Game for up to six chiefs of bands of medieval Vikings.
Possible activities include building, fighting over
building materials and raiding others' fortresses and
it is all pre-programmed – in short something of a
Wallenstein in
miniature. Viking activities are controlled by written order
to preserve simultaneity. Collection is reminiscent of Hick Hack in Gackelwack,
except that the Vikings never negotiate (how disappointingly
stereotypical). Combat is resolved by each player secretly
choosing a combat card. The loser goes to a penalty box similar
to that used for caught thieves in Adel
Verpflichtet. An interesting innovation is that each
player receives the other's card, places it face down and
waits until the entire hand of four is face down for it to be
available again. In building up the six fortress walls, players
have some decisions to make. Should the fortress be built evenly
all the way around or concentrated on one section at a time?
Should the less valuable, but more easily carried off pieces be
hidden at the bottom or vice versa? Of course the Vikings left
to defend the fortress are not collecting anything, providing
another dilemma. Since the winner is the player with the highest
quality fortress, not the most finished, but the game ends when
the first fortress is finished, another question is whether
to collect for speed or quality. How the group is thinking,
especially about the ratio of time spent collecting vs. time spent
raiding is going to be an important issue for every playing.
Overall this is something like a light American war game, but
leavened by more dilemmas, the use of cards rather than dice
and tending about half an hour or slightly more. Since the
availability of supplies is generally high, combat tends not
to overwhelm matters with nastiness so probably only the most
squeamish need avoid this. Others should find it an enjoyable
romp. Against all odds, even works well for six players.
Eketorp (oak tower?) is a fortress on the Baltic Sea island of
Öland, Sweden, actually dating back to ancient times.
Dirk Henn;
db-Spiele
Multi-player war game based on the Elric/Eternal Champion
series of novels
by fantasy writer Michael Moorcock. Initially published by
Chaosium and later by Avalon Hill in an edition with improved
rules. Confusingly, this is also the title of a role-playing
game by Chaosium, which already had an RPG named
Stormbringer based on the same stories. In hindsight,
these novels, always written from a single point of view,
were always bound to work much better as role-playing games
than as a war game in which national aspirations are
considered. The war game never really seems to come together
as players tend to thrash around rather helplessly for the
most part unable to pursue much strategy, their actions
mostly dictated by which tiles they are fortunate enough
to draw. When this is added to very poorly written rules,
map and counter vagueness and errors, the game becomes
rather a chore. Probably would have worked better if the
game's center had been a solo adventure, more like the
novels. There is one such scenario included but strangely
enough does not include Elric, and its nonsensical rules
make it unplayable. It might be nice if someone were to
invent some such scenarios based on the individual novels.
[chart][summary][scenario][errata][origin of the sardonic grin]
Multi-player war game depicts the uniting of China in the
ancient Warring States era prior to the Qin dynasty. Combat
is achieved via simple dice rolling rules. As the game
only ends when one player controls fifteen out of the
twenty-one provinces of China, players will be eliminated
along the way. An interesting though vague rule provides
that the losers join the victor. Although there are some
other vague rules as well, does provide some interest and
possibilities for strategy and negotiation. Unfortunately
the event cards wield an undue influence on matters, not
so much the negative Yin cards, but the positive Yang cards,
which are not well balanced. Would probably make for a
fairer game if all of the fields, mines and cities were
set up before the game starts and the crossing cards were
all dealt out to the players ahead of time. Not particularly
historical apart from the geography. Players should decide
in advance whether there are mountains along the border
between Honan and Shensi. There is some ambiguity in the
rules as well.
[summary]
Grand tactical multi-player war game depicting various stages
of or the entire Napoleonic era. Everything here is well
thought out including political rules which are often
vestigial in other vehicles. Unusual for a game of this
scope to provide such a satisfying level of detail in the
combat. The only two downsides are that the game works best
for seven players and that dozens of hours are required to
complete it.
