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Before commencing with this review, I wanted to spend a moment dwelling on why I'm writing it. As a general rule of thumb I only write reviews for actual review copies but there are exceptions: games that I think have been criminally under- or over-rated and, in one case, because a game was a gift from a friend and they specifically asked me to. But I can think of no more compelling reason to write a review - actually a whole bunch of reviews - than to celebrate GMT Games' fantastic generosity to gamers who've fallen on hard times during the global recession, offering not only free copies of games but huge extra discounts in their yearly sale. There's little I've seen during my years of gaming that better highlights the incredible spirit of kindness and camaraderie that permeates the board gaming community, and after being a beneficiary of the scheme myself, I felt GMT deserved the spotlight for a bit. So, in recognition of their outstanding services to their customers, over the next few months I plan to review every GMT game I own. Unfortunately I already did the Twilight Struggle Deluxe edition a few weeks back: it's my favourite game and if you've not read the review or played the game I urge you to go read it. Next on the list is the multiplayer card-driven game Here I Stand.

Here I Stand is, on the face of it, just another attempt at finding a satisfactory manner in which to play a CDG with more than two. However a little digging will reveal it's far more than that. For starters although the billed subject matter of the "Wars of the Reformation" appears suitably militaristic at first glance, the actual conflicts that arose from the Reformation were so inextricably linked with the religion and politics of the era that game has no choice but to attempt to model all three in one go. A tall order perhaps but one at which the designer succeeds admirably. In doing so he highlights one of the key strengths of the CDG system and, arguably, takes the genre into new territory. It seems obvious in retrospect but the basic concept of CDG's, in which you play a card that either effects an event or gives you points that you can then spend on activating your military units is actually extraordinarily open-ended. Why, mechanically, should the effects of those events and points be confined simply to military units? The points are basically just action points after all, and just as the AP system has been used everywhere from light wargames such as Space Hulk to heavy Euros such as Tikal, there's no earthly reason why it can't see a wider use in a wargame.

So that's exactly what happens here. What, exactly, you spend your points on depends on which side you've taken, further illustrating the flexibility of the system. The Pope and Protestant players can initiate debates with one another in an attempt to control the spread of Protestantism, while the former can build religious colleges and the latter can burn books in other mechanical methods of spreading their creed. The Ottoman player can send pirates out raid the ports and vessels of Christian nations, while the three major military powers - England, France and Austria - can use points to explore the new world. That's only a small snapshot of the actions available and of course, it comes on top of the standard entertainment value of the modern card driven game. For starters there's the fairly deep strategy of raising and moving soldiers and leaders to accomplish your military, and also the agonizing choices over whether to play your cards for operations points or events and the various issues with the timing and hand management which that entails. That double whammy is enough on its own to make virtually every card driven game ever designed engrossing and worthwhile: Here I Stand offers a whole lot more thrown into the mix. With a well-researched and well-implemented set of events in the deck as well, it also manages to make the most of the often under-utilized capacity of the CDG system to teach the players some history as they game.

Of course all this variety doesn't come for free. With so many variable player powers at work you might well expect there to be balance issues but, amazingly, the game does really seem to offer all the players a fairly equal chance to win. My limited experience would suggest that the Papacy and the Austrians are a little trickier to play than some of the other powers, but the game is about as well balanced as you could realistically expect under the circumstances. What's inescapable though is the price you pay in attendant complexity and play time. The rulebook is huge, and the games are quite capable of lasting for a full day or, occasionally, more. The rules are actually slightly less daunting that they appear: veteran CDG players will find that most of the military mechanics have been imported from other classic titles in the genre, and for everyone there's no actual need to learn all the rules off the bat, only the core rules and the particular ones that are relevant to your faction. Only the Pope and Protestant players, for example, need to learn the religious struggle rules and in turn they get to ignore the rules for the New World and for Piracy. Fortunately for those of us without a limitless well of free time to dedicate to gaming religious history the game actually works surprisingly well played via e-mail although the game time can run into many months.

