... I can't remember seing this discussion before. My favourite move is to position my romans as far north as possible in preparation for a swipe at the...
I like to see the Welsh get a swipe too, although I normally limit myself to DEV. It just shakes them up from their normal complacency. Please don't do this to...
Hello folks, I am Lew Pulsipher. And since there are very few people with that name in the world (I'd like to think I'm the only one), it won't surprise you...
Instant feedback: plastic pieces will be a hindrance when building a superstack of saxons in essex to repel the normans, or for any large stacks battling it...
... Hi luke, My usual beginning is : 1 Ken 2 Sus 1 Wes 2 Dow 2 Ess 2 Suf 3 Sou 2 Dev or 3 Dow & 3 Sus instead of 2 Dev Take Dev, Ava & Hwi to the welsh void 1...
... The perfect Roman turn 1 is one that ends with 4 armies in the Pennines and, preferably, no losses. Everything else depends on the dice and how well you...
... Decision Games/Desert Fox Games (desertfoxgames.com) has shrinkwrapped copies of most everything Avalon Hill offered at the point when they merged into...
... Every mail and e-mail venue I've ever played in, follows the regular rules including the sequential turns. This requires fairly quick turnaround between...
... Welcome back! ... For a small revision, you could take a look at the rules that are used for the email tournament -- they are basically a mix of the...
... What chux refers to is that I have tried to make an "optimal" allocation based on statistics of scores of the different nations and a matrix that for any...
... No consensus, I fear. I usually go for a compromise that achieves the following: 1) Get as far north as possible. 2) Don't allow Belgae to retreat to...
First let me preface this by saying that I agree with the already-expressed thought that Brit is a great game and that energies would be better put into making...
I should say up front that I receive EuroBrit in a digest. (I have to do that to cope with the volume of mail I receive--I have six active e-mail addresses.)...
History of the World has a clever method of choosing and passing on cards to allocate empires on each turn. But as a result, players never know who they'll...
... I mostly disagree. Not awarding points for these things was a deliberate decision to avoid rewarding non-historical play. ... Agree. ... I disagree. For...
... Mainly the historical element, and the chance to try to do better than the actual commanders at the time. ... Britannia is like one of those circus acts...
... Sounds O.K. ... Ditto. ... This has been discussed a lot. In the clarifications to the original GG rules, it is stated that raiders lose their ability as...
I also do not see MacArthur as problem. By using the RBs in the north then one of the brakes on Saxon supremacy in the south is lost, while more of the Angles'...
[...] ... [...] Yes most people believe that. Good for those who don't ;-). [...] ... [...] In my case, the main one (which is the same that attracts me in...
... I'll send you the rules and board for the smaller version to your private email (so as not to bog down the list). ... I quite understand. Apart from...
... I have suggested that they arrive in the channel. This isn't any more ahistorical than any of the other possibilities, as Arthur and his knights are as...
... That goes for any multi-player game (with any degree of interaction between players): If one player decides to work against another play instead of for...
... [description of method deleted] I once proposed a similar method: Each player gets (e.g.) 100 points. The players take turns where they allocate ALL of...