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Circus Train Review

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Roll up! Roll up for the greatest show on earth! Who doesn’t love a circus? Well, now you get the chance to run your own in Circus Train. Not in the modern day, of course, with its annoying animal welfare laws and societal distaste for freak-show exhibits, but in depression-era America.

This is the second edition of this game. Both it and the original were published by the delightfully cheapskate yet innovative Victory Point Games. Except you wouldn’t know it if this was your first VPG title. In place of the flimsy counters and paper map of the original you’ve now got a mounted jigsaw board and chunky counters. They’re laser cut, so be prepared to wipe a lot of soot off your fingers for the first few games, but they’re worth it for the bargain basement price.

The new edition also includes the expansion set from the original, meaning you can play with up to five and add a bunch of new acts to your big top. But the most impressive update for me is the art. Everything is wonderfully evocative of its setting, from the sepia-tinted calendar that serves as a turn track, to the combination of big-show and typewriter fonts used throughout the production.

So it looks great for the price. How does it play? Not quite as you might imagine from looking at the box. You might reasonably expect a richly thematic laugh-a-minute recreation of circus life, but what you get is a medium-weight strategy game with some tough decisions. Not that there isn’t some cracking flavour baked in to the rules, what with the event cards and the fact everyone starts in Canada to stock up on booze before touring the bone-dry states.

Once you’ve read the rules, and understood this is a moderately meaty game, you’ll probably be imagining a typical modern strategy title with fairly limited interaction. There’s clear mention that one of the actions you can take allows you to steal performers from other unfortunate circuses on the same space, but that’s your lot.

Except it isn’t. When you actually play the game, it becomes clear that this is actually a nasty, vicious, cutthroat exercise in every sense. While there might only be one action to steal things directly from other players, the whole game revolves around getting to stuff on the board like unemployed clowns or pent up demand for entertainment before anyone else does, claiming it from right under their noses and, ideally, laughing maniacally at their bad timing while thumbing your nose.

To rub salt into their wounds, the most common thing that you’ll be claiming is the chance to put on a show and earn money, which leaves them bereft of not only points but income. And early on everyone will realise that they need to be just as wary of the game itself as they do the other players when they’re forced to pay wages and find that the pittance they’d earned so far won’t cover the bill and all their performers leave in high dudgeon.

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And so everyone will end up limping across the Midwest, scrabbling in the ashes of other failed circuses for talent to put on a show and get back on track. Except, of course, that means all the players desperately homing in on the same location and hoping their depleted hand of action cards have the right combinations of moves to get them there first.

At this point, two things will happen. First, the player who claims the prize and the player who almost got there will exchange regrettable and bitter insults, and possibly blows. Second, everyone will realise that had they played better during the opening turns in the game, none of them need be in this position. And then then game is well and truly on.

It’s a mystery to me why this game isn’t better regarded. When I got swept away by the first wave of German import board games I had this peculiar vision that what I’d get was a tide of easily learned, fast playing games which were nevertheless strategically demanding and full of interaction. What I got mostly were bland, empty shells of games, bereft of thrills and drama. Circus Train is the sort of game I was expecting, except it turned up a decade too late.

One possible critique is that the feeling of weight and depth is partly illusory. Different show demands reward players depending on what acts they have to please the audience, and are drawn and placed randomly from a bag each turn. So if you’re lucky enough to be near a city that’s baying for whatever artistry you specialize in, you’ll put on a great show. But the scoring mechanic, which feeds in drips and drabs from a variety of sources, does its best to level things out and, one or two screwy games aside, mostly succeeds.

However that maddeningly slow infusion of precious points does also mean that the victor can become predictable. Without the opportunity to score some spectacular points bonanzas, a significant lead opened up in the mid-game can be hard to catch, even with everyone striving to viciously peg the leader back whenever possible.

But here’s the thing. I saw that situation arise a couple of times when playing Circus Train and both times everyone round the table remarked on it, and both times precisely no-one cared. Everyone was too busy humming big-top music, settling their most pressing vendettas and grudges from earlier in the game and just trying their hardest to put on the greatest show on earth. No-one cared how it ended because they were just too busy having a grand old time.

In many respects, it’s harder to praise a game more than that. Circus Train has flaws and it won’t be hitting my gaming table every week. But with solo rules that’ll really teach you how badly the game punishes economic mismanagement, and an advanced variant that adds a little more strategy and a lot more flavour, it’s streets ahead of many more professionally produced games, and a definite keeper.

