|
_____ the people ...
"FOR THE PEOPLE is a game about the American Civil War:
1861-1865. Players take the role of either Abraham Lincoln or
Jefferson Davis, as they manipulate the politcal and military
resources at their disposal. These resources come in the form
of strategy cards and military units whose sole purpose is to
defeat the strategic will of their opponent and achieve their
politial objectives."
The game's designer, Mark Herman, makes two simple, but tellingly
important design items the focus of this game. First, the designer's
intent is that the players represent not the commanding generals
but the Commander in Chief of their nation. The difference is
that of perspective. It is a suble but important difference,
as now players are less concerned with detailed maneuvers and
more concerned with the national Strategic Will and management
of commanding generals and resources. Second, each side's "command
points" (represented by the cards) are randomly determined
but the players are given complete freedom as to how to use those
cards during the course of the turn. Often it is far more important
to do something with those command points other than simply activate
a general.
At the start of each turn each player draws seven cards (actually,
on turns 1, 2 and 3 it is four, five and six cards respectively)
from a common deck of 96 cards. Each card, with one major exception,
has two pieces of information. The first is a number from 1 to
3 which is the "activation" ability of this card. All
generals have an activation rating, from 1 (best, like Lee or
Grant) to 3 (worst, like Bragg or McClellan). A card with a number
greater than or equal to the general's activation rating can
be used to activate that general. As the players alternate playing
cards, they can choose to activate a general anywhere on the
map simply by playing such a card. You are "merely"
deciding where to play them. I put the word "merely"
in quotes because before you play such a card, you have to decide
how to play it, which involves that second piece of information
on the card.
Each and every card contains an Event. The event represents
an actual historic event or an event for which the conditions
were ripe but didn't happen for one reason or another. Literally,
the history of the war, politically and economically, is tied
up in the cards. Most such events benefit one side but not both
(and can only be played by that side). The events range from
an allocation of additional reinforcements to foreign intervention,
and perversely (from the player's point of view) the better the
event the more valuable the card in terms of activation rating.
Now you must decide between an offensive with McClellan and the
Army of the Potomac towards Richmond or make an Emergency Call
for Volunteers to protect Kentucky. Do you activate J. Johnston
and counterattack Union aggression in Tennessee or do you add
fuel to the Kentucky Anarchy fire? Suddenly, instead of pushing
counters about the map resulting in indecisive battles you are
making major policy decisions that affect the conduct of the
war. A host of activities that influenced the war but are beyond
the scope of the area represented by the map are covered in the
cards. Kansas being admitted to the Union, Draft Riots in New
York, naval activity in the Caribbean to gain ports for the basing
of ships for the Union blockade, engagements against Confederate
raiders on the high seas, and Copperheads in Ohio are all represented
by card events.
Details of the tournament format for For The People can be
found at my web site at: http://home.earthlink.net/~cratex/events/ftpevent.htm
|