Showing posts with label The End of the Triumvirate. Show all posts
Showing posts with label The End of the Triumvirate. Show all posts

Thursday, December 15, 2011

Keeping Track

Last week we played Troyes, followed by Tribune. I asked if we could give End of the Triumvirate a miss because I was fighting a cold and wasn't up to the requirements of deep strategery.

We had close games in both cases, though in both games the people who were tied or close to tied were Agent Easy and Shemp. My head was not in it that night.

I believe that Easy squeaked the win in both cases (Troyes - tie?, Tribune, tied for victory conditions, but one point difference on score?) but I am uncertain.

My recollection is hazy but I plead illness-induced head-fog.

Saturday, February 27, 2010

What's a Calpulli again? (The End of the Triumvirate, Mexica)

No new games played this week, so the post should be short.

Me, Shemp and Kozure again. Shemp picked The End of the Triumvirate and Mexica.

The End of the Triumvirate

Just to shake things up, we chose colours randomly. Kozure was red (Caesar), I played Blue (Pompei) and Shemp was black (Crassus). The starting positions make Pompei a military force in the beginning, whereas Caesar favors politics (I can only assume Crassus is somewhere in between). I started out by building/ conserving my strength and increasing my competency. Kozure and I were butting heads over control of Rome, while Shemp was remaining mostly unmolested. He stole my advisor, but I was managing to hold my own as a military force on the board. Kozure won the first election. Shemp won the second election, stealing the victory from Kozure by dragging ALL the remaining votes to his side. I was within two provinces of winning, but Shemp was so close to being acclaimed that it was imperative to bring him down. I spied a way to knock him down while simultaneously getting within one turn of winning through "competency" I had so much gold producing provinces on the board I was sure I would win, but Shemp and Kozure stole enough of my provinces that I was 1 gold short. In the end, we were all so close to winning every move was damage control. Due to the built in timer of the election, the game ended as Shemp claimed his second election as consul and won a political victory.

The End of the Triumvirate is quite a curious game. It simultaneously feels very much like a euro, and also very much like a wargame, which puts it in a very small category of games (with Antike, but what else?). The balance is terrific, and the tension of trying to advance your agenda without giving the game to another player through a different victory condition is palpable. Further, the constant timing mechanism of the elections ensures that the game ends eventually (this is an issue with Mare Nostrum, another game I quite like that feels similar). The main downside is that a player's turn has enough steps that downtime is somewhat of an issue. It's a three player game, and turns aren't THAT long anyway, but it's enough of an issue that I was noticing it (and I think that we tend to play reasonably quickly, so it might be worse for others).

Anyway, for a three player wargame it's quite good.

Mexica

In this session we started out fairly predictably by each going to our own corner and we eventually worked towards the middle. I forced the first scoring with a move that gave me the majority in a region AND got me on the sacred space for the bonus points, which I was very happy with. However, we forgot that the scoring only happens after all the players have had the same number of turns, which in this case would have given Shemp and Kozure a chance to act (and obviously would have improved their score). When Kozure ended it, it looked like I was comfortably ahead throughout the scoring. In counting the last half of the board, however, the score tightened up and it ended very close with me in the lead by 4-5 points. Hard to say if I still would have won if we hadn't made that mistake in the first scoring, however.

Saturday, February 20, 2010

Battles: With and without Pus (The End of the Triumvirate, Chaos in the Old World)

No new games this week (shocking, I know). We played The End of the Triumvirate and Chaos in the Old World (me, Kozure and Shemp). Curiously, these are all games that I was impressed with the last time I played them, but felt a little less satisfying this time. Maybe it was the games, maybe it was my mood. Who knows?

The End of the Triumvirate

This system is a very successful three way tug of war. In order to succeed, you have to make sure you are moving towards one of the three possible victory conditions without allowing another player to get ahead of you in another track. Alas, this is what happened.

