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Jocuri noi 2011

Posted: 24 Aug 2010, 10:35
by adixor
Va rog sa adaugati in acest thread doar jocuri care vor aparea in 2011. Pentru celelalte exista thread separat aici:

http://forumboardgames.ro/viewtopic.php?f=25&t=129

Acestea fiind spuse va anunt aparitia pe IPhone/Ipad a jocului Through de Ages in 2011 (de la cei care au creat si Medici). Nu prea vad cum s-ar putea juca usor pe Iphone acest joc (pe iPad mai are sanse) dar oricum e un lucru super interesant ca se face acest lucru. Pagina creatorilor:

http://www.facebook.com/coditodev

Re: Jocuri noi 2011

Posted: 06 Oct 2010, 18:00
by VickdaReaper
Se vorbeste despre aparitia unei expansiuni pentru Cyclades, care sa ne aduca un nou zeu Hades (Pluton) si necropolele sale, precum si noi creaturi mitologice (Cerberus printre ele) si eroi (asemanatori creturilor, dar care trebuiesc platiti tura de tura). In plus, se presupune ca va exista o noua modalitate de a construi o metropola.

Dar nimic nu este concret inca...

Re: Jocuri noi 2011

Posted: 06 Oct 2010, 22:06
by Chuckila
Dupa succesul (as spune nesperat de) rasunator avut cu Castle Ravenloft, Wizards of the Coast au decis sa amane lansarea noului titlu pentru 2011. Probabil pentru a nu-si faulta singuri vanzarile inca bune pe care inca le are primul titlu din serie.

Asadar, cu data de lansare 15 Februarie 2011, cel de-al doilea titlu Dungeon & Dragons:


Dungeons & Dragons: Wrath of Ashardalon Board Game

from http://www.boardgamegeek.com/image/779053
Sunt convins ca atat primul titlu cat si aceasta continuare sunt jocuri care mi-ar placea, din pacate insa nu am nici macar primul in colectie. Dar voi rezolva aceasta mica problema cat mai repede.

Re: Jocuri noi 2011

Posted: 10 Oct 2010, 09:34
by Chuckila
Cateva titluri intersante pe anul viitor.

Cu data de lansare estimata Essen 2011, va aparea un nou co-op horror game: Dark Darker Darkest
from http://www.boardgamegeek.com/image/583689
La intrebarea "Cu ce este acest joc diferit de Last Night on Earth, Zombies !!! sau All Things Zombie raspunde chiar designer-ul David Ausloos:

"First of all, this is nothing like Zombies or Last night on Earth.
With all respect for both games: this is a much heavier game.
A would dare to say this is an a-typical zombie game in the sense it is above average in complexity and while luck plays a part in combat, it is far less luck-driven than LNOE or Zombies.
While in LNOE all the game resolves around combat, DDD has a wide range of elements that form the core of the game:

- The board and system is modular, creating a unique experience with every session.

- Exploration of the house forms a big part of gameplay. This is done in teams with searching for items being one of the main goals.
I heared some playtesters compare it to Betrayal at House on the Hill what this element is concerned. I haven't played this game, so it is hard for me to compare, but I can see why some make a comparisson.

- Item management is crucial, using a color-code system in which items are used to open locked rooms when placed in a specific order in the inventory. Part of the game is combining the right tools at the right time/situation. Ammo is also limited and must be managed well.

- Fires break out in the house that need to be exterminated before they destroy routes towards the end goal. This forms together with the different trackers a constant time-pressure. It makes DDD a challenging experience with a real sense of urgency.

- Intense tactical combat forms a backbone to the proceedings, using an icon-driven system for fast resolvement and offering some interesting tactical dillema's to players.

- The finale has an innovative action point distribution system that gives the team so tough choices along the way, forcing players to carefuly consider who will do what action at what point.

Furthermore positioning on the board is crucial.
There is no need for an "evil" player, since all the creatures (not only zombies) are controlled by the game system through an A.I. system that is triggered by the exact position of team members on the board.

As an extra note I must mention this is a 3 hour experience, building a cinematic story full of drama towards a hectic finale in which players will battle a tough creature and make a run for the heli.

