Adua (Alea iacta est 4) The game in the fourth number of the Italian wargaming magazine Alea iacta est is on the battle of Adua, 1896, during the Italian colonial campaign against the Ethiopians of King Menelik. As for the previous games of this magazine, I have mixed feelings about the result of this game and its total evaluation. Graphics for the map are good, but not astonishingly so, while the counters are the usual ones for Alea, so they are really good (even if the faces of the generals are still too cartoonish for my tastes). Rules are keep short, perhaps a bit too short, because you need to be already a wargamer to fully understand them (as several normal passages in a game are avoided, because a player already know how to move a unit on an hexagonal map and so on. But this is not a problem). They are still a little convoluted in their exposition, but they are clear enough to concede the player the opportunity to read them carefully one time and then set up the game and play. All the combat units are rated for combat (the number of six sided dice you roll to hit the enemy), quality (a die roll differential for fire combat) and movement. The italian leaders have a rating for range of command and one for the number of order they may give each turn, while the Ethiopians leaders have an initiative value, used for melee combat only (to push more troops against a target). There are two kinds of combat, fire and melee, the first based on huge quantities of die rolls (each unit rolls a total of dice equal to their combat value and each modified "6" is evaluated against the hits obtained by the other player to obtain a row in a column giving a combat result - normally a step reduction for the unit involved and a possible retreat), while the other uses a more classic CRT to give other results of retreat or step reductions. Most of the Ethiopians have 2 steps, while their Royal Guards and all the Italians have 4 steps. The Italians have 15 turns to move a few units out of the border on the other side of the map and have to move through a wall of light armed (mostly), but ferocious tribesmen, advancing through hills and small mountains, with the risk to have a part of their troops surrounded or cut out by the storming tribesmen, and risking from the 6th turn on to remain with few ammunitions. What is the result of this game? Well, it's definitely boring, with tons and tons of die rolls, but could be interesting for the lovers of the period. I'm not sure of the approach taken by the author toward a correct simulation of the historical situation, as the game has been mantained simple enough to be enjoyable even by a novice, but certainly the combat system sucks (it's too long - ok for the step reductions, but all the dice needed to obtain a simple one step reduction on the target - yes, you cannot give a target more than one step loss in a single combat fire phase - are simply a delirious loss of time). With a better fire resolution system, the game should be playable, probably even interesting enough for a two players game, as the Italians has to make a choice of a fast, bloody penetration toward the west border of the map, or a more checked advance, using entrenchments, to avoid the risk of losing the game for too much losses. As it stands, I rate the game 5 out of 10, but if you are able to invent a a better fire combat resolution table, probably the game could go up at least 1 vote and an half. Roberto Chiavini