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User Rating Comment Status
Charles Vasey
England
Mortlake, London
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10
Jun 2010
Very clever double-blind game. Ben Knight's design skill and Ty Bomba's clean lines place you in the Gettysburg campaign trying to fix the enemy, always one march behind in a game where command of cavalry is a matter of scouting not charging.
2010-06-03
Owned
Dò the Clef
France
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10
Jan 2012
Owned
Ricardo Ferreira de Oliveira
Brazil
Novo Hamburgo
RS
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Time and Chance are not Enough
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9
Mar 2005*
Owned
Mike Siggins
England
Cambridge
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9
Jun 2010
Owned
Want To Play
Dave Shaw
United States
Pennsylvania
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9
Mar 2007*
Owned
John Richards
United States
Madison
Wisconsin
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8
Jan 2004*
Owned
Christopher Lawrence
United States
Mos Angeles
California
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8
Apr 2010
Owned
M Stumptner
Australia
Unspecified
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8
May 2006*
Very smooth double blind system makes for a lot of fear, uncertainty and doubt. Fun to play. Ben Knight was one of the best designers of the time.

Marred by Beth Queman's first map for Command - I couldn't believe my eyes at the time. Like something done for a high school geography lesson.
2006-05-11*
Owned
John Nebauer
Australia
Clarence Park
SA
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8
Sep 2008*
Owned
Peter Mc
United States
Dunkirk
New York
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8
Aug 2010
Owned
Pete Gelman
United States
Portland
Oregon
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Mysterious Matters of Max Metters / Moonifest Destiny
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Island of the Moths
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8
Jul 2009*
1 play (about 20 turns) - enjoying the fog of war, quick turns, easy flow. Tough decisions, risk-taking. I think the double-blind system works well here, very playable and nerve-wracking in a good way. The double-blind system really helps smoothly emphasize the historic role of cavalry as both scouts and screens -- a wonderful thing to see in an ACW game! Seems designed to be won by a thousand cuts, not decisive battles (maybe). I tried to take Alexandria, almost succeeded. I think now we can finish the full game in 3 hrs. --I will almost surely raise my rating, but I want to play it more first.

Update - months later, after reading some Civil War books - this game's playable fog of war and cavalry roles (scouts & screening) seems delicious to me. I didn't realize how much strategic deception both sides historically employed (not just the Rebs). I think that aspect of the struggle is impressive and exciting history. I don't think Blocks or upside down counters quite offer the same 1863 sense of "Hey, where is the enemy, and what are they doing?" or "I'll leave some guys here to make a lot of noise while taking the rest of my army around this sneaky way."

The following is an attempt at grasping some ideas, submitted with humility: Let's say you can break down an ACW operational / strategic game to Terrain, Troops, Combat, Logistics, Supply, and Fog of War. Terrain and Troops (the ORBAT) are arguably easiest for a game to portray. Combat systems have evolved a lot over wargaming history and vary widely, I'm putting that aside. Wargames in general, including ACW games, handle gameable supply logistics quite well in my opinion. One much-discussed general issue with any ACW game's Command rules is gaming the historic personalities. But what about gaming how the ACW Command fits into fog of war? Other civil war games make strong efforts at evoking the famous command personality problems of the ACW, one way or another, even the communication problems with subordinate commanders, but Command Fog seems tricky in game playability... how to force turn by turn manifestations of doubt, hesitation, mistakes, rashness, duplicity when the players have relatively omniscient info? And how do you do it in a way that is playable and feels valid and satisfying to the players who are ghosting the historic commanders? This game, AtP, merely abstracts Lee/Hooker-Meade command ability with basic significant impact, but lets you determine the leadership personality adjectives as you the player try to meet the challenge of historically similar Fog of war. The doubt, hesitation, rashness, duplicity etc. comes right from you. Your knees may be knocking under the table.

