Sweep of History Games Magazine #1, Winter (December) 2005. Published and edited by Dr. Lewis Pulsipher, sweep@pulsiphergames.com. This approximately quarterly electronic magazine is distributed free via http://www.pulsipher.net/sweepofhistory/index.htm, and via other outlets. The purpose of the magazine is to entertain and educate those interested in games related to Britannia ("Britannia-like games"), and other games that cover a large geographical area and centuries of time ("sweep of history games"). Articles are copyrighted by the individual authors. Game titles are trademarks of their respective publishers. As this is a free magazine, contributors earn only my thanks and the thanks of those who read their articles. This magazine is about games, but we will use historical articles that are related to the games we cover.
This copyrighted magazine may be freely distributed (without alteration) by any not-for-profit mechanism. If you are in doubt, write to the editor/publisher. The “home” format is PDF (saved from WordPerfect); it is also available as unformatted HTML (again saved from WP).
Introduction
This magazine exists to help support and popularize a genre of board (and other non-video) games that has existed for decades, and which is most well-known for games such as Britannia, History of the World, and Vinci. In fact, it can be difficult to draw a separating line between Britannia-like games (such as Hispania, Maharajah, and Rus) and other games that depict a long period of history but do not use Brit-like rules.
The idea originated on the Eurobrit Yahoo Group. I don't now recall who suggested it. Originally we had a volunteer editor from Germany, but he took on a real-world magazine editing job and did not have time to pursue the matter, so I stepped in. I have an obvious interest in the purpose of the magazine, as I designed Britannia, am about to have a second, revised, edition published, and have *many* Brit-like and sweep of history games in design and development that I hope to see published in the coming years. For that reason, I'd prefer someone else to be editor, but until
Table of Contents
1 Introduction
2 Why a Brit 1 Strategy Article?
2 Reading the Situation: How to Judge Who’s Winning in Britannia by David Yoon
11 Survey Results
15 The rationale behind the use of forts in Britannia and Britannia Second Edition
16 Britannia-like games currently available
18 A proposal for a Brit variant
19 Inexperienced Players in Brit 1
23 Listing of Britannia-like Games
25 Sweep of History games list
26 Probabilities for Britannia Battles by Torben Mogensen
38 The End
that happens, I'll take care of it.
When I set out to put this together, I had no idea I'd end up with 14,000 words and 38 pages, mostly thanks to Torben and David. I hope future issues can be as substantial.
There is a feedback survey for this issue at
http://surveymonkey.com/s.asp?u=815091553200
This will accomplish two things. First, it will help me know what works and what doesn't work. Second, it will help me gauge how many people actually read this magazine. (Surveymonkey maxes out at 100 responses, but I believe I can clear it and run it over and over.) Given that most people don't respond to surveys, if I can get a couple hundred replies, or even a hundred, I'd think that distribution was quite widespread.
Why a Brit 1 strategy article?
Although Brit 1 is long out of print, there is a large number of copies in circulation. We will run strategy articles about Brit 1 (when we can get them), for the following reasons:
First, I think it will be an interesting contrast with Brit 2 (where strategy is somewhat different). Second, the entire print run of Brit 2 will be much less than the number of people who own AH Brit or Gibsons Brit, so I think there will still be people playing the old rules. Third, if the logic behind the strategy is discussed, newbies will be able to apply that logic to Brit 2 and come up with their own strategies (which may be more interesting than if they just do what a Brit 2 strategy article tells them to do). So we begin with an article about Brit 1 strategy.
Reading the Situation: How to Judge Who’s Winning in Britannia
David Yoon, November '05
Britannia is a game based on scoring points, so strategy might seem to be a simple matter of trying to score as many points as possible. It’s not that simple, though, because of the multi-player dynamic: victory depends not simply on scoring a lot of points but on scoring more points than the other players. Sometimes it is best to sacrifice a few points in order to prevent another player from scoring many.
Making such decisions depends, above all, on being able to predict which players, based on the current situation, have the best chance of winning. It is, obviously, counterproductive to sacrifice points to reduce the score of a player who has no chance of winning anyway. But simply looking at the current point totals is very misleading in this regard, because each of the four players has one or two nations that score a great many points at a particular stage of the game, and the timing differs. Therefore, a player can have the most points at a particular moment, and still be losing. This article provides some guidance for inexperienced Britannia players in making these decisions, by presenting some general guidelines for judging who is doing better or worse than average.
Before getting into the details, I should explain a few things about the assumptions this article is based on. First of all, this article is based on the Avalon Hill edition of the game. The Gibsons (British) rules differ in a number of small but significant ways that affect both strategy and expected point scoring, and the forthcoming second edition from Fantasy Flight Games will differ considerably more. Note also that the colors of the playing pieces differ: the Green player referred to here should be read as “Black” if using the Gibsons version of the game. Also, I have assumed a standard four-player game.
