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Jeppe Pedersen
Denmark
Copenhagen
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9
Nov 2007*
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Luke Ronaldson
United Kingdom
Southampton
Unspecified
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8.4
Dec 2013
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Andre D'Souza
United States
Austin
Texas
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8
Jan 2007*
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Colin Hunter
New Zealand
Auckland
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Stop the admins removing history from the Wargaming forum.
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8
Oct 2009*
Another great martin wallace game. This one is truly excellent and I think my group of gamer will really like it. It didn't last too long either.
2008-05-14*
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Dave Weeks
England
Sudbury
Suffolk
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8
Feb 2009*
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Mark Bigney
Canada
Toronto
Ontario
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7.5
Apr 2010
Wallace and I don't really get along, and my first play left me feeling that this game was too random. It is random if you don't play carefully.
Perikles, like some wargames with rigid diplomacy conditions (Here I Stand and The Napoleonic Wars spring to mind), requires that you plan your turn very carefully around whom you wish to attack. Overreach (often, by doing things like controlling Athens and Sparta at once) and you might have no way to get points for a turn; i.e., 33% of the game. That, and the battle allocation part takes way too long for what it is, namely a series of small decisions.
All that said, the area influence part of the game is brilliant--and the way it meshes with the battles is great. All told, I think Perikles shines despite its flaws. This and Byzantium are my favourite Wallaces by far.
2010-04-30
Prev. Owned
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Lawrence Hung
Hong Kong
Wan Chai
Hong Kong
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7
Apr 2007*
A Peloponnesian War themed game...with the little cubes. Plyed this with David and Simon. The game works much to a good extent. The game starts with placement of the influence markers in each of the cities on map. Athens, Sparta, Megara, Corinth, names of the ancient city states once glory. Then came the proposed leader who would lead the army into the battle if the leader has most of the influence markers in the game.

There are 7 battles in one round. The place of battles are randomly drawn from the tiles. Each battle has a VPs for scoring. Ratios are calculated after deployment of the troops. The first one who score 2 hits after rolling two dices according to the required number according to the ratio column would win the battle and claim the battle. The leader would have a statue from the citizen as a trophy. On the other hand, the leader could be assassinated by a card with a knife picked up by a player.

The naval battle takes place first. But the land battle would be the one to determine the final control. So if a player won a naval battle, he goes into the land battle with +1 hit advantage, more likely to win as he needs just only one more hit.

So the game is a blast to play. It abstractly combines both politics and military actions to a successful degree.
2007-04-01*
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Felipe Chiaramonte
Brazil
São Paulo
SP
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7
Oct 2008*
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Filip Makówka
Poland
Lublin
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7
Apr 2012
some of players complain for luck of battles but in fact there is 80% for win if battle is played smartly. I like every aspect of this game!
2010-05-15
Prev. Owned
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Thomas Max
United States
Rochester
New York
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Javier Amor
Spain
Zaragoza
Zaragoza
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M Scholtz
United States
Bellingham
Washington
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Kevin Heinz
United States
Plymouth
Minnesota
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Stewart Tame
United States
Ypsilanti
Michigan
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Tara Goulding
Australia
Old Toongabbie
NSW
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Charles Stanley
United States
Nacogdoches
Texas
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Kevin Wells
United States
Tulsa
Oklahoma
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Jake Yee
Canada
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Chris
Portugal
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~Ryan McSwain
United States
Amarillo
Texas
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Marcin Piotrowski
Poland
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Justin, Karen, Acacia, and Janek
United States
Willmar
Minnesota
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Glenn Laurent
United States
Lakewood
Colorado
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| (• ◡•)| (❍ᴥ❍ʋ)
United States
Saint Louis
Missouri
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Any game (except Fireball Island) in my collection is for sale. Please geekmail me with reasonable offers.
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Any game (except Fireball Island) in my collection is for sale. Please geekmail me with reasonable offers.
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Clint McElroy
United States
Athens
Georgia
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