Showing posts with label Ancient. Show all posts
Showing posts with label Ancient. Show all posts

Wednesday, August 24, 2016

Wargaming Wednesday - Glass Chess Set

I've mentioned before that I am looking to eventually pick up a set of chess playing pieces but I have found something extremely affordable to tide me over.  Recently, when stopping in a Goodwill Store to check for gaming and book bargains, I stumbled across a glass chess set for two dollars.  I've seen these before but had ignored them yet this time I looked more closely.  It was complete and intact, so I grabbed it and brought it home, setting it up on top of the board I already have, since it fits.  This isn't the set I plan to get eventually but it is something for the time being to have handy.


Although some sets of glass chess pieces can run $50 or more like here on Amazon.


A quick eBay search shows sets similar to the one I picked up running less than ten bucks apiece here.


A closer examination of board and miniatures Wargaming.
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Saturday, August 20, 2016

Systems Saturday - Valley of the Kings: Afterlife (2015)

Having played Valley of the Kings (2014) a couple of times and now Valley of the Kings: Afterlife (2015) twice as well, I have a fair handle on how the games are meant to be played.The two have somewhat different playstyles thought the basics are the same.  They've done a nice job expanding on the original game, or rather extending its playability with a second set of treasure cards.  That the game can now be played with more players is an additional boon.  I'd like to try each out solo some time too.


The description from Board Game Geek is as follows:
Take on the role of Egyptian nobles at the time of the pharaohs, preparing for their death and burial in the valley of the kings. Using an innovative deck-building mechanism with a crumbling pyramid, players fill their tombs with jewelry, chambers, weapons, tomb art and other treasures. The player who collects the most valuable artifacts in their tomb wins the game!
Valley of the Kings: Afterlife is a standalone game that can also be combined with Valley of the Kings to allow for play with up to six player

I think I might like some of the mechanics of this second set more so than the first.  It seems to make the game more interactive and bring the boneyard into play to a greater extent.  It's another solid game that should do well in any game collection.  Perfect fit card sleeves work well with these decks too.


A look under the hood of various Games, Rules and Systems.
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Thursday, July 7, 2016

Nostalgia Thursday - Senet

If you're not familiar with the ancient game of Senet, it's been around for over five thousand years and is arguably the original "gateway" game.  Read more about it here.


Also, on discoveringegypt.com, learn more about the "Ancient Egyptian Game of Senet" here.


Finally, on eurogamer.net, an odder view on Senet where they ask the question, "Why did ancient Egypt spend 3000 years playing a game nobody else liked?"  Find out more here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, July 6, 2016

Wargaming Wednesday - Mare Nostrum: Empires (2016)

At the last First Sunday event, Wayne mustered a game of Mare Nostrum: Empires (2016) [with 6 players using the 'Atlas' expansion].  It's a new version of Mare Nostrum (2003) implementing more complex rules and adding many fresh components, particularly a wonderful new map.


The description from Board Game Geek is as follows:
The ancient Romans called the Mediterranean Sea "mare nostrum", which is Latin for "our sea".
Mare Nostrum is an empire-building game in which 3-5 players [or 2-6 with the 'Atlas' expansion] lead their individual ancient empires to dominion of Mare Nostrum. You grow the fame and glory of your empire by expanding your influence into new Provinces, then extending your Trade Caravans, building Markets, and founding new Cities and Temples. You can recruit Heroes and create Wonders to help your cause. But beware of your "friends" because they may look upon your gains with envy and greed...
Mare Nostrum is a re-introduction by Academy Games and Asyncron of the original 2003 release with updated rules, counters, and map board. This edition includes many new components and multiple new ways to win!
In more detail, you choose an empire to lead, which begins with three Provinces. You can lead with Caesar of Rome and its powerful Legions, or with Pericles, the prominent Greek statesman and orator, with the great Babylonian lawgiver and healer King Hammurabi, or with Queen Cleopatra of Egypt, whose engineers led in the development of grain storage and irrigation, or with Hannibal, leader of the Carthaginians, whose merchants thrived on trade and commerce. Now you decide how you will grow your empire. You can do this by:
- Expanding your Trade and creating Wonders.- Concentrating on Culture and building the great Pyramids.- Developing a strong and powerful Military to occupy the Provinces of other empires, or-Exerting Political Leadership by claiming the titles of Trade Leader, Cultural Leader, and Military Leader.

