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‘Welcome to Centreville’ is an unusual title to be published by GMT Games. My view of their games is mid-to-heavy weight wargames using ...

Welcome to Centerville Welcome to Centerville

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

‘Welcome to Centreville’ is an unusual title to be published by GMT Games. My view of their games is mid-to-heavy weight wargames using lots of different game systems. What often sets GMT’s games apart from other publishers for me most is their production quality. In my opinion, many wargame publishers skimp on production quality whereas GMT consistently knocks it out of the park. This game is a departure from the normal wargame I expect from GMT but nothing has been lost from the production quality in this new game from Chad Jensen.

If I had any criticism about component quality, and I am nit-picking here, the ‘cloth’ bag from which you draw new vocation tiles is very light-weight, almost paper-like; but it works and gets the job done. You do have to apply 12 stickers to the wooden pieces before your first play. The board and wooden pieces are all excellent in terms of quality, as are most new hobby games released these days. The theme and the artwork are appealing to the non-wargaming audience. In fact, my wife expressed an interest in playing this game just based on the box art. (disclaimer: my wife doesn’t share my gaming obsession…yet.  Fifteen years in and I still haven’t given up. To play a GMT game with my wife was/is on my bucket-list, so thank-you for making such an accessible game GMT. I just need to get her to step up to Here I Stand next…(spoiler: it's not going to happen!))

I don't know what this material is called but it's not cloth.
Welcome to Centreville, as the title and box-art would suggest, is no wargame. It is a Yahtzee-style dice chucker to compete for the most lucrative buildings, positions and jobs in the titular Centreville. Each player is attempting to increase their Prestige and Wealth above those of the other players to win the game. These two metrics are scored separately on the same track and the lower of these scores is your final score. If you have 67 Prestige but only 20 Wealth your final score is 20.

On your turn, after you’ve rolled the extra-chunky six dice, up to 3 times, you can use the rolled icons to occupy spaces on the board. In general, the most rewarding, or more powerful spaces of the board are available when you roll 3 or more of the required icons. There are 10 different icons that you can roll and each icon can be used individually, or in sets, to place one of your tokens onto the board, or to take a counter that provides a turn-changing ability from the board. Alongside the icons, each die has a different colour which affects which areas of the board those icons can be applied to. Using my basic (and probably wrong) maths there are 36 different icon/colour combinations that you could roll (4 icons are colour agnostic).
Hunky, chunky dice!
As you can see, there are a plethora of options available to players and it proved bewildering to new players on the initial rules run through. However, each player is provided with an excellent player aid, which after half a dozen turns or so makes it abundantly clear what you can do with the icons you’ve rolled. I found, after the briefest explanations of how you win the game, and the basics of what you do on your turn, the game and it’s many options are best explained by playing/explaining the first few turns rather than painstakingly going through each possible outcome.

I am not disposed to like the randomness of Yahtzee-style dice chucking games. In this game however, the number of options and their combinations with the turn-changing abilities mitigates that randomness somewhat and after half-a-dozen plays, it has become my favourite Yahtzee-mechanic game. You’re still limited to the dice you’ve rolled after the third roll (or even four rolls with the Urban Planners or Media tile's special ability) however, there are two special icons on the dice that behave differently from the other symbols which allow and require you to roll tactically to be more effective.

The first 'special symbol' is a question mark icon which duplicates any other icon. If you roll one tree icon and 3 question marks you effectively have 4 trees and can occupy the most expensive property in town.
Icons...icons everywhere. There are 13 distinct board areas on display in this corner of the board.
The second special symbol on the dice is the hourglass symbol which effectively locks that dice in that it cannot be rolled again on your turn. Each hourglass will move the time marker on a space, (potentially triggering a scoring round or adding a disaster tile to the cloth bag) and they provide a small bonus to either Wealth or Prestige for the rolling player.

The number of symbols on each dice is different but you can attempt to control the roll through ‘Master Tiles’ and the question mark symbol. For example, the blue Master Tile allows you to set the Blue die, there are Master Tiles that allow you to set 4 of the 6 dice. The black die has 2 hourglass symbols on it, more than any other die. Rolling and re-rolling the black die has a greater risk and there is no equivalent Master Tile to control it with.

Initial Setup for a four player game
The board itself is a pleasantly compact board that contains a multitude of icons and areas. In general, the ‘town’ is divided into areas which provide Wealth, and areas which provide Prestige. There are other areas which allow players to add new abilities to their standard turn. These new abilities, gained through Vote icons or Education icons allow further control of the dice or the game turn. The standard turn is simple and even in the late game where each player may have 3 or 4 turn-changing abilities a turn can be completed in short order.

