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: 

Score: christmas_starchristmas_starchristmas_star
Tile: christmas_star

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.

REview: Napoleon’s Imperium by Compass Games 2021

Designer: Andrew Rowland

There are many reasons why a boardgame might find itself on my hobby table ranging from the theme of the game, to the designers reputation, because it got great reviews or because it’s part of a series or uses a mechanic I already love. Napoleon’s Imperium however is probobly one of the most unique reasons for which I have ever bought a game before, it was because of the story behind the game, the long and intriguing road this game and its designer took over the course of decades.

Andrew Rowland’s Story about the making of Napoleon’s Imperium is not only heartwarming and inspiring, but really shows the intention of the design as a lifestyle and event based game.

I was intrigued by Andrew Rowland’s personal story to bring a game he had played and worked on for decades out of a personal labor of love and transform it after all those years into a released product. From construction of massive and very elaborate table top versions of the game for his personal use to the dedication to a life long project, its just a fantastic tale that you just want to find a way to be part of. There is a great interview with Andrew that gives you some additional insight into his story.

This interview highlights added details to the story and really shows the dedication of Compass Games to bringing games to our attention most publishers might ignore, something commendable we as game fans would love to see more out of game publishers. Kudos to Compass Games for being the hero!

Needless to say I got very excited about the prospect of playing a big, large scale Napoleonic era game by a designer who spent decades perfecting it. That sounded like something right up my alley and I took the very deep plunge into a game that cost a whopping 150 American Bucks making this one of the more expensive games on my shelf along side games like War Room and Twilight Imperium.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4 out 5) Great Game!

Napoleon’s Imperium can probobly be best described as a war game that wants to be more than just a game for board game night. This is a game that desires to be an event, an experience, it wants you to get excited about the history on which it’s based and the global scale which it represents. It’s a game that has as many exceptionally unique elements, some of which translate to a standard board game, while others are clearly meant for something bigger. Sometimes the game actually felt like a made for tv movie that has a story that should be on the big screen. It reaches into spheres of play not typically found in a standard historical war game. As it does many things at once it always confines the game to simple, easy to absorb mechanics so that you can lean back, imagine and think strategy rather then rules. I did find however that there is a nagging question that needs to be answered where this game is concerned, an odd one. Exactly what sort of audience is this game for?

It’s a game that is simultaneously a historical war game clearly rooted in the Napoleonic era while also being a very simple game mechanically that would easily translate to any type of pre-industrial global conflict, a sort of general war game. Is this mean it targets historical war gamers or casual war game fans?

It has fairly deep strategic potential for exceptionally complex executions of team based tactics that play out over hours of play, while being wildly random and chaotic at times suggesting its akin to classic dice chucker’s like RISK. Is that make it a casual game or a serious gamers game?

It takes real historical elements into consideration and makes it part of the game, while also being very a-historical to a point that just a cursory look at the map for example you recognize real history is compromised for game balance indiscriminately. Again, does that mean its aiming for historical accuracy, alternative history or is it just for fun?

In a sense its all over the map in terms of design approaches that might typically be fussed with a specific expected audience. Make a simple game for casual gamers, make a complex historical game for war gamers, make a shorter game for novice players, make a longer game for hardened veterans. Generally there are some rules that are followed in game design, N.I. seems to reach into all these spheres of design simultaneously throwing caution to the wind and as such, it’s a bit tough to identify its intended audience.

It takes some digging to connect the dots between the game play, design and the games development history to understand that what it was before this egg hatched as a published board game had considerable influence on the final result. This may explain why the game is so different in its approach compared to your typical historical war game released from Compass Games or a more standard design approach you would typically expect that targets a specific audience. The thing is, Napoleon’s Imperium may be a lot of things, but typical, expected or standard are not words I would use to describe this game.

I think if I were to offer my general impression of the game, I would call it, strangely good, oddly familiar with a very classic style while also being completely unique. N.I. sort of feels like two games. The game it wants to be because of its roots and the game it is, because of the conditions under which it was published.

I think I would make my case by saying that the experience of playing this game was often halted by very obvious observations about how the game could have been vastly improved from a component perspective, while at the same time surprised by the many really clever ways the mechanics were simplified to represent high level concepts in a hyper efficient way to make for an outstanding strategy war game. It’s a kind of an odd contradiction with the game that the mechanics are so efficient, while the games components often are not. A contradiction that was likely preemptively cured in its previous form as a large table top game with miniatures as many of the complaints I have about this game are directed at presentation and fluidity of using the available components, in particular the tokens. Mechanically, I think I can honestly say I’m in love!

