Geeklist s for The Republic of Rome

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Jan Spoor
United States
Chevy Chase
Maryland
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Tried to solo-play this once or twice and gotten so confused I had to give up. But it has the rep of being an awesome game; I just need to grok it. Sadly, my biggest Roman-history-loving friend is also one of the "hey, you learn the game and teach it to me and I'll play anything" crowd.
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Tony Hamen
United States
Austin
Texas
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Avalon hill edition. Everything is sorted, bagged and sleeved.

BIN: $20

SOLD arrrh
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Jean Gagnier
Canada
Montréal
Québec
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Edition pictured, English. Very good condition, never played.
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Alan R
Canada
Mississauga
Ontario
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Brand new in shrink wrap. Mint condition.
English edition. Valley games version as shown.
From a smoke free & Pet free home.

TabsCon pick-up only.
 
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Eduardo Guimarães
Brazil
Rio de Janeiro
RJ
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VERDICT: Undecided. Keep
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GeekList: T.O. Games To Play
Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Daniel Perlmutter
Canada
Toronto
Ontario
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Rome must not fall!
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Noel Houben
Netherlands
Voorburg
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Dealmaking, backstabbing and warfare in Republican Rome. Best with 4-6 players.
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Sean McCulloch
United States
Unspecified
Unspecified
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Here's a game I've been trying to fit into my schedule for years, and making sure I can play this was probably the impetus for making this year the "Play different games" year.

I'm glad I played it. We did the Middle Republic scenario, and played it cautiously to make sure Rome didn't have much chance to fall. Since nobody could take advantage of a precarious Rome to go for the win, we went the full time and ended the game on time. Funnily enough, the last forum card on the last turn was a card (Cataline conspiracy?) that let me purge most of one faction's senators, taking him out of a game. What a weird card to end the game on.

I'm very glad I got to play this game. I'm not sure I can fit it in every year, but it's worth playing every so often.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Daniel Berger
United States
Littleton
Colorado
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Great fun. Twice as contentious as Diplomacy.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Umberto Ros
Italy
Venice
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The Republic of Rome

Publisher: Valley Games (2009)
Language: English
Extensive use of text - massive conversion needed to be playable

Condition: very good, components have no particular signs or scratches, the box has very light signs on the corner. Complete.

Attendance at SPIEL'15: Thursday, Friday, Saturday, Sunday
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Scott Cantor
United States
Columbus
Ohio
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I've tried and failed the last couple of BGFs to get a game of this in. I likely can get a second, so need 3-4 more players. I know the mechanics but haven't played it much, so at least one player with a little real game experience would be helpful.

Likely would be Early Republic to keep it shorter and less stabby, but I'm open to anything.

Best days likely Friday or Sunday, or Saturday if it's early.
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Daniel Berger
United States
Littleton
Colorado
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Our multiplayer game. Will a policy of non-corruption win out again?

Other possibilities include Struggle of Empires, Merchants & Marauders, Power Grid, or Maria, depending on how many players we get and what we're in the mood for.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Ric Manns
United States
Scottsburg
Indiana
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The Ohio Valley Gamers have begun a play of a classic. We are using the first edition from Avalon Hill. It is a great game that I haven't played in 15 years.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Chrys Meissner
Brazil
Tangará da Serra
Mato Grosso
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I am looking for a copy (New or Like New) of this game, Valley Games edition.
Trades accepted too.

I'll be at Essen Thursday and Friday.


Got it!
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Germany
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Lynda Shea
United States
Tolland
CT
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2009 Valley Games

Starting Bid: $30

Good luck and happy bidding!
meeple


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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Toms Leikums
Latvia
Jelgava
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#211

Yey, last year I made it to #190 only; this time I could peak at 3rd page. Not for long time though.

The Republic of Rome seems like older game, but I have never seen or heard anyone talking about it. The theme of ancient world always attracted me, but playing time and recommended number of players (300 minutes, 5-6) is way too much for my gaming group. So I'll stick with Spartacus: A Game of Blood & Treachery.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Michael Logan
United States
Havertown
Pennsylvania
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Classic, Ancient Rome theme and group loss condition
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Scott Cole
United States
Honolulu
Hawaii
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Valley Games edition. Punched and bagged, but never played. Excellent Condition.
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Tiago Perretto
Brazil
Curitiba
Parana
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A lot of cheating this month! One oldie that I just now am commenting on, a game I played for the first time some months ago and other that, although really new, is part of a game system that I known and played before. Still I think is worth the read!