So far, only five paragraphs into the review, the game has already notched up a pretty impressive CV. It makes full use of the open-ended nature of an old system, thereby breathing new life into a fairly stale genre, and it introduces a high level of asymmetry without unbalancing the game. However the real triumph of this design, in my opinion, is not either of these things but the manner in which the game weaves plotting and negotiation with the other players into the very fabric its strategy and tactics without turning the whole thing into a popularity contest or otherwise compromising the depth of its mechanical decision-making. This is an incredibly rare achievement: in my opinion the only other game to have successfully pulled this trick is Diplomacy. Like that venerable title Here I Stand provides a purpose-built phase for the process where players take time away from the game board to meet and chat in secret. Unlike Diplomacy there's no need for a games master (although one can help smooth the flow of the game) and there's a lot more to negotiate over than just board position. You see, unlike a lot of other multi-player CDG's Here I Stand uses both a single draw deck for all the players and retains events that are keyed to a single power. So it's quite possible for Henry VIII of England to find himself with a hand of cards which will benefit one or more of his opponents. He could just ignore the events and play the cards for their points value but the smart operator will first be having a chat with the players concerned to see what sort of price he might be able to extract from them in exchange for playing the card as its beneficial event. Successful negotiation to ensure that the most powerful cards your side can use is essential to doing well in the game. And to ensure that players avoid the obvious route of simply ditching powerful cards belonging to their opponents, most of them are keyed to occur as mandatory events on certain later game turns, putting the pressure on the players to conclude successful deals while their cards are still worth something. And of course, crucially, these deals aren't binding, so there's plenty of scope for Diplomacy style white-knuckle treachery without, crucially, the sometimes unfortunate side effect of completely changing the game position of one of more players which can sometimes happen in the older game.

There's a fairly high degree of randomness in the game but as a whole, it's a great example of the way random factors can be used to generate excitement and tension in a game without it becoming overbearing. And a good job too since a game of this length that could switch on some bad dice would be by and large inexcusable. The first big factor is the card draw but as we've already seen the diplomatic aspects of the game tend to mitigate against the worst excesses of fortune since you can negotiate to get the events you want played. The second is that you throw a lot of dice for a lot of things: for combat, for religious debates, for the reformation and various other things using the now-common mechanic of a 5 or 6 being a "success" and (if necessary) comparing the successes thrown by each side to get a winner. But the key issue here is that you throw a lot of dice over the course of the game so the luck is generally likely to even out. Of course with six players in the mix and a lot of turns to get through it's always possible someone is going to be hard done by and that is unfortunate given that the game demands such commitment. But I think it's a price worth paying, given the thrills and variety that randomness can bring to a game.

I doubt it will have escaped your eagle-like perception, dear reader, that on the whole I've been heaping praise upon this game like there's no tomorrow. So obviously it'll be amongst my highest-rated games and something I play every other weekend, right? Well sadly not. The complexity and time overheads that I've already mentioned are pretty much insurmountable for me in terms of it seeing regular play and unfortunately it suffers from a slew of other minor issues. The map is large and papery and the artwork uninspired. The turn structure is complex and the strategy fairly deep and that leads to inevitable downtime between each player taking an action. It also really needs a full complement of six players to work properly and trying to schedule an entire free day for six gamers at the same time is a tall order for most people. Yes, PBEM gets around most of these issues but it's very, very slow and sometimes a player looses interest or is suddenly blindsided by real-life commitments and the game is never played to completion. There's also a shorter tournament scenario and set-ups for less players but they're comparatively uninspired. Although the game is well balanced I have seen occasional examples of king-making during the endgame. All this stops it getting near the top grade for me. And yet I cannot escape the tremendously cunning and unique nature of the design. It deserves respect. And by and large it's got it from all sides of the gaming community.

 


Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

 

Click here for more board game articles by Matt.

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Comments (36)
  • avatarThirstyMan

    Good review.

