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Twilight Of The Ottomans: World War I In The Middle East box art

Twilight Of The Ottomans: World War I In The Middle East

Players

2

Time

?-?

Age

12+

Weight

2.88

Rating

6.99

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth. Players frequently need to pay attention to and react to each other's actions. However, there is less emphasis on cooperation compared to other aspects of interaction.

Replay value

Twilight of the Ottomans: World War I in the Middle East has a high replayability score due to its variability in gameplay experiences, the presence of expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

The final luck score for Twilight of the Ottomans: World War I in the Middle East is 5.33, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Twilight of the Ottomans: World War I in the Middle East (TOTO for short), is an intermediate-complexity simulation of the Ottoman Empire's campaigns, and those campaigns waged against that realm, during World War I. One player controls the Ottoman forces along with other Central Power units. The other player controls the various Allied contingents. TOTO has been designed by Joseph Miranda. The concept and exploitation of victory points is central to play of the game. Players begin with a designated number of victory points, which they may keep, or expend them to gain reinforcements and execute other actions. Players gain new victory points as a result of achieving their strategic objectives. Players lose victory points when they suffer losses in combat. To win, you must have more victory points than your opponent; so play becomes a competitive balancing act between attaining new objectives without spending too many of your previously earned victory points to do it. Each player has a range of unit types available: infantry, cavalry, expeditionary combined arms forces, early mechanized units, air and naval, as well as guerrillas and the major personalities of the era, such as Lawrence of Arabia. Logistics are also critical, as players utilize supply units to enhance their movement and combat capabilities. The 34x22" large-hex map covers from Mecca and Medina north through Mesopotamia to the Caucasus, west to the Nile Delta, east to Persia, and northwest to Adrianople, at 87 miles per hex. Each game turn equals a quarter of a year. There are 280 half-inch, NATO-style (and some iconic), unit-counters. Units of maneuver are primarily divisions, but numerous corps, brigades, regiments and battalions are also included in the orders of battle. There are two short scenarios, one early war and one late war, along with a full campaign game. The rules run to approximately 15,000 words; so two experienced players can finish the campaign game in about six hours.

Editions

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Credits

Designers

1
Joseph Miranda

Artists

1
Nicolás Eskubi

Publishers

1
Decision Games (I)

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