However, players that suffer Analysis Paralysis could be catatonic here. Trying to min-max this game I think is best left to Alpha-zero. If your group suffer with any AP players then don’t buy this game, or just refuse to play with them. In this game there is nothing to do between your turns; you can’t start planning until you see the first roll on your turn. I timed (discretely of course) 12 and a half minutes in between one of my turns playing a four-player game with 2 AP players. Playing quickly it could come back around to you in under 5 minutes.

This is an easy game to introduce casual gamers to. It’s a step above the likes of Catan or Dominion and is just as appealing. It may not be as accessible as those games, just because of the number of things you can do with the icons you’ve rolled, but after that initial rules-hurdle has been crossed this is a good game and surprisingly quick game that new or experienced gamers would enjoy; especially if they’re looking for something a bit meatier after their umpty-teenth play of King of Tokyo. I imagine that if you’re reading this, you are the serious-gamer in your group; this may be the ideal game to introduce your 'less-serious' friends to GMT Games. Next stop Fire in the Lake …
After the first scoring phase.
I did try, unsuccessfully, to introduce this to non-gamers. Specifically, my in-laws; it's not something I can recommend trying. It's either a next step game or a mid-weight euro, I can't decide but it's not a game to convert people into gamers. In terms of complexity, it feels about the same as 7 Wonders. There are many more choices in this game and it plays in approximately the same time. In fact, the playtime along with the number of decisions you have to make is the biggest appeal of this game to me. I can't think of many other short(ish) games that provide so many decisions in such a short time.

The adage ‘do what the other players aren’t doing to win a Euro’ doesn’t really apply here. You need to focus equally on your own Prestige and Wealth to be successful. There isn’t much player-interaction aside from the usual worker-placement DOS (Denial of Spaces) attacks and through the voting mechanism. Votes enable you to take the ability provided by a Public Office from another player by rolling more votes, in a particular colour, than they did to win it initially (each public office corresponds to a different coloured die).
After second scoring phase
There are three phases, to this game which each end with a scoring round. The phases end after the time marker has moved a number of spaces which is determined by the number of players there are. If none of you are rolling hourglasses (unlikely), the phase is going to be long. However, after the first scoring round and the first disaster has occurred there will probably be very few rules questions as the iconography on the board and the summary player aid do an excellent job to answer most questions.

Scoring follows the principle of if you have the most or share the most of something with a player you both receive a set number of points. Second most owning player(s) receive significantly less.  This is applied over the board in all its different spaces, and in that, this is the epitome of a point-salad game - everything scores some points. Scoring only stops play for about 5 minutes and it allows you to strategize for the next phase i.e. do you need to concentrate on Wealth or Prestige for the next phase.
Endgame scoring: Yellow wins with 75 points, Brown has 61 points, White has 54 points and Grey just 47 points. (Grey hadn't played before, and Yellow (me) had played and taught it at least 4 times by this point)

Each player also starts with a secret Legacy Tile, in effect, this is a secret mission, revealed at the end of the game, and is only scored in the third and final scoring round. There are 7 Legacy tiles in the game so each game will have a subtly different scoring regime in the final round. In one of my games, the Legacy Tile changed the winner of the game. This was one of those stand-and-shout gaming moments. I love it when games provide sufficient balance and tension throughout the game that the winner is still undecided up until the final reveal of the game. In my experience, there is skill involved in this game, and for equally skilled players there were rarely run-away leaders.

The game claims 2-4 players. Unfortunately, at two players, the rules introduce a third-player bot, which to me, indicate that it’s really a 3-4 player game. I have played with the bot and it is well designed and its actions can be resolved fairly quickly (there are no bot-action flowcharts here. Lookin' at you COIN!) but it was never really a competitive player. The bot's main purpose is to disrupt and deny spaces from the other two players. The concept and implementation of a bot for the intended audience of this game may be a step too far and I don’t really like a bot that isn’t competitive. I know earlier prototypes of this game there were rules to limit board spaces with two players but they’re not in the published rules. I have a feeling the proto-type 2 player rules would be more interesting to me.
Setup from here takes about 5 minutes

The game does play well at both 3 and 4 players, assuming you’re not playing with AP-prone players, but it is a better game with 4 players. It has a small foot-print and plays in just over an hour. It provides enough choices to satisfy any crowd of gamers and is now my go-to take-along-a-game-to-a-game-group game. I am pretty confident that very few gamers will have tried it or even heard of it. I hope that GMT Games' foray into more Euro-style games continues and proves successful for them. I notice Chad Jensen also has Golden Gate Park up on their P500 list, needing some love.