Second, I have assumed that the reader has a basic familiarity with the game. To get much out of this article it is necessary to have a basic grasp of the rules and some knowledge of the victory point cards. I have, however, attempted to explain things in enough detail to be comprehensible to someone who has only played the game a couple of times.
Third, there are various styles of play in Britannia. In a typical game of Britannia, the total final score for all players is generally a little over 400, meaning that the average for an individual player is slightly over 100. The point targets in this article are based on the assumption of a fairly close, low-scoring style of play, which happens most frequently when the players all know, in a general sort of way, what to expect of each other. In this situation the winner’s score is often between 110 and 120 points. In other situations, when players are not familiar with each others’ strategies and personalities, the game may be much more volatile, and consequently harder to predict, with more extreme variations in the scores.
Fourth, except in extreme situations, I consider position to be a better predictor of victory than score, up until the last few turns of the game (with Purple and Green, in particular, the score before turn 13 or 14 does not seem to predict at all whether the final total will turn out around 100 points or 120). That said, scores are much easier to compare objectively; assessing position—the number of armies and where they are placed—is difficult to do and even more difficult to explain clearly. So although this article relies heavily on simple measures such as score and number of armies, this is only a simplified substitute for a more complete assessment of the situation on the board.
I should also make clear what the guidelines described here mean. These are not “best possible” goals; they are the sort of “average” scores and armies that suggest a player is on track to an average final score of around 100 to 106 points —generally corresponding to a second-place or strong third-place finish, but also within reach of victory if the rest of the game goes well. If a player is doing much worse than the guideline, that player is not a strong contender for victory; on the other hand, if a player is doing much better, that player can be considered a strong threat to win the game.
These “average” scores are based on my experience of the game, and other people may have different opinions. In particular, different long-term strategies will yield different point-scoring rates. For example, I have assumed a “northern” strategy for Purple, in which the Romans and Romano-British sacrifice points in order to help establish the Scots. If Purple tries to maximize Roman and Romano-British points, then Purple may need a higher score on turns 5 and 9 compared to what I have suggested here, since the Scots may score fewer points later in the game, while Blue may not need as high a score. Similarly, I have assumed that the Jutes are better used as Saxon-killing raiders rather than attempting to score points with them.
Since both points scored and numbers of armies or territories are mentioned, there will be many occasions when a player is within the range for one criterion but not the other. Naturally, if one criterion is better than expected, the suggested range for the other should be adjusted down, and if one criterion is worse than expected, the suggested range for the other will need to be higher.
End of Turn 5
The first five turns of the game are dominated, of course, by the Romans. In a normal game they will have wiped out the Belgae, forced the Brigantes into submission, and damaged the Picts. But other peoples appearing around the coasts will then have raided many Roman forts. The resulting point totals may vary widely, depending on luck: the Belgae, for example, without any variation in the moves made, might easily have scored as many as 12 points or as few as 2.
By the end of turn 5, as much as half of the Purple player’s final point total may have been scored already, while the other players have barely begun. This may give inexperienced players the misleading impression that Purple is winning; in fact, if Purple is not far ahead at this time then Purple will probably finish in fourth place. Most of the game’s scoring is still potential; thus, although expected point totals are mentioned here, the army sizes mentioned are much more important for predicting future scores.
Purple: 46–54 points and no more than 6 Picts
It is likely that the only points for Purple so far will have been scored by the Romans. They can normally expect to score somewhere between 44 and 58 points; paradoxically, a Roman score over 56 is no better than a score under 48. Obviously it is not the Roman point total that is important so much as the likelihood of future points from the Scots.
Green: 13–18 points and at least 10 Welsh
The Welsh never score a huge number of points at once, but they are ultimately the largest component of a winning Green score. It is absolutely essential that the Welsh be in good shape when the Romans leave, in preparation for conflict with the Irish and eventually the Saxons. If the Romans have forced the Welsh to submit, the score may be lower, but as long as there are at least 10 Welsh armies, Green still has some hope: fewer than that, however, and Red’s chances of victory are greatly increased, other things being equal (yes, that’s not a mistake—if Purple makes the Welsh submit, Red tends to win).
Red: 8–15 points and at least 4 Saxons and 6 armies of Brigantes and/or Irish
Red rarely scores many points during the first five turns. The Brigantes may or may not kill a Roman army or two before submitting; that is not as important as whether they still have enough pieces to survive the Angle onslaught for a while. The Irish and the Saxons score some points by raiding, but if they have suffered too many casualties doing so, their future impact on the game may be crippled. The Saxons are the main point-scoring nation for Red, so the most important criterion is how likely it is that the Saxons will establish their power, depending in part on whether the Brigantes and Irish are in a position to assist. A minor secondary consideration is how many Jutes remain at sea: if there are still four Jute raiders at sea, the Saxons can expect a steady hemorrhage of casualties for much of the game, so they may need an extra army at this stage. [Editor’s note: in Brit 1 raiders can stay at sea indefinitely, which is not the case in Brit 2.]
