{"id":3579,"date":"2005-08-12T12:00:00","date_gmt":"2005-08-12T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2005\/08\/12\/friedrich-2\/"},"modified":"2005-08-12T12:00:00","modified_gmt":"2005-08-12T10:00:00","slug":"friedrich-2","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2005\/08\/12\/friedrich-2\/","title":{"rendered":"Friedrich"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/16136\" target=\"_blank\">Friedrich<\/a><\/h2>\n<p><i>reviewed by Moritz Eggert<\/i><\/p>\n<p>In the last years there was a definite trend to &#8220;Europeanize&#8221; American board<br \/>\ngame concepts. Prominent recent examples are games like &#8220;Age of Mythology&#8221; (a<br \/>\nwargame\/Puerto Rico-hybrid) and &#8220;Bootleggers&#8221; (American &#8220;theme&#8221;,<br \/>\nEuro-game concepts and game length) by Eagle games. So it was only to be expected that<br \/>\nthe trend might be reversed, that European (in this case German) game designers are<br \/>\ntempted by American concepts (in this case the historical wargame genre, practically<br \/>\nunheard of in German produced games). Of course this has happened before, but rarely was<br \/>\nthe attempt so successful as in &#8220;Friedrich&#8221; by Histogame.<\/p>\n<p>The game takes place in one of the more interesting periods of European history &#8211;<br \/>\nFriedrich the Great&#8217;s solitary defence of Prussia against enemies from all sides: The<br \/>\nFrench, the Austrians, The Swedish, The Russians and the &#8220;Reichsarmee&#8221;.<br \/>\n&#8220;Friedrich&#8221; attempts successfully to bridge the gap between a detailed but<br \/>\ncomplicated and long wargame, and a playable but still historic &#8220;Eurogame&#8221;.<\/p>\n<p>One player represents Prussia and its wimpy ally, Hanover; two or three other players<br \/>\nrepresent France, Russia and Austria. The smaller factions (Sweden and Reichsarmee) can<br \/>\nchange owner depending on the game-setup or the game situation.<\/p>\n<p>The board is very large and consists of a layer of hundreds of dots (cities and<br \/>\nvillages) connected by lines, vaguely reminiscent of the boring travelling games like<br \/>\n&#8220;Deutschlandreise&#8221; that we played as kids. The topography is very complicated,<br \/>\nand even after several games you will overlook certain connections. But exactly this is<br \/>\nwhat makes the map so beautiful and intriguing!<\/p>\n<p>The factions either are in their own countries and always supplied (like the<br \/>\nPrussians), or are travelling in large armies (like the Russians or the French) in<br \/>\nunsupportive countries. The various colour codes used in the game are usually good, the<br \/>\nonly problem (in bad light) is recognizing the difference between the light yellow<br \/>\nReichsarmee-objectives or the grey Austrian objectives.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/friedrich_b2.jpg\" align=\"left\" width=\"270\" height=\"289\" border=\"0\" alt=\"cards\"\/><\/p>\n<p>The factions all get a number of &#8220;generals&#8221; (pawns) and &#8220;Trosse&#8221;<br \/>\n(supply trains). Each country also has a set number of &#8220;armies&#8221;, represented<br \/>\nsimply by numbers that are allocated secretly to each general. A general (all the<br \/>\nhistoric leaders are represented) needs at least 1 army to &#8220;exist&#8221; and is<br \/>\neliminated when he loses the last one. Only when armies are eliminated they can be<br \/>\nreplaced, so each faction has a set strength that can never be surpassed.<\/p>\n<p>The most important mechanic in the game is the cards, at first glance an ordinary set<br \/>\nof playing cards coming in 4 suits and 2 jokers (there are 4 decks that are run through<br \/>\nin succession, to assure a relatively equal distribution). Each faction gets a set number<br \/>\nof cards each turn (this number can change trough events, but doesn&#8217;t vary<br \/>\nwildly).<\/p>\n<p>On the board there are sectors (squares) that correspond to the colours of the suits.<br \/>\nThe idea is simple: an army attacking or defending while residing in a certain &#8220;suit<br \/>\nsector&#8221; can only use cards with that suit. As the players know their cards they will<br \/>\nusually try to move their armies to positions of advantage, but of course that&#8217;s not<br \/>\nalways possible. You might want to defend a spade area but be weak in spades, for<br \/>\nexample. The combat system itself is very simple, it is basically an open bidding process<br \/>\nwith players using the cards as a kind of money, once a player can&#8217;t play the suit<br \/>\nanymore (or chooses not to) he loses armies in the amount of the difference between his<br \/>\nbid and the other player&#8217;s bid. If his general still lives, his pawn is moved the<br \/>\nsame number of spaces away from the winner, decided by the winner, usually resulting in<br \/>\nthe army being out of supply the next turn, as armies are only supplied when in their<br \/>\nhome country or within 6 spaces of supply train. Unsupplied armies can function normally<br \/>\nthe next turn, but are eliminated if they are still unsupplied at the end of this<br \/>\nturn.<\/p>\n<p>Of course fighting a massive battle usually means being depleted of a certain suit &#8211;<br \/>\nthe next player in turn will then try to exactly attack in this suit, but of course this<br \/>\nis not always possible.<\/p>\n<p>The battles are necessary to conquer &#8220;objectives&#8221; &#8211; a faction that can<br \/>\nconquer all of it&#8217;s objectives wins the game! Generals &#8220;protect&#8221; objectives<br \/>\nnot further away then 3 spaces, which means that even if you move over these objectives,<br \/>\nthey are not conquered. Beating an army can result in retroactive conquests of already<br \/>\npassed over objectives, an interesting mechanic.