Field of Glory: the Card Game, in co-operation with Slitherine. Field of Glory is the best selling ancient miniature rules set as designed by Richard Bodley Scott. The card game takes its inspiration from these rules to create a quick-playing ancients game for two players.
The game is split into two parts. You first decide which units you will fight with, constructing a deck of twenty-four unit cards. You then fight out a battle across a battlefield made up of five terrain cards. To win the game you must take control of three of these terrain cards. The army cards represent the main troop types of the period, such as heavy infantry, light cavalry and elephants., each having its own strengths and weaknesses. To be able to play units on to the battlefield you must discard other cards to pay the movement costs involved, giving you a number of difficult decisions to make.
It's just another day, get up, wash, go to work. What's different is that today the Earth has been invaded by aliens ? it's just that nobody knows it yet. Deep underground mad scientists are raising monsters from the planet Moongha. Once fully formed they will emerge to spread terror and destruction. Cities will be laid waste to, and the human race will be hunted to extinction.
Mythotopia is a deck-building game set in a medieval fantasy world. You customise your deck by drafting cards and expanding into provinces.
In theory no two games should ever be the same. The board is made up of forty provinces, each of which has its own card. You are randomly dealt a number of provinces at the beginning of the game, which determines your initial positions, which you mark with town pieces. There are twenty-seven Improvement cards in all, of which sixteen are drawn and placed on display. These are the only cards that can be drafted during the game. Each player also has a set of five Initial cards. You shuffle your Province cards in with your Initial cards to make your starting deck. You then draw a hand of five cards.
There are three fixed Victory Point cards and nine variable ones. Four variable cards are drawn randomly and placed on display with the three fixed ones. A number of Victory Point counters are then placed on each card. The fixed cards give points for building cities, roads and castles. The variable cards may change the board situation by adding in dragons, runestones and citadels. They also grant victory points for controlling a certain number of sea areas, for successfully attacking other players and bonus points for building cities/roads. As these vary from game to game they alter the balance between developmental and aggressive play.
Ships follows on from Automobile and deals with the history of shipping, from the time of the Phoenicians to the modern era.
The game is divided into three ages, marked with different ship types. The first age is that of the galley, followed by the age of the galleon, then finally the steamship age. The board combines a track showing the development of ships, similar to that in Automobile with a map of Europe. There is also an area around the European map that represents the rest of the world.
Your turn is divided into two phases. In the first phase you must choose between commerce and taking a card. Commerce allows you to sell goods, tax locations and improve your warehouse. If you choose to take a card then you select one from seven on display. The cards vary in their effects, granting money, victory points or special actions. In the second phase you choose whether to place a ship, move a ship or retrieve ships/merchants. When you place a ship you do so in the highest occupied level. There are eleven levels in all, each one divided into two boxes ? the merchant box and the warship box. Placing one of your ships in the merchant box allows you to place a merchant cube on the board. Where you place it will give you one or two goods counters which you then place in your warehouse. If you place your ship in a warship box you can take control of a location, but must expend one food goods counter to do so.
Once all of your ships are on the board you can move them instead of placing them. You pay an amount of money to move one ship up one level and take the associated action. Alternatively you can retrieve ships to allow you to place them in later turns. The advantage of moving a ship is that it saves you the action of retrieving a ship. During the Galleon and Steamship ages you can pay extra to move more ships, thus generating a feel of greater flexibility as the game develops. Having money in hand gives you a greater range of options and allows you to use your pieces in a more efficient manner.
As ships are placed in a level the cost of placing in the next level reduces, until somebody is willing to pay the cost to place in that level (which earns bonus points and possible additional income). At some point somebody will place in the first galleon level, which makes galleys redundant. Later on somebody will place in the first steamship level, making galleons redundant.
The main map also works as a type of track. To begin with you can only place in ?1? locations, which are grouped around the eastern Mediterranean. At some point somebody will pay the cost to move to a ?2? location, which are grouped around the western Mediterranean. Northern Europe is area ?3?, while the Americas, East Indies and the Pacific are areas ?4?, ?5?, and ?6?. Players cubes gradually spread across the board as new areas are opened up. As soon as a new area is opened up players score points for the present area. You score for merchants and control discs in the area, the points being the same as the number of the area. Consequently, later areas are worth more points than earlier ones.
There are six types of goods; food, oil, metal, wine, cloth and spices. Each has a monetary value as well as some special power. Food can also be used to take control of locations, thus building an empire. Oil can be used to gain extra actions. Metal helps to advance your ships along the outer track. Wine can be converted to goods of a lower value. Cloth can be converted to victory points, while spices have the highest monetary value. You have to decide whether you wish to cash your goods in for money or use their power.
The rules for Ships are actually shorter than those for Automobile but I feel that there is more going on in this game. You need to decide which goods to go for, which is not simply based on their monetary value. You also need to balance taking cards with income. You need to manage how your ships move up the track, as leaving too many in lowly positions will gift additional income to other players and possibly cost you victory points. You need to be careful with your merchant cubes as once they are all placed you will need to expend an action to retrieve some of them. This leaves ample room for different strategies.