    As I live in the ass end of nowhere, (as I continually tell everyone), PBEM is the primary concern. I suspect it is fairly important for others as well, given the real time constraints on playing a game for 6 hours plus.

    So it's good news, this game plays phenomenally well as PBEM and there is more time to scheme and plan your evil machinations. Of course, its not going to be over in a couple of weeks but quality of play can definitely improve as opposed to a 6hr+ brain slog. You just need to make sure everyone is on board with this pace of play. ACTS can be used as the card drawer and dice roller (to avoid do overs). This system automatically sends emails to all players notifying them of the most recent dice roll and/or card draw or comment by a player. It works really well. You can send VASSAL or Cyberboard files to each other but its not necessary as long as each move is recorded for ACTS (and hence sent to all other players). I find the best idea is to keep a virtual board for yourself, updating it as players do stuff and forget sending new versions of the board to all players. Any issues can be sorted out using the ACTS log as the ultimate arbiter. It sounds very rules lawyery but it really isn't and it works very well with little effort on your part except to keep your virtual (or real) board up to date.

    I have a real board setup, but it is subject to cat/maid/wife sideswipe so I have learned that a virtual board is better.

  • avatarSouthernman

    I would probably be up for joining the next FAT pbem of this. I've never played it and don't own it (I have zero chance of getting a 2-player game let alone six) but it is a theme and genre that just fascinates me (from all those epic PC games I suppose), whether or not I will be any good at it is another question. I live an hour down the road from Matt so if he ever got 5 players together during a planetary alignment then I'd head down the motorway for the day (shit, I'd even read the rules beforehand).

  • avatarMattDP
    Quote:
    I live an hour down the road from Matt so if he ever got 5 players together during a planetary alignment then I'd head down the motorway for the day

    In your dreams. And mine as well, for that matter. With the benefit of a couple of weeks of preparation I actually managed to make it to a gaming group on Sunday and to stay for ... 90 minutes to play Cyclades. And even then we were left without enough time to cook all the food we need for the week so we'll be living off takeaways. That's how much time babies suck out of your life. So you'll be very welcome to come and play some HiS and my gaff ... in about 10 years, probably.

  • avatarKingPut

    GMT is a class act in my book. There business model from the P500 list, to value pricing games, to reprinting games with better components once they know the game is successful, to the positive support of Vassal, to the hard time discounts and free games for people who have lost there job makes everyone who owns GMT games not just a buyer of the games but also a supporter of the GMT community of gamers.


  • avatarJazzbeaux
    Quote:
    So you'll be very welcome to come and play some HiS and my gaff ... in about 10 years, probably.

    Add me to the list then... Living between the two of you (MattDP and Southerman) and still not getting enough gaming in. Hopefully trying Incursion on Wednesday, but will have to see.

    Sam

  • avatarJoelCFC25
    Quote:
    The Pope and Protestant players can initiate debates with one another in an attempt to control the spread of Protestantism, while the former can build religious colleges and the latter can burn books in other mechanical methods of spreading their creed.


    Small point of order--if the Protestants are burning books, something has gone horribly, horribly wrong! :)

    Maybe change it to "translate the New Testament and the Bible"...

  • avatarMattDP
    Quote:
    Small point of order--if the Protestants are burning books, something has gone horribly, horribly wrong! smilies/smiley.gif

    Maybe change it to "translate the New Testament and the Bible"...

    ;D It did occur to me when typing the review that that sounded very wrong, but I couldn't be bothered to check the rules (or the history).

  • avatarSuperflyTNT

    Nice review, mate. I like these guys quite a bit, but a 6-hour game is simply not in the cards for me, ever. Well, maybe 12 years from now when my youngest is 14 and I have some free time...if the wife doesn't have a honey-do list..

    I noticed you have the enviable policy of only reviewing games you get as review copies...If I had that policy, I think I'd have exactly 4 reviews!;D

    And finally, without breaking your aforementioned rule, how did you find Cyclades to be?

