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Showing posts with label Cambridge Games Factory. Show all posts
Showing posts with label Cambridge Games Factory. Show all posts

Sunday, 13 January 2013

What Glory Rome?



The year is AD 64. A great fire has struck Rome and at Nero’s command the city must be rebuilt. A number of young Patricians have come forward to answer the imperial call, hoping to win influence and a fortune in helping the Emperor. As their influence grows, they will be able to command Architects and Craftsmen who will rebuild Rome for them, Labourers who will gather the materials needed to rebuild Rome’s finest buildings, the Legions to take materials for their building efforts, Merchants to sell the hoarded materials that will ensure their wealth, and Patrons who will gather more Clientele who will also serve as Architects, Craftsmen, Labourers, Legionaries, and Patrons for each Patrician. All this must be done if a Patrician is rebuild the greatest city in the known world and bring Glory to Rome!

This is premise behind Glory to Rome, a strategy card game published by Cambridge Games. Originally published in 2005, in 2012 it was redesigned with all new artwork and a new box and funded through Kickstarter. Known as the “Black Box” edition, this is the version being reviewed here. Designed to be played by between two and five players, aged twelve and up, it is a card-based city building and resource management game with a novel mechanism. Most of the cards are Order cards that can be used not in one or two different ways, but in four different ways. Each Order card can be built as a building, used as a raw material in the construction of a building, hired as a patron, or sold for its material value. Each Order card can only be used the once, so a player will need to choose carefully if he is to gain the winning benefit from it.

Each Order card is first and foremost a building that a player can construct and then gain the special ability that the building grants. Each Order card is also a material that could be used to construct buildings, though if a player uses it as the material to construct part of another building, he cannot construct the building on the card. There are multiple copies of the buildings in Glory to Rome, so if a card is used for material in another building, another copy might pass into a player’s hand enabling him to try and build it. Each and every building grants its builder a special ability that will help him win the game.

Each Order card is also marked with one, two, or three coins. Once the building on an Order card has been built, these have a dual purpose. First, they indicate the Victory Points scored at game’s end for having constructed the building. Second, they indicate the player’s Influence. By increasing his Influence, a player increases both his capacity to hire more Clients and store material in his Vault.

Lastly, each Order card is marked with one of six Client types and an associated material. These are the grey Architects, which can also serve as Concrete; the green Craftsman, which also serve as Wood; the yellow Labourers, which also work as Rubble; the red Legionaries, which also serve as Brick; the blue Merchants, which also serve as Stone; and the purple Patrons, which also serve as Marble. Each of the six Client types performs a particular role or function in the game. The Architect can lay the foundation of a building or add material to its construction from a player’s Stockpile. The Craftsman can lay the foundation of a building or add material to its construction from a player’s hand of cards. The Labourer takes material from the game’s central pool and adds it to a player’s Stockpile. The Legionary demands material from both the game’s central pool and the hands of neighbouring players. The Merchant allows a player to move material from his Stockpile to his Vault. Lastly, a Patron hires a Client from the game’s central pool and adds it to a player’s Clientele.


So for example, the Market card serves as a Craftsman if used as a Client, as Wood in the construction of a building, but if built does two things. First, its single coin increases both the player’s Victory Point total and his Influence. Second, it grants a special ability, in this case, an increase in size of the player’s Vault above the limit set by his current Influence.  Whereas the Archway serves as a Legionary if used as a Client, as Brick for constructing a building, and it increases a player’s Victory Point total and Influence both by two. The special ability that the Archway grants lets a player take material from the central pool of cards instead of his Stockpile.


Glory to Rome consists of three other card types. One is the Jack, a wild card that can be used instead of a Client on an Order card. Another is the Foundation card, which come in the game’s six material types – Brick, Concrete, Marble, Rubble, Stone, and Wood – with a Foundation card being required to be laid before construction can begin on a building. Thus a Wood Foundation card must be laid before construction can be begun on the Market. The last card type is the Merchant Bonus, there being one of these for each material. Each is awarded to the player who the most of the corresponding material in his Vault at game’s end.


