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Jim Patching
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0809
Britannia » Forums » Reviews
A Review 1000 Years In The Making ...... Roughly ....... give or take a millenia.
Many an hour of my youth was spent on this game. I found it fascinating and spent a long time looking for similar games but to no avail. A lot of people compare modern ‘war board games’ (like War of the Ring) to RISK, but as I see it the more accurate evolutionary trail leads back to Britannia. As far as my gaming experience is concerned, it seemed to be one of the first board war games that was actually set in a very specific time and place and had a reason for the conflict that was occurring.

The game tells the story of roughly a thousand years of British history, from the Roman Conquest up until the Battle of Hastings. Up to four players take on the role of a number of indigenous and invading tribes, each intent on conquering and settling a part of this green and pleasant land. Every turn covers a period of approximately 80 years and a time-line informs you when certain nations arrive in the game (which corresponds to their actual historical appearance). A chart on the board lists the order in which nations act each turn, providing they’ve entered the game at that point.

The winner of the game is determined by who has the most victory points at the end and victory points are primarily earned by taking and holding land. The mechanics of the game are quite simple, with battles being determined by dice rolls that are modified depending on the terrain the battle is being fought on or (very occasionally) the types of troops involved. There are also rules for population growth, submission and leaders.

It’s an unusual game in that victory points are deliberately earned in a lop-sided manner. For example, at the beginning of the game one of the players will be in control of the Romans, whilst the other players control a variety of local British tribes. Needless to say, the Roman player is going to kick all kinds of butt at the beginning of the game (if he doesn’t he’s in trouble!) and should earn significantly more victory points than the other players. To new players this can be a bit disheartening and make it look as though the chap controlling the Romans is going to have a run away win, but this won’t necessarily be the case. Most of the nations the Roman player gets to control for the rest of the game aren’t that spectacular (heck, as far as I can work out the Dubliners are just an ageing 5 piece folk band!) and each of the other players will have their own big scoring nation which should result in a big spike in their victory point acquirement chart.

Here’re my feelings on the game, split into positive aspects and aspects that might put some people off. I should probably state that as a kid I loved this game (it’s one of the very few games I’d ever consider playing solo) so that may well affect my feelings on it.

Good Points

Historical Accuracy. I’m telling you, this game should be on the National Curriculum. If they let kids play this in schools it’d make it a whole lot easier to visualise the history of Britain.

Replayability. The four players each get to control a set of four or five nations that are split into different colours. The colours all play significantly differently from each other and the game can give a very different experience depending which colour you’re playing. Due to the lop-sided way that victory points are earned it can also take a few plays before you can really judge who’s doing well an who’s not doing so well.

Strategy. This isn’t a tactical game, it’s very much a long-term strategy game. There are lots of options open to you without drowning you in rules and exceptions.

Components. There’s been a few different editions of Britannia but the one that’s currently in print is published by Fantasy Flight Games and is very good. The board looks great, with the British Isles depicted like an old-style parchment map (a few unclear areas of the board from previous editions have also been tidied up). The counters and cards are all really thick and have good artwork on them. As others have noted, the box insert for Britannia looks like it was designed for a completely different game and as my housemate would say, is “about as useful as a condom machine in the Vatican” but as far I’m concerned that’s no big issue. The rule book seems far longer than it needs to be, but it gets the job done.

Balance. For a game with such a lop-sided method of gaining victory points it seems remarkably well balanced. In my experience, red seems slightly easy to win with and blue seems slightly harder to win with, but there’s plenty of stats out there from tournaments that seem to suggest that all colours are pretty much even.

Drawbacks

The game takes a long time to play. This isn’t a problem as far as I’m concerned but could well be a problem for others. Our normal play time probably clocks in around the 3 hour mark.

Due to the lop-sided method of gaining victory points and the staggered way that different nations come into the game it can take a few plays before you really get the hang of how the game pans out. This can have a big effect on your strategy. This is fine if you’re prepared to play it a couple of times before you get the full picture (for want of a better phrase) but it may be off putting for some.

