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!
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: (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: Tilt:
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: Tilt:
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: Tilt:
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: Tile:
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.
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:Â (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:Â Tilt:Â
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:Â Tilt:Â
Pros:Â 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:Â Tilt:Â Â
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
Score:Â Tile:Â
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.
Originally released in 1986, Railways & Robber Barons by Francis Tresham is more than just a classic, it’s a game with a Mono Lisa-like legendary status in the board gaming world. That said, for anyone who has ever actually seen the Mona Lisa in person, you were probably surprised to find out it’s actually a tiny painting perhaps not living up entirely to the namesake of one of the most well-known paintings in the art world. Now I’m not saying that 1830 is or isn’t a good game with that statement, I guess what I’m saying is that like the Mona Lisa, a painting like any other, 1830 is a board game like any other. Much of the hype, applauding and mystique surrounding this classic game and the 18XX series it spawned is driven by a kind of mythological stature given to and built up by its fan base. At some point however you sit down to play it and you come to the stark realization that this is an economic train game and though it comes with a lot of hype by the community that adores it giving it that cult classic status, it really is just one game in a sea of games.
For me personally, 1830 falls into the nostalgic classic category as a game, I’m reviewing it now because I have recently introduced it to my gaming group and I like to do reviews when a game is fresh in my mind, but the truth is that I have spent quite a few hours, decades ago, hunched over this one even before the Mayfair reprint (using the old Avalon Hill version). Suffice it to say, back in the day, I loved playing this one and I can understand the communities affection for 1830 Railways & Robber Barons.
As I look at 1830 today however I look at it with decades of board gaming experiences, with a more critical eye and a higher understanding of game design and perhaps more modern expectations. That means this old classic is getting reviewed in the backdrop of the modern board gaming era, so the question here really is, does this classic still hold up today!?
Overview
Final Score: (3.9 out 5) Great Score!
In 1830 Railways & Robber Barons, as the title suggests players take on the roles of fat cats from the 1830’s who are running railway companies in a cut-throat competition to make the most money. Manipulating stock markets, building railways, trains and train stations, players are essentially building up companies so that their stock shares payout, stocks being the primary source of earnings in the game. In this process, players are buying low and selling high, trying to stick it to each other guy through pretty cruelly ruthless methods like stock dumping to make company values drop as they exit investments and seek out new ventures and many other “business transactions” that raise many ethical question marks about the very nature of capitalism.
This is a tough game with quite a few pretty mean-spirited take that moves that are made by players as they maneuver their investments around the stock market trying to leverage their winnings while torpedoing the earnings of others. The game is very much about timing as you can imagine, getting in and out at the right time, often coming down to a kind of game of chicken between players to see who will make the big plays and when. Much of the game is about controlling turn order in the stock round where the really big plays actually take place and trying to control the speed at which new trains enter the game resulting in older trains “rusting” (leaving play) which in turn creates horrific consequences for companies using aging trains. The whole experience is truly brutal, it’s the sort of game that I think really requires a very particular group who can take that cruelty with a light-hearted approach rather than getting upset.
It’s also a very long game and though I would not call the mechanics complicated, the strategies involved most certainly hit that high-level veteran style of game, not for the faint of heart. You can expect a typical game to exceed 6 hours pretty routinely.
The question here however is, does all that translate to being a good game? What I can say is that to me and my friends, games with a sharper edge like this, where we can really stick it to each other tend to make a really great impression with us. This is the sort of gaming we like, betrayal games are always popular in my gaming group, games like Game Of Thrones the board game is a huge hit with us predominantly because of the way you can really screw each other over so yeah, for a group like ours this one fits like a glove. We also have no issue pulling an 8-hour session to play a game, we do it routinely, we make the time for good games and so again, the length here is not an issue for me. I don’t negatively judge games that are intentionally long for being long, it is what it is.
This is a very intimidating looking game, the map is busy, there is a lot going on here but it really is not difficult to get your head around, its far simpler than it looks.
