|
As this is Russia,
however, not all enemies stand in solid ranks before you. Players
must contend not only with their opponents but with Cossack raiders,
Polish Lancers, often brutally horrifying attrition, fragile
morale, treacherous allies, political events from outside the
theatre of war and, of course, "Scorched Earth" and
"General Winter" himself, whose scourge effects both
invader and defender of Holy Mother Russia.
110 Cards, most
with quotes from the actual participants in that great struggle,
drive the game and bring to it the flavour of being in Russia
during the 1812 Campaign. The Imperials and Tsarists each have
mini- "Home Decks" of a dozen cards each to share,
thus increasing the chance that events, forces and options that
were presented to the original contenders will arise during play.
The other 86 cards, which include many "Must Play"
political events, however, ensure every playing of the game will
be very different.
Kutuzov comes
with a campaign game that can last one, two, three or four turns
- but which includes numerous mechanisms that can bring the game
to a "Sudden Death" ending at the conclusion of or
even DURING A TURN.
Mark and Fred,
in seeking to deliver more value, variation and enjoyable gaming
have provided two other game start scenarios which allow for
the game to begin at the commencement of what would be turn two
(On to Smolensk!) or turn three (Napoleon in Moscow) of the campaign.
A fourth and rather unique method of play allows for two players
to each take ONE of the powers from EACH side, in a highly competitive
and unusual game of labyrinthine think and double-think. A fifth
version allows for two players to play the game using a SINGLE
hand of cards each, with "chips" to buy additional
cards for their side as the play progresses.
The Campaign
and the Scenarios:
"Invasion":
A Turn One game start should see the French and their Allies'
military juggernaut smash across the border and attempt to catch
and annihilate the Russians before they can mass to defend their
Motherland Can the players surpass their historical counterparts?
"On to Smolensk
!": This permits players to avoid the border battles and
initial French advances to begin play at a watershed of the Campaign:
The Grand Army confronting concentrated Russian forces defending
Smolensk immediately before Kutuzov arrives to take command.
Will the French advance on Moscow as they did historically or
seek victory through an alternative offensive direction
north
to St. Petersberg or south to seize the Ukraine and other southern
victory points?
"Napoleon
in Moscow": In this version of Kutuzov the bloody Battle
of Borodino has been fought. The Grand Army reposes in Moscow
awaiting Russian surrender or at least agreement to terms. The
first chill snow of Winter has fallen, harbinger what's to come:
should the French remain deep in Russia hoping to conquer the
country or is it time to withdraw to better defences for the
1813 Campaign?
In all of the
scenarios, the Imperial Powers have an initial advantage in numbers,
leadership, Resources, and Morale. They are, after all, an Army
that has never known defeat; a superb military instrument, led
by the most powerful man in Europe with his devoted retinue of
almost legendary Marshals. They face an enemy who has not tasted
victory in Battle in nearly a generation, let alone full-scale
war of the likes of which Napoleon wages.
The French must take advantage of their superiority quickly,
as that will soon dissipate in the immense marshes, unending
steppes and fiercely fought over fields and cities of Russia.
If they do not or can not succeed, then the advantage slips away
to the forces of the Tsar, who, under Kutuzov, will not just
be defending Russia, but will be advancing into the outer marches
of that yet fragile empire led by their archenemy
Napoleon.
Designed by Mark
McLaughlin
Developed by
Fred Schacter |