Parks was a monumental hit for Keymaster Games when it was released in 2019. We backed the original printing while on Kickstarter and it quickly became a game night staple. Parks is still one of my wife’s favorite games of all time.
The second edition of Parks was released this Spring and this box contains more than a minor facelift for this modern classic. In this review, I’ll cover some of the changes to the game and hopefully help you decide if this new edition should hike its way into your collection.
A Hike in the Woods
Throughout a game of Parks, players are hiking trails, collecting tokens that can be turned in to experience National Parks that roll out during the game. There are gear cards that help you along the way. Players can take photos that are worth victory points at the end of the game. In the original game, you would hike the trail a total of four times, with each trail being slightly longer than the last.
In Parks Second Edition, you can tell that time and experience has led to a tighter and more refined game. First off, the rulebook has been tweaked, refined and structured in a way that is easy to digest. Instead of taking four hikes on trails that grow throughout the game, players now hike three times on a trail that has a set number of spaces. The overall playtime doesn’t seem to be impacted and we never felt like we were missing out on the fourth hike of the game.
The trail is now built into the central board and the perks at each trail site are tied to tokens that are distributed before each round. You still get the variability, it just happens differently. Players are still given two hikers to walk the trail, with the ability to extinguish their campfire if you want to share a space with another hiker. Landing on a trail site lets you take the action on the token and collect any weather tokens that are available from the trails setup at the start of the round.
As you reach the trail’s end, you’ll get to determine what final action your hiker takes and gain a bonus if you’re the first to take that action. Once there is only a single player left on the trail, they proceed to the trail’s end to take their final action(s).
New Additions
In the six years since Parks original release, we’ve seen two different expansions that add new mechanics and depth to the game. Inside this second edition is a good chunk of the content from those two expansion. Some of the cards from the Wildlife expansion is present in the game as well as the camping mechanic from the Nightfall expansion. Keymaster Games has also included a specialty die that was part of the Trails game published in 2021.
Not every element from these expansions came over and I think this is a good thing. It feels like the best parts from each of these properties made the final cut. The Camping Mode is something that you can add into your game or leave out entirely. Your choice.
When your hiker lands on a trail site with a tent token, you can take the normal resources on the site or utilize the tent to take the resources on any open Campsite. Adding in this bonus content and rebalancing the game feels really good.
Players will notice a new Passions card in this new edition of the game. This replaces the goal cards from the previous edition and is given to players at the start of the game. Completing a Passions card allows the player to earn a gear effect or earn an end game bonus.
The Upgrades
Let’s talk about some of the upgrades that Parks Second Edition brings. First off, I really love the player boards that come with this new edition. These boards show a backpack representing the number of tokens you can carry along with your canteen on the left side of the board. Visually, these are excellent and the canteen mechanic has been revamped.
When gaining a canteen, players now add a token from the central board onto their player board. When you add water to your canteen, you can trigger the tokens in that row, earning those bonuses. This gives players more control and agency as they plan for future rounds. Each canteen has three rows, allowing for three different combinations of tokens that can be paired up.
The camera from the original Parks has been replaced with the Shutterbug token. This token gives the player holding it the ability to take a second photo each time they are given this opportunity.
Probably the most divisive change in this new edition has to be the art and illustrations on each of the sixty-three parks cards. The original game was built off of the Fifty-Nine Parks series. This series of art prints brought together some incredible artists that has raised more than $225,000 for National Parks since 2016. This artwork is beautiful, inspiring, and at times, inconsistent.
This artwork was part of a licensing deal that made Parks stand out within our hobby. While I loved the original art direction, I think that the artwork from Josh Emrich and Lisk Feng is stunning. As a package, the artwork and design works together so well. Each National Park card feels unique but there is a cohesiveness that wasn’t their in the original game.
Art is so subjective and every person will have an opinion on which version they prefer. I personally feel that this game is more consistent throughout because of the focused work of the two illustrators who worked on Parks Second Edition.
Final Thoughts
As a fan of the original Parks, this is an easy game to suggest for nature loving board gamers. I think the changes inside this box make sense as Keymaster Games moves away from licensing agreements that could challenge future printings and expansions of the Parks game line.
