Showing posts with label eurogame. Show all posts
Showing posts with label eurogame. Show all posts

Gulo Gulo Review

Gulo Gulo
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Gulo Gulo is the genus and species name of the wolverine, a rapacious beast. In this game, your wolverine is dying to eat the vulture's eggs. Not wanting to lose her brood, the vulture has set an up an alarm to tip her off to clumsy wolverines. In addition, she's kidnapped and hidden the baby wolverine.
Which brave wolverine will rescue that little guy?
THE COMPONENTS
Rio Grande Games doesn't make chintzy products. This game is beautifully made, even down to the sturdiness of the cardboard box! The vulture's nest is a carved wood bowl filled with wooden eggs in five sizes and colors. The board is a randomly assigned set of thick, two-sided octagonal tiles: one side with grass, the other with wolverines clutching an egg that corresponds to the egg colors. Wolverine player pieces in six colors accompany the set, and even those are painted in just the right places.
PLAYING THE GAME
The playing board tiles are arranged randomly, grass side up, leading to the vulture's nest. (The random element means no two games play exactly the same--nice.) A set of five tiles, also grass side up, is placed as the last set before the vulture's nest. An egg atop a slender stick--the egg alarm--is inserted vertically between the eggs in the nest.
The hungriest player goes first, turning over the first tile, revealing a wolverine clutching a colored egg. The player must then grab the corresponding colored egg from the nest without toppling the egg alarm to the playing surface. If successful, the player can move atop that tile. Subsequent players can elect to turn over the next hidden tile or simply move to a tile already turned. (That latter strategy can be based on the state of the eggs in the nest.) A player who fully topples the egg alarm must move back to the previous tile that represents the color of egg whose attempted removal set off the alarm. The eggs and alarm are then reset.
On reaching the final pile of tiles, a player removes one tile on the pile and its corresponding egg (without setting off the alarm) until the baby wolverine tile is uncovered. A player must then successfully remove one of the two purple eggs in the nest to win the game.
PROS:
* Well-made and durable game components.
* Random game tile placements changes the play each game.
* Good blend of play options for both aggressive and cautious players.
* Players who makes a mistake (or even several) are rarely left out of the endgame.
* Because little fingers can more deftly remove the small eggs, kids can beat their parents.
* Though a children's game, adults will definitely enjoy playing.
* Clever game play mixes strategy with dexterity.
* To prevent setting off the alarm when removing eggs, anxious and boisterous kids must still themselves and concentrate--a good skill to learn.
*Once played, the game is simple to later explain to others.
CONS:
* Cost is a bit steep compared with most children's games of this type, but that's almost a spurious con considering the quality of the components.
* At eight pages, the instruction book is daunting on first glance, but it contains instructions in three languages.
* In the beginning, the rules may seem complex, but running through one game will prove how easy it is to play.My son loves playing this game and so do my wife and I. Outstanding quality, excellent design, a changeable board, and easily explained rules make every aspect of this game top-notch. Even if you've never heard of it until now, you won't regret purchasing Gulo Gulo.

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The wolverine Gulo Gulo is always hungry, especially when near a nest of fresh eggs. Young wolverines love swamp eggs just as much as adults, but are not as careful. Thus, junior is caught and the family has to rescue him, while getting eggs for themselves! Whoever can move along the path the fastest will collect the most eggs and rescue junior!

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What were you Thinking? Its not whether you win or lose, it's how you think the same. Review

What were you Thinking Its not whether you win or lose, it's how you think the same.
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Played this when visiting my son and his wife.Cards ask questions anyone can answer. No embarrassment like in Trivia Pursuit when you just don't know the answer. Here you try to match other player's anwers - some amaze you and most are quite funny. Plan to buy this game myself!

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Power Barons Review

Power Barons
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My mother purchased this board game from a thrift store for me when I was a kid. It looked interesting with a map of the world and lots of cards, but unfortunately it included no instructions. We wrote to Milton Bradley for a manual, and one was promptly sent.
After playing the game for years afterward, I have fond memories. I thought it to be as interesting at age 9 as I did at sixteen, and if I had the game today I don't anticipate not liking it. It's a good game for four people and doesn't take more than an hour to play.

