Joe Oppenheimer - Feb 5, 2009 6:48 pm (#26592 Total: 26752) "They say you should never dip you pen in company ink, but I'm glad I dipped my pen in your ink." - Pineapple Express Campaigns of King David >Can you give a brief detail or two about the various systems in the game? I haven't played one of his games in years. It's by Rob Markham and seems to be a successor to his Soldier Kings/Soldier Emperor/Soldier Raj system but with some nice improvements (no more rolling sixes to hit). The game is for two to five players (Judah, Philistines, Aramea, Tyre, and Moab) plus there are several small non-player neutrals. The most unusual system is the sequence of play. There are chits for the various phases (Event, Build, Action, Resource, and Harvest) and you put these in a cup and draw out 12 with the first six being displayed face up and then next six hidden until mid-turn. Not all chits will come up in a turn and the mix of chits and their order will vary. This means you may get fat and rich from multiple havest and resource phases before having to pay mainenance in the Build phase, or you might go broke if you have few harvests and two back to back Build phases. You also can't be sure how many Action phases you will have until half way through the turn. There are random event markers as well and these run the gamut from acts of God that stop other events, to secret tunnels for sieges, ambushes and enhanced weapons in combat, alliances with minors, and even the Ark of the Covenant. It's a guns and butter game and with multiple players there is a strong incentive for diplomacy since you can't survive fighting everyone at once. The combat system is also unique. While combat units are marked with combat and movement values (like so many games since Dan &I were playing in my parents house) what really matters is unit type. Phalanx units (this seemed a misnomer for the time period but clearly they are well armed and trained spearmen) roll a ten sided die in combat. Chariots roll a ten sider in clear terrain and an eight sided die in hill terrain. Infantry units roll an eight sided die, and militia roll a six sided die. You add up all the dice rolls plus the combat strengths and get a loss number (obviously you're more likely to hurt the other guy if you're rolling bigger numbered dice). The losses are satisfied by flipping steps of units that match the sidedness of the dice they roll. So a phalanx can flip to absorb ten hit points while a militia will only absorb six hit points when flipped. Combat is exciting, bloody and potentially surprising because of the event markers. There is also siege where each unit rolls a six sided die and the city fires back with a ten sided die per level of fortification (1-4). There is no retreating back into cities so you dispense with some of the confusion that comes in area games that have cities within areas. It's a pretty cool game. It does take a little while to get into although the rules aren't very complex. With the right group of players in the right spirit it is a lot of fun.