

Asher maintained Austria-Hungary and Germany for most of the game, while Kate and Mark took turns exchanging Italy and France. As their Secret Society of the Illuminati hunched over a map of pre-WWI Europe, control of nations was fairly evenly spread during the early game. and I played South Pacific, they took up a game with Kate and Asher. Mark and Bob had been advocating for a game of Imperial for quite a while. We ended the game at 11-10 in Allies favor, which was a draw in a very close game. On Turn 4, my big influx of reinforcements allowed me to launch across the whole board and I had inflicted enough attrition on the Japanese to finally take Lae. (We misplayed this as I did not realize that USN reinforcements were not subject to delay.) The Japanese and I again traded blows in New Guinea and I again ground down his infantry but also again failed to make my progress of war requirement and lost political will. turn 5), I made progress in the War in Europe, which was lucky as I was suffering a lot of reinforcement delays with bad rolls. The Allies had not made enough progress of war to avoid losing political will. The Japanese traded blows in New Guinea and played an event to move the China progress card. I did not succeed but I did grind down some of his Japanese infantry. turn 4 in this scenario, which starts on turn 3), I launched an overland attack on Lae.

I killed Yamamoto and repositioned some infantry. He tried to seize Gili Gili but I rolled some hot dice to repulse him. opted not to use the Savo Island counter-attack card. In our game at the second session, I as the Allies launched Operation Watchtower and seized Guadalcanal at the expense of the pinning Northampton. But Mark and Bob did not like the chaos and were a pair of big thumbs down, though Bob did agree to play after another 40 years. I loved the game, which played smoothly and created a fantasy narrative well. The randomness divided our group's opinion. If it all sounds like a random mass of chaos, it was - at least among newbies. After three of my herds were destroyed, Bob took the win. On turn 8 I was still winning, but I had ignored my own advice about not stacking near the wandering battle which of course homed in on me like a MIRVed ICBM. Bob, however, had his elite High Llama forces and seized a herd from me and a herd from Jan. I did get lucky with the chit cup and drew a counter that provided 5 VPs. This was probably an error I should have swooped in and taken Mark's herds for the VPs. I initially planned to attack Mark, but perceived he was too weak to be a threat and moved my attention to Bob. Mark could only regroup, but the rest of us tried to seize altars and muster units.

In our game, Mark had initially set up too close to the wandering battle, which plowed through his forces on turns 1 and 2. If it moves adjacent to a unit, which can often happen, it will usually eliminate it. Finally, a mystical battle wanders around the board like an ASL spotting round. The middle of the board is a demilitarized watering hole where you can muster powerful spirits, but if your unit tarries too long, it goes in the cup. Not all the chits are helpful, though, and you might summon something that will immediately attack you. (Herds are non-combat units that provide supply and allow units to stack on the barren chaparral hexes that make up most of the board.) A key mechanic is the capture of the ten altars on the board, which are mustering points for magical forces drawn from a cup of chits.

Our scenario was a fixed length of ten turns and VPs were based on herds and magical items that generate support like herds. Jan was the smaller, but squat and tenacious Buffalo Tribe, Mark had the antlered cavalry archers of the Sable people, and I was the four-legged Morokanth who use herds of grazing humans for support. Bob was the capable but easy to attack High Llama people. The mechanic is a hex and counter wargame with chrome loosely drawn from a Plains Indian mythos. Nomad Gods is set in Glorantha and is the sequel to "White Bear, Red Moon," which was the genesis of the Runequest RPG and its descendants. had to drop out at the last moment, but Jan, Bob, Mark, and I pressed on. For Some Reason, This is My Only Picture of This.
