برچسب: 2nd

  • Illusions of Glory 2nd Edition: A Summary – InsideGMT


    Introduction

    Illusions of Glory: The Great War on the Eastern Front (“IoG”) is a card-driven game simulating the First World War in eastern Europe. Its first edition was published by GMT Games in 2017 after the award-winning Paths of Glory, which simulated the entire war in Europe and the Near East in army/corps scale. IoG also came after the popular Pursuit of Glory, which focused on the war in the Near East and the Eastern Balkans in corps/division scale. IoG’s corps/division focus displays the relative strengths and weaknesses of the opposing armies in greater detail than an army/corps treatment does. 

    For those of you planning to attend this year’s ConsimWorld Expo in Tempe this July, you can attend a “Learn the Rules/Play the Game” Session and experience the upcoming Second Edition of IoG. 

    IoG Second Edition Mapboard

    In IoG, the Allied Powers (“AP”) player brings massive forces to bear against Germany, Austria-Hungary, and their allies in the east while trying to avoid a game changing revolution in Russia. The Central Powers (“CP”) player must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. 

    IoG Combat Unit Counters

    Battlefield losses detrimentally affect the Troop Quality of major AP and CP combatants. Excessive troop losses and reinforcement call-ups will degrade their manpower pools and impair military capabilities. Territory losses may drain their National Will and cause domestic uprisings— which includes revolution in Russia’s case. 

    Strategy Cards give a player the choice of several actions—move units, make attacks, strategically redeploy, or rebuild damaged units. Each card also gives the player a choice between these actions and an historical event that provides a powerful and specific action (or combat advantage). 

    IoG Strategy Cards

    Cards give the player Operations (OPS) Points to use in activating spaces containing his units for movement or attack. OPS Points can also be used to strategically redeploy units. OPS Points appear in the upper left-hand corner of the card. If they appear in a yellow square, the Event is played also. If they appear in a red square, the card is a Combat Card whose capability can be used in attack or defense. 

    Two OPS Points Used: One to Attack and One to Move

    Separate sets of cards are provided to the AP and CP players. Each player increases his deck by elevating his War Status from Mobilization to Limited War, and then from Limited War to Total War. Since quite a few cards are discarded once their events are played, the momentum towards Total War builds as the game proceeds.

    War Status Markers on the IoG General Records Track

    There are Summer, Fall, Winter, and Spring Turns representing 3 months apiece. However, this is where the similarity to Paths of Glory and Pursuit of Glory ends. 

    Turn Marker on the IoG Turn Record Track

    IoG can be played by more than two players. With team play, the dynamics of player decision-making and interaction add an enjoyable social element to the game. While this might lengthen the game, the fun of negotiations between players is worth it! 

    The Impact of Cumulative Losses—“Troop Quality”: 

    IoG simulates the drain casualties have on available manpower and a nation’s officer corps. As Russian (“RU”), German (“GE”), Austro-Hungarian (“AH”), and Italian (“IT”) casualties mount, the drain on their national manpower reserves and officer corps is reflected by a Troop Quality Index. 

    Troop Quality Markers on the IoG General Records Track

    Each of these Nations have a Troop Quality Marker that starts at a maximum value. When a GE, AH, RU, or IT corps is destroyed, the Troop Quality marker of that Nation moves –1 on the General Records Track (but the destroyed LCU can be rebuilt). When a GE, AH, RU, or IT corps is permanently eliminated, the Troop Quality marker of that Nation moves –1 on the General Records Track (and the eliminated LCU cannot be rebuilt). If a Strategy Card is played to bring GE, AH, RU, or IT reinforcements onto the mapboard, the Troop Quality marker of that Nation moves –2 on the General Records Track. These reductions will soon vex the affected player. 

    When the RU, IT, GE, or AH Troop Quality marker reaches “Poor Troop Quality”, reinforcements of that Nation are placed on the mapboard with a step reduction for each unit. Things do not get better—they can only get worse! 

    Political Considerations—“National Will”: 

    IoG simulates political upheaval in Germany and Austria-Hungary, in addition to Russia. The loss of home Victory Point spaces and Events may cause Rebellion to break out in Russia, Germany, or Austria-Hungary. These are represented by a National Will Index. 

