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Fort Sumter

GMT1808

Fort Sumter is a two-player Card Driven Game (CDG) portraying the 1860 secession crisis that led to the bombardment of Fort Sumter and the American Civil War.

  • English
  • From 10 years old
  • 30mn to 1h
  • 2 player(s)

Les avis ludiques sur ce jeu

  • Note globale
    4.4/5*
    *Moyenne pondérée calculée sur base de la moyenne générale de la boutique
  • Clients (1)
    4/5

39,90 €

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Fort Sumter is a two-player Card Driven Game (CDG) portraying the 1860 secession crisis that led to the bombardment of Fort Sumter and the American Civil War.

Fort Sumter is a small footprint game (11x17” mounted map) that takes approximately 25-40 minutes to play. The game pits a Unionist versus a Secessionist player. Each player uses the area control mechanic pioneered in my We The People design and immortalized in Twilight Struggle to place, move, and remove political capital. The location of political capital determines who controls each of the four crisis dimensions (Political, Secession, Public Opinion, and Armaments). After three rounds of play, the game culminates in a Final Crisis confrontation to determine the winner.

The twelve map spaces are grouped into the four dimensions of the crisis. You gain a victory point each round that you control a dimension’s three spaces. For example, the Armaments dimension is characterized by Federal Arsenals, Fort Pickens, and of course, Fort Sumter. In addition, each round you score a victory point for controlling your secret objective space. But beware; either player can score active objective spaces. At the end of the dual Presidential inaugurations (round three) a new Final Crisis mechanic drives the game to its hotly contested conclusion.

Utilizing a new Final Crisis Series mechanic, you may accelerate the crisis by breaching zones (escalation, tension, final crisis) that yield bonus political capital. However, beware, as the first person to breach the final crisis zone gains political advantage, yet loses victory point ground. Each game ends with a Final Crisis, where cards set-aside during the three rounds complete your final political maneuvers that determine the winner.

Components:

  • 1 11 x 17" mounted map board
  • 1 Peace Commissioner Meeple
  • 50 wooden political tokens
  • 52 cards (40 Strategy and 12 Objective)
  • 1 wooden Round and 2 wooden Scoring cylinders
  • 1 Rulebook
  • 1 Historical and Design Notes Playbook
Theme(s) HistoryAmerica
Language(s) English
Mechanism(s) ConfrontationCard Driven
Author(s) Mark Herman
Overall score 4.4
Editor GMT

Ce jeu est conseillé par 1 de nos Clients

Les Clients ont donné une note de 4/5 sur ce produit
4/5
  • le 11/08/18 Achat vérifié

    4/5
    Interressant mais pour apprécier pleinement je pense qu il faut connaître le thème

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