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    <title>Illuminating Games</title>
    <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Blog.html</link>
    <description>Illuminating Games is a blog dedicated to the discussion and criticism of modern social games and gaming, from board games and card games to wargames and roleplaying games, from Monopoly and Scrabble through The Settlers of Catan and Reiner Knizia.&lt;br/&gt;&lt;br/&gt;For more about me and this blog, you can read this background piece.&lt;br/&gt;Contact Me</description>
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      <title>Illuminating Games</title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Blog.html</link>
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      <title>Warriors of God</title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Entries/2008/7/20_Warriors_of_God.html</link>
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      <pubDate>Sun, 20 Jul 2008 09:24:59 -0700</pubDate>
      <description>If I could use only three words to review all the entries in Multiman Publishing's &lt;a href=&quot;http://www.multimanpublishing.com/IGS/igs.php&quot;&gt;International Game Series&lt;/a&gt; so far, I could do it: Too long.&lt;br/&gt;&lt;br/&gt;Seriously, I think all of these games (Fire in the Sky, A Victory Lost, Red Star Rising) would be far more appealing if they could cut several hours off of their playing time (or, in the case of Red Star Rising, if it had some year- or campaign-length scenarios to go with the toys and monsters). All of these are clever, well designed games that just go on for way too long to ever get much, or indeed any, table time. So for me anyway, Warriors of God was as much about answering the question, “is this whole series doomed to excessive play time?”, as it was about finding out if the game itself was any good. Because if it carried on the series’ tradition in this respect, I could walk away from the whole IGS thing.&lt;br/&gt;&lt;br/&gt;The short answer is, it isn't, and I can't. Warriors of God was pretty fun, and while it still is unquestionably a bit too long for the game that it is, the magnitude of the problem is far less than it has been in previous IGS games. Warriors of God runs about 3-4 hours when 2-3 would be more appropriate, given that it's chaotic and can become somewhat repetitive. Fire in the Sky ran like 10-12 hours but started getting tedious at around 6. Fire in the Sky’s length problem was a show-stopper. Warriors of God’s is not.&lt;br/&gt;&lt;br/&gt;The basic idea of the game is that you play either the French or the English in the various wars in the 12th through 15th centuries. The main attraction is the Hundred Years War, but there is also a Lion in Winter covering the earlier period surrounding Richard the Lionheart. The tools you will use to win are the leaders the two nations have at their disposal, from the bad (a bunch of guys named some variation of John and/or Jean) to the legendary (Henry V, Joan of Arc, and &lt;a href=&quot;http://en.wikipedia.org/wiki/Robin_Hood&quot;&gt;Robin Hood&lt;/a&gt;, to pick a few). Leaders are rated for their rank, which limits how many troops they can command and who will be in charge when leaders fight together; the number of troops they can wield in battle, which limits the number of dice you can roll in combat; and how valorously they can lead them. The last is quite important as an advantage in valor gives a to-hit bonus to the possessing side, and since the basic hit number is a 6 on a 6-sided die, even just a +1 doubles the effectiveness of your troops.&lt;br/&gt;&lt;br/&gt;The flow of the game is driven by the arrival and departure of these leaders. Every turn 6 show up (2 French, 2 English, and 2 neutrals, the last of which the players draft), and everyone who is already there checks to see if they croak. Basically, every leader in play rolls a die, and if the die roll plus that leader’s arrival turn is less than the current turn, that leader dies (or retires or whatever). Anyone who is left musters troops and campaigns against the enemy.&lt;br/&gt;&lt;br/&gt;Really, that's about all you need to know about the game. There is some solid period chrome, from rules about longbows to gunners and sieges, but like Britannia, the real flavor of the game is in the flow of these leaders, good and bad. Sometimes you've got a great leader like Henry V and you need to make maximum use of him before he dies. Sometimes you've got nothing and you just need to hold out until someone competent shows up. This dynamic is fun, albeit fraught with chaos; some games Henry V will show up and promptly die, while some games you may get him for the full 6 turns. Obviously, being able to use the most awesome piece in the game for 6 turns vs. 1 is just a little bit game-altering. The uncertainty is obviously an important element of the game. But those leader death checks are some pretty high-stakes die rolls.