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Happiness One Block at a Time...
Kevin Nesbitt
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Much like card-driven wargames, the block game market is picking up steam, with various companies trying their hand at producing the next gem.

Also, much like card-driven wargames, with many producers comes many titles that you should definitely buy, and those you should definitely avoid.

This list doesn't attempt to tell you what to think, nor what to buy. It doesn't even attempt to cover all the various block games availible. It is simply a ranking of all the block games that I have played, with comments to help you, the viewing public, make a more informed decision about what YOU want to try next.

If you are still on the fence in regards to trying your first block game: What are you waiting for? Find something that interests you and go with it! You'll find that happiness is just a block away!
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Posted Thu Aug 18, 2005 1:59 am
1. Board Game: Europe Engulfed [Average Rating:7.78 Overall Rank:120]
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Kevin Nesbitt
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Anyone who has watched some of my comments on this site knows that I am a fan of Europe Engulfed. It sure did have to earn its spot as my favourite block wargame though. I've played wargames for many years, and while there are many I remember fondly, no wargame outside EE keeps me talking so long after each game; about what could have been done differently, and about my new strategy for next time.

The rules to EE are a little big, especially when playing with the more advanced optional rules. There's nothing that is too complicated though; it's just big and will take some time to finish. Currently I'm able to finish a 2 player game in about 13 hours for the full war, and a 3 player game times in at about the same.

This might not be the best place to START your block wargame experience, but it's definitely the game to work your way up to.
Hilary Hartman
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Wilmore
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My wife and I have this game in our collection, but have yet to place the stickers on the blocks. I did download the living rules, however, but have yet to read any of them.
Chris Farrell
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I like this game quite a bit, but the very long play time (16-20 hours for the whole war) is a not something to be undertaken lightly. We've taken to playing the 41-45 campaign game, and even that we can't quite finish in a whole day of gaming with 3 players. That's not to say that EE isn't a great game (it made my top 20 list), but EastFront and Rommel in the Desert both win big in the playability department without giving up much, if anything, in terms of gaming satisfaction.

But if you're a fan of the higher-end block games, you're going to want all 3. EE has some good, shorter scenarios, and while they aren't as satisfying as the campaign game, they are good for getting up to speed.
Stephen Crane
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Europe Engulfed is what got me thinking there may be something to this block game stuff afterall.
Fredrik Ulmstedt
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Quote:
This might not be the best place to START your block wargame experience, but it's definitely the game to work your way up to.


I really want to buy this game, but I read comments like the one quoted all the time. Is my idea, to start the "block experience" with this game, really such a bad one?
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It depends... do you have any wargaming experience of any kind? Are you prepared to sit down and learn a few rules rather than just doing the "let's just play and figure it out as we go along" routine? Do you have an opponent who is willing to invest the same time?

If you answered yes to 2 of the 3 above questions, then I would say you might want to consider starting out your block gaming experience with EE.

By far the best way to play EE for the first time is to have an opponent who downloads the rules and reads them before the first game as well. You'll find your first game goes much more smoothly. If you don't have this dedicated opponent, perhaps it's best to draw them in with the shorter block games first, and then spring EE on them.
2. Board Game: Hammer of the Scots [Average Rating:7.74 Overall Rank:48]
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Kevin Nesbitt
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If you've been tempted to buy or try Hammer of the Scots you're certainly not alone. And, I'm happy to say that your instincts are maybe a bit sharper than you think! This is an excellent game for people looking for their first block game, or someone looking for their 10th block game.

It doesn't have a ton of strategic depth, but the genius in this design is that both sides play dramatically different. I've had several occasions where 2 games are played consecutively just so that both players can try their hand at each side.

I suspect that some of the rules and mechanisms from this game will go on to power the engines of many other block games down the road.
Hilary Hartman
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I just got this as a birthday gift from my wife two days ago! Read the rules last night and will be playing tonight (my actual birthday). Looks like fun!
K Bent
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With regards to getting your money's worth, the components and artwork of this game are abysmal.
Fubar Awol
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Tracy's Landing
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With regards to getting your money's worth, the components and artwork of this game are abysmal.


"Abysmal" is a bit of an overstatement.

