{"id":3604,"date":"2006-11-13T12:00:00","date_gmt":"2006-11-13T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2006\/11\/13\/italia\/"},"modified":"2006-11-13T12:00:00","modified_gmt":"2006-11-13T11:00:00","slug":"italia","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2006\/11\/13\/italia\/","title":{"rendered":"Italia"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/20131\" target=\"_blank\">Italia<\/a><\/h2>\n<p style=\"font-style: italic\">reviewed by Moritz Eggert<\/p>\n<p>Phalanx continues to manage a successful line of Euro games and &#8220;geek&#8221; games, or even<br \/>\na combination of the two, like in the excellent &#8220;War of the Ring&#8221;.<\/p>\n<p>Since the time when <a href=\"http:\/\/pulsiphergames.com\/gameindex.htm\" target=\"_blank\">Lew<br \/>\nPulsipher<\/a> was inspired by the now forgotten hex and counter wargame &#8220;Ancient<br \/>\nConquest&#8221; to create a comparatively simple wargame that creates what he calls a &#8220;sweep of<br \/>\nhistory&#8221; the mechanics of &#8220;Britannia&#8221; have been a fan favourite, and there are now<br \/>\nmany variants of the game that recreate other place&#8217;s histories.<\/p>\n<p>For an excellent <a href=\"http:\/\/www.spotlightongames.com\/list\/b-style.html\" target=\"_blank\">overview on Britannia-like games<\/a> please visit the website of one of the world-wide<br \/>\nleading &#8220;Britannia&#8221;-experts, Rick Heli.<\/p>\n<p>Andreas Steding, designer of Italia I and II, has already created one of the best known<br \/>\nBritannia variants, the monster game &#8220;Hispania&#8221;, which recreates the history of Iberia,<br \/>\ntoday known as Spain. There are &#8220;Britannia&#8221; variants which simplify the basic system &#8211;<br \/>\n&#8220;Hispania&#8221; and &#8220;Italia&#8221; certainly do not go this road but rather add chrome and<br \/>\nspecial rules that give the players more choices but also more headaches.<\/p>\n<p>&#8220;Italia&#8221; is &#8211; no surprise here &#8211; a recreation of the history of Italy from ancient<br \/>\ntimes. Unusual for a &#8220;Britannia&#8221; game it comes in two completely different versions that<br \/>\ncover two different time periods. The first one &#8211; another first &#8211; is especially designed for THREE<br \/>\nplayers, and once you consider the history depicted here it makes sense. In 10 rounds the players<br \/>\nplay the rise and fall of the Roman Empire, from the G\u00f6tterd\u00e4mmerung of the Greeks to the final<br \/>\ndays of the empire. One player will mainly be busy with the Romans, and his task is to hold and<br \/>\nexpand the Roman position and deal with pesky revolts and upstarts. The other two players play all<br \/>\nthe minor or big empires that constantly threatened Rome, most notably the Carthaginians with<br \/>\nHannibal, whose campaign is actually a major event in the game.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/italia_b1.jpg\" align=\"left\" width=\"260\" height=\"239\" border=\"0\" alt=\"board\"\/><\/p>\n<p>The interesting thing is that the game system constantly forces the two non-Roman players to<br \/>\neither gang up against Rome &#8211; which certainly has some power to defend itself &#8211; or to go for quick<br \/>\nvictory points against each other.<\/p>\n<p>The second game, Italia II, recreates the history AFTER the fall of the Roman Empire, and is<br \/>\ndesigned, like most Britannia games, for 4 players.<\/p>\n<p>I will not go too much into the rules here, but instead add a list of major differences between<br \/>\nthe &#8220;Italia&#8221; and the &#8220;Britannia&#8221; system (it&#8217;s not a short list) below.<\/p>\n<table class=\"gbackgrl\" align=\"right\" border=\"1\" cellspacing=\"1\" cellpadding=\"3\" width=\"350\">\n<tr>\n<td align=\"center\"><b>Summary of what is missing in Italia<\/b><br \/>\n<br \/>\n<i>(VERY minor grapes, as the production value of this game is very high &#8211; beautiful counters,<br \/>\nsturdy board, etc.)<\/i><\/td>\n<\/tr>\n<tr>\n<td>\n<ul>\n<li>A handy overview of when the units\/nations of all players appear in which round &#8211; something<br \/>\nthat is usually found with any &#8220;Britannia&#8221;-style games. This info is only found on the<br \/>\nnation cards themselves, which are covered with tiny print.<\/li>\n<li>A turn order list of nations on the gameboard itself. This is only found on a separate sheet<br \/>\nthat is used to look up many other things.