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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.
KimTjik
After some play testing this proves to be a very interesting expansion. This is above the experience you usually get with an expansion. This has to be played several times to find out how to find the balance between cautious and aggressive. Quite tricky for the US player to be able to push West ahead enough to strike some winning moves in the end. My mistake during testing seems to be a bit too much focus on progress for the superpowers, because they have to, just as it was, be calm and wait.
churchb3
After two plays, I maybe still don't get this expansion. It's fun, but not sure it beats the 2p core game. Even though this adds two additional players and a team conflict element, it also seems to suck the tension out of the game. The superpowers have more interesting decisions but boring actions (moving up tracks and random card flops), whereas the German powers -- especially West Germany -- are generally limited to building over and over. Two players can effectively manage unrest so much easier than one (as in the base game), so there is often a point of stability reached that, while maybe thematic, feels stale. In both games I played, the Germans won. The tug-of-war between superpowers requires a lot of focus and understanding of how the between-decade phase will play out at any given time. Now that I'm getting the hang of that a bit better, I think I'll push my teammate to the brink of collapse in order to force the advantage. It's not so much brinksmanship between superpowers (although I suppose that's an option via the doves), it's within teams brinkmanship.