Stronghold 2nd Ed. – Initial Impressions as a Defender

Stronghold 2nd Ed. – Initial Impressions as a Defender

The tagline for Portal Games is “Board games That Tell Stories”, and in my experience, they do a good job in delivering a story to tell during game night. Neuroshima Hex spins a tale of a standoff, each side getting stronger and stronger with each passing turn, until a climatic battle takes place and razes both sides. Robinson Crusoe is a story of a couple of shipwrecked survivors and how Mother Nature is just going to take their day from bad, to worse, and Stronghold 2nd Edition is basically Helms Deep in a box. Invaders are crashing against the stronghold walls, and if they get through, it’s game over for the defenders.

Otter has owned Stronghold 2nd Edition for years, and has failed to get it to the table until now. Between the dearth of 2 player game nights and the challenging rule book, it’s been a bit of a joke that he’s been enthusiastic to play it, but just hasn’t been able to actually carve out the time to do so.

Well, it’s finally happened. Otter and I gathered on a random Friday and finally broke out Stronghold. And here’s my story.

Leading up to game night, both Otter and I watched the 41-minute-long Watch it Played How to Play video, which was extremely helpful in getting us up and running. Otter had also printed out several additional player aids, a FAQ and Errata from the Esoteric Order of Gamers, which were helpful to reference while we were playing.

Rules for days, baby

So let’s set the stage. Stronghold, designed by Ignacy Trzewiczek and Published by Portal Games in 2015 is a 2 player game about invaders attempting to breach the stronghold walls. One player takes on the role of the invaders, orcs, goblins, and trolls as they flow onto the map and crash against the castle walls, while the other player takes on the role of the defenders. The Marksmen, soldiers, and Heroes attempt to shore up their defences and thwart the invaders plots.

I took on the role of the defenders, who start in a very good position. With marksmen and soldiers lining the walls, and nary a chink in their defence, things start out looking pretty good for the defenders.

The gameplay of Stronghold involves the invading army choosing actions from their row of cards, spending their resources to build siege weapons, deploy equipment, train specialists, preform rituals to cast spells, and finally, manoeuvre their troops into space. Each action they take may cost them units, representing taking a unit out of combat to play the role of support. For every action the invader takes, the defender gets some hourglass tokens that they can spend to shuffle their units around, train troops, forage defensive weapons like cannons and cauldrons, send scouts to sabotage the invader’s plans, and visit the cathedral to deploy tactics that will change the course of battle.

The invaders can’t even reach the walls until the end of the second turn, making the defender feel powerful for the first few rounds. Some invaders move in, and you fill them up with your arrows, felling 3 or 4 invading units. It’s pretty satisfying to have 5 invading units move into a rampart, only for 3 of them to immediately perish.

They need to be close to get to the walls, but that’s when they’re the most vulnerable

The ramparts serve as staging areas where the invaders muster their forces before making their push to the wall. Any invaders that push up to the wall are safe from arrows, but then engage in melee combat, where the defenders have an advantage. Each wall section provides a single point of persistent strength, along with some heroes serving as backup, and some towers providing further persistent strength. When melee combat is assessed, both sides tally up their strength value, and the difference between those strength values is called ‘the advantage’. The player who won the battle gets to remove units from the other side equal to the advantage. If the invaders’ advantage is more than the strength of the units on that wall segment, they breach the stronghold and win the game.

While the invaders have a lot to overcome, they only need to penetrate the wall at a single point to claim victory. The defenders have 7 wall sections to protect and if any of them fall, it’s game over. Almost every staging area can reach two separate wall sections, and the invaders have some significant movement available to them. A minor movement lets them move 5 units from every space, while only giving the defenders 3 time tokens.

As I said before, the first two rounds felt good as a defender. I erected a cannon and blasted a red troll out of the rampart. My arrows softened up the march of the invaders, knocking them down to two orcs in each spot. The Invaders had a card where if they had a green orc in every rampart, they got to spawn a single cube in every section, suddenly dumping another 9 units onto the field. In the 3rd round, a few melee combats happened, two orcs self detonated to blast two wall sections away, removing their persistent benefit, while on the other side of the castle, the marauders were dodging my pole towers and bringing the melee combat to a draw. A draw at the wall is dangerous for the defender, as the invaders have a much stronger ability to push more units up to the wall to top the scales of balance.

