Articles Reviews Five Pesos On Nutmeg! - Manila Review
 

Five Pesos On Nutmeg! - Manila Review Five Pesos On Nutmeg! - Manila Review Hot

Five Pesos On Nutmeg! - Manila Review


I’ve been reviewing games for nearly five years, and I’ve never played anything quite like Manila. I don’t mean that my experience hasn’t led me to anything similar, I mean I don’t even know anyone ELSE who has played anything similar. Usually something so unique would be a tough sell. After all, “unique” is usually a fancy word for “weird.” But Manila never feels weird, only natural and fun. The wildest part of all is that Manila isn’t even available anymore. I’m not sure how this gross injustice happened. Far worse games have been consistent favorites, while this gem withered on store shelves and now fetches nearly $100 on the secondary market.

 

Manila is mostly a gambling game, with some investment and just a touch of worker-placement, before that mechanic was even a thing. There are four goods, each of which has a small stack of shares. Like other investment games, you want the most valuable stocks at the end. The difference is that a stock’s value is driven up by racing boats. (Just like real life!) In each round, three of the goods race on little boats, and those that finish the race will bump up their value. The job of the players is to use their little dudes to place a wide variety of bets on the outcome of the races. You can bet that a certain number of ships will make it into port, that a certain number WON’T make it in to port, whether an individual boat will make it in, and so forth. Each possible bet has a pre-printed price and payout right on the board. Between each placement round, the dice are rolled to  see how far each boat will go, then you get another round of betting. When one good gets valuable enough, that will trigger the end of the game. Stocks are cashed out, highest total wins.

The gambling mechanic is half of what makes Manila tick. There are plenty of games that have gambling, usually some form of horse-racing. But Manila has a roll of the dice after each round of betting, so the picture becomes clearer every time. That part reminds me a lot of Texas Hold ‘Em, where each new card gives more information for the players, usually when such decisions are less lucrative. It works here because betting is usually cautious before the first couple rolls. Once the picture is clearer, people become bolder in their bets, so there will usually be at least a couple people at the table with reason to cheer or groan when the final roll hits the table.

The other vital half of Manila is the role of harbor-master. The harbor-master essentially controls the turn. They pick which boats will run, their starting position, and they get to place the first bet. Most importantly, they are the only one allowed to buy another share. It’s a ridiculous amount of power to invest in one player, and the game hands out this privilege based on an auction. For  the opportunity to essentially run the game, no price is too high. As we’ve gotten more experienced at the game, the auctions for harbor-master get more and more pricey. Sometimes it’s worth spending so much that you can’t do anything else that round, just to determine what boats will run. I’ve spent the last four years going back and forth on whether I think the harbor-master is overpowered. Now that we’ve seen the auctions get so pricey, I see that it puts a valuable pinch on money, especially on the winner of the auction. Without such a huge money sink, it’s possible that the bets would never feel important at all. In a way, it’s the biggest bet of all because you are investing a huge amount of money on something that may result in losing even more money. The downside of this whole thing is that when a player doesn’t understand how important it is, they can let someone have it for a song, which can create a bit of a gap between players. It’s a small bit of fragility that proves to be a minor weakness.

Since the auction siphons off so much money from the game, and since the only way to compete in the auction is to win some bets, each turn feels very high-stakes. Some of the long-shot bets are actually priced a little cheaper, so if you’re low on cash they encourage you to bet on the long odds. It works hard to make sure that everyone can stay in the game, and it’s rare that someone has to pass on placing a guy. Even better, it is a game filled with rags-to-riches swings. You can win piles of money one round, and lose your shirt the next. It’s possible to come back from huge deficits to win the game. The final roll of every round is always tense, and it’s always followed by an explosion of shouts as the results are seen. People blow on the dice and find little superstitions as the game goes on.  I wouldn’t be surprised if some people have played with real money, though I wouldn’t recommend it.

Manila was published by the German publisher Zoch, known for their cute and elaborate productions. Manila isn’t a very component-heavy game, but what’s there is frankly awesome. The boats are all wooden canoes that give the game a great visual flare. It also comes with a pile of plastic coins in five different denominations. They are hard to tell apart and there aren’t nearly enough, but they give a nice rattling click in your hand. The result is a table spread that, while not huge, stands out among cube-fests and plastic armies. It’s just another aspect of Manila that feels and looks like nothing else.

