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Over the last few years MATAGOT has presented several magnificently equipped boardgames which give the players a quite stunning impression when they have been set up on the gaming table. Games like Giants, Takenoko, Cyclades or Kemet come with beautiful playing pieces, and together with the nicely illustrated gameboards such games have become a trademark for MATAGOT's line of products.
In this company the new MATAGOT game Barony by Marc André stands out, since the game features an assortment of wooden playing pieces, and also the modular gameboard is different than the big, illustrated boards found in other MATAGOT games. Mind you, the wooden knights, villages and cities which can be found in Barony are quite nice and big when compared to the wooden components of other boardgames, but nonetheless the whole appearance of the game seemed a bit "traditional" if compared to many other games of this year.
However, a more traditional look does not always imply that the game itself is outmoded, and indeed Barony can score with a quite straightforward but nonetheless challenging set of rules. The game indeed deals with the traditional thematic background of medieval combat and conquest, but quite interestingly it turned out to be a purely tactical challenge with no factor of luck.
When the modular gameboard has been set up in a random fashion, each of the players is allowed to claim three hex-spaces as starting regions, and the players will place one each of their cities and knights into each of these regions. To mitigate the advantage of the starting player, the choosing of the starting regions follows an alternating player order which makes the last player the first to place all of his cities, and if everybody choses his starting regions wisely none of the players really will gain an advantage from his starting position. With the regions chosen, the game if ready to begin, and the plain straightforwardness of the whole playing concept becomes visible when looking at the composition of a player's turn. During his turn, a player just may perform one single action, and so the game will move forward with considerable speed since not too many things will change on the gameboard between two turns of a player. The available actions are as follows:
The game is over when a player has reached the rank of "Duke", and when the round has finished all players will add up their victory points from ranks of nobility and remaining resource tokens to see who has won the game. Can a game be traditional and modern at the same time? When first going through the rules of Barony I was doubtful whether the game really meets up with today's expectations concerning innovative rules and mechanisms, but already the first test game really woke up my liking for more. Even though the general conquest setting reminds of early-age computer games, the incredibly high pace set by the "one action per player" rule gives the game a rather unexpected addictiveness. Players with a liking for quick calculations and a good eye for tactical advantages certainly will perform quite well in a game of Barony, but especially in games with 3 or 4 players there will be some shifts in leadership since temporal alliances may form to show the leader his limits. This is more difficult in the two-player game since a player who has gained an edge over his only opponent is quite hard to catch up with. However, irrespective of playing with a cast of two, three or four players, Barony is a game dominated by a player's ability to see tactical opportunities to gain valuable resource tokens which can be turned in for ranks of nobility. Apart from the position of a player's knights on the gameboard, there is also a high dependence on timing since a player must hold onto his resource tokens (i.e. not lose any villages) until they can be turned in. If both timing and tactics are one of your favourite features of a good boardgame, you should go for Barony since it is a well-designed representative of modern strategy games! |
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Copyright & copy; 2015 Frank Schulte-Kulkmann, Essen, Germany |