    National Will Markers on the General Records Track

    Each of these Nations has a National Will Marker that starts at a set value, moves -1 on the General Records Track for each home Victory Point space that it loses, and moves +1 for every home Victory Point space recaptured from enemy control. The National Will Level for each of those Nations is also affected by Events. 

    If downward movement of a National Will Marker reaches the “National Demoralization Level”, rebellion may break out in the that Nation. Rebellion is represented by placing two Uprising Units in that Nation during the Rebellion/Revolution Phase. Uprising Units can cut off supply to combat units, cause CP governments to collapse, and trigger the Russian Revolution. 

    Rebellion Markers in Petrograd and Pskov!

    If all VP spaces in Austria-Hungary are occupied by Uprising Units in the War Status Phase, Austria-Hungary collapses and is out of the war. (Germany does not collapse.) If there is an Uprising Unit in Russia after the RUSSIAN FOOD RIOTS card is played, then comes the Russian Revolution . . . or does it? The RUSSIAN REVOLUTION card must still be played. 

    Strategy Cards Bringing the Russian Revolution

    The Russian Revolution—Maybe or Maybe Not: 

    IoG does not make success of the Russian Revolution inevitable. The game represents the revolution with a Russian Revolution Track having four Stages. During each of the following Rebellion/Revolution Phases, the Revolution Marker moves ahead one Stage on the Russian Revolution Track. 

    However, the Russian Revolution cannot advance Stages if all Uprising Units on the mapboard have been destroyed. This places Russia in a dilemma—either divert decreasingly effective combat units from facing the Central Powers or leave revolution back home unchecked. 

    As the Russian Revolution enters each Stage, the following occurs: 

    • Revolution Stage 1: Russian reinforcement cards can no longer be played. 
    • Revolution Stage 2: Russian units can no longer receive Replacement Points. 
    • Revolution Stage 3: All full-strength Russian units are reduced one step. 
    • Revolution Stage 4: All corps-sized Russian units are replaced by division-sized units. 

    The AP player can suppress the Russian Revolution entirely by playing a LONG LIVE THE TSAR! card when all Uprising Units are destroyed. After it is played, Russian reinforcement cards can again be played, and Russian combat units can again receive Replacement Points. 

    Strategy Cards Suppressing or Hastening the Russian Revolution

    The revolution remains suppressed until the CP plays a FALL OF THE TSAR card when Uprising Units are again placed in Russia. The Russian Revolution restarts, but still cannot advance Stages if the AP player destroys all the RU Uprising Units on the mapboard before the next Rebellion/Revolution Phase. 

    A Russian Collapse Does Not Assure CP Victory: 

    The Central Powers must still fight Italian, British, French, and Serbian units capable of capturing Victory Point spaces. If the CP player presses his advantage against Russia too far by triggering a revolution, the AP can play the TREATY OF BREST-LITOVSK card to end the Russian Campaign, send German units to the Western Front, and weaken the Central Powers’ ability to fight other AP armies in the East. The decision to play TREATY OF BREST-LITOVSK as an Event is momentous because the AP player loses the use a card worth 5 OPS Points or, alternatively, 10 Replacement Points! 

    Although TREATY OF BREST-LITOVSK takes Russia out of the war, it has another role to play against a CP victory. When the CP plays RUSSIAN WAR WEARINESS, the game comes closer to Armistice—and perhaps a CP victory-point win—at the end of each Turn. This effect is canceled by playing TREATY OF BREST-LITOVSK

    In IoG’s Second Edition: 

    (1) The mapboard has been revised to show terrain effects on combat and place names more accurately. There are also more Victory Point spaces. 

    (2) Casualty and reinforcement card effects on Troop Quality have been moderated so that reinforcement step reductions do not occur until 1916, as is historically accurate. 

    (3) The player taking fire must apply as much of it as possible to his units using adaptable guidelines instead of clunky scripted procedures. 

    (4) A unit that is Out-Of-Supply can still move or attack, but its movement and attack strength are minimized. 

