The legendary game ELFENROADS spawned a wonderous Spiel des Jahres winning offspring - ELFENLAND. This page is my best attempt to compile lots of writing about this great game. |
last update: November 1, 2004 | |||
I can still remember the day I got my copy of ELFENLAND... it was actually sitting on the doorstep of my apartment when my wife & I returned from a trip to Chicago. (This was the same trip where we visited Mayfair Games and saw the Warehouse of SimCity cards - but that's a story for another day and another webpage.) It was brand spanking new - it was in the first shipment over from Germany. I immediately fell in in love with Doris artwork... and with the wonderful game play. What follows is a compilation of thoughts, variants, clarifications and the like from a number of different gaming folks - not the least of which is the designer of the game, Alan Moon. (I'll do my best to give credit where credit is due - but many of these notes date back 1998-99, so the original author may not be properly marked.) In fact, there's so much stuff that there's a separate page of variants! Why There Are Two Sets of Rules Mik Svellov, the owner & head honcho of Brett & Board, did a splendid job of summarizing the situation oh so many years ago... Elfenland is a new *light* edition of Alan R Moon's Elfenroads (White Wind 1992). The publisher and author (inventor) may have different opinions of what makes a good game, in which case the author might have to give in on some points if he wants to have the game published. Alan is (I think) a very pragmatic man, letting Amigo decide for themselves what THEY thinks would make the game a hit in Germany. After the game was released in February he then posted his own (private) rules to the game. Depending on your viewpoint you could describe these as originals (he IS the inventor after all) or variants (the game is after all published as is). Ken Tidwell (The Game Cabinet) has published Alan R Moon's own personal rules to the game, and NOT the official Amigo-rules (ie. it is not a direct translation of the german rules). Unfortunately Alan forgot a couple of the german rules when he listed the "Amigo rules changes". I have made a list of these at the end of this letter. How AMIGO's Elfenland differs from the posted GAME CABINET rules:
Alan wrote this response back in 1998, responding to his posting of a slightly different set of rules than a straight translation of the Amigo rules. (This is not nearly as big a deal now as it was back then, thanks to having an "official" English version of the rules from the Rio Grande edition - but six years ago, this was a hot & heavy topic on rec.games.board.) Actually, in my original rules, the rules I posted on this newsgroup, each player is dealt 8 new cards each turn. Each player can keep 4 cards from one turn to the next so it is possible for a player to start a turn with 12 cards. The rules I posted (to rec.games.board and The Game Cabinet) are my version of the rules. They aren't an official translation, or even as Brian Bankler pointed out, a translation at all. Amigo may or may not have an official English translation. If they do, it probably will be written by someone other than me. I didn't know about the change in the number of cards dealt until about two weeks ago. I can't say I favor my version over the Amigo version because I've never played their version. I've heard lots of stories about game companies changing games without involving the designer. But my experience has largely been quite the opposite. Amigo was very good at consulting me for the most part. In fact, and I digress here, one of the most memorable moments in my career as a game designer, was the evening, I playtested ELFENLAND at the house of Uwe Moelter, the head of R&D for Amigo. On the final turn of that game, the last player moved 7 or 8 or 9 cities to get back to the Elfencity (the object before the City Cards) to win the game! If I could have this happen everytime I showed a prototype to a company, I'd have sold twice as many games by now. My point being that I can't ever imagine playing one of my prototypes at the house of the head of R&D for MB or PB. At least not before my good pal Mike Gray rises to the top at MB. So why wasn't I involved in the decision about the number of cards dealt? Well, it was probably just an oversight or maybe they were in a time crunch. Or maybe they started playing this way by mistake and didn't realize it was a change? Whatever, I don't mind. In the end, it's their money and when I signed the contract, I gave them the right to publish the game the way they wanted to publish it. Bottom line, I'm very pleased with the result. Just for the record. I did know about the change in the lake rule and I thought it was fine. Actually, the only change they made which I wish they hadn't was changing the names of the cities of lakes from names of my friends to their present "in" jokes (don't ask me to explain them)! Version #3 will have a third board with my names, or my name is Mud. Draw Versus Fill - The Battle Royale I don't think it's Alan's fault entirely, but the two possible ways to take new cards in Elfenland caused a discussion of epic proportions about whether it is better to draw or fill. I'll just try and summarize the high points here, then give you my final oh-so-wise thoughts on the subject. In the summer of 1998, Alan was leaning toward the Amigo rule as published... but then by the fall, he'd settled on a different way of dealing with the whole question. Actually my latest suggestion is for everyone to fill their hands to 12 cards, then discard down to 8 after they have drawn their counters (but before counters are placed). The initial feedback I was getting seemed to favor just drawing up to 8 cards each turn instead of drawing 8 new cards. However, I would say the feedback is now about 50/50. It has become apparent that the use of "defensive play' (playing a Trollwagon in the Mountains, etc.) or the lack of defensive play is one of the things that most effects which method people like. To create more defensive play, my suggestion is to give each player 2 Trouble Counters instead of just 1. To enhance this even more, you can allow more than 1 Trouble Counter on a route, each Trouble Counter requiring one additional card to be played. People often ask me how I feel about people playing my games with different rules. I think it's great. If they enjoy the game with their own rules or with variant rules, that's