Parks Second Edition is a streamlined, well built, and cohesive game that improves on the original. The MSRP of $50 to $59 for this new edition may feel like a lot for a person who owns the original. The first edition of Parks is not broken and is still a fantastic game. More than anything, this new edition feels like an upgrade that is preparing for more Parks content in the future. That’s something I’m excited about.
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.
Introduction by Congress of Vienna Assistant Designer/Editor, Fred Schachter – For those unaware, to familiarize this InsideGMT audience of what designer Frank Esparrago created with his fun and exciting Congress of Vienna game, available via GMT Games; InsideGMT has presented articles including a “Strategies for” series… (think of the old Avalon Hill General magazine’s “Perfect Plan” articles for that legendary company’s “classics”), “Game as History”: An Historical Introduction to the Congress of Vienna Period” as well as a four-part series entitled: “Meet the Statesmen of Congress of Vienna” and a host of other material such as game “After Action Reports”.
Use this link to access these articles: https://www.gmtgames.com/p-850-congress-of-vienna.aspx. This site includes a copy of the game’s full Rulebook as well as its shorter Quick Start Rules Summary. As to the Congress of Vienna Vassal Module, it can be found using this link: Category:GMT Games – Vassal. Isn’t it wonderful how many GMT games can be computer played using Vassal?
For Vassal is a wonderful way to game since it electronically duplicates all a game’s physical components, which in the case of Congress of Vienna, includes gameboard, dice, cards, various counters, pieces, rules and player aids to enable a four-player contest: one for each of the game’s Major Powers: France, Britain, Russia and Austria.
Without Vassal, the CoV Team’s efforts could not have been as comprehensive as they were. Those aforementioned InsideGMT articles could not have been as impactful. For that, an eternal debt of gratitude is owed to the very talented Joel Toppen, who back in 2020 created the initial foundational Congress of Vienna Vassal Module. Designer Frank Esparrago, in turn, built and modified it through numerous iterations to ultimately reflect the game’s final Terry Leeds’ published graphics. Through Vassal, CoV Play Testers could enjoy and contribute to the game from across the United States, Spain, United Kingdom, France, Luxembourg, the Czech Republic and Asia (Manila, Philippines and Shenzhen, China). Fun stuff!
We now present a “walk through “of how Congress of Vienna was converted into its latest electronic form, specifically VASSAL for the physically published game to enable four players, without geographic constraint, to have a grand time experiencing all this wonderful game has to offer.
Furthermore, readers may note that due to the wonderful support of those ordering and hopefully now enjoying Congress of Vienna, the game is currently “OUT OF STOCK” (thank you! thank you! thank you!). GMT will reintroduce CoV as a P500 Reprint offering within the next few months. You folks know how that system works, eh? For now, the game IS available to learn and play via Vassal. Have fun!
Here is Congress of Vienna Goes Electric 2025 Edition: starting with its “Game Set-Up” of course… so take it away Frank!
Note: If you would like to view any of the following screen illustrations (Figures) in a larger size, you can click on the image.
The first screen of CoV’s Vassal Module allows the choice of whether the game is to be conducted with players connected on-line or for an off-line contest by a single player or group using Vassal in lieu of the physical Congress of Vienna game. During CoV’s on-line play testing, one of the team would unlock the game and the other players would connect with it using the team’s established Skype guidelines!
The next two screens, Figures 1 and 2 shown below, are mandatory to get a game underway (that is, they always appear and must be properly responded to before commencing play). The first screen allows you to choose the desired CoV Scenario. The first option is the Full Campaign Game 1813-1814 (for a maximum of 10 turns). The other menu-offered scenarios are shorter, with less turns and different historical set-ups, etc. (see Figure 1).
Figure 1.- Congress of Vienna Vassal Scenario Selection Setup: The screen above allows choice of a scenario to play. Details concerning each scenario, such as its victory conditions and any special rules, are within the game’s Playbook Section 17. An “Add Your Scenario?” is a “Sandbox” option still under development for subsequent release. It is not shown within the above Figure 1. The CoV Team has this feature bookmarked as a pending “work-in-progress”.
