by Demian Katz
Third-World General
Published by Battle Bunker Games (2009)
Designed by Dan Hinkle
Contents: 50 cards, rule sheet
2-4 players
$10.00
"Play a card and draw a card" games are becoming nearly as common in the
gaming industry as "roll the dice and move around the board" games used
to be. This is by no means a bad thing – while roll-and-move games tend
to be exercises in tedium, simple card games have a much better chance
of being clever, funny, or, at very least, relatively short. Still, the
market is starting to feel a little crowded, and Third-World General is
a fairly typical example of this genre.
The premise is simple: each player is a general in a third-world
country. The objective is to gain power without incurring the wrath of
the current dictator. This is represented by two scores: Power and
Approval. Power starts at zero, and the first player to reach thirty
wins; Approval starts at twenty, and dropping to zero forces you out of
the game. Cards come in a variety of types – some can be played on
yourself, some on opponents; some are one-time effects, others stay on
the table indefinitely. The one thing almost all cards have in common
is that they cause somebody's scores to go up or down. The game is a
balancing act, since cards offering lots of Power tend to also cause
significant drops in Approval. It also doesn't pay to eliminate other
players too quickly, since a "last man standing" is not allowed to win
the game. To make things even more nerve-wracking, the deck contains
several "Secret Police" cards which, when drawn, cause an immediate and
dramatic drop in both Power and Approval!
Unfortunately, while the game isn't completely without excitement, its
biggest twist is the need to manage two independent scores, and there
isn't much going on beyond that. There isn't a lot of variety in the
relatively small deck, a fact which is particularly evident in a
four-player game, where there is a potential to reshuffle the discards
multiple times, leading to Secret Police encounters ad nauseum. Since
there are few opportunities for playing multiple cards or
discarding, this problem is compounded, making it possible for certain
cards to sit unused and unwanted in the same player's hand for the
course of the entire game. A slightly bigger deck with a more
interesting variety of special card effects might have made a big
difference here.
In many cases, subject matter can make up for an uninspiring game
design. Third-World General certainly tries to engage players through
use of a tongue-in-cheek, black comedy flavor. Unfortunately, the
illustrations are (to my eye at least) rather unappealing, and the bland
card text does little to add extra life to the game's numerical heart.
If anything, the presentation here actually detracts from the game,
though I've certainly seen worse.
Conclusions
In the end, this is a classic case of a middling product that, on its
own, isn't that bad, but which is hard to recommend in comparison to
other similar games on the market. If you don't already have Fluxx or
Guillotine or any of a number of other classic "draw and play" games,
start there before you waste time here. If, on the other hand, you're
already well stocked and just want to try something new, you might get a
play or two out of this one, but I wouldn't expect it to become a
long-term favorite.
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