THE REPUBLIC OF ROME

To be honest, The Republic of Rome isn't really new to me. I played it years ago (around 4 years), but at this time I didn't recorded plays nor comments regarding games. So, in this new phase of actually doing stuff, I had the opportunity to play the game again and, thus, I'm able to comment more precisely about it.

However I won't really talk about the rules of The Republic of Rome. It just has lots and lots of them. To completely simplify, a round of the game is: rolling to take a card or activate one event (if the number rolled in two d6 is 7), then do one action - try to contract a knight (to gain more votes in the Senate), sponsor some entertainment (to gain popularity and placate the tension in Rome), or try to convince a Senator (neutral or of someone else) to join your faction.

Then there is the Forum phase. This is were the game shines, since players act as members of the Forum, wanting to gain prestige, position, popularity, avoid persecution, propose investments, and so on and so forth. Almost everything in the game is at the table and can be used as a bargain chip. You can say that if a senator of yours is elected Censor that you won't go after the corrupted senators of the Consul. Or if your senator is elected Field Consul that you most definitely will accept going to war against Carthago. Or say that, only if you are elected Pontiff of Rome, you will "bring" Quintus Fabius to fight the macedonians. In here one can propose how many Legions or Ships must be built. Laws can be made. A General in the filed might ask for reinforcements, and the Senate decides if they will agree or, if they don't, how many of those Legions will be sent to the effort of war, as they might fear that the General becomes a rebel, since already so many veteran legions are loyal only to the General.

A senator may put his name to be Consul, saying his popularity will help to put the romans at easy, even in the face of the many difficulties due to man shortage, plague and droughts. But the senators, not wanting to put too much influence behind one name and/or faction, chooses another one, almost unknown, and the speech in the steps of the Forum is as bad as one could expect, bringing Rome to the breaking point. The senator says that this is everyone else's fault. Others argue that the people is fickle and no one can predict how they will behave. Accusations fly around.

Money should be spend to make Rome happier, more than one faction point this out, but which one will be to one to actually spend money, when everyone is holding coins to try to steal the loyalty of an influent senator. No one usually wants to see the roman people angry, but none also wants to be the first to help, but will gladly follow when someone else start to spend money.

Then comes the War phase. This is the time the Generals face the enemies in the sea and land. Usually with undecided results, since the senators hold on to the troops. And also don't want that the General come home too soon - he is most useful when he is out there, and not using his influence and popularity to be in the fight for positions in Rome. Not good, not good at all.

This is basically the gist of The Republic of Rome. Is a board game, sure. But is also, mostly, a game of political schemes set in Rome. At least we play more like an RPG, with as much roleplay as we can put into it, more than care for the rules. For instance, after we start playing, we had some issues with the rules regarding War. We notice that fighting it was worst than we thought. The normal reaction would be some mumbles, trying to do over without change much of what happenned after, and went proper from that point on. But what we did was...

The General (fighting Carthago): "What? What devilry is this? Do you want to take the glory of my naval win against my enemies? I told you all I need more ground troops to crush my foes, but did you heed to my words? No! And now you want to act as if the war never happenned? What more?! Do you want to take my family name also?"

Senator 1: "Did the blow to your head was too much for you to retain your mind clean? You never won! We cannot take what never occurred!"

Senator 2: "Well, knowing that the army was so much larger than we initially thought, it would made sense to send more legions. I would have vote differently if..."

The General: "Do you see? You are all blind inside this marble house of yours! Only trickery and lies!"

Senator 3: "Well, senator, if you want to increase the war effort, please, Rome will gladly take your donation! The coffers of the Republic are strained as it is."

Senator 2: "Uh..."

Senator 1: "And if the General stays in the field, might be easier to nominate one of your friends, or even you, to the Consul position..."

We did correct the rule, but what was a win against Carthago turned into an stalemate, and the General player wasn't mad with the rules fumble, but with the senators!

The Republic of Rome isn't the most polish games considering its rules. The rulebook is difficult to understand, going by that dreadful gamebook sort of rules explanation (turn to the section 7a to see...). Also, there is plenty of luck - you can start without any senators that can be "upgraded" or your most influential senator can, well, just die - and this is made by randomly taking a chit out of a bag. There are dice rolling for several important things (war, contract knights, trials, assassinations). However, there is balance - but the one that comes from players. For instance: you can have Scipio Africanus, accomplished general, boasting big popularity and legions under your command. Very nice. And Scipio might never win a single position in the Forum, simply because he is too awesome and none of the other factions want to give it more power. He might just be the right man for the job, but the wrong one must do. I had one senator - Terentius, if I'm not mistaken, and he was basically nothing. He never had a single elected position except being the cosponsor in a Land Bill. And he was exactly the person the others were looking for a harmless fellow to become the new Consul of Rome!

