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Gregory Bay
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Hellas » Forums » Reviews
A Simple, Lengthy, 2 Player Area Control Game
Hellas

(All photos provided by the talented users here on Board Game Geek)



Two player games are an integral part of my collection for the simple reason that two is the number of people that is the easiest to get together to play a game. A lot of times in the evening after my wife and I have put the children to bed we are looking for a game for the two of us to play.

I first saw Hellas while surfing around on the net for different games and the time period and pieces caught me right off. "A wargame!" I thought to myself and maybe a wargame my wife will play. Hellas is not a wargame in my opinion because the mechanics and strategy of a wargame are not there. Hellas is a game of area control and that's it. You are conquering land and trying to earn x amount of victory points to become the winner which after reading the rules online sounded right up our alley.

Hellas is a very long game that over dramatizes the game play of conquering cities on your way to scoring enough victory points to win.

On to the review.

THE GAME IN SHORT AND THEME:

The game takes place around the time of the Greek city states and represents the many conflicts of the different Greek peoples in trying to take over other city states and coercing the gods to help.

The theme is what grabbed me first in wanting to play this game. The theme is represented well in this game through the plastic troops and ships to the pictures of the temples on the board and artwork in the cards.

OPENING THE BOX AND FIRST IMPRESSIONS:



The box is the standard Kosmos two player game size if you have played any of that line if not the boxes are close to 10 inches by 10 inches square. A very small box. Quality is good though of the box and upon taking the shrinkwrap off of the game I was impressed by what I saw. The Kosmos line is not overly expensive so don't expect the world here but the quality is equal for what you pay.

My expectations are high here upon opening the box and seeing, at a glance, quality.

THE COMPONENTS:



Included in the box is a deck of cards (in three different colors representing the three different gods; ares (war), neptune (water), and zeus (genera)). These cards are differentiated by color so they are easy to tell apart. The quality of the cards is just sub that of a Bicycle deck of cards. In playing this game one is not going to constantly have to shuffle the cards and worry about wear and tear. The cards work for this game.



The second thing that is included in the box is the two different sets of troops (represented by color), and seperated into two categories boats and infantry. Quality here is cheap plastic. These are not miniatures that I would take the time to paint (which I do not do a lot of anyway) but I will say they serve their purpose save one point. The infantry pieces have a habit of falling down because their bases are small. Quality with these guys for me is not the end all because they function in the game well. I do not like small pieces but this is a small game so what do you do?

Some examples:



Third, you have the game board itself that is represented in six sided "Settlers of Catan" like pieces. The board is modular which is one of the highlights of this game because the game will change with each play. The quality of the pieces is decent as can be said of all the components included in this game but I keep saying this and I think this holds true, "it works." When looking at components that is something that I remind myself of. Does this work? Here it does.

Examples:

Size of Hellas game board piece versus Catan



Fourth, the rulebook including is again decent quality. Glossy paper, pictures, and easy to read print.

THE RULEBOOK; ABILITY TO LEARN AND TEACH HELLAS:

The rule book is easy enough to read and after one read through I felt I had a good enough grasp of the game to play and teach it. The information presented was concise with good illustrations.

I had no trouble teaching this game which is always an added blessing for me because I am usually the one teaching the games at home and in our game club.

After one read through I was able to teach without having to refrence constantly the rulebook. For me a two player game should be that easy to learn and to teach but have depth that will bring one back to play again and again.

So how is the gameplay?

GAMEPLAY:



The game starts with the doplhin tile placed in the middle and then starting tiles are placed to form starting areas for each of the players. This game is a pure area control game. Keep that in mind. With your starting troops on the board the game is ready to begin.

Players will be battling over land and water trying to take over cities to reach the magical victory point total to win the game. ON a players turn players can place troops (boats and/or men), draw cards, or explore by placing a new tile.

Players are limited to the ammount of soldiers they can have in a city (3 men), but the strategy is to build up your arms and then assault cities by moving soldiers into an enemy city causing your troop number to be greater there than your opponents. If you exceed your opponents ammount of arms then you win the city and your influence grows. When the battle occurs over land then if there is a tie the attacker wins unless there is an influence of cards that would change a statistic. The only other action in combat is the cards which can be used to turn the tide in a battle in different ways.

There are also temples that can be taken in areas of control that provide more troops as well.

This constant deploying troops, moving troops, drawing, and playing cards continues until on player wins, no ties.

The game has a built in run away leader detterent as well as a leader deterent. Being in first place as far as points makes the game easier for the other player because you are limited to the ammount of troops that you have and as your kingdom grows it gets harder to defend. Causes a lot of ebb and flow in the game.

This is where my big problem with this game is. This game never wants to end. I equate it to Risk with two people playing with escalating cards and the game constantly goes back and forth with no victor in sight. Same here. One player gets ahead and becomes weak with the gain in land and not enough soldiers to defend and the other player gets ahead and back and forth.