  • avatarMattDP
    Quote:
    And finally, without breaking your aforementioned rule, how did you find Cyclades to be?

    Hardly breaking the rule to offer some basic opinion - you can check all my comments on TOS for that. I liked Cyclades a lot - I thought it was interesting how the game used the threat of conflict as opposed to actual conflict as a driver. Since you effectively have to spend at least 2 turns (often more) lining up an attack your target can often defend effectively but nevertheless, the need to react at some point brings all the fun of direct interaction into the game with very little of the downside. My biggest critique is that the first third of the game, before there's much conflict and when all the gods are still roughly equally useful, is really rather dull. But the tension ramps up fast once the early game is over.

  • avatarNotahandle

    Southernman wrote: "I live an hour down the road from Matt so if he ever got 5 players together during a planetary alignment then I'd head down the motorway for the day"
    And here's me in the opposite direction, lucky to get a two-player game occasionally. (No, I don't count the fortnightly club for much.)

    And I'll echo the sentiments regarding GMTs class act. In my book, they're far and away the best company out there.

  • avatarsisteray

    Here's what I wrote on the other site:

    2.5
    Boy, what a heartbreaker. I'd been looking forward to this for so long. As soon as we got the chance to play, it was on the table. Yuck. There is none of the angst that you get from Paths of Glory here, there are no tough decisions, all of your choices feel obvious and straight forward. I never felt the tension of whether to play my cards as actions or as CPs, either the card was great for me or it was an obvious CP move. Playing the pope was dreadfully dull. There weren't a staggering amount of choices, and those that you do make all are completely resolved by rolling tons of dice.

    It never seems worthwhile to debate as you can spend your own CPs to lose territory. The first four turns seemed overwhelmingly clear and laid out for everyone involved (except perhaps the Hapsburgs). I almost feel like you just shouldn't bother with the protestants and just take keys for the auto-win. Even spending all your CPs on building the cathedral seems like a better option.

    I traded places with the Ottoman player halfway through turn 3 hoping for some excitement and we both were let down by the real lack of worthwhile options available to us.

    The first half of the game is so static. By turn 4 there is some difference in the board, but it seems like there is so much effort going on, and so much time committed for such little return.

    There is a great sense of history here, and there is some wonderful chrome, but where is the game?

  • avatarratpfink

    The last reply surprises me. I think the game is one of the best. Tough decisions, negotiation, balance of power considerations, multiple paths to victory, it's all in there. Maybe sisteray is a lot better game player than I am because I can't see how these decisions are obvious. After all, I'm only on a 5-game winning streak with 5 different powers. Maybe I will know something after I've finally won with the Papacy.

    Seriously though, this is my favorite game ever. I've played about a dozen times face to face and have found it well worth the long play time every single time. I don't have kids so scheduling isn't too tough for me. But I will make the observation that a lot of gamers I know with kids have no problem getting together on a regular basis for 8-12 hours of 1-2 hour euros.

  • avatarGary Sax

    +++

    My favorite game. Everything Matt said is right. What is especially not apparent until you play, say 2-3 times, is the negotiation aspect. You can negotiate a ton of things and basically negotiation determines the game. That isn't obvious in your first couple games when you're still concentrated on the mechanics.

  • avatarNot Sure

    Morgan, I hate to say this, but "you're doing it wrong".

    There's a reason one of the Pope's home cards is "call a debate". Debating the softer Protestants ends up torching them, which is free VP and spaces. This is crucial when you don't have any military leaders, since the only key you're likely to take by force is Florence. You have to look for opportunities in the committed versus uncommitted pools to grab the softest debater. Also, debates auto-flip spaces, meaning you can use them to crack a tough nut like Nuremburg, or another highly-connected space.

    The first few turns are also not that static, it's going to depend greatly on how the French-English-Hapsburg triangle plays out. Since this is going to vary based on who is dealt what, there's a seed of randomness to the setup that has long-reaching effects.

