(Originally published on June 9, 2009)
Designers:
David A. Fox, Michael Welker
Player count: 2
Publisher: GMT Games
For
Mexico, the 1845 annexation of Texas by the United States of America meant war.
Both nations exchanged acts of defiance for a few months before Mexico, though
politically unstable as it was, came down on a U.S. patrol of 63 men (led by
Thornton, hence the Thornton Affair)
in the contested territory north of the Rio Grande with a cavalry force no less
than 2,000 strong.
This
led President Polk to declare war on Mexico, a struggle that was to last until
1848.
In The Halls of Montezuma, players reenact
this conflict starting before the declaration of war, when diplomacy was still supposed
to serve its purpose. The war might run its course and end “historically” in
the spring of 1848, but it may very well come to an abrupt conclusion before
that if either side achieves its victory conditions.
Montezuma is a Card-Driven Game—often
called a CDG—inspired by a few predecessors, most notably Wilderness War (from which the raid mechanics were borrowed).
Traditionally, the cards in a CDG are referred to as strategy cards and can be played, one per turn, to perform a
variety of functions. One way to play a strategy card is to implement the event
described on it; you can do this only if the event pertains to your nation. In
other words, the Mexican player can only play Mexican or dual-nation events,
never American ones.
The
other way to play a strategy card is to use the number in its upper left
corner, called the Operations (OPS) Value. Depending on its OPS Value, a
strategy card used in this manner allows the player to activate a leader (and,
most probably, a force attached to him), receive replacements, build
fortifications, perform a naval operation (such as an amphibious landing or
seizing a port), place control markers (essential to maintaining supply lines
and reaching victory conditions) or execute raids against strategic locations.
Players
alternate playing strategy cards until both have run out (or kept one), at
which point play moves on to the next turn.
The
game unfolds on a map of Mexico and the southern portion of Texas, where units
move from space to space along connecting lines. Some terrain is more difficult
to enter, while some spaces are inherently easier to defend, such as the Vera
Cruz and Mejico fortresses.
When
two opposing forces find themselves in the same space, combat occurs. A variety
of familiar modifiers are computed, and each side then cross-references its
firepower together with a die roll. The result indicates losses inflicted upon
the other side, which in turn regulate the necessity of a retreat for the losing
side.
One
set of modifiers that are not of the
familiar variety is the requirement for each side to designate a lead unit, and
the option to commit one or two units (depending on the leader involved and the
quality of said units). When calculating total firepower, the leading unit is
counted at its full FP and each committed unit at twice its FP, while each of the other units is counted as adding
one to the sum. Battle events—found on strategy cards—can also be played to
alter the outcome.
Both
sides can achieve “sudden death” victory through the control of key locations
in enemy territory. Otherwise, the game ends at the conclusion of a turn on the
successful roll of a die, starting with turn 6 (summer of 1847) and where the
odds of the game coming to a close rise with each passing turn—culminating in
an automatic end on turn 10. In that case, Mexico wins unless the victory
marker currently stands in the US zone.
NEW IN TOWN
In Montezuma, strategy cards offer two
additional twists.
Firstly,
the pool of strategy cards is split in two halves: Crisis cards, which are used
from the beginning, and War cards, shuffled into the deck when the US declares
war on its neighbor (which can happen in a few different manners). Crisis and
War cards offer different options at different moments while altering the
overall taste of the game, a subtlety players of Twilight Struggle will be familiar with.
Secondly,
some strategy cards (too many of them—or at least that’s the way it feels when
your supply line is stretched to the limit…) sport a supply icon. When one of
those cards is played, a die is rolled, and a result equal to or less than the
card’s OPS Value triggers a supply check, with all that bad stuff for
out-of-supply units: movement attrition, firepower penalties, and inability to
build fortifications or receive replacements.
But
wait! There’s another stack of cards begging for some attention: the Action
Deck, which dispenses four random events—two for each side—at the start of
every turn. You may get reinforcements, a heat wave may hit the battlefield,
Santa Anna may unexpectedly return from exile, or better/worse (depending on
which side you’re playing, of course).
In
addition, each card in the Action Deck serves as a movement enabler. Whenever a
unit (or group of units) attempts to move, the top card of the Action Deck is
flipped and the leader’s strategy rating looked up on the little movement table
that’s printed—with different values every time—at the bottom of each strategy
card. This yields a movement allowance that the active unit or group must
conform to. An underlined MA indicates movement attrition (and yes, all types
of attrition are cumulative…).
