Il Trono di Carte!

Yesterday saw the introduction of my card game Il Trono di Carte (The Throne of Cards) at a special event at the National Museum of the Risorgimento in Turin. Originally our title was Castelli di Carte/ Houses of Cards, I mentioned it a couple of times here in the past and now it’s out in the world!

What is it, for those who missed those mentions?

A simple, fast card-driven game for two players set in southern Italy in 1861-65, in the immediate aftermath of the Risorgimento. After his defeat, Francis II of Bourbon, King of the Two Sicilies, has taken refuge in Rome and attempts to reclaim his kingdom or subvert the new order by any means at his disposal—diplomacy, intrigue, propaganda, guerrilla warfare by adventurers, criminal patriots and thousands of demobilized soldiers at a loose end! Meanwhile, the newly unified nation of Italy under the leadership of the House of Savoy must address the great challenges of restoring law and order and bringing southern Italy into the 19th century with modern infrastructure and new legal, administrative and landowning codes. This period of Italian history is called Il Grande Brigantaggio, or “The Great Brigandage” but also has some parallels with the Reconstruction period in the United States. Players have hands of cards that represent individuals and social groups or forces with both “hard” and “soft” power projection, and they play them in different regions of southern Italy seeking enduring influence. The game plays quickly.

Boardgamegeek entry: https://boardgamegeek.com/boardgame/466858/il-trono-di-carte

I will let Direttore Alessando Bollo of the museum explain about the event (translation by LinkedIn, from his post there):

Yesterday at the museum we experienced a wonderful special day.
Totally dedicated to the game.
We presented “Throne of Cards”, the new game created by Blacknight Editions in collaboration with the Museum, inspired by the exhibition on the Brigands and built from iconographic materials and historical research from our collections. We tested it directly in a symbolic place, the Chamber of Deputies, transformed for a day into a space for play and experimentation. It was a fun and participatory moment, but above all very stimulating also to think about the potential of this language.
Our mediators have in fact identified the game as a powerful educational tool: starting next year we will offer high schools a structured path in which a visit to the museum and the game will intertwine, offering students a new and engaging way to discover and understand history.
The Throne of Cards will be present in the museum library to be played by those who like it and sold in the bookshop…
Let’s play!

This panel of experts introduced the game, in the hall of the Museum (which is full of these huge paintings). From left to right they are: Giuseppe Tamba, publisher, Blacknight Editions; Riccardo Fassone, University of Turin; Carmine Pinto, historian who consulted on the game and wrote the background material; and Giaime Alonge, University of Turin.

There was also group play of the game, facilitated by friends Mauro and Fabrizio… the cards are Tarot size and the Museum opened its archives of images to the publisher so it’s really beautiful.

Most encouraging of all is that not only will the Museum be selling the game in its bookshop, they will also possibly use it as educational material for when students visit the museum – combine study with field trip with game play!

The game will be generally available after May of this year, it will be introduced at a game convention in Bologna in that month. It will be available both from the Museum bookshop (link below) and from Blacknight itself. I have been told that it will include an English language version!

https://www.museorisorgimentotorino.it/en/bookshop

This all tied in with the Museum’s exhibition Briganti! which started in November 2025 and concludes at the end of this month.

I’m so happy to have this one see the light of day!

In the house! New edition of Balkan Gamble.

Last week’s mail brought my designer’s copies of BANZAI magazine #28, published by Yasushi Nakaguro who also runs Bonsai Games.

The issue game is Balkan Gamble, my game of the Allied invasions of Greece and Yugoslavia that never were. It uses the HQ Activation and mission matrix, near-diceless CRT system that includes Winter Thunder (also by Bonsai Games) and Summer Lightning.

