Stimmt So! /
Keep the Change!

Designed by Dirk Henn (db Spiele)
Published by Queen Games
Reviewed by Mike Siggins

£20 ($39)
3-4 players
45-60 mins

db Spiele. Those words are enough to send some gamers into raptures, and others into hiding. While their range of hand made limited run games is, by definition, little known they have designed some downright poor, some derivative and some very good games over the years - but they are always quirky, interesting and worth trying out. The game that established the quality trend was Al Capone, a fun little card game of controlling gangster joints in Chicago. It had some very nice systems, played in an hour, and was substantially original in design. It was clear that Al Capone deserved the promotion to the big leagues by way of professional presentation, mass marketing, a decent box and perhaps a re-theme. The German market didn't agree with me. But now, some six years later, Queen have done precisely that in Stimmt So! and find themselves in face to face competition with Alan Moon's series of games.

The re-theming moves the exact same systems into the financial markets, hardly a vein that needs more mining, but the touch is light and humorous, and this is not exactly Wall Street. Old Aunt Emma seems to have acquired, fortuitously, a number of offshore income sources. As vast quantities of money pour in daily, she needs to spread her risk on the world stockmarkets by buying shares. Being an old hoarder, she never sells them. Odder still, there are between three and six Auntie Ems sitting round the table, all playing the markets. Clear? Good.

Players are dealt a hand of money cards. There are four currencies, corresponding to the four bourses on the board, and denominations vary between one and nine million. Additionally, four piles of currency cards, randomly shuffled, are placed face up on the table. The four bourses are each filled with a share certificate - one of six types of share such as petrol, automobiles and computers. These differ in total number in issue, and prices vary within each category. A handy dandy guide is given to each player to explain the ins and outs of the card mix.

The game is played in three phases, the aim being - Airlines style - to gain majorities in each of the six share categories. There will be two 'wertung' scoring rounds and then a final round, increasing in value from derisory, and indeed almost irrelevant, to some very serious numbers. As they are scored, they are marked on the traditional victory point track. In your turn you may either take a currency card into hand (and do nothing else) or buy a share. This must be paid for in the correct currency, and no change is on offer. However, if you pay for a share exactly, you get a bonus second turn - you can take cash or another share, which over the course of the game is a big advantage.

An example: Aunt Em No 3 (alias Keith) holds 6m and 4m Roubles, 7m and 2m Yen, 8m Euros and 3m Dollars. Keith is collecting Automobiles and Banks (the highest priced and most valuable shares) and there is an Automobile share on offer in Japan for 9m. He buys this by paying both his Yen cards and, having matched exactly, immediately gets another turn. He then hands over his Roubles for the 7m Bank share in Moscow. He pays 10m, but receives no change. Next turn, unless there is an interesting Euro denominated share for 8m or less, chances are he will pick up cash to rebuild his reserves.

And that is it. In a game that barely makes medium weight, and has such simple mechanisms, there is not much room for things to go wrong. The greatest danger is encountering that damning accusation, "Is that it?". But, in my experience, played at the right time (as an opener, or long closer) it is well received by the large majority of gamers I've tried it on. And since most of them will happily play Al Capone, and half of them didn't spot the link (!), that makes perfect sense. But despite the box size and price the game is lightish, and there is only a modicum of skill required to decide what you should do in a turn. Your strategies may vary - trying to grab shares whenever possible, or focussing on only some categories, or perhaps storing away loads of cash for the early game, so you can buy a lot later.

Weight aside, the only identifiable drawback is the luck element, which is appreciable. It starts when you are dealt your opening hand of currency - this can vary so much that we now play a house rule: you may change up to two cards for two replacements. This is to remove some of the disadvantage of starting with very low cards. Otherwise, it really does come down to the luck of the draw. The player to your right picks up the 9 Million Rouble card, that you desperately wanted, and underneath is a 1 Million Yen card. Groans all round, especially when the other piles are all showing cards that are equally undesirable. Accordingly there are times when you just can't get the money to get the shares you want (and Auntie Em has not heard of the foreign exchange market!). Finally, as the share cards are replaced, and the vital one you want appears but is snapped up before your turn, you see the other aspect of luck and control. It is not horrible, the weight and feel of the game means you don't worry too much, and it does balance out over the course of a game.

The rules are fine and production values are very good, with one glaring exception. The share cards are way too similar and the graphic designer forgot to put a coloured band around them. Without this, one is constantly peering around the board, or asking to see who has what holdings. This is a fundamental error that I cannot believe sneaked through playtesting, but as usual I suspect the final components were never actually played with before shipping. Otherwise, it is nicely done as we expect from Queen, but not inexpensive for what it is.

And what is it? Well, Airlines Lite or Reibach with money, really. If the game had appeared three or four years ago, I would doubtless be raving and very positive about recommending purchase. As it is, with outstanding small games such as Reibach firmly established, it is instead looking for gamer's shelf space in the crowded less than the hour light/filler niche. Is it good enough for that role? I would say yes, but only if you can find it as a bargain. It does not constitute a large box game, and it is not worth £20/$35. For a tenner at Essen - then we're talking. It scores because it has a slightly more lively and random quality than does Reibach & Co, fitting I think in such a game, and also because it therefore makes for a good alternative. If it is late and you have an hour to go, but you have been playing Die Macher or Tigris, then choose Stimmt So! It is that much easier on the brain. If you are still quite lively, take Reibach. But the games are close enough that, if you own Reibach or perhaps Airlines or Freight Train, it will be tough to justify the second purchase. That aside, Stimmt So! is a good game that was innovative when it appeared, but which is now showing its age a little. And the graphic designer needs a smart kick for missing that essential colour coding - perhaps you could do your own?

The Game Cabinet - editor@gamecabinet.com - Ken Tidwell