This battle could go either way

By the end of the 4th round, there were 3 potential breach points. Two ballistas and a catapult with a ritual token threatened my units, and at this point, any unit falling prior to melee combat would end me. Two of the three wall sections held, but the catapult and wall-less section gave away the victory to the invaders.

Stronghold 2nd Edition delivers on Portal Games moniker. We played with the Lord of the Rings: The Two Towers soundtrack on in the background, and somehow, the music would swell during pivotal moments in the battle. Unfortunately, I failed to hold out to the dawn of the fifth day, and neglected to use the unearthly glare to swing the tide of battle.

The balance of Stronghold feels balanced on a knifes edge. If one player suffers more misses than average, while the other player does better, that’s what will swing the game. I would be very interested to see a heatmap of which wall sections break most often for the invaders, or even talk to someone who has played Stronghold in depth and pick their brains. I lost at the end of round 4, I imagine I would have lost in each of the subsequent rounds had my demise held off for a round.

So many things to do, so little time

Both sides of the conflict have several ways to thwart the other. Defends have traps, invaders can build bridges. Defenders have marksmen, invaders can build mantalets. Invaders have orders, the defender can thwart one plot. Siege weapons can be built, but the defender can sabotage the siege weapons. Both sides have lots of options available to them, which makes for great variety.

The tempo of the game is almost entirely controlled by the invaders. The defenders’ role is almost entirely reactionary. As the defender, there was a lot that I really wanted to do, but the amount of time I have to do things is dictated entirely by the attacker, and while building another cannon would be really nice, I need to prioritize a cauldron on a wall segment right now.

Otter and I will be playing Stronghold again soon, but with the roles reversed. I’m very curious to see if he’ll be successful in stopping the invading horde, or, if the defenders lose twice in a row, if we’ll broadly proclaim that role is simply the harder side to run.

I built the poles, and they missed every time 🙁

Pendulum – Worker Placement Pandemonium

Pendulum – Worker Placement Pandemonium

Pendulum, by Travis P Jones, and published by Stonemaier Games in 2020, is a real time worker placement game. It was lauded in that it was the highest-rated prototype ever during a Stonemaier Games Design Day. Now, I don’t know what the scoring rubric is for one of those Design Days, but I’m a pretty big fan of Stonemaier Games prior products, like Viticulture and Scythe, and, I absolutely adore real-time games, so this should be a hit for me, right? Let’s find out!

How to Play

I’ll be upfront, teaching how to play Pendulum is a bit of a bear. As with any real-time game, all players need to know how to play the game from the outset. It’s quite difficult to stop and ask questions, lest that player and the rules teacher fall further behind. To compound on this problem, players who don’t want to fall behind may accidentally make a rules error that no one else catches. Because of the time pressure, each player is focused on what they want to do and less on what their opponents are doing. It’s for this reason, the rule book suggests playing the first round of the game in the “untimed mode”.

But I don’t listen to rule books. I throw my friends into the deep end. So here’s how the game plays. The main board has 3 sections: purple, green, and black, each section has two rows of actions. The rows are identical to each other, which makes the board look scarier than it actually is. Each row of actions consists of a golden framed top box and an arrow pointing down to a box immediately below it, with icons representing the benefit you get for going to that space. Many of the arrows will also have icons, representing the cost you need to pay when your workers flow from the top box to the bottom. Workers are always placed into the top box, and when appropriate, may be moved down into the bottom box to reap their rewards.

But when is appropriate? I’m glad you asked. Next to each row of actions is a timer that matches the colour of the section. You can place or remove workers from a row where there is no timer, but you cannot slide workers from the top box to the bottom box. When the timer runs out, anyone may flip the timer from one row to the other. Now those workers are ‘locked’, you cannot place or remove workers from a row where a timer exists. You can activate workers that are on a row with a timer, however, sliding them from their gilded top box into the bottom box and collect the benefits. But then there they must stay until the timer flips away to the other row.