<\/li>\n<li>Some nations easily amass more than 5 gold. There is a +5 counter for the money, but even with<br \/>\nthat only 10 gold can be recorded, large nations like Carthaginians and Romans easily exceed this<br \/>\nlimit.<\/li>\n<li>Any kind of historic reference (i.e. what time period a turn represents) &#8211; this is a glaring<br \/>\nomission that is kind of surprising when one thinks about the detail and chrome that went into this<br \/>\ngame.<\/li>\n<\/ul>\n<\/td>\n<\/tr>\n<\/table>\n<p>Andreas Steding has added a lot of chrome to the &#8220;Britannia&#8221; game system here,<br \/>\navoiding some overly complicated mechanics that made &#8220;Hispania&#8221; very long to play. Still,<br \/>\nthis is &#8220;Britannia&#8221; on steroids &#8211; the decision making is much more difficult as there are<br \/>\nlots of things large nations can do on each turn: raiding, naval moves, building cities,<br \/>\ncampaigning. The latter mechanic simulates the long campaigns of Hannibal and the like, something<br \/>\nlike a mini game in the game as other players can react to the ongoing campaign moves, also<br \/>\nsomething that has not been seen yet in &#8220;Britannia&#8221;.<\/p>\n<p>All this might be too much for some. &#8220;Italia&#8221; certainly isn&#8217;t a game that makes<br \/>\n&#8220;Britannia&#8221; more accessible for the common market, rather the opposite. But there are<br \/>\nmany interesting ideas here &#8211; the campaign system for example.<\/p>\n<p>Where the game shines is in its 3-player scenario (or rather &#8220;game&#8221; &#8211; as the 3-player<br \/>\nversion is completely different from the 4-player version, there are different nations, even partly<br \/>\ndifferent rules). This is the first time it has been done right, with basically two sides<br \/>\nrepresenting the nations oppressed by the Romans that constantly struggle among themselves, and the<br \/>\nthird player representing mostly the Romans in their struggle to dominate the peninsula.<\/p>\n<p>Game material is top notch, as usual with the &#8220;Phalanx&#8221; line, which is always put<br \/>\ntogether with great care and love, although there are some strange omissions (like a historical<br \/>\nreference or an overview over when all nations\/armies appear). The rules are not for the<br \/>\nfaint-of-the-heart &#8211; even Britannia veterans will have some new concepts to struggle with, although<br \/>\nthey will still feel at home. Recommended, but not for the casual gamer. You should have a day free<br \/>\nfor your first game, 8 hours recommended.<\/p>\n<\/p>\n<h2>MAIN DIFFERENCES BETWEEN &#8220;BRITANNIA&#8221; AS WE KNOW IT AND &#8220;ITALIA I\/II&#8221;<\/h2>\n<h4>NEW PLAYING PIECES<\/h4>\n<ul>\n<li>Consular Legions\/Knights (2 hits, regenerate after combat)<\/li>\n<li>Fleets (transport, naval supremacy bonus)<\/li>\n<li>Elephants (scare\/destroy additional units)<\/li>\n<li>Cities (earn gold, give defensive advantage)<\/li>\n<\/ul>\n<h4>NEW LANDSCAPE<\/h4>\n<ul>\n<li>there are sea spaces in which battles can be fought<\/li>\n<li>Marshland gives defensive bonus, but is no hindrance to movement<\/li>\n<li>Highland works similar to &#8220;mountains&#8221; in &#8220;Britannia&#8221;<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/italia_b2.jpg\" align=\"right\" width=\"169\" height=\"310\" border=\"0\" alt=\"board\"\/><\/p>\n<h4>INCOME\/SPENDING<\/h4>\n<ul>\n<li>All areas produce one &#8220;gold&#8221; (instead of population points)<\/li>\n<li>Cities also produce one gold.<\/li>\n<li>Gold can be saved indefinitely.<\/li>\n<\/ul>\n<p>Income can now be spent on:<\/p>\n<ul>\n<li>Infantry legions, fleets (4 gold)<\/li>\n<li>Consular Legions (see limit in Italia I, 6.3), Knights, Elephants<\/li>\n<li>City in standard area (6 gold)<\/li>\n<li>City in &#8220;difficult&#8221; area, marshland or highland (8 gold)<\/li>\n<\/ul>\n<h4>NEW UNITS<\/h4>\n<p>May appear in &#8220;massing areas&#8221; which have to be left, otherwise pretty similar<br \/>\n(7.2).<\/p>\n<h4>POPULATION LIMIT (2 per space)<\/h4>\n<p>Does NOT exist!<\/p>\n<h4>STACKING LIMITS<\/h4>\n<p>Works very differently.