In addition to beginning the game with a hand of five Order cards, a player also has a Player Camp heavy card mat. The Player Camp serves as a reference for the players, providing a brief description of what each of the Order cards does when used as Clients. Primarily though, a Player Camp mat is used to organise a player’s cards once they have been played. Order cards are tucked face up under the top of the Player Camp so that only their Influence values are visible; face down under the right hand side in the player’s Vault; face up under the bottom of the Player Camp in the player’s Stockpile; and face up with only the Client type visible under the left hand side of the Player Camp in Clientele section. This neatly organises the cards that a player has so far played. Constructed buildings or buildings under construction are kept separate from each Player Camp. There is also another card mat called the “Rome Demands” which is used with the Legionary Order card.


At its core, Glory to Rome is simple to play. On each turn one player is the Leader (there is a Leader card which is passed round the table as the leadership changes). As Leader a player chooses an Order card from his hand and announces his intention to play its Client as an action. So for example, as Leader, Dave chooses to play the Ludus Magnus card as his Order card and use its Patron action so that he can take an Order card from the pool and add its Client to his Clientele. Now each of Dave’s rivals can do one of two things. If they decide to “Follow” Dave as their Leader, then they must also play an Order card with a Patron action from their hand, play a Jack card from their hand, or Petition. The latter allows a Patrician to play to two or three (depending upon the variant of Glory to Rome being played) identical Client cards of another type to serve as a Jack. So for example, Anthony has neither a Patron card that he can play to follow Dave, nor does he have a Jack, but he does have two Legionary cards that he can play as a Jack.


If a player does not Follow the Leader, he can instead “Think.” In which case, he draws cards up to his hand limit, a single card if he has more cards than his hand limit, or he takes a Jack. If a Leader decides not to lead, but instead to “Think,” he takes a single “Think” action and then the Leadership changes to the next player. Similarly, once everyone has followed a Leader or decided to Think, then the leadership also changes hands.

Normally, only single actions are possible from one turn to the next, but multiple actions become possible when a player has Clients placed in the Clientele section of his Player Camp. Actions for a player’s Clientele can be taken when either the player or another player Leads with the particular Client type. A player can decide to “Think” rather than “Follow” the current Leader and still have his Client take an action as long as the Client matches the Order card played by the Leader. So for example, when Dave used the Patron action of the Ludus Magnus card, he managed to take the Market card from the central Pool and add its Craftsman to his Clientele. On a subsequent turn, he managed to add an Architect to his Clientele, giving him two Clients. On a later turn, Anthony is the Leader and plays a Palisade Order card to make use its Craftsman action. Dave can choose to “Follow” Anthony and play a card that would give him the Craftsman action, so giving him two Craftsman actions – one for the card he is playing and the other for the card he has in his Clientele. Or if he does not have an Order card with a Craftsman, he can “Think,” draw cards or a Jack, and still gain a Craftsman action from the Client because Anthony Lead with a Craftsman.

Once each and every player has played an Order card, that card is not out of the game. Rather it goes into the central pool of cards from which cards are drawn as material, using either the Labourer or Legionary actions (the Legionary action also steals from a player’s neighbours as well as taking from the central pool). To an extent it is possible to deny rival players the materials that they want by not playing certain types of Order cards and thus not discarding them to this pool. Plus it is easy to track what materials that a player wants from the buildings that he has under construction. For example, Dave knows that Anthony requires Concrete because he is building a Vomitorium. As long as Dave or another player does not Lead or Follow with an Architect action, the Concrete that is on all Architect Order cards is not discarded to the pool where Anthony might be able to get it later with a Labourer or Legionary action. Anthony is, instead, forced to rely upon the Architect/Concrete Order cards that he might draw when he “Thinks.”

During the initial stages of the game, constructing buildings will take several turns, as will moving material into a player’s Vault. As a player adds Clients to his Clientele, he increases the number of possible actions that he can conduct on a turn, either as Leader or a follower. Further, completing the construction of buildings not only adds towards a player’s Influence and Victory Point total, they also provide him with a special ability or benefit that will help him on subsequent turns. For example, when constructed, the Circus Maximus doubles the ability of a player’s Clientele by letting each one act twice. Thus each time that Dave uses his Architect or Craftsman clients, they take two actions rather than one. Essentially, the more buildings that a player can construct, the more he is able to do, and what he can do, he is better at.

