Review
Struggle of Empires
The deluxe reprint of Struggle of Empires is a lavish game of imperial intrigue, where the people around the table are almost as dangerous as the map. It wants players willing to negotiate, complain, and ideally betray one another with style.
- Published
- 2004
- Designer
- Martin Wallace
- Publisher
- Warfrog Games, Eagle-Gryphon Games, Skellig Games
- Players
- 2–7
- Playing time
- 240 min
In my view, the reprint is clearly improved by its few changes, while the deluxe production is EGG at its best. And yes, the cover should not even be open for debate. In our first clash, countries were distributed with the proper fuel for any imperial drama: a little careful picking, a little random hatred. I took Russia, with France, Prussia, Austria, and the other major powers ready to turn noble competition into something considerably less noble.
The game unfolds through wars and rounds, with your position beginning in the draft and continuing through the choices at the auction. A good start can create a lead — my Russia found one in the first war — but the economy and the opportunities offered by the table can quickly change who appears to hold the reins. In the second war, an excellent auction handoff and the use of the Dutch-Austrian banking establishment pushed Russia well ahead, even as unrest made sure to remind us that no empire runs entirely cleanly.
The real point, though, is the interaction. Alliances, diplomacy, blocking, and the small or large betrayals are the seasoning that gives the wars and scoring their meaning. In the third round, I tried, with the dignity of a player visibly in the lead, to convince everyone that the scoreboard was lying, while my opponents made sure the situation could not be repaired with government reforms and that the table's kingmaking tentacles did not go unchecked. The many sevens, improbable defenses, and points gathered amid chaos eventually produced a one-point win for the Innocent Passer-by.
What a game. When the group embraces negotiation and QQ, Struggle of Empires is balanced, harsh, and delightfully spiteful without losing control of itself. The first session deservedly took Imperial's place as the official general-assembly game. Then, to defuse the diplomacy, Space Base decided that 11 is the natural result of 2d6 and punished us accordingly.
Updated session
The second session confirmed that this is one of the few games everyone at the table considers perfect — or at least very good — thanks to its balance and its resistance to wearing out its welcome. But its weak side also showed: if players are not in the mood for betrayals and QQ, or if they are still on their first encounter and have not fully grasped the point, a little repetition appears. The final scoring remained ruthless, with victory decided by two points this time, and the second outing arrived with an honest, lucky point salad.
Source: BoardGameGeek
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