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History of the World
- Game Review by Neil Thomson

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

 
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!

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!

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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