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A challenging game of international rivalry!

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Lord of the Rings Review

Lord of the Rings
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When this game was released in 2000. I couldn't wait to get my hands on it! With wonderful artistry from John Howe and the game devised by award winner Reiner Knizia I was really looking forward to opening the box - let alone play it!
I wasn't disappointed.
It took some effort to pick up the rules since there is a lot there but once underway it has it's own easy rhythm.
The co-operative gameplay works very well. Every player is one of the hobbits - Frodo, Sam, Merry, Pippin, even Fatty Bolger gets a look in. And each one has an innate skill throughout the game. There's a lot of discussion between players as to whats the best strategy and about cards, etc.
This game is excellent at following the story.
Many times I felt like I was being uncontrollably corrupted and slipping towards the darkness. The 'sliding scale' of corruption is very ingenious. It is the cause of much alarm when the Dark Lord himself starts to slide from the other end towards you!
All the characters pop up in the game in the form of cards to help you in your quest. I would have liked some of the main characters (eg: Aragorn) to have had a more enduring effect than simply move you on a further few spaces.
Still, all in all a worthwhile game!

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Monkey Lab Review

Monkey Lab
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I'll leave out all of the possible bad puns. The theme is each player plays a monkey, trying to free other lab monkeys from the lab building. You move around several rooms, collecting objects to help unlock cages and free the other monkeys. You get points, which vary in quantity, depending on how hard it is to unlock the cage. See another monkey carrying something useful to them or to you? You might be able to attack them, monkey style, make them drop it, and move them to a far-away room. Or play a card that allows you to steal the item. This is fun when the other player is near to their goal. You also have to contend with a bumbling security guard named Murray. He moves around when a guard card is played, and he slows you down as you spend time hiding in a room if he is there.
There is a board consisting of 4 double sides pieces, which can be arranged at random to create a few different floor designs. Rooms have doorways that you must move through to get to other rooms. There are tokens for cages, placed randomly in rooms at the beginning, which have to be revealed as a game action. Then the requirements to unlock it are known to all, and the race is on to acquire the right objects. Object tokens are also placed randomly, face-up, in the rooms before the game. You also get a deck of cards, which allow such actions as extra moves, stealing, moving objects between rooms, and moving the guard to any room. Each turn you get to use a maximum of 3 actions, from a choice of 6, in any order and frequency you like. There is a handy reference card for each player. You also get some rubber/plastic monkeys and a guard figure.
I received this game as a gift and thought it looked pretty silly, but it is great. Strategy and planning are required, as you try to get the most valuable cages opened before anyone else. You will have to use your human brain, but you also get to reach back to your primitive side and resort to monkey violence when strategy isn't working. I've played with only 2 players so far, and it is just fine that way. I'm sure that 3 or 4 would be even better. If you don't enjoy interactive confrontational games, avoid the monkey games. Monkeys don't play well together. Gaining a victory in a peaceful manner is admirable. Winning by being sneaky and using brute force is fun. Do you want to be admired, or have fun? We're talking monkeys here. What do you think the answer is?

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Monkey Lab is a strategic fast and cunning game for the primate in all of us. Roam the halls of a testing facility prying cracking and smashing open cages of lab monkeys while you dodge the guard. Use teamwork guile and strategy to save your fellow simians from the Monkey Lab! Rescue the most to be the victor in this game of monkey mayhem!

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Pirate's Cove Review

Pirate's Cove
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We have played this game for two years now. Our 7 year old and 9 year old love it. We find it has enough competition to keep it interesting and fun without stomping on each other completely. We would recommend it for sure!

