Review

Vijayanagara: The Deccan Empires of Medieval India, 1290-1398

Vijayanagara takes the familiar COIN framework and bends it into a focused, strictly three-player conflict. You need not care about the setting to appreciate how well the game has been arranged.

Vijayanagara: The Deccan Empires of Medieval India, 1290-1398

Vijayanagara: The Deccan Empires of Medieval India, 1290-1398

Published
2024
Designer
Cory Graham, Mathieu Johnson, Aman Matthews, Saverio Spagnolie
Publisher
GMT Games
Players
1–3
Playing time
120 min

Vijayanagara: The Deccan Empires of Medieval India, 1290-1398 is the first entry in GMT’s Irregular Conflict Series, a COIN offshoot whose family resemblance is not exactly concealed. Its historical subject would not, by itself, have brought me to the table; as a COIN habitual, though, I was obliged to try it. Fortunately, the alterations to the ICS framework and, more importantly, the way the map shapes the course of play are genuinely worthwhile.

The core is still asymmetric conflict across a map, but this version is built expressly for three players. It does not feel like a COIN title with one seat removed: the factions’ choices meet more directly, and the whole game gains a notable coherence. The interesting decision is when to apply pressure now, and when to invest in the position you intend to occupy several turns later.

The interesting decision is when to apply pressure now, and when to invest in the position you intend to occupy several turns later.
TheTrainSpotter

That room for long-term strategy is the meaningful departure from several of its relatives. You can construct a plan rather than continually patching over the next tactical problem, without losing the players’ capacity to hit one another. Combat also uses a die; a small but conspicuous choice in this design lineage, likely to alarm devotees of complete control, but one that gives conflict the right degree of uncertainty.

For a regular group of three, this is a very persuasive proposition: complex without becoming untidy, combative without collapsing into mere tactical squabbling, and close to two hours even with the explanation included. A very promising start for ICS; not a revolution, but a considered variation that knows precisely why it exists.

A very promising start for ICS; not a revolution, but a considered variation that knows precisely why it exists.
TheTrainSpotter

Source: BoardGameGeek

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