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german version

Up Front Rating Grade (1-10)
Graphic Presentation 9
Rules 6
Playability 10
Replay Value 10
Overall Rating: 8,75

PRO Innovative, fast gameplay, accurate simulation of man-to-man combat, high replay value
CONTRA Somewhat ambigious cover, rules are a little bit confused and the wording could be clearer

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Up Front
Review #1

written by: Andreas Ludwig
Graphic Presentation Despite the fact that the snobish SS soldier on the cover doesn't please every wargamer, the box itself and its contents are of high quality. The heart of the game consists of Action Cards which look great and contain all necessary information. After a short while, you don't have to look at the rulebook anymore because the cards contain all relevant information. The counters used in the game are larger than the typical consim counters, which is based on their specific function in this game - Up Front doesn't use a mapboard, there is no need to place them in hexes. The overall graphic presentation is fine.
Rules The rules are printed in the classic Avalon Hill font and layout. Very few colors or pictures, and sometimes it's difficult to find an answer to a question because the rules are somewhat scattered throughout the rulebook. Not too bad, but not very good, either - they do their job, that's all. Errata and extensive FAQs are available and you should check them out.
Playability Up Front is a very fast going game, simulating squad movement and actions in real time - and it's pure fun! In fact, one gets quite addicted to this game, caused by the combination of luck ("where is that damned movement card to bring me out of this mess?") with tactical maneuver. The basic mechanics are easily understood and the various possibilities portray infantry and armor combat in a very realistic way without being too complex.
Replay Value Up Front scenarios are very thrilling and their outcome is uncertain until the very end. There are many scenarios available (lots of them online), and it's easy to develop your own scenarios, so the replay value is very high.
Creativity There has never been such a game (without a map) before Up Front - a complete new approach to a wargame!
Simulation Value Very accurate simulation of skirmish man-to-man combat, offering a very realistic feeling about how quick a commander can lose his men in a battle. The game includes the most realistic "fog or war" ever portrayed in a game. In Up Front, there is no "omnicient player" syndrom, which is typical for most board based consims - the player doesn't know more than his people on the battlefield. You don't know the upcoming terrain behind the next hill or wood, and you don't know your opponent's options, and you don't know what will happen to your own squad in the next seconds, either. This is as close to reality as a wargame can get.
Solitaire Factor Solitaire isn't recommended because it destroys the basic game mechanics - not knowing your opponent's cards.
Can be compared to There are more card based wargames now: Enemy in Sight, Atlantic Storm by Avalon Hill, the Dixie- und Eagle-Series by Columbia Games, Tank Commander by MiH and NUTS! by AP, as well as the new Battlecards - the WWII card game. These are all good games and much less complex than Up Front, Battlecards being the easiest of them. Up Front offers the most detail and is the only card based game of this scale (skirmish level) besides Attack Sub (AH) which has the same - but less complex - mechanics portraying submarine vs. submarine vs. surface ship warfare. Battlecards has its own fans, but while Up Front can be compared to Squad Leader, Battlecards equals Axis & Allies.
Short Review Well, this game is one of the best games ever published, a true classic and "must have", and there is nothing which can be compared to this game. The scenarios can be over after 15 minutes or take several hours. The combination of luck and your own tactical abilities offer a great feeling and the game is very friendly to new players. You can teach a newbie the basic mechanics within half an hour and he will have fun from the first minutes. The most important element is the "fog of war", which of course is disliked by some players. If you are the Advanced Third Reich-type of player, looking for the perfect move in a given situation and not hoping for luck, you won't be happy with Up Front. But the point is - Up Front isn't a luck based game, but the game reflects the actual luck factor you have to deal with in any real battle. In the average hex based game, the player sees what's behind the next hill, while in Up Front your guys are sitting on a hill and don't know what will happen if they leave this position. Shall they move or stay where they are? Consider this: your own squad is entrenched on a hill and you have a movement card on your hand. This allows you to move forward (or backward or sideways) in your next turn. You also have a buildings card. Your plan is to reach this building, which will offer you good protection, by moving there. Your turn is just over and your opponent is conducting his actions - and suddenly he plays a river on your moving group - bang! No building, no cover, you are sitting in a damned river which is quite difficult to cross without fording and which will slow your advance significantly. This forces you to change your entire plan, while the opponent can use this opportunity to look for better cover himself now. What is simulated by this turn? It's very easy - your squad simply didn't realize that a river was running just behind the hill, but your enemy did and used this to his advantage. Another example: A city fight. Your opponent has enough fire cards and can use them because of his high fire power, shooting you to pieces, while you draw one card after another without ever getting a single fire card - you cannot do anything! A "game breaker"? Maybe, if you cannot imagine the things which actually happen in a real firefight. If you see this as a game, than bad luck can destroy any chance for victory. If you see this game as it was designed - as a simulation -, this simply means that your guys are under heavy fire and unable to fire back (out of different reasons). This can mean that they are unable to react properly, maybe they have problems with their weapons or they cannot even see where the enemy actually is. Of course, you will be defeated in the same manner, but you will accept this because it is a possible outcome under these special conditions. You cannot describe these feelings, you have to experience them for yourself. Up Front is one of the coolest games ever published, and there are only few wargamers who dislike this game. Multiplayer is heavily recommended, too, because it introduces some thrilling aspects, for example allied players can only communicate with each other and coordinate their actions if they own a radio or are very close to each other. I remember an interesting situation when two players (the Russians) tried to kick my Germans out off a building. Despite of having armor support, they couldn't coordinate their attacks. While they were discussing what to do, my MMG pinned them down each time one group tried to cross the street. I had so much movement cards that I discarded them unused, while they were absolutely useless for the Russians who hadn't enough firepower to pin my MMG squad. They had some firecards, of course, but their job was to conquer the building and my cover was definitely better than theirs. I stayed in the building till the bitter end and won! We all realized how difficult such situations must have been in real war... Up Front rulez!

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