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1 INTRODUZIONE

è l'espansione per 4 giocatori di Wir sind das Volk! Non è un


gioco a sé stante. Per giocarlo serve la scatola base di Wir
sind das Volk
Idea di base del gioco: I giocatori formano alleanze (USA & 6 colombe 1 pulsante rosso
4 segnalini giocatore
Germania Ovest contro Unione sovietica & Germania Est). della pace (fronte e retro )
(1 per ogni giocatore)
Tuttavia alla fine ci sarà un solo e unico vincitore.
I giocatori costruiscono la propria parte di Germania e incrementano il
rispettivo tenore di vita. In aggiunta, le due superpotenze USA e
Unione sovietica combattono la guerra fredda su tre fronti
1 segnalino per la corsa agli armamenti, 1 economia+10
(dominio globale, corsa agli armamenti, corsa allo spazio) – una gara
1 per la corsa allo spazio, 1 dominio, 1 (fronte e retro)
che potrebbe terminare con un conflitto nucleare. tesoro USA, 1 tesoro URSS (da sinistra
Una superpotenza vince se trionfa sulle altre e se il suo alleato della a destra)
Germania realizza le sue condizioni di vittoria del gioco base. Se
nessuna superpotenza vince, allora si aggiudica la vittoria lo
stato della Germania che rispetta le condizioni di vittoria del gioco base.
Promemoria per due eventi Frecce prestigio 1 fabbrica extra
L'espansione include: 1 tabellone, 40 carte azione, 10 carte corsa agli assoluto, per due eventi per il gioco base
armamenti, 10 carte conflitto, questo regolamento, i segnalini
fustellati illustrati a destra.
— Qualche definizione base —

Carte corsa agli Mazzo di carte


Superpotenze: USA e Unione sovietica.
armamenti e conflitto (solo quelle del Stati della Germania: Germania Est e
Carte del turno, gioco base) Ovest, da qui in poi Est e Ovest.
carte 3+3 & 1 carta speciale
Giocatori gialli: USA e Ovest. Sono alleati.
Tesoro Giocatori rossi: Unione sovietica e Est. Sono
alleati.
Giocatori attivi: I giocatori che stanno
Armamenti
svolgendo una azione.
Lato attivo: Il giocatore attivo e il suo alleato.
Spazio
Vantaggio nel dominio: Quando il segnalino
dominio si trova in uno spazio giallo è
Dominio detenuto dagli USA; al contrario quando si
trova su uno spazio rosso allora è detenuto
Fine della Ordine Pace globale - : carte per dall'Unione sovietica
decade dei turni le sotto-decadi
BeC

2 Componenti del gioco Le carte azione Cambiamento di regole importante!


Il tabellone Per ogni decade c'è un set di 10 carte azione Per un miglior bilanciamento sono state
Il tabellone mostra 4 percorsi distinti ( tesoro, (che d'ora in poi chiameremo carte ) modificate le regole per Wir sind das
corsa agli armamenti, corsa allo spazio e Oltre alle carte già conosciute ci sono anche le Volk! alla fine del 2015. Forse non ne
dominio [globale]), un riquadro pace globale Carte Blu,Verdi e Nere (con grafica e titolo dei siete al corrente. I cambiamenti sono:
espazi per la fine decade, ordine turni and sotto- rispettivi colori).
decadi. I percorsi sono simili al gioco base. 1. Est inizia il gioco con solo 1
C'è però una novità: la maggiorparte socialista nel box socialisti.
degli spazi ha un valore punto 2. Ovest inizia il gioco con solo 2 cubi
vittoria. (Lo spazio illustrato a sommossa nei 3 protettorati (Baden-
destra ha un punto vittoria.) Württemberg, Nordrhein-Westfalen,
I punti vittoria sono ottenuti dalle Rheinland-Pfalz).
superpotenze alla fine del gioco. 3. Quando Est gioca la carta speciale,
Una carta Blu, Verde e Nera deve scartare 1 carta dalla mano oppure
Il riquadro pace globale Qualche carta ha un'icona divieto permettere a Ovest di pescare una carta in
armamenti nell'angolo in alto a destra. più dal mazzo.
