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Don't let the name Pax Romana fool you, this is not a game that covers
that actual Pax Romana, but actually models the Mediteranean Basin
during the rise of the Roman Republic.
There are several scenarios that are included in the game that
allow any number from 2-4 players to play the game. You can also play
solitaire, but if you do, I suggest a shot of whiskey or a beer between
turns so you don't remember the cards each nation has.
Rules:
The ruleset for Pax Romana is very good. The rules are easy to read as
well as follow. This is nice because there are 43 pages of rules.
However, most of the gameplay is explained in the first 30 or so pages,
with the last bit explaining specific units, cards, victory conditions,
etc. My only quibble with the rules is that the combat rules talk
about shifts. My wargame experience teaches me that a shift is a move
on a combat table. In the game play, a shift is a +/-1 die roll
modifier (DRM for those using the lingo) to your combat roll.
Combat
Mechanic: The combat mechanic is pretty straightforward. You compare
the number of Battle Points present. From there you determine the
ratio, 1.5:1 gives a +/-1, 2:1 gives a +/-2, 3:1 gives a +/-3, etc.
Cavalry superiority grants a +/-1 to the player with the superiority,
cavalry supremacy gives a +/-3, but you need 3x your opponents cavalry
for this bonus. Commanders have an impact as well, each difference in
the tactical rating gives a +/-1. Players than compare their bonuses,
whoever has more gets to determine what the differences in the bonuses
give them. They they can add +1 for each difference to their roll,
subtract -1 from their opponent's roll, or any combination of the two.
The modified die roll indicates the % of your BPs that are inflicted
upon your opponent. Whoever suffers the higher % of losses is the
loser. It is a simple and elegant system. The only problem is that if
you do not get the benefit of the DRMs, you probably will not win.
Turns:
Each turn is split up into activations. Each player will typically get
4 activations on a turn. The first activation each nation gets is
based upon reverse Victory Point order. Subsequent activations are
determined randomly. During each activation, the player can choose to
raise troops or war galleys, or he can take 2 minor and 1 major
activation. The major activation means that the player can move one
army or fleet as he desires. Navies can pretty much move in any
continuous path during the turn as long as they do not cross a transit
point or a an enemy occupied space or non-friendly controlled space.
At the transit points and non-friendly spaces they must roll to see if
they can continue their movement, otherwise they stop. Land movement
is different. The leader of the stack rolls one die and adds his
campaign rating to the total (units with no leaders are considered to
have a 0-0 leader), which is the number of Movement Points available to
the stack. Most spaces cost one point to enter. The minor activations
can be used to move individual units or to found towns or improve towns
into cities. At the end of the player's activation, he draws the next
activation chit and that player takes his turn.
Cards:
This only applies to the advanced game, but you've read 43 pages of
rules, you're going to play the advanced game, right? During each
activation, you get to draw a card. There are two varieties, those
played immediately and those that can be held. Some are benign, a +/-1
to your stability. Maybe you get an alliance with a minor power.
Others can have huge effects, the SoF gives you a free army for a
turn. A barbarian invasion can be one of the tame variety, or one that
brings a large army of Germans down from the north. While I didn't
mind the cards, I found it irritating that there were some cards that
were orders of magnitude more important than others.
 Tilt: I really wanted to like this game. I love this period of history, but
the game left me scratching my head. I loved the fact that your
decisions wound up being strategic in nature and led you down the
historical path. However, the naval rules seemed to just be tacked
on. Naval movement is much more complicated than land movement, but
you use it a fraction of the time. As a result, the most costly units,
galley squadrons, get used the least, and are basically in the game to
prevent your opponent from circumnavigating the Med. Oh, and in the
opinion of the Greek player in our game, draining the Greek treasury.
The cards were completely unbalanced. The soldier of fortune card
gives you a larger army than any other individual player, except Rome,
starts the game with, and you don't pay for it! On the other hand, a
bountiful harvest means that you get +1 stability, which unless you are
Greece,
does not mean that much. A card like Barbarian Invasion can either be
devastating, or have no effect based upon the province in which it
occurs.
The Verdict: I would give it a 3
right now. I want to give it another go to see if experience helps
things here, but I'm not sure if this will move up or not. 10+ hours
is a lot of time to invest in a game that is a solid 3.
Manufacturer: GMT Games
Designer: Richard H. Berg
Players:
1 - 4
Time:
600 Minutes
Categories: Wargame; Political
Avg. Rating:
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