DUAL POWERS: REVOLUTION 1917

Reviewed by Andrea “Liga” Ligabue

DUAL POWERS: REVOLUTION 1917 (Thunderworks Games, 1-2 players, ages 13 and up, 45 minutes; $39.95)

 

When We, the People was published late in 1993 (featured in the Spring 1994 Gamers Alliance Report), the world of the board game, in particular that of wargames, underwent a kind of revolution thanks to the emergence of the “Card Driven” mechanism, popularized even more by Ted Raicer’s award winning Paths of Glory: The First World War some six years later. Instead of the traditional turn of play in which players alternate in the classic stages of movement and attack, in Card Driven games, the rhythm of the game is set by cards that can be played alternately to perform actions on the map or to activate specific events. This dual significance of the cards, the presence of thematic events related to the historical context and the fluidity of the game that arises were the keys to success of games such as Twilight Struggle (Spring 2006 GA Report) and made them able to capture the attention of an audience outside the narrow circle of wargame players. Dual Powers: Revolution 1917, as designed by Brett Myers, belongs to this genre where, set in the critical historical context of the Russian Revolution, two players represent the two factions in that struggle.

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