Showing posts with label war game. Show all posts
Showing posts with label war game. Show all posts

Julius Caesar Review


Julius Caesar is a 2 player war game from Columbia Games and designers Grant Dalgliesh and Justin Thompson. As a gamer, I have an appetite for all kinds of games - except that I have not played very many war games. The closest I've played to war games are a couple of the C&C games and (my favorite game of all time) War of the Ring. So after doing some searching on BGG for good intro wargames, I was excited to hear that Columbia Games was willing to send me a copy of one of the most recommended titles - Julius Caesar.

The starting position for the Pompey army. 

Julius Caesar is what is known as a "block wargame." In these types of wargames, player's units are represented by wooden blocks, with information on only one side. This means that players are unable to see exactly what enemy units are in each location - just where the other player has units.

The only VPs outside of Rome (worth 2) that start the game up for grabs.

The game will end either after 5 rounds, or immediately after a round where 1 player controls cities worth 10 or more victory points.

The number in the red banner is the card's movement value. The number of silver medallions is the number of levy points the card is worth.

A round begins with each player being dealt 6 cards from the 27 card deck. There are two kinds of cards - command cards and event cards. Each player has to discard 1 card from their hand. Then both players select 1 card to play. determines both who moves first, as well as how many movement points and levies the player receives. 


Some of the event cards in the deck. If 1 player plays an event card, that player goes first. If both players play event cards, they are discarded with no effect.

Unless one of the players plays an event card, whoever plays the card with the most movement goes first. This player will first move any blocks he wishes to move and then can either "heal" a block on the board for a levy point or deploy a block from her levy pool for a levy point. Then, if any cities contain units from both armies, battles are resolved. 

Each unit has a strength value and a combat value. A unit's strength value corresponds to how many dice it will roll when it attacks. It also represents each unit's "hit points." Each time a unit suffers a hit, a unit's block is rotated 90 degrees counter-clockwise - thus decreasing its strength. 


In this example, Antonius would roll his 2 dice first, causing hits on 2's or lower (which would be assigned to the Roman legion, because it is the strongest opposing unit). Then Pompey would attack, and so on.


Battles are fought in phases, with all defending A units rolling attacks first, then attacking A units, then B units, then C, and so on. As mentioned above, units roll a number of d6's - each die that is the unit's combat value or lower is a hit. Hits are immediately assigned to the strongest opposing unit. Battles are fought until one side is eliminated, one side retreats, or until the end of the 4th round of combat (when the attacking force needs to retreat). 

Play continues in this way until the players have played all five of their cards. Then a winter phase takes place, where each side needs to check stacking limits - each city on the board can only hold 3 units during this phase (more if the city is worth any VPs) and any surplus units are removed from the board. 

The game will end during the winter phase when 1 of the armies has at least 10 VPs or after 5 winters.

One of the things I didn't care for about Julius Caesar was the number of exceptions to rules. There may not be many for a wargame, but for someone fairly new to the genre, I found myself checking the rule book pretty regularly even after having played the game a few times.

Another nit I would pick with the game is the size of the map and the size of the blocks. The map looks very good, but on a few occasions it became unclear which units were in which city. Stacking the blocks helps a little, but they fall down and remembering how strong the units that fell were was a hassle.

I wasn't sure what to expect before playing Julius Caesar. I had never played any of the Ancients C&C games - so I had never played a block wargame, or really any game where not knowing what or where your opponent's units are is a feature of the game. This part of the game - not being sure of what you are marching towards, or thinking you remember what units are in that city, and being totally wrong - is very enjoyable. I also really liked the balance of having to go get 10 VPs but also knowing that defending armies have a pretty big advantage in combat (attacking first) is really interesting. I found myself moving my armies close to my opponent's, hoping she would attack so that I could (hopefully) wipe out her force while I had the defensive advantage and then march towards the points she was holding.

I also really enjoyed the combat itself. I liked the almost puzzly feeling of trying to assemble an army that have a good balance of early attackers (As or Bs), likely hitters (high combat value), and strong units (lots of dice), and then taking those armies out and seeing how they do in the field.


On the whole, I really enjoy Julius Caesar. I would give it an 8.0 out of 10. I really like the combat, the hidden units, and while I don't know much about the historical context, I like the theme as well. I think I would rather play this over something simpler than Memoir, and would also gladly play it if I wanted to play War of the Ring and the other player wasn't in the mood for something so long. I think Julius Caesar is a great game to look into if you haven't played many wargames, but are interested in dipping your toes into the water. After having enjoyed my time with Julius Caesar so much, I'm now looking into getting copies of games like Hammer of the Scots and Crusader Rex.


Jim would like to thank Columbia Games for providing him a review copy of Julius Caesar.

Omen: A Reign of War Review

Omen Reign of card game in play

So, after letting it sit in my closet much longer than intended, I finally got in some plays for Omen: A Reign of War. (BoardGameGeek link - it's apparently not on Amazon.)

In Omen, the players are in the midst of a mythological war that seems to be set in ancient Greece.  They are struggling to accomplish feats and overtake a few war-torn cities by using Soldiers, Oracles, and Beasts (such as Satyrs, a Phoenix, and Minotaurs).  Each turn consists of a few different steps - first is the wealth step in which you are allowed to take a combination of three cards or coins.  If you use all three of these choices to take the same thing (three cards or three coins), then you get a bonus item of the type you selected.  Next, you play hoards of cards from your hand into the three different cities.  When playing soldiers, they have effects that occur immediately, with beasts you either get to use their ability or play them for strength, and with oracles, they have abilities that occur every round.  After you are satisfied with what you have played (generally because you ran out of coins), then all of your oracle abilities occur.  Next, you check to see if you have accomplished any of the six feats (such as having a soldier in each city).  Finally, it's time for action.  You check to see if any of the cities are "war torn."  A city is war torn if your opponent has three units in it, or there are a total of five units (or more) in the city.  If this occurs, both players compare strength in the city, and whoever has the highest strength is the winner  - thus getting to claim the top card from the city (each city has four cards).  Whoever wins must remove all but one of his units, and the loser can keep two of his.  (Note: during all parts of the game, including this one, beasts count as two units, and so the winner cannot keep a beast.)  The last step of the turn is an optional offering - the active player has the option to discard a card from his hand in order to gain extra cards or coins (not a combination) equal to the card's offering value.  Play alternates in this fashion until one player has accomplished five of his six feats, or until two of the cities have been scored four times.  At that point, whoever has the most points (from scoring cities and feats) is the winner.

Omen Reign of War card game - war torn city example
A war torn city
Honestly, I have a lot of feelings about Omen; this review might be a bit tricky as I attempt to translate those feelings (that have been swirling in my head for a few days) into more eloquent thoughts about the game.  Either way, let's start like normal - with the pros.  The first pro for Omen is that I like the war torn rules.  Specifically, I like that they're setup to allow your opponent to respond, yet allow you to intentionally overload a city enough that it forces it to score immediately.  This is especially true early in the game, before either player has many troops on the table.  During those turns, in order to force a city to score, you may have to place five units in the city by yourself (which happens to also be a feat, so it's not necessarily a bad thing to do).  Later in the game, though, there are more turns when you will end your turn with three units in a city; either because that's all that you can afford, or because you don't think that your opponent will be able to take the city from you before the end of his turn.