&lt;br/&gt;&lt;br/&gt;In general, the game doesn't make you pick up the die unless you're rolling for something really important. Sieges which decide the fates of armies are resolved on a single die roll, typically a 1:6 or 1:3 roll. The initiative die roll will dictate whether the turn has 3 or 8 impulses, and so how much time you have to utilize your just-received awesome leader. And you can only gain control of provinces at all on a 1:2 or 1:3 die roll.&lt;br/&gt;&lt;br/&gt;This last thing actually is really the only thing that sort of bugged me about the game. Controlling provinces is the key both to winning, and to forming some sort of territorial coherency for your kingdom and therefore managing troop mustering and getting some sense of strategy beyond raw opportunism, and the difficulty of gaining control of provinces is kind of odd. You can only roll once per turn, which represents ten years, so it's possible to send a leader milling around somewhere for 30 or 40 years (assuming he lives) and never actually be able to control the region. For me personally, this was almost a die roll too far. I could live with the huge chaos involved in the leaders, battles, and sieges, because I felt like they added texture and the frustration they served up was at least in service of something historical and flavorful. But having to make further high-stakes die rolls every turn just to take control of provinces – even when the enemy was nowhere within a hundred miles – seemed gratuitous.&lt;br/&gt;&lt;br/&gt;But the bottom line on Warriors of God was that I enjoyed it. I wish it were shorter; it's a very chaotic game, and although I think it's chaotic in a fun way, the buffeting winds of fate do tend to wear one out after a couple hours, and so I can't exactly see it getting a ton of table time. But it is flavorful, and fun, and unusual, and has that “epic sweep” flavor of Britannia as players enter and exit the stage. In sharp contrast to the route taken by most euros, a lot of the best wargames are about managing chaos, about looking for opportunities in apparently unpromising situations or rolling with the punches, and I felt Warriors of God managed to find a generally good spot there, giving you an unpredictable situation to deal with as well as the tools to try to cope with it. There aren't a lot of these low-end wargames that I like very much, and while it’s true Warriors of God didn’t exactly blow me away, I did enjoy it, and feel like it fills a niche in my collection for the time anyway.&lt;br/&gt;&lt;br/&gt;Appendix I:&lt;br/&gt;&lt;br/&gt;As a historical game, I feel Warriors of God does suffer a bit from being a “complete information” game, sort of like Fire in the Sky did. Everyone can see everything and know exactly how good the leaders are and how effective longbows are going to be, so some historical events just can't happen. Being fully aware of the power of the longbow, the effectiveness of Henry V, and the ineffectiveness of their own leaders, the French are just going to run away at Agincourt, which seems rather wrong. Obviously, all wargames suffer from this to some degree. But Warriors of God, in which leaders play such a crucial role, could benefit from uncertainty or asymmetrical information as to leaders’ capabilities. The game as it is is still a good game, but the way leaders come and go could be seen to have the dual properties of being both hugely chaotic (because of the death rolls) as well as highly scripted (because we all know when Henry V is going to get here and exactly how good he's going to be) in a way that is almost reinforcing, when usually a game introduces some scripting to reduce the chaos, or vice versa.&lt;br/&gt;&lt;br/&gt;Appendix II:&lt;br/&gt;&lt;br/&gt;Generally I cut MMP some slack on their rules-writing given that compared to their primary competition, GMT, they tend to have far less errata and more coherent rules in general. But recently I’ve been frustrated and annoyed with a number of their rules sets. Warriors of God isn't bad, but it isn't great either for such a simple game (the use of the term “contested area” is extremely non-standard and confusing, the rules for mustering units are confusing, the rules for placing leaders are easy to misplay, and there is already errata), and after struggling with the extremely problematic rules for Fire in the Sky and The Devil's Cauldron recently, I think maybe it's time for MMP to re-think their rules-writing process for their non-ASL games.</description>
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      <title>Around the Horn:&#13;Tribune, Wealth of Nations, Tinners’ Trail, Im Reich der ..., Wie Verhext! </title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Entries/2008/7/8_Around_the_Horn%3ATribune,_Wealth_of_Nations,_Tinners%E2%80%99_Trail,_Im_Reich_der_...,_Wie_Verhext%21_.html</link>
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      <pubDate>Tue, 8 Jul 2008 19:52:34 -0700</pubDate>
