Every once in a while, even still in the 21st century, a game designer creates and introduces a true innovation. When this happens, it creates all kinds of buzz and stirs up not a little industry talk as gamers clamor to read about, see, and get their hands on the latest “hotness.” Then again, of course, another segment of the hobby contradictorily lashes out, arguing that there is really nothing new in gaming – and that actually what everyone thinks is a novel mechanic is just a variation of what “so-and-so” has already done in “such-and-such.” Today’s mechanic often finds itself in this scenario and has met with mixed reactions throughout the hobby. But at least it gives us something to talk about, right?
The Rondel: How Does
it Work?
The “classic” rondel is a circle divided into a number of
spaces – a pie with slices. I use the
word classic because there are some still more recent
variations that use a rectangle divided into squares, but which operate in the
same manner. Each space of the rondel
has an action and/or resource(s) and each player has a personal marker that
moves around the wheel. Whatever space
your piece lands on grants the specified action and/or resource(s).
There are two predominantly defining characteristics to
moving around the rondel. First, there
are a designated number of spaces that you may move for free on your turn. Usually this limit is a low number, perhaps
even 1, in order to prevent wildly whirling around the wheel. Second, despite this movement limit, the
design typically allows you to move additional spaces at a cost, which varies between games that employ the rondel.
When first introduced, the rondel was indeed a unique and
visually distinctive mechanic.
Admittedly, it is in many respects a derivative of the action
selection mechanic. Therefore,
thoughts regarding the design’s originality are diverse. However, most action allowance designs give players the full range of options each and every turn. Rather than just being a slight
modification of that, the rondel is distinguishing
enough to warrant its own examination here.
Mac Gerdts unleashed the rondel onto the hobby community in
2005 with Antike. As the “Father of the
Rondel,” he incorporated the mechanic in another five of his designs, by far
the wheel’s greatest champion. His
latest is the 2012 two-player only version of that inaugural creation – Anitke
Duellum. Antike employs a
straight-forward rondel element in empire-building. The wheel has eight slices on which you can
move 1 to 3 spaces for free. Beyond
that, you may also pay a resource per additional space. Here, the rondel is a pure action selection
mechanic as each space designates collecting one of three specific resources,
building up your military, erecting a temple, or advancing in science. Then two spaces allow for moving your forces
on the board. Therefore, it’s hard to
specialize in any one area and strategy requires some planning.
Guatemala Café (2007) was a first in the rondel mechanic for
three reasons. One, the mechanic isn’t
round! Instead, the rondel is actually
a track that rings one of the square boards.
It still operates in the same manner as Antike – you can move 1 to 3
spaces for free and pay for extra after that.
Second, the marker that actually moves around the rondel is communal,
rather than each player owning their own pawn or meeple. Finally, rather than stipulating an action, the spot you land on grants
you the choice of producing a particular resource, depending upon the column or
row. This was the first use of the
rondel as a resource allocation component.
The later, and much heavier, Vinhos (2010) uses another non-circular, communal 3x3
grid of action squares in which you may move one space for free and pay for
additional moves.
Another title published the same year to use the rondel for
resource distribution was Vikings. It
was unique in that there are no player pawns.
Instead, twelve tiles and twelve Viking meeples are placed one each on
the dozen spaces. You can take the
first available set for free or pay an increasing cost for any combination after that,
which decreases the cost of ones following it. This sort of basic distribution coupled with
changing resource values was similarly employed in Ora et Labora (2011).
The rondel can also be “personal” – that is each player has
their own wheel, or equivalent, so that its effects and/or operation are
customized through play. Macao (2009) was perhaps
the first title to adopt this concept.
Using a “windrose” for resource distribution, there are no moving
pawns, but the mechanic restricts what you can collect and when. You can choose colored dice, but must place
them on your own rondel a number of spaces ahead equal to the value of the
dice. Therefore, taking higher numbers
nets you more resources, but you must wait longer turns to get them.
For such a recent and relatively infrequent mechanic, the
rondel has still seen plenty of variations and twists. Shipyard (2009) employs four separate rondels
as part of available actions to choose.
Finca (2009) uses an interesting rule to move on its “windmill” – you
move a number of spaces equal to the number of meeples on your starting point
and then collect a number of fruit equal to the number of meeples on your
landing spot. Trajan (2012) combines its
rondel with a Mancala-style mechanic.
Milestones (2012) makes use of personal, rectangular rondels for both
resource collection and actions, but gives players a bit more freedom to move –
two stops around per turn, but there is one mandatory stop each
circumnavigation of the board.
The rondel might not be insanely popular or extremely influential. Yet it is innovative in its own right. And despite such a simple concept, there is
still plenty of study and experimentation left with the mechanic. The rondel certainly has yet to come full
circle.
