Our friends, Val and Chris visited on Sunday for an
afternoon playing my new boardgame ‘Five Tribes’.
There
has been a lot of hype about this game on forums such as BoardGame Geek (BGG)
etc. I was therefore keen to try it out for myself. We played twice, both four
player games and the final scores were very tight (I did not win though!). All
the players quickly picked up the Mancala style of moving the meeples. None of
the players were overly extravagant with their turn-order bidding, and were rarely
prepared to bid more than 3 or 5 coins. I can only think of a couple of
occasions where a bidding war happened, and in our second game my wife bid zero
every turn (and did better than me in the final scoring). In the second game I
did notice some differences in tactics employed by players; Chris focussed on
controlling the higher value tiles, whilst Val was buying as many Djinns as she
could. Val’s tactic proved most successful, but even so she only won by 9
points. The only colour of meeple we did not heavily utilise was the red
‘assassins’, which we should have used against Val to prevent her collecting
and utilising her Djinns. It is clear we were focussed on our own moves and
were not inclined to aggressively attack fellow players.
Looking at various gaming forums, a major
criticism of Five Tribes is the tendency to induce ‘analysis paralysis’. We
found that this can occur but was not a serious issue. Players did decide on
their moves quickly without analysing all possible permutations; the best move
appeared to be fairly obvious. The biggest problem was the downtime between each
player’s move; as a player you were only engaged when it was your own turn, only
being mildly interested when the player before you was moving. I certainly felt
that if I was the last player in a turn then I could walk away from the game
after the bidding process and only needed to return when I was due to take my
turn. I am sure there are intricacies within the game that we have yet to uncover,
particularly the differing effects of the various Djinns, and I am sure we will
return to playing Five Tribes soon. Of all the players, I think my wife was the
least keen on the game mainly because it lacked a strong theme.
Wednesday, 17 December 2014
Tuesday, 9 December 2014
First impressions of DBAv3
Following our game of Jugula (see last post) Ian and I decided
to try a first play of the newly released De Bellis Antiquitatis (DBA) version 3.0
by Phil Barker and Sue Laflin-Barker (WRG, 2014).
I
have a strong affection for DBA because they were the rules that got me back
into ancient wargaming after many years away. I first played ancients using the
WRG 2nd edition rules but I found as subsequent versions came out my
enthusiasm declined. I did not even buy my own copy of 6th edition
and the 7th edition finally finished me off. In the early 1990’s I
joined the Scimitar club in Coventry and they were heavily into playing the
recently released DBAv1.0 rules and they drew me into the games. The club was
unusual (?) because they used 28mm figures (rather than 15mm) on a 4’x4’ board,
and their modelling skills were excellent, turning each base into a beautiful
vignette. I regularly played DBA for a couple of years before moving up to
playing DBM with 15mm armies. I found that I lost touch with DBA and the
regular release (official or otherwise) of updated versions was confusing and
annoying. Some rules authors seem to have a need to constantly ‘tinker’ with
their work and this is maybe driven by pressure from critics and ‘experts’ in
the historical field. Anyway, in the end I was never sure if I was playing the
latest version and I was frequently pulled up because I was using rules
remembered from previous versions. Incidentally, this ‘version-creep’ syndrome
also eventually drove me from playing DBM, so I plead with the Barkers not to give
in to pressure this time. Stick to version 3.0! Don’t tinker or update! Have
confidence in the rules and the play testing they have been put through. If
some players have modifications in mind then they should remain as ‘house’
rules only.
Enough ranting! When DBAv3
was published I immediately bought a copy and wanted to revive my 6 Dark Age
15mm DBA armies based on the 1066AD period (English, Welsh, Scots, Irish,
Viking and Norman). The new lists did have some changes which I could address
by reassigning some elements and painting/basing some additional figures. I
have not changed the number of figures per base, so for example my Scots 3Pk
elements have 4 figures, and many of my Wb and Bd elements have the wrong
number of figures. To make the ‘Fast’ foot elements clearly distinguishable
from other ‘Solid’ foot elements, I have painted the rear corners of all ‘Fast’
elements in all my armies. This has taken a few weeks to do, but I now have all
6 armies again, with all options available. Ian and I diced to randomly determine
the armies we would use (Ian was Welsh and I took the Anglo-Danish). 
Figure 1: Welsh Army: 10 elements of Wb (Fast) and 2
elements of Ps.
Ian diced again and was determined
to be the aggressor, so I sent up the terrain, which was ‘Arable’ in nature.
The set up and deployment rules were clear and caused no problems. We then
started to play the game. It now became clear that rules had changed
considerably since either of us had last played DBA and a simple scan reading
of the new version was not truly sufficient to allow a satisfactory game to develop. I will not
attempt to go through an itemised account of the changes because it is so long
ago since I last played, but the use of base widths as the unit of distance was
new (making my nice set of brass measuring sticks redundant), and the
importance of flanking support elements (rather than just rear support) was very
different. Neither of us had enough knowledge of the rules to attempt any
complex tactics, so we basically both went for a simple head-to-head clash. We
found that we did frequently need to refer to the rule book. For example, when
I destroyed an element of Wb that had a rear support Wb, both of us initially
thought the rear support element would also be destroyed. After checking the
rules neither of us could find any rule that supported this view, and we were
not sure whether this was confusion resulting from previous DBA versions, or
whether it was due to a vaguely, half-remembered DBM rule. We did play the game
to a conclusion after roughly 45 minutes and the result was a narrow Welsh win
(but if rear support elements should have been lost, then the Anglo-Danish
would have won). 
Figure 2: Anglo-Danish Army: 4 elements of Hd, 4 elements
of Sp, 3 elements of Bd and 1 element of Ps.
To finish, we both felt that the rules were well
worth persisting with; we definitely needed to study them in more depth before
the next game; the ‘Barkerese’ style of writing was still a major hindrance to achieving
a clear understanding of the rules; the new hardback publication was good; and
the lists were worth studying in greater detail for the armies we both could
field. In conclusion, DBAv3 has a thumbs-up from both of us (for now) and has
inspired us to play further games with other armies. When this will be I’m not
sure, because our next game (in 2015) is going to be American Civil War using Longstreet rules.
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