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Britannia (Board Game)

3.5 out of 5 stars 5 customer reviews

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  • It is playable by 3-5 players in 2-5 hours.
  • Britannia Board Game
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Product Description

FFGVA19 Britannia Board Game by Fantasy Flight Games

BRITANNIA is an historic board game of conquest and war in one thousand years of British history. It is playable by 3-5 players in 2-5 hours.

BRITANNIA includes
- One rulebook
- The Game Board
- 276 Unit Markers in four colors: red, blue, yellow, and green, representing Infantry, Cavalry, Leaders, Roman Forts, and Saxon Burhs.
- 17 Nation Cards
- 220 Victory Point Tokens in denominations of 1, 5, and 25
- 16 Population Markers
- 1 Round Marker
- 5 Dice

Product Information

Product Dimensions 12 x 3 x 12 inches
Item Weight 4.6 pounds
Shipping Weight 4.1 pounds
ASIN B000I0043K
Manufacturer recommended age 12 years and up
Best Sellers Rank #443,873 in Toys & Games (See Top 100 in Toys & Games)
#10,941 in Toys & Games > Games > Board Games
Customer Reviews
3.5 out of 5 stars 5 customer reviews

3.5 out of 5 stars

Warranty & Support

Product Warranty: For warranty information about this product, please click here


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Customer Reviews

Top Customer Reviews

BRITANNIA is, indeed, a difficult game to play. But that does not mean the experience will not be a pleasant one.

The dificulty arises from the fact that there are a lot of exceptions and foot notes to the rules of the game. These exceptions were clearley designed to portray history in a more accurate way and add to the flavour of the game. It works, but as a collateral effect I'd say it's almost impossible to play BRITTANIA, at least the first two or three times, without making totally inadvertent rules errors while playing.

The game was really designed with four players in mind, with three or five player it gets clearly unbalanced.Maybe it was pressure form the publisher to try to sell to a broader audience, I don't know. Anyway, this ia a personal opinion, maybe people playing with other number thatn four players will find it efficient also.

It's indeed a time consuming game. Rarely it ends before fours hours playing.

The game components are totally adequate, nothing fancy, but fundamentally operational. Game board very beautiful. Rule book is well designed and with good examples.

This is a war game through and through, but with clever and fast combat resolution mechanics (based in D6 dice) and without thousands of complicated playing pieces that keep stacking upon each other in a hexagonal board. Of course, since there are dice involved, luck plays a big part, and a whole carefully planned strategy may be destroyed by a sequence of two or three bad luck dice rolling. But you can easily regain it by good dice rolling when defending... What I say is: with a lot of battles solely resolved by dice rolling, no matter how good a strategist or historian you are, luck is a strong factor in BRITANNIA.

In general, it's no wonder it's one of the few out of print Avalon Hill games that managed to get new life with another publisher. It's exciting, gorgeous to look at and informative.
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It's beyond comprehension how to play this. Unless you have absolutely nothing left in your life, don't get this. And you will have to have a companion that has absolutely nothing in his/her life too. And then, by definition you both have absolutely nothing in your lives -- but you do have each other. So go out and play tennis, don't try and master this.
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First, let me state that I am most familiar with the older Avalon Hill release and the original Gibson's release in Britain of this unique game now often imitated system-wise by other companies and game titles.
I understand the previous reviewers difficulty regarding the rules. Although I come from the era of 60 page rulebooks, the nature of the system to this game was actually best explained in an Avalon Hill General article in an issue that specialized on the game itself.

It is best played as a four player game. Each player is in control of one of four colors. Each color has a series of cards that indicate tribes, etc. of various ancestors who at one time or another occupied, raided or invaded ENGLAND, SCOTLAND AND WALES.

On the turn indicated, you grab a set of these tribes and either place them on the map where indicated, or set them up as invaders from the sea. Then you invade areas where you are going to receive point values for conquering and eliminate occupants if present.

At no point in the game does anyone REALLY know who is in the lead, which is the best aspect of competition. One color can seemingly be dominating the whole map, but within a few turns has disappeared. You get extra points for domination and certain tribes such as Angles, Saxons, etc. can have a temporary "KING" but due to the passage of time they only exist for a turn or so. Maintaining presence also allows for "population growth" under certain conditions.

Each color battles it out in this manner for 16 turns and then each adds the score for points gained for conquering areas listed on each tribes card. Non point areas don't count, but you may wish to have hit these areas to prevent someone else from scoring there!
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I was on the fence about picking up Britannia for some time. On the one hand I'm drawn to the terms "epic" and "Fantasy Flight Games" much like the ant that finds himself at but another picnic in the summer. On the other, "A Board Game of Historical Conflict that Accurately Depicts the Millennium-long Struggle for Control of England, Scotland, and Wales" should probably have suggested that I was getting in a little over my melon. At any rate, thanks to but another of countless situations where I needed only add one more medium-priced game to my virtual shopping cart to get free shipping, Britannia beckoned like a Roman infantry unit from across the English Channel. The rest, as they say and as I would soon discover, was history.

Before we get into the nuts and bolts of the game, let me first clear the air by confessing sheer ignorance to any of Lewis E. Pulsipher's earlier incarnations of the game, including but not limited to the 1987 Avalon Hill version. My fastidious obsession with Fantasy Flight Games is exclusively to blame for my attraction to this particular title.

That said, Britannia is structured for 3-5 players (though playable with 2 and optimal with 4), is suggested for players 12 and up, and should take between 3 and 5 hours to play through. It spans 16 rounds of play that each represents roughly 75 years of actual history (43 A.D. - 1085). Players control 17 nations but not all at once as nations enter and leave the game in accordance with historical authenticity although it should be noted that controlling a nation known to have suffered defeat in reality isn't necessarily the kiss of death. The game discourages radical departures from actuality but does allow for some "what-if" scenarios for history-buffs to try wrapping their heads around.
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