SPIEL '17 Preview: Venice Connection, or Close That Loop

SPIEL '17 Preview: Venice Connection, or Close That Loop
Board Game: Venice Connection
When we think about minimalist game design, we often point to Seiji Kanai's Love Letter as the source from which a thousand envelope-sized games were delivered. While to some degree that's true, if we want to honor the grandfather of game design minimalism, we need to look to the works of Alex Randolph.

I've played only two handfuls of Randolph's games, but each of those games can be described by at most four words:

Big Shot — use ties to attack
Mahé, a.k.a. Die heisse Schlacht am kalten Buffet — hop on opponents
Die Osterinsel — count the rocks
Raj — bid without tieing
Ricochet Robots — move efficiently
Schachjagd — race with chess moves
Square Off — build a path
Twixt — build paths with horses
Worm Up! — block other worms
Xe Queo!, a.k.a. Museum Heist — dupe or be duped

The secret to Randolph's design principles is no secret at all, as he explained to Bruce Whitehill in a 1999 interview:
Quote:
I asked him what a game needs to have in order to be good. "It must be easy to enter into the game immediately…(it must) offer surprises…(it must have) a clear objective, (clear enough so there is) no arguing or questioning…(it must be) endlessly repeatable, always different."
For some of the games above, the action described is both how to play and what will win you the game: If you move robots most efficiently, you will win. If you hop on opponents, you will win. If you build a path first, you will win. Whereas some designers take the skeleton of an idea, then dress it up before presenting it to players, Randolph offers the skeleton directly.

Board Game: Venice Connection
My latest experience with one of these atomic Randolph designs — Venice Connection — mimicked my earlier experiences with his games. Venice Connection was released in an earlier edition in 1996 by Drei Magier Spiele, winning a special Spiel des Jahres award for being a beautiful game, and now new Korean publisher OPEN'N PLAY has brought this two-player game back to market while keeping the graphic design of that Drei Magier edition.

As with the other titles mentioned above, Venice Connection has a short description: Make a loop. The first player to do this wins. If you make a move such that a loop is impossible, you lose.

Venice Connection consists of only 16 tiles, each of which features a straight canal on one side and a canal with a 90º turn on the other. On a turn, a player takes 1-3 tiles, places them in a straight line with canals not intersecting buildings, then places this line of tiles adjacent to at least one tile already in play (again, with the canals not intersecting buildings). On the first turn, you simply place the tiles on the table since you have nothing else to place next to. Possible starting positions include the following:

From gallery of W Eric Martin

Some of these positions are better than others. The position second from the left is terrible since the opposing player can win instantly by mirroring these tiles and completing a canal loop:

From gallery of W Eric Martin

So let's not start with a C-shape; start with something else:

From gallery of W Eric Martin

If your opponent were to make the following move, you could then respond in a way that would guarantee your victory. Can you see it?

From gallery of W Eric Martin

Your opponent is no fool, however, so they have actually made this move:

From gallery of W Eric Martin

So what do you do now?

In case you haven't recognized it, Venice Connection uses the same style of play as Nim: You want to make moves that force the opponent to respond in a particular way. You want your hand up their back so that you control what they do and force them to make moves that are advantageous to you. Nim is an interesting game to learn because it presents this system in so skeletal a style: Have three or more heaps of objects, and take turns removing any number of objects from one heap; whoever removes the last object wins.

Unfortunately, once you learn more about Nim, the game becomes less interesting. Based on the number of heaps and objects in those heaps, a winning strategy exists for one of the two players, and it's (relatively) easy to see how if you start from the winning condition and work backwards. If only one heap exists, the active player wins, so don't make a move that leads to only one heap. If two heaps exist, the second player can mirror my moves to force me to remove one heap before they have to, which means that I want to be the second player when the third heap is removed. And so on. All the moves in Nim lead to an empty table, so the goal is fixed, and everything else is working backwards from that goal to see whether you have a winning strategy or not.

Venice Connection lacks this fixed endpoint because any closed loop wins the game for the player who made it, whether it's made from four tiles, six tiles, eight, etc. on up to sixteen tiles. If an opponent makes a move that would require more than sixteen tiles to close that loop, then you say "Impossible!" and wait for them to fail to make the loop to claim your victory.

I've played Venice Connection seven times so far on a review copy from OPEN'N PLAY, and that probably constitutes no more than twenty minutes of playing time. The game isn't something you'll do for an evening, but it does fit on an airplane tray or fill time while waiting at a restaurant. Even with its more flexible endzone, I would imagine that if you apply yourself, you can work out all the possible tile configurations and find Venice Connection as dead as Nim. Randolph did aspire for designs to be "endlessly repeatable", but with only sixteen tiles, clearly you have limits in what you can place where.

I have no idea where I might be on the scale of full knowledge of Venice Connection, but if I ever get there, I can just ship the game to someone else....

From gallery of W Eric Martin

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