From: petraska@my-dejanews.com Subject: PanzerZug by Winsome - A Description In response to popular demand, here's a quick-look summary of PanzerZug by Winsome Games. I saw this game at Origins for the first time and bought a copy for myself. I have yet to do anything but look at the card sheets and read the rules, so I can't comment on how well it plays. Maybe later... PanzerZug: US & British airpower attacking the Reich's Railroads Published by Winsome Games, 1998 $15, ziplocked PanzerZug is a non-collectable card game in which 2-6 players each fly one type of Allied fighter-bomber and cruise the skies looking to shoot up German trains and rail yards. The game includes 4 pages (two loose-leaf sheets) of rules, 15 yellow Action Card sheets, 4 blue Zug Card sheets, (I presume Zug is German for 'train', and that 'panzerzug' translates to 'armored train'), 6 aircraft display card sheets (2 P-51s, 2 P-47s, and 2 Typhoon 1Bs), and the front and back papers that constitute the "box covers" of the ziplock package. Get your scissors sharpened, guys, because you have to cut out all 19 sheets' worth of cards yourself, and there are 8 cards per sheet. The cards are all printed in black ink, with the fanciest graphics being digitized halftone photos of actual German military trains. If you're looking for a pretty card game like Atlantic Storm or even Down in Flames, then you'd better keep looking 'cause this ain't it. The best comparison would be to Winsome's other military card game, Damn the Torpedoes. A 6-sided die is also required, but not included. The game begins with each player selecting a type of airplane to fly and loading it with fuel, gun ammo, bombs, and/or rockets as desired. As you might expect, each type of plane has different loadout capabilities. The P-51 can carry the most fuel, the P-47 can carry the most bombs, and the Typhoon's capabilities lie somewhere in between (plus it has cannons instead of machine guns). Each player also gets 6 cards from the Action Deck, which consists mostly of additional fuel and ordnance but may also contain cards that can be played during the turn to protect oneself or harass your opponents. In a nutshell, on each turn a player decides to either take off and look for targets or stay on the ground and refit his plane by drawing cards from the Action Deck and using them to load up his plane for a later turn. Assuming the player decides to take off, he expends one fuel card from his airplane and flips over the top card in the Zug deck. This is the first target he gets to attack, and it can be either a train or a train yard. Trains require various amounts of damage to destroy depending upon the type of train it is (box car freight train, armored troop train, etc.). If the target is a train yard, it can only be destroyed by an Explosion and not by accumulated damage. Once the Zug card is revealed, opposing players may play Action cards in attempts to foil the player's attack. You may find a German fighter on your tail, or a train may round a hill or enter a tunnel, or clouds and fog might move in on you. Assuming you get past these hurdles you attack the target with a selected ordnance of your choice. Bombs always cause Explosions if they hit, and Explosions always destroy any target. Rockets and strafing usually inflict damage points which only affect trains, not yards, but both have a chance of causing a target-rending Explosion as well. If you cause an Explosion, or you inflict the necessary damage points, the target is destroyed and you keep the Zug card and get the number of Victory Points indicated on the card. Assuming you have fuel and ammo remaining, you then flip the next card in the Zug deck, expend another fuel card, and repeat the process. If the target survives your attack you can keep attacking it until you have no more fuel or ammunition, at which point your turn ends. An undestroyed train yard stays in play and becomes the next player's target, while undestroyed trains escape and are set aside until the next round starts. Some Zug cards include anti-aircraft defenses that may shoot down your plane after it makes an attack run. If you destroyed the target during the attack you still get the card and the victory points. However, whenever your plane is shot down you must clear your aircraft sheet of all fuel and ammo cards and start again on your next turn with, literally, a blank sheet of paper. While you spend the next turn or two refitting your plane, your opponents may be destroying targets and building up victory points. I was surprised to find that there is no victory point penalty for having your plane shot down. You just lose time relative to your opponents. The game continues until the Zug deck is exhausted, which ends of the round. Players tally up their victory points and, if someone has more than 150 VPs, the highest scoring player wins. If not, another round is played. In the second and successive rounds, however, every player starts with an empty airplane instead of a fully loaded one. This game definitely looks easy and fun, and I'm looking forward to playing it. It is certainly not a simulation, although it presents a more "realistic" theme than Atlantic Storm in that you fly a plane and try to accomplish a mission. It's realism level is probably comparable to Modern Naval Battles, or perhaps Down in Flames, but is less complicated than either of them. And nowadays it's hard to beat the price, even for a ziplocked game. Winsome Games has a web page at http://www.fyi.net/~winsome, but as of July 8 there was no information to be found there about PanzerZug. Brought to you as a public service by me, Jeff Petraska -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum