Jon Gautier - Apr 3, 2005 12:11 am (#9432 Total: 9517) www.alisonwines.com in the beautiful Hudson Valley GMT’s new Manifest Destiny on the table today. We played a complete four player game in about four hours, two of us had played it before in playtest versions and two of us (including me) were new to it. I’m fairly new to Euros and Euro-type games and am only familiar with a handful of them, but I have enjoyed what I have seen and would not call myself anti-Euro. OK, so now you can tell I wasn’t too crazy about MD and the question is “Why not?” I’m still not sure (and would be prepared to try the game again a few more times to see if my mind changes), but my problem is that the game seems to be neither fish nor fowl—neither wargame nor Euro. And that bugs me. With a Euro you (hopefully) have a game that is fairly easy to learn and play, but that has subtlety and variation enough in the play that makes it fun, absorbing, challenging. A Euro will have some kind of theme on which the game hangs with enough color (or flavor, or whatever) to at least let you pretend that the game relates to the theme in some way. At best, the theme might relate enough to the game play to actually inform game strategy or tactics. So is MD a Euro? GMT seems to be selling it that way, but for my money it has a shitload of complicated rules for a Euro. I sat with the rules for about 30 minutes before our game started and didn’t have a friggin clue what the game was about. A quick perusal of the MD folder shows many, many rules questions and clarifications (of the type you see in some of the heavy CDGs—there’s a lot of variables in this game folks, so I see a long shakeout period). The experienced players then spent an hour explaining the game and I still had no clue. Fortunately, just diving in and playing the damn thing was possible, but not because I quickly understood the mechanics; rather, the we just sat there asking the veterans what we could do or could not do. After a four hour game, I think I would still have to read the rules a couple of more times before I could teach someone else. OK, so MD isn’t ASL or OCS, but neither is easy to learn or play. As a contrast, I got a good handle on Age of Mythology (to name a sort of resource management/conquest game) very quickly. And there is no comparison between the MD rules and the rules to Euro games like Carcassone, Settlers, or Condottiere (to name some that I have played). I would actually put MD on more of a complexity level with Sword of Rome; so, not complex for a wargame, but complex for a Euro (and SoR is way more coherent and less diffuse). So is the theme of MD evocative? Does the gameplay follow from the theme? Not for me. First, this isn’t really “Manifest Destiny” if “Manifest Destiny” means the US conquest of North America. The game goes into the 20th Century, for one thing. National borders mean nothing, for another. I’m not really sure what it is. The designer says it’s about mercantile competition, but that leaves me wondering who is doing the competing. The sides are named after territories (Canada, Northeast US, Southeast US, Mexico, etc.), but nationalities and territory mean little or nothing, although the sides do compete for territory. Are the sides just generic corporations? That’s OK, I guess, but it makes the play of the many political and personality cards seem out of place (Abraham Lincoln, Civil War, Remember the Maine, Cold War), especially since there is only the loosest connection between the event cards and any kind of chronology or storyboard. The competition between the sides involves a fairly complex combination of resource and money management, expansion (by combat or just getting someplace first) and cardplay that I found pretty opaque and also not related to anything in the real world as far as I could tell. There’s a fairly disparate set of civilization advances and breakthroughs, which themselves range across the social, political and scientific. Each of them gives you various play advantages as well as victory points (the advances are purchased with cash, you get cash through a combination of territorial expansion and cardplay). Telegraph and railroad allow you to expand faster and further and so are useful early. Fair enough. Professional Sports makes it easier to take over a rival city. OK, so I’m Time Warner taking Madison Square Garden from Cablevision? Who knows? There is a lot going on here, and I’m sure it’s all very subtle and difficult to master. But it is also hard to learn because it just doesn’t relate to any reality that I know. GMT’s Downtown is a complex game, but it is playable because it relates—in a very concrete way—to a reality that we can all visualize, understand, and process. MD just seems to be all this random stuff thrown together without evoking a coherent whole. OK, I admit I got my ass kicked, and it was clear that the experienced guys knew what they were doing. But the real question here is why do you want to get to the point in this game where you know what you are doing? It isn’t easy to learn because the rules are convoluted and there just isn’t any real-world reference that helps you process the game. The game does not give (nor, I think, does it claim to give) any insight into US history, mercantile history, or any other history. So it’s too complex for a Euro, and not historical enough for a wargame. The question remains for me: “Why play it?” Tom Wilde - Apr 3, 2005 1:21 am (#9433 Total: 9517) He died a hero's death, giving his life that his friends might live... And that his enemies might have something to go with their potatoes. >OK, I admit I got my ass kicked. A-ha... I was waiting for the punchline! Seriously, a very interesting response to an unusual game. It's not one I'm particularly interested in but I enjoyed reading your comments. The point about 'player perspective' is an important one - not knowing whether you're representing Davy Crockett, Abraham Lincoln or HBO does seem to be a bit of a problem.