Rebels Against Rebellion Solo Gameplay | Board Wargames | Board Games | Flying Pig Games
Transcript
Hi everybody, I'm SL Blitz and welcome. Today we're going to take a look at some gameplay from Rebels Against Rebellion, the upcoming game designed by Trevor Benjamin and David Thompson from Flying Pig Games. This game is a one to two-player game, but we're going to play the solo mode, which means we're going to take on the role of the Scott County loyalists who have seceded from the Confederacy and try to hold off the Confederate horde as it comes at us from all sides. Now, this game is also in it currently in its crowdfunding campaign. I'll put a link down below if you'd like to check it out. But let's jump right in and get started. We've got the game all set up to start. We are uh looking at Scott County. A little bit of overview on this, too. And two things before we start, though. Thing number one, this is a prototype, so some things might change between this and the final version. Thing number two, if you haven't seen the preview video I did to this game, uh there's a link in the top right corner.
Checking that out will help this gameplay make a lot more sense. But some big picture context before we start. We're looking at Scott County in Tennessee, which seceded from the Confederacy in the American Civil War. So this game is starts in 1861. Tennessee is seceded from the Union and then Scott County in turn which wanted no part of the Confederacy seceded from the Confederacy. This game plays out the current the next the subsequent two years where Confederate troops came in from all different sides and raids and incursions and battles and generally making life miserable for the residents and troops in Scott County. This game recreates that and what we're trying to do as the Union forces. We can see here these blue cubes represent the current zones that we control. These six places we're trying to hold as much ground as we can and take as much ground as we can and do damage to the Confederate forces.
But the Confederate forces outnumber us and they are stronger than us and they are relentless. I've played this game three times solo already. lost the first game 20-9, the second game 20-6. The third game at the end of the regulation food supply if you would. It was 16 to 16. So, we had to continue on for another turn or so, the Confederates turned the tables and won that one 20-13. So, this will be my fourth attempt to try to win. I have yet to be successful. The AI bot is indeed relentless in this game. So, uh and again, as I mentioned from some scores here, this is a game to points. We can see down at the bottom of the map, the rebel, the Union forces start with 11 points. The Confederate forces start with zero because they currently own and have done no damage in Scott County. So, as this game proceeds, we're going to see the Confederate score rise and the Union score hopefully not fall too much, but we'll see how this goes. So, with all those things being said, let's jump right in now and take a look at the Confederate AI bot and let's get started going through its first turn. This is a card- driven game and the solo bot here board is going to control the gameplay actions of the Confederate bot. Now, there are location cards and there are unit cards. The location cards here on the bottom for the Confederate side and the unit cards, they only start out with two are up here on the top. So, basically, these location cards are we're going to play four location cards in a turn and we're going to follow a a
sequence of priorities to determine what the solo bot does. So, let's flip over our first location and see what it says here. So, the first location tells us that this is Somerset. So, Somerset is a spot on the map. Now, what we're going to It's one of the exterior spots, one of the staging zones, if you would, from which the Confederates launch raids, and we'll take a look at it on the map in a little bit here. Now, the first thing that we do for the Confederate forces, the first priority for Confederate forces is to move and to try to either attack our forces or to take control. Now, there are two factors that they have to have in order for the AI bot to consider a move. One, they have to have enough food to take control of an area.
Now, right now, the Confederate forces start with zero food. So they don't have enough food to take control of an area right now. So movement is off the board. They will not move in this first term. So with that out of place, the second thing that Confederate forces try to do is to bolster. Bolster means we look to see if there's a unit in this space that they can pick up and add to their forces. So let's go take a look at the map and see what that means. So Somerset is at the north side of Scott County now. And we have a Morgans's Raiders unit here that is attached to Somerset. So there is a unit available here to bolster and to bring into our Confed bring into the Confederate forces. Down here in the bottom right of the card, however, is the cost. It's two food and we know we don't have any food. So we can't afford this unit. Now the third thing that you look for in this in the Confederate priorities is what's called improving the location. But these exterior locations for the Confederate forces don't have any way to improve their locations. So we can't do that either. So very simply put, we don't have enough food because it would take two food. Only place we can go is Chitwoods from Somerset. And these stars indicate the amount of food you need to take control of it. So the Confederate forces would need two food to take control of Chitwoods were they successful in an attack. They don't have any food. They can't do that. They don't they can't pay the cost for this unit.
