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Strategy Games

 
  

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Spaniel
09:54 / 15.12.05
For the last few years I've been playing a great deal of Risk, with a group of friends. Unfortunately we're all Risked out, and we're looking for something new.
So, do you have any suggestions? We're after something that wont take too long to play (2-5 hours max), doesn't rely too much on luck, has deep game play, and is self-contained (I'm not interested in buying expansion packs, etc...).

Bear in mind that whilst I'm no gaming nut, I've played a fair few board games over the years - random selection: Arkham Horror, Settlers of Catan, Axis and Allies, Brittania, Civilisation, Railway Rivals - I'm also familiar with a number of war games (and I'm not interested in 'em).

Currently we're playing a great deal of Texas Hold 'Em.
 
 
lord nuneaton savage
10:35 / 15.12.05
I'm not sure how much it really counts as strategy,(there's a good deal of random card picking in it) but I used to enjoy a good game of "Escape From Colditz".
I do remember it being quite frustratingly hard at times, though.
 
 
Spaniel
12:55 / 15.12.05
Not played that. Is it competitive or coorporative or some kind of amalgamation of both?
 
 
invisible_al
14:09 / 15.12.05
It's competitive to an extent, there are the prisoners and they can trade bits of escape equipment (cards) between each other and against them is the player who controls all the guards. Bit of both really and from what I remember it's quite a lot of fun, as long as you all do the accents and voices
 
 
COG
17:17 / 15.12.05
Tigris & Euphrates, for 3 or 4 people. 2 to 3 hours with not too much thinking time alowed. A bit like Acquire. No more complex than Catan. Laying tiles to expand kingdoms and overtaking other kingdoms. There are 4 colours of victory points and the winner is found by comparing each players lowest score. So a balanced approach is needed.
 
 
Mr Tricks
17:34 / 15.12.05
I mentioned this in the BOARDGAMES thread but I'll say it here as well. YOU SHOULD CHECK OUT MARE NOSTRUM! After a group of my friends rediscovered a love of boardgames we also overloaded on RISK.

Soon after we discovered Mare Nostrum and just this fall came accross its Mythology expansion.

The main game can be played with 3-5 players. It's a sort of civilization building game centered on the mediteranian sea. The 5 ancient civilizations that can be played are (clockwise from the top left of the board)ROME, GREECE, BABYLON, EGYPT & CARTHAGE. Each civilization plays very differently; you couln't hope to win a game using a winning Egypt stratigy when playing Greece.

Each civilization has a "hero" that affords their player unique abilities. Rome has Ceasar who enable the speedy building of soldiers while Egypt has Cleopatra who grants that civilization powerful economic staying power. As the game progresses and civilizations grow players can attract other ancient heroes to their civilization granting the player other abilities. Or they can build WONDERS which also grant the civilization specail abilities.

To win the game a player can build the Pyramids the single most expensive wonder in the game. Or they can win by accumulating the most heroes/wonders either a combo of 4 or 5. Does the game sound too simple? it's not.

A single turn in the game has 3 phases (4 with the expansion which I'll get to in a moment). The phases are Commerce, Building, Military. Each phase is presided over by a "director/leader" determined at the begining of each turn. How a leader presides over their role can effect the game drasticly and a change in such roles can create great shifts as those roles can be a powerful tool in bringing a player closer to victory.

Each civilization starts of with a set number of provences under their control, each provence has certain natural resources. These resources are reflected in cards which are used for trading (durring the commerce phase) or building (during the building phase). The commerce director is responsible for paying out these resources (acting as "banker") and also determines the level of trading that happens.

Being able to control the number of cards traded durring the commerce phase is a powerful tool available, especailly as the game progresses and a greater variety of resources are needed to build wonders and hire heroes, not to mention buying military units and the like. Shrewd trading can also force a person to waste resources if they are unable to make suitable combonations when it's time to build, allowing one civilization to prosper while another suffers from a glut in unwanted resources. It's entirely possible to win a game with stratigic trading never even ingaging in warfare.

The Building phase is ruled by the political leader. His player gets to choose the order inwhich players build their civilization. In a world of limited resources this is a powerful position to be in. This player can force opponents to build first, revealing potental plans in their choices of military build-ups. Or they can make sure they have first choice of heroes, wonders or the other finite items such as caravans (built upon resources to allow trading in that resource), cities (built to enable tax revenue; a unique type of resource), Temples (built alongside cities to double the tax income) or Markets (built alongsice caravans to double the number of resource cards earned).

