Twilight Struggle - ACTS Ladder Launch 19
US: Grain Sales to Soviets
SU: Junta
US pulls How I Learned to Stop Worrying and fails to coup Iran, but does successfully push DEFCON down to 2. I add both my influence in Venezuela for control, and coup Costa Rica for no effect.
SU: Asia Scoring - 0VP
US: One Small Step - Event
I decide Asia isn’t going to get better for me based on my cards this turn and get the scoring out of the way. Only South America remains to be scored now. The US leap ahead of me on the Space Race and score 2 VP to boot, setting the total at -1VP.
SU: Decolonization - Event
US: Portuguese Empire Crumbles - OPS + Event
Since I have cards for South America, I decide to add most of the free influence in Africa, taking control of Nigeria, Zaire, and Angola. I also break the Philippines as well so it’s now neutral. The US uses the OPS to secure South Africa, and the card reinforces Angola and gives me the SE African States as well. So far the turn is going well but not too well.
SU: Red Scare - OPS
US: Summit - OPS
I take Brazil and destabilize Algeria, he counters by retaking Algeria. My real motives are to get access to other locations though, taking a country just by adding OPS is rarely successful.
SU: Shuttle Diplomacy - Space
US: Puppet Governments - Event
Another rocket explodes on the gantry, my attempt to catch him fails. At this point that’s a bad thing because he can still play a card on the Space Race and then he gets to see my Headline Event (very bad). He uses PG to spread out in South America. I’d hoped he wouldn’t have a way to do that yet but there you go, my complete domination of South America ends.
SU: We Will Bury You - OPS
US: Ussuri River Skirmish - OPS
I can’t play WWBY for the Event because the resulting nuclear war would cost me the game. I decide to thump Uruguay instead, putting all 4 influence in it - primarily to counter coup attempts. He takes control of Argentina and Chile.
SU: Camp David Accords - OPS + Event
US: Missile Envy - OPS
I decide to add some influence to Argentina, again mainly to be able to reach other countries later. He gets 1 VP and some free influence in countries he already controls. He uses Missile Envy to take back Argentina. I consider this a big win because Missile Envy is a pain in the but. I can see though maybe he doesn’t want to risk me having some bad DEFCON cards.
SU: Cuban Missile Crisis - OPS
US: OPEC - Space
I break Chile, and put more OPS in Brazil. He sends a major card for me in to space. I had really been hoping to get OPEC in my hand for a good number of VP.
A very mixed results turn. I feel it went well for me in the end: I was able to spread my influence around and break up some of his controlled countries. When I saw my hand initially I didn’t think the turn was going to go that well for me: by well I mean even. I ended up losing 3VP and it now sits on his side of the board I think for the second time. It could have been worse. There are 20 cards in the Deck and that will leave 3 in the deck after next turns shuffle. South American scoring has a good chance of happening, but even better there is no “Defectors” coming my way. Hopefully the cards will go a little more my way next turn - which I will be checking against my decks at home. With so many cards out this is usually a good time to stop and compare to see what cards he likely has. Note: This isn’t something you can do during a live game and many may consider this “gamey”. There’s no rule against it however so I take what intelligence I can: It may not help anyway.
Barbarian Prince, by Dwarfstar Games
Graphical revision by Todd Sanders
Smuggled out of my own kingdom by my faithful servant Olaf, the caravan dropped me at the base of a great mountain range.
The path through the mountains was worn with age and difficult to follow. For 2 days and nights I starved as I tried to find the path to the South. On the second night I came across a small hut in the high mountains. Before I knew what was happening the Wizard inside burst forth and commanded me to leave or feel his wrath. Weak and hungry I had no choice but to dart back in to the woods. Finally, while trying to keep the wizard’s hut at my back, the path became clear and I made my way down to the countryside below. Finally able to gather enough strength to hunt for some game, which at this altitude as plentiful. The roast rabbit restored some of my strength as I continued my quest. With a road before me I decided to take the safer path and follow it where it may. Sunday brings me within sight of a great temple.
