To the table came six players from three generations, including a father, his millenial-age son, a lad of 12, and three guys from the late 30s to late 50s. None had ever played Ancient Civilizations of the Inner Sea before.
I spent no more than five minutes on the rules, had them draw starting positions at random (rather than choose) and told them I would not let them build Wonders on the first turn, so they could see how the game plays and thus get a better understanding of what each Wonder could do.
Spencer Clough was Rome (Red) and his son, Ben, played Mauretania (Blue). K. Andrew Barry was Egypt (Purple), Kevin LaChance took Gaul (Yellow), Robert Dunn was Carthage (Brown) and Will Valentine – at 12 the youngest at the table was Troy (Green).
All is Peace and Love and Goodness…But Not for Long
Everyone quickly made deals as to where to go and where not to go. Young Will was particular to quite literally draw lines in the sand in the Levant and Greece, promising Egypt and Rome he would leave them alone if they stayed behind those lines. Gaul and Rome, and Rome and Carthage made similar agreements, as did Gaul and Mauretania….yet, somehow, someone in their lower ranks got their lines crossed, as a volcano erupted in the middle of Spain – which the Gauls were able to Negate.
Mauretania and Gaul Unleash Hell Upon One Another
Mauretania and Gaul went at it and went at it hard, as they hurled floods, volcanoes, earthquakes, plagues, heresy, blasphemy, and more at one another.
“You know I have the kind of cards that can sink Greece”
As Rome began to encroach into the no-man’s land of Greece, young Will told Spencer quietly “You know I have the kind of cards that can sink Greece?” Spencer took the hint.
Sometimes It is More Fun to Be Last Than First
Mauretania was getting the worst of things in its war with Gaul, but Ben Clough refused to make peace, even though he was in last place. Rather than make peace or take the Aenas option (which would let him abandon Mauretania and come in next turn as a different civilization) Ben decided to see if he could stick it out…and then discovered that it is sometimes more fun to be in last place than in first – as you get to play all of the really nasty MUST PLAY cards when them come in. Any guesses where and against whom they went?
Wars and Wonders… and the Kid Makes Good
As the game went from turn 2 through turn 3, all of the Wonders were built, Carthage and Rome skirmished at sea, and Gaul and Rome (and to a lesser extent, Egypt) were kept busy fending off pirates, sea peoples, northern hordes, and uprisings. The Trojans played a card that let them place disks in any one sea zone anywhere – which he did, right in the middle of where Rome, Gaul, Carthage and Mauretania met – thus gaining him a trade bonus from all four of those civilizations. The Epoch did not end on turns 2 or 3 (as it can) but went the full four turns. When we counted up points, the Egyptians kept their lead, Gaul was close behind, and Rome right behind them, with Carthage in the running…and Mauretania dead last but with a smile on his face.
Then we counted Troy’s point. Twelve-year-old Will had built 12 cities . He had two Wonders. That was 14 points. That also gave him the end of epoch bonuses for most cities and most Wonders. Like Sea Biscuit, he came from behind, raced right through the pack – and won by a nose.
Mauretania: 7
Carthage: 19
Rome: 20
Gaul: 24
Egypt: 25
Troy: 26
As we had agreed to play until noon, and it was, we did not do the change of epoch event (which would have been Black Death and would have laid waste to almost every city on the map – except some of Will’s). The change of epoch is mandatory if you are going to play another epoch, but optional if you are ending the game.
I would swear that Carthage out performed Rome. Spencer
those were the points as i wrote them down at the end of the game…you edged out Carthage by a single point….perhaps because of your heroic defense of northern italy from the nasty northern hordes….
A great report Mark, and I must say the board looks like chaotuc carnage incarnate (or should that be inCarthage… Lol). It would have been nice if you could have included some comments from the players as to how much (or otherwise) they enjoyed it. Looks like you all did! REALLY looking forward to this one, guys, thank you!
Alex
I am old enough to have fully enjoyed the old AH “Civilization” boardgame. I find “Ancient civilizations of the Inner Sea” (ACotIS?) to be a worthy successor to that old classic boardgame, and look forward to playing it with friends. K. Andrew Barry aka “Ptolemy the Umpteenth” Egypt.
Hiya Mark,
I have finally had a chance to read through the early version of the ACOIS rulebook, and apart from a typo on page 3 (‘DOMINANTE’ shouldn’t have an ‘E’ at the end?), I only have one immediate query which is not entirely clear from reading these rules… On page 22 under the ‘Victory Tally Step’, reference is made to “(unburied Wonders)”, and again under the ‘End of Epoch’ section on page 23, reference is made to “built (not buried) Wonders” —twice, in fact— but it’s not very clear how a Wonder can become buried…? Presumably a card or action can cause this to happen, but it’s not obvious anywhere how this can occur (in these rules, at least)?
Otherwise, I think Chad has done a great job with the rulebook, and am really excited for the final product. Keep up the excellent work.
Alex Bardy
there is a card which can bury a wonder..and another that can unbury it
and thanks!
Thanks for your prompt response, Mark. Am really looking forward to seeing the Playbook as well, which already sounds like a monster publication (50+ pages!?) — Also, in the back of the rules there’s mention of a VASSAL module for ACOIS – is this available yet?
vassal has been built…but it is open only to playtesters and designers at the moment, but will be open upon publication…the playbook is 60pp….5 of which are the rules for solo play..the rest is all setups and historical scenarios. the historical scenarios are designed in particular for solo play and have unique rules for a solo player..but all scenarios can also be played with two or more players