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BOARD GAMING SUPER WEEKEND 2021 edition!

Once a year me and my friends gather in a sleepy little village called Hassela in Sweden for a 4 day board gaming weekend. It started back in the summer of 2016 but quickly turned into a religiously observed yearly event. 4 days of non-stop eating, drinking and most importantly gaming.

This years event proved to be even more significant than any I can recall as it was really the first time things felt “normal” since the pandemic started. The Pandemic has been a literal plague on our ability to get together socialize and play games and even though my gaming buddies and I have had a game night here and their, it was always filled with this sort of tension and subtle fear of becoming infected and getting sick. Now with everyone vaccinated and at least a calm in the storm as temporary as it may be, I think it was the first time I spent any time with my friends where I never gave a moments thought to the possibility of getting sick. It was a wonderful feeling and an amazing weekend.

At this years event while their were quite a few new games that were introduced, we also played quite a few games I would consider “classics” at this point. It was definitely a very Euro-Gamy weekend, though I don’t think this was some sort of conscious or intentional thing, but rather a testament to some really great releases in the last couple of years and my groups general fondness for worker placement games specifically.

I present to you this years games in the order they were played, enjoy the list!

Tapestry (2019) by Stonemaier Games
Designer: Jamey Stegmaier

A hidden gem that seems to have been ignored by the wider gaming public, I was shocked to see so many copies available for purchase for such an amazing game released 2 years ago. Grab a copy before people figure it out!

Without question it was unanimously agreed that this was a smash hit with us this weekend, in fact we ended up playing it a second time, something we rarely do on these big board gaming weekends simply because there are so many games people bring to the event. Tapestry however was so good that playing it once was simply not enough.

Tapestry is a sort of resource management and civilization building game where players effectively try to expand their civilization through successfully exploring, conquering and inventing technologies in a very “Euro Way”. Its actually a bit difficult to describe but it suffices to say the game is oddly thematic and has this very healthy presentation that gets you into the spirit of telling a story about your developing civilization while remaining wildly abstract and extremely strategic. This is a game where thinking and planning really pay off.

Tapestry has a lot of really unique and interesting mechanics, but really I think what makes it such a great game is the simplicity of what you do on your turn and the depth to which those simple decisions impact the outcome of the game. All you do on each of your turns in this game is choose to move up on one of 4 tracks (Technology, Exploration, Science and Military). This comes with a resource cost, but each step along these tracks has a unique benefit that helps to expand your civilization. Because each player draws a random civilization or perhaps better to say “culture type” at the start of the game, their interaction with other civilization results in each player adapting a very unique strategy/approach in each game. Which again is hard to describe, its something you almost have to experience to understand. You can kind of think of it like playing chess, but the layout, starting positions and types of pieces you and your opponent get are different each game, which means that all of the strategies you tried in your last game are not going to work in this game, even though the general rule (move one piece on your turn) is the same. Each time you play Tapestry the game re-invents itself, presenting you with an entirely different way of seeing it.

It does not surprise me at all that this game has fallen under the radar as I find myself struggling to properly describe it and do it justice. On boardgamegeek this game is rated 235 which is shockingly low given BBG’s affinity for great Euro games and how good this particular one is. I have only played it twice so it would be hard to justify a full review, but my gut on this one is that it has immense replayability and depth, based on these two plays I would not hesitate to recommend it. It is a fantastic game.

Blood Rage (2015) by CMON
Designer: Eric Lang

The only 5 out of 5 stars game I have reviewed for this blog, a review I stand by, its an amazing game.

Blood Rage remains the only game I have ever reviewed on this blog that got a perfect 5 out of 5 score and as it does every time I play it, it has proven that it deserves that score and all of the accolades that come with it. Blood Rage is just straight up amazing and though I would not exactly call it a “Euro” given it’s over commitment to presentation, theme and “take that” interaction, the entire game really does hinge on smart card drafting and well timed unit placement on the board. This may have the appearance of some sort of Ameri-Trash area control game, but there is very little luck in this game, the most skillfully executed strategy will win this game every time.

It’s a brutally hard game to win and certainly players benefit from experience and player knowledge of the cards, so it can be a bit tough to win on your first go against more experienced players which might actually be the only flaw I have ever seen in the game, but in my experience it’s always a very close game and all victories are hard fought and well earned.

I love this game, naturally with a 5 star score I highly recommend it and thanks to its long term success it has been in print since it was released and you can still buy it today. I do recommend getting the 5 player expansion if you can get it (that tends to be a bit harder to find) but it plays really well with 5. While I do like the Mystics of Midgard and Gods of Asgard expansions as they add some interesting added components they aren’t really necessary and might over complicate the game a bit for less experienced players.

Vampire Rivals (2021) by Renegade Game Studios
Designer: Dan Blanchett & Matt Hyra

My gaming group and I are huge Vampire: The Masquerade fans, in fact we have been actively playing the 5th edition RPG religiously for the last couple of years, so the Vampire theme has considerable meaning to us. We have also played all of the various Vampire games that have been released in the last few years including Heritage and Vendetta.

Not too shabby, really a pretty solid collectable card game, it’s not going to surprise you but its not exactly a let down unless you are hoping for something extraordinary.

Vampire Rivals is a more traditional living card game, along the lines of Game of Thrones the card game and really this felt very much almost like a kind of “based on” LCG. A lot of the mechanics and concepts of Rivals were instantly familiar to me and conceptually it really felt like the game is driven by well established card game design principles.

I think my gaming group liked this game a lot more than I did, but this may have something to do with the fact that generally speaking collectable card games for me have to do something really unique to garner my interest. I have played dozens of CCG’s and LCG’s over the years and have quite a few on my shelf not to mention some of the digital variants I play. When I clear shelf space for a collectable card game, it’s going to have be something more than just the standard fair, which is not to say I didn’t like Rivals, it was fine, but it wasn’t like Star Wars: Destiny were after one play I was ready to whip out my credit card.

I’m sure we will play this one more in the future, but I have my doubts about it becoming a thing with us and truth be told I liked both Vampire Heritage and Vampire Vendetta much better then this one, so if we are talking Vampire based card games, I think their are much more interesting options than this one. I will however say that if you like Game of Thrones the Card Game and you also love the Vampire: The Masquerade theme, Rivals is going to be in your wheel house.

Bang The Dice Game (2013) by dV Giochi
Designer: Riccardo Pieruccini

Based on Bang the Card game which I have never played, Bang the Dice game is a Yahtzee like twist on the classic hidden identity genre of games.

Bang The Dice Game got introduced to the group a couple of years ago at the big board gaming weekend and it’s been a mandated filler for the event ever since. This is a quick, wildly erratic and mostly silly dice chucking and hidden identity game and while their might be some strategy to it in their somewhere, for our group its just an excuse to goof and have a laugh, fitting nicely in between drinks and dinner. It’s a great small group party game, hitting that 5 to 8 player sweet spot. I’m not sure if it replaces games like Coup or The Resistance for me, but chucking dice is always fun and the game requires very little explanation for it to click with even the most inexperienced non-gamer. Its as universal as Yahtzee but so much more fun.

Empires: Age of Discovery (2015) by Eagle-Gryphon Games
Designer: Glenn Drover

Age of Empires is in the strictest sense the perfect worker placement game with some meat on the bones. The eye candy deluxe version I spent my mortgage money on looks gorgeous on the table, I regret nothing!

This stone cold classic is arguably Glenn Drovers Mona Lisa, though the man is responsible for a considerable amount of board gaming history including classics like Attack!, Conquest of The Empire, Railways Of The World and Sid Meier’s Civilization.

Age of Discovery to me however is an example of taking an awesome concept like Worker Placement and perfecting it. This is simply one of the best worker placement games ever made and it was during our big board gaming weekend what I would consider a main event game where we had a full seating of six players hunched over for several hours trying to figure who had the right to rule over the new world.

Age of Discovery is really a kind of race to the new world, it’s very much all about trying to squeeze the most out of the starting conditions and whatever benefits you can gather along the way. Turn order is huge in this game and its a constant fight to be first player so that you can land those key capital buildings, resources and specialized workers. Its one of those worker placement games where there is never an absence of tough decisions. The scoring rounds too are such a critical moment where suddenly everyone is simultaneously jocking for positions in the new world and the game goes from a very peaceful and humble management of your own resources to suddenly forcefully pushing everyone out of your way.

If it wasn’t for the fact that we played so many truly amazing games, I would call this game the highlight of the weekend, but alas there was a lot of great stuff that hit the table and I would be really hard pressed to pick my favorite. I don’t really know how well this game hits with the rest of the group, but for me personally, I love this game and I’m always excited to get it to the table, it has been and will forever remain on my must own list.

The Sheriff of Nottingham (2014) by CMON
Designer: Sergio Halaban & Andre Zatz

I put this one in the same category with my beloved Galaxy Trucker, is it a good game? I have no idea, you will laugh your ass off and that is all that matters.

I have no idea if Sheriff of Nottingham is a good game or not, but I do know that it is a great time in a box. At no other time during the entire weekend did we laugh as much as we did during our play of this game. The lying, bribing, threatening and posturing of this game never fails to deliver sheer and utter silliness that has everyone in tear inducing laughter. Every time I play this game it results in some eternally quotable moments that we laugh about for years after.

If you are looking for some sort of strategy in a game like this however I think you will be disappointed, trying to play this game to win is just a silly endeavor, you just have to sort of accept and embrace the absurdity of the game, let lose and play it as it is intended, with a cocktail in your hand surrounded by friends.

I love Sherriff of Nottingham, but it’s not at all because I claim its a good game, to be honest I’m not even entirely sure we are playing it properly. It’s greatness comes from its ability to produce funny situations that has everyone in stiches and its precisely for this reason Sheriff of Nottingham makes an appearance in the big Hassela weekend almost every year.

Vampire Vendetta (2020) by Horrible Guild
Designer: Martin Mottet

There are a number of board and card games based on the world of darkness setting and while I think Vampire Heritage gives Vendetta a run for its money, this is by far my favorite take on Vampire: The Masquerade outside of the RPG.

Vampire Vendetta my gaming group discovered this year during the pandemic using Tabletop Simulator. While I find playing games online is typically a considerably lesser experience, I was pleasantly surprised by this one and one of the guys ended up picking up a real copy and bringing it to the big board gaming weekend this year.

For me Vampire Vendetta falls into the, if you love the theme, you will love the game – category of games, meaning that if you are not into Vampire The Masquerade RPG and you don’t know what a Brujah is or why vampires fight over control of cities like Chicago, this game probobly will not only confuse you but seem rather arbitrarily unbalanced. For those of us in the know however, Vendetta is a perfect execution of the Vampire The Masquerade theme, nailing that political struggle between the vampire clans that as fans we find so engrossing about the world of darkness. Yes, its just as unfair and often unbalanced as you would expect the clans to be as this game designer understood that in order to be the game Vendetta needs to be, aka, a true representation of the world of darkness, those in-equalities need to be built into the game and thankfully they are.

In Vendetta each player picks a clan and gets a limited deck of cards that represent the most classic elements of each clan. There are 4 sections of the city, one of which is the princes haven and each round players are vying for control over these sections of the city. This is done by committing action cards to the zone either face up (revealed) or face down (hidden). These aren’t full commitments because in vampire feinting an action, trying to get players to over commit and tricking them into terrible situations is what the game is all about.

Part psychology, part strategy and all horror, Vampire Vendetta just has it were it counts. Simple rules, great execution of theme, well paced, highly replayable and above all else the designer knows his audience, clearly this is a person who knows his world of darkness and this game is a love letter to it.

Definitely for Vampire: The Masquerade fans only, but if you love the world of darkness, you are going to love this board game version of it.

Coup (2012) by Indie Boards & Cards
Designer: Rikki Tahta

A stone cold classic, I can’t think of any reason why any gamer does not own this game.

Coup may be the only game that has made the table at every single one of our Hassela board gaming weekends over the years and this year was no different. Easily one of my favorite fillers of all time, this hidden identity game relies almost entirely on the psychology of its players and most of the strategy of the game is about reading the other players and knowing when you can and can’t lie about what cards you are actually holding. Simple, fast and quite difficult to win, its among the best of the Ultimate Werewolf inspired hidden identity games.

Condottiere (1995) by Eurogames
Designer: Dominque Ehrhard & company.

THE best trick taking game I have ever played and really the magic of this game is that it feels like so much more than just a trick taking game. It tricks you!

Despite its 95 release making this a fairly old game, my group discovered it only in recent years but it has become an unquestionable established classic in our group. I have never met anyone who played it and didn’t like it, in fact I have bought it and given it away three times. Everyone who plays it feels the instant need to get their hands on it and its no surprise to me at all because the game is a perfect example of extremely streamlined game design.

This is a trick taking game with a area control element, but what really gives this particular card game an edge over the virtual sea of trick taking games out there is how the cards you draw are used over potentially several rounds. Because you don’t actually know how many rounds their will be with any given card set you draw you have to always think about the fight you are in now and its importance and what fights will come next. Often you are trying to get other players to commit to battles you have no intention of winning just so you can set yourself up for future victories, while other times you are just looking for opportunities to screw people or get a quick victory.

Easily one of the best trick taking games I have ever played and thankfully this game seems to always be in print. Another game on my must own list.

Tsuro (2004) by Calliope Games
Designer: Cathy Brigg & company

I’m not the best person to ask about abstract games, its just not my bag of chips, but I didn’t outright hate it which Is my usual response to abstract games so it must be really good.

I’m not a huge abstract gamer, looking at my shelf I can count the amount of games I have in this genre on one hand minus a few fingers, but every once in a while a game comes along that I find irresistible (I’m looking at you THE DUKE).

The Duke is the only abstract game I have ever played where I can legitimately claim that I love it, it’s amazing but alas for only two players.

Tsuro however was not one of those games and though I really didn’t see anything particularly wrong with it as it was clever, simple and quick, exactly what you want an abstract game to be, it’s not the kind of game that floats my boat. It’s not an issue with the game, but rather just my general gaming preferences, in fact, I would argue that if you like abstract games, this would probobly hit the spot just right. What little I know of the genre, this game seems to have that puzzle element I think abstract gamers will love. When we played it I’m not joking when I say the game took about 10 minutes to complete, it was a very quick game.

