A Command & Colors Game
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Please note: This version is a re-purposed French edition. This version includes English components but not English rules. English rules are available for download at the Fantasy Flight website.
The world of BattleLore meshes history and fantasy together -- putting players in command of a vast array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.
Powerful Lore Masters, such as Wizards, Clerics, Warriors and Rogues gathered in customizable War Councils; Mercenary bands chosen from among mythical races such as the Iron Dwarves of Northern England; and Monstrous Creatures all complement the dizzying array of possibilities and tough choices that will face players as they venture in the World of BattleLore.
<b>Board Games with Scott</b> is a "video blog" about many different types of board games. In each episode, Scott Nicholson presents a different game, explains it, and briefly reviews it. It's a great way to discover new games as well as learn more about games you're curious about. Enjoy!<p><b>Note:</b> <i>Board Games with Scott links will <b>open in a new window</b> and are <b>not</b> hosted by Funagain Games, nor is Funagain Games responsible for their content.</i></p>
Dec 11, 2006
BattleLore is a two-player light tactical war game that can be played in a historical or fantasy setting.Watch the video!
Time: 60 minutes
Ages: 10 and up
Weight: 2,780 grams
Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is an international edition or domestic edition of an imported item.
- over 210 highly detailed plastic miniatures
- 1 Player's Guide
- 1 Adventures Booklet
- 1 double-sided battlemap
- 46 Terrain and Landmark tiles
- 60 Command cards
- 60 Lore cards
- 48 Summary cards
- 2 War Council sheets
- 24 Lore Master Tokens
- 12 Battle dice
- 1 Days of Wonder Online Access Number
Average Rating: 4.5 in 2 reviews
BattleLore (Days of Wonder, 2006 - Richard Borg) is the fourth installment in his Command Colors system, following BattleCry (the Civil War), Memoir '44 (World War II), and Commands and Colors: Ancients (Punic Wars). BattleLore takes the tried and true light war game and adds a fantasy setting, complete with magic and monsters. But it's clear from only a quick overview of the game that BattleLore is not "Memoir in a fantasy setting." Be assured, the games use the same basic system, but BattleLore is a more advanced game (although it can be played very simply). I would compare BattleLore in complexity to GMT's game Commands and Colors: Ancients. I love Memoir '44, but even I have to admit that the game system is even better when simulating ancient battles.
BattleLore seemed like a shoo-in for me, since both of the previous
games are in my top ten; and fantasy is a favorite theme of mine. But
BattleLore goes beyond the previous games for several reasons -
becoming an instant favorite of mine. The reasons are thus:
- The complexity of the game, while still very simple, has now been expanded to the point where strategy is much more prevalent.
- The expandability of the game is fantastic, allowing new races, combinations of units, and even monsters!
- The customizable war council is terrific and really makes the game for me, allowing a decent amount of strategy in game setup.
Let's get into the game in more detail…
1.) Components: The game comes in a box that is about 50% larger than a normal Days of Wonder game; and the reasons are evident upon opening it, as it is chock full of plasticky goodness. Fifteen different sculptures are included in the game, with hundreds of models included. The models are all in gray plastic, which sounds worse than it is, because each unit is designated by a colorful banner or flag. The dwarf models and orc models have a different colored base for easy differentiation. And for those whose fingers are still sore from Battle Cry and Serenissima - all the flags and banners are assembled already! Every figure has a small hole in their base where these flags and banners can be placed, and they stay in firmly - one can even pick up the model using the banner or flag only! There are plastic inserts that hold most of the pieces in almost a display format; and while this will most likely be great for most people, I still bagged all of my units. The board is beautiful, with one side being used for the game, and the other side only half a board, which can be combined with another board for a mega game. The terrain tiles are beautiful, the dice are fantastic, and the cards are top notch.
