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The boardgame Noblemen from Dwight Sullivan was the winner of the reknown Hippodice contest in 2009, and with this prestigious awards as a backing it seemed only a matter of time until the game would be published by one of the major publishers. Now the game has found a home with PEGASUS SPIELE, and indeed PEGASUS has equipped this award-winning game with lots of playing materials and a quite lavish design. However, a game which tackles the topic of finding England's new queen or king can be expected to fulfil a certain standard, and so the players will find themselves well equipped for the task of competing for the favour of Queen Elizabeth I., the childless Queen who is looking for a successor among the noble families of England.
Naturally, all of the players want their family to come out first in this contest, and their efforts are measured in Victory points which can be won during three decades of playing time. This split of the game into three equally sized parts has been made for scoring reasons, and so each decade features two masquerades when all the players meet at the Queen's Palace for the awarding of titles. The different titles are awarded on the basis of Prestige points, and these points can be created through various activities during the course of the game. But for the moment let's continue with the masquerades. These fancy dress parties are allocated in the middle and at the end of a round track which is used to record the passing of time, and usually the pawn on this track will be moved one step forwards when all players have taken a turn. However, Noblemen gives the players some possibilities to speed up the movement of the pawn on the round track for tactical reasons, and so the time until the next scoring may vary. The titles awarded at the masquerades will give the players some Victory points, and in addition to the masked balls each decade also ends with an evaluation of the players' estates, and in this scoring the players will gain some additional Victory points for some of the buildings and landscape tiles which they have acquired during the course of the game.
These first lines should give a rough impression of the more or less traditional scoring mechanism on which Noblemen operates - Victory points are awarded for estates and titles, and titles in turn are won by Prestige Points. However, let's now continue with the playing mechanism itself, since it is this part where Noblemen can boast with a delicate but nonetheless quite straightforward set of interacting activities. As mentioned before, the players will create their own estates, and these estates are constructed with four different types of landscape tiles which are acquired during the course of the game. At the beginning, each player possesses a single tile of grassland on which his family seat (a castle) has been placed, but during the course of the game the players may use their turn to add up to three landscape tiles from their stockpiles to their estates, thus creating an ever-growing area of landscape tiles. The following types of landscapes are available, and if a player possesses one or more landscape tiles he may opt to enlarge his estate by placing some tiles.
As indicated, the grassland tiles are used as a foundation for buildings, and instead of placing new landscape tiles a player also may use his turn's action to erect one building. The four different types of buildings available in the game serve different purposes:
Each player only may perform one single action during his turn, and apart from enlarging his estate and erecting new buildings a player also may opt to collect taxes or to reclaim land. Each of these actions may only be performed once per decade, and these actions will bring a player an amount of coins / landscape tiles according to the number of farmland / woodland tiles and unoccupied big farms / forests in his estate plus a bonus for each big farm / forest of other players' estates which are occupied by one of his own knights. In addition, a player also may donate excess landscape tiles to the church to gain some Victory points, and it is also possible to bribe a member of the Royal family, thus gaining a Prestige bonus for the following masquerade. The players actions all are aimed at a good performance during the six masquerades, since here the players with most Prestige points will get the most distinguished titles. The awarding of a title means that the player will gain some Victory points, and in addition each title also is associated with a rebate for new buildings, and this rebate remains active until the player receives a new title during the next masquerade. The Prestige points on which the titles are awarded are gained by the possession of Fountain tiles (with a bonus for complete gardens), by gardens within other players' estates which are occupied by one of the player's knights, by palaces and bribe markers, and by Scandal cards. In fact, all Scandal cards can be discarded to gain additional Prestige, provided the player abstains from using the special action depicted on the Scandal card. When all players have added up their Prestige for the current masquerade, the titles will be awarded, with the best titles going to the players with most Prestige. The game ends after a total duration of three decades, and this means that the players will have participated in six masquerades and three estates scorings. The player with most Victory points now will be proclaimed as the Queens' successor! Noblemen confronts the players with the usual challenge of acquiring the necessary parts for a production engine which is used for gaining Prestige and - ultimately - Victory points. However, an element which is unusual for this type of games is the fact that the players do not just buy the parts of their production engine, but these parts actually have to be "assembled". As explained, a part of the game is concerned with the players enlarging their estates, and here the players have to be careful to align newly placed landscape tiles in the most profitable way. Some not yet mentioned building and scoring rules need to be observed (e.g. a chapel may not be built next to another chapel, palaces and castles only will score during estate scorings if they are completely surrounded by landscape tiles etc.), and only those players who keep the scoring possibilities in mind will be able to make the best use of their estates and the landscape tiles within. This two-dimensional operation of building the players' estates is finely interwoven with the other mechanisms found in Noblemen, and it is exactly this correlation from which the game gains much of its attractiveness. A bit questionable on the other hand is the use of the knights. Each player possesses two of them, and they are the most direct element of player interaction which can be found in this game, since they are placed at big farms, forests and gardens within other players' estates. A knight's owner will gain a benefit, whereas the owner of the occupied landscape tiles will face a small detrimental effect. However, not even the Scandal cards allow a player to chase away another player's knight, and so the "victim" of such an action effectively has no possibility to end the occupation of his own landscape tiles. The only way to react is to activate one of the victim's own knights by the building of a castle, and in most cases this knight then is used to occupy some landscape tiles in the aggressor's estate. This tit for tat retaliation seems to be rather plain, and so the question may be asked whether the game really needed this kind of direct player interaction. Still, apart from the knights the game operated quite smoothly, and that fact that each player only is allowed to perform one single action during his turn effectively reduces downtime to an absolute minimum. Once the players get a grip on the rules and scoring mechanisms Noblemen becomes playable at a rather high pace, and this once again is a factor which positively sets the game apart from some other engine building games. |
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