Wednesday, April 14, 2010

Tales of the Arabian Nights: A Review



Tales of the Arabian Nights

Published by ZMan Games (2009)

Back in college, I had a long and spirited argument with a friend about the role of the critic. He maintained that the critic’s main responsibility was to articulate his reaction to a work, making clear his reasons for his like or dislike of his subject. My position was that the critic should distance himself from his own opinions, listing the strengths and weaknesses of a work and identifying those people who would be an audience for it.

The reissue of Tales of the Arabian Nights is sure to draw strong positive and negative reactions from gamers. I feel that if I gave my own reactions, it would come across as narrow, subjective, and parochial. So, I will attempt to channel my college-age self, putting forth the many strengths of the game while describing what I acknowledge to be potential pitfalls. Certain elements of the gaming community will loathe a game like this, while others will put it on their all-time top ten list.

First of all, few could argue that, visually, the art is top notch. The map had been the strength of the 1985 West End edition, and the new one pushes it to a new level. It is more readable and easy to use than the original map, and both the design and color are lush and evocative. The cards and other components represent a vast improvement over the original. What had been crude cardboard chits with silhouette artwork have been replaced by full color, high-quality cards, die-cut pieces, and stand-up player pieces. I’m sure the lavishness of the game design added a few dollars to the price, but I am glad that ZMan did not skimp. For lovers of the game, the physical components of the game feel like a reward for years of dedication.

For those new to the game, players take turns moving their pieces in a nonlinear manner around the board. The goal is to acquire a predetermined number of Destiny and Story Points, obtained through encounters. A player has at least one encounter on each of their turns. A roll of the die sends a reader to the “Book of Tales,” a collection of nearly three thousand paragraphs, which guide the players through short adventures similar to the old “Choose your Own Adventure” books. Players must pick how their hero reacts to an encounter from a predetermined list of responses, like grovel, pray, beat, or avoid. Along the way, players acquire skills which often (but not always) improve the result of an encounter. In addition to the aforementioned Story and Destiny Points, players can gain or lose wealth (which affects movement) and statuses (like Accursed, Enslaved, Greif-Stricken, Sex-Changed, or Imprisoned). Interaction between players is minimal, unless special variants are brought into play.

Results are often counter-intuitive. In one game, a player gained the status “Lost” in his home city. Another wound up getting “Married” to a same sex partner (I suspect that, while enlightened, the medieval Islamic world was not THAT tolerant!). Sometimes seemingly foolish decisions lead to good results (you might beat a powerful wizard only to have him offer you a valuable ransom, while if you attack a vile thief you might end up in prison, as the thief was really a prince in disguise). Even with a good set of skills, players often find themselves at the mercy of seeming capricious turns of fate.

I could not in good conscience recommend this game to a player who feels that their decisions alone should lead to victory or defeat in a game. Our most recent game took place alongside a game of Diplomacy, and the contrast between the two groups of players could not have been more distinct. For the Diplomacy players, games were all about strategy—making plans and making good decisions to realize them. Yet it was the people playing Arabian Nights who more often exploded into hoots of laughter and spontaneous cheers. Relinquishing control to fate can have its appeal, too, as long as the player can occasionally steer things in a desired direction. Anything can happen in Tales of the Arabian Nights, and every turn brings surprises and wonders. Thus, the game captures the spirit of mystery and adventure inherent in the source materials, from the original texts (I prefer the translation of Husein Haddawy) through the cheesy Harryhausen Sinbad films, through Disney’s Aladdin. I can’t think of a board game I’ve had more fun playing, even if my strategic senses were not always fully engaged.

Sunday, March 14, 2010

Politifact

In this day and age of shrill pundits and polarized political dialectic, one needs an objective fact-checking system more than ever. So allow me to get my plug in for politifact.

Our last bastion of defense against truthiness (pace, Colbert).

Monday, March 1, 2010

Evony

OK, I've been a fan of sim games ever since the first SimCity. I was hooked on all versions of Civilization, and I've spent more hours on the Sims than I care to mention. My latest obsessive sim game is Evony, which has the advantage of being free and browser-based. It's pretty typical of the genre. In many ways, it hearkens back to early versions of Civilization and Age of Empires. A lot of resource management, tedious maintenance of cities, and large-scale lopsided combat. Good times. Below is a screenshot typical of the game.Now I must confess that it took a long time to disover this game. To be honest, I was more than a little turned off by the advertising, which promised...shall we say, a different sort of gaming experience.I mean, really. The sex appeal of shifting around troops, gold, and resources is limited at best, but the adverts to this game promise tons of jiggle. I'm sure this relentless ad camapign drew in thousands of thirteen year old boys, but it was not until the ads appeared which made it clear that the game was a sim did I join up. I did learn something valuable, though.

Thirteen year old boys suck at sim games. Like shooting fish in a barrel...

Friday, February 26, 2010

When life gives you lemons...



...or big piles of snow, make lemonade. or a snowy pieta. My art history class decided to have a play day this past Friday as the school was shutting down. I challenged them to make like Michelangelo.

Friday, November 27, 2009

GA Wargames: Squad Leader

I've adapted good old Squad Leader/Cross of Iron for 20mm tabletop wargaming. I'm testing out the rules with the wargames club for which I am faculty adviser. With its turn-based mechanics, the rules seem quaint, but the basics are easy to explain, gameplay is fast, and so far it has been fun.

I'm particularly proud of the terrain. I'm really starting to get into the modeling aspects of the hobby. With a hot-wire styrofoam cutter, a color printer, and some scratch-built houses, hedges, and fields, this setup beats the hell out of the pold "pieces of felt" terrain we had been using.

At right, German Pioneers scramble for cover behind their one remaining halftrack after an American AT gun scrapped the second one. Can the Yanks hold off the Panzers and Panzergranadiers long enough, until their own armored and para reinforcements arrive?









German infantry, supported by two PZ III's, try to flank the American position by fording the shallow river. If they succeed, the entire Salerno bridgehead might be in jeopardy...
















An American platoon considers crossing the stream to reinforce the beleaugured Yank outpost. Deciding to hold their position behind a hedge, the Americans watch forlornly as their friends are overrun.