Category Archives: Board Game Reviews

On The Table: July 2022

You would think after the big superboard gaming weekend we had earlier in the month I would have run out of games to talk about, but I’m on summer holiday and the gaming continues.

Root (Digital Board Game Adaptation)

During our big gaming weekend earlier this month, I was exposed to a very curious little game called Root which piqued my interest both as a board game fan and as an amateur board game designer.

This highly asymmetrical war game about cute little woodland creatures fighting in a forest has some incredible dynamics which results in tremendous replayability and diversity. It seems like it’s one of those games where you really need to do many repeated plays to really explore it and fully understand it, not something that typically happens with any board game in my gaming group. We really rarely go back to the same game over and over again, generally being a lot more diverse in particular given the sizeable gaming collections some of us have.

Luckily there is a digital adaptation of Root available on steam and other apps which is perfect for some great solo gaming.

I played the digital version of root about 20 times already, doing so obsessively in succession as I tried to really delve into the games unique nuances and Root did not disappoint. As I suspected the more you play, the more unique elements and strategies you discover in this quirky little game.

The game has great tutorials that really walk you through the rules, so if you have no knowledge of the board game at all, the digital adaptation will not only teach you how to play this digital version, but how to play the board game version as well. It’s a great aid for a game that is a bit of a chore to learn to play.

The digital version of the game is a direct translation, has AI bots of various skills, and comes with a few expansions allowing you to explore it even deeper with more factions. The developers have done a great job replicating the cartoon art of the board game and the interface is really easy to use, allowing you to really focus on the nitty-gritty details of gameplay.

Highly recommend this adaptation if you are curious about Root but don’t have the group available that wants to repeatedly play this one with you. There is a small online community as well so there are plenty of opportunities to play with other players too.

War Room

Getting an opportunity to play War Room, my all-time favorite game is a real treat. I did a preview and review of War Room if you want more details on this epic, global-scale event game. This week we got it to the table and as always this game blew me away!

In short, what I can say about every game of War Room is that despite having a grotesque playing time, on average exceeding 12 hours, this is a highly interactive, deeply strategic, mechanically easy to learn but impossible to master game that to me is not only an achievement in game design but one of the ultimate board gaming experiences.

It is everything I love about big epic board gaming in a box as it addresses every issue I usually find with long, event-style games. Most of the activities in the game are done simultaneously and or in groups as the game is not only team-based but features hidden order movement. The combat is engaging and very dramatic so even if the nation you are running is not involved you’re drawn to it as it’s no less exciting to watch it unfold. Every move and round in the game, has far reaching and big impact on the results of the game that creates dynamic outcomes and narratives you are unlikely ever going to see repeated.

This is a game that tells stories that you will remember long after the game is put away with everyone expertly pointing out what “they should have done” or what strategy they will try next time. You’re going to be thinking about this one long after the game is over.

There are countless possible strategies as well, this is a World War II game that gives you the opportunity to re-imagine the history of the war and approach it with your own revision of this pivotal and tragic moment story without burying you in unnecessarily detailed and overly complex historical realities typically found in historical war games. It certainly will have a lot of familiarity for Axis and Allies players, but this game has an elegance that far surpasses its predecessor. It is simply put, just an amazing gaming experience.

I adore this game but I would caution anyone considering picking it up that you really do have to understand what your getting yourself into and the information on the box is a bit inaccurate in this regard. For one it suggests that the game is for 2 to 6 players and this is true, but while there are 2 and 3 player scenarios, what you are certain to want to do with the game is play the global war scenario which cannot be played by 2 or 3 players reasonably. There is just too much going on in this game for one player to run multiple major nations. Then again while the global scenario can be played by up to 6 players, if you do, one player is going to get stuck playing Italy which while an important nation in the war, plays in a fairly isolated part of the map and is really part of the German strategy.

The game also says that it plays 1 hour for each player which is complete nonsense. If you can finish a game of War Room in under 12 hours with any amount of players you are playing a very fast-moving game of War Room.

The ideal conditions for the game is 5 players (Japan, Germany, US, Britain and Soviets with the US player running China and German player running Italy). You also want to make sure you have a full day, or even better is to have two half days to play the game. You are going to need a ton of space and you want to setup timers where each team can have time alone with the gameboard to play, typically 10-15 minutes per planning phase is enough.

The point here is that this is an expensive game that requires real event planning and a good-sized group of 5, players preferably but no less than 4. That is what it takes to play War Room and I would avoid it if you don’t think you will have the gaming group and conditions to meet those requirements. You don’t want a 250-dollar game collecting dust on your shelf, especially one that will torture you as this one will because this game begs to be played.

My friends and I manage about 1 game a year and while I would love to play it more often, I consider it a big win to be able to pull that off. It was an amazing day!

Paths of Glory

Paths of Glory is a classic in the historical war gaming communities and is the foundation game for card-driven mechanics.

I have an online buddy that comes out of the woods periodically and challenges me to a game of Paths of Glory, which I always graciously accept because I absolutely adore this game. In stark contrast to War Room however, this is an intimate and very historically accurate war game that endeavors to not only teach, but gives you an incredible sense of a global conflict.

Paths of Glory is about the whole of World War I and I did a review on it last year. It’s an incredible but very long and very detailed game that is not particularly easy to learn and certainly impossible to master. It requires tremendous patience and dedication to learn to play it well, but it has made a believer out of me.

This is a card-driven game so it’s a nice fit for me personally as I love all things card-driven, in fact, looking at my top 20 board games of all time no less than 7 games use similar mechanics. Paths of Glory is unique however in a number of ways in terms of historical war games. For one, it’s a point-to-point rather than a hex and counter game, which creates a unique dynamic as you have this really strong sense of supply lines and complications of the terrain. It sort of forces you to deal with the real historical issues of the day without forcing it on you via mechanics, so it has this great “re-write World War I” feel, but you still get a lot of historical outcomes anyway.

More than that this is a game with so much diversity and dynamics that no two games ever turn out the same and it’s amazing to see how wildly different the outcomes can be even the same strategies are deployed.

I have always been a huge fan of this one, but I caution my readers that this is firmly in the historical, chit game category and Paths of Glory does not apologize for that. The rules are complex, full of exceptions and there are a lot of moving parts. It’s for seasoned historical gamers only and I would not recommend this as an entry point if this is your first go at the genre. It’s best to have someone teach you this one if possible but veteran historical war gamers will be on comfortable footing here, Paths of Glory is an established classic that’s based on some of the historical war gaming most foundational mechanics.

BOARD GAMING SUPER WEEKEND 2022 EDITION!

The sacred annual event known as Hassela weekend in my gaming circle is a staple of my gaming group’s gaming life.  We look forward to it all year long, the holy event is a 4-day gaming excursion where my buddies and I hide away in a small remote Swedish town and do nothing but drink beer, BBQ and play board games. It is sacred, it is glorious and it is a board gaming super weekend.

This year’s event was overflowing with amazing gaming, so much so that I kick-started this article only an hour after I came home still buzzing from the countless mini experiences of playing classics and new gems alike.

Get ready for the list, because it’s quite meaty, in no particular order.

The Pillars of The Earth by KOSMOS 2006

Designer: Michael Rieneck, Stefan Stadler

The Pillars of the Earth is among the first board games I bought and introduced to my new Swedish friends when I first moved to Sweden. In fact, it’s among the first reviews I did for this blog (The Pillars Of The Earth Review). My first gaming group was a mixture of gamers and non-gamers, it would be a couple of years before our gaming crew really formed, so I needed an easy-to-learn and teach game that non-gamers could get their head around while being interesting and fun for board gamers like me in the group. This one came highly recommended but wasn’t the usual recommendations I had heard for introducing people to gaming like Settlers of Catan or Ticket to Ride. Nothing against those two, but I always felt like while they are introduction games, they aren’t that interesting for more seasoned gamers.  

The Pillars of The Earth is a very pretty game, with a theme based on a book that gives it a sort of regal and intelligent presence and it was very easy to learn and teach so no one is going to get overwhelmed. It was quite perfect as an introductory game and even to this day when someone comes to me wanting to take their first venture into board gaming, I find it to be a great choice.

This is a really pretty game with a lot of color and thought put into aesthetics, so despite the rather odd theme of being about 12th-century architects building a cathedral, it has a lot of personality.

That however is not why it’s still in my collection years later and why it found its way to our Hassela weekend. Despite its simplicity, this is a very elegant Euro that really stands out and will challenge veteran gamers.

It’s a simple worker placement and resource management game on the surface, which is to say, the standard formula in which players place workers on limited spots, get resources and use those resources to score points.  Nothing too fancy…

The twist is that in addition to managing the resources needed to score points you have money that is used in a pre-round auction of sorts where you draw “worker” tokens out of a bag and if your color comes up you have to pay the current cost of putting your worker on the board or pass your chance to put down a worker until the end of the round. This means that having more money gives you a better chance of getting your workers on the board first, which is a huge advantage, and being broke is equally really, really bad.  It is in this mini-management element of the game a lot of the planning magic happens.

It’s a struggle between doing what you want, doing what you can and doing what you need to do while competing for the best spots on the board and finding victory points wherever you can. It’s a pretty tight game, so every inch you claim counts. Additionally, the method of scoring points is all about having the best craftsmen cards that convert resources into points, but getting those also costs money and there is a very limited supply of craftsmen available in any given game.

The whole thing boils down to a thinky resource management puzzle, not so difficult that you don’t understand what and how to do it, but always challenging to do it well.

The Pillars of the Earth is a stone-cold classic in my opinion, it’s a straight-to-the-point Euro that uses well-established worker placement mechanics but does so in a unique way that even nearly 20 years later it still holds up in veteran gaming groups in addition to being a very serviceable introductory to board games-game.

It’s still in print and available today, this is a real gem and comes highly recommended if you are looking for a good gateway game that carries over to more serious gaming tables.

Root By Leder Games 2018

Designer: Cole Wehrle 

Root has been on my must-play list since its rise in popularity over the last couple of years, I’m certainly a late comer to the experience, but someone brought it so I was excited to finally have go.  Root already has over a dozen expansions, it has been converted to a digital game and clawed its way to the 28th spot on boardgamegeek.com.  Impressive resume for a game about cute woodland creature cartoons fighting in a forest.

Despite its endearing art and theme, Root turned out to be a pretty complex gamer’s game with what I can only describe as extreme dynamics and asymmetry.  Each player in the game takes control of one of four or more available factions (depending on expansions) in what can best be described as a sort of quasi-war mini-series. Each faction not only plays wildly different but has entirely different game mechanics and methods of scoring points.  Some factions don’t even have units on the map, some have entire armies, while others are essentially solo adventurers who wander around the map causing trouble.

It’s a pretty crazy setup, so nutty it’s difficult to fully express but I suppose the best way to describe it is that every player is effectively playing an entirely different game (quite literally).    Each faction has unique rules for the game and while there is a lot of interaction in the game between players, which is great, this extreme asymmetry can be a bit confusing when you are learning to play the game.

It’s probably not a great idea to do what my group did which was play a 5 player game with expansions on our first go (or at least my first go).  That likely complicated the matter unnecessarily.

When we played it took us quite a bit of time to get the game going and even though I found my faction to be quite straightforward (I played a Vagabond, essentially a solo adventurer), I didn’t have a bloody clue how anyone else worked or what the hell they were doing until the late game when it all abruptly ended.  It felt a bit anti-climactic and I was a little disappointed, but I don’t think it illustrated a flaw in the game, just the unexpected reality that despite being about adorable little forest creatures, this game is a fairly robust and serious gamer’s game.  I don’t think describing it as a war game is unfair, though perhaps not 100% accurate for every faction, yet despite its cuteness aesthetically the game was quite brutal.

This game’s adorable theme is in stark contrast to its rather harsh, take that gameplay.