The blocks and labels are first rate. The game board could have been paper, but instead it is card stock. Granted, it doesn't stack up to the boards provided with the typical euro game (especially the boards produced by a Phalanx, which are fabulous), but it is better than most war games. The new edition has upgraded cards. The artwork is very well done.

This is the best block game I have played for one reason: the rules work in a way that emphasizes the biggest strength of block games: the fog of war.

Repeatedly throughout the game (in the winter of each year), the board is essentially "reset": units return to a pool. At the beginning of the next year reinforcements are randomly draw from that pool so the other player only has a vague idea of what he will face.

Additionally, each player randomly draws 5 cards that define his operational capability for the year: and neither player knows what the other has until they are played one-by-one over multiple turns.

These too features play to the strength of the block-game system. Other games (including the new Jerry Taylor / Columbia offering: Crusader Rex) do some of the same things, but not to the same extent.

That's why this one is best!
Nate Merchant
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Kimball,

I for one have just about had enough of you savaging the CG components in Geeklist after Geeklist. Lucky for those of us with taste, we realize that Colombia games are not about the shiny new toys but about the gameplay. It's a novel concept, I know. CG are rightly lauded for the extraordinary gameplay they package in their games. You have been told by Geeks more patient than myself that the CG price is more than justified by the games themselves, but still you must press on in your ludicrous vendetta.

If it's bits that make you happy, wallow in TI3 or Samurai Swords or any one of the Eagle games. CG is not about that and never has been, and even so their bits are largely well-produced, classic, and tasteful. Most of the Geeks on here are about gameplay first, components second. I'm happy for you that you have other values, but give it a rest, will you? Much obliged!
Jeff Heidman
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Abysmal?

I don't think that word means what you think it means.
3. Board Game: Bonaparte at Marengo [Average Rating:7.60 Overall Rank:167]
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Kevin Nesbitt
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"Why didn't I think of this?" is the phrase I predict you'll yell at the completion of your first game of Bonaparte at Marengo. The rules in this game are very reasonable in that they don't require "gamey" tactics in order to win. The rules just make sense, and many times it's possible to answer rules questions by simply asking yourself "What makes the most sense here?".

Again, this is another one of those games that will be the foundation for many more to come, so if you've been wanting to have some fun with early 19th century tactics, you should definitely try this gem.
Horatio BenGeddi
United States
Batavia
Ohio
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I just bought this one recently. It is my first block game. Haven't played yet, but from opening and glancing thru the rules it looks great!
Chris Farrell
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What makes this game extraordinary is the elegance and intricate interactions of its movement and combat rules and the way they work with the clever design of the map.


Interesting, because while I like a bunch of the stuff he's done for the novelty, I can't bring myself to consider it elegant. The road movement rules are extremely tricky to track and hard to play. The various maneuver assaults are hard to get your head around. The terrain is not always clear.

I like BaM, and will probably buy the next game in the series. But my only real complaint about BaM is that I wish some of the pointy stuff had been cleaned up a bit.
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Interesting, because while I like a bunch of the stuff he's done for the novelty, I can't bring myself to consider it elegant. The road movement rules are extremely tricky to track and hard to play. The various maneuver assaults are hard to get your head around. The terrain is not always clear.


Hmmm... these are rather strange comments to make about Bonaparte at Marengo.

The road rules actually make some of the most sense of any wargame covering that time period. I personally like the way it simulates the impossibility of having 3 battalions marching down the same road at the exact same moment. Forcing them to wait while the others pass is not just interesting; it's authentic.

As far as the terrain goes, there isn't any terrain to consider; it's all worked into the map. The penalties are all printed right on each border so you don't have to look up the effects of a hill, for example.


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The road rules actually make some of the most sense of any wargame covering that time period.


Oh, I agree they make sense. They're just very hard to actually play. Did this guy cross that boarder on MP1 or MP2? Have I used this border yet? If guys get intermixed on the road it can be a real mess. For the Austrians in the middle game, after the extreme congestion of the beginning (which limits your options) but before the opening up of the endgame, it can make your head spin unless you do everything in a very precise order, but then you get this mix of units that have or haven't moved that you have to track.

It's not bad; I think it works fine. But it's certainly not elegant except in explaining it.

