SPALDING WARGAMING CLUB
far far better than it needs to be Gale Force 9 specialise in making games out of hit TV and movie franchises - but they upset our expectations by making really good games, when fans of the shows would let them off with making ordinary mediocre ones. Firefly: The Board Game has tons of charm and Homeland is simply one of the best espionage-themed games out there. Spartacus: A Game of Blood & Treachery isn't quite up to Homeland's standard, but it's still far far better than it needs to be.
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The game has two modes. The first part is a card game. Everyone assembles a hand of Schemes (hurt your opponents) and Guards (protect yourself) and a few Reactions (do unexpected things). Then there's a market where you blind-bid for slaves, gladiators and equipment. Slaves generate money and gladiators cost money, but they all have quirky powers so a complimentary cast of minions can make you rich and well-defended.
Then we go into the Arena. One player will be the Host (you bid for that privilege too) and invites other players to send combatants to fight. There's a lot of horse trading and cruelty here. Matching up a seasoned killer against a hapless slave is a one-sided match, but you cannot be sure which character a player will send to represent them so all sorts of horse trading goes on. The fight takes place, the winner gets +1 Influence (as does the Host) and the first person to reach 12 Influence wins. In a short game, you start on 7 Influence; longer games start with less (like 4 or even just 1 for a very long climb to power).
The appeal lies in the fact that the gladiatorial combat is played out tactically, with miniatures on a hex board, using a simple but flexible dice mechanic. Gladiators have their own unique powers, plus more conferred by the Equipment they carry, but it's possible for the underdog to score well. Since you're placing bets on the outcome, a player can do well out of a fight even if their champion loses. The Host decides on the fate of the defeated with the classic thumbs up/down.
Spartacus is very engaging, especially in the maneuvering brought on by each Arena contest. Yes, some fights are foregone conclusions and others can drag. This means that, although the game can be played starting with 4 or 1 Influence, you won't usually bother. The short game is all the Spartacus you really need, but over this time frame it's super-enjoyable, devious and vicious. There's a tendency for the scores to bunch together and Scheme Cards prevent a winner from claiming his prize, only for an unremarked rival to slip past the scrum and claim it instead.