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Florenza X Anniversary edition is a reprint of a game I knew nothing about. I love games with unique themes and this one is the first game ...

Florenza X Anniversary Edition by Stefano Groppi Florenza X Anniversary Edition by Stefano Groppi

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


Florenza X Anniversary edition is a reprint of a game I knew nothing about. I love games with unique themes and this one is the first game I’ve played about Italian renaissance art. What’s slightly ironic in a game that worships at the feet of the most iconic names in art is that its own artwork is a little on the bland and beige side. But you shouldn’t let this minor gripe put you off, there is a good game in here with a ridiculously tight economy.

Gameplay


The game pits you, as a patron of the arts in Florence commissioning paintings, sculptures and architecture. Prestige Points are earned for supporting and funding artworks and they ultimately decide who wins the game, most Prestige Points wins. All of that sounds, quite simple but I had a bear of a time trying to learn the game, I think partly due to the fact the rules never explicitly state that the squares across the boards are the artworks. It’s bloomin’ obvious now I’ve played it a handful of times, but I found the initial learning curve pretty steep and opaque. Not least because everything is written in quite arcane Italian - more on that later.



This is a competitive worker placement game for 1 to 5 players. Every piece of art (its name at least) and character card are part of true history and that is fantastic. I feel slightly cleverer...each time I finish a game of this. There are a bunch of different mechanisms and abilities that change each round that you’ll constantly be taxed trying to work out how to afford Bernino to sculpt the Cupola of the Duomo…(confused? Shame on you for not having any archaic Italian language skills...)

The unique selling point of this ‘medieval euro worker placement’ (do we not have enough of those yet?) is that you place your workers out to action spaces, sometimes to collect resources and sometimes to spend them but you don’t actually resolve the action spaces until a later phase Trying to keep a handle on the cost of what you’re planning on building, in an even later phase, and placing your workers in order to meet those requirements, in an earlier phase, sounds simple when written down but is actually a memory game like no other.



Your best-laid plans can quickly and purposefully be derailed by other players as well. If I plan on building a particular piece of art I should make damn certain that I’ll have the necessary resources to build it otherwise I’ll lose prestige points. However, if you place your workers out to get the resources first another player could usurp you on that artwork and you’re left either with an inferior piece or not being able to build at all. There are some deliciously brutal moves you can inflict on your opponents and I love that in any game.

In order to build a piece of art, you’ll have to hire an artist and give them the necessary resources to complete it. There are 5 main resources in this game Marble, Wood, Cloth, Stone, Gold and ‘the green one’. It supposedly Spice but I can’t figure out what that was used for in renaissance art and it looks more like a paint pot to me. There are 7 rounds in which you’ll be building workshops (to get your ‘engine’ going, collecting resources from income or workshops you’ve built (which ultimately let you either build more workshops and complete pieces of art), hiring artists (which provide bonus Prestige), paying alms to the church, working with merchants of Florence (called Captains of Fortune), becoming a captain of the people or a Bishop yourself or even a Cardinal or simply trading at the market or running your business. ‘Phew’...



As you can see there’s a lot going on. For a newcomer to the game (i.e. me), the amount of archaic Italian on the board and cards was a bit of a stumbling block to understanding and learning the game. I’ve got no idea what a ‘Rione’ is or what a Boscaludolo does, and you’ll not find any English guides to help you. What I didn’t realise until my second game is that the text really doesn’t matter, initially it was a stumbling block but by my third play I was appreciating the Italian flare and I’m glad that the designer purposefully retained the language throughout the game to ‘enhance the atmosphere and immersiveness of the playing experience’.

There are 8 phases each round and the player order is variable based on who was farthest on the Prestige Points track. However, this is definitely not a case of a runaway leader as each time you become the first player (i.e. take the Captain of the People card) you’ll reset your Prestige marker back to 0 and collect that many Prestige points as tokens instead. This was a clever mechanism to move the first player marker around the table not just randomly but also based on skill. It is certainly possible to manufacture a couple of game turns where you stay as 1st player.



The second player is determined by the Church Influence track - which works very similarly to Prestige and awards the leading player with becoming a bishop for the next round. If you’re ever elected Bishop twice in a row you’ll become a cardinal and although the rule book says that that has lots of bonus points I’ve never seen that happen. The third, fourth and fifth player orders is based solely on their position on the Prestige track. I like variable player orders and this feels a bit more tactical (i.e. I prefer it) to the typical action space that takes the first player marker - here it’s all based on your accumulated Prestige / Influence.

