Red China Mao Crushes Chiang's Kuomintang 1949 by Gerry Van Tonder This book is about a little kno...
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Red China: Mao Crushes Chiang's Kuomintang 1949 by Gerry Van Tonder
The box in all its American 2-2-0 glory. The Last Spike is a simple economic game that plays in about 45 minutes. That time is accura...
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The Last Spike
The box in all its American 2-2-0 glory. |
I have had this game for months waiting for a review but every time I'd pull it down, or take it to a game group, it wouldn't get played because the box is not as attractive as games from a triple-A publisher like Asmodee, or FFG. The game, or at least my attempt to play it with both of my gaming groups, almost became a bit of a joke so I pounced on some unsuspecting house guests, neither of whom are/were gamers for my first play. Even my wife (Queen of the non-gamers, at least that's what it feels like to me!) played it and spoiler alert... everyone enjoyed it.
The quiet early game |
Your turn consists of playing one of the four track tiles in your hand, buying a city card and refilling your hand of track tiles back up to four. There are a few exceptions to this for example if a track connecting two cities is completed by your track, the city will pay out to every player who has bought the connected cities cards, i.e. invested in that city. The end of the game immediately happens when a continuous route from Saint Louis to Sacramento can be traced. This action will also bequeath a $20,000 bonus to the player who place the eponymous 'last spike'.
City Investment Cards |
Talking of money, you start with $35,000 denoted by white red and blue wooden discs ($1, $5 and $10 respectively). Although I described this as an economic game it doesn't ever feel like you're going to run out after that first pay day. I have seen a player down to $4,000 as they had heavily invested in one city (not recommended by the rules) and it hadn't payed out in the early game. I would have like to see a slightly tighter economic game, especially at higher player counts - it never felt like money was an issue and by the end of the game every one is as rich as Croesus.
The train-robbing end game |
Unfortunately that end-game tension does not have an early game comparison. The beginning of the game feels more like a full on cooperative game with no 'take that' present, yet in the last 10 minutes the game morphs into a hybrid between all working towards the same goal and doing their upmost to crown themselves winner, or denying others that chance.
"Hunky Chunky ... Game Blocks" |
The blocks are the familiar nice and chunky size of those in a block wargame and I have no issues with the stickers or cards. However, I'm not a fan of the money, although it does its job, unmarked denominations feels a but under-produced. The board and box are fine, nothing more, although maybe not what you would expect these days. However, as a small publisher, I would rather Columbia Games continue to publish games with solid game play like this, than waste their money trying to match CMON's latest Kickstarter.
The box slip cover |
I would like to thank Columbia Games for sending this review copy of the game and also send my apologies for taking so long to convince my friends to play it... Somehow I don't think it'll take so long to get it back to the table now that they've tried it.
You can still pick up a copy of this at many online retailers or direct from Columbia Games if you want to support a small independent board game publisher directly for $39.99 which I think is a very fair price for the amount of wood in the box. They also publish the rules on their website here.
NEMO'S WAR [2nd edition] from VICTORY POINT GAMES From one game based on a book from my childhood, namely War of...
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NEMO'S WAR
A mere glimpse of the box and its artwork tell you that we're right at the top of Victory Point Games' output. I've been a longtime fan of VPG's products, following them from their zip-lock bag days through the small slip-case packaged boxes to the upgraded boxed versions of their Napoleon 20 series. But Nemo's War is right there at the very pinnacle of their recent output as seen in games like Dawn of the Zeds. By this I mean a solid, deep box with insert, mounted board, superb quality counters and marker tokens, and a glorious, full colour glossy rulebook.
They come in a variety of background colours that denote their growing strength and danger to Nemo's exploits, with a darker shading on the reverse which also indicates increased strengths. With even more attention to detail, each individual ship silhouette captures its real life counterpart where possible and just to add a little extra flavour, a few terrors of the sea have been added in; such as a sea monster [though not the giant squid that Nemo did battle with - that is introduced through one of the Adventure cards]], pirates, slavers and the famous abandoned ship of mystery, the Marie Celeste.
All the other tokens are equally colourful and first class, pressing out of their sheets with ease and not a cardboard tag in sight.
[as well as the 6 Character Tiles that offer bonuses]
While the cards make you feel that you are living the narrative, in your deck there will always be four cards that must always appear. The fact that three of them are named Act 1, Act 2 and Act 3 also create the idea that you are living out the drama of Nemo's life. You know you will always get to these points, but not exactly when, and the 5th card, the Finale, that brings the play and your game to its resounding curtain-call is drawn randomly at the start of the game from a group of 7 cards and shuffled into the last four cards in your Adventure deck.
