The very best space RPGs can inspire a sense of wonder and scale unlike anything else. Games like No Man’s Sky and Starfield, when they are at their best, offer a magnificent sense of smallness and an equal embracing of freedom. That feeling goes to back to some of the best retro RPGs like Wing Commander: Privateer. Continuing in this legacy, Star Valor is a overlooked throwback. An upcoming DLC centered around base building looks to make it even better.
In Star Valor – Base Building, you can do exactly what it says on the tin: manage and construct your own bases. The DLC adds multiple station types, like mining stations for extracting minerals from gigantic asteroids or production facilities to boost your economic power. You can even start with a base instead of a space ship in a new mode, battling waves of enemies to preserve the center of power. Like the best space games, Star Valor offers multiple approaches to play, letting you become an intergalactic trader, a pirate warlord, and much else besides.
For the unfamiliar, Star Valor is a space-based RPG in a procedurally generated galaxy. No two games of Star Valor are alike; the game redraws the map every time you start a new game. You’ll start on your own, but as you level up and get cash, you can hire crew members to pilot bigger ships or entire fleets. You’ll barter, argue, fight, and ally with seven different factions.
The Base Building DLC for Star Valor will launch on July 27, 2025. The price has not yet been announced.
If you are looking for more richly defined, speculative worlds, take a look at our list of the best RPG games. If you want to wander through endless possibilities, check out the best open-world games.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
We are only a couple of months out now from Borderlands 4’s September 12th release date, and lively Gearbox CEO Randy Pitchford has gone ahead and released the game’s map and the locations of over 200 collectibles on a post on his X account.
The collectibles will be scattered across the map and will take some getting to nab them all, with Pitchford saying, “I had challenged Andrew Reiner, who some of you know spent nearly 30 years at Game Informer Magazine, to find those unreachable spots and, well, reach them. The goal was to discover all the places that we never expected players to visit and, well, visit them.”
From there, Borderlands 4 designers were tasked with making these areas look great and then adding collectibles to them, to make it worthwhile for players who took the chance to visit them. We at The Escapist think that is pretty cool.
Borderlands 4 map
Pitchford also took the opportunity to show off the map for Borderlands 4, too, a move which angered some fans who accused him of revealing too much of the game before its launch.
Complaints flew in with fans asking why Pitchford had given away the locations of all 200 collectibles months before the game had even been released.
Pitchford replied, “Quit clutching your pearls. Literally all the information will be instantly accessible with simple internet searches. If you want to enjoy the challenge, don’t look at or search for walkthroughs. Also, even with the map you’re looking for needles in haystacks. Good luck!”
Quit clutching your pearls. Literally all the information will be instantly accessible with simple internet searches. If you want to enjoy the challenge, don’t look at or search for walkthroughs. Also, even with the map you’re looking for needles in haystacks. Good luck!
Pitchford’s gonna Pitchford. Borderlands 4 is set to be a huge success following on from the incredible games in the lineup previously, but more recently from the shocking movie.
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Who are the Marvel Rivals characters? With any new Marvel game comes playable Marvel characters, and in Netease and Marvel Games’ new 6-vs-6 shooter, there are plenty to choose from. Spanning across some of the biggest and best comic book series, you can pick from a growing list of legendary heroes and villains.
There are 37 Marvel Rivals characters as of mid-Season 1, each bringing their unique flair to the multiplayer game. Check out all the upcoming characters at the bottom of this list to see who’s joining the cast in Season 2 and beyond, as well as the latest leaks. Who will you decide to play as in Marvel Rivals in your bid to be the best around? This primer aside, our Marvel Rivals tier list can also help you make that decision.
The Marvel Rivals characters are:
Adam Warlock
If you thought Adam Warlock was OP in the canon, wait until you see him in-game. Using his protective light, Warlock can heal allies, dish out damage, and shield himself from harm within his quantum cocoon. What’s going to make him busted, though, is his team-wide resurrection, a mechanic who made Overwatch’s Mercy a must-use support until it eventually got canned from her kit.
Black Panther
Black Panther, also known as T’Challa, brings agility to the field, able to use his powered suit to rapidly scour the battlefield and address threats. He attacks with claws, meaning close-up combat will be where he excels.
Black Widow
Master assassin, super spy, and a world-class marksman, Black Widow makes her mark on the battlefield with her range of equipment and what looks like a rather large sniper rifle. A ranged character, Black Widow can direct the flow of a fight from the backline, picking opponents off with ease.
Captain America
Joining best-friend-turned-enemy-turned-friend-again, the Winter Soldier, Captain America joins the cast, complete with his trusty shield. He storms onto the battlefield, charging shield first as he blocks incoming attacks and projectiles. The shield can also be used as a projectile, capable of interrupting abilities when timed correctly.
Cloak and Dagger
You get two characters for the price of one with Cloak and Dagger – the pair were forever connected after an illegal drug test gone wrong, Cloak and Dagger have had many forms over the years – sometimes vigilante, sometimes on the side of good, sometimes at odds with one another. They act as one, and even though Cloak sometimes falls foul of the inherent darkness that surrounds them, Dagger is always there to lend a helping hand.
Doctor Strange
Doctor Strange seems able to throw spells and use his cape to traverse aerially. The former neurosurgeon has mastered the mystic arts and will use that to his advantage in combat.
Emma Frost
The White Queen has arrived, and to nobody’s surprise, Emma Frost is debuting as a Vanguard. Similarly to Cloak & Dagger, Emma Frost has two forms: human and diamond, which have differing movesets.
While in human form, Emma Frost can channel an Iron Man-style beam as her primary fire, and set up a diamond totem that appears to act similarly to Moon Knight’s Ankh. She can also send out a barrier to support allies similarly to Invisible Woman, though this doesn’t appear to be targeted.
While in diamond form, Emma Frost becomes more of a traditional brawler, foregoing her psychic beam for crystalline fists of fury. She can also grab enemies before kicking them away. Emma Frost’s ultimate is an AoE mind control ability that forces enemies to walk towards her while taking damage over time.
Groot
Groot’s trailing, twisted roots can lock enemies in place before his spiked thorns deal AoE damage. He can also put up a wall to protect allies. If you can find a balance between offense and defense, Groot can be an invaluable addition to any team.
Hawkeye
Clint Barton makes his debut in Marvel Rivals, featuring a considerably cooler design than his MCU counterpart (no offense, Jeremy Renner). Overwatch players will be familiar with Hawkeye’s playstyle, sporting a deadly bow and arrow capable of dealing massive damage if you can land critical headshots. He also wields a sword to repel incoming projectiles, and it can be used to push enemies off platforms. Hawkeye’s ultimate gives him access to an instantly charged bow, allowing you to fire off arrows at lightning speed.
Hela
As the Goddess of Death, Hela wields supreme control over the fallen souls residing in Hel. With a haunting whisper and a murder of crows, the queen of the underworld gracefully reaps the souls of her enemies without an ounce of mercy.
Hulk
The Hulk serves as a D.Va-like hybrid character in Marvel Rivals, being able to return to his Bruce Banner appearance or Hulk out to smash through enemies with giant, overpowered fists.
Human Torch
Aerial DPS threat Human Torch is getting his flame on in-game. Not only can he rain down fire on enemies, but he can also connect fireballs to form a fiery containment field, before crashing down into it full-force. The big one is his team-up ability with Storm, which turns her ultimate into a fearsome firestorm.
