Showing posts with label fantasy flight. Show all posts
Showing posts with label fantasy flight. Show all posts

Wednesday, 17 July 2019

Battles of Westeros

Way back in 2003, Fantasy Flight Games released the A Game of Thrones board game, which essentially fused elements of the classic board game Diplomacy into the A Song of Ice and Fire setting. A huge success, the game has remained continuously in print up until today, getting a second edition and multiple expansions, the latest of which was released only last year, along the way. 


Back in 2010 Fantasy Flight released their second ASoIaF-based board game, Battles of Westeros, a miniatures wargame which, as the box proclaims, spins off of the popular BattleLore rules system. The game received several expansions, but the line was abruptly cancelled in 2012. Despite that, the base game remains available at reasonable prices thanks to eBay, although the expansions are a lot more hit and miss.

Having recently gotten a copy of the game and several expansions (Lords of the RiverTribes of the Vale and the big House Baratheon expansion), I was surprised to see that the game had done poorly, as it is excellent. 


On a basic level, Battles of Westeros is a spin-off of the popular Command & Colors line of wargame/board game hybrids created by designer Richard Borg in 2000. This system has spawned a whole range of different iterations, the best-known and biggest-selling of which is the WWII version, Memoir ’44. The most recent is the excellent space opera version, Red Alert: Space Fleet Warfare, with other versions ranging from Command & Colors: Napoleonics to Tricorne (based on the American Revolutionary War) to The Great War, based on WWI. Most relevant here is BattleLore, a fantasy version featuring knights, griffins, trolls and elves. Battles of Westeros proudly proclaims itself “a BattleLore game,” which is being somewhat elastic with the truth as the game pretty much rewrites the rules of both BattleLore and Command & Colors so much that only the basic elements remain in common.

For gameplay purposes, you play scenarios which pit two armies against one another. The base game allows you to play Stark vs. Lannister, but the expansions add the Baratheon and Tully forces, as well as the irregular forces of the Brotherhood Without Banners and the tribes of the Vale of Arryn. The scenario details tell you how to set up the map, which is a plain green field covered in hexes. You place hexagonal tokens on the map to depict scenery, such as hills, villages, mountains, rivers and forests (the House Baratheon expansion also features a second map, depicting the Blackwater Rush and the walls of King’s Landing), and set up your armies as directed. Each army consists of archers, infantry, cavalry and – most critically – “leaders.” These leaders are special units depicting the commanders of the armies in question, such as Robb Stark, Jaime Lannister, Brienne of Tarth, Shagga, Stannis Baratheon, Brynden the Blackfish and so on. These units are usually quite powerful in combat, but they also play an important role in giving orders to your troops (and getting them captured or killed can be a devastating blow).


The game’s biggest deviation away from the Command & Colors system is that the board is not divided into sectors. Those games have a central sector and two flanks, and you draw cards telling you how many units in each sector you can use on that turn. Battles of Westeros replaces this with you playing cards as orders given by your leaders to troops within yelling distance. So, you play a card on a leader and he or she can direct units within 2 hexes of their figure. This is immediately more logical and also causes each player to carefully consider each turn how to manoeuvre their armies (and keep their leaders within order-giving range of their key troops without endangering them). Each turn you also get a number of general-purpose order tokens you can use to order any unit on the map, regardless of if they are in range of a leader or not, which is handy if you have a bunch of archers on a hill off to one side of the battlefield you want to take potshots at enemy forces without getting a general to ride over and keep telling them to do so.

Each leader also has special abilities, some they can use continuously and extremely powerful once-per-game abilities (such as allowing your troops to attack twice in one turn) that can prove decisive if used wisely.


There are additional rules for flanking enemy troops and veterancy: not all your troops are equal, with their experience denoted by the colour of their flag (green for fresh recruits, blue for experienced soldiers and red for veterans). That also determines how many dice they roll in attack and how far they move, with more experienced troops generally being slower but able to hit much harder. There is also a morale tracker, which swings back and forth determining on how the battle is going: lose too many units to the enemy without inflicting comparable damage and your army can rout altogether.

