Tag Archives: card-driven
Jim descends further into his Napoleonic madness with massive-scale gaming ~
Jim Owczarski, 18 March 2017
I have been waiting for this one for a long time.
It’s almost unreal to me that Battle Cry, the first of Richard Borg’s “Commands and Colors” series, was released in 2000. I like the American Civil War well enough, but, from the beginning, I hoped that the simple, elegant system evident in the game could be elaborated into the best of all periods, Napoleonics.
In the years since, I’ve bought and happily played Memoir ’44 (2004), Commands and Colors: Ancients (2006), Battlelore (also 2006), not to mention the remarkable array of expansions, special editions, and the like for all these systems. I gave Zvezda’s Samurai Battles a miss if only because it’s the only era covered that doesn’t appeal to me.
True Napoleonic wargamers are obsessed with scope, spectacle, and sweep.
And then it came out. In 2010, GMT Games gave the waiting world Commands and Colors: Napoleonics. Sure, it was wooden blocks not lovely figures. Yes, it was the British, Spanish, and Portuguese versus the French. And, yes, for reasons known only to the grim gods of game production, the Prussians were excluded from the included Waterloo scenario. But it was Napoleonics and that, at first, was enough.
This was no longer the simplified rule set found in Battle Cry. There was the forming of square; different grades of horse, foot, and guns; and even elegant rules to differentiate leaders and national troop characteristics. In the latter case, French troops, and their famous columns, fight better in melee, while the British lines do real damage with ranged fire, &c.
After much fun was had, though, it was ultimately not enough. True Napoleonic wargamers are obsessed with scope, spectacle, and sweep. It is this that leads us to do really, really dumb things like this: Historicon 2010 Part V Wagram (Shako II) and Outro
For the record this is my shaky-cam — I’ve become better — but this game had run 14 hours before I had to leave with it far from finished.
BanzaiCat digs into the footlocker ~
Michael Eckenfels, 07 December 2016
GrogHeads Staff, 30 September 2016
The Russian Campaign, Designer’s Edition (GMT Games / Consim Press)
p500 $42 / MSRP $60
The Russian Campaign is an oft-revered game frequently mentioned among the ‘gold standards’ of classic wargaming. It’s also been been mentioned with sputtered mutterings that vaguely sounds like “it costs how much?!?!” Well, here’s your chance to get your hands on your own new, updated, corners-waiting-to-be-clipped copy of the classic. You get 5 scenarios, counters with both NATO and icon artwork, full color rules & players aids, and 30 years of refinements and improvements to the rules, examples of play, game balance. Blitz your way over to the p500 page to get your money down.
Superheroes come to the beloved Munchkin series. Is it Super fun? ~
Avery Abernethy, 11 August 2016
Munchkin Marvel is the 23rd core game in the Munchkin line sold by Steve Jackson Games. For those unfamiliar with Munchkin, it is a table top card game. You have an avatar. You can equip your avatar with armor, helmet, hand items, boots, and other items. You can obtain allies. However well or poorly equipped your character is you kick down the door. A trap may explode in your face. You may get free treasure. Or you may have a monster attack you. If you beat the monster you get its treasure. If you lose, you can try to run away. If you don’t run away successfully upon your loss, bad things happen. If you beat a monster you go up a level. Other things can help you go up levels. If you reach level 10 then you win. It is a pretty simple game.
What makes Munchkin such a fun game is the give and take between the players. Munchkin encourages both cooperation and back-stabbing. Many cards can be played to help your character, or can be played to strengthen a monster to defeat another player. There is a lot of wheeling, dealing, begging and whining within a munchkin game. You can split treasures, bribe, make promises, all in hopes of getting your lowly level one munchkin to level ten and victory.
The only thing that’s more fun than drinking, gambling, and rough-housing in a medieval tavern in a laughter-inducing game about drinking, gambling, and rough-housing in a medieval tavern. ~
Brant Guillory, 11 May 2016
Originally published ~ July 2007
So you and your friends either slayed an evil beast, or conquered the local warlord? Both? Well done, you! Time to celebrate, quaffing pints and regaling your friends with tall tales of your exploits over at the Red Dragon Inn. You goal is to be the last one standing among the carousing adventurers at the inn, which is not an easy feat when you’re subsisting on a diet of Dragon Breath Ale.
Each player has a playmat that organizers the cards in play, and tracks both the character’s alcohol level, and fortitude. The goal is to keep the alcohol content low, and the fortitude high; should they meet, the character falls unconscious and the rest of the party splits the loot. Speaking of loot – should you run out of loot, the inn tosses you out on your heels. In either case, you’re out of the game. The last conscious player standing, with cash, is the winner.
We venture beyond hex-and-counter wargaming for much of this week’s GARPA ~
GrogHeads Staff, 22 April 2016
The Dark Sands (GMT Games)
p500 $38, MSRP $55 – made the cut
Ted Racier strikes again! He’s taking his East front campaign system from The Dark Valley and dropping it into North Africa. You get to refight the dramatic 2 years of back-and-forth warfare between Cairo and Tunis at the operational level, with a focus on combat and planning. Notably, the GMT copy on their promotional material pokes fun at a certain well-known North Africa game with a heavy logistical focus. Meanwhile, you’ve got a highly solo-friendly game that spans a grand campaign from a designer we all love and a company that churns ass-kicking products. Got get your order in before you can’t get the p500 price anymore.