Sept 28th, 2003
After hating War: Age of Imperialism, I thought I would never buy another game by Eagle. In fact, I've bought two more. Attack! micro-evolves the Axis & Allies style of light wargame and does a reasonable job. It's the same genus, different species. [I'm not a rabid A&A junkie; I liked it when I was younger, but it's too long and needs tweaks]. I'll play Attack! when the mood strikes, but don't expect it to strike often.
Then I heard comparisons between Age of Mythology and Puerto Rico, a game I spend too much time thinking about. I read the online rules (after War:Age of Imperialism, I read the rules first). Unlike Eagle's prior games, the rules were complete and indicated that the game ended at a specific point, not when you want to finish. And there were a few little "Aha" moments. So, I bought it.
Age of Mythology (based on a computer game I've never played) is a resource management game with fighting. You get three actions a turn, but you don't have complete control over your choices. Each player has seven "permanent actions" they can take, and a deck of random actions. You pick and choose from the permanent deck, but get the luck of the draw from random deck (and you have to pick your permanent items first).
The actions are fairly standard: Explore (each player can pick a resource producing piece of land, almost exactly like PR's settler), Gather (produce a limited set of resources), buy stuff (buildings or combat units), trade resources with the bank, advance to the next age or attack. Unlike Puerto Rico, when you pick a role, other players aren't always involved. Gather and the world gathers with you; build and you build alone.
Advancing to the next age costs a hefty chunk of resources, but increases your hand size and allows you to build better combat units (heroes). Also, to build the game-ending wonder you must have advanced to the final age. The final action is to attack an adjacent opponent. You can pick one of three goals when attacking:
- destroy a building
- seize land
- raid stockpiles
Both players simultaneously pick an army from available units (the attack card dictates the size of the army). After revealing armies each player sends forward a champion, again simultaneously. Each creature gets some dice, and gets bonuses against certain creature types. The combat has been described as Rock-Paper-Scissors, which is fair enough; but Rock Paper Scissors can be interesting if the payoffs are unequal. Suppose that you are playing for $1, but if you lost while throwing scissors, you paid double. Now all of the elements aren't equal, and while an optimal strategy involves randomness, picking items according to the correct odds is hard. For battles where each side has 4 different choices, I doubt many people could determine an optimal strategy in their head or even on paper.
Of course, Age of Myth has dice. The combat system is: most sixes wins, re-roll ties. Hardly elegant. Some have proposed changes (like most 5s and 6s), but I wonder about balance. In any case, having a bunch of dice helps, and printing out player aids from boardgamegeek helps immensely. The combat system mixes RPS and a dice fest, so there's a lot of luck and some psychology. However, either player can retreat after each round of combat, so it's not mandatory.
In my mind, the real innovation of Age of Mythology works with the victory points. At the beginning of the turn, three players get to place victory points for achieving certain tasks:
- Building the (game ending) wonder,
- Having the largest army at the end of the game,
- Having the most buildings at the end of the game,
- Winning the next battle
So the points for the game's objectives vary from game to game, under direct control of the players, while some VPs get doled out during the game (for next battle, and also for a building that allows players to purchase VPs).
Do I think AoM is the next Puerto Rico? No. It's longer, with more luck (a bad combination). For me, the game doesn't go over the edge. You need to have some luck to allow trailing players to catch up, and the games takes a touch longer than I'd like, but I'm not a purist who demands all games resolve in 90 minutes or less. Still, a long game where a string of bad rolls destroy your chances of winning leaves a bad taste. My second game saw an unbelievable string of luck dominate the game.
