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Empires of the Ancient World
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from 7 customer reviews
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Going back to the age of Alexander the Great and Julius Caesar, you control the destiny of your empire--building armies, annexing neutral provinces, trading across the Mediterranean, and fighting battles. The heart of the game is its innovative card combat system. Superb, full color cards allow the use of pikes, swords, war bands, elephants, heavy cavalry, foot skirmishers, light horse, siege towers, artillery, and galleys. Special cards allow you to develop better military leaders, diplomats, traders, and engineers. However, winning the game is not just about having the largest empire. The player with the largest army will also lose the most victory points, so he had better use his forces well! If warfare is not to your taste then you can trade your way to victory, by having the largest trading empire.
Players: 3 - 5
Time: 120 - 180 minutes
Ages: 13 and up
Weight: 1,060 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Manufacturer's rules are printed in multiple languages (including English).
- Rulebook (English and German)
- Full colour map
- 110 full colour cards
- 250 wooden playing pieces
Average Rating: 4.9 in 7 reviews
I've now played this a few times with a mix of different players and everyone agrees that this is an excellent game.
Trade, diplomacy, land and naval combat, sieges, plunder, special units--the game covers a wide spectrum, but within a simple system (once you've finally deciphered the rules).
We all felt that the length of the game was about right. In actual fact, you never seem to have enough time to do everything you want.
The card combat system is the highlight of the game, with no one set of cards being all-powerful.
The mixture of luck and tactics means that the battles aren't usually foregone conclusions.
Interestingly, the winner of our last (4 player) game was a new player who never had a presence in the med, made very few attacks and didn't possess any merchants, diplomats, military leaders or engineers. As you can imagine, he took advantage of the mayhem that was happening in an all-out war throughout the south of the map, to build a large trading empire in Northern Europe.
Our previous games have been closer and have sometimes hinged on one or two decisive battles. It's one of those games where you know that war is expensive and difficult to prosecute and you should really establish trade everywhere, but the temptation of military victory and plunder means the warmongers among you just can't help yourselves. (Unfortunately, that's usually me, although I have won a couple of games.)
Maybe this game just happens to suit our set of players, but we all emerge from a game having thoroughly enjoyed building our empires and fighting land and naval battles across the map, whether we ultimately win or not.
I can't believe that more attention isn't coming to this excellent game. Maybe if it was about a herd of Druids fighting over a can of Spam or some other ridiculous theme, the reviewers would stampede over themselves to give it kudos. This game is well worth a serious look. It has several options, a simple combat resolution system, and quite a bit of depth.
This game is one of balance, tactics and strategy. It has an elegant and smooth system and deign. You must balance trade with warfare, diplomacy with intimadation. It has all the makings of a milestone in multiplayer conflict games. As a fan of Diplomacy, Risk and Civilization, I believe this deserves a place among them.
Save for Lord of the Rings, this is my favorite Essen release. Simply because it takes an established genre of games (the beat-the-crap-out of your opponent conquest game) and actually brings new and exciting elements with it.
That I really like it is weird. I'm not generally fond of long games, and this one will take 3-4 hours. The game offers rules for diplomacy, trade, and conquest--which all pretty much come down to different ways to control the regions of the board, and kick the other guys out of your regions.
Two things really make the game.
- Each player gets one action per round (with about 36 rounds in a game) so there isn't much downtime.
- Combat is a masterful work of art.
The system is basically an advanced Slapshot. A large chunk of the game involves collecting the correct army cards. (It is fairly easy to tailor your army), and tailoring your army to what your opponents are using. The system provides a good feel for technological advantages, battlefield tactics, and the idea of massive armies advancing into battle in ranks.
The nice upgrade of this system over Slapshot is that it isn't just points in your army that matter. A big honking lot of elephants is just dead against a small fast lot of light horsemen and archers, and that small fast unit is just doomed against a horde of barbarian swordsman.
One of the other charms of the game is the number of options available on a turn. You can always do something useful, and three variants of combat (sea and siege combat) allow tactical choices that really give the game a good feel for providing tactics as a field general. (The first game I've seen that manages this successfully outside of Titan. And this system is much faster in play.)
