The developer’s site (http://www.dvgiochi.com/giochi/) is in Italian. For a great description of game play in English, check out this review over at boardgaming.com. I’m a huge fan of Bang!, the card game (and several expansion packs) which I will write up another time. Continuing on my recent trend of analyzing dice games, we’ll start with Bang! the Dice Game. I realize this is backwards, as it came after the fantastic card game, but it’s also simpler, and easier to digest. Basically, each player gets a certain number of lives, based on which character they play (probably 7-10). On their turn, each gets to roll 5 dice. The dice have the “1” range, and the “2” range, which allow the player to shoot others at a range of 1 or 2 people away from them, basically the person sitting next to them, or the person sitting next to that person. The dice also includes beer (drink one to regain a life), gatling gun (get three of these and you can shoot everyone at the table), dynamite (roll three and your turn ends immediately) and arrows (take an arrow from the pile of small cardboard arrows on the table. As soon as someone takes the last arrow, everyone loses a life for each arrow they have accumulated. Each player can reroll a few times, and then ‘spend’ the dice in their final role as they shoot, drink and get hit by arrows. Who do you shoot? Well it depends. In addition to getting a character and that character’s special powers (one character allows you to drink a beer for free at the start of every turn; another makes is so that when someone shoots you, that person has to take an arrow), you are also given a role which determines your goal. The Sheriff wants to kill any outlaws or renegades. The Vice-Deputy wants to keep the Sheriff alive. The Outlaws want to kill the Sheriff. The Renegade wants to be the last man standing. Everyone at the table knows who the Sheriff is, but the other roles are kept secret. Of course, if you play at our house, I’ll just tell you now, I am always the Sheriff. I don’t know why, it’s done by a random card draw, but I’m always the Sheriff, which means most of the other players want me dead, and the often get their wish. But, that’s beside the point. What is important here is why the game is fun.
- Number of players: You can play with just 3 players, and we often play with 4, but I think the balance of the game really needs at least 5 to be fun. If you only have a few, the game is over too quickly, and players don’t feel that they actually made an impact by their choices. Especially when you are the Sheriff and everyone is shooting at you, you usually only last about 3 rounds with just 3 or 4 players. Having said that, if the game required 5 players, we’d hardly ever play it. I think this happens in multiplayer games. It’s easy to overlook the optimal number of players, but it’s important to think about. Similarly, when you have a game or educational intervention that will be used in a class, such as a one-computer/class environment, having a game that is played with 4 people making decisions is significantly different than one that is played with 20 people making the decisions. The number of players is as important as the anticipated length of the game, or other factors about the environment in which it is played.
- Beautiful cards in Italian, with great packaging: I talk a lot about production values, and good graphics are the baseline. Let’s talk about Italian, though. I don’t know that every game in the world needs to be designed in two languages — that’s not the take-a-way here. What is important is that, as a player, I feel I get a little something extra here. It’s fun to read the language on the card, noting that I am the Sceriffo. I feel like I’m in a bit of a secret club, playing something that normal people may not have access to. (Which couldn’t be further from the truth, just look for the game on Amazon or any major game outlet). This small detail may have originated in adding English to the game so that players outside the developer’s home country could enjoy the game, but it speaks to the power of a little something extra in the game. To me, the Italian language is superfluous, but I like having the extra something that isn’t crucial. It’s hard to know in game design when to remove everything that is not necessary, but this detail is a vote for leaving something in.
- Clear feedback: We know the importance of this in game design, but it’s really clearly pointed out in this game. How many arrows do you have? How many are left until we all lose a life to them? How many lives does the renegade have left? By designing their icons simply, and making them easy to understand, playing is cleaner: each player doesn’t have to work so hard to collect the information they need to develop a strategy.
- Balance: If I ever write a book about gameplay, it will be called “Clear Feedback and Balance”, as that is more than half the value of any good game. (That’s actually not true… I am writing a book, and that is SO not the title!) The balance on this game varies a bit with the number of players, but generally, each player feels like they got a fair shake. That’s important, especially since each character brings a special set of skills. If you feel at the beginning of the game as though the player left to you gets an unfair advantage, that colors the entire experience. Different but equal is crucial.
- Mix it up: By offering different characters and different roles, the game feels different each time you play. It’s the same idea of having multiple achievements to bring the player back beyond simply trying to win the game. It’s a very easy way to enhance replay ability.
In some ways, this dice-inated version feels like a rip off of the superior card game: but it does succeed in making a quicker version of the game, with easier entry for different players. We can play this with our 6 year old, where the card game is a bit too much for him. The flip side of simplicity is depth: and we lose some of that in this game. It doesn’t keep us from playing it a lot, though!