51 - "Almost a Miracle!"
When asked about it, years after it ended, George Washington said that the American victory was "little short of a standing miracle."
"Almost a Miracle!" uses our successful "Tarleton's Quarter!" as a game engine starting point to bring the Northern "half" of the American Revolution into play.
Will the British be able to impose "the King's Peace" on the northern colonies or will the revolution survive to birth a new nation?
The map and victory conditions for "Almost a Miracle!" show players why battles took place in key areas but also lets players explore those seemingly odd tertiary campaigns, like Halifax, Fort Pitt, and Quebec.
Designer David Jones forces both sides to deal with their own challenges. The British consistently failed to "live off the land" and had to buy or ship food to sustain their armies, while the Continentals struggled with purchasing power and transportation.
The game handles battles in both large and small scale, as both were critical to the War's outcome, with a system that models 18th Century combat and how it differed from later times, where morale, readiness, leadership, and mere chance all could be "the" critical factor at one time or another, and disease and desertion could be an army's biggest killer.
Special rules cover the short enlistments of the Continentals, the uncertainty of French support and entry, prisoner exchanges, and the variable support of Loyalists and Native Americans.
Both sides faced challenges they did not expect, and both sides contributed nearly as much to their own failures as they achieved in victory.
The game will provide insights into how narrowly the Americans succeeded and how close the British came to their own victory.
"Almost a Miracle!" and issue #51 of ATO:
Map - One full color 22" x 51" set of mapsheets.
Counters - 280 full color die-cut pieces
Rules length - 16 pages
Charts and tables - 2 pages
Complexity - Medium
Playing time - Up to 8 hours
How challenging is it solitaire? - Average
Design - David Jones
Development - Lembit Tohver
Graphic Design - Mark Mahaffey (after Craig Grando)
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You may also be interested in this product:
28 - "Tarleton's Quarter!"
Read more about this game on Consimworld.
Click here to view the contents spread below (in PDF format) for this issue of Against the Odds Magazine!
Requires Adobe Acrobat Reader version 5 or later.
Free download here.
Six Days of War, designed by Paul Rohrbaugh, examines the event of 50 years ago where Israel launched pre-emptive attacks against the neighboring Arab countries that had vowed to destroy her… and won. It changed everything. And yet, it also established a kind of stasis in which little seems to have changed in those subsequent 50 years. How can that be?
It was a war fought with a mixture of weapon types that ranged from the very latest jets to leftover WW2 equipment… yet reached a decisive conclusion in less than one week. With today’s “little wars” that drag on year after year, the idea of a real conclusion in just a week—with a declared winner and losers—staggers the imagination.
Six Days of War comes with 180 full color, die cut counters representing Israeli and the various Arab states involved in the fighting, with a 22" x 34" color map divided into THREE distinctly different battlefield areas, covering the Sinai Peninsula, the West Bank, and Galilee/Golan. Ground units are mostly brigades and regiments while air units (with extensive coverage of the many plane types) represent 24 to 36 planes. Each full game turn equals one day, with 10 turns as the maximum possible time.
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