02.02.2013 Views

general - View From The Trenches

general - View From The Trenches

general - View From The Trenches

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

42<br />

have no trouble insuring population support for the<br />

cities, although support areas are not overly abundant.<br />

His sixth place position on the AST should<br />

allow him to acquire most Civilization Cards he<br />

wants (except possibly Mysticism). Asia is an<br />

especially good choice in a four-player game, where<br />

he will be able to expand into the Western areas of<br />

Turkey unopposed. Of course, a hostile Assyrian<br />

player could cause trouble but, for reasons discussed<br />

above, it's unlikely until the Asian Empire is well<br />

established.<br />

2. EGYPT Mr. Hall's article indicated that Egypt<br />

has many advantages, especially in ease of expansion.<br />

Egypt has six city sites readily available with<br />

plenty of population support. Egypt may be able to<br />

acquire even more territory by initially expanding<br />

across the Sinai into the southeastern Mediterranean<br />

area, taking three city sites, and then moving backwards<br />

into the Nile basin. Africa could cause some<br />

trouble, but the African player will probably be trying<br />

to settle his own areas early in the game and<br />

won't move east until later. Of course, in a fouror<br />

five-player game, Egypt doesn't have to worry<br />

about Africa at all! Egypt also has first choice of<br />

Civilization Cards, which can be a strong asset.<br />

However, Egypt does have some disadvantages unmentioned<br />

by Mr. Hall. <strong>The</strong> Nile's flood plain can<br />

cause serious problems (although having an Engineering<br />

card can help). <strong>The</strong> most serious challenge<br />

for the Egyptian player, however, is in the AST requirements.<br />

To keep pace, the player must build two<br />

cities after acquiring only 16 tokens. This leaves<br />

him with only four tokens at the beginning of the<br />

Bronze Age. As a result, his ability to expand<br />

quickly and build additional cities will be severely<br />

impeded. Consequently, Egypt's ability to acquire<br />

Trade cards, which he needs badly early in the<br />

game, will be restricted. For this reason, Egypt may<br />

not be the best choice despite the many advantages.<br />

3. ASSYRIA. Assyria has a fairly good starting<br />

position and a relatively good position (seventh) on<br />

the AST. He can acquire most Civilization Cards<br />

he wants (again, except Mysticism). Except for the<br />

1400 point requirement, his AST progression requirements<br />

are the least severe for the four Eastern<br />

nations (Asia, Assyria, Babylon, Egypt). Assyria's<br />

main disadvantages lie in his ease ofexpansion. <strong>The</strong><br />

natural route is southward to take the two "3" city<br />

sites, then westward where the Assyrian player can<br />

take an additional three or four in the eastern<br />

Mediterranean area. Once he accomplishes this,<br />

however, he will probably find himself "strung out"<br />

along this route and flanked by Asia and Babylon.<br />

Having two cities in the two ri::h areas may also<br />

hinder movement of tokens between his northern<br />

and southern territories. He may even feel some<br />

pressure from Egypt on his southwestern fringe later<br />

in the game. Still, Assyria is a relatively good<br />

choice, as the Assyrian player can probably hold<br />

onto four or five city sites and retain adequate population<br />

areas for quite a while.<br />

4. ITALY. <strong>The</strong> five Western nations <strong>general</strong>ly<br />

have less severe AST progression requirements than<br />

those of the Eastern nations, but <strong>general</strong>ly suffer<br />

from more difficult expansion. Also, their numerically<br />

lower AST order can inhibit their ability to<br />

acquire the Civilization Cards they want. <strong>The</strong>refore,<br />

all things being equal, they are usually less desirable<br />

choices than the Eastern nations. Among the<br />

western nations, Italy is probably the best choice.<br />

It has very relaxed AST progression requirements,<br />

although the second position gives the Italian player<br />

nearly last choice in Civilization Cards. Italian expansion<br />

is relatively easy at first. It can easily take<br />

the three city sites along the "boot" and the site<br />

on the island of Sardinia to the west. Should he also<br />

be able to grab Western Sicily without too much<br />

trouble. <strong>From</strong> this initial territory, Italy may be able<br />