Once this prompt is responded to, the following screen allows choosing sides (see Figure 2). It also facilitates selecting the option of a two or three player game. The final option is for playing Congress of Vienna solitaire (“Solo”), in which you manage all four Major Powers (per Playbook Sections 19-23). To fully experience the game’s solitaire offerings, you’ll need the large two-side printed Allied and French Bots which are included in the physical game.
Figure 2.- Congress of Vienna Vassal choosing side: This second screen of our CoV Module allows you to choose the number of players that will start the game. It is possible to play a game with a single player controlling two powers in a 3-players game, or a game with only two sides (e.g. the Allies of the Coalition against Napoleonic Imperial France). Finally, you can play a Solo game using either of the printed French or Allied Bots included with the physical Congress of Vienna game.
When Vassal remains open after a scenario and player(s) by their respective Major Powers are selected; the Module’s Main Window of the entire gameboard appears (see Figure 3)!
Figure 3.- Congress of Vienna Vassal Main Window: We used Terry Leeds’s beautiful, yet wonderfully functional, game board graphics, but had to adapt them to a computer screen. As Terry’s design is meant to be viewed from a four-player zenithal position when placed upon a gaming table, it was converted to a single-player front-facing image for a computer screen viewing. To accomplish this, we altered the direction of the Military Map’s facing by rotating it 90º. We also added an area, on the screen’s far right, for trading cards. This was needed since in games with physical boards and cards, cards are traded between players face down without passing them through the game board! A nice elegant solution, eh?
At this screen’s top are different buttons identifying CoV game components: two red and green buttons are located to its top left (surrounded with a dark blue rectangle). Both allow you to select an additional national card each turn to the player winning the Initial Environment Table’s turn start result (This is an achievement of creativity and Vassal programming virtuosity by the talented Joel Toppen! Bravo and thanks Joel!).
Thereafter, this button allows you to draw the Initial Event Card through which each turn begins and to its right is the Character & Event Card Deck (both surrounded by a red rectangle in Figure 3). This last button directs you to the main driver of this Vassal game. Immediately to the right of this button are four buttons that open the hand of cards for each Major Power Player (Austria, Britain, France, and Russia). Once a game is underway, these buttons can only be activated by the player who owns that Major Power. This requires privacy (except for a two/ three player contest or a Solo game). We put these four buttons inside an orange rectangle in Figure 3 above.
The Chart Folder buttoncontains different player aids such as Congress of Vienna’s Detailed Sequence of Play, Battle DRM, Campaign Game VP Chart, Rules, etc…. Further to the right are the two electronic dice (surrounded by a dark red rectangle) which keep the game “alive” and for which we never used for other Vassal games.
This is a true technological marvel it seems to us (although a player frustrated by bad luck can’t throw these dice out an open window or smash one with a hammer to teach the other[s] a lesson… yes, such reactions are within the actual experience of some CoV Team members: readers may have other bad die rolling stories to share)!
To their right are other less important buttons allowing receipt of optional Handicap Cards or to remove Characters who may die during a game (this surrounded by a light green rectangle). In between these are the buttons and charts that facilitate electronic play for 2-players (see the following Figure 4 below).
On the left side of the screen top is the Clean Button. This activates the Vassal screen’s clearing of game components at the end of each turn. It returns all markers and cards to their respective locations ready for use next turn. This is a clear, valuable, and appreciated advantage over physical face-to-face games as it eliminates potentially disastrous gameboard upset risk from pets and/or small children on the loose!
Finally, there’s the Help option located in the screen’s upper left corner (surrounded by a light green rectangle). This option opens a PDF file player aid (CoV Vassal Notes) which explains in detail the buttons and options of this Vassal Module for players through text and explanatory screen images. A new player is strongly encouraged to check out this PDF document once the Module is loaded, for it contains “How to” details beyond what this article encompasses.
The main window of the Congress of Vienna Vassal Module has components which do not fit on a screen without overly reducing their scale and legibility. Perhaps the most important feature is the Diplomacy Display (surrounded. by a red rectangle). This is where the game’s 30 Issue Markers (diplomatic, military, economic and political), intrinsic to the game’s Diplomacy and Government Phases; are located at the beginning of each turn if available for player selection by not being initially placed on a Major Power’s Track or the Negotiating Table.