Despite this level of detail, Battles of Westeros is not a particularly complex game, especially if you have some previous experience of the Command & Colors system. Most turns have you playing a card on a leader, moving the figures of the troops they are commanding and rolling dice to determine if they are successful, and that’s pretty much it, unless you want to use a special ability. You then draw some new cards, roll some dice to determine how many other units you can move and away you go. Each scenario has specific victory conditions or complications to add variety to the game, and each leader has their own set of cards which you can add to your command deck, which adds quite a bit of longevity and replay value to the game, which is increased even further by the expansions.


The game’s presentation is solid (Fantasy Flight has built up a beautiful library of ASoIaF-related artwork over the last fifteen years), the rules are reasonably comprehensible and well-laid out, and the production value of the components is excellent. Most copies of the game you’ll find now are getting on for a decade, and every one I’ve seen has been in good nick. The cards are also good quality and the miniatures are impressive, although a little on the small side.

The rules are great, and if you’ve played a lot of Command & Colors the changes will likely be welcome. In particular, tying the order cards to the leader figures rather than random sectors simply makes a hell of a lot more sense, and it’d be cool to see this idea moved over to some of the other games in the same line. Complete newcomers may find a slightly steeper hill to climb, but in overall terms and compared to many contemporary board games (especially those on the wargame side of things), the game is not particularly hard to learn.


The negatives are relatively minor, but there are a few niggles. The figures don’t fit into their bases very well, so it’s recommended you glue them in, which can be fiddly and time-consuming. The only reason they’re not pre-fitted to the bases is to make painting them easier, but the figures are small enough that I don’t really see the value of painting them. As a Fantasy Flight game there are also an absolute ton of fiddly tokens, symbols and paraphernalia, a lot of which are really unnecessary to the game. Another negative with the rules is that the game is extremely limited in counterattacking options, to the point where it very rarely happens. It feels like the idea of using order tokens to allow counterattacking (recently employed in Red Alert) should be implemented here.

Another issue is the length of gameplay. Command & Colors is best-known for being relatively fast to play, especially versus traditional wargames, with it being possible to blast through say a few Memoir ’44 scenarios in 30-45 minutes apiece. Battles of Westeros has no truck with this, and you’ll be lucky to get a scenario done in much under two hours. However, the much greater detail of the combat means you’ll be making much more interesting decisions than in a standard C&C games, so the greater length can be seen as a reflection of the greater depth of gameplay. If you want a fast-playing wargame, break out Memoir ’44, if you want something a bit more detailed if slower then unleash BattleLore or Red Alert, but if you want something longer, meatier and more engrossing, Battles of Westeros works fine for that.


The biggest weakness is, of course, the lack of ongoing support. Despite the success of the TV show, Fantasy Flight have shown little interest in resurrecting the game and the recent release of CMON Games’ A Song of Ice and Fire: The Tabletop Miniatures Game (which has far more beautiful miniatures and considerably less-compelling rules) suggests they may no longer have the miniatures rights to do so. There are some online resources to extend the game and there are enough scenarios in the base game and expansions to ensure you will get a lot of value out of the game.

Battles of Westeros (****½) is a fine addition to any library of ASoIaF-based games, if you can track down a copy at a good price.

Monday, 28 May 2018

First thoughts: Fallout - The Board Game

I find board games difficult to review until I've had a chance to really get into them and play them a few times over with a few different people, so as I did with Star Wars: Rebellion, this is more of an early impression of the game after two games, with a full review to follow at a later date.


Fallout is a one of the most popular video game franchises in existence, starting as a trio of cult roleplaying and tactical combat games in the 1990s and then, under the care of Bethesda Studios, transforming into a massive sales juggernaut. The most recent game in the series, 2015's Fallout 4, sold 15 million copies on its first day of release (as a comparison, that's about the lifetime sales of BioWare's entire Mass Effect trilogy) and almost the same amount again since then, making it one of the biggest-selling video games of all time. As with many such video games, the urge to turn it into a board game was clearly strong and it follows in the footsteps of StarCraft and Doom in heading to the tabletop.

The Fallout Board Game is certainly impressively-designed. The game comes with a number of map tiles which can be arranged to represent one of four distinct locations: Washington, DC (as depicted in Fallout 3), Pittsburgh (from The Pitt), Boston (Fallout 4) and Bar Harbour, Maine (from Far Harbour). Each map is made up of settlements, raider camps and points of interest (usually ruins you can explore for loot). The game can be played for up to 4 players and there are 5 different characters you can choose from to play: a Supermutant, a Ghoul, a Vault Dweller, a Wastelander and a member of the Brotherhood of Steel. Just this little fact - that even the last-arriving player has at least a choice of two characters to pick from - shows some thought has gone into making the game welcoming.

