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Europe in Turmoil II: The Interbellum Years 1920-1939
by Kris Van Beurden · Compass Games
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About the game
What is Europe in Turmoil II: The Interbellum Years 1920-1939?
Europe in Turmoil II follows in the footsteps of Europe in Turmoil I. Once again, two players take sides in this political CDG set in the Interbellum era between the two World Wars, this time one representing the Moderate Left (socialists and liberals), and the other player representing the Moderate Right of the time (conservatives and nationalists). The mechanics of the game are rather similar to those of Europe in Turmoil I, with the main changes being the replacement of the Naval Arms Race by seven concurrent Rearmament races (for each of the six scoring regions of the game plus the Soviet Union) and the removal of the stability and mobilization decks in lieu of a new extremist marker that facilitates support checks. While players represent moderates, the cards they are using contain some of the more extreme people and factions of the period. It is possible to harness their large political prowess in order to make quick gains, but at the cost of becoming less and less moderate, which may eventually hamper your possibility to win the long game. The map represents the political reality of Europe in the Interbellum, divided in six scoring regions (Germany, France, Italy, United Kingdom, Spain and the Little Entente of Yugoslavia, Romania and Czechoslovakia). Play progresses over three periods: The Roaring Twenties, followed by the Great Depression and finally the Appeasement period. Europe is in Turmoil again! Will you be the one to extinguish the forces of extremism, or will you fan the flames on your way to Domination? —description from the publisher
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- How do setup and the first turn work in Europe in Turmoil II: The Interbellum Years 1920-1939?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?