During this phase players can elect to expand their civilization by purchasing "influece marker" which are then placed on adjacent provences. As each provence has different resources available, some civilizations may have a vested interest in controling and becoming the sole trader in a specific resources; gold, gems & metal are rather rare while grain, fruit & livestock are more common. Influence markers alos have a military use as well; they can be used to, in essence, replace an occupied provence's government.

The following phase is the military phase; presided over by the military leader. A civilization will have had to invest in military units to participate in this phase. As the military leader would be the player with the largest number of military units (in the same way that the commerce director is the player with the most Caravans and Markets and the role Political leader is given to the civilization with the most citires & temples) he can elect to attack first, or force an opponent to do so and determine his own actions based to those results.

There are 3 kinds of military unit available for purchase durring the building phase. Triremes (boats); useful in ship-to-ship combat at sea and for transporting land units in a convoy (allowing Greece to cross the sea and invade Egypt or whatever). Legions; the basic land unit that can march over land (one provence at a time) or be convoyed by sea. Fortresses; once built in one's own provence they cannot be moved, but guarantee the loss of one invading legion at least.

Combat is a rather simple dice rolling affare. one die is rolled for each unit in combat (certain heroes grant bonuses to those rolls) then added together. For each 5 and opponent looses one unit of their choice. Fortresses roll and automatic 6.

If Rome where to invade carthage by sea Ceasar will have to have built enouch triremes to ferry them accross the sea (2 triemes, each one cost a set of 3 resource cards). Ceasar's special ability is to buy Legions at a cost of 2 resource cards rather than 3; so let's say he bought 3 legions. A total of 12 resource cards will have been spent to finance this invasion a process that may have taken 2 turns.

In the mean time Carthage has bought 1 fortress in each of his two beachside provences to accompany the 1 free legion Hannibal (Carthage's Hero) begins the game with. This military build-up has cost him 6 resource cards (3 per fortress). We'll emagine he spent another 3 on an influence marker on an adjacent inland provence with a gems resource as well as 3 on a caravan; he's seeking to insure his status as commerce leader.

As Ceasar has 4 military units (2 triremes, 2 legions) as comparied to Carthage (2 fortresses, 1 legion) we'll assume he is the military leader (the other civilizations have been focusing on economic build-up and are otherwise occupied). At the begining of the military phase Ceasar can have everyone including Carthage act before him (Carthage has one legion which remains in his capitol). Ceasar then carries out his attack, invading the beach-side provence that has only 1 fortress present.

Upon land Ceasar rolls 2 dice, Carthage's fortress does not roll (it counts as an automatic 6). Ceasar rolls a 2 on one die and a 4 on the other. Added together the sum is 6 (all he needed was a 5) the fotress is distroyed, meanwhile the fortress's automatic 6 has cost Cesar one legion. While somewhat costly Ceasar's invasion has succeeded and since he had Carthage take military action before him Carthage can't retaliate in this military phase and must wait until next turn to repel the invader.

Cesar's invading legion now has some post battle options available to him. What he elects to do may affect Carthage's ability to play in the next turn. This legion can SACK; distroying a caravan or city in that provence eliminating that revenue for carthage (and perhap endangering hi status as Cammerce leader). The Legion can OCCUPY; the player can place this elgion upon one of the caravans in this provence causing that resource card to go to Rome rahter than Carthage durring the beging of the comerce phase. Finnally that Legion can convert Carthage's influence marker, with that legion piece sitting on the provence's influence marker Rome can buy their own influence marker durring the next building phase, replacing the marker already present.

This would cause that provence to become Rome's and any resouces generated there would thus become Rome's on the following commerce phace (2 turns after the initial invasion). Of course Ceasar will have to be prepared to fend off the legions carthage may well build in responce, as well as defend the convy of triemes that will allow reenforcements to get from Rome to Carthage.

So that's an example of how a couple of turns may play out. other dynamic can easily come into play as well. Carthage may still be commerse leader and could use his influence there to encourge Greece to sink one of Rome's trieme's, breaking the convoy and stranding that one Legion. Greece may instead deside to move their own legions into that embattled provence or invade Rome.

