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Andrew Carlstrom
United States San Marcos California
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Friedrich
» Forums » Reviews
Wonderful game of maneuver & strategy-far better than Shogun
Last week I finally got an opportunity to play Friedrich, a game I’ve owned for some time. The group consisted of four players, including fellow BGGer’s Paul goldenboat O’Connor and Michael Galileo Arrighi, along with Matt, a friend of Paul’s who I hadn’t played with before. Up front, I should say that after a single session of both Friedrich and Shogun, I’m left anxiously awaiting another game of Friedrich, while wondering if I’ll ever play Shogun again. This review will focus on Friedrich, with a few references to Shogun where appropriate. So, what does Friedrich have the Shogun doesn’t? The short answer is maneuver. The longer answer follows. ComponentsBoth Friedrich and Shogun have great bits. Both use hard mounted maps, and wooden blocks (well, wooden discs in Friedrich) to designate armies. Both have tons of very nice cards sporting evocative artwork. Shogun’s components are slightly superior overall, with its thick player mats, full color rulebook, and cube tower, but Friedrich’s four decks of full size cards with period artwork beat Shogun’s smaller cards. Rules/MechanicsBoth games enjoy simple and clear rulebooks. I and others have described Shogun’s basic mechanics elsewhere. For my full review of Shogun, please see: http://boardgamegeek.com/thread/246589A brief overview of Friedrich’s primary mechanics follows.  Objectives Unlike in Shogun where each player has the same goal to achieve using similar tools, in Friedrich, each player must make the most of his force to achieve his unique objectives. For the Prussian player, that means either simply trying to survive until the players arrayed against him fall out of the game (by the play of Fate Cards described later) or by going on an early offensive to knock Austria out of the war. The other players (Russia/Sweden, France, Austria/Imperial) must each conquer some portion of Prussian territory to win. So while the allies cooperate to defeat Prussia, only one of them will win in the end. Friedrich definitely gets the nod over Shogun for asymmetrical forces and objectives, but this introduces an interesting problem as well. Both Paul and Michael had played Friedrich before, and neither seemed overly excited by the prospect of playing as Prussia. After watching Michael (as Prussia) get pummeled by three opponents on three separate fronts (plus Sweden in the north) I can see why. I’m actually looking forward to playing as Prussia to try it out, but I can see how this might make it a bit harder to get a group to play, if one person always has to take on the burden of fighting everyone else.  Turn Sequence The turns are pretty simple. On their turn (which is in a predetermined order) each player draws a number of cards. Prussia gets the most, but the allies all together get more (they cannot share or trade cards, however). For example, Prussia gets 8 cards while Russia and France get four each (I don’t have rules in front of me, but those numbers are about right). Also, the number of cards drawn can change as events unfold. Once cards are drawn, the active player can move each army three cities (i.e. spaces), four if on a main road, and each supply train two cities, three if on a main road. Critically, an objective city becomes controlled by the active player only as his army moves out of a city, and only if there is no enemy army within 3 cities distance. This mechanic is BRILLIANT and means that even with the small handful of armies at a player's disposal (usually around 3-4 on your main front, Prussia has 8 scattered about its frontier) you can defend a decent amount of geography.  Armies Each nation is given a small number of armies, each represented by a wooden disc with a sticker indicating that army’s historical leader (for example, 8 armies for Prussia, 4 for Russia). Each player secretly assigns a number of strength points to each army, up to a max of 8. I was worried this would be ‘clunky’ since its done with paper and pencil (on provided army strength forms) but it turned out okay. It honestly plays a pretty small part of the game and is extremely easy and quick.  Combat Combat is handled simply. Two adjacent armies must fight. The map has a grid superimposed that shows the “suit” of the battle. Friedrich’s cards are suited and numbered like a normal deck of cards: hearts, clubs, etc, and numbered 2-13, with 11-13 taking the place of J,Q,K.  When combat occurs, the map is consulted to determine the suit in which the battle occurs. Then each player reveals and compares the size of their army. If a 5 strength army attacks a 2 strength army in a ‘clubs’ region, the weaker army starts the battle with a deficit of their difference, which they try to make up by playing cards of the proper suit. In this example, the player with a 2 strength army starts down by 3, and must play a club card or cards to match or exceed the other player. If they play a 7, for example, now the weaker army is up by 4 (i.e. 2+7=9 versus the other player’s 5). Now the “5” player can add cards to take the advantage back. If he plays a 10, now he is up by 6 (5+10=15 vs. 2+7=9). Player don’t actually need to keep their total strength in mind, just the relative difference as it swings back and forth. Combat goes