It’s been a while since I have done an On The Table article, but it’s not because I’m not playing games, it’s BECAUSE I’m busy playing games.
I cover two months this time, and there is plenty to discuss.
Great Western Trail
While dubbed a heavy Euro game, while there is a lot going on and the strategy goes deep, it’s surprisingly easy to get into.
My experience with Great Western Trail has been a rather turbulent one. When I first reviewed the game back in 2017 I’m not sure I painted an entirely flattering picture of the game scoring it at 3.1 in my review, giving it weak scores in the area of Theme and average scores in Gameplay. Looking back at that review, I can say here and now that I think this game deserved a little bit better.
For starters, I think it captures the theme of being a rancher driving cattle quite well though the theme here is really not a critical component of enjoyment of the game. I also criticized the game for lacking interaction and while the game doesn’t have “take that” mechanics, the obstructions of buildings, the race along the rail lines, and the forced actions to player actions is a constant in the game. In the end it is a lot more interactive once you play the game at a higher skill level where those sorts of elements (obstruction in particular) become quite critical to winning the game.
I initially got back into this game because of my daughter, but ultimately I spent a great deal of time playing Great Western Trail on BoardGameArena.com, a site where you can play both the 1st and 2nd editions of the game including the expansions.
Now personally I own the 1st edition and have played enough of 2nd edition to say plainly I think they got it right the first time. The 1st edition of the game is a bit harsher and it was clear that in 2nd edition they softened things up a bit. There are only slight changes but most of the changes make the game in a sense, a bit easier on the players.
The cities where you place your round tokens which represent locations you have delivered to are less penalizing, while the bandit track (formally known as the Indian track in 1st edition) doesn’t have any penalties either when claiming the tokens. The new and adjusted buildings in 2nd edition are also a lot more generous.
Regardless, 1st or 2nd edition, Great Western Trail is a really amazing strategic game that takes planning, resource management and clever maneuvering to come out on top. It’s a challenging game that really delivers a great victory point salad without overburdening you with tons of options with one always being an obvious and really only good one. Every choice you make in Great Western Trail means you have to give something else up, so it’s always a decision between many great choices and your decision ultimately rests on your long-term strategy, while very often being driven by your desire to outpace or obstruct your opponent’s efforts.
I play Great Western Trail games several times a week and have become quite competitive at it and despite repeated plays I’m still discovering new strategies and finding clever ways to improve old ones.
Fantastic game, and comes highly recommended by me.
Caesar: Rome vs. Gaul
Caesar: Rome vs. Gaul has proven to not only be a great strategy game in the CDG influence control genre but has deepened my love for historical war games in general.
I had two separate opportunities to play Caesar: Rome vs. Gaul and my opinion of the game has only improved with additional plays since I originally reviewed the game back last February. The game even made my Top 20 list for 2022, sitting very comfortably in the number 5 spot.
What does that mean? Well simply put, I love this game and for so many reasons.
For starters, it’s infinitely replayable which I honestly didn’t think would be the case given the very static starting setup and the very firm goals of Caesar in particular who has a very clear set of tasks to accomplish each game. This is a card game however and from this are born all of the dynamics and nuances of play that really re-write the circumstances with each game and though the first round might be a bit “standard” as players are likely to have their favorite opening moves, like chess, that does not result in a repetitive game at all.
Caesar is really a game of chicken and pushes your luck in a lot of the strategy that ultimately plays out. Caesar and his powerful army can easily crush any Gaul opposition well into the late game and while mobile, the map is just big enough that obvious gaps in defenses are exposed when he leaves the safety of Provincia.
As such a big part of the strategy for the Roman player is to know exactly when and for how long Caesar’s army can leave his supply lines exposed.
For the Gaul player its an entirely different game. There is less precision and a lot more gambling, as well as the constant need to put influence pressure on the Rome player to keep him concerned about what is happening on the board. Left unchecked, the Gauls explode in the late game and can even become strong enough to oppose Caesar himself in the final rounds.
The game has great tension, and relatively simple rules, it looks amazing on the table despite the use of chits (notably this is a game that deserves some pimping) and above all else it has that “let’s setup again” feeling to it.
Absolutely adore this game though it is not my favorite CDG Influence Control game, that honor falls to Imperial Struggle, but this game doesn’t play second fiddle, it really is its own thing and happily shares a shelf with Imperial Struggle in my humble opinion.
A must-have for CDG Influence Control fans and especially those that have a love for Roman History!
Game of Thrones: Hand of the King
A quick and thinky filler with a fun theme.
This silly little abstract game has virtually nothing to do with Game of Thrones beyond familiar art and names and has been a hit with my family, in particular, my daughter over the course of the last year. It hits our table regularly and is always a must-bring on any outing that might offer an opportunity to steal a few minutes to play a game.
It’s a simple game of collecting cards of the major Game of Thrones houses represented by characters from the Song of Ice and Fire story. Nothing too fancy, it only takes 10-15 minutes to play but it is a bit think, definitely a little puzzle to solve here but there are some take that cards in the game which create some rivalries at the table and it even has some occasional teamwork triggered when one player is getting ahead. Very tight game, rarely does anyone win until the final moments which gives the game a sense of urgency.
All and all for such a simple and fast game it is a lot of fun. Usually, we end up playing 2-3 rounds every time it comes out. If you’re looking for a great group filler that works one on one, this is a great one.
My City
The only legacy game I ever finished and would happily have a second go at.
I’m not big on legacy games, in fact, to date with this one exception they have all been disappointments and not because I didn’t like the game, but because I never get the chance to play out the entire legacy. Legacy games seem to wear out their welcome before they are done and are regulated to the classic “One of these days we need to finish X game” conversations; eternal. I’m looking at you Vampire: The Masquerade – Heritage!
My City is different because not only is a great game, but it’s pretty fast, the legacy adaptation is pretty simple to understand so you don’t have to re-learn the game after each play and you can usually sit down and play 3-4 games in under an hour so you kind of zip through it. In fact, you kind of wish it was a bit shorter, although when the legacy game is done you are left with the core game which in on itself is actually quite fun. Since my daughter and I play it just the two of us and it’s a four-player legacy game, we actually run through it twice with the same set though the game is so cheap that it’s no problem to buy a second copy if you want to do a second run through.
Really enjoyed this one, so far as legacy games go this is the only one that I have actually finished and without feeling like I have to “suffer” to get to the end.
Age of Civilization
A Civilization building filler? Yes please!
Age of Civilization is what I like to call a micro version of Through The Ages even though the two have little more in common than a theme.
This is a simple and fast-moving card game where players are moving through time and taking one of three actions per round available for any given period. There is war, there are civilizations with special powers, and it’s a point grab to a rapidly approaching ending. A Civilization building game in under 15 minutes! I don’t know if anyone asked for that, but they made it and frankly, it’s just short enough not to wear out it’s welcome and it does tickle that Sid Meier Civilization G-spot.
It actually reminded me a little bit of Nations: The Dice Game which I actually think is one of the best Civilization building game fillers on the market today, but this one is actually even faster!
This little gem is a blast from the past, I actually used to play this one daily online for months and its big brother Nations is an awesome game in its own right.
I like it enough to play it for free on BoardGameArena.com and if it was available I would buy it but this Kick-Starter went fast and seems to have disappeared from the marketplace.
A Feast for Odin
The jury is still out on this one, my initial experience I would describe as “confusing”.
I played a “learning” game of A Feast For Odin and oh boy is this a mind-fuck of a beast. I mean I don’t want to say anything negative about it, learning experiences are not a good basis for reviews and frankly 90% of the time playing this game for the first time I had no idea what was going on.
Part puzzler, part worker placement game, part resource management…. and a whole bunch of other stuff. There is a lot going on in this game, just the amount of worker placement options is mind-boggling and man is it unforgiving. You place one thing in the wrong place and you can potentially screw yourself for the entire game.
