by Don Lowry
This is a multiplayer, fantasy boardgame published by TSR Games of Dungeons & Dragons fame (the designer's name, unfortunately, is not given). It could be described as a cross between Swords & Sorcery and Warlord. It comes in TSR's standard, small, flat box. The unmounted, 22"x34", very colorful mapsheet, with hex grid, portrays an imaginary continent called Minaria-which, as far as I know, does not come from any work of fantasy literature, but was invented especially for this game. This continent is divided into nine kingdom (Elfland, Mivior, Hothior, Rombune, Shucaesam, Pon, Muetar, Immer and Zorn, which i the goblin kingdom) plus four separated area belonging to the trolls, three separated areas fc the dwarves, two separate principalities ( magicians and extensive no-man's lands. Thes kingdoms and powers have armlies of varyin sizes. Mivior, Hothior, Shucassam and Rorr bune all have portson the Sea of Drowning Me and fleets of varying sizes. All other areas ar landlocked. Each player (2-6) begins as the ruler of one these kingdoms, or of the trolls or dwarves, 8 determined by drawing Identity Cards. The remaining cards represent the non-player monarchs, and Personality Cards are dealt to these, giving each one a distinct personality which is only revealed later in the game when an ambassador visits the monarch. The player will be attempting to get these monarchs an their forces to ally with them in the struggle for control of Minaria. Each game turn is divided into player turn meaning that each player has to wait while a the others go through their entire turns. With more than three players this becomes somewhat of a drawback, as far as enjoyment of the garri goes. This is somewhat relieved by the fact the the order of play is determined randomly each turn, as in Swords & Sorcery, by drawing numbered chits. Each player turn is divided into the following steps: roll a die and consult the Events Table; draw a Diplomacy Card; conduct diplomacy; resolve sieges; move and resolve combat. At the step called "conduct diplomacy" the player may have his ambassador counter perform any one of these functions: attempt to activate a non-allied non- player monarch; -attempt to deactivate a enemy-allied non-player monarch; attempt I assassinate an enemy-allied player monarch duel an enemy ambassador; bring in a specific mercenary or attempt to raise a barbarian army. (The latter two activities are possible only in the advanced game.) To activate a non-allied non-player kingdom the ambassador is placed in the approprite royal castle and the Personality Card of the monarch is read aloud. This often gives bonuses or penalties to various diplomatic ploys. The player then decides which Diplomacy Card (if ally) to use and rolls one die. If the result, as modified, is a six or more, the non-player monarch has become the player's ally. The new ally's forces are set up on the map and on the next turn are moved by the player. A similar procedure is used to attempt to de-activate an enemy-allied non-player monarch, and if successfully done that kingdom reverts to neutrality. Once during the entire game each player may send his ambassador on an attempt to assassinate an enemy-allied non-player monarch. Assassination also causes deactivation plus earning victory points, and the kingdom goes into "confusion" for one to six turns depending on a die roll, during which time it cannot be reactivated by anyone. If a player monarch is killed or captured the player is out of the game, all of his allies deactivate and the player's kingdom goes into confusion--after which it's just another non-player kingdom. No castle or port may be occupied by enemy combat units until it has been successfully besieged. This requires surrounding it with "Zones of siege" and forcing all enemy units in that hex into the castle or port (they can be either in or out while in the same hex, or some of each) and then eliminating them. One die is rolled, and, at 1-1 odds a roll of six eliminates the defenders and takes the castle. At 2-1 the die roll is modified by +1-at 3-1 by +2, etc. If the the roll is unsuccessful the siege can continue and another die roll be tried on the next turn. All castles have an intrinsic defensive strength, independently or in addition to any combat units within it. In field combat, units do not have zones of control. All units of a single kingdom plus any number of mercenaries may stack together on a single hex. Combat occurs between opposing units in adjacent hexes at the moving player's discretion. Both players roll a die. These rolls may be modified by having superior numbers (as with sieges), special Personality Cards, or leaders or devices in the advanced game. The higher roll is the winner. The loser must remove a number of combat units (all are worth "one") equal to the difference between the die rolls. If the result was a tie, both must lose a number of units equal to the number rolled. (A tie at six could devastate both sides!) The advanced game adds barbarians and numerous special mercenary leaders and units with unique characteristics and the magicians. The two magical principalities, The Eaters of Wisdom and the Black Hand may be either player or non-player monarchs. Each has a number of spells it can use. The simplest way to win is to eliminate all opponents. More likely, victory will be determined by accumulating victory points over the course of twenty turns. These are earned by plundering a castle (5 times the intrinsic defense strength), plundering a royal castle (10 times the intrinsic defense strength), capturing an enemy allied monarch (30), killing an enemy allied monarch (40) or capturing or killing an enemy player monarch (70). This game is similar to, and on a par with, SPI's Swords & Sorcery. In some ways it is superior, in others inferior. The graphics are considerably better than TSR's norm. It sells for $10.00 and is available from Lowry Enterprises. More Reviews Back to Campaign #93 Table of Contents Back to Campaign List of Issues Back to MagWeb Master Magazine List © Copyright 1979 by Donald S. Lowry This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |