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Wir sind das Volk!
Expansion of:
Wir sind das Volk!
60m - 150m
2 - 2 Players
Ages 12+
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
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
27.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
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D & D
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143245
Note: Most (but not all) of my plays are prior to the v2.0 rules. I think the comparison to Twilight Struggle is apt in many ways; it's a 2p, Cold War, area influence, card driven game. It's very tense in places (as is TS), but ultimately it's less tension filled than Twilight Struggle (IMHO). This isn't bad, to the contrary, WsdV offers numerous pathways to victory and it's sort of (seriously) obtuse at times, especially with the end of decade calculations and planning for those effects. What I particularly like about it is that there is a different feel to having a shared "hand" of cards. Now jockeying for what cards to protect and what cards to scratch takes on a different feel compared to working around your opponents events and takes a backseat to the normal hand management functions that occur in TS. My initial ding is actually rather small and sort of personal; this is what I would imagine Twilight Struggle would have acted like had it been designed as a asymmetrical Euro game. Sure, there are thematic elements, but ultimately, I felt it sort of pasted on where as during TS, I have little difficulty immersing myself as a super power who is playing events and watching things unfold. in WsdV, I find it closest to that of a government stats job than running a country per se. Other than occasional art, I rarely differentiate any of the cards; I know that "there is a 4 unrest card in decade 3 I need to keep an eye out for" but the historical event it represents isn't there mentally. It's different enough from TS mechanically, and what theme there is (which I'm probably overly harsh on as I'm not nearly as familiar with all of the cards and events of German history) is both attractive and does suffice, so I don't see it as eclipsing (or falling short of) Twilight Struggle/1989, but augmenting it as another way of describing a Cold War situation with different mechanics. Overall, very enjoyable so far. edit: Coming back to it after an extended time away (and adopting the 2.0 rules), I find that it's better if you play it a bunch in a short time span instead of once here and there. Drops to a 7 from an 8; it's really well done, but it's just so difficult for me to mentally connect move options during the decade to what's going to happen at the end phases that it comes across (especially for the East) of "oh, just have some extra police/build points ready and it will be ok" and that's not what I think it's intended to be...
AlPacino11
Excellent and genuine card driven game with no luck in comparison to TS and 1989. Better than both in my opinion!
aro246
Great game of tit-for-tat aggression. Many similarities with the dynamics of Twilight Struggle, with the advantage of being a very fast game. It is not at all unbalanced, IMO. Both Germanys have won in my matches so far. It is very tense, with some incredible swings of the situation on the map, either due to unrest or economy. It is not so luck dependent. Efficient card management will steal the win most of the time. A great design, that has finally filled the slot of a thought-heavy, deep, strategic game, that can be finished in 1 hour. And super thematic! EDIT: needs to be played with the new posted rules that avoid/minimize the unrest dumping strategy that made victory easier for East Germany.