| History
of the World |
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Game Review by Neil Thomson |
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Publisher:
Avalon Hill (Hasbro)
Style: Strategic Board Game
Players: 3-6 (Best 4+)
Time: 90-120 minutes
Ages: 12 to Adult
Difficulty: Moderate
Awards: Best Pre-20th Century Board
Game 1993 - Origins Awards
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| Game
Overview
History
of the World (HotW) is a grand concept that
takes the origins of RISK and allows players
to control the greatest empires of the world
through seven time periods (Epochs). At
its core HotW is an expansionist\military
game. At the start of each epoch the weakest
player takes the 7 available empires and
randomly selects one. They can then choose
to keep the empire or pass it to another
player. This mechanic helps to keep players
within sight of the lead as they can pass
weak empires to leading players. Once all
players have an empire the action begins.
Each empire card is numbered for turn order
and play proceeds accordingly. The empire
card informs the player if the empire has
a capital and how many units they receive
- this represents the power of each empire
at that point in time. The first unit must
be placed in the capital and further units
can then expand the empire by being placed
in neighbouring territories. If they are
placed in a territory occupied by another
empire then combat occurs. Failure means
another unit must be used to try again or
else they can look to expand elsewhere.
Various terrains offer defensive bonuses
during combat and naval engagements are
also possible if your empire is skilled
to travel by sea. Some terrains also contain
a resource icon. A wonder of the world can
be built by an empire for every two resource
territories captured. A player's turn is
over when the last unit has been placed
and then scoring occurs for their empire.
Points are awarded for Capitals, cities,
wonders and land that is controlled by the
empire. Like RISK, each region has a value
but in HotW it is points that are awarded
- not units. Domination of a region (these
are colour coded) awards a x3 multiplier,
Control awards a x2 multiplier and Presence
a x1. This is a great concept that pushes
players to take risks and strive to dominate
large parts of the world. When the last
player has played their turn the next Epoch
begins and this is where HotW excels. In
HotW players can have old empires still
in play when they take charge of a new one.
In fact this is the aim of the game - to
keep your empires living for as long as
possible. Old empires cannot be moved but
they can defend and at the end of future
turns you will score points based on your
current empire plus any past ones that have
stood the test of time. This is a brilliant
concept and gives the players much to think
about as they must use their limited resources
to expand their empires and crush enemy
empires of current and past epochs!
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| The
Final Word
There is so much to this game that it cannot
be summarised on one page. The game also
adds a set of strategic play cards that
are taken at the start of the game. These
keep throwing up surprises for opponents
during the game such as Minor Empires and
leaders that help empires become truly great.
Hasbro has now released HotW in an all miniatures
version which is to die for. People who
like the style of RISK will love this game
as there is so much more to think about
and do. But HotW really is a game in its
own right - check it out!
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