The rounds are tracked by the purple timer. After the purple timer has been flipped for the third time, a counsel is called. No more timers may be flipped, but players are allowed to finish off the existing actions. Once all players are done, you proceed with the counsel phase.

In the counsel phase, players compare the number of votes they acquired over the course of the real-time round. The player with the most goes at the top of the privilege track, then discards all the votes they had gained over the round. Each player collects the rewards associated with their spot on the privilege track, which always includes a reward card offering either a one time benefit, or, a new card that goes into your hand. The board is reset, players discard provinces if they have more than 2 in any column, the council rewards board is cleared and refreshed, as are the province cards, and the achievement card. The purple timer tokens are placed back on the board, and flip all 3 timers to start the next round. After 4 rounds, the game is over!

The goal of Pendulum is to earn points in 3 different flavours (well, 4, but the silver one only has to be done once, so calm down). Each player has their own score track along the top of their board, and a single plastic piece in each row. As you accumulate points, you move the appropriate colour token along its track. You can only win if you’ve managed to get all of your point tokens into the brown square in the top right corner of your player board. If multiple players have achieved this feat, then you count up the total number of points to crown the Timeless Ruler

Review

So, other than knowing it was a Stonemaier Games product that featured a real time real-time element, I knew nothing going into this game. The front page of the rulebook sets the theme of Pendulum. “When the gods first created the world, they gave it no order. This was the Time of Chaos.” Then, one man caught the affection of the god of time and was granted a sliver of his power and became the Timeless King. Then POOF, the Timeless King vanished, leaving the nobles to vie for the title, leading us into the game of Pendulum. I know there’s a story here, but honestly, I don’t really care about it. I read it once, then moved straight into the mechanics. Unlike other games like Food Chain Magnate where the theme and the gameplay are so intrinsically linked, this is just kind of, colour on a cake.

The Pendulum board is incredibly intimidating to start with, but it becomes clear once the game starts to tick. You place your meeple in a square where the timer is not, then slide it down to collect the resources when the timer flips and ‘locks’ the meeple in that row. Like in another Stonemaier game, Viticulture, most of your workers are small, basic, and afraid of crowds, while your other worker is taller, spikier, and unrestricted in where they want to go. Most of the actions revolve around earning goods, which you can spend on various things, some of which will earn you points. Like most worker placement games, you generally can’t place your worker in the same spot as another worker, unless you’re placing the grande worker.

Smartly, each player has their own bank of resources. When you acquire and spend resources from your player board, you just push them off to the side. This is incredibly important as you won’t be constantly reaching back and forth for a central bank of goods, you’ll instead only be slapping hands when you and a neighbour want to place their basic meeple in the same location on the board. Unlike other real-time games, such as Galaxy Trucker, you can’t really hinder someone else by placing certain shared resources far away from them on the table.

It’s especially important because each of the 5 rounds of the game lasts around 9 minutes. In those 9 minutes there’s plenty of frenetic action on the board with meeples sliding down certain actions and getting picked up and relocated and timers flipping from one row to another. There’s definitely energy in Pendulum, no doubt about that.

The first round is always the hardest in any engine building game. You’ll spend several actions putting your meeples to work to earn a single resource. As the game progresses, you’ll start to solve those bottlenecks. By claiming provinces, you can reap more resources that you can then feed back into your engine to produce the goods you need. It feels great when you no longer need to use the bottom actions, but are actually generating a surplus of resources and your point markers start to crawl along the top of your board.

Speaking of those point markers, with so many cubes coming on and off your mat, it’s tough to not jostle your board and send your point markers askew. It’s one of the few production complaints that I have, I wish the player board was dual layered, or, that each of the player’s score track was a separate board. More than once in a rush to clear cubes off my board, I pulled the card stock roughly, losing time with the need to reset my markers.

A common complaint in real-time games has to do with cheating and not being able to review your neighbours work. In Pendulum, you can see where their workers are on the board at all time, but you kind of have to trust they’re spending their resources appropriately. If that’s an aspect of games that bothers you, nothing in Pendulum will change your mind.

