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Musings On...
Aladdin's Dragons (#5)
Tom:
One of the "big" releases at Essen 2004 was Reef Encounter by Richard
Breese. The tremor of those who wanted the game was enormous. Why? Because
Breese's track record with his "Key" series is so strong that everyone
wants to play his new design. One of the strongest of the Key series of
games was reprinted by as Aladdin's Dragons; and after playing it, one can
see what the fuss is all about. With great components, an excellent theme,
and good mechanics Aladdin's Dragons is a good strategy game that has a
wide appeal. It won an award from GAMES magazine - Game of the Year - in
2001 and was certainly, in my opinion, a good candidate. The plastic
treasure pieces are really cool, and one almost feels like they are
playing with candy. The blind bidding system is neat and interesting, as
all of the different auctions affect one another in various ways; and a
good bluffing aspect pervades the auction phase. Eye candy is one of my
favorite themes. Aladdin's Dragons should be on anyone's must buy list,
UNLESS they dislike blind bidding.
Chad:
Ok, so there's eye candy. However, as much as I love candy, the sweetness
of this game turns bitter very quickly. I don't mind blind bidding one
bit, as I really like some other games in this genre such as O Zoo le Mio.
But an hour and a half of nothing but blind bidding!?! Yeah, the theme is
nice, and yes, the bits are pretty, but the "game" is practically
nonexistent. Lay some chits face down, reveal them, and see who won.
Repeat it for a few rounds, and that's Aladdin's Dragons. Where are the
rest of the mechanics that make games fun and interesting? It's like
watching astroturf grow, except less entertaining. If you ask me, all of
this candy must be sleeping pills in disguise.
Jeremy: Now those are some
interesting comments! In fact, I know the exact feeling you are talking
about, and could have expressed the exact same sentiment...but for
Industria. Industria is auction after auction, trying to acquire certain
sequences of tiles that will make it easier to place your tiles and score
points -- not that it is horrible, but I found it overly long and dull.
But Aladdin's Dragons is, to my mind, a different sort of beast. I admit
the game is weak with 3 players, but with 4 or 5 players, it is the nature
of the auctions, with a lot of important bluffing elements as opposed to
straight-forward bidding conventions, that make it stand out and eliminate
the problem you describe! See, in Aladdin's Dragons, I am not just trying
to outbid you, I am also trying to make you pay much more than you should
for lots I may not even want while picking up lots I want relatively
cheap. Throw in the "magic" cards ("face-up" variant), the Guard space at
the top, the different powers of the amulets -- which also happen to be
your victory points -- as well as the constant juggling of your "candy
holdings" (currency) and I find there is actually quite a bit to do in
Aladdin's Dragons! You mentioned O Zoo le Mio, but isn't that just "bid,
place tile, repeat"? Not liking blind bidding is one thing, but saying
Aladdin's Dragon is bad and O Zoo le Mio is good, is plain ol' confusing
to me.
Chad:
The reason I think O Zoo is a good game and Aladdin's Dragons is a poor
game boils down to play time. I can handle a half hour of pure blind
bidding before getting bored, but not an hour and a half. The theme of O
Zoo is also more appealing to me. I realize that this is my own personal
taste, and that not everyone would agree. Anyways, this isn't a discussion
about O Zoo, so I'll get back to Aladdin's Dragons. I will agree with you
that there is slightly more than just the blind bidding. The bluffing
aspect is nice, but pretty much just boils down to throwing your "1"s and
"2"s on stuff that you don't want. The other bells and whistles only serve
to break the flow of the game in my opinion. Out of all the non-blind
bidding elements, the "magic cards" are the most frustrating, in my
opinion. It's incredibly frustrating to have a move voided just because
someone has some magic up their sleeve. It's kind of the same complaint
that people have about the cards in Evo, except Evo is a fun game to begin
with, so they don't bother me as much. I guess what I'm saying is that
even though there might be slightly more than just plain old blind bidding
going on, the extras just don't do anything to make things interesting to
me. In fact, I think they just bog the game down.
Tom: What about the magic cards or
the use of the tiles - they make a huge difference in the game! And I have
never "thrown away" my small numbers; I try to put them where I think no
one else will play their tiles. In fact, I feel that the theme is so
strong that I've never really even thought of it as blind bidding. I like
to send my strong thieves to certain places, and my weaker thieves to
other places. This is a semantical difference - I know; but it helps me
enjoy the game more. Zoo Sim is a good game, but I really don't think they
are in the same category at all. Yes, both include blind bidding, but it's
done in an entirely different way. And once again, I will state that the
game is not nearly as good unless you use the tile abilities and the magic
cards. They really change the game and add a lot of tension.
Jeremy:
Those small numbers are part of the key to the bluffing. If I use my 1 in
a space that my opponent really wants to claim, I put psychological
pressure on him to up his bid in that area to be able to hang onto it.
