In Elfenland players have four rounds in which to visit 20 cities ending up at one of the cities which is
detailed on card dealt to them at game setup. That’s it in a nutshell. The reason this is such a tasty nut is that
travelling in Elfenland is not like catching a no 9 bus. Oh no, our poor little elves have to use clouds, pigs, trolls,
rafts, dragons etc, Not a bus in sight, actually that is like round here hmm.
All players start in the same city on a gorgeous map. The twenty cities are connected through various types of terrain
via roads, lakes and rivers. Each player four turns in which he must navigate these byways in the most efficient manner
possible, visiting as many cities as possible before finishing at their secret destination.
Each turn has four phases.
- In the first, players fill their hands up to eight cards (an alternate rule is to draw eight cards each turn instead,
however this does make the game easier). The cards depict various means of transportation available throughout the land:
dragons, unicorns, elfcycles, giant pigs, rafts, etc. Cards are like tickets, traded in for passage between villages.
- Next players obtain four counters, one randomly, the other three drawn from a choice of four exposed counters.
These counters show the same vehicles as the cards, except that there are no raft counters.
- Players now take turns placing counters on the board until everyone passes. Counters may only be placed on a road,
and only one counter per road is allowed. A counter may only be placed on a road through terrain that is permitted for
that counter’s mode of transport. The counter on the road indicates transport required for that road for that turn.
If a cloud counter is placed on a road, then players may only travel that road by playing a card cloud.
- Players now take turns to make their journey. To travel on a road, a player must play one, two and sometimes three
cards, which match that road's counter. Some transports are better on some terrain than others. You need only one
elfcycle card through the plains or forest, but you'll need two to travel over mountains, I mean who wants to cycle
up a mountain when its easier by cloud. Raft cards are used on rivers or lakes, one to go downstream, two to go upstream.
To win this game you need to draw counters that match your cards, optimise your route to visit the maximum number of
cities each turn and end up back at your secret destination. If you visit all twenty cities by the end if turn 3 you win
outright, otherwise each player is scored at the end of round four. You score one point for each city visited, minus one
point for the distance in hops you are from your secret destination.
So that’s it !! Really????
Well nearly there are two other elements worth mentioning.
- Each player is given one and only one hazard counter at the start of the game. This can be played on any route
during the third phase of any round. This has the effect of costing anyone using that route one extra card of the
specified transport to travel. This can sink an opponents carefully select route and force them to use the next
additional rule. We find these are often held to the last round and normally fall on the one or two perceived leaders.
- There is a rule allowing you to spend 3 cards (of any type) to join a passing caravan and hence travel a route that
would otherwise be blocked. This allows you to bypass, at a cost, mischievously placed counters from opponents.
So is this a good game?? Well basically yes it is. There is no doubt that it is the kind of game that will
have you in a complete panic as you try to work out an optimum route. Additionally it has the required elements that allow
you to nobble the oposition. It's reasonably light and simple and great fun, but don't expect a game with hidden depths
and devious strategies because they ain't there. What you see is what you get! I for one like what I see.