The description on Board Game Geek is as follows:
Classic game of fantasy empires clashing. Each player controls a unique realm and attempts to use diplomacy and might to ascend to rulership. A colorful map and a host of fantastic creatures bring out a fleshed out fantasy world.You expected more? Maybe it does need some additions . . . such as:
The mechanics of this game are fine if you like wargames. If you're more of a modern-era boardgamer, it might be too fiddly. The base game is fairly simple once you know how movement, sieges, and combat work. The Advanced game adds tons of additional factions, powers, magic, that all are basically sub-systems and work in their own peculiar ways. A sentence or two explains each one but with dozens of them, it requires keeping the rule book to hand.
As I said, we stuck with the basic game and played about 10 of the possible 20 turn game before the time on our evening ran out. At that stage, one player was far enough in the lead to call it a decisive victory. I did mention at the time about the changing fortunes in Divine Right, how a few bold moves while certain allies were controlled, could change that lead in a turn, and how a player could get knocked out of the game but still win if in possession of enough points. Nevertheless, I didn't push for making this a two-week affair. We did that with Civilization but the circumstances of that game are different. And, since with Divine Right we were only playing the basic game, stretching it out further was less incentivized. We have played some older wargames in the past but I'm not sure this group feels the pay off on most of them is worth the effort. Some loved Civ and enjoyed parts of Divine Right, but some of the other historical games left them cold. Even wargamey boardgames don't make it to the table very often. That's okay though. There are plenty of more straightforward modern games to play. They also seem to enjoy some minis wargaming so perhaps next week I will have some tales of that to blog.
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