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- Newsgroups: rec.games.board
- Path: sparky!uunet!mcsun!dxcern!vxcrna.cern.ch!casper
- From: casper@vxcrna.cern.ch (CASPER,DAVI./PPE)
- Subject: Re: 3W followup
- Message-ID: <21DEC199217563889@vxcrna.cern.ch>
- News-Software: VAX/VMS VNEWS 1.41
- Sender: news@dxcern.cern.ch (USENET News System)
- Organization: European Organization for Nuclear Research, CERN
- References: <8170@news.duke.edu>
- Date: Mon, 21 Dec 1992 16:56:00 GMT
- Lines: 52
-
- In article <8170@news.duke.edu>, fierkelab@bchm.biochem.duke.edu writes...
- >Well, I received a few E-mails in followup to my query about 3W games and
- >coupons, so I thought I'd return the favor and post a few of the replies for
- >others of you who may have been wondering about this deal.
-
- I didn't see their new game "Give Me Liberty" (American Revolution) mentioned.
- I have this one, although I have only played through 1 turn solo. It is what
- I would call a mixed bag.
-
- Give Me Liberty is an area-movement game on the American Revolution. The
- first impression is of GDW's "A House Divided" moved back four score and seven
- years. The map covers a lot of area - from Savannah to Detroit to Montreal
- and beyond. Each turn is two weeks. Miltary units are non-descript strength
- points of various sizes. There is a fair amount of chrome, including Indians,
- naval rules, foraging, British politics, command, and leadership. Optional
- rules give almost every leader on either side (there are several dozen total)
- some special characteristic. The sequence of play is dynamic - which is to
- say it is possible for the US player's move to end abruptly if he gets over-
- ambitious, and there is a reaction movement mechanism whereby leaders can be
- placed in reserve and react to enemy movement. It is interesting to see the
- "traditional" sequence of play (I move, I attack, you move, you attack) being
- ever more frequently supplanted by more open and unpredictable systems.
- Give Me Liberty is perhaps not as wide-open as World In Flames or The Civil
- War, but it seems about right for the subject matter.
-
- I found a couple annoying features in the rules, the most inexcusable
- involving river crossings. Rivers run outside the movement boxes rather than
- through them as in A House Divided. Places where bridges/ferries exist between
- two movement boxes have a blue line crossing the river and connecting the two
- boxes. The rules say it is also possible to cross rivers where there is no
- connecting line, at the cost of a unit's entire movement allowance. The problem
- is that there is no way to determine if two boxes separated by a river are
- actually adjancent! The boxes are laid out in a haphazard way, with no
- notion of rows or columns of boxes. The communications lines are the sole
- determinant of connectivity. In this case, there are no connecting lines,
- so there is no means to tell if two boxes are disjoint or if they are adjacent
- "across the river". This is really annoying...it seems like they could have put
- dashed blue lines connecting areas which are adjacent in this way. Also, the
- rules don't make it clear whether retreat is possible across rivers (I'd guess
- not).
-
- The recruitment rules for US units will look extremely familiar to players of
- 1776. There are also clear cases where mechanics have been "borrowed" from
- SPI's 13:The Colonies in Revolt. Both these games are cited in the
- bibliography. Even so, there are quite a few new features in the games too.
- The rules are what I would call short (~10 pages), so this has potential as
- an entry-level game. All in all, a good game, but one which could have been
- better. I'd give it a solid B.
-
-
- Dave
-
-