Are you dumber than a box of rocks (2016) by AMO Toys
Designer: Joe Herbert & Dave Herbert

Its a trivia game, I’m not sure how one judges that. I mean people ask me questions all the time, it doesn’t mean we are playing a game. Its a funny gimmick.

A member of our gaming group has an affinity for pulling out odd ball games for us to try and while I find that all Trivia games are basically the same, this one in particular actually had some funny elements I think Trivia fans might enjoy. For one it was a multiple choice game, essentially all questions are answered with 0, 1 or 2. Which means that you effectively have a 1 in 3 chance of guessing right. This is a team game however and your opponent is a literal rock in a box, that has 3 sides with a 0, 1 or 2 written on it. The question is asked, the rock is shaken and your effectively competing against random chance. Surprisingly enough, it was a close game and while I will admit most of us were drinking and not exactly in top form, it was kind of funny to have almost been beaten by an actual box of rocks. Its a silly concept, but as far as trivia games go, this was actually kind of funny.

Dune Imperium (2020) by Dire Wolf
Designer: Paul Dennen

I love the DUNE books, this is easily one of my favorite science-fiction settings, but while loving the setting enhances the experience this is just a rock solid worker placement and deck building game, it knocks the sea of competition in this genre out of the water and then steals the water, because you need water.. trust me!

Dune Imperium was the only other game in the line up that was played twice and for the exact same reason Tapestry got a second go, this game is straight up amazing. In fact, while 2020 was an absolute shit year for gaming because of the pandemic, hence their was very little games played in general this year in our group, there is absolutely no doubt in my mind that Dune is the game of the year.

A combination worker placement game with a deck building/playing element, this is one of those games that has just that perfect tightness. Games are ALWAYS close, hard fought battles. The game is really well paced, wonderfully balanced, beautifully illustrated, based on an absolutely awesome theme and is just chalk full of replayability. Blood Rage currently stands as the only game to have ever gotten a perfect score from me on this blog, but if there is any game that I know of right now that has a shot at being added to that list, it is most certainly going to be Dune Imperium. You are going to have to look long and hard to find a flaw with this one, it may just be a perfect game.

Don’t bother thinking about it for another second, this is an auto-buy if there ever was one.

Stone Age (2018) by Zman
Designer: Bernd Brunnhofer

It’s bright, colorful, easy to teach, easy to learn, you get to roll dice and there is a fair amount of strategy to the game. I put it into the simple and fun category, it’s not going to change your life, but its a very easy game to get to the table.

Worker placement games are what I call “highly reliable” strategy games, meaning that, they usually don’t have a luck element and if they do it’s very minimal. Stone Age flips that, by creating not only a considerable luck element based on dice rolls, but a push your luck element with how you position your workers. You often pick spots on the board you can’t afford, hoping to score the needed resources during the round, which means that the game has this sort of gambling element to it.

It’s hard to know where to place Stone Age in light of a world filled with amazing worker placement games, in particular given that the “highly reliable” strategy games are generally considered “better” because they remove luck and put control into the players hand making them games of skill. I may be alone in this but I find Stone Age kind of refreshing. To me games should have luck in them, in particular when the game has ways to circumvent the reliance on luck through good long term strategies.

Stone Age is certainly not going to blow anyone away, in fact, my early impressions of this game when I first tried it were kind of luke warm, but I have kids in the house who love to play board games and kids love rolling dice so Stone Age is popular with them. The result is that I have played this game more often than I probobly would have otherwise with my gaming group. I brought it along this year to the Hassela weekend as an alternative pick as my 4 player game in place of Dune, but by the time it was my turn to pick a game we had already played Dune twice so it made its way to the table. In light of Dune I think perhaps people were less impressed with it, but I think its a pretty fun game and its definitely more family friendly then games like Tapestry and Dune that can feel a bit heavy on the strategy end. Stone Age has very simple and easy to understand goals, quite perfect for kids or less experienced gamers.

Batman Flux (2015) by Looney Labs
Designer: Andrew Looney

Fuck off Batman Flux!

Ok, I’m just going to say it, this game is stupid but I suppose a game designed by a guy named Mr. Looney, we should probobly not have expected much.

I know these flux games have a following and all, but to me this game was just complete nonsense. I won, I have no idea how or why, but I was just glad it ended quickly!

Gloom (2005) by Atlas Game
Designer: Keith Baker

Great artwork, funny theme and unique gimmick with the see through cards help to set the mood the game is trying to put across.

Keith Baker of D&D fame takes a swipe at making a card game about people living tragic lives, then dying horrifically to score points. As silly as that sounds, this game was actually mildly entertaining.

It’s a bit gimicky with it’s see through cards that you layer one on top of the other and it’s rather morbid theme, but its a short enough game that the exercise doesn’t over stay its welcome and it was good for a couple of laughs. A simple and quick card game filler that might be good as a camping game or something to pull out with the kids. Nothing for my personal shelf, but given the card game we had played right before, I was mostly just happy we were not playing Batman Flux!

Conclusion

Another Hassela weekend for the history books and what a fantastic weekend it was. Lots of great games were played and a good time was had by all!

Now its time to pick my favorite game of the weekend and I have to admit I struggled with it for quite a while. Certainly established classics like Blood Rage are always contenders and my beloved Empire: Age of Discovery I’m never disappointed by was in the running briefly. In the end however it was a battle between Dune Imperium and Tapestry.

Strictly speaking I think Dune Imperium is a better game from a sort of generalist perspective. What I mean is that if it’s board game night and I’m pulling out a game no one has every played, I can get everyone playing Dune reasonably competitively on the first go in no time flat and no one will be confused about what to do or how to do it. Its a game that is easy to teach, easy to learn, its actually relatively fast and while it has plenty of nuances and potential strategies, its not going break anyone’s spirit and the result of the game is going to be tight. Whoever wins isn’t going to win by more than 1 or 2 points.

Tapestry on the other hand while the core rules are relatively simple, has a metric ton of iconography and requires considerable explanation to get people going while the depths of the strategy and nuanced ways the economy works is going to have players struggling to grasp exactly how to put together a competitive strategy. Even for a humble veteran like me it took a second game before I had even the faintness clue what I was doing and I was none the less lapped by the more experienced player. At the end of Tapestry a less experienced player might score as little as 100 points while a more experienced player can break 400. The margins of victory will require everyone to have a good grasp of the game before they get close enough to make the game feel competitive.

Still ultimately my choice for favorite game of the weekend has got to be Tapestry. I don’t consider a game having so much depth that it takes a few plays to get it figured a problem or a flaw of the game. To me, good games are challenging games and I want the game to push me to figure it out, I want that challenge of learning to play a game well and I don’t mind taking a pasting from more experienced players in that process. In fact, I prefer my games that way and while it can sometimes get frustrating to lose repeatedly and not fully understand why, the rewards for cracking the nut and winning that first game always feel so great.

More than that I think Tapestry is a really diverse game. Those culture/civilization cards really re-define the strategies and possibilities of the game creating this great replayability. Dune Imperium is a fantastic game and choosing Tapestry over it should not be seen as some sort of disparagement against it, but if you asked me this morning what game I want to play right now, I would definitely pick Tapestry.

I asked my gaming mates to call out their favorites, again I generally don’t reveal anyone’s identity on the blog so they shall remain hidden masked men behind the scenes, but their picks were as followed.

Player 1: Blood Rage
This did not surprise me at all, any Viking themed game is always going to be popular among Swedes and I’m fairly certain I saw him placing an order for Blood Rage on his phone before we were even done playing. It was his first time playing the game and I do recall how excited I was about the game the first time I played it as well. It’s an awesome game!

Player 2: Tapestry
Player 2 and I share a lot of the same tastes in games and I knew when I introduced him to Dune Imperium he would love it and I think he knew when he introduced me to Tapestry I would love it. We were both right, but, I agree with him that while Dune Imperium was a very close second, Tapestry wins it.

Player 3: Tapestry
Again not a shocker at all, both player 2 and 3 are hardened veterans, they know a good game when they see one and while I would imagine Dune Imperium was also on the radar for Player 3, I think among the guys who fill their book shelves with games as a matter of religion, Tapestry got our attention and had us checking our bank account status.

Player 4: Condottiere
Also not a big surprise, every person I have ever met who I introduced Condottiere to immediately takes to it and I have already replaced my copy 3 times as a result of giving it away to friends who loved it so much I just wanted to see the look on their face when I say, “Here you go, its yours now!” Condottiere really has that natural charm of a trick taking card game that makes it a conduit for turning non-gamers into gamers.

Player 5: Condottiere
I was a bit surprised by player 5 picking this one given the field of games this weekend, but I suppose I shouldn’t be. Condottiere is on the surface a simple trick taking game, but it’s really so much more than that between the sheets.

That’s it for this year, only 360 or so days until the next Hassela weekend, I can’t wait.

Review: Field Commander: Napoleon by DVG 2011

Designer: Dan Verssen

The Field Commander series by Dan Verssen is celebrated as one of the big standouts in the world of historical solo war gaming and while admittedly this is a very niche genre of gaming, it’s small community of fans is fiercely vocal, passionate and loyal. This is a series that counts Field Commander Rommel and Field Commander Alexander as two of the most highly regarded of the series, but It is Field Commander: Napoleon that is universally hailed as the best in class by fans and by no small margin.

The latest addition to the Field Commander series is Fleet Commander Nimitz, another DVG game that brings the solo genre of gaming into World War II Pacific. I feel like I should just mail DVG my credit card to speed things along.

In these pandemic times while we are stuck in our homes waiting for the vaccine to arrive that will mark the day when we get back to our usual gaming routines, I have spent a great deal of time playing solo board games. While the list of games is long and distinguished, I felt like I was not really branching out beyond games based on World War II and I really wanted to. I decided I wanted a new game in a different era and I have to be entirely honest that I picked the Napoleonic Era almost completely at random. When you do a search for a Napoleonic Era solo game, Field Commander Napoleon is the one google screams at you to try.

With only the most cursory research, I found and bought a copy of Field Commander Napoleon on sale and that is pretty much the entire story. I knew very little about the Napoleonic Era when I bought this game and it would be my first exposure to the Field Commander series. I have to admit however I felt quite comfortable with that because Dan Verssen as a designer and DVG as a publisher has built up a lot of good will with me. After all it was DVG that made B-17 Flying Fortress Leader a permanent fixture in my hobby room, a game I have played more times then I care to admit and if the Field Commander series was even half as good as the Leader series, I had nothing to worry about.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.45 out 5) Great Game!

Field Commander: Napoleon is a war game about the entirety of Napoleon’s career on the battlefield, from his early exploits in 1796 in Italy to the 1815 “War of the Seven Coalitions” which produced the infamous Battle of Waterloo.

The game is split up into two separate parts of waging Naploeon’s campaigns, the first a top level strategic game where you move armies on a more grand scale in a bid for dominance in an area control game and the second the more zoomed in level of play where you actually command your troops on individual battlefields in a tactical mini game.

Throughout the game you transition between these two separate but very related sections of play as you attempt to complete the objectives of 11 unique scenarios that are linked together into a campaign which when completed gets you a final score for self judgement and/or bragging rights.

The gameboard is compact with all the information you need about a scenario printed for you at arms length. This game makes use of every inch of space, small enough to play outside in the garden on those slow lazy summer afternoons.

I find solo games to be very hard to review because it’s difficult to know when your experience and expectations of standard multiplayer board games should be applied as a point of comparison to a solo game and when you have to judge it by the unique standards that apply to the solo genre. A solo game is a very intimate experience which lives in your head and your opponent is essentially a sort of AI built from some governing rules which often include a decision process driven by dice. This is certainly true about Field Commander Napoleon and almost entirely foreign ground in standard multiplayer board games.

This rather unusual setup, unless you are already used to playing games like this, is going to feel very much outside of your experience, which is really a round about way of saying that while this is a board game and it has many of the usual bells and whistles of a board game, the experience of playing a solo board game is wildly different from playing a game with an opponent which includes multiplayer games that you play solo.

Field Commander Napoleon is no exception in this regard, but Dan Verssen has made every effort to make this game as strategic and tactical as possible while simultaneously thematic and historically vivid which are the real selling points here. In the end, if I had to give this game a description, I would call it a strategic and tactical puzzle because in a sense, this game presents you with challenging problems to solve in its grand strategy and on its tactical mini game and those problems are solved by coming up with very unique and I would argue very clever ways of exploiting the mechanics.

I love DVG solo games and I would be hard pressed to pick my favorite but it would most likely come down to a battle between B-17 Flying Fortress Leader and Field Commander: Napoleon. In either case, both games are on my “highly Recommended” list for solo gamers.

In a sense the core mechanic of the game is quite simple, but each new scenario presents you with new conditions and rules that change the dynamics of those base mechanics and so with each new scenario you sort of start over and have to rethink and reassess the whole game. What works in one scenario to “beat it”, will fail horrifically in the next.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Feels like a Deluxe edition, great example of good use of tokens, great production value all around.

Cons: It’s pricey.

The sticker price for Field Commander Napoleon is about 100 bucks which is considerable (almost twice as much) if you compare it to the cost of the other Field Commander games like Rommel or Alexander. I got lucky and found it on sale, but it did have me wondering what it was about this particular game in the series in comparison to the others that warranted such a big bump in cost. In my review of B-17 Flying Fortress Leader, another DVG game I also bitched about the price, though I didn’t find it outrageous or anything, but I’m finding more and more that historical war games seem to carry considerably higher cost then any other genre and solo games seem for whatever reason to be the most expensive of them all.

When I cracked this box open, it became immediately apparent why this game is so expensive. The game comes with 7 full color mounted boards for the campaign portion of the scenarios which includes a separate battlefield map for fighting the zoomed in tactical battles. There are also 6 Full very thick counter sheets with beautifully illustrated tokens, various index sheets for campaign tracking and quick reference and of course a full colored rulebook.

This is a very nice production and while pricey, I think it fits the price quite respectfully, in fact it felt like what you were getting here is a deluxe version of a game that might otherwise have a cheaper alternative version.

