Introduction
When I was first introduced to Ancient Civilizations of the Inner Sea by its Designers (Chris Vorderbruegge and Mark McLaughlin) one of its facets which held immediate appeal was that conflict/battles in this game, called “Competitions”, DID NOT INVOLVE ANY DICE ROLLNG!!
I’ve been a gamer for decades, since playing my first wargame, Avalon Hill’s D-Day 1961, and for all that time have been plagued by strange dice-rolling. One of my Rockland Guys gaming buddies, Stephen, had a great tee shirt for when we attended conventions: it had in big letters the saying “I win on anything but a one… ARGHHH!” Yup, that’s a gaming garment I’m in great sympathy with.
When Mark and I were play-testing Kutuzov; one of the games in The Napoleonic Wars series, there was a memorable game when my French invaders took eighty-five (85!) dice rolls to take out a two value Russian border fortress. Those of you familiar with the Nappy game series should appreciate what a game-losing feat that was!
So, although there’s
still “luck with cards” in Ancient
Civilizations of the Inner Sea… at least there’s no dice rolling to contend
with!
There is a wealth of information concerning this game within InsideGMT. There are After-Action-Reports with explanations of the game’s cards and Civilizations (each with its special attributes) as well as a rendition of its “near final” map. But until this article, discussion of the actual mechanics of resolving a Competition was lacking.
This is hopefully now
remedied and those gamers, like me, who dread taking dice in hand, can take
heart instead.
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