Pass and your marker on the track will return to its current position, Fail and it will drop to the next lowest position. Usually as they drop lower the bonuses decrease, but [an inspired touch] as Nemo's mental state deteriorates, his bonuses increase!
In the bottom left corner of the board is the table on which you roll to SEARCH for treasure, to REST your crew, to REPAIR the hull, to REFIT [i.e. add an Upgrade] to Nautilus and finally INCITE [attempt to cause an Uprising in one of the many areas inked to the oceans]
Each turn begins as we've seen by turning up and executing an Adventure card. This is followed by rolling the two white dice and placing new Hidden ship markers on the map. The difference in score between the two dice gives you the number of Action points you have for that turn. From that moment on, the pressure begins and rarely lets up. At best 5 Actions, at the worst none [you've rolled a double and caused a Lull].
Choices, choices, choices! So many, starting with all those mentioned two paragraphs earlier, plus moving the Nautilus and most common of all bringing death and destruction to the oceans of the world: COMBAT - sinking shipping either for salvage which helps you attempt to buy Upgrades for Nautilus or for tonnage which provides VPs at the end of the game. Do you choose a single Stalk Attack which gives you a bonus +1 DRM on the dice roll or a Bold Attack where you can push your luck and keep attacking providing you are successful, but racking up the Notoriety? With the appropriate Upgrade you may even be able to make a Torpedo Attack. All the time deciding whether to gamble one of your bonuses. Every single time you roll the dice, there is the chance of Failure.
In the early stages, the tension is moderate, but as the game progresses one time bonuses get spent and some of your VP bringing Treasure tokens may need to be used for bonuses instead. The Crew and Hull and Nemo bonus tracks start to decrease and need to be improved. More and more ships crowd the seas. merchant vessels give way to warships and ever more deadly ones are added to the draw cup! Nemo's War gives you action and excitement all the way.
There's a lot to do and a lot to learn. So how does the rule book fair in preparing you for the task? Well, this is the most lavish publication from VPG that I've seen. It is part of their Premier standard of production level and can't you just tell. If like me you've been with VPG since their earliest zip-lock bag days when the few cards where in a perforated sheet and the rule book was a single sheet that folded out, then you'll be bowled over. This is 32 pages of high gloss, full-colour glory!
My one main concern is that the print is small and quite faint, especially against the parchment colouring of the paper. A lesser issue is that the Table of Contents directs you only to very broad areas of the game. Finding the many finer details, when necessary, demands much closer searching within those areas. Despite that, I soon found that I gained rapid familiarity with the mechanics of play. In part, this was because each page has a side-bar of examples, plus numerous illustrations within the body of the text.
As always many thanks to Victory Point Games for providing the review copy.
WATERLOO 1815 : NAPOLEON'S LAST BATTLE from Trafalgar Editions If my previous review Bloody Battles of T...
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WATERLOO 1815 : NAPOLEON'S LAST BATTLE
WATERLOO 1815 :
NAPOLEON'S LAST BATTLE
What I found intriguing was how two games both aiming for a tactical representation of conflicts separated in time by a mere 40 years can take such distinctly different paths to simulating the combination of infantry, cavalry and artillery tactics. From solidly hex and counter routines, we turn in Waterloo 1815 to that granddaddy of wargaming: the kriegsspiel blocks. Their origins were in military training for Prussian and German officers and the traditional blue and red suits well for the two armies at Waterloo.
Perhaps the best known, recent manifestations of this format have been Rachel Simmons' Napoleonic games on Marengo and Austerlitz [and the ACW game Guns of Gettysburg]. However, these latter games did little more than use the blocks with a whole slew of innovative ideas on how to manage terrain and engage in combat. Trafalgar Editions' product is much closer to its historical origins.
Its dynamic box art depicting Ney's cavalry charge in the last hours of Waterloo has an immediate visual impact. Opening the box reveals a very good mounted map in two sections providing a splendid impression that focuses attention on the basic contours of the landscape.
Fortunately you can download a copy of the rules from BGG [BoardGameGeek] and these proved very serviceable and especially helpful in allowing me to make notes directly on to them, while I've been working on playing the game and preparing this review. Unlike many gamers who are perfectly happy to annotate and highlight rule books, I just cannot bring myself to do this.
My first surprise and slight disappointment was that there is no orders system and that essentially we are in an igo-ugo format, where one player moves and attacks and then the other player does the same. Leaders provide little more than a morale boost to the unit they are attached to. However, the fairly close proximity of the units and the very obvious historical aim of both sides to ultimately survive and annihilate the other really renders an orders based game unnecessary.