The next pro that I have for Omen: A Reign of War is that I like the different unit types. I like that each type has a different way of being used in the game, and that each of these different types can be incredibly effective if used correctly - oracles can give you long running bonuses, soldiers can give you a one-two punch of gaining strength and an effect, and beasts can powerfully swing a battle for a city (or do some other ridiculous ability).  This diversity of types is a nice touch, and it is also nice that there are different Feats that can reward you for each of the different types.  (There is a feat for having one soldier in each city, another for having one beast in each city, and a third for having one oracle in each city.)  Granted, the downside of the feats focusing on having several units of the same type is that this adds a luck of the draw element to being able to accomplish some of the feats - which can be frustrating, since feats are one of your only two ways of scoring points.

The final pro that I will mention about Omen are the amazing combos that are possible.  It is really interesting to watch how some of the different cards combine together to make for incredibly powerful turns.  You may be able to play a soldier that allows you to draw two cards and force your opponent to discard two cards, then you can play another soldier that allows you to move the first soldier - thus triggering his effect a second time.  (And, by doing so, accomplishing a feat of forcing your opponent to discard three or more cards in a turn.)  If you add in another card that allows you to draw a card and steal money from your opponent, suddenly you've been able to cripple your opponent in both cards and money, draw five cards (yet another of the six feats), and get a lot of strength on the battlefield - all with three cards!  (Plus, you've refilled your hand, which helps set you up for the next turn.)  Again - watching some of these combos can be a lot of fun.

Beasts can have amazing abilities
And that leads us into the cons.  I mentioned "watching" some of these combos.  That is because Omen can be an incredibly streaky game.  Even in the combo that I just mentioned, it not only does powerful things to help you, it also severely cripples your opponent.  Because of that, there will be times when one player feels somewhat helpless.  You won't be able to do anything, your turns will be useless, and you're just waiting for your opponent to score and remove troops.  This can grow even worse if your opponent has a lot of oracles in play, as they have effects that occur every round!  So, if you are struggling to get anything out on the table, and your opponent has oracles that are forcing you to discard a card, and giving them a coin and a card every turn, it is very hard to feel relevant in the game.  You will wind up spending several turns in a row doing nothing but wealth actions and offerings, hoping to get something together.  However, once you finally do get some more meaningful turns, you might suddenly be able to turn the tables and have some insane combinations of your own - and hopefully your opponent won't be outscoring you so badly by that point that your turns are irrelevant.

My next con for Omen is also about combos.  Too often, executing powerful combos feels like a result of luck more than a result of planning.  Why?  Because the best combos generally come from getting to draw cards mid turn.  Let's take the scenario that I gave in my final pro.  On most turns, you will start with only a few cards.  So, first, you play the soldier that allows you to draw two cards and force your opponent to discard two cards.  This card is strong, all on its own.  Now, say that you draw the soldier that allows you to move another soldier - boom, you're able to trigger your original soldier again.  And thus you draw two more cards.  What do you get next?  A card that allows you to get more coins (or steal them from your opponent)?  Now, you can play that, which then gives you enough resources to play yet another card.  But what part of that was planned at the beginning of the turn?  Playing the original soldier.  More often than not, I felt like the combos, though powerful, were very reactionary.  I'm not going to say that everyone agrees with this opinion - but it was definitely a sentiment that I had after playing.

The last con that I will mention has to do with countering your opponent.  In this game, every strategy seems to have cards that help you counter them.  This is a good trait.  So, you might be wondering, why is it listed in the section for cons?  Because whether you actually get the cards you need for countering them will all be based on the luck of the draw.  Take oracles as an example.  Oracles help you in some small way every turn - they give bonuses like drawing a card, gaining a coin, or stealing a coin from your opponent.  Fortunately, there are several different soldiers that can discard oracles.  But, if you don't ever successfully draw these cards (or you are forced to discard them before you can play them), then you won't ever be able to get rid of their oracles, because they won't be forced to discard them by anything that they do, including scoring a city.  So, you may draw the exact same cards two games in a row, but if you draw them when you need them one game and draw them when they aren't relevant the next, then you will have drastically different amounts of success.

example of text in cards for Omen Reign of War game
Omen is very text heavy
The final thing that I will mention is something that you should be aware of, but not necessarily a "con".  This game is very text heavy.  I mentioned this same fact about Smash Up (though, because of additional factors, I believe I called it a con in that review).  However, I would say that Omen is even more text intensive than Smash Up.  Every card has a significant amount of text.  There are also a lot of cards, and not terribly many copies of each.  This means that you will be seeing new cards throughout most of the game.  Ok, that's not so bad.  Now, you have to factor in that several cards allow you to "search through the discard pile" or "search through the draw pile."  Uh oh.  Whereas in other games that do this you are either familiar with your cards (because it is a game where you build your deck before (or while) playing), or the number of cards is somewhat small (each person has a 50-60 card deck for example).  Not so in Omen - if you are searching through the entire draw stack, then you might have around 200 cards to look through, each with a large block of text on it.  And, if this is your first time to play, you have no idea what most of them do - which leaves you the options of either pausing the entire game for about half an hour while you read through all of them, or making a selection that isn't ideal, simply to keep the game going.  This is the balance of having a text intensive game - so it is definitely something that you should be aware of when considering if this is a game for you.

Overall, I give Omen: A Reign of War a 7.0/10.  I really thought that I was going to love this game.  In fact, when I traded for it, I was incredibly excited about getting to try it out.  But, for whatever reason, it fell somewhat flat for me.  Hopefully I've been able to solidify my thoughts well enough to help you understand if this one would be a good choice for you, or if you think it's one that you should pass on.

If you like games like Omen, you should also check out Summoner Wars, Glory to Rome, and Eminent Domain.

Washington's War Review

Washington's War game in play

One game that I was incredibly excited to receive a copy of was Washington's War.

Washington's War is a Revolutionary War board game.   One player takes on the role of the British army, and the other takes on the role of the Americans.  The game is played over a series of rounds - each round representing a year between 1775-1783 (in a long game).  On each turn, both players get to draw 7 cards.  These cards can be either "Ops" cards, or Events.  Events simply do something to alter the game, or a phase of the game.  They can help in combat, determine when the game ends, move the French closer to a treaty with the Americans, have Benedict Arnold betray the Americans, and many other things.  There are two types of events - Mandatory and Optional.  With Ops cards, a player can bring in reinforcements, move a General (possibly to attack), or gain Political Control in different regions of the board.  At the end of each round, many troops are lost to winter, and Political Control can shift if certain parts of the board are isolated from others.  After a certain number of turns (based on which events are played), players check for victory conditions - and whoever has Political Control over enough of the colonies is declared the winner!