Il gioco inizia con 6 colombe della pace e
un pulsante rosso nel riquadro pace globale. Tali carte non possono essere usate per 4. All'inizio di una nuova decade un
Fate attenzione, però! Finite tutte le colombe partecipare alla corsa agli armamenti giocatore con 3 carte in mano deve
della pace solo il pulsante rosso vi separerà (vedi sezione 6.5). scartarne almeno una.
da una guerra nucleare. Qualche carta ha delle icone vicine al Queste regole valgono anche per la
valore carta. Queste rappresentano Se volete consultare la versione aggiornata
Carte corsa agli armamenti & conflitto potete scaricarla su www.histogame.de
penalità o bonus per non innescare
Queste carte formano 2 mazzi separati. Quando l'evento carta (Per maggiori dettagli
si partecipa alla corsa alle armi o quando si è consulta la sezione 7).
coinvolti da un'icona conflitto, una superpotenza
deve pescare 1 carta dal mazzo relativo

2
3 PREPARAZIONE Ogni sotto-decade A si gioca come segue: Come nel gioco base, disponi le carte giocate
1. Determina l'ordine dei turni secondo la sotto il bordo inferiore del tabellone a meno che
The 4 players choose their role. Then, set up un giocatore non debba prendere una carta.
the base game according to the above men- sezione 5. (Salta tale passo nella decade I.)
tioned current rules version. Lay the 2. Metti la carta speciale della corrente Le sotto-decadi B e C sono giocate quasi allo
game board alongside the top edge of the decade nello spazio carte in vista. Mischia stesso modo. Le differenze sono:
le carte della corrente decade del set base
base game board. • Ignora i punti 1, 2, 4 sopra
a formare il mazzo di pesca e dai le carte
• Al 3, metti in vista le carte
finché ognuno ne ha 2 in mano. (Come
Put the markers arms race, space ◦ for sub-decade B: The 3 prepared
nel set base i giocatori possono scartare carte
race and dominance onto their -cards and 3 cards from the
della decade precedente dalla mano
tracks (each goes into the space draw deck.
prima di riceverne di nuove)
depicting its symbol). ◦ for sub-decade C: The 3 prepared
In , prestige arrows on -cards and 4 cards from the
special cards have a slightly draw deck (that is, 1 card more).
different meaning. As a reminder, put • Se ancora in vista la carta speciale rimane
Put the markers US treasury the appropriate marker strict prestige ar- lì.
and Soviet treasury face-up onto row on such an arrow (see section 6.4). • A iniziare è il giocatore a cui sarebbe
the space “$6” of the treasury toccato il turno nella sotto-decade appena
3. From the draw deck, put 3 cards into
track. terminata .
the card display. Shuffle the -cards
of the current decade and put 3 into the Le sotto-decadi B e C finiscono allo stesso
The world peace pool is filled
with all 6 peace doves and the card display. modo di quella A. Quando la sotto-decade C
red button. (All markers are 4. With the remaining -cards prepare 2 è finita, gioca la fine della decade (sezione 12).
stacks for the upcoming sub-decades: Se non c'è un vincitore, scarta la carta speciale
placed face-up.)
Put 3 cards alongside each space sub- (se ancora in vista), metti da parte il resto del
Relocate the base game marker decade B and sub-decade C (see picture mazzo non scoperto e inizia la nuova decade.
End of Decade onto the end of on pg. 2). Discard the remaining -
Nel raro caso che il mazzo si terminato nella III
decade space arms race (to be card unseen.
decade, mettere in gioco 1 carta non giocata della II
found on the board). Note: The 2 sub-decade stacks are an decade.
automatic sub-decade tracker.
Put the 4 player markers onto 5. Actions. The starting player chooses 5 ORDINE TURNI
the turn order track. The initial 1 card from the card display or 1 hand
turn order is: 1. USA, 2. Soviet Per determinare l'ordine dei turni consultate il
card and performs 1 action. Only a
Union, 3. West, 4. East. Use the percorso prestigio e dominio. Contate quanti
red player may choose the special card.
black-numbered spaces. passi sono stati fatti dalla posizione iniziale.
Then player 2 performs one action, fol-
Entrambi i risultati sono positivi per i
lowed by player 3, player 4, player 1
detentori del prestigio/dominio, e negativi per i
again, etc.
giocatori in svantaggio.
Shuffle both the arms race and Tip: When you finish your action, move
Inizia il giocatore col più alto risultato
conflict cards and stack them your player marker to the right. When
player 4 is done, return all markers to
(positivo), seguito dal giocatore col secondo più
close to the board. — Now the alto risultato e così via. A seconda del risultato,
their space of origin. That way you al-
game is ready to start. Starting ways know whose turn it is. mettere i segnalini giocatore sugli spazi 1-4
player will be the USA. dell'ordine turno
6. The sub-decade ends as soon as there is
only 1 normal card left in the card dis- Spareggi
4 IL GIOCO play. (As in the base game, hand cards or
Quando è alla pari con uno stato della Germania,
the special card don’t matter.)
