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September 09, 2005

Reviews and Comments (Part 4)

All right, as promised, the theme this time is Historical (or nearly so) games.

And the games are The Prince, Alexander the Great, Conquest of the Empire, Roma, Camelot Legends, 7 Ages, En Garde!, Kung Fu Fighting, and Heroscape Expansion Series Two - Utgar's Rage.

Okay, some of those are only distantly related to the Historic grouping, but it's my Staircase... I make the rules!

The Prince (subtitled The Struggle of House Borgia) manages to be the first real clunker in the Phalanx Games line, or at least the first I've encountered. The game claims to be about the political struggles within the high ranks of the Catholic Church of powerful and corrupt Italian families during the renaissance, but it's actually more about who can get a little lucky early and then run away with things while everyone else sits around wasting time. Also, for a game named for Machiavelli's famed book about cold-blooded, anything-to-win politics, this game is painfully polite and open. Nominally, you can make deals over each turn's Papal election, but since there are very few things you're allowed to trade, little can come of this. Add to this some really ill-thought game pieces (the VP track run from 0 to 96, then wrap around to 97-193 on ONE family's card, but to go from 0-108 and 109-217 on the other 4, for example; was 0-100 too outrageous to even attempt?) and you've got a game well worth avoiding.

Alexander the Great, however, serves to remind me how good Phalanx titles can be. This one is quite a surprise, since most of the games Phalanx has put out in the larger box size have been military, but this is a game of resource allocation and area control only vaguely modeled after Alexander's campaigns, here presented as 6 campaigns, in Greece, Asia Minor, Egypt, Persia, Parthia and Bactria, then India and the failed return toward Persia. The game is played in several rounds, and in each of these players set up a secret allocation of their resources among four categories (turn order, armies, city building, and temple construction). These are revealed and compared, at which time the winner for turn order can pick where they go in the turn (usually, they will want to go last); other players move in order by their current score. When it is your turn, you place your armies on the starting point for the campaign, then move them one, two, or three areas (perhaps leaving some behind, perhaps paying some extra cost due to rough terrain; costs come from either your city or temple building resources), then announce any temples or cities you'll try to build. Other players do the same. When all have acted, the player with the most armies in each area gets 2 points and someone builds any temple or city attempted. By "someone", I mean the player with the most resources allocated to that sort of building who moves to the area and announces an attempt. Completing a build costs that player 1 more than the 2nd highest number of resources (which might be 1 more than 0 if no one else tries). Success is worth 3 points for a temple and 5 for a city. If no one moved to the area marked as the campaign's end this turn, any unspent city and temple resources can be re-allocated (resources spent on turn order, used to pay for buildings, or still on the board as armies cannot be re-allocated) and another round is played. Eventually, someone will move to the last area and this round will end, especially since the longest campaign only has 7 areas in it. At the end of the game, bonus points are awarded for whoever built the most cities and temples in total and in each region. Each campaign is different, with more or fewer choices in movement, differently-placed city and temple locations, etc. Play for every point is quite competitive, and numerous options are offered. You can try for points from armies, from cities, from temples, from a mix. You can even (in the first 5 campaigns, but not the last 2) attempt to cut off some development by doing a rapid move to the campaign-ending space, leaving the other players positioned for future rounds that don't happen. All in all, a very nice game, and well presented with reasonably quality playing pieces (including nice little stand-up screens to hide allocation at the start of each round).

Conquest of the Empire is a huge game, from the 46"x36" map (covering the full geographical range of the Roman Empire, plus a bit they never got around to conquering) and some 350 player pieces, 50 neutral pieces, and 75 delightfully oversized coins (especially since most games are given to miniaturizing such pieces), not even including the cardboard counters (of which there are numerous) and a deck of cards. And, as if this wasn't enough, there are actually two games here, one the "classic" form, only slightly changed from its original 1984 Milton Bradley release, the other an all new game. The Classic form is just that, a classic. It's not a terribly realistic game, and it suffers from the fact that players must be eliminated to get to the endgame, which means some players will be sitting out the latter half of the game. Elimination is necessary, too, because without it you can have at most 5 active armies (4 under generals, one directly under your Caesar). Once you eliminate another player, you take over their 4 generals and thus expand your ability to act dramatically! Other than that, this is a fairly good game of conquest, development, and expansion. The new game, Conquest of the Empire II, is about as different as two games sharing the same pieces can be. This game is much more political, with armies used to defend or assault influence, but money and influence being what decides the game. Here, influence markers are purchased for each important region of the empire, with several available in each location. Majority means you get more points each scoring, so you want to keep up your influence. Also critical is an interesting alliance system whereby you can bid to form alliances among the players, forcing someone else to not attack you until the next round! Numerous action cards add lots of flavor to the game, and there's a nice little "Chaos" mechanic that costs you VP if you get too far outside acceptable Roman propriety. These are both really nice games, though I'd give a significant edge to the newer rules if only because they avoid elimination and have a certain time limit to victory. But they also emphasize politics over military, which is more to my taste. Someone who likes simple crunch and grind military games (ala the classic Risk) will likely find the Classic form of CotE more to their liking. Anyone who likes big, sweeping conquest games will like one or the other, if not both.