      <description>A few quick takes on euros I've been playing recently ...&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;http://www.boardgamegeek.com/game/30957&quot;&gt;Tribune&lt;/a&gt;: A new game from Karl-Heinz Schmiel (designer of Die Macher). This is becoming my favorite of the recent burst of stuff. Not because it's awesome, which I don’t think it is, or because there is any single design element which is an obvious magnet, but because it feels so solid and professional and well balanced. You can choose which goals you want to try to achieve to win the game; the various scenarios set goals in terms of money, a tribune, favor of the gods, faction control, military influence, or laurels, and you need to fulfill 3-5 of them, depending on the number of players. All of the goals can generally be achieved in multiple ways, so you have choices about how to get there as well. But there is also enough randomness to both add texture and opportunism and force you to reevaluate your plans from time to time, but not so much that the game feels frustrating. I think it’s landed in a really good spot which, honestly, Die Macher didn’t find despite its other virtues (for example, the polls in that game feel too random and high-stakes to me). Tribune's different flavors and game lengths imparted by the different scenarios you can play are a nice touch too. The “short” game was good but felt a touch too short for my tastes, but the “medium” game was just right for me. Another bonus: Tribune seems to scale well through its range of 3-5 players. I wasn’t hugely optimistic about the 3-player version, but it worked quite well.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;http://www.boardgamegeek.com/game/32666&quot;&gt;Wealth of Nations&lt;/a&gt;: I've only played this once, so I'll just make a couple short comments. First, there has &lt;a href=&quot;http://www.boardgamegeek.com/thread/321592&quot;&gt;been some speculation on BGG&lt;/a&gt; that the loan system in the game – where the more loans you have the less money you get for the next one, but where you don't have to pay interest – doesn’t work. On reading the rules, I tended to agree. But having now played once, I think everything is OK in this respect, if not perfect. Regardless, this is another game with a punishing learning curve which, unfortunately, is coupled with a lengthy playing time (2-2.5 hours). You can make choices that are not obviously bad that will wipe you out of the game in the first 20 minutes or less with little to do for the remainder of the game other than struggle to keep your head above water. So, here are my tips, for what they are worth: industry tiles are more expensive than they look, and good returns more elusive than you think. The game needs to have a solid base of production for food, labor, and energy before higher-valued industries start to pay off. As in Container, you need to be risk-averse in the very early game while you wait to see how things are going to play out; if you're producing stuff you can't directly use, and for which there is too much supply and not enough demand, you're hosed. Everyone always needs Food, Labor, and Energy, and if you can’t sell those things, you can at least use them to grow your empire. Although Capital and Ore look tempting initially due to the high price of those goods, demand does not ramp up for a while, and if the early producers of Food and Labor are not given some competition, the prices on those commodities can become crippling for anyone not producing them. Wealth of Nations is clever, and I suspect a good and interesting game. But it may be too fragile in practice and possibly too punishing.&lt;br/&gt;&lt;br/&gt;I will make one concrete criticism of Wealth of Nations, and that is of the game end conditions. This game does not end until you have been well and truly impaled on the fork: virtually all the industry tiles are played, the game board is used up, or one player is out of options. One of my cardinal rules, often stated (maybe I should make a page for them), is that games should end before they are over. Wealth of Nations could use a victory point or wealth target endgame trigger to go with the exhaustion of build options so that runaway winners don't have to spend resources to end the game just to put everyone else out of their misery.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;http://www.boardgamegeek.com/game/35570&quot;&gt;Tinners’ Trail&lt;/a&gt;: This is Martin Wallace's first entry in his Tree Frog line. I enjoyed my one game of this, with some caveats, but I've come to distrust my initial impressions of Wallace games. Too much of his stuff has felt promising after one or two plays only to crash and burn, hard, because of out-of-whack game balance.&lt;br/&gt;&lt;br/&gt;That having been said, Tinners’ Trail is a fairly straightforward, clean, well-paced and quick-playing game of mining for tin or copper in Cornwall. That’s all to the good. On the other hand, it's again on somewhat shaky thematic ground. The core issue here is that the cost for and opportunity to obtain infrastructure (ports, rails, &lt;a href=&quot;http://dictionary.reference.com/browse/adit&quot;&gt;adits&lt;/a&gt;, workers) plays out somewhat strangely – the supply of such improvements is extremely limited, and they have to be paid for with time (a là Thebes, vaguely) rather than money. The time cost is so negligible though that the decision is not whether to build an asset or not, but instead which of the starkly limited supply is the most underpriced and how to get good turn order so you can choose first and not get shut out. It is then doubly strange in that the one resource that is fairly plentiful and not likely to constrain you much – dirt in which to dig – is the one that is auctioned.