They can't improve the location. So, we fall to their last their last contingency really, which is to gain food. Somerset has that ability to do so. It's got the little food marker on it. So, we're going to go over to the food supply. Let's take a look at that. So, these 50 markers here are the food supply. And basically, what's going to happen, the endgame sequence can get triggered when 40 of them are gone. But for the moment, that's not really an issue or a problem. We're going to take one food for the Confederate forces. I'm just going to drop it right up here at the top to signify they've got that one food. So that's their first action. They've taken that first action. There's really not much they can do in the first one. Let's go to the second one now. And we get Jamestown. So Jamestown, same priorities. Can they move? Let's take a look at Jamestown. The only place Jamestown can move is come down the road and they can go to New River. It has two stars. We would cost two food to take control of New River. New River if they took if they won the battle there because we have currently have have forces and have units in there. So it would cost them two food. They have one food, so they can't do that. So, we're going to go to the second priority, which is to bolster. Can they take a unit from Jamestown? And indeed, they can. There is a one food cost for Champ Ferguson here, who, by the way, historically speaking, was a an absolute bastard. This guy was one of only three people in the Civil War who was convicted of war crimes and hung [snorts] after the end of the war. And so the Confederate forces starting out here on a dark note because they do have one food. We just picked it up in our
last action. So they are going to recruit Champ Ferguson and bring him into their forces. When you recruit a unit, the units go up top. We're going to put it right into the discard pile and we're going to have to pay the food. So the food gets removed and it doesn't go back into the supply because this is an exhaustable supply. So we put it just off the side of the board. We're down to 39 base food and 10 extra. So the Confederates have taken their second action. Let's go to our third action now for the Confederate forces. We have Jboro. Jacksboro. So, let's take a look at Jsboro to see if there is a move available for Jboro. Jboro is over here. They can come down this road into Buffalo Creek. However, it's got two stars. They don't have any food. So, we look to see if they can bolster. It costs two. They don't have any food. They can't bolster and add the 11th Tennessee Infantry. They can't improve control of these other locations. that would the cards would indicate it and the area would indicate it. So they can't do any of their three main actions. So of course now we know that they are going to take food. So we grab another food from the main supply. It's down to 38 food and they have added one here to Jboro. Let's go to their fourth and final action for the turn. We go to Jelico. Jelico is up in the northeast corner of the map. And indeed they can follow. This is a river trail down here coming into Traml. Now they have won food. Notice that Traml here has one star. So they can try to attack or take control of Traml. Now, interestingly enough, we have no we have no forces in Treml. There's nothing there, which means that the Confederate forces can
immediately try to take control of it. Now, in the two-player game, you just have to play a card that has a control icon on it. We'll take a look here at one of these. So, here is one of the Union cards in our hand. We haven't looked at it yet, but this little icon here on the card is with a person is a take control icon. So, if they were to try to take it, they would pay the food cost and then pay this play a card that has this take control icon on it and do it intentionally. However, for the AI bot, um, that's not how it works. The AI bot, the way it works is we're going to flip over the top card here and put it up in action slot number four for cards. If this card has a take control icon in it, the Confederate forces will take control of Treml. If it doesn't, the take control action fails. Let's see what it is. Now, of the two starting Confederate cards, one of them has a take control icon on it and one of them doesn't. I already know, you know, we know what these cards are. We're hoping that it does not have it. Unfortunately, they get Scott County secessionists, one rifle, and you'll notice it has the take control icon right on the card. So the Confederate forces have taken control of Traml. This is bad. It's good. It's not good for us at all. We're going to lose control of this area. And the Confederate forces have made their first incursion into Scott County. So how do we do that when it takes control? There are four things that we have to do. The first thing is you have to pay the food cost in stars. We had one food from our third action. So we're going to remove that from the Confederate supply.
