Nomad Gods

Nomad Gods is a board wargame published by Chaosium in 1977.

Gameplay

Nomad Gods is a fantasy board game designed by Greg Stafford that can be played by 2-5 players. It is the second part of the Dragon Pass trilogy that began with White Bear and Red Moon.[1] Although some counters for the planned third game were included with Nomad Gods,[2] the third game of the trilogy was never published.

Each player controls a nomadic tribe that roams a post-apocalyptic landscape called the Plains of Prax. Each tribe uses a unique set of combat skills as well as magic and the summoning of tribal deities to steal herd animals from other tribes.[2] A counter called The Eternal Battle, representing gods frozen in time, moves randomly across the board, often destroying tribesmen that it encounters.[2]

The game presents six different scenarios that often require, in part, capturing herds of livestock from another tribe.[3]

The game comes with a 22" x 26" board, 252 counters, and a profusely illustrated 72-page rulebook.[3]

Reception

In the December-January 1977 edition of White Dwarf (Issue #4), Lew Pulsipher liked the unique setting, and the well organized rules that "use a step by step format, so even a novice fantasy gamer shouldn't have much trouble absorbing the game slowly but surely." Due to the complexity of the game, Pulsipher recommended that gamers start by playing the prequel, White Bear and Red Moon first, "because it resembles conventional two-player games more than Nomad Gods does, and because the second edition [of White Bear and Red Moon] has corrected typos and ambiguous rules, a treatment, Nomad Gods would profit from." Pulsipher concluded by recommending the game: "You won't find more stimulating fantasy boardgames anywhere." He gave the game an overall rating of 9 out of 10.[3]

In the July–August 1977 edition of The Space Gamer (Issue No. 12), Robert C. Kirk liked Nomad Gods, commenting that "The game is easy to learn. The rules are eminently readable."[1]

In the May 1978 edition of Dragon (Issue 14), J. Ward thought the detailing of the separate tribes and the well-written rules were reason enough for buying the game. He also liked the addition of magical combat. He did think a quirk in the rules gave tribes with fast bowmen an unfair advantage, and questioned why counters that could only be used in the planned third game of the Dragon Pass trilogy were included with this game. Ward concluded though, that "All in all, the game Nomad Gods works on so many levels that it can’t fail to be a real pleaser."[2]

References

  1. Kirk, Robert C. (July–August 1977). "Reviews". The Space Gamer. Metagaming (12): 41.
  2. Ward, J. (May 1978). "The Dragon's Augury". Dragon. TSR, Inc. (14): 10.
  3. Pulsipher, Lew (December-January 1977). "Open Box...". White Dwarf. No. 4. p. 12. Check date values in: |date= (help)
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.