Praticamente la sequenza di gioco è uguale al una superpotenza è sempre in vantaggio.
7. The event of this last card is then
gioco base. Le eccezioni sono: ogni decade
triggered automatically (see section 9). Se il segnalino prestigio è nel suo spazio iniziale,
consta di 3 sotto-decadi (chiamate A, B, C) e ci
l'Ovest ha un vantaggio maggiore dell'Est.
sono più fasi di fine decade.

3
Se il segnalino dominio è nel suo punto iniziale, 6.2 Sviluppare l'economia La freccia prestigio assoluto,
usa il percorso corsa allo spazio per risolvere il però, deve essere eseguita sul
Le regole del set base non cambiano. Gli
pari. Se ancora pari, usa il percorso corsa agli tracciato prestigio.
USA possono far sviluppare l'economia
armamenti. Se tutti i segnalini sono a zero, Lo stesso vale per una freccia prestigio su una
dell'Ovest, l'URSS può far sviluppare quella
gli USA hanno sempre un vantaggio sull'URSS. carta speciale (es. Russian tanks).
dell'Est (come se fossero Ovest o Est).
Consiglio: Usa il segnalino freccia prestigio assoluto
6.3 Aumento tenore di vita appropriato per convertire una carta speciale freccia
prestigio in una carta speciale freccia prestigio assoluto
Le regole del set base non cambiano. Gli
USA possono incrementare il tenore di vita
dell'Ovest e l'URSS può incrementare il tenore di Non executable dominance arrows: For each
vita dell'Est (come fossero Ovest o Est, incluse le red dominance arrow which cannot be ex-
decisioni riguardo a chi appartengano le fabbriche ecuted (because it would shift the marker off the
ad Amburgo e le fabbriche esterne). track) the Soviet Union may choose to add
+$1 to its treasury or to remove 1 East un-
0 passi dal punto iniziale +2 punti per Est
6.4 Innescare l'evento carta rest counter. The USA benefits from non-
per USA URSS (−2 per Ovest)
executable yellow arrows accordingly (+$1
&
Le regole del set base non cambiano. or remove 1 West unrest counter).
Spareggio: +2 per gli USA
Esempio: Il segnalino prestigio è stato mosso 2 caselle A Red Card event may be triggered only
by a red player. A Yellow Card event may New icons: The new icons are explained on
verso Est (che vuol dire –2 punti per Ovest). Il
segnalino dominio si trova nel suo punto iniziale (0 be triggered only by a yellow player. All the next page.
punti sia per gli USA che per l'URSS). Siccome gli other cards’ events can be triggered by any
USA dominano nella corsa allo spazio, l'ordine player. Example 1: The Soviet Union
dei turni è: Est (+2), USA (0), URSS (0), triggers this event. It ignores
Ovest (–2). Dual Cards: A player may ignore 1 arrow all yellow icons and all yellow
or 1 icon without arrows when triggering a arrows. This results in the
6 LE AZIONI Dual Card event (as in the base game). shift of both the space race
and dominance markers by
As in the base game, players perform actions Blue Cards: Blue Card events are symmet- 1 to the right. Finally, the
by playing a card. Every player can play a rical. (Every icon and every arrow exists in red Soviet Union has to pay $3
normal card in 1 of 4 ways. He may: and yellow.) When triggering the event, a red from its treasury.
• remove 1 unrest counter, or player ignores all yellow arrows/icons; a yel-
• build up the economy of his side, or low player ignores all red arrows/icons.
• increase living standard of his side, or Black Cards: When triggering the event, a
• trigger the card event. player executes all icons and arrows. Example 2: East triggers this
A superpower has 2 more options. It can: event. As a result, 2 peace
Green Cards: When triggering the event, a
doves are flipped back to their
• engage in the arms race, or player executes all icons and arrows. face-up sides. Furthermore,
• take a credit. Icons blended with a coat of arms are ex- East opts to shift the prestige
ecuted by West or East (as in the base game). marker by 1 in its favour and
In case of a special card, you may only trigger puts the card in front of it-
the event (and only a red player may do so). Left-right arrows: Some Cards depict icons self. (This reflects East’s en-
with arrows pointing in both directions. gagement for world peace.)