back and forth like this until one player can’t or chooses not to play another card of the appropriate suit. The army that is down loses the final difference in strength points and retreats the same number of cities. In the example above, the defender, if unable to reply, would lose by 6, a crushing defeat that would wipe out most armies. A large army of 7 or 8, however, would be reduced by 6 and then retreat 6 cities. There are also ‘jokers’ (called reserves) that are incredibly valuable because they can be used as any suit and any value between 1-10. Reserve is the bottom right cardOne of the best things about Friedrich is that it is often wise to lose a battle by a small margin rather than push it and potentially lose big. For example, if you are attacked in spades, and your hand is weak in spades, you might choose to play a reserves card for one less than your opponent’s total, thus losing by only one and retreating only one space. Otherwise, if you push it, your opponent might throw down a 13, and put you 7 or 8 (or more) points down that you cannot make up. Then you lose you’re entire army. The other great thing about this card driven combat is that you can bluff. If you attack someone in hearts, for example, they will usually assume you are strong in that suit and chose a low cost retreat. Unless, of course, they are strong in hearts in which case they call your bluff and vigorously defend. Finally, one more great attribute of the suits-based combat: you can be bled of suits in a previous battle, making you vulnerable in areas of that suit. This is an effective way for the allies to indirectly aid each other against Prussia. Russia, for example, might chose to attack in diamonds even if they are likely to lose, in order to bleed Prussia of diamonds to set up Austria for a critical attack. Of course, Prussia, if they sense this, can choose to play just enough cards to get out of the Russian attack with a single army point lost, thus saving their hand for subsequent battles. There is so much going on based on such a simple rule set, I can hardly believe it. During the game I kept saying, “this is really a great game.” And I meant it. But wait, there’s more! I haven’t yet described the best aspect of the game (and where Friedrich simply beats the pants off Shogun): Maneuver.  Maneuver This game will have you frequently studying the map, looking for an opportunity to leverage your opponent out of a key city. Leverage is the key word here. If often feels like you have to use one army to push an enemy army back, thus opening the door for the conquest of a victory city. This is caused by the mechanic described above, where you cannot conquer a city within 3 spaces (i.e. cities) of the current ‘owner.’ So you attack the defending army and hope to make it retreat several spaces, thus allowing another army to conquer the target city. You may feel like doing this some timeCombine this with the fact the heavily contested cities tend to deplete both parties of cards of the suit for the area in which the city sits. You may want, instead, to come around from another angle. This is because many cities lay near a suit 'border' where the city is located in one suit, but adjacent to a city in another. The attacker can manuever to just across the border and attack from a different suit (each side uses the suit in which their army resides, meaning they each combatant may be playing in different suits for a single battle). So if the head-on attack fails, it should at least have depleted the enemy of that suit. Swing around and try from a fresh suit, while he is stuck defending in the previous suit. Unless, of course, he manuevers to cut you off, as he needs only to stay within three of the city to deny it to you. And add the supply trains to mix for more maneuvering fun…  Supply trains Supply train (cube)protected by an armyWhen operating outside their home country, armies must stay within 6 cities of a supply train (represented by the square blocks). The supply trains are slow and defenseless. You cannot stack an army and supply source in the same space, but they must be defended none-the-less. An unsupplied army has one turn to reestablish supply or starve to death. That means if you are more than three spaces from your home territory, and you lose your supply train due to your opponent's clever maneuvering, your army is toast. So while you attempt to leverage the enemy out of an area to push him three spaces away from your objective, you are simultaneously attempting to maneuver around his flank to threaten his supply, while trying to cut off any route from his army to your own supply. It is one of the purest and cleanest battles of maneuver I have ever played. Shogun, by comparison, is slow and stodgy. With only, at most, 12 attacks per game (and no single army attacking more than 6 times), along with preprogrammed single territory moves, no real impact of flank marches, etc., Shogun feels more like WWI.  