War rages through Europe as Protestants stand against Catholics, kings against bishops
and mercenaries against conscripts. For the major powers, European hegemony is the ultimate goal
but the price is paid by the people as their lands are devastated and famine and diseases follow
in the steps of the war. As a commander of one of the European major powers, your task is to lead
your army through Europe to gain influence among the minor powers but also to feed your army
so that you are prepared when the battle is upon you. But beware, if the war lasts too long there
will be no winners, only losers. Bellum se ipsum alet (the war feeds itself) but even the war
may starve.
"There is something philosophical about Bellum se ipsum alet. The presence of your influence tiles on the game board gives a clear visual indication of your power. However, soon holes will start appearing behind you, ever forcing you forward. Movements are slow but their impact vast as hexes and cities switch owners and every little movement will be closely monitored and evaluated by your opponents. Is it best to attack first or wait and move in when the others have weakened themselves? Or will it be too late? The player who understands this will also win the war."
(Boardgamegeek)
"Looks good, I'm hoping, a curious and compelling weuro (euro-wargame). Haven't played yet. Rules not hard, carefully written and professionally presented, but I think missing a couple sentences of explanation. I might be wrong though. Either way, I think I could figure it out. Took me extra effort to see that Siege and Resistance "levels" aren't so much levels as year indicators. In that respect I think symbols would be more clear than numbers. (Numbers implied to me a math process of some simple kind, an increasing or decreasing force, when really they are year signposts.) Once I understood it seems so easy now. I appreciate that the high-altitude weuro includes supply rules, almost a must for any wargame. The placing of influence reminds me of an abstract game, but with sieges, battles, cities as NPCs, and hovering black-cowled Death. How will it play? Don't know, hopeful! Curious about the player dynamics... If the players do too much damage to the cities, no one will win except the war. The designer I think is one to watch. Acquired Oct 2014."
(Boardgamegeek)
My name is Nicholas Hjelmberg and I am a hobby gamer since childhood. Starting with classic games
like chess and RISK, I moved on to explore "American" games like Diplomacy and Civilization and then
"Euro games" like Settlers and Tigris & Euphrates. Combining my game experience with my history
interest and IT and quality profession, I have entered the exciting world of board game design
and production.