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Rio Grande Games
| Clans
Clans
Price: £22.99
Currently Unavailable Boardgame, 2-4 players. The game is set in late pre-history, a time of transition - when our distant ancestors, who had struggled and barely survived for ages in very small nomadic groups, began to feel their lives would be more secure and less arduous if they formed larger groups. This led to the formation of the first villages. The players compete to be involved in the most and most valuable villages. ********** 2-4 players, 30 minutes designed by Leo Colovini reviewed by Ben Baldanza Leo Colovini and Michael Schacht have been two of the more prolific designers over the last few years. Many of their games share common characteristics: simple but elegant mechanics, fast play with good depth nonetheless, and a clear basis in the purely abstract. The two have teamed up a few times already, with their latest effort being the very good Magna Grecia, but that\'s another article. Clans, by Colovini, fits this to a tee and the game falls into a ``fast but deep\'\' filler category along with names like Web of Power, Paris Paris, and Carolus Magnus. Clans consists of a board showing 60 territories in four land types. To begin the game, each of 60 huts, 12 each in five colors, are distributed one per territory according to a simple method. The huts are in five colors, and each player will represent one color. All five colors are used with any number of players, meaning that some colors will not be matched to a player. Tiles each showing a colored hut are shuffled and given face-down to each player, so at the beginning you know your color but no one else\'s. Turns are as simple as one could make it: you take all of the huts in a territory and slide them into an adjacent occupied territory. That\'s it. You cannot slide into a vacant territory, thus every time a territory is ``moved from\'\' it creates a vacant space that will not be reclaimed in the game. There is only one other movement rule: once a space has seven or more huts, they cannot be moved. Other huts can be merged into them, however. Play continues until a village is created. A village is simply a hut or set of huts that is surrounded by empty territories. When this happens, the player creating the village takes a village chip and the village is scored. The basic value of the village equals the number of huts in the village, and every color represented moves that amount on the scoring track. Note that this says every color represented - not every hut! So, a village made up of three red huts, one blue, and one green hut, will score five points for each of red, blue, and green. Red has no advantage because they have more huts in the village. The village chips begin the game situated on a scale showing five epochs. In each of the first four epochs, one land type is particularly good and another is bad. If a village is created in the favorable territory, bonus points are added to the basic village value. If a village is created in the unfavorable territory, the village scores no points but the player who created it still gets a village chip. There are 12 village chips in the game, and once the 12th village scores the game ends. Players then reveal their color, move their marker ahead one space for each village chip they collected and see who won. Initially it seems that you wouldn\'t want to double up huts in your color, since scoring in multiple villages is likely worth more than fewer single villages. But in a very clever rule, any village that includes each of the five colors must have any ``singleton colors\'\' removed before scoring. Because of this, it can often be beneficial to get two of your huts in one area and then try to get one of every color there as well. It is possible to create more than one village with a single move, but better players won\'t let it get to that point. Creating the village has clear advantages in the form of the village chip and being able to influence the final land type. But more important is to score often with your color and ideally in ways that do not make it obvious who you are so that others start to shut you out. The game plays very fast, and finding the opportunities to set up your color in favorable territories, ideally while helping only the straggler colors, is what it is about. Because of the unknown player
colors, the game has a bit of a Heimlich and Co. feel (``ah, you must be green!\'\'). Clans would be too dry if it lasted any longer, and it works better with three than four since there is more control and having two unmatched colors adds to the ambiguity. This game won\'t appeal to everyone but its fast play and interesting idea make it a filler worth trying.
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