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Optimus Princeps: Les Guerres Daciques box art

Optimus Princeps: Les Guerres Daciques

Players

2

Time

?-?

Age

12+

Weight

2.54

Rating

7.60

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct confrontation and strategic depth, high frequency of interaction, and low emphasis on cooperation.

Replay value

Optimus Princeps: Les Guerres Daciques has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. However, the game may require some time to learn, which slightly affects the overall score.

Luck profile

The final luck score for Optimus Princeps: Les Guerres Daciques is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Vae Victis #67. Optimus Princeps covers the Dacian Campaigns of Trajanus. From a translation of the rules: At the start of Trajan’s reign, in Europe there remained only three major barbarian peoples against the might of Rome. While the Germans lurked in their woodland labyrinths, and the Sarmatian horsemen fled along the infinite plains of the East, the Dacians, hunkered down in the Carpathian mountains, represented the only sedentary barbarian people in Europe who still resisted the Roman invader. This enemy offered an ideal target because they could not flee unlike the other semi-nomadic peoples. Player's description: The game has a unit scale of 1 Strength Point = 1000 to 2000 men, or 500 to 1000 horsemen. Game Turns are seasonal, the game covering the campaigns between 101-118 AD. The map represents the area in point-to-point style, while the counters must be mounted & cut from card (mostly double sided). The original game is entirely in French, but a full English translation, with player aids, is available. The original French rules cover 10 magazine pages. Units are activated by an Action Point system, alternating between players to move & attack with stacks of counters representing armies. Interception, siege, pillage, recruitment, etc. are all possible during these actions. THEME Roman campaigns on the Danubian limit against barbarians: Dacians, Germans, Sarmatians... 88 to 118 Romans are invaders! barbarians defend or revolt or make raids in the Roman Empire Scenarios - All the reign of Domitian (SOLO RULES) a big big campaign - Trajan wars against Dacians, Sarmatians, Germans, he's the invader (Trajan's column) - Decebal's war against Sarmatians (barbarians vs barbarians) - Hadrian wars against Dacians, Sarmatians, Germans, he tries to save the new roman province of Dacia Romans Goal - honor - conquest dacians kingdom or destroy barbarians camps Barbarian goal - bounty - fight for freedom GAME PLAY - Scales : Operational. A scenario is a campaign - Action Point (different seasons) • SPECIAL - Frozen river - barbarians troops hidden - Eagles of the legion to save - vexillation, legion auxiliary to manage by province - stratagems events chosen by the players • Battle - 4 tactical choices (units in first line can make critical hit but are the first to die) - fire phase - 2 melee phases - pursuit phase • Siege Battle - attack the walls - wait for the surrender - attack the garrison • Bounty - it can boost recruitment and reinforcement - against attrition - you gain it with battle victory, ravage and taxes ...

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Credits

Designers

1
Patrick Receveur

Artists

3
Didier Bourgeois Christophe Camilotte Giuseppe Rava

Publishers

1
Vae Victis

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