IN SEARCH OF CIV-LITE
an article by Neil Carr
I have been
on a quest for some time to find new games that bridge the gap
between the old school titles of yesteryear (which typically
were rather complex and took an enormous amount of time to play)
and the new school of games that have been coming out over the
last five or six years. Many gamers that grew up with the old
Avalon Hill, SPI, TSR, etc., eventually had to abandon the hobby
for a time due to life pressing down on their schedules and social
lives; now with the German invasion of games on steady march
many gamers have found a new outlet on their hobby that fits
their schedules and the tastes of many non-gamers that have been
brought into the fold by the German aesthetic.
One title that is often lamented as unworkable in this new
school of gaming is the old Avalon Hill CIVILIZATION and
its expansion ADVANCED CIVILIZATION. Many a gamer has
fond memories of this truly epic game detailing the development
and rise of ancient civilizations to its height in essentially
the Hellenistic era. It had wide appeal for a variety of
reasons. It had elements of wargames, logistics, diplomacy,
trading and bluffing. Players were given an open-ended system
that allowed them to play as they liked and didn't require
warfare as the only answer to winning the game. Finally, the
system was rather simple and easily teachable.
So why isn't this title being pulled off the shelf after a
couple of games of SETTLERS OF CATAN? The major problem
with the game nowadays is that it requires an enormous
investment of time to play the game. At least five players
should be assembled for the game and they need to expect that
the session or sessions will last at least eight hours and very
possibly more. Eight hours is beyond the pale in this day of
ninety-minutes-or-less titles that stack our gaming shelves.
Even if one is passionate about playing the game it has become
harder to find another four or five people with equal passion or
schedules to pull off a session.
Below I'd like detail some games that I consider as bridge games
between the old and new. I'd be hard pressed to claim any of
them as truly Civ-lite as it may not be possible to find a game
that could somehow compress all of the interesting mechanics of
CIVILIZATION
down into a compact format. What follows however are games that
I've found either fit within the theme of CIVILIZATION and
thus give at least a warm afterglow of fond memories, or the
games have in some way mechanical features of similar to
CIVILIZATION
and thus one in a manner can live vicariously through these
shorter titles.
VINCI (Descartes Editeur) - When
VINCI was
released there was a great deal of excitement that this would
indeed be the Civ-lite game everyone was hoping for; however it
has more of a similarity to BRITANNIA and HISTORY OF THE WORLD than to
CIVILIZATION. Nonetheless
thematically the game works for those looking for a Civ-fix. The
setting is Europe and players represent an endless stream of
migrating peoples, each with a unique set of cultural features
that define their civilization. Players run over each other's
civilizations, grabbing land that is hopefully the most
suitable for the generation of victory points. The interesting
element to the game is that each civilization is defined by two
civilization chits, each with unique advantages and powers that
will hopefully sustain the territory for many turns.
EMPIRES OF THE
ANCIENT WORLD (Warfrog) - This is another
title which upon its release some quietly whispered "Is
this the Civ-lite game I have been waiting for?" Soon
enough the answer was found to be "No" since while it
has a number of interesting and clever mechanisms it is
essentially a Germanified light war game. However the thematic
flavor and the interesting mechanics should pique the interest
of some CIVILIZATION players. The conflict of the game is
broken up into various avenues. Players can attempt your basic
conquest through arms but equally important are diplomats and
merchants in terms of generating victory points for the end
game. Further, the game is built around limiting the choices a
player can make within a turn and so a degree of planning and
timing is essential for players to be successful. A note should
be made that the rules do have some ambiguities; however one can
find game aids on the net now which will solve these problems.
KAMPF UM ROM (Kulmann
Geshichtsspiele) - This is actually two games in one both of
which have a similarity to the system in VINCI, HISTORY OF THE
WORLD and BRITANNIA. In both instances players play one or more
European tribes (or the Romans) trying to expand and defend
their territory. Tribes appear along a particular timeline and
each have their own stats and values. Through the game there
are opportunities to develop civilization advancements and to
suffer from catastrophes. The first game is structured with
a set system of going through 600 years of history starting
in 375 AD in which players attempt to get the most victory points
by accumulating various cultural advances. The second game is
broken down into a number of historical scenarios dealing with
the barbarian invasions and their cultural progress. While the
details of the game are interesting and the game board is a
beautiful rendition of Europe, keep in mind that the rules are
not the clean well laid out rules you expect with your typical
German game. A little work is required to understand the systems.
