Beowulf
So what's the deal with this game, anyway? What's
it got to do with Lord of the Rings? And why is a big-box Knizia game from
Kosmos getting a 6.29 Bayesian average rating on BGG? Is its current ranking of
1032nd fair compared to Caylus's 3rd? Do these questions reveal my opinion too
much?
So...
Beowulf.
This is a big-box, 12 and up
game from Reiner Knizia. It's published by Kosmos and Sophisticated Games, the
folks who brought us Knizia's classic Lord of the Rings game back in 2000. It's
illustrated by legendary Tolkien artist John Howe. All fairly promising
indicators.
The players take on the
roles of companions to Beowulf. The goal is to support him as he whacks Grendel,
hunts for and takes down the Sea Hag, performs various and sundry activities of
ruling Geatland, and faces off with a Dragon. At the end of the day, the
companion who gained the most fame at Beowulf's side will prevail and succeed
him.
Beowulf is both superficially and
fundamental similar to and different from Lord of the Rings. Like Lord of the
Rings, it's episodic; the players encounter episodes from the story in order,
and have to deal with them by playing cards that represent travelling, fighting,
guile, and so on. But the game is not cooperative; players commit to, profit
from, and/or get hammered by events individually. Beowulf, like Lord of the
Rings, is fundamentally about card and risk management – like Lord of the
Rings, you want the right resources available at the right time to succeed,
sometimes taking a risk now to conserve resources for later, or spending heavily
now to avoid an immediate risk. Unlike Lord of the Rings, the risks and benefits
are to you personally, not the group, and Beowulf is never in danger of not
making it past Grendel, and can never survive the encounter Dragon – you
are just in danger of personal failure. Have a nice
day.
So how does this card and risk
management play out? Your hand of cards is in 5 suits, each representing the
aforementioned personal abilities. The episode track is, in the main, a series
of auctions, each in one or two of these suits – so defeating Grendel
requires Fighting and Valor, for example. Players bid cards from their hand for
the rewards available; it can be either open bidding or hidden, simultaneous
bids. Then, in decending order of bids, players choose their rewards – the
high bidders get fame, treasure, more cards, or special powers, among other
things. Low bidders may get either less of these things, or they may get the
always popular flesh wound, or even better a severe blow to the head. These
auctions are then interspersed with more fixed opportunities, where everyone can
heal, draw more cards, acquire various resources, and so
on.
The neat thing that throws a monkey
wrench into the auctions are risks. Don't have what you need to get the job
done? Facing down the Sea Hag without an axe? You can always throw your body
into it. Pick two cards from the deck; if they are valid bid cards, you play
them, and may get to stay in the auction. Fail, and you are out of the auction
(and so may be lined up for more penalties), and take a scratch in the bargain.
The scratch is not in and of itself painful. Three scratches, though, and they
convert to a wound, and you're out 5 points. Three wounds, and you're looking
down an immense end-of-game penalty that will effectively take you out of the
game. There are many opportunities to heal scratches, but wounds are much harder
to get rid of.
This whole
push-your-luck mechanism is what makes the game, and keeps it from being "just
another" Knizia auction game. Firstly, flipping cards knowing the risks and with
the auction on the line is fun. Secondly, it adds a lot of interesting tactical
risk management decisions to the auctions. This is classic Knizia – it
seems so simple when you first look at it, and seems like just a random element,
and yet without fanfare it adds a lot of depth and interest to the game. Do you
risk early in the bidding, knowing you'll need to pick up a few symbols to get
the result you want, and so conserve your cards if you fail, but risk getting
kicked out of the auction early and scoring 5th place? Or do you try hanging in
there by playing cards for as long as possible, thereby limiting the risk you'll
come in last, but perhaps spending a lot of cards inefficiently for a middling
place? Is it worth it at all to risk now for this auction, or should you just
bail? How important is it to get 2 Fame instead of 2
Gold?
To win, you're going to have to
do a fair amount of risking. The key is to risk when the downsides are low, and
avoid finding yourself in the position of being forced to risk when you can't
afford to. Risk early, at non-critical auctions, and you quickly pick up a
couple scratches. With two scratches, your options become badly constrained
until you can heal, because a wound will likely costs you points and be hard to
get rid of. On the other hand, at the end of the game, when you're facing down
the Dragon, you don't want to be forced to risk to pick up the fight cards you
need to avoid the brutal double-wound for last place – you want to have
the cards in hand, to have done your risking earlier, when the downsides were
smaller and could have been
mitigated.
If I were to evaluate this
solely as an auction game, Beowulf would get very high marks. Like in Ra, you're
doing all this bidding with stuff that has no inherent value – 5 different
types of cards plus the occasional cash auction. Each auction is very different,
with both different things up for auctions and different spreads, with some
offering modest upsides for everyone but no downsides, and some having major
upsides and major penalties. Additionally you have risks, which are
probabilistic. You're bidding for Fame sometimes, but most of the time you're
bidding some resources to pick up other resources, and to avoid penalties.
Almost nothing in the game can be easily or concretely evaluated, so you're
making constant judgement calls about what is worth how much, how much extra
it's worth spending to get 5VP instead of the "negate one failed risk" card, and
how far to push your luck. Even in Ra, which I consider a masterpiece, you can
sometimes run the numbers to see exactly how many points a set of tiles is worth
to various players; in Beowulf, everything is a judgment
call.
But Beowulf goes beyond Ra by
adding strategic planning. You know what's coming up, generally. You know you're
going to have to fight the Dragon at some point; this both adds even more
difficulty to figuring out how much a fight card is worth, and also gives you a
chance to make trade-offs (should I bid it now or chance a risk and save it for
later?) and plan ahead. In this sense it's very similar in feel to Taj Mahal;
but while Taj Mahal is a personal favorite, it can be a bit opaque and
unforgiving, while Beowulf is much more
intuitive.
Beowulf also goes beyond Ra
in giving us a good theme. Sure, maybe auctions don't really reflect how
Beowulf's companions were thinking, but as you go down the track, and have to
spend appropriate resources for appropriate rewards, the theme works. It's not
Republic of Rome or Dune, but by the standards of euro games, it's rather
good.
Beowulf is Knizia doing what he
does best – an auction game, but one with depth, and variety, and fun, and
like Lord of the Rings, wedded to a good theme (ably assisted by some wonderful
John Howe artwork). You're faced with constant, real decisions. There is no
downtime to speak of. Player skill is very important, but it has just the right
amount of randomness to be fun, to mix things up a bit, and to give the game a
sense of risk. Hacienda and Elasund were both quite good, but Beowulf is
comfortably my pick for the best of Essen.
Posted: Wednesday - November 02, 2005 at 06:10 PM