Thirty years war pc game




















The heart of the game is the playing card decks of 55 cards that each player receives. Playing a card gives a player the option to move and attack with an army, to recruit new units, to bank up money to pay ever-hungry troops, or to declare an event. Newman Alan R. Cuyler Stephen R. Thirty Years War. View Larger Image. Description Central Europe, The Peace of Westphalia made certain that Germany would remain divided for another two centuries.

Can the Catholic player defy history by recreating the power of the old Holy Roman Empire? Does Gustavus Adolphus survive to dictate peace to the Emperor in Vienna? The game covers all of Europe, from the Western seaboard to the Volga, but the first scenarios are centered over Germany, Denmark, parts of France, The Netherlands and Bohemia from to More than 80 historical leaders each rated on their abilities and over different types of units from Spanish tercios, to veteran Scottish infantry, Cuirassier cavalry and artillery to Swedish warships!

The game includes the well-known card system that lets you trigger events. These cards, if played wisely, can affect the flow of a campaign. All Rights Reserved. Thirty Years' War, Slitherine Ltd. All other marks and trademarks are the property of their respective owners. Game map divided into more than 4, regions to include all Central European territories and beyond. More than 80 historical leaders and over different types of units.

Historical Events are triggered throughout the game giving the player crucial decision points, from local uprising to foreign intervention.

Battlefield Tactics allow the player to make decisions that can turn the tide of battle. Sieges and Naval warfare are all covered in detail in the game. Chain of Command allows units to be organized into groups and bigger stacks simulating armies. Accept Reject. Sign Up Login. Thirty Years' War. The length of these phases range from nine to 64 monthly turns. The lack of the French phase of the war, , is lamentable.

As interesting as these phases are, the full panoply of game functions and play only shows up in the turn depiction of the entire war. Here, players get the feel of the strategy, difficulties and opportunities of the Protestant and Catholic protagonists, Neither side has a strong army in the beginning but gain money and material over time from annual taxes, diplomatic aid and the playing of regional decision cards.

Cards for contributions, requisitions and raids are dragged to green pulsating provinces where they can be played. These cards can also be used to recruit troops at the cost of money and supplies. Building armies is a slow process. Only certain cities can produce particular troops, depending on their internal structures. Moreover, each side has a limited force pool so new units can only be built when they appear in the production ledger and even then they require time before they are fully effective.

Good troops can be attained from allies but these troops can be withdrawn if the ally needs them elsewhere. Armies depend on supplies that come from friendly cities and depots that have an unblocked line of communication to the army. Of course, foraging and pillaging can supplement supply as can supplies and weapons captured from enemies. Maintaining armies in the field also require paying the troops or they may desert or not fight at all.

Therefore, managing the size of armies and capturing rich cities are vital considerations. Troop losses can be replaced if players have bought incremental replacements from the replacement section of the force pool ledger before movement or combat. The movement, supply and army organization components of the game are reasonably historical and allow players to manage resources.

The diplomacy component, however, is weaker. Diplomacy events happen in three ways: scripted events, trigger actions and decision cards. Detailed game model includes features such as Weather, Attrition, Supply, Prisoners and Fog of War Historical Events are triggered throughout the game giving the player crucial decision points.

These cover anything from local uprising to foreign intervention. Battlefield Tactics allow the player to make decisions that can turn the tide of battle. Sieges and Naval warfare are all covered in detail in the game. Chain of Command allows units to be organized in to groups and bigger stacks simulating armies. See all. View all. Click here to see them. Customer reviews. Overall Reviews:. Recent Reviews:.

Review Type. All 44 Positive 28 Negative All 44 Steam Purchasers 33 Other All Languages 44 Your Languages 29 Customize. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar. Show graph.



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