English language edition
List Price: $24.95
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from 4 customer reviews
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In the land of ancient Greece, called Hellas, the people waged power struggles for control of the many valuable islands. The combatants faced each other over land and across the seas. In these battles with sail and sword, the combatants venture forth to discover new islands to fight over. To aid them in their battles, the combatants often seek the favor of the Gods.
- 24 map tiles
- 30 Greeks
- 20 ships
- 50 cards
- 1 rule booklet
Average Rating: 4.8 in 4 reviews
I almost ignored this one. It reminds me of Kniza's two player games in which Lost Cities got most of the press when Schotten-totten was in fact the masterpiece. I love this game. Yes, luck plays a role, but there is plenty of rome for tactics on clever gameplay. Well produced, it is also replayable. Deserves much more attention. Unfortunately, this game doesn't have a niche in less you like simple conflict games with the feel of a wargame, but the fun of a family game. Count me in.
Okay, okay, so its a war game. But its middleweight and lucky. And its sort of like Battle Cry meets Carcassonne. Are you a light gamer that doesnt like war games? Read on Are you a wargamer who doesnt like light games? You too, read on This game is very interesting.
Players represent two different Greek city-states embarking on voyages to try and discover, settle, and (sometimes) conquer new islands. Each player is given a supply of ships and soldiers, and a very handy reference card, and one each of the 3 types of special action cards. The map is (or rather, will be) made up of a group of hexagons that the players put together. The hexes depicting islands or fragments of land that will group together and be settled, with each tile depicting a town, and both players trying to be the first player to occupy ten towns.
On a turn a player may take one of the three following actions: Burst of Strength, Voyage, Battle. Also, a player may play any number of special action cards as well. Burst of Strength allows a player to place new soldiers into one of his cities, or place new ships beside any of his cities. or take more action cards. Voyage allows a player (providing they have ships) to discover new land by revealing a new hexagon, and adding it to the board legally (a la Carcassonne), wherever he has a previous hex with a majority of ships. Battle allows the player to attack one adjacent enemy city.
It sounds very straightforward, but there are a bunch of neat surprises in store. Many of the special action cards modify the regular actions allowing such surprises as an attack across the board, or two Voyage turns in a row, or an extra soldier who pops out of nowhere to join in battle! This added element of surprise, and the ability of some of the cards to be played defensively, allowing for some back and forth action modification makes for some neat one-upmanship and clever cardplay. It also adds luck to the game. Also, because the game is just as much (if not more) about discovery as it is about battle, it isnt as 'wargamey' as you might think. Burst of Strength can be used to dissuade potential attacks, and the cap on the number of soldiers you may have in a city (only 3!) and how few you have in your supply require careful distribution in this game and prevent it from being a pure wargame. And yet many playings of this will hinge on several important battles, so it is inevitable that battle will happen sooner or later.
This game certainly has war elements the whole theme is based around it but isnt just a war game. This game sort of squiggles away from being either a war game, or a non-war game, and therefore, I suspect, has had a hard time finding an audience. First of all let me say that wargamers should like it a lot. A wargame, very theme-heavy, playable in 45 minutes, that has a lot in common with Battle Cry, and has a modular board. Pure genius.
But for you who may generally shy away from wargames, take note: this is not a wargame not purely at any rate. This game is just as much (if not more) about clever voyaging and tile placement, careful use (and sometimes sacrifice or non-play) of action cards, and all sorts of clever play including good defensive moves. There will be combat, but it is up to the players how much combat there will be. Honestly, this game deserves a wider audience, and despite its war theme, is very much a German game with lots of choices (often very difficult), tactics, strategies, and replayability. Its relatively short, and very interesting to play. Its not an out-of-the-park home run (unless you love wargames) but it is very good, very clever, and very well designed and is a fantastic and very different addition to the Kosmos 2-player line.
We've played (and enjoyed) the majority of the Rio Grande/Kosmos 2-player games. Hellas comes out of the box more than the rest combined.
It's well-suited to adding extra 'soldiers', adding a different flavor to the game. Although we, admittedly, look foolish adding standard green 'army men' to the mix . . . it makes for a fun extension of the game.
Guard the dolphin spaces!
A duet for a two player game. Hellas is one of three great two player games from Rio Grande/Kosmos. Of the three games (Heave-ho!, Odins Ravens and Hellas), Hellas is the most complex. Play evolves around a growing game board of islands, peninsulas, cities, and sea. The simple object of the game is to occupy ten cities before your opponent. As you have a finite number of ships and soldiers to work with, this becomes increasingly difficult toward the end game. On a players turn, you must choose one of three options: 1) Burst of Strength (reinforcement turn), 2) Voyage (expand the board and occupy a new city), 3) Attack (attempt to take an occupied city from your opponent). There are clear cut guidelines for each of these options and a reminder info card for each player. Adding to the complexity is three sets of gods (cards) that players may utilize to help themselves or hamper their opponent. Ares cards, god of war helps during attacks, Poseidon cards, god of the sea, helps during voyages, and Zeus cards, father of the gods, that help is various situations. You may only hold a maximum of seven cards, and no more three of any one kind. Once your soldiers occupy ten cities, obtained in any way (attacks/voyages) the game ends.
This is a great little war game that will appeal to the old school SPI, Avalon Hill gamers ( the tiles are classic hexagons) while not alienating non-wargamers. There are no dice (luck factor), but as cards ebb & flow, you need to always evaluate your strengths and weaknesses. My opponent felt the cards were too random, but he always sought to attack (not wise) versus balancing voyage city expansion with attacks. Unlike Heave ho! or Odins Ravens, Hellas has the most kibbles and bits, and some downtime as you evaluate your best move.
The tiles are beautiful, the soldiers & ships are molded plastic and clearly colored, and standard size cards. Jay Tummelson and Rio Grande did a great job on the rules, and Boardgamers of Reno found no obfuscation of rules. A wonderful little Armchair General game.