
Watch “I Remastered The First Game I Ever Made,” a how-to-play guide for Obliquity: The Trenches from Wacktion on BoardGameVideo.
2023·Aidan Lambourne
About Obliquity: The Trenches, from BoardGameGeek:
War is imminent. You and your opponent will battle head-to-head, trying to fashion the strongest trench, using secrecy and special cards to bolster your line. Will you try to strike first and declare war? Or will tensions reach the point of no return... The Trenches is a quick print-and-play card game that sees players building up their trench lines. Part face-off and part-puzzle, every card has its own placement peculiarities. Navigate around your cards and make minor adjustments to prepare your trench for the ultimate Advanced Cards. Cards so game-changing that sacrifices must be made just for the chance of fielding them. With each game only lasting 15 minutes, you and a friend can see the rise and fall of many trenches in only a short time. Just don't ever let them know exactly how many points you're working with... Good Luck, General. -description from the designer
Description provided by Wacktion on YouTube:
In today's experiment, I improve upon the first game I ever made: The Trenches. Grab a cup of tea and a clipboard, and enjoy. Welcome to Wacktion Labs! I regularly test any games I've made here on Wacktion with the Lab Rats. They don't always go to plan, but that's part of the fun. Subscribe to become a Wacky Observer today, so you always have a front seat to the chaos. Experiment Apparatus: Software: Tabletop Simulator Music: All made by me :) Stock Images: Pexels, UpSplash And a big thanks to all my Wacky Observers out there. And Lab Rat Emil for playing. CARD RULES: Control+F is your friend here!! Rifleman Inf. 1PP No restrictions If deployed to the Front Row, +1PP. If next to two Rifleman, +1PP. If camouflaged, -1PP Machine Gunner Inf. 2PP Front Row If camouflaged, does not benefit from other bonuses Grenadier Inf. 2PP Adjacent to at least 1 inf. Card Upon revealed deployment, can immediately play another Grenadier from reserve Sniper Inf. 6PP Back Row If revealed, -3PP Artillery Inf. 5PP Not Front Row, next to no cards. After war is declared, can shoot once at the enemy’s Front Line. If done, -3PP. If camouflaged, can’t shoot after war is declared Drill Sergeant Supp. 0PP Not Front Row, next to no supp All below Inf. cards get +1PP Enlister Supp. 0PP No restrictions. Upon deployment, pick up the top 5 disbanded cards, and pick 2 to place in their reserve. When deploying a card from reserve, a player can replace the Enlister with that card, ignoring all current placement rules Nurse Supp. 0PP Not Front Row Can heal one adjacent out of action card, making it wounded Lookout Supp. 0PP. Front Row. When deployed, can reveal any camouflaged cards on the board, once for every Lookout in your trench. Then, can be replaced by Rifleman Major Supp. 2PP Not Front Row. If deployed revealed, player can immediately retake their Deployment Phase. If camouflaged after the artillery volleys, becomes revealed and all adjacent inf cards get +2PP. Macro Machine Gun Adv. 10PP. Front Row, next to two Machine Gunners -1PP for every adjacent supp card. If placement rules cannot be followed, change them to: Not Front Row. If on Second Row, -4PP. If on Back Row, -6PP. Mega Mortar Adv. 6PP. Second Row, next to a Grenadier. If deployed revealed, randomly choose two cards in the enemy reserve and disband them by slipping them to the bottom of the disband pile. You cannot see them. Super Tank Adv. 5PP. Front Row, next to no cards. After war is declared, before any volleys, the Super Tank can put one Special Card out of action. In doing so, this card is put out of action. If camouflaged, it must be revealed when war is declared to perform the above ability. Otherwise, can remain camouflaged. Super Turret Adv. 7PP. Replaces an Artillery adjacent to a supp. card. After war is declared, can shoot two shells in one volley. -2PP for each shell fired. Cannot be camouflaged. Coat Of Arms Adv. 0PP. Second Row All adjacent inf cards get +2PP. Adjacent wounded cards get +1PP. Radio Tower Adv. 0PP. Back Row. When scoring, any inf. cards in the player’s secret reserve are worth 1PP toward their total score. Scout Team Adv. 0PP. Front Row, next to Lookout. Upon Deployment, reveal a camouflaged card for each Lookout in your trench and in your reserve. Can be replaced with a rifleman as normal. Each Lookout in your reserve used this way gets disbanded to the bottom of the deck. Cannot be camouflaged. Agitator Adv. 0PP. Adjacent to three inf. cards. The Diplomat cannot be on the board. At the start of their turn, this player may immediately declare war. Cannot be camouflaged. Diplomat Adv. 0PP. Adjacent to two supp. cards. The Agitator cannot be on the board. Upon deployment, the tension tracker is decreased by one point. The Dove can be replaced by a Nurse in the reserve immediately, or on a future turn through normal drafting. Either way, ignores all placement rules when being replaced by a Nurse. Cannot be camouflaged. Spy Adv. -5PP. Adjacent to at least one supp. card in opponent’s trench, camouflaged. If revealed, disband the card. If camouflaged until the declaration of war, before any volleys, will put an adjacent supp. card out of action. Saboteur Adv. -3PP. Adjacent to at least one Adv. card in opponent’s trench, camouflaged. If revealed, disband the card. If camouflaged until the declaration of war, before any volleys, will halve the PP of an adjacent Advanced Card, rounded down. Patriot Adv. 0PP. Adjacent to at least one supp. and inf. card in opponent’s trench, camouflaged. If revealed, both cards next to it get put out of action. If camouflaged until the declaration of war, before any volleys, owner of the trench gets to choose an adjacent card to be put out of action. Then, disband this card.