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Bulge 20 is a new game from Victory Point Games, a publisher committed to low counter/quick play wargames. It’s a card based game that plays smoothly in just over an hour with some interesting elements: cards are selected from the available deck rather than blindly drawn, and screens hide the composition of armies until they’re engaged (or some intelligence gathering is successful). The rules are available for download on their website.

Setup

There is a recommended historical setup for the armies and starting cards, or players may setup freely. Army chits represent the location of that particular army on the map, but the composition of that army (from 1-4 corps of that country) is hidden from your opponent until engaged. The German player also selects (secretly) one of three objectives, which ultimately revolve around the control of a major city AND one supply depot; the more difficult objective provides an instant win, the others rely on holding them until the end of the game (which lasts 8 rounds).

Game play

A typical round ( which covers several days of the conflict) begins with the German player who may play up to all of their cards during the course of their turn to start combat, move units, etc … Combats are resolved as initiated; units may be activated more than once as long as the appropriate card is played. Movement is simple (there are no ZOCs) though there is no stacking which can create some logistical challenges. Some intelligence gathering card effects can be negated by the opponent with the appropriate card. At the end of the German players turn, they select a predetermined number of cards (based on the current round) from their deck, keeping or discarding any remaining cards from the round (note that all cards are available for selection, except for used "one-use" cards). As you only replenish your hand at the end of your turn, you need to plan for your subsequent turn AND possibly have some cards available to counter your opponent during their turn, but the hand sizes (typically 5-7 cards) are never large enough to plan for every possibility ...

Next, the allied player takes their turn, playing up to all of their cards in a series of actions as above before refreshing their hand, again selecting from their deck (which is different from the German deck, and has a few more cards).

After both players take their turns, the weather is checked to see if it’s going to change (bad weather may affect some air support cards; good weather allows each player’s hand size to increase by one).

The cards

There are four type of cards: G-1 (Administration), G-2 (Intelligence), G-3 (Operations), and G-4 (Logistics). Each type of card is identical and multi-use, though some have additional events that are typically "one-use" (interestingly, any use of a "one-use" card - even for its regular effect - will trash the card). The essential functions of the cards are:

G-1 Administration: transferring a single corps from HQ to any in-supply army or visa versa (since the composition of your armies and HQ is hidden behind your screen, you’re basically shuffling individual corps around), or detach a single corps from an army to an adjacent space. You can also "rally" a disorganized unit (a flipped chit that took a hit).

G-2 Intelligence: gathering information in the form of your opponent’s hand (show hand), army composition (lift screen for a quick look), or objective (flip one of the unselected objectives). Note that this card can be cancelled if your opponent plays a G-2. This card also has some combat effects (may give the attacker first strike).

G-3 Operations: move or attack; units do not to be in supply for this card. Some G-3s have air support effects, including "interdiction" which may force your opponent to discard cards from their hand.

G-4 Logistics: enhanced move (with restrictions), combat support, or "reconstitution" (bringing back eliminated corps to the HQ - this occurs 1d6 rounds later; corps that were out of supply when eliminated cannot be reconstituted; if they arrive after game end they do not count as a kill).

Combat

Combat is pretty straight forward:
- one or more units are activated with G-3 cards (one card per army or lone corps)
- an single target adjacent to all units is selected
- both players secretly commit additional cards with combat effects (there is a dummy/bluff card) though only one of each type of effect can be committed
- cards are revealed (most effects can be negated with correct opposing card play). Effects are: air support (increase combat value), first strike (for attacker, normally defender will fire first), combat bonuses (increase combat value).
- Units are revealed and moved to the battleboard; there are some restrictions (ex. Attacking to/from a forested hex means only two corps from the army can engage; the others are present and can absorb hits (but only after the engaged units have each been hit)).
- Combat values are totaled (units have different values whether they are attacking or defending) including cards not negated. Whoever has first strike (usually the defender) goes first, rolling a number of d6 equal to their combat value. "6" is a hit, "5" is a retreat. Hits are applied immediately (combat is not simultaneous); retreats occur after combat. The other player returns fire as above. Combat lasts one round; now retreats must be dealt with: some effects help (armies can ignore one retreat, for example) but otherwise the retreats must be accounted for either by converting retreats into hits to stay in place, or retreating (but retreats can only be one space, then the remaining retreats must be converted into hits).
- Advance after combat is possible with restrictions

Winning the Game

For the Allied player, victory is very challenging: they must stop the Germans while doing some damage in the process AND (hopefully) deduce their objective as certain Allied events (like bringing in Patton’s army) may give the German player VPs depending on their secret objective.

For the German player, completing their objective is enough for a minor victory; adding some damage or untimely allied events may result in a crushing victory!

Overall

It’s smooth gameplay and streamlined ruleset make for an accessible game that is easy to learn and a lot of fun (especially once players become familiar with their decks) with some interesting decisions to be made since you must plan out your turn in advance. While it won’t replace Bitter Woods I expect it to hit the table often in the future ... definitely recommended!
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