All I’m going to say at this point is that it certainly piqued my curiosity, I will definitely be getting this one to the table again but I have to say it might be a bit much for a Euro game. I mean I get it, it’s for Mega-Euro fans that want some meat on the bones, the Terra Mystica crowd as I like to call them, but for me, the fun bit of a Euro game is that they are short and thinky. The longer heavier stuff tends not to be my thing in the Euro-Game scene even though big epic board games are definitely my thing. I need theme and player interaction however for long games to stick the landing. This one felt a bit like we were all playing a solo game, the bulk of the interaction was in stealing each other’s worker placement spots.
We’ll see how it goes, but at least unlike Terra Mystica which left a pretty poor impression on me, I recall my conclusion to Terra Mystica review was …and I quote “The entire game just felt like I was waiting for a dentist appointment, I was neither enjoying my wait nor looking forward to my turn, I just wanted the whole mess to be behind me.”
Over-hyped and overrated snooze-fest not worthy of your shelf space or table time. There are far better-cube-pushing Euros out there. Perhaps Feast For Odin will be one of them.
This one fared quite a bit better, but it’s on my “try again and see” list.
Ark Nova
I did not care for this game one bit, long, ugly with stock photography as its primary art asset and a complete absence of any meaningful interaction between players.
I’m going to take a lot of shit for this one given its high status on BoardGameGeek, sitting pretty in the number 4 spot but…. god I hated it.
This was just a pointless game of collecting and trying to house animals which as a theme in on itself was not terrible but you had to look at this really crap stock photography the entire time and the game was just way too long. It says 90 to 150 minutes, you can safely double that. This is a 3-4 hour game that really just doesn’t have the nuts to warrant table time with virtually zero interaction between players.
I don’t usually rush to judgment after one play, but having played this game once I not only never want to play it again, I actively avoid being put in a situation that might result in me having to out of social graces. It’s games like these that cause me to ask “what games are we playing” before accepting an invitation to board game night.
Conclusion
Of course, these weren’t the only games I played in the last couple of months, but they were the ones that stuck out.
Dungeons & Dragons is rapidly approaching its 50th anniversary as a franchise and what a glorious 50 years it has been. Over the decades D&D has enjoyed immense success in just about every medium, but of course, the pencil-and-paper RPG is what makes this wheel spin. At no time that I recall has D&D seen more success than in recent years, the hobby has absolutely exploded in popularity and it’s in part because of its appearance in various tv shows, but certainly primarily because of the incredibly successful 5th edition released in 2014. The game has enjoyed many versions and variations of the game, each one a variant of what came before and if you really count some of the sub-edition and in-between stuff there is actually, even more, to choose from than might be immediately apparent.
Now modern gamers are going to play modern games, it’s natural as you enter the hobby, you go for the latest and greatest which is not only expected but recommended. That said, as a guy who has played every edition of the game extensively and is a huge history buff, I’m always excited to talk about what has come before and why modern gamers might want to take a spell and consider some of these past additions for their table even today.
5th edition Dungeons & Dragons, the latest version of the game made great strides in an attempt to solidify past and present editions into a single system to satisfy the many growing issues that have crept up in modern designs which include 3rd and 4th editions of the game. It’s by far and wide the most popular modern edition of the game with past generations of gamers as well as obviously, modern games (can you say 50 million people playing D&D!?).
Contrary to popular belief, past editions of the game as compared to modern games are not some old relics to be discarded and forgotten. Any one of these old editions can create amazing table experiences and I would argue are worth exploring even today. In fact, most complaints about modern games stem from certain gaming elements that were already tested, identified and resolved in old systems that have crept back into the modern game design because when you don’t know your history you’re doomed to repeat it, yes I’m looking squinty-eyed at you Wizards of the Coast!
With that little enticement, in today’s article, we are going to travel back in time and talk about each edition that came before, what you might find in between the pages and why it might just very well be worth your time to explore it.
Enjoy the article, it’s a big one!
Dungeons & Dragons: Original Edition
The original game was reprinted in a deluxe box set in 2013 as part of D&D’s 40th year anniversary. This classic, despite its age, is still played today.
We can only speculate as to what was going through Gary Gygax and Dave Arneson’s minds when they created the original white box set, after all, they were paving the way into uncharted territory perhaps not even aware that they were about to create an entire genre of gaming and franchise that would last for decades. Interviews in hindseight make them appear almost like geniuses who percieved a whole new genre of gaming but the reality is they were just a couple of nerds that like to make games.
The original game is perhaps best described as a proof of concept. Many of the ideas that would evolve from this 1st version of D&D were very rough in this original edition and while I would like to tell you that every edition of the game is worth exploring, this one included, of all the editions that followed this one would probably be the most alien to modern gamers.
For one the game was in its infancy and much of the terminology and concepts that would define D&D as the game we know today were yet to really be coined. There were only three classes in the game, The Cleric, Fighting Man and Magic-User initially and the game was very much about free-form role-playing with the absolute minimum of rules beyond some basic combat execution mechanics. Notably by modern standards, I think most would view some of the mechanics as odd at absolute best, in fact even among OSR (Old School Revival) circles the original game is considered a bit of a quirky historical reference.
D&D inspired an entire golden era of early PC gaming including classics like Bard’s Tale. Just like D&D, retro gaming and revivals of classic games from the 70’s & 80’s is common in PC games as well. We got the whole Bard’s Tale trilogy remastered in 2018.
For example, the damage characters could deal in combat was based on their class, not their weapon, there were no skills, feats or special powers and while there were 3 classes in the game with a 4th coming along later (Thief), for the most part, the game was very close to a completely rule-less system depending very heavily on DM adjudication, yet the game was very procedural at times as well bringing it much closer to what we could call an adventure game rather than a role-playing game today. Something I don’t doubt purist would wholeheartedly disagree with, most who played it leaned on the adjudication over structure element of the game.
Today there is still a fan base for this original style of play which was very much narrative storytelling focused. There are retro-clones available today like Swords & Wizardry which is a compilation and organization of the game into a single volume done by the famed OSR designer/writer Matt Finch who is among a small group of people responsible for the creation of the OSR as a concept. As such you don’t have to go through the trouble of hunting down original copies; versions of this game that are effectively replications of the original rules are available in print today through sites like RPG Drive Thru.
Swords & Wizardry is just one of several retro-clones of the original game available today. This one is hailed for its amazing line art and organization making the game a lot easier to understand than the original printing.
Why Play It Today?
I would be hard-pressed to give an exact mechanical or even conceptual reason to play the original game. I suppose you could say that if you like free-form role-playing where rules are more often improvised than stated, this might be a reason to try this one but I think most gamers today would probably want more mechanics than this game offers, both DM’s and players alike. If free form is your thing, you could just as well ignore rules that exist in your game than play one where they are missing when you want or need them.
I think the only real reason to try this original classic is just to get an understanding of the history of D&D, where it started, where it came from, and how the design evolved. This game is still played today, but unlike many of the versions that followed, the OSR community existing today that plays this game is made up predominantly of people who played the original way back in the 70’s. That is not meant to discourage or disparage the game, it is a classic, an original to be preserved and held high for its achievement, but still. Original D&D is to RPG’s what cave paintings are to art, an interesting historical reference but not exactly something that is going to teach or introduce modern gamers to anything that hasn’t been done better in games that followed.
Nostalgia certainly plays a role in D&D communities, but even when we look back, it’s rarely original D&D that is being presented, more often it is 1st edition Basic/Expert or Advanced Dungeons and Dragons that serves as a way back machine. Original D&D is just too far back to be relevant nearly 50 years after its release. A fate I fear will befall B/X & AD&D some day as well.
For me personally, it’s one of the few editions of the game I find difficult to recommend, it was kind of a trial run and while I think it has a lot of historical relevance, in practice, it’s pretty rough as a game system and much of the games core premise while familiar is actually quite distant from how both RPG’s and specifically D&D evolved. It’s a curiosity, certainly worth a read, but I personally never felt drawn to run it.
It’s a game you play to get a look through the lens of the origins of the game.
1st Edition Basic / Expert
1st edition Basic/Expert rules had several subversions over the years but the most often referenced and perhaps the most well-known is the 1981 Moldvay box set. For many D&D generations, this box set defines classic D&D for them.
