HOME ALONE
THE
PELOPONNESIAN WAR, by MARK HERMAN
from Victory Games
One 22" x
34" map, one 24-page rulebook, one 30-page Historical Commentary, 200
die-cut counters, two Strategy Matrix charts, Victory Point pad, various
play-aids, two six-sided dice, tray; boxed. $35.
Reviewed
by Rick Swan
Like an old family dog who barely
has the strength to drag his cancer-riddled carcass to his water dish,
wargaming is dying a slow, agonizing death, and nobody has the heart to put it
out of its misery. It's embarrassing and painful to experience. The only reason
I'm not getting out of this hobby is that I'm too lazy to find a new one.
It's hardly a secret that the audience
for these anachronisms is steadily getting older. Hasn't it sunk in yet that if
there aren't any new consumers coming aboard; that, eventually, there won't be
anybody left to play when all us stubborn old fogeys drop dead? And there isn't
even the tiniest smidgeon of hope that this is going to change any time soon.
Thanks to Game Boy cartridges, Janet Jackson concerts, and Republican
presidents, the brain cells of the younger generation have been systematically
reduced to sawdust. I bet there isn't one out of fifty kids under 20 who can
even pronounce "Peloponnesian," let alone identify the era. And there
aren't even half that many with the reading skills necessary to make it through
a wargaming rulebook that isn't narrated by Garfield.
Meanwhile, game publishers continue
to cooperate with their own extinction by putting out numbing rehashes of
rehashes, and refusing to mount anything remotely resembling an intelligently
planned and aggressively executed campaign to recruit new players, a strategy
roughly comparable to a dinosaur preparing for the coming Ice Age by installing
air conditioners in the family cave.
Players aren't much better. Instead
of demanding better products, we seem to content ourselves with whining about
whether Corporal Boinske's movement rate ought to be one hex or two, and
engaging in endless, tedious debates of realism vs. playability, when that
question was settled for all practical purposes about two decades ago (namely,
wargames aren't accurate historical simulations any more than the Star Wars
movies are accurate space travel documentaries; they're only games, never were
meant to be anything more than that, never could be, never will be . . . so
enough already). (Ed. Note: Although there
is some merit in this position, there are some games that come mighty close to
that elusive target.)
And poor old us - "old"
being the operative word. We have too much to do, too little time to do it in,
and too little energy with which to do it. Those good old college days
when like-minded intellectuals could
afford to spend a leisurely weekend hunched over a Squad Leader board
are gone forever. There is little likelihood that they will ever be back. But
publishers still insist on cranking out these two-player games just like the
70's never ended, and we old geezers had all the time in the world to circle
our wheelchairs around the dining room table and actually play them. What
really happens, of course, is that - how sad - we're left to enjoy our toys by
ourselves. And is there anything more pathetic than grown men playing both
sides of a wargame? (Watching reruns of "Growing Pains' with only a
bowl-full of pork rinds as company comes to mind . . . .)
The best hope for resuscitating this
wheezing hobby - and it's a long shot at that - is solitaire games. Since we
haven't quite yet reached the solitaire rehash stage, thanks to the low number
of solo games published to date, the genre still has some life in it. More to the point, solitaire games directly
address the needs of an aging, increasingly isolated audience. (Ed. Note: Actually, maybe what we need is a 900 number for
these purported hermits . . . Dial 1-900-DEE-ELIM, ask for Melinda . . . and
don't forget, get your parents' permission first!! $4.95 for first six
dierolls.)
So God bless The Peloponnesian Wars. Whether it's any
good or not is almost beside the point. It's solitaire, it's a Victory Game (I
like to think I'm much too sophisticated to be influenced by brand names, but
Victory hasn't unleashed too many outright dogs, so there's reasonable grounds
to believe that this one's at least playable, sight unseen), it's by Mark
Herman, so why not buy it? I would've flopped down my Visa as soon as I spotted
it if the marketing wizards at Victory had emblazoned S-O-L-I-T-A-I-R-E in big
red letters across the top. But they didn't. (Ed. Note: No, Rick, you waited until I sent you a freebie . . .
. ) Instead, there's no indication anywhere on the front cover that
the game is designed with the solitary man in mind; I guess "Peloponnesian
Wars" has a much greater marquee value. Further indication of the immense
marketing skills being siloed away in Baltimore.
PW is a
nice-looking, smartly designed game based on the wars between Athens and
Sparta, circa 431-404 B.C. Much
of the 24-page rulebook is devoted to simulating the imaginary opponent, a
rather convoluted (unavoidably so, given the scope of the project) set of
mechanics, evidenced by the two pages necessary just to summarize the turn
sequence. The level of abstraction is unusually high: for instance, the map
uses the House Divided movement
system of squares and triangles interlocked by "Lines of
Communication", so there's not much in the way of movement rules . . . and
there's no Combat Results Table. There's also a lot of die-generated randomization:
roll a die to find the enemy's attack strategy, roll a die to see if a moving
army is intercepted, ad infinitum
- enough so that the game vaguely recalls the die-rolling festival of Avalon
Hill's B-17. And even though the
game seems to play well, I can't guarantee I've been doing it right. I admit
that sometimes I forget to add 1 to the Spartan leader's Strategy Ration
whenever Alcibiades is on the Spartan or Persian Side, and - stupid me - it
always slips my mind to ignore the Athenian Emergency Fund restriction when 10
or more Delian League spaces are in rebellion. But that's one of the joys of
solitaire - nobody cares if you cheat.