Invisible Woman
Having been exposed to unhealthily high levels of cosmic radiation alongside the rest of the Fantastic Four, Susan Storm gained the ability to create forcefields and, as per her moniker, turn invisible. The tricksy Strategist is one of the tougher Marvel Rivals characters to master, but if you can weave protective shielding for your allies between stints of invisibility, you’ll be an absolute nightmare to catch for the opponent.
Iron Fist
After Lin Lie has the power of the Iron Fist bestowed upon him, his task of protecting K’un Lun from the Timestream Entanglement begins. It’s okay if you don’t know what any of that means – we’re a little fuzzy on the details, too – what you do need to know is that Iron Fist is a master duelist, and can use his mastery of the martial arts to take down any opponent in a one-on-one fight.
Iron Man
Iron Man can use his repulsor blasts to reach vantage points most others on the roster can’t, leaving him able to attack with an advantage. Flanking and offering a different angle of attack is key to making this agile DPS character work.
Jeff the Land Shark
Who is Jeff the Land Shark, you ask? Well, this adorable little shark has had a wild ride, from being adopted by Gwenpool to spending time with Deadpool and later Kate Bishop too. Though he’s not the most well-known hero on the Marvel Rivals roster, he’s by far the cutest.
Loki
Loki can use deception and trickery to his advantage, morphing into his opponents to mimic their abilities – he is the Norse god of mischief, after all. Similarly to the Invisible Woman, Loki can use invisibility to his advantage, leaving decoys to take the heat as he repositions either to where he can best support his team with healing, or where he can backstab his enemies.
Luna Snow
Luna Snow can use her ice abilities to freeze enemies and skating agility to evade tricky situations. She can alternate between a healing and a damage-botting aura – think Lucio from Overwatch.
Magik
Magik’s sword looks to be a formidable foe, and she can metamorphize into a stronger form to increase her damage output. As a powerful sorceress, Illyana Rasputin finds her place by casting spells to disrupt her opponents.
Magneto
Magneto, as the leader of the Mutant Brotherhood, will use magnetism to his advantage on the battlefield. A tanky character, Magneto can absorb incoming damage and use it to hurt your enemies.
Mantis
Mantis joins as another support superhero from the Guardians of the Galaxy universe. She uses the power of emotion to both deal damage and protect her allies, combined with the deadly martial arts she has mastered.
Mister Fantastic
Reed Richards might not get the kudos he deserves due to the prominence of Banner and Stark in the MCU, but Mister Fantastic completes the genius trio and then some in the comics. In Marvel Rivals, it’s not just his ever-expanding cranium you’ll have to watch out for, but his stretchy body can clobber enemies from afar, CC them, and even block projectiles before sending them right back where they came from. That’s plenty of utility for a Duelist.
Moon Knight
Marc Spector, the avatar of the Egyptian Moon God, Khonshu joins the battle using ancient weaponry to take down anyone in his path. Sporting crescent darts, Moon Knight can hurl sharp objects toward opponents with ease, and he’s equipped with the moon blade to handle anyone who gets within melee range. Moon Knight’s ultimate opens a portal to space, allowing him to rain down Khonshu’s wrath onto anyone directly underneath the portal.
Namor
Namor’s deadly trident allows him to wield water itself, using it to force enemies into vulnerable positions ready for allies to take advantage of the situation with their damage and abilities.
Peni Parker
Peni Parker joins the roster from the Spiderverse. Originally designed by none other than My Chemical Romance’s Gerard Way, she has a psychically powered mech suit called SP//dr to leap into and attack foes, as well as allowing her to take increased incoming damage.
Phoenix
Shift over, Human Torch, because the new hottest property on the Marvel Rivals roster has arrived. That’s right, Jean Grey has come to an accord with the Phoenix in this timeline, and this has only bolstered her immense psychic powers and capacity to utilize Phoenix Force.
Psylocke
Sporting a range of weaponry, Psylocke comes to the battlefield equipped with killer tools to combat enemies at any distance. She can immediately close the game in the middle of a fight with her dash, a strong tool when it comes to ambushing opponents. Speaking of ambushing players, Psylocke can temporarily turn invisible to make her way through enemy lines.
The Punisher
Frank Castle, better known as The Punisher, is a violent vigilante who lives up to his name in Marvel Rivals as a deadly damage dealer. Easy to get to grips with, The Punisher is very much intended as Marvel Rivals’ version of Soldier 76 from Overwatch, capable of switching between two weapons, throwing smoke, and spawning a turret.
The Thing
It’s clobberin’ time, baby! A rock-solid Vanguard, The Thing matches raw tankiness with big, brawlers fists, turning him into a one-Thing army. Ben has a standard and charged punch, a rush that knocks up foes and grants shielding, a big leap, and a ground smash ultimate that spits up rocks and enemies. Like Hulk, The Thing can throw Logan, which makes for a pretty entertaining game of Wolverineball should both Vanguards feature on the same team.
Rocket Raccoon
Rocket Raccoon’s fire weapons will cause blasts and burns to opposing teams, no matter their size. Rocket can alternate between damaging abilities, and abilities that both heal and boost ally damage.
Scarlet Witch
A powerhouse in the comics, Scarlet Witch, also known as Wanda Maximoff, has no problem keeping up with the game’s heavy hitters. If we’re comparing things to Overwatch, she’s a damage dealer version of Moira. Able to wield chaos magic to siphon energy from nearby enemies and charge more powerful attacks, as well as hover around the map, Scarlet Witch makes for a terrifying opponent.
Squirrel Girl
A lot of the characters in Marvel Rivals possess destructive, flashy powers that strike fear in the hearts of their opponents. Well, Doreen Green possesses the power of the common squirrel – but that doesn’t mean she shouldn’t be feared. The unbeatable Squirrel Girl wields a slingshot and commands a small army of squirrels to take down anyone who dares stand in her way.
Spider-Man
Spider-Man is one of the more instantly recognizable superheroes on offer in Marvel Rivals. His notorious agility wenables him to swing across the battlefield and get into the most advantageous positions quickly and efficiently. His webs can also be used to limit opponents’ movement.
Star-Lord
Peter Quill lives to dazzle his foes on the battlefield with his signature swagger. As his element guns pain arcs of devastation, his acrobatic moves sail through the sky with unrivaled style. With performances this spectacular, it’s no wonder that Star-Lord is so legendary!
Storm
Storm can control storms to deal damage and support her team with damage or speed buffs. This member of the X-Men stands out from the rest of the Duelists as a great support-DPS hybrid.
Thor
Ah, the God of Thunder himself. It came as know surprise when Thor was announced for the launch roster, though his trickster brother beat him to the punch. With trusty Mjolnir and the power to channel lightning, Thor can cook up a storm on the battlefield.
Ultron
The Age of Ultron arrived in Season 2.5, and the wayward child of Stark and Banner (at least, in the movies) really puts the AI in ‘villain.’ Even though he operates as a Strategist, Ultron is a veritable harmacist, utilizing his army of drones to harass enemies while keeping his allies safe.
Venom
Everyone’s favorite malefic symbiote is here, and Venom is the perfect Vanguard if you’re looking to blend mobility with crowd control. Not only can he grab multiple enemies at once, but he can also swing high above rival combatants before initiating a Diving Strike, knocking up those he hits.
