Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ut-ngp.UTEXAS Path: utzoo!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!petrus!bellcore!decvax!genrad!panda!talcott!harvard!seismo!ut-sally!ut-ngp!dan From: dan@ut-ngp.UTEXAS (Dan Reynolds) Newsgroups: net.games.board Subject: Pax Britannica (capsule review) Message-ID: <2347@ut-ngp.UTEXAS> Date: Tue, 3-Sep-85 19:22:05 EDT Article-I.D.: ut-ngp.2347 Posted: Tue Sep 3 19:22:05 1985 Date-Received: Thu, 5-Sep-85 08:33:06 EDT Distribution: net Organization: UTexas Computation Center, Austin, Texas Lines: 40 Pax Britannica is a relatively new game from Victory Games (suggested retail price $24 US, typically available from most gaming shops). Pax Britannica simulates the colonial period from 1880 to the First World War. Each turn is four years long and each player controls one country. Four players is the minimum (England, France, Germany/Austria- Hungary, and the United States) and seven is the maximum (Japan, Russia, and Italy). Players strive to establish colonial possessions to increase colonial income (very appropriately measured in pounds) which in turn may be used to purchase military forces, colonial control markers, and victory points. Players interact with each other, much like Diplomacy, forming alliances, signing (and often breaking) treaties, and holding Congresses of Europe. The political nature of the period is nicely simulated: a country must have a legitimate Causus Bellorum to declare war on another power. Such actions have a definite effect on European Tensions which, as the tension level rises, may lead to WWI (and the end of the game). Unlike Diplomacy, military operations are quite structured with fleets and armies in clearly quantifiable units possessing definite combat strengths. The CRTs are simple to comprehend and the whole business of conquest simple to master. The richness of the game, like Diplomacy, lies in the interactions of the various countries. Great Britain is quite the master of the period but must energetically pursue colonial possessions or lose her supremacy to the US, France, or Germany. The roles of Japan, Russia, and Italy as minors are likewise challenging. Each country in Pax Britannica has a reasonable chance for victory: at the end of the game, each totals up the VPs for colonial possessions plus any purchased VPs plus any "bonus" points to arrive at his/her total. The balancing factor is that each country has a differing VP divisor: Britain's divisor at 10 is far larger than Italy's at 2, reflecting the reality that "Big Red" must achieve much more than "Little Orange" for an equal amount of VPs. All in all, a highly recommended game for novice and expert alike! Dan Reynolds Computation Center, The University of Texas at Austin {ihnp4,seismo,ctvax}!ut-sally!ut-ngp!dan