The game has at least one intriguing
feature that sets it apart from the pack - namely, the player may be forced to
abruptly switch sides if the war drags on too long. For instance, if you begin
by playing Athens, letting the game system handle the actions of Sparta, you
may suddenly find yourself playing the opposition if a die-roll during the
Political Phase (which begins every turn but the first) is high enough. Since
it's next to impossible to predict when and if such a switch will occur, the
player is forced to do his best regardless of which side he's currently
representing. The mechanic admittedly keeps the player at arm's length from the
action - there's little incentive to become emotionally involved with one side
or the other - and to some the switch may feel uncomfortably contrived. There's
no convincing justification for it, although it cleverly compensates for the
game's not-too-bright imaginary opponent. But it's a satisfying experience in
an oddball sort of way, unlike any I've encountered and as engaging as it is
jarring.
After choosing a scenario (the
Peloponnesian War, the Archidamian War, the Declean War, and the Fall of
Athens) and deploying the units (leaders, Hoplite and Cavalry Land units, and
Naval units), the game begins with the Operations Phase, a series of maneuvers toggling back and
forth between the player and his imaginary opponent. To stage an operation, the
player designates an objective (usually a city) and places the Objective Marker
on the appropriate space. He then assembles an army by moving a leader to
spaces occupied by friendly forces and paying the appropriate amount of talents
from his treasury to sign them up.
An army has an unlimited movement
allowance to get to its objective, within certain restrictions imposed by the
Lines of Communication: only Land units can move along Land LOC, and only Naval
units can move along Naval LOC. As an army moves, it may ravage unoccupied
enemy spaces, or it may be intercepted if it enters an enemy Zone of Influence.
The player may also attempt a "Cause Rebellion" operation by paying
100 talents from his treasury and rolling a die; a roll of 6 ignites a
rebellion in the objective space, after which the friendly army moves in.
When the player completes his
operation, play shifts to the imaginary opponent; his ( her? its?) strategy is
determined by consulting the appropriate Strategy Matrix, following the
indicated flow chart (based on the current game conditions), rolling a die or
two, and applying the results. Both sides continue to execute operations until
they pass, run out of money or units, or are forced to stop by an unfavorable
augury roll. (The gods are a feisty lot.)
Actually, much of the game is ruled
by Flow-Chart mentality. Flow charts, rarely seen in normal games, are the glue
of solitaire simulations. Flow Charts are excellent visual aids, but they're
devilishly difficult and lengthy to explain. Part of the rules length can be
ascribed to this, although Herman, with the aid of a crack development staff
that includes SPI expatriate, Bob Ryer, and present-day experts, Kevin Boylen
and Keith Schlesinger, appears to have done well in reining in this inherent
problem.
Combat is simple but effective. It
is basically a battle between modifiers, such as Leader Tactical Ratings, unit
Strength Points, the type of space in which the battle occurs, etc. Modifiers
are applied to a die-roll for each side, and the higher result wins. The winner
stays put, the loser forfeits a number of Strength Points equal to the
difference between the die-rolls and places the surviving units in the Going
Home (Alone?) box. The musically
sophisticated amongst you can hum stretches from the second movement of
Dvorak's 7th symphony (or is it the 9th now?) at this point.
Following combat comes the Rebellion
Expansion Phase and an Administration Phase involves the collection of revenue
and rebuilding units. During the ensuing Armistice and Surrender Phase, the
player determines if the once-per-game Armistice occurs, a condition resulting
from low Bellicosity totals (measuring each side's determination to continue
the war, a factor that wandered all over the place during the actual fracas).
Alternately, one side may be required to surrender if its Home space is
enemy-controlled or its Bellicosity total has been reduced to zero. If the game
continues, the player rolls for a Random Event (such as the discovery of a
silver mine to boost the treasury, or a lunar eclipse which upsets the gods and
limits the number of operations the affected player may conduct), makes a
modified die-roll to see if he switches sides, and determines the imaginary
opponent's defensive strategy by consulting the Strategy Matrix. Then it's back
to the Operations Phase where the cycle continues.
All of this is clearly explained,
but play doesn't proceed as easy as it promises, thanks to the mountain of
modifiers and bookkeeping. The player must also have a knack for the abstract,
as the game requires him to navigate such quirky concepts as the Strategy
Confidence Index (which monitors a force's overall conduct of the war) and the
aforementioned Bellicosity rating. The detailed example of play - all of five
pages long - in the Historical Commentary book helps a lot, as does the
designer's lucid writing. But this remains a game for the experienced; novices
should stick with B-17.
CAPSULE
COMMENTS:
Physical Quality: Nothing
to shout about, but better than average. Solid professional job.
Playability: Fun for
the diligent. Because of dumb luck or (more likely) my insistence on
streamlining the rules (i.e. ignoring the ones I didn't like or couldn't
remember), the system didn't seem terribly hard to beat. The multi-player rules
eliminate a lot of the clutter but lose some of the charm; stick with the solo
version.
Historicity: Emphasizing economics and leadership rather
than combat and maneuvering, it skims the fine points of ancient warfare but
works well as a strategic overview.
Playing Time: Easily
playable in an evening.
Comparisons: Not as
flashy as GMT's Hornet Leader,
more fun than Avalon Hill's Raid On St.
Nazaire, not as impressive as West End's R.A.F., easier than Victory's Carrier, and certainly better than two of the recent
classical-era strategy games, Trajan
and Hannibal. The
Command/Markowitz Alexandros game
was almost as inventive, but not as satisfactory solitaire.
Overall: A strong design, an
interesting approach, and a generally good time. In twenty years, when you drag
it out of the attic and blow the dust off, you can display it proudly to your
grandchildren. They'll laugh at you for squandering your youth, but just defy
the little bastards to figure out how to play it. That ought to shut 'em up.