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Versailles 1919
I find what the Great Statesman series GMT is doing really weird. They aren't really tied together mechanically, but mainly just they were initially all designed by Mark Herman, until Congress of Vienna which is on P500 now. Churchill looked a bit annoying, Pericles seemed like an interesting idea but a litte overwraught, but apparently this one is much simpler and straight area majority crossed with negotation. Also not very complicated? Could be cool.
Anyone tried this or heard anything through the grapevine? The design pedigree is pretty interesting. I have some people who I could probably get to play something like this due to the theme.
Here's a link to the game for reference, there isn't a ton of info out there yet:
www.gmtgames.com/p-711-versailles-1919.aspx
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I plan on requesting a copy for review at some point, but at the moment circumstances make this a challenge.
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Always value your thoughts if you get it, this isn't on my radar so it'll take some validation from some reviewers I trust to get in on it. Now that my TTS life has been so successful I'm much more willing to get playable length games like this if they'll have some online implementation.
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- Sagrilarus
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Is the goal to secure the most loot for your country, or to fashion an agreement that won't result in World War: The Sequel?
I play An Infamous Traffic and fully understand that I'm dealing in suffering and death of thousands in order to secure a dapper hat in London. It's a bit of a cold lesson in human nature and makes for some pretty black humor during the play. I'm trying to decide if this runs in that same vein.
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Imperial Struggle has brought this sort of issue up as well, in my view it doesn't handle slavery very well in terms of letting you know what flipping flags esp in the Caribbean really means during play. There are a limited number events and a space that lets you take slaving contracts as an advantage but otherwise you'd have to read the playbook. Chris Farrell decided to post about it recently:
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Sagrilarus wrote: I'm kind of torn on the subject matter, given that we all know what occurred in the decades that followed.
Is the goal to secure the most loot for your country, or to fashion an agreement that won't result in World War: The Sequel?
Is it not a bit irrelevant, seeing as the Germans did nothing but complain, exaggerated how punitive it was, never really honoured the treaty in the first place, and openly subverted the payments by not paying, defaulting, delaying, and then simply giving up on paying, all with the knowing co-operation of German banks and financial institutions. The resurgence of a militaristic German state is a certainty given that particular end of WWI, not the Treaty of Versailles. The treaty was just another further excuse.
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In IS, if you really want to get into the weeds, arguably you'd have three subsets of rules , one for each non European theater. In India/Africa you've got slavery as well as exploiting the Indian local government by the East India company - John Company anyone ? Caribbean you've got slavery. In North America both sides used the Indians as proxies at times. Designers can choose to go into each of these different issues with more rules...or try to homogenize them. There are notes in the Playbook about the effects on disease and its effect on slavery costs; winning trade wars sometimes results in more debt as a result of these increased costs.
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I don't see any virtue signalling in making sure that the basic gameplay does highlight any truly heinous things you are engaging in during the game so that the players know. I don't think it needs to scold you or anything, nor does it need any additional subsystems necessarily, but part of the value of this game re: slavery would be trying to contextualize the systems in the game. I don't think it would hurt to, for example, emphasize visually or textually on the board that the sugar trade is really a story about the sugar *and* the slave trade in the plantation system in the components, images, etc. I do think you could walk away from IS not knowing that the sugar subsystem is a subsystem not just about sugar but also a system jockeying for control of some of the most notorious and cruel forms of chattel slavery that existed. I don't think this is like some mortal sin for IS, which as you note discusses the issues in passing in the playbook and on a couple events and a space, but I just think the game would be better if it surfaced it a bit more.
The Versailles example could be useful for the same reason---a possible gameplay answer to why did the German arrangement end up being punitive (or a few historians would say not punitive enough), the choices around the dismemberment of the A-H empire and how they shaped the future, etc---because the game is saying all members of the negotiation didn't really care what the world looked like as a whole at the end via its VP conditions and therefore its play.
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God damn, Dan Thurot bringing it with my style of games analysis and criticism here. This is still definitely on my radar but I need to get a better handle on its length and if I'd ever play it.
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There's a thread over on BGG where people discuss it.
www.boardgamegeek.com/thread/2518937/real-game-length
Happy to answer any other questions!
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