Contrary to popular belief D&D actually evolved from two separate core games that while reasonably compatible had a vastly different approach conceptually.
1st edition Basic & Expert rules were released alongside 1st edition Advanced Dungeons & Dragons and while one was intended as a starting point for the other, the games evolved along different paths and in a sense became two simultaneous editions of the game.
There are a number of core differences between 1st edition B/X and 1st edition AD&D.
First and perhaps foremost, 1st edition B/X was structured as an adventure game first and RPG second. A core of the game was that there were defined rules that structured elements of the game like the exploration of dungeons, wilderness adventures and adventures on the high seas. This concept I think would be quite unique to modern gamers who see the “adventuring” part of the game as a free-form role-playing concept, rather than a structured element of play which is exactly the case in the B/X system.
The concept of D&D as an adventure game is differentiated by the structure of play outside of combat. In an adventure game there are rules that govern all aspects of the game creating emergent stories and while the principle between adventure games and RPG’s are so similar it’s almost impossible to tell them apart, they are in fact quite different in practice.
In B/X time is tracked in actions even during adventuring periods and this has a procedure that is different for each of the types of “zones” of adventure (Dungeon, Wilderness & Waterborne adventures). Just like in combat, each initiative players take an action, which results in a “round” taking place and just like combat, this can have different effects on the game from torches going out, spells expiring, wandering monsters and other effects like getting lost in the woods, running out of food and so on. Not all that different than any other D&D game, but the tracking of time and the governance of rules of how to manage is mechanically driven.
Another core feature of B/X is that there are no race & class combinations, instead, races are their own classes. This is also wildly different and is exclusive to just this and the original edition of the game not to be repeated in any future editions barring reprints. Race as class (Elf as a class for example) I think is something that would raise the eyebrows of modern gamers but the premise here is that, in B/X, D&D is a very specific type of fantasy. In fact, B/X as a system is directly linked to a setting called “The Known World”. The known world would later evolve into the “Mystara” setting which evolved further with the releases of the Companion, Master and Immortal rules, effectively advanced B/X rules as strange as that sounds which is in contrast to Advanced Dungeons and Dragons. This setting is built around a very Tolkien-like fantasy setting and the classes in the game are structured to depict that fantasy exclusively.
No version is influenced more by Tolkein fantasy, which includes the original edition of D&D than 1st edition Basic/Expert rules. Tolkien fantasy is built right into the rules and many of the core abilities and structures are designed intentionally to replicate middle-earth sensibilities.
This is a bit confusing but you can think of it this way. Initially, B/X was created to be a basic starting point and AD&D was where players were expected to graduate. I don’t think TSR expected that the B/X rules would gain their own, separate following and this resulted in a demand from this new B/X community for expanded content. They wanted more advanced rules, but not in the form of AD&D, but rather expanded rules for the B/X game system as its base. I will talk more about the result, BECMI (Basic/expert/companion/master/immortal) rules a little later.
The third thing that really made B/X unique is that the game assumed a sort of meta-game infrastructure. The game was really designed as a challenge to players, rather than their characters and to support that concept several meta-game rules existed that worked together.
For starters, the players were assumed to be treasure hunters. This is why we had structured adventuring rules, but there are also rules for rewards that support this. For example, XP for monsters was very low, but you would earn 1 XP for every 1 gold piece (treasure) you found. The idea was that players were motivated to travel across the landscape (Wilderness & Waterborne Adventure Rules), go into dungeons (Dungeon Adventure Rules) and find treasure (1 gold = 1 xp). This is how you advanced in the game and was a measure of your success.
The depiction in Strange Things in which players huddle together, form plans, roll dice and seemingly are playing a game more than role-playing may seem strange to modern gamers, but if there is a version of the game that depicted this element it would be Basic/Expert rules where the feeling of winning in an RPG was kind of real and very player centric.
Additionally, character classes were very minimal, you gained very few powers and much of your strength was based on the equipment you carried. Magic equipment was of course the best way to empower your character but the only way to get magic items (which could never be purchased) was to go into Dungeons and find them.
B/X as such was a very structured adventure RPG quite different from Original D&D which was very free form and future editions of the game that were very narrative and character-centric. B/X was a very player-centric game with a very firm meta-game motivation built into it.
The final thing about B/X, oddly enough even though it was a game designed with new players in mind, though it had a simple ruleset was incredibly difficult to be successful in. The game while being structured, meant that rules governed a great deal of the outcomes of the game which means dice rolls. This combined with the incredible deadliness of the game made the actual gameplay for expert (veteran) D&D players.
Using player meta knowledge and past D&D experience, really playing D&D as a player skill set was both encouraged and expected under 1st edition B/X rules. “Good Players” were far more likely to succeed in the game than “New Players” who lacked past experience. It was an odd position the game took from a design perspective given it (B/X rules) was designed as an introduction to Dungeons & Dragons.
A character in B/X would instantly die when they hit 0 hit points and at 1st level characters rarely had more the 2-8 hit points. A single blow could end a character’s life, not to mention how deadly traps and other effects could be. By and large, despite being aimed at new players, 1st edition B/X was the deadliest game in D&D history and remains today as the core of the OSR community for that very reason. A game designed for newbies was ultimately adopted as the foremost example of master-level role-playing aficionados who love a challenge becoming the foundation system for the OSR.
While B/X box sets and rules are still available today through sites like RPG DriveThru, one nice thing about B/X rules popularity among OSR designers is that it has become the adopted love child on which many games are based. The result is that there are various re-edits and retro-clones of B/X, my personal favorite being Old School Essentials by Necrotic Gnome. This fantastic re-edit of B/X not only gives you the core rules in a really great edit but the game is expanded with several source books that take you beyond the basic B/X rules to include more classes and more advanced optional rules. As well they do some optional math reversal for you to get rid of the dreaded THAC0 and descending armor class so you don’t have to. Really great stuff!
Old School Essentials is just one of many retro-clones and remakes of 1st edition Basic/Expert rules, but it’s by and large the most popular, and this is likely because it stays honest to B/X rules as closely as humanly possible while correcting and expanding the game in ways that is very commonly done in house rules. It is in my opinion the best version of B/X rules out there today.
Why Play It Today?
There are actually quite a few intriguing reasons to play Basic/Expert edition Dungeons & Dragons, but I would still argue that modern players might see the game as quirky if not outright strange.
One of the main advantages of 1st edition Basic/Expert rules, setting aside the challenge level of the game (as a game) is that the rules are very simple to learn/teach. Far simpler than anything we have in modern systems. This simplicity is combined with existing familiarity anyone who plays D&D would have compared to modern games, meaning that if you know how to play any edition of the game including 5th edition D&D, you already know 90% of the system (B/X) because by far and large it is the basis for all other editions of the game.
This simply means that you can get the game to the table very easily with any sort of player group even complete novices. No one is going to struggle to understand how to play and everyone can get right to enjoying the game without the need for elaborate explanations often required to grasp modern games.
This simplicity is furthered combined with unmatched support for the game in particular in the form of adventure modules and unique variations on the system all of which are compatible with each other. In the nearly 50 years that D&D has been in development, this version of the game has continued to receive new content thanks to a thriving community and immense 3rd party publishing support. There are more adventure modules created for 1e B/X rules than all other editions of D&D combined. It is the most well-supported D&D system today, even more so than modern/current editions like 5th edition D&D.
A big part of why Basic/Expert rules are so flexible is the incredible compatibility it maintained long past its lifetime. 1st and 2nd edition adventures including all AD&D content are 100% compatible while 3rd and 5th edition modules are incredibly easy to adapt. The only rough spot is 4th edition which is generally incompatible with all D&D systems.
The next big sales pitch, which speaks to me personally has always been the structured and clear goals of the game for players. One very common issue with D&D is the absence of a common definition of what you are supposed to be doing in the game and understanding it as a game and as a concept. Modern games have this “it’s anything you want it to be” approach to playstyle, but this is particularly unhelpful and problematic when you sit down with five players and a DM to whom “anything you want it to be” is different for each person. Finding common ground, a gaming group where everyone is in sync and creating an experience that satisfies everyone at the table borders on an impossible achievement in modern gaming. It’s why despite the popularity of modern systems, the complaining from the player base is so excessive you would think they hate their hobby the way they speak about it.
