One Giant Step
(Originally published on March 19, 2009)
Designer:
Fabrice Besson
Player count: 3 to 5
Publisher:
Asmodée
There’s
no place like home. Especially if home is Easter Island.
In Giants,
each player controls a tribe that strives to sculpt, transport and then erect
Moais—those gigantic, distinctive stone statues—all around Easter Island. In every
one of the tribes, the chief, sorcerer and workers labor together to achieve
this goal. Whoever does it best will score the most prestige points and win the
game.
The
game is played on a lovely board that offers a bird’s eye view of Easter Island. The island itself is divided
into connected hexagons, some of them plain spaces, others special spots where
the sorcerer can work his magic. There is one quarry at each end of the island:
one where the Moais start out, and the other where the headdresses (a.k.a.
stone hats) come from. And on the perimeter of the island lay the Ahus, stone
platforms where the Moais (and possibly their hats!) will get erected.
As
the game begins, each tribe is composed of a sorcerer, a chief, a worker and
two tribe markers safely hidden behind their player screen. Each turn, dice are
rolled to determine the quantity and the sizes of the Moais that will be
available (between one and five Moais in three different sizes).
Then
players blind bid—at once—tribe markers for the order in which they’ll pick
Moais, and tribesmen for the size of the Moai(s) they’ll be able to “sculpt.”
So the more markers they bid, the earlier they’ll choose a Moai from those
available, and the more tribesmen they bid, the bigger that Moai will be. But
all those markers and tribesmen will not be available for the rest of the turn,
which presents its own set of problems.
Then
comes the placement phase, during which players take turns putting their
remaining tribesmen on the board in an attempt to build chains that will allow
for transportation of Moais and headdresses, from their respective quarries to
the intended stone platforms all around the island.
A
lowly worker has a “transport capacity” of 1, while a chief sports a capacity
of 3. So if two workers end up in the same hexagon, for instance, a size-2 Moai
will be allowed to go through that space, because the two workers together can
muster enough strength. Now they don’t need to belong to the same tribe: rival
tribesmen can work together (i.e. coexist in hexagons) without any problem.
It
is also during this phase that the sorcerer can be placed on a special space to
generate a variety of resources: logs (that increase transport capacity), a
stone headdress, or an additional worker or tribe marker.
When
all players are satisfied with the placement of their tribesmen, actual
transport commences. In turn order, each player moves one of his Moais or
headdresses, from their respective quarries through to… well, as far as they
can take them. Many tribesmen chains won’t extend all the way to a stone
platform. A size-3 Moai requires a transport capacity of 3 to be present in all
the hexagons it will go through: a dubious proposition at best. So what to do
if a Moai or headdress doesn’t reach its target? The player can use one of his
tribe markers (if any are left!) to mark the Moai or headdress and save it for
the following turn.
When
the Moai or headdress <i>does</i> reach a platform, points are
scored. The farther away from the Moai or headdress quarry the platform stands,
the more points are earned when the piece is finally erected there. If a player
required the help of an opponent’s tribesmen to cross certain hexagons,
compensation—in prestige points—must be paid. In this way, players who spend a
turn without a new Moai or headdress of their own can still earn points by
using their tribesmen to set up a transport path that will prove tempting to
their rivals.
At
the end of the turn during which a player has erected his quota of Moais (which
varies depending on the number of players), the game ends. Whoever has the most
prestige points wins.
PRODUCTION
Everything
looks great. From the game board to the tribesmen figures to the Moais
themselves, every single element makes for a stunning display and helps anchor the
gameplay deep into the theme.
Which
is not to say that there are no—minor—production problems. The most nagging is
the fact that tribe markers won’t “clip” on top of most Moais. This can become
a problem when you’ve got several Moais left on the board between turns, and
the markers—that identify which tribe controls what Moais—keep falling off.
(I’ve heard of some people having similar problems with the headdresses, but
this didn’t turn out to be a problem at all with my copy of the game).
Also,
while the little logs are extremely cute to look at, they prove difficult to
use because of their diminutive size.
Finally,
the “pass” marker players are supposed to attach to their screen to indicate
that they’re done for the turn is impossible to use as intended without
damaging the screen or the marker (or both). We ended up simply placing them in
front of our screens.
Problem
solved.
RULES
Giants
is not a complicated game, but a few of the novel mechanics do create something
of a learning curve. The double-bidding at the beginning of every turn, as well
as the creation of mixed transport chains, are unusual ideas that may stump
some players at first. But once those concepts are integrated, the game flows
naturally and without a hitch.
The
rulebook is not as user-friendly as it could be, though. In addition to leaving
a few stones unturned (about which the designer released a FAQ you can access
here: http://www.boardgamegeek.com/file/download/44oghrz0zo/giants_faq.pdf),
it’s way too busy, leaving next to no breathing room for the readers’ eyes on
every single page.
To
its credit, the booklet is crammed with examples and clarifying notes; it even
features a complete turn example and a short history of Easter Island.
I
just wish they’d let the text overflow on one or two additional pages instead
of keeping it locked up within eight pages.
One
giant plus (if you’ll pardon the pun) is that it comes with rules in three
languages: English, German and French.
FUN FACTOR
The
game may look rather dry from a straight reading of the rules, but Giants turns out to be very fun. There’s great pleasure to
be found in expanding your tribe, sculpting Moais and then transporting them to
their platforms, and finally capping them—if you can!—with stone headdresses.
Learning
to work with your rivals (and not always against them) is also great fun and
takes a couple of games getting into. You try to spread the wealth instead of
patronizing a single player… but sometimes that lone player is offering you a
quick path to a bunch of points that’s hard to resist.
And
while the initial game takes a while to get going—essentially because of the
original game mechanics that take some getting used to—it soon reaches a
comfortable cruising speed that brings everyone to a satisfying conclusion in
about 90 minutes (despite the box announcing a 60-minute running time).
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