Spielenexperiment II: turning 2 into 4

Katie Aidley with CT from twitterfeed

Katie Aidley with CT rulebook. (photo: Katie Aidley, Twitterfeed)

So, Colonial Twilight has been out for a few months now, some reviews have appeared (Armchair General , Space-Biff! , No Fun Allowed , The Players Aid , Katie’s Game Corner) and the comments on Boardgamegeek.com have been piling up , for whatever they might be worth.

They have been mostly very positive, but once in a while someone has said that a COIN system game with two factions does not have the depth, complexity, and interaction (which I think is euphemism for “backstabbery, bickering and scheming”) that a four-faction game does… like in A Distant Plain or Fire in the Lake.

I won’t deny that “2 < 4”, even for very large values of “2”. I’ve also done my best to explain why the “2”, when others thought it should be 3, 4, 5 or more. But I was thinking the other day: what if you had four people who wanted to play Colonial Twilight and there was only one copy? Or even less likely, you had a group of four who wanted to explore some of those divided aims, treacheries and further asymmetries within those two monolithic factions?

So here are my proposed rule changes to accommodate four people in a match of Colonial Twilight: preliminary, untested, result of solitary musings but mostly thought through (I think). Likely immediate results will be overall lengthening of game time and extensive bickering, followed by a longer-term resolution not to have anything to do with that Train fellow anymore….

VARIANT: FOUR-PLAYER COLONIAL TWILIGHT

(10 January 2018)

Concept

  • Each of the two factions is played by a team of two players (if you have three, subdivide Government). The players have different responsibilities (geographical and functional) within the team.
  • During each campaign, one of the two players in each faction will be the Leading player, determined at the beginning of each Propaganda Round by who is leading in terms of Victory Points (VP). These VP have different sources, depending on player and faction. The Leading player will make some, but not all, decisions for the team during the campaign.
  • The ultimate winner among the four players is the Leading player of the team that won the game, at the moment the game ends.

Definitions

  • The FLN is divided into Interior and Exterior players (that is, controlling the FLN forces inside and outside of Algeria, respectively).
  • The Government is divided into Intervention Force and Sector Force players (the first represents the professional and more kinetic-minded parts of the French Army and their political backers (both French and pied-noir); the second represents the conscript sector troops, police, civil administration and parts of the civilian government in Paris).

Setup

  • This variant can be played in the Medium and Short Scenarios only. Set up pieces and markers normally, but when building the Event Deck players should remove Event Cards #49 (Factional Plot) and #58 (Army in Waiting) from the Event Deck before play, as these cards would unfairly affect the Exterior player.
  • At the start of the Medium Scenario, the Interior and Intervention players are the Leading players for their teams. At the start of the Short Scenario, the Exterior and Sector players are the Leading players.

Actions during Campaigns

FLN:

  • The Leading player for the FLN faction will decide what option on the Initiative Track to take, and which Operation (and possibly Special Activity) will be executed  (this holds whether the faction is First or Second Eligible). Each player within the faction will carry out Operations and Special Activities as required, alternately and within the areas over which they have responsibility:
    • Internal: all spaces within Algeria
    • External: Morocco, Tunisia and the France Track
    • Leading player: Event Card, Pass
  • Players will select spaces for conduct of the Operation alternately, one at a time and Leading player first. If a Special Activity is involved, both players must conduct that Special Activity at the time the Leading Player chooses (i.e. before, during or after the Operation).

Example: The FLN is 1st Eligible. The Leading player for the faction is the Internal player. He decides to do an Operation + Special Activity: in this case, Rally + Extort. The Internal player begins by selecting Tizi Ouzu (-1 Resource), then the External player selects Morocco (-1 Resource), then the Internal player selects Mostaganem (-1 Resource), then the External player selects the France Track marker (-1 Resource). That’s 4 Resources expended so far and the stock is getting low, so the Internal player chooses to Extort at this time. She selects Tlemcen (+1 Resource), then the External player selects Tunisia (+1 Resource), then the Internal player selects Tizi Ouzu and Bordj Bou Arreridj (since there are no more spaces where the External player can Extort; +2 Resources). The Internal player finishes by selecting Tlemcen, where the FLN happens to have Control, to Agitate one level, for -1 Resource. Finally she places the FLN cylinder in the “Execute Op + Special Activity” space on the Initiative Track.

Government:

  • The Leading player for the Government faction will decide what option on the Initiative Track to take, and which Operation (and possibly Special Activity) will be executed  (this holds whether the faction is First or Second Eligible). The other player decides where and how the Operation (and possibly Special Activity) is executed, if it is their responsibility (it would be nice if the Leading player agreed, but it is not necessary). Responsibilities are as follows:
    • Intervention Forces: Sweep, Assault, Troop Lift
    • Sector Forces: Train, Garrison, Deploy, Neutralize
    • Leading Player: Event Card, Pass
  • If a Special Activity is involved, the responsible player must conduct that Special Activity at the time the Leading Player chooses (i.e. before, during or after the Operation).