Santiago de Cuba's giant, communal rondel. |
What’s to Love?
The rondel visually illustrates not only the kinds of
actions or resources that you can take, but their availability, as well. The design can be very intuitive and easily
understood as everything is marked out in an organized manner right there on
the game board or your personal mat.
This helps to reduce both the learning curve and analysis
paralysis. Typically, not all of the
spaces will be available for you each turn.
So, with fewer options to choose from, decision making is usually
quicker.
However, it still creates some nice tension, since you’re
not always able to do everything that you would like. It requires some forward thinking; but such
planning is manageable because the rondel and its action spaces remain fixed
and consistent. You can always see which
actions are coming up next. The mechanism
is also effective in discouraging specialization, since you’re not able to constantly
repeat the same action turn after turn.
It’s a unique strategic perspective and challenge not found in other
designs.
Aside from pure action selection, the rondel can also be a good
way to assign and allocate a game’s resources.
Again, players can see what’s available and where – or when. They generally have the same access. Plus resources can appear randomly or change
up, offering variety from game to game – or even within a current session.
What’s the Downside?
Some hobby gamers won’t like the restrictions a rondel
imposes. Again, not all options will be
available every turn. Therefore, what
you want to accomplish in a given turn may not be available. And for those games that only allow one free
advance, the next action in line could actually be worthless to you at that
given moment. In these cases, the option
to pay money, points, or resources to move further would seem more like a
penalty. Instead of tension, players feel
as if they’re hands are tied.
The rondel can also inadvertently compound a runaway leader
problem. Namely, the mechanic whereby
one can pay a specified cost to advance farther than the normal movement
allowed tends to favor the current leader. If
you have more resources, you have more freedom to move about the wheel. It’s not a tremendous imbalance, but the
additional flexibility grants an advantage to the leader that continues to feed
upon itself over the course of a session.
A final drawback or nitpick to the rondel is that it is arbitrary
and doesn’t make thematic sense. The
layout of available actions or the distribution of resources is purely a designed
element. The rondel’s pattern never really
ties in with the game’s story or narrative.
There is no logical explanation, for example, as to why only the next
one to three actions are available to you, and why you should have to pay extra
for the opportunity to choose an alternative beyond those spaces. The same is true of trying to explain the
rondel for use as resource allocation.
The rules just say to do it that way.
Going around in Milestones - the personal rondel. |
Recommended Titles
These are just a few titles that we here at iSlaytheDragon
recommend in this category, along with a brief note as to why you might want to
check them out.
As the title that introduced the rondel to the gaming world,
Antike is definitely worth checking
out if you’re interested in the mechanic.
It is also regarded as a nice, light civilization-building game in its
own right.
Imperial was the
immediate successor to Antike, and is the highest rated title on the Board Game
Geek database (at #55) that uses the “classic” rondel as an action selection
mechanism.
Shipyard is a more
complex design for those wanting weightier strategy. It is also unique in that it has not one, but
several rondels with varying influences affecting the game’s development.
Ora et Labora is
the highest rated title with a rondel on the BGG database (#23). The design meshes a few different mechanics
quite well, and just uses the wheel to distribute resources, rather than
resolve actions. The manner in which
players collect resources from the rondel determines their values.
Milestones uses
the rondel concept, but on a rectangular track, to collect resources and take
actions. The other unique element is
that each player has their own, personal rondel. Instead of a free movement allowance with
additional spaces costing extra, you get two stops on your rondel each
turn. However, there is still a mechanic
to prevent circling the rondel in that the last spot is a mandatory stop.
A Timeline
Here's a brief timeline of titles using the rondel. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
Here's a brief timeline of titles using the rondel. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
2005
Antike
2006
Imperial
2007
Hamburgum
Vikings
2009
Alchemicus
Finca
Imperial 2030
Shipyard
2010
Glen More
Navegador
Seeland
Vinhos
2011
Ora et Labora
Trajan
2012
Antike Duellum
Milestones
What do you think about the rondel mechanic? Do you
have other thoughts about its benefits or drawbacks? Perhaps you have a
favorite title that’s not on our recommend list or the timeline?
*Special thanks to BGG user Luisjoey for permission to use the opening image of Finca's rondel.
*Special thanks to BGG user Luisjoey for permission to use the opening image of Finca's rondel.
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i played all the games you recommend, great game mechanic, i love finca :D
ReplyDeletecheers!
It's certainly an interesting element of game design. I own and enjoy Glen More, and would like to play Navegador, Shipyard, Ora et Labora, Vikings & Macao.
ReplyDelete