They're back down to zero food. The second thing that you do is to put a control icon. controlled cube onto that space. So, Traml is now controlled by Confederate forces. The third thing that we have to do is to record the score. They get one star. They get the value of this added to their score. Down on the scoreboard, Confederates go from zero to one. Our lead has diminished slightly. The last thing that Confederates do in a take control action is they take the location card in the game that represents trimmls. Now, these location cards are the represent the areas that are currently uncontrolled or upgraded areas that we haven't been reached by forces that are in control already. So, these are all basically locations that cards that aren't in the game yet. Here is the one for Treml. So, we're going to take that from the the card supply and we're going to drop that right down here in the discarded area. So, we've paid the one food cost. We've put a control cube. We changed the score and we took the location card and put that in the discard pile. Confederate turn is done.
They've taken four actions. A rather strong turn I would say because they took control of that first area which gave them a point. They also got Champ Ferguson, the dastardly Champ Ferguson into their force and they um have done some damage here early on us. Confederate turn is done. Let's go to the Union turn. The Union Forces start with eight cards in the game. And these is this is the starting hand that we've been dealt. We have uh six starting locations. So, we're going to have six location cards. And then we have two of these Scott County loyalists, which are only one strength attack units, but they do allow us to take control of an area. So, we have these locations here, Huntsville, Chitwoods, No Business, and then New River. Let's take a look at the board and talk a little bit about what strategy we might want to try to put into play. And that's going to dictate some of our moves for us. So here is the current tactical situation that we control these four areas over here. Area 5, area 6, and the Confederates now have taken Treml. We could try to strike back at Treml. Uh but this is a rather difficult attack and we don't have the forces really to do it. So the question is, what are we going to try to do as the Scott County loyalists end our first turn and what's our overall strategy going to be? Well, this is my fourth game, so let me talk a little bit about what I've tried that hasn't worked. I've tried striking back and regaining areas that the Confederates have taken as quickly as possible. That strategy worked abysmally. The Confederate forces are fairly strong, and it's actually
fairly hard to attack some of their locations because they tend to win the defensive battles, especially early in the battle when we don't have any of our units in here. The other option we can look at down here, Huntsville has both this home guard and seventh Tennessee infantry, which are some pretty good medium strength units that we could really use to bring into our forces to bring a defense force because currently we only have very weak Scott County loyalists that fight for us right now. So, bringing these units into the battle by uh bolstering units from Huntsville is a pretty good strategy. However, there's another thing that I want to talk about. Food is king in this game. And there are two locations, Chitwoods here and Briffinon over here, that if you can take control of location, we already have Chitwoods, and then improve the location by spending one food. These locations generate two food in the game.
And I did really well in the previous game by striking over here and taking Briffinon, upgrading it to Briffinon's farm, and then using it as a station where we could basically generate two food. Plus, this is very easy to defend cuz all of the roadways here are pathways. That means when Confederate forces attack us here, they can only play one attack card. We can play potentially two in defense. So, it's easy to defend and it generates a lot of food. So, what our strategy is going to be, we're going to try to strike as quickly as we can for Griffinon, take control of Griffinon farm, upgrade it, then use that food supply to bring in the home guard and the 7th Tennessee Infantry. We're going to try to stay away from the edges. I could upgrade Chitwoods here, but I found that the Confederate forces tend to take these edge zones fairly quickly, and then we just give them more points. If we upgrade a location, Confederates are going to get more points for taking it.
So, I'm not even going to try to improve some of these outer locations. We're just going to play right around in here. Take this, get the food, and strengthen these units. So, with that in mind, let's play our cards and see what we can do. Now, as the human player, we don't have to follow any priorities. We can just make up our own priorities in our mind. So, we are going to do a couple things. We're going to take New River here, which we'll notice has one food icon on it. So, we're going to play this for food. So, we're going to grab a food source for that one. Then we're going to play new business here, which also can give us one food. So we're going to play this to take food. That gives us two food. Now we can come over here and we can play Huntsville as a move action. And that's going to allow us to move into Homestead. And so let's see how that works. Here's a look at the central portion of the map. And we can see we've got the Huntsville card. So we can play Huntsville to move out of Huntsville right into Homestead. Then in the next turn hopefully jump from Homestead or soon jump from Homestead to Briffinon.
