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Gisborne
Author: Carlo A. Rossi
Publisher: Clementoni
Year: 2008


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The first cartographers’ is the subtitle of this Clementoni game. Sounds rather interesting, since it isn’t that often that we find cartography as the theme of a board game. ‘Gisborne’ itself does not ring any bell, initially, but the text and nice graphics on the box promise us a journey of discovery through unknown territories, situated in the 18th century. So, let’s start with some “open source” research into the game’s title. That’s something that those discoverers didn’t have, back in the 18th century: ‘Google’ and ‘Wikipedia’. Apparently, Gisborne is a district and city on the northern island of New-Zealand, named after one of its former colonial secretaries. No clue about this man’s relation to cartography, but let’s not go there for the moment.
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Instead, let’s go on our cartographic journey! Each player is a cartographer, represented by a - compared with the rest of the playing material - rather big wooden pawn. Each player also becomes five movement cards, a tent card, and a chest to store his points. The purpose of the game is to gather as much points as possible while travelling from a starting tile (the east coast of New-Zealand) to an end tile (west coast). This journey takes place by travelling from land tile to land tile, where each subsequent tile connects in an ingenious and unique way to its predecessor. The land tiles show a path that must be followed, making our path quite easy to discover! Each land tile shows a place for a card chip with 1-4 victory points.
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Also, each tile has a number of places that will either have a positive or a negative effect when a player’s pawn starts or ends its move on it. These places will typically make movement easier or difficult, or will cost points. At the start of the game only the start and end tile are placed open on the table, the rest is shuffled and placed face down as a draw pile. One tile is removed to make games more variable. The players’ pawns are placed randomly on the starting tile.
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Moving the pawns is done with the movement cards, which depict three different ways of movement: by foot, by horse, and by balloon (yes, along a path!), indicated by the ‘colours’: bronze, silver, and gold respectively. Each card is numbered for movement purposes; gold cards allow 3 or 4 spaces of movement, silver 2 or 3, and bronze 1 or 2. At the beginning of each round, the players choose a set of cards with the same colour and the total sum of these cards gives the total movement of a player’s pawn in a turn. This choice is made by all players at the same time. Then, starting with the one in front, all pawns are moved. When a player has included his tent card in his set of cards, he doesn’t move, and is allowed to take back his cards. The cards of all other players are discarded.
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Moreover, the camping player is allowed two additional movement cards from the deck. If the movement of a pawn ends in the same place as another one, then the pawn is just moved to the next space, sometimes giving surprising results. When a pawn’s movement takes him of the last place of a land tile, a new tile is drawn and attached, a card chip placed on it, and the pawn’s movement is completed. This can mean an encounter with the more frustrating parts of a cartographer’s life: ending in a swamp, or, worse, between the wolves! However, staying over in a nice village is also possible as an event, which makes movement easier next turn.

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Of course, the aim is to end a move on a chip with victory points. When successful, this chip can be placed in a player’s chest and a scoring is performed at the end of the round. The scoring means that cards are given to the players depending on their position. The player in the lead (not necessarily the player who triggered the scoring) will receive three cards and the others at least one. The player in the lead must decide –without looking at the cards- how many he will keep in his hands and how many he puts in his chest as points. The player whose pawn is last always becomes two cards, but must put them in his hands. After the movement phase players may draw cards depending on the type they played: bronze allows two cards, silver one, and gold none. And then it is off to the next round!

The last round is played when one of the players has reached the end tile (the beach). This gives this player one last chip with four victory points. One last scoring and then the players need to count the chips and cards that – hopefully - are in their chest. The player with the most points wins!

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You may wonder how they have come up with the cartographic theme to this game. Although ‘pasted-on’ themes are not unknown to the German-style board games, in this case it might even be called ‘miss-pasted’. No relationship with cartography can be found while playing the game. Instead, ‘Gisborn’ is racing game, while discovering very nicely illustrated territories. Choices to be made are the set of cards to be selected, to get to the desired position (no guarantee, of course), and which cards to keep after a scoring (when not in last place). Typically the kind of choices of a game that is meant for the occasional playing family. For this kind of players, the nice graphics sometimes hinders fluent play; the path can get rather congested at times, and it not always easy to see where one’s pawn will end after playing - for example - three golden balloon cards. Children will be seen counting the places with their index finger, thereby already giving away their intentions…

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The repeated playing of cards, moving pawns and taking cards gets monotonous after a few rounds, and excitement then only comes when a player’s pawn ends in the wrong spot after 'discovering' new land. This kind of fun is good for some, but not everybody’s cup of tea.
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The nice graphics (Michael Menzel has again done a nice job) cannot disguise the fact that ‘Gisborne’ is a mediocre family game. After this game the only feeling that remains is that indeed Gisborne is great… to visit some time.
© 2008 Edwin van de Sluis

Gisborne, Carlo A. Rossi, Clementoni, 2008 - 2 to 5 players, 8 years and up, 30 to 40 minutes


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