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Infinite Gest

Banditry as community-building! More historically accurate than video game mobs have led us to believe.

One of my professors believed that every generation needed to retell the story of Julius Caesar. In her mind, the story functioned as a sort of cultural tonic. Tyrant or hero, victim or opportunist — Caesar was a lens through which generations current and future might better witness themselves.

In playing Fred Serval’s A Gest of Robin Rood, the second installment in the Irregular Conflicts Series, itself a spinoff of the long-running COIN Series, the same could be said of everybody’s favorite forest fox. Is he a vagabond, robbing the rich for no other reason than because their wealth is there for the taking? Is he a lower-class hero, uplifting the poor? Has he been coopted by the gentlefolk, elevated to a lordling deprived of his privileges? Is he a crusader? A jokester? A kingsman? Does he venerate the Virgin Mary or has Maid Marian been invented to take her place? Eventually he’ll move into his gritty teenage years and relitigate the Battle of Normandy. Shhh. He gets embarrassed when we talk about that.

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A Very Civil Schnapsen

In which I have just spilled 50% of the game's rules in one header image.

Nobody is doing historical board games quite like Fred Serval. That’s a tall claim, considering that only one of his designs, Red Flag Over Paris, has even been released. However, between that and a few secret projects — seeecreeet — Serval has demonstrated a talent for cutting to the heart of a historical topic with straightforward mechanisms.

A Very Civil Whist is currently the best example. Originally designed as a convention gift consisting of only two sheets and a deck of cards, this two-player trick-taker was recently picked up by PHALANX, where it currently sits in the preorder queue.

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Le Temps des Cerises

Flag!

Mark Herman’s Fort Sumter was a lean, rangy filament of a game. After initially falling for its charms, I soon found its leanness and ranginess a little too emaciated, with not nearly enough muscle and fat beneath the skin. One of the reasons I play historical games, after all, is to see how the history is modeled, not to merely see it sketched out as the titles of locations and cards.

Enter Red Flag Over Paris. Designed by Frédéric Serval, it uses the system and leanness of Fort Sumter while still piling on, well, everything else. Its topic is the Paris Commune, the brief but fierce revolutionary outpouring that would prove so influential on Karl Marx — and become a stain on the early days of the French Third Republic.

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