The printing job is beautiful, as is so often the case with Japanese editions of wargames. Really high quality work. You can see examples at the game’s BGG entry: https://boardgamegeek.com/boardgame/189017/balkan-gamble/images

Looks to me like it can be ordered online, and shipped with something called Zenmarket. Anyway, if you go to the trouble of buying a copy of this, I have posted the English-language rules and charts and scenarios to the game’s entry on Boardgamegeek. https://petitslg.shop-pro.jp/?mode=cate&cbid=2415263&csid=0

Nationallen resiliencenn pamphalentents forren yuu, bork bork bork!

The Swedish Civil Defence and Resilience Agency is an administrative agency organized under the Ministry of Defence. The agency is responsible for issues concerning civil protection, public safety, emergency management and civil defence. The Agency works with municipalities, rural government, other government organizations and the private sector to help prepare the population and its economy, government and society to prepare and cope with emergencies and crises. This is done through education, support, training exercises, regulation and supervision.

Recently the Agency published a pamphlet in English on how private sector businesses can prepare themselves ahead of time. It makes a good companion to the earlier pamphlet “In Case of Crisis or War” which is about individual and family preparation for events.

Have a look!

https://www.mcf.se/sv/publikationer/preparedness-for-businesses–in-case-of-crisis-or-war/

https://www.mcf.se/sv/publikationer/om-krisen-eller-kriget-kommer-pa-engelska/

Free game: The Chair Is Empty

[Cover image: La Legende des Siecles by Rene Magritte, 1950.]

The Chair is Empty

A card-based game about political tensions and power vacuums, for 3 or more players.

This is a much cleaned-up and streamlined version of Caudillo, a power politics game placed in a thinly disguised post-Chavez Venezuela which I first designed in 2013 (before Chavez was post-Chavez).

It is basically similar in its semi-cooperative and semi-competitive nature, and it plays up the constant tension between these urges. As players vie to create the largest and most durable personal power base (scored periodically throughout the game), the card deck delivers more and more crises that players must deal with collectively (and collect small rewards immediately) or become overloaded. Coups d’etat provide another quick way to score, and the office of El Presidente has its own perks too.

The free PnP version consists of 108 cards, 88 counters, and the usual rules and play aids. Several scenarios are supplied, including a 2-player variant.

The game rules say it is for 3-5 players which seems to be where it scales best, but certainly more than 5 can play simply by adding sets of player markers.

I started work on this during lockdown in 2020; David Turczi was involved in early development and I am very grateful for his help. I kept at it over the post-COVID years and it’s in a state I feel okay to release for free print and play, especially with the uncertain situation in Venezuela now (though this is in no way an attempt at a simulation of the actual situation there; the stupid Spanish language puns will tell you that).

I plan on self-publishing a physical version of this later, since in the course of locating resources for O Canada I found a good card printer in Canada (The Playing Card Factory of Mississauga ON: https://theplayingcardfactory.com/ ). But I would like it to have better art than the janky free clip art I am using now, and no damn generative AI will be involved. So it might take a while.

Meanwhile, here are the files:

Chair rules 10 Dec 25  rules

Chair PAC 5 Nov 25  player aid card

Chair variants 5 Nov 25  scenarios, including a 2-player method where El Presidente is a dummy and a “Gringo” piggybacking variant that is perhaps applicable right now.

Chair group cards 2 Aug 24 Group and Agent cards

Chair crisis cards 2 Aug 24 Crisis and other cards

Chair card lists 30 July 24 Card lists for perusing

Chair ctrs 13 Nov 22  double set of counters

[PS: Thanks to friend of the blog Roger Leroux for the title, replacing the functional but less ambiguous “Strongman-2”]

QUICK: files for new version posted

[illustration of a section of the new map, from QUICK Junior.]

I have posted new print and play files for a new version of the game: The QUICK Page

This will not be news to some of you, but unfortunately August 2024 was the last serial of the Urban Operations Planner Course held by the US 40th Infantry Division, California Army National Guard. I decided to keep the QUICK game available to everyone on this blog as it has attracted interest by civilians and military members from a variety of countries.

