“The Emperor of Asia ORDERS you to DIE”
“Surely we can put aside our differences in the face of a common enemy?”
“The Senate and People of Rome are not impressed with your pitiful plight…”
“We only desire to trade peacefully... and Spain.”
Play Pax and you can say the above!
Maybe I’m a history snob. When I first heard about Pax Romana, then found out it takes place during the Hellenistic Period, and not during “the” Pax Romana, I snorted derisively, and pursued the idea no further.
Big mistake.
Sure, Pax is historically mis-named, but it is a fantastic game.
As noted above, Pax covers the period of 300 BCE through about 25 BCE across the entire Mediterranean basin. The game can be played by two to four players, as well as solo, though you loose some of the most delicious diplomatic aspects when hunched over unibomber-style.
The game arrives in a standard war game type box (circa same size as GBoH, Squad Leader, VG The Civil War, etc.). One thing I really dig about GMT games is the little historical blurbs they put around the outside of the INSIDE part of the box (like- you only see it when you lift the lid). Nice touch, real classy. I for one like the very colorful map of the Med. Some don’t because it’s too vibrant. However, I have a zillion “realistic” maps of the Med. This map is very functional, and pleasing to my eyes. It has a mistake though- there should be a “sea path” between Corsica and the Italian peninsula, and the name of a province is left off. The map is paper-only folks, none of that foldy cardboard stock. I for one appreciate this, as I always use a poster frame to put my maps in. The cardboard foldies often tear in the “valleys” anyway, and now it is easier to move the whole poster frame+counters when I need the game table for something less fun.
The counters are the usual lovely work by R. McGowan. If you have played GBoH or the Ancient World, you’ll recognize a lot of these guys. There is a minor issue with some counters. The back, “reduced” side of a neutral power is missing. This has about zero effect on game play though. The other counter issue is a lack of a galley for “Syracuse,” and no counters for another minor power-Pontus (though this was an intentional omission-I use Mercenaries).
There are several player aid cards, very nice quality, and handy as well. I keep the battle percentages player aid near at hand at all times. This little baby takes away ALL pain from having to figure any of those pesky combat ratios. My little brain has enough to think about in this game…
There are two booklets included as well. One is the rules themselves, and the other is a “Play” book. In a novel approach by the developer (Neil Randall), the rules are not meant to be read before learning the game. They are there as a “reference.” A new player is encouraged to read the quick start section of the Play book, and then “get the lead out,” only looking at the rules when needed. Maybe this works, maybe not. See, I read the whole freaking rule book BEFORE I opened the Play book, and thus didn’t catch that caveat. That’s my problem though… The only issue I have with the rules is that they are now somewhat out of date. Luckily, there is both a living rule book and a living play book available for free from GMTs website (and linked on the Geek, I believe). So, if you want the latest dope, pop a new black printer cartridge in.
The game also comes with a deck of 55 cards. These cards are all "wild" if you will, as they add an element of uncertainty and uniqueness into each game. Despite the number, you can't use them for poker, though it would be a more interesting game of stud...
The cards are reasonably sturdy material, but don't appear to have that "glossy" protective coating. We'll just have to see how they hold up. Anyway, this is NOT a card driven wargame. The cards simply supplement the regular action. I dig them a lot. If you don't like cards (maybe you're religious or something), a handy dandy "event table" is also included.
“I like to play five games in five hours instead of one game for five hours.” -It aint me. And I’ll never understand you (though you have my respect).
The full version, four player game of Pax is going to take a long time. In fact, unless your gang is hard core Compton style, no one is going to finish a game in one sitting. So be it. Leave it set up, and play a turn or two at a time. Or play in two evenings.
Now, I have not fully explored the shorter scenarios, but these do play a lot quicker. Some in a couple of hours.
However, this game really shines with four. It is epic in scope, and is comprised of many components, such as city building, economics, warfare, and, last but certainly not least, diplomacy. Each player of course takes the helm of one of the ancient civilizations around the Med ca. 300 BCE. There is the pimply adolescent Rome, commercial and crass Carthage, the rich and decadent East, and the degenerate sophisticates in Greece. Sure, you could leave out any one of this sordid cast, but it just wouldn’t be the same.
That being said, it is possible for some hot and heavy one on one action with each person taking two of the above powers.
Regardless, the fuller scenarios, complete with random events, is where it’s at.
Other than the first four “activations”, player activity is instigated through the ol’ “chit pull” system. There are generally 4 activations per 25 year turn, which means 4 “major” and 8 “minor” activities per turn.
Just a word on scope here… As noted above, the game is epic. Each turn is a generation. Leaders bust on the scene, die, and get replaced by newer generations. Movement on the map represents sweeping campaigns, and not the tactical maneuverings of single armies. If one thinks about the game in this respect, it’s not only more fun, but it makes more sense as well.
The beauty of this game, and this is what really does it for me (other that the ancient theme), is the number of choices, all pertinent, which you are faced with every turn. I never feel as if my actions are trivial or meaningless, nor do I always see an obvious best path to take. Everything matters, but somehow, the mechanics of this game allow forgiveness of mistakes. There is certainly a random element (invasions, revolts, ambushes, famine, plague, etc.) which over time evens the playing field. Despite this “randomness” however, you really can have, and in fact do need, a coherent strategy. Much like in AH Civilization, you must be willing to roll with the punches, and be flexible (or you will die and be humiliated by the degenerates in Greece).
Combat, while seemingly complicated, is really simple. Add up your points, glance at the chart, check your leader (if present), roll the die (each of you). Whoever has the most number of “shifts” based on numerical superiority, leaders, and cavalry, can “adjust” the results to either be more lethal for the enemy, more painless for themselves, or somewhere in between. After a few fights, combat is really fast (as it should be-this is not a tactical wargame).
The various players in this ancient struggle achieve victory through what else-? Victory Points! You get VPs by having lots of cities and towns, by expanding into lots of provinces and territories, and by achieving special “secret” objectives (which by the way are fracking hard!).
If one concentrates too much on any one play aspect, you are not likely to do well. A shrewd Paxer must balance all aspects (as if we haven’t heard THAT advice before).
In summation- Pax is awesome for those who are not afraid of a long, intense game. The rules may look scary, but are only medium in weight. The production is very nice, it is well supported, and this game was obviously well developed before its release.
By the way, there appears to be a thriving online community for this game, and there are several excellent online modules for gameplay.
If you like an ancient Med theme, or strategic games, or diplomacy type games, this game is for you. I am going to get an extra copy, for playing in 10 years time with my kids, cause this copy is going to get worn out.
Good Gaming~! Mick
PS I was just screwing with you, as this review is not short.
Last edited on 2007-07-25 10:39:47 CST (Total Number of Edits: 7)



















