Showing posts with label Anime. Show all posts
Showing posts with label Anime. Show all posts

Saturday, September 16, 2023

New English Rule Book for Urusei Yatsura: Tomobiki-cho Kaigui Wars

Get the Rule Book on BoardGameGeek.com

The cover art has nothing to do with the game and would be better-suited as a city pop album cover

I've completed my English translation of the rules for Urusei Yatsura: Tomobiki-cho Kaigui Wars (Tsukuda Hobby, 1985) (うる星やつら 友引町買い食いウォーズ) and posted the rule book on BoardGameGeek.com.

Get it here (may require site registration): https://boardgamegeek.com/filepage/265130/urusei-yatsura-tomobiki-cho-kaigui-wars-english-ru

What is Urusei Yatsura?

This game is based on the Japanese Urusei Yatsura (often translated as "Those Obnoxious Aliens") sci-fi high school slapstick romantic comedy manga series created by Rumiko Takahashi in 1978. It was also made into a successful anime TV series in 1981, with motion pictures, OVAs, and video games that followed. The TV series was recently rebooted in 2022.

Urusei Yatsura anime character line-up

The protagonist of the story (he's no "hero") is Ataru Moroboshi, a lazy, lecherous, unlucky teenage boy who finds himself at the center of many unusual events that happen in his hometown of Tomobiki (mythical creatures, evil spirits, a terrifying potato curse, etc.).

At the start of the series, Oni aliens threaten to invade the planet unless their champion, the beautiful superpowered alien Lum Invader, is defeated in a game of tag by one randomly-chosen Earth champion: Ataru. Ataru wins (by cheating), Earth is saved (for now), and Lum ends up falling in love with Ataru and enrolling in his same high school. Ataru and his friends, family, and teachers make up the main cast of characters.

What are the Kaigui Wars?


Kaigui Wars translated as "The Great Off-Campus Snack Battle" by Viz Comics

The Kaigui Wars refers to a week in which the Tomibiki High School faculty and staff work to "crack down" on the school rule that states students are not allowed to eat lunch off-campus. "Kaigui" translates to "buying and eating" and usually refers to when small children are allowed to buy snacks or treats with their own money. The students refuse to eat their packed lunches and revolt by sneaking through town to eat at various restaurants and food stalls. The school staff are in hiding throughout the town, waiting to catch a student in the act of eating forbidden food while in school uniform.

The school principal directs his units in the field by radio, tracking student and faculty movement in the town on a strategic map that looks a lot like this game's map board

The cat-and-mouse spy game of sneaking past disguised teachers eventually devolves into an all-out war as the lunch break come to an end. The students unite and strike back against their oppressors. The school staff mobilize by car and motorcycle to pursue delinquents. Fighting breaks out in the streets and everyone misses their afternoon classes.

This story happens to be one of my favorite UY stories. It is told in manga form in 買い食い大戦争 ("The Great Kaigui War" or "The Great Off-Campus Snack Battle," Viz Comics, vol. 6, ch. 4) and TV anime form in 買い食いするものよっといで! ("Let's Go Buy and Eat!" or "Lunch is a Battlefield!," 1982, season 1, ep. 46). It was brought back again in the new TV series as 買い食い大戦争 ("The Great Kaigui War," 2022, ep. 13).

What is this game?


The game is a detailed "simulation game" (like a hex-and-counter wargame) that reproduces the chaotic, ridiculous events of the first afternoon of the Kaigui Wars. Players break up into a Student team and a Teacher team (including school faculty, staff, and the students in the "Student Behavior Task Force" who are helping to enforce the rules). Each Student team player controls 3 characters and each Teacher team character controls 4 characters. The game is ideally played by 4 players, 2 on each team.

Game board map of the town of Tomobiki. The large orange square is the school grounds of Tomobiki High School.

The Student team earns victory points by buying and eating food from food vendor spaces (red squares). The Teacher team pursues and captures students (by intimidating them into compliance or by force), escorting them back to school grounds. The students can't buy food in the presence of a teacher and teachers may start the game disguised, hiding at food vendors anywhere on the map.

