THE GAMES JOURNAL - Österreichisches Spiele Museum
THE GAMES JOURNAL - Österreichisches Spiele Museum
THE GAMES JOURNAL - Österreichisches Spiele Museum
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ROTER NOVEMBER<br />
GNOMES MANNING A SUBMARINE<br />
The gnomic submarine Red November<br />
is in distress at sea, systems<br />
malfunction, �res spring up<br />
and water �ows in – cooperation<br />
is the only thing that can help the<br />
gnomes to survive until they are<br />
saved, but they are often drunk<br />
and sometimes helpless.<br />
Each player directs a gnome and<br />
marks the time used up. It is your<br />
turn when you are furthest back<br />
SARENA<br />
FROM <strong>THE</strong> DESERT SANDS<br />
TO <strong>THE</strong> GAME BOARD<br />
The bottom of the game box<br />
promises us a game that was resurrected<br />
from the sands of time<br />
and shaped from the ruins of our<br />
past, an ancient game with new<br />
challenges:<br />
The aim of the game at least is<br />
simple: You want to have most<br />
pieces at the end of the game.<br />
This you should achieve on a<br />
board showing 36 circles in a<br />
on the time track. First you have<br />
the option to move your gnome,<br />
which costs you time; movement<br />
comprises opening of a hatch,<br />
letting water �ow out and moving<br />
the gnome. Then the gnome<br />
can act: repair, collect items or execute<br />
other actions. If you are in a<br />
room on �re you can only do the<br />
extinguishing action; if you are<br />
caught in high water you can do<br />
grid of 6x6 circles, connected<br />
by lines. At the start of the game<br />
you draw a marker to determine<br />
your own secret target color, you<br />
should try to keep it secret till the<br />
end of the game. Players have<br />
alternate turns and you must<br />
make a move, you cannot pass. A<br />
move comprises moving a piece<br />
or a stack of pieces from one<br />
circle along a line into another<br />
ROTER NOVEMBER / SARENA t<br />
nothing and die at the start of the<br />
actualization phase. Each turn<br />
ends with an appraisal of the situation<br />
and actualization, the time<br />
marker is moved according to<br />
time usage and during this time<br />
marker move all event and object<br />
spots are implemented. And that<br />
can end badly, very badly indeed!<br />
When the gnome has used grog<br />
cards he must do an incapacity<br />
check. All players win together<br />
when the time markers of all surviving<br />
gnomes reach the „saved“<br />
spot, all catastrophes have been<br />
mastered and the submarine still<br />
exists.<br />
The basic rules are simple: move,<br />
do something and check if you<br />
yourself and the submarine still<br />
exist. The devil sits in the details<br />
– with a rather awry touch, funny,<br />
entertaining and hopefully<br />
you have some co�ee at hand to<br />
mitigate the e�ects of grog. And<br />
some laws of nature are valid<br />
even on a Gnome submarine: A<br />
room full of water cannot be on<br />
�re – which is not always really<br />
helpful! �<br />
circle. When the target circle is<br />
empty it must be marked arrows<br />
in order to be used and you must<br />
turn over the piece or stack upon<br />
arrival there. When the target<br />
circle is already occupied by a<br />
piece or stack, the moved piece<br />
or stack is not turned over upon<br />
arrival. Stacks cannot be split<br />
and the maximum height for a<br />
stack is four pieces. If no piece<br />
or stack can be moved anymore<br />
each player reveals his secret<br />
color and takes all pieces of this<br />
color and all stacks on which the<br />
top piece shows this color and<br />
counts the pieces so collected.<br />
If you managed to accumulate<br />
more pieces than all other players<br />
you win.<br />
As is the case with nearly all<br />
other abstract placement game<br />
this one too has a very simple<br />
mechanism, you must always<br />
keep a close watch on all of the<br />
board and try to secure your own<br />
stacks quickly without letting out<br />
your own secret color too soon.<br />
To manage both is a real challenge<br />
that is not easy to ful�ll! �<br />
INFORMATION<br />
EVALUATION<br />
Cooperative game<br />
With friends<br />
Version: de<br />
Rules: cn de en jp<br />
In-game text: yes<br />
PLAYED FOR YOU<br />
Designer: B. Faidutti, J. Gontier<br />
Gra�k: Will Springer et al<br />
Price: ca. 25 Euro<br />
Publisher: Heidelberger 2011<br />
www.hds-fantasy.de<br />
Comments:<br />
Revised 2nd edition * Satirical<br />
elements * Funny topic<br />
* Cooperative elements<br />
nicely integrated<br />
Compares to:<br />
Roter November 1st Edition, Space<br />
Alert<br />
Other editions:<br />
Red November, Fantasy Flight Games<br />
WIN The Games Journal now also available as eBook!<br />
www.gamesjournal.at For all information on that check our website.<br />
ISSUE 434 / FEBRUARY 2012 35<br />
PLAYERS:<br />
3-8<br />
AGE:<br />
12+<br />
INFORMATION<br />
PLAYERS:<br />
2-4<br />
AGE:<br />
8+<br />
EVALUATION<br />
Abstract placement game<br />
With friends<br />
Version: multi<br />
Rules: de en es fr it nl ru<br />
In-game text: no<br />
TIME:<br />
120+<br />
TIME:<br />
20+<br />
Designer: Christophe Boelinger<br />
Gra�k: C. Gay, J.-C. Mourey<br />
Price: ca. 20 Euro<br />
Publisher: Ludically 2011<br />
www.ludically.com<br />
Comments:<br />
Nice components * Especially<br />
for fans of abstract<br />
games * Places nicely for<br />
2 players<br />
Compares to:<br />
Other abstract placement games<br />
with stacking, Reversi or Rolit for turning<br />
pieces over<br />
Other editions:<br />
Currently none