Hell’s Gate Review

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If you’re in the habit of picking through lists of board and video games about World War 2, you’ll see a lot of names you recognise from deeply-buried folk memories and history classes. Normandy and the Bulge, El Alamein and Monte Cassino, Stalingrad and Kursk. But there’s one battle which seems to attract considerably more interest from game designers than it does the general public: the Korsun Pocket. And that’s what Hell’s Gate is all about.

It has an interesting pedigree, this game. Originally designed by an university lecturer as a means of demonstrating the dynamics of encirclement operations in-class, it found its way into the academic literature and from there to Victory Point Games who’ve produced this lovely print. The soot-besmirched counters that result from their laser cutting process might bother some people, but there’s no doubting the durability of the thick card or the evocatively polar board art. You can almost hear the icy winds sweeping across the steppe as you play.

But how does it play? Well, it’s a masterclass in how the tried and tested foundations of hex and counter gaming can result in startlingly unusual games as a result of very simple tweaks. The need to fit it into university classes ensures it’s fast playing and easy to lean, especially if you’ve got any experience of the genre at all. However, several of the single scenario’s eight turns have their own unique special rules which are a pain to internalize and apply.

The first things veterans will probably notice is that you attack and then move, rather than the more traditional sequence of move and attack. This is partly an accessibility issue because it removes the need for additional rules to cover breakthrough movement after successful attacks. Which would, in truth, have been absurdly cumbersome for a game with so few hexes and units.

The other key oddity on display is the retreat rules. Normally retreat is something enforced onto defending units as the result of an attack. But in Hell’s Gate, the defender can choose to retreat to avoid taking a step loss, as long as the combat result doesn’t do more damage than the unit has steps. And given that the combat resolution table mostly deals in one or two damage, and most units have two steps, retreat tends to be a viable option to save your troops.

That’s hugely unrealistic, of course. There isn’t a commander in history who wouldn’t have given a limb for the opportunity to choose whether his troops stood and fought to the last man or fell back. But realism at that level isn’t the point of the game. Its function is to demonstrate the logistics of an encirclement, the command decisions faced by the aggressors and the trapped, and in that respect it succeeds admirably.

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The Russian player starts with some powerful tank units to the north and south of the board, and some temptingly weak links in the Germans lines to launch them at. But right away there are choice and compromises that need to be made. While a southern breakthrough is all but assured, the north is a harder prospect. The game allows attackers to sacrifice a unit step to improve the results, but doing so makes a German counterattack more likely. Or a weaker attack against truly feeble opposition in the northeast is a possibility, but it would leave less troops cut off.

Eventually, the German units are almost certain to be cut off, although the amount of time this takes can have a significant impact on how the game plays out. Then the challenge is for the Germans to try and extract as many troops as possible. Early on, actually breaking the encirclement and re-establishing supply lines is a realistic possibility. Later it becomes a matter of pushing to get the trapped units and their would-be relievers as close to each other as possible to make the most of a last-turn “breakout” special rule (with important errata) which can rescue units without combat.

The reason for this special rule seems largely to be the result of that odd retreat mechanic. The fact retreating is always an option makes it near-impossible for the Germans to actually penetrate the Soviet lines beyond the first couple of turns. This is, I suspect, an academic decision: the game is supposed to teach about encirclement and not daring (and ahistorical) rescue missions. But it can be pretty anti-climactic, especially for the German player who is left with little to do in the mid to late game.

Fortunately the game plays well solo. Indeed I actually think that’s probably how it’s best enjoyed. There are other minor niggles for two players, chief amongst them a tendency for unlucky dice roll results to have catastrophic effects. There’s a 1 in 3 chance each turn, for instance, for the weather to turn from snow to mud which is an enormous hindrance to whoever is on the offensive at the time (usually the Russians) and the combat resolution table can also throw up anomalies.

But as a solitaire exercise in teaching yourself about encirclement, and particularly about the encirclement of Korsun, it works very well. While the small scale and single scenario obviously limit replay value there’s a surprising amount of variety to explore. I’ve seen games that conform to the history but others where the Russians slowly built an impenetrable wall, where the Germans made continual south-western breakthroughs, where there was no encirclement and the Axis smashed a red army reinforcement pool to pieces. In other words, it serves it’s stated purpose very well indeed.

 

Fading Glory Review

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I’ve always wanted to like traditional hex and counter wargames more than I actually do. The idea of recreating the strategic intricacies of historical battles is wonderful, but the execution too often involves hundreds of counters, irritating mental maths and quickly becomes dry and stolid. The aspect of Generalship they seem to reward is logistics rather than strategy.

