Rome, Blood & Power Reform, Murder and Popular Politics in the Late Republic 70 - 27 BC Gareth C Sampson ...

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Rome, Blood & Power: Reform, Murder and Popular Politics in the Late Republic 70 - 27 BC by Gareth C Sampson
What more can be said about Scythe? I will offer my own review of this exceptional game – and I’m not someone who particularly enjoys ‘dude...
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Scythe by Stonemaier Games
Gameplay
Two Different Player Mats |
Components
Criticisms
Conclusion
Keyforge is a two player card game with a unique twist... What sets this game apart from all the others that I have played (including Pokemo...

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Keyforge - Mass Mutation by Fantasy Flight Games
Gameplay
A Small Selection of Cards From One Deck |
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Playing My Son...I lost this one. |
Components
Criticisms
Conclusion
INVASIONS VOL. I from W ISDOM O WL This was a game that I have been waiting to review for a long time. A magnum opus from Phili...

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INVASIONS VOL I
To be frank, the six Scenarios provided online look remarkably like something that really should have been there from the start. Below is the shortest intended for two players, a mere one turn and not including all the possible Phases.
Broadly the game divides into four major Phases, starting with the TIME PHASE. What in most of these games involved no more than acquiring a new nation and a new set of units at the beginning of a specified turn mutates into a substantial section entitled the Status of Nations This seems straightforward enough as there are only three statuses: Barbarian, Kingdom or Empire. Then you discover that some nations are inactive and don't need to go through the usual activities of nation and don't earn VPs, but then you learn that they may become a client, federate or vassal. At this point they do have the potential to earn VPs. There are also Raider nations who do even less, but some may settle down and become inactive while others later become normal active nations.
You have to take into account the Aging of a Nation, the differences in play of a Kingdom as opposed to an Empire both of which count as being civilised, along with the fact that Barbarian nations will at some point become civilised and transition into Kingdoms. Throw in the fact that differing religions also play their part along with heresies and you begin to see the depth and complexity involved.
Every step of the way is fraught with substantial detail that is given in a list of bullet points containing information that is typically presented in a sequence of short phrases which are cross-referenced to another section of the rules. A typical example would be the rules on Nomads which, we're initially told in the first of seven bullet points, are a special type of Barbarian. Among five of the remaining bullet points there are ten references to other parts of the rules. Below is a picture of the typically densely texted pages with very little in the way of illustrations.
Events covers card draw and play, plus possible raids and income from caravans! Of importance to these and many other points in the game is Province and Area control. Considering the huge span of years covered by the game, it's to be expected that fixed boundaries cannot be delineated on the map, instead you have a very small image on the relevant player aid card to refer to. Most of these are fairly clear, but add another detail to check and work out
Oddly the final part of this first PHASE, Diplomacy, doesn't get covered until almost the very last page of the rules [SectionXXX], and appears to be a very simple process of card play, until you realise that you need to master the several, immediately preceding sections on Alliances, Clientele, Foedus and Submission [Vassalage] in order to execute the card you play.
The second major PHASE is the ADMINISTRATION PHASE, which takes in the play of Administration cards, Income and Purchases and Revolts. By and large, it provides some of the easier, quicker and more accessible rules with Income the lengthiest part.
Then the third PHASE brings us to the inevitable MILITARY PHASE, which encompasses the Movement and Combat rules. With the complexity and scale of detailed reference and sub-reference that I'd met so far, I approached this next stage with some trepidation. I was pleasantly rewarded to find that this Phase is without doubt the easiest and clearest to deal with. There is an alternative choice of rules called Advanced Combat. These I personally didn't choose. My main reason for missing out the latter was not because of added depth or length [Advanced Combat is an even shorter set of easy, clear rules], but because they do away with the very nice specially designed combat dice.
Finally on every 3rd Turn, you come to the 4th PHASE SCORING. Now that does sound nice and easy, but it really isn't! First of all, some form of scoring takes place every Turn, but what makes it so convoluted is the variety of scoring possibilities for each player and for each different historical group that come under their control in the course of the game. Where I to focus on just learning a single one of the four player factions [Romans, Persians, Goths and Huns],I cannot imagine ever mastering an awareness of exactly when, where and how I would gain my victory points for that particular faction.