Now Homestead's somewhat weak. It doesn't it's not it's a very weak location. So that's a little bit of a a downer, but as a stepping stone to Briffinon, I kind of like it. So we're going to play Huntsville for a move. Now this is a take control action just like what the Confederate forces did. But what we have to do to take control as the player is a human player. We're going to pay the food cost, which we can see is two home two food for the two stars that are in Homestead. We have to play a unit that can take control and our Sun Country loyalists can take control. So, we're going to pay those food. We're going to remove those from the game. We're going to put the Sunountry Loyalists now down in our discard. We're going to put Huntsville down in our discard. And then we do the basic same four things that the Confederate forces did when they took control of Treml. We are going to add a cube to get Homestead in there. Right now, the score is 11 to one. We're going to take two points because Homestead has two stars. So, it's now 13 to1. We've already paid the food cost. The last thing that we need to do is to go find the card. So, way up here is the Homestead card. And if we look at this card, the only thing you can do from Homestead. You can't generate food. You can't upgrade the location. It is a very weak location. So, I I don't really like having this in our our repertoire here.
Taking control of this location does not help our cause, but as a stepping stone to greater food production, I think it might be worth it. So, we're going to bring Homestead. We're going to drop Homestead in our discard pile with Huntsville and then the second Scott County loyalists. Now, we've already played New River and New Business for Food. That leaves us the Chitwoods card left. Now, we could play this and potentially hang on to it for defense and stuff like that, but um we're going to take another food to set us up for the next turn. So, we're going to take a food and play Chitwoods, too, cuz you can play all the cards in your hand if you want to. And so, that gives us one food. We've played all five of our cards, and those are out of the game. Not out of the game, out of our hand now. So, we're going to load up for the next turn. So, we're going to deal five new cards, but we only have three that we haven't seen yet. So then we have to basically reshuffle the deck and bring in two of the cards that we already played or already got from the last turn. Now we're hoping for be very nice to get Homestead as one of our two cards because that would allow us on the next turn to go from Homestead right into Briffinon and start working on that improved food supply. So let's see if the Union gods are with us. New River Huntsville. Ah, darn it. Okay, so we can't get to Briffinon on the next turn, but we can get there in the turn after that. And with that, we've played through now the entire first turn. The food supply in the general supply is down to 35
food. So, we've eaten up five food to give you an idea of time since the score 13 to1 Union to Confederate. And with that, we've seen a full turn in the game. Now, I'm going to accelerate things. I'm going to play ahead a little bit with the Confederate and the Loyalist. and I'll be back when something interesting happens. We are in the middle of the Confederate second turn and they drew trimmls. Now that's this is the spot that they just took in the previous turn. Again, their first priority is can they attack. So we're going to learn how attacks work in the game and we're going to see the Confederates attack us now unfortunately. So here is the map up by where Triml is and we saw them take control of this in the last turn. Now their priority is always attack if they can. They picked up two food with their two first card plays. So the Confederates have enough food to attack either one of these locations. The question is which location, which we both control here, Chitwoods and Buffalo, will they attack. They always attack the highest value that they can take, which is Chitwoods because they have two food. So Confederate forces are going to come down the trail here and they're going to attack Chitwoods. Now, when an attack works, we're going to pull the top card off the rebellion deck. We're going to play it face down.
And so I'm just taking it now off the rebellion unit card deck, not the location card deck. And we'll put that here for them. Now we have the option to defend. And we can defend with two cards. We can defend with Chitwood's dislocation if we have it in our hand. And we can defend with one unit. Defenders can always play two units if they have both of those capacities. Unfortunately, if we look at our hand, we can see that we do not have Chitwoods. We played it in the previous turn and we didn't redraw it. So, we can't play the location. We can, however, play this unit card. Honestly, I don't think it really matters too much, but I think we might as well play it cuz we're not going to use it in our turn anyway. So, we're going to play our unit card. We can play it face up because we already know what it is. Now, the Confederate, the AI bot will always try to play one more card if it can, then you are playing. But in this case, the Confederate forces are coming down a trail. A trail means you can only bring one card in attack. Now, unfortunately, I know what this card is because their two unit cards are a one strength card and a two strength card. This is the two strength card cuz it was the one they had at the beginning of the deck. So, we're going to now flip over this cuz they've played the maximum number of cards. We've played the maximum number of cards, but this is a two strength attack card. And we can see indeed it is a two strength. This is one strength.
