U8474h-2ab4oaBWT15FrSwmowN0=/fit-in/200x150/filters:strip_icc()/pic8462896.jpg" border="0"></a></div>• The third title in this book series will be <a href="https://www.routledge.com/Cardboard-Ghosts-Using-Physical-Games-to-Model-and-Critique-Systems/Holland/p/book/9781032813448" target="_blank" class="postlink" rel="nofollow noreferrer noopener"><b><i>Cardboard Ghosts: Using Physical Games to Model and Critique Systems</i></b></a> from designer <a href="https://boardgamegeek.com/boardgamedesigner/50619/amabel-holland">Amabel Holland</a>, with this book scheduled for release on January 13, 2025. An overview:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i>Games can be used to model systems because they are themselves systems. Video games handle this under the hood and teach you as you play, but because board games are operated manually and require the player to understand the system beforehand, they can be a valuable tool for recognizing, understanding, and critiquing real-world systems, including systems of oppression. These systems, often unseen and misunderstood, haunt our world. Board games turn these ghosts into pieces of cardboard we can see, touch, and manipulate.
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<br><i>Cardboard Ghosts: Using Physical Games to Model and Critique Systems</i> explores both the capabilities and limitations of overtly political board games to model systems and make arguments. Two major approaches are considered and contrasted: one, built around immersion and identification, creates empathy. The other, applying the <i>Verfremdungseffekt</i> to distance the player from the game, creating space for reflection. Uncomfortable questions of player roles and complicity when modelling oppressive systems are examined.
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<br>Throughout this book, board game designer Amabel Holland draws connections to computer games, literature, theatre, television, music, film, and her own life, framing board games as an achingly human art form, albeit one still growing into its full potential. Anyone interested in that potential, or in the value of political art in today's world, will find many provocative and enriching ideas within.</i></div></div></font>
<br><div style=""><a href="https://boardgamegeek.com/image/3112214"><img src="https://cf.geekdo-images.com/SGvggLFvtCmoLiqpSRh9tg__small/img/MCZ7W_uVXkJKYx3OfcC2qOgOYSA=/fit-in/200x150/filters:strip_icc()/pic3112214.jpg" border="0"></a></div>• During SPIEL Essen 24, <a href="https://boardgamegeek.com/boardgamepublisher/8832/funforge">Funforge</a> and <a href="https://boardgamegeek.com/boardgamepublisher/23202/stonemaier-games">Stonemaier Games</a> <a href="https://boardgamegeek.com/blogpost/165959/funforge-sells-tokaido-to-stonemaier-games">announced</a> a deal in which the former sold the <a href="https://boardgamegeek.com/boardgame/123540/tokaido"><i>Tokaido</i></a> game line to the latter, effectively giving Funforge a lifeline that would allow it to complete its long-delayed Kickstarter project for <a href="https://boardgamegeek.com/boardgameexpansion/311825/monumental-african-empires"><i>Monumental: African Empires</i></a> and continue as a business.
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<br>The same cannot be said of <a href="https://boardgamegeek.com/boardgamepublisher/33579/mythic-games">Mythic Games</a>, with co-owner Leonidas Vesperini posting <a href="https://boardgamegeek.com/thread/3375274/article/44951316#44951316">a long note</a> on BGG on October 1, 2024 that can be summarized as "we have no money, and please stop harassing us". (Given the responses on that thread, the request did not succeed.)
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<br>In <a href="https://www.kickstarter.com/projects/1162110258/hel-the-last-saga/posts/4014026?ref=bggforums" target="_blank" class="postlink" rel="nofollow noreferrer noopener">a January 2024 post</a> on Kickstarter, Mythic Games stated that <a href="https://boardgamegeek.com/boardgamepublisher/21608/cmon-global-limited">CMON</a> had acquired the intellectual properties of both <a href="https://boardgamegeek.com/boardgame/274056/hel-the-last-saga"><b><i>HEL: The Last Saga</i></b></a> and <a href="https://boardgamegeek.com/boardgame/358340/anastyr"><b><i>Anastyr</i></b></a>, two long-delayed releases that will be further delayed since in its acquisition announcement CMON states that "Upon careful evaluation of both titles, we have concluded that neither <i>HEL: The Last Saga</i> nor <i>Anastyr</i> are currently ready for publication in their current state and will require substantial effort to complete them." (I contacted CMON in October 2024 for an update on these projects and have not yet received a response.)
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<br><div style="display:inline;"><a href="https://boardgamegeek.com/image/7647168"><img src="https://cf.geekdo-images.com/fIVUaMvbfy6GCOgfxt7xaw__small/img/jKsO4nKmtNjX5bfH7aCPeK7hsqU=/fit-in/200x150/filters:strip_icc()/pic7647168.jpg" border="0"></a></div> <div style="display:inline;"><a href="https://boardgamegeek.com/image/7849476"><img src="https://cf.geekdo-images.com/P8-3HeCgEa_CODQiQxq9SQ__small/img/sggT8rR4B943r_4fVThDTeS1gko=/fit-in/200x150/filters:strip_icc()/pic7849476.jpg" border="0"></a></div>• <a href="https://boardgamegeek.com/boardgame/396790/nucleum"><b><i>Nucleum</i></b></a> from <a href="https://boardgamegeek.com/boardgamedesigner/35418/simone-luciani">Simone Luciani</a>, <a href="https://boardgamegeek.com/boardgamedesigner/76227/david-turczi">Dávid Turczi</a>, and <a href="https://boardgamegeek.com/boardgamepublisher/26630/board-and-dice">Board&Dice</a> has won the 2024 Jogo do Ano, the Portuguese game of the year. The other nominees were <a href="https://boardgamegeek.com/boardgame/382843/evacuation"><i>Evacuation</i></a>, <a href="https://boardgamegeek.com/boardgame/321608/hegemony-lead-your-class-to-victory"><i>Hegemony</i></a>, <a href="https://boardgamegeek.com/boardgame/350205/horseless-carriage"><i>Horseless Carriage</i></a>, and <a href="https://boardgamegeek.com/boardgame/367041/scholars-of-the-south-tigris"><i>Scholars of the South Tigris</i></a>.
