Abstract Games Issue 16 Winter 2003

This issue marks the end of our fourth year of publication. We apologize for the delay in distribution. There is no danger to the continued printing of the magazine, merely that this last quarter was overfull with challenges, both health and professional. When AG1 was printed we decided to name it "Spring 2000" rather than "Winter 1999" in order to give us a little leeway for just such an eventuality. We intend to catch up over the next year.
          Our subscription costs have remained steady throughout the first four years, despite three price hikes by Canada Post and an increase in printing costs. In addition to this, our expenses are in Canadian dollars, although most of the income is in American dollars, and the Canadian dollar has been much stronger recently. We have no choice but to make a moderate increase in subscription costs, and we know you will understand.
          Onwards and upwards! There is a long review of Reiner Knizia's cooperative game The Lord of the Rings in this issue, along with an interview with the man himself. We've hosted a sporadic discussion in this magazine on the merits of abstract games versus theme games, and Dr. Knizia further addresses this topic.
          Despite the popularity of theme games, for many people the most satisfying gaming experiences are still to be found among abstract games. I have been playing more Onyx recently. The beauty of this game for me is twofold. Firstly, there is a collection of really nice tactical motifs, similar to the shapes that one can learn in playing Go, but with a great deal more clarity than is easily achievable in Go. Secondly, with a little experience it is not too difficult to follow potential lines of play through many moves. I feel it is far more difficult in Twixt, for example, to reach the level of expertise where alternative lines of play can be analyzed with any accuracy. This does not, however, detract from Onyx's obvious strategic depth. A theme in a game like this would surely be distracting and unnecessary, and the player of Onyx faces the geometry of the board and an extremely compact, elegant rule set. Aesthetically, the game is perfect, and the same can be said of other abstract games. (Everything has its place, nevertheless, and Connie and I have been having fun recently with some of the Kosmos line of two-player theme games, including Hera & Zeus, Caesar & Cleopatra, Lost Cities, and let's not forget Odin's Ravens.)
          Dr. Knizia's most compelling argument in favor of thematic games is the role-playing aspect. Imagine, for example, that you are in a game in which the players are warlords in medieval Japan. There are a couple of factors that may guide your actions in the game. Imagination can tell you what would be a smart course of action for the Japanese warlord. On the other hand, a close reading of the rules and the victory conditions may lead to formulation of a winning strategy. If these two possible guides to good play agree closely, then it is a good theme game.
          It is purely a matter of personal preference and mood whether one wants to play a good abstract game or a good theme game. As far as game design is concerned, however, the big game publishers seem to be intent on marketing theme games, so that it would make sense to develop only theme games. Obviously publishers perceive that the public wants theme games above all. This may well be true to a large extent, but I can't help thinking that at least part of this demand is created by the publishers themselves through their marketing investment decisions. It's a chicken-and-egg question.
          We are ever grateful to our faithful readers and supporters, and wish you all the very best in the upcoming year.
          Happy gaming!

Contents

Editorial

Letters

Game and Book Reviews

Interview with Reiner Knizia
          by Clark D. Rodeffer

Omar and Aamir Syed's - Arimaa
A Difficult Game for Computers
          by L. Lynn Smith

Amazons
          by Paul Yearout

Mamba
A Competition in Abstract Farming
          by Christophe Berg

Selus and Sadéqa
African Warrior Games
          by Ralf Gering

Havannah
Basic Tactics Part 2
          by Christian Freeling

Tablut
A Sami Game
          by Michael Sandeman

Bashne
Combinations and Counter-combinations
          by Sergey Ivanov

Sprouts for Capitalists
          by Gregory K. Van Patten

Grace Under Pressure
          by Connie Handscomb

Index


Select Previous Issues

Issue 15 Autumn 2003
Issue 14 Summer 2003
Issue 13 Spring 2003
Issue 12 Winter 2002
Issue 11 Autumn 2002
Issue 10 Summer 2002
Issue 9 Spring 2002
Issue 8 Winter 2001
Issue 7 Autumn 2001
Issue 6 Summer 2001
Issue 5 Spring 2001
Issue 4 Winter 2000
Issue 3 Autumn 2000
Issue 2 Summer 2000
Issue 1 Spring 2000

- email | top of page -

© Abstract Games. All Rights Reserved.