RED
CHRISTMAS, by David Chapel. From Thunderhaven Games, POB 60954, Phoenix AZ 85082. $30
boxed; $24 Ziplock.
Guest
Review from DAVID FOX
Remember the
good old days of light-hearted science-fiction games, such as The Creature
That Ate Sheboygan, Those Awful Green Things, and everything that
Metagaming (remember them?) produced. I do… mostly because, in an effort to
take a break from the umpteenth assault on Smolensk and the eleventy-hundredth
charge up Cemetery Hill, I bought every one.
So, return
with us to the days of yesteryear with Red Christmas, wherein the evil
Russkies are trying to capture the Cheyenne Mountain Air Force Command Center
in Colorado - no, not by airdropping Barbra Streisand - in the year 2023. In a
sort of "Red Dawn" meets "Battle Beneath the Earth", the
Russians attack a lightly-defended base on Christmas with a strong mechanized
force - and exactly how such a group got to Colorado is nowhere mentioned;
perhaps they were hiding in the Coors Powdered Beer trucks á la the Trojan
Horse … hey Ulysski, this Bud's for you! - while Spetsnatz troops infiltrate
into the mountain stronghold with … and are you ready for this …
nuclear-powered drill vehicles. The challenge is for the Reds (are they still "reds"??)
to capture the command complex inside the mountain before American
reinforcements, including their own nuclear moles, can arrive. If you buy the
Commie Redux premise, sounds reasonable to me.
Pick up the
game and you'll immediately see why the only way Thunderhaven is ever gonna
sell one of these is through word-of-mouth and/or reviews. The box art is
disturbingly and glaringly phallic, remarkably crude, devoid of perspective,
and so lacking in even the basics of art talent that it is far and away,
hands-down, From Here to Eternity, the butt-ugliest PIECE OF TRASH. Lesson #1:
never let your friend - and, as one of BROG's rare good deeds, that miscreant
shall remain unidentified - do the box cover. This is a shame, because the
interior components are first-rate, even striking! Colorful map, large
(5/8"), readable and well-done counters, nice rules book and decent random
events cards make this a package many "professional" companies would
kill to come up with.
Unfortunately,
as far as that rules book is concerned, I've read calculus texts more
interesting. It's logically organized but overly dense, as one can see from,
"The defender's Defensive value (DV) is equal to the highest Defense
Factor (DF) participating + the defender's FRM +2x the # of additional FS units
+ the # of additional LS units participating in the attack." If you say
so. This type of inelegant design and ponderous writing is one of the game's
big problems. This is ridiculous, cartoon stuff; why not treat it as such?
Lighten up, guys.
The play
sequence uses initiative chits, much like The Legend Begins or Flashpoint:
Golan. This system generator is rapidly becoming the industry standard for
simulating the randomness and chaos of combat. Movement is quite abstract;
inside the command center it is point-to-point, while the outside uses area
movement. The moles have their own, separate tracks to help keep their
destinations secret - which, along with decoys and the combat system, make
solitaire unfeasible. The combat system is diceless, a design element with
which I have never been comfortable. Firstly, you need rules like the example
given above to resolve it - a cumbersome method at best - and such a mechanic
eliminates entirely the tension inherent in the uncertainty of battle. A poor
design decision, handled awkwardly. Other rules cover American artillery,
helicopters, fighter-bombers, radiation, exhaust system infiltration and random
events (on cards).
The Russians
have 18 turns to get inside and capture the center. A strong Russian armored
force seals off the mountain while the Spetsnatz Moles (finished 3rd last year
but had a good draft) attempt to break into the (initially) weakly-defended
complex. The Americans eventually get heavy reinforcements, which can prove
decisive in trying to break through that outer circle of red tanks. And, in case you were mulling over what the
best strategy was to do any of this, fear not, oh untrustworthy peasant. The
designer's notes tell all. This is the passive-aggressive method of
making sure you idiots out there play the game exactly the way the designer
wants you to. The heart of the game is the balance between Russian outside
defenders and inside penetrators (imagery concurrent with the boxcover, to be
sure). Since the notes tell you how to do it, why bother?
Despite
excellent component graphics and some interesting mechanics, designer Chapel
misses the point here. Casual rules, some variable CRT's, a few goofy pieces of
chrome … they would have all done wonders. Instead, we get a system heavy of
foot, with minimal variation that is further stripped of interest by a Here's
How To Do It - Don't Trust The Player mentality. Plus that god-awful box cover.
Unfortunately, that's not much to like.