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2017 Was Great, Will 2018 Be Even Better? Just a glimpse of one of my choices Got to say that was true of my life in general, espec...

2017 Was Great, Will 2018 Be Even Better? 2017 Was Great, Will 2018 Be Even Better?

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


2017 Was Great, Will 2018 Be Even Better?
Just a glimpse of one of my choices

Got to say that was true of my life in general, especially with the arrival of our second granddaughter who is  my son and his wife's first baby!

But it's games, not family that you want to hear about.  Choosing my top three games of 2017 was no easy task and my final line-up does tend to reflect my origins as a Board wargamer rather than a Eurogamer.  Still my first mention kinda straddles the borderline.  

878 Vikings: the Invasion of England

from Academy Games

You'll be getting an in-depth look at this game very shortly, but just briefly this a superb marriage of theme and execution.  What's not to like, especially for someone who lives in a town supposedly named after a Viking called Orm in a region where many places end in the suffix "by" that indicated Viking origins.  Hey come on running around wearing helmets with horns on, swigging mead and ....oops the rest is censored. This is the latest in Academy Games line or should I, in this case, call it a branch-line of their Birth of America series.  It uses all the main features of that system taking an historical situation but with distinctly Euro style production, especially with its wooden cubes for units.  878 Vikings goes one better with little plastic figures.  Great game, bags of style and no walk over for the said Viking Invasion. Back to the longboats, lads!

By next choice is pure board wargame.

Ligny 1815: Falling Eagles

from Hexasim

Here I'm cheating a little, as this game is barely out, but it's predecessor Austerlitz 1805 Rising Eagles was a year too early to be counted.  I've chosen this more because of the system.  It is a traditional hex map, Napoleonic simulation with all the type of rules you'd expect.  What makes it tops in my judgement is that it works in every way.  The rules are moderate complexity, but playable, but playable.  2 maps for a full campaign that doesn't mean giving up half your life to play and good mini-scenarios played out on smaller maps but enlarged hexes.  Oh and fantastic map graphics, brilliant Euro quality counters and ace rule and scenario books.  

My third choice and top of the list is ...

Colonial Twilight

from GMT

The latest COIN game from the GMT stable designed this time by Brian Train.  A well known designer in his own right, Brian has produced the first purely two-player  COIN series game to simulate the French-Algerian War of the 1960s.  Everything that this series has come to stand for is here.  Brilliant production values, a tense, but tense situation, polished rules and two player, total head-to-head play.

So that was the year that was.  What are the prospects for the current one?

At the risk of sounding stuck in a groove, for me it's got to be COIN again all the way.  So here goes with what has just arrived in my local supplier, Second Chance Games, this week.

Pendragon

from GMT

Technically this is down as 2017, but for us Brits it is just landing on our shores in 2018.

Back to 1-4 players and BOTs, which I never use.  Even solitaire I'd rather play all four factions than fiddle my way through a flow chart.  Ten times faster and ten times more enjoyable for me.  For me this is a classic MUST HAVE.  It's COIN - tho' not counterinsurgency really [but neither was Falling Skies].  Like all COIN it's fantastic to look at.  It's Britain circa 4th/5th century - Ok it doesn't have Arthur or a Roundtable, despite it's title but I've been steeped in the story of the Romans pulling out and the murky mists of our early Brit Hist right from childhood and Rosemary Sutcliffe's Sword at Sunset.  

My second choice is a game that I've just reviewed

Hannibal & Hamilcar

from Phalanx

An established product given the most fantastic make-over of the game of the 2nd Punic War - superlative CDG, Hannibal, elephants, Scipio Africanus.  Plus at last the long promised 1st Punic War as not just an add-on to the brilliant Hannibal, but a cracking game in its own right.

And going to the opposite time extreme for arrival - scheduled for December 2018.  So, who knows, it may be on my list for 2019!

Time of Legends: Joan of Arc

from Mythic Games

Gorgeous, amazing, eye-watering minis, models, large terrain tiles. Myth, monsters, legendary heroes plus historical forces too.  RPG elements, skirmish and up.  Huge, but huge.  Price too heading in that direction, but this had to go in my collection.  Sigh, but a long time to wait.   Cue a quick burst of "All I Want For Christmas.."







