玩家评分: 7.7

拥有
丘吉尔
Churchill

桌游极客排名: 725

本月排名变化: 3

玩家评分: 7.7

玩家人数: 1 - 3 (最佳: 3人)

时长: 60-300 分钟

难度: 3.37 (重度策略)

适合年龄: 14

专业评分: 6.77

语言依赖:

大量文本需要阅读

出版年份: 2015

出版商:

| GMT Games | Devir | Fox in the Box

设计师:

| Mark Herman

美工:

| Charles Kibler | Rodger B. MacGowan | Mark Simonitch

桌游类别:

|政治 |战争 |二战

来自设计师的描述:游戏中的玩家扮演丘吉尔,罗斯福或斯大林的角色,因为他们在10次会议中对每个会议进行操纵,决定谁将领导盟军,其中这些部队将被部署,轴心如何被击败。力量集体对投降的安盟力量有更大的控制权的球员将赢得和平与竞争。“丘吉尔不是一个战争,而是政治上的合作和竞争冲突。虽然这场比赛的重点是从1943年到战争结束的10次历史性会议,但是这些设计的大部分不应该是字面上的。在每次会议之前和之后,小组的顾问和高级官员在盟军首都之间进行交涉,推动了战后和平。每个会议都看到提名参加会议的一组问题之一。问题类别有:剧院领导层变革,指挥攻势,生产优先事项,秘密行动,政治活动和战争战(A-bomb)。每个历史会议卡独立地将一些诸如定向攻势或生产优先级隐喻放在桌子上的问题,而玩家提名另外7个问题。

这个游戏显示是一个循环会议桌,三名球员坐在他们的“座位”后面。每个玩家都有一个名叫人物的工作人员甲板,例如史蒂文斯和安东尼·伊登,随机抽出来进行会议。一个会前一轮的牌给优胜者提供杠杆,然后赢家就将一个问题移向桌边,等于所玩牌的价值。然后播放然后进行会议,每个玩家反过来在会议桌中心的一个问题上播放卡片,将卡的价值移动到桌子的一边。每张卡都是一个历史人物,如果在特定类别的问题上玩,他们通常会获得奖金。你把一个问题从一个盟友转向你自己的问题。在任何时候,每个玩家都有他的国家元首卡(罗斯福,丘吉尔或斯大林),每次会议可以通过丢弃另一张卡片来对任何问题进行权衡。每个人的使用都有一个奖金和潜在的惩罚。每次使用罗斯福时,他都可能死亡,并被哈里·杜鲁门(Harry Truman)所取代。丘吉尔可能会发生心脏病发作,想念下一次会议,而斯大林的偏执狂可能会导致小型清扫,并减少他们在会议剩余时间方面的成效。会议发挥的最终结果是玩家将在赢得最多问题的玩家赢得各种问题,在双边全球问题之一中获得杠杆(英国与苏联的全球问题是“欧洲与欧洲影响力范围”)。 ;然后,游戏进入会后阶段,玩家实施他们现在控制的问题。这些行动影响三个基本的游戏功能:秘密行动,政治活动和军事进攻。战俘的行动有玩家试图在征服的国家和殖民地建立政治网络。使用一个非常简单的技术来放置网络或删除对手的网络,发生在南斯拉夫,法国和世界各地的历史发酵被简单模拟。一个国家或殖民地在任何给定的时间只能拥有一个优势方面的网络,而在政治活动中,如果支持网络随后被你的一个盟友中断,那么玩家可以放弃流亡的友好政府,随后可能被破坏和替换。 ;一旦这一切都被整理出来,游戏的军事部分保持得分。有一个单独的展示,抽象地代表战争,西部,东部,地中海,北极(摩尔曼斯克车队和斯堪的那维亚),CBI,SW太平洋,中太平洋和远东的主要剧院。每个轨道都有一个盟军前线,我正在寻找一种向德国,意大利和日本前进的3D油罐。使用一个非常简单的战斗机械师,每个前锋试图推进与Axis储备部署反对各方面。一个成功的进攻推进了前一个空间,虽然具有压倒性的优势,但双空间突破是可能的。海军作战只需要一定程度的支援才能进入两栖入境空间,例如法国(D-Day)。当前线进入德国,意大利或日本时,他们投降,关闭军事行动,尽管秘密和政治活动持续到比赛结束。在后台是发展A炸弹和苏联偷窃秘密的努力。如果A炸弹可以使用日本可以被迫投降无辜的直接入侵。正如我所说,这不是战争,而是三人参加强权政治。游戏大概需要3个小时才能完成,但我会包括一个中短的场景。所有的场景都是以波茨坦结束的,但是如果你只有一个或两个小时的时间,你可以在战争的后期开始。此外,游戏可以玩3或2个玩家加上纸牌。我对新丘吉尔感到非常兴奋,并将在本月底开始大规模的测试。更多关注...

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game. Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues. The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence). The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network, the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time, and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies. Once this has all been sorted out, the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany, Italy, and Japan. Using a very simple combat mechanic, each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender, shutting down military operations, although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion. As I stated this is not a wargame, but a three-player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...