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Old 10-28-2013, 09:18 PM   #8
Umbrella
High School Varsity
 
Join Date: Mar 2013
Location: Back in the desert
Card 4: Pueblo Revolts
The first historical card shows up. What happened in real life is that the Pueblo tribes rose up against the Spanish, temporarily driving them from New Mexico. The Spanish spent most of their resources putting down the rebellion, and completely subjugating the Pueblos.

In the game, historical cards have actions that must be carried out, followed by what is called a victory check. For this card, the actions are that all cubes are returned to the draw bag. Then, all the enemy AI is ignored, and the enemy always tries to subjugate. Plus they get an additional AP to their turn until the Pueblos are completely subjugated.

Now for the victory check. This is pretty complicated. Basically, there are four ratings which are in the game. Culture, Military, Morale, and Ferocity. Culture and Military apply to us, while Morale and Ferocity apply to the enemy.

The first thing we do is check our Victory Point (VP) value. Remember when I mentioned earlier that spreading out is a good thing? This is why. Each area on the board has a VP value. Canyon de Chelly has a VP value of 0, so when historical cards show up, people in the canyon are a bad thing. Since our families are in three separate areas (Shiprock=4, San Juan=3, Monument Valley=2), we have a total of 9 VP's. The card has a value of 8 VP's. Since we have more than the card, we are allowed to increase our military by one. Generally speaking, the areas closest to the enemy have the highest VP value.

The next thing we do is compare our military to their morale. Both started at 5, but since we increased ours, we are now +1. So we set our military to 1, and their morale to 0. Don't get excited, this is temporary. At this point, if both our culture and military are at 0, we suffer a major defeat, and the game ends. Our culture starts at 9, and we have military of 1, so we are safe.

Now we increase our military by the number of men. All three of our families have men, so it goes to 4. The enemy morale increases by the same amount, to 3. In addition, their morale goes up for every mission on the board, so they are now at 4.

Our culture then normally increases by the number of women we have. However, it cannot go above 9 during this step, so we don't change. That is unfortunate. Now we can buy culture cards, or techs. Since we have a lot of culture, I will spend two culture points and pick up the second level of Sharp Traders. This will allow us to acquire firearms, which is very good.

The last thing we do is lose half of the units in the passage of time box. We currently have an elder and a child. Since children are more flexible, as mentioned earlier, I will lose the elder.

We survived the first historical event in pretty good shape, but we need to increase our tribe soon. Plus, we will have some breathing room while the Spanish are occupied with the Pueblos.
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