Showing posts with label Avalon Hill. Show all posts
Showing posts with label Avalon Hill. Show all posts

Wednesday, October 28, 2015

Wargaming Wednesday - Mega Civilization (2015)

I dove into playing Civilization (1980) from Avalon Hill since it first came out and try to play each and every year at least once, and have even added an annual event to close Gary Con.  You can imagine that I am certainly curious about the new Mega Civilization (2015)  being produced by 999 Games and Pegasus Spiele.  It expands the player range from the original 2-7 to 5-18.  Playing the old game with less than five players was always disappointing to me, so I can understand that impetus to set a higher low threshold.  However, I can barely imagine an eight or nine player game, let alone a game in double digits or as high as eighteen!  They've added some new cards and made some adjustments to the game but you'll want to check out the video below and rules book for more information.  Since I haven't played and have just begun to explore this new version, I'm not going to editorialize much in this blog post.


The description from Board Game Geek is as follows:
Mega Civilization, a huge version of the legendary development game Civilization, is a game of skill for 5 to 18 players covering the historical development of ancient civilizations from just after the last Ice Age to the dawn of the new era at the end of the Iron Age — a time span of almost 8,000 years. Each player leads their own civilization as it tries to expand its culture over a map board that stretches from the Mediterranean Sea to India.
Although battles and territorial strategy are important, Mega Civilization is not a wargame as you might expect when looking at the map board. Instead, the objective of play is to gain a level of overall advancement involving cultural, economic, scientific, political, civic, and religious factors. The player who most effectively balances these various goals will achieve the best scores and win.
In more detail, the objective of Mega Civilization is to acquire the highest number of victory points (VPs) by building cities and developing Civilization Advances. This will be done over various phases and turns, some of which will be performed simultaneously by the players. After each turn, a check is made for each player to move forward on the Archaeological Succession Table (A.S.T.). Each step on this timeline represents a certain period of time in history reaching from the Stone Age. Advancement there will provide even more VPs. The winner will not necessarily be the first player to reach the end of the A.S.T. or the player with the highest number of cities or Civilization Advances, although these are the key factors in determining the winner.
Each civilization begins with a single population token, and every turn each player increases their population by adding tokens to each area they occupy. These tokens can be moved over the map board by land or (using ships) by sea. As each area has a population limit, a good strategic overview will give players advantage in occupying more and more areas. If a player manages to move sufficient tokens into an area, they can build a city there. These cities generate trade cards which will eventually lead to wealth. During trade sessions, players receive not only the commodities they need to complete sets; they might also receive calamities which will remove population or cities. Specific Civilization Advances will protect the players from natural or civic calamities. The development of these Civilization Advances is symbolized by turning in sets of trading goods, as the wealthier civilizations will acquire more Civilization Advances.
As civilizations develop, it will be harder for their rulers to find the right balance between future population growth, maintaining enough support for their cities, and increasing their treasury. If they cannot manage their token population, their cities might eventually revolt during the tax collection phase. The civilizations with the strongest economy traditionally score the highest.
A game of Mega Civilization can take 10-12 hours to complete. Players can also choose to play the beginner scenario — "The First Game" — which takes only 1-2 hours. 
Another scenario — "The Short Game" — provides the same excitement as the full game, although the game starts in a later age; by doing this, games can be played in "only" 6-8 hours.

The game is only being produced in 2,000 units and will cost hundreds of dollars which is out of my range but I was sure tempted.  I hope someday that someone I know at a convention has it and runs a game so I can give it a whirl, particularly if it can be done as a full day event with the full eighteen players.  Until then, the rule book is free online here and they have a Facebook page here.  By way of unboxing and meeting the designers, Board Game Geek posted a video a few days ago on their YouTube channel.  Enjoy!



A closer examination of board and miniatures Wargaming.
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Thursday, March 12, 2015

Nostalgia Thursday - Nor All Monsters, Space Gamer's Scanner, & Avalon Hill's Bestsellers

Over on OSR Today, they took a look at some early monsters and they tell us "Not All Monsters are Monsters" here.


Also, check out Scanner column from a 1985 issue of Space Gamer that was shared around Facebook recently.


Finally, have a look at this 1975 Avalon Hill "fiscal" best sellers list that was shared on Facebook as well.


Focusing on the roots of current tabletop gaming
with an eye toward the last century and before.
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Wednesday, March 11, 2015

Wargaming Wednesday - Brink of Battle, Pete's Battles, & Wargamer Confessions

Over on the Brink of Battle blog, they focus on Skirmish Gaming throughout the Ages here.


Also on Pete's Battles and Wargames, there are lots of battle reports and pictures of wargaming here.


Finally, Confessions of an 84 Year Old Teenager by Thomas N. Shaw is available on Lulu.com here.


A closer examination of board and miniatures Wargaming.
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Wednesday, August 13, 2014

Wargaming Wednesday - Kingmaker Revisited

I like to get in a couple of games of Avalon Hill's Kingmaker every year if I can.  I played one at Gary Con in March, and just last week was able to play with two players who hadn't played in years (an d not much at all back then) and two other players who were utterly new to the experience.  As always, I had some fun, for sure.  There was some frustration on the part of the newer players who weren't used to older wargames, as the rules aren't always straightforward.  And a couple of the rules were misremembered by me but we got them sorted out with no detriment to any players' strategy, so no harm done.