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HISTORY OF THE WORLD (Hasbro/Avalon Hill) - This isn't a new game
and in fact is looked upon by many as an attempt by the old
Avalon Hill to put out a sleeker CIVILIZATION-esque type of
game. It however has recently been redone by Hasbro/Avalon
Hill with a massive graphics upgrade and some refining of the
rules. The scope of the game is vast, beginning roughly in 3000
AD and extending all the way to the outbreak of W.W.I in 1914.
Play consists of seven epochs in which each player represents a
prominent culture from a specific time in history. Players
attempt to expand their territory as efficiently as possible,
building monuments when allowed by the resources of the land and
playing greater and lesser events to help their culture.
Hasbro's new version is a great step up production wise with
hundreds of little miniatures to represent each epoch rather
than the cardboard chits from the original version. The rules
likewise have been slightly tweaked to make for a more
streamlined and quicker game. Thematically this version
provides a wonderful backdrop to the rise and fall of
civilizations throughout history.
ROADS AND BOATS (Splotter Spellen) - This title can in
fact claim inspiration for CIVILIZATION. CIVILIZATION
the board game inspired CIVILIZATION the computer
game (which were completely unrelated in mechanics) and the
computer game inspired the makers of ROADS AND BOATS to
come up with this title that deals with intricacies of logistics
and planning. Players begin with a meager set of resources and
transports (donkeys) and from these are able to eventually build
up a score of different structures, transports and other
infrastructure. To say that the game is rich in system detail is
an understatement. Players are required to create an intricate
network of production to ensure dominance in creating the
civilization wonder for the end game. Conflict in the game, like
in SETTLERS is not of attacking each other but of denying
players access resources and structures through timing and
blocking. A common observation about ROADS AND BOATS is
that the play feels like a computer game with its detailed
logistical building. If one is a fan of CIVILIZATION and
the legacy it spawned within the computer world then this might
be of interest to you.
CITIES AND KNIGHTS (Mayfair) -
SETTLERS and CIVILIZATION?
It's stretching it a bit but since SETTLERS is such a
popular title in the new school of games, looking closely at
what the SETTLERS system has to offer is profitable
for someone who wants a Civ-fix. Basic SETTLERS of course
has elements that could certainly appeal to a CIVILIZATION
fan as the game is founded on building up an infrastructure to
generate resources that can then be traded between players. The
CITIES AND KNIGHTS expansion however adds a great deal more focus
on developments that a player can create with those resources
that go beyond simply adding to the economic infrastructure. Now
players have to deal with barbarian invasions by constructing
city walls and training knights. Commodities are now added to
the game which allow for city advancements and the development
cards have been greatly expanded and restructured to add more
flavor to the game.
URSUPPE (Doris and Frank) - A game about amoebas in the
primordial soup is somehow related to CIVILIZATION?
Thematically no but mechanically the game does have some
interesting similarities. Players have to manage a hopefully
growing colony of amoebas as they drift about in the soup. In a
kind of reverse fashion from CIVILIZATION's population
chits, players have to drift towards areas of the board that
contain food (waste from other players amoebas). Along the way
players are allowed to buy genetic mutations (read CIVILIZATION
Advancements) which give your amoebas better efficiency,
mobility, adaptability or offensive/defensive attributes.
All of this is draped in a rather procedural turn system that
has a lot of the feel of how CIVILIZATION's turns are
handled. Don't overlook the expansion which allows for up to six
players and more importantly adds additional genetic mutation
cards, thus opening up even further the varied strategies and
tactics to winning the game. Due to all of these
similarities in mechanics I'd have to say that if anything came
close to being Civ-lite then URSUPPE would be the game.
Neil Carr games in Vermont.
Omni Gaming Products is
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SUMO ARENA is the first Omni Gaming Products game to
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Each turn players
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can easily force themselves out of the
arena! Charging and resting options allow for additional strategy.
Sumo
Arena comes with a 8"x10" playing board, 63 playing
cards, and 7 wooden discs to represent the Sumo wrestlers. No
additional components are needed for play.
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