Skagerrak: The Battle of Jutland Through German Eyes by Gary Staff   This book is a complete history of the Battle ...

Skagerrak The Battle of Jutland Through German Eyes by Gary Staff Skagerrak The Battle of Jutland Through German Eyes by Gary Staff

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



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  This book is a complete history of the Battle of Jutland through the eyes of the German High Seas Fleet. VizeAdmiral Richard Scheer, its commander, especially has a different view of the battle than we are used to reading. If the findings in this book are correct, then we will have to look at many of the incidents during the battle with a different perspective. A case in point would be the 'Death Ride of the German Battlecruisers'. According to this book, it was nothing of the kind, and it is a tall tale that merely evolved over the years. The author shows that this tale was printed in the book 'Kiel and Jutland' a few years after the war (the title when it was released in English was 'Two White People'). The author of this book KorvettenKapitan von Hase actually said that the order was followed by the order 'to ram (the enemy ships) and to fight to the death'. This books author shows that the English fleet was five miles away, and the German battlecruisers had actually turned south before this purported order, and continued on this course for five minutes. According to the sources quoted, the battlecruisers' turn south had made the German battleships bunch up when they did their first 'battle turn' manuever. Therefore, Scheer, because of the battlecruisers turn south, ordered them to attack the British and not continue with what he perceived as a retreat.

 The book quotes ViceAdmiral Scheer on this point, and the actual first 'battle turn' (the 'battle turn' used by the Germans is usually described as a turn by all of the battleships as one so that the first ship becomes the last etc, essentially a retreat). The incident is usually shown in the light of a last ditch effort of the Germans to escape annihilation. According to Scheer, the 'battle turn' was a much practiced German tactic to bring an opposing fleet closer, and then attack them with destroyers and torpedo boats. This was exactly the tactic that Admiral Jellicoe of the British Grand Fleet was afraid of. Jellicoe had, since the beginning of the war, said he would not follow a German retreat for fear of a torpedo attack and mines. So when the 'battle turn' took place, the British fleet did not close with the enemy. You can almost hear the emotion in Scheer's voice when you read about his thoughts on this matter. I can guarantee that in Jellicoe's shoes he would have closed with the enemy fleet. In his writings his natural pugnacity comes through. 

 The book goes through the battle with a minute by minute description of the events of the battle. It is also heavily populated with maps (an absolute necessity for naval battles). The author also contends that the Warspite, which did a lazy circle through some of the battle, did so because of damage received from the German fleet. 

 This is an excellent addition to one's library, to see a different side and take on the events of the battle. 


Avernum 3: Ruined World is the latest release from the prolific mind of Jeff Vogel over at Spiderweb Software. The game is actually a r...

Avernum 3: Ruined World Avernum 3: Ruined World

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!




Avernum 3: Ruined World is the latest release from the prolific mind of Jeff Vogel over at Spiderweb Software. The game is actually a remaster of a remake of Exile 3 which came out way back in the 90's. Although the game isn't entirely new, it has been greatly improved and expanded on since those previous releases. Mr. Vogel has spent literally decades pumping out these kinds of RPG's and mastering his craft, and it shows in this newest release.

If you aren't familiar with the series you might be wondering, if this is Avernum 3, what happened in the first two games? Well, there isn't nearly enough time to explain it all here in detail, but we can hit the highlights and bring the story up to where Avernum 3 begins. The series is set in a fantasy world where an all powerful Empire controls the known world with an iron fist and sends those it doesn't like into exile in an underground world, Avernum. This world is made up of massive caverns that stretch on for miles and are helpfully lit up by glowing flora. As more and more people are teleported down into this subterranean continent, they eventually begin to build up a civilization of their own, with towns and forts spread across the land. Forts, because Avernum is of course filled with dangerous beasts and other races which aren't too excited about sharing their home. 