The first thing that I like about Washington's War is that a lot of the elements of the game give it a nice historical theme.  Specifically, some of the things like winter attrition, though incredibly challenging in gameplay terms, make complete sense in the setting of the game.  One of these elements is the fact that, even in battles, you generally don't kill especially many troops.  I think that this really depicts the inaccuracy of the muskets used during this time - it's much more likely that you will destroy a large army by catching them in a place where they can't flee (thus getting them to surrender) than it is to wipe out them out on the battlefield.  Honestly, this element of a war game where you are pushing armies around instead of killing them reminds me of the Game of Thrones Board Game and, though I didn't really like it especially much in that game, I think that it works well in Washington's War.  (It helps that you can wipe out an entire army if you can force them to surrender.)

board for Washington's War Revolutionary War game
Ok, I thought the flash made this picture look cool.
My next two pros really are very intermixed, so I'll talk about them at the same time.  First, I liked that both sides had significantly different advantages and disadvantages (this also works with the historical feeling to the game), and second, I liked how "Isolation" and placing Political Control markers worked.  The two sides in this game play quite differently.  And, if you want to win, then you truly have to capitalize on your strengths and find ways of exploiting your opponent's weaknesses.  Specifically, the British player gets a lot of troops, especially early, and has major combat advantages to start the game.  The American player, however, is able to quickly get small armies positioned on different parts of the map in order to gain Political Control and isolate the British player's control - and winning the game is about Political Control (and not killing things), so this is a very useful ability.  One of the elements of the game that you check at the end of each round is called "Isolation."  Basically, it means that if you can't find a way to connect your Political Control markers to some troops or some neutral areas of the board, then you will lose your control in those areas, as the people will feel isolated from your influence.  It isn't generally very easy to isolate your opponent's political markers, but successfully doing this at the right times during the game can really determine which player wins and which player loses.

Now that I've mentioned several things that Washington's War did very well, there were a few areas that I disliked.  First, this game is overly complex.  One of the reasons that I was so excited about this game is that it has a 90 minute playing time - and, for the most part, I've found this to be accurate.  However, it also has a 24 page rulebook that is very text heavy (there are a lot of diagrams and such - I'm more focusing on the length than the quality), and also has another 14 page book for examples of play, strategy tips, and design notes.  To read through and really understand the rulebook will probably take around an hour.  I read it three times before my first game.  And then, I referenced it repeatedly every time that I played.  Basically, here's how it reads, "the British player performs this rule like X, but the American player does Y.  Exception: in Z situation, everything is different."  There really feels like an exception to every rule.  Oh, and the French armies (obviously) work differently than either the American or the British armies.  Yes, I realize that much of this is attempting to capture the historical feel of the Revolutionary War, but it seemed quite excessive.  Additionally, I thought that, though the rules covered everything, they weren't one of GMT's better rulebooks.  Rules weren't laid out in the actual order that you would encounter them in the game, and I often wanted to look up rules, but wasn't able to find what I needed in the index.  This led to flipping pages and trying to remember what section covered that exception.  The complexity and the rules will definitely be your biggest hurdle in enjoying Washington's War.

My next con was that I really disliked Mandatory Events.  More specifically, I really disliked that Mandatory Events made your hand significantly worse.  Some Mandatory Events are fairly neutral - they set what year the game will end.  However, other Mandatory Events would actually help the other team!  I've played card based political games (like Twilight Struggle) where you might draw your opponent's cards and you have to make the most of a bad situation.  However, in Twilight Struggle, there are ways of mitigating the impact of these cards.  In Washington's War, if a British player draws one of the strong American Mandatory Events, then he is forced to play it, and he doesn't get to redraw a card.  So, not only does it help his opponent, it also hurts his hand because he has one card that is functionally useless.  If you draw an opponent's Optional Event, then you can at least use it to give yourself an advantage in combat, or discard it to perform a political action.  With the Mandatory Events, it's like having a card in your hand that says "Pass."

Training the Continental Army in Washington's War
Playing this card helps.  A lot.
The final con that I will mention for Washington's War is that I felt that it was far too luck based.  This luck came in what cards you draw and how important single die rolls were.  Now, I'm really okay with luck in games.  However, I feel that there is a disconnect in Washington's War - rule intensive games have a highly strategic feel to them.  Generally, the longer it takes to learn a game, the more I want random factors of the game to be mitigated.  Here's an example of a card that is amazing - "Baron von Steuben Trains the Continental Army."  To start the game, the British get a +1 advantage in every combat.  Why?  Because the American troops are horrible and throwing pitch forks at them.  However, this card permanently removes this bonus from the British.  See how this is useful?  So, if an American player draws this card early, then he will have a much easier time than if the British player draws it and is able to discard it during a combat.  Another element of luck is in determining your General's combat rating.  To start a fight, each player rolls a die.  On a 1-3, the General's rating is cut in half for that battle.  That hurts quite a bit.  But, then the battle is also determined by a single die roll (with modifiers).  I can outnumber my opponent by 3-4 troops (5 troops is a massive army in this game, and is the most that you can ever attack with), have the better General, and discard a card to give myself an advantage and still lose the combat.  Yes, this represents the fact that things go horribly awry in battle.  But, the winner of a battle coming down to how players roll a six-sided die became frustrating to me.

Overall, I give Washington's War a 7.0/10.  If you can get through the rules and start playing the game, then there is quite a bit to like about the game.  However, with the very steep entrance barrier mixed with the fairly high luck factor for the game, it didn't quite live up to the expectations that I had for it.

If Washington's War sounds interesting to you, then you might also want to check out 1989: Dawn of Freedom, Game of Thrones, and Twilight Struggle (really, everyone should check out Twilight Struggle if you haven't yet).

I would like to thank GMT Games for providing me with a review copy of Washington's War.

Twilight Struggle Review

Twilight Struggle game


One of the highest rated games of all time is Twilight Struggle.  So, of course, I felt the incessant urge to try it.

In Twilight Struggle, players re-live the Cold War.  One player takes the role of the US, and the other is (of course, if you know history) the USSR.  On any given turn, both players will start with 8-9 cards in their hand (depending on what phase of the war you are in).  These cards have both an Event on them and an Operations value.  At the start of the turn, each player selects a "Headline" event to occur first.  Next, players take turns playing cards as either Events or for their Operations value.  Some cards represent US events, some are USSR events, and some can be played either way.  Playing a card for it's Operations value allows you to place new influence in countries (after all, keep in mind that the Cold War was primarily a war of influence, and not of direct conflict), make Coup attempts, realign a country, or even in advance in the Space Race.  If you play a card for it's Operations value then the Event does not occur - unless it's your opponent's Event!  As the game progresses, players will score victory points back and forth; sometimes from playing "scoring cards" (which score various continents based on who influences the most countries and battleground countries), and sometimes Event cards will score points.  The game is played until one of the end of game conditions occurs: 1) one player has scored 20 Victory Points (keeping in mind that when the other player scores points, you just reduce your opponent's score, as Victory Points are a constant tug-of-war), 2) until Defcon is reached (the world blows up), 3) one player has Control of Europe during a scoring phase (they own more total countries, at least one non-battleground country, and all of the battleground countries), or 4) 10 turns have elapsed (at which point whoever has the most points after a final scoring phase wins).  There are a lot of things I skimmed over... like 5-20 pages of rules.  But then again, I'm hoping you're not here for me to teach you everything about how to play the game.

