Another week, another short game crammed into seemingly
ever-tightening window of opportunity. Early this week, T and I carved out an
hour-something of evening to try out 300: Earth and Water (Nuts! Publishing, 2018). This isn’t
a new game but It was new to us; I’ve only had it a couple of weeks, and while
I was keen to try it out, other games arriving around the same time tool precedence
like Saigon 75 (Nuts! Publishing,
2023), of which you can find a brief session write-up here).
I’ve felt like my time isn’t my own of late. There are a number of reasons for that – one of which I should be posting about soon – but this isn’t helped by my gaming buddy, T’s variable availability. So, against this backdrop, we got together to do something I have always made a point of not doing; we sat down to play a game the rules of which I hadn’t quite finished reading, let alone absorbing. Thankfully, 300 is a very easy game to pick up and to teach. The rules are clear (not always a given they’ve been translated from another language), with good examples, and the concepts are familiar enough from broader gaming experience to present no real hurdles to play.
300: Earth and Water is an asymmetrical game, built around the theme
of the contentious relationship between the Persian Empire and the uppity Greek
city-states. The game plays out over five rounds. Each round represents an
opportunity for the Persians to stage an expedition into Greece to conquer new
territories. In each round, the two sides gather their resources (in the form
of resource points, the currency the players use to purchase both their land
and naval forces and the means with which to order them), then comes a series
of card plays. Players take turns playing a card from their had (each has a maximum
of six), which they can use for the event on the card or as an action to move
armies or fleets. A player can pass one round, then play a card the next, but
when both players pass, the round ends. I the scoring stage of the round, each
player counts the number of cities they control; these numbers are compared,
the player with the higher number winning the difference between the two
numbers in points, which are recorded on a pendulum track. The first player to
eight points, or whichever has pints at the end of the fifth round, is the
winner.
Ephesos falls (well, for one round - I took it back in the next round). If T had taken
Abydos instead, he could have destroyed the Pontoon Bridge (bottom centre), and
given me a headache.
Everything about this game is elegantly simple,
except for the actual play, which presents both sides with compellingly
difficult choices at every stage. The game requires planning in the face of
limited knowledge of the enemy’s plans. The Persian side always spends their
resource points first, of which they have twelve. After seeing how the Persian
player has outfitted himself for the coming campaign, the Greek player can
spend his six points accordingly. Fleets cost two points for the Persians and
one for the Greeks, while armies and cards cost one point each for both sides.
Being a learning game we each bought a mixture of military resources and cards
with every turn, T tending to match the number of cards with which I – as the Persians – had furnished myself.
Sometimes things don’t go as planned; Twice, and in
consecutive rounds, I drew a card with the event, “Sudden Death of the Great
King”, which takes effect on drawing. The event declares the Persian ruler has
died, and the campaign for that round has been cancelled, with no points
awarded to either side for that round.
I managed to build the ponton bridge across the Hellespont
early in the game, which meant the Persians weren’t restricted to ship-borne
movement to take ground. The Greeks, while weaker, weren’t without teeth – a naval
invasion and successful combat taking one of the major Persian city of Ephesos
saw early gains in points, but a slow and steady onslaught by land saw the
Persians claw back a slim lead to finish the game on two points.
The board at correct orientation, at the close of the game (a close-run thing).
This is a small package, with a roughly 11” by 17” mounted
board and some wooden markers, cards and dice, all fitting into a digest-sized
box with a magnetic closure, but 300: Earth and Water offers a lot of game. It’s
very much on the strategy-puzzle end of the spectrum, which won’t appeal to
everyone, but for a short game, it’s intellectually challenging and a very
satisfying experience. It's only been one game, but I can see where I made
early mistakes as the Persians, and I’m look forward to trying the game as the
Greeks.
300: Earth and Water is also available to play for
free on Rally the Troops, if you’d like to try it out before parting with your hard-earned, but
with Christmas coming up, this would also make a nice little stocking stuffer
that you probably won’t resent having to play with a junior recipient (and it would be a little more personal than an Apple Music voucher).
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