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Come aboard and sail to Pirate's Cove, the legendary hideaway of thieving pirates and cutthroat buccaneers. The tales of those legendary pirates of old who've fought and survived these mysterious waters still haunt all those who yearn for a lift at sea. Armed with a secret map and starting with a modestly outfitted sloop salvaged from last winter's storm, you set sail to Pirate's Cove --your eyes filled with visions of treasure and fame, your lungs filled with the salty air of the High Seas. Your objective: to battle for the rights to plunder and become the most famed and feared Pirate the world has ever seen. To do so, you will need to navigate shrewdly, fight recklessly and pillage mercilessly. You will gain fame by winning battles, burying gold and treasure, and bragging about your exploits at the Tavern. At the end of twelve months, the pirate with the most fame will be declared the most fearsome Pirate of the High Seas!

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Infection Review

Infection
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I love this game. We just got it from Goodwill, and me and my sister played it tonight (my sister is 15.) We loved it! But the board was hard to look at and find stuff. This is an awesome game! BTW The ages are 9 to 90 LOL but anyone can play it! Buy this game and you'll adore it. I think it's funny how they have ones like 'the kissing disease" and funny ones that you'll be astonished that you got! :) Great game!

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This is a fun educational board game for Doctors, Nurses, Medical Students, Health and Science Teachers, Hypochondriacs, and anyone else with an interest in the medical condition.

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MagnetX - Best New Strategy & Action Board Game Review

MagnetX - Best New Strategy and Action Board Game
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I have purchased this game with some reservations (after all, how fun can a bunch of magnets be?). But my family had spent the entire weekend playing the game (from my 8-year-old to my high-schooler). The game really does have the elements of strategy and a steady hand. My younger boys were even making up their own variations of the game. The size of the game and box also make it easy to take along with us on family vacations. I will recommend this game to anyone looking for something different and fun!

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Watch this game react to your every movement as you place magnetic stones on the board. Brace yourself for an entirely new game! A new abstract game like Chess but with a Twist: the game feels alive as stones wiggle, turn, spin, and collide. Everyone remembers playing with magnets, they are naturally curious objects, by themselves they are occupying. And PsyX Games has brought them together in a game that will challenge you - MagnetX. With rules that take only a moment to learn and set up that takes no time, MagnetX is ready to play. Perfect for parties and social occasions. Hours of fun and challenging play for one, two or more players. Even watching is fun.MagnetX has explosive action. Be prepared for hoots and hollers as the players' jeer and cheer. It's addictive fun! MagnetX is for people who like to be mentally challenged as well as prove their hand-eye coordination in a fine balance of luck and skill.

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The Thief of Baghdad Review

The Thief of Baghdad
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This game is a lot of fun. It is much more challenging and complex then it first appears. It has a simple board with 6 differently colored palaces placed on it. There are 4 sets of differently colored thieves and guards as well as a set of neutral guards. These wooden pieces are well made and quite durable. The artwork on the cards are simple yet quite beautiful as each card simply represents one of the 6 colored palaces.
The object of the game is to get your thieves into the palaces and steal a certain number of treasure chests (based on the number of players, for example with a 4 player game you need to steal 5 chests).
The complexity of the game comes in when you consider how to move your guards and the neutral guards to hinder other players as well as help yourself. The more guards that are not yours at a palace means placing a thief there costs more cards of the right color, yet you need to have at least one of a different color to be able to place thieves and steal the tresure.
Overall I was greatly impressed by the apparent simplicty of the game that was actually a wonderful strategy game. I highly recommend this one.

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Game Description: The sun is going down and dusk is slowly descending upon Baghdads silhouette. The shadows in the alleyways are getting longer and becoming darker. The Bazaar slowly empties and the honourable citizens of this desert metropolis make their way home. This is the time when Ahmed and his men go about their business. They have planned a big mission for this night. They want steal no less than 4 treasures from the palaces to leave no-one in any doubt that: There is only one thief of Baghdad! FUN

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Vikings Review

Vikings
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If you're into the European game craze the way my husband and I are, then go ahead and have no fear adding this one to your shelf. What we especially enjoy is the fact the game can be played within 45 min. once everyone is familiar with the rules. If you're not into long drawn out games, but still like the strategy-driven games, then Vikings is for you! I gave this to my husband for Christmas and we enjoyed playing it with family members.