Twilight Struggle duck and cover cardHere's what I liked: first off, I loved the tug-of-war nature of Twilight Struggle.  Throughout the game, you rarely feel like you are truly winning.  You may have advantages in certain places, but you know that your opponent will be able to counter you somehow - and you're just hoping to be able to get a slight upper hand.  I don't have personal memories of living through the Cold War, but I think that Twilight Struggle does a good job of grasping the kind of tension that occurred during that time period (obviously without the fear of a nuclear holocaust - I do realize that boardgames aren't life and death).  Sometimes you will have to concede certain areas to your opponent to gain an upper hand in others - the winner of the game won't be the person that played the better cards; it will be the person that was able to repeatedly capitalize on small advantages.  The give and take nature of Twilight Struggle truly feels like a masterpiece of game design to me.  I can't express how highly I appreciate this aspect of the game.

The next thing that I appreciate about Twilight Struggle is how rooted it is in history.  Every card is based on actual historical events in the Cold War.  What's more, there is a section in the back of the rulebook that goes over each of the different cards, and what that history entails.  I really appreciate this, as it allows people (like myself) who don't necessarily have a strong knowledge about history to learn in a fun way; yet it also allows people who enjoy studying history to have an opportunity to relive an important historical time.

The third thing that I like about Twilight Struggle (that is really a "sub-pro" of my first pro) is that you have to make sacrifices in the game.  At some point, your opponent will perform an action, and you will have to decide if you want to counter them in that area (Space Race, a certain continent, etc), or if you want to counter them elsewhere.  The world is too big, and there are too many aspects to the game to be able to do everything that you want.  You are forced to decide where to allocate resources, and what areas you're willing to sacrifice.  Do you want to control Asia?  This will probably come at the cost of South America; or Europe.  To win, you have to make sure that you don't sacrifice too much, and make sure that you are sacrificing smaller benefits to gain larger ones.

Fidel Castro card from Twilight Struggle
Everyone's favorite dictator
The final thing that I will mention as a pro for Twilight Struggle is that it factors in realism in Influence placement.  What this means is: you cannot place Influence anywhere.  When placing Influence, the country you are influencing must already have your Influence, or must be adjacent to a country where you do have Influence.  Yet, with this, there are enough Events that place Influence in new territories that this rule is not crippling.  (After all, the USSR would have little to no chance of influencing Central or South America otherwise.)

Now, an interesting topic in Twilight Struggle are the scoring cards.  There is a scoring card for each continent where you can place Influence.  These cards might be drawn by a player, just like any other card.  The main difference is that scoring cards cannot be kept until the next turn (you typically have a card that you will keep at the end of each turn).  Scoring cards are interesting - they give you the advantage of knowing a continent that is about to score, and even having the power to decide when that scoring occurs.  Yet, there is a disadvantage in being dealt a card that has no operations value and no Event.  It may be advantageous to be dealt a scoring card, but it might be detrimental to be dealt two or more of them.  Whereas I don't see a problem with how the scoring cards work - I just view it as a part of the game, some people may dislike them.  The same can be said for how the Space Race and Coup/Realignment actions are performed.  These actions all determine whether they are successful based on rolling a six-sided die.  Again, I don't have any major problem with this, but it can be frustrating when the die roll goes against you.

There are some more things you need to be aware of in Twilight Struggle.  You could classify these as "cons", but I think that they are more accurately termed "points of note."  The first one is that Twilight Struggle is a complicated game.  There's not getting around that.  I've played this game many times, and I still don't know that I got every rule right in any of my play sessions.  With that said, however, every time that I've played Twilight Struggle, I've really enjoyed it.

warped Twilight Struggle first edition board
Why you want the Deluxe Version
Second, there are different version of Twilight Struggle that have been printed.  I highly recommend that you get the "Deluxe" version.  The map in the other version is made of cardstock and refuses to lay flat.  Most of my games have been played on this version, and we had to keep phones and mp3 players placed on strategic positions throughout the board to try to get it to lay flat.  After all, keep in mind that Twilight Struggle has tons of very small pieces that must be placed in just the correct place on the board.  And, these pieces can easily slide around on an uneven board.  The Deluxe version also has overall higher quality components, card text has been cleared up in a few places, and also has some color in the rulebook to make it less intimidating.

Overall, I give Twilight Struggle a 9.5/10.  Let's put it this way - I enjoy Twilight Struggle enough that I am tempted to stop reviewing games so that I can dedicate more time to re-playing Twilight Struggle and games like it.

If you like Twilight Struggle, you might also want to check out
1960: The Making of the President (same designers), 1955: The War of Espionage (similar feel but much shorter), and Test of Fire: Bull Run 1861 (two-player historical war game).

Risk Legacy Review

Risk Legacy game


I have drooled over Risk: Legacy since I first saw that it was coming out. So, when I moved to Philadelphia and was offered a spot with a group just starting a campaign of it, I jumped at the chance to join them! Now, let me tell you that we have played 5 of the 15 games so far - so, I have a good feel for how the game is played, but have not opened every pack. However, I am also intending to write this review without spoilers: so if you're looking for spoilers, this may not be for you, but if you're looking for a good feel on how the game is played, you don't have to worry about me ruining anything - everything I tell you should be found in the rulebook or was at least known to us before we started playing our first game. (Note: I had a pretty picture of the board that we're using, but I realized that if you looked too closely, you might see a spoiler, so I removed it - I have checked all of the other pictures, and they are safe.  The Enclave of the Bear pictures shows only a starting power - which you select before your first game.) With that said, let's dig into Risk: Legacy!

new Risk Legacy Game faction
Select your faction - with a starting power
Risk: Legacy is Risk; but with extra stuff. In Legacy, each player starts with a headquarters and a handful of troops; all of which are on the headquarters. He also starts with a faction from the game. The first time that you play, each player selects a faction, but also gets to select which of two abilities that faction will be able to use - and that faction (not necessarily that player) will use it the rest of the time that you play Legacy. Your goal is to capture four "stars." If a player has never won a game, then he starts the game with a star. Each headquarters is a star, and you can also turn in four "resource" cards to gain a star. When playing the game, you basically play with standard Risk rules. You add up your number of territories (and add population based on cities that you own - this part is new), and divide by three, rounding down. This is the number of armies that you collect each turn (minimum of three). You also get extra armies for each continent you control. From here, you can attack as many territories as you want. The attacker can roll with up to three dice, the defender with two, and the defender wins ties. If you take a contested territory on your turn (ie, you kill somebody else to do it), then at the end of the turn you get a card - when selecting a card, you can either select a card of a territory you control (territory cards can be worth anywhere from one to six resources), or you receive a standard resource card if you do not control any of the available countries. On future turns, you can trade in four cards for a star, or you can trade in cards for additional armies - if trading for armies, then the number of resources on the cards is added to determine how many you receive (with a bonus for having larger numbers). The only in-game change that I haven't mentioned are that you each will start the game with one "scar" card. These cards specify when they can be played, and to play them, you peel the sticker off of the card, place it on the appropriate territory, and then this affects that territory the rest of the time you play this copy of Risk: Legacy! Gameplay continues like this until one person has collected four stars. Then, they win the game, and sign the board (meaning they will get a "missile" instead of a star to start the next game; missiles let you change a single die roll to be a 6). After signing the board, they have the option of naming a continent (giving them a permanent one army bonus whenever they control that continent), place a major city (a city with a population of two that only they can start in), destroy a resource card (rip it in half and never use it again), or a few other things. Anyone that was still alive can either place a minor city (population of one, but nobody can start there), or add a resource icon to a territory.

