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awarded to a player, and that player also controls one of the land tiles adjacent to that land tile, the two land tiles are "merged" (thus giving the player two pawns to add to this control). This, in turn, reduces the number of land tiles present on the board by one, since two of them are now considered to be one. Multiple land tiles can (and will) be merged in this fashion. Strings of 3, 4 and 5 tiles merged into one are common. In fact, there are two ways to win the game: one is to be the first to place all 10 of your pawns on land tiles, and the other is to simply have the majority of pawns on the board, when the number of land tiles drops below 4.
      After Charles has moved, the player rolls 3 of the dice, and collects 3 cubes of the colors indicated, to return his available stock to 7 cubes.
      So, the players face an ever-shrinking board, where the implications of Charles' movement grow ever more profound. It becomes not only an issue of where Charles will land this turn, but where Charles could be on the opponent's turn, and even on the subsequent game turn. Also increasing in importance are what colors you are rolling on the dice, and what the turn order is (and will be). Since which turn order tokens have been played - and which are still available - is known by all of the players, the game can hinge on who gets back-to-back turns at a crucial juncture. In fact, the game would be virtually chess-like, were it not for the dice. And it is at this point - the very precipice of game nirvana - where CAROLUS MAGNUS leaves me feeling somewhat cheated. I suppose there are many gamers who are content to leave a hotly-contested battle of raw skill up to the fate of 3 dice, near the end of the game. I suppose, too, that there are football fans who enjoy having a dubious pass-interference call decide an overtime game. Unfortunately, I am in neither group, and so how CAROLUS MAGNUS often ends is almost as disturbing as the rest of the game is inspiring. How many movies have you seen where, in the waning moments of a brilliantly executed cinematic experience, the director apparently chucks his intellectual cookies, and opts for the stupidest possible conclusion he could muster? And how did that make you feel about the seven bucks you spent on the ticket, and the seven you spent on the popcorn and soda? It reminds me of how I felt, when the unswerving, ever-diligent antagonist in Les Miserables decides in the last five minutes what an unfair butthead he's been, and throws his own, evil carcass in the river. What the heck kind of ending is that?
      So, to torture the sports car metaphor a little further, CAROLUS MAGNUS has terrific acceleration, excellent handling in the curves, but starts to shake uncontrollably at the higher speeds. It's still a terrific game, though - terrific enough that I'm always willing to play it despite my reservations about the endgame. I've pondered some variations to mitigate the control the dice have, and I have a suggested alternative for those who wish to try it:
      At the beginning of the game, take 10 cubes of each color (12 of each, for 3 players), and put them in a cup or bowl. After rolling the dice for the initial cube assignments, put the dice away. Instead, during your turn, you may draw one cube of your choice from the remaining pile in the middle of the playing area, and two cubes randomly from the cup or bowl.
      I can't say that I've had the chance to try this, yet, and the method may require further refinement. But, while this still contains a random element, the element is reduced from that of the open set of possibilities one finds with dice, to the closed set of possibilities one finds from 10 of each color in a container. It is roughly equal to the difference between a set of dice and a deck of cards. While last-second statistical anomalies can still occur, these anomalies will not run roughshod over the course of most sessions.
      CAROLUS MAGNUS is suitable for 2 or 3 players, or 2 teams of 2 players each. It is easily playable in an hour, and takes up less tabletop space than the average board game. To reiterate, I find CAROLUS MAGNUS very enjoyable, in a thought-provoking sort of way, and I'm always willing to play it - particularly as a 3-player game. It is another dichotomy which taints the experience for me - the dichotomy between a game of contemplation and planning ahead, and a game which (between players otherwise equally matched) can be decided by a roll of the dice. Both facets are present here, and while I like tuna, and I like ice cream, I do not usually want tuna in my ice cream, thanks just the same.

     Darrell Hanning lives in Jacksonville, Florida and is currently on the prowl for weekend competition.

