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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Elfenland

Elfenland

Elfenland


Price: £34.99

 
This is the English language edition of the classic fantasy racing game which won the prestigious \'Game of the Year\' Award in 1998. 2-6 players, 60-90 minutes designed by ALAN MOON reviewed by KURT ADAM In 1992, Alan Moon released the game Elfenroads through his company White Wind. The production run was limited to 1200 copies. Alan\'s commitment on his limited edition games was that he would never reproduce a game without changing it in some way to ensure the investment of collectors. As the years passed since the release of Elfenroads, it became one of the Holy Grails of game collectors. Copies showed up on the Internet once in a while and fetched triple the original price or higher. People were dying to try the game that many considered one of the best games of all time. There was much rejoicing when Amigo announced that it was doing a simplified version of Elfenroads (as Elfenland). This year at Nuremburg the game was finally released. As a bit of background, I was a member of Alan\'s White Wind club and got a copy of Elfenroads a short time after it was released. I felt then and feel now that it is one of the best games I\'ve ever played. The interplay of the different systems made it a very enjoyable game. Even my parents (who aren\'t big game players) love the game, and bought a copy. However, the one drawback was that the game could run pretty long. The game took at least two hours, probably longer depending on your group\'s tendencies to sit and think everything out, kibitz, etc. Elfenland was specifically designed to streamline the game, one whole element was removed (money was used in the original to auction movement counters), and the number of turns was cut from eight to four. In Elfenland, the idea is to travel around the map (beautifully rendered by the fantabulous Doris Matthäus) and visit as many of the twenty cities depicted as possible as part of a coming of age trial for young elves. The map shows a network of interconnected cities with varied terrain (woods, grasslands, mountains, rivers, desert and lakes). There is a set of transportation counters in a number of different types, and a deck of cards which depict the same transportation. The counters and cards are used in combination to travel around the board. There is also a set of markers in six colors and pawns (actually little elven boots) in those same colors. The markers (which for some reason Amigo produced as little cylinders that roll all over rather than the ubiquitous painted wooden cubes) are placed on the map (one in each city for each player in the game), and the boots are placed on the starting city. Each player also receives a trouble counter which increases the cost of moving along a particular route and a card depicting one of the cities on the board as their secret destination (there is one card for each of the cities on the outer edges of the board). If a player reaches all of the cities by the end of the third round, then they win, otherwise the fourth round is played out and the destinations are checked. The distance from your destination is subtracted from the total number of cities you have visited and the player with the highest total wins. From here, the rounds are identical in nature. Each player gets a number of cards (the number of cards is a bit in dispute, but I\'ll get to that later), and one transport counter face down. Five counters are then placed face up and the players choose one at a time (either one of the face up counters or one from the face down pool) until everyone has chosen three. Each player in turn may then place one counter at a time on the board or pass. The counters go on the paths connecting the cities and there may only be one counter between any two cities (aside from a trouble counter which is in addition to any transport counter). All players may use any of the transport counters on the board, provided they have the necessary cards. Once all players have passed in turn, the placing ends and the players play cards to move around the board. This is the heart of the game. Different transport methods are better in different areas and some can\'t even go in some areas (for example, the giant pig can only go through grasslands or woods, a unicorn only costs one card to use in the woods and mountains, but two in the desert). Trouble counters increase the

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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Elfenland


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