6.1 Remove 1 unrest counter When these arrows have to be executed, Variant: As above, but East
The base game rules are not changed. The move the marker by the net-sum. (1 left & opts to shift the dominance
USA may remove 1 West unrest counter, 1 right is a net-shift of 0.) In case of left- marker by 1 in US-favour to sabotage Soviet plans.
the Soviet Union may remove 1 East unrest right arms race arrows, both superpowers
counter (as if they were West or East). still have to pick 1 arms race card each.
For a yellow (red) player, the removal is free Superpowers and prestige arrows: When an
when using a Yellow (Red) Card. In all other active superpower executes a prestige arrow,
cases, players have to pay by dismantling 1 it may opt to move the dominance marker in-
build point in “their” Germany. stead. A double arrow (which allows the move-
ment of 2 steps) may be split to both tracks.
4
Peacemaker. Upon finishing his ac- 6.5 Engage in the arms race
Icons with arrows
tion, the active player collects the Only a superpower may choose this
According to the arrows, move the card in front of himself. (In case of a action. It can use every normal card
dominance marker by 1 or 2 to the nuclear war, the player with the most collected not depicting a ban on arms race icon. On
left or right. peacemaker cards will win.) Ignore this icon choosing that action, the superpower moves
in the case of an automatic event. the arms race marker by 1 step in its favour,
As in the base game. However,
an active superpower may choose The affected superpower pays the draws the top arms race card and executes its
to move the dominance marker in- stated amount from its treasury. effects.
stead. (A double arrow can be split to Move its treasury marker accord-
both tracks.) ingly. (Here, the Soviet Union pays
$1.)
Strict prestige icon. The same as
a prestige icon, but a superpower The affected superpower adds the
cannot choose to move the domin- stated income to its treasury. Move
ance marker instead. its treasury marker accordingly.
(Here, +$3 for the USA.)
The active player chooses whether
to move the dominance or the The affected superpower (here, the Example: In decade 2, the Soviet Union engages in
prestige marker by either 1 space to Soviet Union) draws the top conflict the arms race. It moves the arms race marker by 1 in
the left or to the right. Ignore this icon in card and executes its effects. its favour and draws the arms race card. The effect
is the highlighted icon (red column, decade 2): The
the case of an automatic event. (Note: East, The superpower of the active side Soviets deduct $1 from their treasury.
trying to win the game, could move the domin- draws the top conflict card and ex-
ance marker by 1 in US-favour; this is perfectly ecutes its effects.
legal.) — THE TREASURIES —
From now on, the cost for each
According to the arrows, move the arms race step is increased by +$1. Superpowers track their $-income and
space race marker to the left or Put the appropriate reminder on payments by shifting their treasury
right. the arms race draw deck. marker accordingly.
According to the arrows, move the From now on, when the Soviet When a marker has to be moved off the
arms race marker to the left or Union chooses the actions Build track, then flip the marker and treat the
right. Furthermore, the benefiting up economy or Increase LS the card value space –$1 as –$6 (in case of a deficit), or use
superpower has to draw and ex- is reduced by 1 (but not below 0). Put the treasury+10 marker instead and treat
ecute the top arms race card. the appropriate reminder into East’s territ- the space $1 as $11 (in case of a surplus).
ory. (Notes: a) Even with a 0-value the Soviet
Icons without arrows Union can still place up to 3 LS. b) East is not
6.6 Take a credit
affected by this icon.)
Flip 1 peace dove to its blank side. Only a superpower can take a credit. It can
If all are already flipped, the act- use every normal card. With this action,
ive player has to press the red but- Clarification for base game icons
the superpower receives income equal to the
ton and put it in front of himself (with the Follow precisely the base game card value.
mushroom cloud side face-up). By doing rules. (So even if the Soviet Union
that he triggers a nuclear war and the game A superpower is in the red, when its treasury
triggers the event, East will benefit becomes negative. It is then severely restric-
ends immediately. (If an automatic event from the icon; East may examine only the West
triggers the war, the player who was last act- ted in its choice of actions. It can only:
hand of cards or the draw deck; superpower
ive has to press the button.) hand cards or -cards are a no-no.) • Take a credit, or
• Trigger events which add income to its
Reflip 1 flipped peace dove (if pos- treasury.
sible).
Tip: If a superpower is in the red, flip its player
marker.

