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Britannia » Forums » Reviews
Britannia: flawed in ways but still a good game overall
1. Introduction

This is a review of the game Britannia as put out by Fantasy Flight games in the second edition. Rules are slightly altered in minor points from the first edition, but these minor differences will make no difference to this review which is consciously an overview of the game with commentary. Although the rules booklet describes both alternative scenarios and 2, 3 or 5 player variants, the standard game is for 4 players and thus this review discusses only the standard game. The main differences in the variants are in any case which nations a given player controls and which rounds of the standard game of 16 rounds are played.

The game roughly models the history of the island of Great Britain, i.e., England, Wales and Scotland, from the time of the major Roman invasion under Claudius [since Caesar’s quip “Veni. Vidi. Vici.” would have seemed somewhat more than overstatement by to the island’s inhabitants had they understood Latin] until the Norman conquest. Each player controls a number of different peoples or nations which take turns independently of one another, score independently of one another [although players in the end total the points acquired by all nations each player controls] and indeed a player can have one nation he controls attack another nation he controls if that player so desires.

Although this is a war-game, it is an unusual war-game in the senses both that limited resources, which are kept strictly limited by the rules, dominate strategy and that in many ways conquest is functionally penalized, even when it serves a nation’s stated goals [more on this below]. Each nation is assigned goals and scores victory points for accomplishing these. Some goals can occur at any point in the game, some only on a specific nation’s turn and others only at the end of certain rounds designated as scoring rounds. The player with the most victory points at the end wins.

Although I do have several criticisms of the game itself and of its components, this is actually a good game. The reason for that is that the strategic problem with which a player is faced not only is fundamentally different than any other game of which I am aware but is different for each player in details. Moreover, the fact that each of the four players in essence handles four nations [the yellow player at one point replacing Romans by Romano-British to get 17 nations] and these nations enter the game at different times in different numbers makes the strategies for each player quite complex. This makes for both an interesting and in-depth game with high re-playability and allows for a great deal of variation, not only between one game and another but within any one game.

2. Components

As stated on the box, the game includes a rulebook, game-board, 219 unit markers divided into 17 nations, 17 nation cards, 175 victory points tokens in denominations of 1, 5 and 25, 16 population markers, 1 round marker [designed to look like a sword] and 5 dice. All of these are card-board cut-outs and I for one feel the game could be improved by use of plastic pieces in lieu of cardboard squares, no matter how artistically designed the portraits on those cardboard squares.

The box is sadly of poor quality and started coming apart as soon as I had unwrapped the original plastic about it. Yes, the box is beautifully illustrated but I think that this suffers from the tape with which I have had to reinforce it. Likewise, the plastic tray which came in the box was extremely thin and flimsy but more annoyingly seemed to have been designed for some other game in that no correspondence whatsoever exists between the components in the tray I received and the components of the game. Indeed, to fit all of these in the box, I finally had to take the tray out—something I have had to do with no other game in my collection.

The large and beautifully printed board [I’m not kidding; it would not look bad hanging on one’s wall] is split length-wise until the second of two lateral folds and folds along the connected portion of the center so that the board is divided into six parts. Although currently fashionable among games-manufacturers, I dislike these type of boards due to the fact that they tend to be more vulnerable to mishap than less divided boards. Moreover, when completely folded, portions of the playing surface face outward—which likewise makes the board susceptible to damage. Be that as it may, the board depicts Britain from the English Channel as far north as the sea about the Orkneys and Hebrides, displaying even a portion of Ireland and of Normandy. Geographically, it is easily the most accurate board-map I have. At right, spanning the entire length of the board, is a guide for each round summarizing which nations invade on that round, whence and with how many, as well as when leaders appear, which nations have raiding turns, when scoring rounds occur and when either a king or a Bretwalda is elected [more on what each of these refers to below]. At top near the round guide is a list of nations as they take turns each round. Unfortunately, this contains a misprint which reverses the order of the turns for Jutes and Saxons, but more unfortunately I only know this because I researched the game on-line before purchasing it and found the manufacturer’s FAQ and errata page. While I can understand a printing error, I think a notice of the error in the game itself is not unreasonable to expect when that error is known. At bottom of the board is a population track which allows players to track points toward an additional unit. Finally, the map of Britain itself is divided into 39 regions, 17 of which are marked as rough terrain; these are grouped into three main regions, namely Scotland, England and Wales—which includes the Cornish peninsula.