2.) Rules: I was rather wary when I first heard that the rulebook had eighty pages - and that didn't even include the twenty-three page scenario book! But really, the rulebook may be the best I've ever seen. Each page is in full color, with vast amounts of examples and illustrations. Many pages are simply full color illustrations, and it really is a nice book to leaf through. The book explains things in segments; so a player can simply play with the basic rules, which are very similar to those in Memoir '44, adding a bit of complexity at a time. I found these rules very easy to teach new players with, but I also was able to teach an apt new player the entire system from scratch. With people already familiar with the Memoir system, this is a piece of cake, and they can probably add in all the rules immediately. There's certainly a good amount of complexity here when compared to earlier incarnations of the series, but nothing that cannot be easily absorbed, and really nothing compared to most miniature and war games. Dozens of reference cards are included with the game; and while I don't need most of them after playing a few scenarios, they are certainly nice to have.
3.) Combat: I won't go into a detailed description of combat, because it's covered elsewhere on the 'net, but I will reiterate my opinion that it is the best combat system ever created for a war game, and it works terrific in this version as well. One big change from the Memoir system is the morale rules. All troops are by default "normal" morale, which means they will retreat one space for each flag rolled against them. Units that are "bold", however, can ignore the first flag rolled against them. The importance of this is that any unit that is adjacent to two other units is considered bold, making it critical for a player to keep their line together. The combat in this game allows for a greater variety of units, while still keeping it simple. Each unit has a flag color and weapon symbol. The color notes how many dice the unit may roll and also determines their movement abilities. The weapon refers to any special attacks the unit may make and any other capabilities of the weapon - such as ranged. Each die has a shield symbol, which counts as a hit when certain weapons are used.
4.) Battle Back: One more thing that I'd like to point out about battles is how they really favor hand to hand combat. Yes, archers are useful and can cause disruption and even destruction of units, but it's in the hand to hand combat that battles are won or lost. If a bold unit is not destroyed or forced to retreat, it may make a full combat attack against its attacker after it is attacked. This makes one a bit more wary about sending their light infantry up against the powerful infantry, and further underscores the necessity to keep your units bold.
5.) Cavalry: My friend Sam swears that cavalry are the most important part of the game, and that the player who utilizes them better is the ultimate winner. I'm not so sure I feel that strongly, but cavalry certainly are rather powerful. One of the main reasons is their ability to pursue and make a bonus melee attack. I've seen cavalry rip up an enemy line, and their speed helps make them the powerhouses that they were in ancient combat.
6.) Mercenaries: Two races are included with the game to be used as mercenaries with the human armies - dwarves and goblinoids. Both of them are very similar to human units with a few differences (besides the obvious model changes). Dwarves are always bold, which gives them a great ability to stand and simply absorb and respond to attacks. They don't have to worry about line formation, allowing them to take and hold important terrain. Goblinoids are excellent chargers, as they can move two hexes before attacking in close combat; but they are also frightened, which means they retreat two hexes per flag and can lose units while retreating. Neither race is so powerful that they outshine the humans (the dwarfs are rather slow), but they do add a nice element to the game.
7.) Luck and the Command Cards: A staple of the series, I have to say that the combination of command cards in BattleLore is by far the best I've ever seen. There are only a few special cards - the majority of the cards simply allow an amount of units to be ordered. Now, this being a game that involves cards and dice, there is bound to be luck involved. But I have never seen luck play a huge amount in any of these games, and the same occurs in BattleLore. Sure, there is the occasional surprise when a weak unit manages to take out a stronger unit, but the luck evens out over the course of a game. Good tactics and correct play of the command cards are what win the day.
8.) Lore: The biggest difference between BattleLore and its predecessors is the Lore system. A pile of Lore tokens is included in the game, and each player has a goblet that they store the tokens in. Each player has different Lore Masters that allow them to use different types of Lore Cards. These Lore cards allow players to spend their Lore tokens to make magical attacks, sneak through terrain, move twice, etc. Players can get either two Lore tokens at the end of their turn, or one token and one Lore Card, or two Lore Cards (keeping one and discarding the other). These cards really change the game, adding some unpredictability, and paving the way for some really cool attacks. One of the best features the game adds is the Lore symbols on the dice. When a player rolls these in combat, they miss; but they add one Lore symbol to their goblet for each symbol showing. This means that a player that does poorly in combat has the ability to play better special cards, giving them a better advantage in the game.