Blue: 12–26 points and at least 5 Picts
The most variable component here is the Belgae score. Either they roll sixes or they don’t, and since they are normally wiped out by turn 2, that is usually the only way they can score points. The Angles, on the other hand, are better placed than the Jutes and Saxons to profit from raiding, because they have the best access to forts that give the Romans few points (and thus are less likely to be protected by an army), and because they can afford to take more casualties in advance of their major invasion (since the Angles get 6 raiders plus a total of 12 reinforcements during the next three turns, but are only allowed 15 armies).
Oddly, considering that historically the Picts disappeared as a distinct people during the period that corresponds to the middle turns of the game, their survival to the end of the game is generally essential for a Blue victory, largely because they can score so many more points on turn 16 than they can earlier. Submission to the Romans is sometimes necessary to avoid excessive casualties, but because they will usually face 7 Scots on turn 7, it is best if this can be arranged in such a way that more than four armies survive (since the Picts can only submit when reduced to two areas, this requires a retreat before submission and movement into an adjacent vacant area afterward).
End of Turn 9
Turns 6 to 9 see a major change in the “color” of the board. Major invasions by the Saxons, Angles, and Scots can determine the rest of the game, since all three are important point-scoring peoples for their respective players—especially the Saxons, who dominate a winning score for their player to a greater degree than any other nation in the game. The Angles, on the other hand, are confronted by the most complex choices: they may need to fight the Brigantes, the Saxons, or even the Scots (in order to relieve pressure on the Picts), in addition to the issue of whether to give the Welsh free passage for their excursion to York.
By turn 9, the results of these invasions should have become clear. The Angles and Saxons will have occupied most of England; one important thing to note is whether Red or Blue is getting the Bretwalda points. In general Red has a strong advantage in this, unless either the Brigantes have been forced to submit or the Saxons have taken heavy casualties. The other big variable is how well the Scots have established themselves. If the Picts have been wiped out, the outlook is grim for Blue, whereas if the Scots are outnumbered by the Picts, Purple will have difficulty achieving a high score.
Purple: 58–67 points and at least 4 Scots
Too many nations get points for killing Romano-British to expect them to survive for long after Arthur and the cavalry are gone, and they will rarely score more than 2 to 4 points before they are wiped out. The Scots, on the other hand, are the second most important point-scoring nation for Purple, after the Romans. The major invasion on turn 7 is the one effective chance the Scots have to try to make Pictland into Scotland. Fergus’ +1 to the die roll and ability to move through mountains must be used to best advantage. If the Romans and Romano-British have inflicted enough casualties on the Picts, the Scots should have a chance to occupy three or four areas by the end of turn 7.
Green: 33–37 points and at least 9 Welsh
Whether the Welsh got the 6 points for visiting York is as good a measure as any of how well Green is doing—not just because 6 points are often enough to make the difference in the game, but because if the Welsh can’t get them it is usually because they are taking too severe a beating from Red. Maintaining a steady attrition against the Saxons by the use of Jute raiders can also be very helpful, both for relieving pressure on the Welsh and to keep the Saxons below maximum population in preparation for the Danes.
Red: 35–44 points and at least 14 Saxons and 2 armies of unsubmitted Brigantes and/or Irish (including raiders)
The Saxons are almost always powerful at this stage in the game, but for Red to win, they must be dominant. It is difficult for Red to win with less than 70 points total for the Saxons, and difficult even to avoid fourth place with less than 60 points. They mainly score points between turns 4 and 13, so by turn 9 one can judge how well they are doing. If they have taken too many casualties, they may have difficulty scoring enough points before the Danes and Normans decimate them. At the same time, the Irish should be scoring raider points—and possibly even some points for controlling territory if they are lucky—and the Brigantes can be useful either by scoring points or by keeping the Angles busy enough that the Saxons can prosper.
Blue: 36–42 points and at least 3 Pict armies controlling at least 2 areas and no more than 16 unsubmitted Red pieces in England or 43–50 points and at least 2 Pict armies and no more than 17 unsubmitted Red pieces in England
Blue is the most difficult to predict overall; scores over quite a wide range in the middle part of the game can end up the same at the end. Although the Angles should be the largest point-scoring nation for Blue, the points scored on the last two turns by the Normans and Picts can also be a major component of the final Blue score. As a result, Blue might score only 40 more points after turn 9—or might score 90 more. As important as they are for scoring points, the Angles are just as important for keeping Red from doing too well, partly simply so that Red doesn’t run away with the game, but also so that the Norman invasion isn’t stopped at the beaches by a solid Saxon shieldwall.
End of Turn 11
Turn 11 marks the end of the period dominated by the Angles and Saxons, with the arrival of the Vikings. The Danes are essential for Green, and the Norsemen are often the second-highest scorers for Red, albeit a very distant second. The situation at the end of turn 11 is important for predicting how well the various Viking invasions will go.
