Board Game: Empire Builder, Mediterranean Play Testing
- Ian Hacker
- Aug 14, 2018
- 2 min read

Today I have the opportunity to play the board game that I created. I talked intensively about the game in previous posts and so will not get into the rules here. Using this chance to play I want to take notes about the game, and possible improvements that could be made.
Player Number=Three, out of a possible six players
Starting Civilizations: Alexandria, Rome, Carthage
Quick unaltered notes that were taken during gameplay:
Turns ones went smoothly with Alexandria and Rome conquering their respective food regions and Carthage being pushed back. Carthage's troop though was not killed as it attacked from its capital.
Alexandria got off to a very quick start with its two troops, having not lost a battle in either turn one or two. This allowed it to have three regions by the end of turn two.
This was remedied quickly with Alexandria losing two troops its next turn.
Make lower Egypt part of the Egyptian empire. Egypt can not gain gold easily enough causing it to be unable to make settlements
Rome's three attack is very powerful, easily allowing it to conquer the Italian Peninsula.
Technology cards are very hard to get unless in the late game, and if a player gets ahead they can buy many repeatedly pushing themselves clearly ahead.
The sea lanes are hard to maneuver with, and it can be hard to see how coastal movement works.
Players that get ahead have a very easier time staying ahead
Calamity cards could be useful in evening out play.
Naval movement is complicated
Allow for the disbandment of troops wherever they are so new troops can be made in the capital cities.
Bonus on capital cards when controlling all cultural areas.
Low player interaction with only three players.
This does increase as the game goes on.
A food sink is needed, an eventual stockpile is created.
Fortifications could be this sink by increasing their usefulness and cost.
Make fortifications three food and two gold and in additon to adding a defensive die roll troops can be made from fortifications.
Player interaction is fun, and especially how settlement transfer if taken adds for interesting gameplay.
Troop movement can be cumbersome and can make some boring turns, could remedy with more horse tech cards.
My mother had to go to bed because she had work in the morning so the game was unfinished, but all three players had gained sizeable and interactive empires. Each empire was fairly close to winning through the economic route, and some attacks on capitals occurred, though unsuccessfully.
My favorite part of the game was the player interaction and with more players I think there would be a bit more of it, but there already was a bit in the latter part of the game. There is still a lot of editing needed but the game worked out and was fun to play which was most important.
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