Washington DC-based publisher Fort Circle Games aims to create fun, easy to learn, historical board games and based on my experiences with its first release, The Shores of Tripoli, mission accomplished.
The Shores of Tripoli is a 1-2 player, card-driven, historical wargame designed by Kevin Bertram and released in 2020 that's based on the First Barbary War in which the United States and Sweden fought against the Barbary Pirates from 1801 to 1805.
Star Wars: Rebellion and Twilight Struggle. At that point I had never playtested a game, but I was very interested because 1) it was a new experience I was curious about, 2) I do indeed love Star Wars: Rebellion and Twilight Struggle so I was interested in playing any game that was inspired by them and played in under an hour (heck yeah!), and 3) at that time I had just started designing my own game, so I figured I could learn a thing or two.
Kevin emailed me all the files and I proceeded to print the map, cards, and rules. Sadly, I never got the opportunity to put it all together, learn the rules, and play it at the time — but I'm happy to report that I have finally played the game, thanks to Kevin sending me a copy of the finished product.
In The Shores of Tripoli, one player plays the American side with Sweden as allies while the other player plays the Tripolitan side representing pirates from four North African coastal regions: Tripoli, Tunis, Algiers, and Tangier.
The Shores of Tripoli features asymmetric gameplay with each side having a unique deck of event cards, in addition to its own victory conditions, which are all based on historical events from the First Barbary War. Over the course of the game, players take turns playing event cards and taking actions to achieve one of their victory conditions before their opponent to win and end the game.
The American player can win the game either by forcing the Tripolitan player to sign a peace treaty favorable to the Americans or by capturing Tripoli for Hamet Qaramanli to take the throne. Both of these victory conditions are triggered by playing event cards: Treaty of Peace and Amity and Assault on Tripoli, respectively.
The Tripolitan player can win the game by forcing the U.S. into submitting to Tripolitania and paying tribute in one of three ways: 1) by raiding the U.S. to acquire twelve gold, 2) by sinking four American frigates, or 3) by eliminating Hamet's army. If neither player wins by the end of 1806 (the last round), the game ends in a draw.American gold the Tripolitan player will be eager to pirate raid
The game board features a vibrant map with nine harbors (color-coded circles) to show which areas are friendly to the U.S. (blue), controlled by Tripolitania (red), or potential allies to Tripolitania (orange). In addition five, lightly shaded patrol zones are adjacent to five of the harbors where American and Swedish frigates can patrol against corsairs (pirating ships) leaving corresponding harbors.Two-player game board set-up
Tiny wooden boats represent American gunboats (blue), Tripolitan corsairs (red), and allies of Tripolitania (orange). The larger wooden ships are American (blue), Swedish (yellow), and Tripolitan (red) frigates. Then you also have wooden cubes representing ground forces for Hamet's Army (blue and white) and Tripolitan infantry (red). Some of these pieces are placed on the board during set-up, but the majority are kept in the supply areas at the top of the board.
The Shores of Tripoli is played over six years, from 1801 to 1806, and each year is split into four seasons (turns), from spring to winter. At the start of a year, each player draws cards from their draw pile, then seasonal turns are played in which the American player takes a turn, then the Tripolitan player, then you advance the season marker. After playing the winter turn, the year is over and you advance the year marker to start the next year.
Each player has 27 cards: 21 event cards and 6 battle cards. The American player takes a turn first each season and can either play a card as an event, discard a card to move up to two frigates, or discard a card to build a gunboat in Malta. The Tripolitan player can play a card as an event, discard a card to pirate raid with corsairs from Tripoli, or discard a card to build a Tripolitan corsair in Tripoli.
The Shores of Tripoli is a card-driven game, so the event and battle cards are the heart of the game. Regardless of which side you're playing as, playing a card as an event works the same way, even though each side has different event cards. You simply play the card and resolve the event text, noting that some events have prerequisites that must be met before you can play them. After unique events are resolved, they are removed from the game, but common event cards are discarded and you might see them again later in the game.
The event cards vary but generally help players gain advantages for pushing towards their victory conditions. Here are a few examples of event cards:A Tripolitan eventAn American eventA Tripolitan eventAn American event
Core event cards are extra special and do not count towards your eight-card hand limit since they are placed face-up in front of you instead of being shuffled in your deck like the other cards. They can be played the same as the other event cards, but after playing core events, like the unique event cards, they are removed from the game, so you definitely want to time these powerful events well.
As the American player, core event cards are how you get the two Swedish frigates in the mix, create Hamet's Army to get ground forces on the map, and move up to a whopping eight frigates with the Thomas Jefferson event card!American core event cards
As the Tripolitan player, your core event cards allow you to move the two Tripolitan corsairs from the harbor of Gibraltar to Tripoli, do some epic pirate raiding, and beef up your forces in Tripoli in preparation for Hamet's Army potentially coming for you.Tripolitan core event cards
Outside of playing cards to resolve events, the American player can also discard a card to move up to two frigates or discard a card to build a gunboat in Malta. When moving frigates, you can move from any location(s) to any other location(s). If American frigates are moved to a harbor that has enemy ships, a naval battle commences and any gunboats from Malta can also be moved in to join the fight. If American frigates are moved to a harbor that doesn't contain any enemy ships, but the city has Tripolitan infantry, a naval bombardment commences.
