ZERO LEADER
Players: 1
Playing time: 90 minutes +
RRP: £87.95
ZERO LEADER FROM DVG At long last the wait is over and in some ways it was for me almost bound to be an anti-climax. Why? Well, this is th...
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Micro Macro Crime City is the 2021 Spiel de Jahres winner and despite hearing the title and listening to various gaming podcasts, I had no r...
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Micro Macro Crime City is the 2021 Spiel de Jahres winner and despite hearing the title and listening to various gaming podcasts, I had no real conception of what it was until I played it for myself. It is quite unlike any boardgame I’ve experienced before and more like Where’s Wally*: The boardgame.
*Where’s Waldo for our American readers.
It comes in an attractively slim box (which is still too large for the components) and one game plays in about 15 minutes or so. However, I defy anyone to only play just one game of this before packing it away. Each ‘game’ you’ll find yourself trying to work out who, why and how a particular crime was committed across an expansive fold-out isometric map of the eponymous ‘Crime City’.
During each case 1 to 4 players will pore over the large map of the city trying to find clues to answer the questions posed by the Case cards. Only when you’ve found the right answer can you go onto the next card and after ten or so cards, you’ll find you’ve solved the case.
There are 16 increasingly difficult cases in the box which I completed in 4 games sessions, with friends and family alike. Anyone can jump in to help you solve a case and you could even put this in front of someone with no experience of board games and they’ll do alright and have a good time. All you need is a pair of eyes. They do provide you with a plastic magnifier to look at some fine details, but this wasn’t used / necessary in my groups.
Each crime scene on the map can be referenced by coordinates round the outside (confirming you’ve got the clue’s answer right) and you’ll then use the hints left in the artwork to find the next answer. Each element of the crime is unique to that crime so in order to find the next answer you’re left searching the now huge map for another appearance of that unique item. These will appear some distance away from the last answer, but I was often surprised at how quickly our eyes homed in on the next object. Meaning it never bogs down into boredom just searching and squinting for the smallest of details.
I would describe this as a very relaxed experience; players could easily drift in and out of the game. I distinctly recall during my first session of this with 5 other players (3 kids, 2 adults), after the third case the adults drifted away, probably to get some time without kids if I’m being honest, and the kids kept playing the case by themselves and even started and finished the next case. It’s incredibly simple to explain and fun to play and that is why I think it won the SdJ. You’ll even be able to start playing the game before you’ve opened the box – how many board games can say that?
However, is it a boardgame? I’m not so sure…it’s a fun experience in its own right and I am impressed at how much detail the artists have got into the map, in fact there are more puzzles and scenes to solve both in the manual and online. So I can’t really say I’ve completed it, but after finishing the 16 main cases I don’t have any desire to revisit the map / cases / game? Like with any escape room style game, each case is for one time use only.
The best endorsement I can offer this is that it suffers from ‘one more turn’ syndrome, or in this case ‘one more case’. You’ll be surprised at how many cases you’ll get through in one sitting, although thankfully they do get significantly harder at the 4 and 5 star levels.
Just as the game is quite simple so are the components. You’ll get 16 decks of cards (one for each mission) and a large paper map of the city. I was initially concerned that repeated unfoldings and foldings would obscure some details but it’s stood up just fine, to where I would happily give it away to another family. The main map damage has come from our bellies and bodies leaning over the map and creasing the corners.
The map itself is just black and white line art, however I think it is this simplicity that makes this game work and has become a recognised trade mark of the title. My daughter wants to colour-in the whole map which although would look spectacular, I doubt would ever get finished and the colours would actually hinder gameplay. Thankfully so far she’s not been brave enough to start and I think she’s forgotten…
The box provides a small micro-cosm of the City and poses one case to players even before they’ve opened the game. This could be a fun diversion whist trying to pick new games in your FLGS but shows just how simple this game is to teach, play and involve all types of people.
I can’t really criticise the game for what it is. I think it does it pretty much perfectly, ‘it’ being a fun, quick simple filler and why the SdJ chose it as their Kritikerpreis. And although I did enjoy the experience of playing this with others it’s not a game (or its expansions) that I’ll be seeking out again. It’s just not in wheelhouse and I’m finding more and more that my tastes don’t necessarily jive with the SdJ.