It’s difficult for me to form an opinion on a game this diverse after only one pretty wobbly play.  What I can say is that I was immediately sold on the theme, concept, and mechanics and definitely excited for another go, so the game certainly didn’t turn me off.   For me this was the surprise discovery of the weekend, to be honest despite a kind of lackluster first go, I really liked it quite a bit and I was hoping that we would get a second play during the weekend but we never got to it.

All the buzz on this one is warranted I think, looking forward to taking another crack at it again in the near future.  

Hansa Teutonica by Pegasus Spiele 2020

Designer: Andreas Steding

Originally released in 2009, this is something of an old-school Euro classic with a pretty impressive list of prestigious game awards.  We played the re-printed 2020 big box release which I think is largely unchanged from the original but comes with several expansions packaged together. 

Our game took place on the German map and going into this one I didn’t really know what to expect, I had never even heard of it and at a glance, it looked like a rather boring Euro cube pusher.  I was not terribly excited, my relationship with cube-pushing euro-classics is a bit of a mixed bag.

I swear I have nothing against a good Euro cube pusher, but I find for every 3 or 4 I play, I find one I like and the rest are meh… so I tend to be a bit skeptical.

Fortunately, Hansa Tuetonica turned out to be a delightfully simple, yet very thinky and clever game with tons of player interaction and wonderfully streamlined mechanics.  Everyone at the table took to it right away, there was none of this “now that I know the rules, I will be able to do much better next time” kind of talk after the game, it was crystal clear what you needed to do to win from turn one, the challenge was figuring out how to do it well.

This was a game about building trade routes and controlling buildings by placing down control cubes. The tricky part is that if someone placed a cube into a route you want to control, while you can kick them out, it costs you an extra cube to do so and gives them 2 cube placements elsewhere on the board for free.  So the game is all about players trying to get under each other’s feet to get the free rewards and then use those rewards to outpace each other.  Each player also has their own gameboard and you can upgrade various properties of your little business to improve the sort of actions you can take which opens up various advantages as well as scoring you additional points.

It’s really a victory point race as you might expect from a Euro, but highly interactive and cutthroat and there is a kind of sense of urgency with everything as the board fills up over time and your options start to slim down as the game progresses.  The game had really good tension and unlike so many of these old-school Euro games, you didn’t feel isolated from the other players, quite to the contrary, it all felt very crowded.

Really enjoyed this one a hell of a lot more than I thought I would when it came out of the box, another of a long line of pleasant surprises this weekend.  I think it’s difficult to offer a comparison for this one, I suppose you could say in a way it’s a worker placement game but that would be a real stretch of the term.  I do think like The Pillars Of The Earth, this is a good example of a game that is going to be very newbie friendly while having plenty of steam for the more seasoned gamer.   Really nice find!

Dune Imperium by Dire Wolf (2020)

Designer: Paul Dennen

I never did a full review of Dune Imperium and I probably should have, but it did appear in the number 9 spot of my Top 20 Best Games of All Time list  I did earlier this year so that should tell you a little something about how I feel about this one.


To make it short and sweet, this is hands down among the best games that came out in 2020 and remains one of my favorites to put on the table. It was no surprise to me that this one found its way to the Hassela super weekend rotation, I’m fairly certain most of my crew enjoys this one as well.

We played Dune with the new expansion (Rise of Ix), which has not received particularly high marks and was rumored to be very poor so I was mildly concerned about adding it into the mix.  Boy are those reviews wrong!

Dune Imperium – Rise of Ix was a fantastic expansion that vastly improves the game, in particular in the variety of viable strategies for winning.  Without the expansion, the method of winning is pretty strict, you must get lots of influence with the different factions and you must win a few victory point-based battles, else your chances of winning a game of Dune Imperium are slim to none generally reduced to a lucky intrigue card draw.  

I played a lot of Dune, it’s a fantastic game and I’m always weary of expansions for games I already think are amazing. A game that was nearly perfect already gets better with Rise of Ix, its a must-own for any fan of the game.

With the Rise of Ix the game opens up a great deal proven by my own victory which I achieved without ever winning a single battle.  The combination of interstellar shipping, technologies, new faction cards, dreadnoughts and various micro additions, there are a lot more ways to score points so the game is just a lot less linear.  Perhaps repeated plays might reveal some flaws, but from where I was sitting, the game not only felt even tighter but there are more ways to make a comeback.  Our game ended with 3 players achieving 10 points and the 4th sitting on 9 at the end of the game and the tie-breaker was a technology card I picked up earlier in the game.  One of the most exciting and closes games of Dune Imperium I have played yet.

The expansion does complicate the game ever so slightly but really one play without the expansion should be all the education one needs before adding it in, it’s really not that substantial rules-wise.

If you haven’t played Dune Imperium yet, this is a combination of worker placement and deck builder no serious connoisseur can live without, it’s a must-play game in my opinion, without question among the best games in my collection.

Imperial Struggle by GMT Games (2020)


Designers: Ananda Gupta, Jason Mathews

On the first day of the Hassela, a buddy and I were the first arrivals and we had a chance to play a couple of two-player games, so I did not hesitate to bring what I consider to be THE best two-player game in my collection.

I have hummed the praises of Imperial Struggle in my Review earlier this year, a game that received 4.4 out of 5 stars and landed in the number 3 spot on my Top 20 Best Games of all Time list this year.  

To put it plainly, I adore this game, it’s incredibly challenging, deep and thematic while being reasonably short for a two-player historical board game affair.  It doesn’t hurt that the influence struggle card-driven mechanic is one of my favorite mechanics in board games and I have collected quite a few in that category for comparison and this one remains my favorite among them (List includes Washintgons War, Ceaser: Rome vs. Gaul & Twilight Struggle…. So far).

This can however be a pretty frustrating and unforgiving game, it is not for the faint of heart.  A couple of bad decisions can quickly break your momentum and lead to ruin, in particular if you’re facing a clever opponent who knows how to leverage errors in judgment.  I have played about a dozen games of Imperial Struggle at this point and it really doesn’t get any easier over time either.  This is due in part that the game has a lot of dynamic elements that can really alter what strategies will be effective and these dynamics really push you to constantly think globally.

I could probably write several blog posts about my theories and ideas for strategies which are probably all terrible, but that is really the beauty of a game like this is that you never really stop thinking about it and trying to figure it out.

I would not recommend this as a first venture into the influence struggle card-driven genre unless you are a board game veteran, there are lighter games like Twilight Struggle and Washingtons war that make for much better starting points, but to me this is the final word in the genre, the standard by which all others are to be judged.

Love it!

Eclipse: Second Dawn For The Galaxy by Lautapelit (2020)

Designer: Touko Tahkokallio

Eclipse was a smash hit with the entire gaming crew in Hassela and really the highlight of the weekend, we actually ended up playing it twice with everyone nodding in approval.  I picked this game up as this summer I took it upon myself to write an article about 4x science-fiction civilization-building games and Eclipse was a natural contender for such an analysis along with games like Twilight Imperium.

I played the original Eclipse and it triggered two articles I did back in 2015 called Top 5 Games That Were Almost Great and my Top 5 Popular Games You Can Skip.  Suffices to say I saw a lot of potential in the game but it had a few flaws that just made the game pretty stale after repeated plays.  I think at the time I was probably a bit more sensitive about the sales pitch as well which suggested that this was a faster, lighter Twilight Imperium which really is just objectively false advertising.  It was for all intense and purposes a cube-pushing Euro disguised as a Twilight Imperium wanna-be.

I will be the first to admit I may have been a bit elitist and harsh in my assessment of the original Eclipse and while I still don’t think Eclipse is even in the same class as Twilight Imperium as a game, at least with Second Dawn the game delivered on the promise of a proper fully fleshed out 4x science-fiction civilization building game that can be played in a reasonable amount of time.

The game has been streamlined generously, on our second game when everyone knew the rules and we just setup and played, we finished a very tense and very exciting game in a little over 3 hours which is at least half the time it would take to play Twilight Imperium if I’m being generous (probably more like 1/3rd of the time).

More than that though the game just had a rhythm that worked.  Turns were fast, there was always some action on the board each round, the game felt tight and uncertain and you really had to take some gambles in response to other players’ activities.  There is a lot of tension in this game, you can’t sit on your butt and just build-up, you have to act; the game feels, because it is, extremely short.  It was just a really fun and exciting game.

There is a lot more I want to say about this game, but I’m saving that juice for the big 4x article I’m working on, so for now I will just say that all the accolades this game has received over the last couple of years is well deserved, this is a really great 4x formula that delivers on the promise of a shorter yet very robust 4x empire building game. I don’t really remember the old game enough to specifically point out which changes made the difference here, but clearly, the game is a lot more streamlined that is for sure. Loved it, can’t wait to play it more!

Nidavellir by Grrre Games (2020)

Designer: Serge Laget

A curious little game about recruiting dwarves destined to fight a big dragon, though in practice it’s about creating a point-scoring engine driven by a competitive blind auction for point-scoring cards.  I honestly thought I would like it a lot less than I ultimately did as the rules were being explained to me, but the game is very short and quite clever, it was a nice distraction and worked well with 3-players which was our player count at the moment it hit the table.

Very nicely published for a game this simple with great components and pretty art.  I think this would make for a really good family game with kids, this is a concept anyone can pick up instantly and it demands a bit of math which is a good way to sneak in some education for the youngsters.

At a table full of veteran gamers it was quite well received, maybe a bit too robust to be called a filler, as it required some explanation with some of the specialty hero cards, but once you know the game I would be surprised if it took 3-4 players more than 30-45 minutes to play.

I liked it, if you’re looking for a light family game this is a really nice pick.

Star Wars Jabba’s Palace Love Letter & Lovecraft Letter

Designers: (Star Wars): Justin Kemppainen & Todd Michlitsch

Designers: (Lovecraft):  Vincent Dutrait, Kouji Ogata

We played not one but two different themed versions of Love Letter, both of which I found to be fun takes on an established classic.  Love Letter is a sort of take-that player elimination game where you attempt to knock out the players with various card effects to be the last man standing.  It’s a very simple game with a bit of deduction strategy and psychology playing into it.

The Star Wars Love Letter featured two different factions which played off each other a bit and included some special mission cards that created alternative winning conditions.


The Lovecraft one used an insane mechanic that worked similarly to factions (sane and insane) and had some alternative winning conditions to the standard love letter rules.

All and all both of these games were really fun just like the original Love Letter is.  Each had a unique thematic take on the concept, but ultimately these were just additional layers on a game that just works really well.  

I’m not a huge Lovecraft fan and I am a massive Star Wars fan, but if I had to choose between the two-themed versions I actually thought the sanity mechanic in Lovecraft letter worked a bit better.

Love Letter is a really great game and there are so many different themes for it, so you pretty much just pick a theme that speaks to you and buy that version.  There really isn’t much more to say about it, I have always really liked this game and having some fun themes like Star Wars and Lovecraft adds a bit of flavor.

I’ve never met a person that doesn’t like Love Letter, the only real downside to the game is that you really want at least 4 players, it loses a lot of its tension with 2 or 3 players.  No gamers collection is complete without Love Letter in it.

Smartphone Inc by Cosmodrome Games (2018)

Designer: Ivan Lashin

This little sleeper hit I think is one of the most underrated games on boardgamegeek.com, sitting in the 399 spot it’s practically criminal.  This is without question one of the most unique Euro’s I have played in years, it never disappoints.  Actually, I would argue if you are looking to become a board game designer, this is a must-play game because it proves that game designers are still coming up with original ideas despite the tens of thousands of games released each year.

In Smartphone you are running a mobile phone company, producing and selling phones on a global scale.  It’s a simple combination action selection and area control game with an economic twist, but the real brilliance of the game is how you define your actions.  Players have two, two-sided game boards which they must secretly layer over each other to determine what sorts of actions they will take during the execution phase of the game.  The rules here are simple, but this a brain teaser that will have you tearing your hair out and it’s absolutely brilliant.

