MedioEvo Universalis was born by mistake and definitely a necessity for us (I and all my friends) to play all together rather than in 2 or 3 separate groups.
It has evolved over time thanks to my friends "canottieri" who have spent hundreds ... yeah, calculating that we started in the 80's ... thousands of hours playing with me.
We have always been fascinated by the idea of trade to be able to manage and buy means/armed/fortifications and not have the resources automatically as in other games.
If you think that we start with the map and cards of Marco Polo (Clementoni), tanks of Risiko and money of Monopolies ... we made very long road.
Already then we had introduced the cards to attack and to defense, calamities, random events ... computers as we know now not existed yet (only the commodore 64 and early PC 8086 and 8088), so we "stolen" any game canned in my possession for exploit, if possible, the components and perhaps give its meanings sometimes completely different ... we had arrived at use a deck of mixed cards that exceeded calmly 300.
I thing we have tried and plytested everything:
- add Shogun units for special combat units
- miniatures of Civilization to try diplomacy with emissaries that physically moved on the map
- using sticky notes exchanged among the players
- locked alliances, 2, 3, to areas, random and so on
- 2 and even 3 parallel systems of coins, maybe an exchange for goods and armies
- calamities managed/controlled by players
- various historical periods and not ... the game for a short period had taken the way of the Napoleonic period (I had already bought 3 boxes of Napoleon in Europe to prepare myself)
- a player extra whitch became GM and/or banker
- infinite number of units and not
- 4 types of maps completely different ... it was also preparing a map "universal" (3600x1800 mm.) that could be used both for this prototype that for other boardgames (Risiko and axis & Allies for example), but always scale to 10 players.
- and much more ...
Many ideas inside my mind that already more than 2 years ago we write to try to implement some aspects of the game ... I still have the 2 sheets of Zamein with at least some forty notes and/or suggestions:
- new combat system, it is our main strengths, we would like to create a similar system and simple, yet completely different
- custom cards about COMMANDER, like previous characters as Richard the Lionheart, Saladin etc etc
- strategic cards combined expertise of the FLAG to implement combat bonus, like Hannibal: Rome vs. Carthage
- adding diplomatic options like type regal marriages
- and so on...
Everything that you see in this prototype is the rationalisation of what we invented, copied or modified by other boardgames or PC games. The same maps that were created in 1999, still in use since today, were the summary of that super deck of 300 cards used for previous 12-15 years.
Currently the game can be defined as a managerial one, set in the medieval period, more precisely in 1265.
Considering that a full round is equivalent to approximately 1-2 months real time, the longest matches don't go over 5 years ... also because historically Europe 5 years later would already be quite different.
Each player has to start match one of the major Kingdoms of the era:
Kingdom Almohad
Kingdom Mamluks
Horde gold
Byzantine Empire
Novgorod Republic
Kingdom of Hungary
Holy Roman Empire
Kingdom of France
Kingdom of Castile
Kingdom of England
Map is modular, divided in SET1 according to play up to 5-6 players and 2 EXPANSIONS to play up to 10! The player has available land and sea units to trade 8 different types of goods in 36 cities on the map, so fiorini obtained can be invested to increase the cities, building fortifications, buy new units, recruit new General, build siege machines or new cathedrals/mosques to have more control over the population, specialize the cities in a commercial sector, and more.
With fiorini also you can buy technologies to improve some aspects of the game; technologies are divided into 5 kinds, up to 3 layers, so if I will have STREETS, I must buy ARCHITECTURE and MATHEMATICS before yet.
The technologies also help me to eliminate or reduce the effects of CALAMITIES: MEDICINA against PLAGUE, AGRICULTURE against FAMINE, etc etc etc.
There are also game cards, named EMPIRE that allow the player to do more things: spying your opponent's cards, earn more by trade, taxing better territories, ask truce during a war, get bonuses during attack or defence etc etc etc.
Many of these cards have combinations with technologies, for example the GENIUS has + 1 bonus during attack or defence, but if it is accompanied by the ENGINEERING he take + 2 bonus... and so on... MERCHANT with COINS, TEMPLARE with MONOTHEISM, MERCENARY with ARMY etc etc etc.
As you may have noticed, I used the colors to help you learn many components of game, there are references and descriptions on each card and also I inserted in front of the player a summary of the game turn and 3 summary tables of classic 50 questions that a player always stolen ... so I have dramatically reduced learning time and in fact, when I played with my friends younger (13-14 years) the thing was very useful.
Other?
In addition to CALAMITIES cards there are random events which affect only 1 areas of the map; I added other units on the map, the neutral (or dead, barbarian, as you prefer), which with 4 simple automatic rules can expand its neighbours or attack weaker player or rebel territories with low defense... to move even more the game.
