Dead Man’s Treasure
Posted by Rob Herman at September 12th, 2006
A while ago I talked about Gold Digger and how I don’t much like it. At the time I promised to contrast it with a contemporary Knizia game that I liked much more, and at long last, it’s here.
The game is called Dead Man’s Treasure. For one thing, it’s got a pirate theme; evidently pirate + ninja is the Super Meme of the Year, so it has that going for it. I can’t help thinking this was an easy call for the art and design folks considering that, as a Knizia game, it could have pretty much any theme they wanted.
A quick rundown of the play: There are about 20 treasure tokens of varying values divided up among 6 islands. Every player has a set of cards of a corresponding color, ranked 1-7, as well as a bomb. On your turn, you play a card face-down on one of the islands and reveal any card already on that island. (If a bomb is revealed in this way, the bomb and card that revealed it go away.) At the end of the game, each player counts up their total strength (in ranks—higher is better) for each island. The strongest player gets the highest treasure token from the island, the next strongest gets the next, and so on; the winner gets any leftovers too.
So when does the game end? Well, that’s the last little wrinkle. There are also two magic pawns (a pirate captain and an evil ghost) that travel around the islands in a circle. One counts as a special 10-point treasure token; the other makes all treasure where he lands worth nothing. They move when a card is revealed at the island they are at, and the game ends when either one gets back its home island. (The game also ends when all players are out of cards, but I have never seen this happen.)
The game is reminiscent of a much lighter Taj Mahal (a game I don’t talk about, or play, nearly enough) in that you have a choice of battles to pick from; the key to victory is to win the battles you fight and to not fight too hard battles that won’t do you much good. Scooping up “cheap” points with second and third places is a valid supplementary tactic but won’t win you the game. The other big consideration are the pawns. Getting the 10-point guy to land on an island you’re winning is probably worth 5 points or so, which is very nice; but the real killer is the evil ghost, who will completely sink your chances for winning if he lands on an island you care about. The upshot is that you need to care very much about who can end the game, when, whether or not it is to their advantage, and what that means for your score. Then you can decide whether or not you should be hurrying the pawns along or playing somewhere else.
Except for the choice of who plays first (an small but unmitigated advantage as far as I can see) there is no random element once the game starts. That said, your ability to outguess the other players and hope they don’t decide to fight on your turf—which sometimes certainly feels a lot like luck—plays a big part in determining the victor. Still, from the beginning to the end, you feel like you have a good measure of control over the way the game turns out, even if it doesn’t end up being enough. For me this makes it a very satisfying, if light, game.