From: kwan@cs.cornell.edu (Alan Kwan) Subject: REVIEW: AH's History of the World Date: Sat, 10 Sep 1994 20:04:42 GMT Ah's History of the world is an innovative /extension/ of Risk. It's very enjoyable. It's a moderately long game (takes like 6 hours to play). I've played the game only once, but I studied the rules and drew some inferences about the game. Basic system: The game's goal is victory points. The game is played for exactly seven turns, and whoever has the most VP at the end wins the game. The mapboard is structured like a Risk board, but water spaces are accessible. Each turn, you draw an empire card (special drawing sequence for game balance). The empire card lists your start space and your useable strength this turn. It also states which water areas you can enter. Say if your strength this turn is 6, then you get 6 armies (/navies/forts) to place on the map. You start from your start space, and expand by placing armies in adjacent spaces, or reinforce your occupied spaces. If you put an army in an enemy-occupied space, combat ensues (attacker in general has as advantage). In this part of the turn, your armies from empires on previous turns are /not/ (really) considered "friendly" units. Armies once placed on the board are generally not moved. You continue placing armies in "reachable" spaces until you've placed your allowance this turn. Scoring is at the end of /your/ player turn. The mapboard is didided into areas like Risk. There is a VP chart besides the map giving the value for each area for each turn. But scoring is not like Risk; you score [area points] x1 if you have any unit in the area. You score x2 if you occupy at least three spaces and more spaces than anybody else. You score x3 if you occupy every space in the area. The rules generally encourage widespread expansion rather than concentrating in one area. You also score points for sea spaces, capitals and cities (some start spaces) and for monuments (built by occupying resource spaces). During scoring, all your units from empires on previous turns /are/ considered friendly units. The main advantage of the game system is that player interaction is regulated. You can try to kick back the leader by attacking his on-board units, so that he will not score so many points on his turn, but even if you wipe out all his armies, he'll still get his allocated strength on his turn, and get some score. You can't gang up on the leader to wipe him out as in Civilization. You can also build forts in his path (if you know where he's coming) to hinder his expansion, but he can choose to expand in another direction if you're going too far. So there is always /some/ degree of player interaction, but you can't count on ganging up to overturn a well- played game. As already stated, a player's on-board strength affects his scoring, but not so much his expansion. The game is /extremely/ well-tested and balanced. You usually have a reasonable chance of catching up to the leader (unless you've played badly or were unreasonably unlucky and are really behind), but the leader does have some advantage. Some of the rulings show a delicate effort to maintain game balance; for example, the event cards are divided into types (minor empire/leader/calamity etc.) and in the beginning of the game, each player draws one card from each type. This ensues that no one gets too lucky or unlucky on cards. Also, there are no "ridiculus" cards. Also,because of the fixed length of the game, playing time is quite constant, so you can schedule your sessions easily without messing up your life. This game is simple, but it is the most playable game I've ever seen. Play is very varied, because the possible combinations of empire cards are astronomical. Highly recommended. Alan.