
Libertad o Muerte!, the wars of independence of the Spanish Colonies is a turn-based game in 19th century America. Players are the Patriots, fighting for freedom, or the Royalists, trying to keep the empire under Spanish control. Who will prevail?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
JUEGAZO!, ha superado de lejos ya todas mis expectativas, aún en mi primera campaña y me emociono turno a turno, el mapa es precioso, la inmersión muy bien conseguida, enorme rejugabilidad dado el sistema de cartas y la inmensidad de estrategias posibles. Cada batalla se vive con sudor, o lágrimas, porque si pierden unidades de élite lo vas a pagar caro y además consigues conectar con la historia de líderes y batallones, todo tiene su historia y muestra dedicación, esfuerzo y trabajo. Era reticente al sistema de juego y me ha conquistado. Por España y la verdadera religión! Viva Fernando VII! Que gran rey.....jajaja. Animo a todos los hispano parlantes a apoyar esta iniciativa que nos une. Un juegazo y a este precio una ganga.
Below is my "official" and abbreviated review for Agrippa's website. The bottom line for those not wanting to peruse the details is this: I have found the game generally "robotic" vs. the AI half way through the grand campaign, and bland overall. It is one of those games you can play inebriated and push through just fine. Meaning, there is not much deep thinking or strategy involved, per se. Multiplayer may be a different story, however. Graphics, UI and game design We suspect that owners of Wars Across the World and Winter War might naturally gravitate toward this game, as it holds a few things in common, in addition to it coming from the same publisher. Those players may also have to overlook a couple of things when first firing up this wargame. While LoD's graphics feature a period-feel of sorts, the resolution maxes out at 1900x1080, which results in a rather low-res look for the map, cutscenes, cards and unit counters compared with Avalon's previous releases. This is doubly so in comparison with WW. In that game, the struggle between Finland and the USSR in 1940 is played out with the most wonderful looking and detailed unit counters around. Hover the mouse over one, and up pops a zoomed-in counter with highly detailed unit data and tooltips everywhere. In LoD, unit strength is shown in green-colored dots representing steps, but combat factors, movement, morale, etc., requires a peek at the 52-page manual. In fact, as with most games, it's recommended that owners considering this release download the manual from the game's Steam page to get a feel for the design before purchase. The game does inherit the relative simplicity and smoothness of play inherent in the other releases. The UI does a good job of leading the player forward through the game's various phases. Simply look for the > arrow in the upper right corner of the interface. If that arrow appears missing, then consult what is most likely a "flashing" card in the bottom left, which must be played before continuing. Beyond that, there are no hiccups that will stymie most wargamers, and the release version was free of game-breaking bugs. What's in the cards? Pretty much a big part of the historical immersion. One will learn quite a bit about a rather esoteric group of commanders and events that occurred during the time period covered. But here's the thing about the event cards in this game: they pretty much play themselves, literally. The program will remind the player using a flashing green or purple outline that a card must be played before the game can continue. On one hand, allowing the program to chose the appropriate cards for use at the proper time moves the game forward without a lot of fuss. But some may miss a card design that allows players to make difficult choices in terms of what card to play, which would add another strategic layer to the game. However, adding this feature would require a complete redesign, as the events and bonuses would need to made optional in order to give players a choice on when to play their cards. The way cards are used during the combat phase may be a more questionable design decision. Cards can only be played if a friendly leader is present. Here again, the cards are automatically selected and used by the program. While this design makes leaders that much more important to have in a stack, potentially interesting tactical choices are taken out of the player's hands when it comes to playing their cards. In fairness, this choice does force the player to pay more attention to the order in which he resolves each combat in the combat selection screen. For example, it always pays to resolve the larger, key engagements first, in order to ensure the combat cards are used to greatest effect. There's nothing like seeing two powerful combat cards wasted during a tiny battle or a complete walkover. However, based on this reviewer's observations, card play does not have a dramatic affect on the outcome of battle unless it is an inordinately close affair. Overall, the implementation of the event and combat cards may be seen as a mixed bag. The historical flavor provided by designer Miquel Santacruz on each of the cards is brief but generally good, and the game speeds along on rails