Each nation has a nation card stating how it scores victory points and pertinent information to how the nation is played. Most commonly this consists of when a leader comes into play, when major invasions or raiding turns occur or restrictions specific to the given nation. Any player may at any time look at any given nation’s reference card in principle, but in practice the nation currently taking its turn has priority. Customarily, victory points scored are placed on a nations’ card and displayed so that all players may see.

All units—both infantry and for the Romano-British and Normans only cavalry, as well as Roman forts and Saxon burhs [the h pronounced like “gh”, the voiced analog of the Scottish “ch” of words like loch, as g is the voiced analog of k or c]— and leaders are represented by flat cardboard pieces, albeit nicely illustrated. As stated above, I think plastic figures would not only be more attractive but easier to handle and no pragmatic reason exists may this could not be done. Nevertheless, taken for what they are, the cardboard pieces are both attractive and durable. Roman forts alone may be well served by the flat cardboard because, when a fort is destroyed, one flips the piece over to show a ruined fort rather than removing it from the board. Saxon burhs are units which like Roman forts also represent strongholds but these are removed from the board when destroyed. Leaders are simply represented by shield-shaped flat cardboard pieces of the given color.

The victory pints tokens are durable round coin-like objects marked in 1’s, 5’s and 25’s. These are frankly so useful that they are almost worth the purchase of the game in and of themselves.
Quote:
For example, I most commonly am able to play games on days when for religious reasons I do not write at all. Previously when keeping score, I have used scoring tracks for games such as A&A, but now I just use these tokens which is MUCH more convenient.


Finally, the rules albeit somewhat lengthy—but much less so than many other games I could name—are clearly presented in a nice-looking booklet with plenty of examples. The reference cards and round guide simplify matters a great deal but one does need to read the rules carefully nevertheless.

3. Game-play

The basic combat system is a variant of that used in the A&A except that instead of the weakest units scoring a hit only on a roll of 1, these do so on a roll of 6 instead. The strength of a unit however varies depending on whom that units fights and where under what circumstances. Only two nations—the Romano-British [yellow] and the Normans [blue]—have cavalry and even they have only a few units of it. Except for Roman forts and Saxon burhs, all other units are infantry. Normally, an infantry unit scores a hit on a roll of 5 or 6 when either attacking or defending. If however attacking in rough terrain or either attacking or defending against Roman infantry, a unit then only scores a hit on a roll of 6. Rolls are modified by +1 if a leader of the same nation is in the territory where the unit is attacking or defending, but leaders themselves do not count as units. Saxon burhs defend like any other unit but are eliminated first if a hit is scored against a defending Saxon; since burhs are fundamentally buildings, they cannot attack. Roman forts given the Roman player advantages of movement [discussed below] and also defend like an ordinary unit, i.e., they can be hit on a roll of 5 or 6, but they can only be hit after all Roman infantry in the area have been eliminated first.

