Saturday, September 20, 2025

New Empire - Turn 18 (180-170 BC)

Situation after 17 turns
The revolt dice land 6-2, meaning Gallia throws off Roman rule.
Richard is drawn first, but fails to free 'AFRICA'
I easily reconquer Gallia with a 4.
Andy's Macedonians fail to free their homeland.
Reg takes advantage of the Macedonians fighting on two fronts by capturing Syria, splitting the four remaining Macedonian provinces into three isolated sections.
The Macedonians are effectively eliminated from any chance of winning, but the other three peoples are still in with a shout, even if a Carthaginian victory seems unlikely

Friday, September 19, 2025

New Empire - Turn 17 (190-180 BC)

Situation after 16 turns
I no longer have Scipio as a great captain, but for the remaining four turns of the game my Romans receive a +1 modifier for Scipio's legacy, and another +1 modifier as part of the Roman bonus when without a great captain on turns 11-20.
But first the revolt dice land 3-3, having no effect as that pinpoints independent Illyria.
Reg is drawn first, and his Persians attack Syria, but fail with a 1.
Andy chooses to try to expel my legions from Graecia, but rolls a 2.
Richard's attempt to free his Carthaginian homeland fails with a 1.
Finally, I attack Macedonia, rolling a 3, which is enough as the -1 modifier for attacking a controlled province is more than overturned by Rome's two +1 modifiers.
Rome has captured two enemy homelands - Macedonia and 'AFRICA'

Thursday, September 18, 2025

New Empire - Turn 16 (200-190 BC)

Situation after 15 turns
The revolt dice land 2-4, meaning IBERIA throws off Roman rule.
I start my five campaigns my recapturing IBERIA, and then successfully take Numidia. That leaves me three goes at taking the Carthaginian homeland 'AFRICA'. Scipio does not cancel out an attacked homeland's -1 modifier, but he still receives his +2 modifier as a great captain, so my roll of 6 is easily enough. I then retake recently independent Sicilia, before attempting an invasion of Graecia. That requires a naval crossing, which just succeeds on a roll of 3 (2 or 1 would have meant the fleet was either defeated in battle or lost in a storm). There is further success when for the actual attack on Graecia I roll a 4.
Reg is drawn next, and his Persians take Syria from the Macedonians.
Richard's Carthaginians have disappeared from the map, but they will return in their homeland, ie 'AFRICA', if he rolls a 6, but his attempt this turn lands as a 4.
Andy's Macedonians ignore my capture of Graecia, and instead retake Syria, no doubt worried for the safety of double-point scoring AEGYPTUS.
The West is Red

Wednesday, September 17, 2025

New Empire - Turn 15 (210-200 BC)

This is the first of two turns in which I receive Scipio as a great captain, meaning five campaigns, each with a +2 modifier, and no -1 modifier for attacking controlled provinces (unless they are homelands)
The revolt dice land 4-5, meaning Sicilia becomes independent.
That is not a good omen for my Romans, but I decide to concentrate on attacking the Carthaginians, only for Gallia to repulse my first campaign (I rolled a 1). Gallia falls at the second attempt, followed by IBERIA, but Numidia repels my legions. I attack again - my fifth and final campaign of the turn - and succeed emphatically by rolling a 6.
Reg is drawn next, and he succeeds in taking Mesopotamia from the Macedonians, meaning the Persians are back up to four provinces.
Andy's Macedonians fail to respond, but Richard's Carthaginians retake Numidia.
Not a great turn for my Romans, but I am reasonably well-placed to finish off the Carthaginians next turn with Scipio's second set of five campaigns

Tuesday, September 16, 2025

New Empire - Turn 14 (220-210 BC)

I can expect to lose some of my gains this turn as it is the one in which the Carthaginians are led by the great captain Hannibal
The revolt dice land 5-1 - an early blow for me as that means Cisalpina expels Rome's legions.
Richard goes first, with five campaigns, each having a +2 modifier, thanks to Hannibal, and each ignoring -1 modifiers for attacking controlled provinces (except for homelands). However, the Carthaginians still suffer a -1 modifier when operating outside of their starting empire, which consisted of 'AFRICA', Numidia and IBERIA.
Hannibal first takes IBERIA, then Gallia, both easily, but fails in his first campaign against newly independent Cisalpina after rolling a 2. A second campaign against Cisaplina fails in an identical fashion, but the third succeeds with a roll of 5.
Andy is drawn next, and his Macedonians retake 'Asia'.
I attack Cisalpina, easily taking it with a 6.
Finally, Reg narrowly fails to grab Mesopotamia, his Persians rolling a 4, which fails thanks to the -1 modifier for attacking a controlled province.
Hannibal's impact has not been as great as Richard must have hoped

