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GMT Games Weimar Republic
GMT Games Weimar Republic
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$91.40
Regular price
$91.40
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GMT Games Weimar Republic
The game follows a timeline of 15 years (1919-1933) with two rounds in each year. During a round, players take turns using their faction-specific abilities to increase their influence in Germany’s regions and major cities, to maneuver the political landscape of the Republic, and to dominate through a combination of propaganda, parliamentary elections, street violence, economic influence, and ideological zeal.
Typical actions include agitation, reforms, recruitment and deployment of fighting men, strikes, uprisings, assassinations, and coups. General and regional elections are held at irregular intervals throughout the game, potentially shifting local power balances in sometimes radical ways. The timeline moves through three distinct eras, each with its own deck of event cards. There are also several special cards like Elections and Parliamentary Control Cards.
Gameplay is fast-paced; initiative flows back and forth, and the direction of the game may change rapidly and unexpectedly. Although competition between the factions is fierce, some of the faction-specific mechanics overlap, and players can often take advantage of each other--including the making and unmaking of alliances.
COMPONENTS: A 22” x 34” mounted mapboard; 4 Player Mats; A deck of 165 cards; 150 yellow, red, brown, and black Influence Cubes; 3 black Conservative Clique Squares; 8 white pawns and 4 colored pawns; A sheet of full-color counters; 4 six-sided dice; 4 Player Aids; 1 reference sheet; Rulebook; Playbook.
The game follows a timeline of 15 years (1919-1933) with two rounds in each year. During a round, players take turns using their faction-specific abilities to increase their influence in Germany’s regions and major cities, to maneuver the political landscape of the Republic, and to dominate through a combination of propaganda, parliamentary elections, street violence, economic influence, and ideological zeal.
Typical actions include agitation, reforms, recruitment and deployment of fighting men, strikes, uprisings, assassinations, and coups. General and regional elections are held at irregular intervals throughout the game, potentially shifting local power balances in sometimes radical ways. The timeline moves through three distinct eras, each with its own deck of event cards. There are also several special cards like Elections and Parliamentary Control Cards.
Gameplay is fast-paced; initiative flows back and forth, and the direction of the game may change rapidly and unexpectedly. Although competition between the factions is fierce, some of the faction-specific mechanics overlap, and players can often take advantage of each other--including the making and unmaking of alliances.
COMPONENTS: A 22” x 34” mounted mapboard; 4 Player Mats; A deck of 165 cards; 150 yellow, red, brown, and black Influence Cubes; 3 black Conservative Clique Squares; 8 white pawns and 4 colored pawns; A sheet of full-color counters; 4 six-sided dice; 4 Player Aids; 1 reference sheet; Rulebook; Playbook.
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