Matt J. Carlson: Taking It Like a Viking

I got a chance to play Fire and Axe (by Asmodee) the other day and had a good time. Now, I’m not one to eschew a luck factor in my shorter-length games, but I had heard that this one might have a bit too much luck for some folks’ taste. Some have gone as far as suggesting a few house rules to help mitigate poor rolls. In particular, when trying to raid a village a die is rolled up to three times in succession in order to loot the village or town. Rolling pooly and losing three crewmembers by failing all three rolls can be a frustrating situation, especially if the probability of success was high. One suggestion to correct this is to add a +1 for each successive roll. Since it was my first game, I wasn’t ready to adjust the rules quite so much, but thought perhaps the last roll (of 3) could get a +1 just as a thank-you-for-playing parting gift…

We got into the game and started playing and one of my opponent’s proceeded to begin failing a raid. After two missed rolls, I pointed out the house rule that I thought might help his situation (adding +1 to the last roll). He quickly pointed out that this is a game about Vikings and no stinking Viking worth his pelts would be caught dead with a wimpy sort of rule like that. He was going to “take it like a Viking” and didn’t need any special accommodations. He rolled (and failed if you’re curious—adding +1 wouldn’t have helped anyway) and that was the end of that possible house rule.

The game proceeded on and good and bad luck was had by all. While some people had things roll their way more than others, I decided this was by no means a luck-fest. There was plenty of room in the game for solid strategy and planning. Once it has been played through a few times and people get to know the cards, there might even be occasions for lying low and waiting for particular things to show up. I may be slightly clouded in my judgment, since I ended up winning, but I felt the game was quite fun. I did have my fair share of poor die rolls near the beginning, but had fewer near the end when it was perhaps more important. Rolls I missed early and thought were crucial weren’t as important as ones I rolled well on near the end of the game. This also helped me as I was a smaller threat at the start of the game and was able to catch up rather than trying to continue to fight for the lead.

The game took over two hours to play with four players but should go under two now that we all know the rules. While a tad long, that is an acceptable length for a game that has one’s fortunes tied to the vagaries of dice. Now that I have had a chance to reflect on the game, I have to acknowledge that I don’t mind the luck-factor at all, even without the house rules. One reason is the theme of the game. Sea voyages and plundering villages are risky propositions (as is creating new settlements or trading—all actions that can be performed within the game). Vikings were no strangers to risk, and if I’m going to play a game about Vikings, I don’t mind taking a few chances myself.

(This article first appeared on Gone Gaming on the date referenced below.)
© 2007 Matt J. Carlson


Posted by Matt J. Carlson on May 16, 2007 at 01:00 AM in ColumnistsMatt J. CarlsonGone Gaming / 587

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