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Republic of Robots

by Rindis on September 27, 2010 at 3:17 pm
Posted In: Boardgaming

Mark came over yesterday for our monthly FtF and we tried out his Republic of Rome set.

It’s a 3-6 player game, but there’s a variation for 1-2, and we tried that to get a feel for the game before pitching it to the rest of the group. The two player version is really just the solo version with one of the robot players replaced with a second person. Most of the political infighting is still removed from the game. However, the rest of the game is there, and is very interesting.

The Early Republic scenario is recommended, since it has the shortest playing time, despite being tougher on the Republic’s chances of survival. The opening setup distributes three senators to each player’s faction, and starts with the ‘inactive’ First Punic War in play. During the turn, There’s setup with initial revenue for the state and factions, and then random events coming out (either directly, or through some of the forum cards being wars or leaders for wars). The Senate Phase is normally the heart of the game, where all the infighting and deal making is done, but it’s scripted out in the solo version into mostly just handling the distribution of offices, and setting up to handle the wars. This is followed by actual combat and the possibility of revolutions from successful commanders. The game is controlled by cycling through the Forum deck, and the game ends by draw of the Era Ends card near the bottom.

Mark and I got maybe halfway through the deck in our experiment. It was going distinctly more smoothly as we got a handle on the game, since neither of us had any great grasp of the rules (they seem to be laid out so as to be difficult to just read through).

The first turn saw the 1st Gallic War come out, and immediately become an ‘imminent’ war. The senate was dominated by the robot factions who had all drawn extra senators. There was a little public unrest, which led to the passage of an expensive land bill as well as the recruitment of a number of legions and a standing navy, which drained the treasury. The Field Consul went to fight the barbarians and got a Stalemate while losing three legions.

If only it had been that easy. Figuring out what was going on for this turn took three hours or so (between looking up rules, the scenario instructions, and the 1/2-player instructions). It sped up nicely after that.

The robots also got most of the early Concessions, which generate money for bribes and getting knights (extra votes) into your faction, so we were at a marked disadvantage in the Senate. However, we did start overtaking the robot players in terms of senate votes. The Populists stayed in first, with Mark in second and me in third. Unfortunately for Mark, he didn’t have enough to form a Ruling Coalition with any other faction, and for the last couple turns the Coalition was me and the 4th and 5th place robots, so he never got any direct say in the government.

The second turn saw mostly random events instead of card draws (three of them!). Thankfully, I was rolling high on the dice for them, and they were positive. In charge of the Ruling Coalition, I used Enemy Ally Deserts to temporarily defeat the 1st Punic War while we had a second go at the Gauls. That was a stalemate again, although with no losses, and the additional veteran legion would help.

The third turn saw a manpower shortage that boosted costs to 30 Talents per unit. Thankfully, no new units were actually needed and the treasury started recovering. The Gauls were finally defeated for no losses. This was especially good as while the 1st Punic War had not returned, it had to be in the next card or so, and Hannibal had shown up, promising to promote it to a strength 17 active war as soon as it turned up.

We only did part of the next turn, deciding to pick up early, and see just what was waiting for us. Phillip V showed up, replacing Hannibal in the Curia as the 1st Punic War indeed showed up again. A look through the deck revealed a whole line of wars about to hit. Depending on how quickly they would have gone active, it could have gotten very dangerous. Sadly, we never go to the point of doing anything with the new province of Gallia Cisalpina.

In general, it was a fun time. It obviously takes a couple turns for influence and popularity to start piling up, which is when the personal infighting becomes meaningful. So we really didn’t miss much of that with the robot rules. Certainly, the game should have some of the political free-for-all feel of Russian Civil War which should go well with the group. Of course, looking at that deck of ‘upcoming attractions’ shows just why the Early scenario is so dangerous: it’s easy for a lot of wars to hit all at once. Dealing with them all without the increased revenue of provinces would be tough.

└ Tags: gaming, Republic of Rome
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The Best of Books, The Worst of Books

by Rindis on September 18, 2010 at 12:00 pm
Posted In: GURPS

In 1990, GURPS was four years old; Third Edition was two years old. There had already been a number of great supplements. I was a committed fan.

