It’s been a while since I’ve put up a game in the GDW, and since I’ve been working pretty aggressively on my Civ lite game lately, and since there was an open slot, I figured I’d take a turn. This is a game that I’ve been working on for about 2 years or so, and it’s undergone a fair bit of testing and a lot of changes. Ordinarily, I wouldn't put up a well-tested game, but most of those changes have been quite dramatic, and the latest iteration is untested and fundamentally different from the last version of the game that I did test.
You can use these links to find the
rulebook and
I’ve also put up images of a few supporting materials to give a little more info:
player mat, and
Some unnecessary history for those who may be interested:
I started work on this game when I first heard Bruno Faidutti’s description of Serge Laget's Mare Nostrum. The things he was talking about -- a Civ-like game, playable in <3 hours, with simple rules -- seemed like a fun challenge. The main project goals were that activities other than territorial conquest should be rewarded, that the map shouldn’t be yet another plan view of the Mediterranean, etc.
My initial attempt resulted in a 5+ hour game that featured everything and the kitchen sink in every turn: production, building, combat, expansion, population growth, etc. The game was just too long, and while fun to play, seemed deficient to me in two main ways: first, the turn sequence was just too “obvious” (more on this in an upcoming TiGD, I hope). Second, the scoring system never seemed satisfactory; I could never get a good set of VP categories, and the rank-based scoring didn’t really allow for extreme specialization or for huge come-from-behind wins. My hope is that with the current set of buildings, advances, and scoring cards, one can carve out a unique strategy every time, either following the path of a real-world empire, or creating your own "style". In that sense, the random setup is very much by design: I want players to, if they desire, make choices to be like Rome or Babylon or whatever; I don’t want the design to force them to emulate one of those empires by saying “You are Rome, you are Greece, etc”. Just a design decision.
There are some known bugs in the rules. A main one is in the setup stage 2, preparation of the Event deck. Look at it like this: in turn 1, there’s a special event -- “receive 1 Achievement token”. In turns 3 and 4, the event will be Attrition or Unrest. In one of turns 4, 5 or 6, a Historian will emerge. Ditto for turns 7,8, or 9, and 10, 11, or 12. Thus, the game will last between 10 and 12 turns, and will have 3 scoring rounds.
Ok, enough for the preamble; check the game out and let me know what you think!
Thanks so much,
Jeff
I appreciate this.
What happens if no adjacent territories are unoccupied?
Maybe you should use a little symbol that looks like a diamond instead of n.
And in case of a tie in for most points during the final Historian phase . . . ?
It shows. This game is well-thought and well-described. I can't say much for balance without having playtested it, but I certainly think it would be fun to play. Have you playtested it yet? I wonder whether
You may want to talk about rules for adjacency of islands and things. I could intuitively gather that the red lines connect isthmuses, but there's no mention of boats (or other terrain features such as mountains or rivers.)
I like the mechanic of the market placed in other players' cities. This makes economic cooperation important to economic competition.
Do you have picture of the other components, like the Structure boards and such?