It must be pointed out that a game of The Republic of Rome can last several hours. Several. We discussed for around 10 minutes in the Senate for something we already had agreed on! Simply because everyone wanted to be sure that everything would be accordingly to the deals made. There were those that wanted things to be said in front of the whole Forum, so that, if you break the deal, you would fall into shame. Even though you wouldn't, as none there should be trusted. Some might pity you (but, still, better you than him), others would only think you are naive and a fool. Some could even be impressed by the nerve required to betray a deal - it shows that he got what it takes.

So, simply put, The Republic of Rome is great. A blast to play with the proper people. Maybe not particularly the rules lawyers (but they might come handy to face the rulebook in the field of battle), but the talkative, the devious, the liars, the ones without feelings and the ones that are all feelings.

Playing The Republic of Rome is an experience to remember.

Rate: 8.5 / 10



CTHULHU WARS

I start with separated comments about each play until I round-up all the base factions. Then, my overall thoughts about the game itself.

***

Comments after first play, with Shub-Niggurath:

It was, at best, just an OK start for Cthulhu Wars. There are thematics bits throughout - like the easy time the Black Goat has to put units in the board, since it has a thousand young. Though is a little weird that the shoggoth went to work for Cthulhu, but I guess the enemy of my enemy is my friend. Anyway, the game itself do have a lot of resemblance to Chaos in the Old World, but doesn't seem to be a better game.

It is indeed easier to play and to teach, which are definitely pluses, but for gamers, it offers less than Chaos in the Old World. I don't find all that depth that I read some write about - but I did play it only once, so I won't say it isn't there. But Chaos sure have more to do, a much richer game, and seems less scripted. Once I read the spells of Shub, I put them in the order I wanted to take them, and I guess, in a second play with it, I would use the same order, maybe changing the fifth and sixth spells.

I will see if the same happen with the others.

So far, to me, in Chaos in the Old World the game state changes more. There are events, and the several cards each has make the game a whole lot different each time. Not only in response to others, but also by the game itself.

Without events and with fixed six spells (it would be better if each faction had like 10, 12 spells, you you have to choose among these to pick six, so then you would have really different games - but I know that this would be crazy hard to balance, however, I blame KS for part of this, since with a big time in development, that many games have, it wouldn't be impossible to have a bigger number of spells).

***

Comments after second play, with Hastur:

This faction seemed, after the first play, the hardest to play. It do appears to be true, as the King in Yellow requires a good deal of luck, at first, to do some early desacrations. And, aftwerwards, it needs to travel with the whole gang of ghouls, which leaves guarding the portals though for the faction (and it has to have at least one cultist or monster in a place with a desacration for it to be worth a power). Also, it has to "travel de world", as the desacrations, that are worth spellbooks, have to be made in some spots on the board. But is still indeed possible for it to win, it just require a longer game, without much fighting. And, once Hastur is in play, almost every GOO will flee from it.

For the game as a whole. It is really different to play with a different faction, as one has to do different things to gain spellbooks, and also to behave differently, as the monsters and spells allow for other approaches to several things. To add to this, I didn't felt as much with Hastur as with Shub that the spells are basically meant to be taken in a set order, still, some are much more useful than others, and I will probably take one of two first in most, if not every, play (as what I took first, was basically the same as the player that used Hastur in our first play).

The play itself did wasn't similar. This time we fought more, and did way less annihilation rituals (only one in the whole game, in the first, the track went all the way until the end).

***

Comments after third play, with Nyarlathotep:

With Nyarla I felt the need to expand slowly, building only portals after units were there to protect it. I didn't found one of its spells to be way better than others - the best, to me, was the one that takes power from others, but it requires Nyarla itself on the board. I also enjoyed the one that turns the Nightgaunt into kamikazes - some powerful moves can be made with them this way, specially together with the Hunting Horrors ability (with a spell) to join the fight from anywhere.

I probably would have a tough time to power up enough to gain all the spells and still have a strong presence in the board if wasn't for the spotlight that went to Cthulhu, once it jumped in the score track. I also saw an amazing bash the leader, as the other three factions got together and took almost everything from Cthulhu, except for one portal - and this was even with Cthulhu winning two battles against Shub.

