New book: Paper Time Machines by Maurice Suckling
February 20, 2024 7 Comments

Coming soon from Routledge Publishing, an academic book publisher :
Available for pre-order in July, and will ship in August.
Full disclosure: I’ve known Maurice for some time and assisted him with research and fact-checking for this book.
To some of you, there will not be much new as far as the history of the hobby goes, but the middle sections of the book are full of practical advice on useful directions and methods of historical board game design, like Engelstein’s book on board game mechanics but more focused on historical wargames. It’s further illustrated by case studies of three of his own board games – I’m particularly looking forward to Operation Barclay.
The final chapters address the larger issues in the hobby, and – again full disclosure – my work does get a few mentions in Chapter 23.
Here is the fluff ‘graph:
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four), towards those just commencing their journeys through time and space, engaged in learning how to deconstruct and to construct paper time machines.
Here is the table of contents:
Chapter 1: Introduction Part One: Context Chapter 2: What Is Critical Game Design? Chapter 3: What Are Historical Simulations? Chapter 4: A Brief History of Board Wargames Chapter 5: A Briefer History of Pol-Mil Wargames Chapter 6: An Even Briefer History of Non-Wargame Historical Board Games Part Two: Design Process & Tools Chapter 7: Overall Process Chapter 8: Devising A Thesis Chapter 9: Common Components & Major Mechanics Chapter 10: Major Card Functions & Metaphors Chapter 11: Board Design Chapter 12: Development & Publication Part Three: Designing Historical Board Wargames Chapter 13: Historical Board Wargame Design: Reference Books & Conventions Overview Chapter 14: Design Conventions: Units Chapter 15: Design Conventions: Combat Resolution Chapter 16: Design Conventions: Movement, Morale, & More Chapter 17: Design ‘Unconventions’ Part Four: Designing Non-Wargame Historical Board Games Chapter 18: Case Study #1: Operation Barclay Chapter 19: Case Study #2: Crisis: 1914 Chapter 20: Case Study #3: Peace 1905 Part Five: Selected Critical Topics Chapter 21: Two Unsolvable Problems in Historical Board Game Design Chapter 22: War Stories: Storytelling and Wargame Design Chapter 23: The Postcolonial Turn Chapter 24: Paper Beats Silicon






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