New book: Wargames According to Mark

https://www.gmtgames.com/p-1113-wargames-according-to-mark.aspx

For the first time, GMT has offered a book on its P500 system. And what a book!

Mark Herman is one of the best known and prolific wargame designers out now, with a design career that stretches back to SPI days.

His first published design was Raid! Commando Operations in the 20th Century from 1977. I don’t like tactical games much, but not only was this one of my first SPI – S&T wargames it is still one of my favourites to play. After SPI, Mark created Victory Games but also became one of the few hobby gamers to make things pay on the professional side of the house. He joined Booz Allen Hamilton and as a senior partner there contributed massively to the US military’s efforts in wargaming, simulation, concept exploration and analysis. 

He is also a very pleasant and polite person, even extroverted for the wargamer stereotype… one of my fondest memories of the last Consimworld Expo I attended (in 2019, I’m going back this July after 5 years away) was talking with him and going to dinner with a gang of other folks (Bruce Geryk, me, Nick Karp, Harold Buchanan, Mark Herman). 

Designer dinner 2019

Now he’s retired (from Booz Allen, but not from games), and written a book on wargame design! Foreword is by Peter Perla, one of the last things he wrote before he died. Something like this is not to be missed, get it now for $35.00! (but UPS shipping to Canada is another $30, yowtch). There will be no problem for it to make its P500 point, I pre-ordered this morning and orders were up to nearly 400 already. Also, because it is a book, it’s very easy to produce so delay on this one will be minimal. 

New book: Paper Time Machines by Maurice Suckling

Paper Time Machines: Critical Game Design and Historical Board Games book cover

Coming soon from Routledge Publishing, an academic book publisher :

https://www.routledge.com/Paper-Time-Machines-Critical-Game-Design-and-Historical-Board-Games/Suckling/p/book/9781032416915#

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

China’s War: near-final map art

chinas-war-final-board

I haven’t written much about China’s War lately, but here is something to look at – the near final map art!

Much heavier visual emphasis on the Lines of Communication because of their critical importance to the game, and the need to give pieces some space to unambiguously occupy them.

Chinese characters have been vetted with native speakers.

Next up for visuals will be finding illustrations for the Event Cards… then finishing off writing for the Playbook – I won’t be doing the tutorial or the solo system playthroughs but there will be Designer’s Notes, Faction Interaction Chart, Event Text and Background, Transliteration and Pronunciation Guide, and reading list, capped by a short piece on the war for historical background for people who don’t know anything about the war already.

Work is proceeding, at a dignified pace which suits me.

We Are Coming Nineveh: make your pre-orders now!

nuts-cover2078-500x500-1

The time has come for all good people to make their pre-orders for the English-language version of We Are Coming, Nineveh! from Nuts! Publishing.

This is a grand-tactical/operational scale block wargame on the battle for Mosul in 2017, designed by two former students of Rex Brynen’s and further developed by Rex and I. This one is a challenge to balance speed and casualties and time as Iraqi government forces hem ISIS fighters into a smaller and smaller perimeter in the Old City. The game has many event and capability cards that vary play, by accident or on purpose respectively.

Price 52 Euros (about $56 USD), reduced from regular price of 65 Euros. Not sure of shipping cost of course, but for once the European customers will get a break on this part of buying a wargame.

Deliveries begin in March 2023, so no long waits! The link below is for pre-orders and has some very good images of the high quality graphics to help you make up your mind about that part… as for the play and replay value, I definitely will vouch for that.

https://www.nutspublishing.com/eshop/nineveh-en

District Commander Kandahar: quick look by Maurice Fitzpatrick

Moe’s Game Table has a look at District Commander: Kandahar, the Afghanistan 2009/10 module of the series. He likes what he sees.

Thank you Moe!

Civil Power: preview video!

Ray Weiss has gotten a proof copy of Civil Power! Here he spends a few minutes talking about the game, its mechanics, options and scenarios, and shows off the very nice components.

Sales should start Real Soon Now.

“At man in purple suit waving axe, one round, FIRE!” – CIVIL POWER now available for pre-order from Conflict Simulations Ltd.

civilpowerdraft.png

Preliminary cover design by Ray Weiss.

Now it can be told:

CIVIL POWER, one of the first games I designed, will be given a proper publication by Conflict Simulations Ltd.!

Constant Readers and obsessive ludographers will know that this game has already had a couple of editions: in 1996, as the issue game in #294 of Strategist, the newsletter of the Strategy Gaming Society, and more recently from my BTR Games. In both cases they were DTP level products where you had to copy out the counters and mount them on cardboard and cut out – or just stick them to cardboard and cut out – but in either case you had to do a little craft project first.

Conflict Simulations is going to release this as part of their “2140” series, with 140 back-printed counters and nice maps (by Ilya Kudriashov) in a small cardboard  box (about the same size as GDW used to use for the boxed editions of its Series 120 games, if you go back that far in the hobby).