5
7 VALUES WITH ICONS Conflict cards. Whenever a ply its effect; for any other yellow icon, West
superpower is affected by a decides where to apply its effect. (All other
Some cards have one or more icons close to icons and arrows don’t offer any choice. Note that
conflict icon, it has to draw
their value. If such icons are to be executed, a prestige arrow cannot be converted to a domin-
the top conflict card and ex-
they are executed after the player action. ance arrow, since there is no active superpower.)
ecute its effects. (In the case that both su-
Play the card value: Every action except perpowers are affected simultaneously, it is – as Arms race advantage. A superpower may ig-
trigger the card event is referred to as play usual – up to the active player to decide who nore some of the above rules if it has an arms
the card value. draws the card first.) race advantage. To find out the specific ad-
Example: The Soviet Union draws the above conflict vantage, check the position of the arms race
An icon right of a value can only card. The red column is in effect. Therefore, the dom- marker before executing the automatic event.
be a red or yellow conflict icon. A inance marker is shifted by 2 to the left. Note: The determined arms race advantage is valid for
red conflict icon is executed if a the complete automatic event, even if the arms race
red player plays the card value. A For both decks: marker is moved during the auto-event.
yellow conflict icon is executed if a yellow
• The yellow column applies to the USA, The meanings of the icons shown below are:
player plays the card value.
the red column to the Soviet Union.
The USA decides where the effect of
Icons below a value are executed if • Discard an executed card.
an icon is applied, unless it is an icon
any player plays the card value. • You may count the cards still in the
blended with a coat of arms.
draw deck. You may not inspect
formerly executed cards, except the last As above. In addition, the USA de-
one. cides where to apply the effect of an
icon blended with East’s coat of arms.
Example: East builds up its economy with the value Reshuffle. In both decks there are 2 As above. In addition, the USA may
depicted above. Because it does not trigger the card cards with this icon. It means: Re- ignore 1 icon or 1 arrow (as if the card
event, the icons are executed after East’s action. For shuffle all 10 cards of this deck (incl. were a dual card).
the black conflict icon, the superpower of the active discards) and form a new draw deck.
side has to draw 1 conflict card. This is the Soviet Victory space. All above advantages
Union. For the crossed-out peace dove, 1 peace dove are in effect. In addition, US victory
is flipped in the world peace pool. 9 AUTOMATIC EVENT can be triggered in the end of decade
Important: The rules of this section apply only to (see section 12).
8 ARMS RACE & CONFLICTS the automatic event itself, but not to resulting secon- For the Soviet Union, the red icons have the
dary effects (like a bonus for a non-executable pre-
equivalent/mirrored meanings.
The arms race and conflict cards form 2 sep- stige arrow). Secondary effects are executed per the
arate draw decks. The following rules apply: standard rules.

Arms Race cards. When- At the end of a sub-decade, the event of 10 SPECIFICS FOR EAST
ever a superpower moves the last normal card in the open display is
automatically triggered and executed in the The special card: Both East and the Soviet
the arms race marker one Union may play the special card. Whoever
step in its favour, it has to standard way. However:
plays it must discard 1 hand card or let the
draw the top arms race card and execute its • For a Dual Card, do not ignore any yellow side draw an additional hand card
effects (even if the arms race step is the result of icon/arrow. from the draw deck. The card will be drawn
an event or of a conflict card). • For a Blue Card, execute all icons and by the yellow player with fewer hand cards;
The effects are found by cross-indexing arrows (even if their net-effect is 0). if both have the same number, it will be
the current decade with the superpower’s • For a Green Card ignore icons/arrows drawn by the player whose turn is next.
column. Icons are executed from left to right. on a shaded background.
The superpower decides where to apply the Police power cards: The Soviet Union may
Which sequence? All icons/arrows are ex- use East’s police power cards to remove un-
effect. (Unless the icon is blended with a coat of ecuted from left to right and from top to bot-
arms; here the decision is up to East or West as rest counters (as if it were East).
tom.
usual.) Stasi-disbandment: In the rare case that
Where? Icons blended with a coat of arms 7 unrest counters are to be returned, East
are executed as usual by East or West. For chooses one province to receive 2.
any other red icon, East decides where to ap-

6
11 NUCLEAR WAR from a (then) earlier decade (but not the just
received hand card). After that it refills its
During the Cold War, the world was more than once at
the edge of a nuclear war. The destruction of mankind hand to 3 cards before then discarding 1 of
would have known no winner, and normally a game its choice.
should have no winner as well. However, game dynam-
ics become quite problematic when all players can lose.
