Vendor: Columbia Games
Type: Board Games
Price:
94.95
Designer | |
Publisher | Columbia Games |
Players | 2 |
Playtime | 150 mins |
Suggested Age | 12 and up |
Rommel in the Desert is a pre-"Front" game touching on the conflict between the British and Germans in North Africa during WWII. A game of maneuver, each side has to move with precision and know when to strike, since a cut in supply spells disaster for either side. The supply system is card driven. The game comes with a well painted map of North Africa and 100 wooden blocks to represent the British and Germans.
This title uses Columbia Games Block system. While there are variations in the rule sets for each of their games none the less all of their games are based on block system. Basically this means that rather than the traditional use of counters to represent units on the map the game instead uses wooden blocks that stand upright and with unit details only shown on one side of the blocks. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is and its current strength. Second, by having the blocks stand on end it provides a way to keep track of a units strength by rotating the block so the current strength is the top number. Most war games have some type of mechanism that lets units take steps in their overall strength. Counters normally have at most two steps because of they only have two sides, however blocks have four and so now you can easily keep track of twice the amount of detail that many other war games provide. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding further complex layers of bookkeeping and thus allow for interesting and relatively short sessions of play.
Vendor: GMT Games
Type: Board Games
Price:
119.95
Designer | Craig Besinque |
Publisher | GMT Games |
Players | 2-3 |
Playtime | 240 mins |
Suggested Age | 12 and up |
Honors | 2015 Golden Geek Best Wargame Nominee |
Triumph and Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily.
The 22 x 34 area map covers Eurasia to India and the Urals, with the Americas and the eastern British Empire represented abstractly. Military units are 1/2 blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 6 different colors (Germany/Italy/Russia/Britain/France/USA). The mix of approximately 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 50 markers of various types.
The game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).
You can win peacefully by:
Economic Hegemony (total of Production + secret Peace Dividend values is the greatest in 1945, or reaches 25 at any time) OR
Technological Supremacy (build the A-bomb which takes 4 stages).
If there is war, you can still win by either of the above methods, or by:
Military Victory (capture of TWO enemy capitals each Great Power has 2).
Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards). Powers can spend their current economic Production on either:
Military units (new 1-step units or additional steps on existing units), OR
Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR
Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).
Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.
The early phase of the game tends to revolve around:
Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources.
and Industrial buildup (via Investment cards),
with Military buildups (with the nature of forces being built being unknown to opponents)
and some Technology advancement (also via Investment cards),
and some military movement (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails.
If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.
At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.
Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security.
Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (land, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move).
Triumph and Tragedy is a true 3-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and cooperation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.
Components:
• 22x34" area map
• Approximately 200 5/8" Blocks:
• label sheet (+/- 200 1/2" labels)
• 100 5/8" TWO-SIDED diecut markers
• 55 card Action deck
• 55 card Investment deck
• 16 pp Rulebook
• 16 pp Playbook
• 4 dice
Vendor: GMT Games
Type: Board Games
Price:
94.95
Designer |
Craig Besinque |
Publisher | GMT Games |
Players | 2-3 |
Playtime | 240-360 mins |
Suggested Age | 12 and up |
Vendor: Columbia Games
Type: Board Games
Price:
109.95
Designer | |
Publisher | Columbia Games |
Players | 2 |
Playtime | 240 mins |
Suggested Age | 12 and up |
Expansion | EuroFront II |
Westfront II is the second edition of WestFront. It details the conflict between Germany and the Western allies during WWII. Players have to contend with production, supply, command control and weather to try and break the other sides' lines. Individual, linkable 6-month scenarios cover the war from June 1943 through May 1945.
This title uses Columbia Games Block system,wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war"
WestFront II is part of a re-release of the entire EuroFront series. The new series consists of EastFront II, WestFront II, and EuroFront II.
WestFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area spans all of western Europe from Spain to Norway. All of the original WestFront scenarios are included
Vendor: Columbia Games
Type: Board Games
Price:
99.95
Designers | |
Publisher | Columbia Games |
Players | 2 |
Playtime | 240 mins |
Suggested Age | 12 and up |
Honors | 2007 Golden Geek Best Wargame Nominee |
Expansion | EuroFront: The War in Europe, 1936-45 (Second Edition) |
Eastfront II is a update to the classic EastFront. It details the conflict between Germany and the Soviet Union during WWII. Players have to contend with production, supply, command control and weather to try and break the other side's lines. Individual, linkable 6-month scenarios cover the war from June 1941 through May 1945.
This title uses Columbia Games Block system, wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war."
EastFront II is part of a re-release of the entire EuroFront series; the new series consists of EastFront II, WestFront II, and EuroFront II.
EastFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area includes the Trans-Volga area, the Balkans, and Baku and Finland. All of the original EastFront scenarios are included and the larger playing area improves them.
Vendor: Columbia Games
Type: Board Games
Price:
109.95
Designer | |
Publisher | Columbia Games |
Players | 2-6 |
Playtime | 600 mins |
Suggested Age | 14 and up |
Expansion For |
Eurofront II is an update to the classic EuroFront and adds the Northern Front, Middle East and Turkey not found in the prior version. It details the conflict between Germany and the Allies during WWII. Players have to contend with production, supply, command control and weather to try and break the other sides' lines. Several scenarios cover every major point of the war.
This title uses Columbia Games Block system, wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war"
EuroFront II is part of a re-release of the entire EuroFront series. The new series consists of EastFront II, WestFront II, and EuroFront II.
EuroFront II includes additional blocks for Finns, Swedes, and Norwegian forces as well as the Axis units that invaded Norway. Turkish and Iraqi troops are among new units for the Middle East.
Playing time: The stated 10 hour playing time is for a shorter scenario. A complete game takes 60-100 hours.