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‘Pillars of the Earth’ by Michael Rieneck and Stefan Stadler.
Games-night 20th March 2008
Tonight’s game is at Dicken’s house. Dicken has already set up ‘Aladdin’s Dragons’ which is a favourite five-player, medium-light game. Perfect for an evening including Carol and Roz and a jet-lagged Derek. Unfortunately there is no Roz and Kendall brushes aside Dicken’s protestations and demands ‘Pillars of the Earth’.
Kendall then disappears to visit Paul and Sarah, who have just had a second baby – at least Sarah has. On returning Kendall is given a mountain of wood, stone, gravel and metal and in no uncertain terms is told to ‘sort that lot out’. Dicken organises the cards and other bits, amongst which is the quite extraordinary Cathedral. This is made up of six chunky wooden elements that build to make a twin-towered Gothic cathedral a la Notre Dame. Its purpose in the game is simply to record the six game turns, but is testament to Mayfair Games commitment to two essentials of board-gaming – quality and physicality.
It’s Easter week-end with Bank Holidays galore. With no work in the morning Carol pours a healthy glass of red wine, while Dicken has produced the most enormous bottle of Grolsch beer that Kendall has ever seen. Time to imbibe the rules.
The game is relatively easy to explain. The assembled company have all played ‘Leonardo Da Vinci’ and there are some distinct similarities in the two designs. Kendall is keen to impress that ‘Pillars’ is less mechanical than ‘Leonardo’, and not just because there is an absence of Mechanical Men.
Kendall presses on and some time later …. Carol laments that she is not very good at taking on board verbal instructions. Unfortunately she is immediately drawn as first player and has to get on with it.
To start with, it’s a case of drawing some cards; either resources or craftsmen. Carol chooses a Forest card. She sends several of her men (of which she has twelve) to chop wood. Derek sends some of his men off to the gravel pits and Dicken joins Carol in the Forest. Kendall takes one of the two available craftsmen, paying some gold to do so. The Woodworker sets to work in one of Kendall’s five ‘cottages’ – an unfortunate translation from the German, but one that keeps the Ragnars happy.
As anyone can guess, there are some tidy up rules in this section of the game, but it proceeds very smoothly with each player usually getting a couple of trips to the trough in each game turn. Any men not used will earn gold later in the turn. The resource card set remains exactly the same throughout the game, while the craftsmen become increasingly desirable. The craftsmen’s main function is to use resources to build the cathedral, thereby earning victory points. The vast majority of victory points are gained in this way.
The second section of the turn begins. Carol draws Master Builders (pawns) from a cloth bag. First out is Kendall. He decides NOT to place his pawn, as this would cost seven gold. Next is Dicken – he decides not to place, as this would cost six gold. Eventually Derek’s pawn is drawn and he pays five gold, placing it on the board. He chooses to reserve a card for himself. Here on in, players are generally prepared to stump up the gold to get each of their three master builders into the best positions before those of other players.
As anyone can guess…. tidy up rules ….. proceeds very smoothly.
Choices on the board include, free craftsmen, tactic cards, victory points, metal, avoiding taxation, extra workers, first player option, visiting the market, avoiding the Event for the turn.
Once all Master Builders have been placed each of the stations on the board (including collecting gold and resources) are resolved in sequence. Those who have played ‘Leonardo da Vinci’ will pinch themselves.
Roz arrives sporting a bottle of white wine – no work for her tomorrow. It’s suggested she leaves her car at Dicken’s and goes home in Derek’s. It’s suggested that she double up in the game as well, but Derek is winning and engrossed. Roz decides to read the rule-book. Crikey!
And that’s about it. The game purrs along through six turns of identical format. Craftsmen improve and Events and tactic cards will vary, so each game will be different. Delightful to play, presenting no great brain-burning and yet competitive. Dicken happily recounts how Stefan came up to him at Essen, said how much he liked Ragnar Brothers games and asked if Dicken would like a copy of ‘Pillars’. Dicken pinched himself, checked on the denominational status of the Pope and then (in the spirit of the time) promised to send Stefan a copy of ‘Monastery’ when completed.
The final turn, the final building phase. Dicken scores 12 points and coasts into a commanding lead (48 points). Kendall (who has been collecting metal to create a fashion) racks up a magnificent 22 points (to take him to 49 points). Carol’s efforts falter at the last and she ends on 41 points. Long time leader Derek is left to mop up, but can only tie with Dicken. This is Kendall’s third play and Dicken’s second and the scores have been close between first and second place on all occasions – sign of a well balanced game.
Kendall wins. Derek adjudges that ‘… he (Kendall) played the long term strategy…’ Kendall is surprised, but thankful. We like this game a lot. More please Stefan and Michael!
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