The board game hobby is indeed a fascinating one. For those just introduced to it, and looking to delve further into its vast world, one of the more interesting facets is the “name on the box top.” Just as individual authors, artists, and singers have their own recognizable style stamped upon their books, paintings, and songs, the same is true in the case of designers with their board games. Our own @FarmerLenny has already looked at two designers in this series – Reiner Knizia and Carl Chudyk. Today, I take a look at Bruno Faidutti.
Faidutti is a prolific designer and stalwart advocate for
the hobby. His inaugural game, Baston, was
published in 1985, but never printed in English. His first commercially successful design was
Valley of the Mammoths in 1991. Since
then, he has over forty credited, stand-alone titles which have appeared on the
market, many of them co-created with other designers.
In addition to his extensive publishing, he is an industry campaigner. He has maintained an active web presence for
a number of years. Currently he
maintains a more subdued blog, but he has
also kept a more extensive site with his extremely popular Ideal Game Library
– a large database of recommended titles for a variety of gaming situations. He has a large, annual gathering of friends
and associates in his home country, France , just to play and promote
board games. And he has been very
accessible to first-time designers – having even been known to work with them
on a game.
Indeed, as one of the foremost and earliest designers from France , many consider his style and work as the beginnings
of, and reigning model for, the so-called “French School
of Design,” along with others like Dominique Erhard, Serge Laget, Bruno
Cathala, Antoine Bauza, and Ludovic Maublanc.
In a sense, many products of this school “bridge the divide” between
German and American style games. The
following highlights are some noted aspects to this style – specifically as
nurtured and developed by Faidutti.
There’s No “I” in
Team
As part of that French
School , Faidutti has
co-designed numerous games with other designers. He has teamed up with another individual more
often than he has published a game on his own.
Indeed, aside from one minor title in 2009, all of his published games
from 2004 through 2009 were co-created!
In addition to some of his countrymen mentioned above, particularly
Cathala and Laget, he has worked with names both big and small. Some of the more well-known designers include
Michael Schacht (Draco & Co., The Hollywood! Card Game), Leo Colovini
(Vabanque), Mike Selinker (Key Largo ), and
Alan Moon (Incan Gold). Such extensive
collaboration accounts for the vast disparity in mechanics, style, theme, and
game play between Faidutti’s dozens of titles.
Anything’s Fair Game
Bruno Faidutti has tinkered with many different mechanics. Among them, he’s used Clue-like deduction in
Mystery of the Abbey. He’s included
dexterity elements such as Pony Express which requires players to knock over
meeples with flicking dice. Bongo is a
dice rolling and pattern recognition design.
In Key Largo players select actions
from available choices to prepare for and search sunken shipwrecks. He’s tackled trick-taking (The Dwarf King), push-your-luck
(Incan Gold), racing (Formula E), and abstract tile-laying (Kheops). He also has a cooperative title where players
work together to survive disaster on the ill-fated Red November.
While Faidutti is not wedded to one particular game
mechanic, there are three that recur in many of his designs. The most common is probably the auction. Bidding for resources, actions, or
buildings/places can either be open or closed.
Fist of Dragonstones uses closed bidding of single rounds where players
bid by secretly hiding in, and then revealing from, their fists an amount of
gems to win certain roles for their points and abilities. In Boomtown, players bid openly on building
cards to develop their settlement. The
unique twist is that the winner gives his winning bid to the player on his
right, who keeps half of it and passes the rest to his right, and so on until
it runs out! Then there is Corruption,
which mixes it up with part blind bidding and part open!
Another Faidutti staple is bluffing whereby you’re hoping to
trick or deceive opponents as to your true intentions or holdings. This ties in somewhat with the first mechanic
as bluffing is a critical aspect of bidding.
His most recently published title, Mascarade, plays like it sounds – a
small card game in which players have secret roles they can announce to take
actions and earn points…or they can outright and falsely claim the powers of a
different character hoping that no one calls their bluff!
Finally, role selection is another stalwart presence in many
Faidutti designs. His long-lasting and
critically successful title, Citadels, revolves around players drafting a role
from one set of commonly-shared characters – and then subsequently using them
to take actions and gain gold in which to build up their personal medieval
cities. In Citadels, no two players will
have the same role in any given round. But
his role selection mechanic can also be shared.
Mission :
Red Planet gives each player an identical set of characters to choose
from. Furthermore Ad Astra has opponents
sharing the roles you chose, but you get an extra goodie from that role for
having selected it.
Tempest in a Teacup
Interestingly, all three of those commonly used mechanics
revolve heavily around player interaction, an element present in almost every
Faidutti design to one degree or another – most of it direct, rather than
passive. So while game play and
mechanics may be smooth and intuitive, there is still combativeness between
players. This contrast is one example where
Faidutti employs elements more indicative of thematically-driven American style
games. Generally the two are meshed together well. Sure, it won’t be to everyone’s liking, but
it’s generally not so abrupt and abrasive as to completely ruin a game.
Some designs are more confrontational than others. His signature game, Citadels, includes the
Assassin and Thief roles, which are as antagonistic as they sound. By selecting the Assassin, you are allowed to
assassinate another character, who then loses his/her turn! Meanwhile, the Thief can steal another’s gold.
This is balanced by the fact that you
must choose a character to
assassinate or steal from, not a player –
since all roles are secret until revealed, this helps reduce the personal
sting. Mission : Red Planet, on the other hand,
includes roles which allow you to kill other players’ astronauts as you all try
to get to Mars. Valley of the Mammoths
is an abstracted, quasi-war game as cavemen fight over food and territory.
