Warlords II Deluxe Scenario Review File: ISLES.ZIP (210,894 bytes) Designer: Guy Hagen Name: Crystal Isles Terrain Set: Grassland Players: 8 Army Set: Crystal Isles Cities: 100 City Set: Crystal Isles Ruins: 37 Shield Set: Crystal Isles Temples: 3 Text File: Yes Desc: Based "upon a very successful, 10-year adventure role-playing game by the same name" Reviewed By: Will Michael 72623.630@compuserve.com May '96 Rating summary, scale of 1 to 10: Wt Area Score Comments 10 Army set 7 several anomalies 7 Map design 8 some islands are crowded with cities 5 Army pics 9 excellent artwork 5 City pics 7 most are abstract; no raized pics 3 Background info 3 player strategy only; no background info 2 Cities/ruins/signs 7 1 city desc missing; no signposts 2 Items/heros 7 new items; 9 to 13 hero names OVERALL RATING 243 Adds to scenario designer's toolbox: YES Eight players vie to control a mythical archipelago. Hagan has intention- ally given each player unique strengths and weaknesses in their starting positions. For example, the few neighbouring cities of Mitakka all have powerful armies, while the impoverished cities surrounding Ku'Alla (Black) are balanced by a wealth of ruins. During playtesting I found the scenario to be unbalanced with Ambersand (Yellow) and Kalindar (Lt Blue) winning most often, while poor Mitakka (Orange) came in last in every revealed map game. On the plus side this allows one to pick the side that best matches their ability. Hagan decided to use the new shield set to change the colours of three of the players: Orange to Purple, Light Blue to Grey, and Grey (neutral) to Brown. You might remember that the original Warlords followed the colours of the spectrum, but Warlords II replaced Purple with Light Blue. This would have made a refreshing change except that the neutral cities on the strategic map were not converted to brown. It is hard to distinguish Kalindar (Dark Grey) from neutral (Light Grey) cities. All in all, the new shield set pictures are very good, except for yellow which is good. The scenario's atmosphere is enhanced by the interesting names and descriptions for each city, temple and ruin, with the exception of the missing description for the city of Whiteforest and the blank, single signpost. The lack of signposts is unfortunate as it might have compensated for the fact that no background material was included in the text document. I found myself wondering who the players were and what motivated them. If you have trouble finding the text file, I found the ci-info.txt in the \scenario\isles directory completely by accident. It is far more common to find it bundled in the .zip file with the scenario itself. In my opinion, background information and army unit descriptions are for more valuable than player strategy notes. This is what helps differentiate one scenario from another. The new city and army set pictures are excellent. Most of the city pictures are abstract in the sense that they do not look like a town or castle, but CommonWealth's (Red) and Ku'Alla's (Black) are outstanding. Points were lost because there are no razed city pictures and the fortified symbol (a flag) does not match the player's colour. My only criticism of the army pictures is that a few of them (Kalindar [Grey] Knights in particular) are hard to see against their city background. The army set has a lot to commend it. Some may not like a fantasy world occupied by so many different races, but I liked it. Not only does it have the everpresent humans, elves and dwarves, it also boasts catkind, lizardmen and others. I don't agree with the values given to some of the army unit types, but since this is a fantasy scenario the following comments are purely subjective. The non-human, non-special units have a maximum strength of 3 (+1 bonus in some cases). The weakest human unit (Wanderers) has a strength of 4, while Knights (the strongest) is 7! How can humans be so much stronger than dwarves and ogres? Another unusual feature is that Bards and Witches (both strength 4 with +/- 3 bonus) dominate the game. They can only be built in their starting cities (i.e. they can't be built from scratch) and they will not arrive as allies. Although the Knight army picture doesn't show it, I have to assume that they are mounted given the movement allowance. Why would heavy cavalry receive a woods/hills movement bonus? I must admit that I have never read a fantasy novel, so maybe someone can tell me what a Meredragon is. The word "mere" would indicate a body of water to me, but this unit has a woods movement bonus and looks like a giant serpent. There are also a couple of joke army units/monsters: the Otterhawk (an otter with wings) and a Frost Poodle. In summary, this is a great scenario. As a scenario designer, I value the new army, city and shield sets. I will try the weaker players (read Mitakka) against enhanced computer opponents, and try to determine the most evenly balanced sides for my regular email group. Nice job, Guy. W. Michael May 96