I think in the end the quality of the game as a whole is really going to be perceived differently depending on your preferences and what it is about board games you value. For example if you pick this game up because you think its a historically accurate war game in the Napoleonic era, you are likely to be disappointed, but if you just love great war games about the Napoleonic Era, your in for a treat. If you love epic war games for their visual presentation and atmosphere for those big event days, you are not exactly going to get that here, but if you love epic war games for their high level strategies and story they tell, this game is chalk full of that sort of thing.

These kind of odd contradictions, make Napoleon’s Imperium hard to recommend, but not because it’s not good, because it really is, but because it breaks expectations in many ways and it’s hard to really pin point what category of gamer its going to appeal to, what sort of gaming group its suited for. Will historical war gamers like it? Or is this more for the casual RISK crowd? Is this an event game? A lifestyle game? or is this for a casual board game night with friends and family? Its a really tough call.

In the end my approach was just to shed expectation and judge it without trying to categorize or answer questions about it’s intended audience because I don’t have all the answers. What I know is when I’m playing a good game, I know when something feels right and works. When it comes to Napoleon’s Imperium, there is a lot to like and a lot to be excited about.

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros:  Full color, clear and concise rulebooks makes learning the game simple and easy to reference. Very nice artwork, especially on the battle cards, gorgeous map that services gameplay well.

Cons:  Average component quality is in contrast to the price of entry. This game begs to have higher production value and should have gotten it given its price and origins.

When I first got a glimpse of the price tag for Napoleon’s Imperium I have to admit I was a bit nervous. I knew from reputation that Compass Games is known for mixed component quality on many of their games. I knew with this game you were getting a couple of paper maps, some tokens and some cards which didn’t seem to be in line with the rather high price tag. At the same time I was so intrigued by the prospect of this game, and its developers story/history, I just had to play it. So… I shelled out the dough and a few weeks later it arrived at my door step. I figured worse case scenario, I just donated to a worthy cause.

Upon opening the box, I can only describe my first impression and the experience as a whole as a crushing disappointment. Unlike Andrews experience of unboxing the game which he filmed (see below), my opening wasn’t marinated by three decades of work coming together into a realized dream in a released product. I can only imagine how for him, the moment of seeing his vision turned reality in a box was life affirming, peppered by his unique perspective.

It’s always fun to see a proud designer unbox his own game, in the case of Andrew who worked on the game for decades, it’s particularly special.

Cruelly, for me this was one out of hundreds of unboxings I have done, it was something routine I do, just another weekend with a new game. Perhaps my opinion is skewed by this repetitive routine, perhaps I’m a bit jaded by years of reviewing games. I like to think rather, its because I do this all the time, that I have a firm understanding of what a gamer will expect from a game he just dropped 150 bucks on. This isn’t my first rodeo after all!

Of course I knew going into this little venture that it was going to come up a bit shy of what you might expect at this price range, I don’t buy games without researching them first, but It just seemed impossible that for 150 US dollars this was all there is in the box.

What’s In the Box?

Two fairly thin, easy to accidently rip maps that you have to handle like they were ancient relics. The quality of these maps is quite standard, which is to say like all paper maps, its generally poor. Even after the first unfolding of the maps I already had white creases and edge cuts, which again is not that unusual for paper maps, its why as gamers we prefer mounted boards. Paper maps is something we expect for “cheaper” games, mounted maps for expensive ones, this is and should have been the ladder and it should not come as a shock to the publisher as this isn’t their first rodeo either.

This map will not survive for long (especially with my gaming groups typically rough handling of games) which is disappointing for two reasons. First, because this was a 150 dollar game and second because the map has stunning art work which is both inspiring and functional. This just makes the production quality of it that much more painful to bare as you will be frustrated with trying to preserve this beautiful work of art’s condition over time.

You can say what you want about the quality of the paper the map is printed on (spoiler alert, basically a large napkin) but from an artistic viewpoint, this is a beautifully illustrated map.

The quality of the tokens I would describe as “standard” as well, which again, would have been fine for a standard price which this game does not have. I do appreciate the larger “jumbo” token size for handling during play, no tweezers needed and the art work (pictures of original miniatures from Andrews grand table) are very charming touch….however… It would later turn out that the organization and use of the tokens in this game in general hinders play. You are constantly having to make “change” as the tokens represent different quantities of units, you are routinely adding and removing them from the board by the handfuls.

