Great little game. Very fast playing, short rules and easy mechanics. Great introductory game for new players while still remaining fun (which is unusual in a wargame) My only gripe is there are too many colored counters, trying to remember who's who is the hardest part of this game.
Yet another great expansion or variant.First person to complete a city or road gets the King or Baron tile. The next person to make a complete a road bigger then gets the tile and so on. All roads and cities completed at end earn the owner of the tile 1 point each. Also adds some new playing tiles to the game as well.
Great game marred by poorly structured rules. There is a gem here if you are willing to look, the reward is worth it. Lots of options for each player, some randomness from events. My biggest gripe is why they chose to have "Action" cards drawn during the event phase and "Event" cards drawn during the action phase, makes no sense. Some errata on map and counters but what game doesn't. Not too many games on this war and on this level. Has enough Historical feel but doesn't bog down game play. Can be played in around 2 hours.
One of the better, if not best, Metagaming games. Probably would have been a full box game with even more rules and options if it wasn't too similar to War In The Ice by SPI. Definitely needed a player aid. Great game for its time.
Rating of 7 for Solitaire play only. I can't recommend this for 2 players as the Jihad players OPS/actions are determined solely by die rolls. This much randomness will work better for solitaire play, but when your playing the Jihadist side and attempting to use strategy you can be hampered by some, or in most cases, a lot of unlucky die rolls. You'll have to remember all the rules unless you download some of the user created Play Aids. These will also shorten the learning curve. Overall a strong solitaire game.
This expansion balances out the game more when 4 or more people are playing. Stand alone the game was too easy to win without using the advanced rules. This adds more to the game as well as making it a little tougher to win with more players. Still fun to play.
Nice solitaire system, rules need a rewrite though. Lots of challenge and variety on how to achieve your goals. The more damage you do, the more alert the Union becomes thus becoming slightly more difficult as the game progressess towards the end.
Good overall solitaire effort. Lots of choices you can make. Enemy instructions mechanic works well. Victory Checks seems like chaotic randomness of adding and subtracting, moving and matching just to keep you at either +3 or -3 for a win or loss. There is a lot to remember as well like when to spend, raise or lower Ferocity, AP's, MP's, Morale and Culture and games can run long. Overall, very satisfied with the game and the theme.
Pretty decent Fantasy game. Lots to do as far as developing your character, fighting, training, accepting tasks, performing heroic deeds, ect. Rules hard to follow at first but reading the rules summary book pretty much expained anything that was questionable.
Another early introduction to wargaming as a kid. One of the 2 wargames I was able to learn and play due to the simple solution of having progressive rules. Progressive rules folks!! Why hasn't anyone learned from this!!! Although, they did seem to learn from the unlimited stacking rule.
A decent horror game. Run around to different locations building up your characters stats, and inventory and be the first to kill the villian. Quick gameplay, easy rules, low downtime between players. Could have used a larger gameboard, text is small and hard to read from sitting position. Also when you have this many components in a game you NEED to include character mats, the table becomes filled with cards, markers, chits, ect. It seems they learned from there last CD that they needed more ambiamce or atmosphere rather then New Age, Techno beats playing in the background.