
Gaming
Malifaux Rising Powers photos
Mantic Games Zombie pre-order
Basra 1946 AE-WWII Campaign Supplement available at Gen Con
Ex illis monster base teaser
Malifaux Colette Du Bois stat preview
Secret Skeleton Miniatures post new preview
Gary Hunt Miniatures preview Goat Boyz
Crooked Dice preview Scary Statues
Perry’s accepting Go Strong into the Desert pre-orders
A video introduction to Dust Tactics
Dark Age post Quickstart rules
Beast of War start Kings of War weekend
Mantic Games announces Kings of War ruleset and starter box
Corvus Belli adds YouTube channel
Kris Hall: Egizia Impressions
The latest new game tried by the Appalachian Gamers was Egizia, a word that is Italian for Egypt, or so I've been told. This game was designed by Antonio Tinto, Flaminia Brasini, Stefano Luperto, and Virginia Gigli, and published by Hans im Glück and Rio Grande Games. Egizia is what I call a distillation game: it's a game that really doesn't really invent any new mechanisms, but rather distills a lot of popular gaming mechanisms into a well-crafted package.
At its heart, Egizia is a worker-placement game. In this case, the workers are boats that are placed along the river Nile, but most of the usual worker-placement rules are in place: only one boat is usually placed in a space, and the owner of that boat gets the benefits of the space. The spaces are of two kinds; on one side of the river are spaces with pre-set benefits, and on the other side of the river are spaces for cards. Most of the spaces with pre-set benefits allow a player to increase the size of one or more of his four work crews, and sometimes allow a player to move his token down the food or quarry track. Three of the pre-set spaces are tracks where players place ships to work on building projects. Yes, this is another game about building the pyramids.
The spaces for cards naturally yield up the cards to players who place their ships on the appropriate space. There are a large variety of cards including quarries (which provide stone, the only real resource in the game), farmlands (which allow a player to feed his work crews), and a multitude of permanent and one-time special benefits.
The one unique twist on the worker placement mechanism in the game is that players must start by placing their ships upstream, and may only place subsequent ships further downstream from ships already placed. This means that players are constantly faced with the choice of placing a ship only a short way downstream to grab a benefit of minor value, or jumping over a bunch of spaces to grab a really valuable card while knowing that every space you've skipped is now forfeit. Sometimes players who jumped quickly downstream to grab the perfect card ended up being unable to place all of their eight ships because there were too few spaces left downstream.
The gist of the game is simple: place ships to grab cards, increase the size of work crews, and reserve a building action at major monuments. After everyone has placed their ships, work crews are fed (and players lose points if they have crews that can't be fed), stone is collected, and then work is done on the monuments and points are scored. Players use work crews to place stone on the monuments; the larger the work crew, the more stone that can be used, and the more points scored.
Over these simple mechanisms, the designers have layered a lot of detail. Players who have crews who work on the Sphinx can collect cards, and keep one of these each turn. The Sphinx cards provide bonus points for players who can meet the conditions on the cards. It is actually impossible to tell who is truly ahead in the game because each player will score so many bonus points from Sphinx cards at the end of the game that current victory point totals don't mean very much.
Players also score bonus points depending on the number of different monuments they worked on each turn. And there are food and quarry tracks that can provide bonus victory points or extra stone resources if players can drive their tokens far enough along the tracks.
Egizia has a good-looking board and lots of fine wooden bits. All the Appalachian Gamers who played it seemed to enjoy the experience, but I can't say it generated wild enthusiasm. Egizia is a game that I think might have created quite a stir if it had been published before 2005 when the publication of Caylus really made worker-placement a truly popular mechanism. But because Egizia has been published now, it seems merely one of many fine worker-placement games.
New stock and Re-stocks at Angel Barracks
Time to Race in the Railyard at Full Speed
Featured at: Spiel 2010
Voll in Fahrt is a racing game for young and old, with the players racing locomotives in the railyard and trying to be the first to enter the target station in order to win. Since you're in a railyard, though, you need to watch out for changing switches that will send your locomotive zooming in the wrong direction.