Playing Pendulum gave heart a stutter in the best way. Not that it was particularly chaotic or stressful, but the feeling of making multiple computations at a rapid pace in real time is not for everyone. I love that feeling, it gives me such joy to keep all the plates spinning, and it makes my actions feel like they have consequence. It’s actually impressive just how good the real-time worker placement feels! The quick-thinking trade-off of locking your worker away to get multiple goods, or really pumping the shorter actions, the realization that your red score marker has capped out, while your blue score marker is still sitting way at the bottom, forcing you to pivot your strategy is simply delicious.

I really don’t know how often I’ll be going back to Pendulum. Other than knocking the point markers askew, I enjoyed my time with the game, but I also don’t feel like there’s much more to explore. Other than some slightly asymmetric player powers, there doesn’t feel to be much more to discover in Pendulum. Sure, I could challenge myself to complete a game with each character, or set my own goals, like finishing the game with the highest score possible. My main group feels similarly, now that we’ve experienced the game, I don’t think many will be requesting to play it again (especially when Bear has quite an aversion to real time games). If anyone were to express an iota of interest, I wouldn’t hesitate to bring Pendulum back to the table.

What Does Your Board Game Collection Mean to You?

I recently saw a post on one of the various online board game groups that I’m a member of that got me thinking. It was “Shelfie” (A photo or series of photos of one’s board game collection) that’s fairly common in those spaces, but the caption read “My next game not (not counting expansions) will be my 500th game. What does my collection need?” And I was a bit taken aback by it. Here was someone with so many board games that they could play a different one every day of the year, and still have 25% of their collection unplayed, looking for what more should be added to it. It got me thinking about the buying and accumulation habits for those of us who consider ourselves to be board game enthusiasts.

My Shelfie (not pictured, my other 4 shelves)

What does a game in your collection represent? What does it mean to you? Is it a trophy? A physical representation of the times you engaged with that game? Is an unplayed game a promise of a joyful experience? How often do we find ourselves buying games to fill a space where we feel lacking? When we are thirsting for a quick hit of dopamine and our compulsion is to engage in a little retail therapy? Maybe you had a hard week at work, and you feel like a little pick-me-up is in order? Maybe you’re missing your gaming buddies, and you’re preparing for the next time you host, so you pick up the hot new game that everyone will be excited to play.

Is collecting bad for your hobby? With so many games to choose from, does the analysis paralysis set in before a single piece hits your table? Does the obligation of playing one of your unplayed games prevent you from playing one of your favourites? A bit part of this question comes down to how you find joy in board games. Personally, I love discovery. I love playing new (to me) games, but I’d be lying if I said I don’t regret the fact that I haven’t played Galaxy Trucker in over 2 years.

Something else to consider is the size of your collective collections. Sure, I own ~100 games myself, but my three friends who I play games with regularly own between 80 – 200 games each. I know I want to get my games played, but so does everyone else. And every time someone acquires a new game, and advocates to the group to play this new box, it means there are 500 other games that are getting passed over.

My unplayed games as of Jan, 2023

One way we’ve tried to address our perceived shortfall, is to gather for Cabin-Con (2021) (2022), a 3-day gaming retreat. The first Cabin-Con we played entirely new games, and blasted our way through 50% of Clank Legacy. The second one saw us only play our ‘greatest hits’. No new games, only ones we already knew how to play (but new expansions were fair game). I’m not sure how we’ll approach the third one, but I suspect it’ll end up being a hybrid of the two.

Of course, there’s no clear answer that works for everyone. Myself, I play games once a week with a core group of people, and maybe one or two on the weekend, either solo or with my partner. Others may have multiple game groups weekly and can support having such a large collection. Others may struggle to get a single game played each month! Someone with limited disposable income might need to save for months to buy a new game, while others don’t have that restriction on their lives. We’re all different people with different situations. What really matters is that we find joy in our hobby, and that we encourage each other to engage in healthy spending habits!

HerStory – Board Game Review

HerStory – Board Game Review

Full Disclosure – A copy of HerStory was provided by Underdog Games for review purposes

Introduction

March is Women’s History Month, and to celebrate both the month, and the 19th Amendment (granting women the right to vote in the USA), Underdog Games is selling their recently released board game HerStory, for $19.19 (US only, sorry fellow non-Americans).