A fan without a lot of money. I was surprised, and very happy when one of our local gaming group expanded my modest GURPS collection by giving me a new book for my birthday.

GURPS Aliens was pretty much exactly what I had been itching for: a book on how to construct non-human racial packages in GURPS. The theory had been discussed before, in both Space and Basic Set, but the tools were severely lacking.

The book breaks up into three chapters, the first of which talks about the nature of aliens in a campaign—anywhere from first contact to a universe where “humanity can barely set foot on some barren, drifting space rock without meeting some new intelligent life form.” It manages to cover the topic pretty well for just being two pages long.

The second chapter contains all the ‘crunch’ of the book. 19 pages covering the essentials of creating an alien race for play. From discussions of what high-point-value races might mean in a universe, and why humans might be on top anyway, to pages of brand-new advantages and disadvantages covering all sorts of things that humans can’t do, but plenty of fictional races can, like Nictating Membranes, Slave Mentality or even Independently Focusable Eyes. And there was a section on Extra Limbs. All in all, excellent basics to get you on your way.

The third chapter took up by far the bulk of the 128-page book. 28 actual alien races written up with game stats, a general description, followed by psychology, ecology, culture, and politics; a great template to write up a race in around 2-4 pages. The races themselves were varied: somewhat anthropomorphic pig-men, 3000-point energy beings, living crystals, a pair of symbiotes, four-dimensional traders, and so on.

And it was all disappointing. There was very little that I cared to even consider for use in my fledgling GURPS Space campaign. Looking back, I was a little too hard on the book, there are several races that could be quite good, but my campaign already had a certain spin towards minimal aliens. Part of the problem of course, was a need to be generic. While GURPS Space had done very well, and propelled much of the early line, there was no real setting to plug everything into, so the roles of the aliens presented was often not anything special, being meant to be parts of an undefined interstellar society.

Races were generally either outside society completely, or someone you’d meet in the startown bar. There was an ‘antagonist’ race, with some interest, though one of their big things was slavery, which is a great villainous pastime, but there wasn’t a lot of interest past that. I’d have preferred something slightly more complex.

The book was not helped by the inclusion of the four races given in Space, with fuller write ups. I hadn’t liked them much then, and they remained among the weaker races here.

The ‘crunch’ parts suffered from ‘first out the door’ syndrome as well. Later the same year, GURPS Fantasy Folk was released, in much the same format, and with new updated point-costs for everything. Five years later, the second edition of Fantasy Folk came out, and changed the point costs again. Aliens languished with but a single printing, and lots of errata.

It is good that it came out, since it started GURPS down the road of figuring out how to handle non-humans, but it took no time for it to be surpassed. Today, even a 3E player does not need it for the crunch (GURPS Compendium I will do the job much better); it is only of use if you care to update and adapt the races presented in it. This is not recommended, as most of them nothing special, and four pages (at best) each does not present enough to be worth going after to steal ideas from.

└ Tags: gaming, GURPS, review, rpg
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O2 Blade of Vengeance Session 2: Act 2—Hermit

by Rindis on September 13, 2010 at 12:00 pm
Posted In: O2 Blade of Vengeance

[Previous chapter: Act 1]

Well, we don’t have a standard time yet, though late Saturday evenings are looking likely. A couple weeks back, I was not feeling to well at that point, and last week, Smudge was buried in exploring as Vue as a new computer animation platform for her. But we finally got a second session last night; onwards!

[Warning! Many module spoilers ahead! See the end to skip.]

The next morning, Erystelle cast Detect Magic and looked through the items looted from various hobgoblins, goblins and ogres the previous day. The swords and shields of the hobgoblin leader and his bodyguard all showed magical, and Erystelle decided to replace his normal shield with the hobgoblin leader’s. Also, so did the shortbow he got off the leader, but that was no surprise, as he recognized it as having been his mother’s shortbow +2. The 12 arrows in his mother’s quiver also glowed, but he’s not entirely sure what they are.