I adore this game, don’t let the hipster on the cover distract you, this is a polished gem that exemplifies great game design.  It has a fantastic, albeit simple aesthetic which some might find a bit pedestrian but the level of streamlined play here is a real achievement in my opinion.

Don’t miss out on this one, games this original don’t come every day, this is a must-play, it will make you a believer! 

Tsuro by Calliope Games (2005)

Designer: Tom McMurchie

This one made an appearance last year and really my opinion on it has not changed in anyway so for posterity I just copied the same thing I wrote about it last year!

I’m not a huge abstract gamer, looking at my shelf I can count the number of games I have in this genre on one hand minus a few fingers, but every once in a while a game comes along that I find irresistible (I’m looking at you THE DUKE).

Tsuro however was not one of those games and though I really didn’t see anything particularly wrong with it as it was clever, simple and quick, exactly what you want an abstract game to be, it’s not the kind of game that floats my boat. It’s not an issue with the game, but rather just my general gaming preferences, in fact, I would argue that if you like abstract games, this would probably hit the spot just right. From what little I know of the genre, this game seems to have that puzzle element I think abstract gamers are looking for. When we played it I’m not joking when I say the game took about 10 minutes to complete multiple times, it was a very quick game.

Undaunted by Osprey Games (2019)

Designer: Trevor Benjamin & David Thompson

I liked this game quite a bit when I first played it a couple of years ago, but I haven’t seen it hit the table again until now and I have to wonder why not?  This two-player part tactical war game, part deck-building card game is elegant, pretty and fun.  It has great tension, a push-your-luck element, lots of little clever tricks you can pull and alternative strategies you can deploy.  All that wrapped up in a game that can’t possibly take more than 30 minutes a match to play once you know the rules.

There are different scenarios for the game and arguably some are a bit more lopsided than others but from what I have seen of the game, there aren’t any obvious flaws.

We played the Normandy variant which is the original game but today there is already an expansion for it (North Africa) and another on the way (Stalingrad).  I doubt that will be the end of it, this one has picked up something of a following and it’s no surprise to me, this is a really fun two-player game that borders on filler speed and simplicity while having a bit of meat on the bones.

I really loved this one, I definitely would like to see it hit the table more often, in fact, this weekend’s experience had me seriously considering adding it to my collection because while the theme is war, it runs like a fun two-player family game, something I can see myself playing with my daughter.

This is good old fashion fun gaming.

The King Is Dead by Osprey Games (2020)

Designer: Benoit Billion

Originally released in 2015, I picked up the 2nd edition of the game and packed it with me for the weekend, I thought it could act as a little filler and distraction as we knew going into the gaming weekend that we would be at 2 and 3-player counts for a part of the weekend and this was a strong recommendation as a 3 player game.  

This one has a bit of a Condottiere vibe which is one of my all-time favorite trick-taking card games, though The King Is Dead leans a bit less on card play mechanics and a bit more on being an area control game.  As a general premise however this is a game of strategic maneuvering, the whole thing is basically a brain-teasing puzzle where you are trying to arrange control cubes to favor your own position with limited card play.

It’s a really quick and straightforward game but like Condottiere it relies a lot on the psychology of the players and trying to predict what people will do while thinking several moves ahead.  It’s very clean and fun, and easy to understand.  I like it quite a bit but Condottiere is in no danger of being replaced in this kind of funny sub-genre of games.

A fun little distraction, not sure it’s a full recommendation because honestly if I was going to recommend a game of this type I think I would argue for Condottiere over this one.

Star Trek Fleet Captains by Wizkids (2011)

Designer: Mike Elliott, Bryan Kinsella, Ethan Pasternack

I’m a huge Trekkie, always have been, always will be so Star Trek Fleet Captains is a game very close to my heart.  I did a review for Star Trek Fleet Captains back in 2015 and I have not changed my mind about this one in the slightest.

This IS Star Trek in a box and very much like War of The Rings or Star Wars Rebellion, this is a game all about the theme which it nails with perfection.  

While the game can be played with 3 or 4 players using the expansions (Romulans & Dominion) both of which I have, ideally this is a 2 player game which is how we played it this weekend.  It’s a game that is part adventure game, part ship-to-ship battles and part sort of a bit of everything else.  You fly around with your little Star Trek ships, you play cards to add crew and equipment onto your ships, you have encounters and eventually, you scrape phasers and shields against your opponent.  It’s all very … Star Trekie.

A big part of the appeal in Star Trek Fleet Captains is that they went to extreme lengths to include the most iconic elements of the tv shows and movies into the game via various mechanics.  Every time you pick up a card, if you’re a Trekkie like me, you immediately connect the card to an episode of Star Trek be it the original or the next generation.  The cards themselves are all still photos from the shows and movies, which normally I would complain about but in this setting that actually works really well.

I’m not sure I would describe the game mechanics as “good”, in fact, arguably they could probably use some work and the components for this game given its price are pretty flimsy, but I know of no other game that embodies the Star Trek experience like Star Trek Fleet Captains.  It’s a nostalgia-fueled trip into one of my favorite tv series of all time and I love that about playing this game.

This one has been out of print for quite a while and the re-sell value on it is a bit extreme likely putting you back 250-300 dollars to get the game and all three expansions.  My recommendation is that you only do it if you are a crazed fan like me, this is nothing to dabble into unless you love Star Trek madly!  If you do, however, this is the single best Star Trek game ever made, hands down!

Conclusion

What can you possibly complain about after a 4 day board gaming weekend with your best buds, limitless beer and top-notch BBQ? It was an amazing weekend filled with awesome gaming, I can’t wait until next year.

That said to me there were a couple of omissions that require a minor complaint.

This year Game of Thrones the board game did not make an appearance and it was sorely missed. Some of my favorite memories of these big board gaming weekends is playing a massive 5 or 6-player Game of Thrones. Unfortunately, we spent the majority of the weekend in a 4 player group and there just was no opportunity to get it to the table. It was really too bad.

I also felt the absence of The Sheriff of Nottingham. This game has appeared in the Hassela super weekend several times and it’s always a hilarious blast. When my friends get this game on the table the ridiculousness of our outrageous humor has no boundaries and I’m usually laughing until my face hurts.

Well that is it for this year super board gaming event, see you next year!

On The Table Extra: Vacation Gaming

Every year in early March my extended family and I take a trip up to the Swedish ski slopes for a week of fun in the snow. Naturally, there’s a lot of downtime in the evenings so we play a lot of board games, in fact, I pack up as much as I can carry and despite bringing a considerable selection we manage to play through everything every year, this year was no different.

Texas Hold’em

Texas Hold’Em is the modern and most popular poker variant in the world, yet it is generally not considered part of the board gaming sphere which I find rather odd as it’s an awesome card game.

Some might not count Texas Hold’em as a game belonging to the world of board gaming but I beg to differ. If Texas Hold’em didn’t exist as a game for gamblers today and was packaged up as a family card game I predict it would be a smash hit.

It certainly is with my family, playing poker is a long-standing tradition and while we never play for money, the games are no less competitive and intense.

For those that have never played, Texas Hold’em is a unique member of the poker family mainly because the game is as much about the cards as it is about the betting and psychology of the game. Most hands of Hold’em are won and lost without cards ever shown. We have 4 kids between the ages of 10 to 17 in the family and they take their poker pretty seriously creating what is without a doubt the most competitive game of the week. This year the kids really showed us some serious skill taking the old dogs down with ease, clearly, we need to step up our game.

Hero Realms

Hero Realms takes the very basic premise of dynamic deck building and turns it into a dueling game with a fantasy twist, in my eyes a perfect combination.

Hero Realms is typically played two-player and it’s a fine game for that purpose but in our family, a free for all 4-6 player mega game is the way we do it and while it can go a bit long and there’s player elimination, this cut-throat competition brings with it various negotiations, alliances and betrayal which the kids love!

Hero Realms is a deck-building card game based loosely on the Dominion concept. The twist here is that each player gets a fantasy character (Thief, Wizard, Fighter etc..) represented by cards in a 10 card deck. In the center of the table are an additional 5 cards always available for purchase into your deck. As players take their turn they play cards from their hand, which include gold cards allowing them to purchase more cards for their deck. As play goes on players build up their decks with bigger and bigger plays possible. Anyone can attack anyone on their turn and so the game is as much about surviving as it is about looking threatening and negotiating to keep people from attacking you.

In the end it’s complete chaos, eventually, someone makes a big attack, that triggers rivalries and the game devolves into an all-out war until there is one hero left standing to proclaim victory.

This is a really fun game, it’s actually a variant on a science-fiction version of the game called Star Realms. It’s easy to teach and learn, while there is some reading required, there is really good iconography for the game that the younger kids pick up on really quickly so no major trouble getting the younger crowd into this one. I would not call it a deeply strategic game, but there is a lot to the deck-building concept, so which card you buy is a key decision point and how you build your deck will ultimately determine how well you combo when it’s your turn to play cards. Like Dominion, it’s all about keeping your deck lean and effective.

Twilight Struggle

There is absolutely no doubt in my mind that Twilight Struggle is THE finest representative in board gaming that creates a bridge between historical wargaming and the rest of the board gaming market. It’s a bonafide cross-over hit.

This classic cold war card game was for a time a major obsession for me, but it’s really difficult for experienced players like me to bring a new player up to speed to a point where they can be a challenging opponent because of how card knowledge in the game is such a huge advantage.

Thankfully over the last couple of years, I have been slowly but surely training my brother in law and whenever we do family trips like this, TS comes with us and we play a few rounds. He is not quite far along enough yet to beat me, but I offer him a fairly sizable handicap, and it’s starting to click for him. I think a few more games and he is going to be ready to play without the training wheels. My hope is that this will be one of those games the two of us can play together into our retirement years.

Unless you have been living under a board gaming rock, you know what Twilight Struggle is at least by name, but what I think most boardgames miss is that while this game is a historical board game, some might even call it a war game, it does not really fall into the standard historical war game formula. It really is just a great two-player strategy game and I would definitely recommend it for people who are not into historical wars. TS definitely transcends beyond its roots as the designers intended and while I will still argue that Imperial Struggle, the designers follow up to Twilight Struggle is a much better game, it does not cross over as easily as TS does.

One of the best games ever made in my opinion, an unquestionable classic and a fantastic gateway game into the larger world of historical card-driven games from which there are many fantastic titles to choose from.

Endeavor: Age of Sail

The more I play it the more I like it. This game is quickly becoming one of my favorite Euro-style games thanks in big part to its big board game feel in a very reasonable time frame.

This game comes in a big box and has a lot of pieces so I was quite hesitant to bring it with me, but my daughter insisted as she loves this game so I hauled this beast with me despite protests from the wife.

In the end, it turned out to be well worth it. The thing about Endeavor is that it has this great “big board game” feel and table presence but is actually a relatively short and simple game. It looks kind of intimidating and complex but once you understand the basic flow of a turn, it’s very easy to connect the rules to the strategy and players are typically off and running after a round or two. We had an age range between 12-50 and everyone picked it up very easily.

There are many deep and meaningful choices in the game, it’s a bit of a race to victory points, with resource management and much of the strategy is about well-timed execution of the five different actions you can take in a turn. What I find really interesting about this game is that it plays really well at all player counts including 2 player games, but the strategies that work in the game change wildly depending on how many players you have at the table. It’s a very dynamic setup for the game as well so you end up having to “re-think” your approach each time you play.

The version of the game I have is the new deluxe version which comes with a bunch of expansions we are yet to try, so far the base game has been more than enough for us.

This is a great family game having as many if not fewer rules than RISK or Monopoly, but a far more robust and interesting execution. I think my favorite aspect of Endeavor is how it works with a wide range of gaming groups, casual to veterans, it always finds its audience.

King of Tokyo

This silly dice chucker never stops impressing me with its uncanny ability to turn anyone into a fan.

