

Then MeG cuts in to provide a slick combat mechanism when armies meet. My aim was to produce a fast-moving board game where you keep the feel of all the things you do in R:TW, but with simple high-speed mechanisms so the game moves at pace. Simon Hall: It’s a merger of two much-liked entities: a) the components and feel of Rome: Total War, which I love, and b) the mechanisms and historical realism from my Mortem et Gloriam tabletop wargames rules. How would you describe Total War: ROME: The board game?
