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Blue Vs. Grey

Author: Evan Jones
Category: Card game
Company/Publisher: QED Games
Line: Enigma
Cost: $19.90
Page count: n/a
Capsule Review by Allan Seyberth on 12/03/00.

Genre tags: Historical

Blue vs. Grey is a non-collectible card game that tries to feel like a traditional wargame. It has a map that gets developed during play, units and leaders that get deployed, takes account of supply, cavalry, blockades and various other aspects of the civil war.

The game is split between two decks - the Union and the Confederates. Each cost $9.95 and you need both to play. A couple of d6's (not provided) are also needed. The cardstock seems kind of thin - but I haven't subjected it to heavy use to tell how well it will hold up.

The Good:

Historical accuracy - While I am no dedicated Civil War scholar, this game seems to have gone to incredible lengths to be accurate and reflect just about every aspect of the war. The cards that have leaders on them give a quick biography that includes the major battles and commands they were given. Such biographies include portraits and often included trivia and quotes about the leader, ie:
"Liked, but criticized for converting H.Q. into a combination bar and brothel." - "Fighting Joe" Hooker
"About Grant's rumored alcoholism, Lincoln is said to have remarked, 'Find out what he drinks and send a barrel to all my other generals.'" - Ulysses Simpson Grant.
The unit cards are also simularly detailed, giving the historical campaigns the unit was in and their commanders.
Various other aspects of the war are covered in event, ahem, enigma cards. The card "Blue Mountain Boys" reflects pro-Union Southerners. Other events are "Old Abe the Battle Eagle", "Ironclads," , "Emancipation Proclamation", "Copperheads", "Draft Riots", "Belle Boyd", and on and on to reflect a great wealhth of Civil War knowledge.
Certain events reflect the time limit of the game - the event "1864 elections" gets put face up on the bottom of the deck the first time it comes up. The next time it comes up, a victory condition check is made, and if nobody wins then, the game continues until the Union deck runs out again.

Non-collectible. While it seems like QED Games is trying to capitalize on the popularity of "card games" - at least it's non-collectible. Can you imagine a civil war game where you have to buy $50 worth of boosters before you get a "Robert E. Lee" super-rare foil card?

The bad:

The rules. I have to apologize to folks - this is not a playtest review. I have yet to actually play a round of this game.
I recieved this game from RPG.NET in July. Since that time I have tried four times to read and understand the rules.
I can't get into them. One reason is that the rules are printed in a rules booklet - they were printed on cards - loose bound and agravating to read.
Other problems are that the rules are disjointed, make references to other rules sections that don't explain the situation anyway, and just vague use of terms and language.
Here's an example:
Card face 5 - "Step 2: Deployment & Movement"
*Play any Map Card(s) you can (or must). (See Map Cards, Card R13-14.)
(note - that section just explains that the CSA must always play map sections if possible, the USA has the option to place)
*Deploy new troops/leaders on the board to existing commands or on their own. You may only switch troops around between leaders as described below, so assign cards with discretion! (Excepetion: Free Transfer)
*Leaders may go to either the East or West. In order to play leaders, they must have infantry or cavalry unit(s) to lead which may come from your hand or have begun the turn in play. If acting as a subordinate (See Leadership, Card R17), a leader may absorb unit(s) from other leaders in the same command "for free."
*You can reassign cards up or down (not both) the chain of command "for free" (e.g., form an Army Commander to a Corps Commander or vice-versa.)
Example: Lee has two divisions and one subordinate (Jackson) attached. Lee could assign his division(s) down to Jackson or Jackson's division(s) up to Lee "for free"
*You can also attach (join) or detach (split) - not both!-any command or unit that you wish. This applies only to the particular card attaching or detaching, not the card it is attaching to or detaching from.
Example 1: (note - 1?!?) A.P. Hill's Division from Longstreet's Corps. It can't attach to Jackson's Corps this turn, even within the same army. A.P. Hiull's Div. could have been moved up the chain of command from Longstreet to Lee, however.

This is only one side of one card out of 13 rules cards. The rules for the endgame aren't completely listed in the rules. You have to refer to the 1864 Elections card to learn about the time limit.
The setup rules state how the initial map cards are to be placed, but the diagram for them is on "page" 13.

While I can generally figure out what is supposed to happen - these rules are only clear to those folks already familiar with them.
Advanced Squad Leader, Star Fleet Battles, and 3rd Ed. D&D are easier to understand then these.

I have come to enjoy the history and trivia of the civil war, so I am glad I own these cards - they are a fun read. But because of the rules I'm even more glad that rpg.net sent these to me, and that I didn't pay for them myself. I would be upset if I shelled out part of my limited discrationary funds for these cards, expecting a playable game.

To be fair - a quick check of the QED Games website lists a supposed "easier to read" rules listing, but it also lists a how to setup the game section, card explanations, overview/definition section, an errata section AND a FAQ section.

No thanks.

Style: 4 (Classy and well done)
Substance: 2 (Sparse)
Go to forum!
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