I decided to take my luck with the priests and seek an audience but was refused. The following day I went to make an offering to the temple and fortune smiled upon me: the priests assigned me a Monk to be my guide. With this fellow I decided to make another attempt on the temple’s hospitality. My new friend proved no help whatsoever, quite the opposite in fact: the Master of the Household refused my offerings and banished me from ever returning for another audience. Dismissing my new friend I continue South, hopefully towards greener pastures. The mountains prove even harsher than those I first encountered and I spend the remainder of the week lost.
Finally some progress on the 4th day a clearing before me and the mountains fading to hills below me. As I make to cross the open stretch before me I spy a band of 8 Goblins working their way through the brush on the other side, not before I have been spotted however. The chase lasts for the remainder of the day, but finally as night begins to fall I manage to escape my pursuers by retreating back in to the highlands to the North. The next day I continue South but also East to stay clear of more Goblin raiders. After a day I come across a small band of mercenaries heading North. My attempts to convince them to join my cause are for naught and the leader takes the opportunity to attempt to rob me instead. Fending off their attacks I manage to blind all three and make my escape South.
It is here that my sad tale comes to an abrupt end: Searching the Ruins of Pelgar for Gold or other Items to help my cause, instead I come across a wicked Spectre who banishes me to another plane without a second thought.
So ends my tale.
Twilight Struggle - ACTS Ladder Launch 19
US: Duck and Cover
SU: Korean War
VPs for the US and I manage to take S.Korea.
SU: Flower Power - OPS
US: U2 Incident - OPS + Event
Due to DEFCON going down to 2 during the Headline phase, I end up placing all the OPS in Indonesia. I know I have S.E.Asia scoring and this will be a net 2VP gain for me if he doesn’t counter. U2 Incident gives me a VP and he uses the OPS to play in Central America. Not much I can do about that, I have 2 scoring cards this turn so my options are limited. I’m sure he has Central America Scoring.
SU: Southeast Asia Scoring - -4VP
US: Alliance For Progress - OPS
4 VP for me, and S.E.Asia is now out of the game. The US uses the OPS to secure Costa Rica and Israel. Middle East scoring is in the discard pile but he’s obviously gunning for the big 3 scoring opportunities now. At this point I’m still not worried because it’s 5 Battleground to 1 in my favor.
SU: Arms Race - Event
US: Central America Scoring - +2VP
Another turn of mainly VP. I get 3VP for being ahead and meeting the requirements (due solely to the Korean War), and he claws it back by 2VP with Central America Scoring.
SU: Africa Scoring - +2VP
US: Quagmire - Space
Another 2 VP to the US. It’s a real tug of war. I know I can’t fight in Africa and he’ll probably turn there next if I don’t just give up the minimum VP now. He can easily spread from South Africa. Quagmire is a fun card and I hate to see it shot in to space. Success brings another 1VP.
SU: Nixon Plays the China Card - Space
US: Willy Brandt
As much as I’m not a fan of playing the Space Race, it’s something you don’t want to fall behind on and when you jut get one too many bad cards you sometimes have to space them. With Wily Brandt I get 1VP and 1 Influence in West Germany. He starts pecking away at Egypt.
SU: Nuclear Test Ban - OPS
US: Sadat Expels Soviets - Event
I put 1 Influence back to Egypt to secure it, and the rest in Austria to control it. The US sneakily undoes my first move by removing all my influence in Egypt. The Middle East has really become a battleground this turn, except I’m not doing much of the Battling.
SU: Ask Not What Your Country Can Do for you… - OPS + Event
US: Brush War
This is as good a time as any to use “Ask not…”. If he trades out both his remaining cards he could get a Scoring card which he’d immediately have to play. As it is he ditches Allende. An okay card and one of my routes in to South America, but not critical. I use the OPS to take Benelux, moving Europe to an almost stalemate. Next up is Brush War, which he uses on Libya successfully. Now the Middle East is a draw. That’s a big swing from -7VP only a short while ago and while the VP marker is still on my side of the board at -3VP, it’s very close.