Cards of Fate Another interesting and tension filled mechanic is the cards of fate. Each turn after the first 6, a single card of fate is revealed. Frequently they have some minor impact on play. Sometimes they have a more important impact, like adjusting the number of cards a certain power gets each turn. The cards of fate can also have a profound impact, by kicking Russia or other powers out of the game! This is a huge randomizing factor with all the pros and cons that come with it. As the Russian player, each time a card was flipped I literally held my breath hoping the Tsarina wouldn’t die (which means the withdrawal of Russia from the game). I’m quite certain the Prussian player held his breath hoping for the exact opposite result. This adds a great deal of tension and means Friedrich should play out very differently from game to game. I don’t have nearly enough experience with the game to know if, for example, an early Russian or other allied power withdrawal would ‘ruin’ the game, but I’d love to see it play out. The impact of the fate cards clearly should add to replayability, but if that kind of randomness bothers you, beware. StrategyThe unusual victory conditions pose some unique challenges for the players. As the allies, you want to help the other non-Prussian players, but not TOO much. If you hand them victories by bleeding your own armies to weaken Prussia, for example, you will also likely hand them the win. On the other hand, if none of the allies attack Prussia, since Prussia will always start with a card advantage (they draw 8 versus any one allies’ 4) then Prussia will build up an enormous hand of cards and get to pick and choose where combat occurs. That required limited cooperation brings tension to the allied players. On the Prussian player, the tension is built in, as they face assault from literally every point on the compass. Prussia is surrounded, but also enjoys interior linesAlso, as the Prussians, you enjoy interior lines, which allows you to reinforce whichever front requires help, assuming that a more quiet sector exists from which you can draw. In our game, in one dramatic turn Prussia defeated a French army in the field and destroyed the supply train of the other invading French army. This allowed the Prussian player to move reinforcements from the west to the south, against Austria, where he was hard pressed. For the several turns it took for France to rebuild and move up, Prussia enjoyed a somewhat lightened burden. The key is for the Prussia to string together enough victories and reprieves like that to out-survive the alliance. SummaryFriedrich was an incredible surprise. As the comments above hopefully make clear, it offers very deep game play at a number of levels, all neatly packed into just a few pages of rules. It is not at all dry (a problem I had with Shogun), and feels very much like a wargame. In fact, it is likely the best multiplayer wargame I’ve ever played, and certainly the best euro (if it qualifies in that regard). Whatever kind of game it is, its great fun, and I can’t wait to play it again. Only time (or other BGGer’s with more experience with the game) will tell if this game maintains its luster after repeated plays. Which brings me to my biggest issue with the game. I understand it plays best with four, but is playable with three. Additionally, the game is pretty long at something like 3-4 hours (maybe quicker with more plays?) Unfortunately, I don’t often get a group together with that much time or with an interest in wargames. But I guarantee that the next time I do, I’ll suggest Friedrich.
Last edited on 2008-01-03 16:56:48 CST (Total Number of Edits: 4)
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Rusty Ballinger
United States Arcata California
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Re: Wonderful game of maneuver & strategy-far better than Sh
Cleitus the Black wrote: Russia, for example, might chose to attack in diamonds even if they are likely to lose, in order to bleed Prussia of diamonds to set up Austria for a critical attack. You touch on this later, but one thing that's important for everyone to remember is that the allies are not on the same team: if Russia throws the game to Austria, Russia loses the same as Prussia does!
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Paul O'Connor
United States Carlsbad California
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Re: Wonderful game of maneuver & strategy-far better than Sh
kuhrusty wrote: Cleitus the Black wrote: Russia, for example, might chose to attack in diamonds even if they are likely to lose, in order to bleed Prussia of diamonds to set up Austria for a critical attack. You touch on this later, but one thing that's important for everyone to remember is that the allies are not on the same team: if Russia throws the game to Austria, Russia loses the same as Prussia does! Yes, this is an essential tension of the game (and it featured heavily in the game I played with Andrew). It is a kind of Prisoner's Dilemma. If the players don't hang together, they will all hang separately, but at the end of the game only one can win. So you have a situation where each "ally" watches their own situation intently, while watching Prussia grow a gigantic hand of cards. There are places and times where you will have to fight, but you'd much rather someone else hit Prussia first, because the first nation to go up against that big hand is going to get flattened. And if the "allies" can't inspire each other to battle Prussia, then Prussia will at least be perceived to be winning the game ... at which point one or more of the allies will find they have to act for the common good, and dogpile on Frederick. There will be times when even the most competitive allies will have to "take one for the team." It's a fascinating dynamic and probably the most interesting and unique feature of this intriguing game. I just wish it was ninety minutes shorter.
