In April 2021, I posted an overview and my initial impressions of The Shores of Tripoli, a 1-2 player entry-level, card-driven wargame on the First Barbary War from designer Kevin Bertram and publisher Fort Circle Games. I recently had the pleasure of checking out 300: Earth & Water, yet another fun, light-weight, quick-playing card-driven wargame for two players. This time, instead of pirate naval battles in the early 19th century, we jump further back in time to 449 BCE for a taste of the Greco-Persian Wars.
300: Greco-Persian Wars was released from designer Yasushi Nakaguro under his self-published brand Bonsai Games. In 2021, Nuts! Publishing, who kindly provided me a review copy, is releasing French and English editions opf the design with the updated title 300: Earth & Water, which is currently available for retail pre-order, targeted for release in May 2021. In addition, German and Italian editions are coming from publishers Schwerkraft-Verlag and Ergo Ludo Editions, respectively.
In 300: Earth & Water, two players duke it out in a strategic, area-control battle in the Greco-Persian Wars, which lasted fifty years from the Ionian Revolt in 499 BCE to the Peace of Callias around 449 BCE. One player represents the Greeks (red) gathered around the Athenians, and the other controls the Persians, fighting for the hegemony of the eastern Mediterranean. Regardless of which side you play, your goal is to control more cities than your opponents.
Set-up for 300: Earth & Water is quick and simple. You place a few wooden cubes (armies) and discs (fleets) on the game board for both the Persian (blue) and Greek (red) armies, shuffle the deck of 16 event cards, and place black markers on the campaign and score tracks and then you're ready to go.Game set-up
The game board is a map showing Greece and a portion of Asia Minor at the time of the Greco-Persian Wars. On the map, you'll find cities connected by roads, with some cities having ports represented by a circle with wavy lines. Each city has amphorae icons to represent the number of armies you can feed if you control the city. The Greeks and the Persians each have two major cities: Athenai and Sparta for the Greeks, and Ephesos and Abydos for the Persians.
During the fifty years of the Greco-Persian Wars, Persia launched three campaigns against Greece, but in 300: Earth & Water, the Persians can launch up to five campaigns during a game. The game ends if a player achieves an automatic victory or when five campaigns have been completed.
Each campaign is split into four phases:
---(1) Preparation: Acquire cards, and deploy armies and fleets.
---(2) Operation: Play cards to trigger events, move, and battle each other.
---(3) Supply: Supply armies and discard down to your card carryover limit.
---(4) Scoring: Count the number of cities you control to determine which player scores for the campaign.
Once the scoring phase is complete, the campaign ends and the next one begins unless you've finished the fifth (final) campaign.
Starting with the Persian player, first you choose how many cards you want to purchase, then draw your cards from the deck, and read the effects to see whether the campaign is terminated by the sudden death of the Persian King via the Persian event card "Sudden Death of the Great King". When this happens, the Persian player shuffles all the cards in their hand with the discard pile to form a new draw pile, then launches a new campaign.
Assuming the Persian King doesn't unexpectedly die, the Persian player will continue their Preparation phase by purchasing and placing armies and fleets out on the map in areas they control. Cards and armies cost 1 talent each, but fleets cost 2 talents for the Persians The Persian player can also alternatively spend 6 talents to build the pontoon bridge across the Hellespont to connect the road between Abydos and Pella for improving their land movement options.
After the Persian player finishes preparing, the Greek player follows in a similar fashion, first deciding how many cards they want to purchase, drawing cards, then purchasing and placing armies and fleets. Not only does the Greek player have fewer talents to spend each Preparation phase, but they also start the game with only 6 armies and 3 fleets in their reserve compared to the Persians having 20 armies and 5 fleets in their reserve. This can appear a tad daunting for the Greek player, but the Greeks have a better starting position on the map and are better at combat to balance things out.
There are no limits to the number of armies players can place each Preparation phase, but both players can acquire only a max of six cards and two fleets per campaign. After the Greek player prepares, it's time to jump into the Operation phase.
The Operation phase is where most of the action unfolds in 300: Earth & Water. Players alternate taking turns to move their armies and fleets, attack opponent armies and fleets, and capture enemy cities. Starting with the Persian player, you can either play a card to trigger the event, discard a card for movement, or you can pass. If you're out of cards, you have to pass. The Operation phase ends once both players pass successively.
Each card has an event for the Greek player on the top, and an event for the Persian player on the bottom. When you play a card for an event, you simply follow the instructions on the card for your particular faction. Then you discard the card face up on the discard pile. Here are a few examples of the event cards:
While there are only 16 cards in the deck, it is a shared deck and each game can play out very differently depending on which combination of cards each player has on a given campaign/round. When you're budgeting in the Preparation phase, you have to decide how many cards to buy versus spending talents to build up your forces on the board. As great as it is to have a lot of cards from which to choose, is it worth the sacrifice of having fewer units on the board, leaving yourself vulnerable to attacks and poorly positioned for capturing cities? Alternatively, there are advantages and disadvantages to placing a ton of armies on the board, and buying fewer cards considering you can't take any actions when you run out of cards. This is all to say that there can be a surprisingly, impressive amount of variation of gameplay with this slim 16-card deck since the number of cards you draw and play each round will not always be the same.
If you don't want to or can't play an event on one of your cards, you can discard a card for land or naval movement. For land movement, choose a city occupied by your armies and move one or more of those armies along a road to a different city. You can move as far as you'd like, but your armies must stop when they enter a city that does not contain any armies (from either side) or when they enter a city occupied by an enemy army. If the city is occupied by an enemy army, you immediately engage in a land battle.