1st edition B/X is a system that has clear goals, clear direction, one playstyle and no apologies, no excuses and no fancy philosophies. There is only one right way to play 1e B/X and the game tells you exactly what that is in no uncertain terms with no interpretations required. Certainly, it’s not a take-it-or-leave-it deal and you can and are actually encouraged to mess with the system, but at least you are on solid footing when you read the rules as written, there is a clear starting point, there is no confusion about what the deal is. Love it or hate it, it is what it is.
One additional element that has been lost in D&D is the ability to play the game as a pickup-and-go as well as a one-shot system. B/X combat is fast and snappy, its mechanics simple and it’s core gameplay clear. The result is a system that very happily supports the idea that you can pick up the books and say “let’s play D&D” and be up and running in 10 minutes or less. It’s ideal for 1 shot and pick-up games where you can simply play anytime you feel like it with anyone. This is because B/X is built on emergent story and gameplay concepts, meaning that you don’t need to do much prep work to get a very functional and entertaining game night, creating the story is built right into the system for you.
While AD&D (1st & 2nd edition), 3rd and 4th editions were all far too complex games to make either good introductions or be flexible enough for pick up and play games, with 5e thanks to introduction boxes like D&D Essentials Kit, picking up a game with little prep is again possible. This may be why 5e D&D is so popular as it goes back to its roots as a game in many ways and being easy to pick up is one of them, an idea founded in 1e B/X rules.
Finally and like anything this too is a matter of taste and preference is the fact that B/X 1st edition is effectively a D&D construction kit. If you ever wanted to create your own version of D&D, there is no system more modular and more adaptable than B/X 1st edition. This is a D&D lego set and while the core system has clearly marked boundaries, you cannot break the game, it’s so incredibly flexible you can take any other edition of the game, take any rule you want from that game, including any spell, feat, power or whatever, add it as written into B/X and it works without a hitch. Naturally, your power levels will fluctuate as a result, but there are not going to be any mechanical compatibility issues, it just works. It’s a creative DM’s dream come true as a system and it’s a lot of fun to do. A system that is firm in the layout of what it is, but infinitely modular to be anything else you want it to be while always remaining approachable to and by anyone.
1st Edition Advanced Dungeons & Dragons
AD&D 1st edition was reprinted by Wizards of the Coast in 2016 without edits, a tribute to decades of fandom.
I think most D&D players, even modern gamers know a thing or two about Advanced Dungeons & Dragons, while it is not the first edition of the game it is considered to be the granddaddy of D&D written by the god-emperor himself, Gary Gygax.
AD&D 1st edition however is actually one of the most problematic games in the D&D line up, which is not to say it’s bad, it’s actually quite phenomenal, but it requires a very stern hand to wrangle this beast and an open mind to its core concept. There is no question that this is one of the most complex versions of the game to learn, to run, and ultimately to master, definitively earning its unique title as Advanced D&D. In fact, it’s a rare DM who can fully grasp the core of the rules and implement them efficiently fully as written. RAW 1st edition AD&D games were rare then (70’s-80’s) as they are now. It really takes a true master to run a good 1st edition AD&D game which might explain why so many players and DM’s have a love-it-or-hate-it relationship with the game. In the hands of an inexperienced DM it can be a disaster, in the hands of a master DM, it is nothing short of a work of art. It’s a game that embodies the soul of D&D in a way that no game before or after ever could, but one must be a soulweaver to bring that essence to the table.
1e AD&D under TSR’s banner gave birth to all of the classic settings that are staples in the community today. Dragonlance is just one among many that created fantasy fans all over the world. Playing in this setting under the original system is an experience I would recommend to every D&D fan without hesitation.
AD&D shares many similarities with B/X, the two games are designed to be fully compatible and they are, but AD&D features a number of unique departures as well as much deeper and more fleshed out concepts that you will not find in either B/X or any other version of D&D that had come before or would come after.
First and foremost the rules of the game are hidden from the players very intentionally, documented in a massive and secretive tome in painstaking detail and frank commanding language known as the 1st edition Dungeon Masters Guide. A book that I both personally consider the first and definitive final word on how to be a Dungeon Master and one of the most confusing reads you will ever experience, spectled with brilliance and nonsense in the same breath.
This book not only defines every conceivable element of the game but it does so with flavor and a deep meaningful understanding of fantasy, an edgy abstracted realism, and a firm hand. It’s a book that declares the Dungeon Master god of the game in no uncertain terms, the great creator tasked with entertaining and challenging players in the most devious and detailed oriented ways possible.
The result is a system that is explicit, yet flexible, mysterious, yet self-aware and most of all, it creates a gritty, believable fantasy world in stunning detail if and its a BIG if you can wrap your head around all of the wisdom it passes on and be open-minded enough to embrace it.
The 1st edition DMG to me is the bible for Dungeon & Dragons, running D&D having never read it means you are always going to be a lesser DM than you could be. It is priceless information you will never find in any other book written for the game.
Now that is a very colorful way to describe AD&D and I will admit, no matter how many times I open the pages of the AD&D DMG, I can’t help but be swallowed whole by the mystique of it. It’s inspiring. That said, its a read riddled with issues, in fact, in a lot of ways, its approach as a whole is an issue to some both conceputally and mechanically speaking. Its perhaps best described as a confounding experience, you will either find its soul or be confused by its intention.
Still, D&D is a game and AD&D is a version of it, so the question is, what does it do differently, what aspect of the game may be worth exploring if you’re a modern gamer. Why go back to it?
Like B/X this is a game that is going to have a familiar surface, looking at the character races and classes, stats and hit points, armor class and sub-systems while some of them will feel like quirky versions of what you are used to they are not going to be alien to you.
There are however three core things that really separate AD&D from any other version of the game for better or for worse, you decide!
The first is the focus on the mundane, administrative elements of medieval life. AD&D as a system really tries very hard, successfully in my opinion, to make players feel the hardship of a medieval fantasy world. Your resources are limited, your powers are limited and it all amounts to the game being a brutal struggle for survival.
There is a harshness to everything with no video game structured answers or hand-waving of the elements of the adventuring life. You are as likely to die in the woods of dysentery as you are at the end of an orc’s blade. AD&D wants you to worry about how sharp your blade is, how clean your water is, how many arrows you have in your quiver, how heavy your pack is, how many spell components you have remaining and all sorts of other resource issues that drive your actions and decisions. No matter where you look in this system there are uncomfortable limits and restrictions. There are no character “builds” that let you circumvent the harshness or avoid the discomforts. The result is that players form comraderies in much the way soldiers do in war because the only way to truly survive, maybe even excel is through teamwork, the only way players can accept their circumstances is by suffering them together.
This of course can be seen as a major drawback as well. Adventuring heroes suffering anti-climatic deaths does not exactly make for a tolkein fantasy or fond memories. Sometimes the game is just a bit too real to be fun, a not all together uncommon complaint about AD&D.
The 2nd main focus of the game is emergent narrative storytelling. AD&D has a lot of charts and DM’s are often asked to let the events of the game unfold through the use of tables, encouraged to embelish these events and allow the chips, or dice as it were, to fall where they may. That is not to say that everything should be randomized or that the game is pure random chance, but the game is setup in such a way as to ensure the players are working against a structure rather than pure DM fiat.
These rolls are often measured against character attributes and abilities, which ties into the 3rd unique element of AD&D I will talk about in a minute, but the principle concept is that you do not just roll when you “do stuff” to see if you succeed, but you often roll to see “what happens” in general, how the world around you responds.
You open a chest, what is in it? Is there a trap on this chest? Is there an Alchemist in town? How does the merchant you just met feel about you? Do the Orcs run or fight this round? Rolling the dice isn’t just to see if you can disarm a trap or if you can find it, its very existance may be left to chance. This emergent concept is a foundational element of AD&D.