By the time that was done, Druinder had gotten supplies together for an expedition back to Doneryll with himself, and two of his gnome helpers riding the spare horses recovered yesterday. The remaining gnome and one of Erystelle’s dogs stayed to hold down Druinder’s home, and allow Tarcil to recover (the wardog, who had taken quite a beating in the fighting).

On the trip down, Druinder handed Erystelle his ring of protection +1, figuring that any fighting is going to have to rely on Erystelle anyway. Thinking things over, he also advised him that the best course of action was probably to see a human hermit who has been studying the lore of the area for many years. If anyone knows more about Gallanor Nightflame, it would be him. Also, the best route there would take him through a halfling village, Oakendale. With the destruction of the dwarf and human settlements, as well as Doneryll, they may be the next target—if they haven’t been attacked already.

Once back at Doneryll, the known dead were gathered, and Erystelle searched the rest of the area. The stables were a total loss, and there were two more corpses inside—his grandmother and grandfather. The trail the hobgoblins had cut to get to Doneryll was easy to follow, and started near the stables. Amongst the wolf and hobgoblin tracks were blood and signs of something being dragged, which ended with a pair of elven bodies… two of his brothers. All told, only two members of the entire household are missing, and Erystelle is steadfast in believing they must still be alive. The trail of the raiders soon after stopped at a tributary of the Greenflow.

After proper mourning and cremation of the dead, a very somber party made it’s way back to Druinder’s the next day.

The day after, Erystelle set out with his two war dogs for Oakendale, going over the bridge across the Greenflow near Druinder’s and heading east. During the morning, a raven was paying too much attention to Erystelle, who is all too aware of the normal role of ravens in folklore, and was not happy. He sent a warning shot near the raven who merely retreated to the next tree down the path. Erystelle warned him off, “Tell your master! If he is friend; I have questions. If he’s a foe I’m going to kick his ass!” The raven responded by telling him, “Seek the hooded one in the cave of blue,” and flew off.

Erystelle was nonplussed. He’s already headed to see the hermit.

Later on, the trail crossed a tributary of the Greenflow and turned north, when he another encounter. At a sudden thump on the rear of his horse, Erystelle turned around to find himself face-to-face with a small wild man, with a manic expression and twigs and leaves sticking out of his hair. He laughed and leaped away, disappearing into the trees. A quick search revealed that he’d taken Erystelle’s dagger +1. A search discovered nothing. The dogs found a scent leading to a tree, and nothing more. Offers from Erystelle for a gem (sparklies!) in return for the dagger got no response.

About an hour later, Erystelle arrived at Oakendale, a pleasant, sleepy (and intact!) halfling village on the bank of a tributary of the Greenflow. The proprietor of the inn (Bella) came out to greet him with food and ale as he rode into the village. Erystelle went in, and quieted the other patron’s questions about news by asking for the Mayor to come over so he could tell it once. Seeing the grim look on his face, one of the patrons rushed out, to return a few minutes later with the Mayor (still in his dressing gown with a vest thrown over it). Erystelle went over the entire story, including the destruction of the human and dwarven settlements in the area, and the fact that a red dragon is probably involved.

The Mayor was visibly shaking by the time he was done, and had filled his pipe two or three times without lighting it. He promised to lend what support he could, and to call out the militia.

After the crowd dispersed some, Erystelle asked Bella about the wild man. She called him the Sharugh—he’s considered the luck of the village, and occasionally repairs small items around the village. She leaves food and ale out for him every night. Directed back to the Mayor as someone more knowledgeable, he told Erystelle that he seemed to live on nearby Hookam Hill and suggested making an offering of food to him there.

The next day, Erystelle visited Hookam Hill, and set out some food. The Sharugh approached cautiously, but eventually gobbled down the food and then ran off and came back with the dagger and a brass lantern. Then his expression cleared, and he said:

So long, so long. The years pass swiftly but I go on. It was said that one would come looking for a way to other lands. Mark well these words:

‘Before me lies the silver moon
And stars encircle my brow,
Let the hidden way be open soon.
Galannor Nightflame hear me now!’