Except for the Romans who play first, all nations on their respective turn play in five stages. First, population increase is determined based on the territories controlled. Often, a nation will not receive any additional units on a turns and points scored toward an additional unit are marked off on the population track by movement of each given nation’s population counter, a circular marker otherwise reminiscent of an infantry unit. Once any new units are placed on the board in areas a nation already controls—if applicable—those units on the board may move. Apart from a major invasion, all units move all at once and only once, although up to a total of two spaces [except through rough terrain]. During a major invasion, the movement phase of a nation’s turn is simply repeated after combat is resolved. A unit cannot move through a space occupied by another nation [except for exceptions discussed in the context of Romans below] unless an overrun occurs, meaning that an attacking nation moves twice as many units into an area as the defending nation has in that area and units in excess of twice the defending units then move through the territory to the next territory. Once movement is complete, combat is resolved area by area in any order the attacking player chooses. When a nation has a major invasion, after the first movement phase, combat is resolved and then the nation moves again and again resolves combat. Then scoring occurs; one may notice that both a defending and attacking nation may receive points. Finally, overpopulation occurs. In addition to ordinary stacking limits, a nation may not have twice as many units on the board as territories a nation controls or at the end of that nation’s turn, nits must be removed. This is complicated by the fact that a nation must have a unit in a territory in order to control it.

Although frankly my favorite nation in the game, the Romans in my opinion are so much more powerful than any other nation in the game, even though the Romans leave the game at a certain point, that they at least severely damage the balance of the game if they do not break it altogether. In my experience, if the player playing the Romans is at all reasonably experienced—not even in this game specifically but in war games generally—then a major portion of the rest of the game becomes simply trying to catch up to the tremendous lead the yellow player [who plays the Romans] has and trying to keep that player from simply running away with the game. The Romans start with 16 units in the English channel in a major invasion. No other nation has nearly so many units and certainly not on entering the game. Romans move 3 spaces, not 2, and are not subject either to stacking limits or movement restrictions associated with rough terrain. That a Roman infantry unit can only be hit by a roll of 6 has already been mentioned. Moreover, every time a Roman unit takes a territory [for the first time], the Roman player places a Roman fort there. Not only does the fort act as a defending unit which allows the Roman infantry to move out of the territory without automatically giving it up, but movement from one in-tact Roman fort to an adjacent Roman fort—as many times as the player wants and can—does not count as using a space when counting movement! Yes, Romans reinforce differently than any other nation so that one refers to a chart, but Romans only do not receive reinforcements if the Roman player is doing so well he does not really need them. Every other nation has at most one or two surplus units which can be moved without abandoning a territory, but because of Roman forts, every unit the Roman player has is a surplus unit that can be moved without fear of simply abandoning a territory. Admittedly, a fort cannot be rebuilt if destroyed, but if the Roman player at all knows what he is doing, the Romans can in the first nation turn force at least the Welsh and the Belgae to submit or be completely annihilated. This leaves all remaining Roman forces to position themselves to deal with a Belgae rebellion and to mass on the border to similarly overwhelm and reduce the Brigantes in the next turn, possibly even the Picts in the turn after that. Except for the Belgae rebellion which always occurs, a nation which submits to the Romans cannot attack either the Romans or another submitted nation, cannot abandon a territory without the Roman player’s consent and scores only half the usual victory points, Yet, as mentioned, a Roman player who knows what he is doing can literally force the Welsh and Belgae players to either have those nations submit or see them wiped off the board without ever having played a turn. Of course, the Romans are removed after round four and only partially replaced by the Romano-British who do not have any of the Romans’ advantages, but that hardly matters as a well-played Roman nation will leave the board having earned as many or more victory points for yellow as red, blue or green can earn from all nations throughout the entire game.

This led for me to a strategy which frankly is a little disturbing: genocide, i.e., the annihilation of nations. Even were I not Jewish myself, I think this would be a bit disturbing when thought about in those terms. Yet, a nation cannot score victory points if it no longer exists. Due to yellow’s lead from the Romans, other yellow nations are immediately targets for annihilation just so the game does not become a run-away win for yellow. Yet, most commonly, this leads to wiping out of any other player’s nation if one can. So long as one accomplishes one’s national goals as well and controls enough area to force election of one of one’s nations as king, this tactic can score one’s self victory points as well as denying them to others.