Martin Wallace-designed light war game posits up to five
no-name empires on a map of the ancient world from Britain
to Egypt. But akin to a society game, each player's turn
is quite short, consisting of just one of the following options:
(1) place a base, (2) place a fort, (3) attack, (4) recruit an
army, (5) disband an army, (6) expand trade routes. Each player
begins with a different basic army, one emphasizing elephants,
another foot skirmishers, another cavalry, etc. These are
customized by drafting mercenaries. Leveraging the fun of
examples like Hannibal: Rome
vs Carthage and Phantoms
of the Ice, combat is conducted by simultaneously
revealing cards from ordered decks. But by no means is combat
the be-all and end-all. Points can be achieved by trade routes,
by plunder and by diplomatic conquest, etc. Some have claimed
that the Diplomat specialist is too powerful, but considering
its costs, this is doubtful. In fact it is most useful for
taking over neutral territories and later on not particularly so.
The only serious downside here is that it seems to last too long.
The first game turn is generally sufficient for the board to
fill up, the second to permit the initial jockeying and scoring
and the third for the final contest. An entire fourth game
turn seems rather unnecessary and if this means that the trade
strategy does not have enough time to develop, perhaps their rate
of income and placement should be increased. Other quibbles:
Control of the sea seems unrealistic for at least the early
part of the period depicted, although admittedly this may be
necessary for good flow.
Trade routes seem a bit of an afterthought and would
have been fascinating if their contiguity, length or variety
could have been part of their scoring value.
Physical quality
is quite good, but player aid information is desperately needed.
A scoring track running around the board would have been a nice
addition as well as better differentiation between the blue and
black sea connectors.
Armies are rated either fast or slow,
but this information is not on the cards (note that all slow
armies have shields depicted).
Overall a very strong outing,
enjoyable for many different reasons and
the best "third generation" game seen in a while.
Like most freewheeling military games, there can be some diminishment
of fairness if not all players are of equal ability.
Ironically, seems to have less attraction for those who have played
a lot of collectible card games.
[summary][variant][analysis] Martin Wallace;
Warfrog; 2000
Imperial Glory
is an Empires of the Middle
Ages-style game set in ancient times
covering
Eurasia from Spain to Shanghai.
Incorporates
deckbuilding,
push-your-luck, and named
emperors rated on seven attributes.
One of the most peculiar of all the SPI efforts has curiously
become the one of the most highly sought. The SPI staple
was a World War II or, at worst, American Civil War outing
(this is medieval), was designed for two players (this
takes up to six) and was filled with tiny numbered hexes
(here changed to abstract rectangular status boxes). Some
twenty years later, it is less surprising. Often the most
unusual creations, those which strive to break new ground,
are the ones with the most staying power. Dante's Inferno was sui generis, and yet an
enduring masterpiece. But also, in lavish use of color, in
multiple strategic options and de-emphasis on pure warfare
(which here is a very abstract matter), it presaged the
current advent of today's popular German-style games. Here
a player represents the rulers of a particular land with
borders which can change considerably. Each turn is a year
and the player may perform one of the following actions:
conquest, administration, diplomacy, fortification, pillage,
convert. In addition, every five years it is possible to
tax, plunder and colonize. Success or failure depends on
the ruler's three abilities, amount of gold spent and the
results found on a revealed card. Every five years a player
also draws an event card which may indicate famine, heresy,
even plague. There are also non-player raiders and magnates
to negatively influence the fortunes of empires. In this
way, the players are competing as much with the game system
as with one another. At the same time, the board and cards
give off a strong feeling of historicity, at least from
the imperial vantage point. For me, this is one of the best
games that SPI ever did. I have twice completed the
four-player campaign games (Charlemagne to fall of
Constantinople), each of which is about thirty-five hours
of play, not to mention playing all of the three-four hour
scenarios several times. After many playings there is no
longer the same feeling of trying to find the best approaches
to the game and sense of discovery of what works best. In
retrospect, the influence of language differences, although
a fun system, is probably overly strong, as are some of
the raiders. Certain event cards and magnates may be overly
powerful. Long distance trade is entirely absent. The notion
that military endeavors depend on the relative social states
of the two areas involved is dubious; more likely an emperor
just gathered together a big army and tried it out.