    Major points will also turn on small battles in the beginning few turns, since there just aren't that many troops on the board in the beginning. If a battle goes wrong, and you have to use your CP to reinforce instead of push on, it will obviously change your strategy, but everyone else at the table should be smelling blood as well.

    There is a definite learning curve to this game, even beyond the rules. There's a bit of study to even get to the board (less if you're accustomed to other CDGs or used to learning wargame rules), and then the real learning begins.

    Playing your own events is obvious, the real tension comes in "can I sell this card for more than it's worth in CP, or should I just bury it"? When you're negotiating across the table, the game starts to shine. If you can't reach someone you can deal: "here, I'll play this to give you some resources this turn to go beat the shit out of him with, give me something next turn."

    There's plenty of game there, but it's not all obvious on the first play. Playing the Pope for the first few turns of 1517 might seem a bit frustrating at first, since your major enemy is in stealth mode. However, there's plenty that can still be done. The Ottomans are pretty one-dimensional in the beginning of 1517 as well, but things do open up for them as the game goes on.

  • avatarShellhead

    If the best part of HIS is the negotiation, there are easier games to get on the table that focus on negotiation.

  • avatarSagrilarus
    Quote:
    Playing the pope was dreadfully dull.

    Dressing for the role you're playing livens things up a bit, especially when you play the Papacy.

  • avatarMsample

    Debates are key for the Pope early on because not only can they get VP for torching debaters, but their early Popes are not able to win a tie in Counter Reformation attempts. It is a common Papal strategy to go after the weaker English debaters to both flip spaces and hopefully burn them for VP.

  • avatarsisteray

    I guess I'm doing it wrong then, because I really saw no joy in it. Then again, I tend to like more dynamic games with real movement on a map. Instead it is just a dicefest for the Prot/Catholics. Ottomans are on rails. The British player's game seemed entirely determined on if they got lucky enough to take Scotland and have a kid. Hapsburgs were interesting, but all in all I found the "game" pretty dreadful. I'd rather be playing Nappy Wars or PoG.

  • avatarGary Sax

    I think England is the weakest part of the game.

  • avatarNot Sure

    I'm not saying you have to like the game, I was just saying your analysis of the options available for the Pope wasn't correct. Debates are important, because they're your main weapon against the Prots in the early game.

    If you hate it, that's up to you. I like the game, but I hate plenty of games as well, even some that get a lot of love around here. It's not an echo-chamber.

    I think a large part of the "game" comes in getting the other players to do what you want them to do, and extract the good stuff from their hands. I can see how you'd be frustrated by the limited movement, it's expensive to march guys across the map, and the winter reset can be painful. However, to me that adds to the urgency, because you have to get things done militarily before the clock runs out. I like it, but I can see how it may not appeal.

  • avatarNot Sure

    (i must be thinking pretty slowly this morning, there's an awful lot of extra commas in my posts. doh.)

  • avatarSchweig!

    To quote Justin: "The turk is up." ;)

  • avatarEstragon

    As a strange coincidence, my copy arrived today, just before opening up F:AT and reading this :)

  • avatarDogmatix
    Quote:
    I think England is the weakest part of the game.

    I find England to be the hardest to play if you're not a dealmaker--and deal-breaker for that matter. England is probably the one faction that really can't go it alone for a long stretch without being reduced to nothing but a kingmaking role.

    To one of morgan's comments, the Turk is on rails to the degree that the drive on Vienna is always going to happen--but I've also seen the Turk establish a foothold in Spain, which made the HRE nearly cry at the table. It's also the best power for a "I have to push armies around the map" type of player. For the Ottoman, HIS is more a "wargame" than for most of the others.

    Quote:
    If the best part of HIS is the negotiation, there are easier games to get on the table that focus on negotiation.