Purple: 61–71 points and at least 4 Scots and either 12 or more Angles or 15 or more Saxons
The complexity of a multi-player game with multiple nations for each player may be apparent from this guideline. Purple wants the Danes to clear a lot of Angle and Saxon armies out of the middle of England, but also wants the Danes to take a lot of casualties, so they will not be able to fight off the Dubliners and Norwegians effectively. This depends on either the Angles or the Saxons being in a position to fight back, but preferably not both so that the Danes are not simply destroyed at once. The Scots, of course, can’t affect the Danish invasion much apart from making sure to be out of its path. So for turns 11 and 12 Purple is mainly just a very interested spectator with little influence on events.
Green: 47–52 points, at least 8 Welsh, at least 5 Danes, and less than 12 Angles
For most of the game, Green accumulates points slowly and quietly. Turn 12 is different: the Danish major invasion, if it goes well, can sweep through much of England for 20 to 26 points. How well it goes, though, depends a great deal on a few factors. The most important is how strong the opposition is: if the Angles and Saxons have been at peace, they may both have strong armies that cannot easily be swept aside, and may defend their territories strongly enough that the Danes suffer heavy casualties for a moderate score. Another is the Danish strength: if the Danes have lost too many of their turn 11 raiders, the invasion will lack force. However, if the Angles are not close to maximum strength, they may instead try to move out of the way, leaving many areas open in the hope that they can survive and regroup after the Danish invasion, in which case the Danes can score many points easily as they move through vacant areas. In that situation the Green player should think about how well the Danes end up positioned to survive until turn 14. If the Jutes and Welsh have the armies, they can assist the Danes considerably by weakening their opponents (while staying out of areas that the Danes want to score points for).
Red: 57–67 points and either 6 Norsemen or Norsemen controlling Hebrides and/or Orkneys
The biggest question is whether the Norsemen have already landed or whether they have chosen to wait for assistance from the raiders. In the former case, there is more total point-scoring potential, but more luck is needed as well. At the same time, the Saxons should be the dominant power in England by this time. If they are not, they may suffer too much damage from the Danish onslaughts in turns 12 and 14 to score many more points.
Blue: 50–65 points and at least 2 Picts and 9 Angles
The biggest variable for Blue over the next few turns is the effect of the Danes on both the Saxons and the Angles. Survival of the Angles is obviously of value, both for the points and for the ability to intervene where needed during the last turns. Perhaps less obvious to the inexperienced player is that if the Saxons are too strong on turn 15, they may be able to prevent the Normans from scoring many points. However, the areas that the Danes score the most points for are mostly in northern England, so there is little hope that the Danes will concentrate their efforts on the Saxons. The Angles do have the option, during their move on turn 11, of choosing where they will fight the Danes, based on their current strength and the positions available.
End of Turn 14
The preceding few turns have seen the incursions of the Norsemen, Danes, Dubliners, and then the Danes again, with possible counterattacks by the Saxons and others. Turn 15 will see the arrival of the Norwegians and the Normans, completing the game’s roster. By this time in the game, Red and Green have scored most of their points, while Purple and especially Blue still have large scoring opportunities. It should now be possible to calculate roughly what the final score for each player should be, given certain assumptions about how well the major invasions will go. Strategy should accordingly be based on calculation of each opponent’s likely final score.
Purple: 72–82 points, at least 4 Dubliners or 5 Scots, and less than 8 Danes
The Dubliners get points for controlling some of the areas that the Norwegians move through. Assuming that the Danes can be kept out of them, a complex series of maneuvers is normally used to ensure that the Dubliners are moved out of the way on turn 15 but to places where they can move back in on turn 16 (either in the Pennines or else Lindsey and Galloway).
The Norwegians are constrained by being able to land only from the North Sea, and if the Dubliners are in the Pennines the options are even more limited. Thus, if the Danes are strong they can block the Norwegians well enough to limit their turn 15 score considerably, though potentially at the cost of sacrificing much of their army, especially if they are not strong enough to have secure areas to retreat to.
Green: 88–94 points and at least 8 Welsh and 4 Danes
Unless the Danes are strong enough to block the Norwegian invasion, Green will score only about 8 to 15 points at the end of the game. Doing so depends mainly on the Welsh being strong enough to hold most or all of Wales, plus maybe an area or two along the borders, and the Danes being able to hold a few out-of-the-way
Contributions
As I have an obvious vested interest in our topic, as designer of Britannia, I sincerely hope I will not have to write the majority of this magazine. Some items will appear in every issue, e.g. the list of Brit-like games currently available, and letters of comment on previous issues. We welcome contributions of many types (in no particular order) related to "Sweep of History" games:
• Designers notes/articles (which of course means you've got to be the designer...)
• Strategy notes and articles
• Variant rules
• Reviews
• "First looks" at games (when you haven't played enough to review it--you're mostly describing it)
• Accounts of tournaments at conventions
• Play aids that improve the flow of a game
• Historical pieces that illuminate some aspect of a game that we cover
• Or anything else that you think will interest fans of these games.
We are happy to reprint material that has appeared elsewhere (assuming you have retained the rights). I am not much interested in doing a lot of rearranging/editing of material; and I cannot, of course, promise that everything I receive will be deemed suitable.