All that said, I would definitely say that this is not a game that will speak to the typical gaming group of the modern era. By modern standards, this game will be seen as “complex” mechanically, way too vicious and way too long even for the most patient of groups. This is, however, my review and I’m judging it based on my own standards here so as you read this review, remember, who the audience is, really matters here. You have to like long, complex and mean-spirited games to like this one, if that doesn’t sound like you, this should be a really hard pass. If that sort of thing is music to your ears, however, you’re in for a real treat because frankly, this is an absolutely astonishingly amazing game and I can fully understand why it has this legendary classic game status, it earns it tenfold!
Components
Score: Tilt:
Pros: Very pretty, big visual improvement over the Avalon Hill version, good quality components typical for GMT games.
Cons: Misprints & pretty poor manual detract from the experience. The use of paper money makes the game unplayable requiring you to seek out an alternative.
I remember the Avalon Hill version of this game and all I can say is that I personally, with zero artistic ability and an ink printer, I could create a vastly superior product than Avalon Hill managed back in the day. I mean the Avalon Hill version looked like a really shitty prototype on its best day.
This pretty ugly Avalon Hill version would be outright rejected by modern standards, but surprisingly much of the 18xx community stands behind this old school look and its still a sought after version of the game.
Seeing 1830 by Mayfair bring the production level to modern standards is an absolute delight and they have done a fantastic job with the components here for the most part, both preserving the very important visual queues and functional approach the game needs while offering tons of extras based on years of player feedback and wrapping the whole thing up with beautiful art. Unfortunately there are some chinks in the armor and though no game is perfect, its a tragedy when you have to reference an old version of the game to get the correct information about its deluxe reprint.
The hard-mounted two-sided board is gorgeous with perfectly executed organization and iconography that really helps to both smooth gameplay and initial teaching of the game with the most important information/reminders on the board itself. The mounted board is two-sided because it includes the classic 1830 map of the original game and on the other side an expanded version of the map for a larger and more varied game. This is absolutely fantastic in particular in combination with all the different variants for the game that includes a wide range of unique tiles and alternative setups to give you a tremendous amount to explore and ways you can customize your experience.
The card stock is firm and artistic, with a glossy finish making the handling of stock certificates a pleasure. The tokens and tiles are on firm cardboard made to last. It’s worth noting that the tiles are all two-sided as well with the new Mayfair art on one side and the old Avalon Hill art on the other. I don’t know exactly why they would want to preserve the old Avalon Hill art as it’s really generic and boring, but I imagine perhaps it’s because some old-school fans might be used to it I guess and prefer it. It doesn’t negatively affect the game in any way so it’s a none issue for me. My issue is that there are a number of errors in the reprinted tiles, nothing that ruins the experience, but its hard to imagine when you have a correct version of the games tiles in the original, how you could print the wrong tiles in the reprint, its kind of sloppy especially given this games nearly $100 price tag.
The corporate cards are also of good stock with a nice mat finish and everything fits neatly into the box. Again, I have to complain, two of the corporate cards have misprints that actually mislead you into thinking they have 3 stations when they actually only have 2. A foolish blunder that caused me to have to research why I have 2 station tokens for a corporation that claims to have 3 stations on the card. Turns out its just a misprint, again, very sloppy for such an expensive game.
Finally and it’s a really big one is the use of paper money in the game. This is a game where you manipulate money constantly, making change and making payouts, simply and frankly put you can’t play this game with the paper money included, it’s just, utterly unmanageable. Quite literally with the use of paper money, this game will take 12+ hours to complete and half that time will do nothing but fumble about with paper money. This is a real black mark against the game, but it’s one the community has generally fixed for themselves as it’s an issue with all 18xx games. The community consensus is that Poker Chips should be used and after doing just that I agree whole heartedly. The use of poker chips not only makes exchanging and paying out money very fast and hassle-free, but it feels great at the table. Of course, I can’t give 1830 credit for this as poker chips are not included, but all I can say, either get poker chips with this game or don’t get this game at all. With paper money this game is unplayable. It is not a great look for a $100 dollar game to be completely unplayable with the components included, requiring an upgrade to components on top of your initial purchase.
