Find out in Zulus on the Ramparts!
How It Works
Zulus on the Ramparts is a solitaire siege game in which the player is trying to hold off a Zulu attack on the fort at Rorke's Drift until reinforcements arrive. The player wins if the reinforcements arrive.
At the start of the game, the player randomly places the Zulu iButhos (each with different hit points) around the fort. The reinforcements card is mixed randomly with three other cards, and these cards are placed on the bottom of the deck. The "Night Falls" card is placed in the middle of the deck, and the player begins the game with a preset hand of three cards.
The four Zulu iButhos with their hit points. The hit point with a gold band may be used to make the game more difficult. |
A round follows several phases. First, a chit is drawn from the cup that causes something to happen outside the player's control. (This usually involves one or more iButhos moving toward the "Zulu Victory" token.) Then, the player may take one action. Actions include putting forth heroes (which have special abilities, including heroic sacrifices, powerful one-time effects that kill the hero), firing volleys to stave off the iButho advances, building barricades (to bury the "Zulu Victory" token farther back in the fort), fighting fires, and forming the reserve platoon. The player draws a card, and then may put forth one hero for free. Finally, the player evaluates win/loss conditions and discards down to five cards, and a new round begins.
The game set up. The board is very clear. |
Last Stand or Standing Last?
Zulus on the Ramparts is a solitaire war game, which isn't what I usually review and can admittedly seem to appeal to a very narrow subset of gamers. I still prefer multiplayer games, but recent events have made life busier and consistent gaming time with others more difficult, so I've come to appreciate solitaire games. And Zulus on the Ramparts is a really good solitaire gaming experience.
Zulus on the Ramparts has received Victory Point Games' Gold Banner treatment, which means that the game comes in a box and has upgraded components. And the components are a huge step up from the polybagged Victory Point Games I've seen before. The components are on thick cardboard. The included laser-cut puzzle board looks nice and is especially useful, as most of the information in the game is easily tracked there. The art in the game is good, the design is consistent and looks great, and the components work well. There is a bit of assembly required, especially with the standees. Punching out the pieces was a bit of a pain, as was putting them together (and getting the slot cardboard out), but even though this process annoyed me while I did it, I hardly remember it now. The game's components come with the customary soot from the laser-cutting process. My copy of the game did not include the "soot removal tool" (i.e., napkin) usually packaged with Victory Point games, but no worries: I supplied my own. All told, the components here are not good enough to go toe to toe with the big European publishers (they're not intended to), but they work well, and the gameplay is immersive enough that the components disappear. I wish the game had come with a fabric bag to serve as the iMpi cup and another die or two, but those are minor wishes and don't really hinder the game.
The game includes several standees, representing fires, Zulu iButhos, and heroes. |
The rulebook isn't the best for learning how to play, but it is one of the most thorough rulebooks in providing historical background. I knew very little about Rorke's Drift before playing this game, and I know much more now. The whole game drips with the theme rising from historical events. In fact, the game feels almost like a simulation (in the best sense that a war game is meant to provide) because of all the information provided. In addition to the rulebook, each card has explanatory text on it, describing how the event or hero impacted the stand at Rorke's Drift. (This has the unfortunate effect of making the cards look cluttered, but game-important information is still accessible.) In addition to the base game, the second edition also includes several expansion options, several of which represent historical what ifs--like, what if the Natal Native Contingent hadn't fled when the Zulus arrived? The historical theme may not excite some players, butI suspect war gamers in particular will love it. For me, it was another enjoyable layer to the game.
The reference sheet is on the back of the rulebook. Handy! |
The Zulu Victory token starts on the outer perimeter, but building barricades moves the victory token back. |
The gameplay in Zulus on the Ramparts is quite good and is immersive for what it is. The game plays in 20-25 minutes, so this isn't intended to be an epic game with a long story arc. It is a desperate attempt to survive, and it feels like it. The Zulu iButhos march unswervingly--and quickly--toward the fort while the player frantically builds barricades, forms platoons, and prays for high dice rolls. And oh, the dice rolls. Usually I don't care for dice rolling in games that are to determine successes or failures. In this game the dice don't bother me too much because they simulate the desperation of a siege. In order to make any dent in the advancing forces, the player must roll a 5 or 6--a one in three chance. However, when it becomes dark, the only way to make headway is to roll a 6, and doing so doesn't remove iButho hit points but only forces it to retreat one space. The task of waiting for Lord Chelmsford's relief column can feel impossible.
The starting hand and the two cards to be inserted in the deck. Cards with special instructions for including in the deck have numbers highlighted in blue. |
But the player is not without resources. Most heroes have a "return" ability, which allows the player to perform some action at the cost of taking the hero back into hand to be put forth again later. All heroes have a heroic sacrifice ability: a powerful one-time effect that results in that hero being discarded, but which may turn the tide in the siege. Similarly, some heroes have discard for volley abilities, which allow the player to shoot at the incoming forces. The game involves lots of tense choices in hand and resource management, deciding how best to use each hero and volley (as some volleys provide better results from different distances).
Nighttime is brutal: all die rolls are -1. |
These are the expansion components. Lots more cards and a few standees. |
The iMpi chits. The icons here are mostly clear, though you may need to reference the rulebook for some of the rules. |
Lots of stuff in this small box. |
Pros:
Immersive experience recreates feelings of a battle siege
Customizable to a player's taste in difficulty
Small box allows for easy travel, a must for a solitaire game
Cons:
Components, while a step up from earlier edition, are lower quality than most hobby games
Rulebook is thick and daunting and could be organized better
iSlaytheDragon would like to thank Victory Point Games for providing us with a review copy of Zulus on the Ramparts.
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