Finally: "better late than never".
areas when the dust settles from the major invasions.
Red: 88–96 points and at least 11 Saxons
There will normally be some Norsemen still able to score points, and perhaps even some remaining Brigantes or Saxons, but most of Red’s remaining point-scoring potential is with the Saxons. Since the Saxons are normally directly in the path of the Norman invasion, and may be targeted to some degree by the Norwegians as well, the Saxons are most likely to be able to score points at the end of the game if they are strong enough to block the Normans, or at least exact enough casualties that the Normans do not achieve much. The number of armies needed to hinder the Normans depends on the length of coastline the Saxons possess, but usually at least 12 or 13 armies are necessary at the end of Saxon turn 15.
Blue: 58–70 points, less than 12 Saxons, and at least 3 Picts or 4 Angles
Having the two peoples that move last in each game turn is very useful at the end of the game; particularly on the last turn, the Angles and Normans can make their moves knowing that nobody but the dice can interfere. The most important question is whether the Normans can make a successful invasion: if so, they can often score more than 30 points, while an unsuccessful invasion may score less than 10. This will mainly be determined by the strength of the defending forces, likely to be mostly Saxons and probably some Danes or other Green armies. At the same time, the Picts will want to make the best use of their one opportunity to get a large number of points for controlling areas, if the opposition (Scots, Norsemen, possibly Caledonians and Brigantes) is not too strong.
Appendix: The Evidence
This article is based partly on general experience of playing the game against competent opponents, many of them better at the game than myself, and also partly on a sample of score sheets representing a number of games in which I participated. A total of twelve games were used, but to reduce bias, the main reliance was placed on eight of them, representing two games won by each color. Since I have not played the game by e-mail, I have records only of the scores, not of the complete games including numbers of armies and which areas they controlled.
The sample is small, and as mentioned before, it is based on a limited range of strategic choices. While I think the guidelines presented here are generally reasonable, a larger and more complete body of evidence might provide a more accurate and comprehensive, if not necessarily clearer, basis for prediction.
(Editor's Note: Supporting table is below. David Yoon is a fixture at the annual World Boardgaming Championships, formerly in Baltimore, now in Lancaster, PA. The best players there can look at the board and score and predict quite well what a color’s score will be at the end of the game. David is the first one I could persuade to reveal some of the secrets! Now you don't have to think this way to play the game, but if you're playing with the "sharks" who do so well at the WBC, you'll be at a disadvantage if you don't think this way.)
Average Scores in the 12 Game Sample
Color |
Final Score |
Turn 5 |
Turn 9 |
Turn 11 |
Turn 14 |
Purple |
>109 (n=2) |
53.3 +/- 1.1 |
65.3 +/- 0.4 |
71.8 +/- 1.1 |
85.5 +/- 2.8 |
|
98-109 (n=6) |
51.1 +/- 3.8 |
61.1 +/- 4.7 |
66.6 +/- 4.6 |
77.8 +/- 4.4 |
|
<98 (n=4) |
52.3 +/- 5.3 |
59.8 +/- 4.0 |
65.3 +/- 3.1 |
72.4 +/- 3.6 |
Green |
>109 (n=5) |
18.7 +/- 2.8 |
37.4 +/- 2.2 |
53.2 +/- 2.0 |
97.8 +/- 2.7 |
|
98-109 (n=3) |
16.3 +/- 3.5 |
35.7 +/- 2.3 |
50.7 +/- 2.1 |
89.5 +/- 4.8 |
|
<98 (n=4) |
16.0 +/- 2.3 |
31.3 +/- 4.9 |
44.8 +/- 5.2 |
79.0 +/- 4.0 |
Red |
>109 (n=3) |
13.3 +/- 4.9 |
40.3 +/- 6.0 |
67.5 +/- 7.8 |
94.5 +/- 6.6 |
|
98-109 (n=3) |
10.7 +/- 2.5 |
40.3 +/- 3.5 |
60.7 +/- 5.1 |
87.3 +/- 1.9 |
|
<98 (n=6) |
11.0 +/- 8.3 |
35.9 +/- 9.2 |
56.3 +/- 8.9 |
70.7 +/- 8.0 |
Blue |
>109 (n=3) |
20.7 +/- 5.5 |
44.3 +/- 4.5 |
61.7 +/- 7.0 |
72.7 +/- 8.1 |
|
98-109 (n=5) |
20.4 +/- 7.1 |
41.2 +/- 7.0 |
57.8 +/- 6.7 |
64.6 +/- 7.9 |
|
<98 (n=4) |
22.5 +/- 4.4 |
43.3 +/- 2.2 |
59.8 +/- 5.5 |
64.0 +/- 7.8 |
*****
Survey Results
Lew Pulsipher, 25 Nov 05
Recently I conducted a Britannia-related poll through a free Internet polling service (SurveyMonkey). There were two questions, the first about subjects for Brit-like games, the second about the role of chance in the Brit combat system. Here are the results so far (the poll is open at http://surveymonkey.com/s.asp?u=504421468301), and my comments.
