Rise And Decline Of The Third Reich
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''Rise and Decline of the Third Reich'' or more commonly ''Third Reich'' is a
grand strategy wargame A grand strategy wargame or simply grand strategy game (GSG) is a wargame that places focus on grand strategy: military strategy at the level of movement and use of a nation state or empire's resources. It is a genre that has considerable overlap ...
covering the
European theater The European theatre of World War II was one of the two main theatres of combat during World War II. It saw heavy fighting across Europe for almost six years, starting with Germany's invasion of Poland on 1 September 1939 and ending with the ...
of
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the vast majority of the world's countries—including all of the great powers—forming two opposin ...
, designed by
John Prados John Frederick Prados (January 9, 1951 – November 29, 2022) was an American author, historian, and wargame designer who specialized in the history of World War II, the Vietnam War, and current international relations. Early life and education ...
and released in 1974 by
Avalon Hill Avalon Hill Games Inc. is a game company that publishes wargames and strategic board games. It has also published miniature wargaming rules, role-playing games and sports simulations. It is a subsidiary of Hasbro, and operates under the company ...
. Players take on the roles of major powers—
Germany Germany,, officially the Federal Republic of Germany, is a country in Central Europe. It is the second most populous country in Europe after Russia, and the most populous member state of the European Union. Germany is situated betwe ...
,
Italy Italy ( it, Italia ), officially the Italian Republic, ) or the Republic of Italy, is a country in Southern Europe. It is located in the middle of the Mediterranean Sea, and its territory largely coincides with the homonymous geographical re ...
, United Kingdom,
France France (), officially the French Republic ( ), is a country primarily located in Western Europe. It also comprises of Overseas France, overseas regions and territories in the Americas and the Atlantic Ocean, Atlantic, Pacific Ocean, Pac ...
, the
Soviet Union The Soviet Union,. officially the Union of Soviet Socialist Republics. (USSR),. was a transcontinental country that spanned much of Eurasia from 1922 to 1991. A flagship communist state, it was nominally a federal union of fifteen national ...
, and the United States—from 1939 to 1946. The game was popular because of the balance between economics, politics, and land, sea, air and strategic warfare. Players can try
alternate history Alternate history (also alternative history, althist, AH) is a genre of speculative fiction of stories in which one or more historical events occur and are resolved differently than in real life. As conjecture based upon historical fact, altern ...
strategies (''e.g.'', a German invasion of Spain or the United Kingdom). The game is complex and can take many hours to complete. Revised editions of the game were published in the 1980s. A further redesign of the game, ''Advanced Third Reich'', was published in 1992, followed by a Pacific theater counterpart, '' Empire of the Rising Sun'', in 1995. In 2003, yet another redesign of these two games was published by GMT Games as ''A World at War''. In 2001,
Avalanche Press Avalanche Press is an American company that publishes board wargames and has published some role-playing game supplements. They have produced '' The Great War at Sea'' and '' ''Panzer Grenadier'' series'', as well as '' Red Parachutes'', one of ...
released a separate new version, more closely resembling the original game, known as '' John Prados' Third Reich''.


Gameplay

The game normally starts in Fall 1939, although scenarios are provided for starting in 1942 and 1944 (the latter is recommended for learning purposes). Each quarterly turn (Spring, Summer, Fall, and Winter) represents three months of real time.


