Lawrence Hung - Feb 1, 2006 11:15 am (#12116 Total: 12132) Now playing Triumph of Chaos,Into a Bear Trap,Blue vs. Gray, 6 Days of Glory,Sword of Rome,Bitter Woods,Empire of the Sun, Group of Soviet Forces Germany,ASLSK,Thirty Years War,The Big Push, Iron Tide,Sun of Austerlitz,Clash of Giants AAR : Triumph of Chaos Moved this game up my schedule as I can't wait to play this Russian Civil War game with such a rich history. It is about the Revolution. It is about the struggle of ideologies in a country. It is about heroes. The most wanted game in 2005. The map and counters are simply gorgeous, and the cards are also packed with historical detail, as well as having contemporary artworks/photos. The cards alone worth more than the price already. Some may, however, think that the card art could be a little bit larger for more enjoyment. Overall, a really cool game. The game really offers tons of historical flavour and strategic options available to both sides. The counting of VPs at the end of "every" turn is very exciting. The factions control could be a take or break since there are so many interested parties in the stake of Russia. I am happy to tell wargamers that the Faction Control Markers ("FMC") simulates the interaction of relationship with the Red and the White in the most elegant way I have not expected. Bear in mind to read the political phase rule in the separate supplement book well before starting the game. It is essential to get the full flavour of how the political game system works. It is very simple at its core, comparing influence points garnered on a particular side by reading the political cards horizontally in a line up. It is the faction specific rules that gave us some eye-strain problem... To start with, Triumph of Chaos is a good story-teller, with all the main cast of heroes. Lenin, Trostsky, and Stalin and all the brutal White generals. At the core of it, there is an Action Cards system whereby Operation Points on the above right of the card are spent on either movement or combat, or else the events take place instead of the operations. There are quite a few Action cards with a little white line saying that Take 1 Activation, Take 2 Activations, Take 3 Activations, etc. It means that if the event was played instead of taking the number of operations on the right corner of the card, take the number of specified operations instead. Apart from movement and combat, they can also be used to bring replacement and reinforcements into the game. Simon took the White and activated the powerful Czech Legions in the Russia East victory city of Kazan and green peasant troops surrounding the city of Moskva, putting Lenin under direct threat. Believe it or not, Lenin is not allowed to move outside Moskva so he is kind of like a sitting duck waiting to be hit. Undaunted by the threats, Lenin directed Trotsky to coordinate with Stalin to conduct a southern strategy of offensives into Don, planning to a meeting engagement in the city of Rostov. The leadership in the game appears to be less than any significant impact from my historical impression about the war. There is no direct influence by the leaders on a particular battle, but merely the ability to coordinate combat much better from different spaces to a single target city. I can see that how the leadership can influence the game in a subtle way in a number of aspects. I guess there is a deliberate design decision to downplay the inciteful Stalin, Trotsky and Lenin on their military role. Since the game does not have the concept of unit morale, there appears to be a less direct leader influence on a the outcome of a particular battle - the sort of direct DRMs on the battle by the leader ratings. The "passion of revolution" as both Lenin and Trotsky repeatedly showing to their armies and mobilizing the masses would be largely overshadowed by the military action on a grand strategic scale. Besides, it is understandable because the game designer thought of Trotsky a mere "decent" leader. However, on maneuvering side, leaders are used to reinforce, withdraw, or pursuit etc. These capabilities – often tying to a die roll, can have a huge impact on the general development of the course of military conflicts. Additionally, some leaders have special capabilities, like Makhno and his cavalry surprise attacks. The White player should take note of his activation restrictions. He couldn’t activate multiple spaces in a region, except for one specifically designated. So the White player should basically do one region at a time, limited by the lack of general coordination of the White forces for war efforts. Regardless, White player should still have a leader presence in the region to have multiple attacks from adjacent spaces to a target. Infighting among a White or Red side is common. The game utilizes a chit-drawing system to determine which factions counters are restricted somewhat as to the combat and movement capabilities. One thing to note is that the counter drawn would be put back into the cup again for another drawing. There are 3 camps among the Red and 5 camps among the White. Accusation of treason would happen to Red leaders and they could be removed from the game! (except for Stalin and Trotsky, not even Lenin…) Other things happen like “One Russia” policy whereby the factions would be more united to the Red or the amount of losses inflicted would be reduced. Defeatism would have a 50% chance of no-fighting. Desertion could also happen to both sides. A violation of the infighting restrictions would bring penalties in Victory points to the side. Another thing crucial to the game is the gaining of the numerous factions to a side. There are more than a dozen factions in the game, swinging in the political mood of the Russian people, joining to a particular side by political moves. This adds another layer of depth to the game. So the better player would coordinate the military efforts along with the political ones, striking a big blow to a particular front at the right moment and grabbing the most out of it. The use of Influence Points during the political phase by playing action cards on the political box, one for each and a neutral box, in an attempt to bid the factions control. There are 2 basic cards to do this, Influence and bluff cards. They could not be used in the normal activation rounds. So if you don’t use them, they are lost. Obviously, if you want to bid higher, you can always use an Action card in your hand to do so, sacrificing the use of it later on in the action rounds of course. In our game, both sides played cautiously on the political front. Astrakhan joined Red thus scratching the back of the White. At the end of the political phase, however, there should be no IPs remaining on any Faction. But there are other IP 'bonuses' from action cards (mostly by an events) in action phase or purchased in logistical phase, which are "AFTER" the political phase. They help to "boost-up" the control over the faction on the faction control table. The IPs can be carried forward to the next turn until Political Phase. Moreover, it is harder for any faction to turn back to the other side because 2 IPs are required to move in but 3 IPs to move out of a side’s control box. As someone new to the game, we played the 3-turns introductory scenario in 4 hours, excluding the one hour set up time. By turn 3, we were 'clicked', suddenly finding the gameplay very easy, except for the time-to-time reference checking to the faction specific rules. Our game concluded with a White winning the most VPs as the Red inflicted on himself violating the infighting rules and the White retained most of the Victory Cities. Simon and I are greatly satisfied by the game and decided to give it another spin the next meeting to capture more fully the depth of the game.