I haven't played ATZ so comparing both will be hard, but as far as I can tell ATZ is more of a light wargame while DDD is more of an adventure game with combat.
"
from http://www.boardgamegeek.com/image/596691
from http://www.boardgamegeek.com/image/606916


Iar pentru cei care nu gasesc tot timpul un partener pentru boardgaming, vine cel de-al treilea joc din seria Field Commander. Create exclusiv jocului solitaire, aceasta serie ii ofera posibilitatea jucatorului sa recreeze bataliile liderilor militari. Momentan in play-testing, probabil undeva pe inceputul lui 2011, va aparea Field Commander: Napoleon.
from http://www.boardgamegeek.com/image/622955
"Field Commander Napoleon is our biggest game to date, as befits the Empire, the Emperor, and his Grande Armée! The game is so massive it requires a 3" high box!

Wan Chiu will be creating the artwork for this mega game. He is off to a fantastic start with a classic box cover design.

The game design focuses on the battlefield tactics and Napoleon’s powerful personality. Through political and military cunning, Napoleon swept France to super-power status. In previous Field Commander games, supply was a primary concern. As the Emperor himself said, “An army travels on its stomach.” In this game, Napoleon’s achievements and public adulation drive all facets of game play. Be successful, gain the support of your troops and your countrymen, and you can achieve anything!

The game spans all of Napoleon’s campaigns from Italy in 1796 to Waterloo in 1815.

Success depends on the vital balance between strategic and tactical focus. You must move your forces across the maps to achieve your strategic goals, but you must also out-think your opponents on the battlefield.

You can play each campaign as a stand-alone game, or as part of a linked series of games.

The 11 Campaigns include:

First Coalition 1796
Egypt 1798
Second Coalition 1800
Third Coalition 1805
Fourth Coalition 1806
Spain 1807
Fifth Coalition 1809
Russia 1812
Germany 1813
France Invaded 1814
100 Days 1815

Each campaign has its own unique set of force counters that accurately detail the divisions and corps that participated in the campaign.

The force counters are a rectangular 0.625” by 1.25”. This allows the use of Line and Column Formation tactics in battle! Each Force has a troop quality: Elite, Veteran, Line, Poor Line, or Conscript.

You command the French forces in your bid for world domination!

You command your forces forward across the continents! You command your forces across the battlefields of Europe, Asia, and Africa!

When you return, covered in glory and riches, it is you the citizens of France will be cheering!
"

Si pentru cei care se gandesc sa faca pre-order:

"***DVG Pre-Order Special***
Get a deluxe mounted Battle Map Board fit for an Emperor! If you pre-order Napoleon through the DVG web site, you will also receive a deluxe mounted version of the Battle Map board (in addition to the standard Battle Map). The mounted Battle Map Boards will not be available later.
"

Re: Jocuri noi 2011

Posted: 21 Oct 2010, 20:45
by adixor
Candva nu stiu cand, anul viitor, se va lansa .. tadaaa... inca o extensie pt Battlestar Galactica: Exodus!

Image
You can choose to add any combination of the three new options included in Exodus. Crave more white-knuckle space dog-fighting? Incorporate the Cylon Fleet option. The Conflicted Loyalties option introduces new Loyalty Cards that will test even the most trustworthy allegiances. Finally, relive the emotional turmoil of the hit television series with the Ionian Nebula, which pits players against the various conflicting personalities aboard Galactica.
Detalii pe site-ul dedicat: http://www.fantasyflightgames.com/edge_npm.asp?eidm=35

Re: Jocuri noi 2011

Posted: 21 Oct 2010, 22:15
by VickdaReaper
Il mai pun pe "Gaius Frakkin' Baltar" pe multe cutii ale serie??

Re: Jocuri noi 2011

Posted: 22 Oct 2010, 17:11
by VickdaReaper
Se pare ca la anul va aparea o noua expansiune pentru jocul BattleLore intitulata Code of Chivalry.
battlelorecodeofchivalry.jpg
Aceasta va aduce noi carti de "chemare la arme" si 4 scenarii noi-noute pentru fanii BattleLore. Dar poate cel mai important, va veni cu 2 noi tipuri de unitati, precum si cu 2 tipuri de unitati care au aparut in expansiunile "Hundred Years War" si "Scottish (Whiskey :mrgreen:) Army"...

Sursa stire si poza: Board Game News.