Economics

Each major power has a pool of Basic Resource Points (BRPs – sometimes pronounced "burps"), to represent economic power, and used to build units,
declare war A declaration of war is a formal act by which one state announces existing or impending war activity against another. The declaration is a performative speech act (or the signing of a document) by an authorized party of a national government, in ...
(35 BRPs to declare war on a major power, 10 to declare war on a minor power), or offensives (15 BRPs). The side with more BRPs moves first, so by economizing the previous season, a player may gain a "flip-flop" and make two consecutive moves, possibly allowing a devastating offensive. A Double Turn across winter 1939/40 is common: Germany moves first in Fall 1939, reduces her BRP total by building lots of units, so moves second in Winter, then first again in Spring 1940 as her BRP level refreshes, allowing a spectacular German offensive in the West. Italy's BRPs are included with Germany's even when still neutral, but US and Soviet BRPs are not included until they join the Allies, requiring careful play around the initiative change in the mid-war. The annual Year Start Sequence ("YSS") begins with strategic warfare in an off-map box. German
U-boat U-boats were naval submarines operated by Germany, particularly in the First and Second World Wars. Although at times they were efficient fleet weapons against enemy naval warships, they were most effectively used in an economic warfare role ...
s fight Allied
Anti-submarine warfare Anti-submarine warfare (ASW, or in older form A/S) is a branch of underwater warfare that uses surface warships, aircraft, submarines, or other platforms, to find, track, and deter, damage, or destroy enemy submarines. Such operations are t ...
(ASW) factors – ASW become more effective later in the war. Allied bombers, which are not as cheap or effective as U-Boats, fight German interceptors, or German air factors withdrawn from the map. Excess bombers or U-boats eliminate enemy BRPs. After Strategic Warfare each power receives BRPs equal to its economic base, which may increase or decrease by a percentage of the unused BRPs at year-end (the growth rates are 60% for USA, 50% for Germany, 40% for Britain, 30% for the USSR and 20% for Italy – any extra are lost, so saving BRPs to increase the base is not sensible for Italy). Extra BRPs are received for minor countries controlled; a conquered major power (France or Italy after surrender) is treated as a minor worth half her BRP base. Germany, Britain and the USA may then spend up to 10% of their totals on strategic warfare for next year. Each major power's per-turn spending limit is half the total remaining after Strategic Warfare. Britain has a base of 125 BRPs, but as any BRP deficit from Strategic Warfare reduces the base, she often has to set aside half her BRPs to absorb U-Boat losses in mid-war. Germany begins with a base of 150 BRPs, but in mid-war will often have 300 or more BRPs including conquests, and after building all her forces may have enough of a surplus to see her base increase sharply. Countries may transfer BRPs to one another (Italy may give her spare BRPs to Germany for the high growth rate). Allied
aid In international relations, aid (also known as international aid, overseas aid, foreign aid, economic aid or foreign assistance) is – from the perspective of governments – a voluntary transfer of resources from one country to another. Ai ...
to the USSR, usually sorely needed, must go via
Murmansk Murmansk (Russian: ''Мурманск'' lit. "Norwegian coast"; Finnish: ''Murmansk'', sometimes ''Muurmanski'', previously ''Muurmanni''; Norwegian: ''Norskekysten;'' Northern Sámi: ''Murmánska;'' Kildin Sámi: ''Мурман ланнҍ'') ...
(the Germans may oppose these transfers with naval, air and U-boat battles in an off-map box), or via
Persia Iran, officially the Islamic Republic of Iran, and also called Persia, is a country located in Western Asia. It is bordered by Iraq and Turkey to the west, by Azerbaijan and Armenia to the northwest, by the Caspian Sea and Turkmeni ...
(certain to arrive, but taking an extra turn to reach the USSR, with an initial one-off payment need to open up the pipeline).