But I’ve made a big change to the approach used for the map, based on some work I was doing on another urban combat system. The map is divided into large hexagons called Areas, scaled at 750 m or more per hex, depending on the general situation shown in the module. Inside each Area is a further subdivision of 1 to 6 Locations, denoted by dashed lines within the hexagon like sections of a pie.
All Locations within an Area are mutually adjacent, but are adjacent to a Location in another Area only if they share a section (not a vertex) of Area boundary. The number of Locations denotes the relative “complexity” of the terrain in the area: that is, how challenging and canalizing the terrain is to fight through and the terrain type remains a modifier for the robustness of construction there.  So an open field or park would have 1 Location and Open Terrain, but a section of an older city with small alleys and stone buildings would have 6 Locations and Closed Terrain and would be very difficult to dominate and fight through. Yet both represent the same amount of physical distance. I don’t think anyone has done exactly this kind of thing with a hex map before. I’d be interested to hear your reactions; so far everyone I have demonstrated this to has been quite positive.

Like the earlier version, the set of files here are for a game that takes place in downtown Manila but it has a new pattern map that covers a larger area. Opposing forces are the US 1st Marine Expeditionary Force and the Olvanan 17th Group Army, plus North Torbian forces that could be on either side.

I have also made a module with I MEF advancing on Kuala Lumpur but will post it at a later date.

Optimistically, I have also kept the teaching materials and files giving instructions for a simple method of remote play on the page. The refer to the earlier (2024) version of the game but the mechanics are largely the same and can be adapted.

Thanks for your interest.

Free game: Gravel

Yeah, a bit like this.

A new abstract game I wanted to put out before the end of the year:

Gravel, a game about missing the (Schwer)punkt.

Gravel and GC 2 Feb 26

Years ago I had an idea for a Go variant where the single stone played each turn could be broken up into smaller bits with lesser power (stones make gravel, see) and played on other points of the Goban so captures would be probabilistic: you would make a capture by generating a random result equal to or less than your cumulative strength differential.

This is not quite that of course but in their turn a player may place and remove a total of friendly and enemy pieces (respectively) that is equal to or less than “X”, an integer agreed upon at the start of the game. A player loses through attrition (losing more than half of their starting pieces).

The idea of “control” over a space relying only on occupation of its flanks and rear (which permits capture in it, no matter how strong it is) is inspired by games like Ki (Corey Clark, 2010) and Control (Takuro Kawasaki, 2024) though those games forbid placement in an enemy controlled space.

Placements and removals in the game must be balanced, especially early on, and there is a crucial difference in placement between pieces that are already on the grid versus those that are coming from the pieces not yet placed. The choice of whether to place or remove first can be important; a player might want to first build up to attack a swath of territory or they might want to clear some points of enemy then follow it up with occupations.

Playing in the squares of an 8×8 checkerboard and setting “X” to 4 or 5 will give players a peppy 15 minute game if they don’t think too hard. The Tabletop Simulator module linked here is set up for that:

https://steamcommunity.com/sharedfiles/filedetails/?id=3627753715

Perhaps you will give it a try!

O Canada: Tabletop Simulator modules available!

Okay here goes, not entirely sure I know what I am doing in Tabletop Simulator but here are modules I have made for play of O Canada’s four scenarios for anyone who has the physical or PnP versions.

I did the best I could with the displays of the Event Cards but there are some pretty tight margins, no words got cut off completely but you can always check against your actual cards.

Tabletop Simulator:

O Canada: PnP version available through WargameVault

https://www.wargamevault.com/en/product/548801/o-canada

The 50 physical copies of O Canada that I made all sold within 48 hours.

I’m resolved not to make any more physical copies, but O Canada is now available in limitless Print and Play format to anyone and everyone through WargameVault!

Cost is $18.00 US funds, or 80% off the price of the physical version… so you can expend up to $70 CAD worth of your time building a copy, and still be ahead of the game!