Space race victory. A superpower wins
Therefore, there will be a winner even if nuclear war immediately when the marker is in its vic-
breaks out. tory space. Skip the remaining phases.
The game ends immediately with a nuclear
12.3 Dominance
war when a player has to press the red button
(because there is no peace dove left in the pool). The player holding the current dominance
This triggering player loses. advantage executes the icon(s) below the
dominance marker or of a lower value box.
Victory in case of a nuclear war. The win-
Both superpowers receive regular income from
ner is the non-triggering player who col-
the dominance track. Note that they will re- USA: Soviet Union:
lected the most cards with a peacemaker ceive it even it there is no future decade to come.
icon. In case of a tie, the ally of the trigger- 2 + 1 = 3 VPs 4 − 1 = 3 VPs
This is important, since ending the game in the
ing player loses the tie. red will result in negative victory points (see be- Example: East collapses due to 4 mass protests, this
low). makes yellow the winning side. Since both super-
powers have 3 victory points, the USA is not better
Peacemaker icons exist only on Green and
12.4 Base game end of decade than the Soviet Union: Therefore West wins.
Black cards. You collect such a card, when
you: a) trigger the event of a Green Card, or b) Now the base game end of decade is played,
use a Black Card for any action, except trigger-
ing the event.
phase by phase, starting with Flight/wall, 13 RANKING
prestige, etc.
In case of a nuclear war, there are 1 or 2 win-
If one of the base game victory conditions is ners and 1 loser. All others are second-last.
12 END OF DECADE fulfilled, the game ends immediately. The
For all other victories, there is only 1 winner;
The end of decade is amended by the ad- winner is then determined in 2 steps.
all other players lose. Exception: When the
dition of arms race, space race and dominance 1. Determine the winning side: game ended in decade IV, the winner’s ally
phases. After these, you play the 10 phases is second ranked.
of the base game. • the yellow side wins, if East loses
(for instance by collapsing due to 4 mass Players earn tournament points as follows:
12.1 Arms race protests or by suffering national insolv-
ency), NUCLEAR WAR WIN

Check the arms race track. • the red side wins, if West loses. Winner 2nd-last Loser
4P 1P –2 P
Arms race victory. A superpower wins im- 2. Determine the the winning player. For
mediately when the marker is in one of its that, both superpowers add up their vic- A LL OTHER WINS
victory spaces. Skip the remaining phases. tory points on the -tracks. Note: A su- Winner 2nd Loser
perpower ending the game in the red re- 4P 2P 0P
Note: All other icons of the arms race track are ignored
ceives –1 victory point for each $2 deficit.
during the end of decade.
The winner is the winning side’s super- 14 TABLE TALK
12.2 Space race power, if it has more victory points than Before starting the game, players should
The position of the marker on the space race the opposing superpower; otherwise the agree on how much game specific discus-
track tells you what icon(s) to execute. winner is the winning side’s German state. sions they want to allow. It is recommended
This icon means: The benefiting su- to play without any hints or advice increases
perpower (here, the Soviet Union) imme- the tension. However, non-experienced play-
diately receives 1 hand card from the ers might find some coordination helpful.
draw deck of the next decade. At the start But it should be strictly forbidden to provide
of the next decade, it may discard hand cards any kind of information about hand cards.

7
Design notes Conflicts and the arms race. In the real world, the
outcome of conflict is unpredictable. That’s why
I.C.B.M’s, S.S.20’s, they lie so dormant, we introduced variable costs determined by draw-
they got so many.
Midnight Oil, 1984 ing a card. The same is true for the arms race:
Every step in the arms race is a danger to world
It was clear right from the start that there should be peace and also the political and monetary costs
a four-player version of Wir sind das Volk (WSDV). are uncertain. Engaging in the arms race is play-
For pragmatic reasons, however, its design had to ing with fire. Nevertheless, your decisions may be
wait. We supposed that once the 2-player game conditioned by the perverse logic of the arms race
was finished, it would be very easy to introduce if your opponent is getting too far ahead. It should
rules for the superpowers. How wrong we were! be mentioned that the conflict icons also serve an-
Peer’s initial idea was somewhat abstract, but the other important purpose: Triggering them, a Ger-
first play test worked quite well. Unfortunately, man state can sabotage the plans of its allied su-
the Cold War feel was completely lacking. Most perpower to promote its own victory.