More subtle interaction is nested within most of his other
designs. Besides bidding wars and back-stabbing
bluffs, two other unique titles have players sharing the same game piece. Silk Road and
Isla Dorada both have a communal pawn which players struggle over like a
tug-of-war to move around the board in a manner advantageous to their own
secret agendas. That, of course, is
usually counter to their opponents’ needs!
Another recurring signature of a Faidutti design is a little
bit of chaos. Okay, sometimes it’s
actually a lot of chaos. One way that he
implements chance is by the old fashioned standards – die rolls or card draws. For example, a random event occurs at the end
of each round in Valley of the Mammoths through the flip of a card. Mystery of the Abbey has a similar mechanic. In Mission :
Red Planet, the usual means of scoring is to win various regions on Mars by claiming
them with a majority of astronauts. However, so-called Discovery cards can be
played to some regions which totally change that and institute some other
arbitrary scoring mechanism.
But much of Faidutti’s chaos shines in a more sophisticated
light in that it is predicated upon how player decisions interact through a
chain of events that often spirals out of control. Or at least appears to. The beauty in these domino-effect designs is
that it hides a greater depth and subtlety that are fun to unearth. Democrazy is a lighter example in that some
laws can repeal previous ones passed earlier, so that you’re never certain
which decisions you make now may be
negated later. Dragon’s Gold tasks all players to cooperate
in bringing down fearsome dragons and taking their treasure. When a dragon is slain, every player who
helped bring down the beast has exactly one minute to agree on how to divide
the spoils…or they all leave empty handed!
A wilder design is the card game Castle. Here the objective is to be the first to get
rid of all of your cards by playing them to four different areas. There are many types of cards and each type
can only be played to one of the four play areas. After playing a card, you place an ownership
token on it. The chaotic factor is that
each has a different power or ability that interacts differently with other
cards in play. Many send cards back to
the original owner. However, some cards
switch around ownership tokens so that when a card returns, it may not go to
the original owner – much to the new recipient's chagrin! The board is constantly changing and shuffling
as cards fly out, interact with other cards already played, and send others back
into players’ hands. It’s not so much
pure randomness just for chance’s sake, as it is a tapestry of disorder woven
by player decisions.
The roles in Mission: Red Planet. |
We Ain’t Got All Day
A few of Faidutti’s designs are longer, medium-weight
strategy games requiring a bit of thought and calculation (Key Largo, Silk Road , Ad Astra).
The vast majority, however, are lighter games that move quickly. While there very may well be some hidden
depth as mentioned above, they nonetheless have little downtime between player
turns and finish relatively fast. He has
several speedy fillers (Bongo, Iglu Iglu, Letter of Marque) that last 5-15
minutes and can occupy free time before, between, or after heavier games.
Faidutti accomplishes this by typically giving players one
action per turn or even introducing simultaneous play. Incan Gold has players deciding secretly at
the same time whether to take their share of the treasure and run, or push
further into the temple to discover more while risking it all. In Bugs & Co., everyone is furiously
flipping over cards jointly to find three of a kind. Plus, there are a number of bidding games
which move quickly or synchronously, like in Fist of Dragonstones where players
select and reveal their bids together.
Furthermore, he has created plenty of card games, which by nature call for one
card play per turn. And his role
selection mechanic generally promotes limited downtime, as well.
Of Frogs, Gnomes, and
Other Bugs
Finally, themes that Faidutti explores are typically
lighter, sometimes bordering on the whimsical and downright silly. For example, China Moon pits players as frogs
in a race to collect lotus blossoms as gifts for a mandarin duck. Mission :
Red Planet is a struggle to control Mars…with steam-powered rocket ships in an
alternate Victoriana. On the Red
November, you play drunken gnomes rushing about to save your doomed submarine
from things like reactor meltdowns and a giant kraken!
Ad Astra is really a lone example of a heavier theme –
expansion, development, and conflict in space.
Otherwise, he tackles subject matter in a more light-hearted,
caricatured style. He covers the Old
West (Tomahawk, Pony Express), pirates (Draco & Co., Captain Pirate),
adventuring (Dragon’s Gold, Lost
Temple ), and even the mob
(Chicago Poker).
Bruno Faidutti’s career has been equal parts prolific,
consistent, and innovative. While there
are a few noted, heavier exceptions, he is known more for a lighter style that favors quick, smooth, and lively play with enjoyable or humorous themes, while
emphasizing interaction and unpredictability. They can be silly or they can posses a sophisticated subtlety, but they are not generally brain-burners.
Appropriately befitting his partnership with other designers, the
results are good social games for casual groups and families. And while “fun” is often relativistic and an intangibly
elusive word, Bruno Faidutti’s games are likely to offer a pretty good
chance of finding it while kicking back with a group of friends or family.
Notable Games
Valley of the Mammoths (1991)
Castle (2000)
Citadels (2000)
Dragon’s Gold (2001)
Queen’s Necklace (2003)
Diamant/Incan Gold (2005/2006)
Red November (2008)
Ad Astra (2009)
Isla Dorada (2010)
The Dwarf King (2011)
Mascarade (2013)
Formula E (in development)
Formula E (in development)
hey thats a really good summary of one of games most well rounded designers.
ReplyDeleteYou seem to know my games better than I do !
ReplyDeleteYou seem to know my games better than I do !
ReplyDeleteYou seem to know my games better than I do !
ReplyDeleteYou seem to know my games better than I do !
ReplyDelete