[net.games.board] Yet another Machiavelli reveiw

ccrdan@ucdavis.UUCP (Dan Gold) (09/08/85)

Here is a review that I found in book called "The complete Book of Wargames,"
by The Editors of Consumer Guide with Jon Freeman.  

PUBLISHER: 

Battleline Publications

SUGGESTED RETAIL PRICE: 

$12.95 (boxed)  [Ed: this was in 1978]

SUBJECT: 

This is a power politics game of Renaissance Italy, divided into
scenarios covering the period 1385-1530.  Land and sea combat are
abstractly represented.

PLAYING TIME: 

This games takes a few hours to forever, depending on player
stamina.

SCALE: 

This is a grand-strategic game using army, fleet, and garrison units.
Movement is by area, and each turn represents a season.

SIZE: 

The 22" X 27" game board is divided into irregular area according to
political boundaries (like Diplomacy).

BALANCE: 

The balance is quite good--almost to good, in some scenarios.

KEY FEATURES: 

Machiavelli is, essentially, a very fancy version of Diplomacy set in
and around Renaissance Italy.  The "basic game" is almost
indistinguishable from the older game: movement is plannd and
simultaneous, and combat is resolved by sheer power of numbers.  The
slight difference is a product of the change in geography;  the Italian
peninsula places some restraints on movement withou naval support, and
naval operations assume a premuium position.  However, where Diplomacy
remained abstract, Machiavelli aspires to historicity.  To what end the
Advanced Games adds plague, famine, rebellions, assassination,
garrisons, loans, bribery--all those rules your've come know and love
with power-politics games.  Up to eight people can play, but each of
the four scenarios lists the best configurations for use.  In all
cases, the objective is to unify a splintered and diffuse Italy under
your control.

COMMENTS: 

Machiavelli is one of the most atractive games available; color is
rampant, and the counters, each with the particular emblem of the
country involved, are spectacular.  After that, however, it's somewhat
downhill.  Most of the additional rules aded the basica Diplomacy
system are quite good and impart a good deal of needed flavor.  The ony
major lack is a system for handling religion, a prime motivating factor
of the times.  Players can take the part of the Vatican or the
(Islamic) Turks, buth there is no special "feel" for it--the only
exception to a treatment that generally gets good marks in that area.
The military and political situation is evenly matched; since may of
the natural disasters are random, no one can ever be really sure where
he will stand.  However, a curious result of all this is that in most
of the scenarios--especially those with fewer players--an initial
period of land-grabbing is followed by endless turns of stalemate, as
most countries assue positions of unmovable strength.  In essence, the
game is too well balanced, and only an unusual change in fortune can
move it.  To a great extent, this was the problem in actuality, but for
a games it can be annoying.  Yet Machiavelli is still good fun.