I had mixed feeling going in to the turn: 2 scoring cards is not a great hand. Arguably 3 scoring cards is certain doom: scoring cards mean less ability to effect the scoring, due to lack of influence placement. Still I had some good VP cards and used them to stem the flow a bit. By the end of the turn however you can see where things are going the US way a bit too much for my liking. While it’s good that Europe is no longer in severe danger of going to US control, I was really hoping I could keep the Middle East a little stronger than it is. After 4 turns the board is mostly a wash, but slightly in the US favor as far as final scoring is concerned. Hopefully the cards next turn will give me some options. Mid War still has some good USSR cards before things get really nasty in Late War.
I should add that while Duck and Cover is an okay card for the US to play in the Headline Phase, the USSR should *never* play it. There are at least 2 other cards that send DEFCON down to 2, and they would both go first if played by the US. Duck and Cover then would automatically end the game. DEFCON cards can be very dangerous when played as Headlines.
Twilight Struggle - ACTS Ladder Launch 19
US: Defectors
SU: Olympic Games
I pretty much have to assume the US is going to play Defectors, so I toss out Olympic Games. If I’m wrong we get to dice for some VP at my advantage. If I’m right nothing happens and I’m only down a low OPS card. No surprise when that’s what happens.
SU: Indo-Pakistani War - Event
US: COMECON - OPS + Event
Continuing the battle in Asia, I decide to open with the good old Indo-Pakistani War. Unfortunately it is a dismal failure, but it does give me the required Military Ops for the turn so I won’t be losing any points that way. The U.S. opts to coup Libya and proceeds to eliminate all my influence there. As COMECON is my event I get to play it. It’s pretty simple, I shore up Germany, Poland and add some influence to Finland and Austria.
SU: US/Japan Mutual Defense Pact - OPS + Event
US: Five-Year Plan- OPS
No point not playing this 4 OPS card: he already has enough influence in Japan so the event still triggers but to no effect. I take back Libya, and add influence to Thailand and Austria. Thailand is worth 2 for S.E.Asia scoring, which is available starting next turn, and I don’t want him to bother me over it. The U.S. takes Israel and the Philippines. Very logical place to be since I’m very close to controlling the Middle East, and he wants more support in Asia and S.E.Asia.
SU: NATO - OPS + Event
US: DeGaulle Leads France - OPS + Event
I decide to extend my reach and spend 2 OPS in both S.Korea and Malaysia. This each only gets me 1 OPS in each country, but now I can reach Taiwan and Indonesia. I have a 3OPS card which would take either; my preference is Taiwan since it’s harder to coup and could be a battleground for the U.S. Again the event is no big loss: I might not even get Brush War and at this point it wil be more use in Asia. He immediately counters by taking back Korea, and adding Indonesia. The OPS and Event usually cancel out, but I do now have a single Influence in France which I can use later.
SU: East European Unrest- OPS + Event
US: Blockade - Event (Socialist Governments)
Earlier in the turn I considered using UN Intervention (still in my hand) with this card, but now I think I can afford the OPS lost. I take Taiwan. He gets only 1 OPS and has to ditch Socialist Governments,, which he’d probably consider a good thing. With that he takes back Malaysia.
SU: Fidel - Event
US: Europe Scoring - +5VP
In my hand since Turn 1, I decide now is time to play Fidel. I can’t see anywhere to play the OPS and this card is one of the few entrances in to Central America for me. Ouch, Europe Scoring and another 5VP for the U.S., pushing them up to 6. I take the good news: it won’t be coming back out again for a while.
SU: UN Intervention - Event (Independent Reds)
US: Mideast Scoring - -7VP
Hoping that Middle East Scoring will end up in my hand at the beginning of the next turn, I decide to take Israel down a notch and remove his control. That turns out to be a great idea, as he’s holding Middle East Scoring and the VP is now just back on the correct side at (-1). Now we shuffle the deck and head in to Mid-War where the theatre of influence expands to the whole globe.
I have to say I felt on the ropes at the beginning of Turn 3, but by the middle had regained some semblance of a strategy. At this point I’ve given up on Europe, just hoping to keep enough influence there not to lose Control once the Late War cards come out and sweep away Poland. The Middle East is so solidly in my pocket I will probably ignore it unless he starts moving in, I also have a fair number of the OPEC countries and that would be nice to get some extra VP. Asia belongs to the U.S. and with both S.E.Asia and Asia Scoring in the deck, that could be trouble. I do worry about Africa a bit, but the points there are very low, if I can keep it even I’m ahead. I need to find somewher besides the Middle East to get points however or I’ll lose in Final Scoring - assuming we get that far. The U.S. seems to have no problem running DEFCON down to 2, and that can lead to some funky situations.