I always appreciate mounted boards and I’m happy to pay for the privilege, DVG could have cut the games cost and sold this with paper maps and that would have been fine too. Solo games with a paper map is probobly the one time I would say I’m considerably less adamant about high quality mounted board productions. Clearly, DVG felt this game deserved the extra production value and having played quite a bit of this game at this point, I have to agree with them. As you will discover in this review, I adore this game and when a board game is this good, I want that deluxe component treatment. Clearly DVG anticipated this games success and never bothered putting out the “cheaper” version of the game selling it as the Ferrari it is.

I always say that there is a right time to use tokens and a wrong time, every game is different and it really depends on the purpose of the tokens in the game, whether having them facilitates play or hinders it. Historical War Game publishers and designers are notorious for being so adjusted to using tokens for everything they often fail to make this assessment and very often get this wrong.

In the case of Field Commander: Napoleon, the tokens actually have a mechanical purpose in the tactical battles to help represent unit formations, logic in their organization on the campaign map and are easy to distinguish at a glance without having to manipulate them which all works to facilitate gameplay. They are gorgeous of course which helps to sell the theme and general feel of the game, but pretty tokens is not a design decision, its an artistic one and this game was clearly made by a great designer that understands that functionality comes first. Dan nails it here with perfectly designed tokens that serve to make this game better as they are functional, informative and multipurpose.

When it comes to the components here I really have no complaints, its a game on the expensive side, but their is no price gouging on the cost to value so you get what you pay for and what you’re paying for is deluxe.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  Great sense of drama, fantastic connection between mechanics and theme, looks great on the table.

Cons:  This game nails it, no complaints!

When it comes to solo games, the presentation of theme is quite important and I will always tilt the review score towards it. When you play a solo game you are playing alone, you are in your head which means the game your playing needs to inspire your imagination, give you that internal dialogue and story about what the game is trying to convey thematically.

In the case of Field Commander Napoleon you are meant to actually be Napoleon, in fact, if Napoleon (represented as a token in your armies) is ever killed on the battlefield, the game is over and you lost! I love that, it personalizes the game but this is just one very simple way the theme is conveyed. The games thematic presence goes far deeper then that.

The true brevity of the theme actually pours through the gameplay and really the mechanics and theme are so linked that they are almost one and the same. This game does not rely on art, cards, flavor text or other abstract things or displays to tell Napoleon’s story and bring the theme across, it is almost all done exclusively through the decisions you make driven by the games strategic puzzles. Puzzles which in an abstract way are based on historical events, in other words, based on the same problems and decisions that Napoleon himself faced.

Now of course this is done with a light touch in abstract ways as clearly the events of Napoleon’s life on the battlefield undoubtedly came with immense historical detail, a game trying to replicate that would likely be highly complex and what Field Commander Napoleon tries to make out of that is to give you the sensation of the issues Napoleon faced in a more digestible form.

There are three layers in how the game accomplishes this.

First and foremost are the unique scenario challenges. Each scenario presents a number of unique problems assumingly based on historical realities of the times. For example the 1798 “Egyptian Adventure” scenario has you dealing with a “plague” rule which increases the cost to resupply (heal) units. “The Harsh Conditions” rule has you rolling for casualties anytime you move units as part of larger armies and the “No Cannon” rule means you have to win this entire scenario with infantry and Calvary units alone, no Cannons for you!

Naturally its hard to convey the impact of such details in a review in which your understanding of the rules is limited, but suffices to say the impact of these conditions create a very unique problem that requires a completely different approach to resolving it than you might otherwise take to complete the winning conditions of a scenario.

Each scenario takes this approach by infusing it with rules reminiscent of the special historical events of the period and through this the theme shines through. Now if you’re like me where you don’t actually know the history beyond the basics, these things might have less of an impact but their are more abstract associations you will make that really don’t require the history lesson. The Plague and Harsh Conditions rules for example are not that difficult to associate to thematically even if the real history is unknown to you, it’s Egypt (a desert), plagues are always easy to imagine taking place in the1800’s. It’s really not that much of a stretch to give your imagination some fuel to get those important thematic visuals. The designer probobly understands that while anyone who picks this game up is going to be a fan of historical war games and Napoleonic History, its unlikely we are all going to be history professors that will get every reference, so this is sufficiently gamified to allow the theme to shine regardless of how much about the history you actually know.

The second way, which again is a very mechanically driven approach the theme is conveyed is through the tactical battles. This is a kind of a mini grand strategy game and the campaign map, the movement of troops and management of resources are all part of the core game, but really the scenarios key moments are resolved on the battlefield. Hence the tactical battles are are fought whenever your units find themselves on the same spot on the campaign map as the enemy.

When this happens all of the units on the campaign map in that spot are moved to the tactical board, essentially its a bit like zooming into the campaign map to lead the troops personally on the battlefield. Just this act of zooming in on the battle immediately triggers your imagination as you see the game as this grand strategy campaign, but you don’t have to imagine the battles, you are actually going to fight them out, with actual battlefield tactics first hand.

Big meaty battles like this can have some crazy outcomes, position and formations are critical. This tactical mini game way of resolving battles is just what the doctor ordered to sell this theme.

On the tactical view of the game formations matter, position matters and the orders you give your troops matter. This is a round by round, straight up fight where you and your enemy move across the tactical map shooting cannons, forming lines, charging, flanking and all the fun stuff of war (in the game sense, obviously these battles were probobly quite horrific).

Now I will talk about the gameplay and mechanics of this part of the game in the gameplay section in more detail because they are absolutely brilliant, but if we are talking strictly theme, this way of handling combat is just dripping with it. Crazy stuff happens on this tactical battlefield. Sometimes soldiers get routed at the worst moment, sometimes they refuse to follow orders all together, they get caught out of position, or make valiant pushes that force the enemy to turn and run. Its just fantastic, the whole thing! For me, this is one of the most fun mechanics of this or any other solo game I have ever played but I don’t just love it for its mechanical genius but because of what it does for this games thematic presence. It just nails that Napoleonic Era feel with perfection.

The final peg to the Field Commander Napoloeon’s perfect handling of the theme is the time pressure aspect. Every scenario has a pretty harsh time limit in turns in which you must win the scenario (else you lose it by default). You can’t just dilly dally around and wait for that perfect circumstance to execute your master plan. Turns are extremely limited, you have to act and you have to make due with the circumstances you have at any given moment.

This creates drama, tough decisions and forces you to make a lot of high stake gambles. Put together when you successfully pull it off you can’t help but cheer at the table even though you are probobly alone and there is no one there to hear you while simultaneously when you fail, you will be pounding your table with a fist of rage. This very simple application of pressure applied to the game turns brings out tremendous energy, creates this constant tension and makes this entire game extremely hard which is exactly what you want it to be. You want to feel like Napoleon and nothing says Napoleon more then pulling a victory out of thin air when facing impossible odds by making hyper clever plays and gambling like a maniac.

The gambling however is not luck and this is where all three of the pegs of this theme kind of come together into a gorgeous thematic margarita. You know the conditions of the scenario so you are managing the campaign level game to ensure you limit the scenarios drawbacks as much as you can. You make tough, often risky decisions but because you control the tactical battle, you don’t have that “roll a die and hope for the best” battle resolution. You are the one managing your soldiers on the battlefield, giving them orders, setting their positions, making those tactical plays. So when you win a battle, it doesn’t feel like luck is driving your victory or your story, you feel in control and your success and failures are your own and because your under time pressure to get it all done before the clock runs out, the tension and drama of each round is vivid giving the whole thing this very thematic and story rich feeling.

It just comes together beautifully. Field Commander Napoleon is an amazing, thematically rich game and I can totally understand all of those accolades it gets from its fan base, because when it comes to the most important part of a solo game, the theme, F.C.N. sticks the landing like a Olympic champion.

Gameplay

Score: 

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star 

Pros:  Great use of scenario based rules, fantastic tactical battles that give you a sense of control and perfecting pacing.

Cons: Advanced rules for more experienced players would have been nice, AI can be quirky at times.

While the theme is absolutely vital to a solo game in my opinion, gameplay has to be a close second. Thankfully Dan V. understands this quite well and gives us a game in which I would describe the gameplay as a perfect garnish for the thematic main dish. Even if you don’t agree about my priorities here however, the gameplay isn’t going to disappoint here, it doesn’t play second fiddle to the theme, it is extremely strong on its own with mechanics so smooth you almost wish this game had a multiplayer mode.

In describing this game, its very easy to become fixated about various areas of play and while most parts of the game are very simple, one of the magic tricks that Field Commander Napoleon pulls off is knowing when more detailed mechanics pay off and when less detail helps to make the gameplay quick and snappy. As such I can’t say that any specific mechanic is some sort of revelation, but all of these different levers put together results in a game that just works.

The campaign rules for example that govern your resource management, troupe movement and resupply all work to support the games core in a simple and direct way. You always have a good understanding of the impact of your decisions on the main campaign map and their is zero confusion about how to execute the rules thanks to a crystal clear rulebook. All you are really doing on this map is making high level choices that will setup the second, more critical part of the game, the tactical battles.

The special rules of the scenarios however are what transforms this campaign mode into something much deeper and it’s within these special rules you will find yourself altering how you view this part of the game and how you use its mechanics. There is no one strategy fits all kind of thing happening here, even though without the special scenarios there would very obviously be one.

Each scenario is unique, from setup, to special rules, alternative supply methods and even different scoring methods. There are 11 scenario and each is truly unique.

How you move troops, how you choose to re-enforce your battle lines, how often you save resources as opposed to spending them all, when scouts are important and when they are not. All of these micro decisions are going to be put to the test with each scenario and you will make very different decisions based on it.

If there is anything to complain about its that perhaps the game is too simple on this high level campaign mode. After a few plays, the decisions you make are driven by a kind of experience and informed view of the game as a whole you eventually gain. I think it would have been nice if there were some “advanced” rules that more experienced players could inject into this campaign level game to increase the complexity. It takes a few plays through all the scenarios to get to this point however which is going to give you hours of exciting gameplay making the discovery so it’s a minor complaint if one at all, but I do think its a missed opportunity.

I do understand that in the modernization of game design the mantra is “simple” which translates to approachable and is seen as streamlined and preferable in the eyes of publishers, but this game targets historical war gamers who appreciate some meat on the bone and I think designers have to remember who their game is for.

The AI movements and responses are as you would expect a bit robotic at times and a bit too random at others as dice and charts control them. This can create some wacky results, but typically the AI ends up being hyper aggressive and you can rely on it to charge into your troops to diminish your efforts every round. The time pressure element of this game doesn’t give you the luxury of buying your time, so you have little choice but to be equally aggressive in your pursuits and while the results can vary from game to game in how well the AI ultimately plays, it generally produces challenging and interesting games. Certainly the one thing you can depend on is that the AI will often act in unexpected ways which I think is what you want and strangely sometimes these odd behaviors though they might not pay off on the current turn, in the next two it may turn out that these strange moves give the AI a force advantage in some key area.

The scenarios themselves are definitely not easy, in fact, their are no “introduction” scenarios that give you an easy victory so that you can get your head around the game. The AI immediately crushes you in your first game and I found it took me a solid five or six attempts to win just the first scenario. You do get better at the game rather quickly and while each scenario presents you with a unique challenges that will trip you up, the difficulty of the game kind of levels out and while it remains “difficult”, in time you will build up the skill set needed to successfully complete all 11 scenarios.

In this regard while I can’t complain too much, the game does have that “I finished it” feel to it. While the game is varied and dynamic enough that you can play the full campaign a few times, I think most people will likely shelve the game after a few play throughs. It is a fun experience however that you will think back on fondly and eventually that will drive you to dust it off the shelf to have another go. I seem to cycle games like this into my gaming routinely every few months and I can see this one coming back around. This comment might belong in the replayability and longevity section, but to me this is a product of the really fun gameplay and strong mechanics of the game to such a degree that I think it must be stated here.

The big winner of this game however is the tactical battles which are really the addictive component of this game and the center that makes everything else look much better than any part individually. It reminds me a bit of an old Nintendo game called Genghis Khan in that, your efforts on the campaign map can either give you an edge in the tactical battles if you have done well or make these battles really difficult if your campaign management is lacking. Yet despite this, if you are clever about how you manage tactical battles you can flip the switch and produce victories where you should have been defeated, turning a short coming in the campaign mode into an advantage after a tactical battle. This aspect of the game gives you this amazing sense of control over your destiny and I absolutely love that about F.C.N, in the same way I loved it about that silly Genghis Khan game.

The tactical battles have you making round by round decisions like the formations of your units which can be column or line. You also give units special orders using order tokens that define things like charges, flanks and other more abstract orders that represent advanced preparations and things of that nature. Depending on formations and orders, you sometimes need to make checks to see if your units will actually follow your orders, which is a round about way of creating a sort of system of risk vs. reward in these tactical battles. Then there is the whole concept of timing, some of which you can calculate based on what you do know about the battle and other times you have to adjust things as you go or react to changing events and AI decisions. This is because the AI randomly draws from a cup of special orders and so the behavior of the AI on the battlefield is going to trip you up and have you scrambling during the execution of each round.

Rarely does a tactical battle go exactly according to plan and because tactical battles have a mechanic that randomizes the length of the battle , their can be time pressures you have to deal with here as well which really adds to the games many tough decisions you have to make and unpredictable results you have to contend with that will have you adjusting your overall strategy.

All of this results in some fantastic play elements that are both challenging, fun and thematic. All the things you need a game like this to be.

Replayability and Longevity

Score: 

Score: christmas_starchristmas_starchristmas_star
Tile: christmas_star

Pros: 11 Scenarios with multiple ways to complete them successful will keep you busy for quite a while.

Cons: Some more meaningful goals beyond top score and some more advanced rules with high difficulty settings would have helped keep this one on the table longer.

Scenario based games have a tendency to get “played out” in the sense that once you have beaten all the scenarios a couple of times, the game sort of runs out of steam. It will definitely take some time to get their with Field Commander: Napoleon, it certainly is not an easy game, but eventually it will land on your shelf and collect some dust.

