Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West) Communism (the Soviet Union) & Fascism (the Axis) It has diplomatic economic technological & military components & can be won by gaining economic hegemony or technological supremacy (A-bomb) or by vanquishing a rival militarily The 22 x 34 area map covers Eurasia to India & the Urals plus the Americas Military units are 58" blocks of 7 types (Infantry Tank Fortress Air Force Carrier Fleet Submarine) in 7 different colors (Germany Italy Russia Britain France USANeutral) The mix of over 200 blocks allows great flexibility of force composition There is a 55-card Action deck & a 55-card Investment deck plus 30 Peace Dividend chits & 110 markers of various types The game starts in 1936 with all 3 Great Powers virtually disarmed Germany has repudiated the Versailles Peace Treaty initiating an arms race in Europe With blocks the nature of military buildups remain unknown to rivals unlessuntil military conflict breaks out The game may end peacefully or there may be war There are game sanctions for attacking neutral minors or declaring war on an opponent & rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace) You can win peacefully by • Economic Hegemony (total of Production secret Peace Dividend values is the greatest in 1945 or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages) If there is war you can still win by either of the above methods or by • Military Victory (capture of TWO enemy capitals each Great Power has 2) Economic production underlies all forms of power in the game Production is the LEAST of controlled Population (cities) controlled Resources & Industry (which starts low & can be built up with Investment cards) except that Resources can be ignored if at Peace Powers can spend their current economic Production on either • Military units (new 1-step units or additional steps on existing units) OR • Action cards which have Diplomatic values (to gain Population & Resources without conflict) & a Command value (to move military units) OR • Investment cards which have Technological values (to enhance unit abilities) & a Factory value (the only way to increase Industry levels) Building a unit step or buying a card costs 1 Production Simple You can’t inspect cards bought until after you have spent all Production Initially the Axis economy is Population Resource limited but ahead in war Industry while the West & Russia are Industry-limited with adequate empires of Population & Resources Throttlinglimiting rival economies by denial of Population Resources is a key form of competition In peacetime this is primarily done via Diplomacy committing Action cards to gain control minor nations & their Population Resources or to deny or reduce Rival control of them At war this can be done more directly by military conquest on land by Naval Submarine blockade of trade routes at sea & by Strategic Bombing of enemy Industry by air forces The early phase of the game tends to revolve around • Diplomatic infighting (using Action cards) to gain minor nations (Czech Rumania etc) for their Population & Resources & • Industrial buildup (via Investment cards) with • Military buildups (with the nature of forces being built being unknown to opponents) • Technology advancement (also via Investment cards) & some • Military operations (using Action cards for Command) which can include Violating (attacking) neutral minors to gain Population Resources when Diplomacy fails If the game continues peacefully due to imposing defenses or player inclination pressure builds as players approach a Production of 20 as secret Peace Dividend chits may take someone over the 25 Victory threshold Or players may succeed in developing the Atomic Bomb & steal a victory that way At some point however one Power (seeing opportunity or necessity) may Declare War on another The victim gets immediate economic benefits in reaction but military reality comes to the forefront from this point onward The third party may well continue its economic development in peace Or not Unit movement is by Command card which specifies a Command Priority letter that determines order of movementcombat & a Command value number that determines the maximum number of units that can be moved Command cards are only valid during one specified Season (Spring Summer Fall) so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season But Hand Sizes are limited so each player must balance competing demands for card resources with military security Combat occurs when rival units occupy the same area & is executed by units firing in order by Type (defenders firing first amongst equal types) rolling dice for hits Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground naval air sub) Land combat is one round per Season while sea battles are fought to a conclusion Ground units without a Supply line lose 1 step per Season & cannot build (except Fortress units which are immune to both effects but cannot move) Triumph & Tragedy is a true three-sided game there is no requirement that the West & Russia be on the same side (and in fact there are valid reasons to attack each each other) & only ONE player can win the game Table talk is allowed (and encouraged) but agreements are not enforceable Alliances are shifting & cooperation is undependable The game can continue as an economic battle of attrition or a sudden military explosion can change everything There is immense replayability as players can pursue dominance in Europe via land sea or air military superiority technological supremacy or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive tense fast-moving game with little downtime between player turns covering THE crucial geopolitical decade of the 20th century in 4-6 hours