Michael Rinella - 09:47am Jun 12, 2000 PST (#190 of 191) I like the idea of a card-driven North Africa game 8^) Rob, here is a quick breakdown. I owe a huge debt to Paths of Glory (and a lesser one to the AH card games). Title: AFRIKA. Map: main map depicts North Africa from El Agheila to Port Said/Suez. There are side maps with: Tunisia, East Africa and the Near East. Small boxes also represent South Africa, the Torch Landings, Sicily/Malta, and the Balkans. Map overall same size as Paths of Glory. As you might suspect, most map spaces will be "clear" but there are some notable exceptions. Counters: a two countersheet game. Units are Divisions, which are 5/8" counters, and 1/2" "battle groups" which represent British brigades, Italian regiments, US regiments, and German battalions. Italian units are the most numerous in the game, but the weakest and the most "brittle" (eliminated Divisions will rarely get rebuilt). Allied Divisions are a mixed lot, but numerous and well supplied. German units are powerful but few in number. There are also some minor units that function as "German" and may appear with certain events, for example in Iraq. Oh, and plenty of control markers! Cards: I've been tweaking these continuously. There are now 54 for both the Allied and Axis sides. Some are marked (M) meaning they can be played during the Battle of Malta Phase (see below), and some are marked (T) which means they may only be played as events when and if the Torch landings occur. Every card has be constructed as a .bmp file, with a historical photo scanned in (the photos are b/w, the cards have color). I'm not sure if they could be used if the game were published (permissions issues, etc.) but they look quite good, even when printed from a color inkjet printer. Typically the size of the images is bigger than the ones found in Paths of Glory, and I chose "action" pics over "posed" ones wherever possible. I envision the players as "theater" commanders so they have little or no control over key decisions taken in Berlin, London, etc. Turns: Seasonal, from Summer 1940 to Spring 1943. The game ends there for many reasons, one of them being that if the Axis still held a sizeable bridgehead until the end of June, it would have seriously thrown off the Allied timetable for attacking Italy. Movement/Combat: the game emphasizes maneuver, though a bit abstractly given the scale. Movement allowances are generous, Strategic Redepolyment not terribly expensive, and combat full of tension. Both sides have Combat Cards and Events that can throw the others attack or defense plans to the winds. I've also been working on some form of "overrun" combat. Victory Conditions: Victory Points are kept for the Axis only. They begin at 10 VPs and need 15 for an Automatic Victory. The Allies need to reduce the Axis to 0 to win the Auto Victory. The Allied player will be faced with the "juggling act" the British were faced with - having to prioritize between the Western Desert, East Africa, and the Near East. They will want to put as much hurt on the Italians as they can before the Germans intervene in the Balkans and Libya, but that may cost them on other fronts. They can get stretched veryyyyy thin in 1941. The Axis player has to decide a number of things. First, does he act offensively with the Italians before the Germans begin to arrive, and if so where - East Africa or the Western Desert? He'll have to concentrate his effort on one or the other. The Allies are very vulnerable in terms of quantity of units when the game begins. Second, once the Germans arrive, does he view his mission as primarily defensive/long term or does he go for the Automatic Victory? Pushing into Egypt will be costly and risky (and crazy if there are Brits in Tobruk!). If the game goes the distance, The Axis need only hold on to a respectable chunk of North Africa to win, so the Allied player has to push very aggressively in the late-middle and end game. Malta: I feel that Malta is so important that it has it's own phase - The Battle of Malta Phase. Yes, Malta can be invaded - if things go well for the Axis. Among other things the Allied player will agonize over whether to send a convoy to Malta or use the card for replacements. The Axis player will agonize in a similar manner with his own cards that effect Malta. If the Allies triumph in the fight for Malta, the Axis will be in a world of trouble in the end game (just think of their historical situation in the Spring of 1943!). The game has been playtested all spring and has undergone several revisions/improvements. I'm just polishing now, and expect to send it to GMT (who knows of its existence) in the very near future. Michael Rinella - 09:22am Jun 15, 2000 PST (#192 of 196) Some further information on my design for AFRIKA Components: 22" x 34" map, 264 5/8" counters, 130 1/2" counters, two player reference cards, rulebook, 108 strategy cards Note that the rulebook will, in addition to rules and card notes, also include a card manifest. With 12 turns the full campaign game should take less time to play than some of the other point/card games recently released. I would think that, between experienced players, time could be kept in the 4-5 hour range. Shorter scenarios - Compass, Crusader, Gazala, Tunisia or something similar would be even quicker to play (2 to 4 turns each). Michael Rinella - 09:48am Jun 17, 2000 PST (#193 of 196) I have worked hard to produce the uncertainty and confusion of desert fighting, and the "tacticians paradise/quarter masters hell" dimension but keeping the game design quick, easy and fun. The game is not a Paths of Glory clone. It differs from Paths of Glory in a number of respects: (1) Armor units may move and attack in the same action. They do not have to follow the defender's retreat path. (2) There is overrun combat. (3) Out of supply units may activate, but at increased costs. There is also an event card called "Breakout" which allows all out of supply units to take a step loss and relocate to a friendly supply center. There is also a reusable "Withdraw" CC card which allows the defender to retreat one space and negate an overrun. (4) It is possible for Italian units to surrender if they are overrun. Also, movement can be much more sweeping; in a case where an enemy space is overrun or the defender eliminated, the attacking units may move up to their movement allowance again (note that this could be potentially dangerous as it might allow the enemy to cut you off an put you out of supply). (5) I have drastically simplified fort rules. Forts are permanent, and give their bonus to whomever is in them. No besieging, tracing supply through besieged forts, destroyed fort markers, etc. (6) Malta figures importantly in the game, but is handled in a very simple "no fuss" manner. There is a Malta space and it may be invaded (won't be all that common). (7) The game has seasonal turns, and only 12. It should be playable in an evening between experienced players, or in a single session at a game convention. (8) I envision it will be very easy to design shorter scenarios to depict: Operation Compass, Crusader, Gazala, Tunisia, etc. Set up is easy b/c the number of units is much less than Paths of Glory to start with.(8) SR values have been reduced. This allows players to do some longer movements without having to add in extra rules for the Via Balbia highway, British rail lines, and the like. (9) I don't know every game on North Africa, but unlike the one's I've seen this one has all the major actions: You have North Africa from El Agheila to Suez/Port Said on the "main" map, plus linked side maps to the Near East, East Africa and Tunisia (there are also boxes for Tripoli, Sicily/Malta and the Balkans). The Allied player is really faced with the "juggling" act of 1940-1941; withdrawing units from the "main" front is something he has to decide for himself, no "imposed" withdrawals at times known to both players. Early on the Axis player can threaten the Allies from either East Africa or Libya, and later on a well played "Iraqi Revolt" may throw Allied plans out of whack. (10) Card hands increase in size by year: 7 in 1940, 8 in 1941, 9 in 1942. Players may discard any and all cards in their hands at the end of each turn. The "Rommel" and "Montgomery" events act as wildcards - the turn they are played the deck gets reshuffled. The prototype will be sent to GMT in a number of days.