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BuiltWithNOF

'Maharajah' by Reiner Knitzia -10/08/00

The day has been spent at Sutton golf course. Spiller (a former taxi driver) drove a circuitous route allowing everyone to admire the sorts of houses that don't get graffiti problems. Having arrived just after 10.00, Spiller quickly discovered he had left his golf shoes at home and, despite Dicken's best efforts to persuade him to buy a new pair, he elected to drive back to fetch them. Kendall and Dicken chose to loosen up on the range and then to stiffen up over a cup of coffee. Play got underway at 12.05; so much for a 'morning's golf.

But, beautiful weather and a friendly course kept the smiles on faces - especially Dicken's as he cruised to victory with a back 'nine' that was just too good for a tiring Spiller and an inconsistent Kendall. Lager's in the bar afterwards and a giant screen showing the test match gave a hint of Ragnar paradise. Even the loss of form of messieurs Caddick and Lara (Kendall's last throw of the dice) wasn't allowed to disturb the bon homie. Spiller pushed it a bit by going on about five wickets for Craig White and yet more for Ambrose and Walsh.

This evening's game is at Spiller's flat and 'Maharaja' by Herr Knitzia is to be given its first playing. This is Kendall's second birthday game, being a present from his very understanding wife. Paul and Liz are expected to be late so Spiller leaves the door (two floors below) ajar. On arrival Paul explains that they got in because the door was ajar and that they decided to leave it that way because "someone might want to get in". Spiller asks Paul to shut it and manfully refrains from any comment about burglers and opportunist sneak thieves.

'Maharaja' is set in India and makes use of elephants, viziers, princesses, monks, cases of tea, etc. etc. It could just as easily be about a whole load of other places and things , but as Kendall spent two years in India, he for one is not grumbling. He does however point out that the rules are a little tricky and takes pains to announce whenever each page of the rules is completed - in an effort to keep spirits up. There appears to be lots of opportunity for compound decision making and points appear to be scored for just about everything, except blowing your nose.

Liz is chosen to go first as she is the youngest and the most feminine - the rules seem to imply you can use whatever criteria for this all important decision. It suits everyone else as no-one, including Liz, has the faintest idea what to do. After much deliberation and help from all sides, Liz plays a card. She 'withdraws' at the start of the second round of card play, having gained nothing. With even more advice she makes exactly the same mistake on her next 'visit ', and on her third cottons on to taking a card rather than playing one in order to make headway. Thus, after three visits Liz has nothing on the board, zero points and a few extra cards. Kendall and Dicken have learned from her mistakes and have established a good base for the future.

Spiller and Paul have been heavy on ideas, but low on outcomes. 'Maharajah' lasts for twelve visits, so there is still time for the 'swing of the elephant trunk of fortune' (old Indian expression..... not really). Dicken has had some success with the Princess special card. This is the sort of thing Dicken finds immensely pleasurable in a game. You collect this card and then when you play it (which is just about any time) you get two victory points - just like that. Then at the end of the visit it goes back into your hand, so you can do it again next visit. Paul wants some of this too, so he spends then next three visits collecting princesses, takes the card off Dicken and then spends the rest of the game playing princesses in order to protect himself. Paul finishes second, so presumably this is a good tactic.

But then, this does seem to be a peculiarly low scoring game. Spiller has mastered the art of playing three cards only to find he has to 'withdraw' with zero victory points. He is furious and storms off to make cups of coffee - much to everyone's pleasure. Kendall wins, "by dint of knowing the rules best" snipes Dicken. It is generally agreed that this has been a learning experience. Suspicion is that we haven't quite got the hang of it and that a three player game may be a little less frustrating.

Incredibly, Spiller switches on Big Brother, explaining that Nasty Nick is leaving. Time for Kendall and Dicken to be evicted.

