|Tannhauser | Published 19 April 2010||Rating||29 votes|
The year is 1949, and the first World War rages on. The forces of the Union strive to end the conflict through the use of advanced technology, created from the alien wreckage discovered at Roswell. Their foes are the Reich. Headed by the occult powered Kaiser, this army of evil scours the globe for ways to enhance their prodigious occult abilities. Squads of the possessed sweep through Europe led by the Marquis General, Hermann Von Heïzinger.
What’s more, recent developments in the war have forced Mother Russia to enter the battle. Living embodiments of the reawakened Slavic gods, the Matriarchy is a deadly force to be reckoned with. Their robotic hordes are fueled with the genius of Tesla, and his electrical weaponry is easily the equal of the Union's technological advancements. The war is reaching a fever point... but which side will win?
Since its original release, Tannhäuser has engaged thousands of players with its deep narrative, innovative and intuitive mechanics, and action-packed gameplay. This spring, Fantasy Flight Games is improving on the strong foundations of this remarkable game system with the Tannhäuser Revised Edition Rulebook!
The Tannhäuser Revised Edition Rulebook improves upon the innovative mechanics of Tannhäuser. This 96 page perfect-bound book is intended as a comprehensive replacement to the original Tannhäuser rulebook; it includes revisions to the core game rules, as well as those originally found in the Operation: Novgorod expansion, along with the Wolf, Yula, Gorgeï, and Ramirez single figure packs.
In short, it includes all the rules players will need for any Tannhäuser product currently available. What’s more, players who already own a copy of Tannhäuser needn’t worry about their game becoming obsolete; the Tannhäuser Revised Edition Rulebook utilizes current Tannhäuser components, and requires no additional purchases!
For more details about this exciting setting, head over to our Tannhäuser description page. And for insights into some of the design decisions that went into the Tannhäuser Revised Edition Rulebook, check out “The War Heats Up,” a designer diary by Producer J.R. Godwin.
So what are you waiting for? The war thus far has been mere preparation for what is to come. Never have the three competing factions had so much to gain, or so much to lose. To which faction will you lend your tactical genius? Will it be the technologically enhanced Union? Will it be the occult-tainted Reich? Will it be the electrical fury of the Matriarchy? Whether you’re a Tannhäuser veteran or a newcomer, the Tannhäuser Revised Edition Rulebook will deliver the gameplay you’ve been looking for!
One final note: Although we previously revealed an intended price for this new rulebook, we found that over the course of the production process, our costs were slightly greater than expected. That being said, when this exciting resource become available later this spring, you’ll have two purchasing options: as a pdf download for only $5, or as a printed copy of the rulebook available through your local retailer and on our webstore for $9.95.
First, however, we welcome you to download the 20-page preview of the Tannhäuser Revised Edition Rulebook (pdf, 24.2 MB) on our support page. This sample (consisting of pages 8-27) of the full rulebook will give you a glimpse of some of Tannhäuser’s most exciting changes. Check it out, then prepare yourself... because the Great War is far from over.
Tannhäuser is a squad based tactical board game set in an alternate timeline in which WWI has never ended. The forces of the Reich have turned to the occult, while the forces of the Union have delved into alien technology and developed deadly weapons of war. Using the revolutionary Path-Finding System, Tannhäuser is quick and easy to play.
Overall, I like the revised rules - really really appreciate. Streamlines a lot - makes combat more enjoyable... but it does seem like the new dice tests were created to be compatible with the set of eight dice included with the box instead of making an genuine improvement. As a long time Shadowrun player - the dice rules always made sense to me - but now every player has to do math to calculate their target number? If you're going to simplify them then it makes more sense to go with Catalyst's SR4 system of skill number equals dice and target number never changes. Then every modifier increases or decreases the number of dice. It's a solid system and has worked really well for years. Sure, players would have to get more dice or share more - but I don't know a single gamer that would complain about having to buy more dice... It's one of our addictions. Other than that - every rule revision is great!
Ok it is big and complex game. I think that one or two video tutorials like those for LCG Games are needful
The price is not the problem.Personally i think the price is quite ok but it seems after solving a lot of problems there a now a lot new ones.
Hand to hand combat still feels not right. Is it possible that you have to perform hand to hand combat if adjacent?
Everything I've read about the new rules looks great, but I'm a little bit dissapointed because those who already own TANNHAUSER we'll be obliged to buy the 'fixed rules' separately. I mean, I don't mind buying the new book (indeed, I'm really interested in buying it) and I understand the price of all the new stuff, but I think we should be given a free PDF (without scenarios or extras) we these revised rules. All in all, these new rules are not an expansion, they are just a fix.
This is just my opinion, but anyway...
I too would love to see the bonus token available as actual product. While I have the tokens printed and attached to card board, having true pieces would be worth an extra fee, especially in conjunction with the revised rulebook.
What about bonus tokens? Did you consider the option to print them and sell with the paper copies of the Rule book I think this might be more desired product instead of 5$ online copy.
Crate CP are one time only so, yes, you have to use them on theturn you get them. If you don't get CP through crates, I guess that you'll be able to "activate" a Medal to get extra CP once per game.
I like what I see except for how the Reinforcements work. We haven't seen the full rules yet, but they do state that a bunch of scenarios only give you 2 CP per turn and that Reinforcing requires 3. So you will have to earn 1 CP during your turn to bring out a Reinforcement.
The problem: The only example of gaining CP (so far) is through a Crate, which can only be gained by one of your characters. You can't carry them over from round to round and you must Reinforce at the beginning of your turn before you activate your figures. Huh? So unless the scenario allows you to turn more CP for your upcoming turn or skills do something other than objectives, this will not be possible.
Anyway, I love CP and the new dice roll mechanic. I will hold my breath to see how they implement skills, which sounded great in the original game and were basically just on/off switches before to activate objectives (where were boring as well). If there is any depth to the skill/objective system, then I will be sold.
If you search a crate and use the command points, what happens to the crate token? Is it discarded?
Definitely looking forward to a more free flowing set of rules. Can't wait to try them out.
Next on the list...TOI?
There is an ERROR on pg 24 - Shock Rolls Outside Combat says "(see “Automatic Wounds,” below)"
HOWEVER, the Automatic Wounds section is DIRECTLY ABOVE the Shock Rolls section.
All in all this is looking good.
I'm with HedgeWizard on this one. I've been holding off buying Tannhäuser until this new rulebook is released. But do I have to buy it separately or will it be included in future reprints of the game?