Getting everything lined up for set-up makes it even clearer. As promised the dice are customised and very attractive too and finally the cards remain identical in their layout and each individualised picture on them, but with that expected touch of refining in their rounded corners and subtle smooth finish. And, of course, let's not forget the mounted map board which has the factor I prize - it folds out perfectly flat first and every time; no ridges, no back-folding. Perfect from the minute it's laid out on your table.
With the preliminary rules that I received being a simple, very basic black and white printout, turning to the finished professional product is a stunning revelation. The well-nigh obligatory division these days into a Rulebook and Playbook maintains such high standards that it's a pleasure just to pick them up and feel the quality. The smooth gloss is combined with a bold text size in the rule book that makes reading it so simple, even if you hold the book at arms length.
Typical of the quality of full-colour examples of play
Illustrations abound whether they be historical photographs or sumptuous large full-colour examples of the rules and not only does the Playbook have a full play through of the first turn and a half, but the Rule Book itself provides an example from a solo turn. No complaints here then, I hope, from the those who absolutely must have a solo mode. An additional feature of the Playbook is that not only does it have a four-page historical narrative, but that is followed by a section in which every single one of the 20 Event cards is pictured with an accompanying explanatory historical background. Fantastic attention to detail here.
Just a few of the 20 cards with their historical background
Some of the actual cards
The game takes us from Summer of 1973 to Spring 1975 in eight seasonal turns. Both the relatively short time span and seasonal turns highlight the broad sweep of the game. They also indicate the first reason why the game is quick-playing; the second reason is that each player rolls for how many activations they get per turn. The South Vietnamese units are largely divisions of the Army of the Republic of Vietnam [ARVN] with a diverse range of small unit American troops, including Ranger battalions, Marine and Paratroop brigades, two River patrol units and several mechanised regiments. Grouped under the abbreviation SV, it is the American troops that tend to give flavour to the game. Opposing them are 14 North Vietnamese divisions and 8 Viet Cong battalions, abbreviated to NV. Only the divisions of both sides have the equivalent of two steps. Being octagonal wooden pieces, when one of these is reduced in combat it is replaced by an identical piece half the size. All the other units are half-sized ones and so one hit and they're gone! Adding further visual appeal to the game are the star-shaped Quyet Thang markers [essentially NV control markers] and NV infiltration markers, while the variety of coloured pieces that represent American units are supplemented by black air support/air transport markers.
To emphasise and help pick out the units, I've placed everything with its embossed star uppermost. In playing the game, these begin face-down and a unit is only turned star-end up to show that it is activated. You'll notice too the compact footprint of the whole game. Everything fits perfectly onto my 24"x24" board.
NorthVietnamese Divisions
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