Quote:
As far as the terrain goes, there isn't any terrain to consider; it's all worked into the map. The penalties are all printed right on each border so you don't have to look up the effects of a hill, for example.


Except that those effects are often obscured, or hard to read even if they aren't. And a blanket rule of "all infantry attacks at -1" would have been cleaner than printing an infantry symbol on every border in the game and making us look it up.

This is actually a comparatively minor complaint compared to the maneuver attacks and road rules, but the graphics for terrain could have been made a lot clearer.

Again, I like BaM, and I think it does have some very good elements. But great design elegance anyway is not one of its top features IMHO.
Alan Richbourg
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Arlington
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Chris, next time you play BaM, try these ideas I posted on ConsimWorld:

Like many people, we use dice to mark road movement. We have a handful of small white dice with black dots, with a red arrow drawn pointing at one side of the 1, 2, and 3 faces. The arrow shows the allowed direction of movement. Before I added the arrows I think we were occasionally (accidentally) moving in two directions on the same road/approach. I also use a bigger and different color die to mark the number of command limit actions taken in the current turn. Finally, at the start of French turns we move the round marker to the line between the current and next hour spaces on the Time Track, which seems to help us keep the marker in the right place on the Time Track (i.e. without skipped or repeated hours).
4. Board Game: Crusader Rex [Average Rating:7.41 Overall Rank:255]
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Kevin Nesbitt
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I've just recently ordered this title, so I'm going to admit that I haven't played it just yet (will update below when I do though!). I've looked carefully at the rules though and since this game is based on a somewhat more simplified version of the Hammer of the Scots rules, I'm prepared to lodge it in at my #4 favourite block game. Talk about high expectations!

Hey, after playing "Hammer of the Scots" and finding out that block games really are something for you, perhaps this should be your next purchase?
Hilary Hartman
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Wilmore
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This was the other game I got for my birthday. I opened it but haven't placed the stickers on the blocks or read the rules.
Ron Hetrick
United States
Jacksonville
Florida
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Got mine the other day and out the stickers on and read the rules. One problem, no one to play against. :cry:
Andrew Young
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Needham
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Aha, if this is easier than HotS I'll start with it to get my friend involved.

:D
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Definitely easier that Hammer of the Scots for one reason: fewer unit-based exceptions. The only two unit-based exceptions are handled as special rules (one is for Richard the Lion-hearted!).

I've had it for a few days and have read the rules a few times and set it up and looked it over (no play yet, but SOON!). It has some of the strengths of HoTS, but not to the same extent (see my comments above). There is no repeated annual "reset" of your on-board forces.

However, it does have different (and very cool!) strategic twist: a mechanism that varies the arrival time of the Crusader forces from Europe, which are not present at the beginning of the game.

At the end of each turn, you draw on block from reserve. If it is a block belonging to one of the three Crusader forces ("sub-groups": the French, English and Germans - 3 of each) then you place it in a "waiting area". It stays in the waiting area until the other two of its partners are there, and then can deploy to the board. The time of arrival and which forces will arrive (and where) will change from game to game - thus increasing variability and replayability.

It looks like Jerry Taylor has once again selected a situation that involves both attack and defense for both sides. My guess is that the Saracen player will attack during the first part of the game, before the Crusaders arrive, and then the Frank player will attack during the second half after his European reinforcements arrive.

This looks like another winner.

Andrew Young
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Got mine the other day and out the stickers on and read the rules. One problem, no one to play against.


Well, I know you can play HotS online... maybe, CR will be online as well. I may try it online if I can't find anyone to play BUT one of the obvious reasons to play a block game is the blocks themselves.... looks cool! not sure how it looks online.
5. Board Game: War of 1812 [Average Rating:7.07 Overall Rank:646]
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Kevin Nesbitt
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"War of 1812" is a basic game where seemingly anything can happen. It is one of the older block games around, so the rules dont feel quite as refined as some of the newer titles. Point-to-point movement helps to keep things simple and strategic, and for a game that plays through in about 75 minutes, this little guy packs a wallop!