&lt;br/&gt;&lt;br/&gt;This is all a little strange, but in practice it does at least mechanically work reasonably well. But I think the thing that will ultimately undo Tinners’ Tail is the heavy-handed randomness in the market prices for tin and copper. You put a lot of thought into the game, but the uncontrolled swings on the commodity prices, which translate directly to victory points, make more difference than skilled play I think. &lt;br/&gt;&lt;br/&gt;Regardless, I think Tinners' Trail does offer some entertainment and interesting decisions, does not outstay its welcome and is comparatively clean, and so I’ll be happy to play a couple times. But I can’t see it having any staying power. It also seems quite overpriced for what it is, which is a run-of-the-mill light-to-medium-weight German game. Oddly, the game it reminds me the most of is &lt;a href=&quot;http://www.boardgamegeek.com/game/23053&quot;&gt;Guatemala Café&lt;/a&gt;. Both are abstract business games of development with pleasing production. I feel like I would have found both of them really clever if I had run into them 10-15 years ago. Today, not so much.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;http://www.boardgamegeek.com/game/31410&quot;&gt;Im Reich der Jadegöttin&lt;/a&gt; and &lt;a href=&quot;http://www.boardgamegeek.com/game/35293&quot;&gt;Im Reich der Wüstensöhne&lt;/a&gt;: These are two new games from Klaus Teuber, based on the old Entdecker game engine. By my count, these are something like his fourth and fifth attempts at getting it right (Entdecker, Entdecker: Discovering New Horizons, and Oceana having gone before), and in my opinion this is the first time he has nailed it and delivered the complete package. Part of this is improvements to the fundamental game engine; the ability to &quot;store&quot; tiles that won't fit for later play means blown exploration draws aren't as swingy, and the new movement rules, which allow you to get stuck in the middle of the wilderness if you press out too far on your own, make for interesting choices. I also think that thematically the archeology theme of Jadegöttin is more successful. Similar to what I found with El Capitan recently, Jadegöttin has an interesting cooperative-competitive dynamic: players benefit when others help them to explore areas of the map, but when push comes to shove, it's better for you to control the completed area than your opponents. The key in this sort of thing is getting the right balance of rewards for winning and for assisting, something which is not easy – Carcassonne, for example, doesn't capture as much of this as perhaps it should because its scoring rules are restrictive and punishing, making cooperation and therefore player interaction hard to justify. Jadegöttin (and Wüstensöhne) give points out much more generously to players with non-majority presences in areas, making the tension between helping others and striking out on your own much more interesting, and (in the case of Jadegöttin) more authentic for a game about archaeology. Anyway, I like both these games a lot. Jadegöttin is definitely the lighter and more chaotic of the two games, and more suitable for family or low-impact gaming, while Wüstensöhne is somewhat more sophisticated, with tighter resources and sharper decisions. Both ultimately weigh in towards the lighter end of things though.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;http://www.boardgamegeek.com/game/34084&quot;&gt;Wie Verhext!&lt;/a&gt;: The latest alea game, this is a light and clever game that has grown on me. It's a vaguely role-selection based game like San Juan or Citadelles or Race for the Galaxy, but not directly analogous to any of them. The game has 12 roles, some of which allow you to gather the ingredients to make potions, some of which let you raise or spend cash, and some that let you actually make the potions. Each turn, you choose 5 of the roles you want to do. The lead player then picks one of those roles, say the Witch, and plays the card (“I am the Witch!”). Each player in turn then who has also selected that role must choose to either usurp the role (“No! I am the Witch!”), or settle for the lesser power of the role (“So be it!”). The player who ends up as the Witch gets to take the full power of that role (use the appropriate ingredients to brew a potion for victory points). Any player who was usurped gets nothing. The player who wins the role must lead. Obviously, leading isn't great, because there is a high chance of being usurped and you can't “duck” by taking the lesser power when you know it's going to end badly for you. But if you want the strong powers, you have to usurp, which means you’ll end up leading.