4. Conclusions

As one can see, my opinion of this game is decidedly mixed. The Romans seem too powerful for good balance, but they do not quite break the game entirely. The problem of balancing limited resources with the need to conquer or hold territory when one is open to attack by land or sea makes this strategically deep and highly varied. The wide variety of nations’ goals and the fact a nation’s goals vary throughout the game also make this game very interesting, even if the propensity for genocidal tactics is a bit unsettling to say the least.

Yet my reactions to the game are positive on the whole because what I like about games is especially the rich and varied problem the strategy of each unique game represents. This game certainly is unique in my experience. Its complexity and strategic depth cannot be denied.

Remark on Thread: 2 Jul 08

I engage below in inappropriate behavior in which I make remarks about my opponents. These are not excused by the fact that the people involved knew of them in full and made similar remarks about myself. This "trash talk" was still lashon hara. I hope future users will excuse it since I would have to remove too many comments to delete those in question.
Last edited on 2008-07-02 17:02:39 CST (Total Number of Edits: 1)
Greg Cox
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I've haven't yet played a game where the Roman player has won.
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coxy_fc wrote:
I've haven't yet played a game where the Roman player has won.


I'll not say how many VPs I usually get playing the Romans, but in one or two games it was more than twice what another player ended the game with. It's all a matter of knowing how to use the Romans' advantages to the full.
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It's somewhat difficult to talk balance on a game that relies on dice rolls for combat.

I'm in the middle of a game (we got halfway through it last Wednesday night and downloaded the 'geek sheet to record the game position) as the 'Yellow' (Roman) player. The Romans received an absolute hammering from the Brigantes. On two seperate occasions my Brigante opponent threw double sixes and on one he managed trips! Nearly every roll he made had at least one six in it. Goaded by the Brigante successes, the bloody Welsh then had a go at me and had their share of sixes too! I was lucky that the 'blue' player was less agressive. I had to receive reinforcements on two of the game turns and by game turn five, I had little to score. At the moment commencing with turn 10, the game stands at:

'Yellow' 95.
'Green' 118
'Red' 96
'Blue' 80.

...bloody Brits...oh, hang a minute I am British...all is not lost.
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whac3 wrote:
1. Introduction


This led for me to a strategy which frankly is a little disturbing: genocide, i.e., the annihilation of nations. Even were I not Jewish myself, I think this would be a bit disturbing when thought about in those terms.


Oh pleeeeeeease come on....
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whac3 wrote:
All of these are card-board cut-outs and I for one feel the game could be improved by use of plastic pieces in lieu of cardboard squares, no matter how artistically designed the portraits on those cardboard squares.


This would force Britannia to become a bigger boxed game, such as War of the Ring. And speaking of the War of the Ring, you would need to make the board much bigger to avoid a crowded, "busy" board. I'm not saying that it wouldn't be cool, but Britannia just doesn't have a plastic feel to it, IMO.

whac3 wrote:
The box is sadly of poor quality and started coming apart as soon as I had unwrapped the original plastic about it. Yes, the box is beautifully illustrated but I think that this suffers from the tape with which I have had to reinforce it.


How is this box different than any other game box? I can't find any difference between this box vs. a Days of Wonder box. You make it sound like the box will literally fall apart.


whac3 wrote:
Likewise, the plastic tray which came in the box was extremely thin and flimsy but more annoyingly seemed to have been designed for some other game in that no correspondence whatsoever exists between the components in the tray I received and the components of the game. Indeed, to fit all of these in the box, I finally had to take the tray out—something I have had to do with no other game in my collection.


Agreed.

whac3 wrote:
Moreover, when completely folded, portions of the playing surface face outward—which likewise makes the board susceptible to damage.


Does a hamster live in the box when you're not playing? How is it getting damaged?

whac3 wrote:
At top near the round guide is a list of nations as they take turns each round. Unfortunately, this contains a misprint which reverses the order of the turns for Jutes and Saxons, but more unfortunately I only know this because I researched the game on-line before purchasing it and found the manufacturer’s FAQ and errata page. While I can understand a printing error, I think a notice of the error in the game itself is not unreasonable to expect when that error is known.


