Last week we played Warrior Knights for the first time. This is a game I received in a math trade, and a stellar example of what I look for in such a trade: lose a game you don't like for a game you are interested in but would never buy. Warrior Knights was too long and opinion is too divided for me to spend money on it, but a trade was perfect.
We are playing again tomorrow evening, so I will wait until the next post to go into detail but I will say this: Warrior Knights is an extremely ambitious design. It mixes RISK like conquest with religion, politics, negotiation, drafting armies, events, exploration, and I'm sure I'm missing a few. The obvious downfall of this design direction is that there can be too little of any one thing to feel satisfying. In our first play, I'd characterize my opinion as mixed. It does everything more successfully than I expected, but there is a sense that some aspects of the game feel underdeveloped (not in a game design sense, but in a game development sense... though I suppose one leads into the other). There is significant chaos in the game, but some design choices help to minimize it's impact. All in all, I'm cautiously optimistic that this game will find a permanent place in my collection.
In this session, Bharmer started with all four of his knights, whereas Kozure and Shemp had three and I only played two. All approaches seemed feasible, and in the end Kozure and I were tied for influence and Kozure won on the tiebreaker.
Tuesday, November 02, 2010
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