The ordering of the phases in the round, at first glance, seemed a little disjointed to me. It took a few games to really sink in and I was constantly looking in the rule book and flicking back and forth to find the correct interpretation. Unfortunately, the rulebook wasn’t as comprehensive as I would have liked. For example, the income phase is clearly marked on the game components with a purple colour. Nowhere in the rulebook (that I could) find is that explained. I spent the first 30 minutes of my learning game, wondering what the bizarre colouring on the workshops was. But I did feel a bit cleverer...when I worked it out.



Once the round order clicked, I appreciated the ordering of it, and the ordering is actually what makes this game so brain-burnery…(real word). Your workers are placed in Phase 4 and there can only ever be one worker per space. This is sequentially in player order. In Phase 5 you’ll resolve the actions in a specified order and/or trade in the market. Bearing in mind that you’ll have commissioned artists with their own inherent costs and art with their own resource requirements in Phase 4 and it isn’t until Phase 6 where you’ll actually complete that art...If you’re anything like me trying to mentally keep track of what my workers were going to do and how I was planning on funding that artwork should stave off, or induce a good level of dementia. I found it surprisingly difficult (in a good way) to plan and execute the plan without any mistakes.

Not being able to complete an artwork you’ve commissioned can lead to significant penalties. There are three main areas that you can build in, the Cathedral on the mainboard (or Duomo). Failing to build an artwork there will cost you 3 prestige points. The town of Florenza shows five other buildings on the mainboard. Miscalculations here will cost you 2 Prestige Points. Or you could build on your own player board where the penalty is only 1 Prestige Point for failing to build.



‘But surely that won’t happen', I hear you cry; it does and it will to you too. The economy is so tight that it is often the lack of just one resource ‘spice’ (!?) that prevents you from completing an artwork. You can’t just turn around and build one you can afford as your worker has to have chosen that artwork two phases earlier in order to build it. That, in essence, is the game of Florenza - a hybrid memory game with worker placement and a bit of tearing your remaining hair out because your opponents have just knee-capped you. And I loved it.

I certainly haven’t explored every nuance of this game and I’m not particularly good at it. For example, if you complete the four pieces in your own ‘Chiesa’ (anyone?) or the four in your ‘Palazzo’ (anyone?) you’ll get some bonus Prestige points each turn. However, by just completing one big artwork on the mainboard you can claim smaller but more easily achieved bonus points. I’ve never finished my board in 5 games. I like the fact that there are always some difficult decisions to be made, which are made harder by your opponents thinking exactly like you and nicking the spot you were eyeing up. This is particularly prevalent in the end game where many spots (i.e. art) on the mainboard have already been built, and you’re competing with lots more resources for far fewer spaces. Exactly how I like it.

Components


The components are all made from nice thick cardboard stock or wood and are all perfectly functional and easy to use. I particularly liked the likenesses of the artists and buildings on the cards and mainboard. I even recognised some of them…



There are also dedicated areas on the mainboard and your personal board to store resources which is quite a nice touch and necessary as this game will certainly eat up a lot of table space.

Criticisms


This game is crying out for a more comprehensive player aid. They include a workshop costs/benefit chart which I didn’t find overly helpful. But I did have to refer to the round order or a few common areas in the rulebook more times than I care to remember (and still do). My rule book is certainly looking a bit tired. A better player aid showing the round order and card powers would be far more useful, arguably it will probably take up a whole sheet of A4. For example, nowhere on the board does it mention the penalty cost for not completing a piece of art.



The biggest criticism I have is the set-up and pack-up time. It’s quite fiddly to do so and I’ve not been able to do it in under 15 minutes. You have to set out all of the available workshops (44 of them in approximately 20 stacks) and then draw 9 different artists from a deck matching the randomly drawn tiles; as well as all the other resources and cards to lay out. Thankfully the cards are all uniquely numbered and easy to identify, assuming you’ve packed the 40 cards away in numerical order.

I’ve played this solo and with three players and I don’t think I’d want to try a five-player game. Towards the end or even the middle of the game, you’ll have 8 kinsmen which will need careful consideration to place and resolve. This was an okay length of time in a 3 player teaching game but I wouldn’t want to teach this at any higher player count. I would only endorse this at 5 players if everyone had played before otherwise, it’s at risk of outstaying its welcome.



Conclusion


I had zero expectations or knowledge of this and it’s turned into a bit of a sleeper hit for me. It’s got a fairly unique theme and looks quite distinctive and not many people have heard of it, I find myself drawn to it more and more. I feel it certainly deserves more attention and is easily the equal of some of the most revered games in the hobby. I would recommend this to any seasoned gamer as a competitive and rewarding experience.

