I absolutely cannot imagine ever playing Terraforming Mars without the Preludeexpansion. The Prelude Cards jumpstart your corporate engine and gets the game going faster in the early turns. It doesn’t really shorten the game, but it does make it alot more fun!
Several of the other expansions are also great but for each the base game can be enjoyed without them, unlike Prelude which has made itself an essential part of the game. That said, The French and More!is more like a bonus box then an expansion and is practically inseparable from the base game. Both MBT: BAOR and MBT:FRG add new “factions” and optional rules that make the overall game more interesting but can easily be ignored if desired.
Kingdomino: Age of Giants occupies an interesting spot in my game collection. Although ostensibly an expansion for Kingdomino, the RockyMountainNavy Boys and myself feel that it doesn’t really fit that game because it adds a bit too much of a “take that” element that spoils the feeling. On the other hand, adding it to Queendomino, which has more “take that” mechanics than Kingdomino, feels much more organic.
Here in the United States, Monday, October 8, was a holiday. Even though it was one day ahead of the actual anniversary I played out the “Savannah – 9 October 1779” scenario from the French & More!expansion. This is a somewhat brutal battle where the French under d’Estaing and Americans under Benjamin Lincoln throw themselves against a British line dug in using Field Works. In C&C Tricorne, Field Works allow Infantry and Artillery units to ignore one hit from ranged combat (except when attacked by artillery) as well as giving the unit the Morale Effect of ignoring one flag (retreat) except again from artillery. In effect, Field Works force the attacker to either bombard or close and Melee Battle (close assault) to remove the dug in defenders.
When setting up this game I missed a crucial new rule; a French Regular Infantry unit is composed of five blocks vice the usual four for British, German, or Continental. Thus, the French units fought at a disadvantage in my game.
The French ended up carrying most of the fight this time. The draw of Command Cards for the Continental-French side ended up favoring the American right flank. Over the 15 rounds, I think something like nine Command Cards were for the right or a Line Command that was utilized in that section of the battlefield.
To win this battle, one needs to get nine Victory Banners. In addition to the usual banner awarded for destroying a unit, the Continental player also gains a banner for each unit exited off the British side of the board (relief to Savannah) or when occupying a Field Works at the start of their turn. The British gain a banner when there is no enemy in a Field Works at the beginning of their turn or when playing a Scout Command Card (representing the arrival of reinforcements). In this game the British never played a Scout card (indeed, one was never even drawn) and instead had to rely on destruction of enemy units and trying to eject any intruders in the Field Works.
The French attack on the right was a real slog and saw six complete units destroyed. As three of these were Regular Infantry I have to wonder if the fifth block could have saved these units! The Americans only lost one Light Cavalry unit under Pulaski. One American Light Cavalry and one French Light Infantry unit exited the board (two Victory Banners). Even with the artificially-weak French Regular Infantry the final score after 15 rounds was 10 Victory Banners for the Continental-French army (+7 for units destroyed – including the death of Leader Tawes, +2 for exited units, +1 for occupying a Field Works) versus seven Victory Banners for the British (+7 for units destroyed).
Like many Commands & Colors games, the fickle hand of Fate played a major part in this battle. A French Grenadier Elite Infantry unit failed its Rally Check even with a +1 die advantage and Routed off the battlefield. Although the British had a 4:1 advantage in Light Artillery the draw of Command Cards saw very few actual bombardments take place. After a few rapid advances by the American cavalry on the left the Continental infantry in the center and left barely got moving and did little to contribute to the battle.
This game was my seventh play of C&C Tricorne since I got the base game in 2017. I am definitely becoming more familiar and comfortable with the game system and as a result it is playing much faster. At 15 rounds I think this was the longest C&C Tricorne scenario I have ever played but even so it still took just under 2 hours. I sometime hear hardcore grognards belittle the Commands & Colors-series as being “too simple” but I believe such criticism is misguided. Sure, the game mechanics are highly simplified but the game delivers a somewhat-realistic version of warfare with little rules overhead. Additionally, the table-presence of the game with the terrain tiles for a variable board set up and colorful blocks (all readily marked for easy reference) make it easy to play.
And it is fun!
Featured image “Siege of Savannah – Death of Kazimierz Pulanski” from pinterest