So previously I made a Here I Stand report that had lots of pictures and was geared toward a relative newcomer. I think it was relatively successful. I bought a new game last month, Triumph of Chaos (TOC), so I thought I’d do a similar deal to that here on the F:AT forums (maybe eventually I’ll put it on BGG but I like to put things here first and give it a nice exclusive time). Anyway. This is a game on the Russian Civil War, with one side taking control of the White authoritarian forces and the Red taking the control of the communists. I like the game but it is insanely complex. I wouldn’t really recommend it to most of you here and I certainly wouldn’t dream of putting it on the front page and urging ATers to play it. But it is fun and certainly flavorful. It contains a lot of the things that I love about wargaming. It is also a wargame through and through and it has many of the worst excesses of wargames. I’ll probably review this game at a later time when I’ve got more games under my belt, but for now here’s a 2 player PBEM cyberboard game. I’ll try to explain vaguely what’s going on.
So this game is a CDG. If you’ve played Twilight Struggle, you know what I’m talking about. Cards used for multiple things, replacements, operations, or the event on the card. But this game has a number of additions that make it far more complex than even relatively heavy CDGs like Paths of Glory or Here I Stand. In particular the Political Card phase. I will describe that at the beginning of the game, so let’s get started.
The objective of TOC is to get the most victory points. Victory points are harvested primiarily by holding victory cities. Specifically at the end of the turn you subtract the opponents VCs from yours and whoever has more gets that many victory points.
Hello Mr. Lenin! He cannot leave his nice cozy home in Moscow.
The first thing to realize is the general setup of the game. All the red forces are concentrated in the middle of Russia. They start the game with less powerful forces than White. White is fundamentally based in the south, in the Don and Kuban regions. But they also have forces in Siberia in the East. So inside the Red lines in the picture above is where Red starts and outside it is primarily where White is (mainly in the south and east)
But the real wildcard here is the factions. Most of the areas on the outskirts of the map have nothing on them. They are factions and must be controlled by either side by using cards and especially the political phase. Once they are controlled their forces enter the game on your side… as you can see above there are many factions and they range from Red Control (on the left) to White control (on the right). They often have extremely powerful forces and can really tip the balance of the game, especially Poland and Ukraine.
In the opening rounds, the Central Powers (shown above) occupy much of the east of the map. White can gain control of them but it is extremely hard. In general what they do is keep factions that exist in the areas they occupy from entering the game. Eventually, they will randomly withdraw (along with the other foreign powers) during a turn.
Ok. So that’s how things start. In ths game I am playing the White faction, my opponent is the Red faction. What starts off the game is its big addition, the political phase. We are dealt our cards, a la a normal CDG. But what follows is something completely different. We try to spend cards to push and pull various factions into our camp.
Normally at the beginning of the game, when factions are at play and in the neutral box, you spend your big number (ops) cards in the political phase. This is because those extra forces are critical to your war effort and when they are all out there it is worth spending your big cards on it. Eventually, when factions get committed, it becomes less and less valuable to bid big cards to get the dwindling number of factions. Essentially what happens is a blind bid. My opponent and I both bid cards on each of three different political card decks—Red, White and Other. Here’s what we end up bidding, White cards are Brown, Red cards are Red:

So here we go. I have bid a 5 op card to his 4 op card in “red.” This means I get to fish out one particular Red political card I want and 2 random cards are generated (we both bid high, so lots of cards were generated; on the other hand I only outbid him by one so most are random). On the “White” deck, the opposite happened. Finally on the “other” deck he played his bluff card and I played my influence card, both very low op cards, so only 1 card was generated and it is chosen by me (influence ended up being more ops than his bluff card).
Here’s what a typical political card looks like. It has many factions listed on it and its effects—it takes 2R to move the control one toward red and 2W to move it one towards White. It pushes and pulls a number of factions different ways. So to finish the political phase one adds up all the political cards that were picked and finds out the final results.
So I add up all of these moves back and forth and… it’s a bad political phase for me. Specifically, most of the Baltics move toward my control and so do the British and United States.
Here come the USA Polar Siberian division for White, the British rifles entering in the Arctic…
But bad things are afoot in other areas, specifically in the Near East with Turkistan and Astrakhan going Red. This opens up a supply line to some otherwise in trouble Red armies that start the game almost Out of Supply. He also controls Belarus now, but that is behind Central Powers lines so is not put on the board until they withdraw.
Now the way one wins in this game is through victory points, which are largely generated by controlling victory cities. I will highlight those when I get to them. But one of the upshots of getting new factions is that you also get new victory cities to generate victory points. My opponent pulls ahead of me in victory points since I didn’t bring any new factions onto the board with victory points. Here are two victory cities in the South, one with my general Krasnov and some Don Cossack armies on it.
So with the political phase decided, I’ll outline what happens in the action phase. I won’t go into crazy detail of every card but I’ll just show you the normal flow of the game.
As White, I need to get things moving with my temporarily overwhelming forces. In the Urals, I cut off one of his generals from supply with my reduced Siberian division. He should have been able to try to reinforce but we both forgot this rule. This will not be the first time. ;)
Most of my action this turn is the in the South—I advance as quickly as possible on Trotsky and the city of Migulinskaya. Trotsky falls back and I prepare to liberate the city--but one of my attacks on his corps ends in a tie and I leave a gaping hole in my supply lines! I have taken a huge risk. I also move to threaten Astrakhan and their newly entered forces, attacking them to little effect. I hoped for more—it would be nice to kill Astrakhan’s forces immediately and retake a key VC before any other forces can move to
help.
My risk results in pain; corps slip behind my forces waiting to attack Astrakhan and an army moves down from Tsaritsyn to try to keep the behind the lines slip open. I desperately counter attack with Deniken across a river—if I lose this battle I probably lose the game—and Deniken succeeds. The Red 10 army falls back to Tsartisyn to lick its wounds, while the corp that slipped behind my lines falls out of supply and my units in next to Astrakhan are back in supply. Wheew! Bad play by me. Meanwhile Krasnov and Don Cossacks waltz into Migulinskaya.

All this running around means I am not playing any of the critical events I need to be playing. I’m doing ok for this round but I am in bad shape for the long run—I should have gotten a few of these events done. My opponent gets a few off—in particular White Infighting which starts that process for me. This means that in future turns I will draw an infighting chit—it will tell me certain units (say, Siberian troops) that I cannot fight with that turn. It is secret information so your opponent doesn’t know what part of your army is paralyzed with infighting, luckily, but is a huge pain in the ass.

There is then some dancing around to make sure that the Red army in the north stays OOS and dies—but the shocking move (to me) happens next. My opponent declares war on the Czech Legion (I didn’t control them during the political phase as I wanted to). This means I get immediate control of their powerful armies, shown above (the red, white and black ones)! A boon for me! I believe my opponent did this to take control of the Imperial Gold Train and the Victory City—I’m not sure that this is a great trade off for him but we shall see. Is there any other game that has a gold train counter, by the way? The Czech Legion is a group of WWI veterans escaping through Russia who get trapped and then fight in the Russian civil war, they are also some of the strongest fighters in Russia (and in real life inflicted major defeats on the Red Army).
That pretty much ends the turn—I save one card for the next turn. The Red army in Siberia shown earlier OOS departs this world as well as the leader that was with it. I get victory points for the death of that leader but then lose them for having 3 less victory cities than my opponent. VPs are at 0. Finally RPs are played. My opponent gets three because he played a card for RP—I get two RP because I have control of 2 of the Western Allies (USA and Britain). This is good because it means I don’t have to waste time playing cards to get RP. Material aid from the allies for the win!
We are ready to start the next turn…