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Description from the box:
2+2 is a four-player expansion to the award-winning Wir sind das Volk! that broadens the original game to the global Cold War from 1945 to 1989. Players form two partnerships: the USA and West Germany versus the USSR and East Germany. However, there can be only ONE winner! This fact makes every decision a nail-biter: What is more important right now? Your side’s interests or your own?
The forty new action cards add events like the Cuban Missile Crisis and the SALT treaties. The range of strategic choices is significantly wider, making 2+2 a completely different game. As a superpower, you want to gain global dominance, win the space race, and increase your living standards to demonstrate the superiority of your system. Never let the other side get too far ahead in the arms race. Subtly manipulate your partner’s choices, but don’t hesitate to sabotage their plans outright if necessary. Most importantly, always remember the need for world peace, for otherwise there might be no tomorrow…
Ages | 12+ |
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Players | 2 Players, 3 Players, 4 Players |
Play Time | 180m – 200m |
Designer | Peer Sylvester, Richard Sivél |
Mechanics | Team-Based Game |
Theme | Expansion for Base-game |
Publisher | Histogame |
Richard Plantagenet
A very good addition to Wir Sind. Although it says 2+2, there can only be one winner. Each factions plays totally different and has different goals. Recommended to play only with experienced players, i.e. those who have played the base game at least once.
rebuscarnival
Having played the expansion twice and the base game around a dozen times, over many years, I find myself a little torn over the 4 player game. The ideal scenario would seem a love triangle between the superpowers and the each Germany, so that the a precarious teeter-totter of fluid alliances would developed each game. In actuality, the East and West are still largely responsible for conducting the base game, but with fewer resources (cards) and much less predictability (and access) to critical cards. The superpowers can help or hurt their respective side as they please, but ultimately are less concerned with the core function as they are meeting their own victory conditions. This results in a very lopsided game, with the Germanys essentially forced to play the conventional tactical game and the superpowers able to exploit the battle to their own advantage. My feeling, having played both Germanys, is that the superpowers play at the German players' expense. I will play again, but I am hard pressed to see that I would ever find a group with enough patience to develop a meta, if a robust one is even possible.
meivin
A good expansion. Gives the game some wider longevity. My guess Histogame always planned a 4 player but for marketing and business reasons went with Wir Sind Das Volk. Nice expansion though. Deutschland 83 and Deutschland 86 are good showstopper watch to get the vibe.