empires of the ancient world [Updated April 2005]

EAW   Trial Beginners Mult Ent Sing Elim Scheduled 
  19  Rnd1 Heat1  20   
     15   Rnd1 Heat2 16
 Round 2 14 Semi  Round 3 9  Final

Lampeter     Ballroom Foyer, Table 2

Jeffery King, ME

2004 Champion

2nd: Keith MacFarland

3rd: Jamie Tang, MD

4th: Dennis Culhane, PA

5th: Darin Morley, NC

6th: Peter Stein, NY
Event History
2003    Jeff Mullet     16
2004     Jeffery King     15

AREA Ratings


GM: Jamie Tang

NOT YOUR TYPICAL EUROGAME!!

Do you enjoy the interactivity, playability and brevity of Euro games, but thirst for that world-domination thrill of classic wargames? Do you prefer games with more than one route to victory, which require diplomacy and resource management, as well as battle tactics? Do you like a balance of player-determined actions and luck? If the foregoing describes you, then you should try Empires of the Ancient World.

"EMPIRES OF THE ANCIENT WORLD takes you back to the age of Alexander the Great and Julius Caesar. You control the destiny of your empire, building armies, annexing neutral provinces, trading across the Mediterranean, and fighting battles. The heart of the game is its innovative card combat system. Superb, full-color cards allow the use of pikes, swords, warbands, elephants, heavy cavalry, foot skirmishers, light horse, siege towers, artillery and galleys. Special cards allow you to develop better military leaders, diplomats, traders and engineers. Battles are fast and furious with victory going to the player who employs superior tactics. However, winning the game is not just about having the largest empire. The player with the largest army will also lose the most victory points, so he had better use his forces well! If warfare is not to your taste, then you can trade your way to victory by having a large trading empire."

Players aim to conquer as much of the known world as possible, not just militarily but through trade. The heart of the game is the card system. Players decide the tactics of their armies by recruiting cards. Each type of card has a strength and a weakness. For instance, pike units will beat cavalry but will suffer at the hands of sword wielding infantry. Skirmishers can be used to attempt to screen units but must be wary of being hit by cavalry. Players can also engage merchants to increase their trading capacity, engineers to build fortifications, and diplomats to influence neutral provinces. A player turn consists of one of five actions: attack a province, recruit an army card, build a fort, place trade markers or place control (city) markers. Entry into a neutral province is usually a die roll, but taking over someone else's territory generally requires a battle. If there's a fort, the defender chooses whether it's a siege or an open-field battle. A defender with a military leader can declare an ambush. For each battle, players choose five cards from their armies and place them in order. The cards of both sides are then revealed, one-by-one. Units have modifiers depending on the opponent. For example, Cavalry does well against Skirmishers (Light Horse, Foot or Archers) but poorly against Elephants. Unfortunately, Elephants can rampage (and lose) on a roll of 1. The player with the better card gets a battle block. The winner of the battle is the person who wins the most battle blocks.

Tournament basics:
Two heats of four-hour three- to five-player games advance winners to a final, with a semi-final if numbers warrant. Play in either heat or both. Scheduled teaching demos are held one hour before each heat. See http://rtgames.com/empires for more complete tournament information, game rules, errata, & player aids. Please bring a copy of the game if you own it.

Rule clarifications as posted on http://www.warfrog.co.uk/

 GM      Jamie Tang  [1st Year]   NA
    jat@rtgames.com   NA

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