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Congress of Vienna
Congress of Vienna (CoV) is a diplomatic strategy card driven game. It is based on Churchill and is the third game after Churchill and Pericles in GMT’s “Great Statesmen” series. It allows players to become the main characters of th... SHOW MORE
Congress of Vienna (CoV) is a diplomatic strategy card driven game. It is based on Churchill and is the third game after Churchill and Pericles in GMT’s “Great Statesmen” series. It allows players to become the main characters of the dramatic, titanic struggle between the struggling Napoleonic Empire and the coalition of Russia, Austria, and Great Britain (with their Prussian, Spanish, Portuguese, and Swedish allies).
The game starts after Napoleon’s disastrous 1812 retreat from Moscow, covering the decisive years of 1813 and 1814. The abstract game map involves a strategic theatre portraying Europe from the Iberian Peninsula to the boundaries of Poland and Prussia. It also includes the secondary front of Italy, an area for depicting maritime warfare and the British/American War of 1812. This game has been created to be played as both a diplomatic and strategic military conflict without losing the taste of the Napoleonic era’s great battles. All tables necessary for gameplay are printed on the game board. Congress of Vienna reproduces the spirit of Churchill in the mechanics and organization of its rules, diplomatic display, and its military map.
The game ends if:
any Major Power solely has 80 VP or more at the end of any game turn.
Napoleon surrenders during a turn.
this is the last turn of a scenario.
—description from the publisher
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Click to Battle Again!
Search for the Emperor's Treasure
Originally published in issue #51 (July 1981) of Dragon Magazine.
A tongue-in-cheek version of "classic" Dungeons & Dragons (some even say Mertwig's Maze is a similar treatment of Advanced D&D). As such, players become a warrior, elf, cleric, or ma... SHOW MORE
Originally published in issue #51 (July 1981) of Dragon Magazine.
A tongue-in-cheek version of "classic" Dungeons & Dragons (some even say Mertwig's Maze is a similar treatment of Advanced D&D). As such, players become a warrior, elf, cleric, or magician, then wander around the board collecting treasure and resolving encounters. The Emperor's six magic artifacts are both high-powered magic items and a countdown clock, as when enough have been found, the game ends. (Exactly how many depends on number of players.)
Treasure, encounters and equipment are all randomized with chits in three cups. Characters obtain them by fighting monsters or lucky die rolls on result charts associated with various board locations (e.g., castles, villages, The Wizard's Tower, The Pirate Lair, etc.). Not all encounters are monsters -- some are travelers who will bestow treasure upon completion of quests, others are annoyances, and there's even Imperial Guard patrols looking to confiscate the Emperor's Treasure.
Terrain types are a key strategy feature, as a player whose current location's terrain doesn't match the encounter drawn can bestow it on someone else who does. So a character in rugged forest or mountains can get stuck fighting several monsters in succession during other players' turns.
A surprising amount of flavor is included for a magazine game. There's an assortment of magic spells, ranged and close combat, magical weapons & armor, damsels in distress, evil wizards, a volcanic demon, even a wandering elephant.
A significantly revised version was published as part of The Best of Dragon Magazine Games.
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