I can recommend this game to you if you're just thinking about starting a block gaming career, or if you are a fan of the subject.
Bill Eldard
United States
Unspecified
Virginia
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I agree with Kevin's assessment. What I like about this game is

1. There always seems to be too few units to cover so much terrority. This means one has to develop a strategy early where one will concentrate in some areas while virtually conceding in others.

2. The control of lakes --- while abstract --- is critical, and it's difficult for a player to control all three. Control of a lake can expose a lot of towns to ampibious attack that might otherwise have been safe in the enemy's rear. If you thought it was already tough to cover the terrority you started with, wait until your opponent takes control of a lake or two.

The rules are very basic, and the situation is very challenging. I think War Of 1812 is one of the better, and certainly simpler, block games.
6. Board Game: Gettysburg: Badges of Courage [Average Rating:7.21 Overall Rank:1268]
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Kevin Nesbitt
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"Gettysburg: Badges of Courage" feels like one of the more complex titles on this list. It doesn't allow for the same "run and gun" tactics that perhaps "Hammer of the Scots" or "War of 1812" can provide.

This game probably isn't too good for those of you starting out in block games, but the unique use of leadership concerns does force you to think in a way that you may not have needed to with other block games. Because of this, I'd recommend it to veteran gamers looking for a new challenge.
Jonathan
United States
Orlando
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I've heard some negative things about this title. The Union forces can simply fall back, that the double turn can allow Confederates to cross open ground without being fired at, etc. Have you played a lot of games?
Kevin Nesbitt
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We didn't experience any problems with this retreat strategy occuring. I think the latest edition of rules even help repair that problem but I am not 100% certain on that.
Jeff Heidman
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There has been some debate about this, and I have been one of those arguing that the game is somewhat broken. IMO, it is triviailly easy for a Union player to slow down the CSA player without risk or even the need to engage due to the fire then move mechanic combined with the fact that your blocks generally only have a 1 hex range. Basically, the Confederates move up to 1 hex to attack, the Union moves back 1 hex, repeat until the Union gets reninforcements and can move over to the attack.

IMO, the game plays fine if the Union player plays "historically"" and trys to hold the ridges. But I cannot see why they would do that.

There was an extensive debate on this on CSW, with plenty of people providing arguments for why I was incorrect. I remain unconvinced, and sold my copy of the game.

However, it is a block game about Gettysburg. One of my favorite wargame genres combined with my favorite battle. I hope that I am wrong.
Chris Farrell
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Jeff,

Are you playing with the optional strictly alternating turns instead of random initiative? It seems to me this Union strategy is non-viable if you play with random initiative, since the Confederates can get a double-turn and wipe out your rearguards if you're not careful. The games where I've seen the Union get really killed were when they tried to delay too much and lost too many block.

While it's not a top pick for me, I like Gettysburg. The updated rules (which give the Union some cover on the ridgelines, and slow down the artillery) help a lot.
Jeff Heidman
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Chris,

Yes, I've only ever played with the random initiative. I don't think it makes much difference. The double move is simply not that dangerous - all it does is allow the Confederates to mount a single attack, get a single turn of firing, when they should be firing almost constantly, as long as the UNion is not willing to abandon territory.

If the CSA player gets to move second, and hence have a chance to get the double move, they ahve to move extremely agresively on the first move, which, depending on the Union player, could have devastating consequences if they do not get that double move.

The double move just means that the CSA player might actually get to fire 25% of the time. It doesn't really change the dynamic enough.

Oddly enough, it could be that this scenario is almost uniquely suited to show this flaw - the first day is a relatively unusual tactical problem for both sides. The Union needs to just slow down the CSA and hold them back from the dominating ground, and the CSA needs to make hay while the sun is shining. The general ability of the Union player to slow the CSA player down to what amounts to a 1 hex/turn advance without risk of engagement is the problem. It is simply grossly unrealistic. The Union cavalry and Reynolds Corps fought a nasty fight to hold the Rebels outside of Gettysburg. That is a foolish thing to do in this game.
7. Board Game: Quebec 1759 [Average Rating:7.02 Overall Rank:673]
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Kevin Nesbitt
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What block list would be complete without "Quebec 1759" on it? To me it doesn't really equal the strategies to be found in "War of 1812", but it certainly has its charms.

