{"id":3536,"date":"2006-01-18T12:00:00","date_gmt":"2006-01-18T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2006\/01\/18\/byzantium\/"},"modified":"2006-01-18T12:00:00","modified_gmt":"2006-01-18T11:00:00","slug":"byzantium","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2006\/01\/18\/byzantium\/","title":{"rendered":"Byzantium"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/19040\" target=\"_blank\">Byzantium<\/a><\/h2>\n<p><i>reviewed by Moritz Eggert<\/i><\/p>\n<p>Martin Wallace does not disappoint with his newest game, the unusual wargame<br \/>\n&#8220;Byzantium&#8221;, which was presented at Spiel 2005 by his &#8220;own&#8221;<br \/>\npublishing house, &#8220;Warfrog&#8221;. In fact &#8220;Byzantium&#8221; might be one of his<br \/>\nbest games yet.<\/p>\n<p>&#8220;The Year is 632 A.D. \u2026&#8221; begins the rulebook, and we, as players,<br \/>\nfind ourselves in a time when the Byzantine Empire, descended from the glory that was the<br \/>\nRoman Empire, face a new enemy in the growing Arabian empire.<\/p>\n<p>The map shows a simplified area of the Middle East. At the beginning the Byzantine<br \/>\nEmpire dominates all; only Tabuk, Medina and Mecca are Arabic. In the east there are some<br \/>\n&#8220;neutral&#8221; Persian cities which will soon fall under both Arabic and Byzantine<br \/>\ninvasions. In the north the Bulgars threaten the heart of the empire, Constantinople.<\/p>\n<p>One might think that this is a wargame in the classical sense, one player playing the<br \/>\nByzantines, one the Arabs, and so on, but in fact the most unusual feature of the game is<br \/>\nthat ALL the players play the Byzantines AND the Arabs (and the Bulgars) at the same<br \/>\ntime, and they have to play them all well to be successful.<\/p>\n<p>To make this work Wallace uses a solid rule system that has many<br \/>\n&#8220;Euro&#8221;-characteristics. Players have one action each round. Moving and<br \/>\nattacking is always unlimited (as long as you have cubes as resources), but many actions<br \/>\nare special, and can only be done a couple of times per turn, so they are marked with a<br \/>\ncube as &#8220;used&#8221;. One could compare this to &#8220;roles&#8221; common in games<br \/>\nlike &#8220;Puerto Rico&#8221;, and the turn order will play a large role in who will get<br \/>\nthe most interesting choices first. Players spend cubes for practically every action, so<br \/>\nat some point they will run out of cubes and the turn grinds down to a halt. Whoever<br \/>\npasses first is first in the next turn, of which there are only a maximum of three in the<br \/>\nentire game.<\/p>\n<p>When you do something as &#8220;The Arabs&#8221; you will mark your VP&#8217;s on the<br \/>\n&#8220;Arab&#8221; track, if you do something as the &#8220;Byzantines&#8221; you mark them<br \/>\non the &#8220;Byzantine&#8221; track. You always have to strive for a balance of points, as<br \/>\nwhen you earn more than double the amount of the other VP score, the lesser one does not<br \/>\ncount. This automatically makes for an &#8220;equalizing&#8221; mechanic in which no side<br \/>\nnever really dominates, because you have to switch back and forth.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/byzantium_b1.jpg\" align=\"left\" width=\"360\" height=\"235\" border=\"0\" alt=\"board\"\/><\/p>\n<p>Typically for Wallace&#8217;s games dice DO play a role, but as all players can profit<br \/>\nfrom the successes of either major side, the game is not dominated by luck as some other<br \/>\nwargames.<\/p>\n<p>Each player owns a tableau on which he openly deploys both Arabic and Byzantine<br \/>\nforces. The first space is reserved for elite troops, the second for normal troops, the<br \/>\nthird for militia and the 4th for movement. Wooden cubes in each of these spaces show the<br \/>\nstrength of each &#8220;trait&#8221;. The players can bring in new cubes from the (limited)<br \/>\nreserve onto the tableau as an action, but once they&#8217;re there moving them costs<br \/>\nmoney. It is of little surprise that also the treasuries of each empire are kept<br \/>\nseparate. Moving a cube on the tableau is paid by the faction that profits from the<br \/>\nmovement (for example weakening the Arab elite troops by moving a cube from there to the<br \/>\nByzantine militia helps the Byzantines, so they have to pay for it).<\/p>\n<p>Each player moves up to two armies on the board, which he calls his own, one Arabic<br \/>\nand one Byzantine army. The &#8220;Bulgars&#8221;, in essence &#8220;Barbarians from the<br \/>\nNorth&#8221;, can be moved a total of two times per turn, by whoever chooses their action<br \/>\nspace. When the Bulgar&#8217;s attack the side NOT being attacked gains the points they<br \/>\nmake.<\/p>\n<p>There are three sizes of cities, one, two or three wooden disks high, which equals the<br \/>\nvictory points they bring when you own them at the end of the game. Once a player has<br \/>\nplaced a cube on a city, he &#8220;owns&#8221; it and his militia on the tableau is<br \/>\nresponsible for defending it in case there is no &#8220;real army&#8221; present.<br \/>\nAlternatively the army present can always decide to retreat before a combat, an action<br \/>\nwhich probably doesn&#8217;t make the always inferior militia very happy, we can<br \/>\nassume.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/byzantium_b2.jpg\" align=\"right\" width=\"260\" height=\"294\" border=\"0\" alt=\"board\"\/><\/p>\n<p>Obviously Arabic armies only attack Byzantine cities and vice versa, but once or twice<br \/>\nper turn players can choose the &#8220;civil war&#8221; as a special action and attack<br \/>\ntheir friends. Combat is simple &#8211; each army gets as many dice as they have<br \/>\n&#8220;normal&#8221; troops\/cubes, up to a maximum of 3. Elite cubes can add one dice each<br \/>\nad libitum, but they also cost more upkeep at the end of a round. A 6 is a hit, both<br \/>\nsides roll at the same time. Whoever has the larger army present after this process wins<br \/>\nand the losing army retreats. After that there is a siege roll, one dice for each city<br \/>\ndisk, each 6 destroys another army. If you then still have more cubes of your army than<br \/>\nthe number of city disks, you can proudly walk it&#8217;s streets as a conqueror. Spoils of<br \/>\nwar include money and VP equal to the new size of the city, which is obviously one disk<br \/>\nless as it was razed by you.