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America Falling: The Coming Civil War
America Falling: The Coming Civil War

America Falling enables two players to simulate the entire first year of a hypothesized near-future civil war brought on by whatever is your own favorite reason across all of the lower-48 states. One player commands the conservative Red forces while the other leads the liberal Blue forces.

Conflict can take place with conventional armaments as well as Weapons of Mass Destruction. Cyberwarfare is a constant. No two games will set up or play exactly alike.

Predicting the imminent collapse of the United States is a journalistic and academic commonplace as old as the republic itself. In fact, the first op-ed pieces on that theme began appearing in newspapers--both within the country itself and elsewhere around the world--before the ink on the first copy of the constitution was even properly dry back in 1787. The genre even had a name: "declinism."

Similarly, the reasons given for that supposedly inescapable fall have generally always--from the late-18th century to the present--been divided into three categories: ethno-racial conflict, class conflict, or some mixture of the two. America Falling enables two players to simulate the entire first year of a hypothesized near-future civil war--brought on by whatever is your own favorite reason--across all of the lower-48 states.

One player commands the conservative "Red" forces while the other leads the liberal "Blue" forces. The rules also allow for the possibility of local separatist movements erupting independently of those two main factions, including: The Republic of Texas, The Islamic State in America (ISIA), New Jerusalem, Aztlan, La Raza, Aryan Nation, New Afrika, Ecotopia, and The LGBTQ Rainbow Coalition.

Conflict can take place with conventional armaments as well as Weapons of Mass Destruction. Cyberwarfare is a constant.

No two games will set up or play exactly alike. The initial territorial division between the two sides is based on major cities (chosen randomly) rather than on whole states.

Game mechanics recreate the inescapable dilemmas of fratricidal struggle inherent at the start of every civil war. The keynote centers around the fact one military has suddenly become two. That means things previously taken for granted--chain of command, supply, political loyalties, etc.--have become uncertain. Nothing can be depended on; for instance, movement allowances among the same type of units may vary by as much as a factor of 12.

Play moves rapidly back and forth during each turn, one "action" at a time, in any order the players choose: enter reinforcements from off-map areas; regroup previously devastated units; move a friendly force; attempt to subvert an enemy force to defect to your side; launch a conventional, cyber or WMD attack; move your capital or attempt an airpower surge. In the end, victory hinges on the balance between control of key terrain and accumulated demoralization within the factions.

Players: one or two, best with two
Playing Time: four to six hours

Complexity: 6 out of 10
Solitaire Suitability: 8 out of 10
Time Scale: six two-month turns
Map Scale: 33 miles (54 km) per hex
Unit Scale: brigades, with abstracted air & naval power

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104.00 €
Putin Strikes: Coming War for Eastern Europe
Putin Strikes: Coming War for Eastern Europe

Putin Strikes: The Coming War for Eastern Europe is a two-player game (solitaire suitable) in which one player (the Russian player) commands the Kremlin's forces, and the other (the Allied player) commands a polyglot international coalition opposed to him.

This isn’t a simulation of the "opaque (a.k.a. gray) war" techniques most recently used by the Russians in the Crimea and eastern Ukraine. Rather, it's designed to facilitate the examination of the strategic possibilities (along with their operational undertones) inherent in the larger situation. That is, it models the parameters of possibilities if Putin decides to go all out--taking advantage of the democratic West's increasing befuddlement by the jihad--to make one quick blitzkrieg-like strike to grab Russia's western "Near Abroad."

Each turn of play equals half a week of real time. Each hexagon on the map represents 20 miles (32.5 km) from side to opposite side. The system is based around the central idea that large First World armies (as well as those from elsewhere that have been trained and equipped to try to perform like First World armies) almost always begin major wars seemingly well prepared. Unfortunately for those in their front-line units, both the training and equipment usually only make them ready for the previous war, not the one they're about to fight. Beyond that, the initial period of such wars is characterized by only a partially abandoned peacetime psychology among the officers and enlisted. That is, no one as yet appreciates what it means operatively to be in an all-out war. All that comes together to give overall performance high-risk, volatile and fragile qualities: no one as yet really knows what's actually possible or wise to try to accomplish. Seemingly powerful units therefore easily become "disrupted"--especially as gauged in relation to similar units' performances later, after everyone's been thoroughly schooled in the art of war as it exists in the present. The system therefore doesn't play--when looked at on a step by step basis--in a way common to division-level simulations. The whole thing has a "Go" like quality to it. The commander will succeed best who--rather than reacting to or launching operations opportunistically one at a time--plans his campaign and then campaigns on that plan. Of course, we all know it's also true "no plan survives first contact with the enemy." So, even as you plan, you must do so while leaving within your overall scheme at least some capacity for opportunism. Strategy is not simple; it is complex.

The design explores the philosophic backlash that seems to be building throughout First World militaries in regard to the increasing organizational dominance of brigades over divisions. That is, even as the former have increasingly come to be the unit-of-choice at both operational and strategic levels, there's growing concern in the literature that brigades may be too large to employ the dexterity needed in counterinsurgency operations while also being too small to hold up for long in any force-on-force shootouts between First World opponents. Hence the contrasting characteristics generated by the differences in size between brigades and divisions are highlighted.

This boxed game includes:
* one full-size map
* one sheet of die-cut, mounted, full-color counters
* rules
* charts & tables

2 Players
120–240 Min
Age: 12+

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71.50 €

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