All in all, there is just too much information to comfortably handle. So many rules, so much detail, so many exceptions, so many differing presentations of the information through differing play aids and on top of that too many inaccuracies and contradictions. Many of the latter are fairly minor, but they all add to the problem of getting to grips with this game.
Through BoardGamegeek, the company is working extensively to support and clarify the many questions and requests for clarifications that have been raised. Living rules are available and work seems to be underway to produce a simplified level of play. I sincerely hope this comes to fruition, otherwise for many this beautifully lavish production will languish unplayed.
As always many thanks to WisdomOwl for providing the review copy
RRP 99 euros
Tank Chess by Forsage Games Forsage games sent me their excellent Age of Dogfights:WWI game of aerial warf...

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Tank Chess by Forsage Games
The two different sized mounted boards are a really nice touch. If you only want a short game, then pick the small one. Each of the boards has a completely blank side, and the other has an already planned out battleground for you to use. The two premade sheets of obstacles mean that you will never have to play with the same setup twice. It also comes with two blank black sheets to create your own obstacles. The four page rulebook is written well and has numerous examples of play. The brochure is nine pages long and has a lot of different pre-made setups to use on the boards. It also has some mods to play such as capture the flag, etc. The plastic tanks and other armored vehicles are very well done for their size. They are small, but you can easily tell the difference between the units. The game is a neat little package that even includes a notepad for you to write down whatever you want. The game components and little additions just seem well thought out.
The game itself is extremely easy to learn. Like Chess the player has to move one piece, or change its orientation, each turn. Even though some of the units are tanks with turrets, you can only fire in an arc of the three spaces at the front of the tank. The Tank Destroyer and the Heavy Mortar can only fire in a straight line. So, the game does have some Chess like rules thrown in. The game rules seem fine to me, except the rules for the Heavy Mortar. You do not need a line of sight to fire a Heavy Mortar. It can fire over obstacles that other units cannot see through. This rule is a two-edged sword. While the ability to fire without line of sight is more gamey than wargames, it does give the both players something to keep their eyes on. Maybe a house rule of only being able to fire the Heavy Mortar on other units if it, or another unit, has the target in its sight? That would make the Heavy Mortar use more in tune with a wargame. However, the ability to rain down destruction when your opponent thinks he is safe is also a plus. It is a bit like playing Chess with two boards with only one unit on one of the boards. The play is fast and furious, as the designers intended. It is still a very good strategy game even though it is not completely in the wargame category.
The units in the basic game are:
Light/Command Tank
Medium Tank
Heavy Tank
Tank Destroyer
Heavy mortar
I like the game and it is fun. It delivers everything it is designed to, and its advertising is spot on. The basic game is a blast, but where Tank Chess really shines is when you play with one or all of the expansions available. Forsage Games was nice enough to include the Tank Chess 'Fun Set' expansion.
This expansion adds these tanks and armored vehicles to the mix:
Recon Tank
Super-Heavy Tank
Tank Hunter
Assault Tank
Amphibian Tank
Twin-Gun Tank
Light Mortar
Rocket Launcher
Light Howitzer
Heavy Howitzer
Heavy Bulldozer Tank
Minesweeper Tank
Bridge Tank
Recovery Vehicle
The new vehicles make the game even more of a strategy game. However, it is the addition of the following obstacles that really make it shine:
Two types of Land Mines (one is Remote-Controlled and hidden)
Low Obstacles
Water obstacles
Hedges
Mud
Trees
The obstacles are see through different colored plastic pieces that are of different shapes, like the obstacles from the basic game. The expansions that can be bought are:
Fun Set Deluxe
Fun Set Light
Fun Set Pocket
Do yourself a favor and pick up the standard or deluxe expansion. It adds a great amount to the base game. There is also an expansion that is called 'Central Square', and it also comes in a standard or deluxe model.
