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David Doctor's masterful work on the Russian Revolution is
CoAG first foray into card driven simulations.
Components:
Rulebooks:
Standard Rules 32 pages
Political/Faction Rules 32 pages
Four decks of cards, totalling 220 as follows:
Deck 1: Political Deck 60
Deck 2: Red Action Deck 60
Deck 3: White Action Deck 60
Deck 4: Leader Deck 40
One 22" x 34" map
Two countersheets:
One 5/8" (176 counters)
One 1/2 " (280 counters)
Play Aids:
4 Single sided sheets on cardstock
Two dice
How does the game play?
Similar to other card driven strategic games, players assume
role of
political and military commander of their respective (RED and
WHITE)
forces.
Three phases in a turn: Political, Action and Logistics.
During the Political Phase, players try to gain control of
the 18 factions
(Finland, Estonia, Latvia, Lithuania, Poland, Belarus, West Ukraine,
Ukraine, Makhno, Transcaucasia, Asktrakhan, Khiva, Turkistan,
Central
Powers, Czech Legion, Britian, France, USA) using Political Cards.
Players are forced to make difficult trade-offs between expending
resources
in the Political Phase vs the Action Phase and attempting to
influence one
faction at the expense of others.
During the Action Phase, players use Action Cards to conduct
operations
(activating a space for combat or movement), take replacements,
place
reinforcements, make strategic moves, seize initiative in combat,
gain
diplomatic traction with the factions or implement special operations.
Leaders have these capabilities including exploitation, reinforcing
battles,
withdrawing, counter-attacking and conducting multispace attacks.
Players
are forced to make difficult decisions thwarting threats and
capitalizing on
opportunities.
During the Logistics Phase, players rebuild/repair units,
determine if
various factions withdraw from the combat, check for the effect
of
In-Fighting within the RED and WHITE camps, check for attrition,
purchase political influence, buy leaders and check for victory. |