Tag Archives: Reviews

On The Table: January 2022

This year I’m kicking off a new article series and what you are reading right now is the inaugural article for that series. On the Table will be a monthly column where I will discuss various gaming topics based on what I have been involved in, in the previous month.

This will include impressions about games I played, new arrivals that I have unboxed, games on the horizon that sound exciting, conversations and discussions I’ve had with the community, designers, and publishers as well as hot topics in gaming. It’s going to be a smorgasbord of gaming-related topics covering all genres, styles, and types of games.

I think that is enough of an introduction, let’s get into it.

New Aquisitions

This month I picked up four new games.

Western Empires

The first acquisition of the month was Western Empires by 999 games. This was a gift of sorts. I received a Christmas present from my work (100 bucks to Amazon) and I took the opportunity to pick up something I probably would not have bought for myself under normal circumstances (aka my own money).

I have always been really curious about the cult following that surrounds Francis Tresham’s Civilization franchise, but I passed on the very expensive Mega Civilization that came out a few years ago and while Western Empires effectively represents half of Mega Civilization (Mediterranean Half), it’s still a very expensive game and one that I think is going to be extraordinarily difficult to get to the table with my gaming group in particular.

This is a 12+ hour-long game for 5 to 9 players and while I will say that my gaming group is incredibly flexible and generous with their time, this one pushes some boundaries that even my very tolerant gaming group will probably not want to cross. Even if they did, this one would be in competition for the rare opportunity for an all-day slot, games like Twilight Imperium, Through The Ages and War Room. It would not be easy to justify it myself, let alone talk the rest of the group into Western Empires.

I did set the game up on my hobby table, read through the rules and took the time to test drive some of the mechanics, kind of standard operating procedure for me to determine if and how I would like to pursue the game (or not). In the case of Western Empires, while I don’t want to rush to judgment and I did find plenty to enjoy with some head nods of understanding why this game has such a following, I have determined that the likelihood of this one qualifying for that rare all-day event slot is pretty slim.

I just wasn’t blown away by it, it was an interesting game and I really can understand why it has a following, but the game despite its scale and scope really felt to me like something that might be interesting as a 2-3 hour game but not as 12+ hour event game.

The biggest interaction in the game is trading commodity cards reminiscent of Settlers of Catan where you are trying to complete sets to get enough resources to purchase Civilization advances, with this rather nasty setback mechanic driving the hostility in those trades via the Calamity cards. It’s a civilization game where you’re constantly getting knocked back by these calamity events, undoing your efforts, but because you really have minimal control over what calamities you get (sometimes non at all with non-tradeable calamities), the game felt a bit dated to me, a sort of throwback to the games from the past where stuff just happened to you, often determining for you wether you win or lose. I supposed that is because it is a game engine designed in the 80’s, so I’m not sure what I expected, but I think it suffices to say that I can think of at least 5 better civilization games out there that are much better and take considerably less time to play than this one.

It’s a curiosity buy, not every game on my shelf ultimately makes my table and I’m certainly not discounting the possibility of making it happen sometime in the future, but for now, I think this is a pass for me, I have bigger fish to fry!

Endeavor: Age of Sail

Next up is Endeavor: Age of Sail by Burnt Island Games, I picked this one up from a recommendation by a friend of mine. It was a very pretty-looking game that was actually quite cheap but it was a bit of an impulse buy, I did zero research relying on the recommendation entirely.

We got this one to the table (see below), so I will cover the gameplay there but the one thing that struck me about this game was the production value. Just an amazing game visually, with sturdy components, well organized in the box with inserts. All I have to say is that as a gamer with high expectations, for a 65 dollar game to give you this much value in the box, it really put a smile on my face.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul by GMT games, designed by Mark Simonitch of Hannibal and the 44′ series fame was a game I knew I would acquire at some point, it actually sneaks in just in time in January as I got word it was coming at the tail end of the month, it hasn’t even arrived yet.

This game has won a few awards and nominations as do most of Mr. Simonitch’s games, but it comes highly recommended by a few of my favorite board game reviewers and I think it will be a perfect follow up to Imperial Struggle for me and my buddy who have been exploring 2 player historical games. I love the subject matter, it is a real steal at 50 bucks and seeing as so far in the world of historical war games CDG’s have been my bread and butter, I’m excited.

Peloponnesian War

Another GMT title for my shelf, Peloponnesian War by famed designer Mark Herman is a game I was never really expecting to play, but when it arrived at my doorstep, I honestly found myself quite excited at the prospect of yelling awesome shit like “This is Sparta!”

Thus far every single Mark Herman game I have tried has become an obsession for me (especially Empire of the Sun), the guy can do no wrong so I feel quite comfortable walking into this one. I will say, I know nothing about the Peloponnesian War that wasn’t included in the clearly factual documentaries the 300 and Troy, so I’m hoping that Mark provides me with a much-needed history lesson on the subject through this game.

This is a solo game and I have been slowly acquiring solo games over the last couple of years in no small part because of the Pandemic and so far my experience though isolated to DVG leader and field commander series have been very good. This game has a very unique mechanic from what I understand where you actually play both sides of the conflict, switching sides when you play too well with one of the sides of the war. Intriguing concept, really looking forward to giving this one a go.

On The Table This Month

With the pandemic getting worse and worse in Sweden by the day, restrictions have remained quite light nonetheless, and because pretty much everyone is vaccinated in Sweden, my gaming buddies and I have forged forward throughout January fearlessly and continued to game in person.

Endeavor: Age of Sail

I don’t want to say too much about this one as I’m writing a review for it, but spoiler alert, I really liked it. This is a very quick-playing, thinky euro that has you taking on the roles of managing a symmetrical European nation in the age of sail as you attempt to explore and ultimately conquer the newly discovered world. That is thematically, like most Eurogames, this is a point salad and the theme, while certainly fun and well layered, is not exactly poised to make this one feel historical.

I would not fault anyone for thinking this is a long, complex Euro game, it certainly looks the part, but this is a fast and very tight game.

It is a very tight game about scoring points as you would expect from a Euro, but unlike a lot of really heavy and excessively long Euro games that typically overstay their welcome with me, this game takes about an hour, hour and a half max with setup and teaching. It’s engaging, very pretty, has a lot of quality-of-life mechanics that make it easy to learn and play. My first impression is really good and the deluxe version I got comes with a bunch of expansion content so there is plenty to explore beyond the base game. For a 60 dollar game, this was one that impressed the hell out of me. If you got your eye on it and you are looking for a shorter Euro game that is really engaging and full-bodied giving up nothing with its short playtime, this is the game for you.

Be warned however it touches on the topic of slavery and I know some are rightfully a bit sensitive about that, but it handles the subject matter respectfully without getting PC about it. I appreciated that, slavery happened, it’s part of human history and I don’t t think games in a historical context should pretend otherwise, to exclude it from the game would mean we are pretending it didn’t happen which I think is worse. I played this one with my 13-year-old daughter as well as my gaming group, it brought up the subject and triggered a conversation about history, exactly what you want it to do, even lightly themed games like this one.

Smartphone Inc

Smartphone Inc by Russian designer Ivan Lashin did not impress me coming out of the box. A game about managing cell phone companies was already a rather odd topic for me that did not register. The very plain and milky-looking gameboard did little to sell itself and the bearded hipster on the box did not score any points either. I went into this one unexcited expecting a long boring Euro.

I love being wrong!

It looks like a prototype, but this game actually has a very sleek design that facilitates gameplay that you will come to appreciate.

Not only was this a very fast-moving, very cerebral game with mechanics the likes of which I have never seen, but it instantly gripped me and justified every design decision that had me initially questioning this one. The game space I thought was so boring looking quickly turned into one of the most functional and well-thought-out gameboards I have seen in a long time, facilitating not only gameplay but teaching and learning. The topic (cell phones) also immediately grew on me, in particular in the context of an economic game where you research technology, set competitive pricing for phones, manufacture them and try to sell them while competing against other players. Coming off 1830 Railways and Robber Barons, this one had that same sort of cut-throat economic competition feel that made me fall in love with the 18xx series.

Really fantastic game that made a real impression on me, can’t wait to get this one to the table again soon.

Corvus Belli Infinity

Infinity is a miniature game by Corvus Belli and I have a buddy of mine who is a big miniature gaming fan and he has a tendency to talk my gaming group and I into new mini-games all the time using a variety of unscrupulous tactics. In the case of Infinity I got an army starter from said friend for my birthday… well played sir.. well played.

It took some time to get this one to the table as is the case with most miniature games, but I finally managed. I have to admit I was not terribly excited about the event which is a bit odd really. I do like miniature games, I love science-fiction, the mini’s are actually really awesome (I shit you not I have werewolves with machine guns in my army) so really I’m not sure why I wasn’t more excited about it.