"Always mystify, mislead and surprise your enemy. And when you strike and overcome him, never let up in the pursuit. Never fight against heavy odds if you can hurl your force against part of your enemy, and crush it. A small army may thus destroy a large one, and repeated victory will make it invincible."
--General "Stonewall" Jackson

The double blind system may be a challenge to eurogamer taste, since I'm not aware of anything like it in eurogame land; it's not puzzle-solving, not mini-maxing, not calculating among known knowns, not risk taking on a single unknown among many knowns, it's existential warfare brought down to Virginia by hexgrid law, in which you shift dangerously along by hunches, guesswork, imagination, trickery, and lots of brute force.

If only the artwork were more inspired! At least it has the merit of clarity.

http://grognard.com/reviews/potomac.txt
http://grognard.com/reviews/potomac1.txt
http://grognard.com/xtr/reviews/atp.txt

errata
http://grognard.com/xtr/errata/err-cd30.txt
designer's errata
http://grognard.com/errata/across.txt

errata counters
http://www.thewargamer.com/Scans/Budapest45_XTR.jpg

and...
http://www.youtube.com/watch?v=sMHyovwX7JM
http://www.youtube.com/watch?v=YdVhIbiIBC0
2009-08-24
Owned
Want To Play
Nuno Gonzalez
Portugal
Estoril
PORTUGAL
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8
Mar 2008*
Despite the gaps in the rules, this is a very fun game. The armies of union and confederation playing the mouse and the cat.
2013-07-22
Owned
Pat Collins
United States
Crystal Lake
Illinois
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8
Jul 2008*
Owned
Francois-Xavier Euzet
France
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8
Jun 2011
good double blind game, funny, easy and fast. There are only a few things that misses (supply,...) but the game does not suffer from it.
a good game to have.
2010-10-09
Owned
Mark Johnson
United States
Santa Clarita
California
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That's a Palm Pilot on the left, and a pink iPod mini on the right. Yes, I've been doing BGTG that long!
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http://www.WargamesToGo.com
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8
Dec 2013
Only played solo, and this REALLY wants to be double-blind ftf. Normally that sounds horrible, but this game is smartly designed to be almost minimalist in its basic combat & movement mechanics. That lets the player focus his attention on the scouting, army positioning, and impacting the reinforcement schedule.
2013-12-09
Owned
L. SCHMITT
France
Alsace
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7.5
Aug 2011
Good game, using a simple and efficient double blind system.
2011-08-11
Owned
Joseph Boeke
United States
La Crescenta
California
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7.2
Dec 2010
Owned
Leong Yew Lam
Malaysia
Seri Kembangan
Selangor
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7
Oct 2002*
Unusual treatment for the Gettysburg Campaign
2002-10-09*
Owned
Jens Hoppe
Denmark
Frederiksberg
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What are you, like 80?
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It's not the years, honey, it's the mileage.
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7
Mar 2005*
Interesting, innovative (double-blind!) game about the Gettysburg campaign.
2005-03-11*
Owned
Lawrence Hung
Hong Kong
Wan Chai
Hong Kong
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7
May 2005*
Quite an interesting design to the wargamers who are obsessed with XTR'e enigma. This is the "first" double blind game I have ever seen on American Civil War. Granted that this is no small feast from Ben Knight, following his streamlined "Midway". This game is rather an eloquent game to play and tinker with.
2005-05-15*
Owned
Mike Riley
United States
Minneapolis
Minnesota
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7
May 2009*
Could use a few little house rules, but plays well as a double-blind game. A little long for one sitting. But fun to play.
2007-05-03*
Owned
For Trade
Noel Wright
United States
El Dorado
Arkansas
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7
Oct 2012
Solo, pbm.
2007-08-17*
Owned
Mark Hatfield
United States
Mt. Vernon
Ohio
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7
Nov 2010
Owned
Juan Diego
Spain
San Juan
Alicante
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7
Jun 2008*
Owned
David Ells
United States
Baltimore
Maryland
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Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
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Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
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7
Aug 2012
Owned

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