Had a great first "real" game of Paths of Glory today. My wife and I tackled it in between running around our kids who have chicken pox. Some highlights/notes of the session:
- The deluxe version that we have (GMT's 2010 reprint with the stiff board) is really nice. The components are superb. But... for some weird reason we found a lot of typos and editing errors on the cards. This seems to be a bit surprising because it's like what, the fifth printing?! Also, did I lose the Blockade marker?
- The game and rules itself are terrific. Every review that I read that mentioned it was a "game" first and a simulation of history second were soooo right on. It is a great game. Every card play is ridiculously important. But I can totally see how after 1.5 games (half game was the intro scenario we played) that the narrative of PoG can be all over the place. But so what.
- Peace Terms. Why?
- Indispensable for learning the game were Eric Brosius' notes on BGG (available here). It's sorta like a sidebar commentary on why certain rules are the way they are. Highly recommended.
- Exceptions to the rules made sense. We're pretty sure we caught all of them this time around. Our one big rules booboo mistake in this game was in putting in the CAN and AUS corps reinforcement with a regular BR corps reinforcement card. In the end it didn't matter.
- Lessons learned? First, ALWAYS watch your supply line, especially the CP. Going first every Turn is great but the AP is always lying in the grass waiting to CUT YOU OFF. Second, don't stack multi-national hexes unless you have to.
We had a great time. We'll be tabling it again when we need a break from Twilight Struggle.