Sunday, December 03, 2006

What’s important when playing Green to Win in Britannia Second Edition
(I have deliberately limited this to one page; there is one page of overall advice,
and there will be one page for each nation. Lew Pulsipher)

Every color in Britannia must be played as a whole, not as separate nations, if you want to win consistently. It is worth sacrificing armies or points of one nation to improve the points or position of another by a greater amount. The action of armies at one end of the board can affect those at the other, in the long run. Remember, at a given time position is just as important as the number of armies or number of points.

Green is the most defensive of all the colors. It requires patience, not a “conquest” mentality. Offensives that spend lots of armies are a bad idea, even for the Danes, though the Danes will certainly do lots of attacking.

Green (and yellow) are limited in the maximum number of points they can score. Consequently, green must work to keep red and blue in check. Generally, the lower the scores, the better off green will be. Put another way, green’s fate frequently depends on others. Diplomacy can be an important tool.

If red and blue are at peace, it’s almost always bad for green. The Welsh then have to cope with Irish and Saxons, and the Danes may be faced with a “shield wall” of Angles and Saxons.

The Saxons may be green’s biggest enemy. Some people see the game as blue fighting with yellow in the north while green struggles with red in the south.

The Welsh must survive and prosper if green is to prosper. Do NOT try to fight the Romans tooth and nail. Submit at five areas to allow for population growth, and strongly consider cooperating with the Roman to occupy his burned fort areas. It is often difficult for the Welsh to maintain a long-term presence in Cornwall and Devon, but that is going to help your score–and especially try to prevent the Irish from settling in those areas. The clear terrain in Wales is often contested by invaders, and Welsh often abandon those areas at times.

Try to negotiate with blue to take your trip to York for 12 points. You may be able to fight your way in, but it will be very costly to Welsh survivability later on. Impress on the blue that the Angles, too, will have difficulty prospering if you have a big battle over York.

The Caledonians “aren’t worth much” if you like offense, but they can score a lot of points if they survive. They need not be aggressive until facing “starvation”. If you think Picts will attack the Caledonians early in the game, move Orkneys to Caithness. This is why the move order changed from original Brit, to give the Cals this chance. Ultimately, the enemy of the Caledonians is the Norsemen.

You may want to sacrifice the Jutes to help another nation. They are one of the lowest scoring nations in the game, though a successful attack on a Roman fort in Kent in Round 5, settling there, is worth 14 points.

Some players believe the Danish invasion is the key to green prosperity, while others think the Welsh are more important. The Welsh score more points, but the Danish have much more variability in how much they can score. The Welsh can help Danes secure the kingship by picking off a few Saxons.

The Danes may not have much left at the end of the game, but it’s points, not troops, that count in the end. The Danes have to preserve some force during the big invasion, or they may be wiped out too soon. It is easy for the big Danish invasion to “melt away”.

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