&lt;br/&gt;&lt;br/&gt;This is a game that’s easy to dismiss as a light, chaotic game when you first look at it, and maybe that's right. But as I got into it, I found there was more scope for bluffing, guessing, and second-guessing than you might think. While everyone starts with the same set of roles, ingredients, and money, the fairly strong role powers guarantee that holdings will rapidly and strongly diverge, and so you can get a pretty good read on what people would prefer to do, what order they might like to do it in, and therefore what roles they might be taking and how they might come out. From this comes a neat little game of planning, anticipation, and evaluation, both when choosing which roles to play, and in how to play them. It's not hugely strategic, but it is quick-playing and simple and there is more here than meets the eye.&lt;br/&gt;&lt;br/&gt;At first I was a little annoyed with myself because I got this direct from Germany shortly before the US version was (finally) officially announced. But now that the English version has been delayed again, I'm glad to have it and have enjoyed playing it.</description>
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      <title>El Capitán</title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Entries/2008/6/20_El_Capit%C3%A1n.html</link>
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      <pubDate>Fri, 20 Jun 2008 22:36:41 -0700</pubDate>
      <description>I think it's the curse of being a game-buyer that you always end up with a few games that you like a lot but that nobody else in your game group(s) has any taste for. Some of my favorites that nobody around here likes much include &lt;a href=&quot;../Fifth_Avenue_Review.html&quot;&gt;Fifth Avenue&lt;/a&gt;, Mall World, Khronos, and perhaps to a lesser extent Candamir, Rum &amp;amp; Pirates, and Blue Moon. I remain a big fan of Settlers of Catan even though everyone else around here is burned out beyond return. And these days I wouldn't mind playing Monopoly a couple times a year, but after doing some arm-twisting to get in a few games last year, I don't foresee that happening again anytime soon.&lt;br/&gt;&lt;br/&gt;For the most part, though, I'm sympathetic. I can see that Khronos and Mall World are a little weird, that Fifth Avenue is a little edgy, and I understand Catan burnout, even though I don't suffer from it. However, one recent game that I am a big fan of, and that has gone over like a lead balloon with most folks I've played it with, is El Capitán, and I'm not quite sure why. It seems like a game folks would like.&lt;br/&gt;&lt;br/&gt;To me, El Capitán seems to have everything that a lot of popular economic games have, in a cleaner and tighter package: good cash and debt management, interesting route-building-like choices, and an interesting cooperative-competitive tension and dynamic. It's sort of a cross between Age of Steam and El Grande: you need to manage your cash and debt and plan your moves, while at the same time efficiently competing for markets which reward players both for cooperation and competition. To me, it's one of those endlessly fascinating games that manages to have fairly simple rules and systems that produce a game of some nuance and subtlety, unlike the much clunkier Age of Steam or &lt;a href=&quot;../Brass_Review.html&quot;&gt;Brass&lt;/a&gt; that have complex rules and systems that obscure fundamentally straightforward games.&lt;br/&gt;&lt;br/&gt;But, it's been a more or less total bust with the folks I've played it with.&lt;br/&gt;&lt;br/&gt;One complaint has been the graphic design. The game has a wonderful cover, but a number of the components have significant usability problems, the most serious of which is that the names of the cities on the board and on the cards are impossible to read due to the excessively florid script.&lt;br/&gt;&lt;br/&gt;But the big thing seems to be theme, and I haven't come up with a great answer to that complaint. El Capitán does seem a little dry, and despite the significant role of cash in the game it does feel more like a compete-for-areas game than an economic game, and my sense is that compete-for-areas games aren't as gripping, in general, as economic games.&lt;br/&gt;&lt;br/&gt;Anyway, this all comes around to an &lt;a href=&quot;http://www.npr.org/templates/story/story.php%253FstoryId%253D91239039&quot;&gt;interesting interview I heard on NPR's Science Friday about eco-friendly cars&lt;/a&gt;. In the piece, one of the guests talked about how he welcomed competition from other car makers in the area of hybrid/fuel cell/electric cars, as they would help to grow and expand the market for everyone at this point. Which reminded me of El Capitán, and why I like it. If you think of each of the nine cities in the game as individual markets, in the early stages investors benefit from competition, as more investments mean a greater ultimate payoff: a player who comes in second in a contested market can do as well as a player who is the only investor in an uncontested market, while winning a contested market is much more lucrative than an uncontested one. But as time goes by, the dynamics change. Early investments are made obsolete by later developments, and payoffs go down as markets mature. It's actually an interesting, authentic cycle. Players who make early investments in markets are taking a risk, as returns will remain weak until there is some competition. But if you wait, you lose that first-mover advantage (in the game, the tie-breaker for figuring out payoffs). Once the early investments are made, players have to judge when and where to jump into developing markets that may be made more attractive by the aging infrastructure of the early adopters, or where cheap returns can be found for a second place because another player has already made heavy investments. And as everyone becomes flush with cash later in the game, cutthroat competition in many markets will see the return on investment drop dramatically.