I would heartily recommend this to gamers and non-gamers alike. It’s cheap and different from pretty much anything that I’ve experienced before. It plays quickly and is an enjoyable experience for everyone (if you’re comfortable climbing over each other to view the map from the best angle), and I’m pretty sure that you’ll suffer from ‘one more case’ as well. It’s an extremely simple concept and it is done brilliantly here.
I’d like to thank Asmodee UK for sending this review copy. You can use this link https://www.asmodee.co.uk/contentpage/find-your-game-store to find your Friendly Local Game Store, which need all the help they can get at the moment.
Parma 1734 The Battle of Crocetta by Aleph Game Studio The Eighteenth Century was as full of warfare as the preceding centuries in Europe...
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Parma 1734 The Battle of Crocetta
by
Aleph Game Studio
The Eighteenth Century was as full of warfare as the preceding centuries in Europe. We mostly think of these two wars: The War of the Austrian Succession, and The Seven Years War, up until the Wars of the French Revolution. There were, however, quite a few wars that erupted, two of them being The War of Jenkin's Ear, and The War of the Polish Succession. The Battle of Crocetta was part of the War of the Polish Succession. It was fought near Parma on June 29th 1734, between the Austrian Army, and the Franco-Piedmontese Army. France and Austria had been fighting over Italy for hundreds of years and would continue until 1859. The French were originally commanded by Marshal Claude Louis Hector de Villars (of The War of the Spanish Succession fame), but he gave up the ghost on June 17th 1734. The French were then commanded by Marshals de Broglie, and Coigny. The Piedmontese were commanded by King Carlo Emanuele III of Savoy. The Austrians were commanded by Marshal Claudio Florimondo di Mercy, and Prince Federico Luigi of Wurttemberg-Winnetal. The battle was very hard fought, and both sides suffered higher than normal casualties given the amount of troops on the battlefield. The Austrians withdrew after the battle, giving the French a dubious victory. So, let us see what is in the box:
1 game map
3 countersheets
6 scenario cards
2 player aids
1 10-sided die
1 rulebook
Players: 2
Time: 2-5 hours
The map is done very well with some really nice touches added for the buildings on it. There are no ambiguities about what a hex consists of etc. The counters are large at just under 3/4", and they also come pre-rounded. Each one has what is really a small artwork done it to differentiate between infantry, cavalry, artillery, and leaders. The Movement Allowance and all of the numbers on them are nice and big for old grognard eyes. There is one Player Aid for each player, so no need to share one. It has the Terrain Chart, Infantry Fire Table, Artillery Fire Table, Shock Combat Table, and the Sequence of Play on each. Their are six Players' Aid sheets for the setup of both scenarios. These are in full color, and instead of just a list of what counters go where it shows the actual counter full sized on the sheets. This is a really nice touch. All of the Players' Aids' are made of hard stock. The Rulebook is twenty-eight pages long. It is in full color, and uses large print throughout its pages. An altogether very well manufactured game.
This is the Sequence of Play:
"1. Command Phase
During this phase the players organize their army.
Both players:
• simultaneously assign their Priorities of Order to
the Army for the current turn;
• check the status of the Troop Command;
• place reinforcements as indicated in the
Scenario Cards.
2. Opening Artillery Fire Phase
In this phase the players use their artillery
batteries. Players take turns firing one battery at
a time. The rules of the Scenario usually indicate
who is the first player of the phase, otherwise
each side rolls a die and whoever gets the
highest result will be the first. In the event of a tie,
both players roll the die until one of the two gets
a higher result than the other. The winner will
become the Active player and will activate his
first artillery battery.
3. Initiative Phase
In this phase is the players determine who will be
the Initiative Player. The players each roll a dice,
the player with highest result die roll is the
Initiative Player for the current turn, while the
other will be the Reactive Player. In the event of
a tie, both players roll the die until one of the two
gets a higher result than the other.
4. Wing Impulse Phase
In this phase, players take turns activating their
Wings, based on how they distributed the Order
Priorities during Phase 1.