Land movement and combat

Most counters in the game represent
corps Corps (; plural ''corps'' ; from French , from the Latin "body") is a term used for several different kinds of organization. A military innovation by Napoleon I, the formation was first named as such in 1805. The size of a corps varies great ...
, or Soviet armies roughly the size of other countries' corps. In general two counters may stack in a hexagon, or five on a bridgehead (a bridgehead provides unlimited supply for the first post-combat supply phase, and supply may be traced to it in subsequent turns as if it were a port). Only armor units have a Zone of Control, which costs an extra two movement points to pass through (German and US armor have 6 movement points per turn, enabling them to move through two zones of control, other countries' armor units only 5; US armor units, and the two German SS Panzer corps added in 1943, also have 5 strength points rather than the usual 4). British and US infantry have 4 movement points rather than 3, reflecting their higher degree of motorization. Units remain the same throughout the game, as both sides copied one another's technological advances throughout the war. Combat is completely voluntary. Units are always at least doubled on defense (exception: German units in the first winter after their attack on Russia). Terrain, which has no effect on movement, triples units on defense, while fortresses ( Maginot Line,
Westwall The Siegfried Line, known in German as the ''Westwall'', was a German defensive line built during the 1930s (started 1936) opposite the French Maginot Line. It stretched more than ; from Kleve on the border with the Netherlands, along the wes ...
,
Gibraltar ) , anthem = " God Save the King" , song = " Gibraltar Anthem" , image_map = Gibraltar location in Europe.svg , map_alt = Location of Gibraltar in Europe , map_caption = United Kingdom shown in pale green , mapsize = , image_map2 = Gib ...
,
Malta Malta ( , , ), officially the Republic of Malta ( mt, Repubblika ta' Malta ), is an island country in the Mediterranean Sea. It consists of an archipelago, between Italy and Libya, and is often considered a part of Southern Europe. It lies ...
,
Leningrad Saint Petersburg ( rus, links=no, Санкт-Петербург, a=Ru-Sankt Peterburg Leningrad Petrograd Piter.ogg, r=Sankt-Peterburg, p=ˈsankt pʲɪtʲɪrˈburk), formerly known as Petrograd (1914–1924) and later Leningrad (1924–1991), i ...
and
Sevastopol Sevastopol (; uk, Севасто́поль, Sevastópolʹ, ; gkm, Σεβαστούπολις, Sevastoúpolis, ; crh, Акъя́р, Aqyár, ), sometimes written Sebastopol, is the largest city in Crimea, and a major port on the Black Sea ...
) quadruple them. Each combat may result in the complete elimination of either side, or an exchange, or a compulsory counterattack, either at face value (i.e. ignoring terrain effects) or at odds dictated by the table. A 2:1 attack is almost certain to succeed (albeit with some risk of an exchange), with only a 1 in 36 chance of an "attacker eliminated" – the dreaded roll of 4, followed by 6. An attack at odds of 3:1 or greater is guaranteed to succeed, the only uncertainty being whether or not the defender will be eliminated outright or inflict some exchange losses. If the defender is eliminated, victorious attacking units may advance after combat into the hex. Provided at least one attacking unit was armor, any other armor unit which did not attack, but which was adjacent to an attacking unit, may now be placed on the newly gained hex (the "breakthrough hex"). These armored units may then "exploit", i.e. move again, provided they keep to a chain with no more than one empty hex between each unit, and then attack – a key tactic in surrounding enemy units. There is no limit to the number of armor units which may stack on or attack from the original breakthrough hex, provided the overstack is rectified by the end of the turn. Breakthrough against an empty enemy-controlled hex is not allowed, but a key position can be attacked by obtaining an overstacked armored breakthrough against a weakly held hex adjacent to it. An alternative type of combat is "attrition". The attacker totals the land factors in contact with the enemy (air units play no part). The die roll may require the enemy to lose counters (major countries have replacement units – immobile single-factor infantry units – used to garrison remote areas or to remove to fill attrition losses, apart from the USSR which has many cheap single-factor infantry armies) or hexes – the attacker may not choose a capital, red objective city or bridgehead. The defender may eliminate units from a hex to prevent it being chosen for attrition occupation. There are three fronts (
East East or Orient is one of the four cardinal directions or points of the compass. It is the opposite direction from west and is the direction from which the Sun rises on the Earth. Etymology As in other languages, the word is formed from the fa ...
,
West West or Occident is one of the four cardinal directions or points of the compass. It is the opposite direction from east and is the direction in which the Sunset, Sun sets on the Earth. Etymology The word "west" is a Germanic languages, German ...
and
Mediterranean The Mediterranean Sea is a sea connected to the Atlantic Ocean, surrounded by the Mediterranean Basin and almost completely enclosed by land: on the north by Western and Southern Europe and Anatolia, on the south by North Africa, and on the e ...
) on the map; in a multi-player game, attrition may only be selected if all players of one side choose that option for that front – if one player wants to take an offensive, his allies must do the same or else pass (neither movement into enemy-controlled hexes nor combat allowed).