This is a fine new version of a very good game.  They've done a great job of adding complexity to it.  The original had only a few pages of rules and though this has a bit more, it's still simple enough for newer wargamers.  (The new rules can be seen here in PDF format.)  I think this game is going to see the table quite a bit locally much as Fief: France 1429 (2015) did and eventually become a local classic.


A closer examination of board and miniatures Wargaming.
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Wednesday, June 15, 2016

Wargaming Wednesday - HPB Finds

I found a few wargames at the Brookfield, WI, Half Price Books when I was up that way yesterday.  I'll blog about them individually at some point in the future.  The first is a game from Games Workshop from the turn of the century called Warmaster (2000).  I've had a copy of the Ancient Armies supplement for this wargame for a while now and have been watching for the chance to grab a copy of the main rulebook to go with it.  I'm not sure if I will ever put a 6mm to 10mm army together on stands to try it out in full but I might make due with some labeled counters just to give it a whirl.  From Board Game Geek (BGG): "The command mechanism in Warmaster is simple but evocative. Each leader model has a Command factor. To issue a command, such as 'move forward' to a unit, two dice must be rolled against that target command factor. For every subsequent order attempted the target number becomes more difficult to achieve. As a consequence, despite being on the surface a move-counter move system, the turns are variable length and each player may not have the full opportunity to achieve everything they may want to. This simple mechanism introduces enjoyable tension into what is otherwise a largely conventional set of wargame rules."


Also, among the boxed games, they had a copy of Hibernia (2008) by Eric B. Vogel from Closet Nerd Games.  I read about this one a few years ago and had it on my list of games to keep an eye out for.  When I spotted it yesterday, after having already found some other goodies, I felt very pleased.  From BGG: "Set in Iron Age Ireland, Hibernia is a fast, simple wargame with strong European-style mechanics. It depends on well-balanced and clever play rather than pure aggression. Die rolls restrict when players can attack or reinforce their positions, and a unique scoring mechanism changes the resources which players need to score points each turn, keeping player positions dynamic."


Finally, another Vogel game called Cambria (2009) from the same publisher.  I became aware of this game around the same time as Hibernia and put it on my mental list as well.  From BGG: "It is 400 AD and the Roman occupation of Britannia is drawing to a close. Most of the Legions have been withdrawn. The system of Roman fortresses and roads is only thinly defended, particularly in Cambria. Across the sea, Hibernian warriors prepare to invade… Cambria is a fast and aggressive game of siege combat. To win, the players must make skillful use of their die rolls to surround and capture Roman fortresses. Cambria combines the simple, clever mechanics of a European-style game with the direct player conflict of an American-style game."


A closer examination of board and miniatures Wargaming.
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Thursday, June 2, 2016

Nostalgia Thursday - Backgammon, Checkers, & Chess

There are all sorts of books written on any number of ancient games on how to play and how to win, and there is plenty online as well.  Over on bkgm.com, we find some "Advanced Backgammon Tips" written up by Martin Short in 2001 here.
2001


Also, on dreamquestgames.com, they give us some "Checkers Tips and Tricks" here.


Finally, on uschess.org,  The United States Chess Federation shares "Ten Tips To Winning Chess" from International Grandmaster Arthur Bisguier here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Thursday, December 31, 2015

Nostalgia Thursday - Ancient, Medieval, & Viking Games

Over on mentalfloss.com, they share "11 Ancient Board Games" here.


Also, on medievalists.net, they tell us of "Five Medieval Games to Get You Through Long Winter Nights" here.


Finally, on tafl.cyningstan.com, they look at the "Four Schools of Hnefatafl" here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Thursday, December 3, 2015

Nostalgia Thursday - Ancient Chinese Die & Ivory Vikings

Over on cnet.com, they recently told us about a "Lost board game found in 2,300-year-old tomb" which uses a 14-sided die.  Learn more here.