Figure 4.- Congress of Vienna’s Vassal Handicap Cards & Dead Characters Window: You can see the Handicap cards deck on the left. In the screen’s center are discarded Handicap cards. Although optional, these cards allow you to add more variability to games and/or are used to achieve balance between players with less experience with the game versus one or more CoV knowledgeable opponents. It’s nice having this “balance the playing field” capability, eh? On the right is the last card permanently removed from the game. In this example, it is the aging Kutuzov who has just died at the end of turn 1 (through an unfortunate die roll of 2 which precipitated his early demise!).
At the bottom of Figure 3, flush left, there is a light brown Track (starting at 0 and ending at 80) to tabulate each Major Power’s VPs (indicated by a text box and light blue arrow). The Military Map (highlighted by a yellow rectangle) is where, during the War Phase, each army’s movement takes place and upon which battles are fought on the map’s different Fronts (A-G, including America’s War of 1812,depicted by a box rather than a Front of multiple spaces). The following Figure 7 features this map and explains some of its attributes. Congress of Vienna is certainly a game of diplomacy; but it is also a wargame!
On the bottom right of the Vassal screen is a vertical/horizontal scroll feature to block out the screen’s Diplomatic Section. This enables viewing, without distraction, solely the entire Military Map. This comes in handy when resolving the Congress of Vienna War Phase. Additionally, two adjacent horizontal Tracks (orange for the Allies and light blue for France) allow Major Powers to record Military unit losses (cubes) during a battle via the DRM Battle Tracks.
The screen’s right side is the Diplomacy Area (surrounded by a light blue rectangle). This is where the Diplomacy and Government Phases take place. There you’ll find the Negotiation Table, each Major Power’s National Track radiating from it, Diplomacy Round Tracker with the Turn Record and other game features. Also, each gameboard corner includes one of the four National Force Pools and other markers. Finally, the rightmost section of the Vassal screen contains the CardTrading Area where 2 players place cards to be traded between them during a Diplomacy Phase Round (this Card Trading Area does not exist on the physical board as players directly trade their cards without placing them on the board!).
We present in Figures 5 and6, two key windows within the main window. Figure 5 below shows the Initial Event Card Window (this opens by clicking the appropriate button). In that window you can see the front and back of these cards. On the upper left screen side, the magnifying glass icons allow you to enlarge or reduce the magnification of these cards per viewing preference. The Figure 5 screen’s label, outline, and arrow are red in color.
Figure 5.- Congress of Vienna Vassal’s Initial Event Cards Window: As an example, you can see how the menu’s “Execute” option is used to open Initial Situation card A-2 for May 1813. This card’s instructions referencing additional player cards, Issues, and other markers are appropriately and automatically placed with this instruction in the players’ hands and upon the gameboard. The preceding turn’s card A-1, for March-April 1813, is to the screen’s right.
In Figure 6, we show the Character & Event Game Cards Window. This window opens in the same manner as the previous one. Presented, as an example, are two cards: “Fouché” (#11) which is a CHARACTER CARD and a “Debating card” (#60) which is an Event card. Both are drawn from the same common deck for all players.
Figure 6.- Congress of Vienna’s Vassal Character & Event Game Cards Window: On the left is the Game Card Deck from which cards are drawn to constitute the players’ respective Card Hands. These cards are used and discarded during the Diplomacy and War Phases. This Draw Deck is to the left. In the middle are placed Debate Event card #60 as well as Character card #11, Fouche. Both are drawn from that deck as examples.
Returning to Figure 5, if you click an Initial Event Card’s “Execute” option (which opens through a right mouse button click), all the card’s instructions are automatically completed… as if accomplished by a player MANUALLY! Designated cards go into the players’ hands, Issues placed upon the appropriate National Tracks/ Negotiation Table, additional units and Resources placed in each Military Map capital space or in the correct National Resource Stacks. Neat, eh?
