Nights of Fire, prototype components

NOF proto setup

Today (after several days of delay, stupid brokerage fees and why should I pay GST on something that was not made or sold in Canada, in fact was not sold at all, but given to me? Argh!) I got a copy of the prototype version of Nights of Fire, sent all the way from Hungary.

Here it is set up, ready for a game with Akito. He took the Soviets and ended up with a Grand Soviet Victory. Sabotage, I suspect sabotage….

The cards are nicely printed and finished, the counters thick with good die-cutting, the stickers stuck to the wooden blocks nicely… the only complaint I have is that there need to be some more changes made to the layout of the map: its total area is almost exactly twice that of the playtest map I made, yet my map makes far better use of the available space. Changes will be made.

Meanwhile, it was great to play a test game with these very nice pieces!

Advertisements

Nights of Fire – prototype components!

prototype

Here you are – an advance look at the prototype version of Nights of Fire!

Not the largest image – best I could get – but you can see some details. The green wooden blocks are the Insurgents, divided into Fighters and non-mobile Locals (sticker sheet in the foreground). The 10 large red triangles are Garrison markers, and the 9 large red hexagon pieces are the different regiments in the three divisions involved in the battle for the city. The small gray squares on the counter sheet are Civilians, to be rescued or arrested depending on which side you’re on, the 10 orange squares are Barricades/Rubble, the red circles are Wounds (I think), and the number counters at top are for use in the solo mode.

The glass stones (in the small bag) are markers for game parameters like Soviet Prestige, Hungarian Morale, etc.. There is one die but it isn’t used much, only for resolving Soviet counterattacks against Insurgents (simple roll against the current Readiness level, which moves up and down during play).

Lots of cards. Cards for the Insurgents to undertake operations, Hero cards for extra insurgent fun, Tactics cards for the Soviets, Headline cards to provide temporary objectives, Scenario cards to vary conditions of play, “Konev mode” cards to handle solo play, and so on… you will have lots of replayability with this game.

The map is an area movement map of downtown Budapest with objectives marked on it; the artist has gone for the “map looks like a map on a table overlaid with images of other documents” look. Somewhat the same look but much more sensible and intuitive to me than the map for Days of Ire.

And yes, we are working on a way to have a “campaign” between the two games.

I’ll be getting a sample in a few weeks to play with. More pictures then.

And finally, another look at the cover art!

NOF cover art mid

(by Kwanchai Moriya, a remarkable fellow:  https://boardgamegeek.com/boardgameartist/28024/kwanchai-moriya)

Nights of Fire now on BGG

nofbox

Cover art by Kwanchai Moriya.

Yes!

Now officially added to the Boardgamegeek.com database, I can now say and show a bit more about what David Turczi (designer of Days of Ire, a card-driven game on the October 1956 Hungarian Revolution) and I have been working on all year.

From BGG:

Nights of Fire: Battle for Budapest is the second game in our duology adapting the events of the 1956 Hungarian Revolution for modern board game form. Following the Hungarian success in part one, this game starts as the Red Army arrives at the edge of the capital and pushes into the heart of the city; bent on retribution, destruction, and ruthless pursuit of control. For the players in charge of the Hungarian defence there is no time left for organizing and sedition. This is a hopeless war of survival, plain and simple.

Combining card and action management mechanisms of modern euro games with the theme and feel of a classic block wargame, players can experience the rush of a true no-win scenario, and see how long they can keep the flame of the revolution going under the pressure of the unstoppable march of the Soviet military machine.

The game can be played by up to 2 Revolutionary players against either a live or an automated opponent.

In response to a question announcing the sequel to Days of Ire (DoI), David describes the game mechanics very well:

Yes it’s card driven, but no it’s not like DoI.

The Hungarian side plays a light block wargame with area movement, where the stronger actions require an icon on the block to match an icon on the card. It’s a bit of action allowance and a bit of card management. Cards are randomly drawn, but the deck is small enough to guarantee a reshuffle in every game, so you see every card roughly twice.

The Soviet side plays more of an hand building-action management game. He has 12 cards, each with a mix of actions and a mix of combat values. At the beginning of every round the Soviet picks 6 cards he’ll play one at a time for his actions. The remaining 6 cards are shuffled together into a “combat deck”. Every time he attacks, he flips the top card of that deck and uses the appropriate combat value on it. The more hits he suffers, the fewer cards he can pick from.

If you held a gun to my head and asked me to compare it to other games, I’d compare the Hungarian side to Sekigahara: The Unification of Japan. The Soviet side I had no direct inspiration for, some of the “feel” was inspired by the Empire’s metagame in Star Wars: Rebellion, but it’s an extremely thin comparison. (As opposed to DoI’s Soviet cards which were directly influenced by Twilight Struggle and Labyrinth: The War on Terror, 2001 – ?)

A few things in the game have the feel of a COIN game (both Brian and I were very conscious of that) – flipping units, asymmetrical actions, but it’s less “inspired by COIN” and more “how can you do it differently than COIN”.

I would say the luck element is even smaller than in DoI.

I’m very pleased with how this one has worked out. David’s design background is Euros, but he speaks some Wargame, so I think we have created an interesting hybrid. I know I have learned a lot from him about the use of different mechanics. This one is quite removed from my earlier Operation Whirlwind, but it’s still a lot of fun.

Not much to see so far, but you may want to subscribe to the BGG entry:

https://boardgamegeek.com/boardgame/236125/nights-fire-battle-budapest

The game will be up for Kickstarter in 1Q 2018. We’re still talking about stretch goals.