Forget not these words, lest your task go unfulfilled.

The lantern was odd. It has no oil, nor anyplace to put oil. Around the rim are a couple words in magical script.

Erystelle continued on north, following directions gotten earlier in Oakendale to the hermit’s cave. As he drew near in the late afternoon, he saw smoke curling up in the distance. After the last time, Erystelle immediately kicked Starbrow into a trot.

Sure enough, he arrived to find smoke pouring out of the entrance to the cave, what had been a tidy little garden trampled, and a dead hobgoblin at the entrance to the cave. A quick examination showed no other bodies, and much of the contents of the cave destroyed, with the bedding (and other things) burning. Among the scattered belongings, were a few damaged books. Only one seemed to be of immediate interest, but only the last page was partially intact. Of the two paragraphs there, the second one was obviously the verse the Sharugh had quoted. The first paragraph is nearly unreadable.

Investigation showed tracks leading further northeast. At the other end of the track was an encampment of hobgoblins, where an ogre—a very upset ogre was yelling at them about something. After killing one, he turned them out of camp and started herding them towards the cave, where they started beating the bushes desperately looking for something. Erystelle, observing all of this from cover has decided it’s time to capture one, and find out what’s going on.

With combat imminent, we called it there for the night.

Oh, and the hermit’s cave was not blue.

[End spoilerific section.]

DMs notes: Well, a couple of hours and a lot of role-playing, and hardly a die to be seen. We’re well and truly on our way with the plot, though the main ‘directed’ part is over, and now the more difficult part begins.

I was pretty relaxed this time. I’m more sure of myself on this part, and some of the anxiety last time was for the module not to come off as a pure combat fest. I didn’t play up the Sharugh as much I might like, but he’s not the sort that I have an easy time with, and really, he should speak in rhyme, which is well outside my abilities.

We talked some Friday night, and are hoping to get a small group together, maybe every other Saturday once this adventure is done. We’ve both got a couple ideas of what to run, and will see what people think of them.

Some of Smudge’s dice are missing, so we went dice shopping Sunday afternoon to find replacements. We managed to re-fill one set, and she got a new full set of some nice, if smaller, dice. I got myself a couple as well, since I haven’t needed anything but d6s and d% from early on, so my 4s, 8s, 12s and 20s are all crumbling early 80s TSR dice.

└ Tags: D&D, gaming, O2
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A Short History of GURPS

by Rindis on September 6, 2010 at 10:00 pm
Posted In: GURPS

The first two versions of GURPS came in a box with four booklets. These were “Characters”, “Adventuring”, a pair of adventures (one solo, and one GM), and the “Charts and Tables” booklet. It had been in development for several years, and as the culmination of an effort to do a ‘generic’ system it was very interesting.

First (and Second) Edition Basic Set could create any sort of human character you might want…. Well, as long as he lived in a medieval world. The set made no bones about the fact that it was designed with a historical-style European medieval milieu in mind. Doing every possible thing in one package is a tall order, so the system was intended to be modular. Fantasy would bring in magic, Space would add skills and equipment and rules for the future among the stars, and so on. So the ‘universal’ system was only universal by extension. But it was a good foundation, and the ability to ‘add on’ further abilities was pretty obvious.

The system itself is point-based, where characters are ‘built’ with a budget to insure that everyone in a party is roughly equally competent, and the player gets the character he wants instead of the one the dice give him. In 1986 this was not a new idea, but it was not yet a popular one, and GURPS had what I believe is the first ‘skill-centric’ point system. The system was dedicated to cutting back on the number of ‘knobs’ to fiddle with: there are four attributes, Strength (ST), Dexterity (DX), Intelligence (IQ), and Health (HT). There are a few other secondary statistics, but these, unlike, say, in Champions, cannot be modified (for instance, Hit Points are equal to HT). Advantages provide a bunch of different abilities that can be useful, while Disadvantages give the player more points to work with in return for limiting the character in play either physically or mentally. And then there’s the skill list. As a skill-centric game, the list is quite long, and paying for them is slightly complicated. You spend points for skills, and the more you spend, the higher your skill is. However, all of this is relative the base attribute of the skill, and the costs depend on whether it is a physical skill or a mental skill and how difficult of a skill it is. The good news is that the costs are easily summarized in a pair of small tables, and once calculated during character creation does not cause any problems during play.

