Al and I met at 7 at DL to play BattleLore. I set up while Al skimmed the rules. I covered a few more items, and we started. We played a scenario w/ full lore rules, but a fixed council to keep it a little simpler. I had lots of cards, but Al had more total lore masters.
Things ebbed and flowed across the battlefield. As always I never had quite enough control over my troops. The variety of troops was nice. Different kinds of foot and cavalry, a few archers.
The lore helps to smooth out the luck, IMO. Rather than a straight-up miss, you pick up a lore token, which softens the sting. Then your lore cards help you mitigate poor command cards to some degree. Plus the lore council is fairly cool. It's only "cool" rather than "super-cool" because there's a lot of overlap among the different cards reducing the differences among the people.
The downside of all this cool stuff? The game takes longer. Al and I were tied 4-4 @ 9 when we had to leave. The lore deck has to be set-up, and then it requires shuffling on top of deploying the units. The extra stuff in the lore cards, especially healing, stretches out the game. For example I had a healing mist that let me reinforce several weak units, otherwise Al would have won before we had to leave.
I don't have any real complaints, but if I were going to make one up it would be duration to complexity ratio. The game length might be pushing it a little bit for this game. If I'm going to invest that much time in a single game, I'd like to have a lot of control, but the system is set-up to deny you a lot of control.
I like the game and the C&C system. Unit variety, terrain, chaos, magic. At an abstract level it actually models warfare pretty well. Fast and simple for a wargame.
Anyone looking to play?
Labels: ramblings, Review, session report