by Demian Katz
Too Many Georges '03
Published by Stupendous Games
Designed by Stuart John Bernard
One rules sheet, two coin ability reference sheets, eight score tracks (on two sheets of paper), five 11"x17" maps (Basic, Delaware, Georgia, New Jersey and Pennsylvania) and one 8.5"x11" map (Connecticut)
2-8 players
$10.00
Two things which come naturally to me are gaming and collecting useless
junk. Therefore, the explosion of the collectible game market a little
over ten years ago was a simultaneous blessing and curse for me, and the
gaming community as a whole. Magic: The Gathering and its spawn have
promoted enormous amounts of fun and excessive spending in about equal
quantities. As a result of the latter, I have often wished somebody
would come up with a collectible-style game that could be played with
common household objects. When I first heard of Too Many Georges, I was
thrilled that my wishes were finally answered.
The Presidential Race
Too Many Georges is a collectible coin game, played with quarters.
Thanks to the recent series of special state quarters, there are a
healthy variety of different playing pieces to be found in most people's
pockets and sofas. This is a brilliant basis for a game, and it is
matched with a brilliantly amusing premise: the players have cloned
George Washington, and they are now forcing him to race with himself
across the country. I can't justify or explain it, but I think it's a
wonderful idea!
Unfortunately, despite all of its promise, I found the game's actual
execution to be a major disappointment. To start with, the core game
system is not very interesting. Each player gets an equal number of
quarters (more per person if fewer people are playing), and then a map
is selected. Maps are square grids containing three types of terrain:
empty spaces, impassible water and impassible mountains. Each turn, the
current player rolls a single six-sided die. On a roll of one to five,
the player may move a single quarter by the number rolled unless it is
unable to move due to having other quarters on top of it. On a roll of
six, the player cannot move but has the option of flipping a coin over
or moving it out from under a stack of opponents. The reason for
flipping a coin over is to gain access to its special abilities, which
are only available when the tails side is facing up. Some special
abilities are always on when tails is showing, but others require an
activation (another roll of six) for each use. There's a price to
gaining abilities, though - you can't finish the race unless your heads
side is up.
In all, this sounds like a reasonable base system, but it's awfully
limited, feeling almost like an uninspired children's game. The square
grid doesn't offer much room for interesting maneuvering (especially
since diagonal moves are illegal), and there's not exactly a great deal
of terrain diversity. The biggest problem is the reliance on luck,
though - these maps aren't all that big, so the difference between
rolling a one and rolling a five is significant. Worse still is the
fact that you have to roll sixes to gain access to special abilities,
and without those, there's not a whole lot of variety.
If the game's problems ended here, I would suggest that a good set of
house rules could probably tweak the core system into something less
random and more gamer-friendly. However, there's another major blow
against the quality of the game - the special abilities don't appear to
have been thought out or tested very well, and many of them are poorly
explained in the limited space available on the rules sheet. Indeed,
several ability descriptions are missing words at the ends of sentences,
requiring guesswork or debate to figure out what they actually do. What
do you make of such things as "This 'jump' is not restricted by
direction of movement or number of" or "Remove an opponent's coin from
the scoring row and place it (heads up) in the"? In a game with only
two pages of text, I expect better proofreading. Of course, even some
ability descriptions that aren't missing words are subject to debate,
and some sort of FAQ dealing with ways abilities interact would have
been welcome. Since Too Many Georges '03 is actually the second
edition of the game, there should have been time for something to be
compiled. I was hoping to find some helpful documents on the
publisher's website, but the game appears to be gathering dust at this
point.
Conclusions
Too Many Georges certainly had potential, and with tweaks to the core
game system and corrections to the abilities sheet, it might actually be
fun to play. As it is, though, you're paying $10 for twelve pieces of
paper and ending up with a game that clearly isn't ready for prime time.
I support the ideas behind the game, though, even if the game itself is
a failure. I hope this isn't the last attempt at creating an affordable
collectible game. I'm still convinced that the right person could do
something very interesting with one of those assorted button tubs you
find at most craft stores...