History
of War
Review #1 |
written
by: Andreas Ludwig |
|
Graphic
Presentation |
HOW is a
card game with the cards portraying military units, countries
and actions. The designers obviously wanted to have a very high
quality presentation for their game, this is why all cards look
really good, offer a large amount of information and are printed
on strong, glossy paper. Here definitely everything was done
right! |
|
Rules |
The rules
consist of a two-sided sheet of paper, containing colorful images
of the different play zones and card types. Generally, these
rules are clear, but the font is a little bit small and the sequence
of play somewhat hidden on first glance. We simply created our
own sequence of play as a player aid sheet, together with some
comments. The game isn't overly complex, considering the game
mechanics, but despite this fact, we had some problems getting
into the game in the first place. Maybe this was because we both
didn't have any experience with collectible card games. I guess
a Magic-the-Gathering player will get into this game more easily.
Some game situations were not covered by the rules, so that it
is useful to print out the FAQ, available on the official website. In case of doubt, questions
can be posted in the official HOW internet forum where the traffic
is quite high and a competent answer will be given within minutes
by the designers themselves. |
|
Playability |
The same
as with the rules. If you don't have any experiences with this
kind of game, you could have some problems, but after the first
game these problems are solved. By playing the game one gets
a better grasp of the concept than by reading the rules since
it's a rather unusual concept. Once you got into the game, HOW
plays very smooth and you get a first impression about the numerous
possibilities and depth of the system. It becomes clear that
HOW is a game where the experienced player has advantages over
the newbie, for it is quite difficult to judge the importance
of the different elements when you have no experience with the
game. Although the single steps play fast, a HOW game can take
some time, so that it isn't a game "just played", as
you might think when seeing the small card packets. Finally,
luck isn't an important factor in this game (besides drawing
new cards), because all decisions you make decide the game. Battles
are a comparison of different, but fixed attack- and defense
values without using a die or other random systems. |
|
Replay
Value |
Very high!
HOW is played as a system, where you not only have the random
effect of drawing new cards which changes from game to game,
but you also play with your individual decks! This means that
you create your own deck before playing, which can differ strongly
in units and their possibilities. Then you challenge your opponent
who also created his own deck. This experimental phase will continue
over many games, while you improve your deck from game to game
to finally get the "ultimate" deck - this is why HOW
will never get boring, but is always challenging. |
|
Creativity |
I don't
know other collectible card game systems, so I cannot juge how
innovate this game is. One important point is that HOW doesn't
belong to this kind of collectible card games which needs a permanent
financial investion because you are forced to buy new cards to
remain on a good level. In this point HOW differs from the Magic
system, which may be an innovation in this genre. |
|
Simulation
Value |
I won't
call HOW a simulation because it isn't detailed enough in its
single game aspects. It portrays a strategic / operational level
and deals with resource management, allowing to build new military
units and to bring them to the front. There's some confusion
about the game level, though, because you have single units on
the cards, but you often fight to conquer whole islands or countries
and as far as I know the game level isn't actually given by the
designers, so it's rather abstract. |
|
Solitaire
Factor |
In my opinion,
no card wargames should be played solitaire, because this spoils
the Fog of War effect. |
|
Can be
compared to |
HOW can't
be compared to other card based wargames I know and play. It
belongs to a different "faction" and has more in common
with Magic - The Gathering than with Up
Front. Lightning
D-Day's combat mechanics vaguely remind me of HOW. |
|
Short
Review |
When we
played HOW for the first time (only using the basic Axis / Allies
starter decks, not our own decks), we thought it to be one of
these short card based wargames we already knew and played. But
we spent hours and hours with our first game and had to realize
that it was at least uncommon for us classic consim players.
We had some problems in the beginning and it took a while until
we got accustomed to the game mechanics. After this, everything
went well and we had a thrilling game with hard battles for the
different countries to the very end. What I think to be very
interesting is the aspect of creating and improving your own
individual combat deck. Denny and I prefer different factions
in WWII games - she playing the Americans and British, I the
Axis and Russia. So it was quite easy for us - I bought the Axis
starter deck, she bought the Allied Starter deck. Now each of
us can buy the extensions available for our factions and work
on the decks, which improves the game. One of the first things
we realized was how important it is to choose the right countries
which have to be conquered during the game - after each of us
had conquered one country, two more were battled for, but we
both decided to ignore one and fight for the other - because
one of the countries didn't provide enough "flags"
(and victory points) to reach the 15 victory points. Battles
are not simple "destroy them all"-combats, but use
a great deal of tactics. One of the main facts is to build up
"death zones" in the respective countries. The game
concept is that 4 countries are placed on the table. All countries
provide a different number of flags and victory points. Now each
player tries to bring units into the countries and some units
have one or more flag symbols and if they remain in a country
after battle, they count for the respective owner. At the end
of each game turn, you count how many flags you have in a land
and compare them to the flag number of the country where your
units are. If you have the same number of flags with your units
as indicated on the country card, you conquer it. The opponent
tries to do the same and if you managed to build up a strong
military presence in a country, you can try to reduce his flags
by attacking and destroying his units. The opponent can "block"
your attacks with cheaper, flagless units to protect his valuable
units, and an attack must be planned quite carefully. If you
didn't consider your opponent's abilities to block your attack,
you can lose more in your attack than the defender. In a game
turn, the player's role change once - first the attacker declares
his attacks, and then the defender can (if his cards are not
"locked" which is the term for used units) fire back
at you. Then follows the defender's attacking phase where the
attacker can block these attacks. In the next turn these roles
change, so that the player who was the defender in the last turn
now has the first chance of attacking in the next turn! This
is quite tricky and offers some good tactical depth. The game
permanently switches between attacker and defender, so that it
is recommended to use a "marker" to indicate which
side the attacker is (we used a Memoir 44 tank, standing besides
the respective player). The overview can be lost quite easily,
because one game turn consists of 15 different phases. Generally,
I like HOW and I strongly recommend it to every wargamer! |