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<br>• To catch up on an older national award, in June 2024 <a href="http://www.spielepreis.at/wordpress/#-spiel-der-spiele-und-spiele-hits-2024" target="_blank" class="postlink" rel="nofollow noreferrer noopener">the Österreichischer Spielepreis</a>, Austria's annual game awards, were named, with <a href="https://boardgamegeek.com/boardgamedesigner/154402/daniel-greiner">Daniel Greiner</a>'s <a href="https://boardgamegeek.com/boardgame/392023/mycelia"><b><i>Mycelia</i></b></a> from <a href="https://boardgamegeek.com/boardgamepublisher/34/ravensburger">Ravensburger</a> receiving the top prize, the "Spiel der Spiele".
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<br>Other winners included <a href="https://boardgamegeek.com/boardgamedesigner/89099/german-p-millan">Germán P. Millán</a>'s <a href="https://boardgamegeek.com/boardgame/360265/sabika"><b><i>Sabika</i></b></a> (expert category), <a href="https://boardgamegeek.com/boardgamedesigner/106865/mathieu-aubert">Mathieu Aubert</a> and <a href="https://boardgamegeek.com/boardgamedesigner/72628/theo-riviere">Théo Rivière</a>'s <a href="https://boardgamegeek.com/boardgame/344114/bag-of-chips"><b><i>Bag of Chips</i></b></a> (trend), <a href="https://boardgamegeek.com/boardgamedesigner/90882/julien-prothiere">Julien Prothière</a> and <a href="https://boardgamegeek.com/boardgamedesigner/2098/juan-rodriguez">Juan Rodriguez</a>' <a href="https://boardgamegeek.com/boardgame/376555/featherweight-fiesta"><b><i>Featherweight Fiesta</i></b></a> (families), and <a href="https://boardgamegeek.com/boardgamedesigner/147735/fabrice-chazal">Fabrice Chazal</a> and <a href="https://boardgamegeek.com/boardgamedesigner/121043/anthony-perone">Anthony Perone</a>'s <a href="https://boardgamegeek.com/boardgame/413416/garden-heist"><b><i>Garden Heist</i></b></a> (children).
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<br>• For a lesser-known honor, let's look at the Generationenspiel, an irregularly-granted "seal of quality" to games that are suitable for play across all generations.
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<br>The Generationenspiel is issued by <a href="https://www.jungundaltspielt.de/" target="_blank" class="postlink" rel="nofollow noreferrer noopener">Spielecafé der Generationen</a>, a non-profit organization in Pfarrkirchen, Germany that aims to create meeting spaces for all generations.
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<br>In September 2024, the card game <a href="https://boardgamegeek.com/boardgame/406854/odin"><b><i>Odin</i></b></a> from <a href="https://boardgamegeek.com/boardgamedesigner/41794/gary-kim">Gary Kim</a>, <a href="https://boardgamegeek.com/boardgamedesigner/52007/hope-s-hwang">Hope S. Hwang</a>, <a href="https://boardgamegeek.com/boardgamedesigner/73724/yohan-goh">Yohan Goh</a>, and <a href="https://boardgamegeek.com/boardgamepublisher/21478/helvetiq">Helvetiq</a> was named the newest Generationenspiel winner, with <a href="https://boardgamegeek.com/boardgamedesigner/113774/johannes-goupy">Johannes Goupy</a>'s <a href="https://boardgamegeek.com/boardgame/365698/rainforest"><b><i>Rainforest</i></b></a> having been selected in April 2024 and <a href="https://boardgamegeek.com/boardgamedesigner/14/richard-garfield">Richard Garfield</a>'s <a href="https://boardgamegeek.com/boardgame/362860/dice-hunters-of-therion"><b><i>Dice Hunters of Therion</i></b></a> chosen in January 2024. You can view all previous winners <a href="https://www.jungundaltspielt.de/category/alle-beitraege/vereinsnews/generationenspiel-siegel/" target="_blank" class="postlink" rel="nofollow noreferrer noopener">here</a>.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8469628"><img src="https://cf.geekdo-images.com/Y9OKND1nPoz7KxwQqLBIsQ__small/img/OxLIdeN6Sj6ULNGnifCRU-XnuGg=/fit-in/200x150/filters:strip_icc()/pic8469628.jpg" border="0"></a></div></center></div>
Dale Yu: Review of Duck & Cover [2024 Essen SPIEL]
<div>Duck & Cover Designer: Oussama Khelifati Publisher: Captain Games Players: 2-7 Age: 8+ Time: 20 minutes Played with review copy provided by publisher Duck & Cover is a 20 minutes goofy game in which you’re trying to have the less … <a href="https://opinionatedgamers.com/2024/10/12/dale-yu-review-of-duck-cover-2024-essen-spiel/">Continue reading <span class="meta-nav">→</span></a></div>
Dale Yu: Review of The Lie [Essen SPIEL 2024]
<div>The Lie Designers: Eloi Pujadas, Eugeni Castaňo Publisher: Devir Players: 2-6 Age: 8+ Time: 20 minutes Played with review copy provided by publisher In The Lie, all the cards lie! The cards show numbers from 1 to 4, and they … <a href="https://opinionatedgamers.com/2024/10/11/dale-yu-review-of-the-lie-essen-spiel-2024/">Continue reading <span class="meta-nav">→</span></a></div>
Designer Diary: Lenin's Legacy
<div><p>by <a href="https://boardgamegeek.com/blogger/15886/matthias-cramer">Matthias Cramer</a></p>
<div style=""><a href="https://boardgamegeek.com/image/8050738"><img src="https://cf.geekdo-images.com/zOuyk0bHKEzEM18R2qwCbw__small/img/BZXrvK2COH_hW-BblV3bpGDEDO0=/fit-in/200x150/filters:strip_icc()/pic8050738.jpg" border="0"></a></div><center><i>Prototype box cover</i></center><b>Comedy and Dramedy</b>
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<br>In 2017 the film "The Death of Stalin", directed by Armando Iannucci, was released in cinemas. The film depicts the power struggle after Stalin's sudden death in 1953 in a humorous way, with a great ensemble portraying the Soviet leadership circle. In the battle for Stalin's succession, only the victor Nikita Khrushchev gained a place in the history books, while his opponent Lavrenty Beria fell into oblivion and is known only to those interested in the topic.