As for the lack of such things as chit-pull systems and initiative die rolls that tend to be de rigeur in so many current board wargames, these were soon forgotten in the simple pleasure of manoeuvring the wooden units and enjoying the visual delight of the experience. If you look at the handy reminder of the turn sequence below, you'll also see the typical intermeshing of attacker and defenders' actions that mean that both players are engaged in the action throughout the turn.
The Artillery Defensive Fire Phase and the following Artillery Fire Phase is an excellent rendering of the artillery duels familiar in the Napoleonic period. This fire is conducted by units at range from the enemy and is a very straightforward process.
Movement follows with all units that you want to come into contact with the enemy having to decide whether to engage them in melee at the beginning of their move. I like this element of planning and decision making so simply built in. By these means preparation for both melee and cavalry charges are handled smoothly and then executed after the next Phase which is Musketry Fire. Movement itself is carried out using a series of small cardboard measuring sticks called UMs [standing for Unit Movement].
Just as the artillery fired before movement, infantry now engage after the movement phase in musketry fire with the Defender's Phase again preceding the Attacker's Phase. A very good idea is that Defending artillery can decline to fire shot in the Artillery Phase in hopes of firing more deadly canister during the Musketry Phase. Such fire takes place between units that are within half a UM or in contact, but not marked for subsequent melee .
Finely, musketry fire between units that are in contact and marked for melee is the fore-runner to executing the melee or what the game dramatically calls bayonet assault. Overall, fire and combat is well conceived with a definite logic and verisimilitude. As units approach, there is the decision whether to engage in musketry duels and for how long or plunge in swiftly to attempt a bayonet assault. Whatever you decide, the fire and combat chart is remarkably easy to use with each dice result's outcome being contained on a single line, with the non-highlighted result being applied to fire combat and both non-highlighted and highlighted being applied to melee. This is a method that I've not experienced in any other game and works very well.
Central to all these elements of the game is morale and unquestionably morale is the heart of this game, being the stand-out feature on infantry and cavalry blocks. Virtually all other data is on separate small, handy Army cards for the Allies, Prussians and French. These give tables of modifiers for all three types of units referenced by such things as formation, full-strength and half-strength units, infantry in squares, unlimbered artillery etc.
So far so good, only the organisation of the information in the rule book brings an element of complexity and difficulty. In part, I think this is because of a real desire to be thorough, but the outcome is that details tend to be repeated or amplified and sometimes aren't quite where you might have expected to find them.
A good example of this is the section on the capabilities of the three different arms: infantry, cavalry and artillery. Understandably we get quite a significant amount of information about such things as line and light infantry, guard infantry elite and, of course, the French Imperial guard, as well as three types of cavalry and foot and horse artillery. But there is also considerable depth supplied in the section on artillery dealing with canister fire, artillery concentration and line of sight which you would expect to find appearing in later sections of the rules.
A further help is having the patience to play through the two additional mini-scenarios that are presented on very attractive glossy card. Both provide partial elements of the big picture with small unit density and a limited play area.
Scenario 1: The Prussians Are Coming in fact gives an object lesson in what the French player is likely to face in the later stages of the game and a good exercise to prepare for that. Scenario 2: Attack on the Allied Centre is another good lesson both in learning the rules and experiencing a focal point in the big picture.
I know how hard it is to hold back from plunging in to the whole shebang at one fell swoop, but it is worth applying yourself to these smaller sections so that when you do move on to the full scale battle, you should be ready to gain maximum enjoyment with minimum rule checking.
As is expected with any game today, there are a selection of additional elements. For me cards introducing Random Events always appeal. I know the old style Random Events tables used to do a very acceptable job, but the very attractive artwork of cards, plus there extra flexibility in using them is always an added draw.
Skies Above The Reich by GMT Games "Against twenty Russians trying to shoot you down or even twe...
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Skies Above The Reich by GMT Games
One of the Map Boards |
A collage of all four Map Boards |
Pursuit Maps: 2 @ 8.5x11 (double sided)
Roster & Log Pad: 8.5x11
Stickers: 8.5x11 sheet
Blocks: 50 black, 12 blue
Cards: 24 Nose, 24 Tail, 16 Oblique, 32 Continuing Fire
Countersheets: 1 @ 1 inch counters, 1 @ 5/8 counters
O Map Panel: 8.5x22
Player Aids: 1 @ 11x25, 2 @ 11x17
Rule Book
Advanced Rule Book
Situation Manual
Two Dice (ten sided, one red, one black)
Some action from the game |
Move - Fighters enter, exit or move from one box on the periphery
of the Formation Map to another.