The question is whether or not you are likely to find the urge to pull it of the shelf for a second or maybe even a third round and I believe the answer is, yes… yes you will. I know I did.

I waited quite a while before writing this review just to see if after beating all 11 scenarios would be as interesting the second time around and not only was it just as much fun, but it actually reminded me of just how great this game really is as I discovered new strategies and alternative ways to beat some of the scenarios.

I of course wish their were more scenarios, advanced rules and perhaps a little bit more meaningful goals then just trying to beat your top score, but the game certainly has plenty of fun filled hours of gameplay that warrant its purchase.

Conclusion

Field Commander: Napoleon has easy to learn rules, a great sense of drama and theme, a subtle but meaningful grand strategy game layered with an absolutely fantastic tactical mini game built in. This is all wrapped up in a deluxe production and while price might be an issue, you certainly get what you pay for.

The short and sweet of it is that this game was a big hit with me, it certainly rivaled my other favorite solo game (B-17 Flying Fortress Leader), so if you like the Napoleonic Era and are stuck in your house playing games alone, Field Commander Napoleon comes highly recommended.

REview: Napoleon’s Imperium by Compass Games 2021

Designer: Andrew Rowland

There are many reasons why a boardgame might find itself on my hobby table ranging from the theme of the game, to the designers reputation, because it got great reviews or because it’s part of a series or uses a mechanic I already love. Napoleon’s Imperium however is probobly one of the most unique reasons for which I have ever bought a game before, it was because of the story behind the game, the long and intriguing road this game and its designer took over the course of decades.

Andrew Rowland’s Story about the making of Napoleon’s Imperium is not only heartwarming and inspiring, but really shows the intention of the design as a lifestyle and event based game.

I was intrigued by Andrew Rowland’s personal story to bring a game he had played and worked on for decades out of a personal labor of love and transform it after all those years into a released product. From construction of massive and very elaborate table top versions of the game for his personal use to the dedication to a life long project, its just a fantastic tale that you just want to find a way to be part of. There is a great interview with Andrew that gives you some additional insight into his story.

This interview highlights added details to the story and really shows the dedication of Compass Games to bringing games to our attention most publishers might ignore, something commendable we as game fans would love to see more out of game publishers. Kudos to Compass Games for being the hero!

Needless to say I got very excited about the prospect of playing a big, large scale Napoleonic era game by a designer who spent decades perfecting it. That sounded like something right up my alley and I took the very deep plunge into a game that cost a whopping 150 American Bucks making this one of the more expensive games on my shelf along side games like War Room and Twilight Imperium.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4 out 5) Great Game!

Napoleon’s Imperium can probobly be best described as a war game that wants to be more than just a game for board game night. This is a game that desires to be an event, an experience, it wants you to get excited about the history on which it’s based and the global scale which it represents. It’s a game that has as many exceptionally unique elements, some of which translate to a standard board game, while others are clearly meant for something bigger. Sometimes the game actually felt like a made for tv movie that has a story that should be on the big screen. It reaches into spheres of play not typically found in a standard historical war game. As it does many things at once it always confines the game to simple, easy to absorb mechanics so that you can lean back, imagine and think strategy rather then rules. I did find however that there is a nagging question that needs to be answered where this game is concerned, an odd one. Exactly what sort of audience is this game for?

It’s a game that is simultaneously a historical war game clearly rooted in the Napoleonic era while also being a very simple game mechanically that would easily translate to any type of pre-industrial global conflict, a sort of general war game. Is this mean it targets historical war gamers or casual war game fans?

It has fairly deep strategic potential for exceptionally complex executions of team based tactics that play out over hours of play, while being wildly random and chaotic at times suggesting its akin to classic dice chucker’s like RISK. Is that make it a casual game or a serious gamers game?

It takes real historical elements into consideration and makes it part of the game, while also being very a-historical to a point that just a cursory look at the map for example you recognize real history is compromised for game balance indiscriminately. Again, does that mean its aiming for historical accuracy, alternative history or is it just for fun?

In a sense its all over the map in terms of design approaches that might typically be fussed with a specific expected audience. Make a simple game for casual gamers, make a complex historical game for war gamers, make a shorter game for novice players, make a longer game for hardened veterans. Generally there are some rules that are followed in game design, N.I. seems to reach into all these spheres of design simultaneously throwing caution to the wind and as such, it’s a bit tough to identify its intended audience.

It takes some digging to connect the dots between the game play, design and the games development history to understand that what it was before this egg hatched as a published board game had considerable influence on the final result. This may explain why the game is so different in its approach compared to your typical historical war game released from Compass Games or a more standard design approach you would typically expect that targets a specific audience. The thing is, Napoleon’s Imperium may be a lot of things, but typical, expected or standard are not words I would use to describe this game.

I think if I were to offer my general impression of the game, I would call it, strangely good, oddly familiar with a very classic style while also being completely unique. N.I. sort of feels like two games. The game it wants to be because of its roots and the game it is, because of the conditions under which it was published.

I think I would make my case by saying that the experience of playing this game was often halted by very obvious observations about how the game could have been vastly improved from a component perspective, while at the same time surprised by the many really clever ways the mechanics were simplified to represent high level concepts in a hyper efficient way to make for an outstanding strategy war game. It’s a kind of an odd contradiction with the game that the mechanics are so efficient, while the games components often are not. A contradiction that was likely preemptively cured in its previous form as a large table top game with miniatures as many of the complaints I have about this game are directed at presentation and fluidity of using the available components, in particular the tokens. Mechanically, I think I can honestly say I’m in love!

I think in the end the quality of the game as a whole is really going to be perceived differently depending on your preferences and what it is about board games you value. For example if you pick this game up because you think its a historically accurate war game in the Napoleonic era, you are likely to be disappointed, but if you just love great war games about the Napoleonic Era, your in for a treat. If you love epic war games for their visual presentation and atmosphere for those big event days, you are not exactly going to get that here, but if you love epic war games for their high level strategies and story they tell, this game is chalk full of that sort of thing.

These kind of odd contradictions, make Napoleon’s Imperium hard to recommend, but not because it’s not good, because it really is, but because it breaks expectations in many ways and it’s hard to really pin point what category of gamer its going to appeal to, what sort of gaming group its suited for. Will historical war gamers like it? Or is this more for the casual RISK crowd? Is this an event game? A lifestyle game? or is this for a casual board game night with friends and family? Its a really tough call.

In the end my approach was just to shed expectation and judge it without trying to categorize or answer questions about it’s intended audience because I don’t have all the answers. What I know is when I’m playing a good game, I know when something feels right and works. When it comes to Napoleon’s Imperium, there is a lot to like and a lot to be excited about.

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Full color, clear and concise rulebooks makes learning the game simple and easy to reference. Very nice artwork, especially on the battle cards, gorgeous map that services gameplay well.

Cons:  Average component quality is in contrast to the price of entry. This game begs to have higher production value and should have gotten it given its price and origins.

When I first got a glimpse of the price tag for Napoleon’s Imperium I have to admit I was a bit nervous. I knew from reputation that Compass Games is known for mixed component quality on many of their games. I knew with this game you were getting a couple of paper maps, some tokens and some cards which didn’t seem to be in line with the rather high price tag. At the same time I was so intrigued by the prospect of this game, and its developers story/history, I just had to play it. So… I shelled out the dough and a few weeks later it arrived at my door step. I figured worse case scenario, I just donated to a worthy cause.

Upon opening the box, I can only describe my first impression and the experience as a whole as a crushing disappointment. Unlike Andrews experience of unboxing the game which he filmed (see below), my opening wasn’t marinated by three decades of work coming together into a realized dream in a released product. I can only imagine how for him, the moment of seeing his vision turned reality in a box was life affirming, peppered by his unique perspective.

It’s always fun to see a proud designer unbox his own game, in the case of Andrew who worked on the game for decades, it’s particularly special.

Cruelly, for me this was one out of hundreds of unboxings I have done, it was something routine I do, just another weekend with a new game. Perhaps my opinion is skewed by this repetitive routine, perhaps I’m a bit jaded by years of reviewing games. I like to think rather, its because I do this all the time, that I have a firm understanding of what a gamer will expect from a game he just dropped 150 bucks on. This isn’t my first rodeo after all!

Of course I knew going into this little venture that it was going to come up a bit shy of what you might expect at this price range, I don’t buy games without researching them first, but It just seemed impossible that for 150 US dollars this was all there is in the box.

What’s In the Box?

Two fairly thin, easy to accidently rip maps that you have to handle like they were ancient relics. The quality of these maps is quite standard, which is to say like all paper maps, its generally poor. Even after the first unfolding of the maps I already had white creases and edge cuts, which again is not that unusual for paper maps, its why as gamers we prefer mounted boards. Paper maps is something we expect for “cheaper” games, mounted maps for expensive ones, this is and should have been the ladder and it should not come as a shock to the publisher as this isn’t their first rodeo either.

This map will not survive for long (especially with my gaming groups typically rough handling of games) which is disappointing for two reasons. First, because this was a 150 dollar game and second because the map has stunning art work which is both inspiring and functional. This just makes the production quality of it that much more painful to bare as you will be frustrated with trying to preserve this beautiful work of art’s condition over time.

You can say what you want about the quality of the paper the map is printed on (spoiler alert, basically a large napkin) but from an artistic viewpoint, this is a beautifully illustrated map.

The quality of the tokens I would describe as “standard” as well, which again, would have been fine for a standard price which this game does not have. I do appreciate the larger “jumbo” token size for handling during play, no tweezers needed and the art work (pictures of original miniatures from Andrews grand table) are very charming touch….however… It would later turn out that the organization and use of the tokens in this game in general hinders play. You are constantly having to make “change” as the tokens represent different quantities of units, you are routinely adding and removing them from the board by the handfuls.

Tokens were just a poor choice for this game, almost anything would have been better as the information on the tokens is really not that necessary as units stats can be found on the nation cards and a are quickly memorized. The tokens are just their to represent quantity and it would be better to use dice, cubes or disks, or dare I say it, miniatures or plastic soldiers. Anything that doesn’t require to do more than a cursory look at the board to get an accounting of “how many units their are” in a location of which type.

In your typical historical war game release, these tokens would be perfectly acceptable, at 150 bucks, not so much. Quality is not the only issue here however, functionality is as well, tokens were just the wrong choice for this game, their is too much handling of them involved, it comes off clumsy.

The battle and point card stock and nation index cards are also average quality, nothing that will blow you away, but very serviceable. I would suggest sleeves for the battle cards, from personal experience, this level of quality benefits from sleeves for long term preservation. Fortunately aside from the initial shuffle, generally, their is not much handling of the cards needed during play. The unique art work and flavor text do make these cards stand out and are a big part of how the theme is tied together (more on that later), suffice to say they are very pretty and functional.

The rulebook is probobly the only high quality component reflective of the games price in this box. Color printed with clear and concise rules that make learning to play the game a snap. Lots of illustrations and examples for clarity, and quite thorough, answering questions for even the rarest of circumstances.

I think for a typical board game release I would rate the components as “standard”, perhaps in the case of the paper maps I would say they might even be slightly “below average”, I have plenty of games with paper maps made of sturdier stock . At a 150 US dollar price point however I have to say this was a pretty disappointing production value and this is really a contrast based on the cost vs. value, not a swipe at the artwork which I think is very nice. To be frank, at 150 bucks, when I open the box I expect to have my mind blown by the production value of a game, not surprised that my 70 dollar Empire of the Sun at more then half the price blows this component quality out of the water by any metric you can think of. The boardgaming market is competitive and at this price range, you need to be ready to compete, N.I. comes up short.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Important naval battles, reliance on allies, shocking battle results and events, everything you expect from a Napoleonic Era game (I think!?)

Cons:  This game just begs for a 3rd dimension, using tokens does not do this game justice and just doesn’t feel right.

After I got over the shock of the production value of the game and crossed into the acceptance stage of grief, I set the game up and started moving pieces around. After all, I was very excited about the prospect of the game and truth be told, I will always bitch about disappointing cost to value in particular in expensive games, in today’s board game market their is just no excuse for low balling components. Regardless of component quality, at the heart of any good game is a great theme and great mechanics, If a game pulls those off, I can learn to live with “varied” component quality, N.I. wouldn’t be the first game to fall into that category and find a permanent home on my shelf.

The question I had at the start of this review is what exactly is the “Napoleonic era” theme? I mean, this is a war game, its played on a large two piece map, there are 8 countries represented and you fight battles for dominance over territory. That is very representative of the Napoleonic era but its also representative of every other kind of war or war game.

I may be showing my historical ignorance here, but to me Napoleonic era is more about the control of the sea’s, the importance of alliances and bold surprise strategies that reflect a period in which shocking things happened all the time.

The theme presented in N.I. I think is sufficient for what the game is trying to portray, avoiding the over reliance on forced historical accuracy, but making it historical enough to feel like it is about the Napoleonic Era. This certainly puts to question how thematic that actually makes the game, is it thematic if a game is about the Napoleonic era but doesn’t actually inject rules to force that historical accuracy to play out?

My exposure to Napoleonic Era games and history in general is soft at best, but I picked up Field Commander Napoleon recently (a fantastic game) and I immediately fell in love with the era’s mystique.

I think it’s here that Napoleon’s Imperium reveals its opinion on the subject and frankly nails it in my opinion, understanding that Napoleonic era theme can be a sensation rather then a series of forced rules. N.I. achieves this in a efficient and rather simple way so that you’re not bogged down by historically accurate result syndrome (HARS) which I find is a common problem in historical war games. I want to play a fun game in the Napoleonic era theme, not be walked through a Napoleonic era history lesson in a scripted game and N.I. gets that and delivers that. That might not fly with historical war gamers who live for historical accuracy and I get that and you have been warned, this is not that kind of game.

The sea’s are critical in this game in how they expose the coasts and make it possible to make shocking surprise attacks forming those really big plays. Keeping up big navies is expensive however and your income is fueled by the land battles and control of territories. This relationship means you can’t just go on an all out min/max strategy of building ships, nor can you ignore the sea’s and focus on land battles. There is this subtle, very careful and very calculated positioning of units as you attempt to trip up your opponent by leveraging the mobility of navies and certain land units like Cavalry. To me all of that screams Napoleon Era, but I have to admit my understanding of the period is largely based on imagery and assumption rather then historical fact, I may not be the best person to ask for an assessment.

