(this is a boardgame post — if these aren’t your thing you might want to scroll to the next post)
During my day at (d)orccon, I managed to acquire a copy of Battle Line, designed by the guest of honour, Reiner Knizia. GMT Games, the publisher of Battle Line, had a booth there, which is perhaps unsurprising given that it’s a Central California based company.
(I could go on and on about how I kept returning to their booth throughout the day to mess up their stock by drooling over it and practicing emergency discipline mantras to keep myself from spending money I didn’t have to buy everything they had on offer, but I won’t. Move along. This isn’t the parenthetical ramble you’re looking for.)
It’s slightly unusual that a Knizia game would be published by a wargame-based company like GMT, and someday I’d love to learn the story behind how they acquired it, but it’s a little less surprising when you learn that Battle Line is a new version of a German game called Schotten Totten, a card game about Scottish Highlanders competing against one another in a rock throwing contest (or something), which has silly cartoony graphics and is, all things considered, one of the last games I would ever consider buying.
Enter GMT and their wonderful artist (and co-Big Kahuna) Roger MacGowan, who took a very elegant game with simple mechanics but complex strategy (a Knizia trademark), chucked the silly stuff and gave it the signature GMT look, complete with ancient culture setting, warriors, a combat flavor, and MacGowan’s graceful and clean art. All of a sudden, I’m totally there. And for fifteen bucks, it’s not like it’s something you have to fret over justifying buying.
Battle Line is a simple two-player card game that takes less than ten minutes to learn. It includes seventy cards, sixty of which are called Troop Cards, and ten of which Tactics Cards. On top of that, there are nine wooden “flags” which resemble the playing pieces in Sorry! (incorrectly called plastic playing pieces on the game box — they’re wooden). These are lined up in a row in the middle of the playing space, and form the imaginary battle line of a pitched combat between two ancient forces (hence the game’s prosaic name).
As for the forces for each player’s army, these are represented by the sixty Troop Cards, seven of which are given to each player at the beginning of the game, forming their hand. Each troop card is numbered from one to ten, and is in one of six colors. Each number represents a different kind of troop type found in battles between Alexander and the Persians in the ancient world; for example, the cards numbered 10 are War Elephant cards, and they all have the same excellent style of artwork found on the box cover.
Each round, the player plays (must play — you can’t pass, which creates important strategic decisions) one card from her hand in front of any of the available nine flags representing the line of battle (flags can become unavailable, which I’ll sketch out in a mo). Your opponent meanwhile is taking turns doing the same thing on the opposite side of the flags, trying to outmatch the forces you are building up on your own side of each of these flags.
Once you’ve played three cards on each flag, that’s it. The flag is tied up and no more cards can be added. As you may well have guessed by this point, you win a particular flag by having a stronger suit than the cards played by your opponent, and suits are ranked vaguely like a highly-simplified version of Poker, with three consecutive numbers all of the same color being the highest ranked suit (a kind of straight flush), after which come three cards of one number, then three cards of one color, a “straight” of three consecutive numbers (of any color), and finally the crap set, which is three cards that bear absolutely no relation to each other and induce finger-pointing and sneering in all those who behold it.
(As an aside, these hands are called “formations” in the game, and the different ranked hands have war-related names, like “Wedge” instead of straight flush, but I always call them by the poker term they are based on.)
When both sides have completed their three card set, the player who has won (or who can prove she will win, if for example her opponent has not yet played all three cards at that flag but the two which have been played cannot possibly form a hand as highly ranked as her own) moves that flag from the center, battle line over to her side of the table, scoring for it. The first player to win three adjacent flags (or five non-adjacent flags) in this manner wins the game. Simple as that.
Well, not quite. If that were all that happened the game might tire quickly, but there’s a permutation that, while adding flavor and spice, also adds a bit more violence and nastiness to the game, and these are the Tactics Cards. On every turn, after playing one card from your hand, you draw a new card either from the Troop Card deck (set at one end of the line of flags) or from the considerably smaller Tactics Card deck (over at the opposite end of the battle line). There are only ten of these, and you can never put more Tactics Cards into play than one more than your opponent has played, but when you can play them, they often blow the game wide open by turning the tables on apparently hopeless flags.
Here’s why: Tactics Cards represent special events and variables in war, like the charisma and rallying cries of a leader (like Alexander himself), or environmental factors, like mud or fog. On your turn, you can choose to play a Tactics Card instead of a Troop Card, and the effects printed on these cards often serve to turn the tables on flags which a moment before seemed all but lost. For example, the fog card disables the ranks on both sides of a flag — instead, the sum total of the numbers only are used to determine who wins (the guy with the higher number). So if a player on one side has all but locked in that flag by creating a hand with, say, the numbers 1, 2, and 3 all of the same number, while his opponent has put down a 10 card and a 6 card that are not of the same color (meaning that any hand she completes could never be as high ranking), if she whipped out the fog card on her turn and played it on this flag, she would suddenly be the winner of that flag, because even with just two cards played, 10+6 is better than 1+2+3. Take that, asshole!
In many of the games I’ve played, the sudden appearance of one of these cards turned the tide of the game and wrested victory from the jaws of defeat. Not only do they shake up what might otherwise be just too linear a game, but that element of surprise adds a tremendous dimension to the strategy of playing.
And remember what I said earlier: you must play a card on your turn, whether you want to or not. Because of this, you’ve got to be very careful about how you start filling up those slots on each of the nine flags, because if you don’t receive cards of a particular number and/or color that you were anticipating, you could find yourself forced into completing three-card sets that have much lower value than you originally hoped, just because you were forced on a particular turn to unload a card somewhere, anywhere.
I hesitate to call this a thematic game (especially because it’s a re-themed game anyway), but a lot of the fun of Battle Line comes from the push and pull and back and forth of slowly building your own sets on your side while you watch your opponent build his on his side, and this wary confrontationalism does have a whiff of war about it. Trying to storm in on certain flags while you hedge your bets and wait on others to see what your opponent is going to play is where much of the strategy of the game comes into play. Since there are only sixty cards in the Troops deck, resources are scarce, and during the course of the game you will often see — to your dismay — cards you were hoping to get suddenly appear on your opponent’s side of the battlefield, shattering the chances of completing an all-important set at a crucial flag. And because the game can be won by scoring three adjacent flags, players can find themselves rushing to shore up areas of the battlefield that come under assault much like a real pitched combat ebbs and flows as weaknesses in the line or tactical holding areas suddenly come under fire.
The game plays in less than a half hour, and it only takes the flash of an eye to set up, so it might almost qualify as a really nice filler game if it wasn’t for the startling level of strategy and tactical decisions hidden beneath the surface of its very simple rules. Instead, it lies somewhere in between a nice filler game and a full-blown strategy game, in something of a relatively rare sweet spot.
To me, with its mixture of excellent and strategic gameplay, and kick-ass graphics and theme, Battle Line is a bigtime winner. The guy at the GMT booth told me that GMT’s warehouse is clean out of stock of this baby, and it may be some time before they go to reprint. Now, I don’t know if this was a sales line or not, but I’ve noticed that some online retailers are out of stock of it, so if you find it at your local games shop or wherever, you might be better off getting it now than later. Plus, it’s only fifteen bucks so it’s not as if the purchase will put you in the red.
(image via boardgamegeek.com)
Technorati tags: boardgames, Reiner Knizia, Battle Line.