SHORTENING HISTORY
A HISTORY OF THE WORLD VARIANT

By Gary W. Graber
from THE GENERAL, 29, #1 p 21


     Avalon Hill's HISTORY OF THE WORLD is a very entertaining new game that provides an evening's worth of good fun for would-be world conquerors. Up to six players play empire builder over a period of seven turns, or Epochs, and see history unfold before their eyes as various historical civilizations rise and fall across the gorgeous map of the world. The game provides players a classic mix of fun and strategy, combining simple mechanics and subtle card and board play. It truly is a winning design for newcomers to the hobby and veterans alike.
     Though the game plays well as it stands,:experience shows that its playing time--especially with a full compliment of players--tends to be I little on the long side. Another fact of life in HISTORY OF THE WORLD is that the final turn of the game, Epoch VII, is usually where the :game is won or lost. Maneuvering for position prior to this last turn is, therefore, one of the skills necessary for good play.
     This simple variant for HISTORY OF THE WORLD addresses the comment concerning length of playing time by eliminating the play of Epoch I from the game. At the same time, the feel of play is preserved -- especially in terms of the importance of jockeying for position near the end of the game -- and no new mechanics have to be utilized. What we have, therefore, is a game that shorter but just as much fun to play. Unless otherwise specified, all regular rules are in effect when using this variant.

SET-UP
     Place one army, of a neutral color, in each of e Lands listed below. These Empires, called neutral Empires, do not belong to any player, nor, do they generate Victory Points. When setting up, any spare counters may be used (even extras from other Avalon Hill game), as long as a single color is used for all neutral Empires listed below. These Empires and their armies exist on the board until eliminated in the usual ways. Place one army in each of the following Lands, plus place a Capital counter where indicated. All neutral Empires should be used, even if less than six players are playing.

EGYPT: Nile Delta (Capital), Libya, Nubia,Upper Nile.
MINOANS: Crete (Capital), Balkans, Pindus.
INDUS VALLEY: Lower Indus (Capital), Western Deccan, Eastern Deccan, Western Ghats.
BABYLONIA (incorporating SUMERIA): Middle Tigris (Capital), Lower Tigris, Upper Tigris, Zagros.
SHANG DYNASTY: Yellow River (Capital), Great Plain of China, Yangtse Kian, Chekiang.
ARYANS: Turanian Plain, Western Steppe, Dnieper, North European Plain, Eastern Steppe.

     The following guidelines were followed when constructing initial positions. Sumeria was considered absorbed by, or existing in conjunction with, Babylonia. No ships or monuments were used. Each neutral Empire had all of its Lands kept within a single Area. Lands that could occupied by a Capital of an Epoch II Empire were kept empty. Armies from different neutral Empires were not placed adjacent to those of other neutral Empires. A single army was placed in each Land. Lands nearest the Capital of each neutral Empire were used, so that each one was as compact as possible. Of course, these guide lines could have been otherwise, but they do give a good, neutral starting position for the variant Epoch II start.

SPECIAL RULES
The following special rules should I observed when using this variant:
•(1) Neutral Empires and their counters a treated normally when defending;
•(2) Neutral Empires do not generate Victory: Points;
•(3) The Hittite Event card is removed fro the deck and is not used;
•(4) The number of Event card draws, and their rules, remain the same;
•(5) The game begins with Epoch II, with players dicing to determine drawing order.

OPTIONAL RULES
     The following Optional Rules may be used in conjunction with this variant, if desired.
     •(1) In a four player game, remove the weakest Empire card from each Epoch. This way, the chance that the "great" Empires (such as the Romans and the British) will enter the game is raised to a percentage more in line with five or six player games.
     •(2) If players do not wish to dice to determine drawing order for Epoch II, they may bid Victory Points for the right to draw first (high bidder draws first, second highest draws second and so on). Ties are resolved by dicing. Bidding above five Victory Points should not be allowed.
     With this simple variant, gamers who desires a slightly shorter version of HISTORY OF THE WORLD now have a game that is only six turns long instead of seven. Nevertheless, the feel of the regular version is preserved. The use of neutral Empire Lands prevents an artificial vacuum from being present when play begins. Epoch II Empires may, therefore, be expected to spread in a fashion similar to the regular version. Since no artificial rules or mechanics are needed, and the neutral counters may be set up very quickly, this variant gives interested gamers another way to enjoy this fine, sturdy design with a minimum of fuss.

Updated 14 Jan 08.

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