Tokens were just a poor choice for this game, almost anything would have been better as the information on the tokens is really not that necessary as units stats can be found on the nation cards and a are quickly memorized. The tokens are just their to represent quantity and it would be better to use dice, cubes or disks, or dare I say it, miniatures or plastic soldiers. Anything that doesn’t require to do more than a cursory look at the board to get an accounting of “how many units their are” in a location of which type.

In your typical historical war game release, these tokens would be perfectly acceptable, at 150 bucks, not so much. Quality is not the only issue here however, functionality is as well, tokens were just the wrong choice for this game, their is too much handling of them involved, it comes off clumsy.

The battle and point card stock and nation index cards are also average quality, nothing that will blow you away, but very serviceable. I would suggest sleeves for the battle cards, from personal experience, this level of quality benefits from sleeves for long term preservation. Fortunately aside from the initial shuffle, generally, their is not much handling of the cards needed during play. The unique art work and flavor text do make these cards stand out and are a big part of how the theme is tied together (more on that later), suffice to say they are very pretty and functional.

The rulebook is probobly the only high quality component reflective of the games price in this box. Color printed with clear and concise rules that make learning to play the game a snap. Lots of illustrations and examples for clarity, and quite thorough, answering questions for even the rarest of circumstances.

I think for a typical board game release I would rate the components as “standard”, perhaps in the case of the paper maps I would say they might even be slightly “below average”, I have plenty of games with paper maps made of sturdier stock . At a 150 US dollar price point however I have to say this was a pretty disappointing production value and this is really a contrast based on the cost vs. value, not a swipe at the artwork which I think is very nice. To be frank, at 150 bucks, when I open the box I expect to have my mind blown by the production value of a game, not surprised that my 70 dollar Empire of the Sun at more then half the price blows this component quality out of the water by any metric you can think of. The boardgaming market is competitive and at this price range, you need to be ready to compete, N.I. comes up short.

Theme

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Important naval battles, reliance on allies, shocking battle results and events, everything you expect from a Napoleonic Era game (I think!?)

Cons:  This game just begs for a 3rd dimension, using tokens does not do this game justice and just doesn’t feel right.

After I got over the shock of the production value of the game and crossed into the acceptance stage of grief, I set the game up and started moving pieces around. After all, I was very excited about the prospect of the game and truth be told, I will always bitch about disappointing cost to value in particular in expensive games, in today’s board game market their is just no excuse for low balling components. Regardless of component quality, at the heart of any good game is a great theme and great mechanics, If a game pulls those off, I can learn to live with “varied” component quality, N.I. wouldn’t be the first game to fall into that category and find a permanent home on my shelf.

The question I had at the start of this review is what exactly is the “Napoleonic era” theme? I mean, this is a war game, its played on a large two piece map, there are 8 countries represented and you fight battles for dominance over territory. That is very representative of the Napoleonic era but its also representative of every other kind of war or war game.

I may be showing my historical ignorance here, but to me Napoleonic era is more about the control of the sea’s, the importance of alliances and bold surprise strategies that reflect a period in which shocking things happened all the time.

The theme presented in N.I. I think is sufficient for what the game is trying to portray, avoiding the over reliance on forced historical accuracy, but making it historical enough to feel like it is about the Napoleonic Era. This certainly puts to question how thematic that actually makes the game, is it thematic if a game is about the Napoleonic era but doesn’t actually inject rules to force that historical accuracy to play out?

My exposure to Napoleonic Era games and history in general is soft at best, but I picked up Field Commander Napoleon recently (a fantastic game) and I immediately fell in love with the era’s mystique.

I think it’s here that Napoleon’s Imperium reveals its opinion on the subject and frankly nails it in my opinion, understanding that Napoleonic era theme can be a sensation rather then a series of forced rules. N.I. achieves this in a efficient and rather simple way so that you’re not bogged down by historically accurate result syndrome (HARS) which I find is a common problem in historical war games. I want to play a fun game in the Napoleonic era theme, not be walked through a Napoleonic era history lesson in a scripted game and N.I. gets that and delivers that. That might not fly with historical war gamers who live for historical accuracy and I get that and you have been warned, this is not that kind of game.