As of today, the game is available for pre-order for $34.99 at:

https://www.consimsltd.com/shop/civil-power

Expected release is Q1 or Q2 of 2020, if’n the crick don’ rise… Meanwhile, here is the ad copy:

“In this critical hour we don’t need love, we need WEAPONS — the newest and best and most efficient weapons we can get our hands on. This is a time of extreme peril. The rising tide is almost on us….” – Raoul Duke

Civil Power is a game from Brian Train which models mass civil disorder, riots, raids, and other violent urban phenomena. One player will take command of the Police/local authorities while the other player takes command of the Mob. The game is asymmetrical in its means, motives and opportunities: the Police player has discipline, firepower and esoteric technology while the Mob player has outrage, numbers and Molotov cocktails. The Police must manage to contain and subdue the crowd through carefully distributed violence: the right amount will suppress or demoralize Mob forces, while too much will cause casualties costing the police victory points. The Mob player is less constrained but is also aware that a riot is a temporary thing.

Scenarios are included for several types of situations: riots (including a five-day Chicago 1968 campaign and a three-player Belfast 1975 scenario); raids (featuring a skirmish by the Berlin Wall); and gang warfare (including the 1992 Los Angeles riots, a Crips-Bloods gang war, and a 1944 Warsaw Uprising scenario). There are enough examples supplied that players will easily be able to design their own scenarios, inspired by the headlines of today and tomorrow.

Brian Train was inspired to design this game after reading “The Police Chief”, a particularly savage article by Hunter S. Thompson writing as “Raoul Duke, Master of Weaponry” about the inadequacy of equipment in the police armory to deal with civil disorder. We hope you, animated by the Spirit of Gonzo, will take the chance to explore his take on modern urban violence.

“When the going gets weird, the weird turn pro.” – Raoul Duke

Civil Power includes:

2 8.5×11 geomorphic square-grid maps of an imaginary urban area
140 double-sided  counters
1 rulebook
Player aids & displays

 

 

Available for pre-order: Yaah! #11, with Strike For Berlin

Yaah 11 cover

Coming in April!

Strike For Berlin is a revised version of my earlier game Freikorps. It has had the same level of revision to it as Konarmiya got to become Red Horde 1920: that is, a new interleaved sequence of play, new map and terrain analysis, new order of battle research, loads of new and improved optional rules and variants.

Yaah 11 counters2

Map and counter art by the very capable John Cooper, who also did Red Horde 1920 and Winter Thunder.

And yes, Strike for Berlin‘s map will join with Red Horde 1920‘s so that you can play one long hot summer of Central European war, from Kiev to Berlin. Essentially you start with a game of Red Horde 1920 and play until Warsaw falls, then you carry on with renewed proletarian vigour… to strike for Berlin!

Yaah! magazine #11 is now available for pre-order, at $35 ($3 off the normal price):

https://flyingpiggames.com/products/yaah-magazine-issue-11

Copies of Red Horde 1920 are also now on sale at $29 instead of $35, so you can buy a copy now and practice while waiting for the sequel game.

https://tinybattlepublishing.com/products/red-horde-1920

This is my second appearance in Yaah! magazine… my first was in issue #2, which had my games Army of Shadows and Uprising, as well as the rules for Guerrilla Checkers and a short article by me on the value of abstract games (From YAAH! #2: Thinking About and Through Abstract Games)

https://flyingpiggames.com/products/yaah-magazine-issue-2

By the way, if anyone is balking at the price of postage, downloadable copies of all the above are available through Wargame Vault, at usually less than half of the price of the physical product.

http://www.wargamevault.com/browse/pub/9307/Flying-Pig-Games

http://www.wargamevault.com/browse/pub/9069/Tiny-Battle-Publishing

Days and Nights: preview of expansion kit!

nof exp pack box

The Kickstarter launch is imminent. And today we have a preview of the expansion kit that adds to and joins both Days of Ire and Nights of Fire!

Days & Nights: Red Army Pack is an add-on pack that contains 28 miniatures compatible with both games. It also contains a small deck expansion to Nights of Fire, and an additional deck allowing campaign play.

In Campaign mode you can play a game of Days of Ire followed by a game of Nights of Fire (solo, cooperative, or conflict mode up to 1v2 supported), and have the winner decided only at the end!

BGG link: https://boardgamegeek.com/boardgameexpansion/247103/days-nights-red-army-pack

I have seen the renderings for the miniatures and they are very, very good. There are three figures: a T-54 (12mm tall including the base, so about 1:200 or around “Z” scale), a standing infantryman with a PPSh41 sub-machine gun (34mm tall including the base, so about 1:64 or “S” scale), and a kneeling sniper with a scoped Moisin-Nagant (15mm tall).

Purely coincidentally, the infantryman bears a strong resemblance to Yul Brynner, as he appeared in the role of “Major Surov” in the film The Journey!

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