Forbidden Lands reminded me a great deal of AD&D 1st edition and it shows that there is still a place in gaming for harsh and ruthless survival stories and emergent storytelling. It is a great example of an OSR throwback and might serve as a much easier alternative to teaching the many lessons of AD&D.
With AD&D there are rolls that determine the input or outcome of a narrative. Maybe killing the chieften scares the rest of the Orcs and they run away, maybe it makes them even more angry and they attack with barberic ferocity! The DM is encouraged to let a big part of the story be told by the dice, far larger chunks than one might be accustomed to in a modern game. This in turn creates emergent stories, unexpected events, things the DM could not himself plan or would have even considered adding into the game. This aspect of AD&D creates a sense of danger and the unknown, not just because you as a player don’t know what will happen, but you know the DM doesn’t either. In AD&D very often, the dice do the storytelling.
This too can be a problem, encountering deadly traps and finding nothing in treasure chests while stumbling across random encounters every time you open a dungeon door can be daunting, brutal, unfair even. AD&D run as designed, can be quite suffocating and demoralizing. Some will see it as a challenge, others as unescessary cruelty.
The 3rd and final unique element of AD&D is that the games classes are definitively archetypical and each class deals with a very specific element of the game, offering a group an advantage in the area filled by a character of that class. This is true in B/X as well, but in AD&D there is a far more granular game, hence the class abilities are equally more granular increasing the complexity and types of class roles. A group without a Ranger is likely to get lost in the woods more often, have food shortages when traveling, have longer travel times and so on. A group without a Cleric is going to have a hell of a time crawling through a crypt filled with undead and recovery of the groups health will be dauntinly slow. A group that has a thief will likely end up with a lot more treasure, a lot fewer casualties as a result of traps and will be able to access parts of dungeons inaccessible without their skulldugary skills.
Some cross over exists here and there, but each class plays a key role and in the end each adventuring party will always be missing some element that is relevant to the adventure, some unfilled gap that they will struggle against.
Making each role a pivitol part of an adventuring party means that each player is a critical to the success of the troupe, everyone’s lives are easied by their presence against the horrific struggles of the medievil world you face together.
This aspect of the game is so refined, so poiniant that its become a staple in the gaming world in particular in MMO’s, yet oddly enough as editions progressed forward the game of D&D has slowly evolved away from this principle element to a point where in modern editions of the game its practically non-existant. A party of adventurers in 5e for example will not have a gap in the groupes capabilities because a Ranger, Rogue or Cleric are not part of a party.
This element also adds an aspect of meta strategy. Players that gather to form adventuring troupes are going to be very aware of their shortcomings and their strengths, they will devise group strategies that favor those strengths and avoid exposing their weaknesess, creating a kind of a game within a game. The composition of your party will and does dramatically change how you approach the whole concept of adventure.
Again there are drawbacks to AD&D’s archetype enforcement. At times you might sit down at an AD&D table and be forced to play a Cleric because the party needs one even though you actually want to be a thief, but the group already has one. Their is inflexibility in this rigid structure, the modern game favors players running whatever character class they want and in this is a kind of joy. Sometimes in AD&D, the struggle begins even before you start playing as players bicker over what the party needs as oppossed to simply creating whatever character you want.
Why Play It Today?
For me AD&D does two things, both of which give this game justification as a game to try today, but I would simultanously caution modern gamers that this is a very brutal game, much like Basic & Expert 1st edition is but unlike B/X it’s also very complex and can be a chore to learn and run.
The first thing is that I think the concept of emergent gameplay is applicable to modern games, though modern games don’t encourage or teach it, even though they are perfectly capable of the execution. AD&D teaches you how and when to do this well, so the experience of running AD&D as as DM makes for an exceptional education you won’t find in any other game on a subject (emergent gameplay). In my opinion emergent gameplay is not optional, it is a required element of the game that must be included for the game to be meaningful. The players must know that the fate of their characters isn’t just a DM decision, that the world around them is a living breathing thing, random as it may sometimes be. This is one thing I feel is worthy of your time and effort to learn and learn well and no game will teach you emergent gameplay better than AD&D 1st edition.
Emergent gameplay is an amazing seasoning to narrative constructs because as much as DM’s often think themselves briliant story designers, the truth is that most of us are not. Emergent gameplay creates a natural way for amazing stories to evolve (emerge) and with the right set of tools which the 1st edition AD&D DMG most certainly is, the creations will always be wildly unique inspiring stories you would have never thought to create yourself, acting as a platform for your own inspiration.
The second thing AD&D does really well is that it teaches you why limitations are better than options, a lesson you will never learn from a modern RPG, quite to the contrary most modern games very mistakingly teach the oppossite. AD&D shows you how you can play a straight, tough game, one that might almost seem mean to the players and end up with an amazing gaming experience in which your players flourish despite the hardships. This is because the reality of games of any kind is that victories that are tough to achieve, inspire players to be smarter, better, proactive, involved and curious to test their metal, all elements that become rewards in their own right. The side effect is failure but if you know anything about drama you know that traggedy and struggle produce the best stories which ties in nicely with the concept of emergent gameplay.
I really enjoy Pathfinder 2nd edition as an alternative to D&D, but this is a game that really shows how unwieldy and generic a game can feel when it has too many options and it’s reach to broad. When everything is possible and everything is unique, nothing is unique, the fallout of option overkill.
For me personally AD&D 1e holds a very special place in the DM arsenal. It is chalk full of lessons that simply aren’t taught anymore and should be to both players and DM’s. It is a game written with the voice of a true master storyteller, someone who understood the principle foundations of narrative role-playing.
It does however require an open mind as some mechanics have not aged well (I’m looking at your THAC0!) but a bit of math is a small price to pay for a great gaming experience and the truth is that most of the mechanics that aged poorly, can be easily corrected with a few house rules.
Some of these house rules, corrections and clarifications can be found in OSRIC, a retro-clone for AD&D that makes the game a lot more approachable. I would personally argue OSRIC fails to contain the same mojo of the 1e AD&D DMG, but it does, in plain language sort of explain things that are sometimes heavily hidden in the flavor text of Gygax’s quirky writing and as a practical matter this is quite useful.
Like Old School Essentials which retro-clones B/X rules, OSRIC is a re-edit of the 1e AD&D rules making it far easier to consume and understand the core rules, in essence making AD&D 1st edition far easier to run. You lose that Gygaxian writing that makes 1e AD&D such a fun read, but as a rule reference is really great.
Conclusion
That concludes our first part of the walk down memory lane of D&D gaming history. Clearly, like any fan of D&D I have my opinions and it’s certain to trigger disagreement, but I feel quite confident having played these games extensively I have nailed at least my own experience and perceptions.
Part II is coming soon where I will dive into 1st edition BECMI (Basic/Expert/Companion/Master/Immortal) rules, 2nd edition AD&D and then switch gears to the birth of the modern D&D era with 3rd edition!
You would think after the big superboard gaming weekend we had earlier in the month I would have run out of games to talk about, but I’m on summer holiday and the gaming continues.
Root (Digital Board Game Adaptation)
During our big gaming weekend earlier this month, I was exposed to a very curious little game called Root which piqued my interest both as a board game fan and as an amateur board game designer.
This highly asymmetrical war game about cute little woodland creatures fighting in a forest has some incredible dynamics which results in tremendous replayability and diversity. It seems like it’s one of those games where you really need to do many repeated plays to really explore it and fully understand it, not something that typically happens with any board game in my gaming group. We really rarely go back to the same game over and over again, generally being a lot more diverse in particular given the sizeable gaming collections some of us have.
Luckily there is a digital adaptation of Root available on steam and other apps which is perfect for some great solo gaming.
I played the digital version of root about 20 times already, doing so obsessively in succession as I tried to really delve into the games unique nuances and Root did not disappoint. As I suspected the more you play, the more unique elements and strategies you discover in this quirky little game.
The game has great tutorials that really walk you through the rules, so if you have no knowledge of the board game at all, the digital adaptation will not only teach you how to play this digital version, but how to play the board game version as well. It’s a great aid for a game that is a bit of a chore to learn to play.
