Showing posts with label Roman. Show all posts
Showing posts with label Roman. Show all posts

Sunday, July 10, 2016

The Sunday Miscellanea - Concordia (2013)

My buddy Mark stopped by the store the other day and showed off his copy of Concordia (2013).  I have a copy of the game at the store but hadn't made the time to check into it more closely than just a passing glance.  One cannot know every game.  However, we broke out his copy and played a few rounds just to check it out and this one is just as intriguing to me as the games in the Harvest series, which is saying quite a bit.


The description from Board Game Geek is as follows:
Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor — all to gain the chance to emerge victorious!
Concordia is a peaceful strategy game of economic development in Roman times for 2-5 players aged 13 and up. Instead of looking to the luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! In the game, colonists are sent out from Rome to settle down in cities that produce bricks, food, tools, wine, and cloth. Each player starts with an identical set of playing cards and acquires more cards during the game. These cards serve two purposes:
They allow a player to choose actions during the game.They are worth victory points (VPs) at the end of the game.
Concordia is a strategy game that requires advance planning and consideration of your opponent's moves. Every game is different, not only because of the sequence of new cards on sale but also due to the modular layout of cities. (One side of the game board shows the entire Roman Empire with 30 cities for 3-5 players, while the other shows Roman Italy with 25 cities for 2-4 players.) When all cards have been sold, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vesta, etc.) wins the game.

Even a brief bit of play convinced me this was a good game, good enough that I ordered a copy of the Concordia: Britannia & Germania (2014) expansion for us to carry and plan to get a copy of the Concordia: Salsa (2015) expansion as well.  I have a feeling these will be coming home with me, though, so I'll have to get another copy of each for the store shelf.


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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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Friday, June 3, 2016

Tabletopper Friday - Spartacus (2012)

To call it by it's full title, Spartacus: A Game of Blood & Treachery (2012) is a game that sees the table fairly often around these parts.  My buddy Norm has it along with all of the expansions as well as promo cards.  With the new gaming area open as of June, we managed to put together a six-player game to break in the new space including local gaming legend Ernie Gygax.  (Dennis was kind enough to share his Onitama game with us, too, but more on that tomorrow in a Systems Saturday post!)  It was a good way for Thursday Open Boardgaming to begin at Lake Geneva Games.  The next one is scheduled for Thursday, June 9th, (Facebook event HERE) and Nancy Hutchins will be there running Demos of Marvel Munchkin.


The description from Board Game Geek is as follows:
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?

As always with this game, there was a ton of laughter over the double-dealings and backstabbings that took place.  There were quite a few decapitations and a lot more money wagered and won than in many other times this was played, so prices were high for gladiators, guards, equipment, and such.  In the end, it came down to a quick move by Paul Haynie discarding guards as per his Dominus ability to close the game down.  Well played by all!

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Sunday, November 8, 2015

The Sunday Miscellanea - Spartacus: A Game of Blood & Treachery (2012)

We had a four player game of Spartacus: A Game of Blood & Treachery (2012) that pulled out all the stops and used all of the expansions.  Norm has been picking these up and we've played base games before, and just with a few card expansions, but this time we really dove in with everything.  It might have been nice to also add a fifth and perhaps even a sixth player but as it happened we were pushing the limits of our time slot so I am glad we stuck with our core group.  Maybe next time we'll make more of a spectacle of it.


The description from Board Game Geek is as follows:
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?

Since we knew we'd just have four players, it was possible for us to stick with the base game but I'm glad we didn't. We definitely utilized the Boasts (which allow you to risk Influence trying to advance him more quickly to becoming a Champion) and Festivals (monkey with the parameters of a Primus) provided in the expansions, so they had a fun impact on the game we played.  The expansions don't change the underlying gameplay of Spartacus.  It's still treacherous all the way through and a savvy player has to lie in wait for his best chance to grab victory.  Move too soon and the others will devour you.  Move too late and someone else will get there first.  Timing is everything in this game.


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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.



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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 
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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.
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