Neatly cloaked in the guise of a board game is a game with no board, but it is
one that has all the look and feel of a well-seasoned board game. Putsch is a
game featuring cards, bidding, money, and many interactive elements.
Instinctively, this combination of contents should please me and I'm
really pleased it lived up to its billing.
The cards have been styled in the form of a Third World republic and
they look like the cards in Banana Republic from Doris and Frank with a
colourful cartoon feel.
At first sight the game appears to have some of the interactive elements
of Avalon Hill's Guerrilla, but Putsch isn't as detailed as that
excellent game. In Guerrilla, the faction that you support is secret, may
be deduced and you may change sides. Putsch has up to eight countries to
vie for (depending on the number of players), with each country having
five groups all represented in card form. Players change sides
supporting different Government posts and countries many times during
the game and how you manipulate your position with these determines the
outcome of the game. The posts are:
- the Government
- the treasury minister (Financier)
- the Opposition
- the Army and
- the Guerrilla
I'll explain these in more detail later. Each pack of cards has at least
two of each card in the deck, but card counters will quickly know when a
card is safe for a while.
To begin, each player starts with a hand of cards that are displayed
face-up in front of the owning player with the critical rule in the game
that all cards must be unique. The set up provides each player with a
Government card to begin with, which is important because this card
provides the most victory points, income and crucially control of a
country. Players now use the pad provided with the game to record their
bids for a fresh set of cards that are available to all players. These
new cards may include cards currently in play, even Governments, since
this represents wresting control from another player as factions are
bought off. Bids are made in secret and it is even possible for you to
fail to secure any card with the two bids you have, which is bad news as
all bids, successful or not are lost. Creative players will make cunning
bids to optimise their chance of getting cards. (Players may also use
the blunt instrument of "I've got the most money" and so will get the
cards I want.)
The winning bidders claim their cards and any ones that were previously
held are replaced by the new ones. It is possible to re-bid for a card
you already have of course and merely the threat of losing a key card
can make you do so.
Players are dealt a card which shows their position in the turn order.
The higher positions receive lower income, but of course, if they have the
right combination of cards, they can prevent other players from using their
actions.
Players now play in player order (determined from the bidding procedure)
the countries in which they control the Government. [If you can get hold
of a copy of D.P.Long's excellent summary, it will help you play the
game enormously. It's available at http://www.neonate.org/ for anyone
who has access to the Net.]. There is a set sequence of actions to be
followed by the players that control the cards in each Government. The
start player will decide which of the Governments that he controls will
start. If there are none, the next player goes. The default for many
factions is that they proceed if no one controls that card because it is
not out.
For example, having chosen a start country, say the Pineapple Republic
of Del Monte, the Financier, if he is present, decides whether all
interested parties in Del Monte can claim income. This is significant
because money is used in bidding and fighting, where there is a major
dispute. If he decides that income is receivable, all players get the
money stated on their cards, no matter who controls them. This is
between 10,000 and 30,000. Just before you collect your money, the
Guerrilla may use his action to block this. He doesn't get as much money,
and if most of the money is going in one direction, may say why not?
This uses his action for the turn, so he may decline to block the income
distribution in order to use one of the actions he can play later in the
turn which does more damage.
The Government now needs to consider its action. It has a choice, and
this will depend on what cards are around in other people's hands. If
the Army is out, then you'd better watch out, because the Army player
can launch a coup and take over the Government from the existing
player. This is made easier with the active support of the Guerrilla --
another one of the Guerrilla's options.
On the other hand if the Government can secure the support of the
Opposition, then the Army player can be forced to act for the Government
and attack a hostile country, probably a Government who has yet to
play. This becomes the action for the Army, but not the Opposition and
so the Army player is neutralised for another turn. It rather depends
what cards are out and who holds them. In this case the Guerrilla is not
allowed to block an action that has the support of the Opposition and
Government.
Alternatively, the Government may decide that he was rather too liberal
with the income distribution and intercept the income bound for another
player. Once an action has been used for a player, an action chip is
placed on the card and it cannot be used until the next round. Chips are
removed at the end of the round. Armies may save up their action, as it
can be useful to defend a Government card from future attack.
The Opposition, Army then Guerrilla complete their turns in sequence
(assuming they are out), each time pondering what is the best thing to
do with their action. Most groups have some choice, but this doesn't
take too much time to complete. The next player then starts with another
Government and the process continues. Victory points are scored at the
end of the round after all Governments have had a turn, when each card
in possession of player at this time scores the points marked on the
cards (1-3), with a bonus of 5 if you have 5 or more points from one
country. This rule forces players to act (attack) against others and
equally makes them want to salvage as many points from one country as
possible. The cumulative scores are added each round until one player
gets to 100 points.
First of all, the game is really good. All the systems operate well and
for those who like multi-player games where interaction is the key, they
will be in seventh heaven. Like most games involving decisions, each
decision is not difficult to make, and you are not surrounded by a host
of options the impact of which are impossible to fathom. For those
players who liked games to be well themed, (personally I'm not bothered
too much) this is and you can imagine yourself manipulating Governments
or Opposition or playing the Guerrilla as they undermine the machinery of
Government. (No really, I don't normally worry about themes!) Failing
that, you can also persuade people to act in certain ways by bribing
them with money, though whether this has any affect depends on your
group of players.
So far in games that I have played, the use of money for fights has been
limited. This is because most cards are immediately taken by the play
of a new card and fights are restricted to army vs. army conflicts where
one side won't back down. An army normally has a choice of targets
outside its own country, so choosing another army that hasn't played
its action isn't necessary, but it is good fun when you are one of the
neutrals looking on!
A note to all English speakers who fear a purchase will be spoilt if you
don't know German. The only German words are on the cards. It really is
pretty simple stuff to see what's going on. The German words are
translated in the English rules, there is only one word on each card and
there are only five of these, so you don't need any German at all to
understand the meaning of the cards. If an English version is produced,
it really wouldn't add much at all. The game crept into Essen at the
last minute, but it might be one of the best games of 1998.