You had me at werewolves with machine guns!

In any case it turned out to be a really fun, very easy to learn game with a metric-fuck-ton of options and choices. This mini-game had one of the things I really like about mini-games, lots of options, but simple gameplay. In that way it reminded me a bit of what I loved about Star Wars X-Wing where each time you played it, you could really change up your army list and do something wildly different with the same units you already have.

This is a really fast game, its a bit of a dice chucker, stuff dies fast and furious and it just makes for a really entertaining evening. Now I will admit I’m super spoiled, my friends are miniature game fanatics so when you show up to their house to play these games they have massive, elaborately decorated tables with tons of very fancy terrain and all the fixings. All I have to do is show up, hell they even glue and prime my mini’s for me so they really make it easy on the guy.

I had a lot of fun, miniature games go hot and cold for me, sometimes I love them and get really into them (Looking at you Songs of Ice and Fire) but often they disappoint me and make me feel indifferent towards the hobby (again I’m looking at you Songs of Ice and Fire) because of how poorly managed most of the mini-companies are. I’m sure we will be running this one more in the future and I think I’m genuinely looking forward to it. I don’t see me expanding my collection, but the army box I have is plenty to keep me entertained with this one for a while.

I will say this about Mini Games in general. Do your research, this is an expensive hobby and you don’t want to step into it willy-nilly.

Circadians: First Light

Circadians: First Light from Garphil Games by designer S J MacDonald more widely known for his “Of West The Kingdom” series of games that include Paladins, Architects and Viscounts of The West Kingdom is yet another twist on the resource management Euro-centric games. We have a fan of these games in the group, so now again one shows up and we give it a whirl.

I have played quite a few of these at this point and I think it’s fair to describe them as very busy, thinky and generally heavy euro games that always come with a lot of really smart and unique mechanics. From a design perspective, I have to hand it to Mr. MacDonald, he creates a lot of really cool stuff. Circadians First Light follows in that tradition, but to be frank, of all the games from this style and designer I have tried, this is my least favorite so far.

Some gamers will look at this and get excited, I look at this and question my life choices.

That is not to say that it was bad, it actually wasn’t, it was just fine, but it’s just not my personal style of gameplay to begin with, so these games never really wow me, even the really good ones. This game, like all of the games in this series, are just a bit too long for what they are (Euro-Centric Resource Management Games), generally, there is a lot of complexity so it takes quite a bit of effort to learn and I find in my gaming group we typically play these games one time, then never hear from them again, a fate I think Circadians: First Light is destined for.

These games just don’t make a lasting impression, but I have to say I don’t think it’s because they are bad games, I do find them quite clever, but they are just complex enough that if you play them once, the next time you play you pretty much have to learn the rules again. For a game like that to come back, it needs to build up more excitement on the first run and I just find that these games don’t do that, at least for me. The games just don’t sink in and I have felt that way about every one of the “Of the West Kingdom” games I have tried and this one falls into that same pit.

It does use a clever dice chucking worker placement mechanic reminiscent of Kingsburg which I think is actually kind of fun, but there is a lot of very busy, paralysis analysis inducing “stuff” going on in the game that left the experience a bit flat. It was ok, but I doubt we’ll see this one again anytime soon.

B-17 Flying Fortress Leader

B-17 Flying Fortress Leader designed by Dean Brown of DVG games is without question one of my favorite solo games. Now that said, I have to admit I don’t own that many solo games, so my list for comparisons is very small.

For me B-17 is just a blast to play, it’s super thematic, it has a very scalable difficulty level, has lots of depth and really tells a story which I think is fundamentally the most important part of a solo gaming experience. A good solo game unlike other types of games does not live and die by its mechanics, it does so by its ability to give you a narrative and trigger your imagination and B-17 Flying Fortress Leader really does that for me.

B-17 is a fairly complex game definitely not for the faint of heart, but in my eyes it’s brilliant and the narrative it brings to life is unmatched. The fact that it’s a solo game that you can play whenever you feel like it, especially in times like these is a gamers prayer being answered.

It had me reading books, watching documentaries and exploring the fascinating world of World War II aviation triggering an interest I never even knew I had.

This is a wonderful game, I play it all the time, in fact, it wouldn’t surprise me if it appeared in the On The Table articles pretty frequently as Its setup on my hobby table quite often second only perhaps to Lord of the Rings LCG.

Paths of Glory

I realize as I’m writing the first On The Table article that I own a lot of GMT games! The classic Paths of Glory by GMT Games graces my hobby room once again as I take on an online opponent using vassal in a PBEM game.

It took nearly the whole month of January to finish, me and my online counterpart both use the same method to play online. We use vassal to maintain the game state and deliver our moves, but both of us have the real game setup on our hobby tables so we don’t need to do everything digitally and we get to play with the real components.

I’ve run out of ways to praise Paths of Glory so instead just look at this pretty map!

I have praised Paths of Glory so many times it seems unnecessary to do so again, it’s an amazing historical war game that deserves every accolade anyone has ever given to it. I can’t get my local gaming buddies to try it as it is quite complex and it has “chits” which most of the members of my local gaming group have an aversion to, but I adore this game, it’s THE definitive historical war game on World War I, accept no substitute!

Other games that hit the table

Just a quick hit list of other games that hit the table this month.

Talisman 4th edition. I play this one with my daughter quite frequently, she loves it and it keeps her gaming so I don’t mind playing it. It’s a bit of a long game but with two players you can get it done in an hour and a half, so not too bad. Fun little adventure game, nothing I would play with my gaming group but it’s a perfect family game and it beats the hell out of playing fucking Monopoly!

Condottiere is a common filler in my gaming group and it hits the table this month. I won, but it was a tight, down-to-the-last card kind of ending. This is a trick-taking game with a twist that I think belongs in any gamers collection, if you don’t own it, you should!

Game of Thrones: Hand of the King Another one I play with my daughter often. I actually like this one as a filler, but It hasn’t made it to my regular gaming group yet. It’s kind of an abstract game with a slapped-on theme, but it’s clever, easy to learn and fast, great filler.

On The Horizon

Of course, there are four new games that have been added to my collection so I see at least a couple of those hitting the table in February. I have also kick-started my gaming groups ongoing Vampire The Masquerade campaign, my group and I will have our first session after the last Pandemic hiatus, very excited about that one.

I’m keeping tabs on another Dean Brown solo game from DVG that is currently on kick starter called Spruance Leader which is going to be another game along the lines of B-17 Flying Fortress Leader except for this time you are a commander of a naval task force during the cold war. Very excited about this one.

This is the player board from Spruance Leader. I suppose it’s fair to say that this either does it for you or it doesn’t, for me personally this has got me hoping up and down in excitement.

In February I’m hoping to kick off a big all-day event to play War Room, the amazing super game by Larry Harris in which we will be trying some of the 2nd edition (reprint) rules that update the game and aim to address some minor issues.

I plan to do two reviews this month, though I’m concurrently writing about 5 reviews right now, so we will see which of those shapes up. I will leave it at that, no spoilers!

Side Note: I get asked this a lot so I thought I would slip it in here and answer the question. Some of my readers want to know if I accept review copies or make money on the site. The short answer is yes on review copies, no on making money. I don’t typically note which games I review that are review copies as I’m indifferent to that, I don’t ask people to send me review copies, but when they do I happily review them. I do not make any promises or guarantee’s about how the review will come out, in fact I typically communicate very little with publishers in general, I like to keep my distance from the business end of gaming. Generally, however, I don’t like doing negative reviews so if I really hate a game that was sent to me as a review copy, I would send it back and I don’t review it at all out of respect for the designer. I personally only want to have a positive influence on game sales, not a negative one. I will occasionally make an exception when I’m trying to make a bigger point about something, but those are rare. I do not however accept patron or payments of any kind, gaming and this blog are hobbies for me and I have no ambition of turning it into a business. It’s something I do for fun.

Ok that is it for this month, hope you found the article informative and entertaining! If you have any suggestions or comments feel free to email me at gamersdungeon.net@gmail.com.

1830 Railways & Robber Barons by Mayfair

Designer: Francis Tresham

Originally released in 1986, Railways & Robber Barons by Francis Tresham is more than just a classic, it’s a game with a Mono Lisa-like legendary status in the board gaming world. That said, for anyone who has ever actually seen the Mona Lisa in person, you were probably surprised to find out it’s actually a tiny painting perhaps not living up entirely to the namesake of one of the most well-known paintings in the art world. Now I’m not saying that 1830 is or isn’t a good game with that statement, I guess what I’m saying is that like the Mona Lisa, a painting like any other, 1830 is a board game like any other. Much of the hype, applauding and mystique surrounding this classic game and the 18XX series it spawned is driven by a kind of mythological stature given to and built up by its fan base. At some point however you sit down to play it and you come to the stark realization that this is an economic train game and though it comes with a lot of hype by the community that adores it giving it that cult classic status, it really is just one game in a sea of games.

