Frienemies with Enemies of Rome (Worthington Publishing, 2017)

The traditional RockyMountainNavy Game Night saw Enemies of Rome (Worthington Publishing, 2017) land on the table. The game covers 600 years of Roman history using relatively low-complexity mechanics. Our game this weekend reminded me both why I like the game even when I have issues with it.

The RockyMountainNavy Boys and myself really like the game for its theme:

THE GAME:  It is 300 BC. Since being founded as a Republic in 509 BC Rome has grown in power and influence. Now it is your time…

You and up to 4 other players are one of Rome’s great leaders. Take control of legions and lead them across the known world for the next 600 years as you deal with uprisings, rebellions, political intrigue, and wars. Players can make alliances with one another (and true to Rome, break those alliances!) maneuver their forces and the enemies of Rome, all as they try to become the one true Caesar! All others are fed to the lions and their legacies lost to history…(Publishers Blurb)

We played a three-player game although we “know” this is not the optimal player count. Well, we play more for the fun of gaming together.

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Game Start – My Proconsul (Purple) is in Syria

The early turns were not kind to me. The other Proconsuls (i.e. the RockyMountainNavy Boys) moved the Enemies of Rome against me. As a result, I quickly lost my home territory.

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Enemy horde ejects me from my capital (Syria)

Not having a capital is not a total kiss-of-death, but having the fortress bonus on defense helps. I really needed a secure area to keep building up from. I thought I had found a way using the First Roman-Jewish War Event Card. I succeeded in reoccupying my capital in Syria, but along the way ended up fortifying the Enemies of Rome positions in Palestinia and Arabia Petrea.

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First Roman-Jewish War fortifies the area south and east of Syria

The other Proconsuls continued to use the Enemies of Rome against me, and as a result I ended up losing Syria again. I was forced to use Cilicia as my new “base” of operations.

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Ejected from Syria…again

Although I had difficulty in keeping a home territory, throughout the game I was always looking for easy opportunities to knock off a territory and gain that coveted Glory Point. I also paid a lot closer attention to the Event Cards I was dealt and tried to use them to create situations to gain Glory Points not just defend. When defending, one usually loses Legions to attrition in battle without any Glory Points gained. In the end game, the opportunity to retake Syria (yet again) presented itself. I took it, along with the Glory Point. To my (happy) surprise, at the end game scoring I pulled off a narrow victory!

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Victory by one Glory Point!

Playing Enemies of Rome again reminded me of several issues I have with the game. The first issue (which I have discussed before) is the victory point mechanic. In short, one gains VP (Glory Points) for winning battles as the attacker. What looks like a territory control game is actually not. Middle RMN Boy (playing Yellow) has the most territories and could of won if he was able to stay no more than two Glory Points behind the leader. My second issue is that for a game that is low-complexity (rated 3 out of 10 by the publisher) I actually have missed a few rules in the book. As a matter of fact, as I was reviewing the rule book before our latest game, I discovered this “obvious” rule that I had missed before:

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Enemies of Rome group size defined….

Although the Glory Point mechanic is a bit wonky, a larger player count is better, and some rules could be explained better, the RockyMountainNavy house still endorses Enemies of Rome.

Bottom line – It’s Fun!

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