by Demian Katz
Giants
Published by Editions du Matagot / Asmodee (2009)
Designed by Fabrice Besson
English translation by Kurt McClung
Illustrated by Miguel Coimbra
Contents: 1 board, 5 sets of player material (each consisting of 6
workers, 1 chief, 1 sorcerer, 1 screen, 7 bases, 6 tribe markers, 1
banner and 1 score counter), 30 Rongo half-tablets, 1 first player pawn,
27 wooden logs, 14 headdresses, 5 dice, 17 small Moaïs, 12 medium Moaïs,
6 large Moaïs, 1 receptacle, 2 quarry tiles and 1 instruction booklet
(in English, French and German).
3-5 players
$69.99
Giants is certainly not the first game built around the famous
stone carvings, or Moaïs, of Easter Island, but it may well be the most
attractive. While at heart, it is a moderately abstract Euro-style game
of the sort commonly packaged with nondescript wooden pieces, on the
surface it looks more like a theme-rich American-style game – the Easter
Island equivalent of Axis and Allies. The box is packed with
plastic miniatures, and while some die-hard Eurogamers may feel that the
elegance of simple wooden pieces is missing here, most people will
probably be too entertained by all the miniature stone heads to
complain. A lot of care has gone into the sculpting here; the Moaïs and
their headgear are an impressive sight by themselves, and the game goes
the extra mile by giving each player color a unique set of tribesmen,
allowing a lot of visual variety on the board. In spite of the varied
miniatures, you can easily tell the function of every figure by the
shape of its base.
Gameplay
There is no question that Giants is an attractive game.
Fortunately, it also happens to be fun to play, with mechanics that
nicely complement its presentation. The board represents Easter Island,
divided into hexes. Players must carve Moaïs (and accompanying
headdresses) and then use teams of workers to transport these stone
pieces from central quarries out to bases on the coastline. Points are
awarded both for successfully erecting Moaïs and for cooperating with
other players during transportation.
At the start of the game, players are given three tribesmen miniatures:
a worker, a chief and a sorcerer. They also get two round plastic tribe
markers and a number of square cardboard Moaï bases that varies
depending on the number of players in the game. Each player's supply of
workers and tribe markers can grow during the course of play. All of
these items are placed behind screens, so you have to pay attention if
you want to know what resources are available to your opponents. The
game ends after one player successfully builds Moaïs on all of his or
her bases.
Each turn consists of three distinct phases. First, the dice are rolled
to determine which and how many Moaïs are sculpted on the current turn,
and the players hold an auction to see which players get to carve which
Moaïs. Tribe markers bid determine the order in which players get to
choose Moaïs, and workers bid determine the size of Moaï that can be
claimed. Regardless of whether a player wins a Moaï in the auction, he
or she is unable to use the resources bid for the rest of the current
turn.
After bidding is complete, players take turns placing their tribesmen on
the board one at a time, attempting to build a network of workers
capable of carrying Moaïs to their destinations. A small Moaï needs
only a single worker for transportation; a medium Moaï requires two
workers, and a large Moaï requires three. The chief counts as three
workers, and log rollers may be placed along with workers to ease the
task. At the same time that workers are being placed, several special
actions are also available. A tribe marker may be used (placed in front
of the player's screen) to obtain a Rongo half-tablet. A sorcerer may
be placed in certain special hexes to perform a particular task (obtain
logs, gain a worker, gain a tribe marker, carve a headdress, etc.).
Chiefs may also be used as sorcerers at the cost of a full Rongo tablet.
Cooperation versus personal advancement
Once all players have passed during the placement phase, the
transportation phase can begin. Moaïs and headdresses are moved one by
one through the network of workers on the board, starting at their
respective quarries and hopefully ending up at their destinations on the
coastline of the island. As long as all of the connecting hexes contain
enough workers to carry the Moaï or headdress, it is automatically moved
to its destination. These workers do not have to belong to the player
whose item is being transported – everyone is forced to help everyone
else when asked. Such assistance is not without a reward, however –
every point worth of worker effort expended to help an opponent earns a
point toward victory at the end of the game. Cooperation is often
necessary in order to get prime scoring real estate, since the locations
furthest from the quarries are also worth the most points.
When you do manage to transport a Moaï to its final resting place, a
memory element comes into play: you put one of your base counters under
the figure face down in order to mark it as your own. You can't peek at
a base counter without spending a Rongo half-tablet, so it pays to
remember where you put your Moaï when it comes time to add a headdress
for bonus points! One other important situation can come up during
transportation: it is always possible that the worker network won't be
quite strong enough to get your Moaï or headdress where you want it,
forcing you to leave it on the board until the next transportation
phase. If you have a leftover tribe marker, you can use it to mark the
stranded piece, indicating that it belongs to you. On subsequent turns,
you can resume shifting it toward its destination. On the other hand,
if you have run out of tribe markers due to a high auction bid or the
acquisition of too many Rongo tablets, your hard-earned sculpture is
abandoned as a neutral piece on the board, and another player may be
able to snatch it away on the following turn!
Eventually, somebody will run out of bases, and at the end of that turn,
final scoring begins. Every potential Moaï site has a base score value
that is multiplied according to the size of the Moaï placed there.
Sites also have a separate bonus score value that is added when a
headdress is placed atop the Moaï. Base values get higher the farther
you go from the Moaï quarry, and bonus values get higher the farther you
go from the headdress quarry. Since the Moaï and headdress quarries are
at opposite ends of the island, a lot of different base/bonus scoring
combinations are available, offering a variety of strategies and scoring
opportunities. Although Moaï placement tends to make up the bulk of a
player's score, leftover Rongo tablets also count for a few points, and
cooperation early in the game can make a big difference!
Conclusions
Giants is a well-designed game enhanced by a beautiful
presentation. Gameplay and theme mesh together well, a large number of
options are available at any given time, components relate to each other
in varied but logical ways, and players interact meaningfully throughout
the game. Each phase of the game has its own distinct mechanics,
potentially appealing to players with a variety of different
preferences. The auction offers a thrill for the gambler with its
tension between bidding high enough to obtain valuable Moaïs and bidding
low enough to retain resources needed for later phases. The placement
phase provides a modest taste of the resource management problems that
are often the basis of whole games like Agricola or Stone
Age. The transportation phase, probably the single most distinctive
element of the design, adds a certain abstract-strategy,
network-building feeling to the proceedings. This variety can be a
double-edged sword – there is a good chance that you will enjoy some
parts of the game more than others, which may prevent it from becoming
an all-time favorite – but the individual parts fit together well enough
(and go by quickly enough) that you're likely to enjoy the whole enough
to revisit it from time to time. I certainly plan to!
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