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Lawless
I have a soft spot for Blue Box games, as I’ve found them very fun, and good to play with a larger group of players. I’m also a sucker for Western themes, as they aren’t extremely common, and thus found Lawless (Eurogames, 2003 – Bruno Cathala) intriguing. I liked Bruno’s other games (Queen’s Necklace, Drake & Drake) and so was looking forward to try out the first game he ever designed. So, my opinion? Although I love the theme and much of the game-play, it didn’t really strike a chord with my group. The game is a good one, but has so much randomness and backstabbing that it can literally be impossible to win. That being said, the game is very fun to play. This seems like a contradictory opinion, but let me explain a bit more. A thin, long board is set out in front of the players, with six spots to place cards, each numbered from one to six. (This is known as “the Line.” A deck of 117 cards is shuffled, and three cards are dealt to each player. Six cards are turned over and placed on the Line, one in each spot. The rest of the cards are placed face-down to form a draw pile. A pile of gold pieces is formed in the middle of the board (depending on the amount of the players). One player then takes the first turn, with the rest following in a clockwise order. During the game, a player will play cards in front of him, indicating that player’s ranch. Cards include cattle herds (poor, good, and prize-winning) –which graze on ranges and can be sold for money; ranges (scrub, good, and excellent) – which support cattle; cowboys (greenhorns, experienced hands, and veterans) – which watch over the cattle; and other special cards that accomplish a variety of things. On their turn, a player completes four phases. The first phase is the manage livestock phase. First, a player must check to see if any of his cattle have run away. The player to their left counts up the amount of cattle herds they have on the table and adds that number to the roll of one die. The player who owns the cattle adds up the bonuses on the cowboys they have on the table, and adds that to the roll of a die that they make. The two rolls are compared, and if the player who owns the cattle rolls lower, one herd runs away. Otherwise, nothing happens. The player who owns cattle may then sell each cattle herd or let it graze. Each cattle is worth an initial amount of gold. Every time it is not sold, but left to graze, the card is rotated (up to four times). The amount of times rotated is multiplied by the base value to get a total value when the herd is finally sold. The next phase is collecting other incomes. During this phase, any player who owns a gold mine collects money for it. After that, a player has six action points to spend. They may do four different things with their action points (which should be spent and cannot be saved from turn to turn). - Take a card from the Line (the cost in action points is the number that corresponds to the space the card is in. - Take a card from the pile (the cost is 3 action points) - Play herd, range, or cowboy cards in front of them. (The cost is 1 action point per card, and herd cards cannot be played unless they are supported by range cards – each range supports a certain amount of cattle.) - Play special cards. (The cost is indicated in the top left corner of the card.) During the last phase, the player discards down to his maximum hand size (10 cards), and moves the cards on the line. Each card moves down to fill gaps in the Line, and the top cards of the deck are drawn to replenish the Line. There are many special cards in the game. These include: - Indian raid: This card can be played on an opponent’s range, locking it up, and preventing it from scoring any points. - Cavalry: Cancels Indian raid - Stampede: This card increases the chances of cattle running away from the player on whom the card is played. - Rodeo Champion: Cancels Stampede - Hold Up: Allows you to rob the bank or another player of some of their gold. - Gold Mine: Puts a gold mine on a range, giving that player additional income. - Hired Guns: Can be used to attack opponents’ cowboys - Sheriff: Helps defend against Hired Guns - And many more…. After the last card is drawn from the deck, or the last coin taken from the bank – the game is over. Each player then scores up their total points. Each player totals up their ranges, herds, cowboys, and gold. The player who has the most in each category scores five points, with the second getting three points, the third getting two points, and the fourth scoring one point. Fifth and sixth get nothing! The player with the highest amount of points is the winner! Some comments on the game:
Tom Vasel
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