    (5) A unit that can only trace a supply line to Supply Sources of other friendly nations can still activate for movement or attack, but at a cost of one additional OPS Point. 

    (6) Only German, Austro-Hungarian, Italian, and Serbian units may attempt to build a Trench in a Mountain space, only one trench building attempt may be made per space in an Action Round, and entrenching is attempted by rolling a die. A unit can move or entrench in the same Action Round, but not both. 

    (7) A defending unit forced to end its retreat in an overstacked friendly space is not destroyed, but is reduced by one step and continues retreating to the nearest friendly-controlled space or region where it will not overstack. 

    (8) Defending units in Forest, Mountain, or Swamp spaces can reduce a two-space retreat by one space by taking a step loss from any of those units, but a one-space retreat from those spaces cannot be stopped except by Combat Card. 

    (9) Defending units in Trenches do not have to retreat, and a retreating unit taking a two-space retreat can stop if its first retreat space is a Trench. 

    (10) Reduced-strength units that take another step loss are destroyed and go into the Replaceable Units Box. Units destroyed by combat when Out-Of-Supply are permanently eliminated. Reduced-strength units that are Out-Of-Supply during the Attrition Phase are permanently eliminated. Reduced-strength units that are forced to retreat into or through a space that contains enemy units, an unbesieged enemy Fort, or an Uprising Unit are permanently eliminated. 

    (11) A unit can move or assemble/disassemble in the same Action Round, but not both. 

    (12) Division-sized units in the Replaceable Units Box that are rebuilt go immediately into the Reserve Box. They can use Strategic Redeployment to go from the Reserve Box onto the mapboard or they can use Strategic Redeployment to go from the mapboard into the Reserve Box. 

    (13) Units that move or retreat into neutral nations are immediately interned to the Replaceable Units Box, but Serbian and Montenegran units entering neutral Albania are not interned until the end of the Action Phase and may use Strategic Redeployment to leave neutral Albanian ports. 

    (14) If a nation’s National Will reaches the National Demoralization Level before the Rebellion/Revolution Phase, the opposing player can immediately place two Uprising Units in separate spaces and/or regions of that Nation. 

    (15) If a Strategy Card cannot be played for its Event, it can still be played for its War Status Points. 

    Conclusion: 

    These features create a play-balanced game that is relevant, fun, exciting, challenging, and tense. You will enjoy playing the Second Edition of Illusions of Glory: The Great War on the Eastern Front




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  • Scoville 2nd Edition Review – One Board Family

    Scoville 2nd Edition Review – One Board Family


    The original game of Scoville was published in 2014 by Tasty Minstrel Games (R.I.P.). This auction and set collecting game has been out of print for a while but is highly regarded by friends who have played it.

    For years, I’ve wanted to add this game to our collection but wasn’t ready to spend the money for a used copy. Trick or Treat Games picked up the license and recently published Scoville Second Edition. Now that I’ve played this modern classic from Ed Marriott, does it live up to the hype that was in my head?

    Scoville field board

    Mornings on the Farm

    In Scoville, players are pepper farmers who are planting, harvesting, fulfilling pepper orders, and making chili. Each round starts with an auction where players will bid for their turn order in the round. The turn order allows players to choose a pepper card from the auction display, earning the pepper(s) on the card. Choosing your position matters because planting and order fulfillment takes place in turn order, but harvesting takes place in reverse turn order.

    Each round follows this order:

    Planting: In turn order, players will place a single pepper from their supply into the central board. Peppers will cross-breed with the peppers next to them. Each player has a player aid showing the color pepper that is created between two pepper colors.

    Harvest: In reverse turn order, players will move their farmer up to three steps in the garden. The player will harvest a new pepper(s) from the supply based on the two peppers they are between on the board. For example, being between a blue pepper and a yellow pepper will produce a purple pepper.

    Fulfillment: In turn order, players can turn in peppers to fulfill cards in the farmers market and/or fulfill a chili recipe card. This is how you earn more money and victory points. Players can also earn money by selling a single color of pepper, earning $1 for every two peppers of that color in the field.

