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Considering the players& iexcl;& macr; requirement and the style of the game, we not only offer more convenient index column but also more detailed game information and more understandable newbie guide, which will guide players, senior or new, to a certain extent.Although there is not much in the way of specific direction to guide you through the game, the item restrictions usually make it fairly obvious what you have to do next.
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A game can seem more complicated than it is when its game concept is weak. Many people regard Reiner Knizia's "Stephensons Rocket" as a complex game in spite of the fact that its rules are remarkably compact. Its rail building theme is pretty good - but what exactly are you trying to do with those railroads? You want to control them of course. But that only pays off at the end. Meanwhile, you want to run them in to cities, but only after you build stations that you ran the railroads into first. You also want to control the cities that you run the railroads into, and you want to control the commodities that each city produces. Finally, you want to merge the railroads in a way that insures you control the really big railroads at the end of the game. Whew. In a public appearance, Reiner Knizia once said that scoring and victory conditions are good things to manipulate to get the players to do what you want. In the case of Stephensons Rocket, he took his own advice too well. He made the game work by tinkering with the scoring mechanisms at the cost of maintaining a strong game concept. The final product is a good game, but at times it seems to be a runaway train that is in constant danger of running off its rails. Conversely, even a complex game can be held together with a combination of strong game concept and theme. Karl Heinz Schmiel's "Die Macher" holds together remarkably well despite being one of the most baroque of all German games. It takes about 45 minutes to teach the rules for Die Macher, and each turn has 13 phases. I don't think too many players would tolerate that sort of complexity if its mechanisms didn't tie so well to its election theme. When a theme is strong, the theme merges with the game concept. "Players represent political parties, each trying to get as many votes in regional elections as possible, which earns you points. You'll attempt to manipulate your party's policies and public opinion in order to get votes in those regional elections. Success in those elections in turn enables you to control the national agenda, which scores you more points." Along with Die Macher's strong theme, and the way it successfully bonds its mechanics to its theme, Die Macher has a strong central mechanism which gives it a strong game concept. Everything flows in and out of the regional elections. You manipulate policies, you buy media, you place party markers, and you manipulate your local popularity all in an effort to gain influence in the local elections. After you've scored your points there, the regional elections affect the national board which gives you money and points for the endgame scoring. Die Macher holds rather well to the spoke and hub model, with somes spokes pointing in to the hub, and others pointing out from it.
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