Logistics

Each country has a prescribed "forcepool", which lists "allowable builds" as well as forces initially on the map (around a quarter of Germany's forces start the game on the map – for other countries the proportion is much higher). Units built each turn appear at once in the home country (except a rebuilt 9-factor fleet – see below). Infantry costs 1 BRP per factor, armor 2 BRPs per factor, and air, naval and paratroop units 3 BRPs per factor (e.g. 15 BRPs for a whole air unit). In Winter 1941 and the early turns of 1942 the USSR may – for a stiffening in her victory conditions – build some units for free (the "Siberian Transfer", only half of which may be armor) representing transfer of troops from the Manchurian garrison after Japan goes to war with the USA. Most countries add a few new units to their force pool in 1942. The USSR's forces are initially feeble, but she adds more powerful infantry and armor units in 1942. Germany adds some new armor and infantry units in 1943 and 1944. After construction each country may strategically redeploy a certain number of units. SR is not permitted adjacent to enemy units, so a 3-hex corridor is needed. SR from Britain into the Mediterranean requires either two fleets (via Gibraltar – one of the fleets must be based there) or else 2 SRs and a one-turn delay (via the Cape of Good Hope). The USA also has an Initial Deployment Limit, which restricts how many units may be moved by SR each turn from the USA (shown as a box in the top-left of the map) to its main base in Europe (normally Britain). Germany's SR limit (9), although large, is not enough to cope with war on three fronts from 1944 – rebuilt Hungarian units can take a year to walk back to the Eastern Front – and can be a key factor in her collapse in the late game. Supply may not be traced through zones of control, even if the hexes in question are occupied by friendly units. Unsupplied units cannot move, and are eliminated after the construction phase, and cannot be rebuilt in the same turn in which they are lost (unless the owning player deliberately loses them in poor-odds attacks).


Air warfare

Paratroops do not count for stacking, and negate the effect of rivers, but are lost permanently if not adjacent to a friendly unit when eliminated. They may also drop during armored exploitation. For the first half of the game the German FallSchirmJaeger Corps is the only paratroop unit on the map. Britain and Italy each add a paratroop corps to their forcepools in 1942 (the USSR adds two slightly weaker ones); the USA also has a paratroop corps in her forcepool. Up to five air factors may base at a city, or at an airbase counter (each major power has three of these, one of which may be placed each turn – once placed it can only be moved by SR or relocated to the country's capital if out of supply). Initially Germany has 6 air units and Italy 2 (i.e. 40 factors), against three British and two French (i.e. 25 factors). By the end of the war 5 German air units (i.e. 25 air factors, assuming some have been transferred to fight Allied bombers) might be facing 5 US, 4 British and 3 Soviet (i.e. 60 air factors). Air units may be voluntarily split up, and single factors may be rebuilt provided they are combined by SR to form a complete air unit. Air units may "stage" (move between bases up to twice their combat range – during staging or SR they may fly across water up to their combat range) and still be used for combat. Air units may Counterair (attack enemy air at their bases – British air factors in Malta may decline combat but must be inverted if they do so), give Ground Support to attackers (including exploiting armor) or Defensive Air Support. For Ground Support or DAS air factors up to three times the face value of the ground forces may be added; these factors can be removed as part of an exchange, to allow the survival of ground units, or may be eliminated if that side loses the combat altogether. While the attacker may intercept DAS, a numerically superior defender cannot add extra factors to this air battle; a common house rule was to allow the defender to fly "escorts" to fight off interceptors. In air combat from counterair or interception each side rolls a die, the larger force adding the number of factors by which his force exceeds the smaller. Italy, France and USSR add a Die Roll Modifier of −1 and minor countries −2. The difference in the rolls is the number of factors lost by the defender – the winner loses half as many; in the event of a tie both sides lose factors equal to a third die roll. Used air units are inverted for the rest of the turn. It is sensible to keep air units out of counterair range, especially inverted units which count for zero in combat. Air superiority is vital in offensives, and the cost of rebuilding air factors is a major drain on BRPs.