The combat system is very detailed, sticking with the Steve Jackson tradition of one-second turns tracking everything that goes on. Instead of the abstracted 10-second exchange of blows seen in D&D, every swing and parry is accounted for. One second seemed a bit fast to me at first, though thinking back to my (limited) experience with boffer-LARPing, I realized it was about right. Characters roll to attack, and if they succeed, the target can roll to defend, if he is aware of the attack, and is free to do something (dodge, parry, block). Also, the possibility of attacks being ‘glanced off’ tough armor or shields was included as passive defense (PD), which added to all defense rolls (and allows rolls when there is no active defense). The efforts to streamline the system save it here: other than damage, all rolls are 3d6 skill checks. Defense (not technically a skill) operates the same way—and so does lock-picking. The way to resolve things is simple, leaving the clutter to what is being resolved. For any muscle-powered weapon, damage is based off of strength. In general, if you want a good detailed melee combat system, any version of GURPS will do it very well.

By the time the system was two years old, the supplements had been rolling out, and it was decided to include as much of the ‘basics’ from other genres into the main rules as possible. It was also decided to put everything into one 256-page book, as getting rid of the box allowed SJG to lower the price. A basic magic system and psionics system were included, and the skill list greatly expanded to include contemporary skills and a few SF-based ones.

I’ve always preferred ‘done in one’ RPGs, where everything needed to play comes in one book, and GURPS 3E did that very well. As long as you wanted to do fantasy with light magic, or something contemporary, Basic Set was all that was really needed. That isn’t to say it had everything you might ever want, even within those strictures; there will always be ‘one more thing’ in any situation. And of course, the system as a whole went far beyond it’s core competencies: Supers, Magic (lots of Magic), Space, Psionics all added lots of rules on their own, and there were new things included in every book, no matter how mundane the subject. And many of these new advantages or skills were generally useful; the fact that they had to be published in multiple places was a continuing problem.

The solution to this was GURPS Basic Set Third Edition – Revised in 1995, which took out the GM adventure “Caravan to Ein Arris” and replaced it with pages of more advantages, disadvantages, and skills. The following year, Compendium I and II were released, which gathered together all the published elements of GURPS that were not entirely unique to one setting or genre. The two were very well done, and became standard reference for later books.

For me, the two Compendiums shook my interest in GURPS. They were obviously needed, and cool in a certain sense. But it showcased an amount of rules bloat I was not comfortable with. Compendium II I was particularly unhappy with; it was the GM’s half of the set, and I considered much of the material in there to be less important or not well done (there is something like three different simple ‘mass combat’ systems in the book, and I don’t care for any of them).

Of course, this was at the start of a long dry-spell of RPGs for me, so it did not matter too much, and did not drive me into the arms of any other system, as I wasn’t using any system at that point. (As it was, it did help drive my interest in BESM.)

In 2004, GURPS 4th Edition was released. I was back into gaming, but not into RPGs, so my reaction was somewhat academic. There were a number of changes, which raised mixed feelings for me. I’ve recently gotten the new edition, and am generally happy.

The Basic Set is now two books, Characters and Campaigns, breaking the ‘done in one’ structure I prefer. However, the goal is to have as much of the entire system contained in the Basic Set as possible, so that it is no longer ‘universal—by extension’. Also, almost everything needed to play is still in the first book, including a very simple version of the combat system. Certainly, it can be ‘faked’ with the free GURPS Lite and the first book without any trouble for an inventive GM.

The system has changed. Third Edition was really just First Edition with more stuff and a few tweaks. Nothing really basic to the system changed. This time, a number of things have.