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Maharajah' by Kramer and Kiesling

It's Dicken's place for tonight's game and Paul and Liz are back.  Since Spiller's departure to the fens, they are now the 'second row' of the Southern Ragnar Games' Nights.  Paul and Liz are not great collectors of games (although they did buy 'Where there's a Will' in 2004 and Serinissima before that), but they are pretty experienced gamers and pick up and play new games with some passion.  They've not seen 'Maharajah' before, so there are a few minutes of rule bashing to be done.

Kendall and Dicken have had a two-player evening (sad) and, since it is billed as a two-player game, 'Maharajah' had its first outing.  The verdict on that occasion was that it was really a three to five player game and that the court, judge and jury would have to re-convene. Two-player games (reaching for the anorak) are a horse of a different colour to three + games. Two player games tend to involve more multi-option tactics / strategies, so that the players can become wrapped up in their decision-making, necessitating / allowing social conversation to lapse. Three + games have more thinking space (down-time) which encourages / allows more social interaction. Despite some optional rule tinkering, 'Maharajah' falls into the latter category.

Paul and Liz are oblivious to such matters, although they are vaguely aware that Kendall and Dicken are (as usual) advantaged. 

The game has little or nothing to do with India as opposed to anywhere else in the world. It does have a map showing cities and villages connected by roads, and palaces and houses for placing on the map. The houses are as close to Monopoly hotels as you are likely to find and the palaces are those shiny glass beads beloved of Mancala sets and the Pokemon card game (rather disappointing). Each player has a 'Robber Baron' playing piece representing his 'architect' and one piece representing the Maharajah (he visits the various cities). There are some Governor tiles that determine which city will be scored for this turn and (most novel) a small two-handed dial-thing for each player. This is made of thick card with plastic hands fastened by a plastic screw. It's used to secretly indicate a player's two action choices. There is some money and finally there are some special cards that give player's extra ability, each in one element of the game. They also determine player order and as Paul has chosen the lowest numbered card he goes first.

Paul starts by placing a house onto the map to provide free movement along a particular stretch of road. Everyone follows suit and then a few more quick rounds of the same take place. It would be possible to place some of these initial houses in the cities, but no-one is thinking that far ahead.  The game proper begins.

Each player selects their actions. Paul carries out his two. He builds a palace in the centre of the first city and two houses, one in the city and one on the next city (determined by the Governors track). This all costs money. Everyone else does a bit of building, mainly in the first city and then the first city is scored for. The inner palace is worth 3 points, an outer palace is worth 1 point, each house is worth 1 point, a player's architect is worth 1 point. The player with most points wins the most money. Paul wins most money this time, but the next city is already built in and he will have a harder job next time.

Paul and Liz are coping well, but beer and Pringles are very welcome.

There is a lot to think of because of the planning ahead and the calculations as to what others can and will do. Player's must have something in a city to drag in the income; having a big investment is good but costly. The potential for doing things is great because building can take place in different cities provided the architect can wing his way there. Movement along roads requires a network of houses and using other player's houses costs money. And so on and so on.

Finally there is the opportunity for really stitching people up by shuffling the Governor order so that a different city scores. This hangs like a sword of Damacles over every turn, the only safe player being he or she going last - and this can also change within a turn. The BIG bang comes if a player is the only one scoring in a city; worth zillions of points and making the rest of the game into a procession (presumably).

Several players have already had a Mulligan (changed a mistake). Kendall wants two (not allowed).  Liz wants a Super Mulligan (she's allowed it). It's that kind of game. Lots of tension and frustration.

The game is won by the player building the last of his palaces or at the end of a set number of turns. It seems likely that this will happen during the second round of Governorships and in this game it does. Paul is steaming ahead with plenty of property in the first city (see above).  Can he be stopped? Yes.  Kendall shuffles the Governors (first time in the game) and pops his architect into the second city. The money sloshes in. It's still anyone's game, though Dicken and Kendall are most likely to build their final palaces. Players roll out their actions.  Kendall again shuffles the Governors and the game's up. Kendall first, Dicken second.

A strong game, with plenty of replay value and you can see why it claims to be two-player. However. It's good to do some yoga before and after.

Next week, Kendall's - and new guests, Ros and Derek.

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