When you move the vertical and horizontal scroll and use the magnifying glass to expand the screen, you gain a complete single-screen view of the Military Map (see Figure 7). On this map are located the different Army Blocks that occupy their spaces. These spaces constitute Battle Fronts, also known as Tracks. These are identified by a capital letter from A to G. In the below image, Track C’s British Army of Portugal is portrayed by a red block (a red arrow whose tip is in the lower left corner of the screen). This British Army begins turn 1 of a Congress of Vienna Campaign Game in the space of Portugal.
Figure 7’s Military Map Features’ Examples: Military units (which are wooden cubes in the physical game are also simply referred to as “units”), belonging to the British Army of Portugal are indicated within the Army of PortugalBox through a red double arrow and rectangles at the screen’s lower left corner. This Box indicates this Army’s Campaign Game Turn 1 strength as four British (red), two Portuguese (dark red) and two Spanish (yellow) units: this is a respectable force of eight cubes representing approximately 160,000 soldiers! The number in the upper center of the Army Box is its maximum allowed size of ten units. Its adversary, Track C’s French Army of Spain, located in the Leon space, contains six.
Figure 7.- Congress of Vienna Vassal’s Main Military Map Window: The explanations of this figure’s contents are found in the preceding paragraphs. To avoid need to rotate the screen, which would have been unavoidable by fully duplicating the published Congress of Vienna gameboard, we had to rotate the Military Map 90º clockwise and horizontally place the two DRM Battle Tracks at the bottom of the screen. Note the DRM Battle Tracks’ two pawns, orange for the Allies and blue for France. These are placed in their respective “zero” spaces, poised for use in resolving a game’s next battle. This orientation altered Terry Leeds’ graphic design for physical game play functionality through enabling easier visual use of the Vassal Screen on a computer.
The BritishForce Pool portrays available British, Portuguese and Spanish units, as well as cylindrical British Fleets. It is located at the lower right corner of the Figure 7 screen (indicated by a light violet arrow, rectangle and text). Additionally, the British player’s markers, which include MilitarySupport, Resources, and Character Bonus Reminders, are displayed near this Force Pool Box. Furthermore, this Force Pool example contains an empty space where unbuilt Portuguese units are placed (as of turn 1, both are included in the Army of Portugal Box).
In Figure 8, we show an enlarged Window of the gameboard’s Diplomacy Area. At its center is the Negotiation Table (a square with rounded edges and yellow color border highlighting). This is where most Issues begin in CoV game and from which the negotiations and ensuing debates of a turn move them. This is the part of the board where, as a player, you will spend most of your time during the Diplomacy Phase’s negotiations and debates. It is also where, during the Government Phase, you’ll allocate your Resources on those Issues most vital to implementing your grand strategy for Congress of Vienna victory!
Figure 8.- Congress of Vienna Vassal Diplomacy Area’s Main Window: The explanation of this figure’s salient features is found in the paragraphs below. This image has been enlarged with Vassal’s magnifying glass function to show in greater detail the different elements of this key gameboard area.
At the upper mid-left of this Vassal screen image is the Turn Record Track (surrounded by an orange rectangle). This is where the Turn Marker is located. It is a black and orange marker with an hourglass symbol placed for a CoV Campaign Game’s first turn on its March-April 1813 space.
The Austrian National Track has been highlighted with a white rectangle in Figure 8. The nearby yellow pawn, which is a much larger gold pawn in the physical game, is used to designate the Major Power winner of an Initial Phase’s “Wager”. This pawn is subsequently shifted during a turn to designate its Diplomacy Phase winner. The winner goes last each Phase, so in this example, with the pawn by the Austrian Track, France would go first in clockwise order. The British Track is located beneath the Austrian Track.
Surrounded by colored rectangles are four important Record Tracks, each with a pawn to indicate its latest game status. On the right-side center of the Figure 8 is shown the Future Government of France Track, within has a dark blue pawn. This pawn is moved by its diplomatic Issue being won and financed with a Resource.
