From: Roberto Chiavini Subject: One review Tolentino 1815 (Alea iacta est 3) The third offer from Alea iacta est it's probably the better game of the three peculiar choices designed by Esperia. This neat simulation of the battle of Tolentino (Murat against the Austrians in the later phases of the Napoleonic adventure) has a lot of potential and a strange, fascinating system to add to his starting very good impression, due to very good graphics (usual for this Italian magazine). Designer Donato Maglionico challenges grognards with a deceiptively simple design in less than 4 pages of actual rules!! So, much of the rules are explained only once and you need to read very thouroughly all the sentences to fully understand the mechanism of this game. The system is a joy for the fanatic die-rollers out there, but it's a real pain for all the others, as each combat needs several dice to be rolled (possibly twice, as there is a second combat phase, regarding pursuit). Anyway, the system seems to work and the game is definitely better than the previous two from Alea. Each combat unit is rated for combat (the number of dice to roll in combat), morale (the combat die roll modifier for attacking) and movement. Artillery has another value for artillery combat (the number of dice to roll during a bombardment - up to three hexes far, cannot pass through other units or terrain obstacle, like woods - dense and sparse - and villages). Leaders are rated for range (each units inside the range may move and have combat, otherwise it is stalled and may only defend), while supreme leader has also a maximum number of leaders/units they may give command to. Both kinds of leaders have also a bonus for attack or defende purposes, but only for unit directly stacked with. Sequence of play it's a mixed one, with two combat phases inside each turn, with player alternating in charges and artillery fire, with melee fight by units inside the same hex. There is no stacking (other than for the leaders). Combat is made by comparing the results obtained by the attacker and the defender (each modified 5 or 6 rolled by each player equals one hit) and reading a differential matrix that normally bring to another matrix for the pursuit combat resolution. Artillery fire is more simple and normally more devastating. Victory is based on destroying the morale of the enemy army or, after 15 turns, on points, based on territorial objectives gained. All in all, a really peculiar game, needing perhaps a facelift in the rules department, but a very good sign of improvement by a magazine who needs all the support in this world of re-growing passion for an old hobby like ours. I rated this game 6 1/2 in a 1-10 scale.