Winter Soldier
Equipped with his special vibranium arm, the Winter Soldier looks like an aggressive character, able to grab enemies from across the battlefield like a grapple hook. As you might expect from an arm made of metal, it also packs a punch, giving the Winter Soldier a way to launch any enemies with an uppercut to the face. That’s not all, his arm looks like it has been infected by an alien symbiote, revealing tentacles that can whip enemies. Finally, he also has a powerful pistol, ready to blast away anyone who gets too close.
Wolverine
Everyone’s favorite bad-tempered amnesiac is making Marvel Rivals his home. Wolverine uses his razor-sharp claws and unfettered aggression to defeat his enemies, with regeneration his key to staying alive no matter the opposition. Wolverine has had a team-up ability in the comics for quite some time – the fastball special – and we’re treated to that in Marvel Rivals, with the Hulk able to throw Wolverine into battle.
Upcoming Marvel Rivals characters
The heroes coming to Marvel Rivals in the future are:
Blade
Blade was briefly shown in the ‘Empire of Eternal Night: Central Park’ map reveal trailer embedded above, lending credence to leaks at the time that claimed he was coming to the game. With the arrival of the Season 3 trailer, it was confirmed that the duelist would join the roster, though you’ll have to wait until mid-season to unleash the coolest vampire hunter in the game.
All leaked Marvel Rivals characters
All characters originally mined from the Marvels Rival alpha by X user, Miller Ross, have either come to Rivals in a playable capacity or have been showcased in-game at some point.
Since then, plenty more characters have been spotted lurking in the files, though it’s currently unclear if they’re going to become playable in the future. Some have even been marked as potential red herrings thrown in by the devs to throw dataminers off the scent. Nonetheless, we’ll note them here.
The leaked Marvel Rivals characters are:
Amaranth
Angela
Beast
Captain Marvel
Colossus
Cyclops
Daredevil
Deadpool
Forge
Gambit
Hit-Monkey
Jubilee
MODOK
Nightcrawler
Quicksilver
Rogue
The Hood
Valkyrie
White Fox
Those are all the confirmed characters in Marvel Rivals. You can also check out the Marvel Rivals system requirements to see if you can run it on your PC. If you’re eager for more team-based shooting, why not check out our Apex Legends tier list or Overwatch 2 tier list to see who you should be jumping into combat. We also keep a regularly updated list of Marvel Rivals codes for free rewards.
Introduction by Congress of Vienna Assistant Designer/Editor, Fred Schachter – The CoV Team is privileged having in its rank’s educator Tyler Brooks, who with his co-teacher adapted Congress of Vienna for the classroom to teach students so they could experience the challenges of being in a coalition or facing one. The class they created was entitled… “Applied Strategy: Wargaming the Great Captains of History”.This involved non-gamer college level students successfully gaining needed appreciation of our wonderful hobby and using CoV’s four turn “Clash of Armies” Scenario in particular. Quite the achievement!
If you’re unfamiliar with Congress of Vienna, there’s a host of material regarding it within GMT’s site: GMT Games – Congress of Vienna, 2nd Printing Yes, the game’s warm enthusiastic hobby reception has it “Out of Stock”: but CoV’s 2nd Printing, which will include all rule clarifications as of the date of printing, can be P-500 ordered. All this article’s referenced CoV Optional Historical Rules (OHRs 15.1 – 15.17) can be obtained via this GMT site for the game. But back to Tyler’s remarkable accomplishment.
A turn of Congress of Vienna, with experienced players, can average 40-60 minutes each and for Tyler, this amount of classroom time was prohibitive. He therefore cleverly devised a kind of “House Rule” to dramatically shorten a turn’s playing time by pre-disposing results of its Initial and Diplomacy Phases… those are skipped via a “Warm Start”. A “Warm Start” begins each turn with Issues won and only Military Cards remaining in each Major Power’s hand. A “Warm Start” turn begins with Government Phase Resource allocations and then it’s off to the drama, conundrums, fun and excitement of Congress of Vienna’s War Phase whose Armies and military units are all prepositioned on the game map!!
CoV Designer Frank Esparrago and I had a blast assisting Tyler adopt his Congress of Vienna Clash of Armies Scenario Turn “Warm Start” for the InsideGMT audience. You’ll find it within an Appendix to Tyler’s intriguing Using “Congress of Vienna” in the Classroom article.
To skip the article and go direct to the CoV “Turn Warm Start” Instructions & Set-Up Illustrations click here.
The Concept
Militaries across the world obsess over how to create better strategists. With the sudden leaps in artificial intelligence, great powers have even begun attempting to train “synthetic strategists” to either augment or replace human ones. [1] A debate continues among academics and practitioners over whether great military strategists (as well as wargame designers) can be trained or simply discovered and recruited. In each of the above cases, wargames serve an integral part in either training strategists (both human and machine) or identifying their strengths and weaknesses.
As both a professional strategist and wargamer myself, I’ve been deeply involved in both analytical and educational wargaming; but it’s the latter I’d like to focus on here, and how I’ve used GMT’s “Congress of Vienna” game to instruct professional strategists, emerging senior military leaders, and novice professional wargame designers.
Literature and Theory Background
In “On War,” Carl von Clausewitz defines genius as a “highly developed mental aptitude for a particular occupation.”[2] He goes on and identifies several human characteristics, the harmonious combination of which produces military genius:
Charismatic to inspire esprit de corps[6] in others
Map Literate
Creative & Imaginative
Competent in Statesmanship
Competent in Math & Science
Combining Clausewitz’s “On War” with the principals of war from Antoine-Henri Jomini, most western strategic theory necessary to train military planners in operational art and strategy can be extrapolated, with allowances made for changes to the character of war since their writings.[7] And yet while military strategy courses teach about both these theorists; they often neglect to spend any time studying the man from whose genius they were both attempting to derive their methods: Napoleon Bonaparte, emperor of France.
In developing a pilot elective course for this academic year, my co-teacher and I chose to focus on Bonaparte for our choice of related wargames but given that he ultimately abdicated (twice!), it does beg the question from an uninitiated student: “Why do I care what a loser thinks about war winning?” In response, I point to a medium article by Ethan Arsht where he quantified the “Wins Above Replacement” (WAR) sabermetrics on all western[8] generals’ battle records in Wikipedia which determined Napoleon Bonaparte’s measurement was 23 standard deviations from the mean, while second place Julius Caesar was in the “paltry” ballpark of around 7.[9] To confirm this astonishing statistic, I had a department mathematician run the numbers, and the result was that Bonaparte (relative to his contemporaries during his own time) was so dominant a commander that there would have to be 10 times the current number of humans who have been born before you’d expect him to exist.[10]This suggests Napoleon was not only the greatest military commander who ever lived, but quite possibly the greatest who will ever live.[11]
The omission of Bonaparte from the above referenced professional military education occurs partially because Napoleon never made much of an attempt to explain his methods in writing, but he does provide some insight into how he became a “Great Captain of History”. He names whom he considers great captains, including himself as the greatest (of course) and then explains that the way to become a great captain is to study the great captains.[12] Napoleon’s argument is essentially a militarized take on Aristotle’s “Nicomachean Ethics” which assumes a “Great Man Theory” of history. While Napoleon didn’t leave us theoretical writings to study; he did leave us his historical battles and campaigns.
