Review

D.E.I.: Divide et Impera

D.E.I.: Divide et Impera looks like a carefully produced miniatures game, with rich material and enough content to keep returning to the table. It does not reinvent the wheel, but it promises straightforward conflict without dice.

D.E.I.: Divide et Impera

D.E.I.: Divide et Impera

Published
2022
Designer
Tommaso Battista
Publisher
Ludus Magnus Studio, CardBoard Pirates, Intrafin Games
Players
2–4
Playing time
90 min

D.E.I.: Divide et Impera was one of those games I backed during the general madness of Lockdown, shortly before the fulfilment of Tsukuyumi 2nd edition put me off enough to stop dealing so much with miniatures games. Surprisingly, this one seems to have the full package: very careful production, nice fluff, and a table presence that looks properly cared for. The miniatures are 15 mm rather than 28 mm, but that does not change the fact that the game looks full and satisfying as a physical object.

At its core, it is a zero-luck area-majority and area-control game. Its action revolves around controlling regions and trying to gain the upper hand over the other players, without waiting for a die to save or betray you. It is therefore an experience built around decisions and direct confrontation.

In gameplay terms, it reminds me a little of a Lang game, though it does not feel like a simple copy. It seems thoroughly developed and has some clever elements, while the Kickstarter package appears to offer enough options for a group to get many plays from it without growing tired of it. The interaction is clearly confrontational: you are here for fighting and opposition, but without dice getting in the way.

It does not sound groundbreaking, and the cost will probably sting. Even so, for a group that wants a well-made miniatures game, a generous package, and direct conflict without luck, D.E.I. does not look like a bad choice at all.

Source: BoardGameGeek

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