The primary role of the game is to gain influence points. The first player to hit the target number of influence points wins. This varies by number of players; 11 points are required to win the 1-player game and 8 in the 4-player game. However, if the game ends before the target is reached, no-one wins. Influence is gained by doing missions for a faction. Each different map location has two factions which are fighting one another: for example, the Institute and the Railroad are the two primary factions in the Boston/Fallout 4 campaign. The balance of power between the two factions, which is also tracked, shifts due to player actions. Should a faction achieve dominance, it wins and thus ends the game; if this increases a player's influence points beyond the target, they also win; if not, the game ends with no winner.

This mechanic immediately makes it clear that players must be careful in how they proceed: blindly supporting one faction, perhaps because they agree with their philosophy, may help that faction but work against the player's interests. Players may instead choose to play both parties against one another and profit from the resulting chaos, which is great if you're that kind of player but if not, it can be a bit odd. The game feels like it forces you to be a Machiavellian, selfish mastermind regardless if that's how you want to play or not.

Missions and objectives are undertaken via a ridiculously massive deck of cards. These cards act like quests in the video games: you usually blunder into a situation, get an objective and then follow it through which leads to successive quests. In the game's oddest quirk, individual players pick up quests, but all players can follow the quest and resolve it. To put it mildly, this doesn't many sense and it can get extremely frustrating for a player to pick up a good storyline, try to follow it through only for another player to not only complete the line, but do it for the rival faction and screw over the narrative. In some quests - where it might make sense for another player to blunder into a situation and upset the apple cart - this makes sense, but in most it doesn't. The game also never reveals how other players even know what quest another player has picked up on the other side of the map.


This goes to the biggest flaw of Fallout: The Board Game: it never really resolves if it's a cooperative game, a competitive one or an outright antagonistic one. Players can't attack or kill one another directly in combat, but they're also not friends, as only one player can win. Players can swap or barter equipment with one another when they're in the same spot but their interactions are otherwise indirect: one player might be supporting the Institute and pushing things along and another player comes along and interferes with the quest and helps the other side out. If the game was more overt about the player relationship with one another this might work, but since it isn't, it doesn't. The game feels like it's four players each playing their own game where the only way they can interact is screw one another over, often illogically.

The game does work quite well when it focuses on the survival/scavenging element. Exploring ruins, getting into combat and "levelling up" your character are all very satisfying. However, the exploration element and the quest element feel a little bit in conflict: spend too much time scavenging and levelling up and other players focusing on the story quests will pull ahead; spend too much time focusing on the story and you may find yourself lagging behind in strength and capability. Given that the game can end very abruptly - the number of influence points you win for completing objectives can vary rather unexpectedly - it's possible for players to get into the game, not achieve very much and then the game ends. The length of the game is also an issue: for the first time playing a Fantasy Flight game, I felt that it was a little short. There's not enough time to get into a really meaty, absorbing game mixing story and combat and scavenging. FF clearly wanted a two-hour game to attract more casual players familiar with the video game universe. Games can go longer than two hours, but it requires people to deliberately work towards that by avoiding completing objectives, which feels artificial.

Fallout: The Board Game ultimately feels like a game where the theme has been allowed to overwhelm gameplay. Too many systems in the game are there to make the board game feel like the video game, which begs the question as to why the player shouldn't just go off and play the video game, especially as the biggest difference - the multiple players - feels like it's been tossed in with no forethought. This is a shame because the game does atmosphere quite well, the exploration and combat mechanics are fun and the actual choose-your-own-adventure story part of the game is solid. It's just that, right now (and Fantasy Flight will likely be throwing us an expansion or three sooner or later), the game's systems don't feel like they've integrated together very well into a cohesive whole.

I'll play a few more games and see if greater familiarity with the game and playing different scenarios improves my impression of the title.