The first 50 orders will receive a FREE deck of special Event Cards (produced by The Playing Card Factory of Mississauga Ontario) so one of the more onerous tasks is done for you already.

Even at that you could just get the files, and use them to play the free Vassal or Tabletop Simulator modules that have been made available.

https://vassalengine.org/library/projects/O-Canada

Tabletop Simulator:

Thanks for your interest, everyone!

Canadian “Civil War”: telling short tales

I’ve been looking into the background of Canadian “Civil War” a bit as I had always been curious about the origin of the game that was the origin of O Canada. It seems to have had a bit of a convoluted past, to fit with its odd treatment of the subject and indeed its very existence.

As I mentioned in the Designers Notes to O Canada:

O Canada is a reboot of Canadian Civil War (designed by James Dunnigan and published by SPI in 1977) via an adaptation of the GMT COIN system. (Funnily enough, a note by a developer in MOVES magazine #33 (June 1977) reveals that the original title for the game was to be O! Canada but “the Canadian Government told us that they already had a game by that name and no, they wouldn’t let us use the title”. This is a reference to a roll-and-move game called Oh! Canada that was published by the Commissioner for Official Languages in 1974 and was distributed to elementary schools to promote bilingualism. Even though I vaguely remember this 51 year old item from my childhood, I didn’t bother asking the Commissioner.)

But there’s more, revealed in a comparate review of CCW and Quebec Libre (designed by Stephen Newberg, the Grand Poobah of Simulations Canada) by David Isby in Fire and Movement #23. Canada-Quebec_in_fm_23 Isby writes:

Canadian Civil War began its existence as 0 Canada, an offspring of the fertile imagination of Terry Hardy, SPI’s former Head of R&D. It was a great, swashbuckling scenario of insurrection and civil war, with only minimal serious thought. The feedback suggestion saw Canada as sort of a vast banana republic of the north, with warring factions looking to seize key weapons and areas. We found all sorts of interesting things — the largest concentration of armor in Canada are 60 Bundeswehr Leopards at Shilo, Manitoba. Imagine them being hijacked to Quebec! Who was going to stop them? And, of course, there was foreign intervention. Why are the French lengthening the runway on the island of St. Pierre in the Gulf of St. Lawrence? Why, to provide a staging place for the French Foreign Legion as it flew in to aid the Quebecois! Of course, there would be the Russians, aiding what Hardy termed the “commie-simps” allying with the separatists – 8,000 Soviet “tourists” flown in, with ASU-85s disguised, as golf carts. The whole idea was conceived slightly more seriously than Space: 1889, but not by much.

No one thought any more of that particular feedback proposal until the issue of Strategy & Tactics containing it finally inched its way across the 49th Parallel. At least one of our Canadian subscribers connected with the news media smelled a story. The Montreal and Toronto papers soon picked it up, and before we knew it, the wire services had ensured that 0 Canada was front-page news throughout the Dominion. SPI was soon besieged with calls from radio stations, magazines, newspapers, far more than in connection with any of our other efforts. While the stories were rather matter-of-fact, some Canadian gamers were, understandably, a bit embarrassed. But SPI, forging ahead as always, decided they could hardly not do the game after all the free publicity it had received. So, before the feedback results (which were eventually to prove rather lukewarm) were in, the design work on 0 Canada commenced.

There were a few problems. First Terry Hardy was rewarded for his R&D efforts by being sacked. This removed the original designer. Then, the copyright on the use of the game title 0 Canada was held by the Canadian Government, and they were not too likely to grant permission. So the game had to move on with a new designer and a new game, Canadian Civil War.