The digital version of the game is a direct translation, has AI bots of various skills, and comes with a few expansions allowing you to explore it even deeper with more factions. The developers have done a great job replicating the cartoon art of the board game and the interface is really easy to use, allowing you to really focus on the nitty-gritty details of gameplay.
Highly recommend this adaptation if you are curious about Root but don’t have the group available that wants to repeatedly play this one with you. There is a small online community as well so there are plenty of opportunities to play with other players too.
War Room
Getting an opportunity to play War Room, my all-time favorite game is a real treat. I did a preview and review of War Room if you want more details on this epic, global-scale event game. This week we got it to the table and as always this game blew me away!
In short, what I can say about every game of War Room is that despite having a grotesque playing time, on average exceeding 12 hours, this is a highly interactive, deeply strategic, mechanically easy to learn but impossible to master game that to me is not only an achievement in game design but one of the ultimate board gaming experiences.
It is everything I love about big epic board gaming in a box as it addresses every issue I usually find with long, event-style games. Most of the activities in the game are done simultaneously and or in groups as the game is not only team-based but features hidden order movement. The combat is engaging and very dramatic so even if the nation you are running is not involved you’re drawn to it as it’s no less exciting to watch it unfold. Every move and round in the game, has far reaching and big impact on the results of the game that creates dynamic outcomes and narratives you are unlikely ever going to see repeated.
This is a game that tells stories that you will remember long after the game is put away with everyone expertly pointing out what “they should have done” or what strategy they will try next time. You’re going to be thinking about this one long after the game is over.
There are countless possible strategies as well, this is a World War II game that gives you the opportunity to re-imagine the history of the war and approach it with your own revision of this pivotal and tragic moment story without burying you in unnecessarily detailed and overly complex historical realities typically found in historical war games. It certainly will have a lot of familiarity for Axis and Allies players, but this game has an elegance that far surpasses its predecessor. It is simply put, just an amazing gaming experience.
I adore this game but I would caution anyone considering picking it up that you really do have to understand what your getting yourself into and the information on the box is a bit inaccurate in this regard. For one it suggests that the game is for 2 to 6 players and this is true, but while there are 2 and 3 player scenarios, what you are certain to want to do with the game is play the global war scenario which cannot be played by 2 or 3 players reasonably. There is just too much going on in this game for one player to run multiple major nations. Then again while the global scenario can be played by up to 6 players, if you do, one player is going to get stuck playing Italy which while an important nation in the war, plays in a fairly isolated part of the map and is really part of the German strategy.
The game also says that it plays 1 hour for each player which is complete nonsense. If you can finish a game of War Room in under 12 hours with any amount of players you are playing a very fast-moving game of War Room.
The ideal conditions for the game is 5 players (Japan, Germany, US, Britain and Soviets with the US player running China and German player running Italy). You also want to make sure you have a full day, or even better is to have two half days to play the game. You are going to need a ton of space and you want to setup timers where each team can have time alone with the gameboard to play, typically 10-15 minutes per planning phase is enough.
The point here is that this is an expensive game that requires real event planning and a good-sized group of 5, players preferably but no less than 4. That is what it takes to play War Room and I would avoid it if you don’t think you will have the gaming group and conditions to meet those requirements. You don’t want a 250-dollar game collecting dust on your shelf, especially one that will torture you as this one will because this game begs to be played.
My friends and I manage about 1 game a year and while I would love to play it more often, I consider it a big win to be able to pull that off. It was an amazing day!
Paths of Glory
Paths of Glory is a classic in the historical war gaming communities and is the foundation game for card-driven mechanics.
I have an online buddy that comes out of the woods periodically and challenges me to a game of Paths of Glory, which I always graciously accept because I absolutely adore this game. In stark contrast to War Room however, this is an intimate and very historically accurate war game that endeavors to not only teach, but gives you an incredible sense of a global conflict.
Paths of Glory is about the whole of World War I and I did a review on it last year. It’s an incredible but very long and very detailed game that is not particularly easy to learn and certainly impossible to master. It requires tremendous patience and dedication to learn to play it well, but it has made a believer out of me.
This is a card-driven game so it’s a nice fit for me personally as I love all things card-driven, in fact, looking at my top 20 board games of all time no less than 7 games use similar mechanics. Paths of Glory is unique however in a number of ways in terms of historical war games. For one, it’s a point-to-point rather than a hex and counter game, which creates a unique dynamic as you have this really strong sense of supply lines and complications of the terrain. It sort of forces you to deal with the real historical issues of the day without forcing it on you via mechanics, so it has this great “re-write World War I” feel, but you still get a lot of historical outcomes anyway.
More than that this is a game with so much diversity and dynamics that no two games ever turn out the same and it’s amazing to see how wildly different the outcomes can be even the same strategies are deployed.
I have always been a huge fan of this one, but I caution my readers that this is firmly in the historical, chit game category and Paths of Glory does not apologize for that. The rules are complex, full of exceptions and there are a lot of moving parts. It’s for seasoned historical gamers only and I would not recommend this as an entry point if this is your first go at the genre. It’s best to have someone teach you this one if possible but veteran historical war gamers will be on comfortable footing here, Paths of Glory is an established classic that’s based on some of the historical war gaming most foundational mechanics.
At the start of this summer, I wanted to have a writing project for the blog, something unique to work on when those rainy days come or when I’m up late with a cold beer after the family has gone to bed. It’s something of a tradition for me and has produced articles such as my Battletech Guide series (Part I, Part II & Part III) and my Star Wars: X-Wing guide (Part I, Part II, Part III, Part IV & Part V) for example.
This year’s summer project is to evaluate and write a comparison article on Science-Fiction 4x civilization-building games, a topic that is something of a passion of mine. I have always been a big fan of monster games in general as far back as I can remember, getting my start with classics like Advanced Civilization, Axis & Allies and Shogun back in the 80’s. My love for SF 4x games however comes from the world of PC games with classics like Master of Orion and Galactic Civilization series of games. Â
For years Twilight Imperium has been the ruling king of the hill of this genre in board game form, it has floated around in my top 10 best games of all time since I started it nearly 10 years ago and remains the mecca of this genre in my opinion. Equally, for the same amount of years I have searched for alternatives for Twilight Imperium if for no other reason than the simple fact that Twilight Imperium is a real pain to get to the table despite its many positive elements. Simply put, it’s a very long, very heavy and conceptually complex game to get into. It demands a bit more than most gamers are willing to give and so I have searched for alternatives that might bring the 4x experience to the table more often with a wider range of players.
My hope was that if I explored this genre in detail, I might find some 4x games that might be a bit more approachable. Going into this project I have no expectations that any of the games I will try will replace Twilight Imperium for me as my ruling favorite, but I am hoping to find some new 4x games to explore.
My research has shown that there are quite a few potentially great SF 4x games in the board game world and it’s my intention to go deep with this article series and do some detailed assessment of what I believe are the most popular of these games that will hopefully act as both a buying guide for those looking to get into the games and a sort of review for each individual game.
The List & Why
There are quite a few games that could go on this list, in fact, arguably to be a proper assessment of the whole genre I think a list of 10-15 would be needed but I wanted to narrow it down to the most widely popular games and I wanted to have some games that hardened veterans of the genre would also approve of which is to say, games that might be more obscure to general mass markets but the experts within consider staples of the genre. This I felt was important because the goal here is to expose you, the reader to something new and interesting and battle-tested, not necessarily a comparison of the most known games.
Twilight Imperium 4th Edition
The ultimate 4x science-fiction epic, it is considered by many to be the king of the 4x genre.
Twilight Imperium was a very obvious choice, it is considered a hallmark of the genre, ask any fan of SF 4x civilization building to make a list for you, and this one will always be on it. It is widely accepted as one of the best in the genre, arguably the one by which all other games will be judged so it had to be on this list.
Eclipse:Â Second Dawn For The Galaxy
Many argue that Eclipse is the Twilight Imperium killer, a more refined, faster playing 4x game.
