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Johoho ! A pirate`s life is full of fun and daring actions, and now the new ALEA game Um Ru(h)m und Ehre takes the players into the bustling life of a booming pirate town where the ship of the Red Corsair has taken anchor and the crew is on land leave with their Captain. In this nameless pirate hideout, the players will engage in all sorts of "pirate" activities, and the player who has succeeded in collecting most honour points by these activities after five days in town will be the winner of the game. As might be guessed, each day represents a round of play, and each of these rounds is subdivided into two phases of roaming through the town and then returning to the ship and finding there a suitable sleeping place. To start the game, the town is set up by randomly aligning the 9 square gameboard parts so that they form a 3 x 3 part gameboard representing the town with all its bustling squares and shady alleys. Quite a few different kinds of counters (tavern counters, treasure-chests, treasure maps, pirate equipment, town guard, pirate brides etc) are sorted into their respective stacks and then randomly mixed so that these counter stacks can be drawn from during the game. A few of the treasure-chests, maps and tavern counters already are drawn at the beginning of the game and aligned in an open row next to the gameboard, revealing their value (honour points!) to all participating players. On a specific square on the gameboard a red pirate figure (the Captain) is placed, and from that square he will start his march through the town. Finally, each player receives an outfit of 10 pirates of one colour, 2 gold coins and a flag (under which he may hide the counters he has collected during the game) and then the game may start. Taking turns, the players now may opt either to Move the Captain, to Take a Rest or to Return to the ship. At the beginning of a round, the players usually will choose to move the Captain, since this is the only possibility to get around through the town and possibly to collect Honour counters. The Captain will move only from square to square, and he will never stop in any of the alleys. Thus, to move the Captain to a square adjacent to the square he currently occupies, the active player fills each space in the alley joining both squares with a pirate from his stockpile and then moves the Captain to the new square. As the round progresses, more and more pirates occupy the alleys of the gameboard, and since each alley space only may be occupied by one pirate and the players lose more and more of their pirates the options for moving the Captain get more and more restricted. However, it is not possible to get the Captain fully cut-off, since a player may chose to leave the gameboard by an alley going over one side and re-enter at another such alley, and if even this should be impossible there is still the rule that the Captain will be moved from a real dead-end to a specific square of the next part of the gameboard. If a player does not want to move the Captain at all during his turn (because he cannot reach a suitable square), he may decide to take a rest and miss the turn, provided he can afford to pay a gold coin for taking this rest. But why do the players move the Captain around on the gameboard? Here the answer is that each square the Captain enters has an encounter printed on it, and it is also here where the players get an opportunity to acquire Honour counters which they need for winning.
As indicated earlier, during a round a player may also decide to retire and withdraw all pirates remaining in his stockpile to the pirate ship in search for the most comfortable sleeping places for the following night. Once all players he retired their remaining pirates (or used all of them in town), the players with pirates on the ship will brawl for the best sleeping places by rolling the dice. Here the player with most pirates has good chances to be the last one standing and thus to be entitled for a sleeping place in the bed (most valuable), and the other players in order then will resort to a hammock or a roll of hawser as resting places (less valuable). This way the game continues for five whole days, and the player who has acquired most victory points after five days will have won the game. Although the rules may sound a bit complex, Um Ru(h)m und Ehre is playing astonishingly light for an ALEA game. The often necessary drawing of counters is a constant reminder of the considerably high element of luck in the game, but it would be wrong to say that the game is absolutely luck dominated. Of course, there is a good number of instances when the drawing of counters reveals random Honour-point values, but since counters need to be drawn so often and because there are no counters of absolutely outstanding value the element of luck is somewhat equally divided between the players so that some degree of strategy remains in the game. However, if there is a close finish the final decisions who wins by just a few Honour points may be accredited to the question who had drawn more lucky during the game. Overall, Um Ru(h)m und Ehre is a nice game with some adventure elements which has its real strength in its entertainment value and player interaction. |
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Copyright © 2006 Frank Schulte-Kulkmann, Essen, Germany |