msjells
03-07-2003, 04:09 PM
This game was a combination board and card game. It covered the period of 1850-1890 in the American west (from Minnesota-Kansas-Texas to the west coast). The full campaign game is eight turns long, and in each turn you may either be the U.S. or a group of several Native American tribes. The game is based on a point system - the U.S. scores points most easily by getting territories to become states. The tribes generally score by destroying various encroachments into their territory. Over the course of the game, the tribes gradually weaken (and often disappear) while the U.S. grows stronger.
The game had several unique features, most notable being the constant switching of sides. You don't often worry about the long term prospects of any particular tribe, because they may not be yours next turn. You are not allowed to play the U.S. more than two turns in a row. It sounds strange, but it really helps play balance (and the designer provides a sort of historical justification for it in the designer's notes). I enjoy the game, but it has a fairly steep learning curve - there aren't too many games that share a lot with it, and some of the systems aren't very intuitive (not to say that they don't work, just that they're not what you expect). The game handles from 1-5 players and does pretty well with any number (I haven't tried solitaire, but 2 through 5 players seem to work equally well). A virtual "second edition" of the rules, supposedly cleared by the designer, is available at www.grognard.com (http://www.grognard.com) .
John
The game had several unique features, most notable being the constant switching of sides. You don't often worry about the long term prospects of any particular tribe, because they may not be yours next turn. You are not allowed to play the U.S. more than two turns in a row. It sounds strange, but it really helps play balance (and the designer provides a sort of historical justification for it in the designer's notes). I enjoy the game, but it has a fairly steep learning curve - there aren't too many games that share a lot with it, and some of the systems aren't very intuitive (not to say that they don't work, just that they're not what you expect). The game handles from 1-5 players and does pretty well with any number (I haven't tried solitaire, but 2 through 5 players seem to work equally well). A virtual "second edition" of the rules, supposedly cleared by the designer, is available at www.grognard.com (http://www.grognard.com) .
John