I was Caesar, and decided I would try for the political victory. I focussed on gold, and political competency. The idea was that I would stay ahead in that track, buy votes as often as I could and either get elected twice or do it once and corner the vote. I thought that if I made myself an easy target I would benefit from people attacking me and move ahead on the political competency track for free (due to the compensation given to the vanquished in battle). Unfortunately, Shemp and I skirmished too much and allowed Kozure to get too strong. Although I was one turn short of winning myself, we weren't able to stop Kozure from winning a military victory. To Crassus go the spoils.

As I said, it's a fun game but for some reason it felt a little "off" for me. There was some downtime between turns, we had to look up the rules a lot, etc. Not sure why, just seemed less polished than I remembered.

Chaos in the Old World

Having finally figured out the correct rules to the game, I was anxious to give this potentially great game another spin (the game ships with a couple of game-breaking errors which made our last games interesting but incredibly lopsided). We drew randomly, and I ended up being the same character as last time... Khorne, the red. Kozure played Slanesh and Shemp was Tzeentch.

Playing correctly, it becomes extremely easy to gain dial "ticks" as Khorne. Khorne is such a force militarily that overcoming the other's minions is a simple task if they don't run away. I was gaining two ticks nearly every turn.

I'm told that it's very easy to play and win as Khorne at first, but experienced players make it very difficult for him to win. I can only extrapolate that seasoned players know how to retreat and make Khorne waste actions. I'll really try to play a different god next time in order to broaden my horizons...

Anyway, it was still a good game and I did enjoy it, but there is something about the gameflow I find clunkier than it should be. Particularly, the multiple housekeeping phases required before ending a turn is annoying. Similarly, having to go through all the provinces sequentially three times in order to resolve combat, then domination and then again to do corruption seems like a bit much. We ended up doing many of the steps simultaneously, but also often forgetting a step here or there.

Not a deal breaker. As the others said at the end of the game, by the end it was starting to feel pretty smooth. I feel there is probably a very good game there, we just need to internalize the steps a bit better.

Regardless, here are a few additional thoughts on the game:

1) One of the characteristics that often separate a euro from and american game is the presence of a spacial element and the representation of physical movement. The euros will frequently go with a more logistical approach which presents choices in an abstracted way, while the american game will often have a map and units moving from one space to another. In this respect, Chaos in the Old World feels much more like a euro than an american game. Although the units occupy a map that represents a fantasy world, units do not really travel from place to place in any meaningful way. Every game turn, players summon creatures to one or more regions, they battle and/or corrupt and then that's it. Adjacency is only meaningful because of a few placement limitations (units need to be placed in contiguous provinces). It's much more similar to El Grande or China than Risk, for example.
2) Another defining characteristic of american games is that at the end of a session there is usually a story to tell, whereas with euros it's pretty hard to describe what happened thematically. CitOW doesn't lend itself very well to storytelling in my opinion.
3) The game effects that the random "Old World" cards have on the game give the system an ameritrash feel, but not nearly as pronounced as I expected. The effects are all known at the start of each turn, and although they will certainly favour one player over another it hasn't yet felt like it was overpowering. More than anything, it transforms the landscape over the course of the game and forces players to keep on their toes.
4) The player's cards and factions work together very well to make each god play differently. The powers of the cards in particular are just powerful enough that playing well requires using them effectively, and playing them effectively means doing things differently than the other players. It is also quite obvious that each faction has cards designed to nullify the powers of others, so there is a definite tug-of-war going on in this game as well.

All in all, despite the heavily applied theme and the presence of dice based combat, the game mechanics feel more euro to me than american. Given my personal preferences, that's a plus.

Monday, September 21, 2009

Out to sea, with no Romans in the Boat (The End of the Triumvirate, Mexica)

Another Math Trade has come and gone, and this one has been particularly good to me. New in my collection are Mare Nostrum+ expansion, Steam, Attika and End of the Triumvirate. I'm sure they'll all eventually see some table time (well, not sure about Attika), but this week End of the Triumvirate was chosen by Shemp along with Mexica.

End of the Triumvirate

When this game came out a few years ago, I was intrigued. Games that play well with three are probably the most difficult to find, and this one comes along that is specifically designed for three. It was also getting good reviews, which didn't hurt.

