kremlin [Updated April 2005]

KRM  3 prizes Beginners Mult Ent Sing Elim Scheduled 
 Demo 17   Rnd1 Heat1  18   Rnd1 Heat2 21
  Rnd1 Heat3  9   Rnd1 Heat4 13  Round 2 18 Semi  Round 3 21 Final      

  Ballroom B   Demo Ballroom Foyer, Table 2

Steve Cuccaro, MD

2004 Champion

2nd: Marc Houde, VA

3rd: Jim Jordan, MD

4th: Charles Davis, WV

 5th: Roy Pettis, VA

 6th: Don Tatum, MD
Event History
1991    Jim Fuqua      25
1992    Sean Cousins      20
1993    Jim Fuqua      49
1994    Caleb Cousins      42
1995    Sean Cousins      36
1996    Sean Cousins      20
1997    Tracy Graf      46
1998    Chris Geggus      46
1999    Bruce Glassco     38
2000    Tom McCorry     45
2001    David Buchholz     51
2002    Steve Cuccaro     50
2003    Llew Bardecki     56
2004    Steve Cuccaro     48

AREA Ratings

GM: Peter Stein

Laughing at the Cold War ...

KREMLIN is one of the more underrated games around. Many look at the board and walk away. However, in the years that I've been GMing it, not only have most of the beginners had a good time, but many come back the following year. Why play KREMLIN?


10. How many games do you get to play with characters named Shootemdedsky, Eatstumuch and Krakemheads?
9. Perfect your fake Russian accent without people looking at you funny.
8. Attention non-wargamers- No hexes!!
7. Make crucial decisions such as, "Do I stay at my job and take a chance on getting sick and dying, or do I go on vacation and have my 'friends' give me a one-way ticket to Siberia?"
6. More double-dealing and backstabbing than a game of Diplomacy! (Well, maybe. . .)
5. One of the few games that if you're patient, you can learn and win in the same day.
4. No democracy here- you're guilty until voted innocent. Proof has nothing to do with it.
3. Doctor Death Health die rolls!!
2. Relive the old days when the announcement that the Party Chief had a cold meant he had at least one foot in the grave.
1. Its FUN!!!

The way to victory in KREMLIN is to control the Politburo - in particular the Party Chief. There are various strategies to accomplish this, several of which are perfect for beginners. One of the best is to just bide your time and observe. This gives an opportunity for new players to get a feel for the game process, and hopefully give them a chance to do something as the game progresses. Another reason why this is a good game for beginners is that no matter how powerful a player may seem, a couple of rolls on the health chart, a well played card or two, or maybe an unexpected change of power on a character the player thought he controlled, and everybody ís back in the game. So if you're wandering around Wednesday night, or you lost that first heat game on Thursday, why not come to the KREMLIN tournament? Bring a sense of humor, and don't let that goofy board scare you.

The following FAQ and errata will be in effect:

3/3.2 The Defense Minister may not call a Trial to resolve a Spy Investigation against himself or investigate himself.

5. The Foreign Minister must (not may) nominate a Politician from the 2nd Level if there are no other Politboro members on the 1st level.

D. Random Recipients - Delete the last sentence: " If a random ... 1 to 6".

D. If Intrigue card 17 results in a tie for most influence on a politician, is it really fair to give control to the player declaring first since the player with the card has an advantage in knowing he should declare first? A. In a case like this, resolve the matter by high dice roll as cited in the rules for simultaneous declaration.

Declaring IP: IP declarations will be considered simultaneous as long as there are no actions (die roll, a player adds influence, another vote announced, etc.) taken in between. EXAMPLE: Green starts Turn 4 in control of Industry Minister Nikotin with 4 IP. During a trial of the Defense Minister, Green directs Nikotin to vote Guilty. Blue then declares 4 IP on Nikotin, but this does not change control since Green placed the IP first. Blue then declares 5 IP and changes Nikotin's vote to Not Guilty. If, before the next politician votes, Green declares 5 IP on Nikotin, this is considered a simultaneous declaration, and the tie would be broken per the rules. Note that if a tie is broken at a particular IP, it is too late for another player to tie at that IP.

Cure Phase: A sick politician in his strength may be sent to the Cure, even if he wouldn't age anyway.

Purge Phase: If two or more players attempt to play 1st Purge cards in the same turn, the player with the highest die roll gets to play his card. Players must signify which 1st Purge card they want to play, but do not have to show it face-up until after the die roll.

Health Phase: Any flu cards must be played at the start of this phase. In other words, the flu must affect all Politburo members.

Replacement Phase: The Party Chief may perform any side-to­side or up and down movement unless the rules state otherwise (ie, politicians may not move up or down more than one level per sponsor).

Parade Phase: Attempting to wave is not optional.

Add Influence Phase: In order to prevent a number of potential problems, you may not play Intrigue Cards, nor may you declare already-recorded IP during this phase unless you are declaring 10+ on a politician.

Intrigue Cards: 23 Power Play- The die is six-sided, not 20-sided
24 Glasnost Declaration- Control of the Party Chief may not change between the playing and the resolution of this card, but control of other politicians may. The Party chief cannot be assassinated or otherwise removed until after the card is resolved. Control of a politician who is the target of an assassination attempt cannot change before he denounces someone as the assassin.

A Foreign Minister in the Sanatorium can be nominated to become the party chief. However, he will not become Party Chief if two nominations fail ( it would be the nominating politician ).

HOW TO WIN: Does the game really end with no winner if after turn 11, the highest active Politboro member is not controlled by anyone? A. Yes.

 GM      Peter Stein  [11th Year]   6625 Millridge Circle, Dublin, OH 43017   (NA)

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