&lt;br/&gt;&lt;br/&gt;To me, this is all clever and interestingly thematic. But, I guess if you didn't buy my argument for the &lt;a href=&quot;Entries/2008/5/3_Games,_Theme,_Lord_of_the_Rings,_and_Lost_Cities.html&quot;&gt;theme in Lost Cities&lt;/a&gt;, this may be a tough sell also. And admittedly the mechanics of moving between the cities (&quot;buying sea routes&quot;, in the games' unconvincing parlance – the old Tycoon’s jet-setting theme was marginally more convincing) is pretty abstract and not terribly evocative.&lt;br/&gt;&lt;br/&gt;But taken as a whole, I rather like it.</description>
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      <title>The Devil's Cauldron</title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Entries/2008/6/8_The_Devils_Cauldron.html</link>
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      <pubDate>Sun, 8 Jun 2008 15:20:03 -0700</pubDate>
      <description>I’ve had an on-again off-again relationship with “monster games”. One of my most enjoyable wargame experiences was playing a campaign game of Red Barricades, a monster game by any measure. I am a big fan of MMP’s Operational Combat Series. Then again, monster games are fraught with difficulties almost too numerous to list, not the least of which is the impossibility of seriously testing them for game balance, since they tend to run into the tens of hours to play, if not hundreds. For monster games to work for me, they also have to work as non-monsters – a great example is Avalon Hill’s and MMP’s Great Campaigns of the American Civil War, which is a tremendous game whether you are playing shorter scenarios or longer games, and even in that case the long games are not insane. I once played a full campaign of Grant Takes Command in a day.&lt;br/&gt;&lt;br/&gt;So I spent a lot of time flip-flopping on whether to even try to mess with The Devil’s Cauldron. It’s billed as a playable monster, but everyone says that. It’s by a long-time gamer but first-time designer Adam Starkweather, and my general feeling is it might be a good idea to cut your teeth on something smaller your first time out. On the other hand, the whole Market-Garden campaign is an endlessly fascinating one, the grand tactical scale (units being companies) is intriguing, and the command system sounded interesting. A bunch of interesting-looking smaller scenarios were provided. So ultimately I cracked and have played a few times now, enough to pique my interest. Not quite enough, yet, to determine if it was money well spent.&lt;br/&gt;&lt;br/&gt;The Devil's Cauldron is a chit-pull/activation-point based system; units in the game sit around until they are activated either by the draw of a chit, or through the spending of command points. Those units tend to be companies, which form up into either brigades, regiments, or Kampfgruppes, which are then parts of divisions. For example, the 82nd Airborne is made up of four Parachute Infantry Regiments, each of which has about twelve companies laid out as three battalions of four companies – but the battalion level of organization has no representation in the game. These four front-line regiments are supported by an artillery regiment and a &quot;regiment&quot; of division-level support assets, giving the 82nd six regiments in total. Each regiment has a chit, which can be added to an opaque cup at the beginning of a turn by spending the parent division's &quot;dispatch&quot; points, which accumulate slowly and somewhat randomly over time. When that chit is drawn, all the units of that regiment can perform actions – moving and attacking being popular options. Alternatively, the division also accumulates “command” points, which can be spent generically on a variety of things: allowing units to perform an additional action when activated normally, allowing units to activate when a &quot;direct command&quot; or divisional activation chit is drawn, and to automatically pass morale checks in some, but not all, circumstances (for things like forced marches or close combat assaults).&lt;br/&gt;&lt;br/&gt;So, you've got two pools of activations points: dispatch points, which allow formations of units to activate as a group; and command points which allow individual units to perform a variety of activities including doing more when activated by a regimental activation, or doing anything when a higher-level activation chit (divisional or direct) is drawn.