In the first game you play as a group of exiles freshly sent down into Avernum where you must learn about the land and find your place in it. Over the course of the game your party proves its usefulness and eventually takes part in finding a way back to the surface and attacking the Empire. Spoiler alert for a 20 year old game: the story climaxes with the assassination of the emperor on the surface. Skip ahead five years and the story of Avernum 2 begins, the empire strikes back (heh) at the Avernites, and your party must find a way to survive and defeat them. This involves making new allies and solving other conflicts so that your side can win the war. Avernum 3 picks up ten years after the end of that war, and the Avernites, after a long period of peace, are preparing to return to the surface in great numbers. Before that though, someone needs to explore the surface and see what's what. That's where you come in.


Avernum 3 opens with your party of adventurers being selected to head up to the surface following loss of contact with the first group of explorers. Your orders are simple but broad: go to the surface, learn everything you can, and then report back what you find. Stepping out into the sunlight is a very cool moment, where you can imagine the joy of your characters as they see the world they were banished from for the first time in many years, or perhaps ever. You'll have to imagine it, since as you might have noticed from the screenshots, Avernum is not a series to be played for its stunning visuals. More on that later though. As your group heads out into the world, you quickly find that there was a reason that the Empire has gone quiet for so long. Various plagues of monsters have overrun the world and have the people there on the verge of collapse. Hence the title, Avernum 3: Ruined World. Instead of fighting the people and soldiers of the Empire, you'll soon find yourself helping them out. This isn't purely out of altruism, the people of Avernum want to colonize this place, and that can't happen if it is a wasteland of monsters and destruction.


So that covers the broad strokes of the setting and the opening situation of the game. I don't want to go any further, since the story quickly throws some curve balls at you that add plenty of intrigue to your mission. Just a teaser though: you'll find yourself heading back down into Avernum to inquire about some rather unexpected oddities you discover on the surface. I also must admit that I have not finished the game, since it has a ton of content and there was no way to come anywhere near completing it in time for this review. However, I have played a few of the other titles from Spiderweb Software, and they are very consistent in their quality, so I have no doubt that the game only gets better as it goes along. 

Let's visit the topic of graphics and sound. This is no Witcher 3 or Pillars of Eternity, the graphics here are very simple, and the sound effects and music are minimal at best. There is very little animation and not much in the way of flashy spell effects. I completely understand if some people find that to be a deal breaker, there are tons of gorgeous RPG's out there to spend your time on if you want some juicy visuals to go with your questing and monster slaying. All of that said, the game does a lot with what it has. The environments have been created with a high level of care, and are filled to the brim with little details. The world feels very lived in, despite having only bare bones graphics. To help fill in the gaps for your imagination, text boxes frequently pop up to set the scene as you enter different areas and encounter NPCs. These descriptions, along with the large volumes of dialogue you will read, are all very well written and form the heart of the RPG side of the game. Without the high quality text bringing the mostly static visuals to life, the game would be a lot less enjoyable.


As you explore the game world, you will meet many interesting characters who have a lot to say about who they are and what they do. These little bits of flavor breath life into the story, as they help you understand the culture and day to day life of this fascinating landscape. Some of these people will have quests for you to accomplish, like in any good RPG. One thing I love about this game is that it uses the old school system of forcing the player to actually pay attention to the dialogue in order to understand where they need to go and what they need to do. There is no quest compass to mindlessly follow to a destination, you will need to be able to read a map and follow directions in order to find your way around. 

The quests are usually more interesting than simply going somewhere, killing something, and coming back (though there is a fair share of that). Often there will be some kind of twist that makes things not as simple as they first seem. This goes double for the main story quests. As you go about adventuring, the world itself will change around you. Things can improve where you help out, and get worse elsewhere as time passes and crises remain unresolved. As mentioned, I have not come close to finishing the game, as there is a ton of world to explore and quests to complete. If you explore every nook and cranny of each dungeon (which you will want to do to find the numerous secret rooms containing treasures and story bits), it will take many dozens of hours to do everything.

