برچسب: House

  • Disease and Other Unexpected Losses in A House Divided – InsideGMT


    Disease killed significantly more soldiers in the Civil War than bullets did. The Union lost 110, 000 killed in action and 225,000 from disease. The South lost 94,000 killed in action and 169,000 from disease. In addition, each side had about 30,000 men die in captivity, and almost all of those would have been die to disease, although in some cases aggravated by exposure and malnutrition. Four major killers were dysentery, typhoid fever, pneumonia, and malaria. The estimated totals from several  diseases were:

    Dysentery: 45,000 Union, 50,000 Confederate deaths

    Typhoid: 35,000 Union, 30,000 Confederate deaths

    Malaria: 30,000 total deaths, mostly Confederate (due to a lack of quinine in the south)

    Pneumonia: 20,000 Union, 17,000 Confederate deaths

    Tuberculosis: 14,000 total deaths

    Measles: 11,000 total deaths

    These estimates are probably low, because a great man men died of unspecified causes, or “a fever.”

    Most disease losses were spread evenly over time and so represented a steady attrition made up for with continuous recruiting. But I thought that some representation of epidemics which could suddenly impact a field army’s fighting strength was in order.

    A House Divided now includes event cards, one of which is drawn each turn, and there are unique decks for each of the years of the war after 1861. Every card is drawn and played once, and so every one of the historic events portrayed by the card occur, but players are unsure in what order within the year they will happen. One of the effects of a number of the cards is to cause an immediate loss of one unit by one or both players at the start of a turn, the sort of disruptive casualties that sometimes occurred with particularly virulent outbreaks of a disease. Over the course of the game five Union units are removed and four Confederate.

    Work in Progress Event Card Samples (not final artwork)

    Some other non-disease losses occur due to events outside the player’s control. Those cards read as follows:

    Trouble on the Frontier

    *Union player removes any one active Union infantry to the Recruiting or Promotion Pool.

    The Dakotah uprising in Minnesota, August 1862, force diversion of Federal troops north.

    Southern Bread Riots

    *Confederate player removes one Confederate infantry in play and place it six months later on the turn track. On that turn place it in the Recruiting or Promotion Pool.

    The Southern Bread Riots were a response to dwindling food supplies in the Confederacy, and took place across the south in March and April of 1863. Militias were called out to restore order, diverting troops from the front.

    New York Draft Riots

    *Union player removes any one New York militia infantry in play and place it six months later on the turn track. On that turn place it in the Recruiting Pool.

    Historic draft riots in New York, July 1863 caused diversion of troops to restore order.

    Midwest Draft Riots

    *Union player removes any 1 Illinois militia infantry in play and place it six months later on the turn track. On that turn place it in the Recruiting Pool.

    In Charleston, Illinois the last pro-Confederate draft riots of the war took place in March 1864

    Three Year Enlistments Expire (Union)

    *Union player removes any two active Union Veteran infantry units to the Promotion Pool.

    The enlistment terms of large numbers of the Union regiments enrolled for three years’ service in the summer of 1861 expired during the summer of 1864, just at the height of the Overland Campaign, which weakened the Army of the Potomac in particular.

    Blockade Tightens

    *Confederate player removes any one active Confederate infantry to the Recruiting or Promotion Pool. (If the Confederacy has been recognized by Europe, this card has no effect.)

    Starvation in the South

    *Confederate player removes any one active Confederate infantry in play and place it in the Recruiting or Promotion Pool.

    As transportation broke down across the South in mid-1865, food often rotted in warehouses and starvation became widespread. Confederate soldiers increasingly left the ranks to look after their families.

    In addition, weather can cause casualties as well as affect movement and game length, but that is the subject of a different article.


    Previous Article: Weather in A House Divided



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  • Weather in A House Divided – InsideGMT


    A House Divided now includes event cards, one of which is drawn each turn, and there are unique decks for each of the years of the war after 1861. Every card is drawn and played once, and so every one of the historic events portrayed by the card occur, but players are unsure in what order within the year they will happen.