Naval warfare

Each major power has generic 9-factor fleets: Britain has 10, Italy 5, Germany 4 (2 on the board at the start), France and the USSR 3 each. Four fleets (36 factors) may base at a single port. They may not be voluntarily split up and only whole fleets may be rebuilt (at a cost of 27 BRPs, and with a one-year delay). Fleets may carry supply, may carry ground units for invasions (3 factors to carry each ground factor, i.e. a whole fleet to carry an infantry corps – a beach hex containing a port may not be invaded if a 9-factor fleet is in the hex), may give shore bombardment (3 naval factors count as one ground factor in invasions or attacks on coastal fortresses), may sea transport (carry ground units in the combat phase, 2 factors per ground factor – Germany often transports units into Latvia) or may sea escort (a whole 9-factor fleet to help a single ground unit SR over water). Interception (determined by a die roll) is less likely to succeed over longer distances. Combat is similar to air combat (including similar national DRMs; Germany has a DRM of +2, Britain +1 and Italy −1), with losses multiplied for size in large battles. Unlike air combat no losses are taken in the event of ties, and naval units assisting ground attacks are seldom required to take losses. SR may not be intercepted so naval combat is quite rare.


History

''Rise and Decline of the Third Reich'' saw four editions, which cleaned up inaccuracies and ambiguities in the units (2nd edition), map (3rd edition), and rules (4th edition). Because some elements were not changed in some editions, the labels did not always match; the 4th edition was labeled on the box as 3rd edition despite having 4th edition rules. At the start of 1986 Avalon Hill published a ''Gamers Guide to Third Reich''. This featured Designers Notes, stressing the game's focus on economics, air and armor (in that order), and mentioning that Prados' original draft had been at division-level with a much larger number of air points, making it an exercise in "finger dexterity". There were also several strategy articles, many of them written by Marcus Watney and many of which had previously appeared in ''The General'', outlining plans for German attacks on France & Yugoslavia, an Italian attack on Yugoslavia, and British, French and Soviet defenses against German attack. There was also a discussion of the game's portrayal of economics, and a draft diplomacy system, a later version of which would be included in ''Advanced Third Reich''. The guide criticized the unrealistic weakness of the late war Soviets in BRPs, air and armor units. Draft rules for British surrender, with some free British forces potentially fighting on from Canada (ie. the US box), were published in ''The General'' (Vol 18 No 5). Further draft rule changes by Robert Beyma were also published in that magazine in the mid 1980s, giving the Soviets a few extra air and armor units later in the game, and extra BRPs for control of key cities (several of them in the Urals), and causing the US forcepool to arrive in three annual tranches (1942–44), making a massive landing in France in 1942 as unfeasible as it was in reality. These and other rule changes, including a version of the diplomacy system trailed in the ''Gamers' Guide'', were developed and incorporated into a new version, ''Advanced Third Reich'' (1992), designed by Bruce Harper, which also brought together many variants and revised maps. '' Empire of the Rising Sun'' (1995), a Pacific theater counterpart to ''Advanced Third Reich'', included rules for aircraft carriers and research (eg. of air ranges, torpedo effectiveness and atomic bombs), as well as rules to combine the games to simulate the whole of World War II around the globe. Avalon Hill's ''Computer Third Reich'' was a computer version of the wargame. '' Computer Gaming World'', in 1992, stated that the AI opponent offered a "sufficient challenge for beginners"; good at finding weak points in opponents but not always good at choosing the right ways to exploit them. The magazine recommended the computer version to those who wanted to learn the game but could not find local opponents, but suggested that experienced players only buy it to
play by mail A play-by-mail game (also known as a PBM game, PBEM game, or a turn-based game) is a game played through postal mail, email or other digital media. Correspondence chess and Go (game), Go were among the first PBM games. ''Diplomacy (board game), D ...
. A combination of ''Advanced Third Reich'' and ''Empire of the Rising Sun'', initially designated "Global War 2000", began development with rules and components posted online, publicly available for anyone who might want to be a playtester and might offer feedback. This was eventually published by GMT Games in 2003, as ''A World at War''. The game's development continues, with updated rules and components available online. At the same time, Avalanche Press was developing a variation known as ''John Prados' Third Reich''. Designed by Brian L. Knipple and published by Avalanche Press, it has distinctly different mechanics from ''Rise and Decline of the Third Reich'', although it is simpler and resembles the original more closely than the GMT version.