The other half of the gameplay I haven't discussed yet is the tactical combat, which you will experience a whole lot of. It uses an old school system of characters taking turns using action points to move and act. You begin the game by building a party of four characters with basic abilities, and then growing them however you see fit over the course of many combats and quests. Although you can pick from a dozen starting classes, in reality all characters have access to the same options for advancement, letting you tweak things however you wish. I began with a classic group including a warrior, a rogue, a priest, and a mage. 


There are about 60 different skills and spells to learn, as well as a large collection of passive stat upgrades which will help you define your style as your characters get stronger. The combat starts off pretty simple, but as things move along you will have to deal with a variety of enemies that use different tactics and force you to think and adjust your strategy. I found that although the combat isn't nearly as intricate as something like Divinity: Original Sin, it is still a lot of fun and makes for hours of satisfying gameplay. As soon as you start to feel cocky, you'll round the corner and find yourself facing some new horror that can wreck your day if you aren't careful. There are also plenty of boss fights and unique situations to break up the standard monster slaying.

Customizing your characters includes dressing them up with all sorts of gear including weapons, armor and accessories that you can find or purchase. You can also use trainers to advance particular skills even higher, for a hefty fee. Crafting includes creating high powered weapons and a wide variety of stat boosting potions. There's a little bit of everything here you would expect from an RPG, and between all of it you can mold each character to suit your personal style. A glass cannon mage, a dual-wielding rogue, a paladin, a buff casting priest, pretty much any classic archetype can be created with the options available to you.


If you can look past the graphics and sound, there is a very solid RPG adventure here to enjoy, which will suck up many hours of your time. There is a fascinating world to truly explore along with your characters, as they wander into a place they know little about. 
When you first step out into the surface, you really have no idea what you will find, and don't even know what direction you should head in. What you do find will push you to keep going and see what happens next.

Avernum 3: Ruined World is available on Steam, Humble Store, GoG.c or or directly from Spiderweb Software.


There is also a demo available if you want to dip your toe before diving in!


- Joe Beard


















Red Poppies Campaigns Volume I: The Battles for Ypres by Compass Games     Ypres, or to the British troops &...

Red Poppies Campaigns Volume I The Battles For Ypres by Compass Games Unboxing Red Poppies Campaigns Volume I The Battles For Ypres by Compass Games Unboxing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



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 Ypres, or to the British troops 'Wipers', was either the seminal battle where the British Army found out how to win the war, or just another 'Blood Tub'. There are probably as many books written about the battles of the Ypres salient as there have been about the Battle of the Somme. This is a relatively new game from Compass games. I have been looking at this title longingly since it was released. I picked it up during Compass Games winter sale. This is just going to be an unboxing instead of a full review. I will do the full review when time permits. 




 The rulebook is in color, and also is printed in large print. It has only fifteen pages of rules. For such a large game with many pieces, I was somewhat surprised. Considering that it has rules for off board artillery and creeping barrages, among many others, it came as a pleasant surprise. The rulebook also contains three pages of examples of play. Then comes a half page of more instructions for playing the scenarios, followed by two and a half pages of rules for playing the campaigns. The following ten pages are taken up by the setups and instructions for each scenario and campaign. These are:

Scenario I, Eating Fire at Gheluvet - 1914
Scenario II, The Volcano In Flanders - 1915
Scenario III, Unfrozen at Frezenberg - 1915
Scenario IIII, Hot Time at Houge  - 1915
Campaign Game I,  Gheluvet - 1914
Campaign Game II, Fezenberg - 1915
Campaign Game III, Menin Road - 1917

 The rulebook ends with a nice touch. It has three pages with both the front and back of all of the counter sheets.







 The game comes with two, two sided terrain charts with a sequence of play breakdown on the other side.




 The turn record track is its own sheet, and not on the map.

 The games counters are well designed to be able to see and read the information quickly. There is no embellishment to them, just very utilitarian in their look. I am not knocking them, only explaining how the counters look. For a game about the death machine that was WWI, they fit the subject fine. These are the counters:





  






 The game has some novel rules that help it simulate WWI battle. They have a 'Mass' rule that facilitates command and control and a rule about 'Blobs' that deals with infiltration tactics. As mentioned, there are rules about off board artillery, onboard artillery, and mortars. The later scenarios also have rules for gas, and everything else you would expect in a WWI game.