Ok, that was one of my longer introductions, but now it's time to get to the pros and cons. The first pro is that Risk: Legacy is the most innovative game that I believe I have ever played. I was incredibly hesitant when I first heard that you write on the board, destroy cards, and generally make your game vastly different than when you bought it. However, this part of the game works incredibly well. You truly feel like you are in a campaign throughout the game, and in later games, you will remember what happened in the earlier ones. This will also affect how you play - for example, we had one time when a player had named Australia. He refused to play any negative scars in Australia, because he knew that it would negatively affect him if he controlled Australia in future games. This ever-changing game is an amazing concept, and I am really hoping that more games do something similar.  And, when I think about it from a financial perspective, if I pay $60 for a copy of Risk: Legacy, and I play it and enjoy it for the 15 games of the campaign, then I'm paying $4 per play - I have paid a lot more than that per play for many of my games!

Risk Legacy Do Not Open Ever
I'm ready to open this!
Next, I think that it is awesome that not each game has the same cards. When I was first reading about the game, I thought to myself, "ok, that'll be neat, but once I've played it 15 times, I'll have to move on." I now realize that I was wrong. First of all, for those of you that really enjoy the basic game of Risk, there's no real need to stop playing the game after 15 games - just because the world is no longer changing does not mean that the game itself is no longer playable. You can continue to play the game, and it will really feel like it is "your" version of Risk; because you and your friends will be the ones that caused the board to be setup how it is. However, if you constantly want the game to change, you can also figure out how to tell which copies have the same cards (I believe this is by serial number) and get a new copy of the game - one with different contents, and play through it again! Now, I don't know what all is different in the games, but I have looked at spoilers for the "Do Not Open. Ever." pack (oh, don't give me that look - we are playing on a friend's copy, and he keeps refusing to open it; you know "do not open" means "open me immediately"), and this has confirmed to me that there are different variants.

Now, those are really my only two pros to Risk: Legacy. But they are huge pros! So, instead of me trying to make something else up, let's just acknowledge that they are gigantic pros and count them both twice. So, now we're at four pros, and I can move on to the cons. Oh, I just remembered another one - the game goes much faster since you only have to get four stars instead of eliminating everyone. There you go, five pros.

The first con is that there is really very little change in the gameplay. Whereas all of Risk 2210's changes are to the gameplay itself, in Risk: Legacy I found myself playing through the game in order to get to the post-game. I was ready to customize the board, open packs, etc., and the game itself was all secondary to this. If you enjoy Risk, you will have no problem here at all! However, I do not enjoy the standard Risk, so I would often find myself bored while waiting for the game to end.

The second con is really more of the same. I don't like how easily strategy is derailed by poor dice rolling. There are some scar cards that can modify dice (make them plus one or minus one), but most of the game will be spent seeing who is better at rolling six-sided dice. I am not good at this. So, this part is incredibly frustrating.

Next, Australia is still overpowered. Whoever controls Australia will probably win the game. Fortunately, this one has a caveat - you can fix this. Since the winner of a game can make a continent bonus plus one or minus one, you can make Australia only worth one extra army instead of two. Plus, one of the scar cards (ammo shortage) makes it harder to defend a country. In addition, players cannot start on "scarred" territories, so this also can prevent players from being allowed to even start in certain territories in Australia. However, in your first few games, this might be a problem.

Risk Legacy What is in the box
What's in the box
Finally, because of the abbreviated timeframe in Risk: Legacy, I think that a player who is close to being knocked out (the difference between "knocked out" and "eliminated" is that if all of your armies are destroyed, you start your next turn with half of your initial armies on any valid starting territory; "eliminated" means there are no starting territories) has very little chance to come back in the game. Not only have you probably lost your own headquarters, but it is incredibly difficult to ever accumulate enough armies to actually challenge the other players that are still doing well - especially since they are collecting more armies than you each turn. Your only chance is to somehow stay alive (if you are knocked out, then they get to take all of your resource cards), gather enough resource cards to get a large amount of reinforcements, and hope that your opponents fight a lot in the meantime. And, if they see you gathering resource cards, they will probably only leave you alone if one of them is close to winning the game (since they will know that they can steal your cards, which will help them win).

Overall, I give Risk: Legacy an 8.0/10. I absolutely love the ever-changing game. However, the ever-changing game is all centered around Risk. I wish that they had started with Risk 2210 and had then added the changing board to it - having a combination of new gameplay and new outside the game effects. Either way, I love that Risk: Legacy has introduced an entirely new idea into board games - one that I am very excited to see if people will incorporate into future games!

If you like war games, you might also check out Summoner Wars, Test of Fire: Bull Run 1861, and Axis and Allies: Pacific. Or, if you want another opinion, check out this Risk Legacy Review on Play Board Games.

NOTE: I have been informed since writing this review that the only packet with variance is the "Do Not Open.  Ever." packet.

Test of Fire: Bull Run 1861 Review

Battle of Bull Run game in play


I have been fascinated by the (American) Civil War since I was a child. I realized a little while back that I also hadn't ever played any good Civil War board games (or, to be fair, any Civil War board games - good or otherwise). Therefore, when I first heard that Mayfair Games was coming out with Test Of Fire: Bull Run 1861, I jumped (metaphorically - not physically) at the chance to play it!

In Test of Fire, each player takes the role of one of the opposing sides - the Union or the Confederacy (at the first battle of Bull Run). The goal of the game is to either control two of the three objectives by the time one of the decks of cards runs out, capture your opponent's headquarters, or to kill enough troops that you are able to Rout your opponent (one of the cards is a "Rout" and is successful based on how many opponents were killed). Each turn, you roll dice to determine which orders are available to you (Union gets four orders, Confederacy gets three). These orders can include drawing cards, moving troops (potentially into a skirmish), firing artillery, or using your Leader to do any of the three actions. True to form, Test of Fire depicts the inaccuracy of Civil War weaponry by the odds of actually hitting anyone while fighting being fairly atrocious. When rolling with artillery, you score a "hit" on a roll of a 5 or 6 - from there, you roll again to see if the enemy retreats (on a 1-5) or if you inflict damage (only on a 6). In troop combat, the odds are significantly improved of hitting (troops get two dice instead of one, but still only hit on a 5 or 6), and you are able to damage your opponent on a roll of 4-6. Play continues like this until one side meets one of the instant win conditions (capture Headquarters, or a successful Rout), or until one of the sides has drawn their deck of cards and has an order to draw a card - at which point whoever controls two objectives at the end of the Confederate turn is the winner.

