Alan Snider - Jan 28, 2007 10:10 pm (#16904 Total: 17114) SPI's Dixie has just gotten a bad rap. It's a good little game. GAMENIGHT, Jan 27-28/2007: Clayton Baisch, Terence Co, and I sat down to try SPI's "Minuteman: The Second American Revolution". Terence directed the government, while Clayton and I split the 'rebel' forces (minutemen and militia groups and their insurgent networks). The first part of the game involves the networks being randomly placed in city centres, and the subsequent raising of militia units and minutemen. The minutemen act as leaders for the militia groups and can boost their combat effectiveness by 50%. The government player also hopes to recruit informants and build their military forces and knock down the militia forces which are not hiding underground. There is some cat and mouse as the 'rebels' try to find the optimum moment to declare the revolution, in order to maximize their starting forces (and minimize the government building of same). The part that is the challange for the rebel player is the fact that only the government miltary units exert ZoCs and therefore have the ability to eliminate non-underground rebel networks/militias and minutemen through combat using retreat into enemy ZoCs. The 'rebel' player(s) must hope they can push the government player out of the population centres with Dr results and moving into the population hexes for better defence. This is all done with an eye on the best opportunity considering all of the above; and THEN declaring the revolution. Once the revolution is declared, the 'rebel' militia units now exert ZoCs and they can also eliminate the government forces easier. Rolls are also done by the Government player to determine the final boost of armies they will receive for the balance of the game... In the game we played, the initial action was in the Dallas/Ft. Worth area, as both government military units and rebel militia units took huge losses. As the city centres began to move into unrest and riot situations (happens during the build phase via dierolls), this gave the government a better chance to recruit informants and react by forming new miltary units to put down the unrest/riots. The first significant riot situations emerged in Tampa Bay and Seattle, making them instant rebel strongpoints. The Revolution was declared in the winter of the 1st year (of 5), and was likely a little late as we fumbled through the sequence of play a few times before catching on to what conditions were optimum for the rebels to declare the revolution. On the first turn after the declaration, rebels decimated government troops in vancouver, canada and cleared the entire state of Florida of government forces. The government struck back by wiping out rebels and their network in St Louis and nearly killing all rebels in the Dallas/Ft Worth area. In Los Angeles, as see-saw bloodbath, left meagre government presence in the area, and tons of rebel dead. That was simply wild! We did not have enough time to finish the game, but enjoyed a great learning session. This game has many new mechanics and concepts not found in other SPI games, so we struggled a bit to link together mechanics to build a winning strategy. The game went over really well with all 3 players, and it is a guarantee we will see this played at Clayton's place (aka Camp SPI) again real soon... The government player seems to have the more difficult task, but we figure there is a way to have the government in a better position later into the game (the gov't looked to be on the ropes in our game). I recommend this game very highly...