•The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for U-boats, blockades, and Zeppelin bombing) and decide which cards they need for the upcoming year. The game has infantry units for all of the major participants, and artillery “units” actually represent stockpiles of ammunition to be used for offensives. Naval operations are mainly abstracted, although sea movement to Salonika and Gallipoli is allowed.
•One new mechanic in Imperial Tide is the option to conduct “Attrition Combat” instead of regular combat. By using Attrition Combat, you are not attempting to take ground – you are merely attempting to inflict casualties on the enemy and wear him down. This type of combat automatically causes both sides to take losses.
•Another new key mechanic in the game system is the use of Resource Points. Each nationality has a set amount, and there is an option to buy an extra point each year. Although mainly intended to replace infantry strength, they are extremely flexible in that they can be used in limited amounts for movement and combat operations.
•This game is highly accessible to those familiar with Pacific Tide and designed by Gregory M. Smith. The game system lends itself very well to capturing the bloody and numerous battles of World War 1. While Imperial Tide is designed as a 2-player gaming experience, an additional option for solitaire play is provided by the inclusion of a Solitaire Bot.
•2 Players | Ages 14+ | 3-4 Hours Playing Time