<\/p>\n<p>The game ends through an artificial mechanic that introduces event cards at the end of<br \/>\nthe 6th turn and every turn thereafter. These events either give minor advantages to<br \/>\ndifferent players, or reduce or raise the number of cards they draw, and finally remove<br \/>\none attacking nation after the other from the game (this is when ownership of Reichsarmee<br \/>\nand Sweden switch to keep the players whose nation was terminated in the game. These<br \/>\nplayers can still win!). If Friedrich survives, he wins, but he never knows how long he<br \/>\nhas to persevere.<\/p>\n<p>This mechanic is historical (all the events are based on actual events) but of course<br \/>\nit also brings a certain element of luck in the game.<\/p>\n<p>Friedrich has a huge advantage at the beginning, he gets 7 cards, Hanover 2, whereas<br \/>\nFrance gets 3, Russia 4, and Austria 5, and both minor factions only 1. Individually no<br \/>\nnation stands a chance against Prussia, but the longer the game goes on the bigger the<br \/>\nnumerical advantage will become, especially if the smaller nations bide their time<br \/>\ninstead of attacking immediately. Prussia has to move her armies into well-defended<br \/>\npositions, constantly avoiding to get overrun, as bringing new armies into play is<br \/>\ncostly, and armies move very slowly on the map. The other factions rather have a<br \/>\n&#8220;motivational&#8221; problem: As each of them is weaker than the Prussians, the will<br \/>\nto attack first is rather small, as usually your partners will benefit more of the<br \/>\ndepletion of Prussian resources than you, as you will have to slowly build up your power<br \/>\nagain after a hard-fought battle. On the other hand Friedrich can&#8217;t allow enemy<br \/>\nnations to build up their hands &#8211; if they hoard cards he <b>has<\/b> to attack them to use<br \/>\nhis advantage! France, although having a rather boring position on the map and little to<br \/>\ndo, has the advantage of being pitted against Hanover instead of heartland Prussia, which<br \/>\nis considerably easier. The well-rounded Prussia player has to take note of this, though,<br \/>\nand send additional forces to defend Hanover, a fact that benefits the two other<br \/>\nnations.<\/p>\n<table class=\"gbackgr\" border=\"1\" align=\"right\" cellspacing=\"1\" cellpadding=\"3\" width=\"350\">\n<tr>\n<th colspan=\"2\">Characteristics<\/th>\n<\/tr>\n<tr>\n<td class=\"inset\">Playing time:<\/td>\n<td>150+ minutes<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Explaining the rules:<\/td>\n<td>5-10 minutes<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Downtime:<\/td>\n<td>high, if Prussia plays it slow<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Excitement factor:<\/td>\n<td>high, lots of tense and close battles that play very quickly<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Brain:<\/td>\n<td>required!<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Luck:<\/td>\n<td>considerable, but not overpowering<\/td>\n<\/tr>\n<tr>\n<td class=\"inset\">Best trait:<\/td>\n<td>delivers a fresh concept in a wonderfully simple package<\/td>\n<\/tr>\n<\/table>\n<p>&#8220;Friedrich&#8221; is a very subtle kingmaker game, as the decisions of Friedrich<br \/>\nbasically decide who will win the game. To win with Friedrich is very hard, but you<br \/>\ndecide where the action is. If you concentrate on one front you basically make it easier<br \/>\nfor the enemies on the other side of the board. But there is one trait that saves<br \/>\n&#8220;Friedrich&#8221; from being an unbalanced wargame, and that is it&#8217;s &#8220;card<br \/>\nshark&#8221; element. The basic mechanic is so beautifully simple and elegant that the<br \/>\ngamer never bogs down. The rules are covered in little more than 5 pages, and once they<br \/>\nare understood the game can be explained to newbies in as little as 5-10 minutes.<br \/>\nBluffing, hand management and simple gaming joy in a light historical context are the<br \/>\nmain assets of &#8220;Friedrich&#8221;, and they make the game a winner. The game also<br \/>\neasily adapts to 3 players, is in fact especially playable with that number of players<br \/>\n(the distribution of forces is much more equal in the 3-player game).<\/p>\n<p>&#8220;Friedrich&#8221; can appeal to the strict Eurogamer, the serious wargamer or even<br \/>\nthe history buff. It is longish in playing time, and the game can become kind of slow if<br \/>\nthe &#8220;Friedrich&#8221; player is inexperienced (always let the most experienced player<br \/>\nplay Friedrich!), but it still plays amazingly quick for a game of its scope.<br \/>\n&#8220;Friedrich&#8221; is a labour of love by the game designer, and it is clear that he<br \/>\nspend years honing the game design and balancing it, and the work shows off. As it is the<br \/>\ngame can be fully recommended, it is much more interesting than it looks at first glance!<br \/>\nA next edition could use a different system then writing the armies down, though, it<br \/>\nwould be nice to have counters or pawns for the armies, and to position them behind a<br \/>\nscreen, like in &#8220;Samurai Swords&#8221; (&#8220;Shogun&#8221;). But players can easily<br \/>\nfind their own solutions here.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Friedrich reviewed by Moritz Eggert In the last years there was a definite trend to &#8220;Europeanize&#8221; American board game concepts. Prominent recent examples are games like &#8220;Age of Mythology&#8221; (a wargame\/Puerto Rico-hybrid) and &#8220;Bootleggers&#8221; (American &#8220;theme&#8221;, Euro-game concepts and game length) by Eagle games. So it was only to be expected that the trend might &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2005\/08\/12\/friedrich-2\/\" class=\"more-link\"><span class=\"screen-reader-text\">Friedrich<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3579","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":6,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3579","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3579"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3579\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3579"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3579"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3579"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}