 The game follows a novel approach in that the three maps are all of the same area, just shown differently for the three years of 1914,1915, and 1917. As you view the maps through the years you actually see the effects of the war on the landscape until you get to the almost frightening 1917 map. The Ypres salient was one of the few places even in the trench system that had major battles in different years. For those of you who read about the battles I wanted to showcase some of the places from the maps that we all know. The maps are all 22"x34", and they are of the open hex-side type.










                                         Hooge 1914  






                                              Hooge 1917



 The game is playable by one to two players with a rating of eight out of ten for solitaire play. The innovative rules of the game look to be some of the best to represent the real tactical challenges of WWI. I am looking forward to playing the 1917 campaign first. I will also be doing a review of the actual game play.

Robert
















Holdfast: EastFront 1941-45 by Worthington Publishing  We have another Worthington publishing game for review. T...

Holdfast: EastFront 1941-45 by Worthington Publishing Holdfast: EastFront 1941-45 by Worthington Publishing

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



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 We have another Worthington publishing game for review. The new game's area is more than a few thousand miles away and ninety years later than the American Civil war. This game takes you to the steppes of Russia in the Second World War. The game board is mounted, and it encompasses Berlin to Moscow and Stalingrad and a little beyond. The map is colorful, and it is easy to see the borders for the different scenarios and rivers etc. On first look, the map looks bunched up. This is because the furthest south the map goes is Sevastopol. There will be no fighting for the Caucasus in this game. This game, like the other Worthington games I have played, is a block one. The blocks represent armies on the German and Soviet side. The supply rules are also simple but effective. You must have a path of five hexes to a city controlled by your side or the west or east edge of the map. A Russian unit in a fortress city is always in supply.



 The rules take up only four pages with an extra page for the scenario setup and rules for the 1942,1943, and 1944 scenarios. The rulebook also comes with two pages of designer notes. This game system runs on 'Resource Points'. Everything a player does or can do revolves around his or her resource points. This is a list of what costs actions take in resource points:

Replace one Infantry Strength point - 1 RP
Replace one Armor SP  - 2 RP 
Replace one Eliminated Infantry Unit at 1 SP  - 2 RP
Replace on eliminated Armor Unit at 1 SP  - 3 RP
Activate a Unit for Movement - 1 RP
Activate a Unit for Rail Movement  - 2 RP
Activate Units for Combat  - 1 RP per hex Attacked

 This is a link to the rulebook:

 https://worthingtonpublishing.com/wp-content/uploads/2017/02/HOLDFAST_EASTFRONT_rules_WEB.pdf




 This is the turn sequence:


A full game turn is the sequence below. After the Russian player
finishes, the turn marker is advanced one space. At the end of the
January 1943 turn, the 1941 game ends and a victor is determined.
1.
Determine resource points for each player.
2.
Roll a die to determine the weather for the turn.
3.
German player places reinforcements and replacements.
4.
German player checks supply for movement, and activates units
for movement and combat.
5.
German player checks supply for unit elimination.
6.
Russian player places reinforcements and replacements.
7.
Russian player checks supply for movement, and activates units
for movement and combat.
8.
Russian player checks supply for unit elimination.
These are the player aid cards:


 This game fits right in with the other two games I have reviewed for Worthington games. All of them have a short rulebook, and very easy to understand rules. The player is left to concentrate on his strategy, and not on how many counters he can stack before the pile falls. That is not to say that the game play is simple. It is just easy to know what a player can do. On the other hand, it is not easy to figure out what a player should do. The mechanics of the resource points makes a player feel like a beggar or a sot. He always needs just one or two more resource points each turn. In Chess, there are nine million possible moves after each player has moved three times. So you can see that the possibilities in this 'simple game' are mind boggling. Again, like the other games, this one has a small amount of counters and the map is really not that large. So, it is perfect for people with limited space for playing. The quick action also means that you can play through 1941-45 in one sitting. 