Thank you Forsage Games for letting me review Tank Chess. To put it mildly, I was very skeptical of the game in the beginning. I was happily proved wrong by the game play.
Forsage Games:
https://www.gamesforsage.com/
Tank Chess:
https://www.gamesforsage.com/product-page/tank-chess-standard
Robert
Stellar Horizons by Compass Games I received a massive box from Compass games last month. For those of y...

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Stellar Horizons by Compass Games
This is some of the information about the game from Compass games:
"Stellar Horizons is a "build your own space program" game where you will lead one of seven Earth Factions to explore and develop our solar system. Designed by a real-life space engineer with a PhD in long-duration spaceflight from MIT, Stellar Horizons is intended to be a plausible representation of the first steps of humanity towards the stars between 2030 and 2169, with each turn representing a year of time. You control your Faction’s space program, outposts, and fleets spanning across the solar system, although you will also have some influence over your Faction’s politics back home on Earth as space development becomes more important.
Movement is based on real physics. You move from orbit to orbit, or conduct long range transfers to move between planetary systems like Earth, Mars, or Jupiter. As you send out robotic explorers and crewed vehicles to explore the solar system, they bring back valuable data to further your scientific research. Technologies are intended to represent plausible extrapolations of existing development during the next 150 years: there are no transporters or warp drive, but you will be able to develop rockets powered by fusion and even anti-matter. In the engineering and biology domains, you'll eventually be able to construct space elevators and put your crews into safe hibernation for long journeys.
You'll have access to a wide variety of robot explorers and crewed ships. These range from tiny probes intended to merely take photographs as you fly past Jupiter, to giant destroyers, cruisers, and battleships which ply the space lanes with peaceful or hostile intentions. New ship types become available as you gain access to better technology over the course of the game."
This is what comes in the big hefty box:
• 231 Units – 33 for each faction
• 1 Invader
• 30 Mission markers
• 2 Turn markers – 1 Year and 1 Decade
• 8 Asteroid markers
• 12 Signs of Life/Life markers
• 12 Pirate markers
• 15 Helio Transfer markers
• 27 Trade markers
• 90 Numbers – numbered 1 through 9
• 182 Faction markers
• 30 Damage markers
• 100 Settlement markers
• 130 Installation markers – 21 each of Supply Stations, Spaceports, Mining Stations, Refineries, and Research Stations, and 25 Defense Works
• 40 Politics markers
• 40 Victory point markers
• 108 Technology number markers for Engineering, Physics, and Biology – in denominations of 1,2,3, and 5
• 21 Technology bank markers – 3 for each faction
• 2 Large Planet tiles – e.g. Jupiter
• 2 Medium Planet tiles – e.g. Neptune
• 8 Small Planet tiles – e.g. Earth and Alpha Centauri
• 24 Satellite/Moon tiles – e.g. Hygeia-Palas and Triton
• 1 Deep Space Astronomy tile
• 54 World Cards
• 29 Currency Coins in denominations of 1,2,5,10, and 25 Billion
• 393 Resource markers – 131 each of Ore, Fuel, and Supplies in denominations of 1,2,5,10, and 25
4 Punchboards containing the 7 Player Faction boards and the Policy Tree
1 Punchboard containing the Tracks board
1 Technology Tree on a mounted board
7 Player Aids containing the various charts and tables needed to play and the Solar System and Space diagram
7 Rule summary booklets
1 Percentile die and 3 ten-sided dice
1 Box and lid set
"and a partridge in a pear tree"
Stellar Horizons is a game of space exploration and colonization for two to seven players. You will be in charge of the space program for one of seven Earth factions. These are:
Asia
China
Europe
Japan
North America
Russia
South America-Africa
Each faction has its strengths and weaknesses. There is a short, but good breakdown of them on page twenty-nine of the rulebook.