    Paul is an inveterate dealmaker, so his comments don't surprise me a bit. For me, it's not the best part of the game; however, it's an absolutely crucial element of the game, which is NOT the case in most wargames that involve diplomacy. You can play Napoleonic Wars quite successfully with very limited true dealmaking; you're not going to make it through a game of HIS that way though.

    If you want to see how this game can be implemented (very, very badly) as a hex-n-chit game, go find the original game that inspired HIS: SPI's A Mighty Fortress. Very innovative design for 30 years ago, but I find it to be pretty close to unplayable.

    Quote:
    To quote Justin: "The turk is up." ;)

    Damnit. The Pope usurped my tagline. The New Faith is well and truly doomed to live under the yoke of Rome... :'(

  • avatarNot Sure

    Hey, I nearly won F:AT 3 as England without breaking any deals. I may have annoyed our Froggy by using Six Wives to go right back to war after he'd sued me for peace, but (full disclosure) he changed the terms of his suit after we'd agreed on them, so he had it coming.

    Also "an inveterate dealmaker"? That might be true. To be honest, I'm not sure I agree with the comments that the negotiation/diplomacy are the best parts of HIS. They certainly are essential parts, and I definitely try to use them. Sometimes you just get a garbage hand, or a hand of cards that wasn't meant for you. At that point, you'd better get to the bargaining table or you're not making any ground. Not making any ground is the killer, because most powers have some way of generating VP even if they're just left alone.

    If anything, the games of HIS I've played have told me that efficiency is the unsung hero of that game. Making the most out of what you do have by clever CP play or aggressive trading will get you that bit of extra sauce you need. You really never have enough CP to waste any, so they all need to work towards getting you to the finish line somehow (even if that's dragging someone else back).

  • avatarSchweig!

    I love negotiation as the Protestant, but hate it as the Pope. As the Pope seems to be winning every turn ("he only needs to burn that one debater..."), nobody's going to play cards for him. Contrariwise, since the Protestant starts out with 0 VP I've had people play cards for me simply for "a favour in the future". This, however, is easy because Luther can always pick up Diplomatic Overture. The Papacy is still my favourite power though, but I called shotgun on Protestant next F:AT game.

  • avatarDogmatix

    No offense meant Paul. I chose the term "inveterate dealmaker" over the more accurate but less complimentary sounding "scheming bastard" since someone might misconstrue what really is a term of endearment ;D

    I do find it hard for England to not play the "Perfidious Albion" role at some point though. Somewhere in there, England is going to spring that insta-war Home Card to try to shank the Hapsburg player like he was an extra on "Oz."

    One countermove that I've seen is the Haps will simply turn over Antwerp (or whatever that Low Country key is) for cards early in the game and eliminate the potential problem of an English/French detente behind them. The strategy seems to be based around the idea that, with all the cards the Haps generate, they can just recapture it later while it forces France to think about staying home to stop an English march south. That move needs a far smarter Hapsburg player than I to pull off though as all I see is England then cutting a deal with France to have both declare on the Hapsburg with France going south and the English heading toward Besancon.

  • avatarsisteray
    Quote:
    To one of morgan's comments, the Turk is on rails to the degree that the drive on Vienna is always going to happen--but I've also seen the Turk establish a foothold in Spain, which made the HRE nearly cry at the table. It's also the best power for a "I have to push armies around the map" type of player. For the Ottoman, HIS is more a "wargame" than for most of the others.

    How many hours was it into the game before the Turks made a decision? The better question would be, if the Turk and the British player were playing a game of Bobby Lee, how far into the game might they have to turn their attention back to HIS. My guess is that two players that knew the game and were pretty quick could play a sizable chunk of Bobby Lee while playing HIS before making any significant decisions with their factions.

  • avatarNot Sure

    You're right, "scheming bastard" is probably more apt. No offense taken, in either case...