As an example, if you are in naval combat with two frigates and you get hit twice, you can either sink a frigate assigning it both hits and leave the other frigate intact and undamaged, or you can let each frigate take a hit, damaging them both and placing them on the following year of the Year Turn Track. Decisions, decisions, decisions. Remember, if the Tripolitan player sinks four American frigates, they win the game.
In my first game, my friend Richard played it when he already had five corsairs in Tripoli, so he rolled seventeen dice. We both cracked up! Luckily the dice are smaller than normal d6s, so most people can fit them all in one hand.
In my most recent game, Matt had six corsairs and rolled a whopping eighteen dice! As you can see from the photo on the right, he was pretty unlucky with his eighteen red dice compared to the fourteen blue dice I rolled thanks to the Preble's Boys Take Aim battle card I played. I really enjoy dice combat, so I had a blast with it in The Shores of Tripoli, but I fully acknowledge it's not for everyone.
Naval bombardment is very similar except the Tripolitan infantry does not get to roll any dice and fight back. Each frigate rolls two dice and each gunboat rolls one die, once again hitting on 6s. Each hit eliminates a Tripolitan infantry. After naval bombardment, all American frigates and gunboats are moved to Malta.
Then there's also ground combat that occurs when the American player moves Hamet's Army to a city that has Tripolitan infantry. Unlike naval combat, ground combat lasts until one force has been eliminated, so it could be multiple rounds of combat.
First, the American player may bombard with any frigates and gunboats that have joined the attack. Similar to naval combat, players announce whether they'll play any battle cards, then roll dice. Each infantry rolls one die and once again, a roll of a 6 is a hit and anything else is a miss. Players allocate hits to their troops, then check to see whether either side has been eliminated.
If the Tripolitan forces in the city are eliminated, the Americans have captured the city. If that city happens to be Tripoli, the American player immediately wins the game. On the other hand, if the American ground forces are eliminated, the Tripolitan player immediately wins the game. In the rare case where both forces are eliminated on the same roll, it is also considered a Tripolitan victory.
When the Tripolitan player isn't playing cards as events, they can discard a card to build a Tripolitan corsair in Tripoli, or take the favored action of pirate raiding with the corsairs from Tripoli by discarding a card. Honestly, if you're the Tripolitan player, it's all about snatching up that gold. Of course, the American player probably won't make it too easy for you since they can park their frigates in the naval patrol zone and try to take down some of the Tripolitan corsairs beforehand via interception rolls.
At the start of years 1801-1804, you draw six cards from your deck and by 1804 you will have gone through your entire deck since you start the game with 24 cards in your deck. Consequently, at the start of 1805 you shuffle your discard pile, then draw six cards from your new draw pile. If no one has won by the end of 1805, you play one final round in which you draw all cards remaining in your deck, then discard to your eight-card hand limit. If no one has won the game by the end of 1806, the game ends as a draw.
The Shores of Tripoli also includes a solo mode in which you play as the American side against an AI opponent, the Tripolitan-bot (T-bot). The T-bot is set up with two rows of cards: the event card line and the battle card line with specific cards placed in a specific order.
As the American player, you draw cards and take turns the same way you do when playing a human opponent. When your turn is over, the T-bot takes its turn checking cards in the event card line in order to see whether an event card's requirements have been met. Starting with the first card, if the requirement has been met, the T-bot plays the event card for its turn. Otherwise, it continues on to the next event card and so on.
If none of the event cards from the event card line can be played, the T-bot does the Five Corsair Check (a solitaire-only card), and if at least five corsairs are in the harbor of Tripoli, the T-bot pirate raids. If not, the T-bot draws a card from its draw pile and acts based on the T-bot card play requirements listed on the back of the rulebook. Since the T-bot uses the normal Tripolitan event and battle cards, the solitaire card play requirements will dictate how the T-bot responds to each event card.
The good news is there aren't many additional rules involved for jumping into a solo game, but you will need to keep the solitaire card play requirements handy to understand how the event and battle cards work with the T-bot. It would've been nice if there was a way to play this solo with the human player playing the pirates versus a U.S.-bot, but considering how many solitaire games I have that are designed specifically for solo play, I suspect I'll mainly play The Shores of Tripoli with a human opponent over the T-bot.
Inspired by two of Bertram's all-time favorite games, Twilight Struggle and 1960: The Making of the President, The Shores of Tripoli is a really solid entry-level wargame that covers a rare historical topic, and it manages to do so in a streamlined and accessible way to easily engage players of any experience level. You can teach this game to just about anyone and be up and running in 10-15 minutes and play a full game in under an hour. Because it plays so quickly, you'll likely want to play back to back games and can even mix it up by switching sides.
In one of my games, I was down to two gold as the American player, and my opponent had corsairs in the orange allied regions and kept raiding me, but thankfully rolled poorly. I had to pull the trigger and play the Assault on Tripoli as otherwise I might've lost the game. Thankfully I was able to swoop in with a ton of frigates and infantry and won the game that way.
I found the more I got to know the cards, the more strategic and interesting the game got. The hand management decisions get deeper the more you know the cards, although I do wonder if it'll get samey after a while having only 27 cards per faction.
I also love when games have multiple victory conditions, and The Shores of Tripoli does it well for a game that is easy to get into because of the low complexity level. It's great to have options and some flexibility to choose and potentially change up your path to victory based on the cards you draw.
The Shores of Tripoli is a great first release from Fort Circle Games, and I'm glad I finally got to play it since I didn't get a chance to playtest it when it originally came my way. I'll keep my eyes peeled for upcoming releases from Kevin Bertram and Fort Circle Games...
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