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.

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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!

No, not like that….

“Donald Trump followed Hegseth’s call to embrace the virtues of lethality as a doctrine with a suggestion buried in an hour-long campaign-style speech that the gathering of officers and senior enlisted advisers should consider targeting US cities and civilian populations as a training exercise.

“We should use some of these dangerous cities as training grounds for our military – national guard, but military – because we’re going into Chicago very soon, that’s a big city with an incompetent governor,” Trump said, attacking JB Pritzker, the Illinois governor.”

[The Guardian, 30 September 2025]

I have written and spoken in the past about the necessity of Western militaries, especially the US, taking the issue of urban warfare seriously and preparing accordingly.

This is not what I meant, though I fear it may be the case before long.

[EDIT: I will let a recent statement by former SecDef and retired USMC General James Mattis speak for me: ]

IN UNION THERE IS STRENGTH
I have watched this week’s unfolding events, angry and appalled. The words “Equal Justice Under Law” are carved in the pediment of the United States Supreme Court. This is precisely what protesters are rightly demanding. It is a wholesome and unifying demand—one that all of us should be able to get behind. We must not be distracted by a small number of lawbreakers. The protests are defined by tens of thousands of people of conscience who are insisting that we live up to our values—our values as people and our values as a nation.

When I joined the military, some 50 years ago, I swore an oath to support and defend the Constitution. Never did I dream that troops taking that same oath would be ordered under any circumstance to violate the Constitutional rights of their fellow citizens—much less to provide a bizarre photo op for the elected commander-in-chief, with military leadership standing alongside.
We must reject any thinking of our cities as a “battlespace” that our uniformed military is called upon to “dominate.” At home, we should use our military only when requested to do so, on very rare occasions, by state governors. Militarizing our response, as we witnessed in Washington, D.C., sets up a conflict—a false conflict—between the military and civilian society. It erodes the moral ground that ensures a trusted bond between men and women in uniform and the society they are sworn to protect, and of which they themselves are a part. Keeping public order rests with civilian state and local leaders who best understand their communities and are answerable to them.

James Madison wrote in Federalist 14 that “America united with a handful of troops, or without a single soldier, exhibits a more forbidding posture to foreign ambition than America disunited, with a hundred thousand veterans ready for combat.” We do not need to militarize our response to protests. We need to unite around a common purpose. And it starts by guaranteeing that all of us are equal before the law.

Instructions given by the military departments to our troops before the Normandy invasion reminded soldiers that “The Nazi slogan for destroying us…was ‘Divide and Conquer.’ Our American answer is ‘In Union there is Strength.’” We must summon that unity to surmount this crisis—confident that we are better than our politics.

Donald Trump is the first president in my lifetime who does not try to unite the American people—does not even pretend to try. Instead he tries to divide us. We are witnessing the consequences of three years of this deliberate effort. We are witnessing the consequences of three years without mature leadership. We can unite without him, drawing on the strengths inherent in our civil society. This will not be easy, as the past few days have shown, but we owe it to our fellow citizens; to past generations that bled to defend our promise; and to our children.

We can come through this trying time stronger, and with a renewed sense of purpose and respect for one another. The pandemic has shown us that it is not only our troops who are willing to offer the ultimate sacrifice for the safety of the community. Americans in hospitals, grocery stores, post offices, and elsewhere have put their lives on the line in order to serve their fellow citizens and their country. We know that we are better than the abuse of executive authority that we witnessed in Lafayette Square. We must reject and hold accountable those in office who would make a mockery of our Constitution. At the same time, we must remember Lincoln’s “better angels,” and listen to them, as we work to unite.

Only by adopting a new path—which means, in truth, returning to the original path of our founding ideals—will we again be a country admired and respected at home and abroad.

Elbows Up (Bella Ciao)

“Bella Ciao” was a 19th century folk song that was later associated with the Italian Resistance movement in World War Two and is still sung in many languages as a song of resistance. It is easy to sing fast or slow, and the tune sticks in your mind.

“Elbows Up” is the hockey-related slogan used by people right now as a mark of resistance and standing up to the threats, large and small, levelled by the United States government against Canada. So I thought I would add to the number of songs being written right now that use the expression, via my own free translation and revision of this Italian anti-fascist anthem… I’m a better game designer than lyricist I’m sure, but I really like the original song.

Lyrics:

Elbows Up (free translation and revision of Bella Ciao)

One fine morning, I woke up early
Elbows up! Elbows up! Elbows up, up up!
One fine morning, I woke up early
To find invaders at my door

Oh freedom fighters, please take me with you
Elbows up! Elbows up! Elbows up, up up!
Oh freedom fighters, please take me with you
I’m not afraid anymore

And if I die, I’ll die among you
Elbows up! Elbows up! Elbows up, up up!
So bury me upon the hillside,
In the shadow of the maple leaves.

Show all the people, the people passing,
Elbows up! Elbows up! Elbows up, up up!
Show all the people, the people passing,
And they’ll say, ‘what beautiful maple leaves.'”

The leaves remember the fallen fighters
Elbows up! Elbows up! Elbows up, up up!
The leaves remember the fallen fighters
Who died for freedom and victory.

I found this old instrumental version of the song on Youtube that will give you the tune, which starts about 15 seconds in.

I found another instrumental version that uses a synthesizer and builds nicely but is a bit longer and repeats once.

March 3, 2025

Social Movements and Board Game Design

Happy May Day!

To commemorate the event, Fred Serval held a panel on this topic with a great selection of people: Richard Barbrook, Joe Dewhurst, Alex Knight, and Yoni Goldstein.

Excellent discussion on games, organizing, and getting organized with and through games.