I would like to thank GMT Games for providing this review copy. GMT Games have started shipping this out so you can still get it from their website for $59 or from a few online websites offering a pre-order price here in the UK. I don't think this game will be very common and I think it will be difficult to track down if you don't act soon, but I guarantee it is worth it.

The End of Empire Napoleon's 1814 campaign by George Nafziger       I first heard about the author through war...

The End of Empire Napoleon's 1814 Campaign by George Nafziger The End of Empire Napoleon's 1814 Campaign by George Nafziger

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



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 I first heard about the author through wargaming circles. His absolutely immense compendium of 'Orders Of Battle' (OOBs) were always discussed in gaming forums etc. I am not sure exactly when, but he released his magisterial list free for all to use. This was and is an absolute godsend to wargamers.

 The book, End of Empire, is a tome on the subject. It is so well written that at times it is frustrating. Let me explain. Mr. Nafziger writes so clearly about the events that it is hard to remain calm and non-committal while reading the book. You can easily follow the campaign, so the frustration comes when Marmont, Macdonald, or some other marshal of France, do not do what obviously needs to be done. Time and again, Blucher is on the ropes with Napoleon ready to deliver the knockout blow, when one of his Marshals lets him off the hook. You find yourself, at least I do, imagining what Massena or Davout could have done in the other Marshals' shoes. Do not even get me started with the allies. Their attempts to get to Paris are as embarrassing as watching Bumble Bees in slow motion trying to get back into the hive. The book shows exactly what transpired during Marmont's treachery. Ragusa (Marmont was the Duke of Ragusa) became as widely used in the 19th century for traitor as Quisling was in the 20th.

 The book delves deeply into the different generals and their thinking and reasoning, or lack there of. To me, the writing transports the reader to 1814 and keeps the reader in the grip of the story as well as any non-fiction work can. 

 The book is also liberally supplied with black and white images of the different generals and battles. It is also well supplied with maps so that the reader can follow along with the campaign easily.

 I am waiting, albeit impatiently I might add, for the rest of Mr. Nafziger's Napoleonic books to be released by Helion&Company.


Robert

Publisher: Helion&Company
Distributor: Casemate Publishers

Caracalla A Military Biography by Ilkka Syvänne    Why did the names of some of the worst Roman emperors start with ...

Caracalla A Military Biography by Ilkka Syvänne Caracalla A Military Biography by Ilkka Syvänne

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



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 Why did the names of some of the worst Roman emperors start with the letter 'C', as in, Caligula, Commodus, and Caracalla? I am not talking about the the emperors who only wore the purple for a short time, but those who at least had a few years in their reign.

 I am not a big fan of the Roman Empire; most of my reading is done during the period of the Republic. I have to say that this book is truly an amazing gold mine of military history and everything else you would want to know about the Roman army during this time.

 Caracalla, or more correctly, at birth Lucius Septimus Bassianus, and later Marcus Aurelius Severus Antoninus was described by Gibbon as "the common enemy of mankind". The author of this book cuts through 1800 years of slanted history to give us the real story of the man and his rule. The book even goes into the history before his birth and after his death. 

 This book has worked its way into the top five of my favorite books. For someone who has been reading voraciously for fifty-three years it is quite an accomplishment. The writing is superb, and it still amazes me what the author has packed into a little over three hundred pages. The book is also filled with pictures, some colorized, maps and diagrams. This is a one book encyclopedia of Roman history and military during the middle part of the empire. When you can take a subject that the reader normally doesn't care about and turn it into a page turner, that is something few authors have been able to do. Caracalla has been one of the poster children for despots for many years. To bring his story into perspective and help the reader rethink his views on a much maligned man is not an easy task. To be honest, the author does not try to make him a Boy Scout, but to bring the history of the time alive for the reader to judge for himself what he would have done in the same situation. Since Caligula, the emperor had been a marked man. Except for the time of the 'good' emperors - Trajan to Marcus Aurelius - the man in the gilded seat seems to have had a target on his head. Very few of the Roman emperors died in their beds, at least of natural causes.
Oddly enough, Caracalla's murder seems to be one of the very few where the Roman Army was actually upset over his demise. Usually they were in the plot thick as thieves.

