Showing posts with label Historia. Show all posts
Showing posts with label Historia. Show all posts

Sunday, 24 June 2018

History Repeating

Sam’s call for Saturday four o’clock afternoon gaming was heeded by two other hardy gamers, myself and Ian. Sam had recently been indulging in a one-man craze over the game Historia, having played it solo three times since he got it. He was so keen to get started that at three o’clock he texted us to ask what colours we wanted to be before mentioning we could come earlier if we wanted.

The rules are pretty simple, once you’ve worked out what all the iconography means. War is a simple example of might makes right, with the best military always winning. Trade is how low-tech civilisations improve themselves. Expanding increases your presence on the map at the expense of cubes to do actions. Building wonders gives you repeating bonuses for certain actions and Advisors have super-strong one-time-only actions. All of which is guided by a Concordia-style card recycling method: playing a Revolution card gets you three cards currently showing in your tableau back into your hand.

My first leader: the lad who makes the tea

In our game I, perhaps muddled by my experience with Time Of Crisis, expanded my territory quickly. I was in South America, and I wanted to attack the grey civbot in Mexico. Ian was in Russia while Sam sat pretty in Europe. Two other civbots, red and purple, started in India and Southern Africa respectively.

Early days

Purple’s physical remoteness proved vital. These philosophers (since that’s was purple means) built up their military in double quick time without hassle and before we knew it, they commanded four prime territories, having unseated Ian. I was way behind in tech and military and points, with my only hope being that my two territories were so rubbish that no one would bother with them.



Once boats were invented, Sam and Ian swiftly crossed the oceans and wiped out the greys completely, meaning any hope I had of military conquests was now gone. Meanwhile, the purples continued their complete dominance, having now taken Europe from Sam, followed by a successful invasion of Patagonia.


Take that, Purple!

As Purple shot off further into the distance, the rest of us wailed in anguish at the injustice of it all. Not even our ability to choose three cards in one turn could save us. By then, it was all too late.


Purple civbot 148
Ian 103
Red civbot 95
Sam 86
Andrew 69
Grey civbot died on 27 points

Despite the sound thrashing we received, both Ian and I enjoyed it and were even amenable to the suggestion from Sam that, after a few lighter games as a sort of intermission, we could try it again.

After some fish and chips in surprisingly large portions, despite us ordering small, we played The Climbers, a kind of strategic mountaineering game where I think the idea is to be to last one still going up. Or the highest one when no one is able to go upwards. It was good fun and we played twice. In the first game, Ian and I built a sort of spiral staircase, chasing each other up a series of blocks.



Then this game was abandoned when we discovered we were playing a rule wrong (everyone playing the GNN drinking game has to finish their drinks now) in that the blocking piece is a one-use-only thing. In the second game, we were far more tactical, I think. And maybe Sam won. Not sure.

After this, we played The Mind, a game that generates more “you had to be there” anecdotes then any other game. We struggled through the usual absurd freaks of probability to round nine. Well done us.


Back to the main business, though, and Historia was swiftly set up. This time, we included the Event cards, and dialled down the difficulty on the civbots, down the Chieftain level except for Purple who – as current champion – was allowed to remain a Noble.

Of course, the first thing we did was improve military and attack the evil civbots before they could even move. I was far too pleased with myself for getting rid of Purple in the first turn.

I sped into an early lead with my territories and techness while Sam fought against the last standing civbot in the Americas. Ian seemed to think he was playing Risk, as he build a base of operations in the Asia-Pacific region.



Then at nine o’clock, Sam decided it was time for the lava lamp! This entailed moving quite a lot of flooring just so he could swap over the plugs, and it didn’t seem to make a huge difference.


On the board, things could hardly be closer. With red civbot not a threat, we turned our attention towards each other.


When it came to the final round Ian and I had expansion moves to complete. I tried to work out who was in the best position so I’d move into their region, but it was all so level, it was only because I saw that Sam had a Wonder that was about to score him three points that I plonked my cube into his North America. Ian also went after Sam, and those two decisions meant that Sam’s victory was dashed right at the end.




Ian 109
Sam 106
Andrew 101
Red civbot about 55
Grey and Purple civbots both died at 0 points

Then we wound down with some flicking fun. Push It was, for the most part, between me and Sam with Ian stuck on one point for ages. Then he mounted a stirring comeback, which was too late for victory.


Sam 11
Andrew 10
Ian 9

Then we played JamSumo, deciding on one round of each each and then combining the scores. In Jam, Ian was first to sink all his dice (scores Ian 0, Andrew -6, Sam -13) while in Sumo, I delicately nudged my opponents off the board the best (Andrew 13, Sam 6, Ian 0). Combining those scores:




Andrew 7
Ian 0
Sam -7

Then we played Love Letter. This well loved game with tatty cards and now not enough red cubes (we lost another this evening) to hold a proper regulation four-player game, is so familiar to us that I was able to eliminate Ian with the first guess of the game.

A recurring theme of this game was the King/Princess combo, where you are forced to swap the Princess for another player’s card who can then quite easily guess your card if they’re lucky enough to pick up a guard. A terrible situation and we all muttered about how bad a King card is.


Can’t actually remember who won, though. It may have been:

Ian 3
Andrew 2
Sam 2

And that was that. Seven hours of games, packed and done with. Nice to try Historia twice. It is, indeed, an epic spreadsheet. Thanks all.

