Triumph of Chaos


See www.triumphofchaos.com for a complete
description, AARs, sample counters, map, cards.


Below is a link to all the current Triumph of Chaos playaids, living rules and errata.
http://www.triumphofchaos.com/profile.html
 

David Doctor's masterful work on the Russian Revolution is CoAG first foray
into card driven simulations.

Components:

Rulebooks:
Standard Rules 32 pages
Political/Faction Rules 32 pages
Four decks of cards, totalling 220 as follows:
Deck 1: Political Deck 60
Deck 2: Red Action Deck 60
Deck 3: White Action Deck 60
Deck 4: Leader Deck 40
One 22" x 34" map
Two countersheets:
One 5/8" (176 counters)
One 1/2 " (280 counters)

Play Aids:
4 Single sided sheets on cardstock
Two dice

Price: $90.00

Why order this game?

#1 Easy. Great history. All the characters are here; from the USA Polar
Bear troops to Ukrainian anarchist Makhno to Yudenich's Northwest
Army that almost took St.Petersburg to Slavo-British Legion to British
AZ Squadron that almost bombed Moscow to the RED's Konarmiia
{Cavalry Army}. And all the "what might have beens": intervention by
Finland, adifferent outcome to the Soviet-Polish War, a Serbian
Expenditionary Force, West Ukrainian independence, the "Violation
of Ukraine", Churchill's wish for more Allied commitment, Van Der
Goltz's enlistment of Baltischen Vertrauensrat.

#2 - An innovative design - mixing elements of the proven and popular
card driven games (PoG, FtP, BtB, etc) with a political system (inspired
by Days of Decision) to gain control of 18 factions. Emphasis has been
placed on "PLAYABILITY", while not sacrificing enough realism to
make for "bad history".

#3 - The components. A significant amount of time and energy was
invested to produce a game that "feels, looks and smells"like the
conflict the game models.

#4 - A labor of love. The game has been painfully researched
and playtested to insure we deliver a high quality game.

#5 - A website devoted to the game. Check out www.triumpofchaos.com
There are copies of components, a detailed description of the game,
after action reports, and wealth of other material. Additionally, there is
a discussion board on the game on www.consimworld.com.

How does the game play?

Similar to other card driven strategic games, players assume role of
political and military commander of their respective (RED and WHITE)
forces.

Three phases in a turn: Political, Action and Logistics.

During the Political Phase, players try to gain control of the 18 factions
(Finland, Estonia, Latvia, Lithuania, Poland, Belarus, West Ukraine,
Ukraine, Makhno, Transcaucasia, Asktrakhan, Khiva, Turkistan, Central
Powers, Czech Legion, Britian, France, USA) using Political Cards.
Players are forced to make difficult trade-offs between expending resources
in the Political Phase vs the Action Phase and attempting to influence one
faction at the expense of others.

During the Action Phase, players use Action Cards to conduct operations
(activating a space for combat or movement), take replacements, place
reinforcements, make strategic moves, seize initiative in combat, gain
diplomatic traction with the factions or implement special operations.
Leaders have these capabilities including exploitation, reinforcing battles,
withdrawing, counter-attacking and conducting multispace attacks. Players
are forced to make difficult decisions thwarting threats and capitalizing on
opportunities.

During the Logistics Phase, players rebuild/repair units, determine if
various factions withdraw from the combat, check for the effect of
In-Fighting within the RED and WHITE camps, check for attrition,
purchase political influence, buy leaders and check for victory.

Clash of Arms Games
1804 Hoffmansville Rd.
Sassamansville, PA. 19472
(610) 754-0100