Enter Fading Glory. It’s a collection of four scenarios based on Victory Point Game’s Napoleonic 20 series which is simple to learn, has no more than 20 counters per side, and will play in an hour or two. It’s been given a visual makeover by GMT who’ve added lovely art, mounted boards and a new scenario, Salamanca, not in the original VPG lineup.

It’s a luscious package, a cut above the bland art and drab components that most wargames are saddled with. Unfortunately the revision process has completely screwed up the rules. It really isn’t a difficult game but with rules sections that are never used, discrepancies between the rulebook and the player aid and often confusing terminology, neophyte players are unlikely to realise that. It should be simple, but has been made maddeningly inaccessible.

Thankfully GMT has already addressed most of the issues with a FAQ. Yes, they should have got it right the first time, but in this instance the publisher deserves to be cut some slack. Not only because are GMT the nicest, most gamer-friendly publisher in the business, but also because Fading Glory is an excellent game.

When hex and counter games get it right, what results is an absorbing compound of puzzling over maneuvers, planning ahead and strategizing with the undeniable thrills of raw chaos. In the past, smaller scale games have had trouble in recreating this heady mixture simply because they lack the potential for variety that keeps things interesting.

Fading Glory doesn’t just break that mold but grinds it into powder. For starters you’ve got four distinct scenarios here, each with its own board and counter set. Then you’ll find that they have super-fast “historical” variants based on late battle positioning, and other alternative history options to explore. Add some optional rules such as face-down counters for fog of war and personalised leader counters which completely transform the way the game plays and you’ve got a recipe for enormous replayability.

But the game is compelling even without all of these options. The standard rules set has zones of control and a combat resolution table and all the things you’d expect of a stripped down hex wargame. But it does two simple things that make it incredibly exciting.

The first is that each side has a morale track, which wears down as units are defeated in combat and results in a loss if it reaches zero. Nothing new there. The catch is that these points can be spent for a significant advantage: extra movement, more favourable combat odds or a better chance of reviving destroyed units. Morale is rationed incredibly thinly – it starts at less than ten and rarely increases – so spending it is like amputating fingers. But the temptation to blow it all to achieve one decisive action is a constant torment.

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The other is that adjacent units all have to fight each other: there’s no ganging up on a single victim if it has supporting counters close by, and no passing up a combat just because the odds are unfavourable. This makes every movement phase where you’re in striking distance of the enemy a maze of thorns as you desperately try to plan around the eventualities and buy a slight advantage, and it means the game punishes mistakes with extreme severity. It also seems appropriately Napleonic, since it would seem difficult to coordinate the monolithic formations of the time with a light enough touch to avoid engaging nearby enemy.

There are other small touches of period flavour, such as the ability of cavalry to counterattack or withdraw before being assaulted by infantry and a lovely no take-backs rule that’s designed to mimic the not infrequent blunders of command and control that plagued the age of rifles. Each scenario also has a small deck of event cards related to the way the battle unfolded. But on the whole, and perhaps appropriately for a game at the one counter per division scale, there’s not a lot beyond the scenarios that make it feel historically Napoleonic.

And annoyingly, having built such a wonderful framework for them, it’s the scenarios themselves which are the weakest link. They just don’t seem to have quite enough valid strategic options to explore and regrettably the most famous battle, Waterloo, is the worst offender in this regard. I guess it’s the same old problem of insufficient variety that so plagues other small wargames. But thankfully the tactical nuances in Fading Glory are sufficient to make up for slightly staid strategy.

The remaining two scenarios are set in Russia, the historical Borodino and the alternative history Smolensk. All of them follow a slightly unusual pattern of allowing several turns of pre-battle maneuvering and buildup before forces get close enough to actually clash. And when they do come to blow, all hell can break lose as the dice mercilessly crush your tactical options. It’s not so much the combat mechanics that are responsible for this. They correctly reward the use of overwhelming force, and crowding enemy units before combat. Rather it’s the big morale adjustments you get when you manage to break a unit. But as a commander, you feel largely in control and the sudden swings of fortune add considerably to the thrills and charm. The small number of pieces mean there are relatively few dice rolls, but almost every one feels crucial to success.

It’s unfortunate that the game made such a mess of presenting the rules, else we’d have had a strong contender for the best-ever introductory wargames on our hands. As it stands we’ve got a fascinating game which utilizes creative tweaks to a tried and tested formula and wraps it in a manageable package that should give seasoned gamers of any stripe hours of pleasure. The martial glory of Wellington and Napoleon might be on the wane, but on this evidence their gaming stock is as strong as ever.