I have really been meaning to look at Martin Melbardis and their company Solo Wargame. Specifically the Roll and Write war games. I’ve actually backed a few on Kickstarter and just needed to find the time/headspace to try them. Looking through the ones I have, Rome Must Fall seemed like the most newbie friendly so that’s what I started with.
I have to say that Print and Play war games have been around for a while. I think they might have been one of the earliest genres to get adopted. You can find Chit-and-Hex PnP games that are decades old. Heck, Malta Convoy is a roll and write war game from 2001.
However, Solo Wargame’s mission statement seems to be to create PnP games that have the convenience of Roll and Write but have some heavier meat to them. I like Postmark Game’s Battle Card series but they are very light exercises.
Despite the name, you are actually trying to hold the Roman empire together in Rome Must Fall. The game is set in 425 AD and you are dealing with threats on… well, just about every side.
You are dealing with six different fronts in the game, four barbarian forces and two raiders. Every loss to the barbarians makes you lose territory while losing to the raiders will cost you some form of resources.
The core mechanic is dice allocation. You roll six dice. You assigned them to each front. Then, the invading forces get to roll against you.
You have a limited number of reserve tokens that you can use to increase your die, as well as limited access to some special abilities. Not only do you have to roll sixes to be able to use the special abilities each one is tied to a city on the map. If that city gets sacked, you lose that ability.
And, just to make sure it hurts, your six sided dice can get reduced to three-sided dice by certain losses.
If you lose too many key cities, you lose the game. If you can survive 12 turns, you win the game.
Simply put, you can’t win every fight. You have to pick your battles carefully and figure out what you can afford to lose. Your resources are going to get more and more scarce as the game goes on. Years ago, a friend told me that Advanced Civilization was about managing calamities over six hours. Rome Must Fall gives you that experience on one page in fifteen minutes.
To be honest, I haven’t played enough to figure out how much luck determines if you’re going to survive. I haven’t survived yet.
That being said, and I mean this as a compliment, Rome Must Fall feels like an older brother to the Battle Card series. It serves as both a small war game and a history lesson. However, while I feel that there is an optimal path in those games, there is too much going on in Rome Must Fall to have a single, scripted strategy.
Rome Must Fall is a budget friendly, accessible experience. It is fraught with tension as you do your best to slow down the death spiral that is baked into the game. I’m glad I looked into Solo Wargame.