Imagine if he put a 6 there, then I put a 1, but he thinks it may be a 7,
that forces him to put another number down, maybe an 8, which means I have
tied up two of his 4 highest bids -- and it only cost me a 1! And one part
of the game we haven't touched on at all: the bid you make for an artifact
is also the price you have to pay, and each chip you place in that space
requires payment in one currency! Not only are you competing against each
other, but now there is an element of budgeting optimization that serves
the game very well and adds even more tension into the game. To touch on
one more thing, the magic cards, I must say that I find them fairly well
balanced. Most of the "big" cards affect the card's owner as well, the
only real difference being that he can plan for it slightly. And if you
thing magic cards hurt the game, just make it a priority to snag the
"spell-killer" artifact! There is even strategy in which tiles you pick
up.
Tom:
Sure, one might be able to make a case against the Basic game, where no
magic cards are used. I still would argue that the game is a lot of fun
but could understand that it might get monotonous and repetitive (for some
people). But the Advanced game is fantastic and in fact is the only way I
teach or play the game anymore. And besides - the pieces and artwork are
just so incredibly cool and add a tremendous thematic flavor to the game.
The treasure pieces themselves are some of my favorite bits in a game,
even though every player I've played with has called the orange treasures
"Chicklets". (See, I can talk about food, too!)
Chad: Although I dislike the
magic cards, I would have to say that the advanced game is more
interesting than the basic game. The basic game would be as much fun as
choking on the candy-like pieces of the game. The advanced game isn't as
bad as choking, but isn't a whole lot better. I'm in the crowd that thinks
that this game is monotonous and repetitive, even with the doodads of the
advanced game. Cool artwork and pieces just isn't enough for me to save
this one from my junk pile. The game might have been saved if monkeys were
involved, but chiclets? Not quite enough to interest me.
Jeremy: Chad,
far be it for me to dissuade you from your loathing, but I am still not
really clear on why you find it monotonous. Different bids in different
areas give you different abilities such as switching the start player,
allowing trades with the bank, acquiring one-time abilities, acquiring
victory points (which also have special abilities), outbidding and
outguessing your opponents, keeping other players honest -- and each turn
takes about 5-15 seconds. I understand those who dislike this game because
they dislike blind-bidding in general, but I don't understand the claim of
the game being monotonous. Is Medina monotonous because all you do is
place two wood pieces per turn? Is Princes of Florence boring because it
just consists of 9 auctions and two actions per turn? Is Ticket to Ride
boring because all you do is pick up cards collecting large sets?
(Actually, I might have made your point by introducing the Ticket to Ride
analogy...)
Tom: One point that could turn a person off from the game
is that a bad turn, if poorly played, can really hurt a person. If I put
my "9" where someone else put a total of ten or more, my "8" where someone
else puts their "9", my "7" where someone else put their "8", etc., etc.,
I could have a turn where I win little or nothing. This doesn't just hurt
a little; it can potentially lose the game for you. Now, I've never had
this happen to me, but I've seen it happen to others; and it soured their
outlook on the game a little. I personally think this is poor playing, but
it can happen to a lot of beginners, who then begin to rant against blind
bidding. I try to warn people about this aspect in our games, but it can
still crop up.
Chad: To answer Jeremy's last question, yes, TtR is
somewhat simple and monotonous. I can still appreciate it though since it
only takes a half hour to play. TtR is a light-weight game that has a
light-weight play time. It just seems that Aladdin's Dragons is a
light-weight game with a mid-weight play time, and that doesn't work for
me. There just isn't enough variety of actions one can perform to keep the
game exciting for an hour and a half. You're essentially "doing" the same
thing every time it's your turn, and that's placing a chit. Overall, my
sour outlook on the game stems from just not liking the game! It's boring,
monotonous, and too long for what it is. However tasty the bits may look,
there are just too many sweeter candies on my shelf to bother with this
one.
Jeremy: Well, I hear
what your saying, I just don't understand it. But then, I don't understand
the appeal of Tigris & Euphrates either -- what, it being a game of
simply laying down tiles and all.) Aladdin's Dragons rises above its
simple rules, since each chit has a differing value, and the use of bluff,
one-upmanship, and constant re-evaluation of what might be available on
the different parts of the board make for a great game in my book. This is
a middle-weight game with a middle-weight playing time; it has gorgeous
bits, and a simple ruleset, and has gone over very well with my casual
gamer crowd and my game group, and I'm thankful that we enjoy it as much
as we do. So, Chad, if I ever have a game day at my house, and you and
Greg Schloesser are invited, I know what game not to bring to the table,
but for any other group, when I have 4 or 5 players, this is one I would
want to hit the table.
Tom: I agree
with Jeremy (except of his comments about T & E). There are some
people who, contrary to all that's good and holy, don't like this game.
But most folk I've introduced it to do enjoy it, so I'm confident that I
can always find someone to play it with - just not Chad, or other gaming
curmudgeons. Aladdin's Dragons may be a blind bidding game to some folk; and
indeed, it is a major mechanic of the game. To me, however, it's just
plain fun.
Tom's
rating: 8.5 out of 10 Jeremy's rating: 8 out of 10 Chad's rating: 3 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.
Our guest reviewer
is:
Chad Krizen is a soon-to-be-college graduate, majoring in
Landscape Architecture at the University of Wisconsin - Madison. After
graduation this December, he hopes to work in land planning, residential
development, and community planning. He's an avid gamer, and does most of
his gaming with the Madison Board Gamers on Wednesday nights, as well as
the Pegasus Game CGroup which meets Sunday afternoons.
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