For me personally, 1830 falls into the nostalgic classic category as a game, I’m reviewing it now because I have recently introduced it to my gaming group and I like to do reviews when a game is fresh in my mind, but the truth is that I have spent quite a few hours, decades ago, hunched over this one even before the Mayfair reprint (using the old Avalon Hill version). Suffice it to say, back in the day, I loved playing this one and I can understand the communities affection for 1830 Railways & Robber Barons.

As I look at 1830 today however I look at it with decades of board gaming experiences, with a more critical eye and a higher understanding of game design and perhaps more modern expectations. That means this old classic is getting reviewed in the backdrop of the modern board gaming era, so the question here really is, does this classic still hold up today!?

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star (3.9 out 5) Great Score!

In 1830 Railways & Robber Barons, as the title suggests players take on the roles of fat cats from the 1830’s who are running railway companies in a cut-throat competition to make the most money. Manipulating stock markets, building railways, trains and train stations, players are essentially building up companies so that their stock shares payout, stocks being the primary source of earnings in the game. In this process, players are buying low and selling high, trying to stick it to each other guy through pretty cruelly ruthless methods like stock dumping to make company values drop as they exit investments and seek out new ventures and many other “business transactions” that raise many ethical question marks about the very nature of capitalism.

This is a tough game with quite a few pretty mean-spirited take that moves that are made by players as they maneuver their investments around the stock market trying to leverage their winnings while torpedoing the earnings of others. The game is very much about timing as you can imagine, getting in and out at the right time, often coming down to a kind of game of chicken between players to see who will make the big plays and when. Much of the game is about controlling turn order in the stock round where the really big plays actually take place and trying to control the speed at which new trains enter the game resulting in older trains “rusting” (leaving play) which in turn creates horrific consequences for companies using aging trains. The whole experience is truly brutal, it’s the sort of game that I think really requires a very particular group who can take that cruelty with a light-hearted approach rather than getting upset.

It’s also a very long game and though I would not call the mechanics complicated, the strategies involved most certainly hit that high-level veteran style of game, not for the faint of heart. You can expect a typical game to exceed 6 hours pretty routinely.

The question here however is, does all that translate to being a good game? What I can say is that to me and my friends, games with a sharper edge like this, where we can really stick it to each other tend to make a really great impression with us. This is the sort of gaming we like, betrayal games are always popular in my gaming group, games like Game Of Thrones the board game is a huge hit with us predominantly because of the way you can really screw each other over so yeah, for a group like ours this one fits like a glove. We also have no issue pulling an 8-hour session to play a game, we do it routinely, we make the time for good games and so again, the length here is not an issue for me. I don’t negatively judge games that are intentionally long for being long, it is what it is.

This is a very intimidating looking game, the map is busy, there is a lot going on here but it really is not difficult to get your head around, its far simpler than it looks.

All that said, I would definitely say that this is not a game that will speak to the typical gaming group of the modern era. By modern standards, this game will be seen as “complex” mechanically, way too vicious and way too long even for the most patient of groups. This is, however, my review and I’m judging it based on my own standards here so as you read this review, remember, who the audience is, really matters here. You have to like long, complex and mean-spirited games to like this one, if that doesn’t sound like you, this should be a really hard pass. If that sort of thing is music to your ears, however, you’re in for a real treat because frankly, this is an absolutely astonishingly amazing game and I can fully understand why it has this legendary classic game status, it earns it tenfold!

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Very pretty, big visual improvement over the Avalon Hill version, good quality components typical for GMT games.

Cons:  Misprints & pretty poor manual detract from the experience.  The use of paper money makes the game unplayable requiring you to seek out an alternative.

I remember the Avalon Hill version of this game and all I can say is that I personally, with zero artistic ability and an ink printer, I could create a vastly superior product than Avalon Hill managed back in the day. I mean the Avalon Hill version looked like a really shitty prototype on its best day.

This pretty ugly Avalon Hill version would be outright rejected by modern standards, but surprisingly much of the 18xx community stands behind this old school look and its still a sought after version of the game.

Seeing 1830 by Mayfair bring the production level to modern standards is an absolute delight and they have done a fantastic job with the components here for the most part, both preserving the very important visual queues and functional approach the game needs while offering tons of extras based on years of player feedback and wrapping the whole thing up with beautiful art. Unfortunately there are some chinks in the armor and though no game is perfect, its a tragedy when you have to reference an old version of the game to get the correct information about its deluxe reprint.

The hard-mounted two-sided board is gorgeous with perfectly executed organization and iconography that really helps to both smooth gameplay and initial teaching of the game with the most important information/reminders on the board itself. The mounted board is two-sided because it includes the classic 1830 map of the original game and on the other side an expanded version of the map for a larger and more varied game. This is absolutely fantastic in particular in combination with all the different variants for the game that includes a wide range of unique tiles and alternative setups to give you a tremendous amount to explore and ways you can customize your experience.

The card stock is firm and artistic, with a glossy finish making the handling of stock certificates a pleasure. The tokens and tiles are on firm cardboard made to last. It’s worth noting that the tiles are all two-sided as well with the new Mayfair art on one side and the old Avalon Hill art on the other. I don’t know exactly why they would want to preserve the old Avalon Hill art as it’s really generic and boring, but I imagine perhaps it’s because some old-school fans might be used to it I guess and prefer it. It doesn’t negatively affect the game in any way so it’s a none issue for me. My issue is that there are a number of errors in the reprinted tiles, nothing that ruins the experience, but its hard to imagine when you have a correct version of the games tiles in the original, how you could print the wrong tiles in the reprint, its kind of sloppy especially given this games nearly $100 price tag.

The corporate cards are also of good stock with a nice mat finish and everything fits neatly into the box. Again, I have to complain, two of the corporate cards have misprints that actually mislead you into thinking they have 3 stations when they actually only have 2. A foolish blunder that caused me to have to research why I have 2 station tokens for a corporation that claims to have 3 stations on the card. Turns out its just a misprint, again, very sloppy for such an expensive game.

Finally and it’s a really big one is the use of paper money in the game. This is a game where you manipulate money constantly, making change and making payouts, simply and frankly put you can’t play this game with the paper money included, it’s just, utterly unmanageable. Quite literally with the use of paper money, this game will take 12+ hours to complete and half that time will do nothing but fumble about with paper money. This is a real black mark against the game, but it’s one the community has generally fixed for themselves as it’s an issue with all 18xx games. The community consensus is that Poker Chips should be used and after doing just that I agree whole heartedly. The use of poker chips not only makes exchanging and paying out money very fast and hassle-free, but it feels great at the table. Of course, I can’t give 1830 credit for this as poker chips are not included, but all I can say, either get poker chips with this game or don’t get this game at all. With paper money this game is unplayable. It is not a great look for a $100 dollar game to be completely unplayable with the components included, requiring an upgrade to components on top of your initial purchase.

While their is a classic quality about the use of paper money and it looks nice on the table, in practice this is a very difficult, I would argue unmanageable way to play the game. It sucks up waaaay to much time. You need poker chips!

I could complain about a rulebook here as well because it’s not entirely clear or particularly well written. It makes a lot of sense once you learn the game so in hindsight, it’s a great reference for the rules, but in practical terms even understanding something as simple as the sequence of play is poorly explained. There are also a number of very misleading rules that you will discover are actually quite different from the original game and its unclear whether this is intentional or if it is just poorly worded in the Mayfair version. Research revealed the latter.

I would use an online tutorial or have someone teach you this game because while the rules are actually quite intuitive once you understand them, the rulebook seems to be written with the assumption that you already know how to play, a tragic state that seems to plague all the 18xx games. Its a bit strange, but generally not great even though it’s a nice rulebook in terms of quality of print.

All and all, in terms of quality its a mixed bag here. Generally the components themselves are of very good quality, and very pretty but between some of the very obvious misprints, a rather confusing manual and the paper money this is a game that is going to make you work a lot harder than you should have to, to get to the table, especially for a $100 game, I’m being very generous with 3 stars for this one.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Great execution on the theme combines perfectly with the gameplay.

Cons: The early-mid game excitment is in stark contrast to the slow and almost unbearably boring end game.