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Each player is the leader of a band of Vikings. His task is to scout and then settle the islands off the coast of his homeland. As the Vikings uncover the size and shape of the islands, each band seeks to control as much of these new lands as possible. The bands build yards and churches and invite goldsmiths, scouts, fishermen, and nobles to settle on their island to establish the most profitable settlements. But, warriors are also necessary! As, the islands soon attract ships bound to attack them to pillage the new settlements.

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Queen Games Thebes Review

Queen Games Thebes
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This game has several unusually good features.
First, it is a theme game that actually stays with the theme. You're an archaeologist and you have to spend time researching about sites you want to excavate (you don't actually study them however - just pretend but it takes time), travel to the site and then explore and dig up stuff so to speak. And you can have exhibitions about the artifacts when you are done. (It would be cool if you had to answer some sort of trivia about them - making it educational as well.)
The second feature that I like is that it uses a time-continuum to tell who moves each time. So if you decide to spend a long time researching a dig (acquiring more chance of getting a good artifact), you move your marker on the time-line forward that many weeks. Whoever is furthest back in time on the line moves next. So when you choose to research, for example, your opponents may take multiple turns until they catch up to you on the time-line.
The bits are beautiful. Having separately printed bags for different ancient civilizations with various famous artifacts (Dead Sea Scrolls, Standard of Ur, ...) in them - is a great idea. And the rules are not difficult.
I really wanted to like this game but there are too many chance elements for me, and it seemed a little pointless to me and my wife moving around from dig to dig, pulling stuff from the bags. Probably children - at least age 10 - would enjoy this more than most adults which isn't a bad thing. There are people who like this game - have seen it recommended on boardgamegeek - but it wasn't me.

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"The players acquire knowledge and other kinds of support in their travels, which they will use when they travel to excavation sites. 2. The time wheel shows the players how many discoveries they may find at any of the five excavation sites, depending on how prepared they are and how long they choose to dig. Sometimes they will find valuable artifacts and other times they will find only junk. 3. Players earn victory points for finding artifacts and hosting exhibitions, but need skillful tactics and a little luck to find true success! FUN"

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B-17 Queen of the Skies Review

B-17 Queen of the Skies
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While modern computer games may do a better job of simulating the sights and sounds of air-combat and flying bombers over Germany, this game is MUCH more realistic in regards to understanding what was actually happening. There are a lot of charts & tables and dice-rolling, but overall you get a very realistic idea as to just how tough it was to survive 25 bombing missions!
My two brothers and I played this one repeatedly over one weekend, dividing the members of our B-17 crew evenly among us, giving them names, and cheering their successes, like when they'd shoot down an attacking German plane or complete a highly successful bombing mission. Likewise, we felt the terror of having our plane badly damaged by flak and being forced out of formation, only to then be hunted down by German fighters. Once we were even shot down, and everybody had to bail-out. Several individual crewmen didn't make it. Over the course of completing 25-missions, we felt like we'd experienced the real thing. This is an educational game that's a LOT of fun!

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LOTR Confrontation Review

LOTR Confrontation
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My husband and I (trust me, we are not teenagers) love this board game. It is very hard to find a good, competetive two person board game, but this is one of them. It is simple to learn, but there are many different ways one can try to win. It is similar to Stratego, but it's fun to see all the Lord of the Rings characters. ANd best of all, as parents of a toddler, the game does not take long to set up and to play.
Lots of fun!

