This game is based upon Richard Borg's Command and Colors system. The world of BattleLore meshes history and fantasy together - putting players in command of an array of miniature troops on the battlefields of a Medieval Europe Uchronia at the outset of the Hundred Years War.
Drawing on the strengths of Memoir '44, this Days of Wonder game takes the time-tested Command and Colors system to a new level and offers gamers of many backgrounds a chance to fight medieval battles with a dose of epic fantasy.
In this fantastical re-imagining of the Hundred Years War, French and English armies are supplemented with Goblins and Dwarves mercenaries and even some creatures like the Giant Spider and the Earth Elemental! Just as important as the armies you have, though, are the Lore Masters you choose to aid you: Wizards, Clerics, Warriors and Rogues can all aid you with unique powers and spells in ways role-playing gamers will find familiar.
- Ante system provides tactical choices and bluffing.
- Card combos are fun to create and execute.
- Huge fighter variety makes each character feel unique.
- Devastation of Indians set offers great value with many modes.
- Solo and cooperative battle quest mode is cool and exciting.
- Solo/co-op modes feel underdeveloped, with limited components (standies, writing on paper).
- Perfect information can be intimidating for new players.
- Not ideal for players seeking a quick, simple fighting game.
- Solo co-op play is a questionable primary draw.
- 1v1 fighting
- Exceed
Mechanics (from transcript analysis)
- Ante system — At the end of every round, players will get at least one force from this pool. And before the core combat of each round, they get to take turns going back and forth anting by spending this force to give themselves bonuses to speed or power or defense or even using other tokens that are unique to their character.
- Base and Style Cards — On each player's turn, they combine a base card, a basic attack with a style card unique to their character to determine their range, how quickly they're attacking, how much damage they're doing, and how much they move around the battlefield to jockey for position.
- combos — It is so much fun to just put together your own attacks because you have a ton of these styles, which are unique to each character. And you have these base strikes that are the same for pretty much everybody. But figuring out which one to use when, which style best combines with which base to achieve what you want, and all the cool abilities and movement and bonuses makes this very exciting as a combat system.
- perfect information — You know exactly what bases are available to each player. You know exactly what styles they can use. There is no luck or randomness of card draw here.
- Solo/Co-op Mode — One to four players, depending on the dungeon, goes through a series of levels trying to complete challenges, fighting a variety of different enemies, and eventually having a big boss fight.
Video topics + discussion points
Quotes (from this video)
- The disclaimer that I got a review copy of this one and to be specific, I'm mainly focusing on Devastation of Indians, which is the biggest box and includes a solo co-op mode to justify it being on the channel.
- It's great to have so many options. and Devastation of Indians gives you so much value and so many things to play with, but at the same time, it does feel like they just threw a lot of stuff at the game without fully developing it.
- So, there's a lot of tension and bluffing and tit-for-tat strategy here.
- But on the negative side, it can feel really intimidating, especially as a beginner player, just to kind of figure out what even you should do with your combos, let alone what the other player might be doing.
- It's an intense, visceral, yet cerebral combat system, and I just love it.
- So overall, if you like 1v1 fighting games, I think BattleCon is one of the best out there.
- And also, if you're buying this game primarily for solo co-op play, I think that's a bit of a questionable decision.