The sea’s are critical in this game in how they expose the coasts and make it possible to make shocking surprise attacks forming those really big plays. Keeping up big navies is expensive however and your income is fueled by the land battles and control of territories. This relationship means you can’t just go on an all out min/max strategy of building ships, nor can you ignore the sea’s and focus on land battles. There is this subtle, very careful and very calculated positioning of units as you attempt to trip up your opponent by leveraging the mobility of navies and certain land units like Cavalry. To me all of that screams Napoleon Era, but I have to admit my understanding of the period is largely based on imagery and assumption rather then historical fact, I may not be the best person to ask for an assessment.

Everything you need to know about the nation your running is on these beautifully designed nation index cards and its worth noting that nations are asymmetrical. One key element on these cards to pay attention to is the different cost, movement and strength values of the navies which are of critical importance in the game.

The game is also heavily reliant on alliances, this is not a “I run nation X” game for the win, you cannot win without your allies and coordination between allies above all other strategies is paramount. I can understand why Andrew used this game as a corporate team building game, as cooperation and team play is a founding requirement for a winning strategy. This too I found to be very thematic and era appropriate as wars in the Napoleonic era were very much a team sport, with lots of wheeling and dealing involving multiple countries with recognizable historical figures at the head represented by commanders in the game. Again I may be wrong about this, but it just felt right to me but it is highly abstracted, more a concept then anything governed by rules.

The end result is a game that is at least sufficiently thematic, though I would argue in my ignorance of the historical period that its even more than that. It has it’s own flavor and take on history of course and while I’m not entirely sure that it mimics the history of the Napoleonic war to a degree that historians or historical war gamers would nod their heads in approval, it does so sufficiently to get you into the spirit of things thematically which I think was its target. The general aesthetics and the little historical touches and tid-bits you get from the battle cards add to that flavor and I would argue the historical pressure points are all represented here at least on a superficial level that you won’t have any trouble believing this is a game about the Napoleonic Wars.

The battle cards make great use of art, historical context and bring it together with game effects to add to the theme. I’m not sure historical war gamers will feel this is a sufficient influx of history into the game, but it works for me.

For example Prussia and Austria being located in the center of the map, are clearly in desperate need of support from allies. France and Britain are going to be battling it out for control of the seas, while countries like the Nordics and Spain, can either be great supporters or liabilities in the war. Finally you have Russia and The Ottomon Empire that are basically fighting an entirely separate war, while occasionally throwing their two cents in support of allies. Those elements I do believe are historically accurate to some degree. The map itself, specifically the national divisions of the map might not be entirely historically correct, but their is enough familiar ground here that it delivers the Napoleonic Era wars in a absorbable way without making you feel stupid about the historical realities of such a war. This is a game that advocates fun over realism which I appreciate, but admittedly may not be in the wheelhouse for hardened historical war game purists.

That said I’m not entirely sure that an 8 hour team game with this level of strategic complexity is necessarily an entry level war game either, which speaks again to that nagging question, who is the target of this game? My answer would be, anyone who loves really well designed board games, but I think the design here may be a bit ambiguous in this regard.

I found that it was the components once again that got my negative attention, or perhaps better to say the lack of components played its part in detracting from the “fun” aspect of the experience. I fully understand why the designer spent years collecting miniatures and building large elaborate tables to enhance the visual experience of this game, I do believe it really needs it to convey this theme, as the gameplay itself does history in a fairly abstract way.

Napoleon’s Imperium is at the base of it all a very simple game rules wise but you do spend a great deal of time staring at the board (this is a long game, potentially multiple 8+ hour sessions) because the strategy can be quite deep. You will be planning, calculating and trying to predict your opponents plans in an effort to one up them in a very elaborate cat and mouse war game. You’re hunched over this huge map for hours at a time and what is missing is that visual wow factor you want a game like this to have to remind you that these tokens represent something important about the games theme.

You want to feel like a commander looking at a battle map, sending invasion troops and fleets of ships across the board, ordering soldiers into battle, watching as nations rise and fall. Doing that by carefully fingering about with some cardboard token stacks is just not going to do the trick here even if you have a very vivid imagination. The game lacks that deep history to mechanics connection you normally get with historical war games that help with the illusion. It does this intentionally to keep the game simple and absorbable which I applaud, but the result is that much of its theme is reliant on the presentation of the abstraction. Without that strong visual connection, the game lacks an element of the experience you sort of need to buy into its premise as a game about historical events, about Napoleonic War, about the role you play as a commander of a great nation in history. With tokens for armies, the game comes off a bit like a generic war game that could just be about anything.