Re: Jocuri noi 2011

Posted: 27 Oct 2010, 09:53
by VickdaReaper
Academy Games a anuntat ca va "redesena" jocul "The Eagle and The Star" lansat in 2009 de Gry Leonardo. Noua varianta, ce va fi lansata in prima parte a lui 2011 se va numi Strike of the Eagle. Detalii despre joc le primiti direct de la producator:
To simulate the tension of the era due to fog of war, players alternate placing secret orders on their armies in order to bluff, mislead and misdirect their opponents. These concealed orders make it difficult to deduce an opponent's plans and are used to hide a player's true intentions and objectives. Players then reveal and resolve the issued orders. They can then disrupt their opponent's moves, cut off supply, and much more. Once orders are resolved, the next turn begins.
Map3.jpg
Units are represented by wooden blocks. Battles are fought with no dice, but with a simple and quick combat system. Action cards are pivotal to the game in that they allow players to either modify how many orders they may issue, add army reinforcements or modify a battle’s resolution.
Si un mic detaliu din zona Varsoviei...
map-detail-warsaw-expanded.jpg

Re: Jocuri noi 2011

Posted: 28 Oct 2010, 14:00
by Ioana
In luna martie a anului viitor se va lansa prima extensie a jocului Gosu. Se numeste Gosu: Kamakor’s treaty si introduce un nou tip de goblini, Shadow Goblins.

from http://www.boardgamegeek.com/image/823183

Re: Jocuri noi 2011

Posted: 29 Oct 2010, 19:12
by VickdaReaper
Pentru cei mai pasionati de arte si in special de pictura, daca Fresco nu este suficient pentru a va satisface poftele, iata ca la inceputul anului viitor va aparea un nou joc in care ne vrem mari pictori...
pastiche_03.jpg
Descrierea jocului, asa cum a fost ea facuta de catre producator pentru Board Game News, este urmatoarea:
Queen Games' Fresco had players mix colors of paint in small doses to complete restoration of a fresco. With Pastiche, coming from FRED Distribution in Q1 2011, designer Sean D. MacDonald – who self-published The Crow and The Pitcher through his NoMADS Games in 2009 – takes color blending and makes it the heart of his game. Players need to recreate artistic masterworks, and to do that they can't get away with using blue for teal – they need to do the work required to get the real stuff and make believers out of all who view the pastiche. (Nevermind that you can't recreate The Birth of Venus with only three colors – you just need to ensure that you have the right colors on hand for the important bits!
pastichecommissioncards.jpg
To start the game, each player receives four palette cards with secondary colors; two commission cards showing an artwork, the colors needed to reproduce it, and a point value; and two hex tiles that show dabs of primary colors in each corner and in the center. A three-hex tile bearing primary colors on the corners is placed in the center of the playing area.

On a turn, a player adds one hex tile to the board, collecting either the primary color showing on the tile just placed or one palette card of the appropriate color for every color blend created. Take a look at the game's back cover to see how these tiles look during play:
pastichebackcover.jpg
If you had placed the rightmost tile, for example, you could either take one yellow card or collect one orange card and one violet card. The three-color combinations created when three hexes meet at a corner create more specialized colors – which may or may not be what you need in hand to complete a commission. Even if you don't get what you want, though, you can trade palette cards with other players or exchange three cards of the same color for one black, white, secondary or tertiary color from the color bank. Hand in a black and white for a gray; exchange yellow and brown for bisque. The palette of colors available is big, so make the most of it.

A player can then trade one commission card for another or complete any number of commission cards by discarding the appropriate color cards. To end a turn, a player discard down to eight color cards in hand and draws a new hex tile.

Each commission card is worth a certain number of points, and once a player reaches a certain point total the game ends immediately. This player doesn't necessarily win, though, as players score bonus points if they've completed two works by the same artist; they also score for the paints in hand that can be applied toward their personal commission cards. The painter with the most points wins.
pastichereferencecard.jpg

Re: Jocuri noi 2011

Posted: 29 Oct 2010, 19:18
by fixpix
Nostima seria asta de jocuri bazate pe culori, poate au descoperit in sfirsit ceva sa inlocuiaca jocurile cu muncitori si toate nebuniile pe care le fac ei pentru puncte. Sint curios ce parere au daltonistii despre ele.

