Game Overview

 

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Introduction

 

Triumph of Chaos: Russian Civil War 1918 –1921 (TOC) is a two-player card driven strategic  board-game within the context of the chaos of the Russian Civil War. Players assume the side of the REDs (communist forces) and the WHITEs (anti-communist forces) in this epic conflict.

There are three phases to each game turn: Political, Action and Logistics Phase. During the Political Phase (conducted on turns 1-9), each side utilizes a shared deck of 54 Political Cards to drive the control of 18 separate factions.  Each card indicates positive diplomatic influence for RED and WHITE of some of the 18 factions. The cards contain the historical tradeoffs: for example, in order to positively influence Ukraine, a side negatively impacts their influence Poland. Each side uses resources (Action Cards) to try to obtain the ability to select which Politcal Cards are selected. If both playersallocate the same value of Action Card, random cards are generated. Factions include Russian republics and independent countries.

During the Action Phase, each player utilizes their respective deck of 54 Action Cards (ACs) to either take Operations (move and combat), implement Events (receive reinforcements, cause mutinies, etc), generate Replacement points or Strategically Redeploy units. Instead of playing an AC, a player may make a wide variety of special operations including  conducting propaganda attacks, attempting to instigate revolts in particular controlled regions, conducting a Politburo meeting and implementing actions specific to various leaders. Play of Action Cards involves tradeoffs between responding to threats and creating opportunities.

During the Logistics Phase, players addresses attrition, rebuilding units and other odds and ends.

The campaign game is playable in about 6-8 hours.

Discussion of Sequence of Play

 

 

Following is an overview of the sequence of play, which should provide you with a good idea about how the game plays.

 

7. Sequence of Play

7.1 Deal Cards

Action Cards: Cards are dealt from the respective player “decks” to bring each sides hand size up to the number indicated on the Turn Chart. The number of cards in a players hand varies by turn, to reflect a "build-up" of activity related to the conflict.

7.2 Action Cards (ACs)

The Deck: Each players’ ACs are divided into 3 parts: 1918, 1919, 1920 (indicated on each AC – upper hand corner). At the beginning of the game, only the 1918 part is utilized. 

During the Political Phase, any of these ACs may be utilized to effect the determination of what Political Cards (PCs) are selected.

During the Action Phase, these cards are:

1)       Played – and end up in the played pile

2)       Played as an event – if marked with an asterisk remove from play, otherwise placed in the played pile

3)       Discarded – and end up in the played pile

4)      Saved – for use in a future turn

.Not Enough: Occasionally, (primarily Turn 3) a player may not have enough ACs remaining  to form a large enough deck to draw enough ACs to satisfy hand size. In this case, a player will need to take a number of “1 OPs” for their action rounds

Reshuffle: The deck is reshuffled when:

1)       There are not enough ACs in the deck to complete the hand size (draw all remaining ACs and reshuffle)

2)       Turn 4 – when the 1919 cards are added

3)      Turn 10 – if a player does not elect to take the 1920 cards as their hand

 

7.3 Political Phase (only turns 1-9)

The Political Phase, occurring at the beginning of turns 1-9, is detailed in the Politics and Factions Rulebook. The Political Phase involves attempting to gain control of the 18 Factions in the game. By gaining control of a particular faction, a side is able to utlize the faction's forces and supply depots.

Political Phase Sequence of Play

1) Critical Front Rule: Each player secretly draws their Critical Front chit {these chits generate bonuses and penalties for control of Victory Cities (VCs) in a particular region).

2) Placement: Add Bluff and Influence Cards to the Action Card hand for each player. Allocate 3 Action Cards, 1 to each of the Political Boxes (RED, WHITE and OTHER) – secretly.

3) Resolution: Determine Order of Political Box (PB) Resolution (random die roll) – the Other PB is always last. For the 1st PB, Determine number of Political Cards generated and how they are selected. Select and place PCs. Repeat for 2nd PB. Repeat for the OTHER PB

4) Adjustment: Adjust Faction Control Markers on the Faction Control Table.

5) Setup: Setup any newly obtained Faction

Any Action Cards allocated to the Political Boxes are placed in the played pile. Set the Bluff and Influence cards aside. They will be utilized in the next Political Phase again.

The Political Cards that were selected for the Political Boxes are placed in the played PC “pile”. These PCs are not used again until a reshuffle is directed by PC#54 or there are not enough PCs to fill a Political Pox.