Glory to Rome ends when the draw pile has been exhausted or there are no Foundation cards available to lay without the use of two Architect or Craftsman Order cards, at which point the player with the most Victory Points wins. Victory Points are scored by constructing buildings and by getting materials into a player’s Vault. Both of these objectives take several actions to complete. To construct a building, a player must use an Architect or a Craftsman action to lay its Foundation card and then add material to the building either from his hand (with a Craftsman action) or from his Stockpile (with an Architect action). Getting material into his Stockpile requires a Labourer action and there has to be the right material available in the central pool. To get material in his Vault, a player must use a Merchant action and the material must come from his Stockpile – so a player needs to decide whether to use a material card in his Stockpile as part of a building or to add directly to his Victory Point total in his Vault.

This is a medium weight, strategic card game with a light theme, one with plenty of replay value because of the variety of buildings and their special abilities available for construction. It offers replay value because although there are only two ways of achieving victory – constructing buildings and squirreling away material in a player’s Vault – there are multiple means to support those two ways, and those means are the special abilities granted by each building. It can be played in in an hour and it fits neatly in a surprisingly small box given the number of components in the game.

Physically, Glory to Rome is well done. The Player Camps and the Rome Demands mats are done in sturdy card. The cards are neatly designed and attractive. The previous edition had cartoon-style illustrations, but the updated “Black Box” edition opts for an elegant art style that echoes that of the classic board game, Civilisation. One issue with the cards is that they do get a lot of handling, so my advice would be to sleeve all of them.

As enjoyable as Glory to Rome is, it is far from perfect. Physically, the cards are not quite sturdy enough for the degree of handling that the game calls for – thus the suggestion above to sleeve them. A primary issue is with the rules which are underwritten and thus not easy to learn or comprehend. This has an effect on the teaching of the game because the multiple uses that the Order cards is not easily nor necessarily immediately grasped. Nor is this helped by the numerous special abilities that the buildings on the Order cards grant – reading them slows the game play down and understanding how a special ability works with the game’s mechanics is one further to learning the game. Thus learning to play Glory to Rome is a challenge in itself, but once grasped, the game just motors along. Experienced board game players will have less of a problem, especially if they have played games such as Puerto Rico, San Juan, or Race for the Galaxy. 

Once mastered, Glory to Rome is an enjoyable game to play. The game play is simpler than it first looks and it offers plenty of replay value as the number of buildings to construct means that no two games will be alike. Indeed, I enjoyed it so much that after my first play I purchased a copy for myself. 

Thursday, 20 December 2012

Ogre Cave Christmas List 2012


Come the end of the year and as has been vaguely traditional for the past decade that in December, OgreCave.com runs a series lists suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Continuing the break with tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days.

Nevertheless, Happy Gaming and enjoy the suggestions. Consider them perfect for purchase for yourself. If the world is to end in 2012 – and the denizens of Reviews from R’lyeh doubt that the stars have come right as yet – then at least enjoy a few last rolls of the dice with a favourite new game…



Lords of Waterdeep
(Wizards of the Coast), $49.99/£39.99
One of the best and most accessible board games of the year came from the most unexpected publisher, Wizards of the Coast. Lords of Waterdeep combines the classic Dungeons & Dragons theme with tried and tested Eurogame-style “worker placement” mechanics. For between two and five players, the game casts the players as masked lords vying for control of Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms. They send out their Agents to acquire Buildings and access to better resources; gain Gold to make the many purchases necessary to ensure their rise to power; the means to Intrigue with their fellow Lords; and hire Adventurers whom they can send out on missions or Quests that once completed will spread their influence and gain them true power. The game scales nicely, being as challenging to play with two players as it is with five, plays easily in an hour, and forces a player to make difficult decisions when presented with numerous options! (Read the review here).