    Scoville chili recipes

    Each game is broken into two halves, the morning and afternoon. Once players trigger the start of the afternoon phase, the auction block will gain better cards and the Farmers Market cards become tougher to fulfill but earn much better rewards.

    Players also have three one time use actions that allow them to double-back with their movement, plant an additional pepper, and move an extra step. If you don’t use these special actions, they are worth four victory points each at the end of the game.

    Scoville player board

    A Slow Burn

    The gameplay is Scoville is a bit of a slow burn as you increase your pepper supply, gain new pepper colors, and move your way into the outer edges of the field. In your first couple turns, you’ll plant and harvest some of the same peppers. Players can choose to be selfish with their new cross breeds by planting a new pepper color out of reach of the other players.

    Once players unlock the coal and white colored peppers, things really open up to fulfill high point chili recipes. Players are always looking to gain white and ghost peppers since they are present on the highest value cards in the game.

    Scoville cross-breeding chart

    Scoville plays up to six players but I would rarely suggest playing with the max number of players. Often, players are referencing the cross-breed player aid and looking at what chili recipes they are close to fulfilling. This can make rounds drag out at the highest player count. If everyone knew how to play the game and had some experience with Scoville, I think playing with six players could be smooth. I would never play with new players at this player count.

    Scoville harvest phase

    When you get into the five and six player count, the pepper field begins to have hot spots where all the best peppers are located. We’ve seen two players break away from the center, dropping important pepper colors as far away as they can in order to limit access to other players. It’s important to watch what other players are doing during the planting phase and anticipate where the best peppers are being placed.

    https://www.youtube.com/watch?v=JvmdMtztvfM

    What’s New?

    This second edition printing has a lot of upgrades that players should know about. The original printing came with wooden peppers, and colorblind players had big issues with the color choices. Trick or Treat Studios fixed this with new plastic peppers that have a very clear letter embossed on each pepper that helps players to know what color they have. I love the rounded, plastic peppers in the game and think it’s an absolute upgrade from the original wooden ones.

    Scoville chili recipe fulfillment

    Vincent Dutrait also did a complete overhaul of the artwork which looks fantastic. His signature style is present on the board, cards, game box and even player screens. The board pieces together like a puzzle and is double-sided with the solo player experience on the back.

    The game also comes with a brand-new solo experience for players to check out. At the time of this review, I’ve not played it yet, but I’ve been enjoying the game enough that I will absolutely check it out. Also in Scoville Second Edition is the Scoville Labs expansion that many struggled to find for the original game.

    Scoville Labs expansion board

    Players are given a lab board where they can plant additional peppers, immediately gaining the cross-bred peppers that are created based on adjacency. This expansion also adds a few new cards and will speed up the access to more rare peppers for individual players.

    On top of all this, there are new fulfillment cards that haven’t been seen before. The number of chili recipe cards is impressive and no two games will have the same cards. This is nice for replayability.

    Final Thoughts

    Did Scoville live up to the hype that I had in my head? For the most part, yes.

    Scoville has been a “grail game” for me for a long time. It connects with my love of spicy food, gardening, and includes some of my favorite mechanics. I’m a big fan of this game and I think the upgrades that were made in this second edition are fantastic.

    Scoville farmers market

    I started to appreciate the slow burn of the game in those first few rounds after a couple games. Scoville is a game that is going to take every bit of 60 to 90 minutes but I really enjoy everything it does. Players are always working to fulfill orders, with their turn order in the round playing a very important part. The bidding and turn order felt less important at three players but is absolutely vital at four to six players.

    If you missed out on owning the original printing of this game or just want the upgrade, Scoville Second Edition is a great addition to your game collection. This is one that I’m proud to finally have in our collection.

    Scoville Second Edition is now available at your local game store, or on the Trick or Treat webstore.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Big fan of the updated visuals from Vincent Dutrait
    • New edition includes new solo experience and Labs expansion
    • Loads of chili recipes and Farmers Market orders
    • Bidding mechanic really shines at the higher player counts

    Lows

    • Would probably never play at 6-players
    • First couple turns can be slow

    Complexity

    2 out of 5

    Time Commitment

    3.5 out of 5

    Replayability

    4 out of 5



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