7.4 Action Phase (AP)

Each player has a hand size (between 7 and 9, minus any Action Cards that were “spent” in the Political Phase) that will be utilized for the rounds during the Action Phase (AP). Players begin each AP with the appropriate number of ACs (indicated on Turn Track), drawing cards from their “deck”.  A player may end the Action Phase with none, one or some ACs, depending on the number of ACs played and what has or has not been saved.

The first Action round begins with the WHITE player. Players alternate playing cards (as either the event, activation of spaces for movement and combat, replacements or strategic redeployment) or not playing a card and “taking a 1 OP (one space activated for either combat or movement or taking a special 1 OP option, until the number rounds indicated on the Turn Chart have been completed.

10.22 Special 1 OP Actions

WHITE Wrangel Option

Once per turn, when the 1 OP option is selected by WHITE, WHITE may activate a space for movement that contains the Wrangel leader. Roll a die. On a roll of 1-3, Wrangel may un-flip any Volunteer Army units in the space. No spaces may be activated this round.

Either: Propaganda Option

A side selects a non leader occupied space (target space) adjacent to a friendly unit and attempt to place a no-activation marker on an enemy space or they may attempt to remove a no-activation marke.

Either: Revolt option

Once per turn, either side may declare a Revolt option. In this case, it may select any subjugated Faction and roll a die. Each Garrison unit indicates the die roll required to revolt. If the unit revolts, simply flip it to the desired side.

RED Trotsky Option

Once per turn, when the 1 OP option is selected by the REDs, RED may activate a space for movement that contains the Trotsky leader. Roll a die. On a roll of 1-3, Trotsky may un-flip any RED units (except armies that are part of the Stalin camp) in the space.

This option may not be selected if RED has the Trotsky In-fighting counter.

RED Semonov Option

Once per turn, RED may attempt to enter the Semonov unit. RED declares its intention and rolls a die. If the result is 1-4, place the Semenov unit in the Urals North East Box. The unit may not move. The effect is to reduce replacements for the Siberian and Siberian Cossack forces as long as WHITE is unable to trace a line of friendly spaces from Omsk to Katerinodar. See rule 14.8 and rule 16.4.

RED Politburo Option

Once per turn, RED may call for a Politburo meeting. This may result in negating the effects of infighting or subjecting a RED leader to a trial and execution.

7.41 In-fighting

When In-fighting has been triggered, a side draws their “chit” prior to taking their first round. These chits remain secret during the turn. Infighting chits include :

RED In-fighting Counters

Counter (#)

Effect

Trotsky (1) or Stalin (1)

Only 1 space with an army of the indicated leader may be activated during any action round. No reinforcement card with armies from the leader may be played as an event (ex: In the case of Trotsky, the RED AC#1 may not be played that turn). RED may not take special 1 OP Trotsky option (if Trotsky in-fighting counter selected)

 

Lenin (1)

Only armies not in the Trotsky or Stalin camps may participate in an attack. Additionally, prevents play of RED AC#36.

 

Accusation (1)

At the end of the turn, roll a die. On 1-2, a trial occurs, the leader is guilty of treason and removed from the game. Randomly determine a leader. Exclude Trotsky and Stalin from the possible roll for elimination. The REDs may only be subject to 3 such rolls during the game.

 

Defeatism (1)

Roll a die on the Defeatism table for each space activated for combat in a round after the first space (one space “free” of effects)

 

One Russia (1)

Roll die on the One Russia Table

 

No Effect (1)

No effect on REDs this turn.

 

Desertion(1)

At the end of a turn, if BEHIND in VCs,  determine random region , roll a die {possible step losses}

 

No VC=-VP(1

Capture an enemy VC this turn (not in Political Phase) or lose a VP

Mutiny (1)

If WHITE plays its Mutiny Card – AC#4, 1 random RED army mutinies in the target space (no other result occurs)

7.5 Logistics Phase

Follow this order:

7.51 Major Power Withdrawal: Major Powers are subjected to withdrawl die rolls.

7.52 Attrition: Attrition of units (eliminated due to lack of supply) and control of spaces is verified – simultaneously for both sides.

7.53 Factions Conquered: Check status of wars against Faction regarding whether war has lapsed or Faction is conquered

7.54 Subjugation: RED may declare subjugation of eligible Factions

7.55 VPs: Adjust the VP total. Award Critical Front Bonus/Penalty .

7.56 AV: Determine whether Automatic Victory has been achieved, or in the case of turn 16, the game ends and victory is determined

7.57 Logistics Inefficiencies: {a rule that potentially causes REPs to be lost}

7.57 Replacements: Players spend accumulated replacement points (generated by various PCs and ACs). Both players (WHITE first) conduct a replacement phase to un-flip flipped units, rebuild eliminated units, purchase IPs and buy leaders.


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