 

 

 


SIMPLE GREAT BATTLES OF HISTORY
& HANNIBAL AT BAY

reviews by Peter McCord

 

 

     Game publishers are no strangers to fashion. A few years ago, World War One was all the rage. Every company raced to get out it's Great War game, and in many cases, Ted Raicer obliged. Another famous moment of publisher synchronicity occurred when GMT published CRISIS: SINAI within one month of The Gamers' YOM KIPPUR. Most likely that was a


coincidence, and so is the current, nearly simultaneous releases of GMT's SIMPLE GREAT BATTLES OF HISTORY (SGBoH) and Avalanche Press's HANNIBAL AT BAY.
      Starting with the GMT release, the first thing to note about SGBoH is that it is not really a game, but a standard set of rules that allows you to play other GMT games that were languishing due to excessive complexity. ALEXANDER, SPQR, CAESAR, CAESAR IN GAUL and CATAPHRACT are all playable as "Simple" GBoH games, including every scenario in each box, and all of their attendant modules (PHALANX, JUGURTHA, DIADACHOI, etc.), all using the SGBoH system. It consists of 16 pages of rules, a folding player aid card, and a scenario book, which "converts" all existing scenarios (not including those published in magazines) into the newer, simpler format. Essentially, with SGBoH and any or all of the modules, you can play just about any ancient battle, from the time of Alexander through the rein of Caesar, around 51 AD. Cataphract tosses in a few Byzantine scenarios for fun, circa 540 AD.
      The basic game works very simply. Players fight a single battle by alternately activating leaders, and only the units under the command of that leader may move, and only those within his command radius may attack. The action goes back and forth like this, although some superior leaders have the god-like power of interruption, or "seizure," where they essentially steal the other guy's turn. Most gamers won't pass up the opportunity to float a bad pun or two while playing, my opponent demonstrated that the number of variations on "Caesar" and "seizure" are endless. In any case, for those who don't know, the heart of the GBoH system is the way in which units interact. Every unit is rated for it's type, quality and size. Contrary to urban myth, size does not matter much. Quality and type are what win battles in this system. Common types are Phalanx, Legion, Heavy Infantry, Medium Infantry, Light Infantry, Skirmisher, Light Cavalry and Heavy Cavalry (historians agree apparently that cavalry is never medium).
      Combat in SGBoH is easy conceptually, it's standard move, declare attacks, determine DRMs, roll die type stuff. However, there are A LOT of DRMs, so at first combat can be tedious. Once both players figure out the common situations (my moving light cavalry flanking your light infantry with a leader present, both of equal size is a +3, I think), the game moves along right smartly I must say. Battles end when one side routs, which is determined essentially by an accumulation of individual unit routs. Depending upon the scenario, when 30-40% of your units rout, you lose. This can be rather disconcerting, as the remaining 70% of your units that are still in their formations look pretty cool, and ready for action.
      SGBoH is successful in three ways. The original games have incredible detail and a wealth of interesting looking unit counters. I give it high aesthetic marks, even if it's a little busy. It gives a good overview of each battle, and the tensions that each side was up against (the "I have Legions, but you have Elephants" sort of thing). Finally, even the largest battles can be finished in four hours, most in about two hours or less. My opponent and I played Issus and Granicus twice each in just about twelve total hours of game time, and they are quite large.
      On the downside, SGBoH is useless without the modules, and many of them are not available (DELUXE ALEXANDER is out of print, so is SPQR). Many of the scenarios are badly unbalanced, as the Macedons and the Romans are favored in most cases. CAESAR IN GAUL is particularly bad in this regard, I don't recommend it for this system. CAESAR: THE CIVIL WARS is a bit of a bummer because both sides have pretty much the same forces, and the detracts from the game's central feature, the intricate differentiation of unit types. I think ALEXANDER, SPQR and CATAPHRACT are the best games, and DIADACHOI is the best module. Only CATAPHRACT is readily available at this point. Finally, these rules are really only "simple" when compared to the original games, they are still of what I would label intermediate complexity.
      Avalanche Press' HANNIBAL AT BAY tackles the ancient battles featured in GMT's SPQR in a different way. Five scenarios of Rome versus Carthage in one box, with two mounted boards and a single, simple unified set of rules. The game features one sheet of large sized counters, area movement, two mounted boards, dice intensive combat resolution, and fairly routine leadership rules.
      The large sized counters facilitate a miniatures feel in two ways. They are big enough to allow for some fancy art work, so a phalanx actually looks like a phalanx. They also must be able to fit within their areas to allow movement and facing changes. In theory, anyway, as all five scenarios in this game take place on flat, featureless terrain, and so none of the areas restrict movement, except for one very small hill. The counters are attractive, although to complete the miniatures effect the background color on the counters is the same as the map, which can be a bit distracting.
      This is much more of a smashmouth game than the GMT ancients series. If GBoH is the NFL of ancients games, then Hannibal at Bay is the XFL (not that I've seen that yet, but it sounds about right!). You charge, resolve charge, move, assault and then the other guy does the same. The order of who

 

 

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