Great little fix at http://www.boardgamegeek.com/file/download/16862/Map_Correct....

whac3 wrote:
In my experience, if the player playing the Romans is at all reasonably experienced—not even in this game specifically but in war games generally—then a major portion of the rest of the game becomes simply trying to catch up to the tremendous lead the yellow player [who plays the Romans] has and trying to keep that player from simply running away with the game.


I don't believe that's true at all. A high Roman score just pegs the yellow player as the leader. The other nations will get their points in time

whac3 wrote:
but that hardly matters as a well-played Roman nation will leave the board having earned as many or more victory points for yellow as red, blue or green can earn from all nations throughout the entire game.


Come on. A very good Roman score would be in the 130s. The winning score will be over 200.
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promuso wrote:
It's somewhat difficult to talk balance on a game that relies on dice rolls for combat.

I'm in the middle of a game (we got halfway through it last Wednesday night and downloaded the 'geek sheet to record the game position) as the 'Yellow' (Roman) player. The Romans received an absolute hammering from the Brigantes. On two seperate occasions my Brigante opponent threw double sixes and on one he managed trips! Nearly every roll he made had at least one six in it. Goaded by the Brigante successes, the bloody Welsh then had a go at me and had their share of sixes too! I was lucky that the 'blue' player was less agressive. I had to receive reinforcements on two of the game turns and by game turn five, I had little to score. At the moment commencing with turn 10, the game stands at:

'Yellow' 95.
'Green' 118
'Red' 96
'Blue' 80.

...bloody Brits...oh, hang a minute I am British...all is not lost.


I don't think you should be hammering the Brigantes before submitting the Welsh.
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I haven't played the new version of Britannia, but I have between 50 and 100 games of the Avalon Hill version under my belt.

My conclusion is that the game is self-balancing, if the players are able to correctly judge how they're doing. That's actually a big if, because determining how well each color is doing at a given point in time actually requires quite a bit of experience with the game and is one of the game's central skills.

As such, new players to the game usually go through a phase where they perceive one color as the favored one. That goes on until the players discover that they can actually do something about it. At this point the color in question invariably turns out to be not favored after all (and usually goes though a phase of being quite weak, because players might be overdoing the "balancing") - but another color might be standing in the wings, ready to take over the (perceived) title.

Once players get enough experience with the game, and become sufficently able to see who's leading at any particular point in time, the game obviously ends up quite ... balanced.

Over the years I have heard every single color described as both "very strong" and "weak", depending on whom I was talking to. To me it confirms the obvious conclusion; that balance is really in the hands of the players - if they know how to judge it.
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Although frankly my favorite nation in the game, the Romans in my opinion are so much more powerful than any other nation in the game, even though the Romans leave the game at a certain point, that they at least severely damage the balance of the game if they do not break it altogether. In my experience, if the player playing the Romans is at all reasonably experienced—not even in this game specifically but in war games generally—then a major portion of the rest of the game becomes simply trying to catch up to the tremendous lead the yellow player [who plays the Romans] has and trying to keep that player from simply running away with the game.


This comment causes me to question whether you're scoring the game properly. The Romans are a point machine, yes, but they're Yellow's only major point machine and Yellow is left with very small, fragile nations from turns 6-14. While the Romans will typically account for 45-55% of that player's score, the other players have ample opportunity to catch up and surpass them.

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Romans move 3 spaces, not 2, and are not subject either to stacking limits or movement restrictions associated with rough terrain.


This is not an accurate statement. The Romans are subject to the maximum stacking (4) in highlands, but are not limited to doing so in one area, which other nations are. They also are required to stop when entering rough terrain that does not contain a Roman fort or a subject nation. So if you're hitting the Brigantes in the Pennines or the Welsh in Devon with Roman armies, you are required to stop. If the Brigantes have submitted, you can use roads through that area in subsequent turns.