 From my play-throughs, the 1941 scenario, like in history or other games, is the easiest for the German player. With each succeeding year's scenario, it becomes  more difficult. The weather is well represented in the rules, which is good considering that it played such an important part. The weather, just like in real life, can hamstring both players. The gradual improvement of the Soviet Army is shown by the reinforcement of Guard units, which are roughly twice as strong as the original Soviet units in 1941. The 1941 scenario ends in January 1943, and the German player has to hold two out of these three cities: Moscow, Leningrad, and Stalingrad. If he doesn't, the game can continue until May 1945 and the Soviet player has to hold all three of these cities: Berlin, Warsaw, and Bucharest. 



  For gamers who want to delve into the tiniest minutae of the Eastern front, please look elsewhere. For game players who are looking for a good evening of fun, I can easily recommend this game. 

 This is the setup for the 1941 scenario:





Robert

RICHARD THE LIONHEART FROM CMON GAMES In an age when a Eurogame always tends to spell quality, Richard The Lionheart produce...

RICHARD THE LIONHEART RICHARD THE LIONHEART

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

RICHARD THE LIONHEART

FROM

CMON GAMES


In an age when a Eurogame always tends to spell quality, Richard The Lionheart produced by CMON Games shouts quality at the top of its voice.  In the days when they were known as Cool Minis Or Not {before they decided to become an acronym}, you might have guessed  that somewhere in the box would be exactly that - some cool minis.  And you'd certainly be spot on, cos here they are.
All lined up in their perfectly moulded little slots.  With a game called Richard The Lionheart, you'll certainly hope to find a model of the king himself.  In fact, you get two: one on the left and one on the right in the photo below.
What will surprise you is that both serve purely as markers on two of the game tracks.  That's right - markers.  No cardboard markers, however glossy and colourful, but nicely sculpted models purely to look good as play aids!  There are in all four important tracks: Richard's Army, Saladin's Army, King's Return and King's Treasure.  I think you can guess that the large warrior with shield and scimitar goes on Saladin's Army track, while the figure with the rather odd conical hat, clutching a money box goes on the King's Treasure track.

Your player piece may come from one of the two opposing factions in the game.  One group of models make up a set consisting of Robin Hood and Maid Marian, Friar Tuck and Little John.  Hurrah!!
While another set {Boo! Hiss!} consists of Prince John, the Sherriff of Nottingham, the Bishop of Ely and Isabella.  Isabella {?} - think she might be a counterpart to Maid Marian.  At least they've given her a sword.

By now you should have guessed that thematically at least we are in the legendary struggle between the outlawed denizens of Sherwood Forest and the current "legal" power in the land, Prince John and his henchpersons!

Richard, the great but absent king of England, is away fighting the 3rd Crusade against Saladin.  Meanwhile back home, you-know-who and his cronies are seeking to empty the coffers and make sure Richard never returns, while on the opposite team, fighting for freedom by robbing the rich and giving to the poor are Kevin Costner and Russell Crowe - sorry, Robin and his merry band.  

Surprisingly, there are still a few more models to come: two named ones - Leopold of Austria and Marie of France.  One each of these is to be played as the Neutral character when you have an odd number of players in the game.  "Neutral" is rather a misleading choice  of adjective.  In fact, quite a number of players are already taking a shine to choosing this role in the game, as each turn you ally yourself with one or other faction.  Consequently your game play is significantly different from the others and gives you an opportunity to revel in an even greater degree of deviousness.  
Leopold and Marie - the "Neutral characters".

When you turn to the 4-6 player game, there are two further figures to add in: the Merchant  and the Mercenary. Now these I would truly call neutral, as they are moved randomly at the end of each turn according to instructions on the current Event card.  Ending in the same location [the only time two figures can end a move in the same place] as one of these figures gives you a useful bonus in coin or Influence cards.


The truly neutral figures: the Merchant and the Mercenary



In purely visual terms, everything complements the theme.  The game board is a stylised map of part of England with large town/city emblems, mainly linked by roads in white and a few, but crucial, rivers in blue; crucial because, just like today, the east/west journey is trickier than travelling north/south!  Here we start to depart from any history whether factual or legendary.  As a player of one of the characters, you will be journeying the length and breadth of England to these locations to use/ collect/ exchange cards/coins/prestige points. 