I’d like to thank Asmodee UK for sending this review copy. You can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store, which need all the help they can get at the moment.

Designers: Steffano Groppi
Bgg page: https://boardgamegeek.com/boardgame/311464/florenza-x-anniversary-edition
Playtime: 90 - 180 mins
Players: 1-5

  Bloody Hell Operation Goodwood: July 18-20, 1944 Operation Spring: July 25-26, 1944 by High Flying Dice Games     Depending upon what book...

Bloody Hell by High Flying Dice Games Bloody Hell by High Flying Dice Games

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





 Bloody Hell


Operation Goodwood: July 18-20, 1944

Operation Spring: July 25-26, 1944


by


High Flying Dice Games





 

  Depending upon what book you read, and if it was written by an Englishman or not, the battle to take Caen is represented very differently. Field Marshal Montgomery always stated that his part of Operation Overlord (D-Day) went exactly to his plan. He states that it was the plan all along to draw the SS and other strong German units against his troops and that he would be the anvil and the Americans the hammer. Some books follow this lead. However, most state that Caen was to be taken the first day or shortly thereafter. That Monty's 'slows' stuck the Allies in Normandy for almost two months of desperate fighting. Regardless of the plan, Monty's English and Commonwealth Army was forced to try again and again to crack the tough nut of Caen. High Flying Dice Games gives us a chance to fight two of these battles on our tables. I have always been fascinated by Operation Goodwood, so hopefully this is an extra treat for me. Bloody Hell is one game in HFG's Professional Editions line of games. 


 These are the Designer Notes for the Operation Goodwood Scenario:

"Operation Goodwood

At first we seemed to advance quite rapidly, then suddenly, my tank ground to a halt as did all the others I could see...other tanks I could see were all stationary and several were beginning to brew. There were no targets. Nothing intelligible was coming over the radio. I watched through the periscope, fascinated as though it was a film I was seeing.

--Corporal Ronald Cox of the 2nd Fife and Forfar Yeomanry, July 18th.

This game on Operation Goodwood grew out of the interest and enjoyment I had in developing the companion game about Operation Spring, the Canadian offensive on Verrieres Ridge on July 25th, 1944. Montgomery’s massive onslaught against what was thought to be a severely beaten and depleted enemy was meant to be an unstoppable, irresistible offensive that would finally break the Allies out of the Normandy beachhead. That it instead ran into an un-moveable defense, planned earlier by Field Marshal Rommel, made for a ruinous fight that seriously damaged subsequent British offensives in the war. Nearly 2/3rds of the British tanks committed were destroyed in the two-day fight.

The Germans also suffered heavy losses in keeping control of their defensive positions. While many of Montgomery’s supporters pointed out that Goodwood seriously eroded the Germans’ capabilities to resist the Americans’ Operation Cobra offensive a week later, the cost to Great Britain was severe. That the Allied soldiers came close to winning a dramatic victory ahead of the Americans is a testament to the ferocity and courage both sides brought to this battlefield.

Allied Player

You have a massive armored host, but will have to move quickly and aggressively to win this battle. How you fight your infantry, air and few artillery assets will be crucial, as the tanks, despite their numbers, may not have the capability to punch through on their own. Be careful of how many reinforcements you call upon, as the cost in VP to bring them in early may create a deficit you can’t undo. Make the most of the opportunities you get and you may just end up on the road to Paris.

German Player

At the start of the game you may very well understand how Colonel Luck felt. However, time is on your side, and you have a range of weapons with which to fight, if your opponent, and the fates, grants you the time to bring them to the front. You will have many tough calls, and may not have the luxury of redeploying units once engaged if the dreaded jabos (fighter bombers) show up repeatedly. As Colonel Luck pointed out to the commander of the flak batteries defending Bourguebus, by the end of day you may be dead or a hero. Your actions will, for the most part, determine which applies."




 When the designer has done so well, and succinctly written up about the history and each player's role in the game it makes no sense for me to try and outdo it.