It doesn’t help that tokens aren’t particularly functional as a game component here either. The setup of the tokens being used as quantity counters with different denomination defined by different borders on the tokens actually makes getting a good accounting of what you’re actually looking at difficult. There is a lot of stack peeking, making change, counting and re-counting. That sort of thing pulls you out of the experience. The administration here should be made a lot easier, a lot faster.

If there was ever a game that begs to be represented visually in the 3rd dimension with miniatures or plastic pieces, it’s this one, not just for the visuals to sell the theme, but for practical gameplay reasons. Coming off a pretty long stint of playing Larry Harris’s War Room perhaps I’m spoiled, but I can say conclusively that having that visual eye candy in a long but light global epic war game like this, it is just needed to make the experience feel complete. It’s what you want, it’s what it begs to be, while at the same time their are practical “usability” reasons to use pieces as opposed to cardboard tokens in this game in particular.

This is the gaming table Andrew built for his game. I’m not saying this is what Compass Game should have been going for, for their release, but it’s very clearly a game designed for the 3rd dimension for those big event days when you get together with your friends for the whole day or weekend. N.I. desperately needs a closer facsimile then cardboard tokens to get N.I. to be properly represented.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Smooth play logic, fantastic high level strategies supported by great yet simple mechanics, awesome battle card mechanic for historical edge and fun but not frustrating randomness.

Cons: Fairly long play time with significant downtimes.

Napoleon’s Imperium is a game that has rules that can be described quite simply, but strategies deep enough to trigger some analysis paralysis. There is a lot going on in this game but most of it is very subtle, often almost to a point where you might miss it and it is for this reason I find speaking about the gameplay rather difficult.

I found strategies discussed among allies were more general then specific, you will agree to do things like “Invade France”, rather then “move these two Calvary here and that Cannon there”. Hopefully it makes sense what I mean here, this game is played in broad strokes and while the details matter, their is a certain amount of gambling involved when it comes to strategies, you’re not going to be able to calculate your way to victory and if someone tried, this game goes from being slow, to coming to a proverbial halt.

On the surface, the game boils down to players taking turns buying, moving and attacking with units. You chuck some dice for the battles in what is a very simple and straightforward combat system (roll your units strength or defense on a d10) and the team that does this most successfully over 18 turns wins (or whatever length you determine for the game). It really is that simple mechanically speaking and it is here that I think Napoleon’s Imperium will often be compared and likened to RISK, the classic game of war on a map. I would argue rightfully so, on the surface, this is exactly what Napoleon’s Imperium is, a more evolved version of RISK. Luck plays its role in the game and the dice gods can be cruel. This however is the grand deception of Napoleon’s Imperium, it might look like a duck and quack like a duck, but its not a duck.

Comparing N.I. to RISK I think is fair on the surface, but hardly appropriate. None the less, RISK pieces may actually work as a good replacement for the cardboard tokens.

The opinion that this game is “like RISK” would require you to really ignore some of the foundations of this games design that are both far more complex strategically in application then they appear and the rules suggest and far more important to a winning strategy then you may realize in your first game in particular. There are subtle overtures in this game that aren’t immediately apparent, but are made of solid gold.

The first most notable thing about winning a game of Napoleon’s Imperium is that while the game can potentially be won via a capital victory (capturing three out of four capitals of opposing nations), this is so unlikely to happen that it almost feels like it could be omitted as a rule. In the end this is a game about victory points (the player with the most wins) and you don’t need to have a commanding lead in board presence to find yourself taking the lead point wise in the game for the win.

With careful planning, well timed and coordinated attacks (with allies) and clever defense strategies you can slowly and effectively score points in a wide range of ways from winning sea battles, capturing commanders and well orchestrated attacks and defenses while denying them to your opponents. I was quite shocked at the results of my first game where I discovered countries who seemingly had limited effect on the board presence, had scored shockingly high amounts of points. Hence unlike RISK, this is not a game that is strictly about a land grab, but rather it’s more about a well planned strategy of winning battles when it counts, scoring on the oversights and mistakes of your opponents and leveraging the turn order to make responding to your moves and counters moves in coordination with your allies difficult for your opponent(s).

This is not something you will “get” immediately (unless you’re much more clever than I), you sort of catch on after a few turns of playing this game like RISK and failing miserably. You will come to realize that you don’t need to crush Prussia or conquer France to win the game, you can score points in many ways and the path of least resistance is sometimes preferable, while at the same time their will be moments when those big risky battles just have to happen. This game has timing, pacing and planning that go far beyond what the scope of the rules suggest and in this their is subtle beauty.