Given the way headline phases have been going, my predictions for Turn 4 are either Asia Scoring, or Missile Envy. It’s a close game right now, and I’ve already had a TIE on the ladder, but I wouldn’t take any bets either way at this point.
Twilight Struggle - ACTS Ladder Launch 19
US: CIA Created
SU: De-Stalinization
SU: Suez Crisis - OPS
US: NATO - OPS
Not really needing to remove OPS from Europe right now, I decide to make a push in to Asia via Pakistan and Laos. I used my Headline card to take control of Thailand so now I have a foothold in S.E.Asia. Unfortunately the US coups Pakistan right out from under me, and the DEFCON now sits at 3 meaning I can’t coup it back.
SU: COMECON - OPS
US: US/Japan Mutual Defense Pact - OPS
We both play some high OPS cards. Me to hold Afganistan and Burma, him to work toward India and hold Malaysia. He now has a grip on India and Pakistan, which is not good news and I really prefer to have those. Hopefully I’ll get the Indo-Pakistan war next turn. Right now I’m not too happy with the way the game is going.
SU: Arab-Israeli War - OPS
US: Olympic Games - OPS
I take Burma and Vietnam, he takes Pakistan and adds to Japan. We’re keeping pretty even with each other, which maybe is all I can hope for at this point.
SU: Nasser - Event
US: Red Scare/Purge - OPS
I am not making any headway in Asia I switch to the Middle East, where I have some supporting cards. Nasser gives me control of Egypt, which is good because the US attempts to coup Libya. On the upside they fail, on the downside I’m now out of luck for my Military Operations requirement unless I decide to coup Tunisia, which I just can’t justify. I was hoping to coup Algeria, but it’s a battleground and now unavailable.
SU: Truman Doctrine - OPS + Event
US: Formosan Resolution
I take back Libya, while Finland is the only country he can take OPS from. He secures Japan, which the US can do easily enough so this hand feels like a wash.
SU: Marshall Plan - OPS + Event
US: Vietnam Revolts - OPS + Event
I’m on the losing end of OPS here, but I can’t space the Marshall Plan, it’s just too many OPS. I take Saudi Arabia, and add to Thailand. Saudi Arabia gives me a virtual lock on the Middle East, and if I can get OPEC that will give me some additional points later on. The downside is he gets to spread across Europe, and then adds to France and Israel. Not good because France is usually where the USSR can make a dent in the US control of Europe once Italy is gone.
Turn 2 saw a lot fo back and forth. I’m feeling great about the Middle East, and not so good anywhere else. This isn’t the position I wanted to be in. If the US gets some scoring cards it could be really bad for me next turn. The 3IP bid at the beginning makes a big difference here as I should be able to fight for Europe and slow down the expansion of the US considerably. Next turn is the last Early War and the deck reshuffle means anything is possible. I more or less have to assume he has Defectors if I don’t, which nullifies my Headline phase.
Shadows over Camelot, by Days of Wonder is a co-operative game in which the players (mostly) are working together to defeat the game. In this case the Knights of the Round Table against the various forces combining to destroy Camelot.
In each turn a player may do one of several things: Stay at the round table and collect cards which they will be able to use once outside; Work towards defeating or holding back one of the several enemies of Camelot: Picts, Saxons, Siege engines, or the Black Knight; or work towards one of several Quests: Find the Holy Grail, Excalibur, Lancelot’s Armour. Players may join forces or battle any of these alone, and some have special abilities that make the choice a little easier.
The twist in Shadows over Camelot is that one or more of the players are Traitors to Camelot. Secretly working against the other players to ensure Quests fail, and Enemies are successful. In order for a good game it is imperative that those playing the Traitors know how to do their job well. The game can be hard enough to beat even knowing who the Traitors are however.
Design 5/5: There are really no complaints about the design of the game, everything fits the theme very well and the contrast between the light and dark elements is clear.