If you know anything about economics and in particular about the economics of the 1830’s which I imagine isn’t going to include too many people, this game actually is spot on thematically. I mean it covers all of the really nasty economic tricks pulled by these unscrupulous businessman of the early 19th century as well as the issues of railway construction and company management. It’s all very intuitive from a gameplay perspective however so knowledge of the historical foundation here is completely unnecessary which I consider a major plus but I would imagine anyone with an economics degree is going to do a hell of a lot better in this game than those without one. I would argue that when you play this game, you can take just about any mechanic in the game and explain why its there due to the theme and that just feels great.

Historical relevance aside, thematically this game is about buying and selling stocks, managing railway companies, building railways, and trying to find those perfect train routes and all of these things are not only handled with relatively simple mechanics but there are constant carrots in front of you that are both engaging and exciting. It’s a beautiful thing to see you predict what will happen to a company a few turns from now and leverage that knowledge and watch it payout or dump stock at the right time to watch an opponent’s company unravel at the seams. It’s mean-spirited that is for sure, but this too is part of the theme here, you’re meant to be these rather unethical cut-throat businessmen and this game gives you a real sense of that. In fact, the experience is almost surreal and really makes you question the whole concept of capitalism as many of the nasty activities reflected in 1830 are very much part of modern world economics.

In the 80’s and 90’s you didn’t see very many board games become PC games, but 1830 was just popular enough to get a digital version. Its aged quite poorly, but if you can deal with the graphics, this old dos game version does a decent job of being a near direct translation of the game.

The game makes you feel like greedy businessmen and you are rewarded for your greed, it’s a brutish game, but that is the world 1830 represents and thematically it nails it!

If I have any complaints is that the games exciting core gameplay does not extend to the end game. It starts out as this action packed stock trading, business management game where players are making big plays, taking risks, speculating, just in general fully engaged but the game ends in a rather slow moving and very boring end game where all you do is run train routes until the bank runs out of money. There is a real stark contrast between early to mid game and the end game. The latter being rather anti-climatic to such a degree that the community uses spreadsheets and other aids to help expedite this boring end game. You might think this complaint belongs in the Gameplay section, but it actually hurts the theme a lot more in my opinion. You go from being cut-throat Robber Barons fighting for every dollar you make, to effectively becoming a lifeless administrators managing spreadsheets. It sucks all the energy out of the room.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: A deep well of strategic gameplay, combined with highly addictive and dynamic mechanics makes this one hard to put down.

Cons: The game slows down over time until it comes to a near grinding a routinely boring halt.

1830’s Gameplay I would categorize as moderately complex and its strategically quite demanding. That said its intuitive and much of the gameplay feels natural, easy to get used to. Still playing the game requires a pretty high level of concentration, a lot of foresight and an intricate understanding of every single mechanic in the game and while there aren’t a lot of mechanics to learn, the impact of these mechanics can be deceptivly important, things that seem very innocent are actually quite crucial and not everyone is going to pick it all up on their first go.

There is good reason why this game and game genre (the 18xx series of games) have become a sort of lifestyle game sub-genre in board gaming because you really can spend an enormous amount of time and energy analyzing what is really going on in this game. There are so many unique and interesting puzzles to unravel here that I don’t think it would be possible for me to really do the game justice in a review while keeping the review reasonably readable to explain it all, but perhaps I can illustrate with some smaller examples of what I mean here.

One of the things you do in this game is buy stock. Each company that someone buys a president share (the first stock in the company) gets to set a price for that company. When 60% of the shares of a company are sold to players the company “floats” and begins to operate in the operating round which is a complex way of saying that it has the potential to start making money (building tracks, buying trains, running trains etc..).

When that first president share is bought it seems like a very simple matter. After all, players are here to buy and sell a stock, it seems like a thing to do. The meaning behind this and the consequences for this action however will echo throughout the game from that point forward. Which company was chosen has an immense impact on how the game will unfold. The price set for that company has an enormous impact on the game, when the company floats and which players buy into it by picking up shares and how those shares are distributed among the players is all of critical importance. Understanding why these things are important would require countless pages of text, but what I’m trying to illustrate here is that the game is afoot almost immediately with what appears to be largely a trivial action. A player buys 1 stock and it triggers countless events in the present and in the future of the game that might very well define the entire direction of that game.

1830 revolves around the stock market and players will give this silly little table a tremendous amount of their attention. Buy low, sell high is a lot more complicated than it sounds.

One good example of what can happen is that a player sets a high price. When a player does that it means that when the company does float it will have a lot of capital to spend on building it up as how much cash a company gets when it launches is based on its initial stock price. If the share price is high however which means that investing in it drains more of player cash, if its low it means more people might see it as a great opportunity creating many investors. But in either case, depending on the circumstances at the table it has the potential for being both a big payout or a big disaster. What if you buy into the company and it doesn’t float. Now you have money invested in a company that is doing nothing for a round, already you are falling behind compared to players who have floated companies that will make money. If the company does float what if that player intentionally tanks the company because he is setting himself up for a different investment down the line, or what if that player uses one of the tricks like selling of a private company to the railroad company to pull cash out and then sells all his shares tanking the share price and leaving you with a company that has no money to spend.

So much can happen from such a little event like buying a stock and this is where the gameplay of the game really shines, where you are rewarded for clever decisions and making smart plays and the wonderful thing is that your reward is more money, fuel for making even bigger plays in the future.

But what if you fall behind, are you out? Not at all and this is the other great thing about 1830. You can go from rags to riches pretty quick, just buy some stock in a new company, build it up and start over. There is a limit to how many times you can really fail, but suffice to say, one setback isn’t the end of the world and inevitably you will suffer some in the course of a game, there are always routes to success you just have to be clever enough to find them.

Stocks are your investment, but they run the risk of being both your path to victory or road to ruin. Cash is king but cash does nothing until you invest it somewhere to make it grow.

I’m sure this is all very confusing when talking about a game you don’t know the rules for, but the main thing I’m trying to illustrate here is that I can talk about the game without explaining the rules and the terminology and the economic concepts are actually quite literal translations of the real thing. Buy low, sell high, invest in good companies, watch for unscrupulous activities in which players intentionally bankrupt companies and try to sink you with them. These things from an economics standpoint, have some universal understanding and when teaching the game you can speak about it in these terms and most players will understand, while the mechanics that govern this are relatively straightforward and naturally intuitive.

The other big play element beyond stock trading and stock market manipulation happens in the operating round. Here players manage companies that have been “floated” (60% of the stock shares bought by players). Each round players lay track, build stations, buy trains and run their trains. This sometimes feels like mini game in 1830 because while its a very critical part of the game, defining which companies are successful and which are failures, its usually not the focus of players attentions. What players are really looking for is to determine what the intentions of a player is with a company.

On the surface, its obvious that the most invested player will want to have a successful company so that dividends pay out and they make money. There is a lot of deception here however because it is not too uncommon for players to build up companies with bigger and more devious plans in mind. Its a funny thing that happens at the table because everyone is watching the person operating a company like a hawk, but they aren’t really watching what he does with the company but trying to read between the lines.

There are also some pretty nasty tricks that can be pulled in the operating round when it comes to laying track and building stations. Companies can block each other with tracks and stations, very rapidly turning a high profit company into a dumpster fire waiting to happen. Even nastier still is the train “rusting”. Each acting company has the opportunity to buy trains, but when certain trains are purchased, old trains become obsolete and are removed from play. This can and often does result in some companies having no trains and because its a requirement for all operating companies to have trains, those that find themselves without must replace them. If a company can’t afford the newly available trains which are always more expensive then the last generation of trains, the CEO (Biggest stock holder in the company) becomes financial responsible to replace the trains, meaning he may have to use their own money.

When this happens their can be terrible consquences, players can even go bankrupt if they can’t afford to replace a train. Suffices to say, avoiding this situation is on everyone’s mind as is trying to force that situation on people. The brutality of such a move is less likely in 2-3 player games, but in 4-6 player games, not only is this likely to happen to people but its almost a certainty. As such, a case can be made that 1830 plays best at 4 to 6 players because you really want this arch in your game, its exciting, its brutal and creates amazing table tension.

There is so much more to say about the gameplay in 1830, what I offer here are just some of the highlights but really this is a game where every action, every bought and sold stock, every lay of a track.. really anything players do changes the lay of the land and has players wrestling with decisions. 1830 has amazing table present once everyone really understands the nuances at the table and though it may take a game or two to get everyone truly vested, when you have a table full of players that all understand the subtleties of this game it really is an absolutely amazing gaming experience.

Now I mentioned the end game issue in 1830 in the theme section so I won’t harp on it too much here, but, yes of course, a slow, boring and rather anti-climatic ending of a game is never a good thing and I’m going to charge 1830 here as well.

