From: Terry Rooker Subject: Re: Bodyguard/Overlord -Reply On Mon, 9 Sep 1996, Les Howie wrote: > Lots of folks have written about the innovations in Bodyguard/Overlord. > I've not seen the game, but it sounds neat. Could some kind soul give me an > overview? > B/O (dangerous choice of name when converted to an acronym:-) is one of those games where the system is not novel, rather it is innovative in how the parts interact. The focus of the game is the intelligence 'picture'. This is handled by a chit-based system. The Allied player decides when and where the first invasion will occur. He then selects the chits that represent this decision. There are 'dummy' chits that indicate all the other possible invasion times. The German player can draw a number of these chits based on the performance of his spy network. He can place spies in different countries, or try to get spies into England where they occupy different areas. Of course spies in England are much more productinve. When he draws the duplicate chits then he knows the time and/or place of the invasion. There are cards that serve as a sort of random events system that can adversely or favorably effect the intel picture. In the meanwhile the German player has to deploy his forces. Until he succeeds in the intel game he has to balance dispersal (both to provide protection from air attack and to cover more landing sights) with having a concentration of forces when it is time to act. The Allied player starts with an interesting tradeoff. He has to decide on when and where the landing will occur. The earlier the date, the less chance the German has to find out anything. Of course that also means the Allied player has less chance to build up forces, and less time to attrite the Germans. After the decision is made, the Allied player must try to get the concentration of forces in the right area so that doesn't tip off the Germans (only certain landing areas are accessible from each Allied staging area). The Allied player also has partisan units that can be used for sabotage, but there greatest use comes in interdicting movement once the invasion starts. The Germans are limited in their ability to attack the partisans until certain events occur. One of those is whether the partisans have been warned by a plain language code phrase. Yes, the plain language code phrase is one of the possible products of the intel game! All of the resolution mechanics are simple so the players can relish in, or agonize over the developing intel game. It is frustrating as the Allied player to sit ther and watch the German build up because the German figured out where the invasion would occur. Of course there is always the second invasion (which is optional). In one game my first landing was a 'diversion' in the Bay of Biscay. The second main' landing occured in the Netherlands! Of course that left them completely unable to support each other, but it ran the Germans ragged:-) Things that could stand improvement. I think the game is pricey compared to what you get in others in the same price range. I assume this is partly due to the use of cards for random events. If it would drop the price I'd suggest just using an event table. It's less expensive and doesn't detract from the game. The intell picture is all or nothing. In reality you would have a gradual build up of information. Such as first the invasion won't happen until next year, then in the spring, then finally the date. Simliarly with location. Of course this added complextiy might change the game from a simple exciting challenge to something else. I hope this helps. I'm a little vague on specifics because it's been a year or more since I played. But I can dig it out, unless John beats me to it. Terry