Clash of Sovereigns
Clash of Sovereigns (COS), GMTâs 2-4 player card-driven game of the War of the Austrian Succession, has been 9 years in the making. It is a free-wheeling, faster-playing, stream-lined ânephewâ of the widely-regarded Clash of Monarchs (COM).
FEATURES
A 12-hour campaign game and three shorter scenarios covering 2-3 years apiece that can be played to completion in as little as three hours!
2-4 players.
The French, Prussians/Spanish (âPr/Spanâ), Austrians, and British/ Piedmontese (âBr/Piedâ) each have their own separate card decks divided into Early, Middle, and Late war periods
Half a dozen minor powers add their own blood and diplomatic wrinkles to the tableau â and can sometimes reshape it utterly by switching sides.
Leaders are rated for Initiative, Offense and Defense modifiers, and Action Points.
Distinctive national tactics and troop quality factors are âcapturedâ by Army Battle Ratings (which evolve over time) and event and Battle Tactics cards.
A simple, but significant, naval sub-game simulates naval operations in the Mediterranean and Atlantic, including the annual Bourbon Treasure Fleetâs risky voyage home.
Colonial conflicts in Canada and India are simulated by event cards
Design-for-Effect economic factors are âbaked intoâ the event and reinforcement cards and can therefore be resolved in only a small fraction of the time required by COMâs more complex economic model.
Y3
Original: $80.29
-65%$80.29
$28.10
Description
Clash of Sovereigns (COS), GMTâs 2-4 player card-driven game of the War of the Austrian Succession, has been 9 years in the making. It is a free-wheeling, faster-playing, stream-lined ânephewâ of the widely-regarded Clash of Monarchs (COM).
FEATURES
A 12-hour campaign game and three shorter scenarios covering 2-3 years apiece that can be played to completion in as little as three hours!
2-4 players.
The French, Prussians/Spanish (âPr/Spanâ), Austrians, and British/ Piedmontese (âBr/Piedâ) each have their own separate card decks divided into Early, Middle, and Late war periods
Half a dozen minor powers add their own blood and diplomatic wrinkles to the tableau â and can sometimes reshape it utterly by switching sides.
Leaders are rated for Initiative, Offense and Defense modifiers, and Action Points.
Distinctive national tactics and troop quality factors are âcapturedâ by Army Battle Ratings (which evolve over time) and event and Battle Tactics cards.
A simple, but significant, naval sub-game simulates naval operations in the Mediterranean and Atlantic, including the annual Bourbon Treasure Fleetâs risky voyage home.
Colonial conflicts in Canada and India are simulated by event cards
Design-for-Effect economic factors are âbaked intoâ the event and reinforcement cards and can therefore be resolved in only a small fraction of the time required by COMâs more complex economic model.
Y3