There are solutions to this of course, one very obvious one is to play with a smaller sized bank, the less money the bank has the faster this end game will come. My friends and I however have experimented with some of the variants the Mayfair version of 1830 comes with and there are actually quite a few really good ones that help to both expedite the game in general but also make the end game at least a little bit more exciting. Its not exactly a fix, but I would encourage anyone who enjoys the game and finds themselves with the same complain to really take a look at the variants section of the rulebook. There is some really good stuff their and many ways that you can customize your experience.

Replay-ability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: Endless replayability and longevity proven by over 3 decades of continued “In Print” state, not to mention the spawning of an entire genre of 18xx games.

Cons: The only problem will be your addiction to buying more 18xx games, they aren’t cheap.

I’m going to make this very short and sweet. This game was published in 1986 and its still in print today and has become the founding father of what is effectively an entire genre in board gaming (the 18xx’s series). It would be insane for anyone to claim this game is anything but immortal in terms of replayability and longevity. This is a lifestyle game and while I won’t argue that it’s a lifestyle for everyone, for those that fall into it, it is an unlimited well of experiences expanded by a huge library of offshoots, variants and based on games in the 18xx series. You can’t ask for more longevity then the likes of 1830!

There are many games in the 18xx series and a wide range of guides on how to approach this genre. I say forgo all that and start with 1830, not necessarily because the others aren’t good, because they are.. but 1830 in the end I think is the best of the bunch.

Conclusion

1830 Railways and Robber Barons is a hallmark game, an example of what happens when a brilliant and passionate designer takes their time creating something truly magical. 1830’s status as a cult classic is well deserved and though it is not a flawless beast and certainly is not going to be for everyone, if you fall into this well you aren’t likely ever to claw your way out. 1830 and really the whole 18xx series becomes an addiction and while we are here to review 1830, it really is just the tip of the iceberg into a much larger and fascinating side trek into the world of board gaming.

I’m a fan, I love it and there are already a number of 18xx games on my shelf and each one is as unique and interesting as the next. 1830 is the core of this series however and while the consensus from the community is that 1830 is not a good place to start with the 18xx series I actually disagree. I find this one very palatable and much easier to teach than the rulebook suggests and learning from a teacher worlds apart from trying to do it from the manual. I recommend you find someone who already knows how to play, this makes a world of difference.

Flaws and misprints aside, this is a gem with some rough edges, approach with caution, but from one gamer to another, 1830 Railways & Robber Barons comes highly recommended.

Review: Imperial Struggle by GMT Games 2020

Designers: Ananda Gupta & Jason Mathews

The first impression Imperial Struggle makes when you open up the box and get a look at the map is that it’s a mystery wrapped up in an enigma. This busy map is intimidating, to say the least, with countless unique spaces, connections, iconography, and dazzling colors. It’s hard to imagine all of this could be explained in a less than 20 pages long rulebook! I doubt lesser men could do it, but Ananda Gupta and Jason Mathews are masters of their craft if they are anything.

These two designers are quite famous and renowned in the historical board game community for what is undoubtedly one of the biggest crossover hits coming out of the historical war game genre in years, the one and only Twilight Struggle. Mr. Mathews in particular however has a number of sleeper hits that, while certainly not quite as famous as good old TS, are amazing designs in their own right in my opinion. Games like 1960: The Making of the President and especially Founding Fathers illustrate his ability to take interesting and diverse pieces of history and turn them into wonderful and dare I say approachable historical games for the uninitiated masses.

Twilight Struggle while based on the cold war is certainly the game most people will associate with Imperial Struggle due to its connection to the designers. This is a game that has almost defined its own genre at this point and is a breakout game that crossed the border into the Euro Game scene producing quite a few clones and re-imaginings today that all try to capture Twilight Struggles very elegant and addictive gameplay. It must have been quite intimidating for these two designers to release a follow-up game referred to as Twilight Struggles spiritual successor, a game that won so many awards and accolades. I can only imagine the pressure to live up to such a reputation and fan expectations must have been enormous.

Twilight Struggle is one of those rare games that despite being a clear example of historical war game design, crossed over to capture the wider Euro gaming audience. A truly rare achievement.

I honestly purchased Imperial Struggle simply based on the fact that these two designers are responsible for what I consider to be one of the finest historical board games in existence and I just had to see what their next game could do. I would however be lying if I didn’t say that I had quite a few reservations about the game, not only because it’s based on subject matter I’m not familiar with, but also because this game just looked complicated, a sentiment confirmed to some degree by many online voices. it’s been described by a lot of reviewers and gamers as being marginally like Twilight Struggle mechanically and with far more complex rules and many exception-based mechanics.

Do Ananda Gupta & Jason Mathews live up to their reputation, can lightning strike twice? does Imperial Struggle hold up?

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.4 out 5) Great Game!

Imperial Struggle is a historical boardgame covering the nearly century-long global competition between 18th century France and England. It covers the economic, diplomatic, and military aspects of the events of this extended period, including several wars, various aspects of colonization, diplomacy, and countless micro-events that shaped the 18th century.

If you are not familiar with this period of history, don’t worry, you’re probably not alone in that. That should however not sway you from giving Imperial Struggle (or any other historical game) a try. After all, part of the fun of playing historical board games is the opportunity to learn about different periods in history, and in the case of Imperial Struggle, the abstractions are fairly high level. It really isn’t a big requirement to know anything about the history of the game in advance to enjoy it. You won’t be at a disadvantage if you don’t know what the Spanish Succession War was or whyJohn Law was important to history. Most of the history of Imperial Struggle is here for flavor, theme and to give the mechanics purpose. While great effort was made to ensure the many game mechanics that were added gave this game a strong period feel and sense of place, the game can be learned and played without much attention paid to its adherence to history, much in the way Twilight Struggle was.

Imperial Struggle and Twilight Struggle are going to naturally be compared to each other given they share designers and many-core concepts (Not to mention the self-imposed title of Twilight Struggles spiritual successor), but I would argue that these are two very different games, not only mechanically and thematically, but conceptually.

For one, Imperial Struggle is not a card game, it’s an action selection game (3 action selection game to be exact) and while there are event cards and ministry cards that can enhance your resulting actions, the mechanical implications here are wildly different than those in Twilight Struggle. Imperial Struggle has its own identity, it’s a variation or at least a derivative if you will on how the area control and resource management systems worked in Twilight Struggle. It is however different enough that having played Twilight Struggle will not help you here at all, the similarities between the two games are superficial at best.

One of the biggest conceptual differences between Imperial Struggle and Twilight Struggle is that in Imperial Struggle the vast majority of information about the status of the game is in the open and calculable. While players may hold event cards that will have a few minor surprises for their opponent and cards are certainly part of building clever strategies, really this is a strategy game of outthinking your opponent based on the information you both have, much like a chess match. Again this is very different from Twilight Struggle where you really only had your knowledge of the cards in the deck to guide you about what events might occur. In Twilight Struggle there was considerably less information available to you about potential outcomes, in fact you didn’t even know for certain what the point-scoring conditions might be in any given round. This uncertainty about the true state of the game was not only because there were hidden cards, but also because parts of the game involved rolling dice, leaving a lot of the results of actions to chance.

Imperial Struggle’s map is a very busy place with a lot going on, but it’s a “what you see is what can happen kind” of situation, there are very few ways your opponent can affect the board unexpectedly, everything is in the open.

The other aspect of Imperial Struggle that I observed and seems to be a common sentiment among gamers is that it’s complex or at least comparatively more complex than Twilight Struggle. I would argue that this is only partially true. In fact, I would go even further and say that while Imperial Struggle is more difficult to learn to play as the rules are indeed more complex than Twilight Struggle, there is a more logical approach to victory conditions and the strategies required to win games.

One of the truly difficult things about learning to play Twilight Struggle is that to become a competent player you had to have a good grasp of all the cards in the deck and a good understanding of the many subtle, much less obvious, approaches to winning strategies and uses of those cards. This skill took quite a bit of time and a considerable amount of plays to pick up.

In Imperial Struggle, by the time you do your first scoring round, the lights will come on and while it may take a play or two to fully understand the intricacies of every rule of the game, you will have that “aha” moment of understanding regarding what you do in this game to win very quickly. It actually ends up being a much smaller hurdle to learn the rules than the quite extreme education required to fully grasp how to become a competent player in Twilight Struggle. It’s really a bit of a trade-off but I think it’s one Imperial Struggle wins. The rules are more complex for certain, but rules are just a matter of absorbing and remembering what they are. There is no shortcut however to learn to play TS even minimally competitively, you will have to play dozens of games before you do anything but lose horribly.

Twilight Struggle was first and foremost a card game and every card would eventually be played in every game. As such, knowing what the cards could do is a massive advantage in the game, something that could only be compensated for by playing many… many games.

