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Victory in Europe by Columbia Games funded!

Posted by Andreas Ludwig on April 22, 2014

Columbia Games has a new game in the pipeline called Victory in Europe and the Kickstarter Campaign has already reached the goal to fund the game. Now in the remaining days left you may still help to reach the stretch goals of the campaign to make the game even more interesting to play!

Victory in Europe is a strategic block wargame of World War II for 2 or 3 players that captures the entire war in Europe in a fast-paced experience. The game begins in late 1939 and ends up to six years later. Game time is 3-5 hours. Basically designed as a two player game there’s also the option to have the Soviets to be commanded by a third player. The game is card driven with the Allies and Axis each having their own deck and the possible actions are based on the different functions of the cards in play. Cards depict historical events or give a more general advantage in terms of maneuver. The game is designed with a historical flow of the war in mind but allows for new twists and turns based on the players decisions. To get an impression you can check out the rules synopsis here!

Some may question the need for another WW2 strategic level wargame since so many are already available that portray this gigantic struggle from different perspectives but most if not all of these games are quite lenghty when it comes to playing time and often use a lot of tablespace. So many players are still waiting for a historically accurate wargame on the strategic level that plays the whole ETO scenario in a couple of hours…Victory in Europe might be this game we are all waiting for! If you think that this game could be for you support the stretch goals on the official Kickstarter website!

As always Columbia Games products come with a money-back 30 day guarantee, that means if you don’t like the game just send it back to them and you’ll get a full refund so there’s no risk for you to back them!
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Designer Notes by Ron Draker

I have always enjoyed grand strategy games on WW II in Europe and spent many hours of my youth playing “Third Reich” and “Advanced Third Reich.” Some of you may remember SPI’s monster game on WW II with division-level units and spiral production charts. Oh those were the days when we had weekends to play. Now, however, I find I do not have the time or patience to learn 30 or 50 pages of rules with hundreds of exceptions. I prefer a game I can play in a long evening with minimal time looking up rules. I started thinking about designing my own WW II game back in 2002 and then learned that “Europe Engulfed” was in development.

Having discovered and fallen in love Columbia’s block games in the 1990s, I shelved my idea thinking there was no need since a playable block game was in development. When Europe Engulfed came out my friends and I played it practically non-stop and I still love the game, but I felt I still would like to see a game with less playing time and fewer exceptional rules. My goal was to take the things I liked most from Third Reich, EE, and other great WW II games and blend them into something new.

I started in earnest around 2005 and found my first design, while using fewer units, was still a monster game. I started with hexes, then went to areas, and then back to hexes. I had abstract concepts for managing the air war off map and intricate spiral production charts that would put SPI to shame, but the more cool things I thought I wanted in the game the longer the playing time became.

Through much trial and error and literally dozens of game mechanics and different maps, I feel I have finally succeeded in designing an enjoyable game that is playable in a long evening thanks to the help of Tom and Grant Dalgliesh at Columbia Games. To accomplish this goal of course, much of the chrome originally envisioned has fallen by the wayside. These are the trade-offs for the Holy Grail of a WW II grand strategy game playable in one sitting.

Setting the right victory conditions to make the game challenging for both sides is one of the harder aspects of designing a game. I decided to make conquest of Britain or the Soviet Union a game-ender to give the Axis player an incentive to go for the big win but there are many paths to victory. I hope you find the choices made acceptable and enjoy the game. 

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The map is of a unique oval design

 

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Review: Lightning: D-Day!

Posted by Denny Koch on February 25, 2011

Game: Lightning: D-Day!

Publisher: Decision Games
Published in: 2004
Designers: Dan Verssen
Era: World War II, D-Day (Normandy invasion)
Game Type: Card game
Players: 2
Contents: 110 full color cards, Quick Play rules
Average Playing Time: 30 min

HFC Game-O-Meter: E


Our Rating (1-10):

Graphic Presentation: 7
Rules: 6
Playability:
9
Replay Value:
5

Overall Rating: 7.5

PRO Very short playing time, almost no setup time: perfect starter, filler, or closer game; nice historical photos, small box and quick gameplay = perfect travel game, strategically challenging, tough time limit, amazingly high simulation value, very short rules…
CONTRA …which may be too short and imprecise for some players, artwork somewhat boring, not too much variety

Introduction

A card game about the Normandy invasion 1944

Lightning: D-Day! was the first game of the “Lightning Series” by designer Dan Verssen, a game series consisting of five very small and fast card games. Other games in the series are Lightning: Midway, Lightning: North Africa, Lightning: Poland, and the contemporary Lightning: War on Terror.

We own the game for several years now and we also had a small review on our old HFC website, but we recently “rediscovered” it and decided that this game is cool and needs a new review in our ambitious Operation Review Reset.

The Lightning games are famous for their speedy gameplay, very short rules (1 sheet of paper!), and low setup time. They can be played within 30 minutes, but they still offer a strategical challenge and are a tough nut to crack. Lightning D-Day isn’t an exception from this rule; the Allied player fights against a brutal time limit while the German player tries to slow him down and to make his advance as costly as possible.

As the name suggests, Lightning: D-Day! deals with the Allied Normandy invasion on June 6th, 1944. One player controls the Allied forces (US, British, and Canadian units), the other player controls the German forces. There is no game board; the play area is defined by five beach cards which represent the historical landing areas (named Sword, Juno, Gold, Omaha, and Utah beach by the Allies).

Gaining control over Omaha Beach is much harder than controlling the other 4 beaches

Both players control a fixed number of units or Forces per beach (3-4) which represent the historical units from both sides, for example the Canadian 3rd Inf., the British 7th Armored, or the US I Corps on the Allied side or the 21st Panzer, 352nd  Infantry on the German side. In addition, both players have draw decks of Action cards which heavily influence the combat. Action cards can lower or raise the attack or defense value of units (by representing bunkers, squad cohesion, artillery, the chaos of battle) or add special bonuses to a beach, for example by placing the famous 101st and 82nd Airborne there. Stragglers on the Allied side and reinforcements on the German side can further fortify a landing zone.

A game is played over 5 turns, each turn representing roughly one hour. Each turn, the conditions for the Allied player improve, representing his successful landing and advance on the beaches. After five turns, the number of beaches controlled by the Allied player is counted. The game outcome or victory level depends on the number of beaches in Allied hands. The Allies have to control at least four of the five beaches to achieve the historical outcome; less than four beaches mean a draw or a German victory.

Because of the time limit of five turns and the limited number of actions each player can resolve on a beach, one game doesn’t take longer than 30 minutes which makes the game a perfect starter, filler, or closer game on a game meeting when there isn’t much time left for a larger wargame or for “warming up” before moving over to the more complex games.

Despite being a small and fast card game, Lightning D-Day is challenging and requires strategical decision-making and planning in advance for both players.

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