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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

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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