My thanks to everyone who took the time to complete the survey. There will be more!
1. Which of the following areas would strongly attract you for a new Brit-like game (more than one answer allowed, but please don't mark all of them...)?
Response Percent Response Total
Africa as a whole
26.2% 11
Alexander the Great's Successors
35.7% 15
Balkans
16.7% 7
Byzantium
19% 8
Central Asia
26.2% 11
China
19% 8
Colonial North America (including pre-colonial peoples)
26.2% 11
Colonial North America, as above, restricted to east of the Mississippi
9.5% 4
Eurasia as a whole
21.4% 9
Europe as a whole
31% 13
France
11.9% 5
Germany
16.7% 7
Ancient Greece
31% 13
France & Germany together
23.8% 10
Iberia
16.7% 7
India
26.2% 11
Indonesia/Fillipines
7.1% 3
Ireland
16.7% 7
Italy
21.4% 9
Japan
16.7% 7
Korea
0% 0
Mezzo-America
14.3% 6
Middle East
16.7% 7
Northern Africa
7.1% 3
Palestine
7.1% 3
Roman Empire
42.9% 18
Romania
2.4% 1
Russia
4.8% 2
Scotland
21.4% 9
South Africa
7.1% 3
South America
4.8% 2
Southeast Asia
7.1% 3
Viking Age in the West (British Isles and "Frankia")
31% 13
Wales
21.4% 9
None of them
0% 0
Other (please specify)
16.7% 7
Total Respondents 42
(skipped this question) 0
Lew's comments:
Of course, whether the topic of a game is popular has nothing to do with whether it is a good game mechanically; but people are more likely to enjoy a Brit-like game when they're interested in the history/subject.
"Africa as a whole" is an odd entry, because Africa is really two parts, north of the Sahara and below, and those parts rarely meet. I was very surprised at the support for it.
The support for Alexander's Successors was also surprising. I'd made some notes for a Diadochi game (and I may once upon a time have designed a Diadochi Diplomacy variant), but until I saw the results of this survey I really didn't think of the subject in terms of Brit. I am now well into designing a "Hellenia"(TM) game, but it will differ significantly from Brit in economics, and will also be different because there are few external invasions during the period (323-146 BC). Rome and Carthage are involved, making for a very long, narrow board from Iberia to the Indus.
I like the history of Byzantium (somehow it reminds me of the US), but it has a very big problem, from a Brit point of view, in that one country must dominate much of the game. I have a solution for this, but I don’t know whether I’ll ever proceed.
I did some work on a Central Asia game a year ago, and perhaps someday I’ll get back to it.
I was surprised at the lack of support for China, which has a rich history, and at least two Brit-like games extant, one published, one a prototype.
Colonial North America got strong support. I would think this would be a "sweep" game rather than a Brit-like game.
I was surprised at the interest in Ancient Greece. Perhaps this is because, although Athens is one of my favorite historical subjects, the nature of ancient Greece, 150 city-states separated by difficult terrain, doesn't lend itself to Brit-like treatment. Also, there really aren't many invasions, one of the major attributes of Brit-like games (I think–-I called it Invasions).
"Later" Greek history, when the Greeks formed coalitions of Leagues to help them resist the Macedonians and later large powers, might work for Brit. But something like the Peloponnesian War doesn't seem to fit.
A game I have not seen, Hegemonia, takes a very long view, thus increasing the importance of the few invasions that do occur. It runs from 1600 to 146 BC, thus including the early (disputed) invasions that may have ended Mycenaean civilization, the Persian invasions, the Gaulish invasion around 280 BC, and finally the Hellenistic and Roman invasions.
India at 11 (26.2%) was interesting; there’s no way to know how much Avalon Hill’s Maharaja has to do with this result.
Japan is unpromising as a location for a Brit-like game--there are virtually no invasions, and most of the time there was (at least nominally) a central government. Neither of those fit the Brit-style. In fact, to me Japan just doesn't seem to be very promising for any "sweep of history" game. But I'm sure something can be made of it by those who enjoy Japanese history (I am not one).
Scotland, Ireland, and Wales did not get into double digits, but I expect that someday there will be Brit-like games for at least two of those three.
I did have Europe as a Whole and the Viking Age in the West spotted as popular subjects, but somehow I missed out on the Roman Empire. The Europe-as-a-whole game (Dark Ages (TM)) has been in development for more than three years, in several versions, and maybe someday I'll get it right! The Viking Age game is relatively new, and the Roman Empire game is something I started after seeing the poll results (but it has a lot in common with the first part of Dark Ages(TM)).
Korea is the only shutout, though Romania came close (Torben!).
The Middle East (where Ancient Conquest is placed) got little support, though it is one of the best places for a Brit-like game in terms of lots of invaders from all around.