The Hastur player struggled most of the game, failing in the desacration rolls and overall playing badly - he also felt that this faction is the hardest to play (but, by now, might be a little of groupthink, still, he is, as far as I know it, right). Shub did his thing, sprawling through the board, and, as I did, and the player in the second game did, the first two spellbooks were the one that allow to bring monster cheaper and to use Dark Youngs are cultists. No surprise at all here. The Cthulhu player didn't follow the same path I saw, mostly because the player that used it before were seriosly lacking in the "using spells properly" department, but I was warned that, in a play I didn't participated, the spells followed mostly in the same order. Hastur didn't used the spell that allows for Ghouls to change Cultists of others into Ghouls - this was the first one I took, as the cultists, early on, aren't well protected yet (however, you do get some enemies early, but is not like anyone is really your friend).

This play also didn't had much annihilation rituals, as I was the first to play in the round, and usually passed to save power, and the others followed suit - only the Cthulhu player did one, and you saw above what good this did to him. The first player do sets the mood of the round.

Playing Nyarla was, as expected, different from the other two. The overall play was also - mainly because the sea battles of Cthulhu and Shub (four battles, not one with conclusive results), and this leave Asia, Europe and the Artic all to me. Hastur itself didn't appeared in the game.

***

Comments after fourth play, with Cthulhu:

Well, Cthulhu is easy to play with. Very straightforward. I started with the spell that allows Cthulhu to gain power from other factions portals that occupy ocean spaces. The next was Devolve, that can turn cultists into Deep Ones. My third that I got when Cthulhu appeared on the board, was Submerge. Seems like a usual opening, as the other books, though useful, revolve around higher cost monsters - Starspawns (cost 3) and shoggoths (cost 2), and I can't imagine they being much of use early in the game. The Dreams book I can see beign nasty at a proper time.

Anyway, Cthulhu sure gets easily its spells. The easiest by a country mile. I understand this as a balance issue, since Cthulhu doesn't get as much power as Shub-Niggurath with its Dark Youngs as cultists and discount on monsters; nor Hastur and the free monsters when desecrating; nor the boost of power that Nyarlathotep can get. So the monsters of Cthulhu faction appear slower, but, coupled with the easier spells and the lower cost to put Cthulhu back in the game, all balance out, which is nice.

What I discovered, while playing Cthulhu, is that he has no business fighting against Nyarlathotep - this is their nemesis faction. The Flying Polips can prevent the attacks of units, the Nightgaunt can eliminate even the resilient Starspawns, the Hunting Horrors basically nulify the Submerge power of showing anywhere, and if Nyarlathotep is involved, chances are it will get a boost, either in power or ir elder signs. Not good. I tryed three times and failed everything in being effective (though I did went to battle not all that well prepared, but this usually don't matter as much when fighting the Hastur's or Shub's faction).

Shub did nothing the whole game, losing portals early and never recovering. Hastur could have went better. Nyarlathotep trounced, putting Cthulhu to sleep and winning over a battle against Shub-Niggurath, for a total of four elder signs. Turtling sure works well for Nyarla. With its portals well covered, no one could stop its run to the 30 doom points and the win.

***

Overall thoughts: Cthulhu Wars is a good game. Not an awesome one - three of the four players that were in all the games above, were a little tired of it - the plays are different enough, but the feel is mainly the same, and a bad start usually meant you lose - not once someone that started behing made a comeback, as no one will help you get up (it is more likely that you will be kicked while down). The rule that the player gets at least half the amount of the person with the most power helps in this, but not all that much.

Luck plays less of a part in the game than one could expect. I can say none of my plays were decided by luck (though, in the second game, the King in Yellow failed a lot in rolls needing 5 or less). Only one play that I heard of was decided by good luck, as one player, with Cthulhu, grabbed 3 elder signs for a total of 8 doom points, and other, with Hastur, took 6 elder signs, for a total of 7 doom points, and the game ended 30 to 28 for Cthulhu. Not the usual stuff, though, and I mention this only to say it clear that the game do have luck built-in, but it is a feature, not a bug.

The components, oh, the components. Really nice, specially the talked to exhaustion miniatures. I sure can see where the price tag comes from. Miniatures are expensive, and considering the amount and size, it is probably a better deal to buy the game, throw out the rules and tokens, and only keep the miniatures for other purposes than to buy them separated. Basically the game is a bonus. Well, almost.