&lt;br/&gt;&lt;br/&gt;Activation points are, from a game perspective, fundamentally a great concept. They introduce resource management, and force the player to make tough choices if need and scarcity are well-balanced. But The Devil's Cauldron is a sprawling wargame, not a concise euro, and so for me, the activation points have to make some sense in context and be at least somewhat representational and not just gratuitous micromanagement. We can tolerate a high degree of abstractness in euros because we can work through all the options pretty easily; but similarly, we don't just want, we need things to be more representational in big, complicated wargames because we can't play that way, we need to rely to some degree on our intuition based on knowledge of the subject matter or prior experience. For example, OCS's supply points are a good representation of the large supply requirements of serious offensive operations, so for me they work – we know armored divisions need fuel and artillery needs vast quantities of ammunition to be effective, and that's what OCS asks us to manage. On the other hand, the activation points you get through card play in Paths of Glory really are not representative of anything other than the designer's desire to have you make some tough choices. Paths of Glory works because the rest of the game is so good, and not hugely complex, but it would be nice if the activation points made some sense and it would be easier for players to figure out the techniques if they actually modeled something historical.&lt;br/&gt;&lt;br/&gt;So with that long-winded intro out of the way, where does The Devil's Cauldron stand on this point?&lt;br/&gt;&lt;br/&gt;The activation chits model the common theme of the difficulties in cross-command coordination, whether it be between divisions or regiments, and the vagaries of the decision cycle (you may want to attack, but the enemy's chit gets picked first, giving him some initiative). This is a tried and true technique which works pretty well for the most part (one might quibble somewhat with the difficulties of getting divisional assets like anti-tank guns to coordinate with lower-echelon units that they are assigned to and deployed with, but it's tough to get too exercised about it).&lt;br/&gt;&lt;br/&gt;The dispatch points model command and communication difficulties, and the time required to put together plans. If you want Tucker and his 504th PIR to get his butt in gear and take Nijmegan bridge, you'll need to get on the phone, give him some specific instructions, spend some dispatch points, and get his activation chit in the cup so his units can move.&lt;br/&gt;&lt;br/&gt;Well, sort of. This is where things start to get a little hazy. You actually have several ways to activate Tucker's units. By spending the dispatch points, you get his chit and can activate all his units when it's drawn, for free and without constraint; you can additionally then spend command points to activate those units a second time, albeit not for the same task (so they can move adjacent to some Panzergrenediers for free, then you could spend a command point to have them fire or assault; but if they started adjacent, they can't fire twice, although they could fire then assault).&lt;br/&gt;&lt;br/&gt;However, each division also has a DivAct chit, which gets put in the cup every turn for free, without having to spend dispatch points. This chit allows units to activate for free if they are not engaged with the enemy and not doing combat activities, or you can spend command points to activate them without those restrictions. So, you could just wait for the 82nd's divisional chit to get pulled, then you can spend command points to activate any of the 82nd's units directly (including the 504th PIR).&lt;br/&gt;&lt;br/&gt;There is also a direct activation chit that gets added each turn, also for free, which allows you to activate anyone you want, but you must spend command points.&lt;br/&gt;&lt;br/&gt;So when looking at what these points represent about a division, I sort of think of the command points as the level of competence and initiative in the lower levels of leadership in the division. They'll allow you to execute your regimental-level activation chit more aggressively, or undertake actions even if the higher-ups don't have a plan (i.e., haven't spent dispatch points to put their chit in the cup). Dispatch points represent the quality of divisional leadership and staff work, how quickly the divisional leadership can plan and get those plans implemented.&lt;br/&gt;&lt;br/&gt;For most of the game, this model seems to work and make sense. Most units in the game, like the 1st Airborne, the Guards Armored, etc., will accumulate a moderate number of dispatch points in a day (5-ish) and enough command points to do a few things, but not so many as to spend them frivolously. The lousy German units, like the Korps Feldt, get lousy command and lousy dispatch points, and those units feel appropriately sluggish and unresponsive.