YA GOTTA
BELIEVE!
CREDO by CHRIS V. GIDLOW
from
CHAOSIUM
358 1
1/2" x 2" cards, 6 8 1/2" x 5 1/2" displays, 1 8-page rule
book, 1 8-page historical background booklet. Chaosium Inc., 950-A 56th Street,
Oakland, CA 94608. $14.95.
Reviewed
by JULI THOMPSON
As popular
as religion is, board games on religion have never quite approached the
all-encompassing level of acceptance that their subject has. Remember Avalon
Hill's Journey's of St.Paul? Not exactly another Squad Leader,
was it. About the only
"historical" game to deal with a major religious issue was SPI's A
Mighty Fortress, although there the religious issues were more of a
backdrop to the main events at hand: war and persecution.
Therefore,
when I heard about Credo, Chaosium's Arcana-of-the-Decade game on the
Council of Nicea, the 4th century conclave that decided in what direction
western Christianity was going to go, I was intrigued and excited. The Council of Nicea is unfamiliar to most
people, even to those who regularly recite its eponymous Creed. (Well, sort
of. What's usually called the Nicene
Creed is actually the Niceo-Chalcedon Creed as amended by the Pope somewhat
later, a point which still divides the Orthodox and Western Churches.). It was
familiar enough to Chris Gidlow, who saw in it one of those exciting and
chaotic events that would make a wonderful game. Athanasius against Arius, each
lobbying for support among the bishops. Constantine striving for political
tranquility after a lifetime of war and battle (… and what about that vision,
anyway?). Heretics, pole-sitters, transubstantiation specialists, the
possibilities seemed endless, and the fact that practically no one would know
what the Hell (another issue) it was all about didn't seem to faze him in the
least.
That said,
when Credo arrived on my doorstep I was somewhat taken aback. I had been
expecting a boxed game with a board, not an unreasonable expectation for a game
billed by Chaosium as a "New Boardgame." There was no box… and no board.
Just a plastic bag and a small stack of paper. As I cut apart the player displays and punched out the cards, I
thought of all those Call of Cthulhu games, with their nice boxes and
mysterious letters from old friends. I can't escape the impression that the
whole thing could have used one last look from an impartial observer. For example, the rules booklet clearly
states that the Article Cards and the Event Cards are white. They aren't; they are bright gold. The front states that this is a game for 2-5
players. Why are there only 4 Church Displays?
Is the Office Deck marked on the layout guide the same as the Church
Deck referred to in the rules? Apparently so. Why does the layout guide show the
Two Tables of the Law with the Hebrew alphabet printed on them? It's nicely done, vaguely religious and
totally inappropriate. Why not the Chi-Pho that Constantine saw? [Ed. Actually,
it is not the Law; it is the menu, supplied by the Caterer.] And the cards. There are two decks of over
200 cards that start separately and end up being shuffled together. The cards are tiny, approximately 1
1/2" x 2" and made out of (not) heavy (enough) paper. They are far
too small and much too fragile to shuffle well. As this is a card game, larger and more substantial cards would
have been a big help.
I put the
whole thing down to cash flow problems and resolutely decided to ignore the
adiaphora (theological term meaning unimportant peripheral stuff) [Ed. I
don't want to hear any more complaints about MY use of indecipherable terms]
and stick to the substance of the game.
Once you've
adjusted to the physical disappointment, the game proceeds rather
smoothly. Each player receives a
certain number of Church cards. Some of these are "flock," marked with the number of parishioners they
represent, usually from 5000 to 1,000,000!
Some are Bishops or Patriarchs, marked with the number of votes they can
cast in the council, while others represent various secular imperial
authorities, such as the Emperor (Eastern - very important - and Western, guest
appearance by), the Empress (Eastern only), and various Prefects. The latter
can vote at the council, exile bishops (thereby reducing your voting block),
and also allow them to return from exile.
Each player
also receives Article cards, representing the various doctrines up for adoption,
which they place on their Church Display in three levels of importance.
