Mike Welker - Apr 28, 2005 1:17 pm (#5272 Total: 5276) To the Halls of Montezuma (GMT) codesigner with David Fox, Developing: Patton Takes Command/GCof 30YRS War (Consimpress), designing A World in Arms (Phalanx) Campaigns This past month, players in my campus strat club came up with an interesting idea for handling campaigns. The main assumption re: no campaign cards has been the logistical constraints and the road/river net at the scale of the game. I.e., at a level of granularity below the scale of the game, there *are* campaigns happening, these are just maintaining the supply sources, keeping the road/river net operations, just not "important" to be classed as a White Mountain "campaign" for instance. Another thing at the scale to keep in mind is that a move of a general and his troops is really a sort of campaign move, where I envision the actual counters as a sort of center of operations. But that said, the whole dynamic of coordination between leaders (it did not happen by any controlled means in the main, except maybe very late, perhaps getting some coordination if close in proximity, in the period from 44-48) would be a "fun" feature of the CDG in light of the other designs out there with this operating. So we came up with this: (OPTION) Campaign Move A player can attempt to trigger a "campaign" move to allow one additional leader to activate. The additional leader to be activated must be in a different space. To make the attempt, the player uses one additional strategy card (still following the normal rules of activation in terms of the op value for the to be activated leader). The added strategy card is played and the intended second leader activation is announced. To see if the campaign is operating as intended, the player rolls the die. The die is modified by cases: -? the strat rating of the worst leader involved; +/- for nationality (if the nationality is the same, +2, if the nationality is different then a -2); if any intervening space on a designated path between the leaders is enemy occupied, then -2. The modified die roll is compared to the distance in spaces from the first leader to the second leader. If the modified die roll is greater than or equal to the # of spaces between the leaders, then the second leader can activate. If the modified die roll is less than the distance to the second leader, then the second leader does not activate. In addition, if the die roll is a raw value of 0, then the second leader and his force (to the max. of his leader rating) MUST move one space in a direction AWAY from the nearest enemy force (if he can do so, i.e., he botched interpretation of the communications and decided to head for safety). Try it out. It seems to work, though it can be costly to do early in the game, easier to accomplish later in the game, espec. when players are not as worried about using cards. Our alternative idea is to allow the player to draw 1 card for the second leader and then place it on the discard pile (but using a card you see in your hand seems better, implying your control). We tried it in several games and a well-positioned campaign threat adds some flavor to the decisions. Mike Welker - Apr 28, 2005 1:19 pm (#5273 Total: 5276) To the Halls of Montezuma (GMT) codesigner with David Fox, Developing: Patton Takes Command/GCof 30YRS War (Consimpress), designing A World in Arms (Phalanx) As in other CDG designs, you move one army then another army. AND, they can enter the same space subject to stacking/leadership... If you try this, then we need to inject a possible intercept option. BTW, that is one of the expansion events in each added/optional deck, so it is coming (as will White Mountain).