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<br>I find the scenario that took place thirty years earlier much more interesting: the battle for Lenin's legacy. Two heavyweights entered the ring who could not be more different: Leon Trotsky and Josef Stalin. Trotsky, the intellectual revolutionary, organized the Red Army during the Russian Civil War and drove his armored train across the country. Stalin, on the other hand, started out as a professional revolutionary and street thief and only rose to Lenin's leadership circle late in life. Lenin wrote in his will:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i>Comrade Stalin, having become Secretary-General, has unlimited authority concentrated in his hands, and I am not sure whether he will always be capable of using that authority with sufficient caution. Comrade Trotsky, on the other hand, as his struggle against the C.C. on the question of the People's Commissariat of Communications has already proved, is distinguished not only by outstanding ability. He is personally perhaps the most capable man in the present C.C., but he has displayed excessive self-assurance and shown excessive preoccupation with the purely administrative side of the work.</i></div></div></font>
<br><b>The Death of Lenin</b>
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<br>When reading up on this subject, two major differences from the death of Stalin immediately stand out. The power struggle between Stalin and Trotsky did not just begin before Lenin's death, but actually peaked during this period. Lenin suffered several strokes between 1922 and 1924, after which he was partially paralyzed on one side and lost the ability to speak.
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<br>For a long time, the Bolsheviks tried to keep the state of his health a secret as he did not fit the image of a revolutionary leader. In fact, it was during this time that the personality cult around Lenin emerged, mainly on Stalin's initiative. The Georgian managed to gain personal access to Lenin and thus control the flow of news from and to the Bolshevik leader in his sickbed at home. At the funeral, it became clear that the power struggle had already been de facto decided: Stalin marched behind Lenin's coffin together with Lenin's widow, Nadezhda Konstantinovna Krupskaya.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8426595"><img src="https://cf.geekdo-images.com/0SzUtSalJzh2aaEFjbyQqQ__small/img/TuC7XB0CqRn2H5TNq0Ib4-EWoqI=/fit-in/200x150/filters:strip_icc()/pic8426595.png" border="0"></a></div></center>
<br>The second aspect that distinguishes Lenin's death from Stalin's is the suitability of the subject as a tragicomedy. While two kleptocrats are engaged in a bloody power struggle in 1953, the first power struggle is still influenced by the civil war that has just ended and the subsequent famines, especially in Ukraine. This was the beginning of Russian nationalism, which is still relevant today with the current Russian war of aggression. The Bolsheviks did not "solve" hunger riots with food, but rather with the Red Army: They declared the hungry to be counterrevolutionaries and shot them.
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<br>Another parallel to the current situation is the fact that there was also fighting on the media front in the 1920s. The photo used on the prototype box is one of the early image manipulations. Stalin was enlarged in this picture; at 1.65m (or around 5'4"), he was just one centimeter taller than Lenin. His face was also edited to remove smallpox scars as Stalin had contracted smallpox at the age of six and had a correspondingly pockmarked face.
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<br><b>First Prototype as a Trick-Taking Game</b>
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<br>For the first prototype of <a href="https://boardgamegeek.com/boardgame/415312/lenins-legacy"><b><i>Lenin's Legacy</i></b></a>, I tried to combine a card-driven game with a trick-taking game. The result was sobering, and the prototype was thrown away.
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<br>The game, which was called "Lenin's Death" at the time, remained a dead project for a few months, then I made a new attempt to model this power struggle: the players were to draft the cards and use them to fight for different regions and cities on a game board. This version of <i>Lenin's Legacy</i> was played with a fix deck of around thirty cards and lacked depth outside of the card functions. I was not happy.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8328951"><img src="https://cf.geekdo-images.com/XDi-hwRKZu83gZo2UCMz2g__small/img/PpF7h9tYmzmSzk0dg6SGfZ4ZVXc=/fit-in/200x150/filters:strip_icc()/pic8328951.jpg" border="0"></a></div></center><center><i>Early game board with a VP track (left) and an issue track (right)</i></center>
<br><b>Deck Construction, Deck Destruction</b>
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<br>At this point, I started to concentrate on the cards since they were the strongest point of the design. Most elements from the board were converted to cards or reflected by the issues that players compete over.
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<br>I wanted the deck to be modified a lot, so the common deck destruction element in CDGs — cards leaving the game after choosing the event — was not enough deck manipulation. Since the deck is a common one for both players, a deck construction element fit perfectly into the design. The politicians now moved from the base deck into a reward for winning the Politburo issue.
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<br>The scoring function of the regions also moved to cards. This added a nice twist as you can score powers with the regions in the game at the cost of neglecting the issues.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8426594"><img src="https://cf.geekdo-images.com/hB0Eb8xccLWbCKrVhjViZg__small/img/wuZNaV1OACHpmDcJAgS56OnItUA=/fit-in/200x150/filters:strip_icc()/pic8426594.png" border="0"></a></div></center><center><i>Politician and region cards</i></center>
<br><b>Pressure and Counter-Pressure</b>
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<br>When I developed <a href="https://boardgamegeek.com/boardgame/274364/watergate"><i>Watergate</i></a> a few years ago, I wanted to have important cards on both sides that would allow powerful moves and pose a threat to the opponent if they were in play. When Nixon starts using "Gambit", the <i>Washington Post</i> must adjust its strategy and attack the conspirators.
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<br>When designing the cards for <i>Lenin's Legacy</i>, the question was whether this pressure could be increased further, and it quickly became clear that I needed several competing victory conditions. Thanks to the three power markers — Army, Party, and Fame — the status in these three victory conditions is always visible. No player can neglect one of these conditions. This makes choosing a region after winning the issue of the same name a strategic decision. At the same time, it means that a player who moves power markers several times is likely to fall behind in the issues and give their opponent the opportunity to catch up.
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<br><b>The Face-Down Card</b>
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<br>For long stretches, I tested the game with all seven cards available for play each round placed face up. The mechanisms were exciting in themselves. The players not only had to choose a card, but also think about which card their opponent should not be allowed to play under any circumstances.
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<br>Nevertheless, there always seemed to be a little something missing: uncertainty. This eventually led me to simply cover up one card for each player. The consideration of whether it should be one or two cards quickly gave way to the realization that one unknown was quite enough to severely disrupt any predictability. This is also where the character of the players often becomes apparent: some take the opponent's face-down card as the last sensible option; some test whether they can land a surprise attack with it.
