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Carthage – Boardgame ReviewChris A. Cornaghie | November 29, 2005 | 0 comments | Print | E-mail
GMT’s Carthage:The First Punic War, 264 B.C.-241 B.C. (Game Design by Richard Berg), the second installment in The Ancient World, creates the conflict on land and sea with the comprehensive First Punic War scenario. Smaller scenarios cover the Mercenary War fought by Carthage in 241 B.C. and the earlier conflict between Carthage and Syracuse in 311 B.C. ComponentsThe game, priced at $65.00, is loaded with four full countersheets totaling 1,120 counters, (1) 22×33 Map of Italy, (1) 17×22 Map of Africa and numerous charts and displays. Like its predecessor, The Rise of the Roman Republic, the counter and map artwork is both pleasing and functional.
The first class artwork of Mark Simonitch shows in the clean map design, which while covered by a hex grid, is without ambiguities as to terrain. The scale is thirteen miles to the hex. The texture and hue of colors gives the impression of an ancient text with easily readable names and symbols. Cities in Italy even have red tiled roofs as opposed to the white buildings on the African map. But more importantly, each hex is a complete terrain type for land and sea, rivers are clearly on a hexside and coastal areas are darker blue than open seas. The only problem, which is minor, is that three road classifications (A, B, or C) are shown on the maps, but not all are in existence during each scenario. In fact very few of the roads actually are in use in the scenarios of Carthage, but keep in mind that these maps are to be used in later periods of The Ancient World.
Rule Book, Scenario Book, Charts and Player AidsThe standard rule book for The Ancient World series is 32 pages long, is cleanly organized, and easily read with nice size type and interspersed with illustrated examples. The complexity level would be about 6, as indicated by GMT, and this would be appropriate given that it is the foundation for the entire Ancient World series. The rules are not that difficult to digest upon first reading, but when the scenario booklet of 27 pages of additional rules are added, the complexity rises dramatically. Further, each scenario also has some rules deleted or amended. Each segment of rules is relatively simple alone, (except for the eight page Roman political set), but when taken as a group will force the players to constantly refer to the rules or charts, and therefore requires a good deal of practice to master the basics. The player aids and charts are absolutely necessary to weld the game into a manageable work. The rules are accompanied by several play aids and charts; The back of Roman displays are used for Syracuse or Mercenary scenarios. The Silence of the LAMsEach turn in Carthage, like Rise of the Roman Republic, is a year and is divided into seven phases. Phase A; Rebuild sacked cities and improve each Carthaginian army’s efficiency. The Carthaginians retain army commanders, so it is assumed they are more familiar with their troops over time. This phase is completed very fast. Phase B; Strategic Decision phase-disband legions, Imperial Prorogue, A visit from Pluto, Roman Elections, Carthaginian Political climate, Force Increase Determination and Remove Raid markers. This phase is going to take a bit longer, the Roman player will quickly decide if disbanding legions is needed (the Romans can have only so many no matter their strength), whether to maintain a leader in command and roll for untimely death of some leaders. The Roman elections require blindly drawing one or two new leaders as consuls each year for major Roman commands. There are forty Roman leaders and they run the gamut from decent to incompetent, good leaders will hopefully be prorogued (kept in office another year) and poor ones replaced. The Roman political system allows a leader to command legions or fleets, not both. So the Roman player will be placed in a historical situation with regard to leadership, good leaders must make a major effort when elected as they cannot wait for a change in strategic circumstances. Further the best leader may not be elected to the most critical position. Poor leaders will try to accomplish something without creating a disaster. If things get too bad for the Roman, however, a dictator can be selected who will command all Roman forces. It can be very frustrating for the Roman player, who may be on the verge of a great campaign, to see T. Stupidus Blunderamus elected to command the best Roman Army. However, this is extremely historical and was always the Achilles’ heel of the Roman Republic. [continued on next page] Pages: 1 2
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