Everything you need to know about the nation your running is on these beautifully designed nation index cards and its worth noting that nations are asymmetrical. One key element on these cards to pay attention to is the different cost, movement and strength values of the navies which are of critical importance in the game.

The game is also heavily reliant on alliances, this is not a “I run nation X” game for the win, you cannot win without your allies and coordination between allies above all other strategies is paramount. I can understand why Andrew used this game as a corporate team building game, as cooperation and team play is a founding requirement for a winning strategy. This too I found to be very thematic and era appropriate as wars in the Napoleonic era were very much a team sport, with lots of wheeling and dealing involving multiple countries with recognizable historical figures at the head represented by commanders in the game. Again I may be wrong about this, but it just felt right to me but it is highly abstracted, more a concept then anything governed by rules.

The end result is a game that is at least sufficiently thematic, though I would argue in my ignorance of the historical period that its even more than that. It has it’s own flavor and take on history of course and while I’m not entirely sure that it mimics the history of the Napoleonic war to a degree that historians or historical war gamers would nod their heads in approval, it does so sufficiently to get you into the spirit of things thematically which I think was its target. The general aesthetics and the little historical touches and tid-bits you get from the battle cards add to that flavor and I would argue the historical pressure points are all represented here at least on a superficial level that you won’t have any trouble believing this is a game about the Napoleonic Wars.

The battle cards make great use of art, historical context and bring it together with game effects to add to the theme. I’m not sure historical war gamers will feel this is a sufficient influx of history into the game, but it works for me.

For example Prussia and Austria being located in the center of the map, are clearly in desperate need of support from allies. France and Britain are going to be battling it out for control of the seas, while countries like the Nordics and Spain, can either be great supporters or liabilities in the war. Finally you have Russia and The Ottomon Empire that are basically fighting an entirely separate war, while occasionally throwing their two cents in support of allies. Those elements I do believe are historically accurate to some degree. The map itself, specifically the national divisions of the map might not be entirely historically correct, but their is enough familiar ground here that it delivers the Napoleonic Era wars in a absorbable way without making you feel stupid about the historical realities of such a war. This is a game that advocates fun over realism which I appreciate, but admittedly may not be in the wheelhouse for hardened historical war game purists.

That said I’m not entirely sure that an 8 hour team game with this level of strategic complexity is necessarily an entry level war game either, which speaks again to that nagging question, who is the target of this game? My answer would be, anyone who loves really well designed board games, but I think the design here may be a bit ambiguous in this regard.

I found that it was the components once again that got my negative attention, or perhaps better to say the lack of components played its part in detracting from the “fun” aspect of the experience. I fully understand why the designer spent years collecting miniatures and building large elaborate tables to enhance the visual experience of this game, I do believe it really needs it to convey this theme, as the gameplay itself does history in a fairly abstract way.

Napoleon’s Imperium is at the base of it all a very simple game rules wise but you do spend a great deal of time staring at the board (this is a long game, potentially multiple 8+ hour sessions) because the strategy can be quite deep. You will be planning, calculating and trying to predict your opponents plans in an effort to one up them in a very elaborate cat and mouse war game. You’re hunched over this huge map for hours at a time and what is missing is that visual wow factor you want a game like this to have to remind you that these tokens represent something important about the games theme.

You want to feel like a commander looking at a battle map, sending invasion troops and fleets of ships across the board, ordering soldiers into battle, watching as nations rise and fall. Doing that by carefully fingering about with some cardboard token stacks is just not going to do the trick here even if you have a very vivid imagination. The game lacks that deep history to mechanics connection you normally get with historical war games that help with the illusion. It does this intentionally to keep the game simple and absorbable which I applaud, but the result is that much of its theme is reliant on the presentation of the abstraction. Without that strong visual connection, the game lacks an element of the experience you sort of need to buy into its premise as a game about historical events, about Napoleonic War, about the role you play as a commander of a great nation in history. With tokens for armies, the game comes off a bit like a generic war game that could just be about anything.

It doesn’t help that tokens aren’t particularly functional as a game component here either. The setup of the tokens being used as quantity counters with different denomination defined by different borders on the tokens actually makes getting a good accounting of what you’re actually looking at difficult. There is a lot of stack peeking, making change, counting and re-counting. That sort of thing pulls you out of the experience. The administration here should be made a lot easier, a lot faster.

If there was ever a game that begs to be represented visually in the 3rd dimension with miniatures or plastic pieces, it’s this one, not just for the visuals to sell the theme, but for practical gameplay reasons. Coming off a pretty long stint of playing Larry Harris’s War Room perhaps I’m spoiled, but I can say conclusively that having that visual eye candy in a long but light global epic war game like this, it is just needed to make the experience feel complete. It’s what you want, it’s what it begs to be, while at the same time their are practical “usability” reasons to use pieces as opposed to cardboard tokens in this game in particular.

This is the gaming table Andrew built for his game. I’m not saying this is what Compass Game should have been going for, for their release, but it’s very clearly a game designed for the 3rd dimension for those big event days when you get together with your friends for the whole day or weekend. N.I. desperately needs a closer facsimile then cardboard tokens to get N.I. to be properly represented.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Smooth play logic, fantastic high level strategies supported by great yet simple mechanics, awesome battle card mechanic for historical edge and fun but not frustrating randomness.

Cons: Fairly long play time with significant downtimes.

Napoleon’s Imperium is a game that has rules that can be described quite simply, but strategies deep enough to trigger some analysis paralysis. There is a lot going on in this game but most of it is very subtle, often almost to a point where you might miss it and it is for this reason I find speaking about the gameplay rather difficult.

I found strategies discussed among allies were more general then specific, you will agree to do things like “Invade France”, rather then “move these two Calvary here and that Cannon there”. Hopefully it makes sense what I mean here, this game is played in broad strokes and while the details matter, their is a certain amount of gambling involved when it comes to strategies, you’re not going to be able to calculate your way to victory and if someone tried, this game goes from being slow, to coming to a proverbial halt.

On the surface, the game boils down to players taking turns buying, moving and attacking with units. You chuck some dice for the battles in what is a very simple and straightforward combat system (roll your units strength or defense on a d10) and the team that does this most successfully over 18 turns wins (or whatever length you determine for the game). It really is that simple mechanically speaking and it is here that I think Napoleon’s Imperium will often be compared and likened to RISK, the classic game of war on a map. I would argue rightfully so, on the surface, this is exactly what Napoleon’s Imperium is, a more evolved version of RISK. Luck plays its role in the game and the dice gods can be cruel. This however is the grand deception of Napoleon’s Imperium, it might look like a duck and quack like a duck, but its not a duck.

Comparing N.I. to RISK I think is fair on the surface, but hardly appropriate. None the less, RISK pieces may actually work as a good replacement for the cardboard tokens.

The opinion that this game is “like RISK” would require you to really ignore some of the foundations of this games design that are both far more complex strategically in application then they appear and the rules suggest and far more important to a winning strategy then you may realize in your first game in particular. There are subtle overtures in this game that aren’t immediately apparent, but are made of solid gold.

The first most notable thing about winning a game of Napoleon’s Imperium is that while the game can potentially be won via a capital victory (capturing three out of four capitals of opposing nations), this is so unlikely to happen that it almost feels like it could be omitted as a rule. In the end this is a game about victory points (the player with the most wins) and you don’t need to have a commanding lead in board presence to find yourself taking the lead point wise in the game for the win.

With careful planning, well timed and coordinated attacks (with allies) and clever defense strategies you can slowly and effectively score points in a wide range of ways from winning sea battles, capturing commanders and well orchestrated attacks and defenses while denying them to your opponents. I was quite shocked at the results of my first game where I discovered countries who seemingly had limited effect on the board presence, had scored shockingly high amounts of points. Hence unlike RISK, this is not a game that is strictly about a land grab, but rather it’s more about a well planned strategy of winning battles when it counts, scoring on the oversights and mistakes of your opponents and leveraging the turn order to make responding to your moves and counters moves in coordination with your allies difficult for your opponent(s).

This is not something you will “get” immediately (unless you’re much more clever than I), you sort of catch on after a few turns of playing this game like RISK and failing miserably. You will come to realize that you don’t need to crush Prussia or conquer France to win the game, you can score points in many ways and the path of least resistance is sometimes preferable, while at the same time their will be moments when those big risky battles just have to happen. This game has timing, pacing and planning that go far beyond what the scope of the rules suggest and in this their is subtle beauty.

Much of N.I.’s strategy is driven by the mobility of the games units, in particular and thematically appropriate the naval units. The sea is absolutely critical in this game and creates a dynamic where you can’t just think about your immediate plans, but anticipate where the weak spots of your opponents are, not only because winning sea battles is a great way to score points, but because it’s so difficult to predict where this mobility of navel units will be applied on the map on any given nations turn. They are far reaching and they can bring forces to bare in unexpected ways. No coast is safe and their is always risk in leaving any location an unprotected scoring opportunity for the enemy.

The second thing is that owning territories gives you money, money gets you units and units get you more territories. This rather old school style of war game economic progression is very reminiscent of RISK, but unlike RISK the units you build always appear in your capital city at the end of your turn. This is a key rule and a core fundamental principle of the game that really separates and differentiates itself from games like RISK where supply of fresh units isn’t a simple matter of placing them on the game board when they become available.

Capitals are generally fairly distant from the core fighting (hopefully) which means that reinforcements don’t just arrive in the battle fronts where you need them. This requires extremely careful planning and consideration of defenses of claimed territories, good control over seas as this is your best way to get fresh units where they need to be and of course some foresight and coordination with allies as you will not be able to plug all the weak spots of your empire on your own. Sure you can make a big RISK infused push on your turn and claim some territory, but before you get your next turn, all of the enemy nations will get their turns and you can quickly find yourself overwhelmed on the front lines losing all you gained in a single round, not to mention giving easy to grab victory points to your opponents.

As such victories have to be decisive in light of the whole game round and your defenses coordinated with your allies to ensure the territory you take, you keep for the long haul.

There is also a subtle advantage to losing your capital thanks to the “In Exile” rule. While losing your capital means you will only get half of your income, units you do purchase will appear in any of your allies capitals. Fewer units in a better position can often be far more effective then lots of units at a distance. This rule results in suddenly two nations producing units out of one capital, a dangerous situation for opponents. This can create huge power shifts in localized areas and taking control of one capital makes it that much harder to take the next one. This is in part why capital victories I think will be very rare in this game and you also have to consider how wise it is to stretch your forces just to take one.

The next very subtle but critically important element of the game are the battle cards. What a fantastic mechanic this is. The battle cards effectively represent some historical events, but what they really are, is a mechanic which can punish or help the loser of a battle. These cards are drawn by the loser of a land battle and they can and often do create shifts in resources, positions and conditions of the war. What is great is that after a few games with the same nation, you get to know the battle cards and their is a bit of card counting involved. You will know what cards have been played and what cards are left in your deck. This I think will make a difference as you gain experience, as battle cards can have some very significant effects and anticipating them will make a difference.

For example in my most recent game I scored a critical victory against the British at an important moment that had them on the ropes. It was one of those moments where a plan came together, it was absolutely crushing to the enemy and me and my allies saw our path to victory. However to our surprise the British player drew “The Spanish Treasure Squadron” giving them +10 Income on their next purchase. This turned out to be devastating as they were able to get just enough recovery to prevent defeat and not only reclaim the critical territory but eventually swing the tides of the whole war. I won’t forget about that card anytime soon.

It was a fantastic (albeit soul crushing) and memorable moment in the game, it told a story and thanks to the thematic aspect of the cards felt like a piece of history was infused into the game. This is what these battle cards were meant to do and they deliver on that promise splendidly.

Not all cards are going to have this big impact on the game, Hoodwinked is an example of a minor drawback. Still, every unit makes a difference, 1 infantry and 1 cavalry is equal in income to the value of a capital city.

Finally I have to say that the game is beautifully balanced. This is not a game where one really smart or lucky player will just dominate the board, or where events unfold in a lop sided fashion even in the face of the randomness of the dice and cards. There are no nations with an advantage or any issues with the starting conditions, though both are asymmetrical. Every game of Napoleon’s Imperium, in fact, every round of N.I. was nail bitingly close. The game has that maddening back and forth of plays and counter plays. It just feels like the game has this perfect equilibrium where at any given moment it’s not entirely clear who is actually winning. Everyone always has a weak spot somewhere that can be exposed, shocking shit happens all the time and anytime I think someone is winning, something happens and the whole thing falls back into a scrappy war of attrition until the final moments of the game.

I love a good balanced game, especially one that is as long as Napoleon’s Imperium is. While player elimination does take place, their are rules that offer ways out of this as well (Rebellion Rule) which I absolutely adore! and because it’s a team game, even if your nation is getting crushed, typically you are as invested in your allies strategies and plans as you are in your own, so you never really feel out of the game. I saw this effect in Larry Harris’s War Room as well and this team based approach is quickly becoming my new favorite way to handle long 8+ hour event games like this one.

From an angle like this you really see how pretty the map can be, but put a hundred tokens on the map and it becomes chaotic very quickly.

The game suffers from some fairly significant downtimes and while I would argue on it’s behalf that this is what you get when you play long epic war games, in N.I. its particularly problematic when playing with uneven player counts. In a 5 player game for example you have three players running two nations and two players running one nation. This results in those single nation players having to wait out 7 turns (typically 35-45 minutes before they get to do anything). Now obviously as a team game everyone is invested, but because each player takes their complete turn before anyone else has anything to do (short of defending an attack), it can be kind of boring to sit their for that long while you wait, in particular if you nation fairs poorly in the war.

I don’t want to harp on the use of tokens in this game more than I have already and I’m sure I will sound spoiled when I say this, but as a whole the game is not exactly a visual treat to look at. Waiting for your turn while staring at a bunch of cardboard tokens, watching people count, recount and make change all the time. Let’s just say some of the excitement will exit the room.