Sticking to Rome for a bit, we have Roma, a fairly straightforward little card game of two factions head-to-head in a political power struggle. Cards represent resources, either people of influence (merchants, senators, legates, or Emperor Nero, for example) or valuable structures (temples or the Forum, plus military hardware such as onager). The playing area is made up of 8 spots, each marked with a disk from "take cards" on one end, through spaces for die faces 1 thru 6, to "take money" on the other. Players will play their cards aligned with the die faces. Each turn, the player rolls three dice and then takes 4 actions, which can be 1) to play a card from their hand onto one die spot (either filling an empty one or replacing the current contents), at a cost in money; 2) taking money equal to the amount rolled on the die used; 3) taking cards equal to the number rolled on the die used, though only one is actually kept and the rest are discard; or 4) activating a card at a location the die roll matches (that is, a roll of 4 lets you activate the card played on your side of the "4" space). Each card has a different effect, some score victory points, some attack opposing cards, some allow additional card draws, or various other effects. When all victory point tokens are given to one player or the other (or if one player is drained dry of points), the game ends in victory for the player with the most. It's fairly simple, fairly quick, and a nice mix of random and strategic (a bit biased toward the random side). I'd be happier if it played about 10 minutes faster, or was a bit less random, but it's still a very nice game. One caveat... in an attempt to be as multi-national as possible, the cards are named in (roughly) Latin and are marked with fairly meaningful icons to indicate their power, but you'll still be checking to rulebook to identify effects more often than you may like. Still, a very nice, light game, bearing almost no resemblance to the big, heavy Conquest of the Empire despite the similar setting.

Camelot Legends isn't exactly a historical game, as the Knights of the Round Table are far more fiction than fact, but it's my blog, so I make the groupings. This is a nice little game, with lots of research behind it as nearly every significant character and storyline associated with Camelot makes an appearance, which is very impressive given the simplicity of the base game system. In effect, it's just this... There are 3 game locations (Camelot, Cornwall, and the Perilous Forest). Each player's turn, an Event is drawn, which might be placed on one of those locations or might be resolved immediately via a special rule, mostly commonly a bid. Then you check to see if you can complete any of the location events currently in play (usually achieved by summing up attributes from your knights and beating an objective printed on the event). Then you take two Actions, such as draw a character, play a character from your hand to any location, or move 1 or 2 characters from one location to another. Continue until the game is over (either all events are resolved in the simplified beginners game or a single difficult "final event" placed at the bottom of the event deck is resolved in the standard game). Whoever has the most victory points (won by completing events) at the end is the winner. Simple, yes. But wait, there's a complication... You see, almost every knight and almost every event has special rules, some simple, some quite complicated, that modify the standard play format. It's not a new idea (and hasn't been since Cosmic Encounters), but here it's taken to rather an extreme. Almost no two characters have even similar abilities, and by game's end there may be two dozen characters and events in play. Keeping track of everything is a challenge. But, I think, a challenge worth considering. This is an attractively produced (card are ranges from good to great) and well designed game, marred only by its potential for excessive complexity in practice. Maybe I'd play Shadows over Camelot before I'd play this, but it wouldn't be by a long margin!

7 Ages is an odd mix. It's an ambitious game, trying to do all of recorded history within one mechanic without getting silly, overly complex, or boring. It does a surprisingly good job at this, but it has one of the steepest learning curves I've ever seen, particularly for a game with so few rules. Opening the box is a decidedly old-school feel, as there are nearly 900 cardboard counters to be punched out and sorted. The map is huge, but just paper not a mounted board. And the big split that cuts right across the Fertile Crescent (i.e., the region where early play is very likely to focus) is just a wee bit annoying. In fact, graphic design is a major mixed back for this game. Play aid charts are astonishingly detailed without seeming cluttered, various terrains are reasonably distinct, and most spaces are large enough to allow play, but at the same time some spaces are amazingly tiny despite their possible importance (a problem caused by the real world not always making important places large, for certain, but no attempt is made to ease the problem via distortion or special play areas to expand on the undersized base location) and the cards are just astonishingly busy, to the point that many are tricky to read. This game is an interestingly lesson in elegance, which is that even that gold standard of game design can be taken too far. This game is often elegant to the point of confusion. Players control Empires, bringing them into play via cards then slowly expanding and developing them until they peak out and are taken out of play, to be replaced by a new Empire. Actual available actions at each turn are few (in fact, 7, plus a "wild card" that lets you defer choosing until you activate, but at a cost), and you select one action for each Empire you have in play each turn. Most of these actions are fairly easy to describe, and fairly easy to do. But the subtleties of their interactions... Wow! And add to this some very odd design choices, such as making each color of playing pieces slightly different (in number of each type of combat unit, or in the abilities each unit has), or the way some Empires naturally cannibalize others if they come into play in the right order, or the way some spaces on the board are specially valuable to some empires while almost worthless to others... In effect, if you don't spend a long time studying them game before trying to play, you'll miss out on just what many of the decisions you're presented with actually mean. This is a very complicated game presented in a form that is almost too simple to contain all its complexity. I'd love to really get into it, but I have a feeling it would take a half-dozen plays to get good enough to really enjoy its richness, and I can't imagine playing it that often at the frustratingly confused level it defaults new players to. Still, big points for taking an aggressive goal and doing an amazingly good job of it. Compare this to games it is similar to (say, History of the World or Vinci) and there's no contest; this is by far the richer and more worthy game. But I'd still probably pull down Vinci first. (Also, you have to take points away for one huge oddity of this game... if the first player has one of the right cards in their initial hand and chooses to play it, the game could start in Age 4 (the Renaissance), 5 (the age of Exploration) or even 6 (the age of Colonialization), ignoring the vast majority of history, which is to say ignoring just what the game is all about! There is an optional rule forcing the first empire to be Age 1. Why this should be an optional rule is beyond my understanding, as I'm sure several other things about this game are. I really, really want to like it... but I can't tell without spending hours of playtime with it I just don't expect to ever manage.