So, this means that the Confederates have won the attack. The burned Confederate card goes in this action three spot, meaning it's unavailable for the rest of the turn. And our card I'm just going to put in our discard pile. So, we're down to four cards when we come to play our hand. Now, there's a little process that you play through when one side wins an attack. So, let's go through that. The first thing that we do is we take the lost cube that we lost in the attack and we give it to the Confederate player. So, that's going to be in front of their board there. The second thing that we do is we find the location card that we owned. Now, we know it's in our draw deck here. It's Chitwoods right here. And we put that in the location supply. I mentioned we have all the location cards up here. So, I'm just going to drop Chitwoods right in front of its advanced location. The next thing we do is we adjust the score. We reduce our score by two, which is the value of stars that we had in Chitwoods.
So, we go down to 11. We increase the Confederate score by the number of cubes they got. Now, this was just a basic location. It wasn't upgraded. When you upgraded, you would add a second cube. So, one cube goes to the Confederates and they have new now have two cubes. Score is 11 to2. We're still in ahead by it quite a bit, but the Confederates are catching up quickly. Now, the last thing that happens is the Confederates can try to take control of this location. And we've seen this before when they tried to take control of Trimls, they flip over one card. If it has the control location icon on it, they successfully take control of this location and pay the food cost. Let's go see how that works out for them. So, there are no unit cards left in the draw deck. So, we go to the discard pile and we're going to shuffle these cards up here. Now, we can see there are only two cards. One of them has the lo control location icon on it. The other here, Champ Ferguson doesn't. So, it's a 50% chance they're going to take the location. It was a 50% chance last time. Let's hope the the gods even out with us here. This time, I've shuffled our two cards. We're going to put them in the draw deck. Hoping for Champ Ferguson here. Seriously, we get Scott County secessionists. So, the Confederates are really being aggressive up here in the Northeast. They take control of Chitwoods. Unlucky us, which means we're going to go through the process again. We're going to add a control cube here to Chitwoods. We're going to add two to the Confederate score. It's 11 to four. We were just at 13 to1 and they've closed this pretty quickly here. We're going to come up and take the Chitwoods location and add it to their discard pile. The last thing
that we have to do is that now they have to pay the food for taking control of the location. So, it cost them two food to do that. That was a pretty rough turn here and we're still not done with it. The Confederates have an action to go, but they're being very successful in their attacks and at advances here. This is putting a hurt on us early. I'm going to show our entire second turn because this does involve some interesting things. Now, we already used our Sun Scott Country loyalists in the previous turn. We're going to play Buffalo and New River for food. So that gives us three food because we had one left over from the last turn. Now we can take Huntsville and play it for the bolster bolster action. Huntsville again has two units with it here. So we're going to play the Huntsville card for the bolster action. We can spend two of our food and take the home guard and put that into our discard pile. Now we can also spend one additional food later by playing the home guard and upgrading it to Captain Bill Hembry, which we'll probably do at some point. But that adds home guard, a good two strength unit for us. And Huntsville goes to the discard pile with Buffalo Creek and New River as well. And that costs us two of our three food. So, we spend our two food. We have one food left. And I think actually what we're going to do in this case is we're going to upgrade Buffalo itself because we have one food and it costs one food to upgrade the location. If we look up here at Buffalo, we can see indeed it has this upgrade symbol. We're going to play the Buffalo card, pay one food. So, I'm going to take this food and throw it in the the garbage pile. We're going to take Buffalo card, remove it from the game, and we replace it into our discard pile with Julia Markham. Again, she was
the woman who killed a Confederate soldier with an axe after getting a bay getting a bayonet through the eye. So, it's good to have her on our side. Definitely someone we want fighting for us. And she's got a nice three defense. So, if Buffalo gets attacked when we have this card in our hand, I think it's going to be pretty easy to defend this. Now the last thing we do when we upgrade the location is we add a second cube to this and we increase our score by one. So at the end of the second turn it is 12 to four. Now I'll play ahead and when something interesting happens we will talk about it. Third turn was pretty brutal again. Confederates attacked Buffalo Creek from Chitwoods. We couldn't defend it well enough so they were able to take it. And once again they pulled the right card to take control of Buffalo Creek which means that we have lost control of Buffalo Creek completely. We did come over here and take control of Briffinon, which is going to give us uh that card that can get us two food. But the problem here is that we need Huntsville to win the to win the battle. Without Huntsville, the Confederates get this. It is hopeless for us. And they are now within striking range of Huntsville from Buffalo Creek.