Wargames’ Educational Potential (with Reference to Congress of Vienna in Particular)
So, this finally brings me to “Congress of Vienna” and the use of historical wargames, such as CoV, in the classroom as a teaching tool. Training military leaders with wargames gives them the simulated experience of experiencing many of Clausewitz’s traits of military genius. Wargames also provide a safe laboratory for students to test their own ideas and interact with history in an engaging manner that synthesizes insight out of a historical narrative, insight that should be generalizable to other, more modern, situations. But especially for our purposes, this medium allows the student to travel back in time to inhabit the mind of Napoleon and his contemporaries during the critical years of 1813 – 1814, as best as Frank Esparrago and other designers/developers can manage. I became interested in the game “Congress of Vienna” professionally when, like most other games in my collection, I had a professor ask me to recommend a game to help him teach a niche topic.
Classroom Application of Congress of Vienna (With a 5th Major Power, Prussia, Added)
In August of 2022, the training school for all U.S. Army Strategists asked if I could design a bespoke educational wargame to accompany a presentation of Gordon A. Craig’s famous 1965 lecture, “Problems of Coalition Warfare: The Military Alliance Against Napoleon, 1813-1814.”[13] Given that I was not a historian by trade, and in fact deficient in any in depth knowledge of Napoleon at the time, I dug into the Gordon A. Craig reading with a critical eye and imagined a game much like “Churchill” from Mark Herman’s Great Statesman series to model the “frienemy” aspect of the balance of power within a coalition.
Yet I didn’t consider myself equal to the task of creating such a game from scratch at the time. However, upon further rumination, I vaguely remembered seeing there was another P500 game on GMT game’s website for the Great Statesman series and this one was about Napoleon. That was encouraging, but I doubted I would be so lucky for it to be about the War of the Sixth Coalition. In any case, modifying a commercial off the shelf solution for the classroom is almost always a better idea than creating a new game from scratch; so, I went to the GMT Games site and looked up that P500 game about Napoleon. Huzzah!! It turned out, “Congress of Vienna” was exactly the game I wanted! I immediately rectified my error of not being subscribed to GMT’s monthly newsletter.
But the tantalizing “Congress of Vienna” game was still in development during August of 2022, without an online rulebook. Therefore, I looked around the internet as best I could and try to piece something together. What I found on Board Game Geek (BGG) was a wonderful 4-part video by two CoV Team Members doing a full playthrough demo using the then current Vassal prototype of the game.[14] So naturally, I watched those YouTube videos 4 or 5 times and from them built a PowerPoint Classroom Presentation explaining how to play “Congress of Vienna”.
I thought I had most of it figured out (except maybe for the “Congress of Peace” Issue), but I wanted to confirm my understandings. So, I figured it wouldn’t hurt to reach out and introduce myself to CoV Designer Frank Esparrago via BGG and explain to him what I was trying to accomplish. I subsequently emailed Frank my draft PowerPoint for feedback to learn if I got anything wrong and was thrilled when he swiftly responded! He offered me the opportunity to playtest the “Congress of Vienna” prototype with him via Vassal. I was honored to get a chance to work with the development team. [15]
The Congress of Vienna game I wanted for the class would differ from the four-player version the CoV Team was developing. How? By adding a fifth Major Power: Prussia into the game! So, Frank, who became enthused about my idea, spent a couple of weekends or so playing and modeling a prototype with me, since the professor had some specific requests for Prussia being its own 5th Major CoV Power, distinct from Russia.
To accomplish this, Frank created prototype Prussian cards and modified the Vassal board’s Diplomacy Section to accommodate a 5th National Negotiation Track. We found adding a 5th Major Power team increased the length of play substantially, so we sped up the game in other areas to To accomplish this, Frank created prototype Prussian cards and modified the Vassal board’s Diplomacy Section to accommodate a 5th National Negotiation Track. We found adding a 5th Major Power team increased the length of play substantially, so we sped up the game in other areas to make up for that. One of the approaches, which Frank did not like, but nevertheless helped me achieve the playing time reduction goal, was getting rid of the card trading mechanic and through creating exclusive to each Major Power four “National Decks” (for France, Britain, Austria, and Russia); as in Mark Herman’s “Churchill” instead of using a single shared deck.
In retrospect, doing away with the shared deck removes a significant amount of interesting interplay between the Allies, and potentially upsets the balance of the game, not to mention removing some cards’ historical flavor. We experimented further by having the Prussian and Russian team play with independent National Tracks, but use a shared hand of cards.[16] However, it became difficult to make Prussian strategic decisions distinguishable from Russian ones to be worth the extra complexity and time it was asking of the students.[17] We cut the idea for a Prussian team, along with eliminating the Pax Britanica and Future Government of France Tracks from the classroom version of the game and sought to make even more cuts to speed things up. We also reduced the number of Negotiation Rounds from 6 to 4 and reduced the number of cards from each Major Power’s hand by 2 to make up for the fewer card play Rounds. We also made changes to the National Advantages (especially Russia’s) so we could script the Initiative Order (Wager), Initial Situation Cards, and the Initial Environment Table die rolls. By scripting these starting conditions, we freed up precious minutes for more playtime.
Now if readers have their interest piqued by the described Five Major Powers Congress of Vienna Game Variant, be heartened! This may eventually be published as a physical game or an InsideGMT article with a link to its associated Vassal Module. But for now, we shall focus on providing an aspect of the Variant we realized applicable to the current Congress of Vienna game: a “Warm Start” for helping teach the game to new players and adapt it to a classroom’s constraints.
Organizing a Congress of Vienna Lesson Plan for the Classroom
In consultation with the professor’s learning objectives and with Frank’s advice as CoV’s designer, for the prospective class we chose to play the four turn “Clash of Armies” scenario, which encompasses the Full Campaign Game’s turns 5-8 (per CoV Playbook Section 17.3). The limiting factor using wargames for educational purposes tends to be fitting the teach and the game into a single class period, 4 hours in this case. After playtesting the scenario with the professor, the most crucial feedback I received was that the Negotiation Phase of the game, while most interesting, would not make much sense to untrained players until they completed a War Phase. Therefore, I took the recommendation to create a “Warm Start” for the scenario by starting in medias res of turn 5, scripting the Government Phase in PowerPoint for me to brief to the students and then scripting cards and Issues going into the turn 5 War Phase which allowed them to start the game there.
Over my years working with educational wargaming, I’ve found that consolidating a scenario and rules brief together into a graphical presentation is often a great multimedia approach to teach a game when combined with a physical copy set up in front of the students. If comprehensive and tailored to the scenario, such a presentation can serve as a replacement for the rulebook, as well as the short Quick Start Rules Summary, scenario instructions, and Player Aids which CoV provides as references. Mark Leno, who teaches professional wargame designers and facilitators with me, breaks down a good rules briefing for students into the following format, which I follow for all teaching presentations (and rulebooks)[18]:
Explain the game theme
Explain the game objective (how do you win?)
Briefly explain the game components and key terms
Explain the rules and necessary mechanics in play order
(if needed) Demonstrate any mechanics or special rules
(if needed) Provide additional examples or explanations
Summarize objective, key rules, and common errors
Optional: If time permits, briefly describe common strategies or approaches to play and/or play a practice turn or round
The above is called the “Full-Teach,” as opposed to a “Partial-Teach” method where we just do steps 1-3, and let the players complain when we reveal new rules as they become relevant. ‘Partial-Teach” is less boring, but it comes at a price of being blamed for potentially ruining the players’ strategy by not explaining the entire game up front. “Congress of Vienna” is a complex enough game that with novice gamers, “newbies”, it doesn’t lend itself well to either method; hence the “Warm-Start” approach.