A) The costs of attributes has changed. Originally, GURPS tried to enforce a ‘bell curve’ by making higher attribute scores cost progressively more. Now it’s all flat. Also, GURPS considered all attributes equal—that is, they had the same cost. Now, DX and IQ cost twice as much as ST and HT. This last is understandable, DX and IQ determine almost every skill score there is; raise one of them, and about half your skills go up a level. The flat costs are a streamlining measure, and one that initially upset me, but now that I’ve had six years to get over it, I find I don’t mind the change. Whether it will cause any problematic changes in attribute scores still needs to be seen. So far, it seems like the extra cost for modest DX or IQ changes has a much greater effect.

B) Hit Points are based off of ST instead of HT. Fatigue is based off of HT instead of ST. This was a popular house rule even before it was published in Compendium I as a optional rule. The original idea is that fatigue is a reduction of strength caused by exertion, and that the healthier you are, the harder you are to kill. I had bought into that, and did not ever see any real need to use the optional rule. I changed my mind when I looked at it from the standpoint that a bigger creature will have higher strength (but may still become fatigued at the same rate) and more hit points (but not necessarily be any healthier). Also, it makes sense for a healthier person to take longer to become winded (lose all/most fatigue).

C) All the secondary attributes can now be changed on their own. This was something that slowly cropped up over the course of Third Edition, and was given as an optional rule in Compendium I. This was desperately needed. In many cases, it should be held to a minimum for human characters, but some tweaking will help some character concepts, and it helps with non-human characters a lot, since the base values are figured on human norms.

D) Relative size is directly addressed in character creation. This is another place where Third Edition desperately needed improvement, and I can only regret that Fourth Edition doesn’t go quite far enough. Size Modifier has always been in the system, it is the bonus for aiming at/trying to spot a large object, or the penalty for a small one. Now, it is a secondary characteristic for all characters (humans, outside exceptional circumstances, are +0, of course). It doesn’t have that big a defined game effect, and the problems of scaling equipment up/down is glossed over, but the concept is there in the core rules. Finally.

E) Skill costs are simplified. Physical skills were more difficult to learn at a high level than mental skills. Now they share the same progression chart. Also, the ability to take a bunch of little skills has been limited; it was possible to put a 1/2 point into a skill, now the minimum is 1.

F) Passive Defense is gone. There’s a good article out there showing how PD could cause some strange math. So, it has been decided that if a blow ‘glanced off’ armor, you’ll see it when the armor’s normal Damage Resistance stops all the damage from a low damage roll (instead of that being possible as well as the defense roll…). Also, shields still provide PD, but now it is called ‘Defense Bonus’. Considering that shields are specialized defensive equipment, it makes sense.

G) Auto-fire has changed. While the melee combat always felt very good, I never felt ranged combat was nearly as smooth. Most of this really comes down to the way fully automatic weapons worked. First, it involved a separate table that determined how many shots in a burst hit depending on the number of shots in the burst, and how much the roll was made by. The problem was that this table only went up to four shots, and a separate attack roll was needed for each set of four shots. Considering that machine guns that fire 20 shots per second (that’s five attack rolls for four round bursts) are common today, this was not good. The new system simply compares how much the roll was made by to the gun’s recoil number, one hit per multiple of RCL the roll was made by, up to the number of shots fired. (There’s still problems there, but it is an improvement.)

H) Enhancements and Limitations are parts of the core system. These are ideas that were created by GURPS Supers. Instead of having a big list of every single advantage and disadvantage in every single form it could take, there is a shorter (but still very long) list that can be consistently modified to generate the particular effect wanted. This wasn’t necessary with a lot of the down-to-earth abilities originally used in GURPS, but as it went further afield it was necessary. This really adds a lot to the flexibility of the system, but it does add complexity—bring a calculator. A nice side effect is the idea of self-control numbers. These adjust the cost of mental disadvantages depending on just how likely the character is to succumb to it. Now you can easily have a character who is a little bit Overconfident, without having to define a new, lower-point version of the disadvantage.

