D.E.I. Divide Et Impera - par Ludus Magnus Studio - Ext. et Reprint, livraison déc. 2023

La mise en place m’effraie à l’avance quand je vois le nombre d’overlay à placer dans tous les sens en plus du reste.

Pour ma part je trouve ça donne un peu de relief sans être excessif, hâte de voir d’autres photos.

Quand je vois déjà le temps que ça prend de mettre juste des portes et des jetons objectifs dans Zombicide (je ne parle même pas de Gloomhaven ou Sine Tempore), ce plateau me fait très très peur !

Non, ça te prend vraiment tant de temps que ça pour mettre les portes et les objectifs dans Zombicide !?
Personnellement, ça doit me prendre 2mn maxi, montre en main.

Non en vrai c’es toute la mise en place du jeu en général que je trouve longue et en plus je pense que mon cerveau mélange Zombicide et Massive Darkness… Mais oui mettre en place une partie de zombicide/MD me prend du temps. Trop de temps à mon goût et le plateau de DEI à l’air vraiment très long à mettre en place.

LMS vient d’actualiser son site officiel pour faire place au KS de D.E.I.

Bonjour,

Vu sur FB :

"Hi guys! Here at the Ludus Magnus Studio, we are working hard preparing for the launch of our next Kickstarter D.E.I. - Divide Et Impera, for next November 5th.

D.E.I. It’s a strategic Euro game, focused on the conquest of territories and material collection, set in an apocalyptic future hit by a new Ice Age, designed by Tommaso Battista!

I show you some image of the game materials to have your feedback.

At the moment I can only show you the graphic and artistic aspect of the components, but soon we will reveal more about the game system.

What do you think of the graphics layouts? Did you like the art and the miniatures? Does this look like a game you’d be interested in playing?

Let me know!"

[img]https://i.imgur.com/bKauli5.jpg[/img] [img]https://i.imgur.com/ZuSfVCM.jpg[/img] [img]https://i.imgur.com/Km5FybA.jpg[/img] [img]https://i.imgur.com/juwO8o7.jpg[/img] [img]https://i.imgur.com/K8gOE99.jpg[/img] [img]https://i.imgur.com/ATmvQRm.jpg[/img] [img]https://i.imgur.com/u8RzemN.jpg[/img] [img]https://i.imgur.com/9SIlvRe.jpg[/img] [img]https://i.imgur.com/NzKRnGv.jpg[/img] [img]https://i.imgur.com/rak3AY6.jpg[/img] [img]https://i.imgur.com/pgWlXdi.jpg[/img] [img]https://i.imgur.com/WXtqvhf.jpg[/img]

Bonjour à tous,

C’est typiquement le genre de projet qui normalement ne s’adresse pas à moi mais qui attise ma curiosité. Lui et Hel the last saga je vais vraiment garder un oeil dessus. :sunglasses:

Je viens de percuter que c’etait LMS ^^

Ouais, moi aussi, ça a été rajouté dans le titre récément ou j’avais de la merde dans les yeux ?

Ca me fait penser à Scythe tout ça.

Non j’avais bien mis dans le titre LMS depuis le premier jour :smiley: D’ailleurs demain faudra que je mette à jour le résumé ^^

Preview par Gioconomicon

 

DEI: Divide et Impera - Hunting for resources in the wake of the apocalypse
London is no more since a long time… the world is no more since a long time – well, the world we knew, at least. Old London – we called it so after the New Ice Age – is but a wasteland of ruins buried in snow. Icy winds and endless storms flail our bodies wondering among the ruins looking for precious energy sources. Precious, yes, because this is what the Pure command. They are protected by their technology, and don’t fear the cold, since they use us and it’s only one of us who dies every then and now; someone dislikes this way of things: they feel like slaves, and tried to stand up against them, but you can’t just hurt a Pure with a rusty iron piece. After all, the Pure nurture us, help us with their drones. There is no other way. Not now, at least.

So, yes: Ludus Magnus Studio is on the road again, adding the finishing touches to their new game, before the official Kickstarter launch. We are talking about DEI: Divide et Impera, a game by Tommaso Battista for 2 - 4 players (for now) to command their survivor bands competing to collect energy sources that can enpower special actions, and to control strategic areas of the wasted Old London (a wasteland very well rendered by the artistic vision of Fernando Armentano, Giovanni Pirrotta, Simone de Paolis e Tommaso Incecchi).
Thanks to the kindness and willingness of Ludus Magnus boys and Tommaso himself,we managed to play a game with an almost definitive prototype (given or taken some lesser details), so read on to discover more about DEI: Divide et Impera.

In DEI, each player starts with a 15-men band, plus a leader with unique special abilities, all represented on the table by 20mm, extremely detailed miniatures (with each leader having a completely different sculpt).

Each player also gets a pad (a dashboard to collect his leader’s tile, the objective tokens and the unlockable special abilities), the building tokens (bridges, elevators and camps), and 8 starting action cards (each faction has slightly different cards).

The board shows a snowy wasteland, and is created at random with special tiles that include 3D elements (created with several layers of cardboard) that are not only pleasant to the sight, but also have functions in the gameplay. Each band places a couple of their elements in their starting camps, some neutral bridges and elevators, several resource tokens scattered on the map, some strategic places with specific colours, and 4 drones: neutral units that can be controlled by anyone, each with its own miniature.