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<br>This was the final ingredient, and the game now felt complete. After showing it to Gene Billingsley and Jason Carr at <a href="https://sdhist.com/" target="_blank" class="postlink" rel="nofollow noreferrer noopener">SDHistCon</a> in San Diego in November 2023 <a href="https://boardgamegeek.com/boardgamepublisher/52/gmt-games">GMT Games</a> decided to pick it up, and the game is now <a href="https://www.gmtgames.com/p-1101-lenins-legacy.aspx" target="_blank" class="postlink" rel="nofollow noreferrer noopener">available for pre-order</a> on GMT's P500 system. We've continued to test and tweak the design slightly, and we will eventually add a solitaire mode, but the playtesters are enjoying it so far, and I am looking forward to sharing it with all of you.
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<br><a href="https://boardgamegeek.com/boardgamedesigner/34699/matthias-cramer">Matthias Cramer</a></div>
Designer Diary: Tikal Legend
<div><p>by <a href="https://boardgamegeek.com/blogger/15651/wolfgang-kramer">Wolfgang Kramer</a></p>
It all started on May 31, 2021 with an email from Charles Amir Perret of publisher <a href="https://boardgamegeek.com/boardgamepublisher/29409/super-meeple">Super Meeple</a>.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8367488"><img src="https://cf.geekdo-images.com/bq1ATGg_72nyaph9B66dbQ__small/img/zqYNpJHQPMtWZ9GkUffxc8q4OC4=/fit-in/200x150/filters:strip_icc()/pic8367488.jpg" border="0"></a></div></center>
<br>He pointed out that <a href="https://boardgamegeek.com/boardgame/54/tikal"><b><i>Tikal</i></b></a> would be 25 years old in 2024 and asked <a href="https://boardgamegeek.com/boardgamedesigner/42/michael-kiesling">Michael Kiesling</a> and me what we thought about releasing a special edition of <i>Tikal</i> in 2024. He also said that Super Meeple would be ten years old in 2024.
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<br>Michael and I immediately spoke on the phone. It was a long conversation, and we agreed to develop a second <i>Tikal</i> game that was similar but with new, additional elements.
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<br>When I write about a second <i>Tikal</i> game, I have to add that the 2010 game called <a href="https://boardgamegeek.com/boardgame/67180/tikal-ii-the-lost-temple"><b><i>Tikal II</i></b></a> was not developed by us as "Tikal II". The game we submitted to <a href="https://boardgamegeek.com/boardgamepublisher/6347/gameworks-sarl">GameWorks SàRL</a> was called "Der Schatz der Tempelritter" (The Treasure of the Knights Templar). GameWorks published "Knights Templar" as <i>Tikal II: The Lost Temple</i>, and it was our mistake that we did not try hard enough to prevent the title <i>Tikal II</i> as that design is not a <i>Tikal</i> game at all.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/802073"><img src="https://cf.geekdo-images.com/4ZUl9xZSS0wOONYmsAMc7Q__small/img/PDklb2KaGDvXtmr95uhwmlko-Mc=/fit-in/200x150/filters:strip_icc()/pic802073.jpg" border="0"></a></div></center>
<br>On June 1, 2021, one day later, I wrote to Super Meeple that we agreed to the proposal to develop an anniversary game for <i>Tikal</i>.
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<br>Before I tell you the story of the development of <a href="https://boardgamegeek.com/boardgame/426869/tikal-legend"><b><i>Tikal Legend</i></b></a>, let's go back 25 years. It was the summer of 1999 in Berlin. The Spiel des Jahres jury had invited the media, publishers, and authors to the awards ceremony. We — <a href="https://boardgamegeek.com/boardgamepublisher/34/ravensburger">Ravensburger</a> and us authors — sat spellbound in our chairs as a beam of light moved in a circle from one of the nominated games to another, from <i>Tikal</i> to <a href="https://boardgamegeek.com/boardgame/59/giganten"><i>Giganten</i></a> to <a href="https://boardgamegeek.com/boardgame/94/union-pacific"><i>Union Pacific</i></a> to <i>Tikal</i> and so on.
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<br>The game on which the beam of light will remain is the new game of the year. Our eyes traveled with the beam of light. As the light illuminated <i>Tikal</i>, our hearts beat harder, and as the beam moved on, we were gripped by disappointment, but it moved on and on. It felt like a long time, in reality not even a minute, when the beam finally stopped at <i>Tikal</i>, and we jumped up enthusiastically and hugged each other. One of those moments that remain in our memories, that shape our lives, that trigger a feeling of elation, that show us what happiness is — one of those moments that leave others bitterly disappointed.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/696622"><img src="https://cf.geekdo-images.com/gu4mtX6Hq6kf-sCheQ1SFw__small/img/odR_GQud48yMf0OkntPwLILG1gE=/fit-in/200x150/filters:strip_icc()/pic696622.jpg" border="0"></a></div></center>
<br>What does the Spiel des Jahres jury think about <i>Tikal</i> today? Here is an excerpt from <a href="https://www.spiel-des-jahres.de/vor-25-jahren-tikal-1999/" target="_blank" class="postlink" rel="nofollow noreferrer noopener">an article</a> on the Spiel des Jahres website written by Jochen Corts in 2024:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i><b>The Game</b>
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<br><i>Tikal</i> is an exploration game for 2-4 players aged 10 and over.
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<br>Two to four teams set off in search of Maya sites in the Guatemalan jungle. In the process, they penetrate deeper and deeper into previously unexplored territory. Temples that have already been largely uncovered can be taken out of the hands of the competition by leaving a guard behind. If a volcanic eruption occurs, there is a kind of cash check in which the excavation results and gold finds to date are evaluated.
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<br>After revealing and placing a terrain tile, ten action points can be used to recruit new team members, advance further into the jungle, work on uncovering a temple, post guards, dig up a treasure, swap finds with another team to increase their value, or finally set up a new camp to save long journeys. All of this costs between one and five points, meaning that only some of the most urgent tasks can be completed in the hunt for victory points. If the round is not subject to Fortuna's whims, one variant even offers the option of auctioning off newly revealed terrain tiles.