Some of my friends aren’t too fond of Britannia because they think it can be a bit 'samey'. I think this stems from the fact that set up and the order in which nations come into play is scripted. Personally I don’t have a problem with this at all as if you know what resources you have to play with I feel that it enables you to think more strategically as to how you’re going to use them.

It only really works with four players. There’s rules for three and five players but it’s nowhere near as good a game if you play with anything other than four.

*

Whilst this game certainly isn’t for everyone, personally I think it’s great. The designer also seems pretty active on these forums, which is always a bonus.
CND
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I wouldn't say this was even close to one of the first board wargames set in a specific time & place. It was originally published in 1986 and there were hundreds, if not thousands, of board wargames simulating a specific historical place & event before Brit.

That being said, it WAS the first of the "sweep of history" style games (narrowly-enough defined). Perhaps owes some pedigree to "Ancient Conquest" 1 and 2, but it really ushered in a new style of historical gaming - the broad brush approach to the great "people movements" of history that has since been re-implemented, with few or no modifications, in at least 8 or 10 other games.

I agree with your comments about the Roman player and that new players are likely to be extremely disheartened around Turn 3 :) It's also true that the aggregate score at any point in time is not comparative, but experienced players certainly know who's doing better or worse than they "should" be at any given point.

Completely agree on the rulebook - FFG seems to have taken a page from Mayfair and produced a rules set that's 50% too long and completely muddled organizationally. The AH rulebook was a paragon of clarity and brevity compared to FFG's!

Britannia is one of the best mixes between historical accuracy, simplicity, playability, and strategy I've ever played. It's true that it does run a bit long; I typically play it over 2 days (or 2 sessions) because of this. It's not too hard to record positions and take the whole thing down, but obviously much easier to just leave it up between sessions.
Jim Patching
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0809
I figured there were probably older board war games out there, although I guessed most of those are of the more traditional war game variety. But then again, that gets you in the whole thing of "what's a wargame?". No idea why but I've always thought of Brit as more a board game than a war game. Even as I'm typing this I'm realising that 1986 is actually after Axis and Allies was printed. Yeah, maybe that was a pretty inaccurate sentence I typed.

I originally had the old Gibsons game version where they managed to get all the rules on 3 double side pieces of paper (and more than one of those sides was taken up with the design notes!)
Lewis Pulsipher
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"Sequence of Play" rules is what FFG did, as opposed to "read the rules thoroughly, then play the game and refer back to rules as needed". The idea behind Sequence of Play is that people will actually try to play the game while reading the rules for the first time. This IS what Euro-style players often do, but I don't see Britannia as particularly attractive to Euro-players (though, believe it or not, one person actually said it's a Euro-style game!). So SoP rules are designed to be read as you go, not as reference material. And tend to fail as reference material. My old-style version of the rules can be downloaded at my Web site (pulsiphergames.com).

I tried to convince FFG to include a video about how to play in the game, but they said they didn't think their customers needed it. Yet they did need SoPlay. Who knows?

The game IS too long for many people. I have a prototype that, on second play, took people 1:40. That's what I'm aiming at, at least one version in a game that will be 90-120 minutes. And possibly another version that will be longer. Then a few really long games may be published ultimately as "monster" games.
F15 Eagle
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0809
Very good review. I agree that the theme and design are very illustrative of the history of Britain.

I really like the "Sequence of Play" style of rules in this and other FFG games. I do think it makes it easier to jump right in and play. While not as good for detailed reference, it seems more intuitive. Of my recent game purchases, the FFG titles (Brittania, AGoT) have had the easiest learning curve simply because of the way the rules are presented. Similarly complex games from other companies have taken much longer for me to learn. It's a little frustrating to spend a few hours trying to comprehend all of the content in a rule book, and then setting the game up and playing it for the first time only to discover that it's really not as complex as the rules made it seem. I feel sort of cheated when reading the rules takes longer than playing the game.

Ideally, every game would come with an SoP, or quick start, rulebook and a more traditional, detailed, and indexed book with FAQ's for reference. Everybody's got to have a dream, right?

I like the idea of a version of Britannia that plays in two hours. It seems that the biggest challenge in designing alternate scenarios for this game is maintaining the balance of the original, but the mechanics certainly seem refined enough to support that.
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