The game lasts 4 turns, each composed of 3 phases. Starting from the first player, in every phase each player plays 2 cards taking the relative actions (when the game starts each player must also place his leader), and then the game passes to the next player. The possible actions depicted on the cards are usually combinations of movement, unit spawn, resource gathering, building and drone controlling. So, let’s see the actions in more details.Movement action allows to move your own units as many areas as indicated on the card; it does not matter how many miniatures you move, or if you split the movement among different groups and areas, but to enter an area with enemy units, you must have at least one unit more: e.g., if you want to enter an area with 3 enemy explorers, you need 4 explorers in your group). If you control a strategic area (to control an area you must have the majority of units there), you can get the relative coloured cube from the board – or from the player who previously controlled the area. More about this later. Resource gathering allows to collect the resource tokens (two different types, a less valuable one on the street level, and a more valuable in the buildings) where we have units we control. Unit spawn allows to add new explorers on the map, either from the starting camp, or on a new camp we previously built with the building action, that can be used also to build bridges and elevators – both elements creating the 3D effect in game: climbing or descending in a building needs an elevator (either owned or neutral), while bridges allow to the owner (or to all, if neutral) to cross between two connected elevated areas. Finally, drone controlling allows to move the relative drone of up to two areas (ignoring the 3D elements… after all, drones fly or climb) and perform its special action.

The four drones we have seen so far allow respectively to kill an enemy (returning it to the opponent’s reserve), drop units, collect and move explorers, and gather resources. When the game begins, each player can only control one of the four available drones; but as the game progresses, the situation changes: you can play an action card face down, and use it to buy new action cards from 4 available markets.

Three of these markets are especially focussed on resource gathering and/or generation, or unit spawning, or building; but there is a black market too, that has a bit of everything and very powerful effects. To buy a card, you must pay with resources and, according to the position on the different markets, perhaps the control of strategic areas on the map. But once bought, these cards give greater options, like controlling the other drones, or performing better action combos. Each card bought goes to replace the one you play face down in your deck; therefore, the deck remains always of the same size.

At the end of the second phase, by having two cubes of the same colour a player can unlock the relative special ability (each player receives one at random when the game starts), that will remain active from that moment on; at the end of the third phase, each player can fulfil objectives (randomly drawn at the beginning of the game), and receive victory points. There are two objectives per turn, and fulfilling those of the current or future turns gives more victory points. It must be pointed out, however, that fulfilling one of the objectives of a turn forbids that player to fulfil the other of the same turn for the remainder of the game.

Once collected points from the objectives, each player takes back the cards used during the turn (discarding those used to buy new cards), and the next turn begins. When the third phase of the fourth turn ends, instead, the game is over, and the winner is the player with most victory points (obtained during the game, and from any remaining resources, acquired cards, unlocked powers, and cubes held at the end of the game).

DEI is a game that somehow surprised us: its core mechanics are very close to the Euro games, using majorities and resource gathering (which is not usual for the boys of Ludus Magnus), but this does not interfere with a very well developed lore (and be prepared for more surprises in this), and its implications in the game. Once you become accustomed with the game symbols, the turn is easy-flowing, and the deck management may bring interesting choices, especially when deciding which card will be discarded to buy new actions from the market. The leaders’ special powers are different enough to better characterise the factions without unbalancing the game; and the drone management and the 3D as a gaming mechanic are very pleasant to add to this experience, even though perhaps more could be done for both. Furthermore, the map is larger than in the usual majority games, leaving more freedom of action without taking away interaction. You cannot rely on long-term planning: DEI is very tactical, but the objectives must always be taken into account, because - at least from what emerged from our game – are quite necessary to win.

In conclusion, even though there may be some aspects to smooth yet, DEI seems to be quite involving; Pendragon has already announced an Italian version, and so we can confidently wait for the start of the Kickstarter campaing, on November 5th. And, knowing Ludus Magnus so well, we can expect great stretch goals and add-ons for the campaign, that can enrich the already mighty experience on the table. Are you ready to start the exploration, then? Gear up well, the Pures ask for energy… and you must survive!

Le plateau est impressionnant et immersif. Par contre la mise en place doit être loooongue :scream:

Pas plus emballé que ça à la lecture du résumé. Et même l’auteur de la review ne semble pas démesurément époustouflé…

Je m’attendais pas du tout à ce type de jeu après lecture de la review. Ce sera sans moi. Une telle mise en place pour un jeu « euro simple » (pas un 4X) me parait rédhibitoire.

On peut maintenant consulter le lien de la page preview

La DA est vraiment belle, j’attends de voir un peu plus de points sur les règles et ce sera bon pour moi :wink:

 

Sur la page preview dans la vidéo italienne on voit qu’il n’y a pas de mise en place du plateau à faire en fait, les différentes couches des tuiles sont fixes et collées.

Je viens de tomber là dessus, par hasard…

Un Ludochrono sur le jeu.

http://ludovox.fr/ludochrono-d-e-i-divide-et-impera/

Je ne sais pas trop quoi en penser.