玩家评分: 8.2

拥有
胜利与悲剧
Triumph & Tragedy: European Balance of Power 1936-1945

桌游极客排名: 630

本月排名变化: 1

玩家评分: 8.2

玩家人数: 2 - 3 (最佳: 3人)

时长: 240-360 分钟

难度: 3.4 (重度策略)

适合年龄: 12

专业评分: 6.85

语言依赖:

少量依赖

出版年份: 2015

出版商:

| GMT Games

设计师:

| Craig Besinque

美工:

| Charles Kibler | Rodger B. MacGowan

胜利与悲剧是在资本主义(西方),共产主义(苏联)和法西斯主义(Axis)之间的1936 - 45年期间的3名玩家(也可以由2人玩)的地缘政治战略游戏,涵盖了欧洲至上的竞争。具有外交,经济,技术和军事部分,可以通过获得经济霸主或技术优势(A-bomb),或通过在对手的军事上进行胜利而获得胜利。欧亚到印度和乌拉尔,加上美洲。军事单位是5/8“ 7种类型(步兵/坦克/堡垒/空军/载体/舰队/潜艇),7种不同颜色(德国/意大利/俄罗斯/英国/法国/美国/中立)。超过200个块的组合允许强大的组合的灵活性。有一个55卡的行动甲板和55卡投资甲板,加上30个和平红利小队和110种各种类型的标记。

比赛开始于1936年,所有3大国实际上被解除武装:德国驳斥了凡尔赛和平条约,在欧洲开始了军备竞赛。有块,除非在直到军事冲突爆发之前,对手的军事集结性质仍然是未知的。游戏可能会和平结束,否则可能会有战争。对于打击中立的未成年人或宣布对手的战争有一些游戏制裁,并且为了保持和平而获得奖励(你们每年保持和平的时候都会得到一个价值0-2的和平红利)。

你可以和平地赢得:

•经济霸权(生产总值+秘密和平红利值+原子研究是1945年最大的,或任何时候达到25)和•技术至上(构建A弹,需要四个阶段,并能够将其交付给主要资本)。

如果有战争,你仍然可以通过以上任一方法(额外的经济霸权的胜利点),或通过:

•军事胜利(捕获两个敌方的首都九个:每个玩家控制三个)。

经济生产是游戏中所有形式的权力。生产是受控人口(城市),控制资源和工业(起步低,可以用投资卡建立)的最低水平,除了在和平时可以忽略资源。“力量可以将目前的经济生产花在以下两个方面:军事单位(新的单步单位或现有单位的附加步骤),OR

•具有外交价值的行动卡(获得人口和资源而不发生冲突)和指挥值(移动军事单位),或者公牛;具有技术价值(提高单位能力)和工厂价值(增加行业水平的唯一途径)的投资卡。

建立单位步骤或购买卡费用1生产。简单。你可以检查买到的卡,直到你花了所有的生产。“最初,轴心经济是人口/资源有限的,但在[战争]行业,而西方和俄罗斯是工业 - 有限的人口与资源帝国。通过否认人口/资源限制或限制竞争对手的经济是竞争的一个关键形式。在和平时期,这主要是通过外交手段,采取行动卡来控制未成年人及其人口/资源,否则或减少对他们的控制。在战争中,这可以通过军事征服土地,海军潜艇/潜艇海上贸易航线的封锁,以及空军对敌工业的战略轰炸更直接。游戏的早期阶段往往围绕着:

•外援(使用行动卡),为其人口和资源获得未成年人(捷克,罗马尼亚等)和“工业集聚(通过投资卡),与•军事集结(力量的性质被建立是对手不得而知的),•技术进步(也通过投资卡),和一些&军事行动(使用行动卡指挥),其中可以包括违反(攻击)中立未成年人在外交失败时获得人口/资源。

如果游戏由于强加防守或玩家倾向而持续和平,压力随着玩家接近20的生产,作为秘密和平红利小卒可能会让一个人超过25胜利门槛。或者玩家可能会成功地开发原子弹,并以这种方式窃取胜利。然而,在某些时候,一个力量(看到机会或必要性)可能会在另一个国家宣布战争。受害者得到立即的经济效益的反应,但军事现实从此开始走在前列。第三方可以和平地继续经济发展。或者不是。

单位移动是通过命令卡,其指定确定移动/作战顺序的命令优先级字母和确定可移动的最大单位数的命令值数字。指挥牌仅在指定的季节(春季/夏季/秋季)期间有效,因此,在每个季节能力能够移动的情况下,需要一个手指中的各种指挥卡。但是HandSizes是有限的,所以每个玩家必须平衡卡资源与军事安全的竞争需求。

当对手单位占据同一地区时,发生战斗,并按照类型(捍卫者射击首先是平等的类型),滚动骰子的命中。单位具有不同的消防员(命中值),具体取决于它们所针对的单位类别(地面,海军,空军,次级)。每场赛季的陆战是一轮,而海上战斗是为了得出结论。没有供应线的地面单位每季度损失1步,不能建造(除了不受任何影响但不能移动的堡垒单位除外)。

凯旋&悲剧是一场真正的三面对面的游戏:没有要求西方和俄罗斯在同一方面(实际上有合理的理由相互攻击),只有一个玩家可以赢得比赛。允许(鼓励)表谈,但协议是不可执行的。联盟正在转变,合作是不可靠的。这场比赛可以继续作为一场经济战争的磨损或突然的军事爆炸可以改变一切。有巨大的可重放性,因为玩家可以通过陆,海或空军事优势,技术至上或经济霸权追求在欧洲的霸主地位,没有竞争对手意识到自己的战略,直到它是TOO LATE!这是一个高度互动,紧张,快速移动的游戏,玩家轮换之间的停机时间很短,覆盖了二十世纪四十六小时的关键地缘政治十年。

Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5/8" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types. The game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace). You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital). If there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three). Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace. Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units), OR • Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR • Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels). Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production. Initially, the Axis economy is Population/Resource limited, but ahead in [war] Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and • Industrial buildup (via Investment cards), with • Military buildups (with the nature of forces being built being unknown to opponents), • Technology advancement (also via Investment cards), and some • Military operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails. If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way. At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not. Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security. Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move). Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours.