Barbarossa, in Italian "red beard" was, according to its inventor, inspired by Patricia McKillip's Riddle-Master fantasy trilogy (Die Schule der Rätselmeister in the German translation), in which wizards are devoted to the creation of riddles and riddle solving tournaments. In an interview designer Klaus Teuber stated "As you know there are moments when you close a book really sad that it's over. After finishing the last page, you often feel like you've lost a friend -- to be somewhat melodramatic. So I was looking for a way to keep the book alive a little longer. Creating a game seemed the perfect solution. In this game, I was looking for a way to make riddles, to experiment with shapes and to let the players express their own creativity with clay."
The game starts with players using modeling clay to make objects that can be guessed by the other players. Players then take turns to move around the board either by rolling a die or spending gems to choose their move. The spaces landed on determine actions. Either the other players receive victory points, or you can ask a letter of an object (What's the fifth letter of that thing?), or you can ask general questions or make a single guess until you get a NO answer. Players also have three curse stones that they can throw down twice in the game and make a guess.
You make a guess by writing the word down and passing it to the owner, who answers YES or NO. If you guess right, you stick an arrow in the object and score points (5pts if you're first, 3pts for second correct guess). In addition, and this matters, the object owner can either gain points or lose points, depending on the total arrows sticking at the time. So if you make your object too easy, or too hard, you lose points, but if you get it just right, you gain. Plus, at the game end, objects lacking arrows also lose their owners points.
Your objects must each represent a single specific word, which you note down in secret. Trying to think of two or three things that people will guess, but not too easily, is really tricky and makes Barbarossa a fun game. Hopefully the new edition has a better rules set, as players might get puzzled by the variety of actions.
A later-developed game directly inspired by Barbarossa is Dominic Crapuchettes' Cluzzle.
Re-published by Kosmos / Rio Grande 2001.
Republished by Mayfair Games in 2005, in an edition for a maximum of 4 players in a smaller-sized box.
- It has a special place in the designer's heart
- Was republished four years ago
- Experiencing a story
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Katan is the way to speak Katan okay
- we had a very very big development and we had a lot of small companies we had a lot of different games I think what is big changement
- when I finished the book I was a little bit sad to leave this wonderful story this wonderful land had I to to stay longer in this world of this book and so I had an imagination but would be great to have a game and to experience this story in a game
- it's the modern gaming launching point for people
- Star fairs is nothing like the other kittens I mean sure it has a little bit of similarities and stuff but is a totally different style of game has a different feel
- the event cards that every once in a while these would Vince would occur where you read a card to the person who's going to be affected by it and have to make a decision where did you come up with the idea for that because that is what made the game so unique for me and made our entire game group love it so much
- plain and simple brilliant
- when you develop a game you actually don't win so much because you're thinking about how to improve the game
- this game does not feel twenty years old and that's what's just so amazing about it is really stood the test of time to still have that you know a current board game feel even though it was done 20 years ago
- it's the things is due to our great editorial team frankly of Akutan studio and cosmos our partners they did an amazing job in creating these motherships
- I think it never replaces the board game right I guess it's always an addition to it like an alternative maybe the next best one if you don't have your friends and family to play the the end of a board game then you'll sit down and Edward saying what when he said if you have no opportunity no friends no time the right time and then you can then play it digitally
- The board is big and gorgeous
- event cards oh those are so much fun
- that was just so much stuff so good
- to me the event that makes the game
- you just got to realize that you're going in that there's an element of luck there with the event that can totally change the course of the game
- if you're thinking you're gonna be picking this up for like you would a normal Catan game ah you're not going to do that this this game will hit your wallet
References (from this video)
- Unique party game mechanic for its time
- Precursor to modern party games like Dixit
- Gameplay was considered 'dead' and not well-received at the time.
- Rules were clunky and could have been cleaner for wider appeal.
- Sculpting/Guessing
- Cluzzle
- Dixit
Mechanics (from transcript analysis)
- Guessing Game — Players guess what the other player has sculpted.
- Real-time Sculpting — Players sculpt with clay and try to get others to guess their creation without giving it away too early or too late.
Video topics + discussion points
Quotes (from this video)
- It's all about the narration, the story, the the you know, and that's I still get caught up in this map.
- It was called Remote Possibilities.
- Scotland Yard, it just it's one of those games that's way ahead of its time.
- Sid Sackson was Way ahead of his time.
- This game almost just This started a genre, but then didn't.
- Cosmic Encounter is the or one of the original asymmetric games.
- Also introduced the traitor mechanism, which was a really cool concept that again didn't really become a thing till years later.
References (from this video)
- innovative party game mechanic
- ahead of its time
- inspired Dixit
- rules are a little clunky
- didn't catch on as a party game initially
- word guessing
- Dixit
Mechanics (from transcript analysis)
- Hidden Information — You don't want people to guess your thing too early. You don't want people to guess your thing too late.
- Party Game — every other party game was a find the sweet spot game.
- word guessing — finding the sweet spot. You don't want people to guess your thing too early.
Video topics + discussion points
Quotes (from this video)
- It's all about the narration, the story, the the you know, and that's I still get caught up in this map.
- It was called Remote Possibilities.
- Scotland Yard, it just it's one of those games that's way ahead of its time.
- Sid Sackson was Way ahead of his time.
- This game almost just This started a genre, but then didn't.
- Cosmic Encounter is the or one of the original asymmetric games.
- Also introduced the traitor mechanism, which was a really cool concept that again didn't really become a thing till years later.
References (from this video)
- Area control/deduction
- Abstract movement with spies
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's now at this point the most prestigious board games award in the world.
- There is no public influence and there is no industry influence either because they just journalists they don't take review copies they don't take payment.
- You can only have the award logo on your box for three years.
- The rules have to be clear, they have to be concise, there can't be any weird ambiguities.
- It's independent as it can be, that's really cool.
References (from this video)
- solid deck-building mechanic (in isolation)
- extremely controversial and problematic theme
- not appropriate in many contexts
- sexually charged anime aesthetics in a militarized context
- alternate history/fiction
- deck-building with provocative theme
Mechanics (from transcript analysis)
- deck-building — players build a deck of cards to optimize outcomes
Video topics + discussion points
Quotes (from this video)
- i'm adam from no rolls bard and these are the 10 most uncomfortable board games ever made
- board gaming can be a little awkward at times but that's less to do with the games themselves and more to do with how good or bad the players are at winning or losing
- this game might be perfect if you're playing at the end of say a fourth date with someone you really like
- it's a nightmare for people who don't like to be touched
- the natives are inferior to the occupying force
- absolutely no [__] thank you spin the bottle