I don’t know if it’s just me, but as soon as a game is billed as educational doubts creep into my mind. I blame the poorly made educational games I played as a kid in the mid 90’s (I have the same gut reaction to movie tie-in games too). HerStory is educational in that all the cards represent real women throughout history, and includes a small paragraph of what makes them notable.

How to Play

HerStory, designed by Nick Bently, Emerson Matsuuchi, and Danielle Reynolds is a 2 – 5 player set collection and card drafting game. In HerStory, players are authors and spend their turns researching, drafting, and completing chapters of a book chronicling the stories of remarkable women of History

On your turn, you take one of the three actions. When you research, you take a token depicting aspects of your research (reading, thinking, interviewing, and searching) from the main board and place it into your supply. When drafting a chapter of your book, you take a chapter card from the main board, and slot it into one of the two open spaces on your desk, reserving it for yourself, and scoring 2 points. The final action in the game is to complete a chapter, where you select a chapter card, either one you reserved previously, or, from the main board, and discard research tokens to fulfill the requirements of the chapter. Then you slot the completed chapter onto it’s space on your board and score the points in the top left corner (and earning 3 bonus points if you managed to fulfill the recipe exactly). Many characters have persistent research tokens that you can now use to finish future chapters.

HerStory ends when someone completes their 8th chapter. Players finish the round, ensuring that all players had an equal number of turns, then the player with the highest score is the winner.

Review

It’s been a long time since a “how to play” section was pretty much a single paragraph. HerStory defies expectations. The box is much larger than necessary, but the cover is striking. My partner was actually the one to receive the package from the courier, and she remarked that she loved HerStory‘s cover. It was the kind of game that if she saw it on a shelf at a store, she would stop in her tracks and pick it up.

The cover depicts 16 of the 120 women featured in the game, with wonderful portrait illustrations by Eunice Adeyi and Cristina Aguirre. Some gold foil on the cover surrounding the title is striking. Opening the box, the first thing I saw was an envelope with some special gifts. Postcards, bookmarks, and stickers to keep these influential women prominent in our lives. The game itself is composed of a monogrammed bag of thick tokens, a large, stitched edge neoprene mat to serve as the main board, 5 chunky pushpin score markers, and 120 large sized cards, each one depicting an illustration of a different woman on one side, and a short blub of who they were and what makes them notable on the back.

No expense was spared in this production. The cards and the rule book have a luxury linen finish, the cardboard chits are very thick and feel sturdy in your fingers. I’m not a fan of the faux leather monogrammed bag, I’ve never liked the way faux leather feels on my fingers, but it’s sized correctly; there isn’t a lot of empty space in that bag. The plastic insert is well-designed, in that it was successful as keeping all the components in their appropriate wells, even when the box is stored on its side, a feat not all game inserts manage to achieve.

I will say the box for HerStory is much bigger than necessary, each of the card wells in the insert has space for hundreds of more cards. I suspect this extra space is so Underdog Games can release expansion packs, highlighting even more women in the future. Assuming they continue to support this game in the future, the box might fill up, but at the time of this writing, it’s a bit bare. Some part of me always wants a game box to be as small as possible, but I can’t deny that HerStory is striking, and part of that comes from the full size box demanding space on the shelf, and showcasing its gorgeous illustrations.

I like the theme of writing a novel about women in history, having each player spend several turns researching to acquire the knowledge to write a chapter feels clever. Taking tokens that represent interviewing, reading, and thinking about each of the figures feels important, in that it’s important to put in the proper research when writing about famous people, especially in a world rife with misinformation. When you finish the game and collect all your chapters together behind the book cover that is on the back of your player aid, you feel like you’re holding something you’ve built. It seems a bit silly in that they’re only the cards you collected, but they represent the effort you spent on researching and learning about each figure. The rulebook suggests that at the end of the game, each player selects one of their cards, and reads the biography to the table.

The core gameplay loop is incredibly simple. You’re either ‘researching’ to take a token, or, spending those tokens to complete a card. There’s not a lot of space for strategic depth here, once you’ve played through a handful of turns, you’ll have tried everything available to you. From that point on, it’s just repeating the same core loop and trying to optimize based on the cards that are available to you. Some cards will offer powers that you can use all game, like persistent research icons, while others give you benefits throughout the game (like Wangari Maathai, who earns you extra points for completing lower valued chapters), and others are simply high valued cards, like the 8 point powerhouse that is Joyce Chen.