The game plays out the years 2030-2169, in one year game turns. The game begins with the current level of technology, and then builds to an advanced Star Trek future. This means that the game play relies on the technologies that are based on our current knowledge of physics. You will play on tiles that represent planets, asteroids, moons etc. Exploration will kick start your further endeavors to the stars. The game comes with both co-operative and competitive scenarios that last around one hour. Stellar Horizons also comes with a grand campaign that can be played in a day or longer. The campaign can be played solo as well. This is always a great addition to games, especially now. During your exploration you will deal with all sorts of problems, among them: severe radiation, severe atmospheres, and any other problems you can think of when exploring space. The game is not just one of science and exploration. In a twist that I have not seen in a boardgame like this, it also includes combat between fleets of the different factions. In one more twist, it also adds SPACE PIRATES! to your list of problems. The warfare part of the game reminds me of carrier battles in the Pacific. The main part of the build up to combat is searching out your enemy.
The components are really a sight to behold. They are also of thick cardboard, like a mounted map. The pictures of the components do not do them justice. Holding and looking at the ones in this game is like the difference between a paperback and a limited edition leather bound book. I must caution you to be careful about handling the pieces of the game. They want to jump right out of their places on the sheets. You do not have to fight or worry about needing a pair of scissors or an exacto knife with these. They are like the proverbial lemmings near a cliff (yes, I know it is a wive's tale). The planet pieces are beautiful to look at. In fact, for someone who is very into our nearby space, it is worthwhile to buy the game for the visuals and the information with it, and forget about the game. Opening up the box reminds me of opening up my first monster boardgame so many years ago. The sheer amount of components might put you on your guard. However, I can assure you that even though your house will be overrun with pieces from Stellar horizons, the rules are not really that difficult to follow.
The rules in the rulebook itself are twenty-one pages long. The next page is a listing of the events that can happen. Then there are two pages of scenarios, seven in all. There is a half-page of optional rules. Three and a half pages of play examples come after that. The last two pages are a picture of the Technology Tree, Policy Tree, and then the Combat Table is on the back page.
The proverbial tech tree that is present in every space exploration game:
This is a simplified Sequence of Play:
Each yearly game turn is divided into phases, which are subdivided into steps. Each phase/step is completed in initiative order.
1. Economic Phase (only every decade starting in 2040)
• Collect politics markers & roll for events
• Roll for initiative (simultaneous)
• Diplomacy (in reverse initiative order)
• Earth & base production
• Resource transportation
• Assign bases, pirates, asteroids, & trade markers
• Develop technologies in reverse initiative order)
• Settlement growth
• Policy step in reverse initiative order)
2. Build & Service Phase
• Build and service ships (in reverse initiative order)
3. Movement Phase
• Drop all ships in transfer boxes (simultaneous)
• Movement (order by initiative choice)
4. Combat Phase
• Space combat
5. Exploration Phase
• Explore (with depletion: mission, world card, search for life, politics marker); check for malfunction/recall
• Produce with Crew Vehicles
6. Trade & Base Construction
• Trade with bases
• Build & expand bases
• End of game check
• Advance turn marker
While every single step is quite simple, there is a lot to consider in a game turn of Stellar Horizons!
So, now we come to the the big question. Sure the game is big, bad and beautiful, but can you actually play it, and is it enjoyable to do so? To sum it up in one word: YES! Like some other great games before it, this game has done something that I believe all great games have to be able to do. That is, the player has to become so immersed in the game, that he feels compelled to read about the actual events and or possibilities the game portrays. In this the game has taken me from absolute novice about space exploration to someone who can actually now have a semi-intelligent conversation about it. If a game is able to do that, it should always be listed as a great game. When a game is not only able to give the player information and make him thirsty for more, but also give you a truly excellent gaming experience, then you know that the game is firing on all cylinders.
Thank you Compass Games for allowing me to once again step out of my comfort zone, instead of commanding a Sherman or Tiger to blast off into space. Below will be links to not only the game, but also the rules. Wargamers, you owe it to yourself to widen your horizons and fill your heads with even more information, useful or otherwise.
Compass Games:
https://www.compassgames.com/
Stellar Horizons:
https://www.compassgames.com/general-games/stellar-
horizon.html
Stellar Horizons Rulebook:
https://issuu.com/consimworld/docs/sh_rules_0.1_100819?
fr=sMmQ1NzQwNTM5
Robert
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