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In Condottiere, you assume the titular role of a 13th Century warlord-for-hire marching across Renaissance Italy.
At its core, Condottiere is a hand-management, adding card game, seasoned with a good dose of poker’s bluffing element, for 2-6 players. There is a small game board depicting the Italian peninsula divided into city-states, which basically serves as a score board. Your goal is to conquer enough territories to be declared the greatest Condottiere in all Italy . In a 2 or 3 player game, you must control six total regions or four adjacent, while five total or three adjacent will suffice in a 4 to 6 player game.
Not just a card game...well, maybe so. |
Now if that sounds too straight-forward for you, wait! To mix things up, much of the 110-card deck consists of special cards that affect the play of regular mercenaries. This leads to some rather unpredictable battles with large sways in fortune. Want to really get your boys “fired up?” Then play a Drummer who doubles the value of all your mercenaries. Want to mix church and state? Pull out a Bishop who discards all of the mercenaries of the highest value currently in play. He also lets you place the Favor of the Pope pawn on the map which at least brings peace to that valley – that is until another warlord attracts the Vatican ’s blessings. You can even change the weather! Throw down a Winter card and now all mercenaries have a value of only ‘1.’ However, if the weather is as fickle where you live as it is where I do, then simply play a Spring card to cancel the cold and now add ‘3’ to all of the mercenaries of the highest value in play. The Heroine gives you a strength ‘10’ and is not affected by special effects. Courtesans give you a chance to influence the next battle’s location without having to win the current one. If the situation looks bleak, Scarecrows allow you to pick up your mercenaries from the battle line and save them to fight another day. And the Surrender card forces an immediate cease-fire, which is very handy if you currently have the strongest army – and isn’t if you don’t.
Your army awaits your orders! |
Let Loose this Dog of War?
Countless battles throughout the history of warfare have turned on bizarre incidents and quirky luck. In that sense, Condottiere has theme in spades. The special effects cards create a see-saw game that “ain’t over ‘till its over.” You could be in an enviable position with a line of high value mercenaries only to have the enemy bring on Winter and drop them all to value ‘1.’ Or perhaps you ordered out that value ‘10’ mercenary only to see it discarded because another played the Bishop. Then again, you could just as easily turn the tables on an opponent with dastardly cards of your own.
Like any card game worth its salt, there is certainly strategy to employ. Still, you can only work with what you are dealt. So to a certain degree, your personal preference regarding large doses of luck and chaos will largely determine your opinion of Condottiere. I am reminded of Kenny Rogers’ The Gambler. You really need “to know when to hold ‘em, know when to fold ‘em, know when to walk away, and know when to run.” Additionally, you need to know when to pick ‘em up (with Scarecrows) and even when to put them back down, again! Room spinning, yet?
The strategy is definitely part hand management, part bluffing. Do you start weak to test the waters? Should you come in strong only to pull out when others have committed everything? Maybe you want to lure out your opponents’ special effects cards – or wreak havoc yourself? Plus, it may seem tempting to simply hang back and conserve your strength for another fight when others are weaker – but if you are the only player left with cards at the end of a round, you have to throw them all in, anyway, and things start afresh. The guessing and bluffing create a fun tension that is central to the game. Indeed you could argue that it IS the game.
Ah, Spring...when everything comes up, uh, skulls and roses? |
No separation of Church and State, here! |
The theme may be interesting, but it is completely unimportant to the mechanics. It does allow for some strikingly beautiful artwork, which helps set a thematic mood. But the relationship between the titles of the special cards and their actual effects is strenuous, at best. I have the third edition, Fantasy Flight Silver Line version which has different illustrations from the previous two iterations. Some prefer the older artwork, but I fancy this one. The Condottiere and Favor of the Pope pawns are standard fare, as are the colored control cubes. The board is attractive, but very small and does not lay flat. Truthfully, the game could be themed to any sort of conflict – wars, elections, corporate takeovers, natural struggles, or Chicago hot dog vendors vying for street corners in the Loop . To be sure, Fantasy Flight’s version, being in the Silver Line series, is a good value and not difficult to find.
Having the most Courtesans lets you choose the site of the next battle. Why, you say? Don't ask! |
Pros:
Easy to learn
Striking artwork
FFG edition great value
Randomness can create fun and tension
Cons:
Thematic elements are a stretch
Randomness can create frustration and angst
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