Again, this is another one that I'd recommend to new block gamers, though not quite as strongly as some of my more favoured games above.
Bill Eldard
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Unspecified
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Again, I agree with Kevin's assessment.

I'd like to add that one major difference between Quebec 1759 and War Of 1812, is that Q-1759 features simultaneous movement, vice I-go-you-go sequential movement found in other block games. This adds another dimension to a relatively simple block game as you try to guess your opponents likely moves, while trying to surprise him with your own. Blank blocks facilitate bluffing and decoying, and the low number of blocks makes the plotting and resolution of simultaneuos movmement fairly quick and easy.

I own both games, and I wouldn't part with either.
Fubar Awol
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Tracy's Landing
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I would call this "light filler" because the rules are very simple and it plays very quickly (well less than an hour!).

It is probably the best entry-level block game and is a lot of fun. Just don't expect infinite replayability.

8. Board Game: Victoria Cross [Average Rating:7.26 Overall Rank:1087]
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Kevin Nesbitt
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How could I forget to include this little gem in this list? A true travesty indeed!

It's another one of those games where simply changing sides is enough to warrant a second consecutive play. Each side faces its own set of challenges, though I must admit that I particularly like the "Alamo" scenario faced by the British in this one.

This is a great little game that might be flying just under your radar.
Mark Christopher
United States
Salem
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I very much want to check this game out, but I worry that there may not be much replay value to this particular battle. I could be very wrong, of course. Has anyone played enough to know if that's an issue?
Peter Bogdasarian
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Washington
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Mark, I've played quite a bit of Victoria Cross (10 games). Because there are a couple different ways for the Zulus to acquire enough points for a victory, experienced play takes on a sense of bluff and counterbluff - is he pursuing the 'standard' opening or is that feint against the kraal & final redoubt actually a strike for the game. The fog of war becomes much more important once you're familiar with how to play.
Mark Christopher
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Thank you, Peter! That's exactly the sort of thing I was looking for. :)
9. Board Game: EastFront [Average Rating:7.85 Overall Rank:180]
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Kevin Nesbitt
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Plenty would beg to disagree with me on this, but I'd put EastFront in the 9th spot of the block games that I've played. I enjoyed the game to a moderate degree when played alone, although I did feel that some of the rules were a bit "forced" or "dated".

The problem really arose when I made the mistake of buying the whole "Front" series and trying to play the whole war. What a disaster! The overly-complex rules, the unusually high amount of book-keeping; I spent nearly an hour trying to figure out how to properly simulate the Finnish/Soviet Winter War!

I'd recommend this game to someone who enjoys WWII themes and doesn't mind a little complexity. I'd also recommend picking up "VolgaFront" to complete this package. However, don't make the mistake I did and assume that playing the whole war would be just as fun, because it simply isn't.

Comment by Jeff Thompson (Tompy), moved due to list editing:

My favorite East Front game.

Is he going for Moscow or has he turned to meet up with Army Group South? You just don't know. Then the counter punch goes where? I must get across that river. But if I do and don't meet any resistance, where is the counter attacking coming from?

This game simply rocks.
Hilary Hartman
United States
Wilmore
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Hmmm...been thinking about getting WestFront for awhile now. Are you suggesting I shouldn't?
Jeff Thompson
United States
Homewood
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Hilary,

I wouldn't suggest you shouldn't. West Front is not my favorite West Front game. I do own West Front too.

The west front of WWII doesn't appeal to me at this scale. I would rather play a game that covers a particular action like the Bulge, Normandy, etc. I can easily get my West Front fix by playing "The Bridge at Cheneux" ASL Campaign Game.

In fact, some people play East Front with the expanded rules from West Front. These expanded rules are necessary to handle the seaborne landings and extra naval movement found on the western front. In East Front these rules are more abstract simply because there were not as many seaborne invasions, and quite frankly were more flanking maneuvers than full blown invasions historicaly.

So, if the West Front at that scale interests you, then by all means get it. However, if you are interested n WWII at all and want a very fluid dynamic game, get East Front.
Jeff Thompson
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Homewood
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I've not played Europe Engulfed so I can't compare.

However I will assume that Europe Engulfed, as an area movement game, has a different scale than East Front.