Much of N.I.’s strategy is driven by the mobility of the games units, in particular and thematically appropriate the naval units. The sea is absolutely critical in this game and creates a dynamic where you can’t just think about your immediate plans, but anticipate where the weak spots of your opponents are, not only because winning sea battles is a great way to score points, but because it’s so difficult to predict where this mobility of navel units will be applied on the map on any given nations turn. They are far reaching and they can bring forces to bare in unexpected ways. No coast is safe and their is always risk in leaving any location an unprotected scoring opportunity for the enemy.

The second thing is that owning territories gives you money, money gets you units and units get you more territories. This rather old school style of war game economic progression is very reminiscent of RISK, but unlike RISK the units you build always appear in your capital city at the end of your turn. This is a key rule and a core fundamental principle of the game that really separates and differentiates itself from games like RISK where supply of fresh units isn’t a simple matter of placing them on the game board when they become available.

Capitals are generally fairly distant from the core fighting (hopefully) which means that reinforcements don’t just arrive in the battle fronts where you need them. This requires extremely careful planning and consideration of defenses of claimed territories, good control over seas as this is your best way to get fresh units where they need to be and of course some foresight and coordination with allies as you will not be able to plug all the weak spots of your empire on your own. Sure you can make a big RISK infused push on your turn and claim some territory, but before you get your next turn, all of the enemy nations will get their turns and you can quickly find yourself overwhelmed on the front lines losing all you gained in a single round, not to mention giving easy to grab victory points to your opponents.

As such victories have to be decisive in light of the whole game round and your defenses coordinated with your allies to ensure the territory you take, you keep for the long haul.

There is also a subtle advantage to losing your capital thanks to the “In Exile” rule. While losing your capital means you will only get half of your income, units you do purchase will appear in any of your allies capitals. Fewer units in a better position can often be far more effective then lots of units at a distance. This rule results in suddenly two nations producing units out of one capital, a dangerous situation for opponents. This can create huge power shifts in localized areas and taking control of one capital makes it that much harder to take the next one. This is in part why capital victories I think will be very rare in this game and you also have to consider how wise it is to stretch your forces just to take one.

The next very subtle but critically important element of the game are the battle cards. What a fantastic mechanic this is. The battle cards effectively represent some historical events, but what they really are, is a mechanic which can punish or help the loser of a battle. These cards are drawn by the loser of a land battle and they can and often do create shifts in resources, positions and conditions of the war. What is great is that after a few games with the same nation, you get to know the battle cards and their is a bit of card counting involved. You will know what cards have been played and what cards are left in your deck. This I think will make a difference as you gain experience, as battle cards can have some very significant effects and anticipating them will make a difference.

For example in my most recent game I scored a critical victory against the British at an important moment that had them on the ropes. It was one of those moments where a plan came together, it was absolutely crushing to the enemy and me and my allies saw our path to victory. However to our surprise the British player drew “The Spanish Treasure Squadron” giving them +10 Income on their next purchase. This turned out to be devastating as they were able to get just enough recovery to prevent defeat and not only reclaim the critical territory but eventually swing the tides of the whole war. I won’t forget about that card anytime soon.

It was a fantastic (albeit soul crushing) and memorable moment in the game, it told a story and thanks to the thematic aspect of the cards felt like a piece of history was infused into the game. This is what these battle cards were meant to do and they deliver on that promise splendidly.

Not all cards are going to have this big impact on the game, Hoodwinked is an example of a minor drawback. Still, every unit makes a difference, 1 infantry and 1 cavalry is equal in income to the value of a capital city.

Finally I have to say that the game is beautifully balanced. This is not a game where one really smart or lucky player will just dominate the board, or where events unfold in a lop sided fashion even in the face of the randomness of the dice and cards. There are no nations with an advantage or any issues with the starting conditions, though both are asymmetrical. Every game of Napoleon’s Imperium, in fact, every round of N.I. was nail bitingly close. The game has that maddening back and forth of plays and counter plays. It just feels like the game has this perfect equilibrium where at any given moment it’s not entirely clear who is actually winning. Everyone always has a weak spot somewhere that can be exposed, shocking shit happens all the time and anytime I think someone is winning, something happens and the whole thing falls back into a scrappy war of attrition until the final moments of the game.