&lt;br/&gt;&lt;br/&gt;The anomaly (on the Allied side) is the 82nd Airborne. They receive colossal numbers of command points – accumulating them at the fastest rate in the game – but a miserly quotient of dispatch points, ranking amongst the worst units in the game in this respect, as bad as some of the third-echelon German units they face. This is, on the face of it, odd. I'm not aware of any information suggesting General Gavin or his staff was out to lunch on this one, certainly not moreso than Urqhart of the 1st Airborne, who was caught behind enemy lines early in the operation (he still gets more dispatch points than Gavin).&lt;br/&gt;&lt;br/&gt;At any rate, what this means is that the 82nd is run almost entirely off of their gargantuan pile of command points. They only get a little over two dispatch points in an entire day (on average), which means they put two regimental chits in the cup over a seven-turn period (there are some subtleties here that I'm glossing over). On the other hand, they get about ten command points each and every turn, almost enough to power an entire regiment.&lt;br/&gt;&lt;br/&gt;This creates some issues, and makes the 82nd an extremely awkward and time-consuming formation to run. Unlike other units, which rely on dispatch points to make command-level decisions and then command points to supercharge those actions or take spur-of-the-moment stop-gap actions, every time the 82nd's divisional chit comes out of the cup, that commander has to sit down and micromanage the entire division. A division can't accumulate more than 19 command points, so the 10-ish that the 82nd gets every turn have to spent or they may be needlessly wasted. The decisions are not the command-level decisions of preparing or attacking, or picking objectives;  it’s more like figuring out how many command points you have to spend, looking at everyone in the division who is proximate to the enemy and figuring out whether they are worthy of having a command point spent on their behalf. It makes the 82nd very potent. If there is something that needs to be done, or something that comes up unexpectedly, they can react very quickly. They can run rings around their opponents in the Korps Feldt. The huge pile of command points more than makes up for their shortage of dispatch points. But it also makes running them an exercise in micromanagement that really does not seem thematic or appropriate.&lt;br/&gt;&lt;br/&gt;I like the theory of dispatch vs. command points, and it seems like more standard divisions like the Guards Armored or 1st Airborne, with their less-generous command points but more reasonable dispatch points, would be more interesting to play. I have to admit that in the games I've played so far, the whole command point system has skirted dangerously close to feeling more like micromanaging abstract resource points than like playing a tactical combat game. But on balance, I’ve enjoyed the game the few times I’ve played short scenarios, even though the situations aren’t great and I wouldn’t necessarily play them again (Little Omaha has a lot for the Allies to do, but the defending Germans mainly get to hunker down and learn the Opportunity Fire rules, while in The Empire Strikes Back the hopelessly out-classed German attackers mostly hope not to blow a few amazingly crucial die rolls while praying to get lucky and roll a few dispatch points). So far, while the game has been fun, my hopes for decent small scenarios have been unfulfilled, but at least they do play quickly, and I’m looking forward to trying some of the games in the 1st Airborne sector, where both sides have quality units and where, I’m hopeful, the situation will find a better balance.&lt;br/&gt;&lt;br/&gt;I can’t leave the topic of The Devil’s Cauldron without commenting briefly on its system for opportunity fire, which is unusual. I'm not sure how it got from point A to point B, but it's identical to the system used in another game I play. The general idea is that you don't get opportunity fire when somebody moves into your zone of fire, but rather when somebody performs a movement action in, or leaves, your fire zone. So an enemy company can move adjacent to you and fire at you for a couple hours, and this never triggers opportunity fire. You only get the shot when that enemy unit later leaves, or moves from one adjacent hex to another, or tries to entrench or something similar while adjacent to you. This is, strangely, exactly the system used by Dungeons &amp;amp; Dragons and the d20 roleplaying system, but not by any other hex-and-counter wargame I am aware of. In D&amp;amp;D, they're called Attacks of Opportunity, and they drive people absolutely nuts because of the anti-intuitive rules and some of the strange implications. They work better here.</description>
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    <item>
      <title>Manoeuvre, Glory to Rome</title>
      <link>http://www.illuminatinggames.com/Illuminating_Games/Blog/Entries/2008/5/11_Manoeuvre,_Glory_to_Rome.html</link>
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      <pubDate>Sun, 11 May 2008 16:32:47 -0700</pubDate>
      <description>GMT’s latest light wargame, and discovering Glory to Rome from Cambridge Games Factory</description>
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