    Work in Progress Event Card Samples (not final artwork)

    One of the functions of the cards is to add weather effects to the game. There are three weather cards in each full year of the game, and their main effect is to have that turn represent the passage of two months instead of one. This shortens each game year from 12 turns to 9, because game length, particularly when playing the historical campaign, was an issue in the original game.

    But most of the weather cards also have an additional effect, and they are all tied to historical events. Here are the weather events represented in the game.

    January/February 1862: STORMS (advance turn marker one additional month)

    January of 1862 was particularly cold and snowy in the east and very wet further west.

    August/September 1862: DROUGHT (advance turn marker one additional month, no cavalry jump moves allowed, Confederate player removes one unit to recruitment or promotion pool)

    The heat and drought in the summer of 1862 severely restricted army movement. The widespread Southern crop failures also caused unrest and much desertion, as men went home to help their struggling families.

    November/December 1862: STORMS (advance turn marker one additional month, no naval invasions of naval jump moves) 

    Heavy rains and flooding in the last months of 1862 severely limited Union efforts to drive down the Mississippi. Offshore storms disrupted the Union fleet at Port Royal and sank the US ironclad Monitor on its return voyage north.

    January/February 1863: STORMS (advance turn marker one additional month)

    January of 1863 was particularly wet, and the Union attempt to launch an early campaign turned into a fiasco, Burnsides’s famous “Mud March.”

    August/September 1863: DROUGHT (advance turn marker one additional month, no cavalry jump moves allowed)

    The heat and drought in the summer of 1863 again caused widespread crop failures and restricted army movement.

    October/November 1863: STORMS (advance turn marker one additional month, no naval invasions or jump moves, no unit can take more than one march)

    Heavy rains, cold, and snow in the last months of 1862 limited army maneuvers.

    January/February 1864: STORMS (advance turn marker one additional month, no naval jump moves) 

    May/June 1864: INTENSE HEAT (advance turn marker one additional month, no cavalry jump moves, both players remove one active infantry unit to the recruiting or promotion pool) 

    The early hot weather in May of 1864 during the Wilderness Campaign restricted movement and increased casualties from heat exhaustion and forest fires started by small arms fire.

    November/December 1864: STORMS (advance turn marker one additional month, no naval jump moves) 

    Fierce winter weather toward the end of 1864 effectively ended Hood’s campaign in Tennessee.

    January/February 1865: STORMS (advance turn marker one additional month, no naval jump moves) 

    Heavy rains in the spring of 1865 slowed most armies but did not keep Sherman from pushing on toward the sea.


    Previous A House Divided Designer Edition InsideGMT Articles



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  • Disgraced House Review – One Board Family

    Disgraced House Review – One Board Family


    Clans of samurai cats are in a battle for dominance in this suitless trick-taking game from Shiny Pigeon Games. Be careful though, each season ends with a peace treaty, and showing too much force will bring disgrace to your clan. Let’s dig into this card game from designer Caner Cooperrider and see what sets it apart.

    Managing Your Clan

    Disgraced House feels familiar because it uses a standard trick-taking mechanic. What makes it unique is that there are no suits or trumps in the game and it’s solely based on numbers. Each envoy card, which makes up the majority of your hand, has two values on the card. The standard value is in black at the top of the card while the red value at the bottom of the card can be unlocked by using a fate token. With cards having two values, players have flexibility with each card as long as they have fate tokens that they can spend.

    Disgraced House - 3 person trick

    When a player leads, they can play a single card or pair with identical numbers. Followers have to play the same quantity of cards but there are rules on what numbers you can play. Followers have to play the same number or higher. If they cannot or choose not to beat the played cards, they have to play the lowest card(s) in their hand.

    Playing a high card(s) means that followers are going to be forced to play their highest cards or flush away the low cards in their hand. The twist here is that players need low cards for the final trick of the round.

