After our previous attempt of the four player/two teams undertaking that is 878 Vikings: Invasions of England we were keen to go again, and last night suggested itself as a window. With Steve unable to don his bloodied Nordic tunic, Chris stepped in for him. But with Andrew due at 8pm, he, Ian and I convened a littler earlier to avail ourselves of the rules, and also play Azul.
Not that I was ever that great at Azul, but it's been a while since I played it and I was tactically somewhat inert - it became obvious from early on (I scored 2 points in the opening round) that it was a battle between Ian and Chris, with Chris doing his level best to sabotage Ian's mosaic-building. But it was to little avail, as Ian triggered the endgame and snagged a win:
Chris 43
Sam 33
We started setting up Vikings 878 and Andrew arrived in time for a rules refresh. Everything is pretty straightforward: except that movement thing about Leaders, who move before armies, and armies, who move after leaders, except that Leaders take armies with them and we - unlike last time - repeatedly tied ourselves in knots over whether we were playing it right. In the spirit of the Vikings however, we fudged it.
The rhythm of 878 is a kind of seesawing effect of the invaders - Ian and Chris - arriving in Britain and ploughing their way across the country like a violent, out of control bachelor party. Then the Saxon defenders - Andrew and I - would serve them ripostes. There's a simple system abetted by event cards and powered by dice, of which Chris repeatedly rolled badly, and I even worse. His Beserkers were doing their best to appear level-headed, offering tactical retreats. My Thegn defenders simply ran away. Andrew and I could call on the Fyrd to help defend cities, but as the farmers, clerks and deliverypeople of yore, they often ran away as well, faced by the well-drilled Danes, and in particular, Ian's dice-rolling. Outside of a few late commands (optional retreat) and a smattering of flees (fleeing) he rolled hit after hit, battering my Thegn and Andrew's Housecarl into the ground.
We rallied as best we could, and at one point in the mid-game held what looked fleetingly like a strong position, as we cut the heart from the Viking territory and reestablished ourselves around the oft-contested Birmingham area. But in every round - there's at least 5, and possibly 7 - a new Viking leader arrived on the coast, and there was a very literal sensation of fighting back the tide. Or trying to.
I like a game with a good theme and this manages to recreate that atmosphere of hordes of invaders spreading across the land. As if the commanders of the day had satellite technology of the battle fields.
ReplyDeleteAs we noted the turn order matters each round as its random, your ability to react to what your opponent is doing can be delayed for two rounds as you helplessly watch your troops being reduced down and you know help is not on the way!
Great stuff.
Yeah, lots of fun. I think next time let's mix the events in too.
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