<\/p>\n<p>Cities can also be fortified or &#8220;grown&#8221; (up to three disks) via an action;<br \/>\nother interesting one-time actions are gaining temporary control of either the Arab or<br \/>\nByzantine elite troops. Arabs and Byzantines have slightly different movement rules<br \/>\nregarding sea travel (the Byzantines are better), and the use of captains can shift this<br \/>\nbalance, but I have yet to see a game where this option is actually used. There are two<br \/>\nmore options each round, one is exchanging cubes for money, the other is erecting mosques<br \/>\nand temples for VP&#8217;s (costs 6 money).<\/p>\n<p>When the turn ends, each player has to pay hefty support for his troops, which can end<br \/>\nin tears if the money doesn&#8217;t cut it, so players tend to completely destroy their<br \/>\narmies in order to reduce the cost, as at the end of the turn half of your destroyed<br \/>\ncubes are regenerated for free. But this is not always a good tactic, especially if you<br \/>\nwant to defend\u2026.<\/p>\n<table class=\"gbackgrl\" align=\"left\" border=\"1\" cellspacing=\"1\" cellpadding=\"3\" width=\"350\">\n<tr>\n<th colspan=\"2\">Characteristics<\/th>\n<\/tr>\n<tr>\n<td class=\"inset\">Playing the game:<\/td>\n<td>90-120 minutes<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Explaining the rules:<\/td>\n<td>15 minutes<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Rulebook:<\/td>\n<td>a step forward for Warfrog &#8211; it&#8217;s glossy and more detailed than former rulebooks<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Theme:<\/td>\n<td>high<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Medieval Atmosphere:<\/td>\n<td>nonexistent apart of the title<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Luck:<\/td>\n<td>If players are on equal terms dice rolls WILL decide the outcome of the game, if you don&#8217;t like a little luck in games, stay clear from this one. But skill plays a higher role<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Material:<\/td>\n<td>Lots of wooden cubes and disks, sturdy board, sturdy tableaus, nothing left to be desired<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Artwork:<\/td>\n<td>Nice and fitting for the theme<\/td>\n<\/tr>\n<\/table>\n<p>After three turns the game ends and an alternative end occurs when Constantinople (a 5<br \/>\ndisk city) falls to either the Bulgars or the Arabs. As the Bulgars start out pretty<br \/>\nclose to Constantinople they can be used as a constant threat to end the game, in fact<br \/>\nall games I played ended with a Bulgar conquest of Constantinople by the player leading<br \/>\nin VP&#8217;s.<\/p>\n<p>&#8220;Byzantium&#8221; is a tense and challenging game with an ever changing board<br \/>\nsituation. Where you place your armies plays a huge role, as movement is expensive (it<br \/>\ncosts cubes) and you don&#8217;t want to get stuck in a &#8220;dead&#8221; corner of the<br \/>\nboard with nothing interesting to attack. As attacking is practically the only way to get<br \/>\nmoney, there will be a lot of exciting battles, and they will also usually be fair<br \/>\nbattles, as retreat is practically always an option. And even if a player loses one of<br \/>\nhis armies he is far from losing the game, AND he can always construct a new army. In the<br \/>\nend its VP&#8217;s that count and they are gained through conquests on the board, but not<br \/>\nnecessarily lasting conquests.<\/p>\n<p>As in any good Euro game the road to victory is not obvious, and many strategies are<br \/>\nvalid. The miser could go for VP&#8217;s through temples, spending little money for his<br \/>\narmy instead. The conqueror fights as many battles as possible, with little regard for<br \/>\ndefending &#8220;his&#8221; cities. The hoarder concentrates on defending a few valuable<br \/>\nkey cities. All these strategies are valid and can be successful, depending on the<br \/>\nactions of the other players. As actions are limited rounds are fast and exciting, and no<br \/>\nplayer ever gets into a situation where he can&#8217;t do anything worthwhile (apart of<br \/>\nrunning out of resource cubes).<\/p>\n<p>I enjoyed &#8220;Byzantium&#8221; immensely &#8211; it is one of the more accessible<br \/>\n&#8220;heavy&#8221; games by Martin Wallace, and can be taught reasonably quickly (and<br \/>\nplayed quickly as well). It is less unforgiving than the equally excellent &#8220;Age of<br \/>\nSteam&#8221;, so it might draw some new Wallace converts. I am already a big fan of his<br \/>\ngames, and this is certainly one of his most interesting efforts to date.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Byzantium reviewed by Moritz Eggert Martin Wallace does not disappoint with his newest game, the unusual wargame &#8220;Byzantium&#8221;, which was presented at Spiel 2005 by his &#8220;own&#8221; publishing house, &#8220;Warfrog&#8221;. In fact &#8220;Byzantium&#8221; might be one of his best games yet. &#8220;The Year is 632 A.D. \u2026&#8221; begins the rulebook, and we, as players, find &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2006\/01\/18\/byzantium\/\" class=\"more-link\"><span class=\"screen-reader-text\">Byzantium<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3536","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":9,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3536","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3536"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3536\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3536"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3536"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3536"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}