This is the sequence that is carried out within this
phase:
a) Impulse of the Initiative Player (1st action):
the Initiative Player reveals and activates his
own Priority Wing in this sequence:
1. Movement of units
2. Activated units Fire Combat
3. Activated units Shock Combat
4. Mandatory moves caused by Shock
Combat
5. Advance after Shock Combat
b) b) Reactive Player Impulse (1st action): the
Reactive Player reveals and activates their
Priority Wing in this sequence:
1. Movement of units
2. Activated units Fire Combat
3. Activated units Shock Combat
4. Mandatory moves caused by Shock
Combat
5. Advance after Shock Combat
c) Other impulses: repeat the same sequence
as the previous impulses for the other Wings,
in order of priority assigned:
1. Initiative Player's Impulse (2nd flanking
action)
2. Reactive Player Impulse (2nd flanking
action)
3. Initiative Player's Impulse (3rd flanking
action)
4. Reactive Player Impulse (3rd flanking
action)
5. Impulse of the Initiative Player (support)
6. Reactive Player Impulse (support)
5. End of Turn Phase
During this phase, end of turn checks are
performed. In particular, this sequence must be
respected, starting with the Initiative player:
1) Check the Army morale (see 12.0);
2) Rally of units (see 13.0);
3) Remove 1st Shoot/1st Volley/Fired markers.
Finally, the Game Turn Marker is advanced."
I wanted to include the full Sequence of Play so that the gamer sees that this game does not use a simple cut and paste set of rules from other games series. It is a deep game that tries, and succeeds, in simulating eighteenth century warfare.
The scenarios that come with the game are:
1. Tutorial: Clash Of The Vanguards (8-10 AM)
2. The Battle Of Crocetta
The game has unusual Victory Conditions as well. The designer understands that eighteenth century warfare was not usually a battle to the death, or even a battle to one side being routed. So, the game's intent is for each side to force the other to fall to 10% of its Initial Morale Value. This then forces the side that hits that percentage to order a General Withdrawal Order. These are the values etc. of the two sides:
French/Piedmontese Army:
Initial Value - 88
Demoralization - 44
Withdrawal - 8
Austrian Army:
Initial Value - 96
Demoralization - 48
Withdrawal - 9
Demoralization causes an army to suffer its movement capacity halved, leaders to lose 1 point of Command Range, and all Discipline checks suffer a +2 modifier to the die roll.
Each separate regiment also has its own Regimental Breaking Point Value. This is a rule that is not often seen in games.
This a breakdown of some of the chrome added into the game:
Infantry can be in either:
Line
Column
There are four different types of Cavalry:
Heavy Cavalry
Cuiraissers
Dragoons
Hussars
Artillery can be either:
Limbered
Fire Capable
Leaders have a Command Range
The designer knows that divisions were not used at this time in warfare, and battles were fought by 'Wings'.
The game is a very taut see saw battle between two pretty evenly matched armies. The rules were designed to put the player into the shoes of a Marshal of the period. This means each player needs to learn the limitations of warfare at this period. The only thing missing from the rules are ones about sending dispatch riders out to your formations. Thank you Aleph Game Studio for letting me review this great and very interesting game from your stable. If a player is looking for a detailed engrossing game about eighteenth century battlefields they need look no further.
Robert
Aleph Game Studio:
Aleph Game Studio – A new beginning in gaming
Parma 1734: The Battle of Crocetta:
FOR GLORY FROM SPIELCRAFT If you don't know your ludus from your lanista, you soon will after playing a game of For Glory and there...
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Napoleon 1806 by Shakos Games The Third Coalition was brought into existence by English money (subsidies) to defeat Napoleonic France. Pr...