Maybe the biggest fault that Manila had was that it just worked too well to draw attention to it’s excellence. The originality and excitement weren’t ostentatious. They faded into the background amid shouts and high fives. But in a hobby where games are consumed like Big Macs, we don’t always have time to let an unassuming title bloom in front of us. Too late, a lot of gamers are realizing that board games are poorer without Manila. Unappreciated in its own time, at least we now know how good it is. It says a lot that even though I could probably sell my copy for a c-note, I don’t think I ever will.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (14)
  • avatarscissors

    I never understood how this could go out of print either. We have had this since when it came out and it still gets played on a regular basis and it is still fun. Sure, there is the odd game here and there that falls flat, but we just played tis again recently with three and it was a blast all over again. It's great no matter if you bet conservatively or even see wilder swings but get saved by your pirate who nabs a boat on the crucial third roll of a round. Wouldn't sell this even for a Ben Franklin.

  • avatarMichael Barnes

    Oh, this game is a blast....pure speculation and gambling. We played this quite a lot at Atlanta Game Factory, but of course we changed in our minds to be about drug smuggling.

    Which probably would have helped this game to not be forgotten.

  • avatarbfkiller

    I've always dismissed Manila when I've seen it on store shelves as "the box that kinda looks like Niagara but isn't Niagara." This is the first I've ever actually read about it, and it sounds great. I should see if my local stores still carry it for its original price.

  • avatarSuperflyTNT

    Michael: That's what I was hoping Cargo Noir would be: Manila but about dope and guns, maybe slave prostitutes.

  • avatardragonstout

    I mentioned this on your blog earlier, San, but: I wonder if I was playing something wrong, because the one time I played this was such a huge bomb, I sold it immediately (really regret that now, jeez, $100?) and never looked back. My three primary issues were

    1) The auction every turn went counterintuitively high and felt MORE important for determining the winner than the fun betting part.

    2) Even over the course of a single game, it was incredibly repetitive and the same every single round; it went on WAY too long.

    3) Most importantly by far: the betting was unexciting and safe! We played with a full complement of players, I think, but it seemed like there were plenty of space for bets, and since you bet until pretty late, those late bets were just boring. There were always lots of bets that mostly paid off, and I seem to remember that even in the final round of betting, there was still enough space for people to bet on the boat in the lead. There was not much risk; this was also due to the fact that you can only bet specific small amounts, no "betting everything I have on that one boat!"

    WTF game were all of YOU playing?

  • avatarSan Il Defanso

    I honestly have no idea how it went that way for you, and I mean that in all seriousness. It was one of those instant "I gotta have this" games for me. In fact, my first game of Manila was among one of my favorite sessions of any game ever.

    It can be a streaky game though. I've seen games that have sucked, partly because the dice didn't work out. If boats don't finish, the game can drag a bit. We've never minded much, but it's a definite thing. You are also right that the auction is at least as important as any single gambling round. The difference is, our group is often paying so much for the auction that they are largely tapped out for the rest of the round, often having to forego placing guys. That has only become common recently, but it does temper down the strength of the harbor master a little bit.

  • avatarEgg Shen

    This game is a prime example of why theme, artwork and meshing theme with mechanics are very important to a game. I'm not at all surprised that this game was a massive flop. Just looking at the cover made me bored.

    I'm not saying that every game needs goblins, skeletons or boob armor chicks, but why the hell are these dudes betting on boats filled with goods? They couldn't come up with anything better than that?

    The artwork itself looks fine, and you said the components are top notch...however the game just doesn't look any fun at a glance. When I think betting, races and excitement, I sure as hell don't picture some cretins loading wool into a creaky boat and sending it off down some rapids...

    Maybe they chose the theme so it was unique and it would stand out. I'm not sure, but whoever made the marketing choices on this one failed big time. It's a shame too, because this sounds look a really fun and well designed game.