Many of the cards have special abilities, but the ones I wish I saw more of were the powers that offer persistent research symbols. In one game I got 2 different persistent benefits cards, then I was able to start completing cards by only spending a single token, leaving my opponents in the dust. My 8 cards to their 5 felt like a momentum that couldn’t be overcome. The variety of the cards is deep, in that there are 120 cards and in a 2 player game you’ll only see around 25 cards per game. I kind of wish that every card offered a single persistent benefit in addition to their text power, as that would help give the feeling of momentum as the game wears on. At the start of the game, spending 3 or 4 turns just getting tokens, then another turn to earn a single card is fine, then at the end of the game being able to complete chapters with a single token felt great, and I wish all players could experience that satisfaction.

Some will be disappointed with HerStory because of just how simple it is to play. But I think its simplicity is a strength, in that HerStory is incredibly accessible. Anyone can play this game, and it’s the kind of game that many people should play. The turns are fast and smooth, downtime is minimal, the components feel nice to hold. More importantly, it’s great for highlighting and teaching about influential women throughout history. Showcasing the great things these women have accomplished despite the barriers of being a woman is inspirational, and the kind of product that I want in my house. Frequently I would complete a chapter, place the card on my player board, then think to myself “Who even is Golda Meir?” I liked having the option to just turn the card over to discover what made her notable (She was the first and, so far, only female Prime Minister of Israel).

In conclusion, I want you to ask yourself, “what is the purpose of this game for me?” If you’re looking for a complex board game with lots of interlocking mechanisms, and a deep strategic well to plumb, HerStory isn’t going to fulfill that need for you. If you’re looking for an attractive, easy to play game full of inspirational figures that will simultaneously provide you with an activity to engage with, and teach you about some of the accomplishments of women throughout history, then I can’t recommend HerStory enough. I want my little girl growing up knowing there’s nothing she can’t do, and exposing her to the stories of strong, female role models is a great way to start.

Zaberias – A Tactical Skirmish Game for Kids

Zaberias – A Tactical Skirmish Game for Kids

A copy of Zaberias was provided by the designer for review purposes

Zaberias is the kind of game I wished I had as a kid. It presents itself as a fairly light tactical skirmish game where you throw yourself against an opponent. Considering just how much Final Fantasy Tactics Advance and Fire Emblem: The Sacred Stones I was playing on my GameBoy Advance back in the day, I’m sure 12-year-old Alex would have loved to get my hands on this game.

How to play

In Zaberias, each player takes control of one of the four factions, and places their map adjacent to the other players, then erects a single wooden building in the far corner of their map. The map has slots that allow you to stand the towers in, creating a nice 3D effect. The maps are identical in layout, the asymmetry from the factions comes from the units you can deploy.

At the start of the game, you’ll have 5 coins available to you. You can take as many actions as you want, and spend as many coins as you want to deploy units and upgrade cities, but you’ll only recover gold at the start of your turn based on the cities and number of gold mines you collect.

On your turn you can summon units to cities, upgrade cities, and activate the units that are on the board. Each city can summon creatures up to their level (a wood city can only summon the first tier wood creatures, while a gold city can summon any creature). Pay the coin cost on the back of the unit and place it in the same square as the city. If you want to upgrade a city, pay the cost of the new tier of city and replace the old city with one of the higher level. Each unit can only be activated once per turn, and activating a unit means moving and attacking (or attacking and then moving). Each unit has a movement value that lets them move orthogonally throughout the map, or, diagonally if they’re following a road.

Attacking has you comparing each of the units base ‘muscle value’, then rolling a number of dice to modify that value. The unit with the lower value at the end of the combat loses, and is removed from the board. Units can attack together to gang up on a bigger unit, should multiple friendly units be in range, but each unit can still only attack once.

The goal of Zaberias is to be the last tribe standing. You do this by eliminating your opponent’s units and taking over their castles. Once a player has no more units or castles on the board, they’re out of the game.