great. I'm flattered that they like the game enough to take the time to develop it to their own particular tastes. Believe me, if someone comes up with a better way to play one of my games, I'll change the official rules if I can. David Bohnenberger proposed yet another way to distribute cards (which I really like). Each player receives eight cards a turn, and then discards down to eight total. This is an attempt at a "best of both" variant, and is a variant of a variant already posted by Alan Moon. It is not necessary to hold players to a 4-card carryover from turn to turn when using this system. Frank Branham saw one other potential problem with the "draw to 8" rule and came up with another variant to fix it. (BTW, if you haven't noticed, something about the packaging material of this game seemed to cause people to have visions of variants dance in their heads. Really.) The problem it seems to cause is that 32 cards are too many for the distance you need to cover. Many of our games with this rule tend to end with all players tied for score and the number determined by the cards held. This would be cool except that the dead-end city seems to attract trouble counters. There is usually one present on the 3rd and 4th turns. And skipping it is not an option. Sooo. We've tried trimming down the number of cards received on that last turn. Giving out 4 instead of 8 seems to tune the game a bit. This is used with no discards. Looking back at my notes from many moons (pun not intended) ago, I'm not sure who said what. But I'm pretty sure who was involved... so thanks to Greg Aleknevicus, David Bohnenberger, Frank "Moo" Branham, Kevin O'Hare, Peter Sarrett, and Steffan O'Sullivan. What follows is my summation of their discussion. Simple Definitions: DRAW: FILL: The Points of Argument - In Favor of Draw The draw eight cards rule allows for the possibility that someone could actually get to all 20 ciites by the end of the third turn.This is otherwise nearly impossible to attain. With 24 cards in three turns, there are slightly more cards available than would be required to accomplish this game-ending goal. This adds a certain "nervousness" to gameplay when the possibility of a quicker game end is threatened. (This concern is not present in a fill game.) Filling to eight cards puts players who do not use all their cards at a disadvantage. They received fewer cards in the next turn, reducing their chances at reaching 20 cities by the end of turn three. Filling "forces" players to use cards in a less than optimal fashion. Drawing eight cards presents the player with an interesting choice: waste cards with slow movement (or caravans) or save them for (potentially) faster transport next turn? Filling to eight cards has too little actual control. The luck of the draw was crucial. There was little incentive to hold onto cards between turns-- you fill back to 8 anyway, so you might as well burn them in caravans-- so players got mostly new hands each turn. Drawing to 8 causes players use tokens that require two cards on a route as a defensive play, in addition to the use of the hazard token. This adds more strategy and less luck. The Points of Argument - In Favor of Fill Drawing 8 new cards rewards the leader. That is, the person who uses the least cards in a round to accomplish their goals has more cards in the next round. This gives a definite advantage - in flexibility to caravan, if not simply in the ability to move up to ten spaces! Drawing 8 each turn makes the game too easy. Players have too many cards, making it possible to travel just about any route. 32 cards to reach 20 cities isn't quite a cakewalk, but it IS easier. Worse, it seemed likelier to generate ties than the other method. When you have fewer cards at your disposal, it places more emphasis on planning routes carefully and not bypassing any cities because you'll never get back to them later. My Not All That Humble Opinion I'm pretty much sold on "hold no more than 4, draw 8" for the reasons stated above. But, play it how you want. The game works well either way. Rule Clarifications From Alan Moon (and others)
Alan Said... I have about four expansions and two card games for ELFENLAND. But before you ask, no I can't post any of them or give out any information about them at the moment. You gotta wait. Conductor's Note: This pre-dated the release of the Elfengold expansion and the card game King of the Elves. But I'm still curious about what the other ideas were! Elfenland Vs Elfenroads Long before Elfenland became the Spiel des Jahres winning beauty that is is, there was Elfenroads. Published by Alan's own White Wind Games, it became a revered (and extremely difficult to find) classic... or at least cost you an arm & a leg to acquire a copy. I've never actually played Elfenroads. I know that the map is different, and that a number of the elements of the game were changed. So I'll just shut up now and let those with actual experience do the talking. Greg Aleknevicus: Rob Burton: This is partly alleviated by having fewer turns and having (relatively) more happen each turn; thus, when the last turn comes, the game is only "75% over" instead of "87% over". Peter Sarrett: That said, our games took about 1.25 hours and were much enjoyed by all. None of us missed the Elfenroads auction or the gold. Alan graciously figured out a way to use the Elfenland board to play Elfenroads. This was originally posted in April of 1998, long before the Elfengold expansion was published by Amigo. [Note: you'll actually the components of Elfenroads to pull this off... sigh.] Playing Elfenroads on an Elfenland Board ELFENLAND can be played using the ELFENROADS rules with some modifications. 1. City Values:
2. Card Deck: (70 Cards) 9 each of the seven types of transportation and 7 Gold Cards. 3. Counter Mix: (42 Counters)
You will have to make your own decisions about whether you should include Caravans, the costs for Lakes, etc., since I have never played the ELFENROADS rules with the ELFENLAND board. 4. Addition to the Preparations.
5. Sequence Of Play.
6. Cards.
7. Gold Cards.
8. Counter Auction.
9. Addition to Placing Counters.
10. Bonus.
Departures Here's a couple of reviews for Elfenland... and don't forget the Station's very own page of Elfenland variants! Or the track on Elfengold, the Elfenland expansion! Boardgame Geek entry for Elfenland The Game Cabinet from Mike Siggins The Game Report Online from Peter Sarrett
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