Doug Murphy - 07:47am Jan 5, 1998 PST This is Brian Train's DTP game of American politics in the Dirty Thirties, available through the Micro-Game Co-OP. Fascists, Communists and Populists battle it out. Doug Murphy - 07:59am Jan 5, 1998 PST (#1 of 5) I purchased and played this game over break. It was very exciting. There are three sides, mentioned above. Each starts with 15 "build points" worth of units equivalent to the Strength Point for units and can choose their pick of either Cadres, Committees, Fronts, Militia and one Leader (think Huey Long). Units are then placed on an area-map of the US -- each area has a population value, which is useful in Federal elections and two boxes noted as BUR or POL (whose occupation shows control of bureacracy and police in the area -- with positive modifiers for elections and stopping the entry of hostile units into the area.) In our game, the Fascists set down in the Northeast: New York, Jersey, Pennsylvania with their huge population numbers; the Communists set down in Virginias and the rest of the South; the Populists set down in the Midwest. The game runs from 1930 through 1941 with 6 month turns. The object is to eliminate the other players (near impossible) or influence a Federal Election. Every other turn or so is a Regional Election. Play proceeds with a random selection of First player. Then roll on a Random Events table to see if you get a new leader, migrant workers or mobs pop up somewhere, the economy worsens or gets better -- that sort of thing. Then everyone gets to pick a Special counter out of a coffee cup. There counters give positive DRMs for Build attempts, allow free Passage for a unit accross the map, provide Assasins or Smear campaigns for elections... Each player gets a Build phase where via a die roll per unit ('cept Militia), you get to try to build new units, augment the ones you already have or raise money. Then each player has a movement and lastly a "combat" phase. Lastly, on certain turns, Regional elections are held in random areas and/or a Federal Election all of which players can attempt to influence. More on the game later. Doug Murphy - 08:04am Jan 5, 1998 PST (#2 of 5) In our game, the first few turns saw players attempt to build up their forces with little interference with one another. Cadres attempted largely unsuccessfully to Infiltrate (via a die roll) into the BUR and POL boxes of occupied areas. (the only other way to get control is to win a Regional election in the area). The Fascists found themselves boxes into the Northeast, so satisfied themselves moving Cadres out into New England and amassing forces along the "frontier" in Penn. The Commies sought to extend their influence into Texas and also consolidate hold of the South. But the Populists went west in a big way, taking California and a few of the lightly populated western regions. In early regional elections, interestingly, all sides concentrated in attempting to win their "own" already occupied areas and interfered little with their opponents. Doug Murphy - 11:31am Jan 9, 1998 PST (#3 of 5) It gradually dawned on us that we could oppose Regional elections in areas in which other players have keen interest through the amassing of our own units in the area and spending money to influence the elections. This led to a ferocious series of conflicts in the Indio region held by the Populists in force, but not controlled by them, and Militia from Communists and Fascists both. The Communists and Fascists individually built their militias up to the counter limit and selectively (while not in any sort of alliance) went after the Populist Fronts, Cadres and Committees. The Federal Election of '32 was essentially deadlocked by the three factions. No one held a controlling interest in any of the major parties despite jockeying for party platforms. The attack on the Populists led to a flurry of Assasination chit play that eliminated Huey Long (shot down in Cleveland), and both Communist leaders (whose names escape me for the moment). Fr. Couglin lived a charmed life. In '33 and '34, the Populists were ground down into nothing. We had a strange situation in which their "building" units were suddenly all eliminated, and their militia was unable to grow or spend any of their warchest. We instituted a house rule also to keep militia from ganging up on Cadres holding POL and BUR boxes. We said these units couldn't be attacked until all other enemy units in the region were eliminated. After some discussion, the Populist player resigned, discouraged by his eclipse...After the game, we figured he should've stayed in until the next regional election if only to serve as spoiler in some races. The game had unexpectedly turned into a two player game with the '40 federal election looming. Edward Sabatine - 09:14pm Jan 15, 1998 PST (#4 of 5) This game sounds like Joe Miranda's Crisis 2000 . Doesn't it exagerrate the power of these fringe groups in the '30s? Doug Murphy - 08:29am Jan 16, 1998 PST (#5 of 5) It does to a certain extent, but I may be overstating it in the above. Within the game's assumptions, unlike Crisis 2000, these interactions and conflicts are supposed to be happening below the radar screen as it were, with the ultimate goal of "influencing" one or both of the major political parties in a Federal election. Even "control" of a region in a Regional election is a bit of a misnomer, as it's assumed that control may be overt like Huey Long in Lousiana or more akin to "influence" - being able to stuff enough key ballot boxes, or use police or your party militia to inhibit "enemy" movement through the region. The gamey part of it is all three factions are "equal" in initial power/chance of winning the game. I'd prefer to tinker with what might be termed a "historical" look at things.