Thursday, May 22, 2008


Back in April I briefly mentioned we had played a couple of games of Antike. And as always here is my late list of things we played wrong during the game.

It appears that we did not play the movement and combat portion of Antike correctly after reading the rules and looking at some conquest combat examples on BGG. Some of the things I caught:
1. There are two phases to a Maneuver on the Rondel, a Movement Action and a Conquest Action. Each one requires a movement "point" to conduct. During Movement Actions you can move units but then you may also battle enemy units (Legions and Galleys) in the region you just moved into. These movement/battles are not simultaneous so you could clear a region of enemy units first to allow further movement through that region with other units in the same Maneuver action. Secondly you may conduct a Conquest Action following the Movement Action. This is how you convert enemy cities. This is important as in the beginning, before anyone has purchased Wheel, Roads, Sailing, and Navigation, it would take you two Maneuvers to convert an enemy city; the first one to move into it and battle any enemy units and then the second maneuver to conquer the city itself provided you had any survivors and sufficient strength! This makes researching the bonus movement type Know-Hows very important!

2. When not trying to Conquer an enemy city (during the Conquest Action of the Maneuver), ie battles after Movement - Legions only eliminate Legions and Galleys only eliminate Galleys. This is another important subtle distinction especially for coastal cities. For example, if an enemy city is occupied by both Legions and Galleys (only possible in coastal regions) and you move a fleet of Galleys into the region the subsequent battle will only eliminate enemy Galleys and leave all Legions unaffected. Provided you had any Galleys remaining from the battle and suffcient strength you could then conquer the city during a later Maneuver or during this Maneuver provided you had movement points left over for your surviving Galleys. When doing a Conquest Action, the restriction of "Galleys eliminate Galleys" and "Legions eliminate Legions" doesn't apply.

3. I don't think we violated this one but it could have come up. Legions may not be built in regions that are completly bordered in blue, ie Islands. At first thought one may think I would never do that since they would not be able to leave the island (Galleys don't transport Legions in the game) but you may do it to add more defenders to an island especially if all your Galleys have been built and are on the map elsewhere.

That's about it but these little rules discoveries just made the Maneuver portion of the game a little bit more interesting.

Wednesday, May 21, 2008

Vikings and Germans and Brits, Oh my!

Nevin came over on Sunday, 5/18, and we played his copy of Fire and Axe: A Viking Saga. Something is just not right with a Viking game when the winner, Nevin, is the Viking player who does more settling and trading than raiding! And you call yourself a Viking!

Nevin came in first with 200+ something points; I squeaked by Cody for second place by 1 point with 184 points to his 183. Both Nevin and Cody did more of the trading/settling actions while I concentrated on trading and raiding. I really thought Cody was doing well as he was the king of completing Sagas. Mid-game it looked like he had 6-7 Sagas to my 2 and Nevin's 2-3. I successfully raided 9 of the 12? towns on the map including both Paris(8VP) and Constantinople(12VP) but Nevin cashed in on Rome for 20VP with a Rune card that doubled its VPs. As far as settling, my son, Cody concentrated on the North West part of the map while Nevin controlled the North East map section. I had a toe hold in South Britain but Nevin eventually stole two of my settlements in England through Rune card play. At game end, I had a mere 3 settlements. In the end, it just didn't seem like it was worth pursuing a raiding heavy strategy but I had fun. Aand it was in true Viking spirit!

As always, after a first playing I like to go through the rulebook and see what we played wrong. Unfortunately, the rulebook is not available for download so I had to settle for the various rules summaries available on Boardgamegeek. Some of the items I noticed are as follows:
1. When you return to the Wintering space, your ship can only keep 1 crewman. All other crewman and goods must be removed from the ship.
2. I'm thinking you may only play Runes during your turn.
3. Plus, Runes may not be played while your ship is in one of the home ports.
4. The Difficult Sailing penalties must be assessed at the end of each days movement, not at the end of the total move.
5. A player may not settle a port in a region until the town in that region has been successfully raided.

On Saturday, 5/17, Mervyn and I played "A Veritable Bloodbath" scenario from Combat Commander: Mediterranean. My Brits were on the attack against Mervyn's Germans (conscripts and Volksgrenadiers with wire and trenches defending a few buildings) It came down to whether or not Merv could make the the Sudden Death die roll, end the scenario and win by VPs. He had two chances (he had the initiative card) but missed both rolls and on my first card play of the next turn my British advanced into melee against a lone German squad and eliminated him for the Surrender win. The only thing that kept me in the game was the damage I was doing with my Heavy Machine Gun on my left flank. I believe it accounted for 5 of the 6 casualties I needed for the Surrender win.

We then played a quick game of Wings of War: Dawn of War. This is the WWII version, with a German and Italian plane (me) against Merv's Spitfire and Hurricane. The Spitfire, especially the naval version can put out some firepower. I decided I was going to keep my planes together and gang up on one of Merv's planes. Merv had the same idea but his formation split after the first pass so I was able to concentrate both planes firepower on one if his and shot it down with 22 damage points.

Unplayed Games - the Short List

Mervyn had posted on Consimworld the question of how many unplayed games do you have in your collection? Most of the responses were quite a lot some over 100 games. I looked at my games I have registered on Boardgamegeek and my list, not counting old Strategy & Tactics/Ares Magazine games was 30 games. After removing the ones I probably would never play I came up with the short list of ten games I may play separated by how long I've owned them.

Recent to 2yrs:
Axis & Allies: Guadalcanal
Federation Commander: Romulan Border
Sword of Rome: 5th player expansion

Age of Napoleon(Phalanx)
Grant Takes Command(MMP)
Breakout Normandy(AH)
Monty's Gamble: Market Garden(MMP)

8+ yrs:
the Civil War(VG)