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Moreover, every time a Roman unit takes a territory [for the first time], the Roman player places a Roman fort there.


Note that this is time-limited, though. Romans only build forts in turns 1-4.

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...the Romans can in the first nation turn force at least the Welsh and the Belgae to submit or be completely annihilated.


There's a very good discussion about submitting the Welsh in another thread that you should probably read. The Belgae are going to die regardless, the submission just buys them time to revolt. But

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Of course, the Romans are removed after round four


You mean Turn 5, right? If you pulled them in Turn 4, this explains the "point issue." The Romans won't have been raided by the larger pool of raiders from the German tribes that come to England.

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...as a well-played Roman nation will leave the board having earned as many or more victory points for yellow as red, blue or green can earn from all nations throughout the entire game.


This is simply an inaccurate statement. The Saxons and Danes, in particular, have the potential to match the Roman score if they do quite well. And Yellow, in my experience, loses the game quite frequently (indeed, I've only seen one Yellow win). You've got something wrong with the way you're doing the scoring.

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As one can see, my opinion of this game is decidedly mixed.


Understandably so, if the results you're reporting are accurate for your games. But there's most definitely something being done wrong, and fairly horribly so based on your review. The Romans will score a huge number of points, but only slightly larger than the the top scoring nation for the other players on a percentage basis (typically 20%).

Britannia is a brilliantly balanced game, and I've probably got around 200 plays in at this point. So if you're experiencing this, then you've fundamental issues with the rules and/or scoring that need fixing.

I'd suggest posting a detailed session report so that the many Britannia players here can point out where that might be.
Last edited on 2008-06-02 06:36:03 CST (Total Number of Edits: 1)
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promuso wrote:
It's somewhat difficult to talk balance on a game that relies on dice rolls for combat.


This statement is factually inaccurate. It is very easy to balance a game that uses dice by requiring a very large number of rolls. And this is precisely what Britannia does. This statement is only true if the number of combat rolls is very, very low and the odd occurrence can skew the game.

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On two seperate occasions my Brigante opponent threw double sixes and on one he managed trips!


And the odds of that occurring are .0089% if the Brigantes had three armies in each of the attacks cited above.

You got bitten by an outlier, which definitely will happen. I played a game as the Romans on the Avalon Hill Version where the Romans coughed up 17 total armies over turns 1-4. You laugh at the run of bad luck, pound the Picts into submission, and hope that you can make up the points with a killer Scotland. For what it's worth, I salvaged second.

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...bloody Brits...oh, hang a minute I am British...all is not lost.


Heh. Time to go rip out the aqueducts, though, eh?
Last edited on 2008-06-02 06:54:11 CST (Total Number of Edits: 2)
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MindBend wrote:
I don't think you should be hammering the Brigantes before submitting the Welsh.


Some Roman players don't even attempt to gain a Welsh submission, so this is a matter of play style and game choice.
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perfalbion wrote:
MindBend wrote:
I don't think you should be hammering the Brigantes before submitting the Welsh.


Some Roman players don't even attempt to gain a Welsh submission, so this is a matter of play style and game choice.


My own style of play is to sweep across the island like a tide, forcing Belgae and Welsh to submit or be annihilated and then doign the same ot the Brigantes.
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While I'm not this game's biggest fan (I find it a little too scripted for my tastes), even I have to admit that this game has a rather large following over the course of more than twenty years. Some people (as you've learned) have played this game hundreds of times - many of those playings at AvalonCon and WBC, among the most rehearsed and well-versed players around. The consensus has been, for some time, that this game is pretty darn-well balanced. (Otherwise, I don't think it would have quite the faithful following it does.)

