Last Wednesday, no sooner had Steve P handed over my copy of Nations, I received an enthusiastic request for a game from Steve himself. It only remained to convince Dave F and Steve H to postpone the conclusion of their Twilight Struggle, a task no harder than snatching candy from a sleeping babe, and we had a suitable complement of four players. No wait, Andy has spotted the game and asks to join us. Four becomes five and, standing like greyhounds in slips, straining upon the start, the game's afoot!
If you are familiar with Through the Ages, then you'll recognise
much about Nations. For those who are inexplicably ignorant of that Czech
masterpiece, I'll attempt to describe its Finnish younger sibling. Nations
belongs to that time-honoured genre: the civilization game, which has its
origins in the board game of the same name by Francis Tresham (the computer
game of the same name postdates the board game by more than 10 years, though
its author, Sid Meier, claims that he his game wasn't inspired by Tresham's
earlier magnum opus). However, unlike games such as Civilization, Antike and
Sid Meier's Civilization (the board game of the computer game), Nations does
not feature a map. Instead the focus is on a set of cards which are available
for purchase by the players and which represent advances in technology and
military might, advisors, colonies, wonders to construct, wars to wage, and the
one-off bonuses of battles and golden ages. Thus the game is, in a way, like an
advanced version of Saint Petersburg or London. Nations lasts 8 rounds,
representing 4 ages - there is a different set of cards for each age. Each
player has workers, some of which begin in the resource pool available to be
deployed (NOT placed - this is NOT a worker placement game!), while others are
on the population track, yet to be born. Each player also begins with some
Resources: gold, food, stone and a few VPs (they can be lost!). A score board
is used to mark not scores, but the game round, player order and the level of
each player's Stability, Military Strength, and Books.
At the beginning of each round, cards from
the current age are made available to be purchased (some cards from the
previous round may also remain available). Then each player may either gain
resources or move a single worker from the population track to the resource
pool - the disadvantage of the latter is that each new worker born either
decreases the player's Stability or requires Food each round. During his or her
turn, a player may either purchase a card and place it on their Player Board,
deploy a worker onto a Building or Military card on their Player Board, or hire
an architect, which is used to build part of a wonder on their Player Board. At
any time workers can be undeployed so that they can be deployed elsewhere. Each
Building and Military card provides an increase, or possibly a decrease, in two
things - which may either be instant (in the case of Military Strength and
Stability) or accrue at the end of every round (Gold, Food, Stone, Books).
These increases/decreases are multiplied by the number of workers on the card.
Advisors, Colonies and Wonders may also provide such increases/decreases, while
Battles and Golden Ages provide one-off gains in Resources or Books. Players
continue taking turns until all have passed. Then comes a Resolution Phase in
which new resources are produced, wars are waged (using a very abstract
mechanism), an event is resolved and VPs are gained or lost (based on how many
Books each player has).
The game ends after 8 rounds. Final scoring is calculated for each player by summing his or her VP tokens (accumulated during the game), VPs from workers on Buildings and Military, VPs from Wonders and Colonies, and 1 VP from every 10 Resources/Books/Stability/Military Strength.
The game ends after 8 rounds. Final scoring is calculated for each player by summing his or her VP tokens (accumulated during the game), VPs from workers on Buildings and Military, VPs from Wonders and Colonies, and 1 VP from every 10 Resources/Books/Stability/Military Strength.
So how was our game? Well, the scores were
fairly close, but Andy won thanks to an efficient production mechanism that saw
his nation generating plenty of stone and gold. Despite having to explain
(indeed, partly read) the rules, we finished a little after 11pm, making the
duration a little under the "40 minutes per player" quoted in the
rule book. All in all, Nations is a less complicated game than Through the
Ages, much easier to explain, and also much shorter. Yet it retains the
thematic richness (relatively-speaking: compared to the wargames I play, any
eurogame is light on theme) and, quite possibly, the replayability, of its
bigger brother. It is not necessarily a lighter game either, so it delivers a
similar amount of heavyweight 'civ' goodness, but in a more steamlined package
- a concentrated dose like a cup of espresso brewed from Jamaican Blue Mountain
coffee!
Sounds like a good game to try. When I first read about it did "scare" me a bit as seemed quite in depth and I've not really played a game like it yet (though do have sids civilization I'm yet to try, to scared to even start reading the rules on that one) but maybe I'll give this a go if I have the opportunity
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