Saturday, 23 December 2017

Star Wars: Rebellion

The Galactic Civil War is in full force. The Galactic Empire is searching for the secret base of the Rebel Alliance, planning to destroy it with their newly-constructed Death Star to secure complete control of the galaxy. The Alliance is on the offensive, however, sending agents behind Imperial lines to sabotage factories and win neutral systems to their side. It is a race against time, as the Empire's brutal tactics risk fermenting a galaxy-wide uprising, whilst the Alliance has to secure a victory before the Empire finishes them off once and for all.


Star Wars: Rebellion is a two-player board game from Fantasy Flight Games, depicting the Galactic Civil War of the original Star Wars movie trilogy. One player assumes command of the Empire and the other takes control of the Rebels. The Rebels must survive long enough for the Empire to collapse under its own weight, a process they can accelerate by achieving strategic goals such as destroying the Death Star, shooting down Star Destroyers or liberating subjugated planets. The Empire must win by destroying the Rebel base, but with over thirty possible planets where the Rebels can be hiding, this is easier said than done.

Rebellion is asymmetrical game, meaning that the two sides aren't simple reskins of one another. The Empire commands a far larger and superior military force including Star Destroyers, TIE Fighters and AT-AT walkers. Whilst the Rebels have superior fighters, their capital ship fleet (of just three potential Mon Calamari Star Cruisers and a few Corellian Corvettes) is far smaller. In a head-on military confrontation, the Rebels will always lose. Fortunately, the Rebels are a lot sneakier than the Empire and can do a lot of things they can't.

The Rebels command a wide variety of agents. These start off with only a few diplomatic heavy hitters like Mon Mothma and Leia Organa but later on expand to incorporate smugglers, fighters and military commanders like Admiral Ackbar, Lando Calrissian and Luke Skywalker. The Empire also has agents, including Darth Vader, the Emperor and Boba Fett, but these are less versatile than their Rebel counterparts. Rebel agents can use diplomacy to win over systems to the Alliance, gaining access to their resources, or even launch uprisings on conquered worlds deep behind enemy lines. They can also bomb factories, destroying Imperial units awaiting construction, and shutting down production lines altogether. Rebels can also mount guerrilla raids on larger Imperial fleets, locking them down to allow the main Rebel fleet to retreat or mount attacks elsewhere.


However, every turn the Empire launches probe droids to scour planets in search of the Rebel base. Some Imperial tactics also allow them to radically expand that search (from scanning two to potentially eight planets per turn), and the Empire can also land troops on the ground to conduct manual searches. If the Rebel base is destroyed, the Rebellion dies, so the Rebels must engage in subterfuge, misdirection and espionage to prevent that from happening.

The game features an impressive array of counters, dice, cards (so many cards) and miniatures. There are tiny stormtroopers and Rebel troopers, snowspeeders, AT-ATs, AT-STs, TIE fighter squadrons, X-wings, Y-wings, Corellian Corvettes, Star Destroyers, Super Star Destroyers, Mon Calamari Star Cruisers and even three Death Stars (the Empire's ability to have multiple Death Stars flying around is the most notable callback to Star Wars: Supremacy, the 1998 grand strategy video game that inspired Rebellion). The miniatures are small but being able to assemble a fleet of six Star Destroyers led by Darth Vader's Super Star Destroyer and send it to crush a Rebel planet is still an awesome feeling.

Key to the game are the aforementioned characters, or agents. Each side has a plethora of characters to send on missions. As well as assigning characters to missions you can also use unassigned characters to disrupt the missions of other agents. The Empire also has the ability to try to capture Rebel leaders and interrogate them (and, in rare cases, turn them to the Dark Side), whilst the Rebels then have the ability to rescue them. You also use characters to take command of fleets and guide them from system to system, but they can't both command a fleet and disrupt enemy operations, leading to interesting strategic missions. If the Empire has a massive fleet waiting to move on a Rebel system, the Rebels can send multiple agents to commit sabotage or espionage operations in that system. The Empire can choose to disrupt those operations with their leaders in that system, but won't then be able to move their fleet. If they choose not to disrupt those operations, the Rebels might win significant advantages.


The result is an intricate game based on outright military action, covert operations and diplomatic games of bluff and double-bluff, all drenched in authentic Star Wars flavouring. This is a game that does what modern board games do best: generate stories from your actions, stories that shift and change each time.

