Britannia, Fury of Dracula Update
Really, I don't usually play this many of Fantasy
Flight's games.
Britannia is one of those classics from the 80s
that is still popular today in some circles, but which I am inclined to label a
"cult" classic. It wasn't bad for its day, but how well could it hold up in
2006? It's pretty long, pretty repetitive, and play tends to be stereotyped
– or such was my recollection. But with Fantasy Flight doing a remake, and
with my interest in British history, I was good for a game (one of the nice
things about reprints is that it gets interesting older games onto the table
when they probably would not be played otherwise, at
all).
The good news on Britannia is
that it actually does a lot right. In my recent posts I've been ranting about
the various underlying problems with these free-form multi-player wargames
(compound interest, turtling, pick-on-the-leader) that modern games like
Twilight Imperium or Antike don't even seem to acknowledge the existence of, let
alone try to solve. These games have to try to find some sort of balance point:
free-form enough so that players feel they have some control, yet not so
free-form that everyone just always guns for the leader and the winner is
decided on the last turn.
Britannia
hasn't found a perfect spot, but overall it has done a rather good job. The
different and fairly specific scoring conditions for the many different nations
(each player will control 4 or 5 throughout the game) means that the players
have tactical problems to solve, but they aren't given free rein to wail on
whoever they want to. An honest player is going to have a hard time justifying
randomly picking on people, since it will generally be very detrimental to their
chances. On the other hand, somebody else is almost always going to be occupying
the terrain you want to hold, so there is always incentive for action. Very few
nations (maybe the Welsh and Caledonians) are going to be able to sit on their
hands and rack up points; everyone is always going to be impelled to act if they
want to win. There are going to be times when you have a few options about where
to get your points, and it will come down to who you think is winning, and that
is reasonable and expected, but in general the game feels constructive –
you are pursuing your own fairly specific goals instead of just taking down your
opponents. I think later games that have developed or borrowed from Britannia,
from Vinci to History of the World to 7 Ages, have missed the point of the
original. In Britannia, the scripted arrival and departure of nations, and their
specific scoring conditions, serve to give the game a sense of balance and
direction.
The downside, of course, is
that you can feel railroaded. Players in Britannia have fairly few strategic
options. The Danes aren't deciding whether the south or north of England looks
more promising; their tactical objectives are etched in stone. You are, for the
most part, just going with the flow and solving tactical problems. That would be
fine – the tactical problems are modestly engaging – but Britannia's
ultimate problem is, of course, the length. Our game took a bit over 6 hours,
and it felt like that was about how long the game is realistically going to take
under anything but the best of circumstances – we made good progress and
didn't dawdle. At 6 hours, Britannia is easily 2 hours too long. If we had been
done at the four hour mark, I would have been happy – the game is
flavorful, and the ebb and flow of the empires make for a game with some
interesting variability. The Roman period has a very different flavor from the
Saxon period and the Norman endgame. But it's just not quite enough, in my
opinion. Given the choice, I'd take Revolution: The Dutch Revolt, 5-player
classic Civilization, or Dune any day; they are similar-length,
comparable-complexity games, but in those cases the game-play itself – the
range of activities and tactical problems – is much richer and more
interesting, so those games seem to be less repetitive, to maintain more
interest right to the end.
On balance,
I did enjoy Britannia – I think there is a lot of stuff to like in there,
the game has its own unique historical flavor, and you could do a lot worse with
even many modern games of this sort. If it had been a four hour playing time,
I'd be ready to play again sometime soon. But it wasn't, and it didn't seem
likely to ever get there given infrequent play. So unless one of my friends
suddenly becomes a huge fan, I'll probably play it again in a year or two, and
I'll enjoy it again then for the history and for the flavor, but it's not
something that's ever going to hit the table with anything approaching
regularity.
Last comment: in general, I
like the new Fantasy Flight production. The counter illustrations perhaps err a
bit too much towards artistry and so are a bit murky at times, but the overall
effect is nice. My only complaint is the yellow board. What's the deal with
that? Green would have been a better choice. I can only assume that nobody of
Anglo-Irish extraction was involved in that decision-making
process.
Sorry, no clever segue this
time ...
Since I last wrote about Fury
of Dracula, I've played it like 4 more times. One game went 4+ hours, and that
was too long; the game had gotten pretty tedious by the end. But the other games
have weighed in at 2.5 to 3.5 hours, and that's quite comfortable. Dracula has
been hammered once, and won in a walk once, and the other two were very close.
The Hunters can afford a few mistakes; Dracula cannot. Even one apparently minor
screw-up can have dire
consequences.
So, to update my previous
advice for Dracula:
• I previously said that you should avoid
attacking. I will now temper that advice. You want to be very careful, yes; but
there are definitely situations when it's worthwhile, at least at night: when
you can maul an individual hunter, or where you can use your Escape (Bat) to
break out of an encircling ring. Just try not to bite anyone who is too early in
the turn order. If the Hunters can Hypnotise Godalming, the rest of them can
gang up on you before you get a chance to move.
• Once the hunters are hot on your trail,
it's frighteningly difficult to shake them. About the only way to throw them off
is to go to sea. So use sea movement, but use it sparingly. If you're at sea for
too long, it becomes more apparent where you are going to eventually land,
generally, and it costs you more blood. Also, being at sea has an unfortunate
consequence: it can dramatically lengthen the game, since time stops and the
hunters can't catch you until you land. Since this is time when you are doing
nothing, but the hunters are gearing up, it is to be avoided. And try to make
sure that your departure is late in the day. You'll be very vulnerable when you
first debark, so if you've got a few turns of night to make a break for it,
that'll help a lot.
• In general, the game seems to progress
through an early stage of them looking for you, through to a hot pursuit. If you
can mature a New Vampire in the early game and then make a clean escape from
their first round of pursuit, you should be in an excellent position to
win.
• Avoid the peripheries of the board.
Eastern Europe is cool, but it can be badly constrained by Heavenly Hosts and
Hallowed Ground. If the Hunters catch you there, England is a deathtrap.
Wherever you go, it's about keeping your options open. Don't voluntarily limit
your options (by, say, going to Ireland) unless you really think it'll throw the
Hunters. I've found that starting in a peripheral location the Hunters haven't
adequately covered (Eastern Europe, Italy, England) and laying down a New
Vampire, then working towards the middle of the board is a good way to go. But
it all depends on what the Hunters do.
• The right encounter chits make all the
difference. With that in mind, use Dark Call earlier rather than later if you've
got a lousy hand (don't forget it can be used during the day). And if you have
breathing space, don't neglect the Feed card either. It's one less location in
your trail, and an extra blood or two will come in
handy.
Fury of Dracula has held up
quite well to a bunch of play in a short time, and I think it'll turn out to be
a long-term keeper. It's a touch too long to be a regular, and I can see it
getting a bit samey if you played every week, but definitely a winner when
you're looking for a change of pace.
Posted: Thursday - September 07, 2006 at 09:47 PM