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Author: unknown Publisher: MB Awards: none |
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"2nd Century A.D. and the Roman Empire is under siege....from within.
Six ambitious, provincial Caesars are battling to become Emperor of Rome.
Only one will succeed.
If you can lead legions, sail galleys, annex provinces and collect tribute, it could be you.
With 268 highly detailed platic playing pieces." Brian Bradford (USA) writes about the game: CONQUEST OF THE EMPIRE is a game for up to 6 players. It is set during 2nd century A.D., following the death of Marcus Aurelius. To win the game, all other competing ceasars must be eliminated. Each player has 6 generals and a Ceasar. The game also includes centurions, cavalry, catapults, ships (4 per player) cities, fortifications, and roads. To start the game each side chooses a country to play; takes his generals and ceasar, along with 4 centurions, and places them in his capital. He also places a fortified city there. There are six phases in the game which are carried out by one player during his turn; movement, combat, collect tribute, destroy cities, purchase, place new units. 1)Movement--The main word here is LEGION. A legion contains one general or Ceasar and up to 7 pieces. Only by being in a legion can centurions, cavalry, and catapults move. Centurions and catapults move one, while Cavalry and generals/ceasars move two. Boats may move two sea zones per turn, but they must remain adjacent to the land at all times; in other words it may not sail into an all sea zone. Each coast costs one space for a ship, in other words, to move into the sea zone costs one, but an additional one if the ship wishes to dock on the cost. Each ship may carry one legion. Movement is normally territory to territory. However, this process may be sped up the construction of roads--for each city in a adjacent zone a road may be built to link them, this is at no cost. The advantage of a road is that movement at any length along it counts as only one movement point. If a player had a road which went from Hispania to Greece, it would only cost one to move along it! This allows for rapid movement of newly bought items. For players not wishing to move they must still have a leader for every 7 pieces in the province. A city acts like a leader in this respect. In other words, if 13 pieces are in the province, there must be two leaders. 2)Combat--the only flaw in the game is the combat system. When legions come into contact with enemy forces the attacker chooses a target and rolls a D6 to see if it is hit. Prior to the battle each side determines their combat advantage; each catapult or fortified city adds one to the advantage.
A player calls his target and then rolls to hit on his advantage table, he must get equal to or above the number shown. If the table says no roll it is an automatic hit. For example, Wolly Woger with a legion consisting of 4 centurions, 2 cavalry and 1 catapult, takes on Biggus Dickus with 3 centurions, 1 cavalry and 2 catapults. WW has a +1 advantage to BD's +2, WW's is cancelled to give a net bonus of +1 to BD. As you can see BD can strike at WW's catapult and kill it on a 5,6. If he succeeds, BD's bonus would become +2, meaning Centurions would die on a 2 or more, Cav on a 3 or more. WW would be rolling on the No advantage line, he would need a 6 to kill a catapult in order to lower BD's advantage by one. (You can probably see the catapult flaw in the game) At sea the combat is handled the same, but a ship is the last to be killed on both sides. Any generals in the defeated army are captured by the victor. He may kill them, demand money for return, or hold them for bribes later. (I personaly like to hold onto them and then execute them if my wishes are not obeyed) If the Ceasar is captured a player is out of the game; a player takes control of all his armies and money. 3)Collect tribute-- each province has a number which is the tribute payed to their Ceasar, each city adding 5 to this. A persons capital is a 15 talent site; 10 for province and 5 for city. The loss of a players capital will cause them to recieve no further tribute. Furthermore, a player who conquers a capital gets all the money left over in that players savings. 4)Destroy cities--If you think a city might fall, perhaps it is wise to do the scorched earth policy and deny the enemy a victory. Any roads which were connected to the city vanish as well. 5)Purchase--Like Axis and Allies everything has a price.
Inflation makes the cost of items rise. There is a chart on the bottom of the board wich is divided into 3 sections; Normal, 1st inflation, 2nd inflation. Each player places a controll marker there a moves it back and forth according to their income; like A&A. However, once ONE player crosses a new inflation zone, the new prices take effect. 105 and 205 talents are the new inflation starting zones. (Tip, buy as many catapults as you can before inflation) The fortification is for those who buy a city and wish to fortify it. A fortified city is for those who wish to buy one outright. 6)Place new units--they all go in the home capital, ships along the coast. This concludes the review. I would suggest trying the game once the way it was written. After, try it with my combat suggestion and see what you like best.
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Copyright © 2006 Frank Schulte-Kulkmann, Essen, Germany |