While their is a classic quality about the use of paper money and it looks nice on the table, in practice this is a very difficult, I would argue unmanageable way to play the game. It sucks up waaaay to much time. You need poker chips!
I could complain about a rulebook here as well because it’s not entirely clear or particularly well written. It makes a lot of sense once you learn the game so in hindsight, it’s a great reference for the rules, but in practical terms even understanding something as simple as the sequence of play is poorly explained. There are also a number of very misleading rules that you will discover are actually quite different from the original game and its unclear whether this is intentional or if it is just poorly worded in the Mayfair version. Research revealed the latter.
I would use an online tutorial or have someone teach you this game because while the rules are actually quite intuitive once you understand them, the rulebook seems to be written with the assumption that you already know how to play, a tragic state that seems to plague all the 18xx games. Its a bit strange, but generally not great even though it’s a nice rulebook in terms of quality of print.
All and all, in terms of quality its a mixed bag here. Generally the components themselves are of very good quality, and very pretty but between some of the very obvious misprints, a rather confusing manual and the paper money this is a game that is going to make you work a lot harder than you should have to, to get to the table, especially for a $100 game, I’m being very generous with 3 stars for this one.
Theme
Score: Tilt:
Pros: Great execution on the theme combines perfectly with the gameplay.
Cons: The early-mid game excitment is in stark contrast to the slow and almost unbearably boring end game.
If you know anything about economics and in particular about the economics of the 1830’s which I imagine isn’t going to include too many people, this game actually is spot on thematically. I mean it covers all of the really nasty economic tricks pulled by these unscrupulous businessman of the early 19th century as well as the issues of railway construction and company management. It’s all very intuitive from a gameplay perspective however so knowledge of the historical foundation here is completely unnecessary which I consider a major plus but I would imagine anyone with an economics degree is going to do a hell of a lot better in this game than those without one. I would argue that when you play this game, you can take just about any mechanic in the game and explain why its there due to the theme and that just feels great.
Historical relevance aside, thematically this game is about buying and selling stocks, managing railway companies, building railways, and trying to find those perfect train routes and all of these things are not only handled with relatively simple mechanics but there are constant carrots in front of you that are both engaging and exciting. It’s a beautiful thing to see you predict what will happen to a company a few turns from now and leverage that knowledge and watch it payout or dump stock at the right time to watch an opponent’s company unravel at the seams. It’s mean-spirited that is for sure, but this too is part of the theme here, you’re meant to be these rather unethical cut-throat businessmen and this game gives you a real sense of that. In fact, the experience is almost surreal and really makes you question the whole concept of capitalism as many of the nasty activities reflected in 1830 are very much part of modern world economics.
In the 80’s and 90’s you didn’t see very many board games become PC games, but 1830 was just popular enough to get a digital version. Its aged quite poorly, but if you can deal with the graphics, this old dos game version does a decent job of being a near direct translation of the game.
The game makes you feel like greedy businessmen and you are rewarded for your greed, it’s a brutish game, but that is the world 1830 represents and thematically it nails it!
If I have any complaints is that the games exciting core gameplay does not extend to the end game. It starts out as this action packed stock trading, business management game where players are making big plays, taking risks, speculating, just in general fully engaged but the game ends in a rather slow moving and very boring end game where all you do is run train routes until the bank runs out of money. There is a real stark contrast between early to mid game and the end game. The latter being rather anti-climatic to such a degree that the community uses spreadsheets and other aids to help expedite this boring end game. You might think this complaint belongs in the Gameplay section, but it actually hurts the theme a lot more in my opinion. You go from being cut-throat Robber Barons fighting for every dollar you make, to effectively becoming a lifeless administrators managing spreadsheets. It sucks all the energy out of the room.
Gameplay
Score: Tilt:
Pros: A deep well of strategic gameplay, combined with highly addictive and dynamic mechanics makes this one hard to put down.
Cons: The game slows down over time until it comes to a near grinding a routinely boring halt.
