Wallace-a-thon: After the Flood
Nov. 20th, 2008 12:17 amPlayed a first game of After the Flood today. I was not disappointed. I'd written that it looked to me like a more Warfrog sort of game with a lot of intricate, connected systems, and that was indeed the case. It wasn't as much of a brain burner as Brass or Byzantium, but there were a lot of things to think about and I think we all felt like we could play it better in a later game.
Basically, there are two major systems. On the one hand you have workers that you send out to try and gather and trade resources. On the other hand you have empires that you take control of each turn which rampage across the map and which can upset worker usage. Though the two sides of things feel a bit separate, they also create a tension between them.
I was surprised that the armies were as major a part of the game as they are, but they aren't the be-all and the end-all. I went heavy on armies throughout the game and lost by a couple of points to a player who did some work with armies (as everyone will), but paid much more attention to resources and trading them up.
(The game was very close; I don't remember the exact scores, but they were something like 114-111-111.)
I was also surprised by how tight the resources are. I wasn't expecting that when I read the rules, but you have a pretty limited set of resources to use each turn (about 4-8 I'd think) and you don't get any more, so you have to decide what to use for armies, what to use for worker placement and what to convert to victory points. I felt like I'd backed myself into a corner more than once, which means the game is pleasantly tight.
The game had some of the typical Wallace touches. It centers around a variety of actions that you can take each round of play. There's not exactly an economic system, but the system of resources and trades is pretty intricate. The ability to command different armies reminded me a tiny bit of Byzantium initially, but after playing it, I'd really say that element is more Vinci or History of the World.
I'll be writing a full review of the game after I've gotten to play it one more time (which will be slightly tricky, as it's a 3-player only game).
Basically, there are two major systems. On the one hand you have workers that you send out to try and gather and trade resources. On the other hand you have empires that you take control of each turn which rampage across the map and which can upset worker usage. Though the two sides of things feel a bit separate, they also create a tension between them.
I was surprised that the armies were as major a part of the game as they are, but they aren't the be-all and the end-all. I went heavy on armies throughout the game and lost by a couple of points to a player who did some work with armies (as everyone will), but paid much more attention to resources and trading them up.
(The game was very close; I don't remember the exact scores, but they were something like 114-111-111.)
I was also surprised by how tight the resources are. I wasn't expecting that when I read the rules, but you have a pretty limited set of resources to use each turn (about 4-8 I'd think) and you don't get any more, so you have to decide what to use for armies, what to use for worker placement and what to convert to victory points. I felt like I'd backed myself into a corner more than once, which means the game is pleasantly tight.
The game had some of the typical Wallace touches. It centers around a variety of actions that you can take each round of play. There's not exactly an economic system, but the system of resources and trades is pretty intricate. The ability to command different armies reminded me a tiny bit of Byzantium initially, but after playing it, I'd really say that element is more Vinci or History of the World.
I'll be writing a full review of the game after I've gotten to play it one more time (which will be slightly tricky, as it's a 3-player only game).