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Re: Wonderful game of maneuver & strategy-far better than Sh
I've not played Shogun, but I have Friedrich sitting the closet waiting to play sometime. I'm hoping I can get some people who will play Axis and Allies to give this a try! Thanks for a great review.
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Rick Goudeau
United States Moody Alabama
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Re: Wonderful game of maneuver & strategy-far better than Sh
Outstanding review. You covered all the major points which make the game so good to play and surprisingly thematic. It is an outstanding game. The game has quite a bit of subtle play, I like that it is a war of maneuver. I found one of the most difficult things to learn in playing was how to correctly lose a battle so your position is not comprised. Since it is a wargame - the gameplay supporting the theme is important, and here it is a very innovative game. The larger card draws represents the superior Prussian military capabilities. However, with all the threats they concentrate against one enemy at their peril. The break up of the area into suites - drives where you can make a stand and where you will have to give ground, good for a game of position. The fact that you have team play among the allies but only one winner, leads to a lot of tough decisions. Early you have to press the Prussians so they can't build the huge hand, but you don't want to weaken yourself too much in the process. Later you find yourself pulling back, if somebody else is close to winning so the Prussians can concentrate on that opponent. Very much captures the balky nature of the allies. The cards of fate covers the events that occurred during the war. The death of the Tsarina probably did save Fredrick from defeat, and if the English subsidies had been cut off earlier things would have been different. The 3 city covering force captures the war of position. As long as an army remained in the field nearby it was hard to press a siege to take a fortification.
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Mark Luta
United States Long Beach California
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Friedrich has simply got to be the best wargame which can be played in a single session! The fact that my favorite genre is the Seven Years War certainly biases me in this regard, but I would challenge anyone to name any better game that plays in 4-6 hours. One other great mechanic is the way the Empire starts with the Austrian player, but switches to whichever of France or Russia/Sweden has his forces exit the game first. This creates an interesting choice for the Prussians, they can ignore the Empire (whose small army has the goal to liberate most of Saxony), or keep a small force in the region which will easily prevent the Empire from achieving their objectives--but that force may be more useful elsewhere. But, if the Prussians do ignore the Empire, the Austrian player is then faced with the dilemma of trying to win with them (particularly if the Prussian player is concentrating forces in Silesia)--which might in fact end up winning the game for another player (as I once did for the Russian player when I was Austria--though I did realize the risk, I was one turn from winning outright with the Empire and the fate card which eliminated Sweden came up just at the wrong time for me--I think play in a tournament with a 'win or go home' situation might highlight this dilemma even more!). A minor bit of clarification to a point made in the original review of this thread: This war is mainly about Austria trying to retake Silesia from Prussia, taken from her in the previous decade, and secondarily to liberate Saxony. The objectives are actually to control regions of Prussia to exact diplomatic concessions, not to 'conquer' parts of Prussia. The wars of the mid-eighteenth century were really quite modern in the sense the objectives were very limited, disputes over control of a province, a city or two, not wars of conquest (other than Prussia starting both the War of Austrian Succession with the invasion of Silesia, and the Seven Years War with the invasion of Saxony, but there was at least a pretext for both these actions, and the aims were still very limited). In fact, during the War of Austrian Succession, while the Austrians were doing badly against the Prussians, the Archduke Charles was doing quite well in northern Italy and southern France (then a Prussian ally), every year he would advance a considerable distance into France, take some fortresses, then stop--he could have kept going, but there was no point, he knew whatever military gains he made were simply going to be handed back at the diplomatic table for concessions somewhere Austria had lost, since Austria had no interest in conquering France. The supply trains are also a beautiful representation of an unique aspect of this period of warfare. Unlike Napoleonic armies half a century later which devastated and despoiled the countryside through which they marched, these armies, like modern ones, built supply depots and tried to avoid foraging, wanting generally to limit the harm of the war to the civilian populace. Since both France and Russia are operating far from their homelands (one reason they are weak allies of Austria), they must always use their supply trains. Hannover and the Empire are generally in their home territories and have no need for supply trains (though it should be noted the Imperial supply train can protect cities as armies of other nations do, a key rule which some people miss!). Austria does not need supply trains if Prussia invades, but needs them for the liberation of Silesia and their part of Saxony, and the reverse for Prussia, who can also contemplate an invasion of Swedish Pomerania. Another great way this game emulates this period of war is there is simply no way to militarily defeat a nation, other than Prussia does have the option to try an invasion of Austria to win by other than simply surviving. The nations of Russia, Sweden and France leave the war only when their governments tire of the war (i.e., through the cards of fate), irrespective of their success or failure on the battlefield! In fact, when playing Austria, I have often had to cajole France or Russia into pressing the war against Prussia after they suffer a major defeat--I feel this is very historical! An aspect I have never seen in another wargame. The fact Prussia usually seems on the edge of defeat as the game goes on, yet can usually pull out a key victory at need on any front to stave off complete defeat is just so frustrating for the other players--as it must have been historically (as with Rossbach, Leuthen, and Torgau). The wonders of this game are just a complete surprise. I usually like very detailed and complex wargames, and this one is just so abstract and simple, I am amazed I would like it. Yet, it really works!
