Showing posts with label Atlanteon. Show all posts
Showing posts with label Atlanteon. Show all posts

Monday, July 8, 2019

I fail at Abstract classification

I have this really silly tendency to divide abstracts up into putting pieces on the board and moving pieces on the board. 

Which is nonsense as a taxonomy. Not only are there abstracts where you do both, like Hive (or ZERTZ or Amazons or Six or YINSH or...), there are games where neither term really fits. The Mancala family really doesn’t fit the concept of moving pieces on a board, for instance. It’s its own thing. And an abstract like Zendo is completely off the grid.

I think the reason I tend to do this is because I have found that I like putting stones down more than moving stones. I admire Chess but I don’t really have any desire to play it. I admire Go and I do want to play it more. There’s a number of reasons but putting stones down is just more satisfying for me.

I don’t think it’s the biggest reason anymore but this tendency started for me because putting stones down also acts as a timer. You know the maximum number of moves in a game. Someone once wrote Othello was a great game for kids before bedtime since it had a predictable time frame.

However, stones on the board also lets you see the history of the game at a glance. For me at least, it’s a lot easier to read. It also makes it easier, at least for me, to feel the tempo of a game and to have a strong sense of what stage the game is at. 

And for me, it feels less likely for a stones on the board game to stall out. Stale mates in Chess just make me feel depressed. 

Atlantean, one of Knizia’s more minor games, has stayed in my collection in part because there’s a maximum of eleven moves per player. (Variable opening set-up that’s under the player’s control also helps) When I want a quiet, thoughtful abstract that will take ten, fifteen minutes, it’s one I consider. 

And, while I consider it to be one of the weaker Pyramid games, I still occasionally play Branches and Twigs and Thorns because being a stones on the board game on a very small board turns it into a knife fight in a telephone booth very quickly. Mind you, the first few moves tend to determine the game but it’s so fast that the rest of the moves don’t take very long.

But I’m not just saying I like stones on the board because I can play some quick games. Go, the ur-example, is a longer game but you get to see the board develop and it becomes so wonderfully complex. The history of the play is there for you to see, even at my pathetically limited understanding of Go. It’s a living tapestry, which is a great turn of phrase even if it is too pretentious for words.

For me, I find myself using stones on the board as a category because I find that mechanic an act of meditation and creation as well as competition.

Monday, December 24, 2018

Atlanteon is an abstract is basically just good enough

I hadn’t thought about Atlanteon for years until I was looking through my abstracts. And now I want to play it some more :D

In Atlanteon, each player has eleven tiles numbered zero to nine, plus a king tile that’s also a zero. They take turns placing the tiles on a five by five grid that has three neutral castle tiles that they took turns placing at the start. When a tile is surrounded on all four sides by other tiles or the edge of the board, it’s scored. Whoever has the most value in tiles around it gets it. Opponent-claimed tiles still count for their player for claiming the tiles they’re next to.

Atlanteon can end in three different ways. You can win by capturing your opponent’s king or by capturing all three neutral castle tiles or by capturing eleven tiles and having your king on the board. 

I’ve skipped over some rules (you place a disc in captured tiles but don’t get to do that for the two white castles and the black castle has its own, quirky set of rules and there are tie breakers for capturing tiles so I think it’s impossible to tie the whole game) but that’s the basic idea of Atlanteon.

While the game has the theme of undersea warfare, the theme has absolutely nothing to do with the gameplay. Atlanteon could work with just about any theme or no theme at all. A cyber punk hacking theme would have done pretty well and given us better artwork to boot.

I’ll be honest. There’s nothing particularly special about Atlanteon. It’s a little quirky but the overall structure is basic stones-on-the-board, count-the-numbers. However, it ticks off a number of boxes for me.

It’s a short abstract, probably around fifteen minutes, and it’s a dynamic one. With only eleven moves each, every move count and every move changes the board. Atlanteon isn’t a slowly developing game. It’s a knife fight in a phone booth that someone just tossed a hand grenade in.

And there is the simple thing that the game works. All the pieces fit together and it all balances out. And the variable starting positions of the castles helps keep Atlanteon from getting too formulaic and too quickly solved.

Last of all, I own the thing. I got Atlanteon when I was in my buy everything stage. I don’t know if I’d buy it now but it’s not leaving my collection. It’s not a brilliant abstract but it’s a nice little snack of one. It’s comfy.

Atlanteon is a workman-like game that honestly isn’t anything special. It’s definitely not one of Knizia’s best games. Wow. I went this long before mentioning it’s a Knizia. But it does what I imagine he set it out to do. Be a quick little game with real if light choices.