As
someone else might say, reinforcements in Montezuma
are like a box of chocolates: you never know what you’re gonna get. Units
allotted for reinforcements are drawn blindly from a cup. Keep drawing until
you get your fill, and make do with what Chance handed you.
WAR PRODUCTION
Some
of the recent GMT game boxes have been quite something to glance at, but The Halls of Montezuma looks
spectacularly good on the wargame shelf. The game map is also one of the most
beautiful to grace my table in recent memory. I was worried that the
monochromatic approach might turn the map into a visual quagmire, but the board
remains highly readable throughout the game.
The
unit tokens are standard wargame fare and do a good job. The other markers are
also adequate, although the Civic State and State Control markers are somewhat
perplexing. Several colors are used for those, and while the setup instructions
make no mention of this, we are led to assume that Civic/Control markers are
supposed to go in State Status boxes of more or less the same colors. Except
that those colors don’t quite match up between the counters and the map. Might
have been easier to simply go with one color for all the Civic/Control markers,
especially since the different hues have no effect on gameplay.
Both
card decks are printed on good cardstock with a fine layout and a pleasing
design, but confusing nomenclature. The deck that contains the strategy cards
is referred to as Strategy Deck in the rules; yet each card therein says “Event
Deck” on its back. On the other side of the fence, the Action Deck generates
random events at the beginning of
each game turn… although strategy cards are played during each action phase of a turn to, well,
implement an action of one type or another. Not a big problem once you’re up
and running, but this is something that could have been ironed out.
The
card backs of both decks were also printed in three different shades. Three
slightly different shades of blue for the Strategy/Event Deck, and three
slightly different shades of gold for the Action Deck. Again, not a deal
breaker—unless your regular opponent is an obsessive card-counting colorist—but
a glitch that I’ve rarely encountered.
Lastly,
arm yourself with a sharpie: the faces of two of the strategy cards are missing
their blue Response labels at the top.
RULES OF ENGAGEMENT
While
certain concepts require some deeper study (Battle in a Zone comes to mind),
for the most part the rules are relatively easy to grasp and flow logically.
The full-page index at the back of the rulebook—although incomplete—is quite
welcome, as is the very detailed player aid (in two copies in the box). A Quick
Start Sheet is also provided, which makes for easy reference while learning the
game.
For
some reason, GMT decided to print a “Set Up Card” on the back of the Quick
Start Sheet. This features all the setup information, information that is not repeated in the rulebook proper. The
problem is that one crucial sentence is missing at the bottom of the first
paragraph on the Set Up Card:
“Blindly
and randomly place one Political Will marker in each PW city and Alta
California.”
The
missing information is readily available online—and many a gamer will eventually
come to the conclusion that they have
to setup the PW markers in just that manner—but as a result of this little
omission, the game is unfortunately unplayable right out of the box.
A
sprinkling of typos throughout the rules and some mistakes in the example of
play further confuse matters. Which is not to say that Montezuma is impossible to decipher; far from it. But it will take
a couple of games as well as a good look at the FAQ for everything to connect
into your (and your opponent’s) brain.
Once
that light bulb goes on, though, hang on: you’re in for one exciting ride.
One
final note on the rulebook: it contains one of my favorite features—card
histories! Each strategy card’s event is described in one concise paragraph.
Instant education for those who knew little on the game’s topic to begin with.
(“Guilty, your Honor!”)
FUN FACTOR
I
was never a big fan of Wilderness War,
one of the godfathers of Montezuma.
It felt too static to me, and a bit scripted at times. Not true here.
Thanks to the Action Deck, movement is a LOT of fun (who would have guessed?), with just the right amount of uncertainty thrown in to keep players double-guessing their mobilization plans.
Start-of-turn
events provide more controlled chaos: since the number of different such events
is limited, players soon learn to anticipate what may befall their forces.
I
love the combat system, both very effective and quite simple. The little battle
diagram on the board may look like nothing, but it really helps newcomers learn
the system, and makes sure old hands keep everything straight.
The
designers did a great job of making a Mexican win possible. It’s a question of
holding out long enough for the American player not to achieve his victory
conditions until time runs out. Of course, invading Texas might also help the
Mexicans earn a victory, not to mention revel in the pure pleasure derived from
the looks of anxiety the American players generally casts about in such a
situation.
Still,
in a period rife with scenario-based wargames, where we’re getting used to each
new game being necessarily different from its predecessor, how would Montezuma’s one and only scenario hold
up? Very well, I’d say. All of the cogs found in the box combine to create a
dynamic machine that feels fresh every time it’s fired up.
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