An abstract thematic play our favorite games Czech author - whether it's any good?  We'll see:

An abstract thematic play our favorite games Czech author - whether it's any good? We'll see:

Heidelberger CZ028 - The Arena of Tash Kalar, Board Game (Toy)

Customer Review

Video at Amazon.com View Tash Kalar - the latest game of my previous favorite games Authors Vladaa Chvatil. Many of his games are absolute highlights, but rather some other Wall average. I had the great honor to be able to participate last year at the Heidelberg Castle Stahleck event - a mini Convention of Heidelberger Spieleverlag on Burg Stahleck at the Loreley where you at Pentecost is not much else do except play prototypes and to meet nice people in a picturesque setting.
The guys from Czech Games are there whatsoever and so I was very excited to try out one of the first "Vladaa Chvatils Unnamed Area Summoning Prototype" - the game should be the Tash Kalar later. It was originally conceived as a two-player game, it also variants for up to four players have been developed. As we more than two were wanted to try the game we tried the four-person version and have canceled all after streaky 90 minutes and great we did not have fun and none of us has the game seen as a special highlight. But it was only a prototype (which, however, already very ready felt), perhaps what is since improved or perhaps the two-person variant is clearly great and brisk.

So now there is the final game and unfortunately I have to say that even the impression has not volatilized from the multiplayer version. And I want this game like so much. I like it even in principle, and it has quite a bit of that, I would say that I again give him ne chance - the enthusiasm was with my team-mates but even more limited. The unanimous verdict was mostly "is okay, but not a skin from the stool", but again would play each. I think Tash Kalar could be a game that "grows" - that is better, the better you know it.

But What's this all about?
I have once again created a video where I briefly tell you how the game works and what I do not really like it. I hope that is also for people who have not played the game understandable and comprehensible.
In Tash Kalar, players step into the normal version of the game in the role of two magicians the duel.
This principle is first not new: Magic the Gathering, Mage Wars, Summoner Wars, etc. pp .. Many games use this theme, it lends itself so well to.
The new thing about this game is trying to put you with its stones in the game specific patterns and combinations of characters. Each player has to show three cards from his deck to his hand, the different patterns of stones that need to be found on the game board.
For example, a map showing the stones are arranged in a T, where an up-valuated token must be in the middle. If this pattern is present, you can play on the map marked place a new tile summon and may subsequently still perform actions for which you usually must either move or destroy tokens.
This is important, because once you put a stone or an oath, his action carried out has, he's just not a lifeless stone which you can use for other patterns, otherwise he loses any property.

Accordingly, simple is the circular flow. You can either:
Put 1 recruits on any empty space
2. A creature by hand Card summon
That's essentially.

In addition, each player has two cards in his hand legend. These patterns show that must be present on the field, but these patterns are significantly more difficult to achieve than the normal cards. If you manage it is to conjure up a legend to a boiling point 1 value, on the other hand has a powerful effect, and is also very difficult to destroy again normally.
Each player also has a beacon map that he can also play in his lap when the opponent either in absolute terms more stones on the ground than you yourself, or if it has a certain number be valuated more stones. These cards make it possible, as a rule when the back is again ranzukommen something. This is sorely needed, because without the beacon card once a dominant player could never be caught again.

It comes down quite simply to have the most victory points at the end of the game. These are always made up of three goals. They met in a round of one of these objectives takes you to the appropriate card and has the points safe. The targets may be of various kinds, either a certain number of creatures have summoned or destroyed in one round, or have figures on specific fields, etc. Once a player has reached 9 points or one of the players has drawn the last card from his deck , each player has one more turn and then the game is over. Who has the most points wins.

Chess? Go? Not really!
It would be great to have an abstract game be a strong theme. Unfortunately Tash Kalar is far from the elegance abstract games normally bring with it removed. In chess you can plan well in advance, can always estimate what the other players might do in principle. Go is as simple and elegant, yet providing thereby a claim of even the chess is in the shade.
In Tash Kalar is little evidence of this elegance. While you can try to prepare certain pattern, but one always has just two actions and then have the other players with his two actions off. And usually it will try even to summon a creature and remove my tiles from the board. More and more often this leads to that one in his lap just two recruits on the field sets that are then destroyed but only again by the enemy.
The problem is you do not know what cards the opponent has on hand, which he must form patterns well, and what effect the creatures he has on hand who are well. Plan ahead as in chess is there not really in it. The game is extremely destructive and unfortunately this destructiveness leads very often to a standstill and causes can often be difficult to achieve by chance or even simple goals.
Or it means that a player eventually has such a comfortable advantage that the other players can play a beacon in principle every round because the other can always come again decimate him that he is greatly inferior. Neither is really fun.

Basically, the game is ultra-taktiksch as you can always plan only from round to round. At most you can roughly plan two moves in advance, but the likelihood that the plan, unfortunately, is then absorbed very low. With strategic claim you need not approach this game.

So a total flop?
Jain. As I said, for me and my playing partner, this game has never ignited. But as I mentioned earlier, I think it is quite a game that "grow" can. Say if you have a steady partner, having fun in the game, or the game may, giving it a chance and you know gradually the cards, decks and properties, then the game can possibly develop a certain charm. Just because you do not like me, that is not that it has no like, tastes differ. But these are so far my experience with the game. The playing time was always far way, between 90 and 150 minutes, that's me way too long for what the game offers. I would definitely another game which prefer here in most cases. But who cares gameplay of an abstract thematic game I would still recommend it a try.

Addendum 2/28/14:
The game has won just yesterday the Boardgamegeek Award for Abstract Game of the Year. Boardgamegeek is the largest board player community on the net and the site par excellence for all who have this hobby. There nominate and only select the users the winners, so I think these prices actually have all of the greatest significance. Accordingly, even what will be tuned to this game. Only to me the spark is not yet jumped.
Game of the Year by the way Terra Mystica become. Congratulations!

Under The Influence Rank: 5/5
June 30
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October 4
For "real" men Rank: 5/5
August 5
Nikel April 19 Rank: 5/5
March 31
Quality at appointment 9 Rank: 5/5
May 25

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