 I cannot praise the book enough. From the illustrations to the diagrams that show how Caracalla tried to emulate the army of Alexander the Great, the information in the book is priceless. 

Robert

Author: Ilkka Syvanne
Publisher: Pen And Sword
Distributor: Casemate Publishers 

The Battle of Tours by Turning Point Simulations  Turning Point Simulations have decided to use Edward Creasy...

The Battle of Tours by Turning Point Simulations The Battle of Tours by Turning Point Simulations

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



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 Turning Point Simulations have decided to use Edward Creasy's 'Fifteen Decisive Battles of the World' as a template to bring these different battles to wargamers. So they have developed a line of games called 'The Twenty decisive Battles of the World', adding some newer battles to the list. These game come in boxed or ziploc form. 

 The first game we will be looking at is the Battle of Tours. The battle took place in 732A.D. between the Franks and a Muslim army from Spain. This is the battle where Charles 'Martel' (the hammer) won his nickname and supposedly saved Western Christendom from the forces of Islam. Charles was the 'Mayor of the Palace' for the Merovingian King of the Franks. This victory, and others, allowed his son to become the King of the Franks and to start the Carolingian dynasty (Charles was Charlemagne's grandfather). 




 These games are smaller, roughly the size of a folio game. The map surprised me because it is actually hard backed and not just thick paper.  The art work on the map is also well done with the elevations etc. very clear. Unfortunately the rule book's pictures of the counters are much sharper and clearer than the actual counters. To me, the background is too dark or the lines of the actual units on the counters are too light. 

 The game rules are only nine pages long, and there is a further two pages of commentary. The back page of the rule book has all of the charts and tables needed for the game. It was designed by the long time and greatly acclaimed wargame designer Richard H. Berg.

 On the first turn, the Muslims move first; after that a die roll is used to determine who has the initiative. The die roll is added to the overall commanders' command range and the higher number wins the initiative.  



 The sequence of play is easy to follow, and is the following:

Determine Activation 
Move Leaders
Activated Units Move, and/or Fire
Activated Units Shock Attack
Inactive Units May try to reform

 The activation is of separate contingents on each side: Heavy Cavalry or Heavy Infantry etc. Each contingent must pass an activation die roll. One ten-sided die is used for the roll. The Muslims must roll a 0-4 and the Franks must roll a 0-5. Whatever contingent your leader is with gets to subtract -1 from the die roll.

 Leaders can actually die by fire or shock attack (this actually happened to the Muslim force). The Muslim Wagon Train unit cannot be attacked, but the die roll for the Muslim troops to try to reform is affected. The die roll has +1 added to it if the wagon train is within the movement allowance of a Frankish unit. It goes up to a +3 if a Frankish unit is adjacent to the wagon train. The wagon train was the Muslim booty from their traipse through Aquitaine.





 The following is a run through of a turn of the game. The ziploc version does not come with a ten-sided die, but the game has two different sets of 0-9 counters.

 The Muslims move first on turn one. The left contingent of the Muslim line has passed its activation roll and it is going to move and attack. The game represents eastern archer warfare well. The Muslim light cavalry/archer units can move fire and then move again. It costs one movement point to fire missiles. Both light cavalry fire and then withdraw. The Franks start in a shield wall so that gives a -2 to the roll, and the light cavalry are one hex away so that gives a +1 to the missile die roll. Both units fail to make a hit on the missile chart and move back from whence they came.





 The two Muslim heavy cavalry units will attack the end of the Frankish heavy infantry line. They get a +1 for having the Muslim leader present (Abd ar-Rahman) and a -1 for attacking heavy infantry. They get a 'disordered' result against the Frankish heavy infantry. The other Muslim heavy cavalry has to attack the other Frankish heavy infantry to its front. It gets an engaged result on the shock attack chart.







 Victory is determined by whichever side accumulates fifteen eliminated units first. There is a victory check at the end of each turn. The games play out much like a game about Hastings. The Frankish player has to know exactly when to break from his shield wall because of all of the defensive bonuses it gives. The Muslim player has to hope for good rolls for his light cavalry to cause disorder in the Frankish ranks that he can then take advantage of with his heavy cavalry.

 If you like the folio type wargames with simple rules and a small counter mix, then this game is perfect for you. I happen to like them, and this game, and I feel it does a great job of reproducing warfare in the eighth century in Western Europe. I believe these types of games have allowed wargaming companies to bring us a much larger amount of battles than would be available without this format. They are also good for the wargamer's wallet.


Robert

hpssims.com