From: mpr@netcom.com (Elliot Wilen) Subject: Re: Empire of the Middle Ages? In article <4fq2no$kk9@delphi.bc.edu>, Neil Carr wrote: >Can someone tell me about this game. Why is it that everyone on >rec.games.board.marketplace that puts up a wish list always has this >on it? Because it's quite rare, because it is a good game (at least for some tastes), and because it enjoys a good reputation. (In other words, although I think it's a good game, I think this is also a situation of "demand creates demand", if that makes sense.) The game is a multiplayer simulation of grand strategy and diplomacy in the middle ages. Each player controls a kingdom composed of provinces which are rated by wealth, religion, and culture. Each kingdom also has a monarch whose talents in war, administration, and diplomacy are represented by numerical ratings. (Monarchs can die, in which case new ratings are generated for their successors.) The object of the game is essentially to grow your kingdom in terms of wealth and/or geography. (Territorial acquisitions are worth more if you have a legal "claim" to them, which can be established in various ways.) The system is rather unusual in that there are no "army" pieces (although there are defensive fortifications). Instead, a military endeavor's outcome is affected by the skill of the monarch, the characteristics of the target province, the characteristics of the province from which the attack is launched, and the amount of money spent. (It may also be affected by active defensive efforts.) In fact, the mechanic for resolving attacks is fundamentally the same as for conducting other endeavors (e.g., diplomacy, administration), even though the results are different. The whole system is quite streamlined, but it works pretty well at the intended scale. Naturally, there are the usual random events. Depending on the optional rules used, there are also provisions for non-player "principalities", barbarian and Arab raiders, and Crusades to liberate the Holy Land (which also incidentally tend to wreak havoc on the territories of the poor Byzantine player). What this game is is a nice simulation of the dynamics of medieval statecraft. What it is not is a rip-snorting adventure in broadax-wielding mayhem. Very few kings are in a position to engage in major military adventures without first seeing to the health of their kingdoms and making ample preparation (i.e., saving up a big war chest), and after ingesting new territorities, one must rest and see to their proper pacification and incorporation into the kingdom before moving on to further conquests. Also, while good play is certainly rewarded, the random events can be quite (realistically) harsh--people who are easily upset by evil (and frankly unfair, but that's life) turns of fate should steer clear of this one. If you are interested in Empires but can't find a copy at a suitable price, another option is The Sword and the Stars--essentially the same mechanics, translated to a science fiction setting. I think the current owner of the Empires copyright might be planning a rerelease but I have no idea when that will happen. An alternative is the computer version, Rise of the West, which incorporates some rules changes and which is available for Intel machines. (I don't think there's a Mac version, other than the flawed, unauthorized, and possibly unavailable Medieval Empires.) If Empires of the Middle Ages seems too tame and you want more action, you might try 3W's Imperator (formerly King of Kings from Good Industries). It has a somewhat different scale and focus, definitely has more combat, yet still pays some attention to the economic side of things. --Elliot Wilen