This was our first outing with Breizh 1341 (Shakos, 2022). I’d read some good things about Breizh, but I
didn’t know what to expect. We have been leaning into shorter games of late,
and this certainly fit the bill.
(Contextual note: we played Breizh for the first
time the same day I put up the unboxing post. I was keen to try it out, and ran
through the rulebook just the once before setting up (I refer you to the last
section of the AAR).)
Partial starting set-up; the players each start with a Castle, The French player begins the game with two Partisans, one each in Trégor and Saint-Brieuc, while the English player (as the aggressor) starts with one Partisan and two Troops in his home province of Nantes (not pictured here, but the partisans are the little cylinder pieces and the Troops the cubes; these will be familiar to anyone who has played a game from Shakos' Conquerors series). |
The box is small, about 9” by 7” and about 2” deep.
It needs to be that deep to accommodate all the cards and wooden components and
the little four panel A3-sized mounted map. I don’t want to dwell too much on
the components – you can have a look at my unboxing post for that – But I have to reiterate just how
gorgeous the whole package is. The map is rendered in muted tones that make the
bright red and royal blue pieces pop. The cardboard markers for castle and area
control are also quite nice, and a good size for manipulating during play. But
I’m getting ahead of myself.
As is our tradition of long standing, T played the
French and I took the English. Breizh runs on its cards. There are three decks
of Event cards, two decks of Character cards, one each for the two sides, and
one small deck of Special Event cards. Each deck has its place and purpose,
which we’ll unravel as I describe the game.
Breizh 1341 is based on the War of Breton
Succession, a local conflict that knotted a few threads in the greater tapestry
of the Hundred Years’ War. To win the game you must gain control of eight areas
that comprise the Breton peninsula (which could lead to a sudden death victory
before the natural end of the game), or to control of a majority of the areas
by the end of the game.
On the face of it, Breizh can seem a little fussy, but it is an elegantly simple game with a surfeit of moving parts. The game is played over six turns, and this is where the genius of the design is revealed; The first and last turns require five cards plays, while the second through fifth end after just three cards per side. There are reasons for this, and along the top and bottom edges of the board are helpful reminders of the card limits, with five card-places marked, the first three in a slightly darker tone.
As mentioned, the Event cards are divided into three
decks, appropriately referred to as the First, Second and Third Epoch decks.
Then there is the Special Event deck. The first and last turns require the
players to play five cards; turns two through five are tighter turns, allowing
the play only three cards each. The Event cards can be played either for their
event (if the card’s colour corresponds to you team) or for an action – Recruit
(place Troops on the board), Rally (place a Partisan), Fight (remove some your opponent’s
Troops) or Besiege (use your troops to try to take a Castle).
At the beginning of each turn, starting with the
first, each player draws a Character card from their deck (each of these represents a significant individual from the time of the war). These aren’t used
as action cards like the Event cards; instead these offer support for one or
two actions. They can only be used once, but unused Character cards can be
carried over from turn to turn.
The first turn represents the preparation period of the war, when both sides sought a victory in the courts so as to not have to resort to war, the whole time shoring up support among the old families of Brittany and further afield. The number of cards you receive in each subsequent turn is informed by the number of areas you control at the end of the current turn, so establishing a real estate portfolio is the key requirement.
In the first turn, each player draws a Character card, then the First Epoch events are dealt to the player in
the deck’s entirety. Montfort (English) has the initiative in turn 1 and go
first. At the end of the turn, the remaining First Epoch Event cards are
collected and shuffled into the Second Epoch deck to make up the deck for the
next four turns. At the end of each turn, any unused Event cards are collected
and huffled back into the deck, ready for the next draw. The number of Event cards drawn is in subsequent turns is one plus a number equivalent to the number of areas under your control, plus a Special Event card (there are only eight of these, so they will all come out through the course of the game). Both players will have at least enough cards to play a middle turns; if you only have two Event cards in your hand at the beginning of the turn, you may have already lost the game.
As mentioned, in each of the middle turns, the players each draw a Special Event card, The events in these cards mostly reflect things that happened in the greater European sphere, outside of Brittany, but had significant influence on the local conflict, such as the Truces of Calais and Bordeaux, and the Black Death. These cards must be played in the round they are drawn (though they can be used for an Action rather than their event (see below)). This further restricts the number of camp-friendly Events you can play in these middle turns to two, making each decision-point that much more crucial. Breizh is a game you simply can’t play turn to turn, which, with our first try, was exactly what we ended up doing. Both our games would have benefited from some strategic focus. (We still had fun with it though – we never go into a “learning’’ game too seriously).
The final turn represents the culmination of all
your planning (or highlights your lack thereof), and as such, offers the same freedom
of action as the first turn, but with one difference; the deck is prepared as in
previous turns, but the Third Epoch deck is shuffled, then placed on top of the
draw deck, so that the Third Epoch Events (of which there are just six) guaranteeing
their availability in the final round.
Our game came down to the final round, but I’d
managed to maintain an edge in area control. With his last card, Raoul of
Caours, T took an English partisan out of Nantes, robbing me of control of that
province (a vindictive move, as Nantes was my home territory), but it was too
little, too late. I still controlled five areas to his one. It didn’t feel like
a true victory because it was a learning game, but I’m confident of handing T
his hat when next we return to the game.
Mistakes were
made
Well, just a couple of mistakes. In our first game,
I had misread the rather clearly stated instruction regarding relinquishing all
Event cards in each player’s hand at the end of the turn, then shuffling these
unplayed First Epoch Event cards into the Second Epoch deck to create the deck
for turns two through five. The second turn was played with cumbersome hands; no
real harm, except that it was counter to the intent of the rules. And awkward.
This was rectified for the third turn and thereafter.
The end-state of our first game. A bit of a trouncing for the French, but they'll be back, I'm sure. |
The other thing was a misunderstanding early on about what constituted control of an area. We (well, I) went into the game thinking it was all about the Castles, where in fact you can only claim an area when you both possess a Castle and have a Partisan active in that area (if both have a claim, control goes to whoever has the most Partisans, then who has the most Castles; if it’s even-stevens, nobody can claim control of the area). We sorted this out going into the third turn as well.
Okay, there was one other thing I didn’t pick up on
until the game was over. We both played all of the Special Events for the Event,
which probably hobbled us evenly for the most part, when we could have used
them for an action. I did get a small advantage playing the Black Death event
which requires the removal of half (rounding up) of each players Troops and
Partisans. T had a lot more Troops on the map, and an odd number of Partisans
(he was dangerously close to taking an unassailable lead), so the plague hurt
me, but it hurt him more.
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So, that’s Breizh 1341. I can’t wait to try this out
again. It’s such a neat little game, rich in the history of an event I knew
next to nothing about. Every choice feels consequential; this feels like a much
bigger game than the footprint would suggest.
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