The game had problems with the original design. It was very sketchy — some ideas flying in loose formation. In such cases, the developer usually puts the ideas into a working system. Here, unfortunately, the first developer was untried and inexperienced. He also could not write to save his life. (He was also eventually sacked.) Whether the original design was worthwhile or not is uncertain. What is certain is that the first drafts of the rules were gibberish. I found them as comprehensible as a Sanskrit telephone directory. When I was asked to explain on Canadian television how the game was played (that was an occasion of Canada’s 110th Anniversary celebrations), I had to make up the rules as I went along. Those rules actually weren’t bad, and bore, in fact, a more than passing resemblance to Quebec Libre — another example of great minds thinking alike, or fools seldom differing.

Elsewhere in the Fire & Movement article the pinch-hitter designer James Dunnigan offers his interpretation of events:

The chief impetus for designing Canadian Civil War came from Terry Hardy (for years our token WASP, Republican, Harvard man, football player, and, since his departure from SPI three years ago, a member of our Board of Directors; this makes him my boss, thus assuring my approaching this story with proper decorum). His family goes way back to before the American Revolution. Unfortunately, his folks chose the wrong side and were thus forced to decamp in haste for Canada after the war. A few generations later, many of the Hardys wandered back to the States. But large segments of the clan remain in Canada, and annual reunions are held. Inspired by his constant contact with Canadian politics — not to mention no little emotional involvement — Terry thought the ongoing situation a perfect topic for a game. The proposal did not make it in the feedback, but the response from Canada was huge. And we hadn’t done our “Editor’s Choice” game for the year yet. We decided to take a chance on romance and do the Canadian Civil War. Terry, when faced with the actual prospect of designing the game, pleaded that his personal convictions concerning Canadian politics prevented him from doing the job with the proper professional disinterest; there being no other volunteers, I took on the task. A crash course in Canadian politics (including reading a Canadian daily paper for six months) followed [presumably this paper was the Ottawa Citizen, since Dunnigan referenced an article in the paper for his title with the extra quotation marks – BRT]. More importantly, I relied on a number of Canadian gamers for technical and playtesting assistance. It was a truly international project. I also enjoyed playing the game.

Finally, here is the text of the original game proposal, tucked away in the feedback section of Strategy & Tactics #60 (early 1977), presumably written by Terry Hardy:

Oh Canada! The recent provincial elections brought the Separatist party (Parti Quebecois) to power in Quebec. While some analysts may argue that this election was more of a voter rejection of the Liberal party than a mandate for secession, the facts are thea the platform of the new governing party led by Rene Levesque calls for eventual autonomy from the rest of Canada, with the eventual establishment of a “neutral-socialist” regime in Quebec. What the future holds is anyone’s guess. A peaceful resoluton of the nationalist aspirations of the French-speaking Canadians within the present federal framework is a strong possibility. After all, the Canadians have a history of responsible self-government within the traditional English spirit of accommodation and compromise. It may come to pass that the realities and responsibilities of governing well will mute some of the more strident separatiost objectives. On the other hand a policy of confrontation by Levesque et al combined with a hard-nosed Federal stance will lead to eventual civil war. It’s this prospect that the game Oh Canada! will address. The game will deal the the military possibilities, the structure of the Canadian military establishment and provincial constabularies. It will presume sub rosa aid to Quebec by the USSR and eventual intervention by the USA. The game system will be a hybrid of the Minuteman and Modern Battles sequences. The scale would be weekly game-turns for military events, monthly for political-subversive-guerrilla interaction. The map would cover southern Ontario, Quebec, the Maritimes, northern New York and New England.

The last page of the issue invites reader submissions of local newspaper mentions of SPI and wargames! However, I have not been able to find any of the coverage in the Toronto and Montreal papers that Isby mentions.