Monday, September 15, 2025

New Empire - Turn 13 (230-220 BC)

Situation after 12 turns
This is the last turn before first Hannibal and then Scipio appear as great captains.
The revolt dice land 3-1, meaning 'Asia' throws off Macedonian rule.
I am drawn first, and I attack Numidia, but, despite the Romans' +1 modifier in the second half of the game when without a great captain, I narrowly fail with a roll of 3 as there is a -1 modifier for attacking a controlled province.
Richard is next up, and he counterattacks against IBERIA, but rolls a 2.
Andy's Macedonians try, but fail, to retake 'Asia', rolling a 3.
Finally Reg successfully recaptures Persia from the Macedonians.
A bad turn for the Macedonian cause

Sunday, September 14, 2025

New Empire - Turn 12 (240-230 BC)

Situation after 11 turns
The revolt dice land 4-1, which again pinpoints independent Bactria, and so has no effect.
Reg is drawn first, but his Persians fail to regain Mesopotamia.
I conquer Carthaginian IBERIA with a 6.
Andy's Macedonians continue their eastward expansion by taking the province of Persia (note that this is not the Persian homeland - that honour belongs to Parthia, which is now very much endangered).
Finally, Richard fails to retake IBERIA.
Roman red and Macedonian yellow have become the dominant colours

Saturday, September 13, 2025

New Empire - Turn 11 (250-240 BC)

Situation after 10 turns
For the rest of the game my Romans receive a +1 modifier every turn when I do not have a great captain, which means every turn except turns 15 and 16, when Scipio Africanus will lead my forces.
However, first the revolt dice land 4-2, but Bactria is already independent, so there is no effect.
Andy's Macedonians are drawn first, and they successfully invade Mesopotamia.
Richard's Carthaginians miserably fail in an attack on Gallia (Richard rolled a 1).
I counterattack against IBERIA, but also roll a 1 - not enough, despite Rome's +1 modifier.
Finally, the Persians try to retake Mesopotamia, but Reg comes up short with a 3.
The Macedonians are slowly gaining the upper hand in their epic struggle with the Persians

Friday, September 12, 2025

New Empire - Halfway Standings

The map after 10 turns
Richard's Carthaginians have three provinces, two of which are worth double-points, meaning five victory points to add to their starting total of 12, taking them to 17.
My Romans have five provinces, including triple-scoring ITALIA, giving me seven victory points.
Andy's Macedonians have seven provinces, including double-scoring AEGYPTUS, giving them eight victory points.
Finally, Reg has four provinces, taking the Persians' victory points to 16.
Map with halfway victory points added
Here is how the current standings compare with the halfway point of out previous six games.

                                    Carthaginians...Persians/Parthians...Macedonians...Romans....Total
Current Game                      17                        16                           8                  7             48
Game Six                             18                        15*                        10                  5             48
Game Five                            18                        15*                         8                  4             45
Game Four                            17                        13                        11                  5*            46
Game Three                          14                        16*                         6                  5             41
Game Two                             17                        17*                         9                  7*            50
Game One                             17                        12                        11*                 5             45
*Eventual winner(s)

My Romans are matching their highest ever halfway score, and the previous time they had seven points at this stage they went on to share victory with the Persians/Parthians.
Andy's Macedonians are three points below the 11 they had halfway in the only game they won.
The Carthaginians have never won a game in our series, despite five times previously having 17 or more at the halfway point.
However the Persians may be favourites as they have never failed to at least share first place when having 15+ victory points at this stage.

Thursday, September 11, 2025

New Empire - Turn 10 (260-250 BC)

Situation after nine turns
Victory points, based on each people's holdings, are awarded at the end of this turn, which marks the halfway stage of the game, but first the revolt dice land 4-1, which has no effect as that pinpoints independent Bactria.
My Romans are drawn first, and I successfully reconquer Gallia by rolling a 5.
Richard launches a Carthaginian counterattack, but it fails with a 3.
Reg attacks Syria, conquering it from the Macedonians with a 5, but Andy counterattacks and takes it back.
Situation at the halfway stage

Wednesday, September 10, 2025

New Empire - Turn Nine (270-260 BC)

