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This Guilty Land box art
2018 Ranked #6,172

This Guilty Land

A card-driven political strategy game where Justice and Oppression struggle over slavery while Compromise preserves the status quo. Reserves and organizational capacity shape each side’s options, making tempo, momentum, and one costly error decisive.

Strategy Games American Civil War Political Area Majority / Influence Campaign / Battle Card Driven

Players

2

Play time

Not listed

Age

?+

Complexity

3.47/5

Rating

7.53

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

This Guilty Land is a game about the political struggle over slavery in the United States in the decades prior to the American Civil War.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

This Guilty Land is a game about the political struggle over slavery in the United States in the decades prior to the American Civil War. The two players each represent an abstract idea - Justice and Oppression - while a third, non-player faction, Compromise, both helps and hinders them while seeking, insidiously, to maintain the untenable and abhorrent status quo. This is a card-driven game, but it's a rather atypical variation on that form. An Events Display contains cards belonging to both players and is public information. Cards played from the Events Display have effects depending on the type of card, and many cards can be placed into a player's Reserve, where they can be used throughout the game to take other sorts of actions. The size of one's Reserve is limited to the player's Organizational Capacity. This Capacity can be increased over the course of the game and also influences the strength of a player's actions, the minimum number of their cards drawn into the Display, and victory point opportunities. The game is asymmetrical in that each player's mix of cards within the deck either play to their strengths or emphasize their weaknesses. Like many of Ms. Holland's games, it is about deadlock, with each side countering the other until one of them blinks. Advantages multiply over time and a single mistake might make your position irrecoverable. Tempo and momentum are terribly important because, at its heart, this is a racing game. Both players score victory points for passing laws and forming political parties, and Justice scores victory points for growing support for their cause. Assuming neither player wins an instant victory by dominating the laws or reducing their opponents support to zero, the game ends when either the supply of victory points or the deck of cards is exhausted, and the player with the highest score wins. When the game ends, the American Civil War begins: the game's argument is that the Civil War was both inevitable and necessary, and through its mechanisms, the game seeks to illustrate why that is the case while still providing a deep and engaging play experience. -description from publisher

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Editions

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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1–2
Play time
45 min
Complexity
3.5/5
Credits and catalog connections

Credits

Designers

1
Amabel Holland

Artists

1
Cole Wehrle

Publishers

1
Hollandspiele

Linked items

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