I) Almost everything is in the core system. It sure seems like everything is here, but if it was, books like Powers would not need to exist. But, this version of Basic Set truly feels universal. There are a few off-the-wall things that always bamboozled me in Third Edition. Most of them are pretty obvious to do in Fourth Edition, which shows that it is much more flexible than before.

The complexity of Fourth Edition is decidedly up from Third Edition. However, it at least so far feels like everything is better integrated, as actual rules, not just as text. So, I’d say it is noticeably less complex than Third Edition + Compendiums was. I’d also say the scope of what it can handle is up from what Third Edition + Compendiums could do. I hope I can get a chance to find out for certain soon.

└ Tags: gaming, GURPS, review, rpg
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The Red Revolution

by Rindis on September 6, 2010 at 3:36 pm
Posted In: Boardgaming

Had the gang over yesterday for a six-player game of Russian Civil War. We’ve played it twice before, but today was the first six-player day, and I think we were all agreed that it should do well with the extra chaos of the last player.

We were right. The game played very well with six players. Unusually, the initial random allotment was pretty even for everyone. Everyone had about 3-4 White leaders and 6-7 Red, and two or three Politburo markers. The main exception was that Zjonni got Lenin and Trotsky, the two main Red leaders, and a total of four Politburo markers (including the two bonus ones he got for the leaders).

Dave also had the best two White leaders, and initiated the only trades before play began, to trade away all his Red leaders and one of his Politburo markers for more White leaders. I was the first to trade (all but one of my White leaders), and I think Zjonni picked up the remainder.

The first player randomization draw was odd: FFFCFB Patch got to go first four times in six turns.

The game started oddly enough, with the dice rolling high on the CRT for quite a while. (All 5s and 6s for the first couple player turns.) Also, I quickly drew three of the ‘Out’ markers, sending the Japanese, British and… one other Interventionist force out of the game before much could happen to them (and long before the control markers for them could be drawn). Patch ended up with control of a number of Nationalist factions. Dave got lucky and consolidated his hold in the south (where the White army is strong to begin with) by drawing the Trans-Caucasus control marker on turn 2.

By turn 3, the unified nature of the White Army was making itself felt. Things had begun well for the Revolution, but attrition had taken its toll, and Dave had some very powerful armies put together. Zjonni lost Lenin on turn 2 in an Exchange with White forces in the upper Cossack region. Dave also got control of the Finnish Nationalists, whose 18-point force occupied Petrograd (which puts Red replacements in jeopardy). On turn 3, I occupied Petrograd with a strong force. I couldn’t defeat the Finns, but it would allow Red replacements unless he defeated me at low odds. On turn 5, the Finns attacked, and got an Exchange, wiping us both out. Jason sent a force into Finland to ensure they did not come back.

In the south, things came apart for Dave as the game moved into it’s later stages and lots of assassin markers were available. Concerted, repeated attacks with assassins wiped out much of the White leadership, and left the White forces much more vulnerable. Assassination went thick and furious. Patch spent some time with his sixth turn, trying to see if he could be the only one with any leaders left at the end of the turn. He couldn’t do it, but there wasn’t much left at the end of turn 6. Dave had been completely wiped out, and I had been wiped out by the end of turn 4.

Mark made the final move, and managed to grab the Gold and the Czar for himself. There was plenty of White troops available, but no White leaders. Considering the lack of all leaders, the Politburo easily passed a resolution to end the game.

The scoring came as a real surprise:

Player Red White
Jason 27 7
Dave 2 19
Mark 36 10
Rindis 29 18
Zjonni 18 0
Patch 36 25

In three games, this is our first Red Victory (relax, Stalin died on turn 1). Mark and Patch shared a victory at 36 Red points. Patch had the points for a White win as well; he’d been very effective in killing off Red leaders at the end of the game. I had a decent showing only because I still had credit for killing 18 points of Finns (on defense).

School is about to start up, so we aren’t expecting to see Zjonni next time. We’re not sure what to do for a 5-player game yet (though Blackbeard is likely).

└ Tags: gaming, Russian Civil War
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