However, I did track down a 4-page story appearing in The Canadian, a weekly magazine that appeared as an insert into a dozen city newspapers – the linked PDF is what appeared in the Winnipeg Tribune on October 28, 1978. Titled “C’est La Guerre: a US war game tycoon plots the path of civil war in Canada” by George Russell, it is a real hoot: go and read it, I had forgotten that people used to write like this about wargamers; it’s not so much a piece on the game as a hack-job on James Dunnigan (described as “scrawny, slouching, faintly baldish”) and anyone like him.

ccw wpg 1

ccw wpg 2

ccw wpg 3

ccw wpg 4

There were letters though, hoo boy… in Strategy & Tactics #62 (May/June 1977, itself containing the controversial game South Africa by Irad Hardy) in the “Big Tsimmis” section of Outgoing Mail, the extended editorial and newsy roundup in each issue of the magazine, Brad Hessel writes:

In last issue’s feedback section the most impotant question to me was the one that asked for your opinion concerning “the wisdom or morality of publishing games on contemporary conflicts.” In part, that question was prompted by letters like the following one from Guy Piedalue, a Canadian subscriber, who objected very strongly to our game proposal Oh Canada:

“I have never been more shocked or disgusted. Your firm seems to think that we in Canada are totally uncivilized and that we think that armed conflict will resolve all our problems. If you feel there is a strong possiblity of peaceful resolution of this problem, then why suggest this game?

By doing so, you are in a sense taking lightly a very serious situation. We in Canada realize the gravity of the situation and do not appreciate foreigners making fun of it, or exploiting it. 

Up to now, we Canadians have managed to resolve our problems without resorting to war. There is no reason to suggest that this will not continue….”

My academic training was in history, and the issue of “contemporary games” brings to mind the philosopical debates of my undergraduate days over the validity of contemporary historical studies. There are a lot of historians who write of contemporary events from an identifiable bias, e.g. the leftist oriented Gabriel Kolko, who has interpreted the Cold War as an US government/ big business inspired plot. Other historians writing about the present less overtly or less consciously have an ax to grind, but the difficulty in achieving “objectivity” vis a vis events that are still unfolding, and which the historiam must, ipso facto, have some interest in, is unversally recognized. And that is completely aside from the problem of obtaining information. Daniel Ellsberg aside, key documents relating to high level decisions, and even more crucial, high level thinking , are seldom available. There are some who maintain, in this light, that any attempt at contemporary historical analysis is irresponsible. The contrary view holds that to ignore contemporary analysis, in view of its pertinence to our lives, is irresponsible.

The argument has obvious applicability to the question of whether or not SPI should do modern games. Personally, I am convinced that such games have imperative validity, just as I strongly believe in the importance and value of contemporary historical analysis in general. An understanding of the world we live in is a moral and practical imperative in modern society, I believe, and attempts to achieve such an understanding command my respect and serious attention.

I take very serious exception to Mr. Piedalue’s statement that in proposing to do Oh Canada we are “taking lightly a very serious situation”. Au contraire, in proposing to examinge the situation in Canada, we are acknowledging its gravity, even as Mr. Piedalue does. I am very sorry that Mr. Piedalue gained the impression that we were making fun, and I can understand his pique at the notion that someone would, but… it simply isn’t true!

Games on contemporary situations do suggest conflicts, but this is not a “suggestions” in the sense of “Oh, what a good idea!” Rather, the suggestion encompasses an attempt to expand people’s consciousness in a serious manner to attend to a possibility which could affect their lives, and which they therefore should be aware of. This is, precisely, the responsibility and the imperative whch is involved in modern historical analysis in general, and contemporary conflict simulation in particular.

Well, that was a lot of retyping on my part, but I do feel vindicated. I wanted to put up some example of someone taking the position that I tacitly took not long after I started wargaming in 1979/80, and which I started to explicitly explore on my own years later when I began to design in 1991… and which have resulted, 34 years later, in my exploration of the changing Canadian political Zeitgeist though it is not the study of kinetic action and foreign intervention that was originally proposed, nor is it quite as heavily abstracted and convoluted as the design that SPI eventually published.

Though I did nick the title, in the end.

Sorry, not sorry!

O Canada: Vassal module now available

https://vassalengine.org/library/projects/O-Canada

Thanks to the efforts of Chris van Sommeren, a Vassal module for O Canada is now available!

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