As the game progresses Heroes and Wonders will come into play creating a whole other level of interactions. Eventually somebody wins.
 
 
Opps!!
18:25 / 16.12.05
When it comes to strategy games i really do think Axis and Allies is possibly the greatest. The only thing that may put some off is that if the players are careful and think about each move it can take a good day for a game. Apart from that it is a great game.

Another one to hunt down is 'diplomacy'. sorry but i can't remember who published it but if you keep looking it appears on e-bay from time to time.
 
 
Spaniel
18:54 / 16.12.05
I do like Axis and Allies a great deal, but it is rather heavily weighted towards Allied victory.

Mare Nostrum sounds really interesting, but, Tricks, you haven't mentioned playing time. How long does the average game last?

Coq, how deep is the gameplay? Catan is fun, but games are a little quick and I seem to remember it having fairly short-lived replay value.
 
 
Mr Tricks
22:51 / 16.12.05
Depending on playing style a game can last from 3-5 hours. However we have had startlingly quick games happen. Adjust for Champaign Momosas, p*t Brownies and such in the above mentioned game estimate.

A few of the people who we play with were hardcore Cattan players and seem to enjoy the deeper play and intracies. I mentioned heroes and wonder earlier. One specific rule include removing a certain number of them at random each game, this can shift stratigies drasticly from game to game as some heroes and wonders have rather epic effects on a civilization.

The recent Mythology expansion allows for a 6th player to be added and ads Atlantis as the sixth civilization. I like to call this the Ray Harihausen expansion as it brings mythology into the game.

An added phase allows player to purchase favor from a set of Dieties. Some allow for economic advancements others offer protections and then there are the wrathful ones that will outright sink ships or distroy cities. A player can of course have such a diety distory an enemy city or caravan.

Each civilization can also "summon" a mythical creature specific to their civilization. Greece can summon centaurs, Egypt can summon a Phoenix, Atlantis has the Kraken etc. Along with being mobil Fortesses moving around with automatic "6" in combat they each possess a unique skill. While not as costly as Heroes and wonders (a set of 9 cards) they are on par with building Temples or Markets (a set of 6).

The english translation of the original game is clunky. The game is Frence originally. The mythology expansion offered rules that are more accurately translated. I like it much better than deplomacy and while not as Mass-distruction as Risk it can still be play to epic proportions...

Go here for details... and here for the expansion.
 
 
Spaniel
08:17 / 17.12.05
I think I'm gonna check it out. Cheers, Tricks.
 
 
Mr Tricks
17:07 / 19.12.05
Check it out. Let me know what you think. Played it over the weekend and had a blast!!!
 
 
Quantum
18:43 / 19.12.05
Supervillain monopoly?
 
 
Mr Tricks
21:06 / 19.12.05
Mare Nostrum...Was never really into monopoly
 
 
Spaniel
05:41 / 20.12.05
And, yes, of course Supervillain Monopoly
 
 
· N · E · T ·
07:57 / 23.12.05
Thee ultimate strategy game!

GO

. . . [it is] something unearthly . . . If there are sentient beings on other planets, then they play Go. - Emanuel Lasker, chess grandmaster

The board is a mirror of the mind of the players as the moments pass. When a master studies the record of a game he can tell at what point greed overtook the pupil, when he became tired, when he fell into stupidity, and when the maid came by with tea. - Anonymous Go Player

Monks who have a talent for it play go with women and become their lovers. - Yamaoka Genrin, Edo-period essayist

(quotes from Kiseido)

I love this game (though I'm quite horrible at it) and had to share the gospel. Enjoy!
 
 
Quantum
08:51 / 24.12.05
Supervillain Go?
 
 
Baz Auckland
11:06 / 24.12.05
I've tried to learn GO so many times (especially after reading the entire run of Hikaru No Go, but can't seem to do it...

I got Axis & Allies Europe for Christmas a few years ago, and it was great fun for a while, but your strategy always ends up pretty limited (i.e. your only chance for victory as the Axis is to capture Moscow before the US builds enough units to wipe you out). I've always wanted to try the original though...
 
 
bjrn
05:33 / 27.03.06
Diplomacy is a great game, and I think it's Avalon Hill who first published it, but I think it's now owned by Hasbro. However, as goog as Diplomacy is, it requires 7 players for the standard version (there are good 4 and 5 player versions as well), and it takes a while to play.