The first pro for Test of Fire is the historical accuracy of the game. Between the board setup, the informative lesson about the battle contained in the rules, and how the artillery fire, orders, and troop combat play out, I am quite impressed with the game. I think that this game could easily be used as a fun teaching tool for anyone trying to learn (or teach) American History. Unfortunately, along with it being historically accurate, this leads into my first neutral point of note.

The Civil War was a war of attrition. The Union won because they had more troops and better supplies. For the most part, the battles consisted of shooting back and forth at each other with inaccurate weaponry until one side or the other was exhausted and retreated. Many troops were killed, but thousands more were violently injured (but survived). This is depicted well in Test of Fire. Most of the game will be spent in a tug-of-war fashion where the Union charges into the battle and is beaten back while causing a few Confederate troops to retreat. Both sides will wind up with most of their troops damaged, yet only a few will actually be killed. I believe that this is actually very accurate of the war that is being represented in the game, but it is something to be aware of when considering whether Test of Fire is a game for you. If you are not interested in a war of attrition, then you may want to look at games based off of other wars.

The next thing that you should know about Test of Fire is that there are a lot of dice that are rolled. I am classifying this as a "neutral point of note" instead of a pro or a con, but I'm leaning towards how the orders work being a pro - I'm just not 100% decided on that yet. I believe that how the orders work simulates the breakdown in communications of the Civil War. It was not always easy to get a message to your troops to ensure that they are doing the correct thing (indeed this happened a lot at Bull Run specifically). In the game, this plays out by you often not being able to do what the strategically best option is. It can be very frustrating as the Union player to see the Confederate line finally about to break, only to roll all artillery orders - thus not giving you the option to capitalize. However, since both players get orders the same way, I have seen the Confederate player see this same situation and desperately hope to reinforce - only to have all their orders used to draw cards. The same dice rolling applies for fighting - the odds of actually hitting anything are not in your favor, and it can be very frustrating to see your troops completely miss the incoming enemy. However, it can be quite rewarding later in the game when you finally roll a majority of "hits", finally dealing massive damage to your opponent.

The main con that I have for Test of Fire is that I think the replayability of the game is fairly limited. There are some variants that are included in the instructions that can add a little bit of freshness to the game (and attempt to balance out the game if one side is winning far more than they should be - which is the Confederacy when I play). However, even with these variants, the battle is going to be essentially the same each time through, as will the strategies for both sides (draw as quickly as possible with the Confederacy, and charge like a madman with the Union).

Overall, I give Test of Fire: Bull Run 1861 an 8.0/10. I debated this number a bit, but I think that since the game only lists at $30, I can forgive some of the replayability issues that I listed. If you enjoy war games or are interested in the Civil War, you should definitely check this game out - I think that you will get your money's worth.

For historical based games, you may also want to read about 1960: The Making of the President, and Axis and Allies: Pacific, or if you like war games you might consider checking out Risk: Legacy.


I would like to thank Mayfair Games for providing me with a review copy of Test of Fire: Bull Run 1861.

Summoner Wars: Master Set Review

Summoner Wars Master Set whats in the box


So, as many of you know by reading my original Summoner Wars Review, I really love Summoner Wars. Because of this, as soon as I heard about the Summoner Wars: Master Set, I was very eager to pick up a copy. (NOTE: The link is to Plaid Hat Games' Store, which is the only place I currently know of where you can get a copy of the Master Set.)

Normally in reviews of expansions, I write about the major changes that are introduced in the set. However, since the Master Set doesn't really change anything about the rules of Summoner Wars (at least, not that I noticed), I will instead focus on the races and contents of the box.  I am assuming that you have already read the original Summoner Wars review that I linked to, and I will not be rehashing the pros and cons of the Master Set (since they are the same) as I normally do in my reviews.

The Master Set includes 6 races (who will be addressed later), the premium gameboard, and is setup to be able to easily hold all of your armies. What's more, it has all of this for only $50. Previously to get into Summoner Wars, you had to buy a two-player starter set for $25, which came with a fairly pitiful fold-out game board (and to buy the premium board you had to pay another $15). Plus, to get more armies, you had to buy faction packs for $10 each. Therefore, to get 6 armies and the premium game board, you were looking at paying $80. And now, it's only $50. Right there, I could already stop writing this review (and assume you read the original review already), and you should all be convinced to go buy the game. Instead, for your reading enjoyment, I will write about the races.

Mountain Vargath: This race (looking somewhat like minotaurs) is the most straightforward, easy race to play with. Play lots of units, charge, pound on your opponent. Most of their units have abilities that are pretty easy to capitalize on; abilities that do things like give you an extra die when you're attacking on your opponent's side of the board. Like I said, get close and pummel your adversaries. I really enjoy using this race, and it is also very convenient to give to a new player.

Deep Dwarves: This race could also be known as the Magicians. Most everything that they do causes you to use magic. Fortunately, their Summoner has a special ability that allows them to take the top card from the Discard Pile and put it on your Magic pile (but then you can only use one unit to attack that round). They have a bit of a learning curve in seeing how they can fit together, but once a player learns to use them, they can be incredibly effective. One of their units (Scholar), specifically, has a Strength of 0. However, for 1 Magic, you can cause every unit that attacks an enemy that happens to be adjacent to a Scholar to attack with an extra die. Therefore, they are able to attack with 1 if you use their ability (since, by definition, as a melee unit they are adjacent to whoever they would be attacking) - or, more usefully, your other units are able to attack with 2, 3, or 4 dice. This is a quick way to slaughter an opposing Summoner.

Benders: Also known as "Sheer Awesomeness in a Bottle" (my term). First of all, you must make sure that nobody ever gets very close to your units - none of them are melee, and they all have hitpoints in accordance with that (such as Champions with 3 or 4 hitpoints). However, they are all able to attack at range effectively, and their abilities are phenomenal. Things like Stun, "Common enemy Units that begin a turn adjacent to this Deceiver cannot move or attack during that turn." One Champion can also force a Common units to attack twice in a turn. And another Champion can capture any opposing unit that he dealt the final blow to (even Champions!). These guys can be a lot of fun to play.

Sand Goblins: This is an interesting mix of what you would expect traditional "Sand People" and Goblins to do. For example, they have Camouflage, which states "This Javelineer cannot be attacked by non-adjacent Units." That is fairly standard for a "Sand Person." However, they definitely have a Goblin flavor; one of their Champions, accurately named "Biter" has an ability called "Crazed" which doesn't allow him to move if he is adjacent to an enemy. Another traditional Goblin character is the "Scavenger", which takes destroyed cards and puts them under himself as protection instead of sending them to your magic pile. These aren't my favorite race to play, but, they can't all be favorites, or it loses it's meaning, now doesn't it? They are still a very solid race.