Components 4.5/5: Great components that are very usable. The player cards are a good size, the game pieces fit the theme very well. My only complaint would be the painted components are extra. As you can see in the pictures above I painted all the components of the game, by default it’s all grey plastic.
Fun 4/5: A very fun game if you’re with the right people and the Traitor is doing their job well. There is enough to do that you don’t feel too much like you’re playing just against the game. It can be a bit boring on the Holy Grail quest however, which can drag through most of the game with a lot of back and forth. I hate getting stuck on the Grail.
Replayability 3.5/5: It’s not a game I would bring out all the time; the overall structure of the game doesn’t change from play-to-play very much. This means repeated playings will feel different but be structured the same, and that can wear on you. It’s also a game that requires at least 5 players to be interesting.
Overall: 17/20
Washington’s War - ACTS Ladder Launch 2
The British elected not to go first (despite having a campaign card) and I immediately set out placing more Political Control (PC) markers. The goal (I guess) is to restrict the ability of the British to spread their PC by closing off easy avenues and making them spend Event Cards to flip or remove my PC.
Game Rounds
AM: 2 OPS
GB: Reinforcements
I place PC in Fort Niagara, isolating Fort Detroit, and Springfield attempting to get the upper hand in MA. The British invade the South for what I’m sure will be a rampage.
AM: Thomas Paine (3 OPS)
BG: Discard Mad Anthony Wayne
Thomas Payne allows me to place PC in Saratoga, Oswego, and Richmond. Discarding the event card allows the British to flip my PC in Falmouth MA. Another round of me trying to close off route and the Brit opening new routes up.
AM: 2 OPS
GB: Minor Campaign *!
I decided to move in to New Hampshire and close off Georgia. Placing a PC in St.Mary’s means there won’t be any invasion by sea down there. The British play a Minor Campaign, for which I am seriously jealous because in my first ladder game as the British I received no campaign cards the entire game. It stands to reason Martin will get one every turn. Cornwallis marches south to Charleston and easily eliminates the small garrison there: it isn’t even a fight at 9-2 it’s an automatic loss before die rolling. The British next move down to Saratoga, to threaten New Hampshire and of course in Winter they’ll get to flip my PC.
AM: Reinforcements
GB: North’s Government Falls - 1780
At least I get some respite here as the ‘War Ends’ cards are basically duds. I send Benedict Arnold to Albany with 3CU to keep an eye on Carleton.
AM: Reinforcements
GB: Discard Event Card
I send Lee and 1 CU to Richmond in the hopes of next round discarding a card to flip the PC in Norfolk. This is undone however by the British placing a PC in Battleboro NH. If I don’t get rid of or flip that PC I’ll lose the other 2 PC to isolation.
AM: Discard Event Card
GB: Pass
Due to using a Battle Card down in Charleston I get to go last this turn. As previously mentioned the PC in Battleboro has got to go.
Winter
Winter is chilly in the colonies, with Carleton, Arnold, Washington, and Greene all suffering casualties.
Albany get a PC marker for me, and Charleston and Saratoga flip to the British. The lone CU in Fort Detroit find something to eat and fails to starve.
Having only played one game before this it’s really hard for me to offer an idea of how I’m doing. It feels pretty bad with that Minor Campaign smacking me in the face. I’m also guessing Martin has played a few more times then me. Still this game keep both players on edge, which is a strength. I just hope for some good cards in Turn 2, enough to get some reinforcements on the board. Martin will get his big stack of 8CU, and at most I’ll get 6, but with a little more flexibility as to where they go.
Twilight Struggle - ACTS Ladder Launch 19
US: Defectors
SU: Korean War
SU: Nuclear Test Ban: OPS
US: Europe Scoring: 5VP
I used my OPS to coup Iran with great success pushing it to a solid (0/5*). I really needed that because I’m about to play the scoring card and this makes it much more difficult for the US to get to Pakistan/Afganistan. Europe scoring is pretty harsh on me, but I should be able to recover it some.
SU: Middle East Scoring: -4VP
US: East European Unrest: OPS
Middle East scoring pushes us back to +1 which is the best I could have hoped for I think. I don’t want to keep Asia scoring very long as a fight there would be bad for me with my cards. My hope is to get out of this turn with as little damage as posible. The US uses his OPS to push towards Thailand and consolidate S.Korea.
