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BattleLore: A review of sorts
I started playing BattleLore again recently and I was reminded of how much I enjoy not just this game, but all of the games based on this system.
For those that don't know, BattleLore is one of five games designed by Richard Borg that use this particular game system. The other games are Battle Cry (the original, not available anymore except in its online incarnation), Memoir '44, Command & Colors: Ancients and the upcoming Command & Colors: Napoleonics.
What they all have in common is a really solid hex-based strategy game. Each players takes a side in an historical (or fantasy) conflict. In BattleLore these units are made up of plastic figures of knights, goblins, warriors, archers... whatever. The Command & Colors games use wooden blocks with unit information on them.
Each player also starts with a small hand of order cards. This is where the game(s) get interesting. You see, each of the cards indicated one or more units that can be given an order that turn and each player may only play one card on their turn. The game board is broken up into three equal sections - left, center and right. Most of the cards designate a section in which those units may be ordered. Since the cards are randomly distributed from a larger deck you have to base your strategy not just on the units you have in on the board but also on the cards that you have in your hand.
So, on your turn you play an order card. That indicates the possible unit(s) that you can give orders to. You then choose which units will get those orders, move them, then conduct any combat with those units. You then draw a replacement order card from the deck. Then play goes to the next player.
What makes the game great is the fact that the movement/combat portion of the game works well in conjunction with the card play portion of the game and you always will have interesting decisions to make. Interesting decisions are, to me, what make a great game.
Here's an example: In a game I played the other day I had a card that allowed me to order most of the units that I had on the right flank. I used it and managed to move that flank forward and do some damage to my opponent. Unfortunately, I didn't have any other cards for that flank - I launched my attack too early. So over the next few turns my opponent was able to take apart that flank piece by piece while I tried to manage something to divert his attention on the other areas of the battlefield.
I suppose I should mention combat a bit here. Each unit in the game is given a particular color (I imagine that this is where Command & COLORS comes in). These colors denote the type of unit (light, medium, heavy). Each type of unit can roll a certain number of dice. The dice are picture dice and when rolled in combat will cause a casualty whenever the opponents unit color comes up on the dice. If a black flag is rolled then the unit is forced to retreat (one hex per flag rolled). There are a few more details, but nothing really complex.
Anyway, this was supposed to be a review of BattleLore but it's really a review of the game system in general. They all are very similar with differences that support the period that the game is set in. A game can be played in as little as 20 minutes. Set-up can take longer... lol.
I think that I may be rushing this a bit here because I'm off to bed. If you have any questions, feel free to ask.
This is a more graphical review of the game...
One interesting thing to note is that these games are considered, to many, to be miniatures games. Not in the free-tabletop-movement sense, but from the sense that they should be played with miniatures to get the full feel of the game.
I like the minis that come with BattleLore but I don't think that I would ever paint them. Of course, others have:

And it's not just BattleLore. Check out these pics from somebody's home-brew Command & Colors: Ancients set:



I played my first games of Commands & Colors: Ancients this week.
As a quick aside, "Commands & Colors" appears to be the name of the system that all of these games are referred to now. Which means that you could refer to BattleLore as a Commands & Colors game. This seems to refer to the fact that all of the units are color coded and that you use the cards to command them.
Anyway, Commands & Colors: Ancients is a version of the system that covers the Punic Wars. Rome vs Carthage.
The primary difference between this game and BattleLore (aside from setting) is the lack of the Lore system and the additional detail in the rules to provide for a wider variety of units.
So over the past couple of days my friends and I have played the first few scenarios multiple times and I have to say that I love this game as well. It's just such a solid strategy game. Every game is something of a nail-biter.
For example, with the first game that we played that the Catheginians had elephants I managed to score 5 victory points in short order (as Rome) before my opponent got a single point. His elephants proved to be a bigger problem for him than they were for me. In most games (certainly most miniatures games) this would have meant that the game was essentially over. In this case, Rome (me) got a little overconfident and marched the rest of his troops forward to finish off the last couple of units needed to finish the game. Sadly, most of my might troops were in the front of the line and most of his mediums and heavies were in the front of his. While the elephants hadn't destroyed any of my units before they were routed, they did manage to soften my front lines which meant that the battle quickly went from being a forgone conclusion to being really close... to Carthage winning the day leaving Rome to wonder where they went wrong.
I think that I mentioned that this game comes with wooden blocks instead of plastic minis. I think that I prefer the blocks. They're more easily stored, they are easier to handle, and they lend the board a clean look.
These games are great. I highly recommend picking one of them up. And you have a lot of choices depending on where you particular interests lie. We generally just keep BattleLore on hand in the store but we're able to get any of the games (aside from Battle Cry which is out of print).

I thought that it might be worth mentioning what makes BattleLore different from the other games using this system (aside from setting).
BattleLore is a fantasy game. With that in mind they've added a couple of fantasy-like elements to the game. These come in the form of "Lore."
Lore is essentially magical power in the game. But really, it's a resource that is used to power spells and abilities. The first place Lore shows up in the rules is with Creatures. Creatures are units in the game that are a little tougher than regular units. They also have special abilities. The one creature that comes with the basic set is the Spider. The spider can throw a web on another unit at the cost of one Lore. It can also poison a unit it has hit at the cost of 2 Lore.
You can get Lore points at the beginning of every turn (up to 2) but you can also get them during combat. Each die includes a Lore symbol and when that symbol shows up you can use it to bank another point of Lore - or to power an effect directly.
The other way you use Lore is with the use of Lore cards. In an advanced game you get to allocate points to purchase a certain number of special characters. Each of these characters (Wizard, Rogue, Cleric, Commander) are associated with certain Lore Cards. The cards add an extra dimension to the game as they can be used for a variety of effects. Some do direct damage to units, some will heal them, some add special abilities and some can be used on your opponents turn to affect something that he has done.
You don't have to have the specific character related to a specific card type, but it is a lot more expensive to use them if you don't. They also have levels which affect how powerful the effects of their lore cards are.
That pretty much covers the basics of Lore.
- Jay Adan - Greenfield Games Owner Dude