Shadow Elves: Who said that elves were wimps? Oh right - most fantasy books that I have ever read say that. Fortunately, these Elves come with their friend the "Hydrake", which destroys everything. Everything. He has 3 attack dice, but he can attack each enemy unit that he is adjacent to. Oh, and he also has 8 health. As for the rest of the Elves, they have some interesting abilities but the general strategy is to hang back and shoot at your opponents - and choose the most opportune time to charge in and strike. They are well designed to truly have both a traditional "Shadow" and "Elf" feel to them.

Swamp Orcs: Last but not least are the Swamp People. They have a special card called a "Vine Wall". This annoying thing (my opponent normally plays with this race instead of me - hence things that they are able to do are very annoying) starts sprawling it's way across the battlefield. This serves two purposes. First, Swamp Orcs can be spawned just about anywhere (after all, there are Vine Walls everywhere, and you only have to spawn next to a Wall). Second, it drastically hinders the movement of all other players (who have to roll to move their units across Vine Walls), while improving the abilities of the Swamp Orcs (they often get bonuses for being adjacent to a Vine Wall or for moving over a Vine Wall). This is a very interesting new way of strategizing in Summoner Wars, and because of this I am very pleased that they were included in the set.

Overall, I give the Summoner Wars: Master Set a 9.0/10. If you love Summoner Wars (and if you don't, why did you really read all the way down to here?) then you should definitely look to buy this set. It is definitely worth the money, and it is also a very good way of storing all of your old Summoner Wars sets (though the box is a bit bulky).

I would like to thank Plaid Hat Games for providing me with a demo copy of the Summoner Wars: Master Set.

Stargate SG-1 Review

Stargate SG-1 the board game in play


Did you know that there was a Stargate SG-1 Board Game? If not, I'm sorry that I brought it up - I may have given you false hope that there was a Stargate SG-1 board game that was worth playing... which, in my opinion, is yet to be discovered.

In Stargate SG-1, which feels very similar to Risk (but not as good), players take turns collecting armies and ships and then moving around attempting to take opposing Stargates. When they encounter enemy units, they roll a die per number of ships or combat units involved (only once though, and there can only be one ship per space, so the "exciting" die rolls will be fights with 2 on 2 combat unit rolls). The object of the game is to control a certain number of "sectors" (ie, space continents), and once one person has a certain number of them and keeps them for a full round, they are the winner.

The first (only) pro for Stargate SG-1 the board game is that the pieces look cool. I would say that the production quality is high, but that's not true. In fact, to go along with the 840 cool plastic playing pieces, you also get a "Phenomenial board of the universe." That's right - phenomenial. This not only made it into production, but it is on the back of the box where they are trying to advertise how good their game is! So, yes, the pro is that the plastic pieces look cool.

Now for the cons. First of all, the instructions are missing lots of crucial things (and therefore, several of these cons may be because we played the game wrong. To be fair, we thoroughly read the rulebook first, and felt like we had an understanding of everything it covered. In fact, I even read some FAQs before we started). Here's an example of the problem. In a two-player game, the object of the game is to control 4 sectors. You start with one sector, and you place a Stargate on each planet in your sector (as does your opponent). Whenever you conquer an opponent's Stargate, you replace it with one of your own. There is no mention of how to place a new Stargate.  So, if you have followed the math, this means that if you completely eliminate your opponent, then you now control 2 of the 4 sectors that you need to win. We discovered after reading the FAQs (after finding FAQs) that you basically just pretend that every planet has a Stargate. Which leads to the next problem...

In Stargate SG-1 (this was in a 2-player game) most of the game was spent sprawling armies across the galaxy. You're not really trying to defeat your opponent (after all, if you have a bad roll when attacking 1 of his ships with 3 of yours, you wasted 3 ships for the turn and lost a ship by doing so) - instead you simply try to take up more space than he does. And, whoever goes first seemed to have a major advantage because they were able to sprawl out and gain a handful of Stargate cards that can be used to blast their opponents (everyone gains these, but the first player gets to use his to nuke his enemies before they get extra reinforcements). We realized who was going to win the game before the first turn was over!  I really hope that we missed something here and that we were supposed to place neutral units on every sector to start the game.

Aside from these problems, even if you could get past the sprawling and the seemingly unbalanced nature of turn position (that is incredibly apparent in two-player), the game itself doesn't really seem very fun. Since you cannot have more than one ship on a single space at a time, and you can't continue the attack if you lose on your first roll (in a three-on-one scenario), I found the fighting aspect of the game to really be pretty boring. It seems wasteful to spend an entire turn preparing for a few fights and then rolling poorly and losing ships - and then not being able to press the fact that you still have a numbers advantage.

I don't really know how to express this.  The game really feels like Risk (and I don't really like the original Risk in the first place), but I didn't even like it as much as Risk!  I can continue trying to say more things I disliked about the game - like the fact that the pieces barely seem to fit in the territories, even with the only one ship per space limitation, but why continue ranting about a game that you hopefully have already been able to form an opinion of.

Overall, I give Stargate SG-1 a 2.5/10. I really desperately hope that we missed something that was absolutely crucial to the game (every time we read the rules, both now and when we first got the game several years ago). It makes me sad that games like this are made specifically to get people to buy them based on theme - it causes people to be more hesitant when good games like Battlestar Galactica come out.

Instead of playing Stargate SG-1, you might consider trying Star Trek: The Next Generation Deck Building Game, Lord of the Rings: The Card Game, Sentinels of the Multiverse, or just about anything else.

Summoner Wars Review

Summoner Wars game during play

After hearing lots of hype about Summoner Wars (which has two base sets: Elves v. Orcs and Dwarves v. Goblins), I finally had the opportunity to play the game (special thanks to Danny in Tulsa for teaching me this game).

In Summoner Wars, each player takes on the role of a race that is led by a Summoner (hence the name), and the object of the game is to kill your opponent's Summoner. On any given turn, you will draw cards, summon new cards, play events, move, attack (killing your opponents gains you extra magic), and (optionally) discard cards to turn them into magic. This continues back and forth until one player kills his opponent's Summoner. And then the person who has a Summoner left gets to do a happy dance... or whatever version of celebration he deems appropriate for winning a card game.

The first thing that I really enjoy about Summoner Wars is how the magic works. Whereas in almost every game I have ever played, you normally gain whatever currency you needed to play characters every round, in Summoner Wars you do not gain magic just because a new round has started. Instead, you are able to gain magic in one of two ways: first, you can kill your opponents, thus putting their dead unit into your magic pile (which I think is awesome); second, you can discard cards from your hand at the end of your turn to put them into your magic pile. Therefore, each round you must decide if the cards in your hand are important enough to keep, or whether they would serve you better as magic (you will never get them back - you only go through the deck once). In case you missed it earlier in the paragraph, you gain magic for killing your opponents. And that is awesome.