SU: Asia Scoring: 0VP
US: UN Intervention + Decolonization: OPS
Even is the best I was going to get I guess. The US switches gears to the long game by seizing Algeria (*2/0). I don’t really mind this because I can always coup Algeria later and be next to France as a bonus. Still, the US is setting himself up well of the Mid-War scoring cards come out early.
SU: Captured Nazi Scientist: Space +1
US: Romanian Abdication: OPS + Event
I really don’t like the space race, but this card isn’t good for anything else and it pushes the score to -1 VP which is my side of the chart. I’m not going to complain about the free OPS in Romania, plus all he gets is a foothold in Tunisia. I know he’s now in a better Africa position, and can reach Libya, but I can’t worry about that right now.
SU: 5 Year Plan: Space +0
US: Warsaw Pact Formed: OPS + Event
A horrible card send to the space race in vain, the rocket explodes on the launch platform. While Warsaw Pact is good for me, he’s also spreading out. I am glad to be getting my events though.
SU: Containment: OPS + Event
US: Duck and Cover: OPS
I decided to consolidate my hold on the Middle East, hoping that scoring card comes around again soon. Containment is a card always played last by the USSR/SU because it gives the US +1 OPS a turn and now he only gets it for 1 turn. The US tries an unsuccessful coup against Iran. I’m a bit surprised since there are better targets, but Pakistan/Afganistan is a key area for the US.
Turn 1 saw all 3 Early War scoring cards played. I ended up on the short end in both points and cards; I lost out by 1 VP and having the extra scoring card meant less Influence placement. From a stricly scoring perspective a big win for the American player since he starts out in a better European position. The US is possibly also better set-up for the now probably longer game. I will definitely have a fight on my hands no matter what cards come out next turn. At least I won’t have to worry about defectors in the headline phase again.
Twilight Struggle - ACTS Ladder Launch 19
For the Turn 0 setup I placed my influence in East Germany, Poland, and Austria.
East Germany (0/4*) * indicates control
Poland (0/4*)
Austria (0/1)
U.S.A. placed theirs in France, Italy, and West Germany.
East Germany (*4/0)
France (*3/0)
Italy (*3/0)
This is a pretty standard Euro-centric start to the game. I really don’t have much choice but to do what I did, as I need some extra influence in East Germany and Poland if we make it to the Late War. The U.S.A. gets their initial placement plus 3 more. Stacking it all in Europe tells me he might have the Europe scoring card, but maybe he just plays a very strong Europe game. In traditional TS games Italy is often hotly contested as the swing country due to its low stability [2], but I don’t think that will be happening here.
I’ve decided to use the Vassal Engine to render the screen shots, although I will still be tracking the game using the Excel spreadsheet. Since I’m only taking end-of-turn snapshots I don’t think this will be too much work, and looks much nicer.
Washington’s War - ACTS Ladder Launch 2
Turn 0 in Washington’s War equals the Setup. In this matchup I am the American player and Burke is the British. My first move is to place the Committees of Correspondance: I get one Political Control (PC) marker in each of the 13 colonies. After reviewing several pervious matches for optimal placement I decided on:
NH Norwich
MA Falmouth
RI Newport
CT New Haven
NY New York
NJ Morristown
DE Wilmington
PA Bassett Town
MD Baltimore
VA Alexandria
NC Salem
SC Camden
GA Savannah
This was followed by the British player placing 2 PC for the King:
NY Long Island
NY Ticonderoga
Having only played the previous game and not as the Americans I chose to base my initial placements based on what others have done. I took the CoC placements of several games from the previous round from as top players as I could find and looked for patterns. Any cities that were common to all games I immediately selected as ‘best’ locations, this left a few stragglers which I chose based primarily on preference. The American move to Long Island is a smart one I think because it gives the British a PC beach-head there to branch out from later. The British did not opt to play a campaign card and go first, so this is a good way for them to stop me from closing off that route with a PC placement (which I was absolutely going to do). Let’s see how the first turn goes.
WHERE TO FIND ME