It's a game set in (where else?) ancient Rome. Caesar, Pompei and Crassus are vying for control of Rome in the dying days of the senate. Players take on the role of one of these leaders and try to win by achieving one of three possible victory conditions:

1) Military victory: Control 9 regions.
2) Political victory: Get elected consul twice, or get elected consul once and then get 6 senators under your influence.
3) Competence victory: Reach the maximum level of competence in politics and military skill.

On a turn, a player checks to see how much income or legions his controlled provinces generate, then moves around the board collecting said resources and/ or conquering new ones. The last step of the turn is to take up to three actions, with the available actions changing depending on the province the player's marker ended on. Possible actions include swaying politicians, training military units or advancing competency on the political or military track.

A few things struck me as I played the game:

- Mechanically, this is a very streamlined, very abstract euro. The game is essentially a variety of ways to push around cubes, and these types of games often have thinly applied themes. Surprisingly, the theme comes through very well and I consider that a testament to the quality of the design. To me, there was a real feeling of balancing three spheres of influence (military, politics and competency). The conquest of provinces worked well, and the combat mechanic was very nice (essentially, it's a one for one loss system, but supplemented with a cube draw from a bag. Any cubes drawn count as extra casualty for the other side. Simple, not fussy, but adds a little excitement and risk).

- The component design is excellent. There are a number of little touches that make reinforce the rules in unobtrusive ways. For example, players are given 9 province markers. When they are all placed, one of the victory conditions is met. Another example: the player marker is an odd flat square. When moving around units (which happens a lot), the piece is perfect for loading up the units and bringing them together to their destination.

- The ability to win through three distinct paths meant that everyone was in the running until the very end. It was anyone's guess who would win, and it's also possible to make it look like you are pursuing one path while secretly going for another.

- The game has a distinct "Tug of War" feeling with the military. Provinces are taken and lost throughout the rounds, but there is never a feeling of futility because the voting for consuls and progression in competency means that the end has to arrive eventually. A player going for a military win needs to act quickly to succeed, while the political win takes more time. The competency track seemed like it progressed at a similar pace between players, and it seemed like the most likely way for the game to end early. It's also the one way that players have no way of directly countering the leader's progress (provinces can be retaken, and politicians can be swayed back).

Overall, I was very impressed with the game. As a three way tug of war with a timer continuously running in the background, the action started right away and the tension did not let up until the last round. The mechanics are impressive in their elegance and simplicity, and the playtime is short for this type of game at one hour. My only concern is that the whole thing is simple and streamlined enough that I'm not 100% sure how much it will be re-playable before it gets stale. Luckily, few of my games get played often, so it shouldn't be too much of a problem...

For the record, I took a rather aggressive tact as Caesar and amassed a number of armies and conquered quite a few regions. Meanwhile, I had designs on winning a political victory while the other two were focussed on combat. Unfortunately, Shemp slyly stole the first consul vote from me. By the last round, I had managed to get my first consul vote and had the choice to end the game by improving my competence for the win or enlisting the 6 senators I needed. I went for the senators, because it seemed cooler...

I think Shemp liked the game quite a bit as well. Luch, well Luch seemed like he had more fun sending the player marker out to sea without soldiers than playing the game itself. He said at the end that he wasn't crazy about it. Oh well.

Mexica

Afterwards, we played Mexica for the second time a a group. Not much to say, except that there was a lot of nasty bridge moving by the end and the area majorities where hard fought. We concluded that we probably spend too much time defending our regions by attempting to block bridges, etc, than allowing the chips to fall where they may while being aggressive elsewhere (I don't want to make it sound like we were playing in silos, however, we WERE all over the board and in each other's faces... ). Anyway, Luch managed to out Aztec-temple us for the win.

In the end, the board was an absolute mess of canals and bridges to blocked spaces. If we were in charge of Aztec planning,
they may not have become such a great civilization after all.

It's a very good, fairly abstract euro. I'd say I like it nearly as much as Tikal, and yet they are different enough to keep both for now.