Reception

In the April 1975 issue of ''
Airfix Magazine ''Airfix Magazine'' was the first British magazine dedicated to the hobby of plastic modelling. It was launched in 1960 in association with the model kit company Airfix, and ceased publication in 1993. Originally a small-format magazine, it in ...
'', Bruce Quarrie called ''Third Reich'' "One of the most interesting, though complicated, games to come our way for some time." Quarrie noted that one of the positive aspects of its complexity was that "There is literally no end to the permutations which can be employed in this game, which demands a basic knowledge of strategy and economic principles as well as basic military tactics." He concluded, "It is one of the most ambitious games ever produced and certainly not one for the novice to attempt, but for the experi- enced wargamer it presents an absorbing challenge." In a 1976 poll conducted by
Simulations Publications Inc. Simulations Publications, Inc. (SPI) was an American publisher of board wargames and related magazines, particularly its flagship ''Strategy & Tactics'', in the 1970s and early 1980s. It produced an enormous number of games and introduced innovat ...
to determine the most popular wargames in North America, ''Third Reich'' placed a highly respectable 33rd out of 202 games. In a similar poll conducted by Avalon Hill but only for their own products, ''Third Reich'' placed 6th out of 25 Avalon Hill games. In his 1977 book ''
The Comprehensive Guide to Board Wargaming ''The Comprehensive Guide to Board Wargaming'' is a 1977 book by Nicholas Palmer about the hobby of board wargaming. Contents ''The Comprehensive Guide to Board Wargaming'' is a 223-page book about the hobby of wargaming for non-gamers and game ...
'', Nicholas Palmer noted that "''Third Reich''s strongest point is the military production system, which works smoothly (if with questionable historical accuracy in certain cases) and ties the game together." He thought the game was "excellent both for two players or more, though the rules tie the players closely to history and limit diplomatic opportunities." He concluded with a warning that the game was "Extremely complex, with rules disputes not uncommon; every participant should be ''good'' to make the game really come to life." In ''The Guide to Simulations/Games for Education and Training'', Martin Campion called this "an innovative and challenging game which allows a player to experience the complexity of events in a total war." Campion concluded "The game breaks down in many details however. It is impossible for the Germans to make quick work of Poland and France, for example, and this throws the whole beginning of the war off the historical track." In the 1980 book ''
The Complete Book of Wargames ''The Complete Book of Wargames'' by Jon Freeman and the editors of Consumer Guide was published in 1980 by Simon & Schuster under the Fireside imprint. Contents This book comes in both a 285-page hardcover edition and a paperback version. In ...
'', game designer Jon Freeman called the game system "a refreshing change from the sometimes hackneyed design features of many modern wargames. Players are given a wealth of strategic options; yet the events of the war are re-created by making the historical objectives desirable in game terms." Freeman concluded, "All the major elements of the war are here, but the wealth of detail never overwhelms the game (as it does in the typical "monster" game.) It is easily the finest strategic-level simulation of the war." In the November 1981 edition of ''
Dragon A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as ...
'' (Issue #55), Tony Watson reviewed the updated third edition game components that had just been released, specifically a new map, new rules and new force-pool cards. He found changes to the map to be minor, but changes to the rules to have a major impact on the game, especially in air and naval combat and strategic warfare. Watson recommended that ''Third Reich'' players get the new components, saying, "Though some of the new rules take a little getting used to..., once they are understood they prove out to be changes for the better. It would seem that it is possible to improve upon a good thing, and the folks at Avalon Hill should be commended for caring enough to take another look at one of their products." In Issue 34 of ''
Phoenix Phoenix most often refers to: * Phoenix (mythology), a legendary bird from ancient Greek folklore * Phoenix, Arizona, a city in the United States Phoenix may also refer to: Mythology Greek mythological figures * Phoenix (son of Amyntor), a ...
'', M. Watney also reviewed the updated third edition game components and found several problems with the new rules, including air combat and certain armor movement rules. On the other hand, Watney found certain changes to be very positive, including the revised naval rules, ground combat and strategic rules. He concluded, "The new game is a definite and very major improvement." In Issue 36 of ''Warning Order'', Matt Irsik compared the original first edition by Avalon Hill to the 2001 edition published by Avalanche Press, and found the map and double-sided counters of the newer game more colorful and useful. Irsik preferred the "chit pull" system of the newer game "that makes turns very interesting", and noted that in the newer edition "you can purchase chits that allow your forces to do a variety of operations on multiple fronts. That's the first major difference in these two versions." Irsik also preferred the emphasis on diplomacy in the newer game. He thought that the random events thnat occur in the newer game add to its replayability, since no two games will be exactly alike. But Irsik was unsure whether her he preferred the newer game's dice rolling method of combat resolution to the original edition's Combat Resolution Chart, saying "This can create some wild swings of fortune and some players do not care for this system. However, the valon Hillsystem is almost exactly the opposite where you pretty much know beforehand what the results are going to be for each combat." He concluded that both games will attract their fans, but he preferred the newer game, saying, "the valon Hillversion is still a good game. In terms of graphics, game design, game systems, etc., it is showing its age, but that should not deter gamers from giving it a try and in fact there is still a sizeable crowd that will only play the AH game. The valanche Pressversion, however, is a vast improvement in my opinion on an already proven design."