  • avatardragonstout  - re:
    San Il Defanso wrote:
    The difference is, our group is often paying so much for the auction that they are largely tapped out for the rest of the round, often having to forego placing guys.

    I wonder if this is actually key to the game, as part of why I didn't like it was a lack of feeling constrained or desperate, so maybe the super-high bidding is key to keeping everyone poor and desperate, as you implied in your review. I wish I could play again on someone else's copy.

    What about the repetitiveness/sameness from round to round; I don't see how that could possibly be something we were "playing wrong".

  • avatardragonstout  - re:
    Egg Shen wrote:
    Just looking at the cover made me bored.


    I think the issue with the cover isn't the theme, which I think fits perfectly, but that the cover itself is boring. They're SMUGGLING goods; they should've have the boat driver looking shiftily around, scared of getting caught. There should've been more of a depiction of speed on the cover, so it doesn't look like they're standing still. And they should've had that pirate hijacker guy from the game, hiding behind some bushes in the foreground, ready to jump aboard the ship the ship.

    Which reminds me: I remember the payouts for long-shots being not that much higher than the payouts for sure things; was that really not the case? I've gotta look at this rulebook again.

  • avatarSan Il Defanso  - re: re:
    dragonstout wrote:
    Egg Shen wrote:
    Just looking at the cover made me bored.

    I think the issue with the cover isn't the theme, which I think fits perfectly, but that the cover itself is boring. They're SMUGGLING goods; they should've have the boat driver looking shiftily around, scared of getting caught. There should've been more of a depiction of speed on the cover, so it doesn't look like they're standing still. And they should've had that pirate hijacker guy from the game, hiding behind some bushes in the foreground, ready to jump aboard the ship the ship.

    Which reminds me: I remember the payouts for long-shots being not that much higher than the payouts for sure things; was that really not the case? I've gotta look at this rulebook again.

    Yeah, the payout for either all boats making it in or not making it in is 15 pesos, which is almost twice as much as the same bet for only two boats.

  • avatarscissors

    I never had any issue with the cover. It's fine - it's almost a relief that not every game has to be steeped in cartoony action. Look at the cover for University Games' edition of The Really Nasty Horseracing Game for non-interesting (but I hardly care, the game is so good, and actually it's ok for what it is, basically just text but in a tasteful dark red box). Similarly, I'll take the cover of FFG's first edition Cosmic Encounter over the concrete deptiction of the parasite and other alien they feature now. Not every game has to have a comic book cover like Small World or Space Merchants.

    About the game play, with a full count there are options but they are not equal and in any session you have to set yourself up to be harbour master at least once or at least be second in bidding. Harbour master is a must to buy shares, but being second isn't bad in terms of grabbing good spots. This is a solid design that deserves to be in print. Sometimes it can fall flat, but plenty of games do that.

  • avatarBlackGoat

    I've never played Manila, but if not for reading this review, I would have instantly dismissed it as another euro based on the box cover, the game name, and it being published by Rio Grande Games.

    Interested in playing this now!

  • avatarEgg Shen  - re:
    scissors wrote:
    I never had any issue with the cover. It's fine - it's almost a relief that not every game has to be steeped in cartoony action. Look at the cover for University Games' edition of The Really Nasty Horseracing Game for non-interesting (but I hardly care, the game is so good, and actually it's ok for what it is, basically just text but in a tasteful dark red box). Similarly, I'll take the cover of FFG's first edition Cosmic Encounter over the concrete deptiction of the parasite and other alien they feature now. Not every game has to have a comic book cover like Small World or Space Merchants.

    I agree with this and I certainly don't think that every game needs crazy silly, over the top box art. However, a game called 'Cosmic Encounter' or 'The Really Nasty Horseracing Game' are at least intriguing in name alone. Manila doesn't tell me jack shit about the game and the art doesn't really tell me that a super fun game lies within the box. To be honest it looks like a your typical boring Euro game. Which is why you can't judge a book by it's cover and all that jazz....

  • avatarschlupp

    Thanks for the heads up. I saw it today in a shop with a 50% discount and bought it. There was another copy actually. It seems like a perfect fit for the new gamer group we just started here.

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