I went out yesterday and bought White Wolf's new-ish card game, Pimp: The Backhanding. This is the intarweb, so some people are naturally up in arms about the demeaning and exploitive nature of the game. I will concede now that, if taken seriously, it is. I'll also point out that it's satire and (in my opinion) a successful one. Funny, too. Beyond that, I don't even remotely want to talk about it.
What I will talk about are the rules and Pimp's effectiveness as a card game. I played it once through last night and took a longer look at the rules and cards this morning, as well as trying a quick set up on my floor. You can download the rules from the site, if you want to read along at home.
Every player begins the game with five pimp cards (a posse) and five draw cards (modifiers and dirty tricks). Five ho cards are laid out on the table and the first round begins. Each round has three phases: macking (trying to get a ho to go home with you), backhanding (trying to keep a ho from going home with another pimp) and money laundering (where you add up the dollar value of the hos you've taken into your stable and add them to your total - this is your score).
The macking and backhanding phases are each further divided into four steps. In step one you assign your pimps to a specific ho (to try to either mack her or backhand her). In step two you assign modifier cards (which will enhance your pimp's ability to either mack or backhand). In step three you play dirty tricks (which are just what they sound like) and in step four you resolve your contests. Play lasts for three rounds, and each player gets five more draw cards per round and five new hos come out to get macked on.
We didn't quite clue into the sequential nature of things last night (we had people playing pimps, modifiers and dirty tricks all at once, which led to some awkward game play) but beyond that it went pretty smoothly. My main criticism of the game is that it's not really... exciting. It's actually sort of hard to get a ho into your stable - you see fifteen ho cards over the course of the game, but I don't really expect more than four of them to be won and that might happen at any time. When the final decision on who won is dealt with in a math phase and you can't see someone building to a win before than (like, say, by covering more area of a physical game board or visibly acquiring piles of money and property), it seems sort of anticlimactic.
Beyond that, I think the game's actually too short. With only three rounds of play, there's not really a chance for someone to get smacked hard and make a come back and the odds that any of the special abilities are going to come into play are really slim. This brevity, combined with the sheer number of pimps on the field (every player has five and the draw deck has six more, which means an average of two more come out each round) makes it very hard to strategize and makes certain other cards pointless. There are cards that prevent target pimps from acting in certain phases, but odds are you'll have enough pimps to just use someone else. There are also cards that are just useless one third of the time (i.e. in the final turn of play).
Overall, the game suffers from "White Wolf First Edition Syndrome." Anyone familiar with White Wolf's role playing games will get what I mean, but for the majority of you who aren't, I mean that Pimp is a game that/s incredibly cool in terms of style and concept, but somewhat flawed in mechanical execution and suffers a little bit from lack of focus.
Here are my proposed fixes for the game. The address the problems I raised above and, in my opinion, would make the game more enjoyable:
1. Screw the three turn duration. Play the game until one player reaches a set dollar value (I think 4 or 5 hundred dollars would be right) or until all of the hos have been sucessfully macked. This allows for tension and desperation moves at the end of the game, strategizing through the duration and a long enough game to see more special abilities coming up.
2. Give only three pimps to each player, instead of five. This way you're not always going to have pimps to spare, which will force you to pick your actions more strategically and make certain dirty trick cards more relevant.
3. You can boot any pimp (including one who's been whacked or comes from the draw deck) out of your posse at the beginning of a turn (i.e. before macking) in order to draw a new pimp from the pimp deck at the end of the turn (after money laundering). You have to discard all of his pimp gear, though. This way, if you get a crappy pimp or a one of your pimps gets whacked, you're not stuck with him, but you lose a little something to get a (hopefully) better reward in the long run.
4. (Possibly) Only deal out three cards from the draw deck per turn - part of the process of slowing things down and keeping so damn many cards from being on the table or in play at once.
5. Add more cards to the draw deck. Specifically, dirty trick cards, of the sort that will a) bring pimps back from being whacked, b) let you draw an extra pimp card without discarding, c) affect the hos your opponents already have in their stables and d) affect the pimp gear your opponents' pimps are using.
Now, that said, this is clearly not a game for everyone. It's like Munchkin; if you get why making fun of Dungeons & Dragons in that "kick down the door and kill the monster and get loot and experience" way is funny, you're more likely to enjoy the game than if you don't. If you dig on Dolemite and Avenging Disco Godfather and Pootietang and the Chapelle Show, you're much more likely to think Pimp is a fun game than if you don't. I could see Nick, Ogre, Erik and I playing this game and really getting into it. I could see Zuges joining in with glee. But I think most other friends of mine (including the crew around here) would either be a little wigged out or just not get into it.
So, I don't think I'm likely to play again any time soon. Which is a pity, 'cause now that I understand the way the game's meant to be played, and now that I have some ideas for how to betterify it, I'd really like to give it another shot.