But once you have the players it's great fun. No dice that can screw things up for you, it's just you and your opponents and your silky smooth voice to persuade everyone to stab eachother in the back while you take over everything. Mmmm.
 
 
semioticrobotic
11:16 / 27.03.06
Diplomacy is a great game, and I think it's Avalon Hill who first published it, but I think it's now owned by Hasbro. However, as goog as Diplomacy is, it requires 7 players for the standard version (there are good 4 and 5 player versions as well), and it takes a while to play.

Just had a seven-player battle royale two days ago, and it solidified for me the fact that Diplomacy is one of the absolute best strategy games ever produced.
 
 
Supaglue
10:08 / 28.03.06
Diplomacy in the UK can be bought from Gibson Games - good deal too at £17

Problem with Diplomacy is it really does need at least five players to be any good. And that means having four friends (a struggle in itself) who are free at the same time. I was thinking of getting the PC version if there's enough people about playing it online. Anyone here got it and if so, any good?
 
 
semioticrobotic
11:23 / 30.03.06
Supaglue-

I've also heard it's quite possible to play this game by mail. Perhaps we might be able to coordinate a Barbelith game, in Creation or somesuch?
 
 
Supaglue
07:09 / 03.04.06
Great idea! I still have to get the game itself but will do if enough people are up for playing....
 
 
invisible_al
08:42 / 03.04.06
Oooh Diplomacy via Barbelith, count me in . And I thought we could do it here, just one thread for updates along with a map and everything else happens via PM.
 
 
Jawsus-son Starship
09:50 / 03.04.06
will i need the boardgame to play or can we do without?
 
 
invisible_al
09:57 / 03.04.06
Well I think this set of rules and maps from www.diplomacy-archive.com should sort us out .
 
 
semioticrobotic
11:38 / 03.04.06
Oh, wow! I'm so excited that others are interested!

Has anyone every played Diplomacy by mail? What's the best way to go about organizing a game?
 
 
semioticrobotic
11:43 / 03.04.06
Right. I'm off to work, but I wanted to add this link for consideration.

In wandering through the FAQ from the link(s) posted above, I found this.

Might we be able to use some of the online mapping tools to coordinate our game?
 
 
Supaglue
14:14 / 03.04.06
Don't think my techno-dufus skillz can sort that online map out, but will have a look tonight.

Which map and rules are we playing? I never knew there were so many maps and stuff. And what are your views on the traditional Pandin's paradox [tries to look like he knows what he's on about and appear an old Diplomacy veteran, tweaking his handlebar moustache]?

We need 7 players if we can get them....
 
 
Jawsus-son Starship
14:26 / 03.04.06
Reading through, we could also do with someone not playing but running the game.
 
 
semioticrobotic
17:45 / 03.04.06
I'm definitely up for an attempted game. I have lots of Diplomacy experience, but none playing by mail (smail or e-). If we could find someone to help us run the game -- someone who's had experience with this sort of thing -- that'd be most awesome. We should have no trouble filling all slots.

I'm fine with playing traditional rules on a traditional board/map (I've never done it any other way, but that doesn't mean I'm open to other suggestions).
 
 
semioticrobotic
17:50 / 03.04.06
I also put out a call.
 
 
wally week
15:24 / 04.04.06
Oh, wow. I would be really interested in playing. If nobody minds a near-lurker joining in
 
 
Supaglue
09:14 / 05.04.06
Hope this doesn't fizzle out, I'm up for a bit of skullduggery. So far we've got:


Me
Bryan
Invisible al
Math says Greek = chic
Wally Week

Five, but no GM. I would happily to it, but it's been a while since I played and would like to have a game or two to get back into it.

Can we play without one?
 
 
Jawsus-son Starship
11:17 / 05.04.06
i dont have a problem playing it without. However, I haven't played in ages either, so will need some help getting back into it. But yeah, this looks really cool!
 
 
semioticrobotic
11:42 / 05.04.06
I don't mind playing without the GM either, but I'll add (tentatively) that I think our online game might be much easier with someone to 1) act as a neutral party to whom all moves are submitted each year, and 2) manage the definitive board (but we might be able to get a computer program to do this).

However, if we can work out a system between the (eventually) seven of us, then we might obviate the need for both these necessities!
 
  

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