Review
1066, Tears to Many Mothers: The Battle of Hastings
1066, Tears to Many Mothers: The Battle of Hastings is a light card-driven battle game with historical flavour, a brisk pace, and a healthy dependence on the draw. It will not make you feel like a grand commander, but it can deliver several satisfying clashes in an evening.
1066, Tears to Many Mothers: The Battle of Hastings
- Published
- 2014
- Designer
- Tristan Hall
- Publisher
- Hall or Nothing Productions, Draco Ideas, Nuts! Publishing
- Players
- 1–2
- Playing time
- 60 min
1066, Tears to Many Mothers: The Battle of Hastings wears its history as flavour rather than rigorous simulation. It is straightforward to learn, moves along nicely, and produces enjoyable games, provided nobody expects the Battle of Hastings to arrive with the solemnity of a military monograph.
The engine is the decks and the card draw: your options, and often your difficulties, are determined by what reaches your hand. Once you know what lives in those decks, the decisions acquire some shape; before that, much of the game is simply managing the crisis the shuffle has elected to give you.
The interesting decision is usually how to use the hand you have, rather than how to carry out a long-term plan; some form of tutoring would be very welcome in this sort of design.
TheTrainSpotter
Interaction is direct, because every move in the battle is measured against the opposing side, but there is not a particularly elaborate strategic structure concealed beneath the cards. The interesting decision is usually how to use the hand you have, rather than how to carry out a long-term plan; some form of tutoring would be very welcome in this sort of design.
This is not a game to take terribly seriously, but at a sensible price it is worth seeking out: it offers satisfying, substantial games without demanding an entire evening. You can play two or three battles in the time a good, more involved contest of Undaunted or War Chest might require, and that is a perfectly respectable service for a game to provide.
Updated session
Later plays confirmed the original impression rather than changing it. The draw remains highly variable, leaving you more crisis manager than commander, but familiarity with the decks noticeably improves the game, and its quick running time still earns it a place on the shelf.
This is not a game to take terribly seriously, but at a sensible price it is worth seeking out: it offers satisfying, substantial games without demanding an entire evening.
TheTrainSpotter
Source: BoardGameGeek
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