Just as a comparison this is what a game that holds a 120 dollar value looks like. I know its not fair to compare the productions of an established company like FFG to a small historical war game publisher like Compass Games, but capitalism isn’t meant to be fair and you didn’t win your paycheck in a lottery.

Is this a huge problem or even a negative aspect of the game? I would argue no, to me a long game is a long game, you know what your getting into with games of this weight and size and you shouldn’t play games like this if downtime bothers you, it comes with the territory. I think its fair to mention it in a review, but unfair to judge a game based on it. Judging a game that is intentionally long for being too long is like going to see a Star Wars movie and complaining about their being too many Stormtroopers.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Great dynamics make this game very replayable and its simple mechanics makes it easy to pull out with just about anyone, no major rules overhead to exclude less experienced gamers adding to its appeal. Very solo friendly.

Cons:  It’s a game that may struggle to define it’s place in your gaming group, when do you pull this out?

It’s always tricky to talk about replayability and longevity of a game that takes 8+ hours to play. I mean realistically, I will likely play this game once or twice a year at absolute best if I’m lucky even if my entire gaming group loves it. It has nothing to do with the games replayability and everything to do with normal schedules of people, we just don’t have the kind of time a game like this demands with any regularity, desire plays no part in that. For this reason this game goes into either the lifestyle category or event category of games, for me it would be the ladder.

I guess the question here is more about whether or not this game could be a lifestyle game for a gaming group and/or if it hits that event game status. Whether it’s good enough as a game for players to put together that monthly game, build events around it and/or play it for years and years. Such games are rare, because they have some pretty high standards to meet that go above and beyond your standard board game for board game night. The competition for such table slots is quite fierce.

In a way Andrew Roland the designer of Napoleon’s Imperium kind of answers that question with a resounding yes. He’s been playing this game for decades, but the catch is, he hasn’t been using the Compass Games version of the game. He has been building elaborate tables and investing in expanding components to raise this games event worthiness as a game. It became a lifestyle and event game for his gaming group through that act of elaborating on the visuals, bringing the game into the 3rd dimension, giving it that gorgeous presentation. To me this is a precedent set by the designer for this game and I agree with that precedent, this is really what a game needs to be to hit that lifestyle/event game status.

For me it’s certainly tempting to try and recreate something like that. N.I. has that “casual gamer” quality to it, which means that this is a game you can teach to effectively anyone, non-gamers (with interest) included. It’s not difficult and their is something charming about having a game setup in a hobby room that you play over many sessions at random intervals as part of a close nit group of friends who share an interest. The game certainly tells great stories with big impactful events and it has a kind of renaissance charm to it.

I can totally imagine how with a beautiful looking hobby table filled with gorgeous miniatures on a huge map, this game can definitely fit that lifestyle/event game category. I don’t really see any problems with it mechanically for this to be true.

This is not however what you get with the Compass Games version of the game of course. With Napoleon’s Imperium the board game their is an absence of this visual appeal substituted with rather clumsy tokens that do little to inspire that visual experience. The map is big and beautiful, so there is that, but I would say if you are going to make this an event game, you would need to do as Andrew did and pimp out the components to give this game that satisfying visual appeal. Event games need to have a high level of presentation, games like Twilight Imperium or War Room come to mind as examples. If these games didn’t have that visual component, they would not qualify for that lifestyle category either, it really is a part of it, at least for me and my friends.

I think mechanically the game certainly has infinite replayability, I see no issue in which things would become predictable and repetitive. This game has plenty of dynamic elements, every experience with this game will be unique. In terms of longevity, I don’t see any issue either, you aren’t going to play this game all the time simply because it’s so long, but because the rules are easy to learn, you can safely setup events with players who have never played before, teach them what they need to know on the spot and have a great event. This is a very charming feature of the game and actually rather rare for a game like this especially among big event games. I love my War Room and Twilight Imperium, but these are complex games that take time to learn. N.I. does not have that problem. That approachability gives this game a real edge in this regard.

It’s also a very solo friendly game, there is no hidden information, its very straightforward with everything on the table exposed. This is a make your best move scenario which is perfect for solo play, something I think historical war game fans will appreciate.

My only concern about this game as a day(s) event is that I think at least in my gaming group, the visuals aren’t strong enough to make the event feel substantial as N.I. comes packaged in this release. Our big gaming events are about getting into the spirit of the moment, creating an atmosphere, collectively we want to make things memorable. It isn’t just about gameplay, its about the experience.

An epic board game night isn’t just some guys getting together to play a game, it’s an event, we are going to be staring at this game for hours/days, it should look so good our eyes want to jump out of their sockets!

The board game version of N.I. really lacks that event game spunk that is needed. I think my conclusion in this regard is, yes, the game has great replayability, great longevity, no issues their, but no, it doesn’t tick all the required boxes to make this a lifestyle or big event game, this release is missing one of the key components (aka the visual component) to really nail that side of it firmly.

Conclusion

My journey with Napoleon’s Imperium, in particular this review, was a bit turbulent at times and it’s because I would be lying if I didn’t admit that my ability to review it impartially was significantly compromised. Andrew’s story and the history of the making of this game is something that warms the heart and makes you a believer. This game is a guy’s decades long dream come true and as I reviewed this game, that always weighed heavily on my mind. I chose my words extra carefully, I struggled to be purely objective and sufficiently removed. On the one hand is my need for pure honesty and integrity as I review a game, on the other, I want to give this game a hug and hope Andrew feels it.

If I were to make this short and sweet, this is a really amazing game that services a really cool niche in my collection. A big, elaborate war game that I can teach to anyone very easily, that is both fun to play, stirs the imagination and has enough depth that my notably simpleton historical war gaming spidey senses tingle. Its a good time in a box, its very solo- able which is always a big plus for me and if I find this game sticks the landing with my group, I will pimp the living shit out of it because I already believe it to be … pimp worthy. It has everything but the visuals to make the grade as a truly wonderful game for those big board gaming event weekends.

In contrast however this is a really expensive game, at $120-150 US, what you get in the box, and perhaps partially what you don’t, I can only describe as average and a bit disappointing, less then what you might expect at this price. It’s a pretty game artistically speaking but the included components, not only makes this feel like a poor value at this price point, but the fact that this really is an event level game in its soul means its lack of pizazz and visual appeal really detracts from the potential experience of that big get together.

This is a game that competes for table time with other very visual games like Twilight Imperium, War Room, Axis & Allies and many other “event” or “lifestyle” games of similar caliber, at least it will in my gaming group. Its going to be struggle to get this on the table on big board gaming weekends in my group considering it’s competition and again, it’s far too long of a game for those midweek board game nights.

For me it’s rather heartbreaking to be in a situation where I can’t recommend a game I consider truly great outright because of a cost to value problem. I want to tell you that this is an amazing game, your supporting a great cause and just bloody buy it. All those things are true and I look back on my purchase regret free.

Considering the cost of the game however, I think it’s important to ask yourself the two important questions before you whip out that credit card. When will you play this monster and who will you play it with?

I gave Napoleon’s Imperium a strong score because I believe it’s a great game and I think it has a bright future. I wish Andrew Roland all the luck in the world and I hope that at some point, a publisher will recognize the far greater potential of this game and give it the mega publication with all the bells and whistles it deserves. For now, as the game is today, all I can say is that it’s a pricey investment for what you get in the box. If you got the cash, a willing gaming group and a heart, you won’t be disappointed. Besides supporting a game and designer like this is what our gaming community is all about, Compass Games did their part, so your contribution would go to a great cause.

Was this review compromised, was I objective enough? I plead the 5th!

Preview: War Room by Larry Harris

FULL REVIEW BY GAMERSDUNGEON HERE

In the world of board gaming there are some games that almost transcend the hobby and reach out to popular culture to a point where a game can become a house hold name, something even your parents will likely recognize, something you can find on the bookshelf of your average joe. Games like RISK, Monopoly, Battleship and Stratego are some examples that spring to mind.

For people in the hobby of board gaming however there are other titles that have similar sentimentalities and are almost synonymous with board gaming history. These games might not transcend the hobby but they inspire the word “classic” and find common ground into conversations of your typical hobbyist. You would be hard pressed to find a board gamer out there who would not refer to the world war II grand strategy game of Axis and Allies as such a classic. The most popular of the Milton Bradly masters series games, Axis and Allies is for a great many old school board gamers one of their first experiences that broke them out of what is generally the accepted mass market board game lists. Most people have likely played RISK at some point in their life, but Axis and Allies was the cross over game for many that almost defined a persons transition from someone who sometimes plays board games to someone who is a board gamer.

You would be hard pressed to meet anyone in the world who hasn’t at least heard of RISK the board game, it’s almost on the same level as Chess or Poker, its embedded in global culture.

The guy we have to thank for Axis and Allies is Larry Harris Jr., a board game designer who unlike so many designers out there spent nearly a lifetime trying to perfect one game. Sure he designed a few others (not trying to sound dismissive here), but over the last 30+ years Larry Harris has tinkered with Axis and Allies almost exclusively, creating variations on the game and trying to perfect the original version. It is very clearly a labor of love and In interviews when he talks about Axis and Allies he doesn’t speak as a person who made a game for others to buy, but a guy who made what he viewed as the perfect world war II game that he wants to play himself. He designed Axis and Allies for him and his friends and as a gesture of good will let everyone else get a copy as well.

Axis and Allies has had many versions, variations (both official and fan made). In the war game hobby, it’s largely considered both a beloved classic and a design triumph.

It’s important to understand this aspect of Larry Harris because it is very rare for him to design and release something other then Axis and Allies. In fact designers of his caliber and attitude towards perfection are quite rare. When Larry Harris announced that he was making a new version of Axis and Allies, aka his dream project of an even larger and more epic version of the game, well, lets just say for us old school gronards and Axis and Allies fans this was the news of the century.

That game was finally kickstarted back in 2019 and found its way to table tops in 2020. That game is called War Room and today I’m going to talk a bit about why this game is so special and why anyone who loves the old classics like Axis and Allies should be paying attention.

War Room is a massive game in size and scale, but is in large part much easier to learn to play then Axis and Allies thanks largely to some very clever handling of certain elements like stress and production. It’s also a highly engaged game where most phases of the game are executed by all players simultaneously with teams cooperating.

Why Axis and Allies was so popular

Before we can talk about why we should be excited about War Room we need to talk about Larry’s first love, Axis and Allies and why it was such a popular game.

The thing you have to understand about the early days of the hobby is that their was a very clean divide in board gaming both as a hobby as as a design between games that were for the masses like Battleship, RISK or Monopoly and then there were games for gamers, things you probobly have never heard of like Rise and Decline of the Third Reich, or Ambush. Essentially the world of board gaming was divided between people who were making games they thought they could sell and people who made games for “gronards”, those beard scratching old fogies’ who believe games needed to be simulations of something and historically accurate. Games with 100 page rulebooks that complicated the shit to a point no reasonable human being could ever be expected to understand how to play and required a masters degree in English comprehension.

Axis and Allies among a few other games that should but won’t be mentioned changed all that. It was one of the first games that was released that had a manageable amount of rules that you could reasonably expect anyone to understand, while at the same time having that deep strategy and historical relevance of a game that old gronards would appreciate it. Larry broke the barrier between popular culture gamers and simulationist/historical war gamers. He gave us a crossover game that went beyond the simplicity of a dice chucker like risk and included the high level play of games like Third Reich which were the exclusive stomping grounds of veteran historical war gamers to that point.

“Chit” games are a style of game where many of the units and properties of the game are tracked via cardboard chits. These games tend to have a reputation for both being complex and fiddly, while not being particularly visually appealing.

Is the “Chit” game reputation well deserved? Perhaps. Games like Empire of the Sun laid out on the table certainly does not have the same visual sexapeal as modern games populated by miniatures and the complexity of the game is quite extreme.

For many, myself included, Axis and Allies invited you into a whole new branch of board gaming without making you feel stupid and that was both an achievement of design but also of production. Larry Harris understood the secret of games like RISK. It wasn’t that they were simple, it was that they looked amazing on the table top. Truth is that generally speaking, people are smart enough to figure out complex games but most gamers really don’t want to stair at ugly game boards and chits for 10 hours when playing one. Being a good game was simply not good enough, it needed some sex appeal.

Presentation was important, he understood that games were also toys and that people played games for the experience, not just for the deep strategy. He understood that war games in particular were about inspiring the imagination, giving players a sense that they commanded armies, that they were in charge of a grand strategy. He understood that games needed to inspire a feeling and a lot of that came from visuals.

More importantly however Larry Harris understood how far you could go with the rules before it was too far, too complicated, while at the same time, what within those rules would inspire conversation about strategy. Ask any Axis and Allies player how one wins the game with the Axis powers and you will discover that no two players will ever fully agree despite 40+ years of gaming analysis. The game wasn’t perfectly balanced by any stretch of the imagination, but what it was, was a game that said “hey, you can’t win as the Axis powers, I dare you to try”. It posed a challenge to players and this with its visual appeal has driven the success of the game for so many years.

The Problems With Axis and Allies

Suffice to say Axis and Allies despite being a stone cold classic to board gamers around the world for 40+ years, it had one key issue that most would generally agree on. A problem that actually most war games have, the hidden information problem.

The problem most war games have is that in an actual war, commanders and generals had no idea what the enemy was going to do. They would build strategies trying to predict their enemy and execute those strategies hoping they guessed right. This is a core premise that is very difficult to translate to board games and always had, commonly known as the fog of war.

Typically what happens in a board game is that one player makes a move, the other player see’s the move and then responds with a strategy accordingly. A strategy not based on the state of the game at the start of the turn, but at the end of his opponents turn. This is how it worked in most board games about war (and still does for the most part), especially Axis and Allies where a player would complete their entire turn before an opponent would act, resulting in full information disclosure about the activities on the board.. This however is never how actual wars take place, the kind of information you get from watching an opponent “make a move” would never actually be available to you in a real combat situation. You would have to give orders to your troops and put a plan in motion long before you ever got to see what your enemy was planning and you would be committed to that plan (too late to change your mind). This is what often made wars so messy, fog of war is a real thing.