You can get away without explaining the Initial Phase, Diplomacy Phase or each of the game’s Issues by starting with the War Phase by explaining to the players “This is what your incompetent ambassadors left you with, now General, go figure out the battles.” After they see the struggle of operationalizing a policy they were handed by the facilitator, you can then put them in the seat of the ambassador for the Diplomacy Phase of turn 6. The facilitator then explains the Issues for negotiation and/or debate for the upcoming turn. Then the students can see if they could do better.
With this variant’s National Decks, the scripted initial situation, only 4 Negotiation Rounds, and the simplified game board eliminating the Pax Britanica and Future Government of France Tracks, I can consistently get a new group of future military strategists through a 30-minute rules teach and 2.5 turns of play in four hours. During that classroom time, professors leverage the experiential learning from “Congress of Vienna” to discuss not only the friction of coalition warfare, but also the two interpretations of Clausewitz’s Trinity: the people, the government, and the general. Or respectively: passion, reason, and chance. “Congress of Vienna” is by far one of the best games (among “Conquest & Consequence” and “Triumph and Tragedy”) at modeling grand strategy.
But where “Congress of Vienna” excels is in its exploration of military genius and its effect on the enterprise of statesmanship and warfare. Over the years, I’ve found that demonstrating an understanding of theoretical concepts, like strategy in complex systems, can only be observed in watching the synthesis through application at a gaming table. The barrier to entry, however, is teaching students how to play the game. Game theory and literacy among professional strategists are just as important as reading literacy, because as William North Whitehead put it: “The purpose of thinking is to let the [bad] ideas die instead of you.”
I still have digital copies of this CoV variant’s “National Deck”, custom cards, and I’ve in fact continued to play the game in the classroom with that mod for years, until I got my official physical copy of the game this year. Like the 5-player Prussian team variant, the National Decks aren’t fully play tested or balanced for public use, but if there’s interest, there might be a vassal mod made available at some point in the future.
Once I got my fresh copy of the published Congress of Vienna game, I couldn’t stand not to play with Terry Leeds’ beautiful cards and game board, so I switched back to the shared deck and card trade mechanics. This included student strategists lacking analysis paralysis by needing to read the extra text on the cards than their professors did during playtesting! Fred Schachter was kind enough to update my “Warm Start” rules teach to match the full and final rules of the commercially released game and, with Frank’s help, present them here for you to use. I hope you find these resources helpful in getting this game in front of more students in the classroom, and/or new hobbyists on your local gamers’ table or convention floor.
Congress of Vienna in the Classroom! The left Photo is of three game participants. The right-side photo is of Dr. Richard Anderson, my co-teacher, facilitating the After-Action Review in class which enlightens students regarding the challenges of Coalition Warfare.
Turn Warm Starts to Accelerate Game PlayingTime of CoV’s “Clash of Armies” Scenario (17.3)
As indicated above, an aspect of this “Congress of Vienna” game variant, which can be applied to accelerate play of the “Clash of Armies” scenario, is to start a game, or individual turn, with a “Warm Start”. That is, for this variant, players begin with “Issues Resolution”, Step #2 of the Government Phase (12.0).
This means skipping a turn’s Initial Phase (10.0) and time-consuming Diplomacy Phase (11.0). Players begin a turn by determining how to best spend their available Resources to pay for won Issues, gain die roll drm for the Absolutism/Liberalism and/or Pax Britannica Tracks, as well as acquire Military Support markers or VP for Sound Government. That’s it! In all other particulars, play the game using Standard Congress of Vienna rules.
Three Appendixes at this article’s conclusion contain Frank’s design (historical) interpretations of a “Clash of Armies” turn’s Set-Up. These include, for the Scenario’s Turns 5, 6, 7, and/or 8 each Major Power’s number of available Resources, won Issues (from that turn’s Diplomacy Phase), Victory Point Track marker, Military Map Armies/units placements, and marker locations for the Absolutism/Liberalism, Pax Britannica, and Future Government of France Tracks. For this scenario’s historical background, please reference: A Historical Introduction to the Congress of Vienna Period (CoV) Part 3 of 4: Europe Aflame (July–December 1813) – InsideGMT
Author’s Bio
At the time of this writing, Daniel “Tyler” Brooks is a lieutenant colonel in the United States Army, serving as an Army Strategist (FA59) and wargame designer in the Department of Strategic Wargaming (DSW) at the United States Army War College (USAWC) in Carlise Barracks, PA, where he teaches the Army’s “Wargame Designer Course,” two wargaming electives, and runs bespoke analytical wargames for the Army and Joint Force. He has a Bachelor of Science degree in Philosophy from the United States Military Academy at West Point, and a Master of Arts in International Security from the Josef Korbel School of International Studies (JKSIS) at the University of Denver. Like Napoleon, Tyler was a field artillery officer before becoming a strategist. He graduated from the Basic Strategic Arts Program (BSAP) at USAWC in 2017. The thoughts, opinions, and techniques presented here are solely the views of Tyler Brooks, and does not represent the thoughts, opinions, or policy of the U.S. Government, the Department of Defense, the U.S. Army, or any organization in the U.S. Army War College. This article is meant to be a discussion of pedogeological techniques using wargames under fair use and does not constitute endorsement of the game “Congress of Vienna” by any U.S. Government organization.
[3] Literally “Stroke of the eye,” which can be interpreted as “Commander’s Vision”, but what he’s describing is more akin to system 1 thinking as described in the book “Thinking Fast and Slow” by Daniel Kahneman. This is an ability to mentally visualize conceptually complex situations, accurately and instantaneously in the moment with incomplete information.
[4] Literally “Courage of the Spirit” or “Courage of the Mind” which can be interpreted as “Moral Courage”. But Clausewitz [re: “Clausewitz’s wife”] uses the term to mean something in addition to Moral Courage, as he already includes it with physical courage. Here, he means it as an additional trait that also includes a willingness to not give up in the face of overwhelming odds. It is a willingness and self-confidence to act on the visualization of coup d’œil in an uncertain environment.
[5] Meaning, to not miss any important details, and to be aware of everything that is in front of you and be able to distinguish signal from noise in order to see through the “Fog of War.”
[6] Literally “Spirit of the body” meaning the collective morale of a group to achieve a common goal in the face of hardship.
[7] I’m ignoring the Eastern thought, for the most part, for my purposes here, so apologies to those interested in Sun Tzu and Mao Zedong.
[8] Again, sorry Genghis Khan, our Western bias left you and your brilliant generals missing from the data set.
[10] To be more precise, the odds are astronomically worse than that, because the sample number assumes everyone who has ever been born was also a battlefield general. The calculations broke the computer as is, so we called it “good enough” for the purpose.
[11] Ok, this bold claim ignores a lot of factors. But the point remains it is a safe bet that Napoleon is worth looking at as a premier model for a Great Captain of History.
[12] In “Napoleon on Napoleon,” edited by Somerset de Chair, Bonaparte explicitly states those captains are: Alexander the Great, Hannibal the Great, Julius Caesar, Gustavus Adolphus the Great, Turenne, Prince Eugene of Savoy, Fredrick the Great, and Napoleon Bonaparte.
[14] The Youtube videos have since been removed from BGG, probably because they featured a CoV prototype from before Terry Leeds’ beautiful art was added.
[15] BTW, game designers and developers, like CoV’s, love it when you ask them about their games. You’d be surprised how often they will write you back if you are struggling with a problem and need help with a game.