Between the cartoon art style, the giant monster theme and the Yahtzee style gameplay, to me this is the perfect family game. The rules fit on a napkin and while there is some strategy this is a game of pushing your luck with dice which works really well with the casual crowd, yet makes for a great filler for more seasoned gamers.

It’s a pretty simple concept, you select one classic Japanese-themed monster like King Kong or Godzilla for example and you try to proclaim control over Tokyo in what is essentially a king of the hill game, as you fight all of the other big monsters in the game. You roll dice to do damage, build up energy to purchase special ability cards and simply try to last on the hill as long as you can to score points.

I always say that for every classic old-school game there is a modern replacement that is much better. In the case of King of Tokyo, it totally replaces Yahtzee for that light-hearted simple dice chucker.

A really fun game that produces a lot of big moments that had everyone cheering.

Sheriff of Nottingham

A party game for gamers that will have you in stitches, it has never let me down.

We played this one multiple times during our vacation, it was without question the big hit of the week.

Sheriff of Nottingham is closer to an “activity” than a game as the premise is quite simple. Each player draws six commodity cards (Chickens, Cheese, Bread etc..) at the start of each round and slips any amount of cards into a hidden baggy. One player is the Sherrif each round and that player must decide to either open (inspect) the baggy or allow it to pass through. The trick is that players can lie about what they are trying to get past the Sherrif and there are various “illegal” goods that are worth more than the legal ones. Things like Crossbows and Alchemic potions.

Players can bribe, make promises and deals, pretty much anything goes, but if the Sherrif catches you on a lie and inspects the bag, you have to pay a penalty. If the Sherrif opens the bag and you were telling the truth, the Sherrif must pay you a fee in addition to you getting to pass through with your goods for additional scoring at the end of the game.

Each player gets a turn at being Sherrif and whoever manages to get the most goods through (legal and illegal) wins the game. Typically games are won by the player that manages to get the most illegal goods past the Sherrif so there is a lot of motivation to lie, but if you get caught too often you aren’t likely to win, nor will you win if you inspect too many legal commodities.

The entire premise of the game is about social interaction and while there might be some strategy here, the game is rarely played with that approach. Most players naturally take to the psychology of the game and try to trick each other into opening or not opening the baggies as the case may be.

This game produces a lot of silly moments and when we play it, most of the game is spent hysterically laughing the entire time. It’s an absolute blast and works really well with pretty much any group, cocktails are recommended while playing this one!

We play this one at our summer gaming weekend retreat as well which is made up of many serious veteran gamers and this is usually a major hit there as well so this is one of those games that just always hits well with any sort of group which is why it comes so highly recommended by me.

Seven Wonders

I actually think it’s a great game and tend to agree with the general consensus about that, but personally, every table I introduce this to seems to shrug its soldiers with an audible “meh”.

Seven Wonders is a game about card selection and has been a highly rated game for years. This one didn’t hit that well with our little family gaming group and I have had trouble with it in the past as well with other groups.

I think it’s a great game and highly rated for good reason but it’s one of those games that doesn’t make a great first impression for some reason. You have to play it a few times before things click and that can be a hard sell if after a first try if you are unimpressed.

Seven Wonders is a bit like a professional golfer playing golf left-handed for the first time. Everything is familiar and logical, but there is just something off about it and some might see that as a challenge worth pursuing, others just feel like it should work differently than it does.

I have personally always really liked it, but to quote my daughter “It’s like a crappy Seven Wonders Duel”, which I think is a fair assessment. Seven Wonders Duel is a kind of two-player version of Seven Wonders that came a few years after the release of this one and I agree with her of the two games Duel is a much more interesting and less “odd” version of the game. It’s for two players only, so there is that drawback and unlike Seven Wonders there are no expansions for Seven Wonders Duel which notably are rumored to improve Seven Wonders a great deal (I have never tried them). For me personally, I have never had much luck getting anyone excited, it has always landed a bit flat, but I actually do think it’s a pretty fun game.

There were a few other microgames we played including Albion: The Resistance, Coupe, For Rent and The Hand of the King, all great games in their own right but I have talked so many times about these staple games in my collection I will just leave it here as a list.

It was a great week for gaming and skiing, now I need a nap!

Caesar: Rome vs. Gaul by GMT 2020

Designer: Mark Simonitch

My exploration of historical war games continues with my latest GMT games acquisition, Caesar: Rome vs. Gaul. This game takes on Caesar’s infamous campaign against the Gauls from 57 to 52 B.C. covering the conflict from both political and military aspects. A classic David vs. Goliath story in which an Empire with a grand army and charismatic bad guy invades a rebellious scrappy underdog that must fight for survival, the basis for a game ripe with narrative and gameplay opportunities.

This game falls into the CDG war game category and seems to find some of its genetics from a few games I have played in the last few years most notably Washington’s War and Mark Simonitch’s own Hannibal & Hamilcar.

There is no mistaking the similarities, Caesar: Rome vs. Gaul is made up of many of the same building blocks.

In C: RvG you take on the role of a leader of one of the two asymmetrical nations, either Rome or Gaul as you fight for control for what is largely modern-day France, parts of Germany, Britain and a few other nations judging from the map and my rather weak knowledge of geography, aka “Gaul” as the Romans called it. While the game is clearly about war and battles are fought on this point-to-point map, the game zooms out to include various political, resource, and logistics of the era with some high-level abstraction.

I really love CDG’s, I think it’s a wonderful way to bring history and theme into a game in a way that does not force historical outcomes and as a whole, while C: RvG is clearly based on historical events, it’s both too abstract and far too dynamic to fall into the historical simulation category of games. In this way, it shares a lot of similarities with other games in the genre using what I think most fans of CDG games will recognize as a tried and true formula while making some minor tweaks to give it a style of its own. With a fantastic presentation thanks to GMT Games always excellent component quality, an awesome historical backdrop and driven by a mechanic I already know and love, C: RvG is a game seemingly tailor-made for me.

To CDG fans even if you never laid eyes on these cards it should be a familiar sight. The dual card usage event vs. operations/action cost is a staple of the genre and is a major foundation of gameplay in Caesar: Rome vs. Gaul.

This is a game where history is a playground and backdrop for what is a kind of general area control game infused with some traditional historical war game concepts like DRM battle resolution (tables), point-to-point movement, chit style defined units and of course most importantly the dual-use card play where you execute cards as either events or for the operations/action points.

While not a historical simulation, that does not mean the mechanics are not infused with history and narrative, they are in many very meaningful ways. There are clear links to historical realities of the time built into the mechanics of the game and reflected in many of the procedures and cards. Still, there was little effort made to build that connection for you in the rulebook and explanation of the game, nothing in the material provided goes to any meaningful depth to explain the history so unless you spend some time researching the period on your own you may not find the connections as meaningful.

Most of the time I could see the brilliance in the design of C: RvG, the great way it integrates the theme into the game, and some of the fantastic back and forth dynamics of the mechanics that create a truly wonderful asymmetrical competition between two opponents. At other times it felt like there were some arbitrary concepts that are here as some sort of tribute to old-school historical wargaming that get under the feet of what is otherwise a very modern game design. This ultimately ends up making the game more complicated, slower and less accessible to non-historical wargamers, while doing little to make it more of a historical simulation, leaving the effort without any real benefit or reason to have made it.

Today we look at this latest entry into the CDG genre to see if this Caesar: Rome vs. Gaul finds room on my shelf among some of my favorites like Washington’s War, Twilight Struggle and Imperial Struggle.

How does this one hold up!? Let’s find out!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star (3.85 – Great Game!)

Caesar: Rome vs. Gaul is based on the fascinating history of Caesars personal political ambitions in a time when he was not terribly popular in Rome and had many enemies who would have liked to see him fail. He charged himself with securing Gaul to bring stability to the region he ruled over, but because his political position back in Rome was constantly challenged, he needed to be excessively successful in his campaign to keep Rome off his back. As such, his campaign in Gaul was both a bid for military control of the region to subdue the Gaulic tribes, while simultaneously a way to appease his critics back home and grow his wealth and influence. Historically Caesar was such a successful leader, he was eventually able to declare himself dictator Emperor of Rome, a title he held for only a brief time until his very famous assassination. The challenge in this game is to see if the player running Caesar can live up to this amazing historical achievement by one of history’s most famous military commanders.

Ask any war historian and they will tell you that Caesar is second only to Alexander The Great in the ranking of best commanders in human history. This famous painting depicts Vercingetorix, Chieftain of the Gauls submitting to Caesar and Roman rule in 52 B.C. An outcome that in this game is not going to be easy to achieve.

The very first thing I noted about C: RvG is that this brief description is already more information about the history on which this game is based than is provided with the game material. The historical theme and this unique story are quite important to understanding the context of the gameplay and since a lot of effort was put into tieing this fascinating piece of history into the mechanics its absence is a bit confounding. Providing a clear write-up of this history in the rules manual seems like it should have been paramount right alongside gameplay examples. I’m reminded of my recent foray into one of GMT’s other titles, Peloponnesian War and what a considerable and very positive impact the historical write-up for that game had on my gaming experience.

This story, in particular, the politics around it finds its way into the game by the way of victory conditions, card play and the influence token mechanics which are the foundation of the game’s chess match and notably a classic formula in the CDG genre of games.

The player who commands Caesar and his Roman Legions must earn 12 victory points in the course of the campaign (6 rounds) which requires you as a player to replicate much of the exceptional historical success that Caesar had in his campaign in Gaul.

As Caesar, you will need to maintain dominance in Gaul, successfully put down the many Gaulic tribes that rise to oppose you as well as execute successful conquests in Germania and Britannia. The task is not an easy one and the pressure really is on the Roman player to perform, but you are the great Caesar and this is the title of the game so it makes sense that the spotlight would be on the star of the show.

The Gaulic player on the other hand really only has one mission which is to slow down Caesar just enough that he does not score his required 12 victory points at the conclusion of six rounds of play. The interesting historical tidbit is that the Gaulic leaders actually knew about Caesar’s troubles at home, so much of their strategy was actually built around trying to make him look bad politically by stalling his success. This ties into the general strategy of the Gaulic player quite nicely and gives the game a feeling of historical validity even though historical outcomes are never forced through mechanics.

While the goals of the Gauls are quite different, it is no less challenging for them as they must contend with Caesar’s overwhelmingly powerful military might. The Gaul forces are much weaker early on and far less united which leads to the Gaul player’s tactics being about raiding and guerilla warfare with a great deal of emphasis on calculating risk vs. reward. Caesar might be the star of the show here, but the Gauls have a lot of personality of their own in this game, you really feel their struggle and as they engage Caesar’s forces you get a sense of how frustrating it must be to be opposed by such unstoppable might.

The Gaulic player is the presumed underdog in this story, but mechanically speaking, the balance of the game really favors the Gaul as earning 12 victory points over 6 rounds as the Roman player is a pretty tall order. While initially this might sound and feel off, which it certainly did to me, it actually comes out, in the end, making some sense.

This is a game about Caesar, this amazing commander who despite a considerably smaller force and absence of support of his government defied history and was so successful that we remember him as one of the greats. In a sense Caesar: Rome vs. Gaul is a kind of challenge to the player running Rome that says “can you replicate this amazing historical outcome as Caesar”? If it was easy, if the game favored Rome mechanically, I don’t think the game would have the same impact and the victory would be a shallow one.

This tilt might be a problem for some players and initially, it definitely was for me, but looking back at my experience with the game, despite the fact that I’m yet after several games to see a Roman victory, I’m drawn to this challenge and excited to try it again. I know it’s possible, I have come close a couple of times and though I could understand how some players might see this as a balance issue (I know I initially did), when you wrap it up in the historical context of this game and how it conveys the theme through its mechanics, it actually kind of works for me and makes sense despite some early frustration with the game.

It is why I mention at the very start here that it’s actually a problem not to include a thorough write-up of this fascinating piece of history in the rulebook. Coming to this understanding and conclusion is really only possible if you have this context and are enthralled with the story behind the game. Without it, Caesar: Rome vs. Gaul comes off as a rather abstract game with a Roman theme that has a fairly sizeable balance problem.