Reviews

*'' Moves'' #50, p28


Awards

At
Origins Origin(s) or The Origin may refer to: Arts, entertainment, and media Comics and manga * ''Origin'' (comics), a Wolverine comic book mini-series published by Marvel Comics in 2002 * ''The Origin'' (Buffy comic), a 1999 ''Buffy the Vampire Sl ...
1975, ''Rise and Decline of the Third Reich'' won the
Charles S. Roberts Award The Charles S. Roberts Awards (or CSR Awards) is an annual award for excellence in the historical wargaming hobby. It was named in honor of Charles S. Roberts the "Father of Wargaming" who founded Avalon Hill. The award is informally called a "C ...
for "Best Professional Game of 1974".


In popular culture

Roberto Bolaño Roberto Bolaño Ávalos (; 28 April 1953 – 15 July 2003) was a Chilean novelist, short-story writer, poet and essayist. In 1999, Bolaño won the Rómulo Gallegos Prize for his novel ''Los detectives salvajes'' ('' The Savage Detectives ...
's novel ''
The Third Reich Nazi Germany (lit. "National Socialist State"), ' (lit. "Nazi State") for short; also ' (lit. "National Socialist Germany") (officially known as the German Reich from 1933 until 1943, and the Greater German Reich from 1943 to 1945) was ...
'' features a
war game A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to s ...
champion who specializes in playing ''Rise and Decline of the Third Reich''.


References


External links

* {{Avalon Hill Avalon Hill games Board games introduced in 1974 Don Greenwood games Grand strategy board games Origins Award winners Wargames introduced in 1974 World War II board wargames World conquest board games