Review

Zaberias is a weird product. The current edition of the game is 4 triple layered cardboard squares, with a foam inset to hold the dice. It doesn’t come with a box or a paper rulebook, just, these four self-contained tribes in a bubble mailer. It might be a nitpick, but Zaberias stands out like a sore thumb amongst the boxes on my board game shelf. Each unit and tower is snuggly set in the cardboard, which can sometimes present a struggle for getting the pieces you want out. I do wonder what kind of longevity this product has, after only 3 times playing, a few of the cardboard piece were starting to bend at the point where you pry them out of their cardboard cage.

Learning how to play Zaberias is a struggle. The rulebook and FAQ do have all the answers to the questions that came up during game play, but finding those answers was surprisingly difficult. There are also a lot of edge case rules that make teaching the game to a newcomer, difficult. It’s the kind of game where if you’ve played it a lot, everything will feel second nature and obvious, but it’s hard to cover all the nuance in your first game. Rules like “units can only move orthogonally. Except on roads.” and “Ranged units can only attack orthogonally. Except on roads.” or “If you lose a combat, that unit is removed from the board. Except if you’re ranged, then nothing happens.” and “Units can only attack once per turn, but if you tie during an attack, you can choose to attack again, or, stand down.” Little exceptions to rules make the game harder to learn than it should be.

Most of the units have a special ability, that gives each of the races an asymmetric advantage, but their abilities are all listed on the back of the token. It’s really annoying to have to pick up each token and remind yourself of what each one can do. Again, if you’ve played Zaberias a lot, and you’re familiar with all the units, it’s not a problem. But for me, I got frustrated when I forgot to use a unit’s special ability, or when a unit could do something surprising, like keep defeated units under their token to get a +1 in their next combat, especially when I had plans to re-summon that unit in the next round.

I can’t recommend playing Zaberias at more than two players. It’s easy to get ganged up on, to have one player wipe out your defences, then another swoop in and take your castle. The player who waits until two others fight it out, then pick off the remaining units, is going to be in the best position. It feels like the game hinges on a few key battles, then when one player gets an advange over the other, it’s very hard to make a comeback, which in a 2 player game, is fine, as it’s over fairly quickly. But if you’ve been reduced to a single coin and a wooden tower in a 4 player game, you’re just waiting for someone to make the effort to come over to your corner of the board and finish you off. Not a fun experience. One nice thing about playing exclusively at 2 players is the ability to swap our races between each game.

Playing Zaberias was more fun than I expected it to be. Perhaps I’m jaded, but when I saw the emblems on the cover of each race stating “#1 best educational game for Kids 6+!”, and “Guaranteed fun!” I got a sinking feeling in my gut. You shouldn’t have to advertise that your game is going to be fun, that’s the point of the product! But overall, it’s a fairly good system. You move your units, control spaces on the board, and roll dice to resolve combats. This does seem like the kind of game that kids could get really into. A gateway into bigger skirmish games, like Warhammer and Battletech. I’m sure if I had Zaberias as a kid, I would have forced my mom to play with me a lot, it evokes the same feelings as the video games I was obsessed with at the time (the aforementioned Final Fantasy Tactics and Fire Emblem series).

Overall, I can tell that a lot of time, effort, thought, and love has gone into designing Zaberias. It seems like the kind of product that the designer has tinkered with over the years as his loved ones grew older. On the cover, it states that Zaberias was 15 years in the making. Looking at past iterations of the product, it looks like this 3rd edition has been scaled back, simplified and refined. I still think Zaberias could do with a bit more refining, sand off some of the rougher corner cases to make it easier for newcomers to approach, but doing so could sacrifice some of the depth, which begs the question, who is Zaberias for? I think Zaberias is a great gateway into bigger skirmish games and could do with a bit more refining. Kids will love it, and adults love playing with their kids. If you don’t have a kid in your life, I don’t think Zaberias will see much repeat play with adults, especially with those who are already inclined to explore bigger and more complex skirmish games that are already on the market.

Even if I have concerns about the production. I know 12-year-old me would have had a blast playing Zaberias. It might big a hit for you, or, it might just be the taste of tactical warfare that you needed to start looking at other skirmish games more seriously. On the other hand, if you don’t like direct combat and conquest games, Zaberias isn’t going to change your mind.