About a month or so ago, we got this game, that's sort of a mix between chess and an abstract tank wargame. Ours is in Serbian, and there are many other languages available. The authors and publishers are a local company Forsage games, known (to us at least) by many older aerial games using their own triangle system.
There are different formats available (standard, deluxe, light, pocket..), and a few expansions for each. The pocket sized sounds awesome for travel, but with a footprint as small as it has you would be having trouble handling the game pieces for regular play. The standard variant (the one we got) has a decent size, so a coffee table is a good fit.
The game comes with 2 double sided boards, and 1 tiny one inside the box insert. The double sided boards are of 2 different sizes meant for longer and shorter play time. Apart from shorter playtime, the smaller one will be less forgiving to mistakes during play. One side on each has black terrain markings and fixed starting positions for game pieces, while the other is blank with no markings or starting positions.The board in the box insert is the smallest, again with terrain and starting positions already marked.
The smaller board |
The big board |
Depending on the board size, you can have a game of up to an hour long (according to the box cover). The smallest one gives about 10-15 mins, and we feel it is perfect for learning the rules, as you are using only a few models, though after a few games on it you will advance on the bigger ones. The marked sides indicate which game pieces are to be used, but the rules allow you to pick the models you want to use when you get comfortable enough with the system. That heavy mortar is a game changer on a smaller board, and a prime target for the opponent.
The game also comes with 2 sheets of punch out black card pieces of different shapes used as terrain on the blank maps. You can set them up as you like, and even design your own scenarios, or follow the scenario guidelines and set up accordingly. The black shapes represent buildings the game pieces need to drive around or hide behind, and there are even more options available in the Fun expansion (water, mud, low walls, bushes and trees) giving you even more replayability. There is even an expansion with actual 3d models of the buildings, trees and some minor obstacles.
You get 2 different pads for noting down your moves and positions. You get a rulebook and a broshure for a ton of scenarios, and 2 cards with stats for all the models in the base game.
The game pieces are in black and white, with the medium tanks having turrets of the opposite color. The models represent light, medium, heavy tanks, tank destroyers and a heavy mortar, plus antennas for command tanks and flags for one of the game modes. The Fun expansion has many other vehicles types for extra variety, and there are a few minor expansions available with things like a mega tank, bazooka jeep, or even a Kaiju. The models are generic and abstract, so you won't recognize any historic model unless you get the STL files for more realistic models. Personally we like the abstractness of the models. They are all distinct from one another, making it easy to remember which is which. Plus the stat card has the profiles of all models in case you forget.
The rules are simple, yet engaging and the gameplay is completely diceless. All you need is to hit the target with more strength than the target has armor on that side. No rolls to hit, no cover bonuses for peeking behind a corner, no range modifiers etc.. The front armor is used when hit straight from the front, no angles. The same goes for shots to the rear. Every other angle is to the side. If you're looking for something more, check the publishers Panzer strike line of games. That one is themed around WWII, so having period specific models (also available) is recommended. It's less abstract, and comes with amazing terrain, so it's a good way to introduce someone to wargaming.
Back to tank chess, movement is based on speed, and a model can move to the square in the front, or turn 45 degrees on either side, each move or turn costing 1 point of speed. Models can move backwards but only for 1 space in total and ending their move. Models can move less than allowed.
Shooting is done to the front, or 45 degrees to each side. Here lies the only gripe i have with the game, which is the fact that tanks can hit targets with a 90 degree angle to the front yet have blind spots inside that angle depending on the square the target is in. I have confirmed this with the authors, and while it does sound strange, you get used to it quickly.
You can't shoot through other models, and destroyed vehicles remain on the map creating a new obstacle. In order to shoot there must be at least 1 empty square between the shooter and the target. This is quite important for the whole mechanic of the game, so keep it in mind while driving around the map. It changes the dynamic of planing each move but is easy to forget.
The objective of the game is to either destroy the opposing command tank or have yours escape through the opposing board edge. By default the command tank is one of the light tanks. The rules allow the player to pick the models he wants to use, there are no different point costs. The only restriction is that both sides must have the same number of models, and there must always be 1 command tank, even if its not a light tank. There are several game modes, including capture the flag and multiplayer. Many scenarios are provided, and you can also make up you own.
Some of the scenarios provided, there are many more |
There are no special rules or national characteristics. By default both sides get the same models, but if you want you can emulate for example Germans with more heavy tanks, Allies with mostly medium tanks. Maybe even give the more experienced player a slight handicap by giving him less models than the opponent.
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