9.) War Council: The Lore tokens and cards are really fascinating, but what makes them is the War Council. Before many scenarios, players take either a preset War Council, or better yet - create their own. Players get six "levels" to build their council with and can take that many levels of the Commander, the Wizard, the Rogue, the Cleric, and the Warrior. For example, I might take a level two Commander, a level three Rogue, and a level one Cleric - my six levels. No character can have more than three levels, and their levels certainly affect gameplay. The Commander is the only one who has nothing to do with Lore; instead, he directly determines how many Command cards a player may have. Normally a player may only have three command cards, plus one per level of the Commander. So a player who takes a level three Commander will have fewer options with Lore but a great deal more maneuvering on the battlefield. The other four members are considered Lore Masters, and the level of the highest one determines how many Lore tokens and cards a player starts with, as well as the maximum number of cards they can have. There is a deck of Lore cards for each of the four members, and they are shuffled into one large Lore deck to start the game. Warrior cards usually directly effect battle results and rolls; Cleric cards heal and can do some massive damage, Rogue cards allow treachery and deceit, and Wizard cards are often powerful attacks. Depending on how you want to run your army, it's very important how a player sets up their initial council. Lore cards cost three extra Lore if you do not have a matching Lore Master in your Council, and several of them do more damage/etc. if the Master is a higher level. This really makes the initial setup important, and it's often an agonizing decision for me as to whom I'll take. This is by far my favorite addition to the game, to the point where I won't play a scenario without a Lore Master.
10.) Creatures: Further compounding this decision making is that a player can take a monstrous Creature as one of the six things in their War Council. The game comes with only one monster - although it's a doozy - a Giant Spider! Two other creatures are available through different means, the Earth Elemental and the Hill Giant. These creatures act as one entire unit and are often quite powerful on the battlefield. Not only are they normally Bold and have good offense, but they can only be killed on a "Critical" hit, which means that the player attacking them must first hit them, then roll those dice again for a color that matches the Creature's banner to kill them. This doesn't make creatures invulnerable, but it certainly increases their power and makes them useful on the battlefield. Adding to their effectiveness is the fact that they have special abilities (the Spider can Web or Poison opponents) that are activated by Lore Symbols when attacking. Now this initially might sound like creatures will dominate the battlefield, but that is far from the case. First of all, there are at maximum two of them on the board, and they are very killable. Secondly, they are worth a victory point when killed, so a player must take that into consideration when using them. Still, there is no denying that they add a certain presence to your army and can do some nasty damage on top of that. I like 'em!
11.) Terrain: There is the normal mix of terrain that is in war games - woods, hills, water, etc. But BattleLore adds some special terrain - the Lore Master's Landmarks. If a player takes a level three character in the War Council, they receive the matching landmark. These pieces not only make useful places to defend, but they have special abilities - like the Warrior's Training Camp allowing a player to change a unit's level to the next higher level; or the Rogue's Den to connect to a Secret Passage elsewhere on the map. This adds more angst when setting up your War Council, as these terrain pieces are really interesting and useful! Another great addition to the game.
12.) Scenarios: The Scenario book comes with ten very interesting scenarios - ranging from an actual historical battle - Agincourt, to a magical battle between Dwarves, Goblinoids, and a Giant Spider. Personally, while all the scenarios are interesting, I have to admit that I skipped to the back and wanted to use the War Council ones the most. And, if Memoir '44 is any indication, there will be hundreds of scenarios on the internet for people to download and play. My only concern was that there were not rules for the larger scenarios, though I am told that is on the way.
13.) Expandability: Some have had concerns that the game is a "collectible" one, and this is patently false. If you simply play with what comes in the base game, you'll have a blast and probably will never need anything else. At the same time, all throughout the rules you can see how there will be more and exciting things planned for the future. This is a base game that is just begging for expansions! These expansions will not be "collectible", but rather a player will know exactly what they are getting - similar to Heroscape. I need more races, and more Lore Cards, and more creatures, and… Okay, perhaps I should play the basic game more. But this expandability is very exciting and turns BattleLore into the game that I wish Warhammer and its ilk had become.
