Fort Sumter: The Secession Crisis, 1860-61
- Final Rulebook
- Final Playbook
- Clarification for Cards 33, 37, and 38
- Spanish Rulebook
- Spanish Playbook
- Spanish Cards
- French Cards
- Japanese Rulebook
- Japanese Playbook
- The Shot Heard Round Charleston Harbor...Fort Sumter Design Notes and AAR (Part 1), by Mark Herman
- The Shot Heard Round Charleston Harbor...Fort Sumter Design Notes and AAR (Part 2), by Mark Herman
- The Shot Heard Round Charleston Harbor...Fort Sumter Design Notes and AAR (Part 3), by Mark Herman
- The Shot Heard Round Charleston Harbor...Fort Sumter Design Notes and AAR (Part 4), by Mark Herman
- Fort Sumter: Final Crisis Strategy, by Mark Herman
- Fort Sumter: Making “Victory” Mean Something — An Option to Make Winning More Satisfying, by Mark McLaughlin
- A Holiday Gift from GMT One: Free Print-and-Play Solo Opponent for Fort Sumter, by Jason Carr
- This Isn’t Even My Final Form: The Past, Present, and Future of the Final Crisis ‘System’, by Joe Dewhurst
- Armchair General
- Marco Arnaudo's Video Review
- Dude!Take Your Turn!'s Review
- Nerdly
- Player Elimination
- The Discriminating Gamer (Video)
- The Players' Aid Video Review
- Centurion's Review
- Space-Biff's Review of Fort Sumter
- Wargamer.com
- There Will Be Games
- Anders Isaksen (BGG)
- Joypad [Danish]
- Roger's Reviews (BGG)
- Katie's Game Corner
- Andreas Hohmann (BGG)
- Boardgame Monkeys [German]
- Games Gazette Online
- Chris Baylis (BGG)
- The Boardgames Chronicle Unboxing
- Robert Smith (BGG)
- 34 Minute Video Review from Wojennik TV
- 33 Minute Video Review from Wojennik TV [Polish]
- The Players' Aid Interview with Mark Herman
- Joypad.dk Interview with Mark Herman
- 2 Hour 23 Minute "Designer Duel" Video from Homo Ludens featuring Mark Herman and Fred Serval
AWARDS
Description
The heart of
the Fort Sumter design is my CDG system where you use Strategy cards for their
value or historic event to acquire political capital from the crisis track.
Political capital tokens are used to compete for control of the twelve map spaces.
Here the likes of William Lloyd Garrison, Sam Houston, Jefferson Davis, and
Harriet Beecher Stowe walk on stage, while the Southern states dissolve the
Union.
The twelve map spaces are grouped into the four dimensions of the crisis. You gain a victory point each round that you control a dimension’s three spaces. For example, the Armaments dimension is characterized by Federal Arsenals, Fort Pickens, and of course, Fort Sumter. In addition, each round you score a victory point for controlling your secret objective space. But beware; either player can score active objective spaces. At the end of the dual Presidential inaugurations (round three) a new Final Crisis mechanic drives the game to its hotly contested conclusion.
Can you drive
the Secessionist into the Fort Sumter trap that gave Lincoln his historic victory?
Can you successfully use the issue of States Rights to divide Northern opinion?
Fort Sumter let’s you explore this seminal moment in American history in a fast-playing, easy-to-teach game.
Fort Sumter is now in its final testing. It will be the first of a new fast-playing Final Crisis Series, covering topics as diverse as the Berlin Airlift, the Gulf of Tonkin, Remember the Maine, Martin Luther’s Reformation, and the Assassination of Julius Caesar.
I hope you enjoy playing Fort Sumter!
Game Features |
|
---|---|
SYSTEM | Card Driven |
PLAYERS |
2
|
PLAYING TIME | 20-40 minutes |
AGE | 14+ |