Rather oddly concerning these places, supporters of John are the only ones allowed to activate Grimsby and Richard's followers Bridgewater.  A few other queries have been raised about the choice of locations with the feeling that some, like Cambridge, are included mainly because they are well known internationally.  Ok hands up, how many of you reading this could have pinpointed Bridgewater on a map? 
The map you see above is for 4 - 6 players, while the one below on the reverse of the board is for 2 - 3 players.  You'll notice that in this less crowded version of the realm Grimsby and Bridgewater are no longer off limits to one side. 
Setting aside the question of the geographical choices, the actual look of the two map boards is superb and matched by the other two boards necessary for game play.  Below is the combined Crusade and Purchase Board.
A larger detail of the Crusade Board shows the attention to making this a stunning product.
The final board is the Reserve Board - a simple display, but again gloriously presented.
Added to the boards are 279 magnificent cards - Event cards, Edict cards and most numerous of all the six types of Influence cards - oh not forgetting a small addition I really, really welcome - 6 Player Aid cards.  How many games have at best two of these that keep getting passed around.  Though to be honest, they'll soon be largely unneeded, because this is a game whose rules are quick to learn and easy to remember.

Nor is the game lacking in good quality counters [two sheets worth], from Prestige Points and Coins to Faction Skills, Ship tokens and Horse tokens.
Equally attractive are the Player mats, whose pictures match the models used in the game.


A final touch to this package that is more than worth a mention is the plastic inlay to contain all the components.  This deserves an award in itself.
Looking here it may seem fairly standard, but there are just a few extra details that I think merit the praise I've just handed out.  Each and every compartment has a slightly recessed point that makes lifting out any counter perfectly easy, no scrabbling for the last one or two.  In particular, the bottom row contains three compartments for counters stacked vertically that widen out in size to accommodate each size perfectly.  Finally, while looking at the three stacks of cards and their compartments, what you cannot see is that below the clear plastic moulded tray to hold the figures are two more empty compartments so that all the cards can be comfortably stored even when you have sleeved them.  How often have you bought games, only to discover that once you've sleeved them they wont fit the designated compartments?  So, full marks to CMON for their foresight and care is designing this whole package.

OK I've waxed lyrical about all things practical, physical and artistic about this game.  So, how well does it play?  At its core the rules and mechanics for Richard The Lionheart are very straightforward and clearly set out, explained and illustrated in the beautiful rule book.  You should have no problems understanding and following any aspect of the game. 
The sumptuous Rulebook


There are three main phases that the players have control over.  As I've described in dealing with the map board, each player moves to a location mainly to use/collect/exchange cards/coins/prestige points.  Below each location is a banner containing a language-independent explanation in icon form of what you can do there. 

Here there's a need for a brief, but I think important digression. Personally, I have found some physical difficulties being able to recognise some of these from across the gaming table.  This is easily dealt with by referring to the very useful two page appendix which lists and explains them all and I have made several copies of these to help other players while we're gaming.  However, a less easily solved problem and one which has been a major question raised already by several players is the extensive use of red/green as the basis of  the colours for the cards, the icons and the models themselves. 

So, back to the rules. You can move up to 3 locations, but can never end your move where there is already another player's figure.  You may, however, pass through a location where there is a player figure of the opposing faction and steal a random card from them!

Next each of you has a chance to buy one item from those available on the Purchase Board.  This is where you can acquire such assets as a boat to allow you to navigate those important few waterways or a horse to increase your movement rate to 4 locations.  Or you may like to buy a skill applicable to your faction or a specific card from the reserve Board. 

Finally, in the third phase, every player may contribute up to 2 Influence cards to the Crusade Phase, but for each card that they cannot or do not want to contribute they lose a Prestige point.  Safe to say Prestige points are the victory points of this particular game.  These cards are added to the Influence cards in the Crusade Deck, shuffled and the number of them drawn is twice the number of players in the game.