14.) Fun Factor: And the key to any good game, of course, is how much fun it is. Considering the clamor of those I played it with, the fun is high. Considering how I am typing this out, wishing I was playing the game instead - it must be good! All I can say is that BattleLore is the best in the series yet!
15.) Series: BattleLore will not replace Memoir, although it may exceed it in the long run. Since I've started playing Command and Colors: Ancients and Memoir, my playings of Battle Cry have drastically reduced, and I assume that this time will be similar. At the same time, Memoir and BattleLore have too completely different feels, not to mention themes. Memoir is more of a "shooty" game, and BattleLore has the feel of a line sweeping across the board. And other than component quality, I think that BattleLore is different enough from Commands and Colors: Ancients to warrant owning both of them!
As you can see, I'm rather enthused about BattleLore; I've been looking forward to it for a long time, and it certainly exceeded my expectations! The War Council changes the game from simply being a clone to a game that has a unique, magical feel. With room for expansions, but certainly not needing them, BattleLore is a terrific two-player game that allows one to quickly play a battle with a good amount of tactics and strategy. It certainly is the best fantasy war game I've played and is definitely worth the price (the box barely contains all the components!) If you like fantasy and are interested in a light war game, then stop reading now and buy this game.
"Real men play board games"
Note: This review first appeared in Counter magazine
It should come as no surprise that the game system pioneered by Richard Borg in Battle Cry, which was released by Hasbro / Avalon Hill back in 2000, has been adapted to cover a variety of other historical time periods. The first sequel was Memoir '44, which dealt with the European theatre of WWII from the point of the Normandy invasion. Ancient battles were covered in Commands and Colors: Ancients. Many were expecting the next release to deal with another period of military conflict, such as battles that occurred during the Napoleonic wars.
Surprise! The next installment in the series has whisked us away to a fantasy land populated by knights, goblins, dwarves, wizards and fearsome creatures. Battle Lore, released by Days of Wonder, uses the same core concepts found in the three previous titles, but also adds a layer of magic, represented by “lore” and powerful war councils. Players can wage epic battles in a variety of settings and with a wide assortment of races and creatures, all in less than an hour. Further, Days of Wonder promises to keep the system fresh by the steady release of expansions and new scenarios.
Battle Lore is practically spilling forth its contents, as the four- inch thick box barely contains the over 200 detailed miniatures, game boards and other accessories. Secure one of the new creatures and you’ll be hard-pressed to cram everything back inside. This is one of those rare instances wherein a bigger box would have been a better choice. An imminent casualty of this tight situation will be the plastic inserts, whose days are clearly numbered.
Upon first opening the box, one is at once both excited and frightened. The wonderful miniatures and terrain simply beckon you into a world filled with fantastic creatures and torn by violent conflict. However, the 80-page rule book is quite daunting, even for experienced gamers. Fortunately, the rules are presented in a fairly clear and straight-forward manner, and the tome is liberally sprinkled with illustrations and examples. Those familiar with the game system will get through it in 30 minutes or so. Folks new to the system, however, will be forced to spend a bit more time acquainting themselves with the underlying mechanisms.
Ten scenarios are included in the base set, each designed to gradually introduce players to new concepts and rules. As in the game’s predecessors, players will each lead armies into battle across varied terrain, as dictated by the scenario being played. Objectives usually include the elimination of various groups of enemy forces, but other scenarios have alternative methods in which to achieve victory conditions. Even when lore is introduced in the later scenarios, each battle rarely takes longer than 30 – 45 minutes to play to completion.
I won’t go into great detail describing the basic mechanisms of the game, as I will assume a familiarity with the core system. Basically, units are grouped into squads of three or four, and each squad has certain movement and attack capabilities, depending upon their type (cavalry, infantry, heavy infantry, creature, etc.) Some units can move quickly, but aren’t as effective in combat, while others are slow moving but deadly. As in Commands and Colors, there are advantages to be gained from grouping your forces, as this helps control retreats on the battlefield.
In order to move and/or attack, units must be ordered to do so. Players alternate playing “Command” cards, which presents orders to various units on the battlefield. The board is divided into three sections – left, center and right – and the Command cards generally specify which section units must occupy in order to be activated. Skillful use of these cards is required to successfully lead your forces, and surprise the enemy.