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Bootleggers Review

Bootleggers
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Eagle Games' "Bootleggers" is an area control, economic engine board game set in the era of prohibition. Designed by the same team that brought you "Kayak Chaos" (Don Beyer, Ray Eifler and Steve Gross), Bootleggers pits players against one another in an attempt to generate the most money off the sales of alcohol.
There are six phases in each turn. The game repeats these phases in order until someone has acquired enough money to win. Players play "muscle" cards. The player who spends the most value in muscle gets to play first. Players may claim more "boys" which allow them to control a speakeasy. Players may claim a truck so they can ship their moonshine. Or players may take an upgrade--something that usually improves their stills production or improves a speakeasy's consumption.
The game has lots of neat bits. There are different colored armies for each player. Each soldier, if you will, is a 20's era gangster with a suit, tie and tommy gun. Players will place these boys on one of the speakeasies. Once enough boys are on a speakeasy space, that speakeasy is open for business, ie, you may sell your moonshine there. The player who has the most boys on that speakeasy gets the profits from it.
Stills produce crates of moonshine (little wooden cubes). You roll a couple of dice for how much production you will obtain. With the right upgrades, you can roll several dice instead.
There are several plastic trucks that can actually hold the moonshine crates. You will need to manage your shipping constraint if you want to maximize your profits.
After production of moonshine, players are free to wheel and deal. If you have too much moonshine but not enough trucks, sell off your extra moonshine to one of your opponents. If you have first dibs on a speakeasy because you control it, convince your opponents to sell their excess stock to you or they will not be allowed to sell their wares.
The g-men are on your trail. Starting on game turn 4, the police figure is placed on the player with the highest still production. The police can shut you down for a turn so you really want to keep the heat off of you.
The game continues until a player accumulates $100,000. The player with the most money is declared the winner.
Bootleggers is a fun game. I didn't think I would like it because I'm not big on the theme (20's era gangster). But it's actually a very fun game. In fact, I really really love the theme! There are a couple of caveats however. This is not a gateway game. It's a bit complicated for the nongamer. And there is a lot of randomness. For a game of its length, Bootleggers has too much randomness. The dice determine production and consumption. This could make the game feel like a 2 hour event that really boils down to one final dice roll. Other than the randomness factor, I recommend Bootleggers to any serious board gamer. Even if you don't like the theme, give it a try!

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Contents include one game board, six family still mini-boards, six remote still locations mini-boards, one cop miniature, 12 speakeasy improvement markers, 12 small trucks, five medium trucks, three large trucks, 120 influence markers, 80 men of action cards, 14 truck cards, 72 muscle cards, 70 whiskey bottles (cubes), play money, and 25 dice.

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Calamityville Review

Calamityville
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As far as games go, this game is a bit convoluted. It's similar to monopoly but where the hotels can be destroyed. The instructions are confusing and in my opinion needlessly so. We ended up "guessing" on a few of the pieces and how they were put into play. That said: my son LOVES this game. I have no clue why. It drags on and on and really isn't that fun. But the idea of destroying hotels and mines with a kicking wild donkey is just too much resist. I'm going to give it a go if you can handle a game that is confusing and long. I just can't deny it the cool game status based on my son's opinion.

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Game is set under the gold rush boom and bust Players build up the town during the boom and the town goes broke under the bust When a player draws a "Donkey Goes Wild!" card, the donkey in the center of the board bucks its legs to knock down players' buildings The player with the most assets when the "Gold Runs Out" card is drawn wins Includes 4 characters, 13 buildings, 1 bucking donkey, property deeds, newspaper cards, money, gold nuggets, 2 dice, game board and instructions For 2-4 People

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Agricola Game Review

Agricola Game
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Please do not let the rule book discourage you from playing the game. I was lost over how to play the game on my first setting. The rules jumped all over the place and I just didn't know how to start the game. It took about four tries of incomplete games, and alot of patience with my brother and sister to try and learn this game.
But once you learn it, its a really fun game. It ranks up there with Puerto Rico. In the game, each person starts with a husband and wife, and over the course of six harvests, I'm assuming 6 years, you try your best to develop the best farm you can.
There are alot of things you can do in the game, such as, raising a family, expanding your farm, plowing fields and sowing seeds, raising animals, building cooking oven and hearths, baking bread or butchering animals for food and fishing! Be careful about raising family though. The more workers you have to work on the field also means the more mouths you must feed at the end of every harvest!