I love a good balanced game, especially one that is as long as Napoleon’s Imperium is. While player elimination does take place, their are rules that offer ways out of this as well (Rebellion Rule) which I absolutely adore! and because it’s a team game, even if your nation is getting crushed, typically you are as invested in your allies strategies and plans as you are in your own, so you never really feel out of the game. I saw this effect in Larry Harris’s War Room as well and this team based approach is quickly becoming my new favorite way to handle long 8+ hour event games like this one.

From an angle like this you really see how pretty the map can be, but put a hundred tokens on the map and it becomes chaotic very quickly.

The game suffers from some fairly significant downtimes and while I would argue on it’s behalf that this is what you get when you play long epic war games, in N.I. its particularly problematic when playing with uneven player counts. In a 5 player game for example you have three players running two nations and two players running one nation. This results in those single nation players having to wait out 7 turns (typically 35-45 minutes before they get to do anything). Now obviously as a team game everyone is invested, but because each player takes their complete turn before anyone else has anything to do (short of defending an attack), it can be kind of boring to sit their for that long while you wait, in particular if you nation fairs poorly in the war.

I don’t want to harp on the use of tokens in this game more than I have already and I’m sure I will sound spoiled when I say this, but as a whole the game is not exactly a visual treat to look at. Waiting for your turn while staring at a bunch of cardboard tokens, watching people count, recount and make change all the time. Let’s just say some of the excitement will exit the room.

Just as a comparison this is what a game that holds a 120 dollar value looks like. I know its not fair to compare the productions of an established company like FFG to a small historical war game publisher like Compass Games, but capitalism isn’t meant to be fair and you didn’t win your paycheck in a lottery.

Is this a huge problem or even a negative aspect of the game? I would argue no, to me a long game is a long game, you know what your getting into with games of this weight and size and you shouldn’t play games like this if downtime bothers you, it comes with the territory. I think its fair to mention it in a review, but unfair to judge a game based on it. Judging a game that is intentionally long for being too long is like going to see a Star Wars movie and complaining about their being too many Stormtroopers.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Great dynamics make this game very replayable and its simple mechanics makes it easy to pull out with just about anyone, no major rules overhead to exclude less experienced gamers adding to its appeal. Very solo friendly.

Cons:  It’s a game that may struggle to define it’s place in your gaming group, when do you pull this out?

It’s always tricky to talk about replayability and longevity of a game that takes 8+ hours to play. I mean realistically, I will likely play this game once or twice a year at absolute best if I’m lucky even if my entire gaming group loves it. It has nothing to do with the games replayability and everything to do with normal schedules of people, we just don’t have the kind of time a game like this demands with any regularity, desire plays no part in that. For this reason this game goes into either the lifestyle category or event category of games, for me it would be the ladder.

I guess the question here is more about whether or not this game could be a lifestyle game for a gaming group and/or if it hits that event game status. Whether it’s good enough as a game for players to put together that monthly game, build events around it and/or play it for years and years. Such games are rare, because they have some pretty high standards to meet that go above and beyond your standard board game for board game night. The competition for such table slots is quite fierce.

In a way Andrew Roland the designer of Napoleon’s Imperium kind of answers that question with a resounding yes. He’s been playing this game for decades, but the catch is, he hasn’t been using the Compass Games version of the game. He has been building elaborate tables and investing in expanding components to raise this games event worthiness as a game. It became a lifestyle and event game for his gaming group through that act of elaborating on the visuals, bringing the game into the 3rd dimension, giving it that gorgeous presentation. To me this is a precedent set by the designer for this game and I agree with that precedent, this is really what a game needs to be to hit that lifestyle/event game status.

For me it’s certainly tempting to try and recreate something like that. N.I. has that “casual gamer” quality to it, which means that this is a game you can teach to effectively anyone, non-gamers (with interest) included. It’s not difficult and their is something charming about having a game setup in a hobby room that you play over many sessions at random intervals as part of a close nit group of friends who share an interest. The game certainly tells great stories with big impactful events and it has a kind of renaissance charm to it.

I can totally imagine how with a beautiful looking hobby table filled with gorgeous miniatures on a huge map, this game can definitely fit that lifestyle/event game category. I don’t really see any problems with it mechanically for this to be true.

This is not however what you get with the Compass Games version of the game of course. With Napoleon’s Imperium the board game their is an absence of this visual appeal substituted with rather clumsy tokens that do little to inspire that visual experience. The map is big and beautiful, so there is that, but I would say if you are going to make this an event game, you would need to do as Andrew did and pimp out the components to give this game that satisfying visual appeal. Event games need to have a high level of presentation, games like Twilight Imperium or War Room come to mind as examples. If these games didn’t have that visual component, they would not qualify for that lifestyle category either, it really is a part of it, at least for me and my friends.