Eclipse is perhaps the second most widely known and accepted game in the genre and actually has even broader mass market appeal. More importantly, it’s considered the most natural competitor to Twilight Imperium by the gaming community even if the publisher makes no such claims. It is also highly disputed by Twilight Imperium fans as a contender, some argue for it’s shorter play time while others insist it comes up short. I love a good controversy, so it had to go on the list as well.
Star Trek: Ascendancy
A relative newcomer by 4x standards, but this 2016 release has made a splash with 4x and Star Trek fans alike often compared to Eclipse.
A very popular franchise but a less commonly listed game, Star Trek: Ascendancy is a full-fledged 4x game that has had quite a bit of buzz among 4x fans and has seen a number of reprints since its 2016 release which means people are still playing & buying it. One really interesting element of Ascendancy is that many argue its a better, albeit less refined Eclipse and there is a lot of debate about its quality that seems to have created a sort of Ascendancy vs. Eclipse grudge match. From that, it was an easy decision to include it.
Exodus: Proxima Centauri
While my first experience with this one was less then stellar, it’s a community favorite and many argue that it is a far more competitive and varied game in direct competition with Twilight Imperium and Eclipse.
I was very hesitant to add this one to my list mainly because I own it, I have played it once and neither my gaming crew or I thought much of it. Despite this among 4x circles, it’s considered a staple and standard for the genre and it’s been compared to Eclipse and Twilight Imperium in countless reviews, many feeling this is the superior game. While I have my doubts, the evidence is in its success. It has also not only remained in print but has received a 2nd edition and been nominated for some prestigious awards including the 2013 UK Games expo for Best Boardgame of the year. It’s clearly a competitor, it had to go on the list.
Stellaris Infinite Legacy
Based on one of the most popular 4x games in modern times, this new kid on the block is making a lot of bold claims about being an evolution in the genre and we are going to give it, its shot to prove it in this competition.
The final game on the list comes from Academy Games which attempts to create a board game version of one of the most popular modern 4x PC game franchises in existence, the fan favorite and beloved Stellaris. I know very little about this one but I felt strongly that if someone is going to try to re-create a board game version of one of the best 4x PC games on the market today, it needed to be on the list.
That’s your list, 5 games. I’m committed to play each game a minimum of one time, though it’s likely I will have a couple of plays of each game before this article is complete and I have the advantage of having played some of these games already before I even start. I have no idea how long it will actually take me to complete this article series, but I’m hopeful that it will make for some fun gaming and writing.
How they will be judged
I think it’s important to establish some method or standard for how all the games will be judged to ensure not only that the competition is fair, but that there is at least a general understanding of what the expectations for a 4x game are. Each game will be rated from 1 to 5 on each of the following categories.
Is it a true 4x game
The first category simply ensures that the game meets its advertised goal which is to be a 4x game. 4x is a reference to the four key elements of a science-fiction civilization-building game.
Exploration
Does the game have a fun/interesting exploration mechanic, after all this is a game about building a civilization in space and exploration has to be a part of that.
Expand
This is a bit of a tricky one as the word is intended to have multiple meanings. It’s a reference to the civilization-building component of the game and covers anything that helps to build your civilization from a fledging single planet to a mass empire. Science research, fleet and base building, economic engine growth and really anything else to do with the construction and forward progress of your civilization.
Exploit
Similar to expanding in a way, exploiting is about making sure that the galaxy itself is the source of the struggle in the game and that it breeds player competition for resources to ensure players are forced out of their comfort zone of their homeworld. Exploitation is about the economics of the game and the road to confrontation and the final and arguably most exciting element of the 4x genre, war (Exterminate).
Exterminate
In the end, the exploration, expansion and exploitation of the galaxy should put the players into conflict with each other and lead to the expected eventual outcome which is war. All good 4x games are in the end in some shape or form war games.
The Extras
While the 4x civilization-building genre is very specific, many of these games include concepts like politics, diplomacy, trade, espionage and other elements often associated, but not directly mentioned as part of the 4x mantra. These extras should count and hence they get their own category in the evaluation.
Competitive & Fun
This second category is a bit more opinion driven, it’s about a general judgment and comparison of how competitive and fun the game is. Does it hit those joy centers with its mechanics, do players walk away satisfied, is the game balanced and fair and of course naturally how does it fair in general as a gaming experience.
The Event Status & Presentation
Civilization-building games should be an event, a robust, full-fledged game that everyone is excited about and builds a foundation for a great gaming event. This combines its visual appeal and presentation, its replayability and its status as a game around which an event can be played. 4x games shouldn’t just be board games, they need to generate a much higher level of excitement beyond just a simple game night, they should feel epic in size and scope. This category is a measurement and discussion of its status as an event game and includes its presentation.
Deliver On The Promise
This one is important mainly because I don’t think a game should be judged solely on the expectations and desires of players, but on what the game actually promises. Whether it’s by advertisement on the box or website, we use that information to determine how well it delivers what it promised. Does the game do what it said it would? That is the question we are answering and rating here.
Strengths vs. Weakness
This is the only category that will not be scored so much as listed. I will attempt to outline each game’s strengths and weaknesses and help guide players to the game that is right for their group.
Comparison Ranking
Finally is the comparison ranking. This category will not be included with each game, but rather be an article in its own right where I compare and contrast all of the games and come to a conclusion about where they ultimately rank in this competition. It will be a definitive, top 5 of the best from this list of SF 4x civilization-building games.
Conclusion
Ok so that is the setup for this article series, we have our game list and we have our established method of judgment. I’m uncertain exactly what order these articles will appear or even what approach I will take beyond these simple goals but the plan is first to play all of the games so that I have a strong basis for assessment. I expect this series will go well beyond the summer to complete, but keep an eye out for it in the near future.
February has been a busy gaming month for me, I managed two full reviews which may not sound like a lot but for a guy who runs a blog as a hobby, that is quite a bit to add to my normal life schedule. This month my gaming group also managed to restart our long-running Vampire: The Masquerade chronicle which had been put on hold a number of times due to corona. With the pandemic taking a massive swing for the better and all the restrictions lifted in Sweden where I live, we are opening the gaming flood gates!
New Aquisitions
In a rare turn of events, there were no new acquisitions this month. I felt I had so many games to play this month it just seemed silly to add to the queue and there are a couple of games on the release calendar that I’m eager for so I’m holding out. Perhaps instead I can talk a little about future acquisitions instead to fill the space here.
Enemy Action: Kharkov
Compass Games component quality on Enemy Action: Ardennes was pretty awful so I have my reservations about this one in that regard, but it’s hard to pass up a Butterfield design, so it makes the list.
The Enemy Action series gets a second game in the series finally after 7 years of releasing the first, the amazing Enemy Action: Ardennes. John Butterfield is without question one of the most renowned designers in the Historical War Game genre right up there with Mark Herman, so when he makes a game we should all be paying attention.
The Enemy Action series is awesome for a lot of design reasons, most notably because it actually is three games in one. You get a solo game for two sides of the conflict and there is a 2 player version as well. More than that though this is one of the most thoughtful, original and exciting game designs to come out in the last decade and while I’m yet to do a full review on Enemy Action: Ardennes, I’m really looking forward to seeing a continuation of the series. It’s a very deep and complex war game, but it works on a wide range of levels.
My biggest beef with the series is that it had really weak publishing, the components weren’t great, there were a lot of misprints and alignment issues as well as missing components. I felt judging the game given that the quality of the components actually made the game nearly unplayable would be unfair to the designer, it was better that I waited for the corrections before I did a review. It has taken quite a while for Compass Games to send me replacement parts so this one despite how much I appreciate the design has remained un-reviewed. I only know it because of the Vassal version which I have used for my gaming but I never do reviews based on Vassal experiences mainly because I’m here to review board games, not digital versions of them.
Pacific War
A Mark Herman classic gets a reprint and its going to be hard to resist.
Pacific War by Mark Herman due to land any day now in Europe is a more tactical operations level world war II game set in the Pacific theatre, a pre-cursor to the amazing Empire of the Sun. I never played the original release but now that it’s being reprinted with a lot of bells and whistles, I’ve had my eye on it and I think in the end it’s going to find its way to my shelf.
