I don’t know if you noticed, Albert, but that was a pune, or play on words. — Death, “Hogfather”
I am one of those people who reads fanfiction only if my friends insist on it, and generally even the best of it is met with a cringing heart. I am nervous about film adaptations of anything that I have loved, and I feel the same way about board games. In my experience, once something has become big enough to spawn spinoffs into other genres, those spinoffs tend to fall flat. Games especially tend to be either so complex in their efforts to replicate the “feel” of the work that even thinking about playing them is a chore (I’m looking at you, Battlestar Galactica), or they have largely irrelevant gameplay designed as a backdrop to “Here’s your favorite characters once again” (Hello, Star Wars Trouble, Anything-Opoly, Trivial Pursuit Extremely Specialized Nerd Edition, and Risk: with New Characters).
I wanted to be excited about Discworld:Ankh-Morpork, if only because Sir Terry Pratchett has produced a consistently fascinating and varied world with so much stuff in it that I’m never bored with it. But I was wary – very wary – because getting my hopes up meant risking having them crushed. I put it on the
What’s in the box: The instruction booklet is a slender eight-page folio that lays out the rules in a clear and concise manner; the majority of its space is devoted to making sure you know what all of the cards do and how they affect gameplay. It’s illustrated with examples and accompanied by a set of “cheat sheets", one for each player, that reiterate the meanings of the card symbols, the win conditions for each personality (so important!) and the functions of each city area. Between these two references I have yet to have an unanswered question.
The gameboard itself is a map of Ankh-Morpork, subdivided into twelve regions that will be familiar to anyone who’s spent much time reading Pratchett’s books; the pieces are sturdy cardboard coins and wooden tokens (the Hogfather did not spring for the deluxe resin pieces for me). There are also a lot of cards. I would have liked the map to maybe have a bit more color variation: the sepia toned palette is very pretty and very thematic but it does take some looking at times to find the distinctions between regions. On the other hand, it is very pretty and not at all garish.
I’d like to take a moment to address the designers of the packaging: this is an injection-molded plastic insert in a large cardboard box, so the actual design of the plastic insert should in theory be infinitely variable. The package designers chose to make three card deck-sized slots (one with a divot in the middle that is sized to hide the die) and one large featureless rectangle to contain all of the other pieces. I can deal with fitting the five different decks of cards into three slots (three are very small), but this game contains six houses and twelve minions in each of four different colors, four demon and three troll pawns, and twelve trouble tokens. It also contains a bunch of cardboard coins. It would have been nice to try to design the box to allow these to be separated at least a little bit. As it is: get some snack-sized zipper bags or you will be sorting forever.
Gameplay: Discworld:Ankh-Morpork is a game about the constant power plays of Ankh-Morpork’s city politics, and about getting on top of the dung heap for just a moment. To start the game each player draws at random, an identity which determines that player’s conditions for winning the game. The three Lords (Selachii, Rust, and de Worde) are trying to control territory; Chrysoprase is trying to raise $50 in cash and property; Lord Vetinari wants to get his spies into everyone else’s business; Dragon King of Arms is causing trouble; and Vimes just wants everyone else to run out of options. Your personality (and therefore your win conditions) are known only to you, so a very important part of the game is trying to guess who’s trying to win and how – while trying to conceal your plans from everyone else.
The game starts with one minion for each player and one trouble token on the board in three separate areas. How it goes from there is entirely up to the players themselves. On your turn, the first thing you do is check to see if you’ve won – all win conditions except Vimes take place at the beginning of your turn – and then you choose a card from your hand, play it, and follow the instructions on the card. When you’re done, you refill your hand back up to five and play passes to the next player. That’s the whole game in a nutshell.
The actual gameplay is considerably more complex: each card has from 0 to 4 symbols along the top of the card, which tell you both what you may do and what order you may do it in (yes, 0 symbols mean that The Peeled Nuts is a useless card). With the exception of the Random Event symbol, executing any action is optional, but you cannot go back – you must play from left to right. There are symbols to place a minion in or adjacent to an area where you already have one (if there is already a minion there, you must also place a trouble token and potentially inch Dragon King of Arms closer to his win condition). There are symbols to remove someone else’s minion from any area where there is a trouble token (also removing the trouble token). There are symbols to remove just a trouble token from the board. There are symbols that let you get paid, interrupt play, and play another card. There are symbols that let you buy property in an area where you have minions, as long as there are no trouble tokens there. And then there are the Random Events.
There are actually two decks of cards that combine to form the draw pile: the first half are green-bordered and the second half are brown-bordered. Initially, this seemed like a needless complexity to me, but after playing several games it became clear that this allows the game to proceed naturally from a setup phase to a strategic phase. Most of the green-bordered cards deal with placing minions, buildings, and trouble tokens (and getting paid). With the exception of Rincewind (count on Rincewind to be in the wrong place) there are no Random Event symbols in the green deck. Once the cards move to the brown deck, there is a lot more moving minions around, whether through assassination or actually moving the tokens, and more manipulation of the board in general. There are also several other members of the Unseen University faculty in the deck, and every wizard comes with a Random Event.
I have yet to be benefitted by a Random Event: they’re generally bad things that affect players at random, so they can come back to haunt you – things like fire, flood, demons, trolls and dragon attacks. They destroy minions or buildings or place blocking tokens around the board, which can seriously sabotage even the best-laid plans. They’re best saved for a desperation move, and once you’ve played a few times you see why you don’t get the option to skip a random event.
Buying property allows you to use the special properties of that particular region: some give you money, some allow you to place or remove trouble tokens, some allow you to buy extra minion placements, some allow you to discard cards. Additionally, a building counts just like a minion for determining who’s in control of a region; very important for Lords Selachii, Rust, and DeWorde. I’ve found that the money-earning properties go quickly for everyone (who doesn’t want more money in Ankh-Morpork?) but that there are advantages to each, and none of them are really useless.
Winning: The first player to start his or her turn with their win condition on the board wins. Alternatively, if you’re Vimes, you win as soon as the deck runs out of cards. If nobody is Vimes and nobody else wins by the time the deck runs out, then there is a point system to determine who the winner is. We’ve had to use it once, but under most circumstances someone either gets lucky or careless or both. It’s hard when you have four people going to keep track of how many areas everyone controls, how many trouble tokens are on the board, how many minions are where, and how much everyone’s cash and property is worth. And all the while the draw pile is dwindling as cards like Leonard of Quirm allow a draw-4 and owning Unreal Estate lets you draw and discard an extra card a turn.
Overall Impressions: It’s hard to find a good board game for two people, and since Cap’n just eats the pieces and Cups is still in the Star Wars Trouble age range, we’re condemned to two-person games for now. Discworld:Ankh-Morpork delivers on the two-person front with interesting gameplay that doesn’t suffer from being scaled down, and the changing winning conditions and strategy involved give it great replayability.
We took it to a game session over the holidays and got some of our friends involved as well, including some folks who’d never heard of Sir Terry Pratchett. I’m happy to say that you don’t have to be familiar with the Discworld series to enjoy the game, and while the cards are hilarious if you know the characters involved, they’re still funny if you don’t. Expanding to four players turns an interesting strategic battle into a game that requires your full attention. It’s just complex enough with four players that everyone’s going to miss something, which means everyone has a chance to win.
It’s extremely satisfying as the winner to start your turn off by saying “And I win”; there’s a tension involved in wondering if you’ve accounted for everything that keeps it fresh. We played – and played again – and played again, and at least one of our newcomers left saying “I’ve got to go read these books,” which is the best of all possible tributes I can think of.
Now, if you’ll excuse me, I have a city to infiltrate.
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