Here are the results of "Other (please specify):
1. Viking Age, but encompassing the whole of known/theorized Viking range (Russia, Mediterranean basin, Vinland, etc.)
2. note that Iberia (Hispania) already exists
3. The area around the mediterranian sea (basically as in AH's Civilization game).
4. Eurasia as a whole based on the indo-european expansions.
5. si-fi conquest of mars! USA / Europa / China / Jappan / New Russia / United Affrican Space League/ etc
6. -The Silmarillion -John Carter, Warlord of Mars -the same principles applied to protozoa
7. I know its very cliched but many moons ago I heard a rumor somewhere that a britannia style game based on middle earth was in the pipelines with some 50 factions and 6 or 7 players, I really couldnt tell you where I found this and it was ages ago but I thought it was a good idea, but I suspect the licence would be very hard to get
Lew's comments: The Rus/Varangian experience is so vastly different from the western Viking age that I do not see a way to tie them together, or to make a Brit-like Varangian game at all. (The Brit-like game Rus is about a much longer range of Russian history.) I have the basics for a non-Brit-like Varangian game, however, not so much a wargame as a merchant prince game.
I occasionally think about the Indo-European expansion, but given that we know so little of the history, I don't see it as a subject for a Brit-like game, though it could work as a "sweep of history" game.
SF/Fantasy subjects always depend on there being a detailed history, which is quite rare. The exception is The Lord of the Rings, thanks to the extensive appendix. I am trying to work with a publisher to secure rights to make a Brit-like Third Age game, and have two possible boards and extensive notes, but have not played: there's no point without the license. I'm told that the Tolkien family has the rights toThe Silmarillion (they do not control LOTR rights), and license them to no one. Pity.
2. The combat system of Britannia is used in most Britannia-like games. What do you think about the amount of chance in the combat system?
Response Percent Response Total
It's OK
81% 34
Too much chance, reduce the influence of luck
16.7% 7
Not enough chance, increase the influence of luck
2.4% 1
Other (please specify)
0% 0
Total Respondents 42
(skipped this question) 0
This result is to be expected, as the people most likely to complete the survey are those who especially like the games. I do have three combat methods in use in other Brit-like games that, in various ways, reduce the extent of chance. (I have been known to say “I hate dice games”.) One is completely diceless, another uses a combat table, the third uses dice. These methods have been discussed at length in the Eurobrit Yahoo Group.
*****
The rationale behind the use of forts in Britannia and Britannia Second Edition
Lew Pulsipher, October 05
I am going to try to explain the rationale behind the fort system used in Britannia, but please understand that nearly 25 years after I designed it, I have absolutely no recollection of why I did what I did; I am giving my best guess about why I did it!
I wanted to somehow indicate how well the Roman was doing at defending "civilization" from the predations of barbarians. Something had to represent success or failure in each area. I used the forts to represent all this, as well as to represent the general defense capability of the Romans. While the Romans could not be everywhere, they could move quickly from place to place, so the fort represents their ability to bring defenders to a particular location. The Romans did not actually build forts all over Britain, nor did they avoid building forts where Britons submitted to them. The fort is a simplification.
Hence, forts cannot be rebuilt, because destruction of a fort represents a general failure of the Romans to defend an area. Yes, in the real world, they could and perhaps would rebuild forts after retaking an area. But then we'd have no record that the area was ever ravaged by the barbarians. So I chose the simple method of leaving a destroyed fort in an area to mark the failure.
I cannot say why I did not choose to leave a destroyed fort marker there, yet let the Romans build another fort. One can guess that I was trying to keep the piece count down. Or maybe, because I was obviously dealing with an abstraction, I wasn't bothered that the fort could not be rebuilt.
Today, I use other methods. In a game that is "Britannia as it might be if designed in 2005", I have forts in every Roman area including the submitted areas. Still, in this smaller, simpler version, when the fort is destroyed, it represents the failure of the Romans to defend the area, they cannot rebuild it, and they get no Limes points for it.
In "MegaBrit", intended to be much bigger and longer than Brit, I have separate "Control Markers" to track the success or failure against the barbarians. Forts are built where the Roman chooses, with a limit (depending on the number of areas he holds) to how many can be built each turn (about 4 per turn on a board of nearly 60 areas including Ireland). Destroyed forts can be rebuilt. This is more complex, but more "realistic".
Perhaps in a future version of Brit I'll consider using this MegaBrit method; but I don't want to make Brit much more complex than it is now.
Britannia-like games currently available:
November 05
Britannia Second Edition: To be published December 2005 by FantasyFlightGames, $39.95.
Chariot Lords: $50 plus shipping, http://www.clashofarms.com/chariot-lords.html
The Dragon & the Pearl: 20 pounds sterling plus shipping, Spirit Games http://www.spiritgames.com/gamesin.php?UniqueNo=1969&PHPSESSID=d1660a416ecb34ec3563e765b40629a9 (This is the second edition)
Hegemonia: 35 euros plus 15.50 euros shipping outside Europe. http://www.city-of-games.de/CoGGoD/order%20games.htm
Hispania: $50 plus shipping http://www.bouldergames.com/detail.asp?Product_id=0266 (On sale for $39.80 as of 25 November 05)
Mediterranea: No cost, http://www.geocities.com/davidbofinger/darkness.htm.