1830’s Gameplay I would categorize as moderately complex and its strategically quite demanding. That said its intuitive and much of the gameplay feels natural, easy to get used to. Still playing the game requires a pretty high level of concentration, a lot of foresight and an intricate understanding of every single mechanic in the game and while there aren’t a lot of mechanics to learn, the impact of these mechanics can be deceptivly important, things that seem very innocent are actually quite crucial and not everyone is going to pick it all up on their first go.
There is good reason why this game and game genre (the 18xx series of games) have become a sort of lifestyle game sub-genre in board gaming because you really can spend an enormous amount of time and energy analyzing what is really going on in this game. There are so many unique and interesting puzzles to unravel here that I don’t think it would be possible for me to really do the game justice in a review while keeping the review reasonably readable to explain it all, but perhaps I can illustrate with some smaller examples of what I mean here.
One of the things you do in this game is buy stock. Each company that someone buys a president share (the first stock in the company) gets to set a price for that company. When 60% of the shares of a company are sold to players the company “floats” and begins to operate in the operating round which is a complex way of saying that it has the potential to start making money (building tracks, buying trains, running trains etc..).
When that first president share is bought it seems like a very simple matter. After all, players are here to buy and sell a stock, it seems like a thing to do. The meaning behind this and the consequences for this action however will echo throughout the game from that point forward. Which company was chosen has an immense impact on how the game will unfold. The price set for that company has an enormous impact on the game, when the company floats and which players buy into it by picking up shares and how those shares are distributed among the players is all of critical importance. Understanding why these things are important would require countless pages of text, but what I’m trying to illustrate here is that the game is afoot almost immediately with what appears to be largely a trivial action. A player buys 1 stock and it triggers countless events in the present and in the future of the game that might very well define the entire direction of that game.
1830 revolves around the stock market and players will give this silly little table a tremendous amount of their attention. Buy low, sell high is a lot more complicated than it sounds.
One good example of what can happen is that a player sets a high price. When a player does that it means that when the company does float it will have a lot of capital to spend on building it up as how much cash a company gets when it launches is based on its initial stock price. If the share price is high however which means that investing in it drains more of player cash, if its low it means more people might see it as a great opportunity creating many investors. But in either case, depending on the circumstances at the table it has the potential for being both a big payout or a big disaster. What if you buy into the company and it doesn’t float. Now you have money invested in a company that is doing nothing for a round, already you are falling behind compared to players who have floated companies that will make money. If the company does float what if that player intentionally tanks the company because he is setting himself up for a different investment down the line, or what if that player uses one of the tricks like selling of a private company to the railroad company to pull cash out and then sells all his shares tanking the share price and leaving you with a company that has no money to spend.
So much can happen from such a little event like buying a stock and this is where the gameplay of the game really shines, where you are rewarded for clever decisions and making smart plays and the wonderful thing is that your reward is more money, fuel for making even bigger plays in the future.
But what if you fall behind, are you out? Not at all and this is the other great thing about 1830. You can go from rags to riches pretty quick, just buy some stock in a new company, build it up and start over. There is a limit to how many times you can really fail, but suffice to say, one setback isn’t the end of the world and inevitably you will suffer some in the course of a game, there are always routes to success you just have to be clever enough to find them.
Stocks are your investment, but they run the risk of being both your path to victory or road to ruin. Cash is king but cash does nothing until you invest it somewhere to make it grow.
I’m sure this is all very confusing when talking about a game you don’t know the rules for, but the main thing I’m trying to illustrate here is that I can talk about the game without explaining the rules and the terminology and the economic concepts are actually quite literal translations of the real thing. Buy low, sell high, invest in good companies, watch for unscrupulous activities in which players intentionally bankrupt companies and try to sink you with them. These things from an economics standpoint, have some universal understanding and when teaching the game you can speak about it in these terms and most players will understand, while the mechanics that govern this are relatively straightforward and naturally intuitive.
The other big play element beyond stock trading and stock market manipulation happens in the operating round. Here players manage companies that have been “floated” (60% of the stock shares bought by players). Each round players lay track, build stations, buy trains and run their trains. This sometimes feels like mini game in 1830 because while its a very critical part of the game, defining which companies are successful and which are failures, its usually not the focus of players attentions. What players are really looking for is to determine what the intentions of a player is with a company.
