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Fort Sumter: The Secession Crisis Review

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23 Aug 2018 11:00 #280230 by AndrewMcAlpine

Epic conflict, not so epic playtime.

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23 Aug 2018 11:48 - 24 Aug 2018 08:49 #280231 by Gary Sax
So my concern about these games is that if you compress the push/pull tension systems like Twilight Struggle down to shorter and shorter lengths, you just naturally start to lose some of the tension. And the tension and stakes are what make these work. This is sort of related to your comment about cubes being pushed back and forth but is slightly different.
Last edit: 24 Aug 2018 08:49 by Gary Sax.
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24 Aug 2018 06:33 #280281 by Hadik
Good review. Reading it makes me want to play another CDG. I am not the best at them. I’ve never come close to winning Unhappy King Charles, but I always get something from the experience and I relish the early turns. I am a decent opponent at Clash of Monarchs, at least against my old gaming partner.

I guess I agree that it’s the slow burning narrative development I love and that might get lost in such a condensed game, not to mention the theme leaves me a bit unenthusiastic.

I find the box and game name misleadingly focused on the fort itself. A siege game! No... an exploration of the political machinations leading up to the war. Pass.
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24 Aug 2018 09:28 #280289 by AndrewMcAlpine

Gary Sax wrote: So my concern about these games is that if you compress the push/pull tension systems like Twilight Struggle down to shorter and shorter lengths, you just naturally start to lose some of the tension. And the tension and stakes are what make these work. This is sort of related to your comment about cubes being pushed back and forth but is slightly different.


Good point--even if there is some (effective) mechanical tension, it definitely feels like the stakes are lessened. I'm curious if this is something that can be addressed or if it's simply part and parcel of a shorter game experience.
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25 Aug 2018 14:16 #280375 by Matt Thrower
Played this a number of times and, personally, it made the history live a little for me. As someone who knows next to nothing about the ACW, I found the game both stimulated and - with a little reading - also satisfied my curiosity about the events depicted.

I really like it. After the first few plays I decided it's a curious design which, while not deep, as such, with its limited mechanisms, takes a different tack instead. Games are often close only a VP or two between the players, but that difference is often down to care and attention: making sure you make the most of your cards and opportunities.
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25 Aug 2018 15:28 #280386 by AndrewMcAlpine
While the game didn't quite fire my imagination in the same way, it has caused me to look with deep longing at my nearly untouched copy of GMT's US Civil War, wishing I could materialize a willing opponent out of thin air.

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27 Aug 2018 09:09 #280439 by charlest
I'm not the biggest fan of this game but I do find it enjoyable and respect the design. I'd be shocked if this is remembered much at all beyond being the first game in Herman's short playing CDGs.
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27 Aug 2018 09:25 #280440 by Gary Sax

AndrewMcAlpine wrote: While the game didn't quite fire my imagination in the same way, it has caused me to look with deep longing at my nearly untouched copy of GMT's US Civil War, wishing I could materialize a willing opponent out of thin air.


Same. I just tackled the rules on that one this week. They aren't bad except naval and supply rules.

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