It may appear that Caesar is surrounded by the Gauls and in a lot of trouble, but the reality is that he will wipe the floor with all of these Gaulic tribes even if they formed up against him under a single banner. Caesar’s military might in this game is overwhelming.

There are some intricacies in the phases of play that are important to manage, but at the heart of the game is the strategy phase. In this phase each player draws 8 cards and players take turns playing 1 card at a time and using those cards as either the historical event the card represents or spending the operations/action points to put out influence markers and move armies on the board. A mechanic that should be very familiar to veteran CDG wargamers, but even if you are not, is a very intuitive and simple concept to grasp.

The card play here is excellent as the cards are really well balanced when you compare their operational/action values and the benefits of the events on the card. It’s very often a tough choice to abandon an event that might be key under the right circumstances for the action points it provides. Timing is also quite crucial and because your card draw can range from terrible to amazing, rounds are not always going to be created equal between the players so damage control is often a part of the gameplay here. You must make do with what you draw and a big part of the strategy of this game is understanding how to get the most juice out of these cards.

The battle system in the game is also really important, there is play and counterplay here in how armies move, intercept, avoid battles and fight. As the Gaulic player, you are usually trying to avoid fighting Caesar directly in particular on his terms while as the Roman player you are going to be constantly trying to force battles and sieges wherever possible as it’s absolutely vital that you are removing tribes from the board else you risk getting overwhelmed later in the game. The advantage the Roman player has here is that Caesar’s army is really powerful at least as a concentrated force, but this is a pretty big map so Caesar can’t be everywhere all the time. If he splits his forces, Caesar is vulnerable and the Gaulic tribes may be able to challenge him on the field, but when moving as one force they are unstoppable and any Gaulic tribe foolish enough to try to take them on is going to get wiped out even if they outnumber the Legions.

As such the Gaulic player is forced into a sort of cat and mouse game as he tries to spread his influence and the Roman player is playing a game of wack-a-mole, putting down tribes that spawn at an alarming rate each round. The ratios are really off here which is a big part of the challenge, the Roman player has no hope of keeping up with Gauls inevitable military growth, this is a game of whack-a-mole the Roman player cannot win, but must play. What Rome needs to do is make sure to score the 12 points as quickly as possible and hope they can hang on to enough domination (control) on the board by the conclusion of the game that they do not trigger the auto loss condition (not enough control of the board). This is all possible to do but any Roman victory is going to be incredibly tight and come down to the last moments of the game.

The Gauls also get special leaders later in the game and they become quite critical for the Gauls because sooner or later someone will have to stand up to Caesar.

This is an easy game to learn and teach, so getting to the heart of this gameplay is a relatively short route, but the payoff here will only come to those that understand the unusual approach this game takes to balance. This is a game about Caesar and so deciding who plays the lead role in the story is a key moment and players should definitely take turns doing so. You don’t want to make the assumption that all is fair in this game of war, it kind of isn’t. The gaming experience is fun and exciting for both players, there is depth and strategy on both sides so playing Gaul doesn’t mean you are playing second fiddle here or have some sort of easy victory but in C: RvG the pressure is squarely on Caesar to perform. It’s this player that must score the 12 victory points, the default end game result is that the Gauls win under all other circumstances.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros:  Standard operating procedure for GMT Games, great component quality, the whole thing is beautifully done.

Cons: A lack of historical information on the game provided can hurt the chances the gameplay of the game will click for some. Some historical war game traditions should have been abandoned to ease and speed up play.

GMT Games once again publishes to impress with sturdy and beautifully illustrated components that enhance the experience and make you feel like your getting your money’s worth.

The mounted map while very busy and initially a bit confusing is gorgeous with a lot of thought going into various auxiliary areas that expedite gameplay and setup. I think they could have done a better job of making the province borders a bit clearer, but generally, there is very little to complain about here.

The large tarot-sized cards will impress you and you have to appreciate GMT’s inclusion of card sleeves for these cards since locating appropriately sized sleeves for this unique size would likely have been a pain for players. The illustration and fonts used here make them a joy to look at and easy to read and handling the big cards just feels awesome.

All of the tokens in the game are big and easy to handle, so you can leave your tweezers out of this one. I will say however that I don’t think the different properties of the units really add anything to the gameplay, it mostly just slows the game down and forces you to deal with calculations and with extra charts to figure out battle resolutions.

I know its a historical war game design tradition to use chits with detailed information on them to represent historically accurate values for the grander goal of historical simulation, but C: RvsG is really not a historical simulation and the units are so marginally different that it really makes no difference at all to the outcome of the game. A lot of design weight with little payoff here.

Whether a tribe has a 4 or 5 strength made no difference, the vast majority of the units had a move of 3 and a battle rating of 1. In the end, the game would have been much simpler if all of this micro chrome was removed and you had basic stats for each unit type (tribes, Roman legions) and cut out the DRM charts for a simpler battle resolution system. I know this is a historical wargaming tradition, but this is not a historical simulation game and this negligible sacrifice would have done wonders to expediting gameplay and making this game more approachable and table friendly. The tokens are unnecessarily busy as a result, it forces you to do a lot of stack peeking and makes accessing the board state more tedious again with virtually no payoff for the effort.

The rulebook is full color and very well written, this game is a snap to learn with a really good play example that clarifies the game well beyond necessity which is greatly appreciated.

I was quite disappointed not to find more information about the theme and history in this rulebook. Caesar’s campaign in Gaul is a fascinating narrative and since so much of this game’s gameplay logic is driven by this history, not including a good write-up as a reference for what the game is based on actually hurts it a great deal. Sure we all have the internet, but this game really needs players to connect the mechanics to the story else it’s easy to come to the wrong conclusions about the decisions in the design, in particular the way the game is balanced.

The component quality here is top-notch, I docked the score a little just to encourage GMT games and remind them that they publish historical war games. I found it odd that they stuck to their historical war game roots in the component design in particular the “chit tokens” where it gave very little payout to do so, yet omitted any real mention of the historical context of the game where its absence really hurts the chances of players understanding the “why” of the design which is so important here.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros:  A really nice connection between mechanics and theme, just the right amount of historical reference without sacraficing gameplay.

Cons: Unescessary granuality in certain places that adds little to the games theme or gameplay but come at the high price of increasing complexity and playtime significantly.

The historical theme in C: RvG shines through in the gameplay even if none of the material included in the game actually explains what this history is about. This might or might not create a dilemma for you as you play, if you know and understand this history then the theme will click, if you do not and you don’t take the time to discover it on your own, you might find the game quite disconnected and perhaps even abstract.

The Theme in C: RvG shines through in two unique ways. On the one hand is the history itself which is built into the procedures, mechanics, cards and general gameplay. On the other is the theme of a big historical figure, Caesar, with his overwhelming force fighting against the scrappy underdog, the Gaulic tribes. This David vs. Goliath tone shines through in the gameplay and you really have this sense of one player representing “The Empire” and the other “The Rebellion”. I think in fairness, C: RvG is less a historical simulation and more a thematic representation of Caesar’s campaign, but I think this works to the benefit not the detriment of the game.

Regardless of which part of these two cores you hang your hat on, the game has a very immediate and present personality. These are two very asymmetrical sides that play wildly differently and require very different strategies while also creating definitively different sensations for the players depending on which side you command.

As the Roman player you have a major advantage on the battlefield thanks in no small part to the leadership of Caesar himself which you are almost certainly going to identify as the “you” in this game and his elite legions which combined give you this wonderful sensation of power and control. Wherever you send Caesar and his forces, your opponent is going to be scrambling and most likely running scared and for good reason, the Gaul have little to no chance of standing up to you.

Playing as the Romans you are going to define how the story of this game plays out, what the focus of the game will be and where the important historical events of your game will take place.

As the Gaul player you are mostly just trying to survive and slowly spread your influence into the flanks of the overwhelming Roman forces hoping to expose weaknesses. In many ways you are looking for the Roman player to make a mistake, to spread himself a bit thin, to leave some part of their holdings exposed and striking when the opportunity comes. Fortunately for the Gaul, It is almost mandatory for Caesar to take risks if he has any hope of scoring the needed victory points as the Roman player has some pretty difficult-to achieve victory conditions. It isn’t a question of if the opportunities present themselves, but how well you leverage them when they do.

This theme is not only historically valid but the sensation very vivid. You are going to experience this game on a personal level, Caesar isn’t just your “leader”, he is definitely you. The same is true of the Gaulic tribes, when they get subjugated by the Romans, it stings, you are going to want payback.

Resources on both sides are going to be unpredictable and they come in the form of cards you draw. I’m not sure how much historical validity there is in the cards themselves, I would say they are more thematic than they are historical. They are called events, and some do have some links to history but these cards are more of an expression of the theme and period than they are of specific people, places and actual events in most places.

With cards like “Veni Vidi Vici” and “Glory and Liberty”, they are clearly meant to bring out the sensation of the theme more than act as a representation of anything historically specific. There is no flavor text or historical references on the cards either so any link you make to the history here is abstracted at best. Again here having a more detailed level of understanding of the history can help you make the connections and I would encourage any players to seek these details out on there, it’s worth the effort.

Dropping cards like Glory & Liberty, The Reach of Rome or Constant As The Northern Star at the right time has devastating consequences for your opponent, but timing is everything and the temptation to just use the action points is unrelenting. This game leaves you feeling like you always wish you could do more with a turn of play.

Some might find issues with that, I did not. The theme even in historical games does not need to always be about simulation and I’m glad it is not in this case. When you play “The Reach of Rome” it makes you feel powerful, it expresses the game’s narrative and articulates the event in story terms even if there is no real association to an actual historical event.

The historical simulation here is generally quite light even when it does appear in the game. Winter for example is something you have to contend with. The German migration, the arrival of Vercingetorix, dealing with supply lines, and appeasing the politics of Rome are all parts of the game that connect with the historical realities of the period and act as representations of the simulation of history.

I’m not sure historical wargamers are going to feel this is enough of a link to appease their appetite for historical gaming, but like Twilight Struggle, Washington’s War and Imperial Struggle, CDG’s in this genre are usually more focused on bringing satisfying gameplay in a thematic rich game, not necessarily on forcing historical accuracy or bringing simulation to the table. This is why some of these games cross over and gain more general acceptance from the gaming community outside of the niche historical war game market. For better or worse Caesar: Rome vs. Gaul, takes this approach and though I think the theme here is rich, full of flavor and exciting, a historical simulation this game is not.

What I loved about my experience with C: RvG is that the core story comes across. If you read the history about this period and then play the game, you are going to make the connection and cross the narrative bridge. It’s not a replication of the history, but it certainly nails the spirit of the themes behind it creating an engrossing and highly addictive game that will have you talking about the events of your game as if they were in fact historical events. For me personally, that is the definition of nailing it as far as themes go, historical simulation be damned!

My only complaint here which ties into the components and mechanics as well is that the designer reached out for historical simulation granularity in some places like the design of the units (chits) around which the combat system is created. Each Gaulic tribe for example has a historically accurate name and their historical strength is estimated.

This creates unnecessary complexity to which you would really need to dive pretty deep into personal exploration of the history before any of it would have any relevance to you. I could understand adding such details in a hex and counter style historical war game where battles and war are center stage, but in a game this abstract, such details don’t add anything to the theme or narrative of the game. The difference between these units are also so minor that they actually matter very little to the outcome of the battles or game in general. All you get for your trouble is a much slower resolution with much busier-looking tokens that require extra explanation and increase the general complexity of the game. I think had this been simplified the game would have a dramatically reduced playtime that would be calculated in hours.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  A tried and true formula for a CDG that creates a game with a ton of potential that will get you excited.

Cons: Its a bit long.  Some players will not appriciate this games unique approach to balance.