Return - Fighters shift from a Return Box to a High/Low Position
Box, or from an Evasive Return to a Return Box.
Escort - Skip this phase unless escort markers are present, or arrive
this turn.
Recovery - Check each fighter to determine if the hit is trivial or
severe.
Blast & Flak - Fire rockets, drop bombs, and Ju88/ME410 may
fire cannon; then, if Near Target, check for flak.
Cohesion - Check each element for cohesion.
Attack - Skip this phase unless one or more fighters are in an
Approach Box. There are several steps to this phase.
Another GMT picture of game play |
This is a collage of the Advanced Game Map Boards |
These types of games have a bit of a double-edged sword to them. You actually play with named units/counters instead of just 'pilot A' or Bf109_, fill in the blank. So, you are bound to get attached to the different pilots. At least I do in a game like this. In Wargames I do not get attached to divisions or corps, but in games with individual soldiers etc, I do, especially if I am playing a campaign and have to husband them through different battles. You will have some of your pilots get lucky to survive numerous battles only to fall at the last minute or just when you thought they had made it safely through another B-17 formation.
Counters |
Front of the Card Decks |
Rear of the Card Decks |
Game play is very easy to get into. After your first mission, you will probably only have to glance at the rulebook every now and again. The game is set up so that you play out campaigns. Each campaign is a season. You can play campaigns of one season or up to seven. You will use the Mission Set-Up Table to start the campaign and to set-up each mission. Then you will use the Situation Manual to set-up each mission. You will either roll die or us the Staffel Commands to determine various things about the mission such as sun position etc. So with this game you get the best of both worlds. It is a deep game with a lot of options and heavy thinking for the player, but it also plays quickly and cleanly. The game's use of a die roll for Mission Type and Operations Points helps to keep the player always guessing and thinking. Do you add armor or cannon to your Staffels planes, or do you try to have your auxiliary planes drop bombs on the Fortress Box? The availability of escorts for the Fortresses also increases dramatically with time. To give you an idea of how tough the war becomes, we will use this example. In 1942 you are given six Experten (Aces) for your Staffel. In late 1944 you are given eight green pilots to start with. Your pilots that survive and are lucky also get to grow through the game. A pilot earns Experte Skill points from successful missions. These can then be used to buy, at a cost of five per, skills such as timing, aim, luck, and break anywhere. On the other hand, your green pilots are penalized by one of these three: erratic, panic, and zeal. You can spend three Experte Skill points to remove the penalty during the game. The game also uses four decks of cards. Three of these are for different attacks: Nose, Tail, and Oblique. The fourth one is for Continuing Fire. These are as well done as the rest of the game. The cards are easy to interpret and there is little actual reading to be done on them. The game has blocks, that you have to sticker, to represent your Staffel's planes and auxiliaries. One thing about the game, you do have to keep a written log. You have to fill in a 'Pilot Roster' log, and a 'Staffel Log'. I am not really a big fan of these. However, I understand why you have to, and I admit that it does give you a sense of filling out the paperwork of a Staffel leader after each mission. There is so much in this game that I am only touching on a few points, and I feel as if I am only scratching the surface. I have been waiting for this game for a long time. It is a hackneyed expression, but in this case is very true.
Log Book |
Situation Manual |
1/2 of the Turn Record Track and Fate Boxes |
Stickered Plane Blocks |
(and probable death) of a staffel into a game box.
We only present a part of that “life.” A staffel would have endured a variety of missions, not just bomberbusting attacks like those depicted here. We kindly ask the player to suspend disbelief just a little and forget about missions to intercept enemy escorts or missions to protect ground-attack bombers, or other mission
types that would have occupied your staffel from time to time. For those enthusiasts who demand to see the eroding effects those missions would have had on his staffel, they are welcome to partake of the Staffel Erosion Table. You can find it on the back of this Rule Book. It is intended to be used after tallying points at the
conclusion of each Mission, but if you choose to use it for your campaign, know this: it will make your campaign harder. The Luftwaffe lost the war, the ceiling over the Reich caved in, and over the course of a prolonged campaign the results of the Staffel Erosion Table makes that fact clear."
https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/satr/SAtR_RuleBook_7-27-18.pdf
This is a link to the Advanced Rules:
https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/satr/SAtR_ADV_RuleBook_7-24-18.pdf
This is a link to the Situation manual:
https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/satr/SAtR_Situation_Manual_7-24-18.pdf
Robert
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