How long is a turn in EE? I believe EF is 1 month a turn. This allows for many scenarios inside the box, not just a single "East Front" scenario.

East Front is a classic in the block wargame community. Europe Engulfed is newer and not as tried and true.

If you are interested in a representation of the ebb and flow on the east front during WWII and the trials and tribulations by the entities involved, East Front is your game.
Jeff Heidman
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Macedon
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I ahve played both of these games (EE and EF).

I like EE more, but that is because I like the scale better. EF is a great game, and deals with the war in a very different way than EE. Playing the Eastern Front scenario of EE is not at all similar to playing EF.

And the scale of EF is 2 week turns.
Chris Farrell
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I've played both EE and EF. EF is, I think, ultimately the better and more highly replayable game. But I think if you own one, you'll want to end up owning the other.

WestFront is underrated as a game, I think. EastFront is the classic of course, the no-brainer 10/10, but WestFront has a lot of appeal too and is a bit more playable because it's a bit more constrained despite the slightly greater rules overhead; and in WestFront, you can play the Brits/Americans. Maybe it's a 9/10, and a nice change of pace from EastFront. I'd happily play either. I can't imagine being a fan of EastFront and not ultimately owning WestFront as well, unless you just don't get to play that much.
Steffan O'Sullivan
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Plymouth
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This one is my fave. Just played two games recently - lost 'em both, but had a blast both times. Definitely sign of a great game!
10. Board Game: Wizard Kings [Average Rating:6.89 Overall Rank:475]
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Kevin Nesbitt
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We're starting to reach the bottom of my ratings barrel. In my limited experience with this game, I found it to be generic and bland. What little strategy that did exist was quickly ruined by my inability to stop thinking about how much better this game could have been.

I see little reason to recommend this game, especially given the wealth of great block games that are readily availible.
Ava Jarvis
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Bainbridge Island
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As an experience out of the box, Wizard Kings is not the best. The basic scenario is bland.

But with good third-party scenarios, such as Chris Farrell's, Wizard Kings becomes a very good game. This particular blockset needs asymmetric scenarios to shine, which doesn't mean that the scenarios are unbalanced---just that two sides have markedly different advantages and disadvantages, a la Hammer of the Scots.

Once you have a kit of scenarios, the large variety of the army units keeps things lively.

This and Victory below are both "kit" games, rather than out of the box games. To enjoy them you need to tap into scenarios which are't available from Columbia. Fortunately other people have made very good WK scenarios.

In fact, this is true for any of the block games---it's just that in, say, Hammer of the Scots, the game already comes embellished with multiple scenarios and scenario rules.

The interested should probably read my article on starting Wizard Kings on a budget for an idea of a minimal set to work with various third-party scenarios that have proven themselves good.

http://boardgamegeek.com/geekforum.php3?action=viewthread&th...

Now, there's one thing I dislike about Wizard Kings... and that's the rules changes going on right now. (Use 1.5 rules. The 1.6 rules are suspected by some after play to not have been playtested as thoroughly.) And I don't like the way WK has been treated by Columbia Games in general, especially with the failure to provide real scenarios in the box for years and years now.

But all in all, I have enjoyed Wizard Kings quite a lot. It comes closer to a "board-game-ization" of Warcraft than many other games, particularly in the area of army variety. In fact, Wizard Kings has more terrain effects, modular maps, and army unit variety (including mercenary units), making it pretty much a replacement to me for both Warcraft II and III.

I have heard of more happy people than I expected who have decided to take the plunge after my little article (or when I persuaded them to before my article ;)). I haven't really run into as many people who regretted it.
Hilary Hartman
United States
Wilmore
Kentucky
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I agree with Ava. Wizard Kings seems to get a bad rap around here, but my wife and I found it very enjoyable.

We enjoy sending our armies against each other in what has turned out to be an extended campaign which first saw the Orcs and the Elves facing off against each other, followed by an even bigger war which was joined by the Amazons (and Elves) and Barbarians (with the Orcs). Toss in a couple of house rules--presto!--great game.

I tend to believe some people have trouble wrapping their mind's around the fantasy setting, because this really is the only difference between this game and the other block games based on "realistic" or "historical" conflicts. Thus, it gets shrugged away as an "okay" or "sub-par" block wargame.