Example: The Government is 1st Eligible. The Leading player for the faction is the Intervention Forces player. He thinks it’s time for some strategic movement of pieces around the country and decides to do an Operation + Special Activity: in this case, Garrison + Troop Lift. Because the Sector Forces player is responsible for the Garrison Operation she executes the Garrison, moving 5 Police cubes around, Activating 2 Guerrillas in Souk Ahras and expending 2 Resources (the Intervention Forces player would have preferred her to Activate a Guerrilla in Tlemcen, but too bad, she’s setting up for a Neutralize in Souk Ahras). The Intervention Forces player is responsible for Troop Lift and so redistributes French Troops among 3 spaces. He could have done the Troop Lift before or after the Garrison was executed.

Actions during Propaganda Rounds

  • Victory Phase: If Victory Check ends the game, the Leading player of the winning faction during the immediately preceding campaign is the ultimate winner.
  • Resources and Commitment Phase: The Leading player for the Government faction decides which French pieces will be moved between Available and Out of Play.
  • Support Phase: The Leading player for each faction decides which spaces will be Pacified or Agitated, and by how many levels. At the end of the Support Phase judge who will be the new Leading player for the following campaign. See below for how the players score Victory Points (VP); the new Leading player is the one with more VP. If the two players tie, there is no change in Leading player. If this is the final Propaganda Round, the ultimate winner is the one who would be the Leading player of the winning faction, if another campaign were about to be run.

FLN Victory Points:

  • Internal player:
    • + Total Oppose
    • +2 for each French cube in the Casualties Box
    • +3 for each Government Base in the Casualties Box
  • External player:
    • + Resource number from box on the France Track
    • + total number of Guerrillas and Bases in Morocco and Tunisia

Government Victory Points:

  • Intervention Forces player:
    • + the number of Guerrillas that were removed in Assaults this campaign (keep a total of this during the campaign; the player gets credit for these “kills” even if Police were part of the Assaulting force (e.g. an Assault in a City or Border Sector, or if the Challe Plan card was in effect)
    • +2 for each Base that was removed in Assaults during this campaign (keep a total of this during the campaign; player gets credit even if Police were involved, as above)
  • Sector Forces player:
    • + the number of Guerrillas that were removed in Neutralizes this campaign (keep a total of this during the campaign)
    • +2 for each Base that was removed in Neutralizes during this campaign (keep a total of this during the campaign)
    • + Total Support

Example: It is the Support Phase of the first Propaganda Round of the Short Scenario. During the campaign the Intervention Forces player has removed 8 Guerrillas and 1 Base in Assaults. His VP total is therefore (8+2 =) 10. The Sector Forces player has removed 4 Guerrillas and Total Support is 7. Her VP total is therefore (4+7 =) 11. The Sector Forces player will be the Leading player in the next campaign.

  • Redeployment Phase: The Intervention Forces player redeploys Troop cubes as desired and permitted. The Sector Forces player redeploys Police cubes as desired and permitted. The Internal player may redeploy Guerrillas within Wilayas with friendly Bases, but the External player may not move Guerrillas between Morocco and Tunisia.

Event Cards

The Leading player for each faction will be the one to select and execute the text on the Event Card. However, no player ever gets Victory Points as a result of executing any of this text (e.g. removing pieces): Victory Points are calculated only in the Support Phase.

Pivotal Event Cards

If any player has control over play of a Pivotal Event Card, and wishes and is able to play it (see 2.3.2: pre-conditions are met, and 1st Eligible has not yet chosen an option), that action pre-empts anything any other player was about to do.

FLN: the Internal player has control over the play of the OAS card, and is the only FLN player who can execute the OAS-related Capability the card confers.

Government: In both scenarios, the Intervention Forces player has control over the play of the Coup d’etat card (edit: see additional suggestion below). If the FLN has played the OAS card, the Intervention Forces player is the only Government player who can execute the OAS-related Capability the card confers. In the Medium Scenario, the Sector Forces player has control over the Recall de Gaulle card.

Conclusion

By reading through this simple variant, you can see the divisions within the different organizations. The FLN within and without Algeria had divided aims – the units within the country needed to win the people over to their side and continue resisting the French on the ground, while the FLN sitting in the sanctuaries of the Tunisian and Moroccan camps were concerned with preserving an army and government in waiting, to assume power quickly when the French finally left. Meanwhile, the different elements in the French Army, the pieds-noirs and the civilian government had rival methods in mind to deal with the insurgency.

But neither player can give themselves over completely to actions that will benefit only them; they must use all the methods and resources at their disposal in order to win the game.

Let me know if you try this!

Below is a link to the variant rules for you to print out, if you like.

