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of city growth is essential. It's fun, but it probably won't be played often due to its length. Rating: 7.5
     OHNE FURCHT UND ADEL [aka CITADELS -Ed]: Wonderful fun. Kudos to Bruno Faiduti on this wonderful game which is a joy to play. This has become a regular staple at our Westbank Gamers sessions. There aren't many games which play well with 7, and this one certainly does. This one will be played for a long, long time to come. Rating: 8
     BATTLE CRY: This is one I shouldn't like. I don't like miniatures games. It has been pointed out to me, however, that this one shouldn't be considered a miniatures game as it doesn't use the measure and move method inherent in most miniatures scenarios. That's a good thing. Let me state flatly that this game rocks. It's BATTLEMASTERS without the flaws with a wonderful 'historic' feel to it. This isn't deep, fellas, but it is tremendous fun! Initial rating (for what it is): 8
     DRAGON DELTA: ROBO RALLY meets TWIXT. Surprisingly fun game of crossing a flooded delta by laying planks and stones. Pre-programmed moves (ala ROBO RALLY) lead to unexpected surprised ... and often a bit of chaos. This has proven to be a surprise hit. Rating: 7
     ESCHNAPUR: A pleasant little game in the family environment, but quite heavily prone to luck concerning the draw of the 'key' and 'bid' cards. However, this one has proven popular as a lighter game in a family environment. Rating: 6
     SILBERZWERG: Sid Sackson's BAZAAR concept and mechanism is utilized yet again, but this time there are other nasty elements incorporated which add player interaction and harassment. There's more here than initially meets the eye. There are a few problems which can be easily fixed. Rating: 7
     PORT ROYALE: Trick taking game where players compete for one card at a time, which is then loaded onto a ship. Get too many points of cards on a ship and the ship goes under. Would be OK if the game played in 30 minutes, but it takes 1 1/2 - 2 hours. Just WAY too long for what you get out of it. Initial rating (1 play only): 5
     LAGUNA: Puzzle-like game where you try to maneuver your ship across the seas without having a reef appear through the holes in the boat. You must move the marbles in the boat before moving in attempts to cover these holes. Movement time is limited by a 30 second timer. My wife would like this one as it has a puzzle-like feel to it, but I found it rather bland. Initial rating (1 play only): 5
     ALADDIN'S DRAGONS: This is a revised version of Richard Breese's KEYDOM, which caused quite a sensation a little over a year ago. This new version is slimmed down and plays much quicker. I will admit that it is cleaner, but I'm simply not a fan of the central mechanism wherein everyone allocates ten or so tokens face-down to various regions of the board. I find this to be nothing more than a crap shoot and guessing game. I've warmed a bit to the game ... but not much. Rating: 5
     DER WEISSE LOTUS: I had tremendously high hopes for this game from Martin Wallace, which was billed as a great negotiation style game. The rules sounded cool, too. Unfortunately, it used the exact same card play mechanism for each and every turn. Each battle had several card play rounds, and there were often 5 or more battles to resolve each turn. Can you spell 'repetitive'? I've tried various variants in hopes of improving the experience, but all failed. Rating: 4
     DEMOCRAZY: If you enjoy FLUFF or DAS REGELN WIR SCHON (sp?), you'll adore this Bruno Faiduti title. Unfortunately, I'm not a fan of either of these, so I wasn't too keen on DEMOCRAZY. I tend not to enjoy games where there is no real point and no strategy at all involved. That doesn't make Democrazy a bad game ... it's just not my cup of tea at all. I'll stick with Bruno's other release, OHNE FURCHT UND ADEL. Rating: 3
     DIE WEINHANDLER: I should have listened to Peter Sarrett who informed me earlier that this game 'worked' and had solid mechanics, but it simply wasn't fun. Still, I just had to try it. Peter was right. There's no obvious holes or flaws in the game, but it isn't fun to play. Boring. Rating (1 play only): 4

Greg Schloesser hosts the "Westbank Gamers", is a founder of "Gulf Games" and is the new president of "Strategy Gaming Society."