Last edited on 2008-01-11 14:14:52 CST (Total Number of Edits: 1)
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Great review! Yes Friedrich is ouutstanding game. My wife likes it so much, that she organizes our monthly sessions herself!  And imagine, that before trying Friedrich she was in great doubt that something like a board game could ever be funny. We enjoy the game very much.
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Re: Wonderful game of maneuver & strategy-far better than Sh
Cleitus the Black wrote: Friedrich’s cards are suited and numbered like a normal deck of cards: hearts, clubs, etc, and numbered 1-13, with 11-13 taking the place of J,Q,K. Fantastic review! Friedrich one of my favorites and can't wait to get it on the table again. Just a quick point of clarification: the deck is a regular deck of cards, minus the aces. The only way a player can play a "1" is by using the reserve card.
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Fredrik Ulmstedt
Sweden Enköping Uppland
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Thanks for the review!
I have only played this once - and I can't say that I was thrilled. I guess I must give it another go now, after reading your review and the other comments.
Fredrik
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Andrew Carlstrom
United States San Marcos California
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Partizan242 wrote: Just a quick point of clarification: the deck is a regular deck of cards, minus the aces. The only way a player can play a "1" is by using the reserve card. Corrected in the review. Thanks!
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Ed
United States Oakland California
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Re: Wonderful game of maneuver & strategy-far better than Sh
I haven't played Friedrich yet, so I'm not in a position to agree or disagree with your comments regarding the game. However, I have played Shogun and its predecessor Wallenstein, and I have to say I think your criticisms are off. The basic problem is this: Shogun isn't a wargame. The design doesn't allow a player to win simply through maneuver and attack. As you point out, your movement and attack are limited, but that's by design. Most of your points will come from buildings, not provinces. In every game I've played, there's always one player who tries to win by conquest. And in every game I've played, that player has lost (and usually been disappointed that Shogun isn't the Risk+ they were expecting).
Last edited on 2008-01-04 17:11:32 CST (Total Number of Edits: 2)
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Andrew Carlstrom
United States San Marcos California
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ed95005 wrote: The basic problem is this: Shogun isn't a wargame. The design doesn't allow a player to win simply through maneuver and attack. As you point out, your movement and attack are limited, but that's by design. I agree that Shogun's issues are by design, but that doesn't make me like it any more. Based on comments I've read, and the way the game looks (territories, armies, combat tower, etc.) I expected a euro/wargame crossover, but was disappointed by how much it leaned toward the euro side of the equation. Friedrich, which also is frequently referred to as a "weuro," possesses a far better balance between the two schools. It retains the best of a euro design (simplicity, design elegance, quality bits, little or no errata, essentially no player elimination) with the best of a wargame (asymetrical resources and goals, manuever, and conflict). By the way, referring to your qoute above, there is nothing "simple" about winning "through maneuver and attack" in Friedrich or most other wargames.  ed95005 wrote: ...been disappointed that Shogun isn't the Risk+ they were expecting). Agreed again. Though referring to a wargamer's expectation as "Risk+" seems a bit condescending to me. All wargames are not simply "Risk+."
