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Antike
Guide your ancient civilization towards glory in in the latest from Eggertspiel.
Players in Antike are leaders of a historically
positioned ancient civilization. The player will
decide how the civilization develops, attempting to
attract ancient personalities to the civilization.
These "personalities" are really just a victory point,
but they do add a thematic feel to the game. Each civ
begins the game with three cities on the board. Cities
are a round wooden disk placed on a region on the
mapboard. Each region has a resource type symbol,
representing iron, marble or gold. In one corner of the board is the
"rondel" which is
used to regulate the flow of the game. Each player
has a marker, which will be on one space of the
rondel. On a player's turn, they must move to another
space on the rondel. Moving from one to three spaces
is free, but moving any spaces beyond that costs a
resource for each additional space. The space moved to determines
what the player can do on their turn. Three of the
spaces allow for the collections of one of the three
resource types, giving the player one resource for
each city built on that type of site. Two of the
spaces allow for the movement of legions and galleys,
(the two types of military units in the game). One
space lets the player build more military units, (by
spending iron), one space allows for the building of
temples, (by spending marble), and one space allows
you to advance the technological progress of your civ.
As many of these actions are very simple and very fast
to complete, the game moves at a pretty brisk pace. At
the end of a turn, if a player has a military unit or
units in a region, a city can be built there by
spending one iron, one marble and one gold.
The point of all of this collecting, buying,
building
and moving is to gain the personality cards. These
come in five varieties. King cards, or which there are
nine in the game, are given out for every five cities
a civilization has. Scholar cards are given out when a
civ is the first to achieve any of the eight
technological progresses. There are seven General
cards, of which one is given out any time a player
destroys a temple of an opposing civ. For each three
temples a civ controls, they get one of the six
citizen cards. And for every seven regions a civ has
fleets in, they will receive one of the five navigator
cards. Obtaining a set number of these cards,
dependent on the number of players, determines
victory. Once a player is given one of these cards, it
can not ever be taken away, even if the condition no
longer exists.
Temples are critical to a civs advancement, as they
do
several things for a civ. Temples triple the
production of a region, temples triple the defense of
a city, and temples also allow for up to three new units
to be deployed in a region. So temples are really
important, and as sacking an opponent's temple will
gain a general card as well, the temples tend to be
the focus of activities in the game. Temples require
the Temple action to be chosen, and 5 marble be spent.
A temple can be built in any of a player's provinces
that contain a city.
The Arming action allows a player to build legions
and
galleys, at a cost of one iron per unit. These are
then placed in a player's provinces, with a limit of
one unit in a space with just a city, and up to three
in a space with a temple.
The Know-How action allows a player to buy
technological progress for their civ. There are four
different areas of progress, divided into "basic"
progresses and "Advanced" progresses. These are paid
for with gold, and the cost depends on whether or not
any other civ has already completed the advance. Being
the first to get any given basic advance costs 7 gold,
but does award a scholar personality card. Subsequent
civs that want to obtain the progress pay only 3 gold.
To gain an advanced progress first requires the player
to have the basic progress of the same type, and then
pay 10 gold. Subsequent civs pay only 5, but again,
the first civ to get the progress gets a scholar
personality.
The four types of progresses are wheels and roads,
sailing and navigation, market and currency, and
monarchy and democracy. Wheels allow a player to make
two maneuvers with each legion when the maneuver
action is chosen, roads allow three. Sailing allows
two maneuvers for each galley when the maneuver action
is chosen, navigation three. Market gives one extra
resource whenever the Iron, Marble or Gold actions are
chosen, currency gives two extra. Monarchy increases
the defensive strength of cities by one, democracy
gives an increase of two.
The maneuver action is the only one on the rondel
that
appears twice, so it can always be chosen on every
player turn without having to pay any extra resources.
A maneuver allows a player to either move a legion or
galley to a neighboring province, OR, if the units are
already in a province that contains an opponent's
city, they can attempt to make a conquest maneuver and
take over the city. The big advantage of having the
wheel or road progress is that not only can a legion
move two or three provinces in a single turn, they can
move one province AND attack a city that is there.
Combat in Antike is completely deterministic. If two
players have legions in the same province, or both
have galleys, (legions and galleys cannot fight each
other except in city conquest situations), and either
of the players desires combat, then both players
remove an equal number of those units. Units can
coexist if neither player desires combat. This opens
the door to a diplomatic aspect of the game.
Conquest maneuvers, when units are in the province
containing an opponent's city, and have a maneuver
remaining, are handled similarly, with the city
providing a base defense of one, to which is added any
legions or galleys. If there is a temple in the
province, the base defense is three instead of one,
and the monarchy or democracy progress bonuses are
added. If the attacker has at least this many legions
and galleys, the conquest can be done, and all of the
defender's units are removed, the city is replace by a
city of the attacker, and any temple in the province
is destroyed, and returned to the stock.
So is Antike a the "Civ in two hours" referenced
in
the introduction? In some ways, I think the answer is
yes. You are definitely moving your Civ through
expansion and growth, defining how it grows in terms
of technology and military prowess. The rondel is very
innovative, forcing tough choices on the players, as
you can't always do what you want, and you don't have
enough extra resources to move the extra spaces. There
are definitely different paths that can be followed
towards victory.
The mechanics are very unlike Civ in many ways, as
there is not trading, no calamities, the city creation
is completely different, and there is no population to
manage. But the combat mechanics are very similar and
the theme is similar. So while Antike has a completely
different feel to Civ, there is enough that is similar
that when you play, there is a vague feeling of Civ in
the back of your mind. Antike isn't Civ, and doesn't
have the depth of that game, but Civ isn't a Euro by
any stretch of the imagination, while Antike
definitely is. The mechanics are smooth, and the game
can be explained very quickly. One other nice thing is
that the board is printed on both sides, with two
slightly different maps. This will add to the
replayability.
Most of the complaints about Antike come from the
endgame. With the rules as written, a three player
game ends when one player gets 12 points. This will
take forever, as all of the non-general cards will be
taken, leading to a case where only attacking and
sacking temples will get any more points. Temples are
much stronger defensively, so the buildup of forces
can make this really tough, and so the publishers have
suggested that a three player game only be played to
10 points. With four players, something similar can
occur, as all of the easy ones go away, and you will
need to attack a temple to win. Others have found the overall progress
of the game a bit dull, as the positions are all equal in terms of
starting resources, so those in the middle between enemies will have a
hard time winning. Also, as the different civs are so equal, attacking
tends to hurt both the attacker and the defender. This can lead to some
"turtling" behavior, and those that can avoid combat entirely are more
likely to win.
| Strategy: | 7 |
| Complexity: | 3 |
| Fun: | 7 |
| Overall: | 8 |