If you find yourself consistently thrashing your regular opponents while playing the Romans, I suggest you try out one of the other sets of factions, and put your skills to the reverse problem of trying to mitigate them. If hundreds of other players can succeed in this, then it must be possible. And if your regular opponents can learn something in the process, then the overall qualities of your playings will improve.
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whac3 wrote:
I'll not say how many VPs I usually get playing the Romans, but in one or two games it was more than twice what another player ended the game with. It's all a matter of knowing how to use the Romans' advantages to the full.


Definitely getting the scoring wrong if that's the case. The Romans typically score 100-120 points, occasionally higher.

Were you giving them their "visiting" points for occupying an area every turn? That'd kick the Romans into 200 point numbers in a heartbeat, and even more if they've submitted the Welsh.

But even with that discrepancy, you have to have missed something for the other nations. A winning score in FFG's Britannia is 220-240 typically, in my experience. Occasionally a bit higher, occasionally a bit lower. So even if the Romans rack up 240 points, Yellow will win by 100+, but they are unlikely to be double.

Also - you were adding the points for the colors together, right? So the score for the Brigantes, Saxons, Irish, and Norsemen were all added together to determine the Red player's VP total, right? Ditto for the Belgae Picts, Angles, and Normans for blue, the Welsh, Caledonians, Jutes, and Danes for green. Failing to do that would be about the only way I could see doubling the next player's winning score with the Romans.
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whac3 wrote:
My own style of play is to sweep across the island like a tide, forcing Belgae and Welsh to submit or be annihilated and then doign the same ot the Brigantes.


The Romans are always a tide, the question is whether it's directed strictly North or heads west into Wales in force as well.

I personally hit a Welsh area or two, but typically don't target them for submission. But that's an artifact of years of the AH version (which I find dramatically different) that I may need to revise. The next few times I play yellow, I'll be aiming west to see what difference that makes.
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The Romans typically score somewhere between 110 and 145.

The average player score is between 180 and 250, although 150 and 300+ aren't unknown.

Are your numbers significantly different?

edit: The box insert fits the components quite snugly I find. It does a little bit of working out which pieces to put in which holes, but after that it is fine.
Last edited on 2008-06-02 09:34:25 CST (Total Number of Edits: 1)
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Philip Thomas wrote:
edit: The box insert fits the components quite snugly I find. It does a little bit of working out which pieces to put in which holes, but after that it is fine.


The box insert that shipped with the original version of the game from FFG had nothing to do with the pieces for the game, which was irritating. I just threw mine away because it was useless for the game.
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I'm prretty sure we're tallking about the same box insert.

In one corner there is an array of 7 deep Hexagonal holes which are just right for holding one big nation apeice. There's another Hexagonal hole in the next corner, with an additional circular opening which is perfect for those population markers. Then a triangular shallow depression which I use for red pieces not already dealt with. The rest is fairly standard rectangular depressions, although one of them is particularly large. Small ones hold Blue and Green spare pieces, the big one I use for Yellow and all the leaders, and two of the small ones I use forn Vp counters. The dice and Roman forts (bagged up) also go in the big depression.
Wendell A
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Quote:
This led for me to a strategy which frankly is a little disturbing: genocide, i.e., the annihilation of nations.


I must say it never occurred to me to describe the events of Britannia as genocide. The Romans didn't kill all the Belgae; they destroyed their leadership and imposed Roman rulers and laws over the locals. The Saxons weren't all killed by the Normans; just forced to abide by Norman rule.

And my old AH box is holding up quite well! :p
Philip Thomas
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Nr Hemel Hempstead
Hertfordshire
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The Roman treatment of the Belgae was pretty brutal, hence Boudicca's rebellion. Still, you are right, more and more historians are coming to see the invasions of past models as merely a small elite imposing itself on a fairly static indigenous population, if indeed the whole cultural shift in question wasn't produced by the effects of trade without any migration at all.