On the upper center of the image are the double Tracks (green and light red) of the Absolutism / Liberalism Record Tracks with their green and red pawns. A successful pawn movement, in addition to a Resource expenditure, requires a successful die roll result of 4 or more to trigger its Track space’s indicated VP effect(s). See Rulebook Section 12.4.5 for related details such as potential die roll result modifiers.
The Pax Britannica Track,with its red purple pawn at the bottom of screen, does not require a related Issue to be won for its pawn’s advancement, thereby winning Britain the entered space’s victory points. Instead, the pawn advances if the British player fulfills the next Track space’s prerequisite(s) and rolls a die result of 4 or more. That die roll may be modified per the Pax Britannica Track’s rule 12.4.11.
Finally, with Figure 9, we show a sample of the Allied side’s window used for Congress of Vienna’s Solitaire Game. Playbook Sections 19 through 23 describe the game’s solitaire play options. The Solitaire French side’s window is similar!
Figure 9.- Congress of Vienna Vassal’s Allied CDGSM (Card Driven Game Solitaire Method) Window: You can see the usual five cards in the standard CDGSM Playmat (A to E positions) at the top with four additional decks at screen’s the bottom. In this example, it includes the PUMC Deck (Potentially Usable Military Card) where only the #31 KUTUZOV card has been placed thus far. In the bottom row’s center is Draw Deck C with 17 cards remaining available and, to its right, is the Leader Deck, where the Coalition’s Leader Cards of Czar Alexander for Russia, Austria’s Metternich, and Britain’s Castlereagh are initially placed. Finally, in the bottom row’s upper right side, the Transitory Deck has the face up cards for placing as PUMC as face down in draw deck if not PUMC, just after the Wager.
Hopefully, the preceding encourages you to give Congress of Vienna’s Vassal Module a try with two, three, or a full roster of four players around a fun and friendly gaming table and/or versus its solitaire system.
Concluding Remarks by Congress of Vienna Assistant Designer/Editor, Fred Schachter – The preceding provides an overview, a “lay of the land” if you would, of how Congress of Vienna is electronically depicted using VASSAL. To reiterate, CoV’s Vassal Module may be downloaded via: Category:GMT Games – Vassal.
Others are here invited to provide CoV videos of their own regarding the game so we may all continue our Congress of Vienna journeys either directly or vicariously. Hopefully, CoV’s Vassal Module, as well as the physical game, facilitates such creativity.
Please feel free to pose questions and/or feedback via the space InsideGMT provides for this purpose at this article’s conclusion. Thanks for your interest!
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?
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.
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.
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 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.
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.
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.
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.
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.
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
There’s even been some spamming of ‘DROP THE PRICE’ by fans in Treehouse livestream chats and some subtweeting by Reggie Fils-Aimé about the Welcome Tour not being free. It’s ok though, it’s not like if you get the Switch 2 edition of Zelda: Breath of the Wild, you’ll have to buy the DLC/expansion pass separately. Oh no, hang on, you do.
To see this content please enable targeting cookies.
Nintendo has confirmed as much in a statement to IGN, saying: “The Legend of Zelda: Breath of the Wild – Nintendo Switch 2 Edition does not include The Legend of Zelda: Breath of the Wild Expansion Pass DLC. That DLC is available as a separate purchase.”
Very to the point, but what it’ll mean for you depends on your current Breath of the Wild ownership status. If you already own the game on OG Switch as well as all its DLC, and opt to buy the $10 “upgrade pack” that turns it into the Switch 2 edition on that console, you’ll not need to buy the DLC again.
However, if you don’t already own the DLC, just upgrading isn’t gonna hand it to you for free. The main folks affected by this are people who don’t own the game at all, and buy the Switch 2 edition, which will costs $70. Since it’s not included, they’ll end up paying $90 in total for Switch 2 Breath of the Wild plus DLC, since the game’s expansion pass costs $20.
Is it that egregious a decision on its own? Not really, even if it’s kinda taking p**s with a game from 2017. However, when taken alongside all the other stuff I mentioned earlier, it does seem like Nintando kinda bumbling into kicking itself in the dick again from a PR perspective.
Are you currently staring at your bank account wondering how you’re going to send half of your lide savings to Nintendo and still afford unimportant things like rent and food? Let us know below!