War Room addresses this and I have to believe Larry Harris understood that this “information problem” was one of the key design issues with Axis and Allies that would result in the game being kind of predictable at times. Players could try different strategies, but those strategies would be revealed before opponents had to commit to any decisions in response. Hence like chess, you make your move based on the information of the opponents last move.

At the core of the War Room design, the game addresses this issue by using a method that strangely enough has been around for decades in another popular stone cold classic game called Diplomacy. The concept of hidden orders that are written down and submitted simultaneously by all participants, then executed in a turn order defined by a bidding process. This brilliant albeit very well known little design is one of the key elements to War Rooms core mechanic, notably addressing one of the key issues with Axis and Allies and in my humble opinion, one of the best evolutions of Axis and Allies.

Hidden movement/orders appears in quite a few modern games as well, many of which have broken my top 10 lists so I’m clearly a fan. Games like Game of Thrones the board game for example make excellent use of hidden simultaneous orders as just one example.

The Things That Make War Room Awesome

Ok so now that we have laid the foundation of the conversation we can talk about the game itself and there is a lot to cover here so enjoy the wall of text.

War Room as a game hangs on five core concepts.

Team Game

One of the big issues with games that have a 6+ hour timeline, in particular grand strategy games is that it’s very possible, in fact likely that some players will be eliminated from contention for the win half way through the game or perhaps even very early in the game. Those players are then forced to sit through hours of play with really nothing to drive them to care. They are going to lose and they will know that for 6 to 8+ hours.

This is one of the biggest issues with big board game classics like Twilight Imperium or Advanced Civilization for example. Long games you can effectively be eliminated from hours before the game will end.

War Room tackles this issue in a very simple and meaningful way. Its a team game. Axis vs. Allies. Your nation might be doing poorly and your contribution in the war may be limited, but you are part of a team trying to win the game together and hence, participating in creating the strategy that will hopefully help your team win.

This keeps everyone involved regardless of the situation of any given player. Its a very simple but very clever approach to solving this issue.

Hidden Action Sequence

In its most simplest form, each player for each nation they control, writes down the orders he wishes to execute for his units. Each player has a limited amount of orders they can give, hence they must choose wisely. Its important to understand that going into this sequence not being 100% certain of the turn order can be very troublesome to any planning. Part of creating the orders is bidding on the turn order with the very precious oil resources, one of the most important resources in the game.

In War Room you will execute more than just your movement/attack orders, your production choices are also hidden, another great addition to the fog of war effect.

This key design is what drives gameplay and I think is one of the more ingenious ways of handling what can often be a part of the game that creates a lot of downtime. Here all players simultaneously create their orders, teams working together on their strategy also creates a level of collaboration. In a sense it creates a great atmosphere at the table and I believe it to be one of the things that makes this game truly distinct from many other world war II games.

The Stress System

Another rather ingenious approach to design here, one of the key issues with area control war games is that often it really just boils down to who wins in key moments, or who has the most units on the board. It can be difficult in games like this to make an impact on an enemy who is clearly already winning the war. The stress system is how War Room attacks this problem.

It’s a very simple system. Anytime you lose a territory with a strategic value (which is most of them) or take a loss in units, you gain stress and as your stress reaches certain threshold you begin taking penalties to your resources and your ability to wage war.

The stress mechanic has a number of effects on the game, but the main one is that it drives the end game. Nations become worn down and eventually lose their will to fight leading to a natural conclusion of the game.

What this means in the scope of the game is that your can’t simply make a B-line for the victory conditions of the game focusing your entire army in one place, you must consider the world map as a whole and defend your positions or suffer under the weight of mini snipe attacks and watch your nation become worn down by stress even out of a winning position. The game doesn’t become about that one key battle or key strategic area, but the many battles around the world, each a potential stress point that can lead to the slow degraded performance of the whole nation.

Tactics Matter

One aspect of grand strategy games is that they zoom out very far to handle the scope of the game, which often results in the battle resolution systems being rather watered down abstractions, leaving you with a feeling that battle resolution is just pure luck of the die. Its a strange contradiction, where you play a 8+ hour game about a grand strategy but the actual individual battles boil down to a single roll of a D10 for example (I’m looking at you Empire of the Sun).

In War Room tactics actually matter. What units you bring to bare in a fight and how you decide to position them on the battlefield can turn a battle you might have lost into one you may win.

The battle board does slow the pacing of the game down as each battle on the board must be resolved individually but this creates an atmosphere that makes the game feel like a genuine war. Each battle becomes a mini event and though the game can still hinge on wild die results, you can do quite a bit with your tactical positioning to control the results of a battle.

The tactics board adds an element of focus to the game where battles become a feature rather then after thought of the grand strategy game. This is arguably the most controversial addition to the game as it does slow down the overall experience and is likely what leads the game into that 8+ rather then 5+ playtime.

If your more aggressive you may take bigger loses but you will also cause more casualties. You may know that a battle is lost, but may then focus on shooting down planes of your enemies to hurt their ability to project power in the future. Just a couple of ways where tactics and grand strategy come together in War Room.

Vulnerable Industry/Resources

War is about resources and one of the keys to any grand strategy game is the ability to attack your enemies supply lines, blow up their industrial centers to hurt their production and shutdown their transportation systems to hurt their mobility.

All of this is considered in War Room and all players must deal with the fact that they have vulnerabilities all over the map where they produce units and the method by which they transport them. Your factories can be bombed, your convoys transporting precious resources can be attacked, your rail lines can be bombed destroying your ability to move troops in your own territory.

This key addition helps the game become about something more then just taking territory, edging the generally simple gameplay into more complex strategies. To win, you want to crush your enemies ability to produce units and so attacking their resources is not only a viable strategy, it’s often the key to victory from a weaker position.

General Insight

To me War Room appears to be a game that tries to be both a war game for the deep strategist, while a fun event game for the enthusiasts without underwhelming one, while overwhelming the other. I think mileage may vary here, but as a fan of games like Empire of the Sun and Paths of Glory, I don’t find the rules and strategies of this game to be underwhelming and given my local groups play games like Game of Thrones and even Twilight Imperium on occasion, I don’t see why they would struggle with the rules of War Room.

It remains to be seen however if an 8 hour war game about World War II is captivating enough for my gaming group to keep their attention. I know that with my gaming group, if they love a game 8+ hours is not a problem. We play RPG’s like Vampire: The Masquerade and miniature games like Songs of Ice and Fire that extend well past that play time on a regular basis and I don’t hear anyone complaining.

For me personally I see War Room as less a game in the strictest terms and more of a fun event that can be run a couple of times a year. To me, event games like Advanced Civilization, Twilight Imperium and Game of Thrones the Board Game are always the most memorable games in my gaming history. I don’t play them often, in fact, some I don’t play for years at a time, but when we do, its amazing and I hope War Room will be yet another addition to that glorious history of gaming events.

From a presentation angle War Room is absolutely gorgeous on the table. It screams play me, being huge, bright and exciting to be around. I love games that inspire the imagination and give you a sense of time and place, a game that gives you a role to play and makes you feel like the whole thing is part of a larger experience that extends beyond the game. I believe War Room to be such a game.

Finally I would argue that the game manages to be huge in size, epic in scale and visually appealing while not being fiddly. To me this is a big deal when it comes to selling the concept to my fellow gamers. Realistically speaking in our group we have a lot of games competing for our table time and shelf space, so we get quite picky about what we are willing to invest in. This is particularly true when we are talking about the big event games as we already have quite a few very established favorites. War Rooms sexy size and visual component combined with its epic scale and simultaneous action phases I think will all contribute to my groups adoption as a new member of this rather exclusive club, but that initial play experience is going to be critical to its long term success. Games like this typically only get one shot to impress, but I do believe War Room has the nuts and bolts to pull it off.

First Impressions: Song Of Ice and Fire Miniature Game by CMON

Let’s be honest here, Game of Thrones as a setting, as a franchise as, a design space for games is just an awesome place. The books and show have made so many fans world wide that there are plenty of people looking for more, but for those in the table top community you know that this franchise has also produced some of the best table top games in the market today.

You have the Game of Thrones board game which is just amazing, recently getting its own digital version. You have the Game of Thrones living card game, another smash hit in my book and now we have Song of Ice and Fire the miniature game, a new rank and file mini game adaptation. While I reserve judgement to an extent with this first impressions article as my experience with the game is limited to a few games, as my first impressions will indicate, I’m very excited about this game. There are some very good reasons for miniature gamers to take notice and today we are going to talk about this lovely game a bit from the perspective of a newbie.

Evolving Modern Miniature Games

There are many notable features in Song of Ice and Fire the miniature game that modern miniature gamers will appreciate and find familiar, in fact the game improves on many modern staples of the genre.

These improvements where born out of what I believe to be something of a golden age in the world of miniature games. There have been a metric ton of amazing mini games in the last few years and the hits just keep on coming. It all kind of started with Fantasy Flight Games who took the approach that miniature games don’t have to be complicated, that they don’t need a 400 page rulebooks and special army books and through that approach FFG produced hits like Star Wars X-Wing, Armada and Legion. This has triggered miniature game makers to re-asses the classic exception based designs and really changed the face of how miniature games are made and released. An evolution to design was started and games have been benefiting from and evolving ever since, after decades of stagnation.

Song of Ice and Fire the miniature game is among the latest of games to take advantage of this evolution and what can be said about this game is that like many modern mini games, its VERY easy to get into.

For starters the rulebook is more of a pamphlet and the rules are crystal clear with a dependable, structured core rule system that you can rely on. This has become the norm in good miniature game designs. This makes the game very approachable, very easy to teach and it really clears out that elitism that has for so long been associate with miniature gaming. SoIF didn’t invent this concept but it takes full advantage of it. It evolves it further by providing living documentation and an officially supported app to ensure players always have the latest rules and unit errata. This allows them to make changes to the game as they see fit without the frustration of our books and game material going “out of date” which is still a problem even in many modern mini games.

The next thing to note is that SoIF miniatures come pre-assembled and I can’t say enough about how that opens the world of miniature gaming up. The game assumes that its meant to be played, that it’s not a hobby that occasionally masquerades as a game, but that its an awesome game first, which you may or may not care to also make a hobby.

I know that this is controversial to say but for me personally if your game comes on a sprue, its an automatic no from me, nothing else about the game matters to me. I want to play these games, if I have to spend 20 hours gluing shit together you already lost me and I believe a lot of that elitism persona of the genre comes from this assumed hobby expectation. SoIF takes this a step further by not requiring any assembly of any kind, compared to many games like Star Wars Legion for example where while you don’t have to deal with sprues, you will still need to super glue stuff to play. Making each army a specific color so they are easy to tell apart on the board further illustrates the fact that SoIF is a game first and a hobby second, as it should be in my opinion. Don’t get me wrong, I enjoy painting mini’s to some degree, but I don’t want to be forced to if I’m busy and have assembly block my playing the game. I have plenty of miniature games on my shelf I have never played because they are still in sprues.

Another modernization I think is worth noting is that starter boxes come with ready to play and moderately competitive armies. I can’t express enough the disappointment of getting a new miniature game with a starter box only to find out that my game is still technically incomplete and what I have is not an army, but a demo of the game or worse, the game comes with the built in assumption that you will buy two starter/core sets. I hated this with X-Wing, I hated it with Armada, its literarily the reason I don’t play Legion (after buying two core sets I STILL don’t have a complete army).

Finally and I think this is fairly significant albeit minor thing, but even in the starter set you have quite a few list building options, in particular considering it is in fact a starter set. Typically starter sets are not only very limited, but there is a pre-built army in it and there is no customization or flexibility in list building. With SoIF there are choices to be made, variations to be had and I think this is a great thing. It gives you a taste of what is to come and that helps to encourage you to expand your army.

At The Table

I think that SoIF is one of those games where you can easily comprehend the rules, but there is tremendous depth in how those rules are applied to the strategic and tactical component of the game. The game is a bit deceptive in this regard, it seems like a simple game, but is almost overwhelmingly deep to the point that it can very quickly become a little intimidating.

This is a game that is extremely sensitive to tactical and strategic mistakes at the same time. Where you position your units during deployment is critical, where you position them at the end of the first round can be game changing. Make one mistake and it can cost you the match. This is a game where you can be wiped off the board in a single round and it does happen and its not because of the dice.

As such I think this game despite having a very minimal learning curve for the rules has an extremely steep learning curve for becoming even marginally competitive. There is just so much subtle things in this game that you have to remember and their are so many ways units, actions and effects can have on the game that it can feel almost impossible to keep it all in your head. Things can swing on a dime because you forgot that your opponent has some commander who has an order that lets him make an extra attack or that archer units when they shoot can shift 2 inches, or that your player has a hand of cards that can let him break various rules in the game, or that the NCU (more on that later) has some special ability that stops you from doing something you had been planning for with one of your units.

It actually reminds me a bit of games like Magic: The Gathering where if you have a high level of expertise, knowledge about the game, about the cards, about the effects, you become almost super humanly good against people who don’t have that knowledge, because you can anticipate and plan around the activities of your opponent. This isn’t a game where you can look at the board, create a strategy and execute it. You need to know in great detail every inch of what your opponents units can do, all the possibilities of his hidden hand of tactic cards, the many ways effects can combine and the subtle timing of effects that can trigger unique and devastating combinations.

These things take time and practice to learn well and I would argue that this is a game that you not only must learn how to play, but you must study if you have any hope of ever winning a match.

What this does for the game is two fold. On the one hand it can be frustrating because part of the learning process is losing, badly and often. It takes time to really pick up many of the subtle elements of the game and that can feel like a bit of a turn off as you learn the game through failure. You come to realize the rules are simple and fun, but that the strategy of the game has so many layers that this ups the stakes on the learning curve front a great deal.

On the bright side of things however, a game that challenges players, takes time to learn to play well, ultimately gives you a reason to keep playing. A game that has a basic strategy that all players work out ends up being a game about list building and who rolls dice the best, where there is no expertise beyond the basics of the game and it all boils down to list vs. list and dice vs. dice. I see a lot of games like this and they tend to lose their energy in our groups as the conversations shift from “how can I improve my strategy” to “My army sucks because my units aren’t as good/cost effective as my opponents”. The conversation essentially shifts to discussions about what is and isn’t balanced, because there are no more avenues from the perspective of strategic play. SoIF does not have that problem, which is not to say that there aren’t some balance issues here and there, but “how you use units” matters a lot more than “how good the units are” and its very easy to prematurely judge a unit in the hands of inexperienced players.

