>> > OK, so selection of cards is not random? You just pick out the ones
>> > you want? Anytime you want?
>>
>> It consumes one of the two actions you've got allowed each turn, and
>> you have to pay its cost. Other than that, yes.
>
> Just hold it for a minute - a big part of your strategy is not only to
> get cards into your deck, but also to get rid of cards you don't want,
> so that the ones you want recycle faster. This, in combination with
> putting cards in your reserve means that planning becomes *way* more
> important than the luck of the draw. It might not look that way from my
> description, but luck, while a factor - as it should be in a wargame -
> isn't a major factor at all. If you win it's because your strategy was
> better adapted to the situation, not luck of the draw.
>
> It's pretty hard to explain this in writing, especially as you're a
> self-confessed pc wargamer only with little exposure to modern boardgame
> designs. It's a bit like trying to explain why BFTB is so different than
> Battleground games, but the things you like in wargames are all there :
> command delay, historical and economical restraints, multiple paths to
> victory, no single winning strategy, fog of war, backhand blows, ...
>
One concrete example might be useful at this stage of the discussion. In
the game, the player is allowed to have as many cards as he wants on his
hand, but never less than five (i.e. if a player's hand by the end of the
turn is less than five cards, then he draws cards for free). Besides
that, up to five cards can be placed on the table as a Reserve, which can
be inspected by the opponent player. As he plays cards, these go to the
discarded pile, where only the last card is visible.
Now, you have two "actions" each turn (with the exception of the first
turn). Actions are very varied. One basic actions is that of acquiring
new cards for the deck from the Empire pile (which models the economy,
manpower, naval power, etc. of each nation in the game). With this you
acquire regular troops, militias, siege weapons, ships, settlers, native
american bands, etc. There are also special cards which do not count as
an action when being played: and these are extremely important cards to
have in your deck, as by the end of the example I hope I'll show to you.
These cards usually cost you money. Another one is acquiring money, which
involves either playing single cards representing places - Location
Cards, such as Boston - or doing a combo with a "Merchant" card, that
allows to cash in several Location cards consuming one single action.
Another basic action is that of settling. To settle a new location you
need to have in your hand, a Location card connected to that location, a
card - either Location or Asset such as bateaux or ships - that provides
the infrastructure for taking the settlers there, and occasionally
another card that provides with the settlers themselves (not sure what's
modeling this, by the way). This allows you place a settlement "cube" -
representing a small colony - in the corresponding location and cash in
the VP's associated with that location.
Existing settlements can be built up, for this two cards are required in
your hand. The Location card corresponding to the settlement and a card -
Location or Asset - providing the settlers. The cube gets replaced by a
disc (the settlement gets larger) and allows you to cash in 2x the amount
of VP's shown on the map for that location.
That's the "peaceful" way to victory: each player has a limited number of
cubes, and when one of the sides exhausts them, the game is over and VP's
are counted.
So the point of warfare is to curb your opponent growth, first and
foremost (or so I understand it). There are two ways of doing so: one by
taking from him Locations with a formal siege, the other, sending a
raiding party (either Natives or "Rangers") to destroy a settlement.
If you do the former then you need to commit cards with military strength
- again Locations or Assets such as Regular Regiments - in order to tip
the scales of the siege in your favor. Each side can have at most one
siege active as the attacker and another as the defender.
This means that both sides might end up having significant resources tied
on a siege. You don't want to lose them - since one of your cards will be
back to the Empire and will need to be repurchased if Asset, or gets
discarded - and it will hurt your deck (i.e. your ability to act in the
game).
Remember those cards which can be played for free? One of them is the
"Home Support" card. This card allows you to draw immediately 3 cards
from your deck. Now comes the beautiful thing.
You can do two things with this card. One is to keep it in your hand,
hidden from the opponent, the other to put it as a reserve on the table.
If you do the former - and you've built your deck so you have troops and
ships - one very nifty thing to do is to "bait" your opponent into a
siege, at your convenience you can play the home support card, and put
two cards in play to reinforce the siege and probably winning it. But not
only that, you can also use those cards to both reinforce and give to
your opponent a crippling blow (such as Raiding a settlement).
When a settlement is raided - something that can be countered with
appropiate cards in hand in the boardgame, not on the on-line version -
the attacking player grabs the piece earning 1 VP if it's a square (small
settlement) or 2 VP's if it's a disc (big settlement).
I'm pretty sure Eddy will see some flaw in the strategic possibilities I
see, but really, with really simple elements, you can develop a really
complex gameplay, rewarding foresight and cunning. While at the same time
capturing startingly way the spirit of the struggle.
Cheers,
Miquel.