[16] Taking inspiration from the “Two-Headed Giant” format in “Magic the Gathering”
[17] We also added a “Deutsche Bund” track and some new Prussian staff cards in the attempt. I also begged Frank to add “Clausewitz” and “Jomini” cards into the variant, but Frank rightfully pointed out “Clausewitz didn’t play much of a role until Waterloo. Frank did humor me by making a neutral Jomini card, since his national loyalties caused him to serve multiple roles on different sides in official capacities. Jomini even played a small role in the Congress itself, and Napoleon identified him by name, declaring Jomini to not be a French spy. Both the Allies and the French deemed Jomini honorable in his military service throughout the war, despite his changing sides, or recusing himself on occasion throughout the Napoleonic Wars.
[18] From “How to Teach a Game” by Mark Leno
APPENDIX 1: “Warm Starts” For CoV Clash of Armies Scenario Turns 5, 6, 7, or 8
Introduction to “Warm Starts” Appendix by Congress of Vienna Assistant Designer/Editor, Fred Schachter: Game designer Frank Esparrago and I enjoyed editing Tyler’s clever concept of shortening a Congress of Vienna “Clash of Armies” (17.3) scenario’s playing time by starting a turn at its Government Phase. This eliminates time spent resolving a turn’s Initial Phase (10.0) and Diplomacy Phase (11.0). It lets player(s) proceed immediately to deciding how to best allocate their Major Power’s Resources and then proceed to the exciting, fun, and dramatic action of a War Phase.
This can help newbie Congress of Vienna players learn the game system incrementally and avoid a Diplomacy Phase’s perceived complexities. It also speeds resolving a CoV game turn when players are pressed for time… although at the price of sacrificing the fun challenges of selecting, negotiating, and debating Issues during a Diplomacy Phase.
Here are general instructions for a “Warm Start” to a “Clash of Armies” Game Turn:
For all set-ups: As the French Leader, Napoleon, was not used during a turn’s preceding Diplomacy Phase, a free FR Military Operation marker is placed in Paris. Prior to commencing a game, it is OK to include any or all CoV Optional Historical Rules (OHRs 15.1 – 15.17).
A “Warm Start” Turn begins with the following predetermined by Major Power: any Initial Environment Table effect(s), Card Hand Size, VPs, Number of available Resources, Issues won during the turn’s Diplomacy Phase, Military Cards, and Military & Diplomacy Sections’ pieces placements. There is a Table for each “Warm Start” Turn identifying these for set-up purposes.
Duration & Options: A “Clash of Armies” Scenario can be for its full four turns or less. Yes, a single turn game, with a Turn 8 “Warm Start”, could be played!
When selecting a turn to begin a “Clash of Armies” Scenario which will be more than one turn, that is, starting with turns 5, 6, or 7, participants can agree to play the next turn as a regular Congress of Vienna turn with all Phases. Example: Play a two-turn game with a Warm Start for Turn 7 and then Turn 8 with its Initial Phase (10.0), Diplomacy Phase (11.0) and so on.
Alternately, every turn of a “Clash of Armies” Scenario can be played with its “Warm Start”. Furthermore, readers should feel free to “tinker” with a turn’s “Warm Start” Resources, Issues won, Military Cards and pawn/marker placements if there’s a consensus believed to result in a more balanced, challenging, interesting, and/or better game. Perhaps there’s an enterprising gamer in the GMT audience who’ll devise and share Tyler’s “Warm Start” approach with another Congress of Vienna Scenario? The goal is to “tickle your gamer fancy” and have fun!
APPENDIX 2: Adding to the “Warm Starts” variability and re-playability?
If you want to add more variability to the game, you can deal each player one or two Handicap cards (players decide at the start of a game). Apply the result of each Handicap card at the beginning of the Government Phase, regardless of what the card says. If a drawn Handicap card cannot possibly affect a “Warm Start” game, set it aside and select another than can be applied. This will add a touch of uncertainty and stimulating re-playability.
APPENDIX 3: “Warm Starts” Set-Ups for “Clash of Armies” Scenario Turns 5, 6, 7, & 8
Turn 5, August 1813
Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Secularism & Confiscation, Future Government of France: Emperor Napoleon Bonaparte.
Military Map Piece Placements: See below Turn 5 illustration.
Government Phase Resource Allocation Reminders: A) Adjust VP markers for the three Peace Congress (12.4.1.1) die rolls. B) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. C) Adjust VPs for any Absolutism/Liberalism die roll result.
IMPORTANT NOTE: If proceeding to a Turn 6 “Warm Start”, carry over this turn 5’s VP’s, Card Hand Size, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool. Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.
Turn 6, September 1813
Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Free Market, Future Government of France: Emperor Napoleon Bonaparte.
Military Map Piece Placements: See below Turn 6 illustration. Note that Turn 6’s Replacements have been taken and are now upon the map.
Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism die roll result.
IMPORTANT NOTE: If proceeding to a Turn 7 “Warm Start”, carry over this turn 6’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool. Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.
Turn 7, October 1813
Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Monarchies Alliance, Liberalism: Free Market, Future Government of France: Emperor Napoleon Bonaparte. Appropriately place reminder markers for: Track C- Heavy Rains, -2DRM to BR for Gascony + Toulouse & Track A- The Grande Armée is not allowed to Withdraw.
Military Map Piece Placements: See below Turn 6 illustration. Note that Turn 6’s Replacements have been taken and are now upon the map.
Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country and/or Recruitment Issue, add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism die roll result.
IMPORTANT NOTE: If proceeding to a Turn 8 “Warm Start”, carry over this turn 7’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool. Otherwise, only use the upcoming turn’s “Warm Start” Table’s indicated Resources, Military Cards available, Won Issues, and drm modifiers to start the next Turn with its Government Phase.
Turn 8, November-December 1813
Marker/Pawn Placements: War of 1812: BR 1, Pax Britannica: Castile & Valencia under Coalition Control, Absolutism: Defense of the Faith, Liberalism: Democracy, Future Government of France: Emperor Napoleon Bonaparte.
Military Map Piece Placements: See below Turn 8 illustration. Note that Turn 8’s Replacements have been taken and are now upon the map.
Government Phase Resource Allocation Reminders: A) If resourcing a won Minor Country Issue add any related Military Unit(s) and adjust the Major Power’s VP Track Marker accordingly. B) Adjust VPs for any Absolutism/Liberalism and/or Peace Congress die roll result. C) If Resourced, adjust VP for the Future Government of France result.
CONTINUE THE GAME TO TURN 10 (OR TO THE OPTIONAL TURN 11 PER OHR 15.4)?
If player(s) agree to proceed to a Turn 9 and possibly beyond:
To satisfy curiosity, as of the end of Turn 8, determine a Major Power winner of the “Clash of Armies” (17.3) Scenario.
Then, carry over this turn 8’s VP’s, Pawns (Absolutism, Liberalism, Pax Britannica), War of 1812 Status, and all Military Map positions of Armies on the board (with their units) as well as pieces in each Major Power’s Force Pool.
Start Turn 9 as any regular CoV Game Turn with its Initial Phase (10.0).
YOU ARE NOW PLAYING A CONGRESS OF VIENNA GAME VICTORY DETERMINATION AS PRESENTED BY RULEBOOK SECTION 14.2.
What is the relationship between lands and mana in Magic and what do each of them do? A good answer should especially include how a new player should think about them.
Note:
This is an attempt to create a canonical question about the relationship between lands and mana in Magic.
This is the fourth in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here.
