From: Roberto Chiavini Subject: One review Fall of Constantinople (Minden Games) I normally liked very much the games published by Gary Greber in his magnificent DTP magazine Panzershreck. This Fall of Constantinople is an unfortunate exception, as I think that this game really sucks. Apart from the usual very poor graphics (the glossy colored counters of this game adds, if possible, a step to the worse for these games), that is normally more than compensate by exceptionally good design (I think that Gary is one of the more creative designers of small solitaire games in the field, full of really peculiar and innovative ideas to resolve simple problems, adding chrome where needed), this time you get a solitaire recreation of the last days of Constantinople, a difficult situation to recreate for the tabletop wargamers (as Berg has learned with his not very well received design for S&T Siege of Constantinople), even if you choose to make the game playable solitaire. All the system stands in the placement rules, as the player, as the Ottomans, must choose how to place his units in a total of 5 squares (at least 5 in the Invasion square (i.e., the only square on the map where you may use your units to try to invade Constantinople from the sea) and in a single square no more than the double of the units you have put in the next highest numbered square (it sounds complicated but it is not: if you put, say, 12 units in one square, in the next highest one you have to put at least 6, in the third 3 and so on). Well, as you have 4 different types of units and two of this are to be put in a single square (and in one occasion you are forced to put all 17 European Ottomans in the same square), you are normally forced to divide your units almost equally among the front, and in my trial game I put no less than 9 units in a single square. After that you have to put a cannon in one of this square and your leader, Mohammed II. The real problem stands in how the system force you to place the defense of the city: almost all the Italian and Venetian units are useless, as they are used to defend the city from the sea. The other two types of defensive units are Greek and Genoeses and they must cover the 4 squares of the wall, where the player has put the most of his army: the problem is that in 2 of this squares the defense get only 1 unit. As the player wins occupying at any one time a single wall square, I win during the first turn and, having understood correctly the rules (a fact of which I'm not totally sure), I'll win each other possible games in the same way. What can I say about the rest of the rules: well, they are simple, with a lot of chrome added in the optional rules, but you need to roll dozens of dice to obtain almost nothing (as each single square of the defenses cannot get more than 3 casualties in a single turn – more than enough to take 2 squares in a single turn, anyway). This is siege warfare, and so it should be dull, repetitive, boring. So this couldn't be negative after all. But, or you change the placement rules, or you're to be taken by a very bad surprise. I rate the game 3 in a 1-10 scale, and I'm really sorry for this negative review