I have yet to play a game in under 90 minutes. To long a game for what is really here. I want to enjoy this game but do not because of the time involved in playing this, what should be a 45-60 minute game that takes 90+.

PRO'S of Hellas
1. Modular board.
2. Simple to play and teach.
3. Good enough depth of strategy for what is here.

CON's of Hellas
1. Time. To long a game for what is here in this area control game.
2. To strong a detterent to the leader, what causes long games.

FINAL THOUGHTS:

I really want to like this game and I have not yet gotten rid of it but I have thought about it very often because there are other games that give more for playing them in 90 minutes compared to Hellas. I will probably keep it because once in a blue moon I do feel like playing it but then in the midst of playing I realize why I do not rate this game very high.

If you like area control games this one has an innovative way towards doing that with a great theme that works, but ask yourself if 90 minutes is worth this simple game.

For me the gameplay does not justify the time required to play, and time is a big factor in my game playing and ratings because my time is limited.

My Board Game Geek score: 6/10

What say you?

Thank you!

Gregory
Last edited on 2009-01-10 19:36:18 CST (Total Number of Edits: 3)
This is an odd little game. It's really a Euro, but it has enough combat to appease the wargamer in me. (Not to say that it's a wargame; it's not.) After a few plays, it plays quickly enough to be a good two-player filler. Nice bits in a small box.
Peter Grant
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Nice review Gregory. I picked this game up about 6 months ago and have yet to play it.

I guess I purchased Hellas because it reminded me of my very first design attempt. With the start of Battlefields of Olympus development, I was envisioning something along the lines of Hellas. This was long before I knew what Hellas was. Instead of hex tiles, I used land cards (which later turned in to the published Land Trophy cards) and the game often took over 3 hours! The area control aspect would just drag on and on. After one more agonizing playtest with friends one evening, I decided to tear the design apart. I distilled the game, keeping the fun bits and tossed out the rest. Ares was actually a special ability card from the early design and I turned him into a timer that would help fix the game length to 30 minutes or less. At last, I had a quick little battle game that scratched an itch, but didn't take forever to play!
Russ Williams
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90 minutes?!

Our games never take more than half an hour, often just 15 minutes.

I have read this complaint about the length of Hellas before. It is totally dependent on your choices as players. The goal is to own 10 cities. At the start there are only 8 cities in play. If you never voyage, and just keep maneuvering and battling and capturing back and forth (Risk-like, as you described), the game will literally never end since no one will even be able to get 10 cities.

Realize that, voyage more, and your games should go much faster. Note that there is good reason to voyage (i.e. a strategic reason to help you win, not just a meta reason of ending the game sooner), because of wanting to get extra actions in bursts of strength from having more temples than the opponent.
Sander Sijssens
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I must say I agree with Russ. I have never played more than 60 minutes. The exploring is important to get the temples and easy cities behind the front line. There are several ways to gain more than one city in a turn and win. At first I thought I bought a stinker but it turned out to be a great game, strange to play but very fun if both players know how to play. There are several important things like dominating the dolphin tile and pulling cards when you are losing to turn odds in you favor.
Jeff Kunkel
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I agree with the above posters. Voyages are extremely important to the strategy of the game. After 11 voyages, somebody MUST win the game as that means there are 19 cities on the board. Plus, voyages are a good way to get, or eliminate, a player's lead in temples. Knowing when to voyage is crucial and will speed the game considerably.
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It is not simple, not lengthy, and not an area control game, but it indeed plays with two ;).
Gregory Bay
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Quote:
Realize that, voyage more, and your games should go much faster. Note that there is good reason to voyage (i.e. a strategic reason to help you win, not just a meta reason of ending the game sooner), because of wanting to get extra actions in bursts of strength from having more temples than the opponent.


Our first couple games we did spend more time just battling for cities with only light voyaging involved which increases the game time for sure, but in the last three games that I have played we have focused more on the discovery aspect of this game which decreased the game time but there is one problem. Spending so much time voyaging leaves you open to the other player to pillage for your cities and so you are forced to battle back and forth for what is already there.

After six games I have found that the games average 90 minutes.

Still enjoy playing this every now and then

Thanks for your comments!
Last edited on 2009-01-10 16:20:30 CST (Total Number of Edits: 1)
Gregory Bay
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HavocIsHere wrote:
It is not simple, not lengthy, and not an area control game, but it indeed plays with two ;).


I disagree with your disagreement that is agreeable :D.

What would you call this game if it is not an area control game?

For me that is the basis of this game. You are trying to have the most influence on the map board by strategically placing your troops in areas that you are looking to conquer. Hence for me it is an area control.

What makes this game not an area control game?
E Shaw
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Just a correction: attacker wins ties if the attack is over land.

