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Revivalist, it evokes and points out one of the most dramatic military conflicts of the contemporary universal History of the 20tht century World War I. It stresses the horror, sordidness and the absurd of the routine in the Trenches, where millions of men were confined to for years, as well as the ‘No Man’s Land’, the term used by the soldiers when they referred to the terrain between the two enemy trenches.
The board, full of geometric abstractionism, 100% in black and white (a humble homage to the typical Portuguese street pavement, Calçada), emphasizing the two horizontal lines suggestive of the Trenches, it simulates a battlefield divided into two opposed and well-defined territories. The game pieces, in Cubist style, represent a classic military confrontation, with all the ranks, from the Soldier to the General on top of the pyramid of power.
The algorithm of the game accurately describes the scenario of the "Great War". Its realistic mechanics reflects the two main periods or phases in which this conventional war is commonly divided:
1) WAR OF MOVEMENT: The most remarkable feature was the mobilization of the armies and the strategic movement the troops, determined to move forward progressively on the field during constant tactic maneuvers, following a systematic war logic.
2) WAR OF TRENCHES: As the reflection of a situation of power balance, the trenches were effectively the stage of many battles during this conflict, some of which decisive. The armies were forced to guarantee their positions and prepare new land conquests.
TRENCH, in its tactics and strategies, is imbued with the guidelines of the canonic masterpiece of the Chinese Literature, “The Art of War” by Sun Tzu.
On its genesis, TRENCH revives the memory of the War through Art!
About Rules and Game play:
In this abstract game, imagine that you command a WWI army with its several ranks, and your pieces are your unit. Obeying a very strict but simple mechanics, every piece in the game has an allowed movement in terms of direction and quantity of spaces it can go forward, depending on the rank of the piece, the same way it happens with Chess.
The goal of the game is to defend your army and at the same time attack and capture the most valuable pieces from the enemy. After a certain number of confrontations, the player with the highest score wins. You need to have a high level of control of the field for this to happen.
As for the trenches, the entrenched pieces prevent frontal attacks, causing a high strategic strain on the enemy, which is forced to perform diversion maneuvers and search for other solutions to fight back.
Seems easy? It's easier said than done. Its apparently minimalist structure, combined with its fundamental principle of area control, becomes surprisingly hard to master in the actual game play.
A game that will surely be a challenge and will not leave you indifferent.