Last night, we did our dastardly best in trying to Kill Doctor Lucky. Since one of us has a PhD and one of the cats is named Lucky, it was a good night. Perhaps especially because I did the codger in twice.
We had two three-person rounds of the classic Cheapass Game (though the version we have is the nicely mounted board from Titanic Games)(and thanks to Kilroy_Locke for the photos again). The game inhabits, roughly, the time frame before Clue. You’re all the mansion when the lights go out. And then you have to creep around and try to kill Dr. Lucky. What separates the game from Clue as a design is the control that each player has. You can always move one, you can always draw a card (that might allow for more movement, better weapons, or ways to thwart your opponent’s murderous intentions). Spite tokens add an economic element that drives the game fairly quickly—if not inevitably—to its conclusion.
Kim came over to play with us again, and we had an entertaining evening looking for good combinations of rooms and weapons (the crepe pan is far more deadly in the kitchen, as you might intuit). She’s courting with a gent from Hastings, so we got to do a little gossiping.
But I want to go back a couple of days.
Dana and Kim both liked Carcassonne better than Dicke Damonen because of the chrome, the theme and structure of the former made gameplay appear more intuitive. You line up the roads, you add to cities, and don’t open the unwalled parts of the city onto the green space. You put your meeple down or you don’t. The latter game, Dicke Damonen, is far more abstract. The cords represent earth, air, fire, and water, but they could really be anything. The pawn colors correspond, but the correspondence could be random. While both games have push-your-luck elements (down to one meeple…should I place it? or when do I want to declare that I think green will score highest?) and subtle area control mechanics, Carcassonne flowed more easily in play. It made more intuitive sense as a space and experience. We can talk about how theme does or doesn’t make a game better (which of these is the “better” game? what does that mean?), but it seems pretty clear that for the casual gamer at least, theme enhances and deepens the ruleset.
And they liked Carcassonne better because you could control your own color from the beginning. That whole “every color belongs to everyone” is a little tricky. Particularly when you’re scrambling for space and points.
Is there "theme" to Dr. Lucky? After a fashion. It feels like the game started as a concept "it's the moment before the Clue game begins--with funny stuff" and then had rules developed to fit. And it works. But this situation is one where the idea of how theme helps mechanics might not apply.