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<br><b>The Reasons</b>
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<br>The technical implementation of the theme is brilliant. Although this is not the first time that action points have been used, they have been used in such a way that <i>Tikal</i> is generally regarded as a style-defining game element. Not only is it possible to distribute movement energy to different characters as desired, but there is also a whole bunch of different actions from which to choose. Moreover, this is so finely tuned that the resulting agony of choice is a pleasure to experience.
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<br>Even if it usually takes a while for a player to use up all their action points in a meaningful way when the game is full, there is no boredom for those waiting. After all, they can get a rough idea of the goals being pursued and immediately incorporate them into their own plans. This guarantees around two hours of enjoyable entertainment at a high level of difficulty, including set-up and maneuver critique, an evening's entertainment.</i></div></div></font>
<br>Two pictures from the award ceremony in 1999:
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8467205"><img src="https://cf.geekdo-images.com/9e5WXJUBNQ3TOXxmxNDu1w__small/img/0K7zdU3CPHtKYWVu4QvOFzA-ZOg=/fit-in/200x150/filters:strip_icc()/pic8467205.jpg" border="0"></a></div></center><center><i>From left: Synes Ernst (chairman of the jury), <a href="https://boardgamegeek.com/boardgameartist/11883/franz-vohwinkel">Franz Vohwinkel</a> (illustrator), Michael Kiesling, Wolfgang Kramer, Cornelia Rist (editor), Lothar Hemme (editorial director)</i></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8467206"><img src="https://cf.geekdo-images.com/UIUcN7pWvVc2Bi_phxl6iQ__small/img/xIXCmA1thbmeDKj6hSUNCF5Wb9Q=/fit-in/200x150/filters:strip_icc()/pic8467206.jpg" border="0"></a></div></center><center><i>From left: Wolfgang Kramer and Michael Kiesling</i></center>
<br><i>Tikal</i> was the first game in a trilogy. As the covers of all three games show masks, the games belong to the "<a href="https://boardgamegeek.com/boardgamefamily/40/series-the-mask-trilogy-kramer-kiesling">mask trilogy</a>". The other two games were <a href="https://boardgamegeek.com/boardgame/855/java"><i>Java</i></a> (2000) and <a href="https://boardgamegeek.com/boardgame/2955/mexica"><i>Mexica</i></a> (2002).
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<br><center><div style=""><a href="https://boardgamegeek.com/image/427860"><img src="https://cf.geekdo-images.com/xojY9ltzSnbkaZyZyDEbSQ__small/img/1As1k-e-VSw8vyahBugKYmhxbZs=/fit-in/200x150/filters:strip_icc()/pic427860.jpg" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/105562"><img src="https://cf.geekdo-images.com/EYZ1BcRb_FICMPfC3Pr8VA__small/img/PDTvn2YTnYL7ZmZXFUBXVcXk_0c=/fit-in/200x150/filters:strip_icc()/pic105562.jpg" border="0"></a></div></center>
<br>The three games have the following points in common:
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<br>• All three games are building games. On a game board that is empty at the beginning, an advanced civilization is created, that of the Mayans or the Aztecs or the Hinduists and Buddhists on Java.
<br>• All three games work with action points.
<br>• All three games have new, original but different movement mechanisms.
<br>• All three games have new, original but different piece placement mechanisms, i.e., how the pieces come into play.
<br>• Box sizes are the same.
<br>• The number of players is the same.
<br>• All three games are tactical and strategic games with an element of luck.
<br>• All three games were illustrated by Franz Vohwinkel.
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<br><b>What Happened to <i>Tikal</i>?</b>
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<br><div style=""><a href="https://boardgamegeek.com/image/3328391"><img src="https://cf.geekdo-images.com/ajU3xzGDUKihjNdvjCR1Hw__small/img/pXR57sUMEJ-GJydf-yyAu0ZLgZw=/fit-in/200x150/filters:strip_icc()/pic3328391.jpg" border="0"></a></div><i>Tikal</i> was in the Ravensburger program only until 2004. It then moved to <a href="https://boardgamegeek.com/boardgamepublisher/3/rio-grande-games">Rio Grande Games</a>, with distribution for Germany being taken over by <a href="https://boardgamegeek.com/boardgamepublisher/29/abacusspiele">ABACUSSPIELE</a>. From 2017, the French publisher Super Meeple acquired the rights, with the exception of German and English, which finally followed in 2021. Super Meeple launched a beautifully designed new edition in 2017, which is still available today and will remain so in the future.
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<br><b>The First Steps in the Development of <i>Tikal Legend</i></b>
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<br>On 31.05.2021 Charles Amir made an inquiry, on 01.06.2021 we accepted, and on 02.06.2021, we presented our concept. I wrote an email to Charles Amir (Super Meeple) with the following content:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i>Yesterday and today Michael and I have phoned a long time. The theme was Tikal 25th anniversary.
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<br>We will add a new dimension to the game that can be played with existing and additional game material on the back of the game board. We have in mind a river that runs through the entire game board. It can be crossed with bridges that must be purchased (action points).
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<br>Gold can be mined in the river. Players can also purchase a boat (action points) and sail along the river.
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<br>There are also jungle fields that can be moved to if a staircase points to the field.
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<br>To move forward in the jungle, you need a machete (costs action points). In the jungle you can find statues/monuments and dig them up. As before, it is about the most victory points, but you can also earn them by digging gold and statues, so we have several strategies how to win.
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<br>Perhaps there is also a cave to descend into to find gems or find an exit that leads to a small game board that is outside of the actual game board.
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<br>All of this requires extensive development work with lots of testing. We would be willing to do this.</i></div></div></font>
<br>Michael developed several new game boards with a river and bridges. You could find gold in the river. To recover the gold, you needed at least one boat with an expedition member. During this phase of development, Michael designed several game boards.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8467269"><img src="https://cf.geekdo-images.com/6QvvJ18x4OY2K5IOsfttpw__small/img/dOXhW4lafmYl4DQV5HO3Nrc4D2Y=/fit-in/200x150/filters:strip_icc()/pic8467269.png" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8467280"><img src="https://cf.geekdo-images.com/K9icGhZXu2L9E87Jh-6IAQ__small/img/jE2knwMCbJD5uRUV1uYeJg7x228=/fit-in/200x150/filters:strip_icc()/pic8467280.png" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8467281"><img src="https://cf.geekdo-images.com/tLJJGEBkXtCX03BLcy_THA__small/img/JKBhDzEONJLBu0pmueYxPy9R72o=/fit-in/200x150/filters:strip_icc()/pic8467281.png" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8467282"><img src="https://cf.geekdo-images.com/ZxVV8bwiVvh0yRUpZ43-Yg__small/img/Q_bPDfWUYtMQSSb4BpJCmrSCmAk=/fit-in/200x150/filters:strip_icc()/pic8467282.png" border="0"></a></div></center>
<br>There were action cards for exploring a volcano and buying a boat, the latter of which could be used to sail along the river.