Situation after eight turns
The revolt dice land 6-4, meaning Mesopotamia successfully expels the Persians - the first real Persian setback for many years.
Reg is drawn first, and he immediately reoccupies Mesopotamia with a 4.
I am next, and my Romans take Gallia with a 6, meaning I now have a land border with the Carthaginian empire.
Andy's Macedonians try to take advantage of the apparently weak Persian position in Mesopotamia to attack that province, but roll a 3.
Finally, Richard's Carthaginians attack Gallia. There are -1 modifiers for operating outside of Carthage's original empire and for attacking a controlled province, but Richard rolls the necessary 6.
The battle for the West is hotting up

Tuesday, September 09, 2025

New Empire - Turn Eight (280-270 BC)

Situation after seven turns
The revolt dice land 4-4, but 'INDIA' is already independent.
Reg is drawn first, and he attacks AEGYPTUS, but fails with a 2.
Andy's Macedonians are next, and they take Syria from the Persians on what is the last turn in which they receive a +1 modifier for having had a great captain no more than five turns ago.
Richard attacks Gallia, but his 4 is not enough as the Carthaginians are attacking outside of their original empire, and anyway Gallia is in tribal ferment.
Finally my Romans attack Cisalpina, conquering it with a 6.
All Italy is now Roman red

Monday, September 08, 2025

New Empire - Turn Seven (290-280 BC)

Situation after six turns
The revolt dice land 5-1, but that pinpoints Cisalpina, which is already independent.
Richard is drawn first, and he chooses to attack Gallia, but rolls a 3.
Andy's Macedonians attack independent AEGYPTUS, a roll of 3 being just enough as they still enjoy a +1 modifier thanks to Alexander the Great's legacy.
Reg attacks Syria, conquering it with a 6, meaning the Persians have again reached the Mediterranean.
My Romans invade Cisalpina, but are easily repulsed with a roll of 1.
Capturing AEGYPTUS could be a big deal for the Macedonians, but the Persian revival continues

Sunday, September 07, 2025

New Empire - Turn Six (300-290 BC)

Situation after five turns
The revolt dice land 5-5, meaning it is Syria's turn to throw off Macedonian rule.
Andy's Macedonians are drawn first, and he immediately reconquers Syria.
My Romans am next, and I successfully expel the Carthaginians from Sicilia.
Rather than attempt a reconquest, which would involve a naval crossing, Richard's Carthaginians attack Gallia, but are repulsed.
Finally the Persians, perhaps sensing Macedonian weakness, successfully attack Mesopotamia, thanks to Reg rolling a 5.
The Persians, having not lost their homeland during Macedonian expansion, look in good shape

Saturday, September 06, 2025

New Empire - Turn Five (310-300 BC)

Situation after four turns
The revolt dice land 1-2, meaning the Macedonian Successor states are hit by another revolt, with this time AEGYPTUS gaining its independence.
Reg's Persians are drawn first, and he chooses to attack independent Bactria. However, a roll of 2 puts an end to the invasion.
Andy's Macedonians are up next. He cannot try to regain AEGYPTUS, as neighbouring Syria is not part of a Macedonian chain of four controlled provinces, nor part of a chain linked to the Macedonian homeland, so he instead conquers 'Asia' with a 6.
My Romans successfully attack Magna Graecia, which should make it more difficult for Carthage to expand into the Italian mainland.
Finally, Richard's Carthaginians try to capture Magna Graecia, but are easily repelled after rolling a 3.
The inevitable Punic Wars will probably start in earnest next turn

Friday, September 05, 2025

New Empire - Turn Four (320-310 BC)

Situation after three turns
The revolt dice land 3-2, meaning 'Asia' expels the Macedonians - perhaps in response to news of Alexander the Great's death?
But it is at the other end of the Mediterranean where the first imperial invasion occurs, with Richard's Carthaginians again attacking independent Gallia, but again failing with a roll of 5, thanks to -1 modifiers for tribal ferment and for operating outside of Carthage's original empire.
I am drawn next, and I just manage to consolidate Roman rule of ITALIA, by rolling a 3 - one less than the turn number.
Andy's Macedonians for the next five turns receive a +1 modifier for no longer having a great captain, but having had one no more than five turns ago. He attacks rebellious 'Asia', but a roll of 2 is insufficient.
Finally the Persians attack Mesopotamia, but Reg also rolls an insufficient 2.
With any luck my Romans will start expanding next turn

Thursday, September 04, 2025

New Empire - Turn Three (330-320 BC)

