<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Byzantium Reborn</title>
	<link>http://www.boardgamegeek.com/boardgame/13290</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:48:54 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:48:54 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Positions on turn 7, the French left the war 2 turns before. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic381349_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/381349</link>
	<pubDate>2008-10-08T18:24:14+00:00</pubDate>
	<dc:creator>Desaix</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Trun 4 - Turks going full against French while Greeks are slowly advancing in the West.  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic373846_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/373846</link>
	<pubDate>2008-09-17T20:31:27+00:00</pubDate>
	<dc:creator>Desaix</dc:creator>
</item><item>
	<title>Thread: Re: Buying Asset Points and Air units´ value</title>
	<description>I cannot find how many AP are available on a single turn for auction (for 6.5)... Can someone tell me where to find this ?</description>
	<link>http://www.boardgamegeek.com/article/2629195#2629195</link>
	<pubDate>2008-09-08T20:54:20+00:00</pubDate>
	<dc:creator>Desaix</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Notice how tiny is the box compared to Puerto Rico's. Impressive, as we speak for a wargame!   &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic339135_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/339135</link>
	<pubDate>2008-06-03T17:17:09+00:00</pubDate>
	<dc:creator>ManOfSorrows</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Byzantium Reborn: What you get &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic339134_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/339134</link>
	<pubDate>2008-06-03T17:13:23+00:00</pubDate>
	<dc:creator>ManOfSorrows</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Initial game setup from Cyberboard game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic315099_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/315099</link>
	<pubDate>2008-03-24T22:07:29+00:00</pubDate>
	<dc:creator>dander53</dc:creator>
</item><item>
	<title>Thread: Is this worth getting?</title>
	<description>Is this game worth getting- give me your opinion if you have played it!</description>
	<link>http://www.boardgamegeek.com/article/1825509#1825509</link>
	<pubDate>2007-10-31T19:52:25+00:00</pubDate>
	<dc:creator>gregd</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic183681_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/183681</link>
	<pubDate>2007-02-05T08:08:40+00:00</pubDate>
	<dc:creator>Gangrel</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic160966_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/160966</link>
	<pubDate>2006-11-12T02:58:59+00:00</pubDate>
	<dc:creator>Gangrel</dc:creator>
</item><item>
	<title>Thread: Buying Asset Points and Air units´ value</title>
	<description>We discovered in our recent game of BR that the asset points tend to be monopolized by the Turkish player since he can go first in the buying rounds. I therefore propose to let each player buy asset points alternatively with the Turk starting the buying rounds. &lt;br&gt;&lt;br&gt;The air asset points are rather strong with two dice, therefore we try to tone down their effects by giving them a strenght of 1d6 only, not 2d6.&lt;br&gt;If you still feel that they are too powerful, you might eliminate them no a roll of 5 and 6, not only 6.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/742318#742318</link>
	<pubDate>2005-12-25T12:39:00+00:00</pubDate>
	<dc:creator>Philipp Klarmann</dc:creator>
</item><item>
	<title>Thread: A very good game about an unknown conflict</title>
	<description>I will start my review by a short summary: Byzantium Reborn is an excellent example of those 2-player DTP games which benefit greatly from the powers of modern publishing, an imaginative setting, a good deal of copying good ideas and rather diligent playtesting (apparently).&lt;br&gt;&lt;br&gt;The game revolves around the Greek-Turkish conflict between 1920-22, a long forgotten war which started in the aftermath of the great catastrophe of the 20th century, the First World War. The Greeks were inspired by the nationalist fervor, the recent downfall of the Ottoman Empire and the insanity of the Allies to expand their territory into Minor Asia where for thousands of years, Greek ethnic minorities thrived. The Greeks were able to quickly secure vast ranges of the coastal area, but after losing the support of the Western Allies, quickly succumbed to a combination of excellent generalship displayed by Mustafa Kemal (later Ataturk= Father of the Turks), war weariness and unrealistic campaign goals.&lt;br&gt;&lt;br&gt;The game itself is a sibling to Arriba Espana from Brian Train and copies the idea of it. The map is divided in areas which show cities, terrain and other symbols (e.g. the Greek ethnic minority or flags for countries, which operated in Turkey at that time). The units are regiments, divisions and corps with the occasional assets (artillery and air) thrown in.&lt;br&gt;&lt;br&gt;There is a deep political subgame which forces players to use their political support levels (measured in points from 0 to 100) to influence foreign powers. If you have enough support, you may even build up a stronger army and get more political and material support.&lt;br&gt;&lt;br&gt;The sequence of play puts a lot of emphasis on random events (big table) which are rolled for twice a turn. The results can be irritating, even disastrous for one side (withdrawal of support from foreign countries).&lt;br&gt;&lt;br&gt;Players receive political points and equipment points, the political points are useful for influencing the foreign powers, the equipment points are needed to build up armies.