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Fort Sumter: The Secession Crisis, 1860-61» Forums » General

Subject: Seems a lot like 13 days. rss

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Ben Bosmans
Belgium
Mechelen
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After viewing the play through and components it seems this game pulled a lot of the mechanics of 13 Days: The Cuban Missile Crisis, but with more playing pieces and twists.

Now this is not really a bad thing, as I like playing 13 days with my wife or son.

As they really hate playing long games.

Anyone else noticed this ?
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I read this on it by way of some other posts (thanks TimTix and jrtracy).
MarkHerman wrote:
I like to think that Fort Sumter is a full circle design as 13 Days is a Twilight Struggle engine reuse and Twilight Struggle is a CDG engine. So where does it all begin.

Fort Sumter is actually using the For The People Engine as I do not have any DefCon tracks.
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Joe
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Shoreview
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Mark Herman noted in a post that he was inspired by a fast playing version of Twilight Struggle. This is kind of how wargaming goes though. It's a constant, growing conversation of mechanics. And I'm guessing Mark has found some kick-ass things to say of his own devising. Love 13 days. Am sure I will love Fort Sumter as well.

-Edit- I should never post before 8am. So many typos.
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