to later expand into Africa, the Yugoslav territories<br />

or even the Greek peninsula, depending on what<br />

other nations are in play. Italy is a perfect choice<br />

in a two- or three-player game because ofthis flexibility<br />

in expansion.<br />

Italy does have several disadvantages, however.<br />

Two of the probable city sites are near volcanos,<br />

and an eruption of Mount Vesuvius on the boot or<br />

Mount Etna on Sicily may prove devastating. Also,<br />

the Po River Valley in the north, a major population<br />

support area, is subject to flooding. Because<br />

of the limited population in the Po Valley, Engineering<br />

is of little help. Typical ofWestern nations, Italy<br />

will have to struggle to expand their population base.<br />

5. AFRICA. Any player who chooses this nation<br />

because of the beautiful scenery discribed in Toto's<br />

hit song "Africa" may be disappointed. <strong>The</strong> Africa<br />

of this game is all in the Sahara desert (the modern<br />

day countries of Libya and Tunisia). <strong>The</strong> Sahara<br />

can't support much population, so the African player<br />

will have the game-long challenge of trying to<br />

acquire adequate support for his cities. <strong>The</strong> African<br />

player does have an advantage of starting in an<br />

isolated area where no one will oppose him for quite<br />

awhile, and can easily acquire four city sites. After<br />

that, however, expansion becomes difficult. <strong>The</strong><br />

player may be able to get a few territories in western<br />

Egypt, but will have to fight for any Nile territory.<br />

He may try to expand upward into Sicily, but can<br />

expect opposition from Italy. <strong>The</strong> Agriculture card<br />

is most valuable to this African player, and he should<br />

try hard to get it. This may be difficult, however,<br />

because Africa's number one AST position gives<br />

the player last choice ofcards each turn. Astronomy<br />

may also help the African, as he can then try to settle<br />

into other coastal areas around the Mediterranean.<br />

Expansion for the African player is not easy, but<br />

his isolated position and relatively mild AST requirements<br />

give him many advantages, if not many<br />

challenges.<br />

6. BABYLON. It may be a surprise to some that<br />

Babylon is rated this low in order of preference,<br />

but the rating does seem to be justified. Babylon<br />

initially suffers from the same stringent AST<br />

progression requirements as Egypt and yet does not<br />

have Egypt's ease of expansion. <strong>The</strong> Babylonian can<br />

probably acquire four or five city sites with adequate<br />

population support fairly early, but Assyria<br />

and possibly Egypt will hinder any further expansion<br />

without warfare. Also, three of his city sites<br />

are in the Euphrates flood plain, along with most<br />

of his population support areas. He must acquire<br />

an Engineering card as soon as practical. Unless<br />

something dramatic happens to Assyria, Babylon<br />

may be relegated to the Eastern end of the board<br />

with but four or five city sits and the constant threat<br />

of a flood for quite some time. Of course, he need<br />

never worry about Piracy; but other limitations of<br />

his location, combined with the stringent AST<br />

progression requirements, can make the Babylonian<br />

player's life difficult.<br />

7. IUYRIA. lllyria has an ideal starting location<br />

with one ofthe few "5" areas in his immediate possession.<br />

Also, except for the 1400 point final requirement,<br />

Illyria has relatively mild AST<br />

progression requirements. However, Illyria's expansion<br />

is anything but easy. With Italy to his west,<br />

Thrace to the east, and Crete in the south, the<br />

myrian player must expand through sparsely populated<br />

areas to obtain three or four city sites in the<br />

area of northern Greece. Expansion southward from<br />

here will be opposed by Crete and expansion eastward<br />

may be opposed by Thrace. In reality, it is<br />

likely that either Crete or Thrace will not be in play,<br />

which will facilitate Illyria's expansion somewhat.<br />

However, the barrenness of the areas north of<br />

Greece and the Danube flood plain will still provide<br />

obstacles. It is perfectly feasible that, in the<br />

end, lllyria could lapse into barbarism.<br />

8. THRACE. Thrace's mild progression requirements<br />

on the AST may tempt a new player to choose<br />

this nation. However, Thrace probably has the most<br />

difficulty of any nation in developing an expansion<br />

