At last, the Barquest review! This weekend was not a good weekend for reviewing, so I have some catching up to do.
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Barquest, by Jennifer Schoonover (9 page doc file)
Core Story
Everyone goes to a bar and gets drunk! What more do you need to know!
How it Looks
Basic Times New Roman, which means it's easy enough to read. I expect that a later version will include actual cards and tiles, but I was disappointed that I couldn't find descriptions of the floor tiles so that I could make my own.
The Setting
It's a stereotypical medieval tavern. The vast advantage of this is that most players will already have a good idea of what one of these looks like, and what to expect from it. In combination with the rules (say below) this means that it would be a great game to just pick up and play. I can see this game getting heavy use at conventions.
Note that there is no mention of fantasy or magic in the setting; it's not required. The whole thing does feel like a D&D-style tavern though.
The Rules
The character creaton rules are fast and effective, and there are several examples in the rules. One thought, you will need more characters than these for a long session, especially as many of them are intended to be NPCs controlled by the GM (Barkeep/Alewife). I suspect that players are likely to go through several characters in the course of a game, either because they have completed their missions, or they have been removed from play. I'd also note that some character specialities (especially “Lucky”) seem more powerful than others. However, I don't think that this is a major issue for a light-hearted game.
One big feature is that characters each have a couple of missions, the player who completes the most missions by the end of the game wins. The missions are great for driving interesting play. Some of the missions could do with a rethink: especially those which encourage the player to avoid conflicts. Players should be encouraged to make things happen. Similarly, the Character Actions section appears to slow things down a bit: if I want to finish my drink, call for another one while I flirt with the person opposite, this appears to be three rounds worth of actions. I'm sure this isn't the intention of the rules, but I the think that the rules could be more clear about “what you can do in one round” (even if it is only “whatever the GM wlll let you get away with”.)
Speaking of conflicts, conflict resolution is also simple, yet covers standard and opposed actions with a minimum of fuss. However, there doesn't appear to be a rule for resolving ties during opposed actions.
The rules for drinking need some work, mainly because they don't encourage people to drink. The penalty for getting drunk is OK, but needs to be counterbalanced by something more worthwhile (see the end of the review for a suggestion.)
I like the “damage” rules – a character who loses a contest by 5 or more is made unconscious. However, the implication is that this is a physical combat, but this isn't specified. I hope that the rules allow for character removal as a result of any conflict – making it possible for a character to be (for example) intimidated or tricked out of play, instead of just battered unconscious. Note that this also makes it easier for drunk characters to be removed from play!
I'm less fond of the random event tables. There are very few of them and this is likely to result in repetition. Also, several of the events involve gaining or losing money, which I think has a disproportionate impact, as several of the characters have money-related goals. Finally, they are too similar to the Barkeep random event tiles to justify the additional rules. See below for a suggestion for overcoming this.
Overall Impression
The basic premise of the game is rock-solid and easily comprehended. The rules are light enough to learn easily, but the game lacks tightness in several areas. This is where a good GM will earn their keep, but I would like to see a substantial rewrite of some areas of the rules.
Having said that, if I had to pick some 2005 Game Chef games to play with friends, this would be at or near the top of my list. For a casual game between other games, it would be at the very top of my list. It is fun – and for me, that's the most important mark of a good game.
What I'd Like to See
I think there is a real opportunity to expand this game into a card-based game. The events (both the tiles and the random events) could be moved onto cards. In order to encourage drinking, add this rule – have a drink, draw a card. The more a character drinks, the more narrative control the player gets (even if the character becomes less effective.
Rather than keep track of penalties for drinking, make some of the cards only affect characters who have had a certain number of beers.
(Note: this game would quite cheerfully fit a CCG model, especially if players could draw events from any player's deck. Or – more practically – a base set with optional expansions. I think that this would retail better than CCG, as it would be possible to complete the collection without too much effort. IMHO, Barquest isn't about effort.)
That's my biggest Wish for this game, but it does take it in a different direction from the original design. In order to play the game with the same rules, I'd like to see more characters, more random events and some tiles.
Next review: Beneath a High Pillow, by Jason A. Petrasko.