On the surface, its obvious that the most invested player will want to have a successful company so that dividends pay out and they make money. There is a lot of deception here however because it is not too uncommon for players to build up companies with bigger and more devious plans in mind. Its a funny thing that happens at the table because everyone is watching the person operating a company like a hawk, but they aren’t really watching what he does with the company but trying to read between the lines.
There are also some pretty nasty tricks that can be pulled in the operating round when it comes to laying track and building stations. Companies can block each other with tracks and stations, very rapidly turning a high profit company into a dumpster fire waiting to happen. Even nastier still is the train “rusting”. Each acting company has the opportunity to buy trains, but when certain trains are purchased, old trains become obsolete and are removed from play. This can and often does result in some companies having no trains and because its a requirement for all operating companies to have trains, those that find themselves without must replace them. If a company can’t afford the newly available trains which are always more expensive then the last generation of trains, the CEO (Biggest stock holder in the company) becomes financial responsible to replace the trains, meaning he may have to use their own money.
When this happens their can be terrible consquences, players can even go bankrupt if they can’t afford to replace a train. Suffices to say, avoiding this situation is on everyone’s mind as is trying to force that situation on people. The brutality of such a move is less likely in 2-3 player games, but in 4-6 player games, not only is this likely to happen to people but its almost a certainty. As such, a case can be made that 1830 plays best at 4 to 6 players because you really want this arch in your game, its exciting, its brutal and creates amazing table tension.
There is so much more to say about the gameplay in 1830, what I offer here are just some of the highlights but really this is a game where every action, every bought and sold stock, every lay of a track.. really anything players do changes the lay of the land and has players wrestling with decisions. 1830 has amazing table present once everyone really understands the nuances at the table and though it may take a game or two to get everyone truly vested, when you have a table full of players that all understand the subtleties of this game it really is an absolutely amazing gaming experience.
Now I mentioned the end game issue in 1830 in the theme section so I won’t harp on it too much here, but, yes of course, a slow, boring and rather anti-climatic ending of a game is never a good thing and I’m going to charge 1830 here as well.
There are solutions to this of course, one very obvious one is to play with a smaller sized bank, the less money the bank has the faster this end game will come. My friends and I however have experimented with some of the variants the Mayfair version of 1830 comes with and there are actually quite a few really good ones that help to both expedite the game in general but also make the end game at least a little bit more exciting. Its not exactly a fix, but I would encourage anyone who enjoys the game and finds themselves with the same complain to really take a look at the variants section of the rulebook. There is some really good stuff their and many ways that you can customize your experience.
Replay-ability and Longevity
Score: Tilt:
Pros: Endless replayability and longevity proven by over 3 decades of continued “In Print” state, not to mention the spawning of an entire genre of 18xx games.
Cons: The only problem will be your addiction to buying more 18xx games, they aren’t cheap.
I’m going to make this very short and sweet. This game was published in 1986 and its still in print today and has become the founding father of what is effectively an entire genre in board gaming (the 18xx’s series). It would be insane for anyone to claim this game is anything but immortal in terms of replayability and longevity. This is a lifestyle game and while I won’t argue that it’s a lifestyle for everyone, for those that fall into it, it is an unlimited well of experiences expanded by a huge library of offshoots, variants and based on games in the 18xx series. You can’t ask for more longevity then the likes of 1830!
There are many games in the 18xx series and a wide range of guides on how to approach this genre. I say forgo all that and start with 1830, not necessarily because the others aren’t good, because they are.. but 1830 in the end I think is the best of the bunch.
Conclusion
1830 Railways and Robber Barons is a hallmark game, an example of what happens when a brilliant and passionate designer takes their time creating something truly magical. 1830’s status as a cult classic is well deserved and though it is not a flawless beast and certainly is not going to be for everyone, if you fall into this well you aren’t likely ever to claw your way out. 1830 and really the whole 18xx series becomes an addiction and while we are here to review 1830, it really is just the tip of the iceberg into a much larger and fascinating side trek into the world of board gaming.