For me, this is one of the high points of the game.  These cards are now revealed and affect the movement of those four figure-markers on the Crusade Board tracks.  How they move depends on how many of each of the six types of Influence card there are and how they stack up in specific combinations of each faction. 
My table set for a 3-player game

In essence that's it, so far, so simple.  So what makes this quite such an engrossing and, for me, an exciting game.  First of all, I love games that have players lined up in factions against each other with conflicting goals, BUT where only one player can ultimately win. 

Here I must clearly state that I believe the game gets infinitely better as the number of players increase.  For two players it is enjoyable, but frankly there are so many two-player games out there that are better.  Three players is good, because it introduces the added complexity and uncertainty of the Neutral player.  But the game really shines from 4 players upwards.  

Here is where those four tracks are all important, as they determine both the winning faction at the end of the game and when the game ends.  As soon as the marker on at least one track has reached the end of it by the completion of a turn the game is over.  So, if you are a character of Richard's faction  then you are striving to push the marker to the end of Richard's Army track or the King Return's track first - if you are of Prince John's faction you want to be the side to get a marker to the end of Saladin's Army track or the King's Treasure track first.

There are a further two wrinkles in the victory conditions that make this game very appealing to me.  One is that if the game goes the full ten turns, then victory is determined purely on which player has the most Prestige points.  The second is that if more than one track has reached its end point by the end of a turn, then there the lowest of those Tracks on the table is judged to be the one which decides the winning faction. 

So, you generally need to make sure you're on the winning faction.  Well if there's only two of you playing that's all you need to do.  Hence my view that 2-player is only satisfactory.  Any other number of players and you have to be both on the winning faction and have the most Prestige Points.  

The 3-player game is good because you are in something like the stand-off at the end of film, The Good, The Bad and The Ugly. As the Neutral player, you have to make sure you end up allied with the winning side when the game concludes.  The only drawback is if the Neutral player decides that their best chance of winning is mainly to ally with one side and race them to get the most Prestige Points.  However, the Neutral player is more likely trying to play off both opponents.

The reason for this is that at the beginning of the game each player draws an Edict card that they keep secret.  This provides a personal end of game target and a small, but extra detail of uncertainty.  For the Neutral player his/her target usually involves gaining points by having the markers in very balanced positions on their tracks.  In addition, the Neutral player also gains a bonus of 3 Prestige points if the game plays out to its full potential of ten turns.

Once 4 players are involved then most of the game's machinations and back-stabbing come to the fore, as you aid your partner in making sure that your faction wins, but want to make sure they don't end up with more Prestige points than you do.  With 5 players, the game hots up even more and all elements of the rules come in to play.  With 6 players, I'm sorry to lose the uncertaincies and balance produced by the lack of a Neutral player, though it is replaced by the tension of having three people on each faction all trying to make sure that their side wins, but with each needing to come out on top of the heap for Prestige Points. {One possibility not in the rules that I'm hoping to explore is having a 6 player game with two of each faction and both Neutrals in play.}

An
other key element that makes for this game's appeal is the combination of simple rules and actions set against the complex interaction of other players' choices.  Choice of where players move to, which may frustrate your intended destination; choice of which cards to draw; choice of which cards to play in the Crusade Phase; choice of when to stop cooperating with your ally and start to make sure that they don't come out ahead of you in Prestige points and so it goes on.

Really important too is the mechanic
of directly contributing to how soon the game ends.  There are other games where there may be a target to bring the game to an end, as with Scythe's achieving six stars ends the game, but few where game play focuses so much on the balance between balancing timing the ending the game, being on the winning team and having the most victory points.

Finally, I like the game because, though you are all directly attempting to influence how the game works out, there is also a fair degree of uncertainty {especially in the Crusade Phase} as to how each player's unknown choice of cards is going to interact and effect those crucial tracks. 

So, there you have it.  Excellent visual production that matches the theme, some simple and some intriguing game play mechanics, but not for those who can't stand working with another player in order to beat them to the winning post at the end!


Once again many thanks to Esdevium for providing the review copy. 

RRP – £69.99
Online Retailer – 365games.co.uk








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