Re: Jocuri noi 2011

Posted: 29 Oct 2010, 22:52
by Ioana
Arata excelent jocul, grafica e deosebita :)
fixpix wrote:Sint curios ce parere au daltonistii despre ele.
:lol: :lol: Ce sa faca si ei.. cred ca daca nu merg la noroc n-au nici o sansa sa castige jocul :lol:

Re: Jocuri noi 2011

Posted: 29 Oct 2010, 23:18
by VickdaReaper
Cred ca daltonistii o sa se intrebe de ce e Venera verde in obraji: de la fructele de mare sau de la licorile lui Bacchus... :roll:

Re: Jocuri noi 2011

Posted: 26 Nov 2010, 12:16
by Chuckila
Fara sa aibe la momentul actual o data de lansare exacta, designerul Bowen Simons a confirmat ca se lucreaza la a doua editie a jocului Bonaparte at Marengo.

from http://www.boardgamegeek.com/image/289180



Mai multe detalii despre acest titlu, dar si cateva cuvinte despre cele care il preced - The Guns of Gettysburg - si care va urma - Stavka - aflam chiar de pe blogul designerului:

"21 November, 2010

In the last entry, I published a peak at the board design for the 2nd edition of Bonaparte at Marengo. Now, BaM2 is much further along in the design process than Stavka is: it has a functioning board, a complete set of game rules, and it even has a box top. Further, it has also entered play-testing. When will it be released? No set date but is the next game in the pipeline after The Guns of Gettysburg. The new process I’m trying to put in place is conceptually something like this:

(Aici era un grafic care arata cam cum se gandeste el sa scoata jocurile in viitor)

So, the idea is that I will have at any given time one game in each stage of development. Now of course in the real world things don’t work this cleanly (far from it) but it is nice to have a structure in mind as to how things are supposed to work, and this is the one I’m trying to move to. At this point, The Guns of Gettysburg is the farthest advanced and is moving towards production, Bonaparte at Marengo 2nd Ed. has just entered testing, and Stavka is still in design. I actually do have another game in the conceptual stage, but there are some other contenders as well if the lead contender doesn’t seem to be coming together.

I could post the revised rules for the 2nd edition of Bonaparte at Marengo, but I think I’m going to hold off on that for a while. I will, however, give you the 10,000 foot view: the rules are about 90% the same as the 1st edition in content, but have been completely rewritten for concision and clarity. The game is slightly closer to Napoleon’s Triumph, but only slightly: if you were to place them on a line with BaM1 at 1 and NT at 10, BaM2 would be at about 1.5. The changes made haven’t been to make BaM more like NT, they’ve been made to make BaM2 a better BaM. I have a lot more to say about the the 2nd edition of BaM, but it will have to keep till later.

I do want to talk a little about Stavka. Stavka is a WWII Eastern Front game, as the title would suggest. The main priority is on low-complexity: the game is intended to have an 8-page rule book, including cover, design notes, and play aid, so it is supposed to have only 5 pages of rules. The second priority is on playing time: it should set up and play from start to finish in a single evening.

Physically the game is a complete break with what has gone before. It will not have wooden blocks, or cardboard counters. The plan is in fact to use metal pieces that resemble neither, but we’ll have to see how that looks from a cost perspective. (The alternative is probably plastic, but that definitely is not my preferred material.) Stavka will not look like any game that has been done before. Hopefully, different will be good. That it will look cool I’m certain, but I’m less certain that it will play smoothly physically.

The game system bears a slight resemblence to Histogame’s Friedrich in that it uses playing cards as part of the combat system, but the cards themselves are not like those used in Friedrich. The Stavka cards are also conceptually tied to production. One of the things I’ve been working on is trying to do the graphic design for the cards, but it has been difficult going, at least for the faces. For the card backs I’ve found just what I was looking for: (You should be able to guess which deck is Soviet and which is German>)
Stavka Card Backs

It wasn’t long after I started to look that I realized that period propaganda posters would make very cool art for the back of the cards. Given the tie to production, production-themed posters would be just perfect if I could find the right ones and I just love these.

The first cool thing is the sexual contrast: the woman factory worker on the Soviet card vs. the über-masculine male worker on the German card. This works on several levels: First, it fits with traditional Russian Motherland vs. German Fatherland imagery. Second, it reflects on the difference in sexual politics between the regimes. Third, it also represents the differences in economic mobilization. For the Soviets, a total war economy with women filling the factories so that men were available for the army was embraced very early on, while the Germans were highly resistant to dedicating their entire economy to the war effort. (The Blitzkrieg model of warfare was supposed to make such a thing unnecessary.)

The next is the contrast in modernity: the woman in the Soviet card is clearly an assembly-line worker in a contemporary factory, while the German figure has a distinctly pre-industrial blacksmith-style look. Both are tied closely to the ideology of the respective regimes. The Soviet Union had just spent the previous decade in a brutal forced-industrialization campaign, and for the Soviets, the modern, the industrial, was the ideal. Nazi ideology, on the other hand, tended to look backward towards an idealized, even semi-mythical, past.