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<br>Unfortunately, the first tests with the jungle divided into several parts by a river did not produce satisfactory results. We decided not to pursue this route with a river that divided the jungle into several pieces.
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<br>I then developed a new game plan that was identical to the <i>Tikal</i> game plan. The river flowed around the outside of the jungle, where you could mine gold.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468063"><img src="https://cf.geekdo-images.com/uMGFSJ_84ItmlP_iw-uDGg__small/img/3GIThN2TaBlXwi9_Uvk06_IBXB0=/fit-in/200x150/filters:strip_icc()/pic8468063.png" border="0"></a></div></center>
<br>The yellow dots next to the river showed where gold could be recovered in the river. Trucks replaced the missing ships. Michael and I conducted several tests with this game plan and came to two important conclusions. The interconnected jungle brought the <i>Tikal</i> feeling back into the game. That's why we wanted to use the <i>Tikal</i> game board for the new game as well.
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<br>We felt that the integration of the river into the <i>Tikal</i> game was not a unity. It was two different mechanisms that existed side by side. It didn't feel like they belonged together.
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<br>It was with a heavy heart that we decided to remove the river completely.
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<br><b>On the Right Track</b>
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<br>I carried out my subsequent tests with the <i>Tikal</i> game board and terrain boards. I experimented with the <i>Tikal</i> rules. I deleted all the rules that restricted the players' development options. For example:
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<br>• A terrain tile can be placed anywhere on other terrain tiles. This means that you can also place it in such a way that the new tile cannot be entered.
<br>• A terrain tile can also be placed on the game board in such a way that it has no connection to other terrain tiles.
<br>• Expedition members can also enter volcano tiles if stairs lead to them.
<br>• Expedition members can also enter jungle tiles that do not have a terrain tile on them if there are stairs leading to the jungle tile.
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<br>These changes made it possible for the game board to vary wildly at the start of the game. Whereas with <i>Tikal</i>, you always have to start at the starting square, you can now start on a different terrain board if you set up a camp there right at the start.
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<br>The standard set-up for <i>Tikal Legend</i> is that nine terrain tiles are placed on the game board.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468129"><img src="https://cf.geekdo-images.com/HymIumsdKMjQTcPjtmPL4g__small/img/07-KGuvJmxd0TB-S53YrGJIqe1c=/fit-in/200x150/filters:strip_icc()/pic8468129.png" border="0"></a></div></center>
<br><u>Scenario 1</u>
<br>Two terrain tiles are placed on the left in the starting area, and seven terrain tiles are placed on the right edge of the game board.
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<br>The starting area is now more attractive because two four-point temples start there, whereas the right edge of the game board is also attractive because you can get there only if you build a camp on a jungle clearing and place your own explorers there.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468130"><img src="https://cf.geekdo-images.com/2qKwlgd70LBJmL62flWsXg__small/img/BsRNIaFX3tgfFWl45jQhl6OJ_6U=/fit-in/200x150/filters:strip_icc()/pic8468130.png" border="0"></a></div></center>
<br><u>Scenario 2</u>
<br>The nine terrain tiles placed on the game board at the start of play are laid out in the middle of the game board.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468131"><img src="https://cf.geekdo-images.com/U2_lrd3aOZa1a5oQZPq0lA__small/img/3BJFp-ddrjqsKYMviMtmhKVN5Dw=/fit-in/200x150/filters:strip_icc()/pic8468131.png" border="0"></a></div></center>
<br><u>Scenario 3</u>
<br>The nine terrain tiles initially placed on the game board are not connected to one another. (And yes, I know ten tiles are on the board above.) In this way, you can start each game with a new, interesting jungle landscape that presents players with new challenges each time.
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<br><b>The Cenotes</b>
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<br>The new game board is larger than the old game board. Players can now enter volcano, lake, and jungle spaces and use these spaces for victory points. The cenotes were of particular importance to the Maya. These are sacred lakes, sacred springs, and underwater caves. Centuries ago, they ensured the Mayan water supply; they were ritual sacrificial sites and are full of stories of Mayan culture. The word "cenote" comes from the Mayan language and means "place with access to water".
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468145"><img src="https://cf.geekdo-images.com/w_TptCvM3C-5sGg8qic0lw__small/img/AsjOgpMfpcDXDJeebgPAnxuUYIc=/fit-in/200x150/filters:strip_icc()/pic8468145.png" border="0"></a></div></center><center><i>A cenote on the Yucatan peninsula (Royalty-free image from the Internet)</i></center>
<br><b>Multiple Winning Strategies</b>
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<br><i>Tikal Legend</i> is designed to offer players multiple winning strategies, whereas <i>Tikal</i> has only two winning strategies: the temple strategy and the treasure strategy. To enable further strategies, new areas are needed that can lead to victory points.
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<br>In addition to the temples and treasures, the following new areas have been added and are scored:
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<br>• Volcanoes
<br>• Lakes
<br>• Treasure fields with and without treasures
<br>• Jungle glades
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468246"><img src="https://cf.geekdo-images.com/IalCth3Iw_2B-enfqWQs7g__small/img/sA0oofmZyYf6kkiL7Q1-yb7oEuM=/fit-in/200x150/filters:strip_icc()/pic8468246.png" border="0"></a></div></center>
<br><b>The Outer Squares</b>
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<br>There had to be new fields for the new areas, so I introduced the outer fields, which are located at the edge of the game board. These spaces are dashed. Under the action tiles are tiles that are placed on these spaces. They show cenotes (lakes), temples, volcanoes, and jungle spaces and have a step so that these spaces can also be entered.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468247"><img src="https://cf.geekdo-images.com/UKCWjs1mZKmOg8Hw0p0usw__small/img/0xP8r0YdsKDOhNrI6NmzAHDqmcw=/fit-in/200x150/filters:strip_icc()/pic8468247.png" border="0"></a></div></center>
<br>There are outer fields on which a lake or a volcano is already marked on the game board. However, most of the outer spaces show only jungle. To enter these spaces, a staircase must lead to them, e.g., from the treasure space to the volcano, which is marked with a "1" in the image above.
