Melee, by Rikki
Tahta, is the third of the games I was showing off at Essen 2015; it's
an area-control wargame for 2-4 players.
Disclaimer: I demonstrated this game for Indie Boards and Cards
at Essen SPIEL 2015 and received my copy as payment in kind.
On the face of it this is a fairly conventional small wargame: you
have footsoldiers, knights and catapults, and you're trying to conquer
the most territory on a very small map. However, it's raised above the
commonplace by its combat mechanic, which is a classic Tahta bluffing
game. When you attack, you tell the enemy how much money you have. You
hide some of that money, at least one coin's worth, in your fist. The
enemy has to try to guess how much you hid. If he's right, your unit
is destroyed; if he's wrong, his is, but in either case you've spent
the money (to motivate your troops to attack).
Then there are complications: a defender in a castle or in mountains
can make two guesses, to represent the terrain advantage. A soldier
can only move and attack once in a turn, while a knight can attack as
often as he likes, and a catapult attacks all units in an area at
once. Knights can't enter mountains and catapults can't fire into
them, but catapults in mountains can fire further. Catapults and camps
can't move or defend, but are turned to the attacker's side if
attacked. And so on. They each individually make reasonable sense, but
it's a lot of special cases to have to remember.
Special ability cards, bid on at the start of the game when you're
setting up initial forces, can allow units to move further, fight more
effectively, etc.
The major constraint, though, is the fixed game length: just five
actions per player before it's all over. On your turn, you can raise
money or spend it to recruit troops or take those troops off to
war. And it can end even sooner: taking an enemy castle is an instant
win for the conquering player. Even if it goes to full length, a game
rarely takes more than twenty minutes.
The art deserves a note too: it's done in a pixelated video-game
style, which is a bit odd but rather appealing.
This isn't one of my favourite games – if I'm wargaming I like to be
doing more complex and involved wargaming – but it's more enjoyable
than I expected, largely because of that combat mechanism. This is
certainly one to play with a bit of table chat, rather than just the
minimum amount of talking that's required. I can see myself pulling
this down occasionally when I'm in the mood rather than having it out
every session.
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