From: Roberto Chiavini Prussia's Glory (GMT) NOTE: THIS IS A FIRST IMPRESSION ON THE GAME NOT A COMPLETE REVIEW OF THE SAME The new quadrigame from GMT was waited with impatience by me and by dozens and dozens of wargamers out there, who love GMT games and the period of Frederick the great. New designer Robert Kalinowski try to do his best to make a game that has in itself the most important things for him, i.e. it should be fast to play, without cumbersome rules, replayable, colorful and historical enough without being unplayable. The final result may satisfy the designer and several other players, but left me a little deluded in my expectations (that probably were simply too high). On the plus side, game graphics are wonderful, with really good maps and fantastic counters, with several different uniforms from the glamorous Eighteenth century. You may not ask more than this from a gaming company. A friend of mine noted – not without good reasons – that the historical data on the units are a bit contrived, a few lacking, but this is not necessarily a minus for me (and the designer make it clear from the start). On the minus side there are certainly the rules and how they are organized: in a peculiar decision, the designer choose to subdivide the rules in three section, the first one explaining the major rules, then the section with the sequence of play and at the end, as it is obvious, the scenarios. The first two parts don't mix too well: there are no evident errata in the explanation, but you have to run through the sections continuosly, as you need a bit of the rule in one part and another bit a few pages after. Nothing terrible, but not too logical, for me. The system is standard Igo-Ygo, perhaps a thing of the past in a time where the chit drawing activation system dominate the market, but it is workable enough even for solo playing. Units are rated for combat, morale and movement, with leaders having much weight in morale checks. Much emphasis is given to the concept of army morale and there is an interesting, but not too well explained system for tracking various kind of losses, efficiency for the various components of the army, and various level of army morale, from formed to demoralized to broken. The most complex and bad explained part of the rules is certainly the combat system: it is full of innovative and even in theory particularly actractive rules, with a mix of step losses and retreats, but it is often unclear in how to put all this theory in practice and the players are forced to several voyages to the rulebook hoping to find an answer to their doubts. The fact that this answer is often found it's a positive aspect of the game, but the fact that to find it the players have to go through a treasure hunt among dozens of headings, it's not so positive. I have tried a few turns of Rossbach, the battle game (one of the most interesting aspects of the design is certainly the possibility to play each of the four chosen battles or as the battle itself – with the armies already in contact – or with more turns with all the time to put the armies in position, making different decisions from the historical one. A great idea, indeed) and I have to say, that, other than for the negative aspects that I have already noted, I enjoyed the time passed with the game, the graphical impression having a great part in this – as simply arranging the units on the map is a joy in itself. My rate for this game is probably in the 6 ½ - 7 ½ range, a good addition to my library, nothwistanding the critics that may be moved to this game.