That is not to disregard a conversation about balance, but often a unit may feel unbalanced because your not using it right and that is a very different conversation.

The result of all this is a game that is deeply tactical and strategic, a game you can study, really sink your teeth into. You will drive yourself crazy thinking about the different effective ways to use your units and your cards, but beyond that because the game comes with a lot of different “game modes”, aka scenarios, each more unique then the next, there isn’t this “one list to rule them all” kind of thing in the game. You build your list, but no matter what you build, every scenario is going to create unique challenges for that list and your always going to have advantages and disadvantages going into every match as a result. The same list that gets completely crushed in one scenario may totally dominate in another.

My impression so far about the game play is that, I’m largely confused. I’m in that newbie zone still and I feel like I lose matches, not because I roll dice badly (though I often do) or because my army is shit but because very clearly and very obviously I make a lot of tactical and strategic mistakes. I can see that with every match I improve dramatically and really the conditions haven’t changed, but how I see the game has. This to me is as a whole, purely positive. I see a lot of potential in the game and as I play more matches, I’m eager to learn and play even more. This is a good place to be in a miniature game.

The Details of The Targaryen Army

The army I chose is the Targaryen army, it was a rather unplanned choice, I largely made it based on theme and maybe a bit because I knew at some point I would be getting some dragons which I thought was cool. I did not investigate the army nor chose it as a result of anything specific about how it would play.

The Targaryen army, at least as its represented in the starter set is a very fast moving, hard hitting cavalry army, a sort of glass cannon driven by hit and run tactics. My experience with them so far has been that it seems to lean a lot more on positioning and use of cards to be successful, though an argument could be made that all armies and really the game as a whole is about position and timing of card play.

There are some really interesting units, some I would argue are just amazing while others, even with my minimal knowledge of the game I recognize as absolute shit. So its a bit of a mixed bag, but there is plenty of room for adaptation and some really great army lists can be formed even with just the starter set.

I will talk a bit about the different units in the starter set here just to give you a feel for the army, but it suffices to say some of this conversation might not make sense unless you know the game rules and I will make that assumption here (that you know the rules of the game).

Jorah Mormon The Wandering Knight

Cost of 3 points, you have to wonder if this was a misprint or something.

First up is Jorah Mormont, The Wandering Knight which I start with only because there should be so little to say about this unit, yet I will say a lot anyway because he was one of my favorite Song of Ice and Fire characters. Jorah is, by no stretch of the imagination the worst unit in the Targaryen army and arguably in the whole game. It almost feels like a misprint its so bad.

The main problem is the cost of this unit, not visible in the picture here, but at 3 points, this unit simply doesn’t earn its point value, not even close. Scout Openings is a strangely tone def ability in a game that is so well designed, a short range ability you are not likely to get more than 1 use of if you’re lucky. Jorah is very vulnerable because of having only 2 health in particular to the many instant wound abilities of NCU’s and card effects. An argument could be made to use him for the extra activation, but you may very well never see an activation with Jorah thanks to this unique vulnerability. You essentially are adding a unit to your army list that almost assures your opponent will get a free victory point, it just doesn’t make sense to pay 3 army points for that privilege.

You can get a lot of mileage out of the Targaryen army for 3 points, investing it in Jorah is a terrible use of such a limited resource.

The frustrating part for me is that his ability and setup just does not fit within the game, within the setting or within the Targaryen army. Jorah from a story perspective was a volunteer serving Daenerys, while also being one of the tougher characters in the story surviving all sorts of crazy stuff. For him to be weak and expensive is a tragic misreading of the character.

Ok I have said my peace, moving on.

I would argue one of the best NCU’s in the game, a far better use of 3 points then Jorah.

Dothraki Screamers

At 6 points its a arguably bit pricey in the Targaryen army, but its a cavalry unit and that is a big advantage on the battlefield.

These guys are the staple of the Targaryen starter set, you get two of them and while I would argue that at 6 points they are just 1 point too much for a cavalry unit with no abilities, however, cavalry units in their own right offer exceptional flexibility on the battlefield so I can understand the 6 point cost here.

My argument for reducing its cost by 1 has more to do with the fact that activation advantage is a major concept of the game. The impact of activation advantage is massive in SOIF and the Targaryen army does not have that all important “low cost unit” required to put them in a place where they can compete in a game where 8-9 activations is the norm. Typically a Targaryen army will have 6 to 7 activations at best which means every match you enter you will be out activated, typically by at least 1-2 activations. It might not sound like much, but this really knocks Targaryen’s out of competitive play entirely, its very difficult to overcome an activation disadvantage. This being the Targaryen’s staple unit seems like the most appropriate place where an argument for reduced cost could be made.

At a 5+ defense you want these guys doing hit and runs on people’s flanks, which can be devastating with a 3+ attack and though they can hold their own in a fight with a 6+ morale save, they aren’t likely to be able to remain in a sustained fight for very long with a +5 armor save. Their leverage is their 6+ speed which can be increased in various ways in a Targaryen army with NCU’s like Daenery’s Targaryen, Khaleesi and Targaryen cards like Unstoppable Advance.

I would argue however that this is really a 7 point unit because fielding it without one of the two commanders for an extra point (Either an Outrider KO or a Screamer KO) is really not getting your points worth, they transform this unit from a threat to a major threat with one of the two KO’s. You will feel like you need to have them I think to get the value out of this unit and strictly speaking if you add 2 Screamers and 1 Outrider, each with its own commander you are spending those 3 points you just saved by not adding Jorah into the list, a vastly better investment in army points in my opinion.

Screamers are a great unit, though I can understand some arguments for using Bloody Mummer Zorse Riders for example as a potential alternative. While slightly more expensive at 7 points, Zorse Riders offer some built in abilities.

A 7 point unit that is in competition with the screamers.
A staple NCU in the Targaryen heavy cavalry army that doubles down on the factions main advantage.
Yet another way to get more speed and with the added surprise of ignoring terrain and ensuring your charge re-rolls.
Good on either the screamer or the outrider cavalry unit.
The only place to put them in your starter army is on a screamer.

The Dothraki Outriders

At 6 points the Outriders can have a high impact on matches, but don’t forget the Outrider KO, its arguably the best 1 point you can spend in the Targaryen army.

I think the best unit in the starter set by a fair margin, the Dothraki Outriders at 6 points while tricky to use largely do to an absence of a melee attack and short range of their bow, have incredible mobility thanks to a 6+ move combined with their Nimble ability. In fact, I’m fairly certain this is the most mobile unit in the entire game.

When fitted with their attachment (Outrider KO), they are shooting 7 dice at 3+ into units that can be assumed to be vulnerable (thanks to their Outrider KO) which when combined with shooting into a flank can be absolutely devastating even to the toughest of units. Their nimble ability also keeps them out of range of other short range units and makes it much easier for them to get into peoples flanks. All around its a pretty amazing combo and deadly combination.

This is a unit that when timed and used well will always earn its 7 point cost (never leave home without a outrider KO however). I think its well priced within the scope of the Targaryen faction and though I think I could file a complaint when comparing this unit to the Nights Watch Ranger Trackers who are effectively better and cheaper in every way as they get the Outrider KO ability built in, have better defense and a reasonably decent melee attack. I do believe that Nimble is so significant that it makes up for it.

Its unfortunate that you only get one of these guys in the starter box, I think I would rather have another unit of these guys as an option then the poorly thought out Jorah.

Dothraki Veterans

This very pricey (10 points) yet very dangerous unit requires a lot more plays to make a determination, but you cannot deny its ferocity, people will come to fear the veterans.

Finally we have the Dothraki Veterans which is our high priced, high value unit. It seems every faction gets one, but at 10 army points it is one of the most expensive units in the game, currently one among only 3 units that come in this pricey. It is more expensive then a bloody dragon for crying out loud!

The question is, is it worth it and the answer is, that I just don’t know. There is no denying its ferocity, it is absolutely devastating to get shot at with 7 dice at 3+, then get charged with 8 dice at +3 before any other effects are even applied in a single activation. With an Outrider KO or a Screamer KO you could potentially wipe entire fresh units off the board with a single attack and when you consider some of the Targaryen cards like Overrun or Khal Drogo’s cards (The Commander) like Devastating Impact, the potential for a single game winning move is very high. Your opponents are going to fear this unit and rightfully so, its a game changer.

The problem is however that as it stands, to invest 10 points into a single unit is a hard pill to swallow for any faction but in particular the Targaryen faction where if you really consider the makeup of the army we already have major activation disadvantage problems.

The cheapest unit we have is 6 points (screamer and outrider), which arguably need their KO’s to be effective making them 7 point units realistically speaking. Adding this 10 point unit into any army list means you are going to be limited to 4 units on the board at most, meaning 6 activations at best (with 2 NCU’s). That is too big of a disadvantage in a game where you will be facing 8-9 activations as a standard. In my experience having an activation disadvantage and having a unit disadvantage on the board at the same time is pretty difficult to overcome and this may very well explain why Targaryen’s are at the bottom of tournament play results, yet to win any recorded tournaments in which they were played.

I don’t think the issue with Veterans are the Veterans themselves, in fact, like the screamer I think the unit is appropriately priced in general, yet I would argue because of the composition of options for the Targaryen’s, it just doesn’t make a lot of sense to add them. We don’t have cheap options to offset high cost units and running any army but with only 6 activations is a losing proposition, it’s just too big of a disadvantage.

Devastating but situational, it can turn a loss of a unit in to a loss of multiple units.
All around great and easy to use card.

The Commanders

In the Targaryen starter set you get two commanders, Khal Drogo and the commander version of Jorah Mormont. In my humble opinion these are both excellent commanders that work extremely well within the Targaryen faction and they are both a joy to use. They come with strong abilities in their own right that punish opponents and offer some amazing surprises for your enemy and frankly both of their tactic card sets are filled with some amazing cards.

Jorah Mormont tends to be a lot more flexible than Khal Drogo and I would argue that cards like Bravery in the Face of Death and Superior Flanking are two cards you can count on using in every game. Martial Superiority is also a great defensive card that punishes opponents for attacking you. Really they are all great.

Charging and Morale checks is something you are going to be doing, so this card will always get played.
One might say situational but your a cavalry army so if your not charging into flanks and rears your doing it wrong.
Great defensive card that punishes opponents for attacking you.

Khal Drogo’s tactic cards are a bit trickier to use. The already mentioned Overrun can have insane impact on games in combination with successfully timed charges.

Addrivat! is extremely circumstantial, I find its the card I discard the most often. It requires you to activate the combat action on the NCU board to use, which means you must already be engaged with the opponent and have the initiative. In addition screamers already have sundering so they don’t leverage as much of the card as other units might, its useless to outriders because it’s melee only and you don’t want to use it with veterans because you won’t get your ranged shot – charge combination, arguably the main reason to use veterans.

To be honest I don’t recall ever actually playing this card, the circumstances when you could use the card combined with actually having it in your hand at the same time are extremely rare. Its clearly designed to combo with Khal Drogo’s ability but even there its not great since usually you will have Drogo in your Veterans unit and you don’t want to skip over your ranged shot before charging. I actually think its a terrible card in general.

The trickiest of the cards is Ride-By-Attack, it allows you to make a march through an enemy, performing a charge as you do it. Again its a very situational card because you need to be able to move far enough through a unit to get on the other side of them to do it. Additionally it doesn’t combo well with your most expensive unit as it does not allow you to use that ranged attack before the charge as the card must be used on activation. It requires considerable coordination and positioning to pull off, but can push one of your cavalry into your opponents back line so in addition to the charge you have good positioning for the next series of action. It has a lot of potential and I think becomes more relevant and significant in expert hands.

Clearly a card tailor made for whatever unit Drogo is in, but overall its just a terrible card.
Can be tricky to use, but your opponents will never expect it, it breaks the rules of the game.
This is one of the easier cards to use from the Khal Drogo set.

Conclusion

There is certainly a lot more that can be said about the Targaryen army, there are other components and cards not mentioned here that could be discussed but I think I have shown enough here to come to this conclusion.

The Targaryen army is a very mobile force that can make high impact moves that can completely decimate opponents but in the same token, it has a lot of vulnerabilities and is susceptible to terrible collapse if not positioned well and its core effects timed poorly. I think it should probably come with a warning label that says “For Advanced Players of Song of Ice and Fire” because it really does assume a lot of knowledge to use well.

As an army its biggest drawback which I think is the biggest contributing factor to its poor competitive play results is the fact that it lacks the ability to overcome the activation advantage almost all factions will have over it. The standard amount of activations for a list is 8-9, for the Targaryen’s its 6-7. This is a major problem for the Targaryen’s that keeps them from being truly competitive and there is currently no way to overcome it.

I do believe however with a bit of practice and a few expansion units, in particular the Heroes box to get some variety in the NCU’s can result in this army being at the very least fun to play. With some good player skill developments I certainly think you can get some wins on your record with the Targaryen’s, as they tend to really punish opponent mistakes.

I suspect in time their will be changes made to this army, its clear to me that units like Jorah Mormont The Wandering Knight are just too awful to be ignored and the cost of units like Screamers and Veterans are probably going to be adjusted (or their abilities adjusted) to bring them in line with the rest of the game or at least the army will get some methods to help them overcome their awful activation disadvantage.

The Targaryen Faction represent the newest addition to the Song of Ice and Fire miniature game and as such I think inevitably, as was the case with the rest of the games many factions, there will be some adjustments needed and made. CMON however seems to be very cautious about just sporadically making changes which I think is a good thing.

So far I’m enjoying my experience with SoIF, there is a lot of love put into this game, some really great design work and a really great design space to expand the game. Even as I write this article I as well as many of my gaming friends are waiting for new units to arrive to join the ranks of our armies so that is a good sign that we will continue with this great in my local gaming group.