Sunday, September 20, 2015

Warband: A Theme Too Epic For This Game



Warband: Against the Darkness

Designer: Micah Fuller
Artist:  Robert Altbauer, Joe Shawcrosst
Publisher:  Dyskami Publishing Company
Year: 2015
Player Count: 2-5
Ages: 10+
Playing Time: 60 mins
Mechanics: Area control, Set Collection, Action Points


While working in the back room of my employment stacking product from one area to another, I often listen to pod cast on my iphone to help pass the time. And since I am addicted to the hobby  I usually tend to listen to board game pod cast and regularly listen to the Secret Cabal. It was through the Secret Cabal's recommendation that I came upon Warband: against the darkness. The game seemed to have a interesting theme that I have never encountered before and the Secret Cabal hinted that it had layers of hidden strategy that lead to some analysis paralysis.  So far everything sounds like it should be a game right up my alley. But do I enjoy this game or is this another flop from the Cult of the New?

Gameplay

The theme of Warband is one of the most unique themes I have come across.. As a player you take on the role of an fantasy race that has joined together with the other races of the lands out of desperation to defeat the armies of the Darkness. According to the theme, you must work with the other races to defeat the foul Darkness but only one of the races will be seen as the true heroes of the Warband and will win all the prestige. In truth, this is competitive game where you must use your opponents resources and yours to the best of your ability to claim cards for victory points with some slight area control. In all, it was the theme that first attracted me to the game and I am quite fond of the theme. I just wish that the theme could have been better  implemented into the game. Truthfully, nothing of the theme is present in the game as it is a standard euro game where you try to amass the correct number of cubes on the board in order to claim one of the three cards on the other side of the game board. There are some other elements to the game, but this is really the core concept.

The game will last a certain number of rounds depending on player count and each player will receive an race to play. Each race has a special ability that generally affect one of the four main actions you can take. Each player will also receive a small board that has each of the four actions along with the four levels each action has. Players will begin the game at level one development for each action and will place a cube on each other level of all four actions. You will place one cube on the territory side of the game board in one of the five areas depicted on the map depending on your place within player turn order. Add three gold to the seven cubes you have remaining and players are ready to lead the epic Warband of the free races to victory.

Now the main game board is divided into two different sides. On one side you have a map depicting this fantasy world made out of  five separate realms each with the usual contrived, generic fantasy name. In the center of the map are four spaces for cards that will represent the platoons of the Darkness's army. Each space is adjacent to two of the five regions and only three of these spaces will ever have a enemy card. Now these regions are important since each will award points for area majority at the end of the game and Intel cards that you receive while playing the game will also grant points for having cubes in these regions.

The other side of the game board is a representation of the military structure of this multi-cultural warband. The Warband is made out of three rows that represent the basic military structure of an army; the bottom row is the normal units, the middle is the heavy forces, and the top is the honor guard. There are also three columns among the first two rows: infantry, cavalry, and archers. During the game you will place your cubes on these space to represent that you have units of that said type in the warband. Players will also be able to promote their troops to the next level. For example, a infantry can move up the column to the heavy infantry which can be moved up the column to the honor guard. Each until can also move across the row to become a different unit. So said infantry in before mentioned example can instead become a basic archer. This side of the board is the most important as you must have the right amount of units in the right platoons in order to fight against the Darkness on the other side of the board.

A round in the game is a breeze as you can only do four things according to player order with one player taking their full turn before another player can act. First, a player is required to upgrade one of their tracks on their player board. The board is divided into four row which each corresponds to one of the four action can take. There are four columns on your player board so each action have four different levels ranging from novice where you start and ending at level four which is considered to be elite. At the beginning of your turn you will take a cube off one of the levels unlocking that level and add the cube to your army reserves. This represents the experience your race gains from battle and each level will slightly improve the said action. For example, with the tax action you can take two gold but if you upgrade to the second level you can take three gold, than five gold with the next level and finally eight gold at the max level. Since the longest game with two players will only be eight round, you will note that you will not be able to unlock every level on your player board.

After your upgrade you will take three actions which can be any of the four actions on your player board and you can take the same action multiple times. The first action is the tax action which will allow you to take gold from the general supply. The Scout action will let you place your cubes onto the territory map depending on your level and how much gold you spend. This is an important action as scouts will protect your from losing units when you go to battle and will be worth victory points depending on the Intel cards you get. The Recruit actions allows you to add a certain number of cubes to the warband or to move cubes on the warband to different platoons. Whoever controls each platoons will place a meeple in the captain boxes to show that they lead that particular platoon of the warband. The last action and the most important action is the battle action which is the primary way to get victory points in the game and is essential  to get points through other methods as well.