Midgard Campaign Setting 
(Open Design) $49.99/£29.99
The bad news is that in 2012, we lost Kobold Quarterly, the only Dungeons & Dragons compatible magazine to be available on the shelves at your local friendly gaming store. The good news is that we finally got to see an introduction to Midgard, Wolfgang Baur’s home campaign previously best seen in the Zobeck Gazetteer and the numerous articles that appeared in Kobold Quarterly’s twenty-three issue run. Now with the release of the Midgard Campaign Setting, we no longer have glimpses, but a full introduction to a dark fantasy world that at its heart is steeped in a mittel-european sensibility, whilst still leaving room for fantastical, even weird elements. Designed for the Pathfinder Roleplaying Game, an appendix also includes rules for the adventure game engine, allowing players to use Green Ronin Publishing’s Dragon Age RPG to visit a very different and a very original take on the fantasy setting.



Glory to Rome Card Game: Black Box Edition (Cambridge Games Factory), $35.00/£25.00
AD 64 and Rome has been burned to the ground. Answer Emperor Nero’s call and bring Glory to Rome as you compete to rebuild the heart of the ancient world’s most powerful empire. This is a strategic card of city building and resource management in which every card can act as a building, a patron, a raw material, or a valuable resource. This clever mechanic combined with the fact that the card a player gets to play is often dictated by his rivals, gives the game a pleasing elegance and forces difficult choices on a player. Redesigned from the original edition with new art reminiscent of the 1980 classic board game, Civilisation and mechanics reminiscent of more modern games like Puerto Rico, San Juan, and Race for the Galaxy, this is a great game that should be on every gamer’s shelf.



Night’s Black Agents (Pelgrane Press), $44.95/£29.95
You are an ex-secret agent. You just discovered that your former employers are controlled by vampires. So quite possibly is your government, your bank, and that NGO you always felt great about donating money to… This is the set-up for Ken Hite’s Night’s Black Agents, the Vampire Spy Thriller RPG he describes as “The Bourne Identity meets Dracula.” It brings 007-esque high action to the clue driven GUMSHOE System, but when it comes down to it, Night’s Black Agents is not Ken Hite’s game, but yours. It gives the means and tools for the GM to create any style of espionage RPG, from James Bond to Tinker, Tailor, Soldier, Spy, and lets him it slam it up against the vampires and the vampire conspiracy of his design. As a genre mash-up, Night’s Black Agents is a combination that sells itself, but as a toolkit, Night’s Black Agents is your Schweizer Offiziersmesser. Just add dice. 

(Read the review here).

Cthulhu Fluxx (Looney Labs), $16.00/£12.99
An award-wining, classic, quick playing card game for over a decade now, Fluxx is all about chaos and winning means adapting to that chaos as the game and the rules change through play. Now Looney Labs has upped the ante and introduced the forces of H.P. Lovecraft’s Cthulhu Mythos and an almost primordial unstoppable force to the chaos of Fluxx. In Cthulhu Fluxx, you are not just up against your rivals, some of whom might be in the thrall of one of the Great Old Ones, but also the Great Old Ones too! You can win Cthulhu Fluxx, but sometimes the influence of the Mythos is just too insidious meaning that Cthulhu himself wins!
(Read the review here).



Rise of the Runelords Anniversary Edition 
(Paizo Publishing) $59.99/ £39.99
Five years ago, Paizo Publishing launched its Adventure Path series, each a campaign for the Pathfinder Roleplaying Game in six parts. To celebrate that anniversary, Paizo Publishing has collected the very first Adventure Path series, Rise of the Runelords, in hardback and in the process taking advantage of five years of player feedback and the chance to revise, and add to, a campaign that will take the adventurers from first to eighteenth level. Beginning in the sleepy coastal town of Sandpoint, in course of defending against an attack by crazed goblins, the adventurers learn of a greater evil. If they to prevent it coming to Sandpoint, they must track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city.