You can even see in the cards, to an extent, the attitudes of the two nations towards production. The Soviet economy, like the American, embraced quantity as the main goal of war production and was willing to produce material that may not have been the best quality, as long as there was plenty of it. The German war economy, on the other hand, always always had a kind of artisan-quality to it: lots of models, relatively small production runs that were constantly being tweaked, and a continuing quest for qualitative superiority, a quest that often resulted in weapon shortages. Even this contrast is implied in the two posters. If you look a the Soviet poster, there are rows of identical shells in the background, and a pair of identical bombs in the foreground: all appear ready to go and quantity is the visual theme. In the German poster, there is only one item being produced, and it isn’t actually even ready — though no doubt it will be really something when it is.

(And if you’ve noticed that production is the theme holding the two parts of this entry together, give yourself a pat on the back.)
"

Realizez ca nu sunt foarte multi pasionati in acest domeniu al war-gamingului, chiar daca eu unul tot sper ca acest lucru sa se schimbe. Faptul ca se lucreaza la noi editii ale unor titluri clasice, care au niste preturi piperate pe E-Bay/Marketplace doar fiindca sunt demult OOP, ar trebui sa fie imbucurator pentru cei care vor sa intre in acest hobby.

Iar dupa standardele calitatii in war-games, harta acestui joc arata superb (incercati rezolutia maxima pe BGG).

from http://www.boardgamegeek.com/image/855376

Re: Jocuri noi 2011

Posted: 01 Dec 2010, 21:55
by adixor
au fost postate pe siteul FantasyFlightGames.com regulile noului joc al lui Reiner Knizia ce urmeaza sa apara: The Hobbit.
Le puteti gasi aici:

http://www.fantasyflightgames.com/ffg_c ... -rules.pdf

Image

Dupa cum zic cei de la FFG:
The Hobbit is a game of strategic bidding and chance. Taking on the roles of the stoic dwarves, players need to guide Bilbo Baggins from the Shire to the Lonely Mountain and end the game with the most treasure. During their journey they will fight goblins, battle wargs, escape the Mirkwood elves, and eventually reach Laketown. Players must plan their journey wisely, bidding for their turn sequence to move Bilbo Baggins further along the game path.

Note, this board game is an entirely new design, with no relation to the other game (of the same name) published by FFG in 2002.

Re: Jocuri noi 2011

Posted: 09 Dec 2010, 22:40
by tasurinchi
Daca ati jucat si v-au placut jocurile din seria Sim City, atunci urmatorul euro marca Chad Jensen (Combat Commander: Europe, Dominant Species) este un "must":

Urban Sprawl
from http://www.boardgamegeek.com/image/606576



Descriere BGG:
Game Overview:
Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a thriving city into a teeming metropolis.

Players assume the roles of entrepreneur, tycoon and politician -- each helping in the development of a hypothetical "Anywhere, USA." Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare.

Throughout the game players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices.

All of this eventually leads to the end game - a vibrant metropolis that is revered around the world - when the player with the most Prestige will be crowned the winner.

Game Play:
The grid of streets on the board provides the framework for building the small town. The buildings will be placed within the grid and identified with control markers (wooden cubes) to show each player’s contribution to the growing urban area. Each building’s value is determined by the cumulative Wealth and Prestige values of the block in which is it constructed.

At the start of a player’s turn he may discard one or more Building Permit cards from hand as "Investments," gaining Wealth in doing so. Next that player gets 6 "Action Points" (APs) with which to spend on any of the the following activities:

• Acquiring new Building Permit cards from those available to choose;
• Constructing new buildings from those currently available;
• Acquiring a "Favor" -- a Building Contract that only that player can build.

Each activity carries with it a variable cost in APs, depending on where the chosen card lies on the board.

Once a player has spent his APs it’s time for a quick reset phase in readiness for the next player’s turn. It is during this phase that events can occur, elections can be held for the various political offices, and players receive payouts in Wealth and Prestige. Wealth payouts provide funding for new buildings while Prestige payouts provide victory points.

Generally, players will be trying to build in areas that provide better payouts. Players are also looking to construct more buildings of a particular "zone" - Government, Residential, Industrial or Commercial - in order to help them win an election, as the politicians each confer a special ability to the player holding the office. Many of the buildings also provide a one-time bonus as they are built, and players can benefit from construction in the right neighborhoods.

Throughout the game, the values of the buildings will generally increase as the town grows into a city and then a large metropolis. Neighborhoods that were once valuable can become run down and new city centers spring up as the urban areas sprawl out across the grid.

