Mark
Herman invented the modern card-driven game (CDG), particularly in
its most common formulation – players take turns playing a card
from their hand either for the amount of action points denoted at the
top of the card, or for the special event described on it. The former
is much more flexible, whilst the latter is much more specific but
more powerful.
These
games range from the former BoardGameGeek #1 Twilight
Struggle
to the six-player game of diplomacy and warfare Here
I Stand.
A lot of these games run long – though a few examples might take 2
or 3 hours, some of the big boys like Herman's own Empire
of the Sun
can run at least 6 hours. Fort
Sumter,
Herman's latest from GMT, is a CDG that takes 25-40 minutes, and is
intended to be played over a single lunchtime. It's a game about the
efforts by Unionist and Secessionist politicians to see their side
win out leading up to the American Civil War,
Very
quick run-down: over three rounds plus a final minigame, two players
vie for control of four areas (Public Opinion, Political, Secession,
Armaments) on the board, each of which is made up of three spaces.
One space is in turn the “Pivotal Space” for that area –
control of it allows manipulation of the control tokens in that area
at the end of the round, before scoring. Players alternate playing
cards, generally to place or remove their tokens or their opponents
from the spaces on the board (both action point use and most card
events have to do with this). They are trying to control areas at the
end of the round, and to control a specific space defined by a secret
objective card they drew at the start of the round. They also set
aside a card each round to use in the final minigame, the “Final
Crisis”, which has three mini-rounds of its own, the result of each
of which gives players another chance to manipulate the control of
spaces on the board (this is a way in which Fort
Sumter
is very like 1960:
The Making of the President,
for those familiar). Each card has a characteristic matching one of
three areas of the four you want want to control during the game –
if you and your opponent play a matching characteristic in a Final
Crisis mini-round, you both remove cubes from that area, if you play
different characteristics, you both can place cubes into that area.
There
are a couple of garnishes on this fairly simple salad. A bit of saucy
drizzle, if you will. There is a Crisis Track, which is where the
cubes you use to mark your side's control of a space are stored. This
is divided into four zones; as you escalate the crisis by putting
more influence into the struggle to win over key constituencies,
certain effects come into play. Basically, if you breach Crisis zones
before your opponent, you generally receive a penalty. One of the
zones involves a VP penalty (but you get more bonus cubes than your
opponent will); another lets your opponent play the Peace
Commissioner, a piece who blocks placement, movement, or removal of
pieces from a particular space. That's the second garnish – the
Peace Commissioner lets you lock down a piece of the board, and can
be moved by certain cards being played for their event.
It's
fun, simple, clean. It's a solid introduction to CDGs, with fairly
open interactions which allow you to consider whether you should play
a card for points, its event, or put it into the Final Crisis. The
order in which you play your cards each turns matters, whether
because it masks or exposes your objective card, or because of the
roving Peace Commissioner. The Final Crisis itself has some
borderline meaningful bluffing and pop psychology involved (“if
they have Armaments, when will they play it?!”). It's a lovely
little palate cleanser with real content. But.
But
it raises for me the complex question – especially with wargames,
which this is adjunct to – of the relationship of theme and rules.
Yes, the cards are called things like “Frederick Douglass” (a
Unionist event who boost Public Opinion for your side) or “Russell
of the Times” (a neutral event who lets you convert Public Opinion
into Secession or Political influence). There's some slight
connection between card theme and area of influence here, yes –
Frederick Douglass writes a book which increases Abolitionist
sentiment, Russell is an influential journalist who affects local
politics. But it's skin-deep, really. The areas are broadly
interchangeable, except Politics can't be shifted during the Final
Crisis, and the Armaments space Fort Sumter is the tiebreaker space.
That's cute, but ultimately bland.
In
the strongest Euros – at least those which I engage with best –
the theme communicates the rules. In the best wargames, the rules
teach you the theme, that is, the history behind the game. There's
little of either here. At best, the theme, so far as the cards and
map go, can act as a mnemonic to remind you of something – Fort
Sumter is the tiebreaker! But that's it. That's not issues,
necessarily – if it's a traditional wargame with abtruse rules
which aim to simulate the conflict.
But
you learn little about the actual events leading up to Secession,
either. You might perhaps be prompted to find out why Frederick
Douglass might be considered to have swayed public opinion at the
time, but the card itself, and its interplay with the game, gives you
nothing concrete. The card gives you a set of mathematical options,
not an insight into history. It's a prod to learning, but not a form
of learning itself.
I
think many – though not all – of us wargamers play games to learn
history. We don't believe the game is “historically accurate” in
some sort of Emperor's Map form – of course it's abstracting
everything to one degree or another. But we play games to help us
learn and reflect upon aspects of war. OCS or the Campaigns of
Napoleon help us comprehend a bit more about logistics, whilst
something lighter like Napoleonic 20 gives us a simpler insight into
operational manoeuvre.
Fort
Sumter does
not accomplish that goal. The mechanics of the game do not
meaningfully teach me anything about the Secession Crisis. The game
may be a spur to education – but the artefact itself teaches the
basics of CDGs far better than it teaches American history.