Snowdonia (Surprised Stare Games) £31.99
The year is 1894, and the Snowdon Mountain Tramroad and Hotels Company Limited has been formed to build a branch line from Llanberis to the summit of Snowdon. Each player controls a work gang providing the labour for the construction of the Snowdon Mountain Railway, each trying to outdo the other in excavating the railway line, laying the track, constructing stations on the way up, and fulfilling Contracts that will score them those all important Victory Points. This a well-appointed worker placement game in which the game itself demands that the gangs of labourers get busy building the line up the mountain or the game will do it all by itself and deny you Victory Points. All this and having to deal with the fog and the rain on the mountain that only slows your labourers down!




Marvel Heroic Roleplaying Basic Game 
(Margaret Weis Productions, Ltd.) $19.99
What happens when the inmates from The Raft, the island prison facility in New York City for psychopathic superhuman criminals, escape? You already found out how in early issues of Marvel Comics’ New Avengers series, but with Marvel Heroic Roleplaying Basic Game, you can team up as Captain America, Cyclops, the Human Torch, Iron Man, Spider-Man, Wolverine, and more, in order to return the escapees to prison. Or alternatively, create heroes of your own with this dice driven narrative RPG of super heroic action. Comes with the datafiles for twenty three heroes, numerous villains, powers, action, and more in a rulebook that could easily be mistaken for a Marvel graphic novel!



Escape – The Curse of the Temple (Queen Games) $59.99/£39.99
There are games about exploring ancient temples and avoiding their dangers, but Escape …from the Curse of the Temple is truly a different game. You and your fellow adventurers have been trapped – trapped in a cursed temple, and the only way to get out is by working together. IN REAL TIME. You have just ten minutes (a timer soundtrack comes with the game) to explore the temple, activate the magic gems in the temple chambers in order to banish the curse, and then escape! All this done by rolling dice as quickly and as continuously as you can in order to get the right combination of symbols that activate the gems, move from room to room, lift you from under the spell of the Black Mask (which stops you rolling dice), and more. Get the right combinations? Use them up and then starting rolling for the next. Ten minutes though, otherwise you and your fellow adventurers will find yourselves crushed inside the collapsing temple. Everyone gets out, or nobody does in this frantic game.


Primeval 
(Cubicle Seven Entertainment) $39.99/£26.99
Anomalies are appearing and opening everywhere, allowing us to step through doorways into the past and into the future. As amazing as they are, the anomalies are also a danger as they let others from the past and the future into our present – including dinosaurs! A mammoth on the motorway? Velociraptors in the velodrome? These threats and more have to be dealt with before the public are placed in danger or learn too much. As part of the government run Anomaly Research Centre, the characters will track dinosaurs, research the anomalies, and more to keep not just the country safe, but the timeline too. Based on the TV series of the same name, the Primeval RPG uses the same mechanics as the Doctor Who: Adventures in Time and Space RPG, and thus emphasises talking and thinking first before combat. This still leaves plenty of room for action and scares in facing down not just the dinosaurs, but those that would use the anomalies for their own ends.



Leagues of Adventure 
(Triple Ace Games) $39.99/£24.99
In Leagues of Adventure the world of the Victorian Age is as fantastic as you would imagine – H.G. Wells’ Martians invaded England, Professor Challenger has found the Lost World, Phileas Fogg made it around the world in eighty days, and Sherlock Holmes has solved untold numbers of crimes and mysteries. The player characters follow in their stead, the members of various “Leagues of Adventure,” travelling the world, unravelling mysteries, righting wrongs, and all in the name of Her Majesty. Using the Ubiquity mechanics previously seen in Hollow Earth Expedition and All For One: Régime Diabolique, this is a pulp action RPG of derring-do and honour that adds in the Steampunk and the fantastic of the era too.




RuneQuest 6e 
(The Design Mechanism) $62.00/£40.00
RuneQuest is back and in one volume! The new sixth edition updates and presents a set of rules that has been a classic for over thirty years in a single book that provides GM and players alike with everything necessary to create and build a campaign of heroic, gritty, fantasy. Characters – Barbarian, Civilised, Nomadic, and Primitive, are all covered; as well as five types of magic, ranging from the classic Runes to Theism; belonging to a Cult; and both monsters and playable character races are all covered in this thick softback book. It feels complete, and best of all, it feels loved again.