El Grande |
If you think of a detailed game by an American author/designer, you are thinking of lots of phases that each player has to conduct in a specific order. If you think of a family game by a German author/designer, you have one or two key mechanics in mind that often are used in a free-wheeling way in your mind.
However, sometimes you´ll notice an outstanding synthesis of both “schools” in one game. A prime example is Richard Ulrich´s and Wolfgang Kramer´s El Grande of 1995. Here several simple mechanics are interwoven and produce an enormously deep gaming experience, without relying on a heavily “process-orientated” sequence of play.
No household should be without an El Grande copy…
Last changed: 16-10-2008 at 11:28
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