Coalitions is a game of negotiation and conflict for 1-6 players set during the Revolutionary and Napoleonic Wars. Players vie for the domination of Europe through skillful diplomatic maneuver, forming coalitions, plotting and the occasional betrayal, all the while expanding their empire to victory through winning battles and taking control of disputed territories. The very innovative and elegant game system perfectly allows a historical recreation of the conflicts but, better yet, can also create very plausible alternative histories.
There are six major powers in Coalitions. Each has home territories, famous generals, armies, and battle cards. There are no individual player turns in the game. Instead, at the start of each turn the Wheel of War rotates, and each nation has an Action to perform such as collecting funds, mobilizing troops, and moving them that could lead to combat. You win by accumulating enough Influence from controlling key territories and winning battles.
- wheel of war - minimal downtime between turns
- unique way of activating units and taking actions
- heavy focus on diplomacy and war
PLAY TIME 65-185 min
PLAYER COUNT 1-6
AGE RATING 14+
TDG: Coalitions
Images
- Deep strategy that is not overwhelming
- Easy to learn and teach
- All nations are interesting and have a chance to win
- Engaging diplomatic and negotiation elements
- High production value with miniatures
- Historical setting of the Napoleonic Wars
- The rondel system allows for simultaneous play
- One friend (Ray) thought it was just okay and not special, disliking the negotiation aspect.
- The original game had a higher influence point goal (40) making it a longer game.
- Belligerent nations during the Napoleonic Wars
- Napoleonic Wars
- Alliance
- Napoleon's Conquest
Mechanics (from transcript analysis)
- Area Control — Controlling disputed territories is key for taxation and scoring victory points.
- Card Play — Battle cards are used in combat, with special conditions available. Leadership actions allow drawing more battle cards.
- Combat — Combat involves adding initial strength (units, generals, fortresses) and playing battle cards. Adjacent allied units can also participate.
- Diplomacy / negotiation — Players discuss and choose coalitions each round, influencing alliances and potential betrayals. Britain can offer subsidies, while France offers security.
- Influence / Victory Points — Players race to reach 25 influence points, primarily gained by controlling disputed territories. Occupying Paris is an alternative victory condition.
- morale track — Morale is a critical resource, needed to play battle cards in combat. It can be gained through leadership actions or by envoys during movement.
- Movement — Includes standard land movement (one space), strategic movement (up to three spaces through own/allied territories), and sea movement (for Britain and allies with permission).
- Resource management — Players manage money for taxation, purchasing units, fortresses, morale, and battle cards. Britain also gains revenue from trade.
- Rondel action selection — Players twist a rondel to select and perform actions simultaneously, with movement being a slight exception.
- set collection — Gaining combat tokens from adjacent units allows playing more unit cards in combat.
Video topics + discussion points
Quotes (from this video)
- This review has not been is not being influenced by Phalanx at all. These are just my genuine opinions on this game.
- So, the point of the game is to gain the most influence points. Essentially, you want to get to 25. It's a race.
- And I really really really like Coalitions. This is just a great game.
- It's been, I think, what, 6 years? People have been waiting for the Kickstarter. I know every now and then people would watch my preview video and they're like, "Come on, when's it going to happen?" Well, I believe they'll be shipping soon if if if they haven't already and I'll tell you it's worth the wait. This is really really a great game.
- my friends, some of them liked it, some of them liked it a lot. Ray did not care for it. He thought it was okay, but he didn't care for it.