Some empires are too weak and the game is probably
best for no more than four, but all that said,
it remains a very satisfying game even after all these years.
The system was realized only once more, in
The Sword and the Stars,
a less satisfactory transplant to a science fiction setting.
Review of the 2004 second edition.[summary][Age of Invasions scenario][errata][raiders variant][scoring variant][grand scenario variant][endeavors flow chart][game turn chart][status record chart I][status record chart II][languages chart][analysis][leader names]
Early Mayfair card game with a theme of up to four fantasy
parties traveling in a dungeon. Players arrange cards in
front of them as if a dungeon party while in their hands
they hold monsters and items and spells which are played
on others and themselves, respectively. Combat is realized
by adding a die roll to each side's strength. Fairly random
and something like a very early Magic: the Gathering,
and showing definite similarity to Nuclear War as
well, it is rather quick and amusing. Later published by
Lion Rampant as The Challenge (not discussed here).
"The End of the Triumverate" portrays an alternate history in which
the ancient Roman magnates Caesar, Crassus and Pompey do not
remain peaceable, but instead open hostilities, vying to become
first in Rome. In reality of course, Crassus got himself killed
trying to conquer Parthia while Caesar and Pompey eventually
tangled to the latter's detriment, demise and decapitation. In
this game for up to three, players being with a set of named,
disconnected provinces, each of which produces legions, gold or a
little of each, but only on every other turn. Combat is only
possible using the main leader, represented by a large block of
wood that like a magic carpet can carry a number of wooden cube
armies (sorry plastic figures fans). He can theoretically battle
four times per turn, combat being resolved by drawing cubes from
a bag – each one of yours pulled is a hit, but then it leaves
the bag – then any defending inflicts hits and finally symmetric
annihilation leaves just one player in the area. Other turn
activities include picking up one's taxes and recruits as well as
investments in three areas: putting cubes in the bag, buying
votes for the periodic election and buying progress on the
political and military tracks. This tripartite arrangement is
also reflected in the three ways to win: victory in two
elections, reaching the end of both tracks or owning half the
board. It would have been nice had this also led to three very
different strategies, but actually military power is a
pre-requisite for all of them and thus cannot be ignored. Despite
the de-emphasis on war games in Germany, there is a small group
there that hungers for such and it appears that this game has
that audience in mind. At the same time it fails to avoid the
problems inherent in multi-player war efforts: the kingmaker
effect that is engendered whenever one player can freely attack
any other. Consider its most degenerate case wherein a low EQ
player decides another has offended him and he will do nothing
but get revenge for the rest of play, thus taking both out of any
possible contention. Thematically, it's nice that the protagonists
and provinces are named, but there are problems too. Fleet
considerations are almost entirely glossed over, for example. The
sniping nature of the war in which one attacks first one opponent
and then the other does feel right either. More likely one of
these leaders would have declared war on just one other and hoped
for the benevolent neutrality of the third. Otherwise it's
unlikely Romans would have been willing to fight Romans during
this period. Speaking of periods, it's surprising that scenarios
for more players were not devised, such sa the five-way war
described by my
scenario
for
Empires of the Ancient World.
Not many additional components would have been needed.
Of course it's not for a review to re-design a game
(dissatisfaction naturally leads in that direction, however).
The history was that Crassus wsa great at making money, but not a
very good commander. Pompey's abilities were pretty variable, but
he made a good ally. Caesar was a wily, successful commander
(and willing to fight dirty), but had perennial money problems.
It would have been fun to see such strengths and weaknesses
reflected in the design. Overall, if one wants a military game
for three, it's easy to do worse, but kingmaking, lack of true
strategic options and limitation to just two or three players
keep it from being the best.
Strategy: Low; Theme: Medium; Tactics: Medium; Evaluation: Low;
Personal Rating: 5
Card game about Napoleonic-era naval actions is another in
the Naval War tradition. Although it looks much
nicer, in terms of game play the same comments apply. [Take That! Card Games]