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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 |
Roelovich
:) Very thematic game: while playing you relive a fascinating part of European modern history and will gain some insight into a complex historic situation. :) Amazing amout of content and an epic scope in such a small box! :) Original mechanics in a very assymetric confrontational game :soblue: it takes a long time to play, and explaning the game is a serious challenge :soblue: There is some significant randomness in the way cards get distributed, which might make or break certain strategies. :soblue: Victory conditions are a bit strange: I feel there is little strategic possibility for a german fraction winning against its german opponent by a small margin, to also counter its affiliated superpower. Fascinating game, but it suffers from its complexity, game length and some randomness/balance-issues.
afafard
An excellent game turned into an epic one. The sole play I had with this expansion is among the best gaming experience I had. To enjoy fully, I would recommend all players to have at least one play with the base game. A good understanding of the end of decade mechanic is important. I believe it is not something most can fully grasp by just reading the rules and/or watching a tutorial. It requires hands-on experience.
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.