Last edited on 2008-01-04 14:48:53 CST (Total Number of Edits: 1)
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Nomadic Gamer
United States Palatine Illinois
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Bad comparison. Friedriech is not a Euro- you can stomp others FAR more than Shogun. So why use it as a target? Game turns span years or decades so there is no military comparison.  1) SHOGUN plays 2 - 5 2) It's shorter. Maybe compare it to Napoleon at Marengo....
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Thomas and Leah Stanley-Jones
Canada
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I haven't played Friedrich or Shogun, but the game mechanics of Friedrich sound closer to Game of Thrones. Has anyone compared Friedrich to Game of Thrones yet?
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Paul O'Connor
United States Carlsbad California
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Re: Wonderful game of maneuver & strategy-far better than Sh
thomasandleah wrote: I haven't played Friedrich or Shogun, but the game mechanics of Friedrich sound closer to Game of Thrones. Has anyone compared Friedrich to Game of Thrones yet? I've played all three, and aside from combat resolution, I don't see a lot of similarities between Friedrich and Game of Thrones. There are similarities between Game of Thrones and Shogun in that both use pre-programmed movement -- in Shogun with cards on your display, and in GoT with counters that go right on the board. As a wargamer I regard Game of Thrones and (especially) Friedrich as games I wish I could play more often, while regarding Shogun as a game I will happily never play again (and likewise Wallenstein, which I played a half-dozen times or so before trading it away).
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Jim Marshall
United Kingdom York North Yorkshire
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I'm very much in line with your positive views on Friedrich, which is a superb game in play (accepting that there's a lot of luck invoved in which countries drop out when - which I'm happy to accept!)
However, I think you're being harsh on Shogun, in judging it againt your expectation of the game rather than what the game itself offers.
Certainly of the two I'd usually prefer to play Friedrich, but there again I'd prefer to play it in preference to most other games! However, I would not turn down a game of Shogun, accepting it for what it is - a Shogunate-themed Euro. (The ease with which it was transferred from the Wallenstein original might emphasise the Euro aspect - I'm not sure Friedrich would transfer as easily).
Shogun is a very good Euro, but it's not a wargame.
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MAGISTER LUDI
Australia Fremantle Western Australia
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OK, I have splurged the bucks on this game based on your review. It is my first Euro type game. Looks a lot like the old 'Frederick the Great' game from AH (1978?), and also a biy like Waddington's old 'Campaign'.
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Mark Luta
United States Long Beach California
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If you like Frederick the Great, you are going to love Friedrich! The same elements of chesslike movement and supply and the difficulty of actually trapping the enemy for a battle are all there, along with some great multiplayer dynamics which really seem to get the players into the role of the nation they are playing. I rarely see people aggressive as the French, for example, even though it seems to be that is exactly how they ought to be played...but, they lacked aggressiveness historically as well! I cannot explain how it works, but it does!
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Mark Luta
United States Long Beach California
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Indeed, and that was why I used my Christmas gift from BGG to pick up the 'Friedrich' badge!
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Steve Lloyd
United Kingdom
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Having just played my first game of Friedrich, I'd place it well above Shogun (and not just because I won as France, having lost catestrophically in my last game of Shogun!)
My main reason for placing Friedrich so much higher is that it seems a fundamentally "stable" game: if one of the non-Prussian players does well, it's in the Prussian player's interest to refocus resources in that player's direction, thereby rebalancing the game in favour of everyone else - with the result that by and large everyone has a good game.
The problem with Shogun for me is that it's UNstable (like Diplomacy) - once one player starts to go down, its in everyone elses interests to completely crush that player (stealing all their provinces and buildings), leading to a rather unfunny experience for the victim (you may recognise the bitter voice of experience here!)
I think Shogun (and Diplomacy) are strategy games to play against people you don't know. Play Friedrich with your friends!
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Daren Jackson
United States Laramie Wyoming
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Although I've only played Frederick 3 times now (including one 2P game, which works surprisingly well in a pinch), I think the 3P version is the best. Not only is there less downtime, but if/when the Russian player gets the boot, they are still a major part of the game.