partly for this reason. But the whole process may be a bit too automated for those looking to both study opponent's cards and use their own to the greatest effect. Unit movement and attack Beginning with the movement of units on the strategic map, the entire combat system is quite streamlined. We advise those considering the game to do the obvious, however: watch a few youtube videos first, as this type of combat resolution won't be for everyone. But there's one thing almost everyone can appreciate. And that's the game's ability to avoid the horrendous "wack a mole" routine, whereby a player or the AI uses a "doom stack" to clear enemy units from the board. With approximately 80 regions on the campaign map and reinforcements popping in on a regular basis, there was a real risk of game play devolving into such a senseless struggle. Instead, the player focuses on building a few reasonable-sized stacks of four to five units and a leader and maneuvering for either attack or a better defense. And the leaders are important, because in this game one cannot attack without them. In addition, land units are realistically limited to one region per move based on the actual time being simulated. (Naval units can typically move two to three sea regions per turn.) This also encourages players to choose their moves carefully, as the game map remains open to a variety of strategies. Movement itself is accomplished by holding and dragging units to an adjacent region, while holding the left mouse button. The region changes color and a crossed-swords icon appears if the move triggers combat. If the region is devoid of enemy units and contains a city, a siege takes place. Otherwise, the region is merely taken over. Naval units that move into an enemy-controlled sea zone that is unoccupied trigger a pop-up that announces a naval blockade, but the results are not readily apparent during game play. Presumably, this cuts down on enemy resources, but the player never knows by how much. Again, it's a good reason to consult the manual. One missing feature that hopefully will be addressed in a patch is the ability to show detailed counter information in every phase of the game. In the movement phase, a right click on a friendly unit counter brings a pop-up, which shows combat effectiveness, movement, morale, etc. However, in the combat resolution phase, this feature is missing. On the battle summary screen, it works, but the pop-up box is mostly blocked from view. Finally, when placing reinforcements, it is sometimes difficult to see the highlighted regions and click on them due to the reinforcement box being in the way. A poor showing here. Veterans of the WaW series are likely to be familiar with the "automated" system used for combat resolution in this game, as well as how the unit counters are displayed on the screen. In this game, when a unit fires, a puff of smoke appears below it and the target enemy unit "shakes" this way or that depending on whether it is hit. While some may miss a more detailed combat report, with a little practice the eye moves from the "smoke" to the target, and the result is displayed as a text message below. Albeit, a rather quick text message that cannot be paused. And now comes the tough part, and I will quote my Steam home page on this one: "Would you recommend this game to other players?" If those players had only $25 to spend, I could not. This writer can recommend a number of superior wargames at, or close to, that price point.
Hailing from the English world, I knew pretty much nothing about this war which shaped the future of South American history. Once you get to grips with the game's interface, there's a 'gem' of a game waiting for you. I have only played as the Patriots so far, and scored a 38 Pt strategic victory in the 'Bolivar' campaign (where I managed to strangle the Royalist's campaign by using my large Patriot fleet to limit Spanish supplies from Cadiz) I highly recommend this game , and hope to see further South American conflicts (War of the Triple Alliance & The War of the Pacific) using this game engine from the developers in the future. Miguel at the developers has been great at resolving any early problems that I had with the game (I must admit that I'm a bit lazy in reading through a game manual thoroughly)
I've been playing only Bolivar scenario for many hours both sides. I finally learned mechanics and it is great enjoyment. I'll play grand gampaign and try pbem soon after. Map is similar to Ageod games and card system very nice. I didn't see any crash or bug. Highly recommend.
juego de mesa en el que se puede elegir entre 2 bandos:realistas o patriotas fiel a la historia, podras guiar a los generales Belgrano, San Martin y Artigas otros mas o elegir ser realista no es muy dificil de aprender,(hay tutoriales en Youtube que a mi me han ayudado, en cada turno hay varias etapas como obtencion de cartas(que hacen que no siempre sean iguales las partidas al ser aleatorias), luego refuerzos y compras de unidades, movimiento y batallas! Excelente idea del desarrolador que todos los hispanos deberiamos apoyar ya que se trata de nuestra historia si bien veo algunos detalles que se podrian mejorar, todo amante de juego por turnos debe darle un vistazo a este gran juego.
