You may also like…
Sale!
At the height of its power, the Roman Empire covered a vast amount of territory and brought major advancements in engineering, architecture, science, art, and literature. Corruption and economic crisis has made the empire unstable and paved the way for aggressive barbarian tribes to attack.
ajewo
A cooperative game in the Pandemic universe in cooperation with Designer Paolo Mori (Libertalia, Ethnos, Dogs of War). Barbarian tribes take the place of the 4 diseases represented by cubes. The players job is to remove these cubes from the board by collecting a set of cards matching the tribe’s color before they spread too far and cause Rome to collapse. [b]Pros:[/b] + Artwork (colorful, detailed, clear paths, helpful coloring) + Theme (Rome, fighting Barbarians, historic) + Components (custom wooden meeple and tokens, custom dice) + Different player characters each with unique powers + Castle defense: Rome cannot fall (loose condition) + Dice roll for removing Barbarian cubes (cure) which adds a push your luck element because own Legion may die as well. Furthermore, a special ability of a character may be triggered. + Pick up and delivery: Legions (meeples) are used to resolve combat and to protect cities. If a Barbarian cube should be placed, a legion and a Barbarian is removed. Up to a maximum of 3 legions can be picked up and transported with a player’s pawn or leave behind for teammates to pick up. + Defeated tribes are helpful for in the long run: no more cubes of that color are added to the board and the cubes of that color can be converted into legions. + Barbarian tribes are a little asymmetric: different number of cubes and different number of cards needed to defeat (cure) them + Additional / multiple win conditions: instead of defeating (curing) all Barbarian tribes, players can also try to eliminate the remaining tribes + Build forts in relevant positions to recruit legions and to reduce lost legions (e.g., in hot spots) + Drawn invasion cards add cubes to specific cities or along an invasion line starting from a Barbarian base up to the named city on the card. This adds new dimensions to the strategy by cutting off key invasions routes with legions (similar to Pandemic: Rising Tides) + More dynamic and fluid than other versions of Pandemic (Barbarian movement) + The few revolt cards in the deck add tension: new Barbarians are added and may cause a cascade like in other Pandemic games + Player aids + Scales well with all player counts except with 5 players which adds a bit too much downtime. [b]Neutrals:[/b] # Luck / randomness: dice are used for removing enemy cubes through combat and to trigger special abilities. Roll the number of dice equivalent to the number of legion meeples # Dice may mitigate alpha leader phenomenon because of the added uncertainty # There are two cards of each city in the deck (like in Rising Tide) which adds a memory element but due to the coloring of the cities, it is easier to remember if a city has already been drawn # Best solo mode for Pandemic so far (multiple characters, shared hand of cards) [b]Cons:[/b] - Dice may add too much randomness for deterministic people / fans of classic Pandemic. - Little number of game variants [b]Similar games:[/b] * Pandemic: Reign of Cthulhu (fight against cults, dice) * Pandemic: Rising Tides (wandering cubes) * Defenders of the Realm (castle defend, dice rolling, combat) * The Captain Is Dead (cooperative, Sci-Fi game, similar gameplay, thematic, all about planning ahead and activating stations for certain effects) [b]Similarities to Pandemic:[/b] * Win by bringing 4 tribes under control * Lose by running out of cards, by running out of cubes of a particular tribe, or by the rebellion tracker * Four actions on your turn * Building forts which help to fight the Barbarians * Remove cubes before 4 of them accumulate on a city which cause a rebellion and advances the rebellion tracker * Collect sets of cards to end the threat of a corresponding enemy [b]Differences to Pandemic:[/b] * Not collect sets of each of the 4 enemies to win, instead remove all barbarian cubes from the board * Lose if Rome falls
akaisamurai001
A great game that merges strategy with theme. It is a step up for pandemic strategy-wise with new things such as how the barbarians travel but also adds the excitement of battling with dice rolls. The downside is the dice makes the game luckier but I don't mind that as it adds to the theme and it does not make the game overly lucky in my opinion. But like Pandemic, the alpha gamer issue is still there. For me, this replaces base Pandemic and I can't recommend it more as a co-op game.
bcnevan
Mixed bag overall, but does OK in adjusting the Pandemic system to the Roman setting. There's definitely some thematic nonsense that occurs in the mapping of the pre-existing system onto the chosen setting. The invasion pathing is a nice touch and keeps the pressure on the players as the game progresses. Even a single city with three barbarians is a large threat, as that city can relatively quickly cause 4 decline or just cause an action suck that makes the game unwinnable (playing on the harder difficulties). But due to the way the map, cards, and legions combine together, the game wants to be played in one single way. If you don't play the game in that way, the additional randomized elements introduced as compared to normal Pandemic can cause action efficiency to leak in more uncontrollable ways. Even further, the combination of initial conditions and programmed invasion pathing lessens variation between plays. But the game does seem to acknowledge this by putting more interest in the player roles, having a somewhat large set of event cards, and using the battle dice. Still, its probably best for sporadic play or mixed in with other plays of the other Pandemic boxes (e.g. Iberia, Rising Tide). As of now, this seems very much like a game that I will like less the more I play it.