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Rio Grande Games
| Attika
Attika
Price: £25.99
Currently unavailable.
Board game, 2-4 players Each player oversees the building of his city-state. Temple, theatre and oracle, a harbour with ships, vineyard with vintner, and many more must find space on the islands. Players must move fast to get the best land for themselves while blocking their opponents from good building spots. As building is expensive, players seek to save money by using the natural resources of the islands. Players also seek to organize their building in an order that gives them the best city-state. ++++++++++++++++++++ Counter Magazine review. ++++++++++++++++++++ 2-4 players, 60 minutes reviewed by Stuart Dagger How many names does one man really need? And when such dark deeds are being done at the font, shouldn\'t some thought be given to the editor\'s typing finger? For gamers Hans im Glück has long been established as the designer labe= l and they invariably come up with something good for Essen. This year it was the latest instalment in the Carcassonne series and this interesting, tile laying and resource management game from the much named Herr Merkle. The setting is ancient Greece and the players take on the roles of Athens, Sparta, Thebes and Corinth. Not that these names signify very much, for they are just labels to go with the usual blue, yellow, red and green. The aim of each player is to build a city, which they will do by placing round markers showing the pictures of buildings on to a `board\' formed from=20 snowflake-shaped tiles. (Put seven hexagons together as compactly as possib= le and you get the shape of a basic snowflake. These can then be pushed together in a variety of ways. That is what happens here.) At the start of the game a number of tiles, equal to twice the number of players, is put together in a set shape to form the initial playing area. More will be added during the course of the game. At equidistant points round the perimeter shrines are then placed, one for each player. These are stand-up markers on hexagonal bases and so slot into the grid. The aim of the players is either to create a chain of buildings connecting two of these shrines or to get all of their buildings on to the board. First one to succeed wins. Slightly more than half of the hexagons on the tiles are plain. Others show resource symbols in one of four types - wood, stone, etc., the sort of materials that you need to construct a building. These same four symbols are to be found on the cards of the resource deck. Each building marker shows, in addition to a picture and the name of the building, what resources are needed for its construction. For example, to construct the harbour you need 3 water and 1 wood. These resources can come from any combination of the hexagon on which the building is placed, vacant adjacent hexagons or resource cards. So finding a good spot for your building will reduce its cost significantly. This idea of combining local resources (on or adjacent to the site) and imported ones (cards) is basic stuff - and none the worse for that, since it is also logical and appropriate to the theme. However, what gives the game its special flavour is that the price reductions don\'t end here, because in certain circumstances building becomes completely free. The buildings fall into groups and in each there are chains of dependency. One group consists of a quarry, a fortress and two towers. If you build the fortress directly adjacent to the quarry, it costs you nothing and if you go on to build either or both of the towers directly adjacent to the fortress, that is also free. Moral: try to get the quarry down first and in a spot that not only makes its construction cost low but which leaves space for the later, possible freebies. At the start of the game your buildings are shuffled and then arranged into four stacks. One stack contains the ``master buildings\'\' (the stone quarry in the previous example) and the other three the rest. On your turn you do one of three things: \' draw three cards from the resource deck \' draw two building markers from your stacks \' build three of your previously drawn buildings If you want to draw or build less than your entitlement, you make up the slack by drawing resource cards. When you draw a building marker, it is your choice which stack it comes from, but of course you don\'t know which building it is going to be. Once you have looked at it, you can either pay the cost to build it
immediately or you can place it on your personal board, which has spaces for all the buildings and which shows the groups and the dependencies. Whenever you exhaust one of your stacks, you draw and place a new land tile. It is your choice where it goes. There is also a bonus that comes if you complete a group of buildings and they form a contiguous block. This comes in the shape of an ``amphora\'\', which you can trade in either now or later for a slight extension to your turn - an extra draw or an extra build. This might not sound like a generous reward, but remember that this game is a race and small margins can prove critical. And there you have it. The ``shrine to shrine\'\' route to victory is fairly easy to block. You just take it on yourself to guard one of them and rely on the other players to have the good sense to do the same. That being the case, when all the players are experienced enough to be able to spot and deal with the dangers, the game becomes a race to get all your buildings on to the board as quickly as possible. To achieve this you need to 1. minimise the number of turns you have to spend drawing resource cards by making maximum use of good sites and the free builds that come from placing buildings next to their ``feudal superiors\'\'; 2. save vital time by making as much use as you can of your right to construct a building as soon as you draw it. Of course, all this is easier to say than to do or there wouldn\'t be much of a game. I like Attika and am happy to add it to my list of Essen recommendations, though I don\'t expect that in five years time we shall be hailing it as a classic. This is because I strongly suspect that there is a ``route one\'\' strategy and that once everyone has figured it out, the difference between victory and defeat will turn on who draws the most favourable tiles and whose building markers come out in the right order. But I can live with that. There are a lot of games that turn out to depend as much on good luck as good management and provided the game play is enjoyable I don\'t mind. This game is enjoyable.=20
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