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<br>Action cards showing a volcano, a lake, or a temple can be placed on the outer spaces. An outer space without an action card is a jungle space.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468252"><img src="https://cf.geekdo-images.com/xjG3dPVFZWRdDPCzjxYxDQ__small/img/ZKR7YKF0i074crL1rGO7yur0SaU=/fit-in/200x150/filters:strip_icc()/pic8468252.png" border="0"></a></div></center><center><i>From left: volcano, lake (cenote), temple (level 6), forest field</i></center>
<br><b>Sequence Control with Action Pool and Action Tableau</b>
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<br>The decisive step forward in this project came from my idea of the action pool and the action board for each player.
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<br>Each player receives an action board at the start of the game, and the objects from the action pool are placed on this board. The action board of a player:
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468440"><img src="https://cf.geekdo-images.com/9NAY6d3eSFcXqKJ-nDx6CA__small/img/0Y8blibp9_YB6Tpid3-BwOJsqG8=/fit-in/200x150/filters:strip_icc()/pic8468440.jpg" border="0"></a></div></center>
<br>The following objects are in the general action pool for two players:
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<br><u>Sequence cards</u>
<br>There is a sequence card for each player. The player who takes order card 1 is the first to select an object in the next round.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468467"><img src="https://cf.geekdo-images.com/Q9jV2k9yevTf6DriZp70Xw__small/img/ZJZobLUwbNYNgGSEUKo3RaZyJJU=/fit-in/200x150/filters:strip_icc()/pic8468467.png" border="0"></a></div></center>
<br><u>Action point cards</u>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468463"><img src="https://cf.geekdo-images.com/V7IaDEHoB3x6i0QdwNxb8A__small/img/lwDU4C3r8Wlp1a2rZAenbXazXzo=/fit-in/200x150/filters:strip_icc()/pic8468463.png" border="0"></a></div></center>
<br><u>Terrain tiles</u>
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468464"><img src="https://cf.geekdo-images.com/-db8RRMDgP6GDhIJpXsHnA__small/img/LsEotEtwm9-lb5bnT395bKUCFAc=/fit-in/200x150/filters:strip_icc()/pic8468464.png" border="0"></a></div></center>
<br><u>Action tiles</u>
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468465"><img src="https://cf.geekdo-images.com/DohXDXAtERqNEDt3BV0XWA__small/img/NNA50KzaL51fJ72MD1lxy3m9RGo=/fit-in/200x150/filters:strip_icc()/pic8468465.png" border="0"></a></div></center>
<br>The players fill their action board from the action pool. The player with the order card 1 begins, and they and the other players are spoiled for choice. Should they take the new order card 1 first, or the highest action point card, or an action point tile, or a terrain card?
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<br>The player first takes the action tile with the additional 2 action points per round. In the next round, they take the action point card with the 9 action points, then the terrain card with the volcano, and so on.
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<br>After the acquisition phase, the player board is full. Now the players take one action after another. The player with the order card 1 begins and carries out an action. This is followed by the player with card 2. The player with the adjacent tableau decides to perform the action "build a camp" first, building the camp on a clearing on the right edge of the game board.
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<br>A round is completed when the player board is empty except for the sequence card. The dark blue spaces on the left-hand side may still contain action tiles that the player would like to carry out in the next round.
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<br><b>Action tiles</b>
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<br>There are 72 action tiles, which include good and very good tiles. Each tile is advantageous for the player. The following tiles have been developed:
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468514"><img src="https://cf.geekdo-images.com/oxezc5yVWIGtHioKaKx1nQ__small/img/Wq-ypcPMaNOtNEcN2EJIuZwha-A=/fit-in/200x150/filters:strip_icc()/pic8468514.jpg" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468515"><img src="https://cf.geekdo-images.com/X6aGqerT_JiX3MxloqODQQ__small/img/2Yv22dACyetR0W9Jy2VnnAITmak=/fit-in/200x150/filters:strip_icc()/pic8468515.jpg" border="0"></a></div></center>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468516"><img src="https://cf.geekdo-images.com/pxfxkgxrAKXyyGS3j-9emQ__small/img/ETli9oNdgmllqpqQFa8nqU4SQEU=/fit-in/200x150/filters:strip_icc()/pic8468516.jpg" border="0"></a></div></center>
<br><b>Scoring</b>
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<br>Players score twice during the game and once at the end of the game.
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<br>The scoring during the game takes place after a player places a volcano on the game board. Each player now has one turn with 10 action points available. Each player scores for themselves, and the following are evaluated:
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<br>• <b>Temple:</b> The value of all temples in which the player has the majority of EM are added together.
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<br>• <b>Highest temples:</b> From temple height 7, victory points are awarded according to the table.
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468519"><img src="https://cf.geekdo-images.com/calRfSHm4rfoyzkyX9iMqA__small/img/BdPnicVx0hSLje6zH6exz40cstA=/fit-in/200x150/filters:strip_icc()/pic8468519.png" border="0"></a></div></center>
<br>• <b>Treasures:</b> One treasure scores 1 victory point, two identical treasures score 3 victory points, three identical treasures 6, four identical treasures 10, and five identical treasures 15 victory points.
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<br>• <b>Volcanoes:</b> For each volcano where the player has the majority of EM, they receive 10 VP.
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<br>• <b>Lakes:</b> Number of lakes multiplied by number of gold masks. The player must have the majority of EM for both the lakes and the gold fields.
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<br>• <b>Jungle fields:</b> Number of jungle fields multiplied by number of temple fields. The player must have the majority of EM for both the jungle fields and the temple fields.
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<br><b>Handover of the <i>Tikal Legend</i> prototype to Super Meeple</b>
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<br><center><div style=""><a href="https://boardgamegeek.com/image/8468520"><img src="https://cf.geekdo-images.com/k3IkzASoI_aqeqLZnRyp6g__small/img/BSGJIB4e0shAjpxei7_ewxZUzaM=/fit-in/200x150/filters:strip_icc()/pic8468520.png" border="0"></a></div></center>
<br><u>Special abilities per player</u>
<br>In December 2023, Super Meeple had the idea of equipping each player with special abilities. To keep the balance of the game intact, these abilities should be used only once in the game. I designed various ability cards with three alternative abilities on them. The player could use one of them once in the game.