I think mechanically the game certainly has infinite replayability, I see no issue in which things would become predictable and repetitive. This game has plenty of dynamic elements, every experience with this game will be unique. In terms of longevity, I don’t see any issue either, you aren’t going to play this game all the time simply because it’s so long, but because the rules are easy to learn, you can safely setup events with players who have never played before, teach them what they need to know on the spot and have a great event. This is a very charming feature of the game and actually rather rare for a game like this especially among big event games. I love my War Room and Twilight Imperium, but these are complex games that take time to learn. N.I. does not have that problem. That approachability gives this game a real edge in this regard.

It’s also a very solo friendly game, there is no hidden information, its very straightforward with everything on the table exposed. This is a make your best move scenario which is perfect for solo play, something I think historical war game fans will appreciate.

My only concern about this game as a day(s) event is that I think at least in my gaming group, the visuals aren’t strong enough to make the event feel substantial as N.I. comes packaged in this release. Our big gaming events are about getting into the spirit of the moment, creating an atmosphere, collectively we want to make things memorable. It isn’t just about gameplay, its about the experience.

An epic board game night isn’t just some guys getting together to play a game, it’s an event, we are going to be staring at this game for hours/days, it should look so good our eyes want to jump out of their sockets!

The board game version of N.I. really lacks that event game spunk that is needed. I think my conclusion in this regard is, yes, the game has great replayability, great longevity, no issues their, but no, it doesn’t tick all the required boxes to make this a lifestyle or big event game, this release is missing one of the key components (aka the visual component) to really nail that side of it firmly.

Conclusion

My journey with Napoleon’s Imperium, in particular this review, was a bit turbulent at times and it’s because I would be lying if I didn’t admit that my ability to review it impartially was significantly compromised. Andrew’s story and the history of the making of this game is something that warms the heart and makes you a believer. This game is a guy’s decades long dream come true and as I reviewed this game, that always weighed heavily on my mind. I chose my words extra carefully, I struggled to be purely objective and sufficiently removed. On the one hand is my need for pure honesty and integrity as I review a game, on the other, I want to give this game a hug and hope Andrew feels it.

If I were to make this short and sweet, this is a really amazing game that services a really cool niche in my collection. A big, elaborate war game that I can teach to anyone very easily, that is both fun to play, stirs the imagination and has enough depth that my notably simpleton historical war gaming spidey senses tingle. Its a good time in a box, its very solo- able which is always a big plus for me and if I find this game sticks the landing with my group, I will pimp the living shit out of it because I already believe it to be … pimp worthy. It has everything but the visuals to make the grade as a truly wonderful game for those big board gaming event weekends.

In contrast however this is a really expensive game, at $120-150 US, what you get in the box, and perhaps partially what you don’t, I can only describe as average and a bit disappointing, less then what you might expect at this price. It’s a pretty game artistically speaking but the included components, not only makes this feel like a poor value at this price point, but the fact that this really is an event level game in its soul means its lack of pizazz and visual appeal really detracts from the potential experience of that big get together.

This is a game that competes for table time with other very visual games like Twilight Imperium, War Room, Axis & Allies and many other “event” or “lifestyle” games of similar caliber, at least it will in my gaming group. Its going to be struggle to get this on the table on big board gaming weekends in my group considering it’s competition and again, it’s far too long of a game for those midweek board game nights.

For me it’s rather heartbreaking to be in a situation where I can’t recommend a game I consider truly great outright because of a cost to value problem. I want to tell you that this is an amazing game, your supporting a great cause and just bloody buy it. All those things are true and I look back on my purchase regret free.

Considering the cost of the game however, I think it’s important to ask yourself the two important questions before you whip out that credit card. When will you play this monster and who will you play it with?

I gave Napoleon’s Imperium a strong score because I believe it’s a great game and I think it has a bright future. I wish Andrew Roland all the luck in the world and I hope that at some point, a publisher will recognize the far greater potential of this game and give it the mega publication with all the bells and whistles it deserves. For now, as the game is today, all I can say is that it’s a pricey investment for what you get in the box. If you got the cash, a willing gaming group and a heart, you won’t be disappointed. Besides supporting a game and designer like this is what our gaming community is all about, Compass Games did their part, so your contribution would go to a great cause.

Was this review compromised, was I objective enough? I plead the 5th!