Just for the uninitiated, from the description on Board Game Geek:
Kingmaker simulates the Wars of the Roses, the period of sporadic Civil War in England between 1450 and 1490. Ruled by a weak and mentally unstable king, Henry VI, demoralized by the defeat in France at the end of the Hundred Years War, and encouraged by the ambitions of Richard, Duke of York, and his sons; the country's Noble families used their large private armies in attempts to gain control of the government.
The game is based on the premise that the powerful Noble families used the Lancastrian and Yorkist princes as pawns in a greater game of gaining control of England. Players control factions using their military and political power to control and influence the royal heirs, supporting the heir in their control as king while trying to take down all of the other heirs.
Of course, being a first time through, we spent some portion of the evening learning rules then had at one another to get the gist of the game, knowing full well we would not finish in the four hours we had to play.  I wanted to give some idea of how an aggressive player can be rewarded but also takes risk, and mostly proved the latter.  Nearly every battle I initiated wound up with one or more of my Nobles slain.  It was a hoot as the others watched in anticipation with each card I drew.  Great fun!



I've also found a series of videos, and assembled a playlist of the seven of them, for a tutorial from the HistoryGamerDotCom YouTube channel.  You can watch the presentation in a bit under an hour, if you are so inclined here.  Enjoy!

Wargaming Wednesday on MFWARS.com 
A closer examination of board and miniatures Wargaming.
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Monday, March 31, 2014

Avalon Hill's Classic Civilization (1980) at Gary Con VI

To close out the Gary Con VI festivities this year, a handful of us opted to play Avalon Hill's Classic Civilization (1980).  I snapped a few pics though we didn't complete the game.  We all agreed to meet next year and start quite a bit earlier and try to get in a full game on Sunday.  Enjoy!











Thursday, March 27, 2014

Kingmaker - Classic Avalon Hill Wargamey-Boardgame

I'm playing a number of classic boardgames/board-wargames at Gary Con VI this (long) weekend and yesterday that meant playing Kingmaker (1974) from Avalon Hill.  As described on Board Game Geek -
Kingmaker simulates the Wars of the Roses, the period of sporadic Civil War in England between 1450 and 1490. Ruled by a weak and mentally unstable king, Henry VI, demoralized by the defeat in France at the end of the Hundred Years War, and encouraged by the ambitions of Richard, Duke of York, and his sons; the country's Noble families used their large private armies in attempts to gain control of the government.

The game is based on the premise that the powerful Noble families used the Lancastrian and Yorkist princes as pawns in a greater game of gaining control of England. Players control factions using their military and political power to control and influence the royal heirs, supporting the heir in their control as king while trying to take down all of the other heirs.
I've always had fun playing this game and introducing it to new players, young and old.  Some folks do not love the events deck which can be brutal to those who do not gird their strategy against any eventuality, but I find the unpredictability of plagues and calls to duty as well-based in historical possibility. So, too, when the deck is used to determine the outcome of battles, there is a chance that the nobles involved can perish, leaving a player's plans in disarray.  However, Kingmaker is also a game where someone can lose everything in the course of their attempts to control an heir to the throne, yet turn things around while switching sides and supporting yet another heir. I also find that to be true enough in spirit to actual history so as to make it a fair expression of what can happen in the game.

We played with three and managed to finish in three hours, including a couple of breaks which cut actual game time down to about two and a half hours.

I was dealt a solid group right from the start


Fred's son was holding some good cards as well


Fred's cards were decent but without many individual nobles


We all had some work getting our nobles closer to one another and although I snapped up Margaret in Coventry, a plague knocked her and one of my nobles out right away.  So, too, my noble Scrope, who I made the Captain of Calais, sailed down and sat on young Richard, and he too was wiped out by plague.  It seemed every heir I gathered would be struck down.  No matter, there are more of them.


Wearing my new lucky Beholder hat (Thanks diaglo Dave!), I plotted and schemed my way into destroying several more heirs even as Richard the elder and Henry remained in their starting locations of York and London, respectively.


I was able to use my connections in Cornwall to halve Fred's starting forces and although my own nobles kept getting drawn back to their territories to quell revolts, I was able to keep their factions strong enough to deter direct assaults for awhile.  I was also able to gather York's Edward and George in the battle with Fred's subsequently-executed noble then remove them from the equation.


It all came down to Fred's son making a move on the largest of my thin-spread forces, but some bad weather held him at bay and I was able to slip from his grasp.  Finally, a lucky chance of gaining the arch-bishopric of York at the same time as Henry was called up to Preston allowed my far-flung forces to snag the heads of both households.  With the highest of the bishoprics in my possession, as well as the chancellery, I was able to call a parliament and force the remaining heir, Lancaster's Edward, Prince of Wales, by way of Writ, into striking distance.  Everyone attended and the forces were close enough that a mere majority would be the scant advantage once the King's Peace was ended.  Knowing how swiftly even that slight lead can vanish, I chased down the final obstacle to holding the sole heir and finished the dirty job in Northern Wales.  Both forces numbered in the 600s and no nobles died in the actual battle.  The Prince was dead, Long Live the King!


We had a great time and I thanked them both for joining me.  I did have some good luck in the cards but, as I said during the game, "Fortune favors the bold."  And I think they would both agree that I jumped on each opportunity and didn't allow any of the bad turns I had to deter me from taking full advantage of the offsetting good turns.