    Unless the goal of the game is strictly "beat on the Haps", I don't see an England player pursuing Besancon and Brussels after a mutual deal for Antwerp. Sure, it hurts the Haps ability to take back Antwerp (and more important to Chuck, to beat on electorates later), but it costs the CP to march through and nets you zero VP. England isn't usually flush with CP to begin with, and spending them on zero-VP ventures is a big stretch. If the Haps hold Metz, then it's a bit more dangerous, but you've got to keep France off that as well. If the French and Prots are propping him up, then it's possible, but if all three are colluding against you, you're screwed anyway.

    Also, without Treachery it's effectively impossible to take a North Sea port key back from England anyway. 1 red squadron parked in Antwerp, and it's all but lost forever. It would be cheaper to start a fake war and sue for it than to try to build and sail a navy there to take it by force.

  • avatarNot Sure

    (for Morgan)

    If the Pirates get dealt early, then the Turks have to decide when and how much to use them. Naturally you should be fishing for them from the likes of the English and Prots (and probably the French) from the get-go. Even if they don't come out early, you have to balance the drive on Vienna with the underdefended keys of Tunis, or even Naples if you're well-equipped. Chuck can't cover everywhere.

    These decisions are far fewer than the crushing wave of problems the Hapsburgs or French have, but they aren't completely devoid of interesting decisions.

    Besides, driving all the way into Vienna at full speed may not be the best move. You have to figure that you'll lose it next turn by suit or by force, and not being at war with the Haps can honestly be a bigger problem.

    It's true, the Turks have a fairly simple script, but they're a strong power, and there is still some subtlety to them.

  • avatarDogmatix

    Morgan: The more important question is, if the those two forces really had that much time to kill, why would they waste their time on any crap that Columbia has published? I'd rather claw my eyes out with a rusty spork than play a dreary cookie-cutter block game. (Yea, I acknowledge that they're not all cookie-cutter, and that Rommel in the Desert is probably pretty good--but I actually rate most Columbia games, and especially the recent A-B-C games--lower than your score for HIS. HoTS is one of the few games of any sort where I thought "I'd rather be playing Munchkin--or perhaps just trying to stick a live piranha up my own ass" throughout the entire experience.)

  • avatarStonecutter

    I have literally never had more fun playing a game when I had no idea what I was doing as I did with HIS in game 3 (though I'd imagine my complete obliviousness probably annoyed the rest of the guys quite a bit.)

    A great game. I'm so happy it's reprinted and I hope I can get my copy to a real table at least once. If not it's one of the few games I'm perfectly happy owning "just to have it."

  • avatarsisteray
    Quote:
    Morgan: The more important question is, if the those two forces really had that much time to kill, why would they waste their time on any crap that Columbia has published? I'd rather claw my eyes out with a rusty spork than play a dreary cookie-cutter block game. (Yea, I acknowledge that they're not all cookie-cutter, and that Rommel in the Desert is probably pretty good--but I actually rate most Columbia games, and especially the recent A-B-C games--lower than your score for HIS. HoTS is one of the few games of any sort where I thought "I'd rather be playing Munchkin--or perhaps just trying to stick a live piranha up my own ass" throughout the entire experience.)

    For fear of derailing the thread, there are only four Columbia block games that I've played that I've really liked: Bobby Lee, EastFront, and Rommel in the Desert. For what it is worth, I'll vouch for those. HoTS really didn't do it for me and I didn't get the hype (other than it was short).

  • avatarMattDP

    Worth mentioning that my complaints about the paper map are unfounded in the latest edition, which has a mounted board. I wasn't aware of this when I wrote the review.

  • avatarwkover

    Here I Stand sounds like a great game that I will never get to play. The face-to-face playtime (I don't PBEM) is way outside my tolerance limits.

  • avatarMsample

    The FTF playtime can vary wildly. Experienced players who don't fuck around can get it down to about an hour per game turn, maybe a bit less. Noobs and/or AP can turn it into double that. There is a short three turn scenario that starts on turn 4, but I am not a fan of it. The start positions are not much different than the first turn, and the condensed time frame leads to some gamey decisions as well as te chance that a big New World phase for the Hapsburg can put the game away early.

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