Once you determine the winner of the round, the loser removes one army, returning it to their reserve where it can be deployed again during the next campaign. If the players tie, meaning their highest dice are the same, both players remove an army. At this point, if there are remaining armies from both sides, players have the option to retreat, starting with the attacker. If not, you start another round of battle until only one side's armies are present in the city.
You can also discard a card to move fleets from one port to another, which can initiate naval combat in a similar way to land movement initiating land combat. When moving fleets, if your armies are in a port city, each fleet there can carry one army up to a maximum of three armies. If enemy fleets are in the destination port, naval combat ensues. Once naval combat is resolved (the same way as land combat), if the attacker wins and is transporting armies, the armies are placed in the corresponding city. If any enemy armies occupy the city, you immediately resolve land combat.
Players alternate turns, playing cards as events, discarding cards to move and attack with armies and fleets, and passing. Once both players have passed consecutively, the Supply phase begins starting with the Persians. who discard any remaining cards, optionally holding onto one card to start the next campaign. If they do, they'll be limited to 10 talents to spend in the next campaign Preparation phase instead of the usual 12.
Next you check for military attrition for the Persian armies by comparing the amount of amphorae (food) in the cities under Persian control (not including the major cities) to the number of Persian armies on the map. If the amount of armies exceeds the amount of amphorae, excess armies are removed. Each city on the map has 1-3 amphorae (food) icons.
As the final step in the Supply phase, you check your lines of communication. Your armies must have a line of communication with one of your major cities. If a city containing your armies doesn't have a line of communication, those armies are removed unless its port has at least one of your fleets since it's considered to have maritime supply. After the Persians supply, the Greeks do the same, except they can hold up to four cards in hand to start the next campaign. After the Greeks supply, players proceed to the Scoring phase.
In the Scoring phase, both players count the points from cities they control to determine their score the current campaign. Each controlled city gives you 1 point, or 2 points if it's a major city. Take the difference of both players' scores and advance the scoring marker that many spaces in favor of the side that scored the most points. If either side has lost control of both their major cities — meaning your opponent controls them — the game immediately ends. Otherwise, advance the campaign marker to start the next campaign.
In the example below, the Greek player controls three cities, plus two major cities for a total of 7 points. The Persian player controls four cities, plus two major cities for a total of 8 points. Since the difference is 1 point in favor of the Persians, the score marker advances 1 space toward the Persian side.
The game ends at the end of the fifth campaign — and the player with the scoring advantage wins — or if either player achieves an automatic victory by having control of both of their opponent's major cities during a scoring phase.
300: Earth & Water surprised me quite a bit. It sounded cool when I read the high-level description of it, and considering I love CDGs, I suspected it would be right up my alley — but I wasn't expecting to have so many fun and tense "Ohhhhhh!" moments, and outbursts of laughter from enjoying it so much.
It's light enough that you can teach it to just about anyone, gamers and non-gamers alike. Plus, it's fast and easy to set up and quick to play, with games lasting only about 30-45 minutes. It's one that's really great to play back-to-back games switching sides to mix it up. Don't let the lightness fool you though, there's plenty of strategic options packed in this relatively small box.
With roads and ports, armies and fleets, there are tons of different ways you can approach trying to outwit your opponent and control cities when the Operation phase kicks off. Then you have you think about the different ways you can move your units around the board, plus having the Supply phase before Scoring gives you some options for trying to cut off your opponent's lines of communication so they have to remove armies before the Scoring phase.
When I first cracked open the rulebook, I thought, wow, that's a lot of words for a light game that plays in 30-40 minutes, but when I finished reading it, I found it to be thorough and clear overall. I appreciate that they included explanations of each event card in the game so you can learn the historical context behind the mechanisms, which gives it a more thematic feel when you play. Also, the back of the rulebook has additional info on the Greco-Persian wars, a book recommendation for learning more about these wars, plus cooking and music recommendations as well. I'm pretty sure that's the first time I've seen cooking and music recommendations in a board game rulebook, but I thought it was awesome since I love thematic music when playing games, and connecting thematic food is an added bonus.
The variety of events on the cards is great, too, and works well for keeping things interesting with only 16 cards. The leader events are juicy, but you have to sacrifice army cubes to play them, so there are interesting trade-offs to consider. Not to mention the fact that you'll usually want to play all the cards for the events, but if you do, you won't get as far positioning your units on the board, so it's often hard to choose between which cards to discard for movement versus which to use for the events.
I liked the effects of the Twilight Struggle scoring system, pushing the marker in the campaign winner's direction based on the difference in the area control/city scoring. It feels more tense each round having the scoring marker move only one way versus a scoring system in which both players gain points for their controlled cities every round.
Lastly, I enjoyed how 300: Earth & Water can be suspenseful at times. In one of my games, my friend Richard was ahead by 1 point as the Persians. During the Preparation phase of the fourth campaign, he opted to purchase and draw his maximum six cards to increase the odds of having the sudden death of a Persian King event trigger. He ended up drawing that event, so his entire hand was shuffled with the discard and draw piles to form a new draw pile. He kicked off the fifth campaign pulling the same stunt, drawing 6 cards. He got lucky and drew the "Sudden Death of the Great King" card again which immediately ended the campaign, and in that case, immediately ended the game with him winning! I won't go so easy on him next time.
If you're looking for a fun, entry-level, card-driven wargame or are interested in the Greco-Persian Wars, I recommend checking out 300: Earth & Water, especially now that it's more widely available. I'm certainly looking forward to playing it more!
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