Tsarist Russia was supposedly ruled by one person, but this didn’t keep Nicholas II’s subjects from debating the faults and merits of their government and hatching ideas for the future of their country. Rivals jockeyed for official appointments and access to the Tsar, and they often grouped themselves into parties, unions, and informal networks to press for their policy preferences.
In Tsar, each player plays one of four Factions based on these historical rivalries: the Dynasty, Autocracy, Pragmatism, and Reform Factions. Each comes with its own set of Characters and scoring objectives. In this article, we’ll look at these Factions, their objectives, and how scoring works in the game.
The Dynasty Faction advances the interests of the Romanov Dynasty and favors conservatism. Most of its Characters are members of the Romanov family, for whom the title “Grand Duke” was reserved. In addition to its other scoring goals, this Faction scores an extra 1 VP per round when at least two Grand Dukes are on the game board. The Autocracy Faction seeks to preserve autocratic principles and favors governance through force and intimidation; it partners with the Dynasty Faction on political questions. The Pragmatism Faction features the game’s most capable Characters and aligns politically with the Reform Faction. The Reform Faction seeks to gradually transform Russia into a democracy, beginning with the Zemstvos movement in Era I and concluding with constitutional monarchy in Era IV. It favors a strategy of governance through popular consent. Aside from politics, all the Factions are interested in different aspects of economic development and all seek credit for military success. You might notice that revolutionary factions are missing from the list. That’s because Tsar is a simulation of government and includes only those factions that had a historical role in the Tsar’s government.
Each Faction’s scoring objectives are conveyed through Scoring Cards, with two examples shown above. You’ll have a different Scoring Card for each Era. Each card sets forth your Primary VP Goal, Secondary VP Goal, and Action Phase Bonus; for the Dynasty Faction, you also get a reminder about the Grand Dukes Bonus. Anyone may view any of these cards at any time.
The Primary and Secondary VP Goals each have three levels. Pragmatism’s Primary VP Goal is to put more Naval Squadrons into play and it begins scoring when there are four Squadrons. It scores at a higher level when there are six Squadrons and at the highest level when there are seven or more. These points aren’t scored immediately when you achieve your goals in the Action Phase—instead, players use their Influence Cubes in the Scoring Phase to trigger scoring. As shown on the Scoring Cards, you can use three cubes to trigger scoring for your Primary Goal or two cubes for your Secondary Goal; in solitaire games, you use four cubes to trigger scoring in both categories simultaneously. The number of times you trigger scoring is limited only by your Influence Cubes, which you gain in each round’s Setup Phase through the placement of your Characters, as well as through bonuses in the Action and Audience Phases that you can earn by pleasing the Tsar. You’ll use these cubes not only for scoring, but also to support your policy preferences in Council Decisions and to get your Characters on the game board and into Offices.
The Action Phase Bonus works differently. This features a one-time achievement, as opposed to the gradual buildups that you pursue for your Primary and Secondary Goals. In Era II, the Pragmatism and Autocracy Factions seek to gain control of the Turkish Straits. On the right, you can see one side of the Turkish Straits Card. This is a Council Decision, so in a multiplayer game, players might be bidding against each other with their Influence Cubes. As soon as you achieve your Action Phase Bonus, you trigger an automatic, one-time payout of VP, and it won’t be scored again.
The Zemstvos Card is another example of a card that’s closely related to scoring. In Era I, this is Reform’s Primary VP Goal and Pragmatism’s Secondary VP Goal. The first stage is to create Zemstvos in rural areas, the second in towns, and the third in cities. As each of these goals are achieved, markers are placed in the game board’s Government Tracker. Because scoring for this goal is performed in the Scoring Phase, you’ll notice there are no VP icons on the card. You’ll refer to your Scoring Card and the conditions on the game board to calculate points.
Although scoring is tracked individually for each player, you aren’t pursuing the named goals for yourself, but for Russia. The Squadrons that Pragmatism builds are placed on the board, where they belong to the government, which is to say, they belong to the players collectively. Likewise, seizing control of the Straits and advancing the Zemstvos movement affects everyone by changing the course of the country. Although players have their own separate supplies of Influence Cubes, the economic resources they need to achieve their goals are also shared collectively. The Gold, Industrial Cubes, and Transport Points that Pragmatism needs to build those Squadrons come from the game board, not from any personal supply. The Reform Faction would like to use those same resources to expand industry, and the two Factions will compete with each other to persuade the Tsar to approve their respective priorities.
Tsar is a semi-cooperative game. You share not only effects and resources but also objectives. Each of your scoring goals overlaps with one other player, and your partners are marked for you on the Scoring Cards. Notice that you score slightly higher amounts for your Primary Goal as opposed to your Secondary, so while two Factions will share a goal, their interests are not identical. The players will have to decide the degree of cooperation between them, and this cooperation applies not only to achieving goals, but also to scoring them. When you trigger scoring in the Scoring Phase, you trigger it for yourself and your partner. So if the players have completed two stages of the Zemstvos movement, the Reform Faction could use three Influence Cubes to score three points for itself and two points for its partner, the Pragmatism Faction. Alternatively, the Pragmatism Faction could use only two Influence Cubes to trigger the same scoring. So players will need to consider their own gains as well as the gains of their partner. Aside from coordinating their use of Influence, players might also coordinate their control of certain Offices or agree to support a player’s position as the Favorite. Although the partnerships in the game are fixed, the way you handle them is very fluid, and you’re free to switch your cooperation from one potential partner to another. There are also opportunities to impede rivals, such as lowering the Favorite’s Favor level, withdrawing a Character from the Camarilla, removing a Character from an Office, or even allowing a rival Character to be assassinated by revolutionaries.
On the Scoring Cards, you can see another scoring option that’s always available in multiplayer games: using five Influence to score 1 VP for yourself only. This is much less rewarding than the other scoring categories, but you can use it at any time and you don’t have to share it. It adds another layer of flexibility to the game. At the end of the Scoring Phase, each player has to discard down to five Influence Cubes, so hoarding all your Influence is not an option. Typically, players will use Influence to achieve goals early in the game, and then switch to using Influence to trigger scoring later in the game.
If you avoid revolution, the last card you’ll play in each Era will be Final Scoring, which immediately concludes the game. During peacetime, the game engine always seeds this card in the 16th round; in wartime, it will appear when the war ends or in the 16th round, whichever comes first. As shown on the card, players automatically score triple VP for both their primary and secondary goals. Your Gold (which you would want if there’s a revolution) is a penalty in Final Scoring. There’s no Scoring Phase in the final Quarter, but your unused Influence Cubes are the first tiebreaker. The second tiebreaker is Player Order, which begins with the Tsar’s current Favorite.
If you’re playing in legacy style, scores will be reset in the next Era, but there are some carryover effects based on victory rank: the winner becomes the initial Favorite in the next game and gets first dibs in drawing special bonus cards (the Order of St. Vladimir Cards) that reward you for avoiding revolution or penalize you if the regime collapses. In lieu of an Order of St. Vladimir Card, the player in last place gets to retain 10% of their VP score. Going into the next Era, this gives the players somewhat different incentives when it comes to avoiding revolution.
In the next InsideGMT article in this series, we’ll take a closer look at decision mechanics.
What are the Roblox the Hatch rewards? If you’re up for cracking eggs all summer long, this is the officially sanctioned block-based event for you. Split across multiple biomes, hundreds of games, and with numerous mechanics, the goal is simple: collect all ten eggs of a single element to earn a prize. Get the lot and you’ll spruce up your UGC catalog with glimmering goodies.