Given that caveat, I consider Age of Mythology a reasonable entry in the 'empire' system (Produce:Buy:Attack:Research). The game is not incredibly long: our first game (which has players scrambling to see which units do what, as well as rules questions) clocked in at three hours for a four player game. Since the fourth player adds to the time, it's reasonable to expect three experienced players to finish in two hours (or less). Our second game had three players, one new, and took about 2.5 hours. Another table probably finished in about the same play time, but took longer to explain the rules. Like Titan, however, game length varies based on how many battles there are, which is up to the players. Thankfully (unlike most other Eagle Games), Age of Mythology has a definite ending. The game ends the turn: when the bank runs out of VPs. So a game goes 10 turns maximum. A game also ends when a player builds "The wonder," but that seems difficult.
The game adds tension with another interesting rule: VPs are not split in ties, but are just discarded. That allows trailing players to make attacks to force a tie between the leaders, effectively removing VPs from the game. I suspect that Age of Mythology may have a player effectively knocked out, but that's not surprising: If you fight a hopeless battle rather than retreating when outclassed (or after the dice have spoken), winding up with no army is the logical result, and that's devastating in a wargame.
Age of Myth certainly has weaknesses: apart from length and luck, the pressure of Puerto Rico is missing. There are enough buildings for all of the players to get their share. However, buildings can be destroyed and 'plantations' are keyed to certain land types. Also, resources can easily run out, hurting players during the gathering phase (similar to craftsman). The roles are similar, but each player has their own deck to limit their options, instead of other players selections. You can see the mechanical similarities in setup, the results differ significantly. Another real issue is that a player can be forced into a kingmaker position with little to no real chance of winning. I believe that is more likely to happen in a four player game, where the player opposite the leader cannot directly attack him but may desperately need to raid another player. In a three player game, players can always attack whomever they want.
I suspect AoM works much better with three than four players. Right now there are three civilizations, so having one of each seems best. Each civilization has its own units and random action deck, leading to a different feel. Because of the Rock Paper Scissors element (and the details on how gathering works), it would be unfair for one civilization to be represented twice in a four player game, so it's Two vs. Two, which is somewhat unsatisfying. One unexpected difference is that resources are much tighter in a 3 player game. That is because when you gather, you pick a type of land ("Forests") or a commodity ("Wood") that produces for everyone. Each civilization has a different mix of spaces: Egypt has lots of desert. In the four player game, though, that means that everyone has a partner with the same mix of spaces, so in addition to there being more gathering (from
the extra player), most gather cards will significantly help another player. In the three player game, that is unlikely (the Greeks and Norse don't have many desert spaces). In a four player game, the bank was running out of commodities fairly consistently, but that rarely happened with three. [The bank is adjusted based on number of players].
Overall, I think Age of Myth will probably get played a few times and then pulled out rarely. Not a bad game, but no Puerto Rico. Then again, how many games are?
Variants
The least satisfying rule is that only three players get to place victory points. Why not simply add 10 VP to the mix for each player above four? It will still take 10 turns (max). This could change some strategies in the 5/6 player game, but I'll hopefully always have a better option. [Adding players beyond four would probably add to the game length.]
If you like the psychology of combat and want to lessen the luck just a touch, I'm toying with the following variant. If there are no other effects that deal with Ties (such as Medusa or a Norse Berzerker), then combat is resolved like "High Card" in Poker. Most Sixes wins, then Most Fives (if sixes are tied). This also limits each combat to a single throw of the dice, barring exact ties (with exact number of dice). If the units themselves indicate that ties are won/lost, then only sixes count. [This latter rules is done to avoid tinkering with the special unit balance]. As stated above, some people just change it to be that fives or sixes hit, which decreases luck further.
Update March 3rd, 2004.
The summary above ("played a few times, then pulled out rarely") captures my feelings about Age of Mythology. I'd much rather play Game of Thrones, or Mare Nostrum or new games (or better old ones). Three players is a tough number, but I'm still not likely to suggest this one. A passing fad.
I've sold both games. In fact, my review was way too positive. I won't play either game again, and I wonder if I just mentally said "It's not this bad" to avoid saying "How could I have been suckered again!" In fairness, someone who likes Axis & Allies may like Attack!