Situation at the end of turn two
The revolt dice land 4-1, meaning Bactria throws off Persian rule.
This is the second turn in which Andy's Macedonians are led by the great captain Alexander. They start by attacking Mesopotamia, but a 1 means the invasion fails despite Alexander's +2 modifier. A second attempt also stalls, but it is conquered third time lucky, as it were. Andy then conquers Persia, just - the die landed as a 2. Andy revealed his original intention had been to try to capture the Persian homeland Parthia, but with only one campaign left, goes for the easier option (Parthia, being a homeland, has a -1 modifier, despite Alexander's great-captain status) of Armenia, succeeding with a 3.
Richard's Carthaginians are drawn next, attacking Gallia despite there being -1 modifiers for operating outside of Carthage's original empire and for independent Gallia being in tribal ferment for the first 10 turns. He rolls a 5, narrowly failing.
I again fail to consolidate Roman control of ITALIA.
Finally Reg attacks Persia, succeeding in reconquering it thanks to rolling a 5.
The Persians have held off the Macedonian onslaught, at least for now, but my Romans are yet to get going in the west

Wednesday, September 03, 2025

New Empire - Turn Two (340-330 BC)

Situation at the end of turn one
The revolt dice land 6-6, which pinpoints Thracia, but there is no effect as that province is independent.
Andy's Macedonians start as this is the first turn in which they are led by Alexander the Great, who as a great captain is entitled to launch five campaigns, each with a +2 modifier. He starts the easy way by conquering Graecia and Thracia (only a roll of 1 would have meant failure), and then attacks 'Asia'. This should also be easy as great captains ignore the -1 modifier for attacking a controlled province (unless it is a people's homeland), and he does succeed, although only just, by rolling a 2. Further successful attacks occur on Syria and AEGYPTUS, meaning the Macedonians control the whole east Mediterranean seaboard.
Reg orders his Persains to counterattack Syria, but a 3 is nowhere near enough when a -1 modifier for attacking a controlled province applies.
Richard is drawn next and he chooses to cross the sea to invade Silicia. The naval crossing is no problem (he avoids rolling under 3), and the invasion is a success despite a -1 modifier for operating outside of Carthage's starting empire.
Finally I fail to roll less than the turn number, which I need to do to consolidate Roman control of ITALIA.
A good beginning for the Macedonians in the east and the Carthaginians in the west

Tuesday, September 02, 2025

New Empire - Turn One (350-340 BC)


350 BC
The revolt dice land 1-5, meaning Numidia throws off Carthaginian rule.
The Persians are drawn first, and Reg attacks AEGYPTUS, but rolls a 2 (4+ is needed).
Andy's Macedonians attack Graecia, but roll a 1.
My Romans are next, but I can do nothing as I first have to consolidate Roman control of ITALIA, and that is only accomplished by rolling a die lower than the turn number.
Finally, Richard's Carthaginians resoundingly reoccupy Numidia with a 6, meaning the map has ended looking the same in 340 BC as it did 10 years earlier.

Monday, September 01, 2025

New Empire - Final Preparations

RICHARD drew the Carthaginians, I got the Romans, Andy the Macedonians and 'Reg' the Persians/Parthians.
If we look at how the peoples have performed in our previous six games, this would seem to give 'Reg' a decent chance of closing the gap on Andy and myself.

SCORES BY PEOPLES
Persians/Parthians: 19pts
Romans: 17.5pts
Carthaginians: 14.5pts
Macedonians: 9pts

As usual I will write up the game turn-by-turn.

A reminder of the starting position in 350 BC, with the Carthaginians and Persians already having 12 victory points thanks to their imperial legacies

Sunday, August 31, 2025

New Empire

OUR group of four boardgamers has got together again for another round of Philip Sabin's Empire.
The four are myself, my regular wargaming opponent ('Reg'), security consultant Richard Johnson and Andy, a serving officer in Britain's armed forces.
Here are the standings after six playthroughs (four points for a win, three for coming second, etc).

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Total: 19pts

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Total: 17.5pts

'REG'
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Total: 12pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Total: 11.5pts

SCORES BY PEOPLES
Persians/Parthians: 19pts
Romans: 17.5pts
Carthaginians: 14.5pts
Macedonians: 9pts

Here is the starting position in 350 BC
We will draw for peoples, but with the proviso no one can have a people he had in the last two games.