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<br>Although four ability cards were needed, I sent eight cards to Super Meeple and let them choose and assemble them for the game.
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<br><u>Test experience and introductory game</u>
<br>When Michael carried out the first test, he called me immediately: "What have you come up with? You have so many opportunities to make good moves that you're constantly spoiled for choice. Ina is flabbergasted. Do we want to make an expert game for <i>Tikal Legend</i>? Or should we make the game a little less complex?"
<br>
<br>Super Meeple had a similar reaction after the first test. Charles Amir wrote something like this:
<br><font color="#2121A4"><div class="quote"><div class="quotebody"><i>I am always impressed by your games and your talent for designing. You did a really fantastic job. Keeping the spirit of <i>Tikal</i> and bringing a great, new mechanic into the game. I really love how it is.
<br>
<br>However, I do understand Michael and we think the game is maybe a little <i>too</i> expert as it is now.
<br>
<br>The difference of level between the basic <i>Tikal</i> and <i>Tikal Legend</i> is too large. Perhaps we should make an introductory game to which modules are added: lake module, volcano module, jungle module.</i></div></div></font>
<br>Depending on who I was playing with, I had very good test results, but also those in which I was told that the game was too complex, so I complied with the request and developed a "starter game" that was between the levels of <i>Tikal</i> and <i>Tikal Legend</i>. Anyone playing for the first time should start with the starter game, then switch to <i>Tikal Legend</i> later. I developed and played the starter game completely. However, the starter game was not realized after all. This was probably due to the fact that Super Meeple became more and more familiar with <i>Tikal Legend</i> through many test games.
<br>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468523"><img src="https://cf.geekdo-images.com/_TpqzRF_K2__wfwWOijXIg__small/img/zPSncXog_sZWz0S8M7dAB4Z2_sQ=/fit-in/200x150/filters:strip_icc()/pic8468523.png" border="0"></a></div></center><center><i>Final image of a test by Ina and Michael Kiesling from August 2023</i></center>
<br><b>Solo Game</b>
<br>
<br>For Super Meeple, it was clear from the start that <i>Tikal Legend</i> had to include a solo game. With time well advanced in May 2023, I agreed that Super Meeple should award the contract for the solo game to <a href="https://boardgamegeek.com/boardgamedesigner/76227/david-turczi">Dávid Turczi</a>, <a href="https://boardgamegeek.com/boardgamedesigner/134930/john-albertson">John Albertson</a>, <a href="https://boardgamegeek.com/boardgamedesigner/49394/aleksandar-saranac">Aleksandar Šaranac</a>, and Jeremy Avery, with playtesting by Chuck Case.
<br>
<br>In addition to the solo game for <i>Tikal Legend</i>, there is a solo game for <i>Tikal</i> "Classic".
<br>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468528"><img src="https://cf.geekdo-images.com/2XoKBDIL8A8MQoqvLAdy3Q__small/img/OY5owIi5B2tVOg5DSDpBL1Of2hk=/fit-in/200x150/filters:strip_icc()/pic8468528.png" border="0"></a></div></center>
<br><b>Start of the Kickstarter Campaign</b>
<br>
<br>The <a href="https://www.kickstarter.com/projects/supermeeple/tikal-legend-25th-anniversary?ref=bggforums" target="_blank" class="postlink" rel="nofollow noreferrer noopener">crowdfunding campaign</a> will begin in the second half of October 2024. We are all excited to see how it will go. We hope that there will be enough fans willing to purchase the game so that the project can be realized.
<br>
<br>The games will not come onto the market until 2025. Until then, the publisher and the authors will continue to test the game frequently in order to improve it. The game was created during Corona. At that time, it was not easy to find test partners; today this is no longer a problem.
<br>
<br>A long time has passed since the end of May 2021, when development on the game began, until 2025, when the game will be released. I've enjoyed working on the game during this time and wouldn't want to miss a minute of it — but what will happen after the game is released is no longer in our hands. Now it depends on the game fans whether the game will be a success. I wish everyone who plays <i>Tikal Legend</i> a lot of fun with it.
<br>
<br><a href="https://boardgamegeek.com/boardgamedesigner/7/wolfgang-kramer">Wolfgang Kramer</a>
<br>September 2024
<br>
<br><center><div style=""><a href="https://boardgamegeek.com/image/8468540"><img src="https://cf.geekdo-images.com/6TKYVtHheo8YbeUmswA-QA__small/img/TpA63jKUf7TMDYIyqhm5VZ_QGks=/fit-in/200x150/filters:strip_icc()/pic8468540.jpg" border="0"></a></div></center><center>Tikal Legend<i> set-up at SPIEL Essen 24</i></center></div>
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<div>So we’ve got some catching up to do. The Dice Tower Awards were revealed during GenCon, but with all the other excitement surrounding the event, I missed the announcement. So apologies for that, but I did want to mention the … <a href="https://opinionatedgamers.com/2024/10/08/earth-is-the-dice-tower-game-of-the-year/">Continue reading <span class="meta-nav">→</span></a></div>
Dale Yu: Review of Belratti [Essen SPIEL 2024]
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Design Diary: War Story: Occupied France, or Making Choices About How to Design a Game About Making Choices
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He was sat at home playing cards when he heard a noise outside, minutes later he was dead
It has been 14 years since the brutal death of a dad-of-one and his killer still remains at large. Colin Hughes was at home ...
Dad was sat at home playing cards when he heard a noise outside - minutes later he was dead
Colin Hughes was stabbed to death outside the end-terraced house in Old Swan, Liverpool, but in the 14 years since the ...
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SPIEL Essen 24 Report: Compliments for Fishing
For the next round, you shuffle the cards you won and use some or all of those as your new hand...but those who don't have enough cards to fill their hand draw new cards from a reserve deck, and those cards have higher values than what came before and they introduce trump cards and special actions. Those new cards can help you take control of the current round's tricks, but that can mean that others are shoveling garbage into your net, garbage that you'll have in hand in future rounds? Fishing i