As the game is what this is all about. So, after four plays, is better than my initial impressions let me see? Yes, it is. There are more possibilities, and the balance of the factions is there - a commendable feat considering all the variables between spells, type of monsters, GOOs and powers. I was sure surprise to see a remarkable level of polishness CW has, as KS games usually lack in this department. Can't vouch for the many, many expansions still to come, though, but now I can give the Petersen Games the benefit of the doubt.

Still, Chaos in the Old World works better for me. It seems to contain, and sustain, more game, while also having a much - MUCH - lower ticket price of entering. As things are, I played, not long ago, CoW two times, and in both I had more invested, with the gameplay beign richer in options.

I'm a big Lovecraft fan (and have several games with this theme), and have plenty of Sandy Petersen's material for CoC RPG, so I know this dude knows the Mythos and care for it, which is pretty good for the game. If I found CW really cheap (like, say, US$ 75-90, probably someone owning to the mob and in need to pay them in 24 hrs) I would buy it, since the game is good enough for casual play, and the minis are sweet to look at. As is, I not only won't buy it, as I will also not recommend it for those buying it for the game inside the box. No need to go crazy, there are plenty of awesome choices around with a fraction of the cost. They won't look as good, sure, but will play at the same, or higher level.

Rate: 7 / 10



DUNGEONS & DRAGONS: WRATH OF ASHARDALON

Ok, although Dungeons & Dragons: Wrath of Ashardalon Board Game is really new to me, the game system for it isn't. I have played its brothers: Dungeons & Dragons: Castle Ravenloft Board Game and Dungeons & Dragons: The Legend of Drizzt Board Game. I can't really say if something was unique to this entry - to me, it all seemed the same as before.

Dungeons & Dragons: Wrath of Ashardalon Board Game is a good cooperative game that has the plus (for me) of the D&D theme. The 4th edition rules, though I despise it for my RPG sessions, work really well in the board game format. It is simple enough to teach and to learn. Basically, the game goes like this:

- Hero phase (walk + attack; attack + walk; or walk twice). The attacks and actions come mostly in the form of at will powers; daily powers and utility powers;

- Explore phase. If the hero ends his turn besides one unexplored edge of the map, a new tile is put in that place. Usually a monster will appear on it. If the tile has a black arrow, an Event card will also be revealed in the proper phase. If a new tile wasn't revealed, an Event will be drawn.

- Villain phase. The monsters that are in front of the player activate, following the AI in the card of them (usually: if adjancent to a hero, do X; if a 1 tile away from closest hero, do Y; if 2 or more tiles away, do Z). Also, an Event card is drawn, if is meant to be.

This repeats until the scenario ends in defeat or victory for the heroes. By killing monsters, the heroes gain treasure and experience. Experience can be used to level up (if a player rolls a natural 20 while attacking or disarming a trap), at the expense of 5XP; or can be used to cancel an Event, also at the cost of 5XP.

The production value is high - the minis are beautiful and the components give your money worth.

There is a good deal of luck in the game (dice rolls, blind draft of enemies, treasures, and so forth), that isn't far off what you will encounter in many RPG sessions.

This, nonetheless, isn't an RPG. No roleplay is required.

Being a mission-based game usually meant that the game isn't all that high in the replay value department, but since the game has a lot of random aspects, I guess this game can have more replay value than usual.

Finally, theme-wise, the game works-ish. The theme sure is there. But some things are less than perfect - mostly due to the mechanics (a normal thing), but the treasure deck causes some shills to my thematic-bones, like a wizard wielding a mace or a warrior rocking a wand. I also don't particularly like that traps only work on heroes, even when they are, well, right there. Sure, the monsters could know that a trap is in place, and won't activate it, but when a huge ball is rolling, it won't avoid the monsters, nor the lava will.

Finally, all my plays lasted way more than 60 minutes - so be aware of this.

Rate: 7 / 10



DEUS

I offered a review for Deus. You can check it out for the basics of the rules and such. The gist of it is:

In Deus the options for the players are pretty simple: either play a card and build something, or make an offering to the gods. Easy, right? The complexity is really in the different types/actions of the cards and the effects of the gods once you offer to them.

In order to build the player has to have a building of the type required, so, the offering for the gods mantain the flow of buildings in the game. I enjoyed this mechanic oh, so very much, as it allows someone to get rid of the unwanted cards in hand and, in doing this, also gaining some good benefit and replenishing the hand with new cards. This make the game dinamic, always going foward, as it will be unsual that players stay "stuck" for more than a couple of turns. Really well thought out mechanic.

