- In Bear Trap, forces are represented by blocks, stickered side hidden from the opponent, and the orientation of a block determines its disposition (i.e. the orientation of a block dictates whether it’s mobilized, fortified, disordered, poised to offer fire support to a battle initiated by friendly units, or ready to ambush enemy units). The orientation of a block also determines which battles it can join, whether card play is required to commit it to battle, and whether it can be moved or activated.
- Bear Trap features an area-based map, rather than the point-to-point style found in Sekigahara.
- The sequential combat system popularized in Sekigahara is utilized in Bear Trap, adapted to suit the setting. This includes the use of ‘loyalty challenges,’ making Bear Trap simulate the proneness of (for instance) Afghan forces to defect.
- Bear Trap is, like Sekigahara, first and foremost a 2-player game—but Bear Trap includes a unique solo mode, built around a card assisted flowchart bot.
- Bear Trap has fewer blocks than Sekigahara, and each player has fewer card types (‘suits’) in their decks.
- Bear Trap introduces ‘strategy’ cards—powerful event cards. Although it would be misleading to label Bear Trap a deck-building game, players will add 2 cards from a pool specific to their side each time they reshuffle their deck.
One player takes command of the ruling Democratic Republic of Afghanistan and its forces, supported by the Soviet 40th Army—this side is referred to here as the Soviets, or the Soviet player. The other player takes command of the local tribal rebels (the Lashkar) and Mujahideen guerrilla fighters—this side is referred to here as the Insurgents or the Insurgent player. Hidden information on blocks and cards presents players with a host of difficult decisions throughout the game.
Each player has their own deck of cards, pool of blocks, and win conditions. The game ends as soon as one player satisfies their decisive victory condition or after players have reshuffled their decks a combined total of seven times (and the winner would be determined by assessing who has satisfied their minor victory condition).
The Insurgent player aims to push the USSR—as a political entity and as a populace—beyond the level of Soviet losses and setbacks it is willing to endure. Meanwhile, the Soviet player seeks to establish a new status quo of control and authority over a period sufficient to claim ‘Mission Accomplished’ in Afghanistan (even if pockets of the country remain rebel held).
Initial setup is variable, keeping the game fresh. Concealed information—through the blocks and cards—lends uncertainty to help simulate the actual conflict.
- 1 mounted gameboard
- 114 Cards
- 62 Wooden Blocks (32 Insurgent, 30 Soviet)
- 1 Sticker sheet
- 1 Sheet of Counters
- 1 Rulebook
- 1 Playbook (incl. tournament rules, optional rules, strategy guides, designer notes)
- 2 double-sided player aids (identical, 1 for each player)
- 3 double-sided solo aids (3 flowcharts and 1 board)
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