I’m a sucker for all things Mark Herman and I have a particular interest in the Pacific War, so this game is right up my alley. I’m intimidated by its complexity, but I made it over the learning curve hump with Empire of the Sun so I feel like I can learn to play anything.
On The Table This Month
This month I focused a great deal of my gaming time on the two games I reviewed (Peloponnesian War and Caesar: Rome vs. Gaul). While Peloponnesian War practically reviewed itself, I struggled with Caesar: Rome vs. Gaul quite a bit. Doing reviews isn’t always easy, one of my goals with all reviews I do is to not only be fair and impartial but respectful to the designers. Games are not easy to design and I think as a reviewer it’s my job to have a good understanding of what the designer was trying to accomplish which sometimes can be quite tough. In either case, played lots of great this month so in no particular order.
Brass: Birmingham
The game is very pretty and while the theme is very historical, like most Euro games it is highly abstracted. It’s a thinker and a very tight point salad.
Brass: Birmingham has been on my must-play list for quite a while, as a game reviewer I feel obligated to play every game that appears on the top 10 list on BBG and this one has been sitting in the no. 3 spot for a while getting ready to challenge the two top spot games Pandemic Legacy and Gloomhaven.
This was a fascinating game based on the industrial revolution in England between the late 18th and early 19th centuries. You effectively take on the roles of business moguls trying to control the various early industries of the era building factories and transporting goods through canals and railroads.
The game is a quasi-card game with a fairly dynamic setup creating very unique obstacles and puzzles to solve each round as you try to outpace your opponents in a game where making money is important but points are scored more through expansion and control.
It did not take more than a round or two for the game to click, so while Brass is quite robust and there is quite a bit going on, the rules are streamlined and it was easy to catch on. Playing it well, however, coming to grips with what is and isn’t a good strategy is going to take a few plays I think. I did well but I was outpaced by the more experienced players on my first run, but I think I’m going to perform a lot better next time based on my first go.
We played it 3 players and while I think the game played fine in that player count, this game is clearly going to be best with 4 players and the next time I play I’m going to be aiming for that. With 3 players part of the map is kind of a “no go zone” and I always find that this way of handling reduced player count in games always feels off. It was strange that the map was two-sided and rather than creating a 3 player and a 4 player map to compensate for the player count, the two sides are identical having a day and night side which has no impact on rules and is just for cosmetics. Definitely a missed opportunity in my opinion.
Endeavor: Age of Sail
This is a really solid Euro-style game that plays very fast with a lot of great tension and great balance.
This one hit the table twice in February and continues to impress. I’m working on a review for it but I don’t mind spoiling a bit and say that I really like it quite a bit.
It’s a big and busy-looking game but is actually lightning-fast and super-tight which gives the game a sort of high tension right in the first round that stays with you until the very claustrophobic conclusion. There is a lot of dynamics in this game, but as we play it repeatedly we have uncovered a few strategies and counter-strategies and so far none have proven to be dominant which is great as it gives the game a really strong balanced feeling. Victory counts at the end of this game are always tight, we are talking 2-3 point differences between first and second place typically.
Great game, I think this will definitely be going on the list for our big summer board gaming weekend this year.
Empire of the Sun
There are games, there are historical war games and then there is Empire of the Sun, a game that demands as much as it gives. One of my all-time favorites, always happy to make time for it on my hobby table.
This beast hits my table in late February multiple times and I suspect I will still be playing it in March. Whenever I set up Empire of the Sun on my hobby table to play solo against the AI bot (Erasmus) I know it’s something I will be playing over the course of a week or so. Usually I become instantly obsessed and end up playing it for weeks at a time over multiple games and that certainly has been the case this month.
I’m playing as the Japanese right now as I find playing the historical loser in this game is very challenging against the AI bot and I really love the many different approaches you can take to this game and how that core is driven by your card draw. That initial card draw in Turn 2 completely changes the dynamics and direction of the entire game and never ceases to surprise me.
I can’t praise this game enough but I always caution anyone considering getting into this one that it’s super complex and a very robust game that will take some time to learn to play properly. Lots of exception-based rules driven by historical chrome that you might initially find to be overkill but if you are fascinated by the tragic history of the Pacific War like I am, these details really just give this game a narrative flair like no other. This is a game that is as complex as it needs to be, no more, no less. Mark Herman is great at explaining the why of his rules in the rulebook which while adding page count actually helps you to remember the rule itself as you make the connection so it’s a blessing in my opinion. I adore this game and I find it hits my solo hobby table often in long stretches at a time. Takes some doing to get into it, but if you make the crossing you will not be disappointed.
Peloponnesian War
This one blew the doors off, a complete game-changer with a core concept (switching sides) that I’m finding to be applicable to a lot of 2 player games I play solo. This one stands out in the crowd of solo gaming.
Definitely, the game of the month and one of my favorite recent discoveries, this absolutely amazing solo game is one of the most challenging games I have played in a long time. Rules are relatively simple to wrap your head around but unraveling this puzzle is going to take some serious effort.
This is one of the most unique handlings of a solo mechanic I have seen in any game ever and I keep saying this to anyone who listens but why on earth is this approach not seen more commonly in solo games. The concept of playing one side and then switching gives this solo game a really awesome feeling of playing a real opponent, there is no one better equipped to beat you than you.
Love the historical detail of this one and how that brings out the narrative of the game, it’s so good, absolutely a must-own for any historical wargaming solo fans. I put this one up there with Enemy Action Ardennes in terms best solo games I have ever played.
I understand some of the complaints about balance in this one, but I don’t really share them. Let’s just say, I get it but not everyone will.
This latest addition to my CDG collection was a hit with my gaming partners both online and offline, myself included. Despite some oddly shaped balancing in the game that might trigger some to proclaim the game unbalanced, I personally found this game’s design goals to be intriguing and unique. It spoke to me and I suppose I’m on the “I get it” side of the discussion.
I can understand the arguments about the game being tilted towards a Gaul victory, I address my opinion about this one in my review but the short answer is, it is exactly what it needs to be to make this game work.
For me this was a keeper, it fits nicely with some of my other CDG games that I know and love and while it certainly didn’t kick my favorite Imperial Struggle out, I can see an argument for playing this over Washingtons War for example. I look at it like this. I have 4 CDG at the moment. Imperial Struggle is the best one, but it’s fairly complex and actually not really a CDG in the purest sense. As such it comes down to the other three, Twilight Struggle, Washington’s War and Caesar: Rome vs. Gaul. All games I can teach you and get you playing quickly, so it boils down to picking the historical subject you find most interesting.
Caesar: Rome vs. Gaul is a great game, it’s doubly so if the subject matter interests you and you already love CDG’s.
The single best RPG experience of my life and I speak on the behalf of my entire gaming group of long-time RPG players.
Role-playing is as much a hobby for me as board gaming, but the truth is that the term role-playing is really redefined in Vampire The Masquerade. This is a game that goes deeper and more immersive than most RPG’s I play and this is precisely why my gaming group adores this game.
We have been playing the 5th edition since its release and we have created memories and stories that we will be talking about for the rest of our lives in my gaming group.
My gaming group post-corona-apocalypse restarted our ongoing chronicle right where we left off this week and everyone is super psyched to get this gaming going again.
If you have never played a role-playing game before this might not be the best place to start as it really makes a lot of assumptions about the player experience, but it’s definitely the crowning jewel of my personal role-playing experiences.
On The Horizon
I already mentioned a couple of games I’m looking forward to in the near future, but there have been a few new entries in the future-future section that got my attention this week.
Rebel Fury
Another Mark Herman game… I’m starting to think I’m a fanboy!
I have been looking to add my first Civil War game to my collection as currently, I have none! This is not a topic I’m super interested in at the moment, but I certainly see a lot of potential here.
Rebel Fury seems like a good entry point, its a Mark Herman game and it’s based on a game series that is highly regarded. This is a bit out of my scope in that the game is about specific battles rather than more global conflict, so while I’m still on the lookout for a game that lets me fight the whole war, this seems like a great place to start the next phase of my gaming education.