crucially, neither playing the USA nor the Soviet Blue, Green, Black Cards. You can only advance
Union felt like being the USA or the Soviet Union. along the space track using Blue Cards. It is a race:
We went back to the drawing board and intro- Who will launch the first satellite? Who will be the
duced tracks for the key elements of the Cold War: first to reach the moon? What happens in the game
The arms race, the space race and global domin- does not necessarily reflect what happened histor-
ance. These tracks, along with the new action types ically. That’s why the Blue Card events are sym-
(arms racing & take a credit) and the Blue, Green metrical. Black Cards address major crisis. Their
and Black Cards transformed — it was now a events, which always remove peace doves, is not
true Cold War game. Eventually the process of pol- very useful for anyone. But, for a superpower
ishing and balancing could start. playing the value is not a real option either. So
maybe the best is to simply leave them on the dis- GAME DESIGN : Richard Sivél & Peer Sylvester
Sub-decades and automatic events. With 10 ad- COVER ILLUSTRATION : Friedemann Bochow
ditional cards per decade, two half decades were play — but will the world peace survive a Black
OTHER GRAPHICS : Richard Shako
not enough. We tried quarter decades, but they auto-event? Black Cards present an exquisite di- LAYOUT, TEXTS , TRANSLATION : Richard Shako
didn’t work well. Then we switched to 3 sub- lemma. Green Cards restore peace doves. And so, PROOFREADING : Stefanie Tinder. Many thanks
decades including an auto-event. This fixed four by paradoxical Cold War logic, superpowers need ENGLISH PROOFREADING : John McCullough, Guy
design problems in one stroke! (And it is always green events to progress in the arms race. Atkinson, Robin Gower. Many, many thanks
PLAYTESTING : Johannes Strobel, Anton Telle, Srd̄an
good when one new rule solves more than one Individual victory. Although allied, players pur- Grbić, Christophe Denoize, Björn Steinborn, Holger
problem.) 1.) Three sub-decades tightened the sue their own objectives. There is a real multi- Schulz, Mario Ruhmann, Thorsten Groß, Hendrik
storytelling arc considerably. 2.) Since there are player dynamic. Play is much less predictable than Möller, Markus Stoy, Christoph Rauh, Gerd Kunz-
more Red Cards than Yellow, the red side will be- in WSDV, the situation on the tracks can change mann, Thilo Kramer, Bernd Eisenstein, Spielwiese
game designers meeting, et al. – Many, many thanks!
nefit more often from the auto-event, thus mitigat- rapidly. Winning the game is a tightrope walk. If
ing the problem of balance. 3.) The arms race ad- you hinder your partner too much, he will need Extra-special thanks to Christophe Denoize for
programming the 2+2 playtest online-version on
vantage could be modeled simply and effectively. precious actions to get back on track, actions which play.boardgamecore.net. Special thanks to Mikhail
(Up to then it was a time consuming procedure may be desperately needed for the common cause. Evstafiev for allowing to use his Afghanistan photo.
with almost no effect.) 4.) Since automatic event On the other hand, if you don’t slow him down Many cards’ graphic art is licensed under Creative
plays are faster than player actions, playing time enough, you won’t win either. The victory condi- Commons, details to be found in the ”Bildnachweis”.
was reduced to ca. 180 minutes, as desired. (N.B.: tions are to be read as: A German state wins by ©2017 Histogame, Knaackstr. 70, 10435 Berlin,
The last sub-decade includes one extra card to en- triumphing over the other Germany and reaching www.histogame.de. All rights by Histogame and the
able all the players to take the same number of ac- full sovereignty. designers.
tions, assuming all the hand cards are played.)
Nuclear war. Even if the idea of global destruction
The Hungarian Uprising. This is a new sort of Red Talking of nuclear war, we want to commemor-
is utterly repellent, what would a game about the
Card, since the event is bad for the red side. This ate the man who saved humanity in 1983: Three
Cold war be without the threat of nuclear war? Al-
is reflected by the card values, too. (The value is weeks after the KAL007 was shot down, he was
most immediately we rejected the obvious thought
higher for yellow than for red.) Our thinking was: duty officer in a Soviet early-warning command
of everyone losing if nuclear war broke out. A
If the event is triggered, the Hungarian Uprising centre and jugded a computer alert of an incom-
game needs a clear winner, which is not possible if
takes place as it did historically. If yellow plays the ing US nuclear missile to be a false alarm, and thus
everyone loses. Players who thought they had no
value, the Uprising does not take place; if red plays averted an immediate retaliation strike. Stanislaw
chance of winning would be tempted to play de-
the value, the Uprising takes place, but without So- Jewgrafowitsch Petrow. To him we wish to grate-
structively to drag all the others down with them
viet intervention. The same concept is used for the fully dedicate . May many equal his example of
into nuclear apocalypse. Thus, we came up with
Vietnam and Afghanistan events as well. moral courage and considerateness — especially in
the idea of making the biggest peacemaker the
these times with all their Kims and Trumps.
winner if there was a nuclear war.