I’m a fan, I love it and there are already a number of 18xx games on my shelf and each one is as unique and interesting as the next. 1830 is the core of this series however and while the consensus from the community is that 1830 is not a good place to start with the 18xx series I actually disagree. I find this one very palatable and much easier to teach than the rulebook suggests and learning from a teacher worlds apart from trying to do it from the manual. I recommend you find someone who already knows how to play, this makes a world of difference.
Flaws and misprints aside, this is a gem with some rough edges, approach with caution, but from one gamer to another, 1830 Railways & Robber Barons comes highly recommended.
While the year is certainly not over, given that everyone is frantically shopping for Christmas presents I thought it prudent to create a list to help potential shoppers out. Here you will find the best games I have played in 2021 and though, I make the disclaimer that some of these games have been released a bit prior to 2021 so it’s not exactly the best of 2021 but more like the best I played in 2021 with Christmas gifts in mind.
In either case, if you are shopping for a boardgame fan, these 5 games come highly recommended!
5. Great Western Trail (2nd edition)
New art, same game, Great Western Trail remains on my “play often” list and for good reason, it’s one of the best Euro games in the market today.
While the 1st edition of this game was released back in 2016 and strictly speaking very little has changed between the 1st and 2nd edition, I still felt it prudent to put this one on this list not only because it remains one of my favorite games to play with my daughter (14) but because it’s such an amazingly unique and fun game.
This new version is largely a cosmetic upgrade, is even prettier than the original if you can imagine that and comes with a few organizational bits that make setup and takedown a little quicker.
Overall Great Western Trail is kind of a uniquely designed game which makes it hard to compare with other games, but it has a very simple to grasp turn progression (you move a little meep each round on a track) so its a very easy game to grasp conceptually while the action spaces, the bread, and butter of the game create a highly cerebral strategic board game that can be played repeatedly with new experiences emerging every time.
Fantastic game that plays up to 4 players, but works great with 2 or 3. It’s just long enough to make an exciting board game evening with the family while short enough to not overstay its welcome. I have had a lot of fun with this one, makes a great Christmas present in the next level family game category, though it should be noted that there are a lot of rules in the game so I would not categorize it as a beginner game, this is more for that board gaming family who is already accustomed to playing modern euro games. Not for the Monopoly-RISK crowd, it’s a notch or two above that.
4. Vampire The Masquerade: Vendetta
In my humble opinion, the single best board game based on the world of darkness franchise and that is saying a lot as their are quite a few contenders.
My gaming group and I discovered this little gem during our yearly board gaming retreat and it stuck the landing like a pro with us. This rather simple card game falls into the “look them in the eyes” category of gaming as it’s really more of a game of bluffing, counter-bluffing and bluffing the bluff… point is there is a lot of bluffing.
Simple rules and premise, this is a game about using little to gain a lot by using human psychology of people against them. Each round players compete in a fictional world in which vampires rule cities as secret societies based on the classic tabletop RPG Vampire The Masquerade.
Naturally being a fan of the tabletop RPG is a huge boon here but even if you have never heard of the World of Darkness this is actually just a fantastic game in its own right and stands on its own. I would argue it actually makes for a great family game because it really is simple to teach and learn, while being very replayable and competitive, while remaining pretty short game, averaging around 30-45 minutes tops.
Great Christmas present if you want to surprise a boardgamer with something really unique this year.
3. Talisman
This stone-cold classic belongs on the shelf of every family board game collection along side Monopoly, RISK and Checkers!
The classic adventure game was released all the way back 1983, yet remains in print today and is every bit as fun as it always has been. I always say that if you have kids between the ages of 8-15 and don’t already own a copy of Talisman, this is a very easy decision. Far more interesting than the Monopolies of the world for a family game night, yet, so simple that rules explanation fits on a napkin.
These ultra-simple rules make this an adventure game that never seems to wear out its welcome with the board gaming world. In its 4th iteration, this latest edition still available today uses most of the original art retaining its retro feel for long-time fans, while still gorgeous laid out on the table for today’s standards.
