Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Dual Powers: Revolution 1917
30m - 60m
1 - 2 Players
Ages 13+
The Campaign/Battle Card Driven mechanic is a relatively recent development in war games that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
Campaign / Battle Card Driven
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Deduction
39.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
gidorah
02.2024 Dual Powers lives in that genre of games that tries to replicate a Twilight Struggle vibe but condensed to a 30-minute experience. However, it may have overcorrected into territory too simple with players either placing a unit, move a unit, or reactivate an exhausted unit. Players can alternatively play one of their leaders who grants a special power but, while they do provide spice, it feels a little watered-down ultimately. The calendar mechanism looks to provide some depth of game play but what it really asks is did you draw the card that’s going to allow you to get a bonus or push the game clock. There’s a bit of cat-and-mouse over the secret scoring regions but players have so few actions, they are most definitely trying to play in the contested region as well as their secret region. If they can upset the plans of their opponent, great but it’s likely not a priority unless it’s an easier ask. I love the idea of a 2P area majority game but DP just does not excite; I’d much rather play Caeasar: Seize Rome or Basilica.
bcnevan
Slick card-driven area majority game given an historical setting. The mix of mechanisms are well thought out. The multi-use cards, force attrition, objective spaces, neutral pieces, counter movement, and calendar all mix together to create many decision points that are meaningful. The calendar, especially, provides a great sense of time. As compared to many similar games (e.g., Fort Sumter, 13 Days), Dual Powers has board play that feels organically dynamic, which is largely from the force attrition, the lack of a force cap on an individual area, and the ever-shifting unrest within Petrograd. Overall, I'm pretty satisfied with how it plays. But, while Dual Powers has an excellent sense of time, it lacks a sense of place. There's some forced thematic touches (e.g., Trotsky, leaders, mild asymmetry between the sides, and art) with the best touch being the game often ending around the end of October (when the Bolsheviks took over). But Petrograd of 1917 and the leaders themselves don't feel fleshed out in any meaningful way. This game could be dropped into many conflicts and not much would be lost. It illustrates how well Fort Sumter actually handles its theme and how clear its statement is. I can't make out much of a statement in this game. That's a bit of a shame. With the playtime hovering around 40 minutes, this could have been something special if the game evoked a sense of place even close to how well it evokes a sense of time.
DECEBO
Rather simple area control game with secret objectives; plays quickly; good solo mode which we use to play two- player as coop