The rules are only 4 pages, and they needed far more examples, the game is actually quite complex--up in the classic Avalon Hill in terms of number of rules. And you'll want to make a couple of passes at reading the rules before playing. But it just plays so well.
Once a while a game comes along that causes you to stop what you're doing and take notice--Empires of the Ancient World (EotAW) is such an item.
By offering players typical Euro choices (take a card, place cubes, etc.), while simultaneously adding strategic Wargame depth (on an area movement map), EotAW really delivers on all fronts. No other title that I've encountered in 2000 has captivated me so much and so quickly.
Strict Eurogamers may not like the dice rolling luck element, along with the weakly edited rules, but these are minor complaints when compared to the substantial experience that this game conveys, all in a modest 2-3 hour play time.
Rampaging Elephants, Barbarian Warbands, Merchants, Trade Routes, Diplomatic activities, Conquering Provinces, Naval battles, and many, many more elements are all smoothly interwoven into the design.
I could go on for pages; suffice to say EotAW sits atop my gaming list, and it's going to stay there for a long, long time.
I relented to playing one game and then said I would leave for pizza. I never got the pizza, nor did I sleep--in fact I bought the game from the guy and have it set up on my card table now. I'm trying to get others to give it a shot. This game can be won with warfare, but a large army hurts you. It can be won with trade, but you have to play the cards well. It is a game of tactics, a mixture of skill and luck, and an excellent design. I've never played a game by Martin Wallace or this company but I will be looking at their future products. Don't pass this off as another Civilization wannabe. This one will remain a favorite of mine.
While this is a very appealing game, it has a number of significant problems. Obvious on the very first play is the unnecessary complexity and obscurity of the rules: they are inconsistent, printed in terribly small type, short on examples, and crying out for physical components that make the game easier to understand. The cards in particular could have been substantially better, and a quick-reference card summarizing the rules and their many exception cases would have helped.
A more troubling defect is that the game is a drawn-out, serious-minded affair with a whole lot of randomness and a runaway-leader problem. I've played five times now. Three of our games ended when the players decided to not bother with the game's fourth turn. And, in all except the first, at least one player felt as though what he did in the game didn't much matter. Sometimes this was a player who lost, sometimes this was a player who won.
I like the game. It has a nice sweep-of-history feel, and the cardplay is colorful and interesting. But it's definitely flawed. And its length and difficulty make its flaws hurt it more than they would a lighter, shorter game.
"Rocks-Scissors-Paper" has been elevated to a new level in this sophisticated game of conquest. Warriors fight for Roman Europe's provinces and the Victory Points awarded for conquering them. Traders also roam in search of Victory Points. One player can control a Province militarily, and another economically! Diplomacy, too, has its benefits. Just how useful are the more powerful Army Cards? They cost Victory Points if not discarded before a round ends. There's enough novelty here to justify yet another game following in the footsteps of Britannia and [page scan/se=0893/sf=category/fi=stockall.asc/ml=20]History of the World, but this one will appeal even to non-wargamers.
I'll admit that when I saw the advance list for Essen, my reaction to this game was "Do we really need another one of those?''. Ancients; squabble over territory; score victory points: we already have Britannia; Hispania; Chariot Lords; History of the World; Vinci; Rise and Fall; Barbarian, Kingdom & Empire; Ancient Conquest; etc. It is a long list, stretching back to Terrence Donnelly's Decline and Fall back in the early seventies. And those are just the good ones. However, I am pleased to be able to say that, although the theme is old, the mechanics contain more than enough in the way of novelty for the game to justify its existence. Even better, we rather enjoyed it.
The map offers no surprises: a region corresponding to the Roman Empire at its height is divided into provinces, each of which has a victory point rating. These range from 2 for places like Arabia & Armenia up to 7 for Egypt. The Mediterranean itself is split into three sections and these also have VP values--a chunky 8 for each of them. The game lasts four turns and at the end of turns 2, 3 and 4 each player scores victory points for the areas that they control. Victory points can also be gained (at half rate) for being the leading merchant in the various areas and that is the first major departure from the norm for the genre: this game isn't just about who owns what.
