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cool
artwork, I just don't have fun playing it. It feels too much
like work and not enough like play. In addition, although the
artwork and theme work well together, the mechanics of the game
don't seem to contribute to the feeling of space colonization.
Real-time games are generally characterized by fast reckless
play, which doesn't quite feel right in regards to planning
planetary colonization. Rather, games like James Ernest's BRAWL
seem to better fit real-time play. In BRAWL, players assume the
roles of different characters engaging in a brawl. So fast play
riddled with mistakes fits perfectly with the idea of people
pummeling each other to a bloody pulp.
Ultimately, my opinion of LIFT OFF
is that although it is not a bad game, it is eclipsed by games
that fill the same niche and are more fun to play. As I have
stated in the beginning of this review, I am not naturally a
quick-thinker. If I had a speedier mind, then LIFT OFF may not
be such a chore to play. But as it stands, I would recommend
playing before purchasing.
1864
- YEAR OF DECISION
a review by Brandon Einhorn
1864
- YEAR OF DECISION is a high-level operational game covering the
two major civil war campaigns of 1864, the drive on Atlanta and
Richmond. There is a scenario for the post Atlanta campaign -
the southern advance on Nashville and Sherman's March to the
sea. And a scenario for the Shenandoah valley consisting of
Jubal Early's drive on Washington and Sheridan's campaign. There
are 2 main maps, one for each theater, plus a couple of small
maps for Savannah and Mobile. Physically the game is a huge
improvement over some of Omegas past art. All components are
state of the art, and there are a number of excellent play aids.
The only controversial point is the map. It's point-to-point (as
is PATHS OF GLORY) but reminds me of a flow chart rather than a
map of the USA. It's functional but could have been nicer.
There are few units per side,
being either corps or armies, with a few divisions and garrison
units thrown in. At 6 turns per month it's possible to play the
Atlanta campaign in a few hours. The Eastern scenario is a
little more involved, what with the Valley and Butler's invasion
at Bermuda Hundred (between Richmond and Petersburg). The game
is simple, with player aid charts helping the players to not
over look anything. First the North moves, then the South, then
combat occurs. This allows the South to reinforce a threatened
area. Infantry units move one box, cavalry two boxes. Units may
force-march an additional box but this will raise their
attrition level. Cavalry may move through enemy stacks and
interfere with movement or conduct off map raids to gain
political points. There is an attack from march provision to
allow units to try and force blocking units out of the way.
Leaders and combat units are rated
for initiative (to determine if they may participate in the
attack) and tactical skill (to determine a net die roll
modifier). Units also have a morale rating that acts as another
DRM. (Don't mess with Lee and Longstreet while entrenched, they
will have a net -4 DRM and you will experience another Cold
Harbor). Combat is odds based, with a column for each 25% combat
superiority, and inflicts percentage losses and POWs. Taking
losses, losing battles, losing cities, and destroying territory
cause the loss of political points. Political points determine
victory as well as affect attrition levels. Units are limited as
to the number of replacements they can take and if a good unit
takes heavy losses in a battle it may take a couple of months
before its back up to full strength.
What I like about the combat
system is the unpredictability of unit's commitment. The south
had a number of attacks misfire in the west, and the game
simulates this well. Even McPherson's right hook through Snake
Creek gap can go awry, as it did historically.
Supply is based on proximity to a
working rail line. Supply range varies by side and theater.
Units out of supply are marked with a chit and penalties worsen
over time. Supply status and forced marching affect the theater
attrition. What the system lets you do is temporarily move out
of supply then move back in after a few turns, simulating the
northern maneuvering near Dallas before Kennesaw Mountain.
There are also rules for naval
invasions, what ifs, variable ratings for Hood, and lots of
optional rules. You get a lot in this package, and because of
its high scale it's feasible to play the linked campaign game
allowing inter-theater transfers to simulate most of the action
in 1864. Because it's a high-level game some players may miss
the detailed maneuvering and
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combat of
a lower-scale game like MARCHING THROUGH GEORGIA (COA) or GRANT
TAKES COMMAND (MMP). But 1864 - YEAR OF DECISION is playable in
one gaming session, and you can play the game a few times and
try different strategies. The campaign game can be played by 4,
with each team being split along east and west.
Important Note: The publisher has
announced that cavalry may not interdict supply lines, as stated
in the rules. It was a late modification. The justification is
that cavalry didn't interdict supply for as long as the time
represented by a turn in this game. Instead cavalry units may
raid off map for political points, as Wheeler tried to do when
Hood took over.
Brandon Einhorn plays and
reviews wargames and, like most other wargamers, thinks the
Boulder Games' description of GRANT TAKES COMMAND in the Price
List is all wet.
DIA
DE LOS MUERTOS
(Day of the Dead)
a review by Dan Benge
In
Mexico, the Day of the Dead is a holiday that starts on October
31st and continues through Novermber 2nd. Each day, the deceased
come back to visit the living. This card game is based on this
Mexican folklore tradition.
DIA DE LOS MUERTOS is a
partnership trick-taking game for four people. What makes this
game stand out from others is the element of deduction.
The game is played in three
rounds. Each round begins by adding a set of three food cards
and a set of four "Muertos" (dead) cards. The Muertos
cards are a different color in each round and represent three
types of deceased: Pets, Children and Adults. The rounds are
played in that order.
Each player lays down a card one
at a time. Each card is numbered from zero to 10. The
restrictions are that you cannot play a color that has already
been played, except black which can be played at anytime. If you
cannot play a different color, you must discard one card which
does not play as part of the current trick. Lastly, all played
cards are placed face up on the table for everyone to see.
Certain cards have special
abilities. Don't like the 10 being played? Play the 3, which
kills any 10s in the trick. Not sure about which cards are in
your partner's hand? Play the "Ask" card which lets
you ask a yes/no or number eliciting question. You could also
play the "Swap" card which allows you to swap cards
with your partner. These special abilities come at a price as
most of them count as either 0 or 1.
If you win a trick that contains
any of the scoring cards, you must "swap gifts" with
the player on your right. That player randomly picks a card out
of your hand and can either trade or give it back. Either way,
that player knows what is in your hand and could possibly throw
off what your partner may also know.
Finding out what is in everyone's
hand is the main strategy in this game. This gives the game a
deduction element which sometimes makes a play obvious. For
instance, you may find out that your partner has the last 10 and
you have an animal card. Looking at the table, you see all three
Kill 10 cards (3s) have been played. So tossing the animal card
down is a no-brainer. By playing the right color at the right
time, you can force known cards out of your opponents hands.
You'll be patting yourself on the back whenever you figure out
these obvious plays.
The game is fairly light and plays
within 30 minutes. I like it the same way I like SLEUTH, or
CLUE. A trick taking game for the deduction fan. Highly
recommended!
Dan Benge is an Atlanta gamer.
DISK
WARS: IN THE BEGINNING/ A GUIDE FOR ALL DISKWARRIORS.
by Mojo S. Po
The
World is indeed flat!
DISKWARS, by Fantasy Flight Games,
is an incredible adaptation of the miniatures gaming concept.
Gone are the metal figures, the paints, and the inordinate
amount of money and time involved in games such as Warhammer. In
their place are Disks with two-sided, stunning artwork and
quantifiable game mechanics printed on each facing.
Following are questions,
guidelines and tips meant to ease the beginner into the world of
DiskWars:
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