Site hosted by Angelfire.com: Build your free website today!

Granada

This review was originally published
in UNDEFEATED MAGAZINE
You can subscribe today at
www.paizo.com



Europe’s last Crusade
A review of Avalanche Press’: Granada: The Fall of Moslem Spain
By David Wilson
Manufacturer: Avalanche Press, www.avalanchepress.com
Designer: Rob Markham
Number of Players: 2

In 1481, Spain began the conquest of the Moslem kingdom of Granada in southern Spain. It took eleven years to accomplish. Avalanche Press offers the opportunity to relive this struggle in Granada: The Fall of Moslem Spain.

The game components in this game are very high quality. The folding game board is laminated. The artwork is simply gorgeous. The large chits are a delight to manage. Even the clear dice were pretty even if they were difficult to read.

The campaign season for each year is variable. After both player’s phases are completed a die roll determines if the year is over or if campaigns continue. The required number for the die roll fluctuates depending on victories, etc. The uncertainty of the campaign season’s end speeds confrontation. Spanish players want a long season to conquer more castles before the year advances. The Moorish player wants to hold territory.

During the “command phase” players must choose between activating only one stack or may roll against a chart to gain more activations. Two out of ten possibilities allow the opposing player to activate units. A player may lose his turn and grant his opponent an extra turn. This chance element may annoy some players.

Players spend most of the game capturing castles. The Spanish have siege guns that can breach the walls and makes conquering a castle easier. The Moors have to work harder to win a siege.


Players may win a “sudden victory.” At the beginning of any campaign season the Spanish player wins by controlling all of the Moorish level 3 and 4 castles. The Moorish player can win in the same phase by gaining control of Cordoba and Lorca. Should the Spanish player fail to win a sudden victory he must control the castle at Granada and all ports to win.

In combat players lay out all pieces involved in the battle. These pieces get to fire. Defenders inside a castle may gain extra strength plus they get to fire twice each round if the walls remain unbreached. Leaders have defensive and attack ratings that may be used to boost unit strength. A leader use his rating to boost one unit’s strength, or split it between multiple units. Each die roll (10-sided) equal to or less than a firing unit’s strength scores a hit on an opposing unit.

The rules are well-organized, easy to follow, and left little to be desired. The campaign season track rules were unclear. A reference to moving the counter to the right on the campaign track cannot be correct, since the chart flows up and down, not left and right.



There was also some confusion about reinforcements. The Spanish player selects from infantry that are strength 3 or 4, depending on availability. It was uncertain whether eliminated units were removed entirely from the game or available as reinforcements later.

Granada is very playable. Its stunning components and simple play is a fine example of how to create a wargame in the quality style of popular European games.