Ok, I'd like to start with the positives, which are regrettably few. I like the fact that someone finally made a game about the South American liberation wars. And this is where the positives end, sadly. This game lacks a lot of heart. It's a facelift of Wars Across the World, and it seems as though the creator didn't have the drive to complete it, there's so many bugs from unworkable multiplayer, to random game freezes, to inability to pick up soldiers in certain scenarios, control issues, code popping up in some spots (notably in the tool tips box on the upper right hand corner) the battles are nonsensical and random, with little to no control given to the player, the card system seems divorced from the game itself, it's like they didn't know whether to give you a card game or a dice game and so you end up with the worst of both. When you switch languages, you see horrific grammar in the Spanish version, with commas in places where they don't belong, and "Coste" instead of "Costo" for example, to name a few... the Russian version has absolutely no Russian in it, except for the title screen and the scenario screens... the art looks dated and generic and taken off google images or something, like there was no thought put into it. And the map looks horrendous and poorly scaled, NIcaragua, Honduras and El Salvador are as big as the unrecognizably squished version of Colombia, my own native Argentina looks so unrecognizable it took me a while to find Salta on the map. Why is South America slanted sideways while North America is right side up? Why is the Florida panhandle so long? Where is Tierra Del Fuego? Brazil is relegated to an unplayable mass that takes up more space than the playable spots!!! Why does the player NOT have the option to do something cool like invade Brazil to get to Maracaibo, for example? Ultimately, this felt like a rush job, and it's unconscionable that this is NOT in Early Access, because this is far from what i'd expect from a finished product. Knowing you can get Undertale for 9.99 or Stardew Valley for 14.99, who on EARTH would pay 24.99 for a photocopy of a WAW game, but with less playability? Multiplayer by E-mail is so archaic, but it would be nice if it worked! I should not be getting a Microsoft Outlook Express prompt in order to enjoy multiplayer. This is not 1999. Most games today go through servers for multiplayer or some sort of cloud system, 24.99 should be enough to merit a more up to date, less clunky multiplayer capability. You know how I know that there's no effort or care or heart put into this game? Because when you play as the Royalists, one of the cards literally reads "etc..." when showing the changes made by their regime. And that's how this game plays, like the dev just went "etc..." I would be happy to change my viewpoint on this game should the dev stop arguing about copyright and negative reviews, and took a look inward and made the changes this game desperately needs right now. I look forward to playing a revised version of Libertad O Muerte sometime in the future, because right now it feels like I just got the Muerte. PS: No one, absolutely no one on god's green Earth is going to read a 54 page manual for a board game. Gamers learn through trial and error. (even Monopoly gives you ONE slip of paper to learn how to play!)
Libertad o Muerte! is a board game, complete with cards and dice. For me this is novel and pleasurable. Even though most games I play are now computer games, I still have a game room for my board wargames and love the maps, counters and dice. LoM has all this, but formatted for the computer so I can pbem a true dream. The game designer has taken gamers into many eras and conflicts not typically modeled in wargames. This is so true with the release of LoM. It provides a look into the revolutionary wars of Latin America. I thought I knew a lot about Latin American history, but I learned so much in my beta testing of this unique game system. What I found most interesting was the card system. At first it seems as if the cards just play themselves, but as you get deeper into the game, the conditions and benefits of card play take on new meaning. This game has several regional games where card play seems limited, but when the player steps into the grand campaign, then choices of which cards to hold and which to discard add to the benefit of strategic card play. For those of you who enjoy playing others via email pbem, you will enjoy some simplifying routines used. For instance, instead of having to search for files when you have completed your turn, the game provide a dialogue box providing the option to place the zip on the desktop. For anyone who wonders what happens in the 'magic' of battle adjudication in most games, you will see the dice rolling. I have enjoy my time beta testing learning and exploring a fun computer managed board wargame, but what I most enjoyed was learning the history this game reveals. It is a deep study of what many of us only have seen as disjointed risings against Spain. I learned so much
compre el juego porque es el primero que veo que trata la liberación latinoamericana, pero el juego no me hace sentir que estoy liderando nada, las batallas se resuelven solas, las cartas estas obligado a jugarlas si son de marco violeta, con lo cual no importa mucho si te conviene o no y terminas no leyendo la carta que jugas, hay iconografia no sabes para que está o porqué no te permiten determinado movimiento. no voy a devolver el juego para fomentar mejoras a futuro, pero no cumple con mis expectativas y creo que hay muchas cosas para mejorar y transmitir al jugador una sensación de que es parte de la liberación y no un mero expectador.
The scenarios of Libertad o Muerte! have been created with the free editor of War Across World. And they were meant to be played in war across the world. But War Across World (9 euro) was replaced by the engine of the Spanish civil war (B4S), a surrogate, dressed as the Latin-American revolution, libertad o muerte (22 euro). The result is that what costs 9 euros now costs 22 euros. why?, there is no free editor and you can’t play the WAW scenarios either. This has not been said, but the buyers should know. I like cards and dice a lot and I like the original War Across World engine (WAW). But the question is what value added does the Headquarters engine, have that you paid 22 euros, for compared to 9 euros of WAW original?. The combat phase has worsened, The user lost all the WAW scenarios, the free editor and has paid double of money for nothing. Just dam be honest about your game when selling. There are a violation of copyright and intellectual property, see: https://www.kickstarter.com/projects/787937257/libertadores/comments
Al que le guste la Historia le encantará el juego. Muy bien documentado.
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