Battles are resolved by rolling a number of dice, the number of which is dependent upon the type of unit involved and whether it has moved that turn. Handy player aid charts assist in the task of determining the correct number of dice to be rolled. Terrain may also affect movement and resulting combat. Generally, a player must roll symbols matching the defender’s type in order to score hits. The die rolls may also result in retreats and/or the acquisition of lore tokens. Casualties are removed from the enemy ranks, and if the last unit in a squad is eliminated, the victorious player retains it as a victory point. This often results in a player frantically attempting to maneuver his weakened squads to the rear of his lines in order to prevent their elimination.
Aside from humans, the only races included in the system thus far are goblins and dwarves. Each race has a few unique capabilities. For example, goblins are very quick, and can close into battle in a flash. However, they are skittish and prone to panicking, often losing additional units as they flee. Dwarves are far more steadfast and are formidable foes in battle, resisting retreats when involved in combat. However, they tend to move slowly, and it often takes a player several turns before they can engage the enemy.
The only creature included in the base set is the Giant Spider, which is a fearsome opponent, indeed. It is much more difficult to slay, requiring “critical hits” to rid the world of its vile presence. Further, it has the power to ensnare or even poison its victims, using this special power with the expenditure of lore tokens. Plans are to release new creatures into the system, with a Hill Giant and Earth Elemental currently being available at conventions and through special promotions.
Let’s chat a bit about lore. In addition to the fantasy races and creatures, the main addition to the system is lore. Lore is a type of magic or power that can be wielded by powerful forces or creatures. In game terms, it is represented by tokens and cards, which can have a dramatic effect on the proceedings. Players can each hold a certain number and type of cards, depending upon the composition of their “War Council”. War Councils can consist of wizards, warriors, rogues, clerics and commanders, each of which has certain powers (cards) they can wield. Advanced scenarios allow players to establish their War Council as they see fit, which is similar to deck-building in collectible card games. This will determine the number and type of cards that will be available to them during the course of the game. This gives players even more choice in tailoring their forces, adding an additional layer of strategic options that was not really available in the previous games.
Each turn, players may draw new lore cards into their hand, but a strict limit does prevent amassing huge amounts of cards. Cards usually require the expenditure of lore to play. Lore tokens are gained either by the throw of the dice, or by opting to take one or two at the end of a turn at the expense of taking more lore cards. Players can amass lore and spend them when the opportunity seems rife. This addition of lore is certainly more suited to a fantasy world, where magic and fantastic events fit right in. They certainly would not have been logical or appropriate in the more historically-based games in the series.
The wide assortment of races, military types, terrain and special characters translates into a LOT of rules and player aids. In an effort to keep the game flowing smoothly and prevent constant consultations with the rules, dozens of player aid cards are available to the players, each designed to provide useful information about these aspects of game play and make them available at the player’s fingertips. It is not uncommon, however, for each player to have ten or more of these cards laid-out in front of him, and it can be a bit cumbersome to constantly consult these cards. This, however, is a minor annoyance, and with more and more experience, the need to consult these charts will decrease dramatically.
In spite of the hefty rule book and myriad of player charts, once the core mechanisms are grasped, games play quickly and relatively smoothly. There isn’t a deep level of strategy here, but that isn’t the point. The idea is to create intriguing battle scenarios that allow players to maneuver their forces and hopefully crush the enemy in fast, bloody battles. Each roll of the dice will result in cheers of glee, or moans of despair. One can claim superior tactics when claiming a victory, or blame the dice when suffering a defeat. The emphasis here is placed squarely on fun, but there are enough decisions to make and tactics to pursue to give one a sense of control.
Battle Lore has combined the best aspects of the series into a fast, playable and imminently enjoyable game, one that can be expanded ad infinitum into the future. The fantasy setting may be off-putting to some, but it does provide a seemingly endless realm of possibilities, limited only by the creativity of the designer and the pocketbook of Days of Wonder. I’m not one to normally succumb to the lure of expansions, but I must admit that I’m anticipating the next batch of creatures that will soon be available to stalk the battlefields!