-------------------------------------------------------------------------------- J. R. Tracy - 01:19pm Apr 30, 2003 PST (#4195 of 4201) "I no drive just for drive. I drive for to finish in front." - Milka Duno, Le Mans Last night we tried Wallenstein for the first time. The setting for this multiplayer is the 30 Years War, and there's been some debate over whether it is enhanced or diminished by its goofy combat system. The system in question involves the notorious combat resolution tower. Military strength is represented by small 4mm wood cubes. To resolve a battle, participating forces are scooped up and poured into the tower. Whoever has the most cubes kick out the bottom is the winner. The tower itself has several baffles that catch blocks as they pass through. The tricky bit is the tower is 'seeded' before the game with cubes of every player, and as the game progresses more are 'caught' and released with each combat. So, you might conceivably have more cubes come out the bottom than went in the top for a given fight. Yes it's weird, but it works, or at least four of our five players felt it did. One player dropped nine units for his first fight and had only two pop out - I'll leave it to the reader to guess who offered the dissenting opinion on the tower's merits. In addition to the combat tower, Wallenstein offers a pretty neat set of mechanics. The map is central Europe, with five large regions each divided into several provinces. The game lasts two years, each composed of three campaigning seasons, plus a winter season for resolving revolts and tallying the year's victory points. Each season consists of ten actions: three army purchases, three building purchases, two move/attack actions, one grain collection and one taxation. At the beginning of the season each player secretly determines in which province he will perform a given action. He can only perform one action per province, and he'll often have less than ten provinces, so in effect he'll usually be passing on one or more actions. A season's order of actions is randomly determined before the players make their allocations. The first five actions are laid face up, the last five face down, so the players have at least some idea of how the turn will play out. Player order is randomly determined after the players make their allocations. Then, each action is resolved in player order before proceeding to the next action. Sometimes the build actions come out before taxation, cramping your style a bit. Other times, the move/attack actions are out early, leading to some tough choices over where to build or tax - you might well lose your province to an enemy before you get to execute your action for the area. Victory is based on one point per province and building controlled at the end of a year, plus bonus points for controlling the most of a given type of building in each of the larger regional groupings. Building decisions are a sweat as you can find yourself paying for the construction and having the fruits of your labors snatched away. There are one minor and two major sequences to worry about - player order matters a bit but is imposed after you've made your major decisions. Action order within the turn is much more important, and overall you are concerned with your metaplan, as you try to coordinate builds, moves and province improvements over the two year arc. In addition to the player interaction, the local populace makes an occasional appearance in the form of revolts and as militia in some battles. Every time you tax or collect grain in a province, you generate a revolt marker. If one or markers is already in place, a revolt occurs and a number of 'farmer' blocks equal to the number of revolt markers fights your local garrison. Note the tower is seeded pre-game with ten farmers, so you may have more on your hands than you bargained for. Angry farmers also show up in the winter season if you find yourself short of grain. The greater the shortfall, the more revolts you suffer and the more severe the revolts themselves. Again, this can add up to lost provinces. On the plus side, if you are attacked in a province free of revolt markers, the local peasants fight on your behalf and any farmer blocks shaken out count toward your total. Overall, we had a unanimously good opinion of the game, even with the one anti-tower player. Combat was greeted with much hooting and hollering. The situation allows for several styles of play, from conservative and defensive to gambling and piratical. The tower and the unknown aspects of the turn sequence will probably bug the hell out of control freaks but I found it an exciting challenge. Highly recommended. JR