The second is that Empires doesn't involve stacks of counters. The only things that go on the map are wooden trade blocks and control markers. Combat is handled using cards, of which each player has a basic set, which they can augment by drawing from a common pool. In addition to providing extra fighting strength, these drawn cards can give the sort of special powers that one associates with military leaders, diplomats, merchants and military engineers.
Players begin with a small empire of contiguous areas and a number of trade blocks. They then expand, initially by taking over neutral areas and later by fighting with each other. The trade blocks are used to buy fortifications, to build trade empires and to launch diplomatic attacks (conquest by bribery). Trade empires originate in areas that you control but can then expand into other people's territories. It is quite possible for an area to have one player as its ruler and another as its leading merchant.
Each turn begins with a revolt check: roll two dice and consult a table to see which areas are affected. In general this will prove to be no more than a minor setback. Next, everybody receives their allocations of trade blocks: a basic ration with bonuses for certain areas and for merchant cards. Then come ten "action rounds'', with each player taking one action in each of them. The four main options are
- Attack a province. If the province is neutral, this is just a matter of rolling dice. If it is one owned by another player, you are into combat, of which more later.
- Take a card. There are six of them face up and you simply choose one. The great majority of them will be troop cards; the others are made up of military leaders, diplomats, merchants and engineers. There is no limit to the number of cards that you can hold, but the more powerful of them carry a victory point penalty that you will have to pay at the end of the turn.
- Build a fortification. This is paid for in trade blocks and is half price if you have an engineer.
- Expand your trade empire by placing trade blocks on the map. These must be placed in areas which either are or are adjacent to areas where you already have a presence. (So the idea is one of expanding trade routes.)
Combat between players is done using troop cards. Each player selects five from their hand and arranges them in order. There is then a direct, card by card strength comparison. If the attacker wins more than the defender, the area changes hands; if not, it doesn't. The cards are the standard 'ancients' mix of sword, pike, archers, light horse, heavy cavalry, elephants and so. Each has a basic strength which may be modified by the opposition they are up against. For example, fast skirmishers such as light horse gain a bonus against elephants but suffer a penalty against heavy cavalry. At the end of the combat, depending on how it's gone, players take casualties, which involve the possible loss of some of the cards they have used. The other thing that happens if the attacker wins, is that they remove from the province all trade blocks other than their own. This plunder translates into victory points at the end of the turn and its possibility means that building trade empires is not a soft option.
Military leaders, fortifications and engineers give you extra options and bonuses in certain types of combat.
Provinces can also be attacked diplomatically by expending trade blocks and rolling a die. If you are successful, you gain control of the province. Any player can do this against neutral provinces; those with a diplomat card can do it against other players. However, though a powerful option, it is expensive, it brings no plunder and success is by no means assured.
In deciding whether this is a game you would like, you should use Britannia and History of the World as your yardstick. If you like those, the chances are that you will like this also. It occupies the same sort of territory, on the fringe between general games and wargames, and is of a similar weight. First impressions are that it is also of a similar quality. My group contains several players who began their gaming with wargames. They are big fans of the earlier two and this one also has their approval.
Taking Vinci as a guide is more dangerous, as that is both lighter and a lot shorter. The box has this game at 2-3 hours, but I think that is a little optimistic, which is why I have changed it to 2-4 in the heading. Two things will have a significant affect on how long the game takes to play: one is the number of players and the other is how much fighting you do. Almost all the time in the game goes into the action rounds. With 3 players, there are 30 of these per turn; with 5 there are 50. That is a big difference. The other big difference comes in the time per action: selecting a card or placing trade blocks takes a few seconds; combat much longer. So while 3 players who believe in competing mainly on the trade front will be able to finish in 2 hours, a group of 4 or 5 armchair generals should reckon on double that. As for my assertion about the weight difference between this and a game such as Vinci, that is also to do with the combat. The rules of Empires are very simple, but the extra detail that has been put into the combat in order to make things more interesting will be as big a turn-off for some as it is an attraction for others. Fringe wargamers will approve; fringe gamers, and those whose preference is for the light and fluffy, won't.
In summary, then, a fairly long and a heavyweight game, but one that those who enjoy the likes of Britannia and History of the World will want to try. My group likes it.