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Churchill

Game ID: GID0067893
Game Info
Year
2015
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Description

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.

Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.

The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).

The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network, the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time, and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.

Once this has all been sorted out, the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany, Italy, and Japan. Using a very simple combat mechanic, each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender, shutting down military operations, although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.

As I stated this is not a wargame, but a three-player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...

Description

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.

Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.

The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).

The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network, the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time, and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.

Once this has all been sorted out, the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany, Italy, and Japan. Using a very simple combat mechanic, each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender, shutting down military operations, although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.

As I stated this is not a wargame, but a three-player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 6 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–7 of 7
Video dyi6OBy828U 3 Minute Board Games Top List at 24:50 sentiment: positive
video_pk 90797 · mention_pk 243015
3 Minute Board Games - Churchill video thumbnail
Click to watch at 24:50 · YouTube ↗
Overall sentiment (raw)
Highly Positive (but difficult to play)
Pros
  • Unique take on WWII focusing on post-war conferences
  • Genius design
  • Engaging negotiation
Cons
  • Difficult to get to the table
  • Hard to get people enthused about playing
Thematic elements
  • Post-war conferences between Allied leaders
  • World War II
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control
  • Negotiation — A unique three-player negotiation game.
  • Political — It's about the conferences held between the United States the British Empire and the Soviet Union.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video kq8gD0SnWkc Beyond Solitaire Interview at 23:35 sentiment: positive
video_pk 87832 · mention_pk 230218
Beyond Solitaire - Churchill video thumbnail
Click to watch at 23:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Students get really into the peacemaking aspect.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the journey is as educational as the outcome
  • every game I I try to explain to students is making a statement about something
  • The games games give the opportunity to put students into the decision space of historical problems
  • I do more work on this than I did on my senior engineering Capstone and I'm going to be a civil engineer and I'm like okay um like this was more fun this was more engaging
  • they do more research than if I set them papers
  • I guess what playing games is partly about
References (from this video)
No references stored for this video.
Video gfJWFMWx7DU The Discriminating Gamer Top List at 11:41 sentiment: positive
video_pk 83591 · mention_pk 210887
The Discriminating Gamer - Churchill video thumbnail
Click to watch at 11:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great three-way game
  • Interesting game
  • Really cool balance
  • Really fun one
  • Great great game
  • Lot of fun
Cons
  • Gave it away before moving
  • Would like to have it back
Thematic elements
  • Diplomacy and strategy between Allied leaders
  • World War II conferences
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — You're playing cards to have issues move closer to you.
  • Diplomatic resolution — As you resolve these issues, things on the international board, the the the military front progress in certain ways.
  • Player roles — One of you is Churchill, one of you is Stalin, and one of you is Roosevelt/Trumman.
  • Victory point balancing — You want to get more victory points, but you don't want to get too far ahead.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number 20, Apocalypse Road.
  • My number 19, Plains Indian Wars.
  • My number 18 is Commands and Colors Ancients. My number 17 is Commands and Colors Medieval.
  • So, this is Combat Commander Europe, and that is my number 16.
  • So, I'm actually hopefully they they can do this with with other people as well. I find other historical figures to place with like Augustus or Julius Caesar or uh Charlemagne or you know what have you, Alexander the Great. I think there's a lot of stuff you could do with this kind of a system. Uh but that is my number 15. I Napoleon.
  • Still, I loved it. That is my number 14, Mr. President.
  • So, that is uh my number 13, Commands and Colors, Samurai Battles.
  • And that is why it is my number 12.
  • So this is 1989 Dawn of Freedom. That is my number 11.
  • Again, I DON'T KNOW WHERE I'M GOING and I don't know where I've been. IT'S A LONG TIME AND I'LL BE DYING.
  • That sounds suspiciously like something a bear would write.
References (from this video)
No references stored for this video.
Video 9hgw4bgyg6s Zilla Blitz Other at 28:20:00 sentiment: positive
video_pk 81619 · mention_pk 203569
Zilla Blitz - Churchill video thumbnail
Click to watch at 28:20:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep strategic gameplay
  • thematic integration
Cons
  • long playtime
  • complex rules
Thematic elements
  • the Allied leadership during World War II
