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: 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!

New TTS modules: Dislocated and High-Rise

I mentioned a while back that my old computer died, and I got a newer (but still fairly old) iMac.

This one seems to be working quite well, and among other things runs Steam (the old machine was so antiquated it could not be updated any more to keep using it).

So I’ve been trying to get back into making Tabletop Simulator versions of some of my games, after a four year hiatus (and I didn’t know what I was doing then either).

Over the weekend I made such for two of my simpler semi-abstract games, Dislocated and High-Rise.

If you use TTS, come and have a look. And a download if you like.

Dislocated

https://steamcommunity.com/sharedfiles/filedetails/?id=3598693972

High-Rise

https://steamcommunity.com/sharedfiles/filedetails/?id=3598684444

Guerrilla Checkers: From Board Game to Machine Learning Environment.

(photo: Brant Guillory)

“Guerrilla Checkers: From Board Game to Machine Learning Environment” is the title of a 2025 degree thesis by Niklas Krogerus at the Arcada University of Applied Sciences in Helsinki.

Abstract:
This is a software development work, in which the board game Guerrilla Checkers has been
implemented in Python and adapted for machine learning. Guerrilla Checkers is an asymmetrical board game for two by game designer Brian Train. It could be described as a combination of Checkers and Go. The project provides a new software implementation of Guerrilla Checkers and makes it available as a machine learning environment for the first time. The software is designed to be compatible with the most common Python library for machine learning environments, Gymnasium, as well as Petting Zoo, an extension of Gymnasium designed for training multiple machine learning agents simultaneously. While having ultimately failed to produce an agent capable of challenging a human opponent, the implementation is shown to have produced agents that perform significantly better than chance. The potential of achieving better results by refining machine learning techniques is indicated. The text also explores the basics of combinatorial game theory, including Ernst Zermelo’s foundational essay on chess and John Conway’s groundbreaking work On Numbers and Games, before making a rough mathematical assessment of how complex Guerrilla Checkers is.

The rest of it is in Swedish, so it’s beyond me… well, so is software development in general.

If you consider a set of game rules as a collection of algorithms that temporarily modify the behaviour of a human being, one would think that I would be a good programmer – but I’m not.

Still, thank you Niklas, for using my game as the basis for your work!

https://www.theseus.fi/bitstream/handle/10024/892979/Krogerus_Niklas.pdf?sequence=2&isAllowed=y

District Commander ZNO: Vassal module available!

znocover_compact

Emma Carter has just uploaded a Vassal module for District Commander: ZNO.

https://vassalengine.org/wiki/Module:District_Commander:_ZNO

Thanks to her work, there are now Vassal modules for all four games in the District Commander series.

At this point, I do not see myself making new games in the series, at least not in the near future… I am occupied with too many other projects right now… though there are a lot of conflicts I would like to profile using this system!

I hope you will make use of these modules.

EOKA: Vassal module available

eoka cover

Emma Carter is coding up a storm!

She has just uploaded a new Vassal module for EOKA.

Help yourselves, everyone!

https://vassalengine.org/wiki/Module:EOKA

District Commander Binh Dinh: new Vassal module

pic5203079

Many thanks to Emma Carter, there is now a Vassal module for play of District Commander Binh Dinh!

https://vassalengine.org/wiki/Module:District_Commander_Binh_Dinh

Emma also created the Vassal module for District Commander Kandahar.

https://vassalengine.org/wiki/Module:District_Commander_Kandahar

Play Algeria online at Rally The Troops!

Algeria on Rally the Troops!

(screenshot of completed game)

One of the latest things to come along in the world of playing wargames online (which, I confess, I almost never do) is a new site called Rally The Troops. It is different from other sites or programs like Vassal, Tabletop Simulator, Roll20 or others because it actually enforces the rules for you, instead of just being a digitally manipulable image of the components of a physical wargame.

The trick is that the game has to have its rules programmed in for it to do that, and only a few people can do this work… so right now the selection of games on RTT is not a very long list, just 16 games but some very good choices (https://rally-the-troops.com/). And, as you can see, one of them is my game Algeria, the first game ever designed on the Algerian War of Independence. The programming was done by Mischa Untaga, a very clever fellow who came all the way over from the Netherlands to attend the Class Wargames public demo play of Civil Power in London (Eighteen busy days away) and to meet me and discuss this project. I’m so pleased at the great job he has done!

The sharp-eyed among you will notice that the four-box square of squares layout from the earlier version of the game, and others using this system, has been broken out to four separated boxes of different shapes in each area. I thought that this might make better use of the total space in each area, and help people to associate location/box with mission a bit better. (Boxes and the court of public opinion ). I’d be interested to hear people’s reaction to this when playing, though to many it may not make much difference at all.

But anyway, go play it, it’s great! Thanks Mischa!

You have to sign up to play the games on RTT, but it’s free.

https://rally-the-troops.com/algeria

By the way, Mischa has also created a digital version of Guerrilla Checkers with a credible AI opponent: https://mischa-u.itch.io/guerrilla-checkers

Am I going to be automated out of my own hobby?

mentorhead

Of course, these days everyone is talking about ChatGPT and other AI programs that generate verbiage or art scraped and remixed from all over the Internet and presented according to some nebulous algorithms.

Not long ago someone asked ChatGPT to come up with some rules for a Napoleonic era wargame and it made a creditable stab at it. It makes me wonder where it’s all headed, so I set up an account on openAI and asked it, “who is Brian Train?”

Answer:

Brian Train is a board game designer and author from Canada. He has designed and published over 100 board games, focusing primarily on conflict simulations, historical games, and games based on current events.

Train’s designs often deal with unconventional topics, such as the Algerian War, the Iran-Iraq War, and the global war on terror. He is known for his innovative approach to game mechanics, his attention to historical detail, and his ability to make complex topics accessible to players.

Train has also written extensively on game design, contributing to a number of publications and speaking at conferences and events around the world. He is particularly interested in the role of games in education, and has developed a number of games specifically for classroom use.

Some of Train’s most well-known designs include “A Distant Plain”, a game about the war in Afghanistan, “Colonial Twilight”, a game about the Algerian War, and “Binh Dinh ’69”, a game about the Vietnam War. His work has been recognized with a number of awards and nominations, including multiple Charles S. Roberts Awards for excellence in wargame design.

HA!

I think it’s just trying to butter me up….

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