Game Info
Year
2024
Players
1-2
Age
14+
Playtime
60 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Two standalone Limits of Glory campaigns in one box covering the Napoleonic actions at Capri 1808 and Santa Maura 1810
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Sentiment:
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Video 5gr5BYnQ-fQ
Zilla Blitz Preview at 0:02 sentiment: positive
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Overall sentiment (raw)
positive
Pros
- Great introduction to the Limits of Glory system due to smaller scale and length.
- Creative and fresh mechanics with clever ideas.
- Event clock spawns variety and triggers events logically.
- Victory condition is nuanced, depending on controlling specific locations or destroying enemy naval units.
Cons
- No optional rules.
Thematic elements
- 1808 French and Italian invasion of Capri
- Capri, a small island south of Naples
Comparison games
- Maida 1806
- Bonapart's Eastern Empire
Mechanics (from transcript analysis)
- Area Control — The map is an area control map, where each area has a space value indicating difficulty for actions like movement.
- Combat — Uses a combination of dice rolling, force strength, and force quality.
- Event Clock — A dice-based system that sequences events in a roughly historical order, but can play out differently each game.
- Glory — A core mechanic of the Limits of Glory system, representing leader skill and historical luck, expended by leaders to influence actions.
- Sieges — Modeled in the game as key elements of the campaign.
- Victory Points — Used in conjunction with other conditions to determine victory.
- weather — A unique mechanic to Capri that played a huge factor in the historical battle.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is now game three in the Limits of Glory system, which explores Napoleonic campaigns with some unique fresh mechanics.
- Glory represents a combination of a leader skill and historical luck and is expended by leaders throughout the game to influence a wide range of actions.
- The creativity and freshness of the mechanics in the system has great appeal.
- As such, I'll give this set an identical three and a half out of 10 on the complexity scale.
- The event clock uses a dice-based system to sequence events in roughly a historical order, but one that can play out differently in each game.
- The game starts with a marker that's going to go here on the one die marker and then each turn starts with a roll for an event.
- This is a very clever way again to spawn variety in every playthrough and at the same time trigger events in a logical fashion.
References (from this video)
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