Showing posts with label Poland. Show all posts
Showing posts with label Poland. Show all posts

Monday, 26 October 2015

Essen 2014 Update: mission accomplished

After failing to play all last year's acquisitions before the 2015 edition of Spiel, the opportunity presents itself a week after going to Essen. Coincidence? You decide!


Last Friday's meeting we had 9 people turn up so we decided to split in two groups, which allowed First to Fight to be set up. It proved a good game. 

We approached it at first like a cooperative game, but it soon became clear that although all players are officially all on the Polish side, fighting the Nazis, it's best not to let that interfere with winning the game. And that requires you to obstruct the other players as much as possible, although there is occasionnal room for cooperation.

The basic part of the game is that you need Soldiers to complete Missions to score victory points. Every player gets four mission cards at the start of the game, which will last you until halfway through the war. You get a new mission once you complete one, up to a total of seven. Each mission has a date when it will be resolved and if you have the required amount of soldiers in the right area at that time, you successfully complete the mission and gain the VP.

These soldiers are cards that enter the map, can move around the five main areas and can be trained to increase their effectiveness. They can also be wounded when a mission is resolved, and healed if you have Nurses. But quite a few get killed during the game, so don't get too invested personally in any of them.

The turn is resolves around a number of action cards that can be taken à la Puerto Rico: every player can use the action on the card but the player who chooses it gets an extra benefit. However, an action cannot be chosen again until a player decides to refresh them all.

Every turn, a card is drawn to determine Nazi activity, which allows them to increase their domination in one of the map areas. In that area it will be harder to complete the missions. At the same time the turn marker is advanced by a random number indicated on the card. All the missions which fall within the time span covered by the turn are then resolved. This unpredictability adds considerably to the insecurity of completing your missions.

There's added chrome and side mechanisms that make the game a bit more varied, but the basics work well. It does help to know what missions there are (so you can try to get others involved in the same area at the time). So looking forward to another outing!

Monday, 22 September 2014

Sigismundus Augustus

Managed to play a new game last Saturday! I bought Sigismundus Augustus last Essen from Polish publisher Fabryka Gier Historycznych Fundacja Niepodległości.



King Sigismund of Poland was best known for his acquisition of Lithuania by the end of his reign, while Poland itself in the early modern periode is best known for its chaotic politics. It is exactly the latter part of history that this game focusses on. Players are powerful families within the Polish Diet (Sejm), vying for the most profitable offices (governors, ministers, clergy).

The game is won on victory points, for the most part derived from holding offices or from diplomatic relations with neighbouring states like Moscovia, Lithuania and Austria. There's three important phases in the game: the policy, the action and the Sejm phase.

In the policy phase, players can play one policy card. The cards allow you to attack another player,
Perhaps the most important action is to activate a neighbouring state so that it will be scored at the end of the turn. In the foreign policy phase each player can at least place one token on a neighbouring state. The VP are scored by the player with the most and the second most tokens on this state.



The action phase is based on worker placement. Each player has at least 3 clients to take actions like taxing, diplomacy in a neighbouring state, gain influence among the nobles or magnates or make an office available to bid upon in the Sejm phase.

There is another randomising element to the game in one of these actions: the deck of Polish characters from the age. These can be enlisted by the players for their direct advantage or victory point bonus at the end of the game. Since the deck is much larger than the amount of cards drawn in a game, this helps increasing replayability.



The Sejm phase is the heart of the game, although it doesn't hand out any victory points. It starts with collecting the votes you can cast from your position on the noble, magnate and royal support tracks. Some ministerial offices and discarded internal policy cards offer extra votes. Next, players can blindly bid money for votes, and then blindly bid votes to sell. The highest bid of money is exchanged for the highest offer of votes and so on. A neat mechanism.

Players first vote on each office that has become available. Next, the Sejm commits itself to fulfilling the royal demand. The king desires money, troops or just votes. Again all players bid blind. This determines the amount of royal favour (ie votes) for the next turn, with the player spending the most resources becoming the king's favourite which gives you the valuable right to decide on all ties.

Finally, each turn after the first, the players also vote on a piece of legislation, which changes the game rules, for example restricting the number of offices that can be held. All votes here are open and players just indicate whether they agree or disagree with the proposal.

The turn the ends with the scoring phase and the upkeep of the troops.

First impressions a largely positive. In one game, we found it hard to figure out clear strategies. There's so much happening that it seems hard to focus on one aspect. But the mechanisms feel to have been integrated well.

One odd thing is that in the last turn several parts of the game lose their meaning. There is no reason to worry about the upkeep of your troops, or even to fulfil the king's demand, as the result has no effect on the game.

It is not an easy game to learn. The rules are written pretty densely, there are a lot of mechanisms that tie into each other and how this works out only really become clear by playing. But it is worthwhile. Leave it to Polish designers to integrate euro mechanisms with historical themes. I'm pretty sure we will have another go at this one.