The Campaign for North Africa
This article is about something that is considered by the overpowering majority of /tg/ to be fail. Expect huge amounts of derp and rage, punctuated by /tg/ extracting humor from it. |
This article contains something which makes absolutely no logical sense, such as Nazi Zombie Mercenaries, Fucking Space Orangutans, anything written by a certain Irish leper or Robin Crud-ace, or Wizards of the Coast hiring the fucking Pinkertons over a children’s card game. If you proceed, consider yourself warned. |
"When I said ‘let’s publish this thing’ they said ‘but we’re still playtesting it! We don’t know if it’s balanced or not. It’s gonna take seven years to play!’ And I said ‘you know what, if someone tells you it’s unbalanced, tell them ‘we think it’s your fault, play it again.’"
- – Game creator Richard Berg
The Campaign for North Africa is a Board Game based on the WWII North Africa Campaign. The game takes a ludicrously long amount of time to play and has a ludicrously long set of rules. So ludicrously long, in fact, that the creators didn't give it a proper play testing, and a hypothetical full game would take five years to complete if you met once a week for six hours. While the game itself is a bit of a joke, it does have its unironic masochistic fans. For tabletop gaming at large, it's more of a novelty than anything else. And of course this article wouldn't be complete without mentioning the beloved "macaroni rule", in which Italians lose more water every turn because they need to boil their pasta (which Berg noted isn't even historically accurate because historically the Italian soldiers used their pasta sauce to boil their pasta).