Simply put, the game’s real drawback is that it looks and certainly is a bit complicated from a rules perspective and that will be the impression of most people who see it spread out on the table for the first time, but in truth, this is actually a much more straightforward strategy game once you get past this learning curve. In fact, I would again go even further and say it’s actually closer to the mid-range end of the spectrum of historical board games once you understand the basics of the iconography of the map and the victory scoring conditions of the game. Unfortunately unlike Twilight Struggle, I don’t think it will actually cross over into the Euro Game scene for the same reason most historical and historical war games don’t.

Imperial Struggle suffers from “rules exceptions” and this complaint about Imperial Struggle I have heard and share (and is a quite common complaint about historical war games in general). There are just a few too many “it works like this BUT…” rules. For historical wargamers, this won’t be a problem. After a few turns, you will naturally compensate for this if you play historical war games with any regularity, it really is a pretty standard learning curve for the genre. Euro Gamers and likely much of the crowd that adopted Twilight Struggle outside of the typical historical wargaming communities despite its historical war game roots are likely going to be considerably less tolerant of such a thing. In fact in Euro game design, as a rule, exception-based rules are generally considered “bad design” and players generally see rules as facilitation for good gameplay while in historical games exception-based rules get a pass if it makes the game more historically accurate. It’s a philosophy difference, but a hump many and perhaps even most mainstream board gamers may not be willing to hop over.

At the end of the day, Imperial Struggle in many ways is rightfully compared to Twilight Struggle, but I don’t think it quite lives up to the self-endorsed title of a spiritual successor. It does perhaps illustrate how games evolve from each other and certainly, Imperial Struggle is an evolution of the unique genre Twilight Struggle had created, but there are other games that are far closer to Twilight Struggle that may deserve the spiritual successor title. More importantly, Imperial Struggle is not going to cross over into the more general gaming communities like Twilight Struggle did as the exception-based rules of the game and some of the complexity involved with the event cards are going to put this one just out of reach. Worth pointing out however for me and my gaming buddies it in fact did cross-over, so I may be wrong about that. I really hope that I am.

It may be more appropriate to say that Imperial Struggle is heavily influenced by the designs of Twilight Struggle, but players should be prepared for an entirely different experience in a like-minded genre and understand that this is in fact, a historical game made for historical board game fans, not at all like the cross-over hit Twilight Struggle but I think fans of heavy Euro games should make an exception for this historical game as they did for Twilight Struggle because I think this one is worth the effort.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Above and beyond the call of duty on every front, GMT nails it.

Cons: Some minor complaints regarding font usage on cards, the rulebook could have been a bit more organized.

Reviewing GMT games components is always a pleasure, simply put, they never disappoint and continue to outpace their competition in the components department by a wide margin. Not only are Imperial Struggles components impressive both from a quality and aesthetic standpoint, but you get this amazing and superior quality for half the price of other publishers. It’s amazing what they squeeze into a 60 dollar game.

For starters, the mounted board is absolutely gorgeous made of heavy grade, scratch-resistant material that you will never tire of looking at or cease to be impressed with. Player boards are made from equally impressive hard-board stock as is the general administrative sideboard where investment tiles and event cards are managed.

When index material is used like the war boards or player aids, GMT went with full color, glossy, and very heavy index paper material that doesn’t warp or bend and will withstand considerable handling.

The cards in the game are also a hard stock, glossy finish with color illustrations that are a pleasure to hold and shuffle. I will complain about the use of too many fonts, in particular, Italics which are not easy on the eyes and it’s not always clear why something is Italic or bold on the card. This causes you to have to strain and re-read the cards to get an understanding of what is flavor and what is relevant to the game and while I understand the reason for doing this was to add more period flavor into the game, I’m a firm believer that cards in a game should always favor clarity over anything else. They should have a very clear separation between flavor and mechanics. These cards often do not.

The Rulebook is a high-grade stock, glossy and full color and explains the rules sufficiently, however, I think much of the complaining about the game “complexity” stems from some poorly chosen organization and lack of focus on some of the more complex rules elements. This isn’t a bad rulebook, but it isn’t great.

The rules themselves are explained in less than 20 pages and the game comes with an additional 20-page playbook to give you extra clarity. Despite that, I still found it a bit difficult to understand many concepts in the game that would later turn out to be quite simple. There was just an odd mixture of overwording really simple things that made them sound complicated, while in other places more complex elements were not elaborated on sufficiently and would not “click” until you read over examples. It’s clear that part of the cause of this was the fact that the rulebook never repeats itself, so if a rule is explained in one place and used in several other places, they simply reference back to the original text or assume you have read the previous section and remember that it applies to the whole game. This saves on page count but isn’t terribly helpful when it comes to learning the game and given this game’s higher complexity, extra clarity should have been favored over page count.

It’s extraordinary what GMT managed to fit into a box for 60 dollars, this has got to be one of the best deals in historical wargaming right now.

The token quality here is excellent and well sized for handling to such a degree that clipping won’t be necessary (these are not chits, they are tokens). There is a metric ton of them and not always for particularly good reason. For example, there is a set of Bonus War Tokens for each nation, for each of the four wars and while the art is different in each of the sets for thematic reasons, functionally the sets are all identical. This seems to have been largely done for flavor to create a historical connection to the tokens but it creates an unnecessary amount of token shuffling in a game that is already a bit fiddly.

The inclusion of a GMT token tray is much appreciated and certainly helps with the organization, a really nice touch that shows that GMT is really thinking about how to make your life easier when you play their games.

While I had some minor complaints, as they always have, GMT nails it on component quality and once again establishes a standard for the industry that hopefully will pressure others to follow (I’m looking at you Compass Games!)

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Visually captivating, captures the tension of the competition between these two 18th century superpowers with some great historical tidbits that really sell the theme.

Cons: The theme is forced in some places creating unwanted complexity and fiddliness and ultimately not that critical to the enjoyment of the game.

Imperial Struggle’s attempt to breathe theme into the game is done in a number of ways but comes across for the most part in aesthetics and artwork. It takes a few plays and a bit of exploration in particular if you are not familiar with the historical period to understand the significance of many of the mechanics and cards and how they all connect to the relevant history. This of course is part of the joy of playing historical fans, but I have to admit that these things are not immediately apparent and really illustrate how much depth this game really has. You don’t just play Imperial Struggle, you explore it and study it.

The illustrations on the map, in particular, the use of colors have a kind of 18th century naval map feel to it and immediately imprints on you this colonial period feel. This is important because the true historical flavor of this game isn’t going to jump out and grab you, so initially, you are leaning on the aesthetics to sell the game and the map does a great job of that.

The event and ministry cards are where most of the real historical flavor is put on display, where important people and events are illustrated and their game effects aligned with their historical significance. For those of us less familiar with the 18th-century conflict between France and England, the playbook provides more detailed information about these events and people in an effort to educate you and get you into the spirit of the theme of the game which is greatly appreciated and highly recommended. This was done with Twilight Struggle as well and while I think some players might skip it, I found the information fascinating and it helped to enhance the experience. More than that, these event cards are going to help form your strategy, which in turn will bring the game closer to the history it’s based on. It’s not scripted, but you are definitely going to be leveraging the historical advantage of France and England in this period and your strategies will at times very much reflect the historical approach the nations took. Again, I can’t stress enough how this generally comes later, after a few plays, it’s not something you will get right away.

The Event and Ministry cards are where much of the theme comes to life, each card represents and reflects mechanically a piece of the 18th century conflict between the two superpowers of their time.

A good example of this is the Jacobite rebellions and uprising. This is one of Frances’s key political and military advantages and will be a true and proper thorn in England’s side throughout the game. This is represented with Jacobite Rebellion conflicts in the various wars which when won by France will earn them opportunities for a lot of extra victory points using the Jacobite Uprisings ministry card and because this card appears in all Era’s of play, its not something that England can ignore. France can literally win the game through clever use of this card, good strategies for the Jacobite Rebellions (conflicts in the wars) and good positioning in Scotland and Ireland. Now if you don’t know the significance of the history here, don’t feel bad, probably most people don’t and that is ok. It does not change the fact that Imperial Struggle creates a very strong connection to the themes of these historical elements and really infused the game with a significant amount of real history. If you’re like me, it will have you googling like crazy after playing Imperial Struggle and I would venture to guess that is exactly what the designers are hoping to inspire.

I have to say however that Imperial Struggle is a very abstract game and while you do get a sense of this sort of global competition for resources and territory and a tremendous amount of history is infused into the mechanics of the game that lead to historical strategies playing out in the game, I really didn’t get the sense of this being a hard simulation of the period.

It was rather clear to me that in many places “more theme” was being rather forcefully injected to compensate, like the use of War Bonus Tilesets that were mechanicaly all the same, but have alternate sets for each war just so different images and words could be printed on the tokens to give relevance to their historical significance. I found this a rather pointless endeavor, as the game is so abstracted in so many places, the thematic significance of having different sets like this is completely lost in the shuffle. You’re not going to care who or what the token represents in a historical context as much as you are going to care that it’s a +2 bonus.