The territories have 5 different terrain types: plain, hill, forest, mountain, desert and in addition the rivers ... all this leads to limits of population or costs in movement.
Also diplomacy: there are 6 diplomatic options that can be broken at any time (so look back!), obviously players take consequences (for example, if a player Christian declares war to another Christian would almost certainly the excommunication of the Pope and therefore would fall out of favor).
The sequence of players is random, if now you are the 1st, in the next turn you could be the 3rd or last ... pay attention to your enemies!
Object of the game is to get as many HONOR POINTS ... during the game, depending on what you do, you may gain or lose HONOR POINTS.
So you can play: by TIME, with a MAX NUMBER of points to reach or with a defined number of TURNS.
FOTOGALLERY: http://www.medioevouniversalis.org/html/galleria.php
THX silasmolino.
Yes, MU is a boardgame of commerce, diplomacy, strategy and conquest set in the XIII century; players will have to manage one of the great Kingdoms.
Ahahahah, I don't know, sorry :p
Well, the average time is about 4 hours with 3 players (3 is the minimum number of players), about 6 hours with 5 players (I have divided the game into 2 boxes, BASE set and EXPANSION set, 5 players each set, so maximum 5 players with BASE set and since 10 players with EXPANSION set).
Goal: get the most Honor Points from the various aspects of the game as: military expansion, killing an enemy General, conquering a Kingdom, winning a Crusade, completing a mission… however players can lose Honor Points if lose a Crusade, make betrayal and so on.
The first prototype of 1999 is completely made of other games/toys, then from 2007 I started to create pieces dedicated, such as ships, goods, armies and so on... some pieces are still other games (Serenissima, Shogun, Civilization, Anno Domini, ecc.).
No, sorry, I have only italian version, but it isn't complete. I start to write rule inside my forum http://www.medioevouniversalis.org/phpBB3/viewtopic.php?f=33&t=2352 but it is an outdated version, I already have several simplified rules.
THX again, I understand what do you mean, but I try to explain my point of view...
- Very interesting thing is the definition of COMPLEXITY by Frank Chadwick (historian author command Decision):
"more than one player COMMAND DECISON veteran, when he felt that I was working on a new edition with simplified mechanical, has expressed doubts that I was 'making'. In my view, this aspect derives partly from the fact that the term 'complexity' became the most abused and not included in the terminology of the game.
We were invariably say that this game is 'too complex', or that this game is for beginners because it is not too complex.
All this points to a lack of understanding of how does each game work and why do people play them.
The only thing important about whether a game is attractive or not, is its complexity. If is not complex, nobody plays.
Chess have lasted for centuries because they are a game of an almost infinite complexity. Poker remains fascinating because the unknown combination of cards and game styles of multiple players, they are equally a game of infinite complexity. All games of resistance passionately because are very complicated. And how these games are not complicated! The complicated of mechanical is what usually is patently wrong error for complexity, and this is more of a simple problem of semantics.
Since we we abuse of the word complexity related to the game, with both meanings, developers often really reduces the complexity when trying to make a game not complicated, with the result that becomes really "commoditized" – boring and unattractive.
But few people would consider chess be a trivial game despite the simplicity of its mechanical properties.
When we say that COMMAND DECISON is too difficult to play, we're not saying that is too complex. Anyone who has played with command DECISON knows that the complexity of the interaction of various weapons, the different degrees of moral, the different levels of quality of troops, is what makes one so rich gaming experience. Instead what we mean is simply that its mechanisms are too complicated. And so, how can we reduce the complicated without complexity? Since I have examined the rules COMMAND DECISON, I was impressed by the fact that no rule was terribly difficult or complicated individually. The game was pretty complicated from simple mass mechanics separate subsystems. A rule was used to direct heat anti-tank. A completely different mechanical system was used to fire arms. Another completely different for localization. Another different for the request of the artillery. Another for air support. Whenever something else happened on the table, players overall had to invoke collectively a different context of rules. The tool for which CD3™ reduces the complicated while maintaining accuracy and complexity is very simple. Uses a single game mechanics to cover the above conditions."
- My prototype is complex, but not complicated, the rules are very simple to learn, in fact many of my friends were 13 years old in 1999... no one has ever had problems to play.
The game has a very high longevity, the combo between the various components of the game are many and allow you to create complex and very different strategies in each game.
- I used all the tricks possible and imaginable to simplify learning the game, the recognition and use of the parts.
I used different colors for each deck, the name of all cards are written anywhere with their color so the players know if that name refers to the deck DISASTERS, EMPIRE, TECHNOLOGY and so on.
I create a panel in front of each player with all the basic rules and the sequence of the game turn, so all players, after 1° turn, are able to fend for themselves.