When I first learned the rules for Caesar: Rome vs. Gaul the amount of potential I saw had me really excited. The rules were intuitive, there were some really great design decisions that were going to make this one a lot easier to absorb and honestly, one of the best rulebooks I have read in a while, I read it once and went into the example play session with confidence.

There is a lot to love in this game mechanically in particular in the elegance of the actions you can take on your turn which have a simple pecking order that very quickly get you from “how do I play” to “what do I want to achieve”.

Each round you play a card and execute it for the event or the action. Even though you have 8 cards in your hand, the cards that are not in the color of your faction are simply operations points. Unlike games like Twilight Struggle, you don’t have to worry about the impact of playing the other factions card as there is none. The event cards you have become what you build your strategy around and the way the cards are worded, what each card does, is both clear in language and purpose with rare exceptions.

The effects of events vary but they are usually an extension or some sort of play on the actions you take when spending operation/action points. There are unique events of course and they vary in size and scope, but when you are looking through your hand of cards it’s not particularly difficult to understand their purpose in the game. Simply put, you will catch on quickly.

Generally, the game revolves around 2 core gameplay elements. Moving armies around to put them in favorable strategic positions and putting out and flipping influence markers to gain dominance in the many provinces in the game. Rome has a particular interest in this as the domination of provinces is a key path to scoring points. As the Gaulic player, you are naturally trying to keep up and block dominance if you can, but you are also trying to block the path of the Roman expansion and/or slipping behind enemy lines to cause trouble so it’s not always just about getting dominance yourself.

One important rule is that the Gaul player can put their influence tokens anywhere in Gaul, they do not need to build connections and maintaining supply lines is very easy for them as they have strongholds scattered around the map to where they can trace their supply lines.

The Roman player, however, must maintain connections when placing the influence tokens unless an army is present hence they either place them where their armies are positioned or connected to an existing influence token. The Roman player will also at the end of every round winter their combat units, which mechanically amounts to spreading them out on the map. In the conclusion of a round, they get an influence marker in each neutral location where their armies are stationed giving them a kind of influence explosion at the end of each round of play.

Its also important to note that military units can remove influence tokens on the map by using 2 movement points, so as an army walks over an influence token they can spend their MP’s to eliminate an opposing token. In this way, the Romans also have an advantage as Caesar’s army has 5 movement points compared to the typical 3 movement points of Gaul tribes.

The rules for this unique asymmetrical mini-game do not exactly have an equilibrium in how it all plays out. I don’t want to claim it’s unbalanced, because the balance of the game is on a higher level that goes beyond this mini-game, but the Roman player will typically end up with more influence on the board than the Gaul player at the end of a round. The position of these tokens however is far more important than the count and so the strategy here is really about play and counterplay, but the Gaul player must do their diligence in these exchanges.

Now the issue for the Roman player is that despite all of these mechanical advantages in getting influence out on the board and removing enemy influence, the Gaul player has a clear tilt in their favor in this game. The main reason here is that Caesar has a lot more to do with his armies than simply walk around the map killing tribal armies and flipping influence tokens. Performing these duties will score him points, but you still lose the game unless you score exactly 12 and there simply isn’t enough points to score through a combination of domination of provinces and destroying tribes to win. You will eventually have to perform one or potentially both of the big military campaigns into Germania and/or Britannia in order to win.

As such you need to move your main army up north leaving all of Rome lightly defended giving your opponent an opportunity to reign havoc. When people on the BBG forums complain about the balance of this game, its this very aspect of the game to which they are referring and though I think I disagree with the term unbalanced as I believe the difficulty of this challenge is intentional in the core design and thematic premise of the game, I do get the argument.

The reality is that most games will be won by Gaul, this is not a terribly fair competition as the Roman player is the one that has to create a winning condition for themselves, the Gauls technically start the game off already winning and they will win the game unless the Roman player can match Caesars brilliant historical success.

The complexity of the strategic discussion about how to win as Rome in C: RvG is not lost on me, it’s a subject of much debate on the BBG forums and these discussions are spawned from the begrudging complaints about lack of balance in the game.

There is a lot more going on in this game, too much to really evaluate every detail but what I like is that most of the procedural stuff has historical context, is mechanically straightforward and gives the game added flavor.

Having to roll to see if Caesar shows up on time to continue his campaign in Gaul may seem arbitrary but is actually historically accurate as Caesar was sometimes delayed in Rome after the winter no thanks to wine and women I would imagine.

The way Roman soldiers would boldly spread out deep in Gaul territory during winter when they set up camp was historically true, Caesar liked to send a message to the Gauls showing them how little he feared and respected them as a threat. This mechanic has the desired effect of intimidation because the Gaul player will find himself losing territory each round in a way he can do little about.

The way tribal armies are subjugated as towns are taken over by overwhelming forces, resulting later in rebellions that Ceaser would have to put down is also a historically accurate feature. This is handled by the submitted box mechanic where units are placed temporarily and the revolt mechanic the Gaul player can trigger to put them back into play. If this is well-timed it can have a significant outcome on the game and even produce some fascinating historical results as these things did actually happen.

All of these details do a lot to enhance the historical connection to the game but more importantly, all of these mechanics have an impact on the results of the game and create notable events and changes in the situation on the board that keep you focused on strategy. These mechanics create memorable moments and really service the enjoyment of the game.

One key drawback of the game is that it’s just a bit too long. The box says 3 hours, I’m averaging about 4 to 4.5 and a game could easily be 2 hours with some very minor streamlining to the design. In some places, it’s just a bit overcooked, in particular in how combat units are designed and how combat works. It’s just a lot of unnecessary mathematics and granularity that adds very little to the theme, strategy, or general gameplay. It has the feeling of a captcha login that requires you to play a find waldo game to prove you are human. I get what it’s trying to achieve, but it’s just mostly annoying and gets in your way of what you are actually trying to do and I’m not entirely sure it serves any purpose beyond that.

I had my ups and downs in the assessment of this game, but running through it six times at this point both solo and against opponents, I still feel compelled to have another go so it must be doing something right. The gameplay in C: RvG creates tension, feels like you are making meaningful strategic choices and you can trace your decisions to success and failures you had in any given game. In my book those are all elements for which this game should be praised.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tile: christmas_starchristmas_star

Pros: Exciting gameplay will drive your addicition to pull this one out repeatedly.

Cons: The length of the game and watching Rome get crushed repeatedly might be seen as a challenge or a balance problem which challenges the longevity of the game.

One of the biggest weaknesses of C: RvG is that at its core, one faction (The Gauls) is going to have a much easier time winning than the other (Rome). After playing this game more than half a dozen times no one I have played with nor myself, have been able to produce a Roman victory. At one point I had played the game five times and introduced a player who had never heard of the game and despite a first-time play he still mostly crushed me as the Gauls.

My initial impressions of the game were very good, this was an exciting and very clever game mechanic that really does a great job of enticing you to play, but once you make this ugly discovery, the competitive joy turns into a pretty frustrating and rather boring experience. It isn’t until you recognize that as a game, this is a feature, not a flaw, that it redeems itself.

This is a game about Caesar, about his exploits, and only by making it a real challenge, ensuring that a victory as Caesar has weight and is something to be proud of, would this game have the legs that it does. If it was easy to win as Caesar, or even if the game was really well balanced, I’m not sure I would still be trying to figure it out today, I think it would already be sitting on my shelf as a puzzle solved collecting dust. It’s this challenging strategic puzzle that has me wanting to play it again.

C: RvG’s approach to balance is unique but addictive and I love the fact that the learning curve is quite low given how robust the strategic depth is.

Sadly, I don’t think everyone will have that epiphany, in fact judging by the comments on BBG forums, I’m fairly certain most do not. This leaves the question of whether or not this game has legs with or without this sudden realization and acceptance.

The short answer is, not really. Unless you can accept this fundamental design idea and appreciate it for what it is, this game is going to feel like an unbalanced game where whoever plays Gaul will probably win and that won’t be fun and you won’t be tempted to keep playing.

For me this makes rating the longevity of this game difficult because I had my moment of revelation, so I’m excited to have another go, I’m an eager beaver ready to face getting crushed as the Roman in hopes of finding that rare path to victory. I recognize however that this will be hit or miss with gamers, not everyone will find joy in this approach to balance.

I split the difference and gave this one 3 stars.

Conclusion

Caesar: Rome vs. Gaul is a great entry into the CDG genre of games for me, but I can really see why it might not be for everyone given its quasi intentionally imbalanced gameplay and the truth is that my initial experience with the game was pulling me into that negative space as well. I stuck with it and found myself challenged and engaged to try to find a solution, a story some of my opponents shared with me so I don’t think I stand alone in this.

Caesar: Rome v. Gaul poses a question, can you be as successful as Caesar was historically? The answer is yes you can, but it’s hard as hell and you are going to lose a lot while you try. I can see how crushing your opponent repeatedly as the Gauls might get boring but I think the intent of the game is that players swap sides and each have a go at this prize.

I would however argue that it’s not easy to win as the Gauls either, I mean, I haven’t seen a Roman victory yet, but I play with very competent gamers and every opponent I had pointed out that, they could see some of the advantages they had in this game, but there were plenty of times in the course of play that they were strategically stumped and could see their victory slipping through their fingers. I didn’t hear any complaints that it was boring to play the Gauls from my opponents and though I kind of felt that way the first time I played them, I think this stems from the fact that playing as Caesar has a lot to it, so your first showing may not be terribly impressive.

Personally, I really enjoyed the Roman spin on the genre and I found this game to be very approachable and easy to teach which is a big bonus. As a comparison, I put this game somewhere between Washington’s War and Twilight Struggle on the complexity scale. It’s closer to Washington’s War in its approachability and ease of learning, but with a bit more complex card play though not quite as in-depth as Twilight Struggle.

You can argue that the execution of balance could have been more fine-tuned and I could understand such an argument, but for me this game finds a home on my shelf, In particular given I have multiple requests in my queue from friends who want to have another go at this one.

I recommend this one with explicit caution about the way this game is balanced, hopefully, I have illustrated this unique setup in this review so you know what you are walking into. For me personally, this is a great game, it’s a keeper.

Peloponnesian War by GMT Games 2019

Designer: Mark Herman

Both Mark Herman as a designer and GMT games as a publisher have become regular sightings on my gaming table for the past couple of years. As I add my 6th GMT game and my 3rd Mark Herman design to my shelf I can’t help but point out that all of these games fall into the must-own, most highly rated parts of my collection. One hit after another both GMT games and Mark Herman can do no wrong as far as I’m concerned.

Peloponnesian War tackles the classic Greek war between Athens and her allies in the Delian League and Sparta and her allies in the Peloponnesian Confederacy between years 431-402 BC. Now if that doesn’t ring a bell and you have only the vaguest idea of what I’m talking about, don’t fret, you aren’t the only person who had better things to do in history class than pay attention. Everything I knew about the Greeks, Athens and Sparta I learned from movies like The 300 and Troy when I started with this game. I did not walk into this one with some sort of affection for the period or any clue what it was about. I picked this game up because it was a solo game, a Mark Herman design, and a GMT publishing. That was reason enough for me. Regarding the subject matter, I just kept an open mind and dived in. Historical war games are about discovering what you are interested, not making assumptions about what you are not.

Still, like all of Mark Herman’s historical war games, him being a historian and expert in the subject, he provides you within the confines of this game a wonderful history lesson and so when you are done playing this game you will know far more than before you started.

Peloponnesian War has a reputation as being a highly complex solo game with a steep learning curve and a very high level of challenge. Even Mark Herman mentioned in an interview that despite being the designer and fan himself, has a losing record in the game.

Simultaneously intimidated and excited, I enter the world of the ancient greeks… THIS … IS… SPARTA!

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.55 out 5) Great Game!

