Introduction to FAB: Crusader Part 2 – Use the Right Tools for the Job

FAB Crusader has turned into being several games within a game design. There are the overall operations, which can best be likened to a combination of three seashells combined with roulette. You have to bluff, feint, and maneuver to be strong where your opponent is weak and take victory points in sudden rushes to push you to victory. A part of this is also the resource management bit where you have to make hard choices between taking losses in pips or assets and manage your flow, your rhythm, knowing when to attack, and when to save for later. But then there is the tactical game, where it is about using the right tools for the job. Or at least trying to do so.

Historic Characters in Banish the Snakes: Secundinus

This is the last of six installments describing the characters represented in the historic “at start” cards. Over the following weeks, I will describe each of the six cards that are shuffled into the deck at the beginning of the game, representing characters that rose to prominence after the initial group did their work in Ireland. However, in any game you can instead choose to change this, starting with whomever you would like, maybe even with Patrick and his initial cohorts shuffled into the deck.

The 16+ Civs in Ancient Civilizations of the Middle East

Ancient Civilizations of the Middle East offers gamers the opportunity to play – and play against – 16 nations, peoples, kingdoms, and empires which rose, fought, prospered, and perished over the course of 4,000 years. As many as six – or as few as two – of these civilizations may be present in a single game. Historical set-ups help guide players to put themselves in a particular time and area of the map, while Sandbox game set-ups allow players to create their own “what if” matchups where civilizations which were not contemporaneous can be set against each other in a struggle for domination – and survival.

Any Fool Can Build an Empire – It Takes a Great Ruler to Keep It

or Why spend your precious game time researching pottery when you can defend an empire?

There are no shortage of civilization building games out there. Ancient Civilizations of the Inner Sea, however, is MORE than just another Civilization BUILDING game – it is a Civilization SURVIVAL game – and one with an elegantly built-in, if subtle, TECH TREE.

The Civilization building part is easy. Much like other games you build a Civilization by creating cities and spreading camps and settlements across the map. These help you gain more disks that allow you to create even more cities and take over more territory. Now comes the hard part: holding on to the civilization you have created, and holding on to it in the face of opposing civilizations (any or all of which can be played either by other gamers or the Solitaire Rules for NPCs- Non-Player Civilizations). These civilizations will put you to the test by hurling cards at you that include everything from natural disasters to civil wars and massive invasions. They will also try to bring you down by more direct methods – war (or, as the game calls it, “Competition” – which represents a clash of civilizations through cultural, religious, commercial, political and, of course, military conflict.

Introduction to The Weimar Republic: Factions

The Weimar Republic was a complex and dynamic period in German history. The years between the Great War and Hitler’s appointment as chancellor witnessed both economic collapse and severe political violence – some of which almost led to civil war – but also major cultural and scientific achievements. The fledgling democracy was under constant attack from extremist groups of all kinds and struggled with enormous war reparations, hyperinflation, mass unemployment, and a disgruntled army. But at the same time it proved to be a fertile ground for progressive reforms, creative movements, and innovative individuals, some of whom came to define the very essence of modernity.

Freikorps militiamen in Berlin, 1924

Ancient Civilizations of the Middle East Design Background and Differences from Ancient Civilizations of the Inner Sea Part 1: General Background

Introduction by Fred Schachter: I’m having a Game Developer’s blast working with Designers Chris Vorder Bruegge and Mark McLaughlin on Ancient Civilizations of the Inner Sea (ACIS)’s successor, Ancient Civilizations of the Middle East (ACME… yeah, we’re aware of the Coyote/Road Runner cartoon alliteration, seems worth a guffaw or two, eh?).

The purpose of this article is two-fold. First, to provide background regarding the historical environment players will experience playing ACME (and why the game contains certain design elements) as well as explain, at least on an overview basis, the differences between ACIS and ACME.

To best appreciate this article, some knowledge of ACIS is helpful. GMT has a wealth of information regarding ACIS on the game page.

Commands & Colors: Medieval vs Ancients Comparison Part 3: Comparative Play

Welcome to my third and final part of the Commands & Colors Medieval and Commands & Colors: Ancients series. In my effort to compare the two series, I have focused my first two publications on major changes (here) and minor changes and subtleties (here). But enough of looking into the rules and paragraphs–what better way to see the difference in game flow than to play actual scenarios in both systems?

Ok, you might ask which scenarios would be fitting for such a comparative play. Well, C&C Medieval has a very good answer for this. The first three scenarios in the rulebook take place in the 5th century, during the the Roman Empire’s wars with the Huns. On one hand, they chronologically fall under the Ancients umbrella. However, from the tactics and weapons perspective, this is definitely the early Medieval epoch. The three scenarios are Utus River (447 AD) and Catalaunian Fields (451 AD) Parts 1 & 2. For our test, we used Utus River–a perfect choice to compare both systems.

Historic Characters in Banish the Snakes: Iserninus

Like Patrick, Iserninus was born in Roman Britain, but he was apparently a fluent Celtic speaker; perhaps his family stayed with the old language of the Britons instead of fully adopting Latin as their language at home. Tradition says that he was ordained as a deacon at Auxerre in Burgundy along with Patrick and Auxilius. According to the Annals of Ulster, he began his mission to Ireland in 439 AD, and eventually became a bishop.

Norway 1940 Campaign: Nobody Expects…

The three Operational scenarios, WESERÃœBUNG (the initial invasion), SICKLE (Allied counter-landings and evacuation), and JUNO (the final Allied evacuation), allow players to refight three key episodes in the Norway campaign that were hotly contested. To really appreciate the difficulties and decisions faced by the opposing sides, however, players can essay the Campaign Scenario.

Unlike the extended 1942 Campaign in PQ-17, the Norway Campaign lasts only five Fortnights, and can be completed in a weekend. Both sides must plan for the long haul with logistical support of their ground forces in Norway a vital factor.

Paths of Glory — 1917 Scenario Variant

Below is another fantastic article from The Boardgames Chronicle, this time discussing the 1917 Scenario variant for Paths of Glory. You can check out his previous series discussing the major and minor similarities/differences between Commands & Colors: Ancients and Commands & Colors: Medieval here. Enjoy! -Rachel