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Musings On... Maharaja (#2)
Tom: Maharaja is one of
the few games that I wanted to play again immediately after my first
playing, which is especially unusual for a game of its depth and
complexity. Often, I'm turned away from games that have no luck, as this
gem by Wolfgang Kramer and Michael Kiesling, but the game intrigued me.
Maharaja is essentially a game of area control - something I'm fond of,
but adds simultaneous selection, beautiful pieces, and gut-wrenching
decisions to the mix. I'm especially fond of telling newcomers to the game
that for once, we are about to play a game where the final goal is NOT to
get the most victory points. Aside from El Grande, this is probably my
favorite Kramer game to date.
Jeremy:
Oh boy! Them's fightin' words! Maharaja is one of the few games that I
really wanted to play...until I actually got to play it, at which point I
immediately realized this was not going to be a game I was going to like
much at all. The Kramer & Kiesling partnership has been a good one,
but this is one game I find nearly completely unnecessary. I admit to not
being the biggest fan of influence (aka "area control") games, but for me
Maharaja is an unhappy melding of mechanics, borrowing from the likes of
El Grande and Java, but not having the theme and cool mechanics (actions,
tower) of the former, nor the immense and intense tactics of the latter.
Why do Maharaja when you have done both "types" of games better
previously?
(Tom stands up and stares threateningly at Jeremy)
Tom: Just because games have similar
mechanics, doesn't mean that they are similar in style and feel. El Grande
has some similarities (area control) and Java a few, minute things that
are the same - but the whole, overall game played differently. Just admit,
Jeremy, that you just can't win the game!. One thing Maharaja has that El
Grande and Java can't even touch are the different roles each player can
choose from, altering their strategy and that of the other players. I
enjoyed the game, because on each turn I felt like I had so much I wanted
to do - but could only pick a couple actions. Then I would wonder what
actions my opponents had picked, and get even more intense with my
selection of the actions. That, my friend, is what makes the game
excellent.
Jeremy: Excellence, or
lack thereof, is in the eye of the beholder. Before continuing, I must say
that I do not disagree with anyone who claims the game is clever -- it is,
and that exceedingly -- but it has it's problems. I feel this game to be
too abstract and "wooly". The abstractness is apparent even from a quick
glance at the board which has a fairly symmetrical and rather
uninspired presentation and layout. Though the wooden houses and cardboard
tiles are nice, the palaces are completely lacking (glass beads?), and the
board makes no place for houses in the city, leading to houses just kind
of being piled up all over the place. And whether I am building houses or
palaces or choosing roles, I never feel engaged with the theme of the
game. I feel like the game requires cleverness and naught else -- no soul,
no connecting theme. In this respect, it feels, to me, like an old Knizia
game -- and by "old Knizia game" I mean nothing good: Well balanced,
exceedingly clever...and dry as a bone.
Tom: Bah! If people (all two of them) read my
reviews, they know that I'm a sucker for a good theme, which is why Duel
of Ages is my favorite game. But an excellent game does not necessarily
need a theme, like Tigris and Euphrates. Shame on you, Jeremy, for calling
the "old Knizia" nothing good, as he has produced many classics. I won't
deny that Maharaja is themeless and can feel dry to those who MUST HAVE
theme, but the game is superb enough to look beyond that. Would little
wooden palaces have been nice? -sure! But this is one of the few games
that transcends theme (like Tigris, Java, El Grande, etc.), and it's worth
playing on the merits of its mechanics alone.
Jeremy: That's what YOU think! *LOL* That's all
well and good for you to say that, because it is true for you. But I MUST
HAVE theme! I am hardly alone in preferring games have some connection to
their theme, and so I speak loud and proud for us theme-frieks out there.
So, Tom, I admitted the game was clever, and you admitted the game lacks
theme. To return to my "Java + El Grande - theme = clever, but mediocre
themeless gaming experience" thought, I simply don't see anything in
Maharaja that merits serious attention. It is elegant and well designed;
true, it is clever, but I simply can't find anything about it that makes
it stand out from its progenitors: it smells like El Grande, it moves like
Java. You say you like it because it has no luck, but fact of the matter
is that this game does have a lot of potential chaos by way of player
decisions. Is that a bad thing? Nope -- I like that kind of challenge --
but I mention it only to point out it's not really a classic "no luck"
type of abstract game. It is "wooly": so many possible things can happen,
what with the movement abilities, and the advisor switching, and the roles
changing hands, etc. Again, not a bad thing, but not something I
appreciate as much in a game so devoid of meaningful theme. (Note to self:
keep entries shorter...)
Tom: (Note
to self: bring duct tape next time). I agree that the game is "wooly" (to
use your slightly irrelevant term) rather than "no luck". It's for that
purpose that I enjoy it, as I'm not a huge fan of games that are entirely
devoid of luck (such as Chess or the Gipf series). Another reason I
enjoy it is for the simple reason that the game does not depend on victory
points, as the majority of Eurogames do. I found this refreshing, and my
gaming group all immediately had a higher opinion of it. Usually, when I
introduce a new game, I state: “the object of this game is...", and the
entire group choruses "to get the most points." Maharaja is a pleasant
exception to that rule - and simple to understand.
Jeremy: *LOL* Tom, how is "wooly" irrelevant if
you agree with me? =) As for your point to the unusual win condition, I
guess it takes more than changing the goal for me to get excited about a
game. I did like the idea of palaces being the win condition, but it still
doesn't ring my proverbial bell. For me this game comes back to one thing
we can't argue about: neither I, nor anyone I played with, was impressed
with the game. (And, yes, I did win several games of it!) I literally had
to bribe my gamers with their favorite game to be played afterward for
them to agree to play Maharaja! I also had Java with me this summer (a
game I compared Maharaja to above), and it was Java that drew a very
favorable response, despite its longer play time -- and this with more
casual gamers!
Tom: Well, I've had
the absolute opposite experience. Almost everyone I've played the game
with has loved it, with a few who only marginally enjoyed it. It's one of
the top two strategic games of 2004 (with the other being Goa), and is a
superb game - one that has a lot of "aoffter-game" talk. I'm a very
thematic person - and while I usually require a game to have a full-blown
game to enjoy it, Maharaja is the exception to the rule - with
opportunities to explore different strategies and tactics. Great
components, simplistic rules (for a heavy game), and tremendous components
make for an excellent game. I give Maharaja a "9" out of ten, although I
would only play it with "gaming" groups, as it is certainly not a light
game.
Jeremy: Maharaja is something
of a conundrum to me. It is a very elegant and clean design, but the
aesthetic and lack of theme really hurt the game. The real kicker is that
the game never seems to really "wow" me. Too brainy to be non-gamery; too
unpredictable to be gamery; too much planning to be completely
unpredictable! There are other games just as clever that have a better
mesh of mechanics and theme, even this year, 2004, I would pick Power Grid
as a much better gamer game. Throw in the fact that out of 10 'guinea
pigs' only one ever wanted to play Maharaja again, and I just can't get
enthused about it.
Tom's Rating: 9
out of 10 Jeremy's Rating: 5 out of
10
Tom Vasel is a game enthusiast currently living
in Korea. He has written over 200 reviews which can be found at www.boardgamegeek.com, and plays games solely to have
fun.
Jeremy Avery writes reviews for www.funagain.com, and is
the designer of www.geocities.com/yahugaming - a web page devoted to
helping people learn more about 'German' games.
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