Peloponnesian War has the look of a traditional point-to-point strategic war game with a large map, chit tokens for units, dice, and a very procedural structure with lots of phases that drive the gameplay along one step at a time all in an effort to bring historical simulation to the table. This assessment tells only part of the story however because while it is definitely a deep, meaningful historical war game, casual players need not apply, it prioritizes the story of the period and events of the setting over the minutia of historical war game mechanics. In a sense, it’s a game about broad strokes so that the narrative and history rises above the typical chart-based hex and counter historical simulation specifics.

The feel of the game I think will break expectations for historical war game fans mechanically as it’s equipped with a number of unique properties that really diverge from other war games you might have played before. This should not be a surprise to anyone in the hobby given the designer is quite famous for leading rather than following, but this particular game is so unique that using common game referencing like “it’s like X game” is simply not possible here. This may ultimatetly be a good or a bad thing.

For example, being a solo game you are playing against the AI, a fairly standard approach, but one core feature of the game is at different points there is a possibility that you will switch sides, taking over one of the two nations at war with each other (Athens and Sparta). This means that all of the progress in the war, all of the success you have had, even if you potentially brought the game to the brink of a victorious conclusion thanks to a well thought out strategy, it is all handed over to the AI and you are given the terrible situation you have created yourself to deal with. This very traumatic twist creates a unique atmosphere in the game that demands a completely different approach to the concepts of winning and strategy. You want to do well, but not so well that if you switch sides you won’t have an alternative path to victory when you take over for your current opponent. It really is a fascinating concept, unlike anything I have experienced before and dare I say, brilliant. In fact, so brilliant, after having played with this mechanic I’m actually shocked it hasn’t become a staple of solo game design as it solves a major problem solo games have which is providing players with the type of challenge only a human opponent can provide.

Peloponnesian War’s scope is quite wide and zoomed out. Being a game about broad strokes, big plays, and important events means control is intentionally hindered in many ways. In the course of a single round, sweeping changes may take place on the board and while you make the decisions on this grand scale, your ability to control these events, in particular, the outcomes is quite minimal. You can put the pieces together, formulate a plan but in a sense, the execution of that plan is not going to be followed to the letter as you might want it to be. This feature of the game takes some getting used to.

For example, when you give an army instructions to attack and besiege a city 20 spaces away as part of a brilliant strategic move, there may be several routes the army can use to get there. Some of the routes may be tactically smarter and perfectly safe, while others are fraught with danger and risk of being intercepted and destroyed by enemy forces. You do not get to pick your route, this is left to random chance presumably reflecting the absence of intelligence in the period and the idea that you are the leader of the nation giving orders, not the commander leading the troops. This lack of true control means the game is often very chaotic, sometimes the plans go off without a hitch just as you intended, other times the route taken leads to disaster leaving you to deal with the fallout.

This lack of control is a staple of this game, as a player, you are a sort of a god-like entity that offers guidance to the nation you lead, but in the end, the commanders and armies you instruct have a will of their own. The output is the narrative, the story of the history you are playing a role in creating but often simply sitting back and enjoying as a spectator nodding in approval or shaking your head in dismay. The fact that you sometimes switch allegiances gives you a kind of unique ownership of this entire narrative. You see the game from an unusual perspective because while you care what happens to Athens since you currently represent them, you are also deeply concerned for your opponent, Sparta, because next round you might be forced to switch and they may be yours to lead.

A common sight for a historical war gamer, map, dice, rulebook, chits and chit cup. It looks like a duck, but it certainly does not quak like one.

Don’t let any of this broad strokes and lack of control talk fool you however, this game is deeply cemented with real historical gaming, Mark is no slouch in ensuring that the granularity of events of this period are all here both mechanically infused in the gameplay and through the usage of actual event tables on which you will roll as time passes. I’m no expert in the subject so I can’t exactly tell you why King Sitalces of Thrace changing sides is an important feature of the games events nor why there are so many allied Athens units stacked in the city of Larisa, but I can say all of these things have a considerable impact on the strategy you will employ and the outcome of the game you might have.

All of this culminates into a unique gaming experience that is Peloponnesian War, a game of broad strategic decisions in an ancient period of land and naval warfare, fraught with traumatic and often unpredictable events with an uncanny ability to provide you with deep and meaningful historical connections.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: A typical GMT production which is code for “knocked it out of the park.”

Cons: You would have to be a pretty petty person to find a problem here.

I’m going to keep this short, GMT made this game so you know that the quality of the components is tough to beat, in particular in the historical war game market.

The gorgeous mounted map is cotton candy for the eyes, the tokens are perfectly aligned, sturdy and well-illustrated, the player aids are all well designed and on good stock paper.

The rulebook is well written and concise, making it easy to learn from, reference and follow during gameplay all done in a nice logical order. The playbook is excellent with very thoughtful examples that cover most situations you may find yourself in during play. The game comes with a number of unique scenarios including the full campaign and there is a well-written strategic overview of the entire war provided in the playbook that gives you a great starting point and context for the history.

I tried to come up with something to complain about to make this section a more interesting read but GMT kicks ass and takes names in the component department. They get their usual 5-star rating. They are as dependable as a German train schedule!

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  A wonderful execution of theme that brings the history to life in coordination with the mechanics ensuring the history matters.

Cons: The switching side mechanics are not going to be everyone’s bag and infiltrate the narrative in your head, I say here and now, you will either love it or hate it.

While theme in most historical war games is vital, in Peloponnesian War and really any ancients game it can be hard to convey a sense of time and place given the rather rudimentary and sometimes hard to imagine way in which war was fought not to mention how critical the politics and logistics of war were to the effort. You certainly can and must abstract much of the detail here if you are intent on including everything that was historically relevant to the period, but simultaneously the game must be fun and playable. The connection between theme, history and the game mechanics needed to be quite tight, a little too much of one and not enough of the other, and suddenly the game stops making sense. I’m happy to report that in Peloponnesian War, this balance is struck quite flawlessly resulting in a deep and rewarding historically accurate theme.

The Peloponnesian War in general was a unique conflict in that it was fought between one nation (Athens) which was a major naval power and the other a major land power (Sparta). This conflict was further complicated by the fact that Greece and the surrounding landscape are a mixture of critically positioned city-states spread out over many coastal areas and islands. The Peloponnesian War map does a great job of giving this part of the world personality. When you first look at it your eyes will bug out, but after a few plays of this game, you will be dreaming about opening moves due to the brevity of possibilities, all in line with the core historical theme of the game.

This map is big and busy, but unlike so many historical war games I have played with big maps, there is very little space wasted here. Depending on events and circumstances, any part of this map might become important.

The fact that you have this naval power vs. land power in conflict creates a unique strategic problem where one side could decisively win every naval engagement and raid coastal cities unopposed, while the other could do the same on land with little resistance. It really explains why Athens built the long wall of Athens for example, without it the Spartans would probably have little trouble just marching in and sacking the city. Suffices to say many details like this are included in the mechanics to make sure the logic of the history and its relevance is reflected in the gameplay, while simultaneously balancing the game so that you feel this struggle.

The situation is further complicated by the politics of the era, various betrayals, rebellions, personalities and political upheavals that all crept up on the greeks in this period. Again, this needed to be included not only for historical accuracy and context but to shake up gameplay and bring the theme to life. Much of the heavy lifting here is done through the events table on which you roll between rounds, but there are also other subtle historical realities built into some of the exception mechanics like the handling of Syracuse, the importance of keeping trade routes open to Byzantine or like the rebellion mechanics just to name few. None of these exceptions complicate learning or running the game as they are simple to implement, but they infuse the game with historical accuracy and force you to deal with the same problems both Athenians and Spartans had to contend with during this period.

Finally, there was the general logistics of ancient warfare, it was both an expensive and complex matter to field an army requiring a great deal of coordination and leadership. It is a key feature of the historical theme here that balancing the books really meant the difference between victory and defeat. Moving units is expensive and if you don’t have the cash, raising levies is impossible. Except of course for Spartans that fight as a way of life, ready to go into the field in the name of Sparta. All these finer historical points find their way into Peloponnesian War making the game feel alive and creating this exciting historical narrative, but again always infusing the mechanical hardship on you that will drive decisions.

To gaming fans, historical or otherwise what I can say about Peloponnesian War’s theme is that it shines through at every turn. You can read the historical outline in the back of the playbook and find yourself experiencing those historical stories in the game as you play it. I don’t think from a thematic perspective you could ask for more out of a boardgame. It fires on all pistons and nails the history square in the chin.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star 

Pros: Highly dynamic full of very difficult gameplay challenges makes this game a serious addicition you will have trouble shaking.

Cons: This design breaks expectations and traditions fearlessly, the result may be too much of a departure for historical war gamers who are this games only identifiable audiance.  The movement mechanic is really fiddly.

The word on the street about Peloponnesian War is that its mechanical complexity was quite high and I recall being a little intimated even though the box proclaims it a medium weight 6 out of 10 on GMT’s complexity scale. Having learned and played the game several times, I think GMT judges this game quite well. It is fairly complex and there is quite a bit to learn but it’s not the monster it’s made out to be. I would not recommend it for casual gamers or even those outside of the hobby as a first go at historical wargaming, but for those of us used to the structure of historical war game rules, this one is not going to stump you.

Peloponnesian War is a very procedural game and really if there is anything difficult about moving through these steps it’s understanding their impact, the cause and effect of the actions you take during the decision points of the game and how that alters what happens during the more automated steps that you walk through. It can take a bit of time to fully grasp.

This is the part that is going to be challenging, though I don’t consider it a “learning the complexity of the rules” challenge as these steps are easy to execute, but rather a “depth of the strategy in the game” challenge. This game can feel on the surface, at least at first, to have rather simple decision points, but there are many layers here that are interconnected and if you want to be successful at the game you really need to have a good grasp of these connections.

The first two games I played of Peloponnesian War I lost the game with 0-10 points and that is assuming you aren’t counting negative scores because in that case, I was like -100 points. Getting your head around the strategy actually requires you to understand both the mechanics and the actual history really well which is both brilliant and exciting that this connection is so tight.

In Peloponnesian War most of the phases of the game are quite fixed and are largely about resolving the decisions you made during the most important phase of the game (The Operations Phase).

In the operation phase the only decision you are making is which objective you want to claim (which city-state to attack essentially) and how you assemble the army prior to the attack. Your leader moves around the board picking up military units and when your army is the size you want, you move towards the objective either besieging a city or attacking an opposing army.

This simple decision however is complicated in a number of unpredictable ways that create all of the risk vs. reward in the game because of how this game responds to your actions.

For starters, your army can be intercepted by the opponent many times before you get to your target, hell even before you are done assembling your army. Different units have different rules for interception (Hoplites, Calvary and Naval units). It would be easy to avoid these interceptions if you had full control over the route your armies take, but you do not. The route you must take is always the shortest route to your destination and if there is more than one shortest route you roll dice to randomly determine which one your army will take. This is a feature not a problem with the game, you have to contend with the will of your commanders.

Any destination you choose for your army is going to have multiple paths to get their which will be determined randomly with a die roll. This absence of control may frustrate more tactically minded players.

These interceptions, however, are not 100% reliable either, it is pretty much a 50-50 shot that you are intercepted by any skirmish force and it doesn’t mean your army will be stopped even if intercepted. A skirmish takes place which might result in some minor loses but your army will keep moving unless this skirmish escalates to a battle and you lose that battle. If you win, you keep moving anyway.

This means that as your army moves to its destination which notably could be anywhere on the board as their are no movement limits (a turn is a representation of 2 years of time) there is a risk of interceptions, skirmishes, and even full battles.

Clever fans have created a routing tool which faucilitates the often fiddly random determination of routes. You can find it here Route Finder, It really helps speed up gameplay.

This is where much of the strategy takes place because setting up these interception spots is the only method of controlling and preventing your opponent from getting where they need to be. Key city-states on the map are choke points and in a historically accurate fashion, these places become vital to your strategy. Corinth, Thebes, Piraeus and Byzanthium, all names you might have heard mentioned in the history of this period are critical places you will be keeping a close eye on and fighting over often.