Also, on livescience.com, they tell us a bit more about the aforementioned game and the tomb in which it was found here.


Finally, on medievalists.net, as part of their "Book Talk" series, they discuss "Ivory Vikings by Nancy Marie Brown" here.



Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, October 14, 2015

Wargaming Wednesday - Men At Arms (1990)

I was super stoked the other day after a pleasant visit with my buddy Jim in Milwaukee to pop into a couple of Half Price Books and find some real bargains.  One of them was a copy of Strategy & Tactics Issue #137 with the complete Men-at-Arms game (including the unpunched counters!).


The cover by Angus McBride was licensed from Osprey's Men-at-Arms Series and depicts Celt Iberian warriors circa 130 BC.


The magazine includes the complete game rules as well as 32 Battle Scenarios by Albert A. Nofi and James F. Dunnigan as well as an article on the same subject by Dave Arneson (and a bunch of additional content).


The 6 pages of double-sided maps and the game charts and turn track are all on thin cardstock in the center.  I'm really very pleased with this find!

A closer examination of board and miniatures Wargaming.
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Friday, September 18, 2015

Tabletopper Friday - FFG's L5R, Hnefatafl, & The Shining

Over on fantasyflightgames.com, they shared the news that Fantasy Flight Games has purchased the Legend of the Five Rings intellectual property from Alderac Entertainment Group.  Read more here.


Also, on tafl.cyningstan.com, there is a discussion of how some hnefatafl rules call the center location a throne rather than a castle.  Learn more here.


Finally, on openculture.com, they suggest we "Download & Play The Shining Board Game" here.

Mostly about card games and board games,
unless they have a decidedly wargamey feel.
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Saturday, March 28, 2015

Systems Saturday - Hands in the Sea (2015)

There's a new game this year from Knight Works LLC called Hands in the Sea (2015).  Although some might believe the era of the Punic Wars may have been done to death, this one look interesting to me enough to highlight it here and look forward to playing and maybe owning it.


The description of it on Board Game Geek is as follows:
Hands in the Sea is a two-player deck building wargame on the First Punic War, between Rome and Carthage, 264-241 BC.
Each player has a starting deck of cards they use to perform various actions, up to two per round. Actions range from colonization, to naval movement, to battle, with most activity centered in and around Sicily and Sardinia/Corsica. Players may also purchase additional cards from their own custom decks, or from a set of neutral cards that either player may purchase. There are also Strategy cards that each player can purchase (one, max) that give the owning player some special advantage.
The game is played over the course of several turns, up to a maximum of twelve. At the end of each turn, players resolve random events, collect income and score victory points. There are several paths to victory, ranging from simply having the highest score at the end of the game, to capturing the opposing player's capital.
Inspired by A Few Acres of Snow, this game features several new elements, including navies, naval battles, cavalry superiority, mercenaries, field battles, sieges, manpower, strategy cards, random events, turn based scoring, bribery and tactical bonuses.
The name of the game is based on a quote from a Carthaginian commander, who claimed at the outbreak of hostilities that the Carthaginian control of the seas was such that the Romans would not even dare wash their hands in the sea.

Recently, it was look at more closely by Drive Thru Review.



A look under the hood of various Games, Rules and Systems.
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Thursday, February 19, 2015

Nostalgia Thursday - Historic Games, Ancient Games, & the Mystery of Go

Over on historicgames.com, they have a lot of information on games played throughout history.  Check out MacGregor Historic Games here.


Also, on ancientgames.com, they focus on more standard Ancient Games.  Learn more here.


Finally, about a year ago, Wired.com checked out "The Mystery of Go, the Ancient Game That Computers Still Can’t Win" here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Thursday, January 22, 2015

Nostalgia Thursday - Greek Drinking Game, Alternate History Campaigns, & Acquire

Over on archaeology.org, they tell of "How to Play an Ancient Greek Drinking Game" here.


Also, on tribality.com they discuss "5 Alternate History Campaigns For D&D" here.


