Steve Stanton - Jun 6, 2005 4:51 pm (#10094 Total: 10096) O wa some pow'r the gifte gie us, to see ourselves as ithers see us Played Friedrich (Histogames) for the first time Saturday. While we were only able to play an incomplete 3-player game (vs. the optimal 4-player) fun was had by all. Each country other than Prussia (except for an advanced game option) has a series of primary and secondary cities represented by flags which they must control (by moving onto or over) to win. Prussia wins by not allowing any of the other countries to win (except in the advanced game option). An invading country may not control a flagged city if an opposing defending general/army is within 3 'spaces' of that flagged city. I took Prussia/Hanover. While I was able to keep Russia chasing me in the East for several turns and I took out Sweden as a fighting force, I didn't pay enough attention to the threat of France (also played by Russia in a 3-player game) in the West. I had taken one of the 2 Hanover generals/armies up towards Sweden in a pincer movement with one of my Prussian generals/army which left me too vulnerable to French advances. Austia/Imperial Army was bidding his time in the South and tracking my suits played (the map is broken down into separate areas having 1 of 4 suits in which only those suits (or Reserve cards) may be played to suppliment your on-the-ground troops secretly assigned to your general counters). At the beginning of each turn, each country, with each player sometimes controlling more than one country, draws their allotment of new suit cards sequentially from one of the four decks used by all players. For example, Prussia gets the most at 7 (4 + 3, i.e. Prussia can lose up to 3 cards due to fate cards (see below)) and becomes a powerful and intimidating force early in the game as it also has the largest maximum allowable army. If got to be quite a nail biter when in a battle as to which card values to play (not to mention within which suit area combat should be initiated) as the losing side will have a negative number (unless there is an unavoidable 0 tie) which translates into the number of troops lost and number of cities (point to point) the victorious player retreats the loser. Many times it's wiser to play a card giving you a -1 total and quiting the battle as I did with apparant good effect against Austria (essentially having an equal size starting army) for a few turns. After 5 turns, a card of fate (separate deck) is turned over at the end of each turn which could cause one of the countries opposing Friedrich to quit the game outright. Most of the fate cards have a more minor, but possibly significant effect. [I had let myself be bled by Austria (see above) so I could reconstitute troops with any general anywhere on the board in secret but the fate card said all replacement troops that turn stink and any general obtaining them could not attack. Argggh.] The suit cards also have to be played to purchase fallen troops (6 each) (each country has a maximum # of troops allowed on the board at one time) and supply trains (6 each) which are necessary for out of home-country movement (two turns out of supply and the general and associated armies are eliminated). Generals may be replaced for free but at least one troop must be purchased to accompany the newly reconstituted general (unless the general starts with an existing general and the troops are transferred to his command). Next time I'll pay more attention to France. Highly recommended with great components and board. [Using essentially playing cards (4 separate decks each having 4 suits with a value of from 2 to 13 and two reserve cards that can be played as any suit and having a declared value of from 1 to 10) seems weird until you actually play the game. Quite a brillant system, IMHO.] Richard Sivel - Jun 6, 2005 6:59 pm (#10095 Total: 10096) steve, i read your report with great great interest. Thanks! I, however, realized some minor mistakes in summarizing the rules ... I am not sure whether you misread the rules ... so i would like to corect these, just to be sure After 5 turns, a card of fate (separate deck) is turned over at the end of each turn ==> You start picking the cards of fate at the end of the 6th turn. Generals may be replaced for free but at least one troop must be purchased to accompany the newly reconstituted general (unless the general starts with an existing general and the troops are transferred to his command). ==> Even if the new general is put on an existing leader he has to receive a new army for costs of 6 points of cards. I am glad that you liked the game! And i hope you will keep enjoying it. Richard Sivel, histogame ps: Played Friedrich (Histogames) I know, it is a common mistake, but the company's name is histogame (singular) While we were only able to play an incomplete 3-player game (vs. the optimal 4-player) fun was had by all. the 3 player game is not worse than the 4 player game. Both have its pros and cons. I could not say which i like more