    Disgraced House - envoy cards

    The Peace Treaty

    The final trick of each round is a single card trick called the Peace Treaty. Players will play the final card left in their hand but there will only be one loser in this trick. The player who played the highest card has used too much force during the Peace Treaty and becomes the disgraced house. All other players score points based on half the value of the card they played during the Peace Treaty. The Disgraced House will miss out on this bonus but is given a +1/-1 modifier card that they can use in the next round of the game.

    Disgraced House - peace treaty

    Players score a point for each trick they won during the round plus any bonus points they received during the Peace Treaty. This final trick of each round is really creative. Players who choose not to plan for the end of the round may miss out on a significant number of points.

    You also don’t want to hang on to cards that that have too low of a value. By holding on to a 0 value card, you’re guaranteed not to be the disgraced house, but you also don’t score any bonus points during the end of the round.

    Samurai Legends

    Disgraced House has one more trick up its sleeve in the format of Ally and Advisor cards. At the start of each round, players get one of each. The Ally card will go into your hand and gives a unique ability you can play during the round. The Advisor gives you an additional ability or scoring opportunity and this card sits on the table in front of the player for everyone to see.

    Disgraced House - advisor card

    Either of these cards can be discarded before the round starts to take a fate token from the supply. These fate tokens allow you to flip your envoy card during the round to the red value at the bottom of the card. More fate tokens means more flexibility during the round. These tokens roll over to future rounds so saving up over a series of rounds isn’t a bad strategy.

    Honor in Battle

    Disgraced House has enough twists during a round to keep everyone engaged. Players are trying to be the first to earn thirteen points. There’s even a catch up mechanic that gives players a free fate token when they are more than three points behind the lead player.

    I think the only thing that I’m lukewarm on is the cat theme of the game. The samurai cat artwork from Parker Simpson is gorgeous in every way. But, it’s not a theme that really drew me into the game. I’ve taught this game to dozens of people and the theme wasn’t a huge selling factor for them. Players really loved how rounds shifted as players utilize Ally and Advisor abilities and force cards from their opponents hands.

    Disgraced House - score track

    As each game advances, the hand sizes of the players decrease based on how close a player is to thirteen points. Rounds become faster with less cards in hand. Leading with a pair of cards will also limit the number of tricks that can be won which is another satisfying strategy.

    My very first game was at just 2-players and my expectations were low. Trick-taking games at just two is usually a bust. Disgraced House played really well at 2-players and can be played with up to six.

    At the five and six player counts, you play a variant of the game called “Crowded Court”. Players always receive six cards in the round and have a new option to “bow out” during the trick. The first player to do this can play any card(s) they want, intentionally losing the trick and playing their card(s) facedown, ignoring the high/low rules. Bowing out locks other players who play after you from doing this which can be really strategic. There’s even a team play variant in the game that we’ve not played yet, but I’m sure that we’ll dig into that one soon.

    Disgraced House - Ally card

    Final Thoughts

    Disgraced House does just enough to set itself apart from other trick-taking games in our collection. With each card having two values, fate tokens are incredibly important if you want options in your card play. This makes for dynamic gameplay and fun surprises during the game. In a year that was filled with trick-taking games, this one has flown under the radar because of its small print run. Thankfully, Shiny Pigeon Games is bringing this game to a broader audience with a larger print run through Kickstarter.

    I really enjoy Disgraced House and it’s a game that I love to teach. It hits the table more often because of how smooth it plays at just two players which has been a huge plus. Don’t miss out on this card game has it hits a broader audience in 2025!

    Join the Kickstarter campaign for Disgraced House when it launches this spring.

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

    Highs

    • Flexibility to play single or double card tricks
    • Plays surprisingly well at just 2-players
    • Peace Treaty phase in each round works really well
    • Great variety of Ally and Advisor cards

    Lows

    • Games with six players can overstay its welcome
    • Cat theme could be a hit or miss with players

    Complexity

    2 out of 5

    Time Commitment

    2 out of 5

    Replayability

    3 out of 5



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