So, this is problematic. We need to shore up the defenses of Huntsville here pretty quickly. So, in the Confederate fourth turn, they actually didn't attack us, but they did recruit this 11th Tennessee infantry, which you'll notice is an incredibly strong unit with five strength. I mean, pretty much an automatic win if it gets deployed in battle. There are two uh interesting limitations on it, though. It has this icon, which is an X across a card. That means if it's part of a successful attack, that means it is removed from the battle forever, for permanently. So this is a one-time use type of thing thing in a successful attack by the Confederate forces. If it's used in defense, well then that's okay. But the other element is this circle here that indicates supply restrictions. And you'll notice the name Jarrow. That's where it was recruited from. Let's talk about what that means and what it means particularly in solitire. So the interesting limitations on the supply indicator here means that this 11th Tennessee in infantry which is from Jboro can only attack down roads and it must be able to trace supply through con confederate controlled sources back to Jboro. So for example this cannot attack into Buffalo because it would attack down a creek from chit from Buffalo Creek or Chitwoods we've down a trail.
It needs a road to get to the location. It has to go through the source card. So if it were attacking from Buffalo Creek, it could attack into Huntsville because that would be all the way down a road and it goes back to its point of origin. The interesting that happens if those restrictions aren't met is that when the AI bot pulls this card, it acts as a dead card for it. So it goes right back into the discard pile, but it does count as one of their cards drawn. So if for example the Confederates were attack out of Jamestown into New River and pull this card, that actually helps us because it counts as a zero and it takes up one of their card slots. So it creates some interesting gameplay dynamics with these supply units in the game. Now it comes down to our fourth turn and we're going to take a couple of big risks here, but I think we have to be bold. The score right now is 10 to seven and it's very early. We've only used 16 food from the the 40 of the the basic food supply. So there's what 24 food left and we've already seen the the score in the battle here turn to only we're up by three for us. So we're the the progression here is not looking very good. The Confederates have actually been very aggressive and very successful in the early part of this battle. Things are looking somewhat grim. I do think we need to take some risks. So what we're going to do here on our half of the turn, we are going to uh get food from New River for one. We're also going to get food from Julia Markham from one, which I I'll talk about why this is risky in a moment. Then with that food, we are going to in turn upgrade
Huntsville and upgrade Briffinon, which means we're going to get their improved locations. And let's take a little bit of a look at what that means. We're going to remove the Huntsville card and the Briffinon card from our supply here. And we're going to replace them with the upgraded versions of those cards. The breast works here at Huntsville has a defense of three which is helpful and I'll talk about why we're doing this in a moment. And then the Griffinon Farm, this is one of the two locations in the battle that gives us two food by playing this card and it's in a relatively safe location. So all of these four will get played. We're going to keep the home guard because I think we might get attacked in the next turn and we may need it here. But I want to talk a little bit about why I think this is a very risky play for us at this point in time. We played Buffalo for food to use it so we could upgrade Huntsville and then upgrade uh Griffinon over here. The reason it's risky is we take those cards out of our hand. And so if Buffalo Creek, for example, were attack Huntsville on this next round, we would be very unlikely to be able to defend it. They have a lot of strong cards and we couldn't play the location card. But I think in order to defend these long term, we're going to need the upgraded version. So, I'm hopeful the Confederates are busy elsewhere and don't attack Buffalo and in particular don't attack Huntsville on this turn, but I think we need to be a little bit bold in order to be able to hopefully come out with any kind of a stronger position. Now, we do upgrade Griffinon, which gets a second cube, and we do upgrade Huntsville Huntsville now, which gets a second cube. That also gives us a victory point each for those improved locations. So, we do open up a
five-point lead again in the battle. Now, let us see how the rebels respond. So, of course, with the Confederate forces here in the east incredibly strong, they drew, they attacked immediately out of Buffalo Creek into Buffalo. We could not defend it and it fell. So, our risk it, I mean, we still hold Huntsville, so maybe there's some hope, but with Buffalo lost in the entire eastern half of Scott County in Confederate control, this is looking pretty dire early on. Now, they did also attack up here in New Business in the northwest of the county, and we did fight them off up here. The other bad part of that turn was we played three of our cards to defend locations. Leaves us with Homestead, which is a useless location for the most part. And then, uh, Scott County Loyalists, which really can't do anything without food. So, uh, we don't really have anything we can do in our half of the turn. We are going to discard both of these cards and then draw back up to five cards for the next round. But at 11 to 10, so early in the battle here, we are getting our our butts kicked here in this one. So, the game has progressed a fair bit with the Confederate forces and us both grabbing a number of food. So, we're getting towards the latter stages of the main food supply. We're down to 12 food left in the supply. Unfortunately, for the loyalist forces, things have gone from bad to worse. Confederate forces have been aggressively attacking. They've knocked out our forces in New River, although they failed to take control of that. And they did, however, come through here and take control of Brimstone Creek, which puts us in somewhat of a predicament in Huntsville.