I have just discovered, in a pamphlet I picked up at Origins this summer, that Decision Games lists two games of interest in their Pledge Program: Ancient Conquest and Barbarian, Kingdom, & Empire. Each has an "estimated" price of $52, "estimated" pledge price $39. The Pledge works like GMT's P500, if enough people pledge to buy the game, Excalibre (associated with Decision) will produce it. http://decisiongames.com/html/future_games.html
Finally we have the following description, submitted by the designer, Marco Broglia, of a game which will be published IF enough orders are received by the potential publisher (ugg.de) by the end of 2005 (this is often called "P-500" after the name GMT uses for this method). I understand this game is somewhat inspired by Brit, but I don't know how much it resembles Brit (it "works best with four players", but it has Event Cards). I asked Marco to write some design notes, but received no reply. About 50 more orders are needed. I have JPGs of some pieces and cards, which look quite professional. 31.20 Euros is the pre-order price.
"The History of the Roman Empire game covers the entire rise and fall of the Roman Empire in seven turns of play, starting with the first triumvirate of 60 B.C. composed of Caesar, Crassus and Pompey, and ending with the last emperor, Romulus Augustus, in 476 A.D. The map represents the entire Mediterranean area and part of Asia Minor. The players take the role of one of four Roman factions, bringing the command of their allied legions, and at the same time, taking control of barbarians and existing kingdoms. The History of the Roman Empire game works best with four players, but it is possible play it with three or two players, and no player is eliminate during the entire game. The History of Roman Empire game is not strictly “historical” but offers a great deal of the flavor of ancient Rome, with 42 Roman emperors or pretenders, 34 tribes and kingdoms, recreating the battles between legions, civil wars, and campaigns against the barbarians. The History of the Roman Empire game is especially fun in that the rules are quite simple, but every turn the players must make decisions about which emperor they will support, which barbarians players will control, and where to start new cities. Moreover the players try to preserve, as long possible, their legions and consequently the “Empire”, because the Roman factions are one of the major sources of victory points. Every turn the players will decide if they will spend Roman victory points for recruitment or fort construction, but only at the end of the game will they know if these points were well spent. Every game offers different situations depending on the player’s choices and strategies. The 45 event cards add unpredictable opportunities to the game. Each turn, players try to take and hold the richest lands. However, in the last turns, the barbarian tribes will make the difference: Goths, Vandals, Franks, Alans, and last but not last, the Huns. These tribes will spread out over the entire map. They are strong enough to take what they want, where they want, especially when used in conjunction with a combat card. Players must be vigilant, saving their legions if at all possible. At the end of the seventh turn, the players total their victory points and determine the winner. How will The History of the Roman Empire game end? Does a restored “Roman Empire” rise, or does it fall to the barbarians? Only the players can decide.
The game contains the following items:
. one 20 rules folder with tutorial
(the rules are only 6 pages)
. one map
. one sheets of die-cut Counters
. five D6 (three white, two colored)
. one deck of 55 Event cards (one optional)
. one Emperor chart
. one People chart
For every information and eventually prenotations please contact:
www.ugg.de, the editorial site or
mauri-marco@libero.it the game designer e-mail"
*****
A Proposal for a
Brit Variant
Lew Pulsipher, November '05
Some of you know that I designed many Diplomacy variants in the 70s and early 80s. A fairly common variant at that time was to change which nation a player controlled each game-year. I was thinking about that recently in connection with the objections of some players to the scripted nature of Brit-like games, and the following results:
The game has five "periods" each ending in a scoring occasion. During each period, players control one of four sides determined at random (there might be situations where a player is not allowed to control two particular groups in successive periods). So the player who controls the Romans won't necessarily control the Romano-British in the second period. Over the course of the game, a player could easily control almost every nation in the game at one time or another.
The drawback here is that each group should have about the same average score as each other group in a period. This means scoring needs to be manipulated, and sometimes the sides need to be manipulated, as Brit was never intended to give equal scores in each period to each color. And that means players will not be playing the standard colors, even in a four-player version.
In fact, I think the technique would work much better in a more free-flowing, less scripted game. But I've made a stab at Brit.
For example, the Roman score will need to be manipulated to be closer to the scores of the other groups in the first period, whether by halving it, by subtracting a number, or by some combination.
I have divided the nations into groups in the five periods. I don't have any statistics of scoring with me (I'm visiting relatives), so I'm just trying to get interesting groups that might not be too hard to balance. In no particular order with each period:
Turns 1-5 (Roman domination)
Romans
Angles, Scots, Irish, Belgae
Saxons, Brigantes, Caledonians
Welsh, Picts, Jutes
Turns 6-7 (British vs Germanic invaders)
R-Bs, Brigs, Belgae
Saxons, Irish, Caledonians
Angles, Scots