<\/p>\n<p>In short:<\/p>\n<ul>\n<li>Cities\/Leaders do not count against the stacking limit<\/li>\n<li>Normal\/marsh: 3<\/li>\n<li>Highland\/massing area: 2<\/li>\n<li>Sea area: unlimited<\/li>\n<li>Declaring as &#8220;capital&#8221; (like in &#8220;Britannia&#8221;, presence of a city is<br \/>\nstrangely enough NOT required): +1<\/li>\n<li>Capital declaration can be changed at any time, like in &#8220;Britannia&#8221;<\/li>\n<li>Rome is always the capital of the Romans<\/li>\n<\/ul>\n<p>In addition:<\/p>\n<ul>\n<li>When moving into combat: +1<\/li>\n<li>When moving with a leader: +1<\/li>\n<li>When doing a major invasion: +1<\/li>\n<\/ul>\n<p>(all cumulative)<\/p>\n<p>In a campaign:<\/p>\n<ul>\n<li>Unlimited stacking with leader, or also for the other players during some &#8220;reaction<br \/>\nmoves&#8221;.<\/li>\n<\/ul>\n<p>Stacking limits are pretty much always in effect, even in retreating.<\/p>\n<h4>MOVEMENT<\/h4>\n<ul>\n<li>highland stops like mountains, can be overcome with leader<\/li>\n<li>Straits stop movement like in &#8220;Britannia&#8221;<\/li>\n<li>marshland does NOT stop movement<\/li>\n<li>naval transport: ships may carry 2 land units each, can do naval move if starting in a coastal<br \/>\nspace, and then do nothing but naval move, may stay on sea indefinitely<\/li>\n<li>friendly cities negate terrain effects (work like Roman Roads in &#8220;Britannia&#8221;)<\/li>\n<li>leaders increase movement by 1 (of their group)<\/li>\n<li>units have different movement capabilities that are printed on the counters<\/li>\n<li>Overrun like in &#8220;Britannia&#8221;<\/li>\n<li>Ships move through each other, after all moves other players and the active player have to<br \/>\ndeclare combat in spaces the active nation moved in. If anybody declares combat, combat takes<br \/>\nplace, otherwise no combat in sea areas (has to be done immediately after movement)<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/italia_b4.jpg\" align=\"right\" width=\"104\" height=\"96\" border=\"0\" alt=\"token\"\/><\/p>\n<h4>COMBAT<\/h4>\n<ul>\n<li>Units have different &#8220;to hit&#8221; numbers (printed on the counters), that have to be<br \/>\nrolled on 10-sided dice, like in &#8220;Hispania&#8221;.<\/li>\n<li>Elephants, Knights and Consular Legions have special abilities.<\/li>\n<li>Cities don&#8217;t defend with dice, they just add defensive capabilities.<\/li>\n<li>If victorious, city can be &#8220;sacked&#8221; and is destroyed (flipped to &#8220;ruin&#8221;<br \/>\nside). The pillager gets 4 gold. A city that is &#8220;sacked&#8221; can&#8217;t be rebuilt in the same<br \/>\nturn.<\/li>\n<li>Rebuilding: remove one unit (not leader) in the ruined space when it&#8217;s your turn, city is<br \/>\nrebuilt from ruins.<\/li>\n<\/ul>\n<p>Modifiers to the hit roll:<\/p>\n<ul>\n<li>highland\/marsh -1 on roll<\/li>\n<li>City is defending -2 on roll<\/li>\n<li>Leader +2 (and this is CUMULATIVE &#8211; several leaders can create a super army!)<\/li>\n<li>Naval Invasion (landing with ships) or strait combat (like in &#8220;Britannia&#8221;): +2 for<br \/>\nthe defender in the 1st round only<\/li>\n<li>Fleets get +1 per transported unit<\/li>\n<li>Naval Supremacy (if adjacent sea area\/s to combat space contain\/s fleets of the nation in LAND<br \/>\ncombat and total number of fleets of that nation is at least double the number of fleets of the<br \/>\nnation it fights against in those adjacent areas &#8211; I know, it sounds complicated, but that&#8217;s<br \/>\nhow it is, folks&#8230;) +1<\/li>\n<li>Raid combat (see below): one combat round only, and no modifiers to attacker, hits on a 7<\/li>\n<\/ul>\n<p>Raid combat is a new concept and is directed at pillaging cities if at least one damage is<br \/>\ncreated. Defending land units are NOT hurt. If city is pillaged, attacker receives 4 gold, and the<br \/>\ncity is &#8220;raided&#8221;, which is different from &#8220;sacking&#8221; in that it can be rebuilt<br \/>\nIMMEDIATELY out of turn sequence.<\/p>\n<h4>RETREAT<\/h4>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/italia_b5.jpg\" align=\"right\" width=\"100\" height=\"97\" border=\"0\" alt=\"token\"\/><\/p>\n<p>Like in &#8220;Britannia&#8221;, but Attacker can also retreat to OTHER spaces than the one he<br \/>\nentered from, if they are either free or occupied by his own people.<\/p>\n<h4>VICTORY POINTS<\/h4>\n<p>Nation victory points are much more complicated than in &#8220;Britannia&#8221; and often<br \/>\ndifferentiate between &#8220;areas&#8221; and &#8220;cities&#8221; controlled.