Inspiring fantasy stories, the recognizable cast of characters with any generation and a sense of ownership and self-built into the game that draws players in as they struggle against the game itself while in competition with each other.
The great thing is that if you find it lands well and becomes a family favorite, it’s infinitely expandable which means every year for Christmas you can by any one of a dozen expansions that can create new experiences.
If you are looking for a great family boardgame this Christmas, Talisman has you covered.
2. Imperial Struggle
Without question my single favorite 2 player historical game knocking out its predecessor Twilight Struggle from the spot.
Ok this one is not for the family, this is a gift you buy for a purist board gamer with a love for history, in particular, if you enjoy games like Twilight Struggle or other 2 player competitive strategy games with a lot of depth.
Imperial Struggle for me personally is the unquestionable king of 2021, it absolutely blew me away and skyrocketed into my top 10 best games of all time like gangbusters!
There is so much to love in this complex strategy game for 2 players based on the historical conflict between Britain and France in the 18th-century colonial period. Yes, it’s heavy, complex, deep and can be quite lengthy (in the 3-4 hour range) but boy do I adore this game.
Of all the games I play this is the one I look forward to the most, it’s a true well of strategy, creating endless opportunities to fine-tune your game while at the same time the game is incredibly dynamic so there are no routines here like their often were in Twilight Struggle its predecessor.
If you have a gamer buddy who loves historical games, this is an auto-buy. It is a modern interpretation of chess if you ask me, the perfect 2 player strategy game.
1. Dune Imperium
No if, and or buts about it, this is the single best board game that came out in 2021!
Before I wrote a single word for this article I knew that Dune Imperium would be my no. 1 on this list and unless you have been living under a board gaming rock you already know that Dune Imperium IS the game of the year in 2021.
Dune is effectively a fine-tuning of 2 core game mechanics that have swept the board gaming space for the last decade, worker placement and dynamic deck building. It marries the two mechanics in a perfect union, layering it with an amazing science-fiction theme just in time to support the newly released feature film.
This infinitely replayable game is tightly woven which means that every game is going to come down to the wire, it requires deep planning, dynamic thinking and calculated risk-taking. Like all good Euro games there is very little luck involved and each time you play this game you will discover new strategies and opportunities that you will want to explore the next time you play.
The game is gorgeous on the table, very easy to teach and learn while offering wildly different experiences depending on how many players are sitting at the table. Weirdly while the experiences are different depending on player count, I can’t say that one is better than the other. Each brings something different to the table, requiring adjustment to strategies and approaches.
Super fun to play, love this one!
Honorable Metions
There were a few games I played this year that easily could have made this list if I expanded it to a top 10 or 15, so as an added bonus here I will throw out a few more gift ideas.
Vampire The Masquerade: Heritage: This was a really great legacy game based on the Vampire The Masquerade tabletop RPG. It requires a dedicated group to play it over time, but mechanically it’s full of surprises and true to its source material tells a great story of the world of darkness. Fantastic game, but definitely requires a regular group to really get the most out of it.
I’m not huge on legacy games but if any game will sell you on the concept it will be this one.
The Crew: Quest for Planet Nine: This cooperative trick-taking game falls into the puzzle category in a weird way. Essentially players are given missions that ask them to clear the board in a certain order and with specific instructions and the trick to the game is that players must communicate non-verbally through their actions while attempting to coordinate. Tricky but super fun game, great for the family.
It comes with 50 missions, each harder than the next and while the game starts out relatively simple, it becomes a real challenge in later stages making it a great game to learn together as a team.
Tapestry: While the rules of this civilization builder are simple, the strategy goes so deep it makes your brain explode all over the table. The paralysis analysis in this game is almost painful, but the game is just so good. I mean I find it difficult to recommend as a family game as it’s just a tad too much and it is a pretty long game, so it definitely falls to the hardened veteran crowd, but I haven’t played a game this good in years and it seems to have largely fallen under the radar. This game belongs in the top 10 board games on the geek, at 242 as of this writing it is criminally underrated.
It’s a civilization-building game but not in the Sid Meiers tradition, but more like a Euro version of the concept.