Finally, check out Brooklyn Wargaming as they examine the classic game Acquire here.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, January 21, 2015

Wargaming Wednesday - Field Commander: Alexander (2009)

I've been looking for a wargame that I could set up on an extra table and attend to from time to time as a solo game, as many of us old school wargamers did back in the day.  A friend of mine suggested that the Field Commander games by DVG were designed specifically for solo play, rather than merely having some options for playing on your own, so I took a look.  Of the four, I wanted to check out Field Commander: Alexander (2009) because I am mainly a pre-gunpowder wargamer.  I'm looking for folks I know to pipe up with any information they might have regarding this game or the whole line if they play one of the others (Field Commander: Napoleon, Field Commander: Rommel, or Fleet Commander: Nimitz).  Thanks in advance for any thoughts on this!

Description: You take on the role of Alexander the Great in his world-conquering quest to extend the Macedonian empire and achieve personal glory.
When playing the game, you are placed in Alexander’s footsteps when he comes of age in 338bc, just before the battle of Chaeronea. From that point on, you get to decide where to travel, when to battle, when to negotiate, and when to seek out divine prophesies to guide your actions.
You are supplied with soldiers and advisers to help you navigate the dangers of the battlefield and the negotiating table. These include Infantry, Archers, Phalanxes, Cavalry, Advisers, Scholars, Courtesans, and Spies. You will craftily combine these resources with your own plans to achieve victory, and glorification. And if you do well, you will be remembered as one of the greatest leaders ever to walk the earth.
The life of Alexander is divided into several campaigns, each spanning several years. During each campaign, you are given goals, but how you achieve those goals is up to you. Do you enter into battle? Or negotiate? How strong are you? How strong are they? What can you gain? These are all decisions you get to make, and must make well, if you are to live up to the immortal standards set before you.
The campaigns can either be played stand alone, or linked to play through his entire life. When played as one on-going life, the outcome of one campaign affects your starting situation in the next campaign.
A closer examination of board and miniatures Wargaming.
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Wednesday, October 22, 2014

Wargaming Wednesday - Sid Meier's Civilization: The Boardgame (2002)

Just last weekend, I finally got a chance to play Sid Meier's Civilization: The Boardgame (2002).  As a fan of the mother of all Civilization (1980) wargames, I was glad to finally get the chance to play it.  While there is definitely more combat complexity to the Sid Meier game (and that doesn't mean there is a lot at all), I was struck by how the balance of the game could be quickly upset by a few combats and quick acquisition of the technologies cards.


The description of the game from Board Game Geek:
Please note: This article covers the 2002 release of Sid Meier´s Civilization: The Boardgame by Eagle Games. This game is unrelated to the similarly named 2010 FFG game Sid Meier's Civilization: The Board Game.
Finally, a boardgame version of this award-winning PC strategy game. Create a civilization to stand the test of time! The game begins in 4000 BC where the players found a pair of villages of a fledgling people.
Each player’s civilization :- Explores the world around them, discovering resources and the native people that defend them.- Expands by sending settlers out to create new cities.- Researches new technologies to gain advantages over the other players.- Builds unique “Wonders of the World”.- Increases the size of their cities (4 sizes from village to metropolis) to increase production.- Builds military units to defend what’s theirs, and to conquer what’s not. 
Features:- 2 sets of rules (standard, and advanced) allow anyone to play the game.- 784 plastic pieces featuring 22 different, professionally sculpted playing pieces that represent cities, settlers, armies, navies, artillery, and air units from 4 different eras.- Over 100 full color Technology and Wonder cards.- A giant 46” x 36” gameboard featuring the artwork of Paul Niemeyer.
It's a good looking game and maybe it just requires a larger number of players than the three we had to make sure everyone is kept in check.  I'd give it another try at some future gameday or convention.

A closer examination of board and miniatures Wargaming.
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Wednesday, September 10, 2014

Wargaming Wednesday - Sparker's Wargaming Blog

A buddy recently linked to Sparker's Wargaming Blog, a bastion of miniatures wargaming and great pics of the same.  The bunch Sparker, a retired Royal Navy man, games with pull out all the stops.  Take for example this blog entry from July 27th, "Towton 1461 Game."  See more here.


Or July 20th's "The Battle of Watling Street."