The next thing that I like about Summoner Wars (and every other game that does this well) is that each race has its own unique, well formed identity. Something that often annoys me about a game is when each player uses a different "race" (or "character" or whatever) and the only difference is that the pictures are different. I realize that it takes a lot more effort to balance a game where different factions work in completely unique ways, but Summoner Wars has done this. I haven't had the opportunity to play all of the races as much as I would like, but from what I have seen they all play out quite differently with varying strengths, weaknesses, and strategies. I really compliment the designer for doing a great job in bringing life to the playable races.

The third thing that I like about Summoner Wars is the speed and pace of the game. The game seems to take between 20-40 minutes, but there aren't really slow times in the game. Whereas many games (such as Magic, Race for the Galaxy, etc) have times where the game is fast paced and other times in players are building up to get ready for the action, Summoner Wars is constant action. You start the game with several units on the board, and you will have very few (if any) turns in which you don't fight each other. Units will die - often. But that's why you have more of them.

One thing to mention that is neither a pro nor a con about Summoner Wars is the expandability of the game. Either base set provides a player with all that they need to play the game. However, like with Heroscape, Warhammer: Invasion, and many other games recently, it appears that the marketing strategy for Summoner Wars is that they will provide you with everything you need to play the game in the hopes that you will continue buying more of their products and expanding your gaming experience. Honestly, I am of the mindset where I really like to buy the whole game in a box and then I have everything I need for that game. That I will ever need for that game. Realistically, most game companies seem to have gone away from this model due to the cost and risk of developing a new brand, and so I much prefer this marketing to the CCG random pack opening.

Another thing to note (this one I haven't decided if I like it or not) is the small deck size - approximately 30-35 cards.  This keeps the game going very quickly since you are unable to gain new units once you run out of cards.  However, it seems like the game may be a bit too short and may have been better with more turns.  At the same time, having more cards means you would probably just spend more time going back and forth killing trivial minions instead of focusing on your opponent's Summoner.  I don't really know my thoughts on this - like I said, I don't know how I feel about this part of the game, but I did think it was worth noting.  I'm sure a lot of playtesting went into this, and I would guess that they considered making the deck bigger, and they must have decided for whatever reason that the smaller deck worked better... so I'll go with it.

Overall, I give Summoner Wars a 9.0/10. I was quite pleased with my time with the game, and I truly look forward to playing the game quite a bit more and seeing what options are available among all the different races, expansions, etc.  I would highly recommend this game to most any gamer.

If you want to check out some more opinions on Summoner Wars, I'd recommend reading this Summoner Wars Review from Play Board Games, or another Summoner Wars Review by Games With Two. Or, if you want to check out more of my reviews, you should consider The Summoner Wars Master Set (obviously), but you might also try The Resistance, Yomi, and BattleCON.

Axis and Allies: Pacific (2000 Edition) Review

Axis and Allies Pacific

A game that I finally pulled back out of my closet to give it another shot was Axis & Allies Pacific.

In Axis and Allies Pacific, each of the players is taking on the role of a super power in the Pacific Theater during World War II (and if you are playing 2-player, then one person takes on both the United States and the United Kingdom). From here, the Japanese player is attempting to financially outlast the rest of the world, whereas the Allied powers are attempting to either capture Japan or make them financially irrelevant by taking (almost) all of the countries that they control. If you have played Axis and Allies in any version before, you will be very familiar with the mechanics of Pacific, but there will still be a few things like Kamikaze attacks, Naval and Air bases, and the new victory conditions that you will need to become familiar with.

One of the biggest pros with Pacific along with all Axis and Allies games is that they have a good unit and purchasing system. There are different units, each of which has it's own movement, attack rating and defense rating, but the different units cost different amounts of money "IPC's". You earn IPC's at the end of each turn based on which countries you control and throughout the game this amount will fluctuate based on what you have successfully invaded and what has been taken over from other hostile powers. I believe that Axis and Allies invented this system a long time ago, and it has been used in all of their boardgames since because, frankly, it works very well.

The next thing that I like about Pacific is that it gives you a change of pace from the normal Axis and Allies. If you are a true fan of Axis and Allies (and if you're not, why would you be playing it anyway?) then you will probably get tired of playing the normal scenario. Pacific allows you to focus on elements of the game that are sometimes less consequential in the original version of the game like naval combat. In Pacific, if you do not focus on the naval aspect of the game then you can expect to be completely slaughtered - you are unable to move any of your units around or get any strategic positioning without naval combat in this version of the game. In addition, the change in victory conditions in Pacific also forces the players to think through their strategies a little more, and the game seems weighted well for the new victory conditions. (Whereas Japan starts with a large number of units and only has to "survive" a certain amount of time in the game in order to win, the Allied powers, specifically the United States start with economies that are more than triple that of Japan.)

A final pro that Pacific introduced was the ability to blockade trade routes.  Since all of the islands are only useful if trade can get to them, Pacific focused on this feature.  To do this, the game established some water spaces that are on "convoy" routes - if the Japanese player can take these water spaces from the Allies, then they can deprive them of IPC's, even though it doesn't gain any for the Japanese player.  There are also islands that are part of trade routes and so, if the Japanese player is able to block the water around the island then it prevents anyone from gaining IPC's from the territory.  If the Japanese player can take the island as well, then they are also able to gain these IPC's.

Though there are a lot of very positive aspects of Pacific, there are a few drawbacks. First, all of the drawbacks of the original Axis and Allies are still present - setup time, length of time to play, and dice rolling. Briefly, the game takes quite a while to setup. It also takes several hours to play (which is a pro or con depending on who you ask). Finally, all of the battles are determined by rolling dice. If you are able to roll dice very well and your opponent is not, then you will have a significant advantage beyond what any strategy can give.

The next con (this one unique to Pacific) is that you can wind up spending a lot of time fighting over territories that don't matter.  Whereas in the original Axis and Allies each territory was worth something, even if it was just one IPC, in Pacific there are lots of territories (most of China and tons of the islands) that are worth absolutely nothing.  None of the territories I'm referring to are worth IPC's, but a lot of the islands aren't even useful for bases (naval or air) - they are just places that you can land troops.  If you can cut off all of the transports to that island, it doesn't even matter who controls the island itself.

Overall, Axis and Allies: Pacific receives a 7.5/10. I kicked this number around for a while and if you ask me in 30 minutes it may be an 8.0 instead, but I think that it is just a touch worse than the original Axis and Allies (and also less innovative - I give credit for innovation). If you are a fan of Axis and Allies and looking for a way to play it a little differently, or really enjoy the naval combat part of World War II, then you should definitely look into the game. If you are new at the Axis and Allies system, however, I would recommend trying the original Axis And Allies. (Note: I think these games are out of print, so you may wind up paying a ton if you're not careful, but the new Axis and Allies Europe 1940 and Axis and Allies Pacific 1940 look promising. I believe you are able to play both games separately but also put them together for the full war if you would like.)

If you like war games, you should definitely check out Risk: Legacy, Risk 2210 AD, and Test of Fire: Bull Run 1861.