BATTLE CRY
by Richard Borg

ORIGINS

     We started working on the BATTLE CRY game system around 1990. Originally written and sold as a set of historical miniature rules called COMMANDS & COLORS-ACW and actually it was the second set of miniature rules we developed for the ACW period.
     From 1990 to 1991, as the game developed, my family and I were living in the Midwest and with the help of Pat Kurivial, Roy Grider and other gaming buddies, we hosted ACW games at local Midwest conventions including GenCon, Little Wars, CapCon and many CITW game days. You may remember us from those earlier Cons.
     We relocated in 1993 to Orlando FL. and started hosting ACW events at Historicon, Origins and Avalon Con. Perhaps you

 

may have had the opportunity to play in one of these events. Today, after almost nine years, we still play ACW at local and national conventions.
     The point here is that the basics of the game system has withstood the test of time and we still believe... COMMANDS & COLORS-ACW, by design, is not overly complex. The game mechanics are presented to allow most novice gamers an opportunity, after a few turns, to feel competent in command, grasp the basics of the game, and enjoy the contest. For the experienced player, the game system will provide many hours of challenging competition. (Excerpt from the original COMMANDS & COLORS-ACW rules introduction.)
     In 1999 we licensed the game system to Hasbro/Avalon Hill.

GAME BALANCE

     From the start, we acknowledge that BATTLE CRY is a stylized representation of American Civil War historical actions. It was designed this way, and it is presented by Hasbro/Avalon Hill in this same manner.
     Once again let me refer to an excerpt from our original rules: "COMMANDS & COLORS-ACW is an unique historical game system which allows players to effectively portray epic historical battles as well as small skirmishes. The battles, showcased in the Battle Book section of the instructions, represent a stylized battlefield. The battle maps, although stylized, focus on the key terrain features and highlight the historical deployment of Union and Confederate forces in scale with the game system. Most battles depicted will play to a conclusion in less than an hour.
     The Commands & Colors game system, although simplistic and fast paced, will still require a sound and aggressive battle plan, strategic card play, and timely dice rolling to achieve victory."
     BATTLE CRY is a board game where in less than two hours; two players can refight a historical ACW battle, switch sides and play again. We call this game style, match play. The winner, of the match, is the player who captures the most flags after both battles are played.
     Match play is necessary, for when we set out to depict a battle, we research historical accounts, review the numbers engaged and note how the opposition commanders performed. We then lay out a stylized battlefield and the deployment of troops. From the start, our battles are not designed to be balanced. Balance games where both sides have an equal opportunity to win... is really not true history. Therefore our scenarios are set up as a snapshot of a historical moment and from this moment on; the battle is in the hands of the two commanders... The stage is set. The battle lines are drawn. You are in command. The rest is history...
     At one time, I truly enjoyed games, which took a long time to play out. I have fond memories of many board games and miniature battles, from the early Seventies to the late Eighties. We would set the games up and play all day, sometimes for the entire weekend, guided by an encyclopedia of rules and accurate data. Today however, I don't seem to have the desire or the time for the type of contest, which devours a day's time. I consider myself very lucky to get in a few hours of hobby gaming each week.

SCALE

     BATTLE CRY does not have a set scale. There is no precise troop to game unit ratio. Neither is there a set ground scale. The game scale varies so we may portray both epic battles and small skirmishes. In some scenarios, an infantry unit may represent an entire infantry division, while in others it represents a single regiment. The battlefield's ground scale is tied to what a unit represents in the battle. The terrain is positioned in scale with the size of the engagement and only when it affected or was key to the battle.
     Some may question the accuracy of the weapon ranges as the ground scale changes. To this end, it was a common tactic to deploy a skirmish line forward of the main force. We also believe that BATTLE CRY's combat philosophy, which is... as the range to the enemy increases, the accuracy of your combat and damage delivered is reduced, will hold true at all ground scales.
     Visually, some might not like the fact that one figure may deliver the same amount of damage as a full strength unit. Please keep in mind that the removal of figures is only a tracking device to determine when a unit is no longer combat effective. For a more appealing game visually, my ACW miniatures are mounted five infantry figures on the unit's flag stand and one figure on the other three stands. With this mounting system, as stands are removed, the unit does not look so anemic when down to its last stand. Actually, in our COMMANDS & COLORS-WARS OF NAPOLEON game, as stands are removed, the battle strength of the unit is reduced, but that's another story and game history.
     One final note regarding the number of units in each army and the size of the game board. The unit mix for both armies is the same: 10 infantry, 3 cavalry, 3 artillery and 3 generals. The size of the game board (battlefield) is 13 hexes wide by 9 hexes deep. From the very start, we

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