plan. It only has one city site solely to itself, and<br />

this lies in the Danube flood plain. Illyria may well<br />

expand eastward to take this "4" site; too, a<br />

Thracian city on this location will hinder north-south<br />

movement of his tokens. A possible expansion route<br />

lies in obtaining a ship or two and settling in the<br />

westernmost territories of the Turkish peninsula.<br />

However, the Thracian player will soon face opposition<br />

from Asia and perhaps from Crete. <strong>The</strong><br />

Danube flood plain, the lack of a ready path of expansion,<br />

and likely opposition from other nations<br />

will probably make the Thracian player's entire<br />

game an uphill struggle. Thrace, however, would<br />

be a good choice in a two-player game if the first<br />

player does not choose Illyria. If nothing else, he<br />

will have first choice of Civilization Cards.<br />

9. CRETE. At first, Crete seems to be in an ideal<br />

location-initially isolated from everyone. His<br />

middle position on the AST gives the Cretan certain<br />

advantages and his AST progression requirements<br />

are not too severe. However, Crete is the last<br />

choice for most, primarily because of the expansion<br />

problems. Although he has plenty ofcity sites,<br />

all are on islands and the player must acquire and<br />

maintain ships early in the game. This will hinder<br />

his acquisition of tokens and/or building his treasury<br />

to buy Civilization Cards. <strong>The</strong> city sites do not have<br />

much population support available, so he will have<br />

to struggle in this respect. His "natural" path of<br />

expansion is northward into Greece, so nations like<br />

Illyria will soon oppose him. Another possible<br />

sphere for the Cretan is western Turkey, but Asia<br />

and Thrace will soon stop him there. In fact, Crete<br />

seems to lie in the long-range expansion paths of<br />

several nations: An Agriculture or Astronomy<br />

Civilization Card may help the Cretan player's<br />

cause, but his "Island Kingdom" will be anything<br />

but easy to sustain. Leave Crete for the experienced<br />

players.<br />

Acquiring Civilization Cards<br />

<strong>The</strong> value of Civilization Cards to any player depends<br />

on at least four factors: AST Requirements,<br />

card values, contribution toward buying other cards,<br />

and benefits of holding specialized cards. Table I<br />

lists the sixteen Civilization Cards in order discussed<br />

below with relevant information. As is evident, all<br />

cards have value. How, then, should a player select<br />

his cards? <strong>The</strong> AST requirements are the prime<br />

factor; a player must have cards in three different<br />

categories to enter the Late Bronze Age, seven cards<br />

to enter the Early Iron Age, 1000 points worth of<br />

Civilization Cards to enter the Late Iron Age, and<br />

a certain number of total points later. [For the purposes<br />

of this article, the requirements of Asia and<br />

lllyria are assumed; namely 1,200 points then 1,400<br />

points during the Late Iron Age. <strong>The</strong> other nations'<br />

requirements will be addressed in the narrative.]<br />

Tables 2A and 2B present what can be considered<br />

"optimal" strategies with and without Mysticism.<br />

Since the rules limit the number of Mysticism cards<br />

available, one or more players must use an alternate<br />

strategy such as the presented in Table 2B. In<br />

games with six or seven players, some of the other<br />

cards may not be available to all either (except Law).<br />

<strong>The</strong>refore, the cards not in the Table 2 plans are<br />

discussed also.<br />

<strong>The</strong> selected plans are based on the AST requirements<br />

and lowest overall cost to the player. Order<br />

is important if a player is to maximize advantage<br />

of the "credits" listed in Table I. When two cards<br />

are of equal point and contribution values, the most<br />

useful is selected (for example, Pottery is <strong>general</strong>ly<br />

considered more useful than Clothmaking). Here,<br />

then, is a tested order for acquiring cards.<br />

I. MYSTICISM. As stated in Mr. Hall's article,<br />

Mysticism is a "deceptively cheap" card which can<br />

cause problems later because of the eleven-card per<br />

player limit. However, the acquisition plan in Table<br />

2A can overcome this difficulty. This card can<br />

propel a player into the Late Bronze Age with<br />

minimal cost-an important consideration for Egypt

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!