The newest expansion set for Wizard Kings is Ancient Kings, historically
themed armies fully compatible with Wizard Kings 2d Edition. Some may
wonder what, if anything, this expansion brings to the game.
The answer is both less -- and more -- than it seems.
The "less" is that there's literally nothing actually
new
as far as game mechanics go in this expansion. There are no new rules
or abilities. The only point of departure, aside from naming the units
after various historical forces, is a set of cards with Army-specific
"Divine Rituals" that their associated clerics can invoke, much the same
as the wizard spells in standard Wizard Kings.
It's also "less"
in that there's nothing to prevent a player from mixing in the new units
with his existing Wizard Kings armies or spicing up his Ancient Kings
armies with Chaos creatures, were-beasts, artifacts, heroes or treasures
from WK. In many ways WK is a game kit, more than just a game, and the
exact nature of the game YOU play will depend not just on the scenarios
selected, but the armies you own, the expansions you have bought, your
choice of maps and even the specific units you build during the course
of a game.
If you do mix, some of the combos might seem a bit unsettling. The block color
matches
are Chinese = Orcs; Japanese = Dwarves; Persians = Elves; Romans =
Amazons; Greeks = Barbarians; Huns = Undead and Egyptians =
Feudals/Ferkins.
It can be "more" however, in my opinion, if you
exercise
some restraint and play Ancient Kings more on its own terms, than just
as more blocks for Wizard Kings. Played that way, the game will
feel a little different.
One
of the fascinating things about block games is how subtle changes can
have a big impact in the way the game plays, despite relatively minor
changes in game mechanics. Games such as
Hammer of the Scots,
Crusader Rex and
Richard III: The Wars of the Roses share very similar game systems, but play quite uniquely.
Ancient Kings provides a much more
military game than the more
fantastic
Wizard Kings. For one thing, the Chaos and Were-creatures do not figure
in the game, unless of course you add some in from WK. This is not to
say that the Ancient Kings armies are historical -- they are not. Aside
from many anachronisms in the unit mix, there are also some fantasy
elements in some of the armies. The Chinese have dragons, for example,
and the Greeks have cyclops. And the there are the Gods, of course.
So Ancient Kings is clearly a history-themed game, not a historical wargame. This is not
Julius Caesar.
The
game will play out in a more military way because of the mix of unit
capabilities that are present and what appears to be a deliberate
attempt to accentuate the differences between the armies.
While
every army has the same basic core units you'd expect -- such as cheap
spearmen, some horse, forts and ships, there are also units unique to
each and the mix provide by the semi-collectible nature of the expansion
boxes mean that unless you spend a fortune, your armies are going to
have different mixes of options when its time to build.
This is
true of Wizard Kings as well, of course, although the Chaos units do a
lot to blur those distinctions to the point that many scenarios put
restrictions on how many Chaos units a player can have.
One very
notable difference in AK compared to WK is in mobility. With the sole
exception of the Chinese dragons, there are no flyers in Ancient Kings.
The only Aquatics are ships and there are few Amphibians. Campaigns will
play out along more conventional lines as far as approaches go. Whether
this is a good thing or a drawback is a matter of taste. Things are
likely to be a bit less free-wheeling than WK as a rule.
The
role of clerics may at first seem to be a mere substitution for that of
wizards, but that's misleading. There are some significant, if subtle,
differences.
For one thing, clerics are not Flyers. They are more
rare, on the whole, than wizards, on the counter sheets and you'll need
to buy quite a few sets before you have more than a few.
Their Divine Rituals are generally similar to Wizard Spells. For example, The Chinese God
Jurong Level 1 Ritual Spirit of Fire allows a 4 die attack at F2 with targeting
allowed, whereas the Level 1 Orc Wizard Spell Fireball casts a 4 die attack at F2 with
no targeting.
But
Clerics don't have anything like a Henge for cheap rebuilding, so their
spells are a little more costly. They are also a little harder to get
off as well. While wizards in Wk come in two speeds. A+ and B+, all
clerics are B# units. This means they can fight in a battle without
casting spells, which is good, but it also means that an enemy army with
a lot of A-speed units is going to get to act before the opportunity
to invoke a ritual arises. So, while a defending Wizard in WK caught by
a superior force gets a chance to do something to whittle down his
foes, a Cleric in Ancient Kings will be ridden down and slaughtered
instead.
The main thing lacking in Ancient Kings right now are
scenarios suited to its nature. A handful of Wizard Kings scenarios from
the scenario book downloadable from the Columbia Games Web site seem
like they would work well for AK armies. Exxxtreme Conquest, Gold Train,
Neutral Buffer Zone, Lost Relics, Sleeping Wyvern and Two Front War all
seem playable with no changes. Many other scenarios can probably be
adapted as well, but a few Ancient Kings specific scenarios would be a
positive development.
So is Ancient Kings worth getting? Probably
not
if you're just looking for something to add to your Wizard Kings games.
It doesn't really add anything you don't already have. Probably
yes
if you'd like to play a Wizard Kings style game that's a little less
chaotic and random and more strategic. In most block games strategic
play involves the execution of a plan over several turns and it is very
hard to recover from being outwitted. Wizard Kings, because of the
proliferation of flying units and the powers and ubiquity of magic users
and chaos units can be more chaotic in play and less strategic. If you
are out maneuvered in Ancient Kings, you won't be able to fly over a wizard
leading a corps of pixies, dragons and hippogrifs to save the day.