Geek Syndicate Issue 5 | Page 93
Geek Syndicate
how to effectively transfer the complex web of intrigue and violence across from Martin’s superb books into a playable game form. The attention to detail is admirable and, as previously mentioned, the artwork on the box, board and cards are simply stunning. round it, get properly prepared and you’ll be fine (see my pre-game advice later on in this review). For all the painstaking work and artistry that has gone into creating the game, it is rather let down by the rule-book. It looks great, but the contents lack finesse. The book attempts to take the player through the game in chronological order, but continually trips over itself and pauses in order to explain every odd little wrinkle. Have a brilliant brain for wrapping around rules? Add another 0.5 to my rating. For my money it would be far better if the objective and the basics were given first, then descriptions of the various tactics you can use to bolster yourself / undermine your opponent, then finally how to deal with special circumstances such as the Wilding Threat. To be fair, Fantasy Flight do include Quick Reference Guides with the game, but they do not contain the particular information that I would have found most useful.
Image © Fantasy Flight Games, 2012
they see it, but it saves one hell of a lot of time. At the end of a game separate and bag up the starting pieces and tokens for each individual player to make future set-ups quicker and easier. (Cloth bags would look splendid, but I just use money bags from the bank at the moment.) It is not made that obvious in the rulebook, but there are certain factors that are utterly crucial to the game. Firstly, Action Tokens. They are a precious resource, required for holding land in the early stages, bidding on the Influence tracks and also against the Wilding threat. Make sure your players understand this. Secondly, the size and reach of your armies are completely dependent on your Supply Lines. This forces you all to shape your strategies accordingly to maximise your supplies. Finally, make sure you all understand what the benefits of the various Influence tracks are.
Negatives
The best games combine simplicity of design and play with many possibilities of strategy. The game takes a long time to set up and put away, which adds to the perceived value, but is a bit of a bind for the host. The sheer complexity of play makes this a very tricky game for beginners to learn, and when you couple this with a pretty opaque rule-book (see below) it becomes a hard sell to anyone not in a dedicated gaming group. Don’t be too put off though. Much of this is negated by dint of a little perseverance. Get your head
Conclusion
All in all, I’m very pleased with the game, which has immense replayability due to its, admittedly initially daunting, strategic element.
Suggestions & Pre-Game Advice
Get the board set up before your friends arrive. They may be a little intimidated the first time
Dion Winton-Polak
Rating:
G G G GG
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