<\/p>\n<h4>CAMPAIGNS<\/h4>\n<p>This is a new concept. At certain moments in history nations can start campaigns, basically a<br \/>\nhuge stack of units (no stacking limit) with leader that has to be paid 1 gold for each move. After<br \/>\neach of these moves nations adjacent to the campaigning leader can, in turn order, do reaction<br \/>\nmoves.<\/p>\n<p>Either:<\/p>\n<p>Move to Battle: move any number of units adjacent to the campaigner&#8217;s space into battle,<br \/>\ndisregarding stacking limit.<\/p>\n<p>Or:<\/p>\n<p>Move and See: Move one stack to one adjacent space ANYWHERE on the board, without initiating<br \/>\ncombat, or to join an already existing combat (either the space with the campaigning leader or an<br \/>\noverrun space).<\/p>\n<p>ATTENTION: it seems stacking limit is in effect here!<\/p>\n<p>It is also possible to leave the space the campaigner has just entered, thereby giving ground<br \/>\n(think of the real Romans reaction to Hannibal&#8217;s campaign).<\/p>\n<p>Raiding in Overrunning spaces are possible, but only during a campaign (again think of<br \/>\nHannibal).<\/p>\n<p>&#8220;BLOCKING&#8221; is a new concept that benefits the campaigner: for 1 gold AND 1 unit<br \/>\nsacrifice he can prevent movement in ONE adjacent space to the campaigning leader.<\/p>\n<h4>SUBMISSION<\/h4>\n<p>In general different rules for each nation, like in &#8220;Britannia&#8221;. Otherwise very<br \/>\nsimilar. The subjugated nation&#8217;s income is halved and rounded UP, the subjugating nation gets<br \/>\nthe rest.<\/p>\n<p>Areas controlled by the subjugated nation do NOT count as controlled, only in certain<br \/>\ncircumstances. Some nations get the possibility to REVOLT. They can be subjugated AGAIN after such<br \/>\na revolt. Sometimes submission is FORCED when falling below a certain threshold of units\/areas. It<br \/>\nis sufficient to simply move one unit into an area of a nation that has forced submission. No<br \/>\ncombat will take place and the nation immediately submits.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/italia_b3.jpg\" align=\"right\" width=\"99\" height=\"96\" border=\"0\" alt=\"token\"\/><\/p>\n<h4>ADDITIONAL RULES<\/h4>\n<p>ITALIA I<\/p>\n<p>Is a 3-player game and totally different from the 4-player game (ITALIA II). It has completely<br \/>\ndifferent nations and time periods, so one can say that Italia is 2 games in one, not one game with<br \/>\na 3-player variant. Some gamers actually prefer the 3-player game to the 4-player game.<\/p>\n<ul>\n<li>Rome can only be permanently occupied in Round 10, and is always automatically rebuilt.<\/li>\n<li>Hannibal campaign has some special rules for elephants and unit drafting (see 13.2)<\/li>\n<li>Game Turn 10 (the last) has only campaigns, and only three nations move, for all the other<br \/>\nnations game turn 9 is the last one where they can act<\/li>\n<li>Roman legions may defect to another player&#8217;s side if controlled by Marius or Sulla<br \/>\n(leaders), see 13.4<\/li>\n<li>Major Battles: is a new concept that describes battles with 3 or more units ON EACH SIDE. Some<br \/>\nnations get extra points for winning major battles.<\/li>\n<\/ul>\n<p>ITALIA II<\/p>\n<p>Is a 4-player game.<\/p>\n<ul>\n<li>Knights have 2 hits like Consular Legions, but may not retreat after receiving such a hit<\/li>\n<li>Patrimonium Conversion: Twice per game the Patrimonium player can convert any one unit of<br \/>\nanother adjacent nation.<\/li>\n<\/ul>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Italia reviewed by Moritz Eggert Phalanx continues to manage a successful line of Euro games and &#8220;geek&#8221; games, or even a combination of the two, like in the excellent &#8220;War of the Ring&#8221;. Since the time when Lew Pulsipher was inspired by the now forgotten hex and counter wargame &#8220;Ancient Conquest&#8221; to create a comparatively &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2006\/11\/13\/italia\/\" class=\"more-link\"><span class=\"screen-reader-text\">Italia<\/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-3604","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":7,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3604","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=3604"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3604\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3604"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3604"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3604"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}