Rebellion does have several issues, although these may be features to some players rather than bugs. It's a Fantasy Flight game, so that means that the rules are not always tremendously clear. The "quick start" manual omits about half the game rules whilst the main rulebook is not tremendously detailed. Expect to spend a lot of time studying errata, forum posts and YouTube videos to explain more obscure rules. There's also the fact that the game is not a quick play. In our first game, it took four hours to run through about five turns (out of a possible fourteen). By our sixth game we'd gotten that down to about four hours for twelve turns, which was much better. Some hold that the Rebels are actually slightly easier to play in the game and the Empire has a harder task to win, although I'm not sure about that, since theoretically the Empire could win the game in a couple of turns, depending on where the Rebel base is, and the Empire has much more flexibility in terms of military options, but it's true that the Rebels have more gaming options overall.

Rebellion is also strictly a two-player game. There is a team option, with two players on each team, but it's pretty thin stuff. Those who want a grand space strategy game with multiple players is directed to Fantasy Flight's Forbidden Stars (if you can find it before the final copies disappear), which scratches some of the same itch. Of course, if you regularly have entire weekends freed to dedicate to one space strategy game, there's always Twilight Imperium (cue readers screaming and running for the hills).

In the final analysis, Star Wars: Rebellion (****½) is a fine and engaging strategy boardgame that makes excellent use of the Star Wars mythos and is unrelenting fun. It is available now in the UK and USA. There is also an expansion, Rise of the Empire, which I haven't tried yet.

Saturday, 2 December 2017

FALLOUT board game released in the USA

Fantasy Flight Games have released the Fallout board game in the United States. It is now available from Amazon or your favourite game store. UK and European gamers may have to hold on for a week or so as stock makes its way to our shores.


The board game allows players to set up one of four possible maps (one each based on the Fallout 3 and Fallout 4 video games, and one each based on the Pitt and Far Harbor expansions) and then engage in exploration, scavenging and combat which will be familiar to any player of the video games. The game can be played by 1 up to 4 players, with a surprisingly welcome solo play option.

Reviews are starting to emerge, with Polygon offering a strong review in favour of the game. Man vs. Meeple also has a positive review of the game. The early emerging consensus seems to be that this is  a very solid board game in its own right but it gains a lot of additional flavour if you're a fan of the Fallout franchise (if you're not, check out our Franchise Familiariser for the game here) and know ahead of the time who the Brotherhood of Steel and the Institute are.

There is scope for expansions to the game. The developers tried to add missions based on Fallout and Fallout 2 but ran out of space, so we may see further content based on those games, New Vegas and maybe even Fallout Tactics added further down the line.

As soon as I can get hold of a copy, I'll post more information about it here.

Modiphius Games are also working on a much more elaborate - and far more expensive! - tabletop wargame called Fallout: Wasteland Warfare. This game will be released in early 2018.

Thursday, 16 March 2017

First thoughts: STAR WARS REBELLION

When I was a kid I enjoyed playing board games. There was the Pac-Man board game and Lost Valley of the Dinosaurs and Escape from Atlantis, amongst many others. When I got a bit older there was the epic Hero Quest and Space Crusade and Axis and Allies. As a teenager I stopped playing them: the UK board game market dried up and I moved on to roleplaying games like Dungeons and Dragons, Deadlands and Star Wars.


But now board games are back, and in a big way. For the last few years there's been an explosion in the market. It's growing at an exponential rate and very few months pass without another game smashing Kickstarter targets or getting a few more expansions. Some of the better games of this latest explosion include Descent, Flash Point and of course the epic Pandemic and its recent Legacy reiteration. Epic fantasy is also getting in on the act, with Games Workshop now in its sixteenth year of its Lord of the Rings tabletop wargame and Fantasy Flight's A Song of Ice and Fire board game being one of the best-regarded in the business (and CMON Games are looking to introduce a tabletop wargame based on the books soon).

I recently picked up my first board game in over a decade. Star Wars: Rebellion shares a name with the 1998 strategy video game of the same name (released as Supremacy in the UK) and has a broadly similar set-up. The Rebel Alliance is trying to foment a galaxy-wide uprising against the Empire and needs both time and allies to achieve that. The Empire is is trying to crush the Rebellion before it can really get going by destroying its hidden base. The Empire has overwhelming superiority of strength but the Rebellion is more mobile and capable of sabotaging the Empire's war machine.