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In Agricola (Latin for "farmer"), you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?

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Britannia Review

Britannia
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I was on the fence about picking up Britannia for some time. On the one hand I'm drawn to the terms "epic" and "Fantasy Flight Games" much like the ant that finds himself at but another picnic in the summer. On the other, "A Board Game of Historical Conflict that Accurately Depicts the Millennium-long Struggle for Control of England, Scotland, and Wales" should probably have suggested that I was getting in a little over my melon. At any rate, thanks to but another of countless situations where I needed only add one more medium-priced game to my virtual shopping cart to get free shipping, Britannia beckoned like a Roman infantry unit from across the English Channel. The rest, as they say and as I would soon discover, was history.
Before we get into the nuts and bolts of the game, let me first clear the air by confessing sheer ignorance to any of Lewis E. Pulsipher's earlier incarnations of the game, including but not limited to the 1987 Avalon Hill version. My fastidious obsession with Fantasy Flight Games is exclusively to blame for my attraction to this particular title.
That said, Britannia is structured for 3-5 players (though playable with 2 and optimal with 4), is suggested for players 12 and up, and should take between 3 and 5 hours to play through. It spans 16 rounds of play that each represents roughly 75 years of actual history (43 A.D. - 1085). Players control 17 nations but not all at once as nations enter and leave the game in accordance with historical authenticity although it should be noted that controlling a nation known to have suffered defeat in reality isn't necessarily the kiss of death. The game discourages radical departures from actuality but does allow for some "what-if" scenarios for history-buffs to try wrapping their heads around. In the case of my friends and I, our knowledge of history is just poor enough to allow us absolutely no concern for such intricacies. You can imagine how proud our history teachers must be to hear this.
Now, before we even begin to discuss the game play, let's take a moment to address the rulebook. You know you're in trouble when Tom Vasel confesses intimidation to a game's manual! But alas, I ignored his warning and pressed on, determined to make sense of the 24-page tome. I too nearly caved after multiple readings that, while reminiscent to the actual history classes themselves, ended in confusion, despair, and hopelessness. About all I can say in the manual's defense is thank goodness there wasn't going to be a test on the material at the end of the week!
I'm fairly confident the jumbled rule presentation has more to do with years of devoted players encountering unique in-play situations that required addressing. While it was admirable for Corey Konieczka, John Goodenough, and Lewis Pulsipher to tackle these uncertainties right from the get-go, to do so with as many exceptions, amendments, and page referencing as is done here almost requires the Ph.D. of Dr. Pulsipher himself to fully grasp.
No need to take my word for it, the following is an actual quote from the game's instructions:
"Stacking Limits
The number of armies of one nation allowed in a single land area is strictly limited in most cases. Each nation (except the Romans) may normally have no more than three armies on in a non-difficult terrain area, or two in a difficult-terrain area. As an exception to this restriction, each nation may have a single overstack. This overstack consists of one group of an unlimited number in a non-difficult terrain area or one group of up to four armies in a difficult terrain area (but not both).
Exception: The Romans can have any number of armies in each non-difficult terrain area and up to four in each difficult-terrain area. Since Romans do not have to adhere to normal stacking limits, they do not have a single overstack capability.
Stacking limits may not be exceeded during the Population Increase Phase, not may they be exceeded as a result of retreats.
Exceptions: Stacking limits may be exceeded during Round 1 Belgae reinforcements, Round 6 Romano-British armies, and round 7 Romano-British reinforcements (see page 15)."
If reading 24 pages jam-packed with this type of crystal-clear direction floats your Viking boat, then by all means, please ignore my grumbles. I suspect players already familiar with the game will have no trouble translating this cipher, but neophytes, prepare to struggle.
I would strongly recommend beginners visit the designer's site ([...]) to review the original 2006 rules, which are much more concise.
Once sorted, the game actually flows pretty well thanks to a timeline track on the upper right portion of the board that breaks up the game's 16 phases and a nation card for each of the 17-countries involved that explains their objectives in a given phase.