Saturday, August 30, 2025

Top Read

EDITH Durham's High Albania is a riveting account of months of travel through remote parts of the Balkans in 1908.
Her book is apparently still regarded as an authoritative source for understanding old customs of the remoter mountainous regions.
A fascinating insight into a disappeared world
These customs included blood feuds, which were frequently a deadly business but had 'honourable' rules, one of which was that shooting was not allowed when a household was entertaining guests.
Accordingly Edith felt safe one evening in a village where, unable to stay with the local priest, who was away, she and her companions were invited to overnight with a family currently involved in a major blood feud over a broken engagement.
"The young man who had invited us had shot a man of the girl's family, and cleansed it [his honour]; now the family of the slain man hungered for the blood of him or his.
"He looked on the situation with grim satisfaction, for he knew he had acted righteously.
"I lay and listened to the tale while three men, intent on feeding us sumptuously, slaughtered a kid on a hurdle by the doorstep, and were busy cleaning and quartering it.
"Just as they were bloody to the elbows - dan! rang a rifle and phew-ew sang a bullet close over our heads from behind the corner of the wall.
"Down fell the flaying-knives; the three snatched Martinis [rifles] that hung handy from the stone brackets by the door, and dashed off in hot pursuit.
"A yell of laughter followed at once. A neighbour with a strong sense of humour had fired, just for a joke, to make them jump!"
There is much more of this, and I found the book so entertaining that I sped through the almost-200 pages on a recent 10-day holiday, leaving me with nothing to read for the rest of the trip!

Friday, August 29, 2025

Summing Up My Allied Playthrough Of Cacabelos In 3D

I ADMIT I was lucky - astoundingly lucky at times - with my dice-throwing, but even before that happened I felt a French victory was unlikely: the scenario seems just too tough for the AI.
My score against the AI is now 6-2, or 6-3 if you include the scenario that I started a unit short.
At this stage first-time through I was drawing 5-5, having played one scenario twice, but if the replay is excluded I was losing 4-5.

Thursday, August 28, 2025

Cacabelos In 3D - Turn Eight

Map

Situation after seven turns
My activation dice land 3, 3, 1. I reroll them all, getting 6, 4, 2, which means that by changing wildcard 6 into 3 I can activate all my troops.
I start in area 4, where my infantry attack the French commander. The two dice are increased thanks to support from General Edward Paget, but I roll three 1s. General Paget moves around the right of the infantry and attacks his opposite number, rolling an ineffective 3, 2.
In area 2 my infantry also shoot at General Colbert-Chabanais, rolling 5, 1, killing the French general.
That ensures victory as the one remaining French unit cannot possibly exit the bottom of the table by the end of turn 10.

Wednesday, August 27, 2025

Cacabelos In 3D - Turn Seven


Map

Situation after six turns
My activation dice land 6, 3, 1. I reroll 3 and 1, getting 5, 4. I change wildcard 6 into 2.
In area 2 my two-strength infantry shoot at the French one-strength infantry, rolling 6, 4, 4, eliminating the enemy unit.
In area 4 my infantry advance diagonally left and shoot at the one-strength French cavalry, the three dice decreased for firing after moving, but increased thanks to support from General Edward Paget. I roll 6, 4, 2, eliminating the enemy unit.
The French are on the brink of defeat
The AI's activation dice land 6, 6, 4, 3. Wildcard 6s are rerolled, but become an unhelpful 5, 3.
Only General Colbert-Chabanais can be activated, and he desperately leaves the shelter of trees beside Cacabelos to charge my three-strength infantry. A commander, presumably with his escort, counts as a one-strength cavalry, so the general gets four dice, but decreased for attacking from a river hex. The dice land 6, 2, 2, eliminating a base.
If I can kill the French commander, I win as the remaining French cavalry unit is too far back to possibly exit the battlefield at the bottom of the map before the end of turn 10

Tuesday, August 26, 2025

Cacabelos In 3D - Turn Six

Map

Situation after five turns
My activation dice land 4, 3, 3. I reroll a 3, but it does not change.
General Edward Paget advances diagonally right so he can support my infantry in area 4 as they shoot at the French left-flank infantry, the four dice increased thanks to the commander's presence. I roll 6, 6, 4, 1, 1, easily eliminating the enemy one-strength unit.
The French are now outnumbered in terms of bases and units
The AI's activation dice land 5, 5, 5, 4. Two 5s are rerolled, but become 6, 5.
Only General Colbert-Chabanais can be activated, and he moves into the trees beside Cacabelos and the one-strength French cavalry.
The next turn could see an early Allied victory, unless the French right-flank cavalry get a move on