That's not to say that Ava is wrong in suggesting the rules problem (used your advice, Ava, and picked 1.5 version), or the lack of commitment from Columbia on what is truly an innovative concept for a block game.
Andrew Young
United States
Needham
Massachusetts
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I recently played a guy in an ASL scenario- he said he had been a WK slut for many many years. He thought that the beauty of the system was in its 3rd party scenarios- MUCH like ASL.
John Richert
United States
Cordova
Tennessee
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Yeah, unfortunately, WK does get a bad rap, and the support is not what it should be. But, just like any game with a truly great engine, the community has stepped up and really made this game shine.

I splurged last year and bought the game with everything. I played the base scenario twice, only because the other players didn't want to try a third party scenario. With the next group of players, I just pulled out a scenario (rather than asking) and we played. Now, I get requests every week or at most every other week, to pull this gem out.

It really is a shame that Columbia does not support this game better, because I feel it really does fit a niche.
Andrew Young
United States
Needham
Massachusetts
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Quote:
Yeah, unfortunately, WK does get a bad rap, and the support is not what it should be. But, just like any game with a truly great engine, the community has stepped up and really made this game shine.

I splurged last year and bought the game with everything. I played the base scenario twice, only because the other players didn't want to try a third party scenario. With the next group of players, I just pulled out a scenario (rather than asking) and we played. Now, I get requests every week or at most every other week, to pull this gem out.

It really is a shame that Columbia does not support this game better, because I feel it really does fit a niche


This is good to hear. I bought the entire WK bundle as well..

:blush:
11. Board Game: Victory: The Blocks of War [Average Rating:6.39 Overall Rank:1451]
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Kevin Nesbitt
Canada
Enniskillen
Ontario
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And we've reached the bottom of the barrel. I really don't care for generic themed games, and this game is the reason why (this one, and "Attack" (Eagle)). I'm not sure of the motivation for the creation of this game, but for the amount of money you'll need to put out to enjoy all of its facets, you're far better off picking up one of the titles higher up on this list.

That isn't to say that people won't enjoy something from this far down on my list, but the odds seem more stacked against it.
Chris Farrell
United States
Cupertino
California
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This is not terrible, if you use the variant rules you can find on this site. But it's definitely the weakest of Columbia's boardgames, and it's not close.

Which is a shame. I love all the maps. But I'm still looking for the one, minor tweak that'll take it to something I can play occasionally.
6 comments [Hide]
Arun Nayar
United States
Baton Rouge
Louisiana
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I just got hold of Napoleon, and one word, beautiful. The game is much lighter than HOTS, the other block game in my collection. The game is so much fun, it really gives the feeling of a historical simulation w/o the hard part.
Ron Hetrick
United States
Jacksonville
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Interesting to not see Rommel in the Desert here. That one keeps piquing my interest. If I go upstream from HotS and Crusader, that will be where I go.
Bill Eldard
United States
Unspecified
Virginia
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Good point, Ron. While I haven't played Rommel In The Desert, almost everything I've read by other gamers about it ranges from 'excellent' to 'outstanding.' In fact, I don't recall reading any negative comments about it, though I'm sure there are some gamers out there who don't like the game.
Kevin Nesbitt
Canada
Enniskillen
Ontario
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I haven't actually tried Rommel just yet. As soon as I do, I'll throw it into the rankings here. It does look VERY promising though.
Sean T
United States
Tucson
Arizona
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I've been slowly working my way into wargames. I began with Battle Cry, then BaM, now War of the Ring. I've been looking at a few of the CG games as a possible addition to my collection, particularly RitD. Any idea where War of the Ring falls into this list from a rules complexity perspective? I didn't find WotR to be that complex, but there were enough special/specific ones that it took a few plays to remember/use them all properly. Thanks for any comments.
Steve B.
United States
Salt Lake City
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Napoleon is a strong game, with minimal rules. The French player has the feeling that time is not on his side, but has the strongest concentrated force. The allies have time, but are not concentrated and have to worry about where the hammer will fall. Recommended.

Rommel is probably worth your time also.
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