Film: War Game

War Game

Now here’s an interesting thing… screening at the 2024 Sundance Film Festival. Ad copy:

A bipartisan group of U.S. defense, intelligence, and elected policymakers spanning five presidential administrations participate in an unscripted role-play exercise in which they confront a political coup backed by rogue members of the U.S. military, in the wake of a contested presidential election.

Award-winning filmmakers Jesse Moss and Tony Gerber seize a unique opportunity to bring audiences tableside to a simulation that dramatically escalates the threat posed by January 6, 2021. With the grip of a thriller, War Game posits active-duty military breaking ranks to join an insurrection that soon spreads to other state capitals, yielding a chilling moment when it’s unclear whether the president fully commands the armed forces. The simulation’s outcome hinges on several inflection points, from the government’s capacity to counter the disinformation that’s effectively spread by the insurgent side to the potential invocation of the Insurrection Act (i.e., the last resort). While the exercise served to stress test our institutions, the film is a critical wake-up call, underscoring the urgent need for bipartisanship in safeguarding American democracy.

The event was organized by the Vet Voice Foundation, an organization that says it has 1.5 million members and works to involve veterans in politics and civil affairs.

I think the specific connection here is that one of the VVF’s senior advisors is MG (ret) Paul Eaton, who was involved in the 2020 Transition Integrity Project, a series of political scenario exercises in the United States involving over 100 current and former senior government and campaign leaders, academics, journalists, polling experts and former federal and state government officials.

The exercises included several matrix games. Rex Brynen wrote about them in his Paxsims blog here: https://paxsims.wordpress.com/tag/transition-integrity-project/

From the description I’m not sure if this is a film of an unfolding matrix game, but it could be.

Anyway, it is likely that this film will become available to view online after the Festival; if I hear anything about it I will post as the idea of a political coup by members of the military is one of those recurring fever-dream scenarios in American popular culture.

https://festival.sundance.org/program/film/6569fa68fac9f4522ac0337c 

 

[Edited to add: after a while this made it to several streaming services including Apple TV, where I finally saw it. Was pretty good! ]

“History is political: games are propaganda”

13emeStra11Jan2014-1

https://sdhist.com/history-is-political-games-are-propaganda/

A very good post on the “Conflicts of Interest” online zine by the enigmatic person “Non-breaking space”, designer of Cross-Bronx Expressway.

Video: “The Postcolonial Turn in Commercial Historical Board Wargames”

A talk by Maurice Suckling of Rensselaer Polytechnic Institute for the Georgetown University Wargaming Society.

The title describes a quite specific circle drawn around the topic, which is fine… and yes, he does invoke my name and work more than once in his talk!

Money quote: “Well, yes… if that is the only perspective that you can conceive of, then that is the only perspective that you can have.”

Very worth a listen!

Two Interviews: The British Way, La Jeu de la Guerre

ONE

https://elwargameronovato.blogspot.com/2022/05/the-british-way-interview-stephen.html

Daniel Iniesta interviewed Stephen Rangazas, whose 4-pack of cut-down GMT COIN system games is forthcoming from GMT.

The British Way picks up on four postwar British entanglements: Malaya, Palestine, Kenya and Cyprus. He says:

The main changes to the core COIN mechanics for The British Way was altering the way two player COIN works. I streamlined the two-player sequence of play designed by Brian Train in Colonial Twilight and changed victory to work off an overall Political Will Track to reflect that these were really head-to-head challenges between the British and insurgents. There are also significant variations to the core COIN mechanics with the two more clandestine cell-based insurgencies in Cyprus and Palestine. Finally, I think the multipack really benefited from the linked campaign scenario and designing a macro game that covers four smaller COIN games required innovating from what had been done before in the series.

It’s kind of interesting to me that my “4-box” family of games that partly inspired Volko Ruhnke’s design for the COIN system (Algeria particularly) also depended heavily on an overall Political Will or Support Track that reflected each side’s cohesion and popular support (I suppose more accurately government support for the British, since these were decolonization campaigns) in a non-zero-sum way. So kind of a return to base, in its way.

The games are limited in size and component count – not more than 18 cards played in a game, so it’s done in 1-2 hours.

I’m looking forward to this package very much!

TWO

The very clever Fred Serval has an interview with Alex Galloway about Guy Debord’s La Jeu de la Guerra for his podcast Homo Ludens. History about Debord and his game, and talk about Galloway’s work on a digital version of the game (still in process). Also, a neat clip from the Situationist detourned film, “Can Dialectics Break Bricks?”

And some time later (July 2022), Fred posts part 2, where he plays through a game with Alex Galloway and they discuss the design and adaptation of the game, among other things.

Indigenous counterpoints to colonial themes in board games

https://indiginews.com/vancouver-island/not-just-a-game-world-of-board-games-faces-reckoning-for-colonial-themes

A news story in Canadian Indigenous media about a teacher up-Island from me who created a board game about the Truth part of Truth and Reconciliation.

The article mentions Spirit Island, something I would like to try but can’t arrange a trade for on BGG, and also gives a shout-out to the Zenobia Awards which is nice. It mentions Settlers of Catan as an example of an objectionable board game. I add that Greg Loring-Albright (co-designer of Bloc by Bloc: Uprising 3rd Edition, which I am awaiting eagerly) created a variant of the game, First Nations of Catan, that adds an Indigenous player since the mythical island is not and never was terra nullius.

https://analoggamestudies.org/2015/11/the-first-nations-of-catan-practices-in-critical-modification/

(nice-looking printable version is here: https://doctrineofdiscoverymenno.files.wordpress.com/2019/09/ddofd-catan-handout-frontback.pdf )

Meanwhile, the Playing Oppression anthology that was being worked on at MIT Gamelab (Mary Flanagan et al) seems to have ground to a halt about 2019/20, though Mary Flanagan is still designing games.

http://gamelab.mit.edu/research/games-and-colonialism/

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