Thursday, 21 June 2018

Written by Losers

I picked up civilisation game Historia in the recent maths trade and, having played it through earlier in the week to suss out the rules, sat down for a proper solo game this evening - taking on the civbots that play as your easy-to-use, but possibly harder to beat opponents.


Each player colour in the game has its own civilisation theme; you can be the ancient Egyptians, the Romans, and so on. This filters through to your advisor cards - more on them in a bit. I chose purple, the philosopher's colour, with advisers on hand such as Descartes, Robespierre and Nostradamus. Fortunately for me, they're around to have a word in my ear even at the start of the game, when all I know is fire: as I develop my technology, I will invent the wheel, travel, gunpowder, and so on, as I travel across the most spreadsheety tech track ever, called the matrix: every move right increases my technological knowledge, whilst every move up increases my military might.


The might bit comes into the map. Almost tucked away at the bottom of the board is the map of the world, where me and three civbots begin the game with a single cube, representing our fledgling people. The bots are placed on the highest numbered (and most valuable) spaces, whereas I can go where I like. Seeing them clustered together across Asia and the Middle East, I chose the coward's route and started in North America. Travel wouldn't be invented for a while, I reasoned, so they could fight amongst themselves whilst I expanded at my leisure.


This was a mistake.

Civbots have three possible levels - King, Noble and Chieftain. There's nothing in the rulebook I could see (yet, probably) that stops you having all the bots as lowly Chieftains, but I wasn't that cowardly - I had one of each. What that meant though, was that without me in Asia to stop him, the King would go on to dominate the other bots, and eventually destroy them...

But meantime I had cards to play. The starting hand is eight, plus one advisor from your advisor deck.   Three of them involved interaction with other players (or bots) so I put them aside for now. I began by pushing up my tech (domesticating wheat!) and increasing my military. You might think that with no enemies in sight, there was no rush for this, but the way the matrix is laid out, even focusing on one aspect doesn't allow you to totally neglect the other.

I also expanded into Central America, as your presence on the map is going to get you points. And I built the Alexandria Library. There were no books to go in it yet, and nobody could read, but at least it was there.


I ended my turn by playing the Revolution card, allowing me to retrieve a card from my discards, before the bots took their turn. Bots work from a single deck, and the stronger bots simply flip and activate more cards. At this stage though, the King's extra cards didn't look too ominous, but his rapid progress across the matrix did make me sit up.

At the end of every turn, all players get to pick up their two earliest played cards in their discards, there's some book-keeping too, but it's all easy to keep track of thanks to this slightly-less-spreadsheety round tracker:



Turn two began, and I decided not to expand more for now. Every expansion costs you an action cube, and these are precious because at least three of your cards require them for activation. If you find yourself running out, all you have to do is play the Exploit the People card, and two will come back to you. Exploitation was never so easy! I focused on increasing my technologies, built the Pyramids of Giza, and invented a cow. I also played my advisors: when one goes, another rocks up to take their place. +++EDIT: no they don't. Only developing your tech can trigger a new advisor+++ But when the bots swung into action, the King and Noble were still setting the pace.



And so the the turns went - after four of them, an era ends and new wonders become available. But the bots kept building them whilst I focused on my tech, reasoning that the most advanced civilisation would surely oust brute force in the end. But the King kept doing both, and by the time I sailed across to India to beat the Chieftain in a bloody war, he was top dog throughout the non-Americas continents. On the score track, me and the chieftain were lagging behind, and the King was pushing on, scoring big for all his territories and inventing the compass. I was first to invent nuclear energy, but my military was so weak, they weren't sure what to do with it.

Back on the map, the King wiped out the Chief and the Noble followed shortly afterwards. I trembled in India, expanded from India, was given a hiding, and sat in India, pining for the good old days of the cow and the wheel.


Bots don't build wonders - they just discard them, and score points - so I took some solace in my wonderful architecture. The Eiffel Tower, the Easter Island statues, the Burj Khalifa. I was all over it. And when I invented Tourism loads of people came to see them all, scoring me plenty of points.


However, the wonders of tourism are no substitute for the wonders of maximum tech allied to maximum military, and it was this position the King ascended to, meaning that although I could expand into his territories - and deny him points - I could never wrestle them from his grasp in order to have the points myself. Not for the first time, I rued my decision to begin the game thousands of miles from the King, who coincidentally played in yellow.

The third era finished with me wishing there was a fourth, as I had great plans to expand and build... but even I knew that the King was uncatchable:

King: 175
Sam: 128
Noble 63 (and extinct)
Chieftain 24 (and extinct)

I am itching to play it again. It reminds me of Concordia because of how the cards work, but also those big civ games like Time of Crisis because of the story being played out before you. I'd thought my focus on tech could succeed - and the way the matrix is laid out suggests it's a workable strategy - but leaving the bots to themselves was self-defeating - free to expand with little interference, the King ran away with it, with me watching from afar with a sense of growing despair.

I was so despairing I didn't even notice I'd invented boats, which could have got me there. Possibly I was distracted by Monet, whispering to me that I should build another wonder. Never mind... the King can have his victory, and I'll have the Louvre and Knossos. And my memories.