La Der des Ders – The War to End War from Hexasim is a 1-2 player slightly abstracted strategic level look at World War I. The game allows the players to relive the First World War at a strategic level, with each player controlling one of the 2 sides either the Entente, consisting of France, England, Russia, Serbia and other minor nations or the Central Powers including Germany, Austria-Hungary, the Ottoman Empire and a few minors. La Der des Ders can also be played solo, with a dedicated solitaire bot called “Athena” who utilizes special Cornflower Cards to make decisions about what technologies to invest in, where to undertake offensives and how to utilize limited resources and reinforcements. Each turn, players gain an amount of Resource Points dependent on what nations are in the war, which they can allocate to different areas to guide their overall strategy. Victory is achieved by launching offensives that drain the morale of enemy nations, forcing them out of the conflict through collapse.
In Action Point 1, we looked at the Game Board, discussing the Collapse Tracks, Trade Tracks, Russian Revolution Track and Naval Control Table and other various on-board tables and offensive spaces. In Action Point 2, we covered the Technology Phase and the Technology Tree and Technological Improvement Boards. In this Action Point, we will take a look at the Event Cards and how they inject the historical narrative into the gameplay and also alter the conditions of the game.
Event Cards
La Der des Ders has used the vehicle of Event Cards to inject the historical events and happenings of World War I into the game. This choice makes a lot of sense and plays into some of the game’s mechanics such as the Air Raid Technology that we discussed in the last post. At the outset of each turn, the players will be instructed to draw 3 Event Cards from the Event Deck. These are the 3 cards that will be in effect for this portion of the year as each of the years are divided into 3 separate turns representing roughly 4 months, with the exception of 1914 which represents the period of August through end of December that year. At setup, the player will divide the Event Cards by year to make 5 piles (1914, 1915, 1916, 1917 and 1918). Then they will take the 1914 Deck, shuffle it and
place it on the game board, in its dedicated box. Place the other decks on the right of the game board, near their
respective boxes on the Turn Track.

Some of the Events are applied immediately when drawn, while others take effect later in the turn. This is all typically based upon the color of the symbols found on the cards in the bottom right hand corner and the symbol that coincides with a specific phase, such as the Resource Phase or Offensives Phase. In the picture below, you can see different examples of these cards and their color and symbols. These are Event Cards from 1914 on the left all the way through 1918. Also, some of the Events are only applicable in 1914. These Events will be marked with a blue corner. In the picture above you can see the 4 different 1914 Event Cards and their blue corners. Some Events have effects that apply until the end of the game, while others until they are cancelled. The text found on the cards is generally self-explanatory and I only found maybe 1 instance where I had to really think over what the card was trying to tell me to do. If you need additional information about the meaning of the cards and to find a bit of clarity, you can refer to the Events List in the rule book for more information.

Blue corners mean that the effect is no longer applicable after the year 1914. Red corners mean that this card can never be cancelled by using the Air Raid Technology. I found that this was the thing that I missed the most in my plays. Green corners mean this card may be cancelled with the Air Raid Technology but only under certain
conditions. Most of the Event Cards do things like allow for additional Offensives that turn at no cost, add a +1 DRM to Offensive rolls, or make Offensives cause more losses (but at a cost as that Offensive will cause you to lose troops as well) and the like. They are not game breaking but do inject some very interesting bonuses into the mix that will cause you to think about your plan for the use of of your Resource Points for that turn.
One final thing that I want to point out about some of the Event Cards. Some of the Events will instruct the player to place out a marker onto the board. On the board, there are several dashed boxes with small white numbers printed in them in specific locations. These are the Event Boxes and act as a reminder of the effects of various Event Cards when they are pulled. When Event Cards happen, some will provide the players with a counter that should be placed in these boxes to remind them of the effects of the historical events. These act as an mnemonic device and are very helpful.
These include the introduction of specific characters from history, special Events that occurred that changed the course of the war or had an effect on countries and their allegiance or that simply allow one of the many minor nations on the board, such as Italy, Romania, Bulgaria and Greece, to join either the Entente or the Central Powers. Here is a list of those special Events:
• #6 – Von Lettow in Africa
• #10 – The Lusitania Torpedoed
• #15 – Major German Defeat (Battle of Jutland)
• #16 – Wilson Intervenes!
• #23 – Unrestricted Submarine Warfare
• #24 – Zimmermann Telegram
• #35 – Unified Command
• #36 – Louis Franchet d’Espèrey
• #41 – Pariser Kanonen

I mentioned the characters that are introduced by Event Cards and one of my favorite is the Von Lettow in Africa Event Card. This card refers to Paul von Lettow-Vorbeck who was a German General who commanded the Schutztruppe (colonial forces) in East Africa. Leading a small force of 3,000 Germans and 11,000 African Askari, he fought a brilliant guerrilla campaign against superior Allied forces (up to 300,000 men), never losing a battle and surrendering only after the 1918 armistice. The effects of this Event are that any Offensives by the Central Powers undertaken in Africa will not cost any Resource Points. This card will not appear until 1915 but can be a real boon to the CP player as they can continue hammering on the African Entente trying to get them to Collapse and no longer contribute their Production Value to the Entente war effort.

One of the major events that are covered by the Event Cards include the likes of the sinking of the Lusitania by the German U-Boats. On May 7, 1915, a German U-Boat torpedoed and sank the British ocean liner RMS Lusitania off the Irish coast. The ship sank in just 18–20 minutes, killing 1,198 of the 1,959 people on board, including 128 Americans. The attack spurred international outrage and shifted U.S. public opinion against Germany, contributing to the eventual American entry into the war. The effects of the is card include the placement of the Lafayette Marker above the Merchant Navy Track and indicates the number of additional Resource Points awarded to the Entente for the current turn. This support was basically from the United States of America as their citizens were killed in the tragedy and can be a very tough pill to swallow for the Central Powers as it is a death knell due to additional resources to bring more troops and focus more attention on Technology and the launching of Offensives.
The Event Cards are a key part of the game and really make it different from play to play as events might come out in a different order giving the player new opportunities to exploit or new dilemmas to plan for and deal with.
In Action Point 4, we will go through an example of an Offensive and take a closer look at the combat procedure.
-Grant