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14 January 2018: After posting these rules, I had a thought, based on the suggestion of “Fred J”, a user on Boardgamegeek.com:

  • If the Intervention Forces player plays the “Coup d’etat” Pivotal Event and wins the die roll, they become the Leading Player for the rest of the campaign. If they lose, no change.
  • In the Propaganda Round, judge the VP and assign the Leading player for the next campaign normally (no change if the two are tied).

This way, the Intervention Forces player has the option during a campaign to “grab the steering wheel” and throw things his way (and maybe grab a bunch of Commitment and Resources too, as well as getting rid of De Gaulle if he was in play – which will make things less easy for the Sector Forces player).

Try this and let me know how it goes… I think I might add this rule to this ongoing experiment permanently.

Meanwhile, my only concern is that the FLN Exterior player might not have much to do (in the game), so this variant might make a better three-player game than a four-player – that is, with two Government players and one FLN player.

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The Player’s Aid: Best 3 Games with… Designer Brian Train!

 

Oh my. I really did not expect this.

Grant Kleinheinz has written a really nice post about three of my designs he’s had the most fun with:

  • Winter Thunder
  • Binh Dinh ’69
  • Colonial Twilight

I’m touched by this, and happy that he’s enjoyed my work enough to write such nice things about it. Thank you Grant!

Go have a look….

https://theplayersaid.com/2018/01/05/best-3-games-with-designer-brian-train/

Review of Colonial Twilight at Katie’s Game Corner

Ohhh, exciting!

The very clever Katie Aidley has reviewed Colonial Twilight on her blog Katie’s Game Corner… she likes it, a lot.

https://katiesgamecorner.com/2017/12/20/a-few-first-impressions-colonial-twilight-the-french-algerian-war-1954-62-from-gmt-games

Excellent! Thank you Katie!

Video review of Colonial Twilight at Tric Trac (avis: c’est en francais)

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Colonial Twilight, Hex Rules #18 – Actualités – Tric Trac

Over at the French-language website Tric Trac, the video blog or review series “Hex Rules” features:

Nov 21, 2017 – Dans cet iconoclaste numéro de Hex Rules, Monsieur Guillaume et Monsieur Guillaume revivent “Les événements”. Mais qui prendra le contrôle de l’Algérie ? 
Gist: “In this iconoclastic episode of Hex Rules, two guys named Guillaume relive “the events” [as the Algerian War is sometimes euphemistically referred to]. But who will take control of Algeria?”
Unfortunately, this content is available for subscribers only, so I don’t know what they thought of it.
From the beginning, I have been quite curious as to what kind of reception this game would have in France. So far the only indications I’ve had are that there hasn’t been much of anything: individual gamers have written in, a couple have prepared French-language player aids, but no lengthy reviews or commentary. This is the first example of the latter I have seen, so acknowledging that few will go and subscribe there I post this to show that there was at least one such.

No Fun Allowed review of Colonial Twilight

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Riccardo Fabris, whom I met in September at David Turczi’s when I visited him in London, has written a short and perceptive review of Colonial Twilight at his blog No Fun Allowed.

https://allownofun.blogspot.ca/2017/11/difficult-decisions-and-designing.html

Despite the title of his blog, he did have fun with the many and varied difficult decisions in playing this game!

Thanks Riccardo!

Wargames for Christmas (via Players Aid)

Over at the Players Aid blog, Grant Kleinheinz presents his annual list of ten interesting and innovative wargames released this year to give (or hope to get) for Christmas.

Colonial Twilight is on the list, and Red Horde 1920 gets an honourable stocking-stuffer mention!

Other games on the list that I’ve tried include GMT’s Time of Crisis and Hollandspiele’s Supply Lines of the American Revolution, a very interesting work by Tom Russell.

https://theplayersaid.com/2017/11/22/10-wargames-to-buy-your-wargamer-for-christmas-2017-edition/

Last year’s list ( Xmas Xhopping List)   had The Scheldt Campaign on it, so I must be dong something Grant likes!

Space-Biff! reviews Colonial Twilight

CT banner1

Image from GMT Games pre-order page, using French anti-war poster.

Daniel Thurot, aka Space-Biff!, reviews Colonial Twilight on his blog. (He also posted it on my birthday, which was yesterday, but I didn’t find out until today – but what a nice gift!)

https://spacebiff.com/2017/10/24/colonial-twilight/

He says, among many other things:

At its best, Colonial Twilight captures the high-level decision space of guerrillas and counterinsurgents alike, peeling back the layers to reveal the processes by which a war of independence is fought on both sides, and aptly illustrating the complexity that can arise when that war’s belligerents define “victory” by very different standards. Its take on war is brutal, bitter, and liable to leave both sides taking and retaking the same inches of ground many times over.

Ah yes. That’s good to hear….

He also wrote a very kind review of A Distant Plain, some time ago:

Space-Biff! reviews A Distant Plain

Many thanks!