The game is played on an enormous board featuring thirty-one star systems from the Star Wars universe: Coruscant, Corellia, Ord Mantell, Dagobah, Yavin, Hoth, Tatooine and more are present and correct. One of these planets is home to the Rebel Base, but the Imperial player doesn't know where it is. Using probe droids and manually searching each planet, the Empire has to eliminate the possibilities until they find the base and destroy it. The Rebels can slow down the Empire's advance by undertaking sabotage missions (essential if you don't want a wall of Star Destroyers advancing across the map by the fifth turn) and also engaging in misinformation, getting the Empire to send troops to the wrong planet or diverting their forces by mounting a military attack elsewhere.

The game features an impressive array of counters, dice, cards (so many cards) and miniatures. There are tiny stormtroopers and Rebel troopers, snowspeeders, AT-ATs, AT-STs, TIE fighter squadrons, X-wings, Y-wings, Corellian Corvettes, Star Destroyers, Super Star Destroyers, Mon Calamari Star Cruisers and even three Death Stars (the Empire's ability to have multiple Death Stars flying around is the most notable callback to Supremacy). The miniatures are small but being able to assemble a fleet of six Star Destroyers led by Darth Vader's Super Star Destroyer and send it to crush a Rebel planet is still an awesome feeling.


Key to the game are characters. Each side has a plethora of characters to send on missions. The Rebels can call upon Luke, Leia, Han Solo, Lando, Chewbacca, Mon Mothma and Admiral Ackbar (amongst others) whilst the Empire can call on Darth Vader, the Emperor, Grand Moff Tarkin, Admiral Piette, General Veers, as well as various other characters. You can assign characters to missions but also use unassigned characters to disrupt the missions of other characters. The Empire also has the ability to try to capture Rebel leaders and interrogate them, whilst the Rebels then have the ability to rescue them. You also use characters to take command of fleets and guide them from system to system, but they can't both command a fleet and disrupt enemy operations, leading to interesting strategic missions. If the Empire has a massive fleet waiting to move on a Rebel system, the Rebels can send multiple agents to commit sabotage or operations in that system. The Empire can choose to disrupt those operations with their leaders in that system, but won't then be able to move their fleet. If they choose not to disrupt those operations, the Rebels might win significant advantages.

The result is an intricate game based on outright military action, covert operations and diplomatic games of bluff and double-bluff, all drenched in Star Wars flavour. The result is a game that does what modern games do best: generate stories from your actions, stories that shift and change each time.

Rebellion does have several issues, although these may be features to some players rather than bugs. It's a Fantasy Flight game, so that means that the rules are not always tremendously clear. The "quick start" manual omits about half the game rules whilst the main rulebook is not tremendously detailed. Expect to spend a lot of time studying errata and forum posts to explain more bizarre rulings. There's also the fact that the game is not a quick play. In our first game, it took four hours to run through about five turns (out of a possible fourteen). That was our first time and a lot of that was taken up going through the rules, but looking at board game sites, games lasting six hours or more are not uncommon (although games in three or four are certainly quite achievable as well).

Rebellion is also strictly a two-player game. There is a team option, with two players on each team, bu it's pretty thin stuff. Those who want a grand space strategy game with multiple players is directed to Fantasy Flight's Forbidden Stars (if you can find it before the final copies are sold), which scratches some of the same itch. Of course, if you regularly have entire weekends freed to dedicate to one game, there's always Twilight Imperium (cue readers screaming and running for the hills).

I'm still yet to complete a full game, but so far Rebellion is a fine and engaging strategy boardgame that makes excellent use of the Star Wars mythos.

Saturday, 11 January 2014

Board game version of THE WITCHER in development

Having started out as a series of best-selling novels and short story collections before becoming a series of multi-million-selling video game RPGs, The Witcher franchise is now set to become a board game.



The game is being developed by Fantasy Flight in conjunction with CD Projekt Red, the developers of the video games. Its main designer is Ignacy Trzewiczek, whose track record in board games and RPGs is fairly impressive.



The board game is expected to be released later in 2014, possibly to tie in with the release of The Witcher III: Wild Hunt (expected around August).