  • World War II
Comparison games
none
Mechanics (from transcript analysis)
  • area influence — Players vie for influence across different theaters of war.
  • Card Drafting — Players use cards representing leaders and their abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's a lot of designers and company representatives that are there, like GMT Games is there, uh Uwe from Sound of Drums was there coming in from Europe.
  • So, if you're looking at a chance to play up-and-coming games with some of the designers that are designing on them, it's quite an experience.
  • You really get some insight into the design process, into how historical board games are created as you're playing them and giving feedback to the designers.
  • In this game, you take on the role of companies that are trying to win military contracts uh from the US
References (from this video)
No references stored for this video.
Video R1PWdZrP-sw Rules Teach at 0:05 sentiment: neutral
video_pk 79711 · mention_pk 193265
Churchill video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Players take on roles of Roosevelt, Stalin, or Churchill.
  • Conferences deal with issues that carry over to map theaters and fronts.
  • Winning condition is having the most victory points at the end.
  • Detailed components and setup described.
  • Gameplay is divided into conference, war, and post-mortem phases.
  • Clandestine, political, and military segments provide distinct gameplay actions.
  • Extensive final scoring system with multiple categories.
Cons
none
Thematic elements
  • Conducting conferences about issues that carry over to map theaters and fronts to become the best leader.
  • World War II
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players place markers and cylinders to gain control of theaters and countries.
  • Card Drafting — Players simultaneously select one staff card to play face down each round.
  • Dice Rolling — Dice are used in the military segment to determine if fronts advance and in the A-bomb research phase.
  • Negotiation — Players negotiate and debate issues during the conference phase, influencing their placement on tracks.
  • Set Collection — Collecting political alignment markers and clandestine networks contributes to end-game victory points.
  • Track Advancement — Issues are advanced on tracks during the conference phase, and fronts advance on the map during the war phase.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video j4TURYohU_w Zilla Blitz Top 10 List at 3:39 sentiment: positive
video_pk 38207 · mention_pk 114907
Zilla Blitz - Churchill video thumbnail
Click to watch at 3:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative take on war gaming by emphasizing diplomacy and issue control
  • high replayability through varied leader interactions
  • strong social interaction and arguments that enhance engagement
Cons
  • some players may prefer traditional combat-focused wargames
  • complexity can be intimidating for newcomers
Thematic elements
  • card-driven diplomacy and issue negotiation vs. direct combat
  • World War II era; global political negotiation and alliance dynamics
  • multiplayer negotiation where outcomes shape the wartime trajectory
Comparison games
  • Skies Above the Reich
  • Thunderbolt Apache Leader
Mechanics (from transcript analysis)
  • asymmetric roles — leaders (Churchill, Stalin, Roosevelt) drive different agendas.
  • Asymmetric Teams — leaders (Churchill, Stalin, Roosevelt) drive different agendas.
  • card-driven negotiation — players influence outcomes by selecting and resolving issues with consequences.
  • Negotiation — players influence outcomes by selecting and resolving issues with consequences.
  • scenario-driven arc — strategic arc of events builds toward wartime outcomes rather than pure combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's so hard but it's so fun
  • the heart of the leader games is the campaign and the choices you make
  • the entire thing is drawn out but you could map it exactly as it ended up
  • you can play as a team but it's also a solo experience at heart
  • the narrative is what makes these war games sing
References (from this video)
No references stored for this video.
Video TDZmbj-uF84 The Discriminating Gamer Top List at 4:31 sentiment: positive
video_pk 5275 · mention_pk 15674
The Discriminating Gamer - Churchill video thumbnail
Click to watch at 4:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great game
  • Interesting mechanics
  • Brilliant balancing system
  • Three-way Twilight Struggle feel
Cons
  • Big learning curve
  • Not easy to teach
  • Gave it away
Thematic elements
  • Diplomacy/politics
  • World War II
  • Historical conference negotiations
Comparison games
  • Twilight Struggle
Mechanics (from transcript analysis)
  • Negotiation — Three-way negotiation at different conferences
  • Policy debate — Players debate policies as Stalin, Roosevelt, and Churchill
  • Unique balancing system — Must keep points within certain distance of other players to win, cannot be too far ahead
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'd have to change my name.
  • Wings for the Baron was an outstanding game.
  • I was kicking myself.
  • It's tremendous fun. This is really a good game.
  • Forbidden Stars is a game that's out of print. For many, it's a grail game.
  • I loved the artwork. I loved the the gameplay, the mechanics, those tokens.
  • Churchill from GMT Games had one of the most interesting balancing systems I ever had.
  • Cthulhu Wars is a fantastic fantastic kind of light war game area control game.
  • The board game is super fun.
  • I love love love Star Wars Armada. Love the theme. Love the game play.
  • Armada was much more strategic and there was more things you could do.
References (from this video)
No references stored for this video.
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