When the game ends, players will conduct a final scoring of each Prestige row, earn points based on accumulated Wealth, and score bonus points for political offices held -- after which the player with the highest Prestige total wins the game.

Playing time is about 45 minutes per player.

Game Development by Kai Jensen

Components:
one game board
four player mats
144 wooden cubes in four player colors
four wooden cylinders in four player colors
one orange wooden pawn
165 cards:
• 54 in the Building Permit deck
• 37 in the Town deck
• 37 in the City deck
• 37 in the Metropolis deck
four sheets of die-cut tiles:
• 128 buildings
• 24 Vocations
• 6 Politicians
• 1 Contractor
• 6 Wealth markers
• 3 Prestige markers
• 1 Active Player marker
• 1 Extra Favor marker

Re: Jocuri noi 2011

Posted: 09 Dec 2010, 23:11
by imba
Si eu voi semnala o lista care mi se pare foarte interesanta si e pe cale sa devina tot mai interesanta. Aici

Re: Jocuri noi 2011

Posted: 15 Dec 2010, 10:46
by Chuckila
Cu data estimata de lansare prin 2011 (functie de cat de repede se precomanda jocul), un alt proiect P500 de la GMT Games:
1989: Dawn of Freedom
from http://www.boardgamegeek.com/image/607630


Pentru cei care stiu Twilight Struggle, harta de joc pare un deja-vu. Insa in acest titlu, suntem direct implicati prin prezenta Romaniei ca un factor important in evenimentele din '89.
from http://www.boardgamegeek.com/image/607646


Chiar si cartile aduc destul de mult a Twilight Struggle.
from http://www.boardgamegeek.com/image/607591


from http://www.boardgamegeek.com/image/607590



Scurta descriere a jocului de pe BGG:
""History punishes those who come too late." - Mikhail Gorbachev

1989 is an exciting, fast paced game simulating the end of the Cold War in 1989. During this amazing year, a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card driven system similar to Twilight Struggle.

Image

"No man is so old he cannot live one more year." - Leszek Kolakowski

One player plays the Communist. At the start of the game he holds unquestioned power across the six nations of the Warsaw Pact. But there are ominous clouds on the horizon. The new leader in Moscow has declared no more will Soviet tanks prop up tottering Communist governments. The economies, after decades of central planning and stagnation, have reached various stages of crisis. Inside the churches and among the students and their professors there are dissident movements that have been emboldened. From crushing dissent to offering concessions, the Communist player will have to use a variety of strategies in a struggle to hold on to his empire.

Image


"A bad regime is never in so great danger as when it tries to improve." - Alexis de Tocqueville


The other player plays the Democrat. At the dawn of 1989, behind the iron curtain, no one considers revolution possible. The goal of dissidents is to create a civil society outside the control of the Communist regimes. On their side are students who are fascinated with the style and pop culture of the west, and the Church. Against them is the vast apparatus of the Communist state. Their challenge is to persuade the workers, who are the bulk of society, to join their cause.

Image

"Mr. Gorbachev, open this gate. Mr. Gorbachev, tear down this wall!" - Ronald Reagan
"

Fara sa citesc inca regulamentul sau sa ma documentez prea mult asupra mecanicii, daca va fi atat de asemanator cu TS pe cat pare s-ar putea sa fie jocul ce imi va permite sa atrag mai usor non-wargamerii in hobby. Tematica o cunoastem prea bine, ne va fi mult mai usor sa ne punem in pielea jucatorului - sa fie asa cum sper eu ca va fi si probabil va fi o experienta mult mai intensa decat TS.

Am tot cochetat cu sistemul de preorder de la GMT, insa acest titlu cred ca il voi comanda. Suna prea bine.

Re: Jocuri noi 2011

Posted: 15 Dec 2010, 10:50
by VickdaReaper
Suna foarte bine! Pare a fi un must have... :)

Re: Jocuri noi 2011

Posted: 15 Dec 2010, 13:27
by alexddumitru
Chiar ca suna foarte misto, in primul rand ca tematica. Va dati seama ca pentru un jucator roman, Romania o sa fie Sfantul Graal, un fel de Europa in Twilight Struggle. Altfel, este doar un twist al acestui joc.

Oricum, daca va uitati la harta (la o rezolutie mai mare) o sa vedeti cate orase au denumirile scrise prost (in Romania, cel putin). Presupun ca varianta prezentata este doar un draft sau...