In part 2 as well as covering more of the rules I also explain how to improve what is essentialy a simple campaign level game for children into a more strategic (less lucky) war game for adults.
I feel this is an underrated game due to one rule (the dice) which aren't strictly nessessary.
This two part mini series teaches the rules of the game, some substitution of the rules (for adults), and shows examples of the kind of tactics you'll need to employ to be successful at the game.
What I should mention in addition to the video is that diplomacy is also a key part of the game.
Campaign - the Board game is great fun, if not a little lucky, so why not smooth out that luck with the use of average dice.
Example games are given as to the impact of average dice and strategy and tactics for playing the game generally. In part 1 I introduce the concept of average dice and show an example game
Example games are given as to the impact of average dice and strategy and tactics for playing the game generally. In part 2 I show two more example games
A more in depth look at this wonderful board game set in the Napoleonic era.
In part 1 I introduce this mini series and start with a heroic failure of my own, which also includes a clever idea of how to open up a closed game.
I also cover the overall strategy of an open game, which is timing your end position. This idea doesn't work in a closed game (where 2 player ally for the whole game), these games require a lot of patience and preferably an ally of your own to balance things out.
The rules used in this series are our own Zone of control variant which are not part of the official rules, but I bet other people also play this variant without realising it!
In part 2 of this series on 3 player campaign I continue the example game, showing off tactics as I go. Tactics such as how to retreat with the minimum loss, and how to spot a breakout opportunity.
I conclude the game by showing a lapse in concentration which cost me the game - don't laugh - it can happen to you!
In part three I start with opening theory, how to block off attacks on your country (although this is only valid if you play the Zone of control variant).
I cover the idea of waiting for someone else to make the first "wrong move". I show a popular idea of leaving one unit sitting on the most vulnerable home towns (the ones with pieces) and how to construct a more dynamic defence.
A dynamic defence invites attack at one point only, but once they enter your land your troops will outnumber theirs. I talk about the "big clump" idea of having a mass of troops in one place.
A Look at the 4 player game of Campaign from Waddingtons.
In this mini series I consider the differences between the closed game (where it's essentially 2 vs 2 or even 2 vs 1 & 1), and the open game where it's all vs all.
Different approaches are needed depending on the alliance situation, and the rules that you choose to play (proper strategic lines or zones of control, plus normal 6 sided dice, vs average dice).
I explain ideas for each type of game.
In order to play 5 players at a time we need to get hold of a spare set of pieces (cheapest is to buy a spare copy of the game - it's not expensive at the time of writing), and paint them.
Then there is the issue of how do 5 players compete in an entertaining way on such a crowded board? Well in this case it is very important to play the official rules (which make it difficult to defend) and a wide range of dice rolls (so 2 normal 6 sided dice).
This is because you are going to need the ability to breakthrough lines before they can be assembled in order to keep the game dynamic.
The video goes into more detail about how to achieve a dynamic game.
What do you think? Please leave a comment on any of the videos. Thanks. Steve