ANTIQUITY (Splotter Spellen, 2-4 players, ages 14 and up, 3-4 hours; about $130)
I just spent $130.00 on a game.
This is not even close to the first time this has happened for me, any
miniatures game, collectible game, or mega-deluxe wooden game costs.
Antiquity, however, has none of this -- it is pretty much die-cut
cardboard.
A LOT of diecut cardboard. Splotter, specifically the twisted folks
Jeroen Doumen and Joris Wiersinga who gave us the micromanagement classic Roads
and Boats, has created a
European-style game with as many counters as a classic SPI monster wargame.
Actual play leaves the table practically drenched in counters ranging from tiny
half-inch
counters to Tetris-like building shapes.
Clearly, the folks at Splotter are completely barking mad.
The art design of the game is your first clear indication that you
are dealing with something unusual. The plain blue box has no artwork and is
styled to resemble an archaelogical archival box with some authorization stamps,
and some scrawled dates and approval signature. The archival theme is carried
over into the components which
are...brown. Everything has a faded crumpled and foxed paper look. The buildings
are brown with simple fonts, the hextile maps are brown backgrounds with some
murky green and blues. The player sheets are tan (light brown), and most of the
counters are varying shades of browns and muted colors save for the pollution
counters which are maroon (which is of course a brownish red.)
With all of these pieces, you would expect to see a massive
rulebook. What we have here is a fairly petite 8 page A4 booklet (also brown).
The base rules are actually amazingly simple. Each player has a city represented
by a 7x7 grid. The first phase of each turn has you buy new Tetris buildings in
your city simultaneously. Each building gets you a special power or tweak, with
the two most important ones being houses
(which give you men) and cart shops (which let you send these men outside the
city). While you are buying buildings, you also allocate men to various
buildings to be able to use that building's special effect during the turn.
Then you send your guys out to the outside to "do stuff."
You can basically "do stuff" on any hex within two hexes of your city.
The kinds of stuff you can do pretty much boils down to collect resources, build
inns, and build new cities.
Collecting resources is the heart of the game. You send your guy on cart
shop out into the world with whatever resource is required to build his farm,
mine, pier, fishing fleet. The hex the guy is sent to receives a pollution
marker and a resource marker. Each adjacent hex of the same terrain type
receives the same pollution and resource markers.
Every turn from then on, you collect one resource marker. When the last resource
marker is picked up, the guy comes home. The pollution stays. And you cannot
collect new resources where there is pollution. This is why there are all of the
counters, as your starting city is contained within a massive cloud of polluted
hexes. Each city you have also forces you to plop down three more pollution each
turn.
That's where inns and cities come in. Inns expand the area in which
you can put down
farms and such, cities not only expand your range, but also give you another
grid in
which to put more buildings.
There is one more nasty aspect to the game, which the designers
strongly recommend avoiding for beginners. There is a famine level which grows
every round. Players who do not have enough food to meet the famine level must
add graveyards to their cities (which take up space).
The tactical part of the game comes from the buildings. Buildings
can allow you to harvest more, clean up pollution, start farms without needing a
resource, increase your range to three hexes, build inns, and you must build a
cathedral.
When you build your cathedral, you must declare it to your choice
of saints. The saint chosen determines what special power you get as well as
your victory condition. Victory conditions include things such as: build 20
houses, build one of each building, or surround another player with your area of
control.
Antiquity is a polarizing game. It
tends to produce fairly strong likes and dislikes among my fellow gamers. The
game has a quirky nature: it takes 3-4 hours to play, and does not have a lot of
interaction. (The interaction comes mostly from crowding out folks in the later
game as you are racing to build inns away from your polluted core.) You have to
be thinking a couple of turns ahead in your production, and getting used to the
building powers takes 3 or 4 games.
The game is also fairly
merciless. With the famine rule turned on, it is entirely possible to make a
mistake that will send your empire into a death spiral, covering your cities
with graveyards. You are also perpetually messing with the thousands of
counters. Mostly, you are building one or two farms per turn, so you only place
8-10 sets of counters. However, you are also thinking about placing your
buildings so that they actually fit, and worrying about how you are going to
keep enough space and growth moving so that in a couple of
turns you will actually have moved ahead. You even have to worry about
maintaining enough space in warehouses to actually store your goods.
It is pretty freaking hard, and I totally adore it. Every game I
play, I'm running on sheer terror-fueled adrenaline, absolutely certain that
I've screwed up somewhere and that it is all going to go horribly wrong. So far,
I've been good enough to avoid catastrophe. My
opponents--not always so fortunate. The buildings in the game are designed to
help you against the nasty forces in the game, and all of them are useful. (Even
the one which allows you to tear down and rebuild your cathedral, which changes
your victory conditions.)
As to whether you should pick it up, that is a harder choice.
Imagine a more massively complex and longer Puerto Rico
(Spring 2002 GA REPORT). Imagine playing a game that may completely destroy you your first couple of
times playing it. Now imagine paying $130.00 for it. Hard call. I love games in
which I am not entirely sure what I should be doing, and being forced to learn
over multiple plays. I do not mind that the game does not require me to interact
much with other players. If all of this has not scared you off, odds are you'll
love this game. As long as you don't hate brown. - - - - Frank Branham
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