Let us see what comes with the game:

Game Design: Paul Rohrbaugh

Graphics Design: Bruce Yearian


Two,  17" x 22" maps

280 die cut, double sided unit counters and markers

One, Player Aid Card: Terrain Chart & Combat Results Table

Random Events Chart

Designer Notes & Bibliography

One Page of Addenda

Game Record Track 

8 page rule book




 We will look at the components now. The maps are your typical wargame maps with not too much flair about them. The terrain is easily distinguishable, and the hex numbers are easy to read. I guess maps are very much in the eye of the beholder, but I have no issue with them. The counters are normal size at 1/2". This makes them somewhat hard to read for those of us of advanced years. However, you always have to keep in mind the map footprint when talking about larger counters. Even if you are playing the two map campaign the game's footprint is small. This really helps with grognards who only have a limited amount of space. So, the counters are no smaller than many others that we play with. The tank and and jagdpanzer units have a silhouette of each kind on their counters. There are also counters for minefields, entrenchments, and smoke. As stated, the Rulebook has only eight pages of rules, followed by four pages of setup information. The Rulebook is in black and white, and does not come with any examples of play. These should really not be needed for a grognard, and this is not really a game that I would use to introduce a newbie to the hobby. The Player's Aid and all of the charts are pretty much self-explanatory. These are all in black and white, except for the terrain chart (naturally). The game components all pass muster. This is not a game where you will look at it and go Ooh and Ah, but it is all completely serviceable.


 This is the Sequence of Play:

Weather and Random Event Determination Phase

Air Phase - Allied Only

Initiative Determination Phase - Starts on Game Turn Two

Operations Phase - Chit Pull of Formations Activation Marker

End Phase




 The game is really not your typical folio game. It comes with two different operations that you can play (Goodwood, Spring), and it also has a campaign game of playing through both operations. There are not too many games at all on this level about Operation Goodwood, and none that I know of about Operation Spring. The life and death struggle for Caen, by the British and Commonwealth soldiers on one side and the Germans on the other, has had many excellent books and articles written about it. With this game it is much easier to understand the history of the battles, and why things happened the way they did. I find the game to be very enjoyable, and spot on as far as following history. Playing as the British you are going to find exactly how large of a can opener you are going to need to pry the Germans out of their defenses. As the German player, you will realize exactly what it was like to try and stem the tide with always diminishing resources.


Close up of some German Units

 

 As mentioned, the game has a small footprint, which is great when you do not want to play a monster, or do not have the room. The game comes with lots of chrome also. These are the Random Events:


Wittman Strikes - If the 1/101st Panzer is in play, you can get a second die roll

Allied Snafu - Remove one Allied Formation Activation Marker, and -1 to the Allied Initiative Die Roll

German Snafu - Same for Germans

Auftragstaktik - One German Formations Undisrupted Units can Activate for a Second Time

Oh Canada! or, For King and Counter - Same as Auftragstaktik for the Allied Player


 On the Addenda sheet there is also a variant that you can try out. According to the designer it is a bit  of a "what if" in his mind. The Allied player, to simulate more planning and cohesion on the Allied side, is allowed to activate the 2nd Canadian Armored Brigade with either the 2nd or 3rd Canadian infantry Divisions. This would be instead of activating on its own.


Allied Units


  I am very impressed with my first High Flying Dice Games. Thank you very much High Flying Dice Games for letting me review this. I am also going to be reviewing two more of their games, which look very interesting. These are the two:


A Test of Mettle - Three Battles From the Allied Campaign in the Lorraine: Tough Hombres - Battle of Mairy, Revanche! - Battle of Dompaire, Patton's Finest  - Battle of Arracourt.


September's Eagles - The Thompson Trophy Air Races 1929-1939

Name me another game where you can fly as Howard Hughes, or fly Gee Bee Racers!


You can also get boxed editions of all of their games.


Robert 

High Flying Dice Games:

High Flying Dice Games, LLC: From the Filing Cabinet to the Game Table (hfdgames.com)

Bloody Hell:

Bloody Hell Information (hfdgames.com)

 300: EARTH & WATER from NUTS PUBLISHING Cliche warning - good things come in small packages! This latest release from Nuts Publishing c...

300 EARTH & WATER 300 EARTH & WATER

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

 300:EARTH & WATER

from

NUTS PUBLISHING


Cliche warning - good things come in small packages!

This latest release from Nuts Publishing covers the Graeco-Persian wars.  Think Darius and Xerxes, Marathon and Thermopylae - and for many the latter battle probably instantly brings up the number 300 and the gore splattered slo-mo film of that name and, of course, the title of this game.

Striking as the film was for its visuals, so equally striking is the all out effort to package this small game in splendour - thankfully without additional blood!  At first sight, it looks identical to the size of so many of the former VPG boxes - but no plain cardboard box with a coloured sleeve here.  Instead it is a very solid box with a fold-over lid, with a magnetic flap that automatically closes into place.  When opened up, two artistic evocative scenes are printed on the inside.  





