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---
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layout: post
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title: "The Blood of an Englishman: Head to head fable simulator"
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tags: game review
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comments: true
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---
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If you sat down to design a game about Jack and the Beanstalk, it
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seems inevitable that it'll be an asymmetric contest between quick and
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nimble Jack (from an unrelated nursery rhyme) and the powerful and
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ponderous giant. If it must be a tableau manipulation game as well
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there's no doubt the end result will be something along the lines of
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_The Blood of an Englishman_.
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If you've played solitaire (including [more obscure
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variations](https://boardgamegeek.com/thread/2976943/enders-review-solitaire-games-youve-never-heard-of)),
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you've moved cards around in a tableau. Often the rules restrict you
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to moving the cards in the front and your goal is to dig out the next
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card in a sequence in order to build up stacks (foundations) next to
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the tableau. This is what Jack does in _The Blood of an Englishman_,
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though the numbers need not be sequential, just
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increasing. Thematically, he's climbing the beanstalk (numbered cards
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which have increasingly ominous images of vines) to get to a treasure
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(gold, goose or harp). Claiming all three treasures would require 21
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cards and Jack can make three moves a turn. Add in a few more moves
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because he needs to move cards from front to front or back to front in
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order to reveal the next bit of beanstalk or the next treasure.
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This would be the most boring game of solitaire if there weren't a
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giant eager to squash Jack. The giant has [one
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aim](https://en.wikipedia.org/wiki/Fee-fi-fo-fum):
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> Fee-fi-fo-fum,
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> I smell the blood of an Englishman,
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> Be he alive, or be he dead
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> I'll have his bones to grind my bread.
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Mixed among the vines and the treasure are eight cards with an
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increasingly threatening giant. There are two cards each labeled Fe,
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Fi, Fo and Fum. If these four words ever appear (in any order) at the
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front of the 5-column tableau or grouped together in a single column,
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the giant has obtained Jack's bones. For obvious reasons, that ends
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Jack's game poorly. Fortunately (for Jack) the giant has one move per
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Jack's three. Unfortunately, that move can be calamitous.
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Like the colossus he is, the giant may move four (and exactly four)
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cards from the front of one stack to the front of another. That can
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reveal a giant card that seemed safely buried in the stack. Or he can
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move two cards front to front. This counts as a single move (for the
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giant) which can waste Jack's time by covering a treasure or a key
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number. Finally the giant may discard a single vine anywhere in the
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tableau, which has an obvious use of limiting Jack's options as he
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climbs his beanstalk. It also has a subtle use when the vine card
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separates two giant cards.
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Since every card is visible from the start, this is a perfect
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information game similar to [chess](/2021/01/03/chess-review.html),
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[tablut](/2022/05/05/tablut_review.html) or the master variant of
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[Torres](/2023/10/02/torres.html). Every now and then the cards turn
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up in such a way as to give the giant an easy victory. So Jack gets a
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chance, before the game begins, to move a single card from any place
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in the tableau to another spot. Thematically this is justified as the
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help of the giantess from the story. It's such a lovely concept and
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almost too perfect.
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From what I've read, people tend to find Jack the easier role. That
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certainly holds at the start of the game since Jack's extra moves help
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him climb beanstalk stacks with little opposition from the giant. He
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can claim one or even two treasures while the giant maneuvers his
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cards into place. But each time he takes away a vine card, there are
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fewer options to hide from the giant cards. So the tension builds and
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Jack slows down. His moves must be deliberate and constantly watchful
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for the giant's tricks.
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I can't be sure, of course, but I believe a patient giant can always
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defeat Jack. The large moves must be focused on concentrating giant
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cards almost to the excussion of thwarting Jack's goal. Yes you'll
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lose some gold and a magical golden-egg-producing goose. But there's
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always that harp destined to betray Jack. (To be clear, the treasures
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have no magical powers in the game.) Now Jack's path to victory is
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constrained and the giant's moves can be subtle. No need to bury the
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next number if you can discard it instead and add more moves to Jack's
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progress. Setting up the threat of Fee and Fi in one that can be
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joined to Fo and Fum in another with an epic four-card move can slow
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Jack down long enough for the giant to pull off a Fee, Fi, Fo, Fum in
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another column with discards or single-card moves. And I'm not
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convinced Jack can beat a giant who's patient enough to get Jack on
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his third beanstalk.
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Jack's story has been told for hundreds of years, which means it's a
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solid story. But it's also been pretty well explored. By the time
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[Disney got a hold of it in
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1933](https://en.wikipedia.org/wiki/Giantland), it was a brisk 8
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minute vehicle for Disney animators to create the Tom and Jerry model
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with Mickey and the Giant. Mickey Mouse himself frames the action by
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reading the storybook version to mice children who don't care for it
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in end. It's a story that requires embellishment that's not so easy to
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pull off as live-action adaptations have shown.
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For better or worse, The Blood of an Englishman follows the canonic
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story as faithfully as one could imagine from a simple card game. I'd
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be tempted to suggest "improvements" such as giving Jack special
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powers when he collects a treasure. But that would break the
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compelling elegance of the existing rules. Unfortunately those rules
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aren't as sublime as [Lost Cities](/2021/12/07/lost_cities.html), so
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it's not the two-player game I'm likely to reach for. Thankfully, _The
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Blood of an Englishman_ doesn't take much longer to set up and play
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than a Disney short. You'll want to play a second time with swapped
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roles. But after that the game goes back on the shelf waiting for
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someone looking through to spot that exceptionally evocative cover and
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ask "What's this game like?"
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Also published on [Board Game Geek](https://boardgamegeek.com/thread/3476041/article/45782013#45782013).

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