Armchair General small spacer
Armchair General magazine mastheadGo to Weider History GroupSubscribe to Armchair General MagazineLearn about latest issue of Armchair General

The Campaigns of King David – Boardgame Review

Bill Bodden | May 30, 2008  | 0 comments  | Print  | E-mail

The Campaigns of King David. Clash of Arms Games. Designed by Rob Markham.
$50.00 U.S.

Passed Inspection: Solid components, strong replay value and uncomplicated rules; the inclusion of a counter tray is much appreciated.

Failed Basic: Luck plays a strong role.

The goal is to capture other cities to expand the holdings of your nation.

There have been very few treatments of Biblical-era warfare in the Middle East, which is surprising. The area has been fraught with strife for centuries, and tales abound of small, pre- or early Iron Age armies overcoming great odds to claim victory. The recently released The Campaigns of King David from Clash of Arms Games and designer Rob Markham brings the political and military struggle of the region in the time of King David – roughly 1,000 BC to 976 BC – to vivid, Technicolor life.

Subscribe Today

Designed for two to five players, The Campaigns of King David uses a series of randomly determined phases as the driving force behind the game. Each turn consists of 12 phases, which may consist of Action (e.g. battles), Collect Resources, Harvest, Build, or an Event phase. At the beginning of each turn, players can attempt alliances with each other, then roll dice to determine initiative. The forces of Judah, blessed by God as they apparently are in this game, roll an eight-sided die; other players roll six-siders for initiative.

Players then draw the phase chits at random from a suitable opaque container. The first six chits are placed face up on the board and the second six face down. This means players will be aware of the order of resolution for only half the phases; the other half remain a mystery until the time they are revealed. Players always have the option to not attack in any given Action phase that comes up, though they may still wish to move their troop markers.

Build phases require all players to pay upkeep on their forces but also offer the option to rebuild battle-weary units or strengthen fortifications. Because this tends to be an expensive undertaking, in the first turn only one Build marker is allowed to come into play. Subsequent Build markers are returned to the cup and replaced by another Phase chit. The Resource and Harvest chits allow players to collect income from the territories under their control, to use later during Build phases and to pay for combat and siege actions.

Event phases allow players to draw an event from another random pool of chits. The events are generally useful, ranging from Act of God—which forces the target player to reroll the current round of combat—to Vassillating (yes, it’s misspelled in the game) Force, which effectively freezes all units in one area for the current action phase. Events such as Hand of Fate—which negates any Event marker just played—are powerful, whereas Troop Revolt—which allows the player to exclude one opposing unit from the current round of combat—are relatively weak. Not all events are combat-related, and the Random Events Chart has a column when events may be used.

The phase cycle tends to help the game move along by reducing distractions. This is not to say that players have no choices available to them in each given phase, but the choice between major activities is restricted to the random phase draw, e.g., the harvest will be early, late, or not come at all. The Events tend to serve as an “ace up the sleeve,” though in practical terms the potential opponent likely has one or more such aces to call upon as well.

Luck does play a strong role in this game but not at the expense of overall strategy. The goal is to capture other cities to expand the holdings of your nation. Some nations are well placed to take advantage of numerous close, accessible targets; others must struggle to reach even one city capable of being conquered easily. In recognition of this, a chart provides multipliers that differ for each faction. Judah is graced with excellent location for accessing most cities, so its multiplier is a straight-up x1. Moab, on the other hand, only has easy access to a couple of cities, so it gets a 2.5 multiplier for victory points. Players are thus rewarded for making the most of what they have to work with.

Pages: 1 2

Tags:

Post a Comment

Please note that Armchair General Staff cannot respond to requests for research of any type. Please visit our research forum to post research questions. If you have a question about our magazine, please use the contact us form.

Related Articles



Armchair General Spacer

SPONSORED SITES




Armchair General Spacer

OPINION POLL

Q: Which of these two conquerors do you rate as the greatest?

View Results

See previous polls

STAY CONNECTED WITH US

RSS Feed
 
Daily Armchair General Update
 
 

Armchair General on Twitter Armchair General on Myspace Armchair General on Facebook

What is Armchair General?

Armchair General (ACG) and ACG online feature a unique, interactive editorial approach that invites the reader to decide the course of action in challenging historical scenarios, to step into the shoes of a battlefield commander. Leading historians and contributors lend integrity and credibility to this fresh presentation of historical and contemporary events.

Armchair General is the INTERACTIVE history magazine where YOU COMMAND and decide the course of action!

Armchair General's Feedburner Link Get our RSS!
Weider History Group Newsletter Newsletter Signup

What We Write About

Our Other Magazines

Weider History Network:  HistoryNet | Armchair General | Great History | Achtung Panzer!

Copyright © 2004-2008 Armchair General L.L.C., All rights reserved.