Richard Sivél
Berlin, September 2017
BILDNACHWEIS
Die Bildrechte der Fotos, aus dem die Grafik der folgenden Spiel-
karten als grafische Bearbeitung entstand, liegen bei:
Nr. 3: Bundesarchiv, B 145 Bild-107546 / CC BY-SA, Lizenz: CC-
BY-SA 3.0
Nr. 5: Bundesarchiv, Plak 005-002-008/CC BY-SA, Lizenz: CC-BY-
SA 3.0
Nr. 7: Bundesarchiv, Bild 183-B0118-0010-027/CC BY-SA, Lizenz:
CC-BY-SA 3.0
Nr. 8: FOTO:FORTEPAN/Pesti Srác, via Wikimedia Commons/
Lizenz: CC-BY-SA 3.0
Nr. 9: Deutsche Fotothek/Lizenz: CC-BY-SA 3.0 de
Nr. 13: By Austin Mills (austinmills), via Wikimedia Commons,
Lizenz: CC-BY-SA 2.0
Nr. 19: RIA Novosti archive, image #36535 / Yuriy Ivanov / via
Wikimedia Commons/Lizenz: CC-BY-SA 3.0
Nr. 21: Bundesarchiv, Bild 183-T0709-148 / Peter Koard / CC BY-
SA, Lizenz: CC-BY-SA 3.0
Nr. 24: Bundesarchiv, Bild 183-76052-0335/Kohls, Ulrich/CC BY-
SA, Lizenz: CC-BY-SA 3.0
Nr. 25: Bundesarchiv, Bild 183-P0801-026/CC BY-SA, Lizenz: CC-
BY-SA 3.0
Nr. 26: (Solschenizyn) By Verhoeff, Bert / Anefo / via Wikimedia
Commons / Lizenz: CC-BY-SA 3.0 / (Sacharow) By Rob C. Cro-
es (ANEFO) GaHetNa (Nationaal Archief NL) / via Wikimedia
Commons/Lizenz: CC-BY-SA 3.0
Nr. 29: Bundesarchiv, B 145 Bild-F088809-0038/Thurn, Joachim F.
/CC BY-SA, Lizenz: CC-BY-SA 3.0
Nr. 30: © Mikhail Evstafiev (www.evstafiev.com)
Nr. 34: By Eric Salard (HL7492), via Wikimedia Commmons, Li-
zenz: CC BY-SA 2.0
Nr. 37: RIA Novosti archive, image #30624/E. Kotliakov/Lizenz:
CC-BY-SA 3.0
Nr. 38: RIA Novosti archive, image #770913/Yuryi Abramochkin
/Lizenz: CC-BY-SA 3.0)
Nr. 40: By Vladislav Falshivomonetchuk (Own work)/via Wiki-
media Commons/Lizenz: CC-BY-SA 3.0
Ferner wurde Bildmaterial in bearbeiteter Form verwendet für:
Guillaume-Affäre-Symbol: Foto, Pelz, Wikimedia Commons, Li-
zenz: CC-BY-SA 3.0. Sozialistensymbol: Foto, Bundesarchiv, Bild
102-12940 / Lizenz: CC-BY-SA 3.0 DE. Betonhintergrund: Lear-
ning Object Online Platform, Fachhochschule Lübeck, http:/
/loop.oncampus.de, Lizenz: CC-BY-SA 3.0
Eine Grafik, deren Vorlage lt. obiger Liste unter einer CC-BY-SA-
Lizenz steht, steht unter derselben Lizenz wie seine Vorlage. Bei
Verwendung ist als Namensnennung anzugeben: Richard Shako,
Histogame, www.histogame.de, K/G x des Brettspiels 2+2. Für K/G
ist Karte bzw. Grafik und für x Kartennr. bzw. Name der Grafik
einzusetzen.
Die Links zu den Lizenzen sind:
CC BY-SA 3.0 de: [...]/by-sa/3.0/de/legalcode
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