When you take the battle (fight) action you will have to go through a step by step process to determine if you win the battle. You will need to look as the three enemy cards on the territory map to see if you have the required strength to defeat the legion of Darkness. This sound truly terrifying doesn't' it. Each card will have a number of victory points and the symbol for a type of unit. The VP number will determine how much of the unit shown on the card is needed to defeat this particular platoon. You must make sure that you have the required strength to defeat the combined enemy cards. Than you have to pay a coin to each captain in the warband except yours in order to motivate them for battle. If you cannot pay for all the captains than you cannot take this action

. It is important to note that upgrading this action allows you to reduce unit requirements and pay less captains when you take the action. The player will than choose a enemy card to defeat and will send a certain number of units from their reserve to the medica where they will loss points as the end of the game if they don't spend the gold cost to recruit them back. The warband will also suffer casualties depending on what is shown on the chosen card and there is a list to determine which player loses units form the warband. If you lose an unit in this way you will get to draw a redress card which you can play later for some small effect. Note that scouts in one of the two regions adjacent to the chosen enemy card will provide protections for the current player.

 The player who initiated the battle will also get to draw two Intel cards and keep one. These  cards will show an region on the map and will give a point value for scouts that you have in that region and will be scored at the end of the game. A secondary strategy to get points is to initiate battles to get these cards and than flock scouts to that region. The captain of the honor guard will be able to upgrade a unit to the highest platoon and make a war hero. Players will get points for every war hero they have at the end of the game. The two remaining enemy cards that were not chosen will each pillage and get a gold coin placed on them. A new enemy card will be placed on the board the player will add the defeated enemy card he chose to his player board where he will score it's VP value at the end o the game. Note that this is a quick run through of the fight action and is a broad overview so don't be upset if I missed a few minor details

This is the core concept of the game. On your turn you perform an upgrade removing a cube from your board and than you will take three actions. You are trying to manage the warband so you can initiate fights but not put other players in a position to battle as well. You want to place scouts on the territory map to protect your units in battle and to control the area so you will receive points at the end of the game. You also want scouts in areas matching your cards so you can score additional points. At the end of the game you will score points for the following:
Point value for enemy cards you defeated in battle
2 points for each war hero you have
1 point for each captain you have in the warband
Convert 3 gold for 1 vp for each scout and war hero you have
Points for each territory depend on area control of scouts
Each intel card will make a scout worth a vp in matching territory
Lose 2 vp for each unit that remains in the medica 

Conclusion

First let me say that the components for the game are standard for the industry and there is really nothing negative that I can say for the physical portions of the game. The game list for $49.99 and I would say that you are not getting anything of value for that price. I would not recommend anyone to buy this game at full price as you are really not getting all that much in the box. My main issue with the game component wise would be the lack of theme on the bits themselves. The enemy cards which are suppose to represent the forces of Darkness have no artwork on them and are nothing but numbers with iconography. When you look at the enemy cards you don't really feel like you are fighting some horrible enemy that was so powerful it force all the player races to combine strength in order to survive. The artwork for the races you can play is typical and could be found in any role playing manual. The map on the board is also bland, more effort could have been put into the map. The map is basically a board split into five areas with some basic terrain printed in each realm. The rulebook is well written and is average. I don't like the size of the rule book as it is the same size of the box and I much prefer the standard size you usually find in most games. Overall, components of the game are good but I find the art to be missing some thematic elements.

But the game play you ask, how is the game play? Well the game play is where the game falls short for me. Don't get me wrong, the theme for this game is so interesting and so unique. I only wish that the theme had been applied to a better game. The theme is lacking as you are really just positioning cubes on an mini pyramid in order to claim one of three cards on this tacked on territory map. The game was just missing any really engaging elements. I had been lead to believe that this game had some really engaging choices but I'm sorry to say there really isn't that much to this game. It is quite a shame as this game has potential; it just didn't go deep enough. 

I love the concept of upgrading your race but in the end of the day it doesn't really lead to much replay or strategy. Your main focus will be on the fight action which you  need to claim cards in order to get vp and the fight action is needed to get intel cards so your scouts will be worth more points at end game. But you need to focus on scouts to protect your troops from battle and you need gold to do all this. You see there really isn't that much development  during game play as you need everything and nothing will win you the game on it's own. There are no true paths to victory; it is all one big mess. In all, I found this to be a boring game that wasn't engaging for me or my group. Warband doesn’t bring anything new to the table and all it's mechanics can be found in better games. I'm not saying this is a horrible game and I can see some people loving it. For me though, this just fell short and I already have too many games that fit this category of medium pasted on euro games. I just don't really need another one. 

Final Scores: 
Theme: 4/5
Components: 3/5
Game play:  2/5
Complexity: 2/5

Overall: 44/100

Sincerely yours,
The Board Game Ripper

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