Roblox the Hatch has spread into some of the best Roblox games on the platform. If you’re not sure which ones to search for sacred eggs, let our guides, well… guide you. Double up with Fisch codes, Dig codes, and Arm Wrestle Simulator codes to claim in-game loot while you hunt for eggs to hatch.
All Roblox the Hatch rewards
Reward
Requirement
Funktastic Fritatta Boombox
Collect all 10 Connection eggs
Bizarro Benedict Hat
Collect all 10 Light eggs
Electro Eggalodon Tail
Collect all 10 Darkness eggs
Scorching Deviled Egg Horns
Collect all 10 Fire eggs
Egglectrified Adventurer’s Belt
Collect all 10 Earth eggs
Midnight Eggquarium Backpack
Collect all 10 Water eggs
Yolktaic Energy Wings
Collect all 10 Energy eggs
Timespun Halo
Collect all 10 Time eggs
Staff of the Geomancer
Collect all 10 Ice eggs
Dark Side of the Egg Aura
Collect all 10 Air eggs
Wearable egg head accessory 1
Quest – Collect all 100 eggs
Wearable egg head accessory 1
Quest – Complete the Finale
Throughout The Hatch, you have the ability to unlock 12 different ‘Solstice’ UGC items by collecting every egg from its respective element. You can also buy the lot for 1200-1600 Robux if you truly believe time is money.
Manage to score the whole set and they’ll be upgraded into fancier forms.
How to claim Roblox Hatch rewards
Once you collect the final egg in an elemental set, you need to head to the hatch point of the matching biome. This triggers an event where the final 11th egg of that series appears before you.
Agree to let it float around and all that’s left is to take it to that biome’s nest to hatch it, revealing the Roblox Hatch reward of that element.
Are there more Roblox Hatch rewards?
Some quests, found on the left side of the hub screen, award Hatch UGC, too. From inviting friends to collecting over 100 eggs, you can earn things like gelato you can equip, and unique head accessories.
We expect a couple more Hatch rewards to surface before the event ends on July 12. Take a look in the telescope behind the Connection portal and you’ll spot a meteor hurtling through the sky.
Expect the Hatch meteor to unlock the head accessory from the Finale quest. It could also have something to do with the ‘Something is Coming’ quests set to kick off on July 4, 2025.
How to get Eggs in Roblox The Hatch
Each biome within the Roblox the Hatch event hub houses eggs of a specific element.
It’s possible to find all ten eggs of an element in its respective zone if you’re lucky. Once you exhaust the spawns, you’ll have to resort to merging, trading, or searching for a single egg in each of that biome’s mountain of player-made games by walking into its portal.
You can also unlock eggs by clearing quests like discovering the biome’s portal, interacting with its decor, or completing obbies. It sounds easy, but with eggs of various rarities, getting lucky enough to find the lot can take some time. Cooperation is key.
The Hatch hub has daily events, too. These can make hunting for eggs a little easier. For example, the Merge Mania event on July 3 reduced how many duplicates were needed to merge eggs and increased egg spawns across the hub, making it possible to AFK farm eggs in each biome.
If you’re struggling to find a specific egg, it’s worth loading up the Hatch hub the next day to see if a fresh event might work in your favor.
And that’s it for Roblox The Hatch rewards for now. Remember: you have until July 12 to grab the lot. Done and dusted? Find your next obsession with the help of our list of the best free PC games. Like the random egg mechanic? You might enjoy the best gacha games on PC, too.
I am playing Fblthp, the Lost and Naktamun Shines Again in MTG-Arena. When the second chapter triggers and seeks a Fblthp, why do I draw 1 card and not 2?
Fblthp, the Lost (relevant abilities)
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
Naktamun Shines Again (chapter 2)
Seek a creature card with mana value 2 or less and put it onto the battlefield.
Circulating around the inner tubes of the internet for a few weeks has been the news that YouTuber Peri Fractic (aka Christian Simpson of the Retro Recipes channel) has been in talks to head up a move to purchase Commodore – yes Commodore, the actual Commodore – a company so mismanaged time and time again since the mid-90s it makes gamers of a certain age want to cry.
Commodore means a lot to so many people, from growing up with Vic 20s and C64s as their first computer to me, a former editor of the outstandingly funny Amiga Action magazine, once, briefly, the best-selling Amiga magazine in the world in its heyday.
In 1995, Commodore, a company with its hugely successful Amiga computer, collapsed, was bought out for the first of many subsequent times, and has since been a shambolic example of stubbornness and greed. About a billion fragments of various IPs and trademarks exist and are scattered around companies and people who infight and argue, and sue and counter-sue, and it’s just been horrible to watch.
Then, a couple of weeks ago, Simpson dropped a YouTube video saying he was looking to buy Commodore and reinvigorate it to its former glory, hoping to release new hardware, start a Commodore Cares charity that would install Commodore machines into children’s hospitals, and so forth.
It was very exciting, and then nothing, until this week when a follow-up video announced that the sale of the company to Simpson had been agreed, and it was all systems go. I watched the video, hugely excited, and mildly irritated that this has actually been going on since the start of the year, and now we are getting videos dropped extending the story over a number of parts, obviously to get views. Fair enough, the man’s got to make a living, but the key take here is that Simposon is now the recognized de facto CEO of Commodore (albeit no money has exchanged hands yet and the deal is yet to be signed off).
Can Commodore Rise Again? Inside Perifractic’s Bold Retro Revival
Peri Fractic has wasted no time though, and has assembled a new board of former Commodore employees and cheerleaders to look after the interests of the reborn company. He’s also well-connected through his involvement with Hollywood and has got Silicon Valley actor Thomas Middleditch on board.
Others notables include Bil Herd (Commodore lead engineer 1982-1986), Albert Charpentier (Commodore VP of Technology 1979-1984), Michael Tomczyh (Assisant to Commodore President Jack Tramiel, 1980-1984), James Harrison (Commodore Tech Support 1990-1994) and the one and only David Pleasance (Commodore UK VP & Joint Managing Director, 1983-1994) – the man often credited for the movie tie-in genre.
While some are perhaps naturally sceptical that Simpson is in it for his own ego and gain, I am not having it. I’ve followed his work on YouTube, and he comes across as a genuine lover of retro, a humble and funny guy who is deeply in love with Commodore. What he has put together here is astonishing. It is what I would love to have done, but I would never have had the drive.
In a world where publishers don’t believe we should own the games we pay for, merely license them while being pumped full of microtransactions and special editions, paying much more to play three days early, and the like, this chance to save this gaming relic is important. Nobody will be trying to save Ubisoft in 40 years. Nobody will care.
Simpson says we should expect new Commodore hardware in the near future and deals and partnerships to bring the brand back to life. I am not that sure it will be that simple getting the wider public to buy in, but more power to him and his team. As an original Intellivision owner, I backed Tommy Tallarico and the reborn Intellivision Amico to the hilt, and where did that get me?
However, if we, as older gamers, truly want to hold up a flag and say, ‘Look, Fortnite kiddies, you are only playing that because of us, and companies like Commodore”, we need to get behind Simpson’s movement and do everything we can to make it a success.’
Check out the vids above for the full story, there is no option to invest yet because international investing laws are all over the show, but Simpson is looking out for Angel Investors to help get it over the line.
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Published: Jul 14, 2025 11:55 am