Play
proceeds as players draw both Event and Article cards from the pile. The Event cards, which players soon learn
(after some initial confusion arising from the fact that the rules, like the
"doctrine" they are simulating, explain little) are historically
accurate, even (maybe especially) when they sound off the wall. And some of
them are truly remarkable, producing such events as having your key Bishop
exiled to the silver mines in Sardinia for scandalous behavior, only (different
card) to have him recalled when the Emperor's concubine intercedes. Knowing the
Byzantines, she probably caused the whole thing in the first place. There are
the time-honored "Plague" cards, plus a host of Proselytize cards
which enable you to grab opponents' Bishops or flock. Also thrown in are some
neat Civil Wars, a few heterodoxical books that show up to everyone's
inconvenience, and one that cancels an entire council when someone's troops show
up. Our favorite, though, was the "Mutilation" event, wherein the
Patriach of Rome is attacked by thugs, who gouge out his eyes and cut off his
tongue… for one turn only. The next turn this poor unfortunate returns to play,
intact, his communicative organs having been restored by a miracle. Ya gotta
believe.
Event cards
can be played immediately (some must be) or saved for later, when they can be
played at any time, even during someone else's turn. Knowing which Event Cards to hold onto, and when to use them., is
the heart of the game, and, for the most part, the only gaming
"strategy" in heavy use. Article cards may either be discarded or
added to the player's Church Display.
If the
player draws the appropriate Event card or holds the Emperor, he or she can
call a council at the end of the turn … wherein the fun starts. The council is
the most intense part of the game, and anyone who has read Umberto Eco's
"The Name of the Rose" will understand just how intense - and comic -
one of these conclaves can truly be. During the conclave, players can play
whatever cards they want, in the order that they are able to shout out what
they wish to do. Intense bargaining for
votes takes place, with players holding back the particularly vicious events
for retribution. There are 10 articles
in the Nicene Creed, and each one is considered in turn, one article per
council. If your Church Display
contains an article that is accepted, you win that council. If your numbered article - and there are
lots of different doctrines for each numbered article, so the chances of simply
being in the right place at the right time are slim - was not accepted, you lose.
Winners get more Church Cards and votes, losers lose Church Cards and
votes. After this, the emperor gets to
randomly persecute one loser. The game
is over when the Creed has been completed, one player gets eleven million
flock, or one player controls 117 votes on the council, none of which are easy.
The most
common response from people hearing about the game (after,"You've got to
be kidding!" or "The What?") was "I want to be
Athanasius!" [Ed. I wanted to be the Caterer.] That leads to the most disappointing aspect of the game. Nobody gets to "be" Athanasius
[Ed. a gaming blow from which only the truly agnostic may recover]. The Event cards are historically accurate,
and the Article cards represent actual heterodox views (the name of the heresy
is noted on each card). But there is no
real sense of faction, of one controlling ideology competing with another.
Because of the random distribution of cards, there cannot be. The Council of Nicea was a showdown between
Athanasius and Arius, with the control of the official religion of the western
world at stake. Our best source for the
Council, Eusebius of Cesarea, was perilously close to the losing side, and his
writings show his mad scramble to protect himself. This was life or death, serious stuff.This game does not reflect
that level of factional desperation.
On the other
hand, Credo is loads of fun. The rules are clearly written and easy to
follow. On the other hand, unless you are well versed in this area, what your
"objective" is is not succinctly stated … or even referred to
obliquely. It is revealed by simply playing a few turns out, though. The play
is fast-paced and exciting. Most of it
is historically accurate, and the councils do reflect the rather rough and
tumble nature of imperial-religious politics in the early years of
Christianity. And, despite the rather arcane nature of the subject, if Credo
had some half-decent components it could be as big a winner as Athanasius.
CAPSULE
COMMENTS:
Graphic
Presentation: Barely OK.
.
Playability:
High. Initial confusion is
cleared up quickly in simple system that leads to fast and furious play.
Replayability:
Also high. The random nature of
the card distribution guarantees that no two games will ever be the same.
Wristage: None!
Creativity:
Mixed. The game system isn't
particularly creative, but the topic, and the way it is handled, is.
Historicity:
Mixed. The impressive
bibliography and the Event cards show that someone did a lot of period
research. But, in an important way, it misses the entire point of the council. Whatever,
you'll learn a lot of obscure facts.
Comparisons:
None that I know of, in terms of subject. Less structured than most
military card games.
Overall:
Despite some drawbacks, Highly Recommended for everyone, including
non-gamers and non-believers.