So here is the simple crib notes about some little known Italian officer: 1793, met a girl, got dumped, got arrested, got noticed by some politicians, met this guy Louis, (by the way, Desaix is the hero of Marengo), who got killed by the many peasants we hunted down in the west, (the campaign was very bloody indeed), this was also popular with the same politicians, but managed to miss all the big shows. Nothing to make mother happy, no glory! 1794 met a guy named Junot, good with horses, given command of the army at Paris, (the one used by the politicians to scare the mob into being peaceful), drank a lot of coffee with the ladies, got even more popular with the political guys, but still nothing to write home about. Apparently France made peace with Prussia? I was excited as an expert of the Napoleonic wars, to see how well the game presented the events and all the possible what ifs that could be imagined, and what design choices were made. I understand your reasons but would have liked a more complete play through than just the first two turns. Its easy to recognize what events the cards refer to and so far how you are actually playing a solo RPG, with the PC Napoleon. I wonder how the politics of "War & Peace", are handled, and how you can influence them. Anyway thanks for this all too short view of what could be a nice game, reminds me a bit of those make your own adventure books of my youth.
@@denisdelarive7753 ill share some commentary on my play-throughs in a coming video. This was indeed, it turns out, the tip of the iceberg. I am pretty pleased with all the experiences so far!
I definitely think people will make different decisions and have a different experience with this one when they don't know what the upcoming cards are. I mean, they may know all of the Napoleonic characters and events, but they won't know exactly what effects those cards have.
When you have not enough resources for a mandatory card (must in text) then you discard and draw another without moving the card draw marker. So it can come back later to bite you in the .’’’’
I got killed early in my first run. It's pretty easy to reset and if there isn't at least the possibility of failure, success doesn't mean as much. They don't really frame it is failure or success anyway. It's just a bunch of stuff that happens :). I wouldn't say this is ever going to be my favorite game, but I like the system and would like to see it used for other themes. I like it more than the "leader" games. I feel like you are doing more in this one, although to be fair you really aren't doing THAT much. There aren't than many decisions, I mean, although there are SOME and somehow the game distracts you from the fact that most of it is on rails. It's a nice sort of soothing solitaire game where you are just sailing along, not fighting the system. No complex bots or flow charts or anything. Once you get the basic framework and rules down, the cards pretty much guide you. Sure, some people will hate this, particularly the possibility of dying on the first card. Fine. It's not for them. It's sure to be very popular though.
@@ThymeKeeper now that I have played the game several times over I think the big decision points start to focus on who you choose to be at war with, which commanders to use and when, where do you sink cards with luck, etc. Over my plays I have gotten pretty good, good enough I think I can consistently achieve some success. Still, every game can get tense with unexpected die rolls. Imagine my dismay when my main man Davout got wounded and eventually shuffled into the massive Emperor era deck.
The Escape card is a good example of not knowing what cards were coming up. I assumed it was irrelevant when Under Arrest was removed, but I didn't KNOW. So I left it around just in case there was some other way it came into play.
I think that’s really dodgy that you died on first card. I mean really? I find this game interesting but not a fan of a die roll deciding if you live or die. Terrible mechanic in my opinion. The die roll makes the game too luck based and not much strategy going on at all. Gives me a choose your own adventure vibe.
So here is the simple crib notes about some little known Italian officer:
1793, met a girl, got dumped, got arrested, got noticed by some politicians, met this guy Louis, (by the way, Desaix is the hero of Marengo), who got killed by the many peasants we hunted down in the west, (the campaign was very bloody indeed), this was also popular with the same politicians, but managed to miss all the big shows. Nothing to make mother happy, no glory!
1794 met a guy named Junot, good with horses, given command of the army at Paris, (the one used by the politicians to scare the mob into being peaceful), drank a lot of coffee with the ladies, got even more popular with the political guys, but still nothing to write home about. Apparently France made peace with Prussia?
I was excited as an expert of the Napoleonic wars, to see how well the game presented the events and all the possible what ifs that could be imagined, and what design choices were made. I understand your reasons but would have liked a more complete play through than just the first two turns. Its easy to recognize what events the cards refer to and so far how you are actually playing a solo RPG, with the PC Napoleon. I wonder how the politics of "War & Peace", are handled, and how you can influence them.
Anyway thanks for this all too short view of what could be a nice game, reminds me a bit of those make your own adventure books of my youth.
@@denisdelarive7753 ill share some commentary on my play-throughs in a coming video. This was indeed, it turns out, the tip of the iceberg. I am pretty pleased with all the experiences so far!
I definitely think people will make different decisions and have a different experience with this one when they don't know what the upcoming cards are. I mean, they may know all of the Napoleonic characters and events, but they won't know exactly what effects those cards have.
When you have not enough resources for a mandatory card (must in text) then you discard and draw another without moving the card draw marker. So it can come back later to bite you in the .’’’’
I got killed early in my first run. It's pretty easy to reset and if there isn't at least the possibility of failure, success doesn't mean as much. They don't really frame it is failure or success anyway. It's just a bunch of stuff that happens :). I wouldn't say this is ever going to be my favorite game, but I like the system and would like to see it used for other themes. I like it more than the "leader" games. I feel like you are doing more in this one, although to be fair you really aren't doing THAT much. There aren't than many decisions, I mean, although there are SOME and somehow the game distracts you from the fact that most of it is on rails. It's a nice sort of soothing solitaire game where you are just sailing along, not fighting the system. No complex bots or flow charts or anything. Once you get the basic framework and rules down, the cards pretty much guide you. Sure, some people will hate this, particularly the possibility of dying on the first card. Fine. It's not for them. It's sure to be very popular though.
@@ThymeKeeper now that I have played the game several times over I think the big decision points start to focus on who you choose to be at war with, which commanders to use and when, where do you sink cards with luck, etc. Over my plays I have gotten pretty good, good enough I think I can consistently achieve some success. Still, every game can get tense with unexpected die rolls. Imagine my dismay when my main man Davout got wounded and eventually shuffled into the massive Emperor era deck.
The Escape card is a good example of not knowing what cards were coming up. I assumed it was irrelevant when Under Arrest was removed, but I didn't KNOW. So I left it around just in case there was some other way it came into play.
This game sucks. You don't lose glory by getting a divorce, if anything, that's when your glory starts!
😂
I think that’s really dodgy that you died on first card. I mean really?
I find this game interesting but not a fan of a die roll deciding if you live or die. Terrible mechanic in my opinion.
The die roll makes the game too luck based and not much strategy going on at all. Gives me a choose your own adventure vibe.
@@warpaint9385 I have played the game over 10 times now and can say that ended up being an outlier.
@@stevendolges8372 You could have tried using Napoleon's Luck for a re-roll at least!
If it helps, he could've used Napoleon's luck to re-roll the die.