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Modern Naval Battles - Global Warfare, Game Review

As the admiral of the fleet you have the responsibilities of directing the deployment of the ships, their attacks, and their defenses. Although it may seem like ships move slow, in the heat of combat, the pace is fast. With each maneuver there is a countermove. With each little change in the battle there are needed changes to your strategy.

Modern Naval Battles - Global Warfare has you controlling your fleet against up to five opponents. Each player chooses a country (there are nine to choose from) to represent, then, from the available ships, selects their fleet. Each fleet is deployed, and the battle begins.

Our initial play of the game went smooth. The rules were easy to understand and the cards are designed so information is easily visible. Players control a hand of seven cards, which is used to determine reinforcements, attacks, and defending. Because you use your hand for defending as well as taking other actions, after a player completes their turn, everyone replenishes their hands back to seven cards before the next player starts their turn. A round is completed, everyone taking a turn, before determining if a victory condition is met.

Some of the Ship Cards
The game is listed for an hour; our games took around 90 minutes. With a better understanding of how the game plays the turns could go quicker. Game length can also be altered by changing the sizes of the starting fleets, and altering the number of victory points needed. Since every player can be involved in every person's combat round by defending their own ships, the game keeps everyone involved. Also, since it is not dependent upon watching piece movement, the level of attention needed during game play is not as high.

Depending on the countries being represented you can face a force more technologically advanced. This can be easily overcome by having players choose countries similar in technology and size. Of course, pulling the unexpected victory can also turn a seemingly out-of-balance engagement quickly. Another way of dealing with these types of scenarios is to develop different victory conditions.

There are several scenarios presented in the rulebook. Starting with those, it is easy enough to make alterations and create your own scenarios. Information on the ship cards also allow for designing scenarios for specific time frames. Just remember not all of the ships of a countries fleet are represented, so designing scenarios to specific battles may not be possible (I know there expansions).

Some of the Action Cards
Modern Naval Battles - Global Warfare played well. The strategy was engaging as each person worked on determining how to attack—in a free for all you have to determine if you are going to go for an injury, and possibly let another player get the kill, and victory points. You can also negotiate to focus jointly on an overwhelming force.

With nine fleets, and 110 ships represented, there is good replay-ability, even when doing the same scenario. The choosing of the fleet is a major component. Balance is maintained with everyone replenishing their hand after every battle. As one fleet started taking more damage, the result became a little predictable, but attacks and defenses are determine by rolling a die, and there were some interesting turn of events.

Modern Naval Battles - Global Warfare from Dan Verssen Games was designed by Dan Verssen for 2–6 players, and expected to last an hour.

Thanks to Dan Verssen Games and Utah Geek Magazine for the review copy.

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