For ages we misread the rules and played that you could only assault from one city at a time. Now that took forever! But yeah, now we can get a game done in maybe 20 minutes average.
Russ Williams
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baymonkey wrote:
Our first couple games we did spend more time just battling for cities with only light voyaging involved which increases the game time for sure, but in the last three games that I have played we have focused more on the discovery aspect of this game which decreased the game time but there is one problem. Spending so much time voyaging leaves you open to the other player to pillage for your cities and so you are forced to battle back and forth for what is already there.

After six games I have found that the games average 90 minutes.

Then I start to wonder if you've misread some rule (as Ilikegames suggests), or you just play very slowly and are analysis-prone (but it doesn't sound like that, since apparently you play other games more quickly). It could be worth rereading the rules (and the Hellas FAQ) just to make sure you're not accidentally doing something wrong. (We call this "Ignacy's rule", after a friend who suggested occasionally rereading rules of games you play, since you often discover minor or even major misunderstandings...) I can't imagine this game taking 90 minutes if played according to the rules by people who know that voyaging is necessary to win.

Our early games took longer due to trying to figure out the unfortunately terribly ambiguous/lame text on some of the cards. Hellas FAQ should help, if rules discussions are part of the 90-minute length. :)
Andy Daglish
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The major problem which kills this one stone dead seemed to be that there's very little point not drawing from the deck of Ares [war], since otherwise you won't get anywhere on-board and secondly the other player will beat you if he draws from this deck exclusively. I don't recall our games lasting longer than 90 mins. I imagine a good time to expand is when the other side is too badly damaged to respond. It had its good points, but the unused Zeus and Neptune decks voted against.
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aforandy wrote:
The major problem which kills this one stone dead seemed to be that there's very little point not drawing from the deck of Ares [war], since otherwise you won't get anywhere on-board and secondly the other player will beat you if he draws from this deck exclusively. I don't recall our games lasting longer than 90 mins. I imagine a good time to expand is when the other side is too badly damaged to respond. It had its good points, but the unused Zeus and Neptune decks voted against.

Many would argue that the Zeus deck is the most important, not the Ares deck... The Neptune deck seems less useful overall, except the card to give a 2nd voyage can be incredibly powerful for winning.
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I would say that the zeus deck is the most powerful myself as well. Avoiding drawing from Ares can be a killer as well in my opinion.
Gregory Bay
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russ wrote:
baymonkey wrote:
Our first couple games we did spend more time just battling for cities with only light voyaging involved which increases the game time for sure, but in the last three games that I have played we have focused more on the discovery aspect of this game which decreased the game time but there is one problem. Spending so much time voyaging leaves you open to the other player to pillage for your cities and so you are forced to battle back and forth for what is already there.

After six games I have found that the games average 90 minutes.

Then I start to wonder if you've misread some rule (as Ilikegames suggests), or you just play very slowly and are analysis-prone (but it doesn't sound like that, since apparently you play other games more quickly). It could be worth rereading the rules (and the Hellas FAQ) just to make sure you're not accidentally doing something wrong. (We call this "Ignacy's rule", after a friend who suggested occasionally rereading rules of games you play, since you often discover minor or even major misunderstandings...) I can't imagine this game taking 90 minutes if played according to the rules by people who know that voyaging is necessary to win.

Our early games took longer due to trying to figure out the unfortunately terribly ambiguous/lame text on some of the cards. Hellas FAQ should help, if rules discussions are part of the 90-minute length. :)



Played another game last night and we clocked in at 70 minutes which is the quickest game yet. I can see the opinions upon which many have stressed on how the game moves much quicker.

As far as I know no rules have been missed.

From what I see from my gaming group we are not analysis prone but we just do not want to give up any land what soever and we are constantly wanting to battle for what is there instead of expanding out because it seems that many times, for me at least, you really open yourself up for an invasion in the process of expanding.

A good game.

Appreciate all the feedback and straightforward comments. Will be given this game another go this weekend.

Gregory
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baymonkey wrote:
HavocIsHere wrote:
It is not simple, not lengthy, and not an area control game, but it indeed plays with two ;).


I disagree with your disagreement that is agreeable :D.

What would you call this game if it is not an area control game?

For me that is the basis of this game. You are trying to have the most influence on the map board by strategically placing your troops in areas that you are looking to conquer. Hence for me it is an area control.

What makes this game not an area control game?


For me it is an hybrid, but first a card game; it is really important to know the effect of the cards and their interaction; the "area control" part is more of a simplified wargame - would you call Risk an area control game?
Without actually studying the cards, the game is quite boring and feels random; give it a go, learn the card effects (after all there are not so many different cards) and try anticipating the card play of your opponent.

Exploration also plays a huge role, and as explained by other posters will shorten the game quite a bit.

I would say that the biggest problem of the game is that it is misunderstood because it looks and feels like something else..


Ross Yaggy
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Great review. I think I will still give this game a try as I too am stuck usually playing with only 2 people.

Thanks for the pictures, too!


Ross
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