Continuing in the good ideas, the chain reaction for the activation of cards, though not a novelty, make form some pretty hard decisions and some sweet turns. The simple act of using one card first or second makes a big difference in how useful they will be to you.

The components are fine and the art, overall, is well done and efficient to convey the feeling of the setting. The board is made by some tiles of weird format that don't join together all that well, but I understand that this was made because of the amount of regions each has to contain, and this prevented the board from being made with hexagonal spaces and a more common format. At least it looks good enough on the table. An interesting caveat is that wood (the resource) is represented by brown tokens, but, in the cards, they are the green icons! And the gold, by the way, is made mostly of green tokens, but, in the cards, they are orange. Not something major, but definitely can be confusing at first, and both would be pretty easy to avoid, however, the owner of the game said to me that the design admitted the he is color blind, which may have something to do with it (but the fault is really on the publisher). Finally, my plays went without hiccups, with few consults to the manual.

The time of a play can vary a lot, even with the same number of people. One three players game I had took us around 90 minutes - it was an easy going game, with everyone taking their time to build stuff, slowly expanding, and chaining some effects. Giggles of joy were involved. These were so true that both the triggers for the game end happened in the same round. We immediatly played a second one, and it was a total and unbashed run to the finish line. Two players rapidly expanded, building cheap and rushing to surround tribes. When the third player saw it was lagging behind, when the opportunity came, he ended the game by closing the circle around the last tribe. It took around 45 minutes. Same people, same game.

But, wait! Deus has its issues. One of them is inherent to card games: the luck of the draw. The mechanics act against this, a lot, but can still happen. In one game, a player saw his first temple card in the second to last turn! More in this matter, there seems that some cards are more useful than others - most of those that give benefits for several buildings in one space were ignored, specially in the early game, as it appeared to us that expanding is a better way to go than building in the same spot. Some variants, from what I can tell, make the board tighter and, naturally, better for a strategy involving multiple buildings in the same spot (as it isn't allowed to build where someone else already did); but, in the normal game, we found those cards too weak to make an effort for them.

Another issue (that might not be an issue to several players) is the individuality of the gameplay. Deus is, mostly, a multi-player solitaire. You do your thing, I do mine, and we meet in the end to compare our stacks of points. Though the Deus has some similarities to a civilization game (expansion, several types of buildings, military presence), this didn't translates into confrontational actions inside the play: there is no commerce between players, no war or conflicts, nor it is possible to take someone else's regions and/or buildings, or destroy these. This reinforces the strength of expanding to the maximum one can, as this gives more opportunities to expand further and the amount of cards the player can benefit from, without any drawback, like beign spread too thin and assume the risk to lose regions and buildings. The closest thing to being attacked is some military actions (the Mars cards) that steal points or money from neighbours - but these are mostly weak and don't happen all that often. But mostly the "in your face" will be taking the spot someone wants. There are those that want a high interaction game, and those that prefer the more lenient and solitaire ones, and Deus is best fit for the latter people.

So Deus is, without a doubt, an indisputable euro with low interaction, staying way behind Antike II and Tigris & Euphrates in this matter, and above Kingdom Builder. For complexity is around the middle weight (3.0), with its high number of unique effect cards, the links between them, the chain activation and the several powers of the gods. The fun in Deus is in making combos and rejoicing in having huge turns with big results, seeing everything falling properly. Though it has a medium complexity, learning and playing was easy, but all in the table were experienced gamers, veterans of hundreds of battlgames, and this might have something to do with it.

Overall, Deus is fun do play, which, for me, is the most important feature in a game, however, the degree of luck (not all that high, but still very present) and the low interaction, might make it an unwise choice for many. Be aware of this, and of wrath of the gods.

Rate: 6.5 / 10


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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Canada
New Westminster
British Columbia
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Avalon Hill (First Edition I believe).
Condition: Box has some minor shelfwear. Missing 1 chit but I have made a replacement (See picture)
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Max Woghiren
Canada
Kitchener
Ontario
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New in shrink.

Starting bid: $30
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Joe Orosz
United States
Ann Arbor
Michigan
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This is a bit heavy for a lot of the people I game with, but there are a few who may want to give it a try.
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
JonMichael Rasmus
United States
Madison
Wisconsin
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Peak: #58
Time at Peak: 1 Week
Date of 1st Chart at Peak: Dec. 13 2005
 
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Board Game: The Republic of Rome [Average Rating:7.56 Overall Rank:212]
Gabriel Perez
United States
Garland
Texas
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Players:1-6
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