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Napoleon 1806
by
Shakos Games
The Third Coalition was brought into existence by English money (subsidies) to defeat Napoleonic France. Prussia, oddly enough, had not joined it. The consensus of historians that they were biding their time until either side had given them enough of a bribe. They hadn't counted on Napoleon, and the completely trained and incredibly formidable Grande Armee. Before anyone realized what was happening, the Austrian General Mack (and 50,000 soldiers) were swept up by Napoleon without really a fight. This sent the Austrians reeling back to meet their Russian Allies. However, a little battle called Austerlitz put the Third Coalition down for a dirt nap. Prussia was just starting to think it would be a good idea to join the Third Coalition before it was no more. So with the Grande Armee and its roughly 200,000 troops sitting in Germany or nearby on the border, the Prussians came up with one hell of an idea. The Prussian court had a war party headed by their lovely Queen. This war party finally talked the King and his ministers to go to war with France virtually on their own. What was wrong with the drinking water in Berlin I guess we will never know. Russia had not concluded peace with France, so the Russians could help in the long run. The Prussian Army was led by octogenarians who had been weaned on Frederick the Great's battles. One of their youngest generals was Blucher, who was in his sixties. The Prussian staff seemed to have no idea of what actually to do. They staggered slowly toward the French border with no real plan. They also decided to split their army in two without having any idea of where the French were. The lion that was Napoleon had no trouble dispatching the sheep that were the Prussians. As a matter of fact, the 1806 Campaign is usually listed as the first blitzkrieg. The French went through Prussia like poop through a goose, probably only stopping at times to procure more maps of each new area they were rampaging through. This is one of those games where it is almost impossible to do as bad as your historical counterpart. The history being done, let us see what is in the box:
1 mounted game board 60 x 60 cm
1 rulebook
1 quickstart booklet
2 player aids (orders of battle)
2 player screens
2 sets of 36 cards
1 sticker sheet (54)
More than 220 wooden pieces
10 combat dice
1 cloth bag
Opening up the box leads a person to exclaim 'C'est Magnifique! This is another European wargame that mixes a real honest to God wargame with a Euro game's look. The map is a beauty, and has a real historical feeling to it. The stickers are little pieces of artwork. They have the countenances of the Prussian King Frederick III and his various generals. These are countered by portraits of Napoleon and some of his Marshals. The two Orders of Battle are made of hard stock and are also a pleasure to look at. The Quickstart Guide is a very large four page fold out. It has a simplified rundown of this information on the first and fourth page:
Setup
How To Win
How To Play
How To Move
Fatigue
How To Engage In Combat
The middle two pages have a complete picture of the map and the Orders Of Battle and a Sample Card. The information needed for using the Orders Of Battle and Cards are also printed there. There are two Player Screens, one in blue, and one in gray. On the inside of the Screens are The Game Sequence and information on combat etc. The two Decks of Cards are also well done, and the Cards themselves do not feel flimsy. The manufacture of the wooden block pieces was done with excellent quality control. I found no mismatched sizes in the different pieces. The Rulebook is a work of art in itself. It is filled on most pages with colorful illustrations of what is being written about on the page. It is twenty-three pages in length. The actual rules take up fourteen pages. There is also a Short Scenario added for those who can only fit in time for a short game. A section called 'Rules For The Grognard' is added to add some historical flavor, and fog of war to the mix. Next is a section called 'Rules Of The Marshal"; this is a setup to play a tournament of the game. For conventions etc. this is a nice addition. What follows is a three page rundown of every Card and their meanings. The end of the Rulebook is a four part History Of The Campaign, and Design Notes. You also get a nice bag for the different pieces. The picture on it is a gold Napoleonic Eagle done on a blue background. The actual game pieces are a carbon copy of what you would find in Shakos Games 'Napoleon 1807' game. I will have a link to my review of that game below.
The Sequence of Play is easy to remember:
Draw - Each Player Draws Three Cards
Initiative - The Player With The Highest Value Card Wins
Operations - Movement And Combat
Recovery - Each Player Can Remove Fatigue From Some Corps
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Thank you very much Shakos Games for letting me review this beautiful and great playing game. It deserves to be right up with its brother Napoleon 1807 on your shelf. They have also come out with Napoleon 1815, so it is now a trilogy of games. I also had a chance to review their Saladin game. I will have the review in the links also.
Robert
Shakos Games:
Shakos | Historical board games
Napoleon 1807 Review:
Napoleon 1807 La Campagne de Pologne by Shakos Games - A Wargamers Needful Things
Saladin Review:
Saladin by Shakos Games - A Wargamers Needful Things
GKR: HEAVY HITTERS FROM CRYPTOZOIC ENTERTAINMENTS & WETA WORKSHOP It's bold! It's bright! It's brash! Is it Ameritrash? W...
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