Movement is turn-based (rather than dependent upon dice rolling) and is determined entirely upon the geography presented on the game board (which is broken down into difficult and non-difficult land areas, open-ocean, and straits). The amount of maximum spaces moved on a turn is dependent upon such factors as the nation in question, the terrain, and the type of army being used.
Combat is a dice-rolling affair with both nations (notice I didn't say "players" because sometimes a player will be involved in battles between two or more nations that he controls) getting an opportunity to roll an attack number. Eliminated forces are pulled from the board immediately and, like before, the actual numbers required for victory vary depending on the nation in question, the type of army, and the terrain itself.
All of these things are accomplished across five phases: I) Population Increase, II) Movement, III) Battles/ Retreats, IV) Raider Withdrawal, and V) Overpopulation. And of course, each of the five phases is performed by each nation involved in the game at a given time; again, keep in mind that players will be in control of multiple nations. Once this is completed, scoring takes place by first checking the timeline to determine whether or not the round completed was a scoring round (in this case, rounds 5, 7, 10, 13, and 16 are scoring). Nations gain victory points for holding land areas as indicated on their nation cards, and at other times of the game, nations may earn points for electing and crowning a king.
At the end of the 16 phases of the timeline, the nation with the most victory points is deemed the winner.
If all of this sounds a bit complex, rest assured, it is. I've done all I can to simplify, condense, and summarize the game's actual structure and play dynamic into the space allotted but truthfully, this is no lightweight of a war simulation. I may go as far as to say that Fantasy Flight is being a tad bit optimistic in assigning the game an ages 12+ rating as, based on their own rulebook alone, several adults I know gave up long before completing a full game. About the most efficient method of mastery I've discovered is to convince someone who already knows how to play to join your group or to make use of the helpful posters on forums devoted to the game such as those on Board Game Geek or Fantasy Flight Games' own site to get answers to specific questions as surely, there will be many.
Once grasped however, Britannia really becomes quite an achievement for its ability to accurately depict sweeping historical events in the span of a few hours. It does, however, require a good deal of commitment from its players. The strategic element is always present, but not quite as dominant as it is in other similarly themed games. Pulsipher undoubtedly went to great lengths to ensure advantages and disadvantages of the forces involved based on historic record (which is why some players will inevitably whine that their meager Jutes forces didn't stand a prayer against the might of the Roman Empire to which the only proper answer is "oh well").
A strong grasp of history is recommended but not required to make the most of the experience. I wouldn't go as far as to say it's a game for everyone however, as even some diehard Risk fans in my gaming circles succumbed to the tedium of 16 lengthy rounds. At the end of the day however, Britannia is one of those games that is perhaps without rival in terms of packing a millennia's worth of savage conflict into one nicely decorated box that just so happens to contain those beautiful letters, "FF" in the lower-right corner.

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Welcome to a land of sweeping history. Welcome to a land that the Romans, the Angles, the Saxons, and a dozen other peoples warred over for a thousand years. Welcome to the land of King Arthur, Alfred the Great, Harald the Ruthless, and William the Conqueror. Welcome to Britannia. BRITANNIA is an historical board game that broadly depicts the millennia-long struggle for control of England, Scotland, and Wales. The game begins with the Roman invasion of 43 A.D., continues through the many struggles between Angles, Saxons, Picts, Norsemen, Scots, Irish, and other tribes, and ends with the Norman invasion of 1066. BRITANNIA allows players to re-create this epic history, re-enacting important battles in some cases, altering the course of history in others. The game rules discourage players from making historically unrealistic moves, but also give players the freedom to alter Great Britain's history in important ways, creating countless interesting "what if?? scenarios. What if Boudicca's Revolt against the Romans had been more successful? What if the Romans and the Romano-British had repelled the Saxon invasions of the 5th and 6th centuries? What if William the Conqueror had died during the Norman invasion of 1066? In BRITANNIA, the players will determine the destiny of a kingdom.

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