&lt;br&gt;&lt;br&gt;The combat system is quite odd and uses no CRT. It works excellently as it results in bloodbaths quite common to WWI style combats...basically, you try to roll as many dice as you want but you have to stay below your combined combat factors. If you over-roll, you cause no casualties. Otherwise, each hit is a loss point with divisions being able to sustain double their combat factors as hits (divisions have 4 combat factors, corps 5, regiments 1)&lt;br&gt;&lt;br&gt;Apart from minor annoying rules layout troubles, the only soft spot we found was the distribution of asset points. As the Turkish player always goes first, he is able to secure all asset points for him early. This needs a house rule and I suggest limiting the buying of asset points to 2 for each side at most. Also, air is a bit strong and losses for Air should be rolled for with hits on a 5 and 6.&lt;br&gt;&lt;br&gt;How is the balance? The Greeks have an easy start with lots of success as the Turks are busy fighting their war in Armenia and in the South against the French intervention. After these two events are accounted for (usually in the second year of the war 1921), the tide turns and large forces pour into Central Anatolia. These forces then strike either end of 1921 or beginning of 1922 against the fortified Greek lines. The Katastrophe rule, which use we strongly recommend, then will set the end for the Greek and it ultimately boils down to the question who will occupy Smyrna and Constantinople at the end...it is tough on the Greeks if they failed in the political game and cannot count on much support from outside...if they still have reserves at hand and support from a foreign power, they might be able to pull of a win (= not going down to zero on the political support track).&lt;br&gt;&lt;br&gt;All in all, an enjoyable combination of political and wargame rules, very recommended. Playable in about 4-6 hours.</description>
	<link>http://www.boardgamegeek.com/article/738343#738343</link>
	<pubDate>2005-12-21T14:33:56+00:00</pubDate>
	<dc:creator>Philipp Klarmann</dc:creator>
</item><item>
	<title>Thread: A very good game about an unknown conflict</title>
	<description>I will start my review by a short summary: Byzantium Reborn is an excellent example of those 2-player DTP games which benefit greatly from the powers of modern publishing, an imaginative setting, a good deal of copying good ideas and rather diligent playtesting (apparently).&lt;br&gt;&lt;br&gt;The game revolves around the Greek-Turkish conflict between 1920-22, a long forgotten war which started in the aftermath of the great catastrophe of the 20th century, the First World War. The Greeks were inspired by the nationalist fervor, the recent downfall of the Ottoman Empire and the insanity of the Allies to expand their territory into Minor Asia where for thousands of years, Greek ethnic minorities thrived. The Greeks were able to quickly secure vast ranges of the coastal area, but after losing the support of the Western Allies, quickly succumbed to a combination of excellent generalship displayed by Mustafa Kemal (later Ataturk= Father of the Turks), war weariness and unrealistic campaign goals.&lt;br&gt;&lt;br&gt;The game itself is a sibling to Arriba Espana from Brian Train and copies the idea of it. The map is divided in areas which show cities, terrain and other symbols (e.g. the Greek ethnic minority or flags for countries, which operated in Turkey at that time). The units are regiments, divisions and corps with the occasional assets (artillery and air) thrown in. &lt;br&gt;&lt;br&gt;There is a deep political subgame which forces players to use their political support levels (measured in points from 0 to 100) to influence foreign powers. If you have enough support, you may even build up a stronger army and get more political and material support.&lt;br&gt;&lt;br&gt;The sequence of play puts a lot of emphasis on random events (big table) which are rolled for twice a turn. The results can be irritating, even disastrous for one side (withdrawal of support from foreign countries).&lt;br&gt;&lt;br&gt;Players receive political points and equipment points, the political points are useful for influencing the foreign powers, the equipment points are needed to build up armies.&lt;br&gt;&lt;br&gt;The combat system is quite odd and uses no CRT. It works excellently as it results in bloodbaths quite common to WWI style combats...basically, you try to roll as many dice as you want but you have to stay below your combined combat factors. If you over-roll, you cause no casualties. Otherwise, each hit is a loss point with divisions being able to sustain double their combat factors as hits (divisions have 4 combat factors, corps 5, regiments 1)&lt;br&gt;&lt;br&gt;Apart from minor annoying rules layout troubles, the only soft spot we found was the distribution of asset points. As the Turkish player always goes first, he is able to secure all asset points for him early. This needs a house rule and I suggest limiting the buying of asset points to 2 for each side at most. Also, air is a bit strong and losses for Air should be rolled for with hits on a 5 and 6.&lt;br&gt;&lt;br&gt;How is the balance? The Greeks have an easy start with lots of success as the Turks are busy fighting their war in Armenia and in the South against the French intervention. After these two events are accounted for (usually in the second year of the war 1921), the tide turns and large forces pour into Central Anatolia. These forces then strike either end of 1921 or beginning of 1922 against the fortified Greek lines. The Katastrophe rule, which use we strongly recommend, then will set the end for the Greek and it ultimately boils down to the question who will occupy Smyrna and Constantinople at the end...it is tough on the Greeks if they failed in the political game and cannot count on much support from outside...if they still have reserves at hand and support from a foreign power, they might be able to pull of a win (= not going down to zero on the political support track).&lt;br&gt;&lt;br&gt;All in all, an enjoyable combination of political and wargame rules, very recommended. Playable in about 4-6 hours.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/738259#738259</link>
	<pubDate>2005-12-21T11:38:23+00:00</pubDate>
	<dc:creator>Philipp Klarmann</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic60049_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/60049</link>
	<pubDate>2004-12-02T13:54:27+00:00</pubDate>
	<dc:creator>Gangrel</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic60048_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/60048</link>
	<pubDate>2004-12-02T13:54:27+00:00</pubDate>
	<dc:creator>Gangrel</dc:creator>
</item></channel></rss>