I'd also like to point out how freakin' difficult it is to win as Prussia! I think 'twould require a combination of luck with the fate cards, play both bold and prudent, and some brilliant maneuvering to boot. I haven't seen it yet...
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Mark Luta
United States Long Beach California
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Prussia actually wins fairly regularly. Prussia will almost certainly win if the Empress Elizabeth dies at the end of turn 6, but can even hold out in the 'war without end' results from the cards of fate, provided they do not expend their cards needlessly.
And therein lies the key. Consider that in 1757, Friedrich invaded Bohemia, was unable to secure gains before he had to march a large army up northeast to deal with the Russian/Austrian forces combined at Kustrin, then after the collapse of Hannover had to march across Prussia to Magdeburg, there to win at Rossbach and send the French reeling back in November, only to have to make an incredible march back across Prussia, to Silesia, to win at Leuthen and subsequently retake Breslau, preventing the loss of Silesia that year...
Now, clearly we are not going to directly see the 'Friedrich' counter zip around the map at this pace. But, the mechanics allow losses on one front to reappear (after spending 6 TC points) in armies on another front--essentially simulating expending the resources to make this forced march and reequip at the other end.
So, the lesson from Friedrich himself is, it is impossible to defend everywhere at once. The Austrians must remain the main enemy, as they will never drop out of the war and have resources nearly equal to those of Prussia (and in fact, under certain sequences of cards of fate, can actually end up essentially with greater resources for a time!). Cutting down the Austrian hand size is of prime importance, they are the ones to use most cards against in big battles. Conversely, Sweden and the Empire forces should never be fought in even battles--send overwhelming force when needed to utterly destroy their armies, with no losses and possibly even no use of cards early, with one card per turn they will likely be spending a long time rebuilding their strength.
France should be bled as much as possible by Hannover, and it is an interesting guessing game for Hannover to decide which general to assign more troops to, or to evenly split the army. Cumberland with a force of 8 will be facing Soubise with a force anywhere between 4 and 8, and with a good draw stands an excellent chance early on of handing Soubise a major defeat--the downside being, if the Hannover draw is weak, Cumberland might be whittled down slowly, which would tend to make Ferdinand's chances pretty hopeless if he has only 4 strength, facing 12-16 intially. Giving the bulk of the army to Ferdinand is perhaps safer, when Cumberland is defeated his forces will then be able to join Ferdinand in the north...In any event, the purpose of Hannover is to delay France and use their cards, so the France hand is small when the Prussians are forced to deal with them--hopefully after the Silesia and Poland fronts are momentarily secured by thrashing of enemy forces there.
Russia then will be dealt with using whatever forces Prussia has left. As with Hannover, the East Prussia force presents an interesting choice--a major force of 8 will keep Russia tied down there for some time, and can possibly last long enough to be reinforced, which if Austria has been punished momentarily in Silesia, will be very difficult for Russia to deal with--send enough force into East Prussia to deal with a size 16 army, and their supply trains are at risk by clever Prussian operations in Poland. A token force in East Prussia means just running away, forcing the Russians to spend time cornering, time during which Russia is not conquering their western objectives as quickly as they might. It will probably not be practical to use large cards to win using a small force in East Prussia, unless Russia as well sends only token forces in, as the large cards which would work there, will be urgently needed on other fronts!
So, the key to winning with Prussia is remember no one else can win, until someone captures the last major objective for that nation--only one main objective of each colour need be held, and Prussia wins! It is certainly not easy, but many times historically Friedrich won through an incredible combination of genius and luck. He will need to do so once more, to prevail in Friedrich....
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Luc VC
Belgium Brugge West-vlaanderen
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Wow, very good review! Your review of Bitter Woods Deluxe made me buy it. (I have very little wargame experience) Now I feel like I *have* to try this one as well  . I need to find more Wargamers in my area ;p.
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Andrew Carlstrom
United States San Marcos California
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Wolfshade wrote: Wow, very good review! Your review of Bitter Woods Deluxe made me buy it. (I have very little wargame experience) Now I feel like I *have* to try this one as well  . I need to find more Wargamers in my area ;p. Friedrich is the real deal. But I haven't solo'd it yet and doubt it will play that way at all. How are you liking Bitter Woods?
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Michael Sloat
United States Knox Pennsylvania
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Thanks for the great informative review!
I am definitely buying this game this week.
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