En Garde! and Kung Fu Fighting are going to suffer from being reviewed together... they're from the same publisher and share the same basic structure (draw cards, play attack to damage opponent, move to next player), but they really aren't the same game at all. KFF is martial arts combat the way the movies tell us it was (that is, nothing at all like it was). Players play cards to attack one another, or to enhance an attack, or to shift into various stances, or to draw weapons, or to block attacks, or to recover Chi (life points). Many combinations feed one another, such as Crane Stance giving a bonus to Fast or Kick attacks (and thus a really big bonus to fast kick attacks). Players play cards until there's only one standing. That's all. That's all you need! this is a fast, fun game and not to be ignored. It's only weak spot is that you discard unwanted cards and fill your hand at the beginning of your turn. This means you can't spend other player's turn planning your move and thus slows the game down (though it also means you're far less likely to have a Block card handy). En Garde! takes the same essential structure in a whole different direction. Here, instead of Chi you have Poise, and Poise is used both to record damage and to make attacks. A clever rule makes this slightly less dangerous than it might be... As long as you have at least 1 Poise when damaged, the worst an attack can do is drop you to "No Poise". You're only eliminated if damaged when already at "No Poise". And if you are at "No Poise", you can play any card you want for free! A cornered man is very deadly... Also, En Garde! expands dramatically on the simple attack/block pattern, allowing complex exchanges where the block leads to a riposte which itself needs to be blocked, back and forth until one player can respond no more, and only then is everything resolved. It's quite pretty, and offers a very decent simulation of cinematic swashbuckling fencing. What's that, you say? Kung Fu movies and Swashbuckling movies aren't history? Bah! If history can't make room for things this fun and interesting, who needs it?

Heroscape Expansion Series Two - Utgar's Rage... Well, I really like Heroscape, and more variety is a good thing. For the historically minded, this set adds a quartet of armored Knights and their commander, Sir Denrick, plus 4 members of the 4th Massachusetts Line. Yes, knights in shining armor and Revolutionary War soldiers. Heroscape is an odd history-and-fantasy-in-a-blender sort of game. The knights are reasonably tough and unyielding (and especially nasty to anyone who tries to disengage once in combat with them), their leader is especially good at smacking down Huge figures (you know, like Giants or Dragons), and the 4th Massachusetts lay down withering fire if they don't move. But those are the historical bits, and serve under the relatively "good guy" Jandar. The set is called Utgar's Rage, so most of the figures are on his side. Marro Drones offer us ultra-cheap, barely effective figures whose strength comes if you swarm the battlefield with them (which would require buying several sets), while the Minions of Utgar are bat-winged demons ready to swoop down and do some serious harm (especially since they deal double damage, 2 wounds per hit rather than the usual one). The Anubian Wolves and their leader Khosumet the Darklord are unpredictable werewolves, perhaps the deadliest things imaginable but perhaps accidentally killing one of their own each time they activate (you have to roll a die and find out!). Me-Buro-Sa is a mounted skeletal Marro-type with a 25% chance of paralyzing a nearby enemy at the start of each turn. Krug is a big bruiser who, just to be fearsome, actually has a tougher attack the more damaged he is! And, lastly, there's the Swog Rider, an Orc on a sabertooth tiger who gives a nice bonus to nearby orc archers but isn't actually a leader, so is fairly easy to take down. At GenCon, they were giving out a ranked-up repaint (same figure, different paint job) of this figure, Nerak the Glacian Swog Rider, who actually is a leader (3 life points), and who grants extra defense to nearby orcs, plus having a bonus while standing on a snow space (though, so far as I know, they haven't released any snow terrain pieces yet). All of these figures are attractive and well made, with special points to the bestial Krug and the shining armored knights. Heroscape is getting better all the time, and from the amount of space Hasbro gave it at GenCon (and the future products they displayed), it has no sign of dying off soon. In fact, I've already seen rumors that the next series has started appearing in stores, and it promises Highlanders and Shaolin monks!

And those are my comments. Do with them as you please.

Posted by ghoul at September 9, 2005 05:53 PM

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