While the art and general atmosphere of the game has a very nice period feel to it, any Euro gamer that plays this game will recognize it as a sophisticated action selection point salad rather than getting a sense of 18th-century history. The history part of it is there, but the game doesn’t really force it.

Ultimately the biggest effort with impact to the theme of the game is the map and the implications of locations (positions on it). You will be analyzing this map constantly and will be making new discoveries on it all the time from a strategic angle, but it’s doubtful that you will find any real connection to the theme here beyond some familiar locations you might assign some historical significance to. It really falls into the background during play and you are going to be spending far more time counting territories and calculating military strength in a bid to score victory points, then you are going to be emotionally drawn into the 18th-century conflict between France and England.

For example concepts like Wars are abstracted to the absolute highest extremes, you are not actually moving troops, or preparing for battles, you are far more likely going to be looking for the most optimal plays to make to score victory points and get tokens on the board. This by and large is a victory point salad game and has far more in common with heavy abstracted euro games than it does with historical games or historical war games. That isn’t to say there is no theme or history infused here, because there is actually quite a bit, I’m just not sure you are going to get invested in the 18th-century conflict between France and England playing Imperial Struggle. The abstractions are quite heavy and in a way, the mechanics and gameplay are so involved that it draws your attention from the historical theme on which the game is based.

In comparison to Twilight Struggle which is a very thematic game, Imperial Struggle falls quite a bit short in the theme department by comparison. I think it’s mainly because in Twilight Struggle every action a player took always triggered a historical event (as you would always play an event card) and so the result was a game OF events wherein Imperial Struggle you are most of the time trying to leverage the most you can out of your action selection tokens which are kind of nameless, themeless actions really not representing anything. Even when event cards are triggered, because of the flow of the game to that point and its focus on action selection, the significance of the themes and history on these event cards kind of take a back seat and just become ways to enhance your actions.

I would argue that the cards are unnecessarily complicated for the purpose they serve in the game as well, it would have been much better to keep these cards straightforward, clean, and simple. The designer was very clearly trying to infuse more themes into the game by creating a strong link between the event cards and their place in history which is to be applauded but as such these cards developed a much more complex structure in an effort to make them come off more thematic. I don’t think the effort was successful here as the complexity of these cards gets under the feet of a game that is otherwise brilliant in the gameplay department, hurting, rather than helping to enhance the gaming experience.

Cards are a great way for any historical war game to breathe theme into a game and this is what Imperial Struggle does as well, but the cards are really wordy and often unintuitive resulting in a considerably increased learning curve that could have been avoided with a bit more streamlining of the effects and text.

All and all, I think how much you theme you get out of Imperial Struggle is really going to depend on your extracurricular activities between plays and how much you understand about the history involved. There is a lot of history infused into the mechanics here and once you get to know the game many nuanced strategies, knowingly or not you are likely to make many historically accurate decisions. Imperial Struggle, however, is a very abstracted game as already mentioned several times and this 18th-century theme isn’t going to force itself on you.

More importantly, I really felt that even though this is clearly a historical game, meant to be about a very specific and rather interesting point in human history, the theme here is really not that important to the quality of the game. Imperial Struggles success as a game does not hinge on its ability to draw you into its theme, this is very much a game about good gameplay and deep, contemplative strategies. Its greatest moments are going to be when you pull these off.

Wars are a very important and tense part of Imperial struggle but also abstracted to such a degree, that it boils down to trying to get the highest value tokens on the war sheet and making sure you control as many bonus strength items as possible. Great mechanic, but not terribly thematic.

When you deconstruct this game, It’s a very good competitive point salad and a very challenging one at that and while I think different people will have different levels of emotional attachments to the theme, if you are looking for a deep, thematic game about the conflict between England and France in the 18th century, I’m not sure Imperial Struggle is going to give historical war game fans that in a sufficient dose. This game you buy for the excellent gameplay and strategic board game it is.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star christmas_star

Pros:  This game is a tight, cerebral competition that absolutely nails the action selection and area control gameplay.

Cons: Some aspects of the game are overdone creating unwanted rules complexity and rules exceptions.

Imperial Struggle is a truly triumphant evolution of the unique area control genre that Twilight Struggle exemplified and arguably perfected. The alternate design path Imperial Struggle takes is a considerable departure from its predecessor (Twilight Struggle). Where this game differs from Twilight Struggle is also where it shines and looking at these two games side by side from a gameplay perspective, I think I would lean towards Imperial Struggle as the better game of the two despite being significantly different enough that they can happily live on my shelf side by side.

Imperial Struggle is a tense game in which every action, every move, every nuance becomes part of a larger picture that is a very complex and deep strategy. This is a game you don’t just learn to play, you study it like chess or poker, where it is not only a matter of calculation, although this is a big part of it, but also your ability to predict and assess your opponent’s strategy. Thanks to its open nature, you have information to base your prediction on staring you in the face on the map and in the investment tiles that are all on display. As such the game has a more contemplative and direct approach to strategy, rather than how it is often done in its predecessor Twilight Struggle where you “gamble” on a move hoping it pays off.

The wonderful thing and perhaps the reason why I prefer Imperial Struggle over Twilight Struggle is that there are so many different strategies, nuanced by a wildly asymmetrical game space on which they are executed. Every advantage on the board you can leverage, every push you successfully make, each position you claim, they all collegiate into this absolutely amazing gameplay experience that rewards you for your success and does not hinge on the luck of the draw of cards or toss of the dice. When you win at Imperial Struggle it’s because you have outplayed your opponent, victory in this game is earned through intelligence and deeply meaningful execution of strategy. It is in my mind, exactly the evolution of Twilight Struggle I wanted to see.

The game is hindered, albeit ever so slightly by a relatively steep initial learning curve, though I would argue when you come out at the other end, this game is ultimately much simpler to grasp. You’re not going to need more than one game before the haze of the rules starts to clear up and you can see the game for what it is, while at the same time I think this game is tailor-made for repeated plays as you will constantly find new avenues to explore.

The core of the activity of the game revolves around the action selection of Investment Tiles. Each tile has a major and minor action, of which there are three types (Diplomatic, Military and Economic). Each tile offers a certain amount of Action Points for the specified action and the entire game boils down to trying to achieve the most with those very limited actions & action points. You enhance your actions with an occasional well-timed play of event cards and enhance your general strategy for any given round with the use of ministry cards that offer more global bonuses and benefits. Furthermore, you can gain additional benefits by controlling certain board spaces.

Fundamentally speaking, Imperial Struggle’s core mechanic is unquestionably Euro-centric, the core of the action is the action select system defined by these Investment Tiles.

Now I won’t pretend like the actions you take are “simple” as there is moderate complexity in what you can do with your action points and Imperial Struggle does struggle, pun intended, with a considerable amount of exception-based rules. These exception rules are really the biggest part of the initial learning curve as they aren’t always intuitive and can create questions you might not find easily answered in the rulebook. I found myself on a number of occasions stumped and searching online forums for an answer. This may explain why the general consensus is that Imperial Struggle is a more complex game than Twilight Struggle is. The focus and organization of the rulebook can sometimes make finding rules a bit of a frustrating process, as it too, is not always intuitive and well thought out.

Still, I feel very strongly that the effort made to learn to play this game is well worth the rewards. Find yourself an opponent willing to make a similar effort and what you have is one extraordinary game that will have you obsessing about finding new ways to win after every play.

One aspect of the game that I think comes across really well is the pressure that players can put on each other, causing both players to constantly have to re-assess and often adjust their strategy. For example, you might decide that you are going to try to win Europe, but your opponent undermines you just enough to make it a shallow victory, while he works on expanding his power in North America. Suddenly what you thought was going to be a gallant victory in Europe becomes a minor one, while you take a pasting elsewhere. This is a very simple and general example, in reality, these pressure points are often a lot more localized thanks to the way the various wars that take place between rounds can focus your attention. During each war, there are 3-4 conflicts taking place and those conflicts dictate what aspects on the map will be important, driving player decisions. The global market demand has a similar effect and also changes each round, which means that from round to round, elements on the board become less or more important and not always in predictable ways. This forces you to consider everything on the board at every turn, there is nothing that can be ignored and every game is going to be wildly different.

There are many driving forces of player decisions, but there is no question that the economics of Global Demand plays a pivotal role in what becomes important on the map. You must control commodities, the scoring opportunities are many and can easily swing a game.