Although Brittannia uses the term 'population' its proabably better to think of the pieces as elite warbands, a few hundred strong, ruling over a given area, with the bullk of the population invisible and not much affected by the activities of the warrior class. So you're not exterminating a race, just a political faction.
Lewis Pulsipher
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(I wrote this before reading the comments following the review.)

I'm surprised by the criticism of the boxes. I use several boxes quite a bit, and have never had any sign of them falling apart.

The original insert was of cardboard, but too large: the box would not close completely. This threw out FFG's shipping arrangements, among other things. They decided to replace the insert in Minnesota (the games were printed in Germany), delaying shipping by two months. They used a plastic insert made for another game (someone has said which game, I don't recall).

It will be interesting to see if the reprint has an improved version of that original cardboard insert.

As many of you know, I suggested that an errata sheet be placed in the game when the insert was replaced. FFG decided not to. I don't know whether this involved some contractual thing involving who paid for the insert problem, or what.

Plastic pieces are very expensive. Would they be worth increasing the price $20 (that's a guess)? Also, because you can have an unlimited stack, occasions could arise when plastic pieces would require more space than is available. Many of my Brit-like games now do not allow unlimited stacks, and have fewer pieces, making plastic pieces more feasible.

Axis and Allies was first published after Brit had been designed (though not published). I do have an original (Nova) version of A&A, but it did not influence the combat method. I don't think I've ever seen the combat described as a variation of A&A.

"a well-played Roman nation will leave the board having earned as many or more victory points for yellow as red, blue or green can earn from all nations throughout the entire game." This is clearly not true, and the comments about Romans are very misleading. Romans average near 125, and a quick look at some scores from the WBC tournament last year (15 games) shows a high Roman score of 140. Each color averages 216 and a fraction. And each color wins close to the same number of games. (See the statistics file posted on BGG.) The author clearly has not played the game enough to understand the strategy fully. Many critics of the game say it is unbalanced, but the results of experienced players indicates exactly the opposite.

The author may enjoy the game more when he plays with more expert players. THAT could be a criticism of the game, that it can be a problem for inexperienced players to find a balance. Nowadays many (not all) "Euro" style games are deliberately designed so that you can become a quite proficient player after playing once or twice--you're learning to take advantage of the mechanism, not learning strategy. Brit is not like that at all, it is a strategy game. And I like it that way.

Lew Pulsipher (designer)

Ken Agress
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Crystal Lake
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lewpuls wrote:
Brit is not like that at all, it is a strategy game. And I like it that way.


So do we. :D
Jim Allard
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Dover
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Please, don't consider plastic playing pieces. In addition to the cost, they are also not as functional. Information can be spelled out on the counter. In (for example) Lord of the Rings, I can't tell the difference between any of the races, nor their type - they all look alike to me.

Your game is nearly perfect as it is...

Thank you,

JimA
Darrell Hanning
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lewpuls wrote:
Nowadays many (not all) "Euro" style games are deliberately designed so that you can become a quite proficient player after playing once or twice--you're learning to take advantage of the mechanism, not learning strategy.


Indeed - those are the games that hit the trade pile after one playing, or increasingly of late, never get purchased.

But let's not get too dismissive with as broad a brush as "Euro style". There's some very, very good in there (at least, within my perspective of what that moniker includes), along with the pretty damn mediocre.
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lewpuls:

I will take the concensus that I need find more experienced players to play against with this game. Although I have established that I am not making blunders in scoring my games, the scores I get for the Romans are disproportionately high from what other posters are saying. Although I have played the game a number of times, I will happily accept that I need play the game more.

For the record, I like the game and if my impression of imbalance is in fact incorrect, I will like it even more. This is even true in spite of generally prefering plastic pieces over flat cardboard. That may well be because I do not see well.

P.S. For the record though, the box I received is quite flimsy and started coming apart while I had it resting on the table as I punched out the pieces.
Last edited on 2008-06-02 18:03:17 CST (Total Number of Edits: 1)
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