Tikal!! (Rio Grande Games, 1999) What a great game! Players “build” the board as they go, trying to give themselves an advantage, or providing their opponents the opposite. Players can hope for lucky draws, but still have a lot of flexibility in deciding what to do with whatever they end up drawing. This is a great blend of luck and strategy.
In Tikal, players are archaeologists, digging through the jungles of the Mayan ruins of Tikal. Players earn points by uncovering treasure tokens and by controlling dig sites (temples). But to get to the treasures or the temples, one must get through the jungle, and that’s where the fun begins.
The picture above shows a game after only a few turns. In the beginning, there are only two hex tiles that are not jungle; one is the sandy-colored base camp, where player pawns are introduced, and the other is a grassy spot with no structures. The first part of each player’s turn is to draw a new hex tile and place it in the location of his or her choice, following one simple rule: it must be immediately accessible. As turns continue, more of the board becomes defined, and newly opened jungle spaces will be empty, have treasure rings on them, or else have temples on them. Each hex has several borders with stones on them representing pathways to the adjacent hex. If neither one of two neighboring hexes has stones, then there is no path between them – these stones are what determine what hexes are accessible from where.
The most important strategic element in Tikal is the use of “action points.” Each turn, a player may use up to ten action points, which allow movement of pawns, “working” on a temple (which “uncovers” more temple and makes it more valuable; see the different values on the temples in the pic below), “digging” for treasure (uncovering one piece of treasure from a treasure hex), or some other more complicated things. The use of these action points is critical because they are limited; there is not enough to do everything a player might want to do in one or two turns, so each player must decide how to budget his or her action points.
The final strategic element in Tikal is the unpredictable but ever-looming volcano hex, which, when drawn, initiates the beginning of a scoring round. Since the volcano hex is mixed in with the regular tiles, it (there are several, actually, one for each of several stages of the game) can be drawn at any time, more or less. That means that, if a player does not have his men in the correct positions, he will not benefit from the scoring round. This results in something analogous to musical chairs, in which players are constantly moving but ever ready to settle into a better “point-scoring” position.
For example, a player who is in control of a temple (by having more men on that hex) when the volcano hex is turned up, will end up winning whatever value the temple is worth (see pic below: white player wins the level 3 temple). A player who is able to retrieve the most matching treasure items will get points from them – more points for more matching treasures (pictured further below). But if a player can’t manage to outnumber an opponent on a temple, or beat an opponent to a treasure spot, they will not win those points.
As volcanoes are turned over throughout the several stages of the game, scoring rounds occur in which players get one more turn and then have to count the number of points they have on the board at that time. Points are kept on the scoring track of the perimeter, and whoever has the most points at the end, wins the game.
I like Tikal so much because it’s unpredictable, but the player has a lot of control. Draw a tile you can’t use to your advantage? Stick your opponent with it! Tile placement is such a simple thing, but clever layouts could make the difference between winning and losing where just a few victory points are concerned. One other excellent feature of the game is that even most losers have a chance to win because, since treasures are being uncovered and temples are being added to, there are far more points to be had at the end, thus allowing those far behind to make a last minute run.
This game is complex at first to most casual gamers, but I have been able to teach kids as young as 7 the basics. Having said that, though, the age recommendation is 12 and up, and I agree that younger kids won’t get most nuances, and could lose interest. But it’s a perfect game for adult and teen gamers who like this satisfying combination of luck and action-points-budgeting. Three thumbs up!!