The back and forth play of actions is as much about timing as it is about what you do and because the investment tile selection available is randomized at the start of each round and different every round, you can’t really always count on being able to execute your plans exactly like you want to long term. Compromises will have to be made, strategic adjustments will have to be made and sometimes, plans will need to be abandoned altogether because of the actions of your opponent or circumstances on the board. There are almost two simultaneous things that happen in the game, one is the long-term strategy your building towards whenever you can which is often disrupted by clear emergencies on the board. Again, this creates this wonderful tension and pressure at every turn and is really what makes Imperial Struggle this really exciting strategy game.

The game really swings back and forth and earns the title “struggle” because that is exactly what it feels like.

Now I mentioned that this is a very abstract game and as much as I would like this gameplay to be contextualized more in the theme, as the gameplay is so strong here, the abstractions are just too heavy to maintain a thematic connection during play. Simply put, there is so much going on here, you aren’t going to be overly focused on the significance of the theme, gameplay will always be first and foremost on your mind.

That does not however mean that you won’t have an emotional attachment to the game as it unfolds, quite to the contrary, you most certainly will. Imperial Struggle might not get the 18th-century theme to the forefront of the experience, but make no mistake, Imperial Struggle is a good and proper battle of wits between players and it will bring the competitive player out of you. Perhaps some with a greater imagination then I might create a better correlation between the historical events and this tension the game produces. You are going to become deeply invested in the outcomes of the game and obsess about your mistakes either way.

The first time I played Imperial Struggle, I immediately needed to play it again, it was just that good.

There are a few blemishes and unfortunately, they stem from some of the failed attempts in this game to force more theme into it. The event cards have to be my biggest complaint here, as already mentioned, they are just a bit overcooked and just add unnecessary complexity to an otherwise very elegant game mechanic increasing the learning curve as a result, unnecessarily in my opinion.

There are also exception-based rules which are sometimes a bit much and can frustrate new players. The human brain can only juggle so many rules and I think I had played the game 4 times before I was certain that we had completed a game without making any rules mistakes, a problem I pin squarely on these exception-based rules that aren’t always referenced anywhere except the rulebook, not even in the quick reference sheet.

While the rulebook has some vagueness in the language, it clearly covers all rules, there are no omissions here, but reading the Playbook is one sure-fire way to clarify some of those exception-based rules. The only problem then is remembering to implement them and herein lays that complexity that is so often referenced in this and many other reviews of Imperial Struggle.

These two elements combined, exception-based rules and complex event cards, are the root cause of this game going from a mild-mannered middle-weight Euro and straying into the complex historical game genre. It’s really unfortunate because this game is just a notch too complicated to pull out with the general gamers and is ultimately going to fall into the historical wargamer clubs.

That doesn’t make it any lesser of a game, Imperial Struggle is an absolutely fantastic experience, but be wary of who you introduce it to. While Twilight Struggle broke the barrier and reached across the aisle to pull in Euro Gamers you might expect Imperial Struggle to do the same. I think Imperial Struggle goes just a bit too far into the historical war game side of things to make the transition easy.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tile: christmas_starchristmas_starchristmas_star

Pros: This is a game without a shelf life, it’s fantastic now and it will be fantastic 100 plays from now.

Cons: A bit of an unsteady playtime with no real catch-up mechanics.

Imperial Struggle may just be one of the most replayable games I have laid out on my table in years. It’s addictive and I think the big contributing factor here is that there are just so many interesting things on the map. There are countless nuanced elements with extremely viable strategic potential and while generally speaking you have to navigate every aspect of the game (Diplomatic, Economic and Military) to achieve victory, there are quite a few different approaches to this that open the game to repeated plays.

I think Imperial Struggle, like Twilight Struggle is going to be one of those games people will talk about years after its release with the same energy and passion on their first play as their 100th play. This game has incredible potential for longevity and while I think we can expect quite a few rules adjustments and fixes for the game, as there are certainly plenty of ways it could be improved with just a few carefully chosen changes, I think Imperial Struggle is great just the way it is.

The game takes about 2-4 hours to play. The reason for the range is that just like Twilight Struggle, while some games will go the distance, a great many will end at some point in the middle. It is very possible for a player to achieve victory as early as turn 3 or 4. This means the game falls somewhere between a nice afternoon and a game for the evening. I would say it’s better to plan for a 4-hour game than assume you can finish in 2 or 3. Expertise in the game will not change this playtime, quite to the contrary, the more expertise two players have the less likely the game is to end early.

I would argue however that the game does not have much of a catch-up mechanic, if you fall behind enough, you are likely to lose in the end. This might be seen as a drawback, but there is a kind of breaking point in games where, if a player gets sufficiently ahead it becomes evident the opposing player has no chance and I find many games end with a surrender by your opponent who rightfully identifies that he can no longer win. This isn’t a bad thing, quite to the contrary, once you reach this breaking point, it’s a far better option to give up and start a new game, than spend a couple of hours just going through the motions of finishing. One thing I can say is that, unlike Twilight Struggle if you fall behind, it won’t be because of a bad card draw and poor luck with the dice. This is a pure strategy game and if you lose early, it’s definitely on you which is why I think once two players gain experience with the game, it will very likely always go the distance.

I give this game high marks for replayability and longevity, this is one that will not only remain on your shelf but isn’t likely to collect dust.

Conclusion

I’m not sure Imperial Struggle will be the spiritual successor to Twilight Struggle everyone hoped for, it is a game that is wildly different and targets a more traditional historical wargaming community. Though one might argue that Twilight Struggle was a game designed with the same intention and was simply adopted by the general public regardless and perhaps Imperial Struggle with benefit from a similar fate.

Arguably, 1960:Make of the President is probably a much more appropriate game to earn the title “spiritual successor”.

In either case, Imperial Struggle has a considerable initial learning curve with many exception-based rules which means it’s a fairly typical approach to historical war games. It also means it strays considerably from Twilight Struggles’ more streamlined approach to playability which I believe to be at least partially why so many Euro gamers were able to adopt TS. I don’t believe the same can be said about Imperial Struggle.

To me however none of this matters, I consider myself a historical wargamer and if we are being quite frank, I didn’t find the game particularly complicated to learn at all personally. I can see how Euro gamers might look at this game and proclaim it “heavy”, but to veteran wargamers, this game will definitely fall into the mid-range, perhaps even low end of the complexity spectrum depending on what you are already accustomed to. This is a game that relies quite heavily on rules structure and concepts historical wargamers should be quite used to and it should give them little trouble if any. After a couple of rounds of playing Imperial Struggle, it all clicked for me and I immediately began to understand and see the game’s immense potential. Sure, due the exception-based rules, it took a few games before we ran it 100% right but that in on itself is also kind of a common thing with historical war games.

This is an extraordinary game that offers a fantastic mental challenge and creates great tension and strategy that will take years to fully explore. The mechanics are both logical and clever, the strategies deep and meaningful and the gameplay exceptionally rewarding. I fell in love with this game after a single play, but unlike so many historical war games on my shelf, my adoration of this game had very little to do with its thematic presence and connection to the history of the game and everything to do with its truly brilliant mechanics. The machinery here is what really makes this game the fascinating experience it is.

It’s a bit strange because while I don’t believe Euro gamers will adopt this game as they did Twilight Struggle, I actually believe they should. Any Euro gamers willing to struggle through the learning curve will find that this actually is an extraordinarily brilliant competitive point salad game at its roots, something right up their alley. In fact, were it not for the exception-based rules and the unnecessarily overindulgent event cards, I could see how this game would have made an even better cross-over game than even Twilight Struggle was. It very oddly has mechanics far more in common in heavy Euro games than it does with historical war games, it ticks many of those Euro boxes.

What I can say about Imperial Struggle is that it’s a gem with a few rough edges that, for historical wargamers aren’t going to be an issue at all, but maybe a bit of a problem for everyone else. I can also say that this is just another example of why Ananda Gupta & Jason Mathews are celebrities in historical wargaming circles, there are fun games and then there are games like Imperial Struggle, literal examples of amazing game design no serious historical wargamer can afford to miss despite its oddly Eurocentric mechanics. That is not to say Imperial Struggle isn’t fun, but it’s a very cerebral kind of fun, in line with what you kind of expect from historical war games.

I love it, but I recommend it only to historical wargamers and Euro gamers who are looking for something really challenging that might be just a few notches outside their normal comfort zone. If you are a Twilight Struggle fan, I’m not sure this game shares enough similarities with TS that you will find it anything but mildly familiar. It is a great game and it’s likely that you picked TS because it too is great, not because of anything specific about a preference regarding mechanics. Sometimes a great game is a great game, how or why doesn’t really matter, and Imperial Struggle while not exactly a spiritual successor to Twilight Struggle is indeed a great game inside the broad confines of the genre.

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: 

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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.