Because what I would like to do from Huntsville is either come down here and take Brimstone or I would like to attack into Buffalo Creek or Brimstone Creek or I would like to upgrade uh the Huntsville core, use the card here to bring in the Seventh Tennessee infantry because we don't have a lot of attack cards and a lot a lot of offensive power in our loyalist forces right now. And so the problem is that if we use the Huntsville card, if we're active in Huntsville, that means we can't play it on the Confederate turn in defense. And there's a better than 50% chance the Confederates will attack out of Brimstone Creek in their next round, which would mean they would take Huntsville. And if we lose Huntsville, things are incredibly dire for the Loyalist forces. Now, the other thought I had was we could attack Brimstone Creek, but the math doesn't work out. we wouldn't be able to bring enough offensive p firepower to take Brimstone Creek because of what we know about the rebel force composition at this point in time which leaves us somewhat stuck. But we do have a turn. Let's do some actions here and take a look at our cards. And I think our plan on the whole will be to try to gobble up some of these spaces up here to get some more loyalist control in the area. And then as the food supply is dwindling to try to aggressively knock out one of these places with an attack that could perhaps swing the battle in our favor. And we do have a couple things we can do. The first thing I want to do, we've got three food in our supply right now, which is actually pretty good. So we are going to spend one of our food here and we're going to
activate no business. And from no business, we're going to use the Scott County loyalists to take control of an area. So we can use we can send our Scott County loyalists from no business down to no business creek. And it's uncontested and that will give us a valuable victory point as well. Score goes from 13 to 9 to 13 to 10. And again, I'm hesitant to give up the Huntsville card to play anything with it because I don't want to leave us undefended in the next round. But we can play Gryffindor Griffin Griffin on farm here and get uh two food. Now, I think given what we've got and we know what cards we're going to get, I'm also going to just discard the Scott County Loyalists and uh that will get us a chance to draw a better location or another card in our next turn. So, with that, we end our round. We'll move forward now to see what the rebels will do. Getting close to the endame. It has not been a strong performance here by the loyalist forces. Okay, so things have gotten a little bit interesting. I think they're still pretty dire, but they might not be totally hopeless. So, what's happened? Well, the a bunch of food's been consumed. The Confederate forces took Big South Fork River and Slave Mill from us. We were able to regain control of New River down here.
So, as the and upgrade New Business over here to a stronger defensive location. So, as it stands right now, Scott County is largely Confederate controlled in the northeast and largely loyalist controlled in the southwest with the exception down here of Brimstone Creek. But that's where I think our chance lies. The score 17 to13 Confederates up by four points. But we have been able to amass all of our military forces and Huntsville is ready to go. And in the previous round, Confederate forces were active in Buffalo Creek and Brimstone Creek, which means we shouldn't we we won't see an attack out of them in their next round, which means we can launch an attack from Huntsville without worrying about a counterattack. And we could go to either Brimstone Creek or Buffalo Creek. Now, I don't want to go to Buffalo Creek because the Confederate forces took the big strong unit Morgan's raiders from Somerset and the big strong unit from Jboro. If we attack Buffalo Creek that's in their line of supply, they would be involved in that fight.
