玩家评分: 8.1

拥有
无条件投降! 二战欧洲战场
Unconditional Surrender! World War 2 in Europe

桌游极客排名: 1695

本月排名变化: 20

玩家评分: 8.1

玩家人数: 2 - 3 (最佳: 2人)

时长: 60-3000 分钟

难度: 3.75 (重度策略)

适合年龄: 14+

专业评分: 6.28

语言依赖:

中度, 需要翻译或者贴条

出版年份: 2014

出版商:

| GMT Games

设计师:

| Salvatore Vasta

美工:

| Charles Kibler | Rodger B. MacGowan | Mark Simonitch

桌游类别:

|战争 |二战

(来自设计师和GMT游戏网站:)

无条件投降!欧洲第二次世界大战(USE)是涵盖二战欧洲剧院的战略级别游戏。玩家做出政治决定,控制着挣扎于欧洲统治和生存的三大派系的军事力量。“由于强调力量投射和决策,球员们仍然关注管理的大局他们的前线和政治机会。通过简单的力学和低地图反密度,玩​​家很容易处理战略行动,而无需复杂的子系统或大堆计数器。

正如一位玩家所说,“这是一个令人高兴的将我有限的大脑力量用于制造(或痛苦)操作决策,这些操作决定依赖于胆量,因为它们是灰色的。这个游戏不是一系列算术练习,而这些算法中唯一的变量是神经。“虽然重点放在了大局,无条件投降!仍然提供历史细节。每个国家都有一个历史的军队秩序,相对经济实力和国家的战斗力都有效和简单的模仿。还有代表这样的第二次世界大战事件,如空投,自由军队,喷气式飞机,海军撤离,游击队,雷达,火炮和ULTRA;所有这些都融入游戏的核心力量,以方便玩“#10;

这个游戏有很多场景,从快速的个人运动到更长的覆盖整个战争。

设计亮点& #10;

规模:军队,舰队或机翼一级单位;每十六进制30-60英里每月轮到#10玩家:2-4播放时间:30分钟至50小时,具体取决于场景#低地图计数器密度:地图上的计数器数量相对较少。简单堆叠:每十六进制不得超过一个空中,地面,车队或军舰单位。计数器没有因素:柜台上没有战斗或运动因素。单一作战系统:一个战斗分辨率序列和“战斗结果表”涵盖了所有类型的战斗,但结果与空中/海军,地面或战略作战有所不同。

综合运动/作战系统:单位在联合激活中移动和战斗。

“使用它或失去它”经济系统:简单的数学,保留最少记录#历史或可变条目:单位和事件可以使用历史或可变时间线进入游戏。

可变政治:大多数国家&好战和派系联盟不是预先确定的。纸牌友好:虽然没有设计有纸牌规则,力学很容易让一个玩家玩游戏。 PBEM能力:游戏可以使用PBEM软件播放,但其机制需要频繁的交流。

时间尺度:每月转弯地图尺度: 30至40英里每十六进制单位规模:陆军,舰队或机翼设计师:Salvatore Vasta

开发商:Mark Dey

MAP ART:Salvatore Vasta& Mark Simonitch

反艺术:Charlie Kibler

(from the designer and GMT Games website:) Unconditional Surrender! World War 2 in Europe (USE) is a strategic level game covering the World War II European Theater. Players make the political decisions and control the military forces of the three major factions that struggled for European dominance and survival. With its emphasis on force projection and decision making, players remain focused on the big picture of managing their front lines and political opportunities. Through simple mechanics and low on-map counter density, players easily handle the strategic action without a myriad of complicated subsystems or tall stacks of counters. As one gamer put it, "It is a delight to be spending my limited brain power on making (or agonizing over) operational decisions that are as dependent upon guts as they are gray matter. This game is not a series of arithmetic exercises, and the only variable in these algorithms is nerve." Though the focus is on the big picture, Unconditional Surrender! still delivers historical detail. Each country has an historical army level order of battle, and its relative economic strength and national will to fight are effectively and simply modeled. Also represented are such World War II events as airdrops, Free Forces, jets, naval evacuation, partisans, radar, railroad artillery guns, and ULTRA; all neatly woven into the game's core mechanics for ease of play The game has many scenarios ranging from quick playing individual campaigns to longer ones covering up to the entire war. Design Highlights Scale: army, fleet, or air wing level units; 30-60 miles per hex; monthly turns Players: 2-4 Playing Time: 30 minutes to 50 hours, depending on the scenario Low On-Map Counter Density: The number of counters on the map is relatively low. Simple Stacking: No more than one air, ground, convoy, or warship unit per hex. No Factors on Counters: There are no combat or movement factors on counters. Single Combat System: One combat resolution sequence and Combat Results Table covers all types of combat, yet the results differ for air/naval, ground, or strategic combat. Integrated Movement/Combat System: Units move and fight in a combined activation. "Use it or Lose it" Economic System: Simple math with minimal record keeping Historical or Variable Entry: Units and events can enter play using an historical or variable time line. Variable Politics: Most countries’ belligerence and faction alliance is not predetermined. Solitaire Friendly: Though not designed with solitaire rules, the mechanics easily allow one player to play the game. PBEM Capable: The game can be played using PBEM software, but its mechanics require frequent exchanges. TIME SCALE: Monthly Turns MAP SCALE: 30 to 40 miles per hex UNIT SCALE: Army, Fleet or Wing DESIGNER: Salvatore Vasta DEVELOPER: Mark Dey MAP ART: Salvatore Vasta & Mark Simonitch COUNTER ART: Charlie Kibler