The map, though small, is a mounted four panel fold out.


The design is elegant in its simplicity, while given a strong touch of colour from the opposing images of leading figures from this mighty conflict.  Nor are they just a matter of attractive decoration.  Each corresponds to a significant moment from the wars on one of the Event cards [usually a death!], play of which will lead to an army unit being permanently removed from the game  to be placed on the historical personage's picture.

A close up of the three Greek figures
This quality is matched in the rule book.  Again small in size, but crammed with a wealth of colourful vivid illustrative examples of play.  Indeed the only spartan [pun intended] items are the Event cards which provide only text with no pictures!

Similar to many CDG games, most have dual texts applicable to whether it is the Greek or Persian player using it.  

As mentioned, the rule  book is a slim item printed on smooth glossy paper edged at the top and bottom with a golden border.  The text is set out in two clear columns and every step is clearly illustrated and reinforced with pictorial examples.

Even the boxes of text within the examples are colour-coded to which side, Greek or Persian, that they refer.  These rules in a mere 12 pages are a model of clarity, taking you through the stages of the game in the exact order of play. It even manages to include at the end brief explanations of the historical events and personages on each Event card and finally rounds off with a potted history of the Graeco-Persian wars!! 

So, looks good, reads well -  but how does it play?  Well, I can happily say that the crucial core has all the elegance of its exterior qualities.  It is a highly abstracted treatment, executed with a small number of cubes for military units and an even smaller number of discs for naval units.

All the wooden components and a neat set of dice

The game in its box takes up minimum space and can be set up in about a minute and here is everything set up ready to play, easily accommodated on my portable playing area.   

The game plays out over 5 Campaigns [the maximum 5 turns of the game], but if the Event card, Sudden Death of the Great King, is drawn by the Persian player then the Campaign is over!  Consequently, I have had several games where only three Campaign turns were played which does produce a very, very short game.  

If you want, this can easily be house-ruled to make sure you get more game play.  However I'd strongly discourage you from rushing off to follow this increasing tendency to tamper with games, especially as this seems to happen after barely one play!!  This is all part of the design and presents the Persian player with an immediate pause for thought.  Each Campaign begins with a Preparation Phase when new units and new cards can be purchased.   The maximum a player can buy is 6 cards and each card can be used only for either its Event or a single activation of units.  

For me, when playing as the Persian, the pressure of time is at the heart of the game.  Do I go for maximum card buy and maximum risk of ending the Campaign?  Do I take fewer, but then have fewer opportunities for Activation or Event Play?  

This is also part of the highly asymmetrical styles of the two sides that starts with the fact that the Persian player has 12 purchase points to the Greeks 6 points.  The Persian has far more land units and one more naval as potential purchases, but they have the burden of attack and that pressure of time I've highlighted.  Their supply problems I've generally found to be greater too.  

It is a game of cat and mouse.  The Persian player can build, and I would say must build, the famous bridge of boats across the Hellespont - represented by a nice brown, thin, wooden oblong.  Rules cover ports, naval transport and land and sea combat.  It is the overwhelming force  against the resolute little defender, metaphorically David against Goliath... and that little Greek defender surely can win, as the end of one of my games shows below!



If either side controls both of their opponent's Major Cities at the end of a Campaign, then it's an automatic victory.  Otherwise the player who has accumulated the most control points over the five campaigns wins. 

So, it's immediately eye-catching, elegant, easy to grasp and quick to play and immensely tense and playable.  Face to face play is absolutely what it is designed for, though I intend using one of the enthusiast- produced systems for soloing CDG games for added plays.

So many thanks to Nuts Publishing for providing me with this review copy of a pocket gem!

25 euros
£17.95
$22.99

FOR GLORY FROM SPIELCRAFT GAMES FOR GLORY TO RETURN Just an announcement to keep alert for a new launch later this year of a great deck bui...

FOR GLORY FOR GLORY

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

FOR GLORY


FROM

SPIELCRAFT GAMES


FOR GLORY TO RETURN

Just an announcement to keep alert for a new launch later this year of a great deck builder that appeared in the States last year.  Here's your chance to run a gladiatorial school all in preparation for that final showdown in the arena.  Be a colossus in the colosseum!

Here's a sneak peak at the game set up



LOOK FORWARD TO AN IN-DEPTH REVIEW HERE WITH THE KICKSTARTER LAUNCH
hpssims.com