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locations
and the game basically boils down to trying to make your opponents pay a
higher price for building up armies and resources than you have to pay.
The
combat in the PC game is a lot like the combat in the old Avalon Hill
classic Titan. When two
armies meet on the overland map, the game closes in on the action to
allow for tactical maneuvering like the Battle Boards in Titan. HOMM the CC&TG doesn't have the separate terrain boards,
but, instead uses a a two-rank system to determine which troops can
attack where. Basically,
there are two possible positions for creatures in combat—the Ranged
position for troops with ranged weapons and the Melee position for those
without ranged weapons. Melee
troops can only attack from the Melee row and can only attack creatures
in the opponent's Melee row. Combat
is handled through dice rolls.
The
game is won by the last man standing.
As soon as only one player has any towns or army stacks, the game
ends.
My
Take:
First,
let me say I'm a huge fan of the Heroes of Might and Magic series
(though I was disappointed with HOMM IV), so that might have colored
this review somewhat. HOMM:CC&TG
certainly captures the feel of the PC game.
An effort has clearly been made to reflect as much of the PC
gameplay as possible. This
is both a blessing and a curse, but, overall, it makes for a game that
is certainly going to appeal to a segment of the gaming community and to
most people who enjoy the PC games.
On
the positive side, the whole building armies, advancing towns, promoting
creatures, learning spells, defeating opponents aspects of the game are
compelling. I love the RPG
aspect of starting with a low-level hero and advancing him or her to
become a powerful sorcerer who controls legions of amazing mythological
creatures.
The
way the guarding of locations is handled is brilliant, one of the
coolest mechanisms I've seen in a game in the past few years.
I also like the mechanism for purchasing creatures and upgrades
(cards in hand are used as money) because if you draw a card that won't
help you at that point in the game, you can use it as cash.
Combat
works well, but I would have loved to have seen a Battle Board like
feature that better reflected the way combat works in the PC game and
gave the battles more tactical depth.
There
are bigger problems, however. First,
the standard victory conditions simply make for too long of a game (two
hours for 2 players, over three hours for three players)s.
There is nothing in the basic game driving players into conflict. In a multi-player game especially, the first players to get
involved in conflict usually fall behind the players that continue to
explore and muster, so most games involved a lot of multi-player
solitaire (lessened somewhat by the “flipping for guard” mechanic)
as players mustered and prepared for conflict, then round after round of
combat as players whittled away at each other.
The game desperately needs some kind of timing mechanism to keep
things moving.
Luckily,
the rulebook discusses upcoming scenarios that will be released on the
game's website. I'm looking
forward to these. We only
had one ship in our initial set of cards, so we actually built a
scenario around that fact in one game.
We placed the ship on a coastline at start up, placed a stack of
creatures to guard the ship, and placed an artifact on an island.
The goal of the game was to be the first player to conquer the
creatures guarding the ship, take the ship to the island, recover the
artifact and return it to one of his or her towns.
The game was an absolute blast and ran about an hour shorter than
our typical game using the Last Man Standing victory conditions.
Another
issue I had was with the quality of the map boards.
The hexes are tiny and require the player to use counters that
are then linked to stacks of cards.
This works fine and I wouldn't expect to have a map board that I
could move full-sized playing cards around.
It would have been nice to have larger hexes, tokens and map
pieces though because in a multi-player game is isn't always easy to see
exactly what an opponent has in their repertoire.
Additionally, our map boards were warped and very difficult to
counter-bend due to their odd shape.
This made for an uneven and easy to disturb map which, in turn,
made for some frustrating moments.
My
final complaint is a personal one that won't necessarily apply to anyone
else. HOMM has over 700
cards in the initial release, which means variety of deck design
shouldn't be a problem. Still,
I can't help but wish that the game wasn't collectible.
I know that the CCG model can be profitable, but I just can't
bring myself to buy boosters and starters that might well contain
nothing of use to me. I
hope the game does well, but if it doesn't, I hope DG Associates would
consider releasing the game as a stand-alone in the way Fantasy Flight
did with Vortex (Maelstrom) and U.S. Games did with the Wyvern CCG
(Dragon Hunt).
The
above might make the review sound more negative than it really is.
HOMM IV is a pretty good game that would likely be even better if
I had more cards. It is an
old school, dice-heavy, combat game and there are certainly people out
there who are going to find this to be great experience.
Anyone who goes into the game knowing what type of game it is
will likely not be disappointed.
-
Danny Webb
(September
21, 2005) |