Napoleon's Trump. Review and impressions of the super wargame
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This is not a gameplay review. Therefore, those who want to understand how to play it, it is better to turn their eyes in another direction. Rather, it's an overview of what makes Napoleon's Triumph the greatest game in the universe.
That is, why a few pieces of wood and a little more metal, as well as a dense map, and all this in a strong cardboard box - make "Triumph of Napoleon" the most beautiful game in the universe.
The point here is not that they "wow" you with their unsurpassed beauty. Separately, at first glance, the components look unremarkable, and the average player is unlikely to be killed immediately upon opening the box.
There are two large sacks here, one red and one blue, with blocks inside, and each with squad symbols. There's a bag of metal 'commanders' strips (and a sticker sheet for the decal, with a spare included in case you make a mistake).
The casual player might get a little carried away when they notice two rulebooks - great, one for each player (and this is not typical for most games).
And most players will be excited to see Bowen Simmons' innovative map design that focuses on 'locations' rather than hexes or transitions between points.
But by themselves, the components alone are not enough to elevate the game to the most beautiful in the universe.
Even after the preparation of the game, when the commanders and corps are organized, and one of the armies is stretched across the width of the field, and someone finally feels the growing excitement - the "true beauty" of the game will still not be revealed.
REAL BEAUTY
The key to the game's aesthetic pleasure, as well as the true beauty that makes "Triumph of Napoleon" the most beautiful game in the universe — is revealed only in the dynamics of the gameplay.
Only when, in obedience to your glorious orders, these components begin to move, when the battle begins, and when the two armies converge in lines, stretching across the width of the field - only then does the true beauty reveal itself.
While beautiful at first glance (ie having attractive components), the game takes on 'real beauty' from the combination of its beautiful components in a thematically rich, strategically rich and action-packed environment. The "true beauty" of the game lies in realizing the true feeling that the player here is, as it were, a "god-like commander" who moves real shelves and brigades on the battlefield.
No game before or even close has awakened in me a sense of realism similar to that in "Triumph of Napoleon". No game before has ever made me feel like a "god-like commander" on the battlefield like I do in Triumph of Napoleon. This doesn't mean the game is "realistic" (and I'm not trying to say it's the "most realistic" wargame) - a real commander (like Napoleon) wouldn't be able to see all his troops at any given moment and he wouldn't have such an incredible the ability to give them orders instantly. But realizing that most war games sidestep these issues and most offer the player to be a 'god-like commander' - Napoleon's Triumph offers me the most realistic feeling of being immersed in the role of a god-like commander that other games try to offer.
In the position of a "god-like commander", players get full information about the strength and location of their units, as well as a "divine overview" of the entire battlefield (enemy units are mostly "hidden"). This part is hardly different from most other war games, which deal with individual battles. So what sets Napoleon's Triumph apart from other games of this genre? Again, this is a combination of components with gameplay. The use of long rectangular blocks, often located on the attacked 'steps' (or 'fronts'), when faced with enemy blocks, also often located along the defensive 'steps' (or 'fronts') - conveys a stronger sense of 'reality' than cardboard tiles.
The fact that these units lie on a light-toned map that subtly (but clearly) conveys the terrain (and its role in the gameplay) means that the battle itself is the focus. The players are absorbed in the battle and after a couple of "training" games (in particular, teaching the attacking sequence) are not distracted by "shine", "exclusions" or "unclear rules". There are very few things on the map that can distract or confuse the player. It is "clear and functional", but at the same time "simple and beautiful". A quick look at the map immediately and clearly reveals the full picture of the battle. By looking closely, the player quickly reveals the missing 'tactical' details (mainly the strength of the squads and the physical obstacles standing in their way)
Maps and 'traversing areas' are abstract in all battle-oriented wargames. But, probably, "Triumph of Napoleon" is distinguished by the fact that it offers the least standard (innovative) way of abstracting movement. The use of locations (non-standard regions to move around in) and 'steps' (borders of locations used as potential 'fronts' or 'sides' of battles) help to convey the imagined feeling of a more realistic 'battle environment'.
Essentially, Napoleon's Triumph is the most beautiful game in the universe because this game most effectively combines clarity, simplicity, and attractive components with a well-thought-out set of rules to convey an environment that allows players to become deeply involved in the battle to the point where, in compared to other games, they feel most like 'god-like commanders', commanding troops on the battlefield.