Or his celebration of the "199th Anniversary of the Battle of Waterloo."


A closer examination of board and miniatures Wargaming.
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Saturday, August 16, 2014

Systems Saturday - Spartacus: A Game of Blood & Treachery (2012)

Spartacus: A Game of Blood & Treachery (2012) is a game I have seen played a number of times over the last two years but had yet to get the chance to join in until this week.   There is a lot of scheming and backstabbing in this game and, much like the classic Diplomacy (1959) game, one should make this very clear up front, particularly when playing with friends you wish to keep as friends.  Some folks can take what happens in game personally, so it behooves folks to follow the precautions suggested.


That said, our gang had a very good time.  We played with the expansion which allowed us eight players.  Four of us were new to the game, one had played a few times, and the owner of the game was most experienced but not exceedingly so.  A couple of the players, those who had played before, slipped out into early but not insurmountable leads, but the rest of us caught up to respectable levels before all was over.  A new player actually won after both the veterans were nearly there themselves but beaten back.  Big thanks to the great folks at Lake Geneva Games for putting up with us a bit later than usual.


The description of the game from Board Game Geek:
In Spartacus: A Game of Blood & Treachery, an exciting game of twisted schemes and bloody combats inspired by the hit STARZ Original series, each player takes on the role of Dominus, head of a rising house in the ancient Roman city of Capua. Each house is competing for Influence to gain the favor of Rome. Through a combination of political schemes and glorious battles on the arena sands your house will rise in fame and stature. As Dominus, you have a variety of resources at your disposal. Guards protect you from schemes launched by rivals. Slaves run your household and earn gold. Gladiators compete to bring glory to themselves and influence to their Dominus.
Three main phases occur in each game round of Spartacus: A Game of Blood & Treachery.
The Intrigue Phase is when players launch their Schemes, hoping to raise their fortunes while undermining their rivals. Schemes and Reactions are represented by cards in the Intrigue Deck. Players wield their Influence to put their Schemes into play, often asking for (or bribing) another player’s help in hatching the most complex plots.
The Market Phase is when players buy, sell and trade Assets (Gladiators, Slaves, Equipment and Guards). Players also bid against each other to acquire new Assets at Auction. Wealth is not the only path to success as players bluff and bargain with each other to acquire the Assets they covet.
The Arena Phase is when the bloody games are held. Gladiators from two rival Houses are pitted against each other in a brutal fight for glory. The spectacles of the games are represented by miniature combat on the arena board. Fighters pit their Attack, Defense and Speed dice against one another to determine the victor. All players seek to increase their fortunes by betting on the outcome of the gruesome conflict. Fighters who emerge from the arena victorious gain Favor and their Dominus gain Influence.
The goal of the game is to become the most influential house in Capua, securing your family’s power for years to come. During the game, players will bribe, poison, betray, steal, blackmail, and undermine each other. Gold will change hands again and again to buy support, stay someone’s hand or influence their decisions. Will you be the honorable player whose word is their bond or the treacherous schemer whose alliances change with the wind?
For myself, the Intrigue phase presented some difficulty.  I kept balking at using one of my special abilities though in retrospect I needn't have been so sheepish.  It was someone else's special ability that allowed them to slip into a victory.  I would be surprised to find that a majority of games are won that way.  While Intrigue cards can be opposed, and even opposing Intrigue cards (Reaction cards) can be opposed by a couple of special cards, I don't recall seeing anything that can thwart a special (character) ability.  I can also see a number of games ending from arena combat but it seems to me the key is the Intrigue phase of the game.  I'll need to play some more to be sure.  Until then, keep your Dominus clean and active.


Systems Saturday on MFWARS.com 
A look under the hood of various Games, Rules and Systems.
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Thursday, July 17, 2014

Nostalgia Thursday - Roman Dice

Over on the Met Museum.org website, there is a fine entry on Roman dice that span over three centuries.  Be sure to check out the "Related Objects" link on the site for more entries of ancient dice.  See more here.



Nostalgia Thursday on MFWARS.com 
Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
Please Like, Share, Plus, Tweet, Follow, and Comment!