But they are isolated from Brimstone Creek, which gives us a chance, I think, if we send all of our forces at them, we potentially could win this battle. So, with that in mind, let's fight. Just realized one of the problems with this, if we send all of our military forces down here to attack all three, we won't be able to take control of it after the battle. So, we might want to risk putting two into the fight. But we'll see how this works. Okay, so first up, we are going to send our home guard. We'll put our forces here. We're going to send our home guard on the attack. Now, how it works for the Confederates is they draw one location card to defend, which they will do, and they draw one military unit card to defend, which they will do. Now, we're going to play definitely play a second Scott County loyalist down here, which gives us an attack strength of three. Now, we somewhat know what their composition is in terms of the forces they have and that they can defend it. We potentially could win with the strength of three, but it would be much more likely to win with the strength of four. The problem is if we burn all our cards, we can't take control here. So, what do we do? I think we're going to play it a little bit safe and we're going to come in with all of them here and then hope that we can take control in the next turn. But we'll see how that goes. Okay, so we're attacking with four. Let's see how they defend here. Scott County Rangers has a strength of two. their location card
that they're going to add the defense to has a strength of zero. We would have won if we had only two there, but four to two, we get the victory, which is excellent because this is going to change the history of Scott County somewhat. So, we're going to clear out the Confederate control there. We don't put Union control there because we can't take control of it. And then adjust the score. So, Confederates lose two stars because of that. And we gain one star for the Confederate block. We took one point difference. If we could take control of Bimstone Creek, we could we could swing in the lead here. But we're going to have to put up with the Confederate hurt here in the next turn. Unfortunately, on the the Confederate turn, three things happened that have dashed our hopes. Thing number one, they attacked out of Big South Fork River into No Business Creek, and we couldn't really defend ourselves very well there.
They overwhelmed us pretty quickly, which gave them a victory point for the block they took from us, a victory point for the star, and we lost a victory point for the star that we had. Changing the score to Confederates 17 um loyalists 13. So, we're losing by four points. Now, the second bad thing that happened was they also grabbed the last two food in the main food supply. So, we're down to the last reserve of 10 food. And when that happens, if either side starts a turn in the lead, they win the battle. So we come to our turn now and we're losing by four. We have to turn the tide on the Confederates. We could try to take some of this ground and switch the score back. So we're leading to put the onus on them. But unfortunately, we drew five location cards, not a single military unit. one of which we had to use up here to defend No Business Creek. So, we have four location cards left. Let's take a look.
So, these are the four cards we have left. Now, we This is an upgraded card. This doesn't have upgrades to it. The only thing we can do to score points is to upgrade New River. Um, we'll do that and it'll add one point to our total, but that's the most that's the biggest impact we can have on the battle because we don't have any military units. We didn't draw a single one. We can't attack anywhere and try to regain the lead here or gain the lead. So, as the case may be, we will make that move. We're going to spend one food and upgrade the new river location. That will get rid of the base card and add this card, the Reed Brothers, that goes into our discard pile. And we will get one more point, bringing it to 17 to 14.
Now, we could bring in some some units and do a couple of other possible things here. Uh, but there really isn't a point. So, uh, we will pass our turn over to the the Confederate forces because the main food supply is gone. They have won the battle. So, this is my fourth consecutive defeat against the Solobot, Rebels against Rebellion, but it is the closest um I've come to winning. 17 to 14. So, a three-point defeat here. I do feel like they had a very strong opening and got somewhat lucky by grabbing these spots early and it made it really tough to operate for us to operate up here in the northeast quarter. I I somewhat like our strategy. I wonder about leaning more into getting some stronger military units so we could attack at the end, but I felt like they kept us on our heels, so it wasn't really easy to do that. I do like the idea of attacking where they aren't because I feel like it's very hard to take positions away from them unless we were to lean more into military. So, a lot of different ways to go with this.
Some thinking I'll be back at it. Try to win. I'm gonna keep going till I win this at least once. Thanks so much for watching. A reminder that this is on Kickstarter. I'll put a link down below to this. Love to hear your comments on the game. and have a great day.