Friends
Alter
Spezial
ISLAND UP FOR GRABS
Die Insel der steinernen Wächter
Giants And Witches And Goblins – Oh My!
Situated in the centre
of the island group of Lutao, lies the city of the magicians, guarded by
heartless golems. The central island itself is no longer safe to enter, since
the magicians destroyed each other, but they left the stone guardians behind,
without having revoked their order to defend the island against everybody. But
now, long after the demise of those wizards, the neighbouring peoples plan to
take possession of the main island – each on their own.
That's the background story of "The Island of the Stone Guardians". The game certainly is a nice twist on the classic "Risk"-game. Players control nations (armies), trying to create a solid and secure base first (to gain more armies and supplies), and afterwards set out for the ultimate goal, the capture of the central island. There are many differences to the boring dice-rolling game of "Risk" that make the island-hopping by Claus Kuderna entertaining and not so completely dependent on luck.
This starts with the game board – the islands can be arranged differently and entirely new for each game, as long as three basic rules are observed: Lutao has to be placed in the middle of the play mat representing the ocean (quite large, by the way), the other isles grouped around it may never overlap, and the distances between the individual island pieces must never be so large that any one part may be outside the blue play mat.
The players choose their colours. The cardboard pieces are, unfortunately, extremely simply designed and not very attractive to behold, only just O.K. for their purpose, and remind us of the cheap looking markers of the first edition of "Civilization". Then take your nation-card (draw or choose one of twelve cards) and that nation’s special ability (called "Rune"; again, either drawn at random or selected; the rules booklet gives both options).
It is absolutely advisable to thoroughly read the card texts. In fact, peoples’ attributes and Runic powers constitute the main difference to other, similar games. The basic game has twelve peoples / nations and twelve runes (additional cards are announced as expansion sets). There are, by the way, peoples that would qualify rather as Professions or Classes in other fantasy worlds. So you could be Dwarf, Elf, Orc or Giant, but also Bard or Witch. Some cute combinations result from the Runes. Commonly known as not-magically gifted, Giants could suddenly conjure up Ghost Armies here (Rune of Spirits) or Druids could unleash the Plague against enemies as a surprise (Rune of Diseases).
In addition, Spell Cards may be purchased (paid for by revenues; that is, control of provinces and cities), regardless of whether it fits the (traditional) character of your people.
The sequence of play is unfortunately rather unspectacular – try to invade enemy provinces with your armies (even across the sea by means of a somewhat questionable aquatic transport system), occupy them and incorporate them into your own sphere of influence and thereby strengthen your realm – so you gain more resources, more armies, more magic. If you think you are strong enough, try then to capture the main island of Lutao, protected by neutral, powerful golems (not particularly pretty pieces, either). On the central island, players are not allowed to use their special abilities (either of the People or the Rune). First they have to occupy certain provinces to gain back their powers. The first nation to hold on to Lutao’s capital for a fixed number of rounds (normally three) wins the game.
The
combat system is noteworthy – you try to win against your opponent not by means
of dice rolling, but by Combat Cards. Depending on the size of the army (and
sometimes varied by a people's attribute or Rune or Spells), combatants draw a
number of Combat Cards, choose no more than four of them (again, this number
may change by means of other cards), and hope to cause more damage than the
enemy nation. Here's a tactical element to the game that was missing with
“Risk” all along.
The rules booklet is detailed and rather
clear, but, as has been mentioned often before with other games, an index would
be very welcome and helpful. Illustrations and graphics are remarkable only on
the Nation Cards and on the game’s box, otherwise they are very sparse and not
really great. But those who seek an alternative to strategic dice-centred games
will be quite happy with "The Island of the Stone Guardians”. Lovable or
even threatening, in any case fairy-tale inspired qualities make the game’s
peoples interesting, almost likable, even if the final battle boils down to old
issues. But even that does not happen to be a Secret Mission like:
"Destroy all yellow armies!"
Martina & Martin Lhotzky, Marcus Steinwender
Spieler : 2 – 4
Alter : ages 12 and up
Dauer : approx. 2-3 hours
Autor : Claus Kuderna
Grafik : Artur Fast, Heiko Eller
Preis : ca. 50,00 Euro
Verlag : Elfenherz 2010
www.elfenherzspiele.de
Genre : tactical game on majorities
Zielgruppe : With friends
Mechanismen : achieve majorities, use card texts to advantage
Kommentar:
Simple, plain components
Similar to Risk, but offers more tactical possibilities
People + Runes combinations offer interesting possibilities
Vergleichbar:
Risk – without dice, but with Fairy Tale elements
Martina, Martin & Marcus:
In this rather charming Risk variant you need not necessarily eliminate your opponents – to be the first and alone to achieve your goal is sufficient
Atmosphäre : 6
Zufall 3
Taktik
Strategie__ 3
Kreativität
Wissen_
Gedächtnis
Kommunikation
Interaktion 3
Geschicklichkeit
Action