This is only the tip of the strategic iceberg here because while the area control element of Peloponnesian War creates deep and meaningful contemplation, it isn’t as simple as deciding where to put your units.

Athens and Sparta are asymmetrical nations, their positions, strengths and ultimately routes to victory are quite different. What you can do with each is limited really by their unique circumstances, benefits and drawbacks. Certainly, you can say the game is simple, find a way to siege and conquer the opposing nation’s capital but as was the case in real history here, the goal is much easier to express than is to achieve it.

For the Spartans to besiege and conquer Athens is virtually impossible, in fact, all sieges automatically fail due to The Long Wall of Athens. This wall that connects Athens to Piraeus (a coastal city) means Athens can indefinitely hold out when sieged as long as they can maintain a trade route to Byzantium. Naturally, you might think that it’s then as simple as besieging Byzantium but for the Spartans this is not easy as the Athenians is a naval power and Byzantium can only be reached by sea. Since Athens controls the seas such an endeavor is unlikely to succeed in particular since the AI’s defense strategy will kick in and make that a priority to defend.

Its no great wall of china, but the long wall of Athens gave the Athenians an unbreakable defense. Before you can siege Athens successfully you will need to remove this advantage.

This is just one example of the strategic problems you face when playing the Spartans, but illustrates how the game mechanic is in perfect harmony with the historical realities and noteably how the AI is just clever enough so that it responds appropriatetly to your actions.

The Athenians don’t have an easy go either. The Spartans are a land power, they can not only bring far larger numbers to any land battle, but are considerably better warriors in the field so even a small force of Spartans can whoop a larger force of Athenians in the field.

The Spartans don’t have long walls, but they don’t need them as Sparta is nestled in a land space not accessible via the coast rendering Athenian naval power meaningless in any attempt to conquer it. This means that in order for the Athenians to conquer Sparta they have to win an unwinnable land battle!

What this all boils down to is that neither side has the option for a quick victory, they must first change the circumstances of the advantages that the opposing nation has. As a player, you must weaken your opponent by leveraging your advantage (Naval or Land power as the case may be) and grind them down so that an opportunity opens up for that big push against their capital.

There are a number of ways as a player you can do this. Raiding your opponents unprotected city-states which at any given moment are going to be most of them. Causing rebellions and helping them spread will widdle down their strength as well. Creating choke points that will halt the opposing army’s movement and circumvent their efforts to do the same to you. Finally going after your opponent’s source of income will also slowly bring them down.

The Athenians coastal raiding can chip away at Spartan Bellicosity, but beware, as is historically accurate, after the inevitable armestice that will likely appear in your game at some point, the Spartans will get some naval power of their own.

There are also a number of special rebellion triggers for both nations, the Athenians are a bit more suseptable as the Delian League is a bit more fragile, but the effects of such rebellions are also less impactful. The Spartan Helot Rebellion is much harder to trigger, but the consquences are devistating. Certainly both are goals for you if you really want to hit the opponent where it hurts.

The issue of managing your strategy well however is far more complex than simply coming up with a good military plan not only because at any point you might need to switch sides.

Each nation has a two very important properties called Bellicosity and Strategy Confidence Index, two scary sounding words with simple meaning behind them.

Bellicosity is a nations will to fight, in role-playing terms, their hit points. Once a nation is at 0 Bellicosity at the end of a turn they surrender and the game is over. The Strategy Confidence Index is a measure of how well the nation is doing in the current turn, this number can be positive or negative. This property goes up when you win battles/sieges and down if you lose. The SCI affects the Bellicosity at the end of each round, raising it or lowering.

These two properties are linked and part of the gamist element of Peloponnesian War, unquestionably the key to a winning strategy. Understanding how and why is a critical part of the game, but it’s the mechanics surrounding these two properties where I think some historical war gamers might see a serious problem with the game.

Each nations strategy matrix is used to track the various properties for the nation, which includes the AI strategic decision making plan. I don’t talk much about the AI in the review because it is a very simple system and not your true enemy… in case you’re wondering, you are the actual enemy AI in this game.

The important piece of the puzzle to know here is that in order for you to win (as a player) you must score at least 150 victory points. It doesn’t actually matter which nation is defeated in the story of your game per say, dropping your opponent to 0 Bellicosity doesn’t mean you’ve won the game, it simply means the game ends. You win if you have 150 victory points in that moment, else you lose regardless of which nation wins the actual war.

Each nations Strategy Confidence Index at the end of each turn will raise or reduce each nations Bellicosity, which means that if you are winning battles with one nation, the other nations will to fight is reduced, but because Bellicosity is more a timer for the end game condition rather than a victory condition, unless you have scored sufficient points, crushing your opponent could mean you are rushing to an end game condition which will result in you losing the game anyway.

As such, a big part of the meta strategy of the game is controlling these properties, trying to create the conditions in the game regardless of which nation you are running that will result in the game ending when you have 150 victory points. I say meta strategy because this part of the game has virtually nothing to do with the historical element of the Peloponnesian War or your strategy on the map or success with running any particular nation. You are trying to earn victory points and you have to do it in a fashion that doesn’t end the game prematurely. Their is a kind of equallibrium you must maintain and your strategy goes beyond that of a historical conflict and its more about manipulating the game to ensure you, not Athens or Sparta, come out on top.

In a way you can say that as a player you don’t care who wins or loses the war, you care about your scoring conditions. Now one important additional point here is that if you force a nation to surrender you do score some bonus points, but the value of these points is based on how quickly you did it. You earn 200 points divided by the number of game turns it took for you to make that happen. So if you force a surrender of a nation in turn 3 for example you would score 67 points (rounding up). That may be enough to bring your total to 150 points and you could potentially win, but if the game goes long, say 8 rounds you would only earn 25 points, not likely to put you over the top. As such, winning quickly and effectively with one nation might be a good strategy, but if it fails, you might have weakened the oppossing nation so much that when you switch (a very likely occurrence if you are very successful with a nation) you might have defeated yourself!

Now if your doing math and you know there is a maximum of 10 turns in the game and you must score 150 points, you can roughly calculate that you will need to win 15 battles/sieges since each battle earns you 10 points. The issue is that when you lose a battle or siege you lose 15 points. So for every 2 battles you lose you have to win 3 battles to make up the points.

Suffices to say, if the nation your running is forced to surrender, the likelihood of you winning is pretty slim, so you still need to end the game by ensuring the nation your running is victorious. Its not an absolute necessity, you win if you have 150 points either way, but its hard to put numbers like that on the board without those end game bonus points. The fact that you risk switching sides by winning battles and raising your current nations SCI which acts as a modifier to the roll to determine if you switch… Well, lets just say that shit gets pretty bloody complicated and I realize as I attempt to explain all this I am probably confusing you more than helping you understand. All I can say is that Its a brilliant mechanism that will have you scratching your head trapped in an infinite state of analysis paralysis. To me, the mark of a great game.

Personally I absolutely love this aspect of Peloponnesian War, to me, its what makes this such a great game. That said I can totally understand how a historical war gamer, accustomed to playing a game that rewards military strategy and tactics exclusively might see this meta, gamist approach and element as a major flaw of the game. I would warn anyone considering Peloponnesian War to really consider if that sort of mechanic works for them. It is in fact a common complaint about the game in reviews and the merits of this meta mechanism is often debated on BBG. I do understand both side of this debate and I would argue that this structure and mechanism is what makes this game absolutely brilliant, but certainly very non-traditional.

There are many awesome solo games that follow traditions and meet expectations like Enemy Action: Ardennes for example which also include exciting and unusual mechanics. Being traditional yet fresh is not mutually exclusive. Peloponnesian War however is a pretty big departure from such traditions, enough so that it may be a problem for some historical war gamers.

I haven’t touched much upon the gameplay differences in the various added scenarios of the game nor the two player variant which I’m yet to try. In fairness, to me those things are just bonuses, remove them and my opinion or this review would not change one bit. I will say that expanded content like this is appreciated and one day Im sure to get to it, but I play this game for the main campaign. I have completed a total of 4 games before writing this review, enough to form an opinion and write the review but not even close to enough to put it on the shelf. In fact as I write this review the game is setup behind me on my hobby table and frankly I rather be playing it than writing this article!

Replayability and Longevity

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Pros: The dynamic nature of the game creates a wide variation of challenges that keeps you coming back for more.

Cons: The high difficulty of the game might be a turn off for some and replayability really hinges on your affection for some of the unusual mechanics and approach this game requires.

Historical war games very often have a limited shelf life because they are built around very specific starting conditions and the dynamics are often limited to preserve the historical context of the game. Peloponnesian War does not suffer from that even though the main campaign does in fact have a fixed historically accurate start.

The game is simply to dynamic, a single activation in the operation phase can have lasting effects that echo all the way to the last turn of the game. The events are randomly generated and the order in which they appear has huge impact on the outcome of the game, but perhaps above all else is that the side switching mechanic can completetly alter what happens because you as a player are going to influence the game far more dramatically than the actual AI.

This game I believe will have very good longevity, its both addicitive, challenging and narrative. I’m not sure which of those properties I appreciate more. I do believe however that not everyone is going to find themselves as enthralled by Peloponnesian War like I have been. There are some pretty unique elements to this game that put it in a class of its own and such breaking of tradition I think will be rejected by some players.

Once your familiar with the game you might seek out other players to learn about their experiences which further reveals just how dynamic this game is. I look at this situation and all I have to say is… how the hell did that happen!

Historical war game fans looking for a traditional war game in the Peloponnesian War era should know that traditional is not how I would describe this game at all and if that is what you are looking for, one play of this and you are going to wonder what all the fuss is about. It takes an open mind to like this game, a willingness to accept it as a game, less so as a simulation even though it does a great job as a simulation, its just that it does it in a way you are probobly not expecting or accustomed to.

The replayability of this game hinges on your excitement to try to solve this complicated meta puzzle of switching sides, scoring points and dealing with the asymetrical nations. That may feel a bit distant from more traditional historical simulations in which the gameplay is strictly about the simulation itself.

The game is also brutally difficult, if the designer of the game can’t play it well enough to have a winning record, it is unlikely you will either, so be prepared to lose a lot. I’m 4 games in and I haven’t even come close yet.

Conclusion

What I’m going to say in this conclusion now is going to be the most controversial and contradictory thing I have ever said in a review but here goes. This is one of the best solo games I have ever played, I fell in love with this concept almost instantly and I think it’s just pure genius. Mark Hermans approach to game design just speaks to me and though most would argue that Empire of the Sun is his masterpiece, a claim I have made myself in the past, I honestly think Peloponnesian War might actually be his Mona Lisa.

That said, I struggle with the idea of recommending this game to historical war gamers, though strangely enough I would not recommend it to Euro gamers, Ameritrash gamers, casual dabblers or any other “grouping” of gamers you could think of.

This game strays a bit too far outside of the box of standard historical war game design and expectations. It spits in the eye of tradition and established nuances. It is its own thing, a white elephant living in a space outside of the norm. There are players who are going to love this game and you might be one of them, but I honestly don’t know how to categorize this game in a way that would allow me to target a specific group of players or a specific style of game and say “this is for you”. The fact that I think it’s brilliant is not going to change the reality that many gamers will play this game and simply not get it and I get that, I understand why that might happen with this game.

All I can say is that its a risk that you might not enjoy this game despite the fact that to me personally its a bloody revelation. Its games like this that keep me coming back to this hobby again and again. As a board game fan I want something that surprises me and does something unique, this is why I’m constantly buying and trying new games. It doesn’t happen often but every once in a while a game like Peloponnesian War comes along and just blows me away and reminds me why I love this hobby. You might share that reflection if you try it, or you might not.

I thought long and hard about this conclusion as I find it to be kind of unfair to the reader and so I fall back to my general advice about the board gaming hobby. Explore… that is what this hobby is all about. If this game intrigues you, don’t over think it, buy it and give it a try.