SPI’s 1973 solitaire game “The
Fall of Rome” – I'm not even sure what this is . . .
Only played once. This felt
almost like a crafting project, like I built something from a kit. It was kind
of fun, piecing it together and making it run. But the whole time I played,
was never sure, was never 100% certain, I don’t even know now, that I was playing
this game correctly. Actually, I’m not entirely sure if “The Fall of Rome” is even
a game.
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Undoubtedly, “The Fall of
Rome” inspired people. It gave people ideas. It is an influential game which is
the sole reason I played it. But looked at specifically, at the original
itself, “The Fall of Rome” might not be much of a game, if it even is a game.
If it is a game, it would almost have to be classed in the “tower defense”
category, I think. But if it isn’t a game, then what is it? Because it’s not
really a puzzle either, like so many other solitaire games are, that is, a
puzzle masquerading as a game. Puzzles are solvable. No, “The Fall of Rome” is
more like a model or process. A function. I’m hesitant to call it a simulation,
but it does look like an attempt at one. Key feature; when the player has a
decision to make for his Loyal Roman Forces, he only ever has one or at most two
optimized options available. There may be room for creative play, but it’s a very
constrained space. Yet, I can see the logic and intent behind it and so then
there’s the old trouble of game v. simulation design complex bobbing up.
So here it’s important to reiterate
before I go further; I played a 15-turn scenario and in the end I’m not
entirely sure I was even playing the game right. That said, the thing I made
from these rules did amuse me, but saying that, in this instance, is still the farthest
thing from saying that virtually every criticism I’ve seen about this game is
not wholly justified.
And another aside, on the
survey of solitaire games posts, these are notes. Not reviews. Most of these
titles have been dissected to the fullest elsewhere long ago. But even if they
hadn’t been, this is just a record of my personal notes on each game, lightly
polished.
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A failed invasion of Gaul around turn 6 or 7. This powerful army unsurprisingly rebelled.
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Decision rereleased this
game at some point (S&T magazine #181, I think, I read). I haven’t really
seen it or played it, but I can’t but imagine that at the very least they corrected
some of the more obvious problems with this game that were easily tackled,
low-hanging fruit, i.e. problems stemming from, related to, a result of poor
component design. Just introducing some more contrasting color would have made a
world of difference. “The Fall of Rome” color scheme is low key and its use almost
seems completely detached from anything to do with the game play. Aesthetic
concerns over or completely divorced from function. But from what little I’ve
read, the Decision version is incompatible with the SPI game. There
are significant differences in both rules and components, so it is, in my view,
really a different game. With that in mind, I’ll proceed as though the Decision
version is a distinctly unrelated separate thing altogether.
To begin playing, for me, took
a bit of work. One of my first discoveries was that you have to write down a
bunch of stuff. Hearkens back to the earlier days of wargaming, and so best practice
here is to write stuff down. Hard to see any other way of playing, yet the
rules provide zero guidelines for, or even really acknowledge, this more or
less necessary step in playing the game.
Other obstacles to play,
immediately apparent as one approaches the game, simple things, game system
aside, are obvious. First, it lacks a sensible method for keeping track of
important info in an easily accessed way. No color coding. No tracking display.
And nothing as far as organizing the necessary, frequently cited, yet highly specific,
granular, information into tables for reference.
The physical system, the game’s
material components, don’t lend themselves well to accounting for the actions and
information flow in the game at all. For instance, the color scheme itself, or
lack of, is often a hindrance instead of an aid to play because you have to
read counters to tell them apart. Brown print on beige! Any type of player aid –
however minimal – would have been tremendously helpful. There’s just a lot of
information to track. Look at unit and scenario specific conditional exceptions
to general rules; no guidance offered on what or how to make note of that
stuff. The relevant info for how each of the 9 types of non-Roman forces
behaves is spread out over the whole rules document. And the situation can be
very dynamic, turn to turn, depending.
The game should have
provided a way to track province control and militia activation and allegiance
that can be ascertained at a glance, some sort of display tracker or pieces to
graphically represent this vital information. At least.
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Was completely driven out of the peninsula at one point.
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But it gets better. Despite
the component deficiencies, I think the actual core complaint about the game is
probably that you spend the bulk of your playing time moving Barbarians and
rebelling forces against Rome. You have no say in this, make no decisions, but follow
a narrowly defined procedure for assessing each force and taking the
conditionally prescribed actions with the force.
There are individual
programmed case-based behavioral rules for all the different types of non-roman
actors…various Barbarians, Barbarian Raiders, Independent States, Rebel Roman
Legions, and Persians. Each turn is a long stepwise sequence. Player assesses
each force’s position, strength, and other situational factors to determine its
actions that turn following a strict procedural checks scheme.
It works, can
arguably be interesting, but takes time. It’s a task 90% of people will or would
find irksome at some point, at some time, while playing the game. Honestly, though,
I didn’t really mind it . . . as much as I thought I would.
Further complicating this dismal
picture: the rules as written. Vague language even after all the errata, which
is approximately 1/5 again as long as the original rules sheet. (And then the
errata need errata.) An example, “Empire” is an important concept used in
determining barbarian actions and moves, but I can’t find its game-specific
definition in either the core rules text or errata. Maybe it’s there but I keep
missing it. And “conquer.” I think it means taking control of a province from
another force type, but I don’t see the term expressly defined for game
purposes anywhere. Again, maybe I missed it, but it’s odd that I can’t easily find
a clear definition of the term, even though it’s used to define crucial game
processes and conditions.
It's obvious that this game is
a somewhat functional, but still early prototype of a game completely rushed
through premature production, and clearly not subjected to rigorous playtesting.
It could have been stripped down and rebuilt a couple more times probably
before being released into the wild. It’s a prototype draft that barely works as
presented.
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| The comeback and subsequent failed invasion of Dalmatia. |
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Still, in my case, truth be
told, once I got it going, “The Fall of Rome” wasn’t quite as bad as I’d
imagined it would be. I started wondering what would happen among the
programmed non-Roman forces. They sort of bang into one another and have nasty
scraps and since the Romans usually end up fighting the winner, it is of
passing interest, at least. This very thing, deriving some amusement from
watching this dice and table fest play out, I believe, was what the designer was
entirely banking on in this case. I found myself cheering on the Persians even
though I knew their successes ultimately threaten Roman control of Asia; watching
a twilight zone alternate history unfold as Scythians overwhelm Germans and
spill over their ancient historical borders. Good stuff.
So “Fall of Rome” was surprisingly
entertaining in places. Better than zoning out with devices or scrolling social
media. The experience, sort of piecing it together with duct tape, priming the
pump, getting it running and watching it play out, was a decent pastime, particularly
for someone who enjoys the chaos of the 3rd Century and the barracks
shenanigans.
I was entertained enough to
finish the game.
Even so, in the final
analysis, there are too many poorly catalogued special cases, too many vague or
confusing rules or terms, probably too many random variables, along with the poorly
conceived graphic and material components, to ever really get a good rhythm
going for more than a turn or two. If asked, I couldn’t recommend this unless
you’re some sort of student studying old bad games or a masochist.
Personally, I don’t think
it’s that egregiously ahistorical, either, per se, but it is to some degree or
another. Some of the sequences of action that can play out would be hard to
explain in real world terms.
I lost the game, btw. After
15 laborious turns, I lost the 260 AD scenario. Was really a Persian win, I
think. In my game, the Scythians were an absolute terror.
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Losing at the end of turn 15. I ran out of Revolt markers. Had to use a blank for Gaul. Total chaos. Good times.
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