Sample character card A: Ataru Moroboshi

Each character has detailed characteristics of Stamina (ST), Reflexes (REF), Fighting Strength, Money, and Friendship Levels. This information is tracked on a detailed log sheets that must be used for each character in the game.

Stamina (ST) is vital to this game and characters must spend Stamina to walk, run, drive, ride a bicycle or motorcycle, fight, capture, or escape. Stamina can also be lost in a fight, due to random events, or if one's alien girlfriend jealously zaps one with electricity after being caught ogling another girl. The Student team replenishes their Stamina by eating. The Teacher team automatically recovers Stamina each round. At zero Stamina, a character faints and can do nothing until they recover after spending three rounds unconscious. A fainted student can automatically be captured.

Reflexes (REF) is used when dodging out of the way of hazards, capturing or avoiding being captured, or when trying to escape after having been captured. The acting character subtracts the REF value of the challenge (hazard, other character, school walls they are climbing over) from their own REF, then rolls one die on a chart and cross-references their die roll with the REF difference to determine success.

A fight may break out while a teacher is trying to capture a student or if a student decides to pick a fight with a teacher. The two characters compare their Fighting Strength values and roll one die on the Fighting Table to determine the outcome. Either the Attacker or Defender may lose Stamina points or the Defender may faint outright. Each character in a fight has the option to draw a random Fighting Card for a chance at a ±1-3 bonus or penalty to their Fighting Strength by focusing their willpower or grabbing a nearby hammer or frying pan.

Money is spent to buy food or pay to ride a bus. Ataru starts with 60 money, just enough for a tempura donburi.

Friendship Levels are rated from 1 to 10 and show a character's feelings toward other characters. Friendship Levels are used when students ask favors of each other to borrow money or food or convince members of the Student Behavior Task Force to release captured students. Friendship Level is also used when a teacher is trying to coerce/intimidate a student into complying and returning to school. Ataru's Friendship Level with D: Lum is 10, he is devoted to her (though he would never admit it). His Friendship Level with his homeroom teacher H: Onsen-Mark and rival B: Mendō is 1, he thoroughly dislikes them. Note that he would also do anything for a pretty girl, as shown by an inflated Friendship Level of 9 with C: Sakura (the school nurse), E: Ran (Lum's childhood friend), F: Shinobu (ex-girlfriend), and N: Ryūnosuke (schoolgirl fighting to express her feminine identity after she was raised as a boy by her father). Those characters do not feel the same way about Ataru.

Sample event card Umeboshi (Dried Plum) IM

Event cards really bring the sense of chaos and random, unpredictable events from UY into the game. Each round, players secretly draw one event card for each character. Normal event cards may be equipment teachers can use when capturing (like a net or a lasso), a large temple bell that may fall on Mendō and incapacitate him, a pretty girl who passes by and distracts any male students, or may do nothing at all. These cards may be held by the character and used later as needed. When an Immediate Effect (IM) card is drawn, it is shown to all players and takes effect immediately. The above example is Umeboshi (Dried Plum), which affects Lum's alien physiology by making her drunk when she eats them. She is incapacitated for 2 rounds and any other character who happens to be in the same area as her during that time runs the risk of being zapped with her electric shock power and losing a devastating 8 points of Stamina.

Order of Operations

Each of the game's 30 game rounds is divided into a daunting and complex 14 different phases:

  Stamina Recovery Phase

  Bus Movement Phase

  Teacher Movement Phase

  Teacher Event Phase

  Spotting Phase

  Intimidation Phase

  Capture Phase

  Teacher Fighting Phase

  Student Movement Phase

  Student Event Phase

  Escape Phase

  Friendship Phase

  Student Fighting Phase

  Buying and Eating Phase


Note that this is supposed to be a fun and silly game about teachers chasing students around town as they try to eat snacks. This is far more detailed than other simulation games by Tsukuda Hobby that I've translated, including their Star Wars: Death Star, Hoth, and Endor games (6-8 phases each), Mobile Suit Gundam: Jabro (5 phases and based heavily on Squad Leader), and the Macross games City Fight (3 phases) and Dogfight (6 phases).

The game starts to bog down in the tedium of details. First, every Teacher team character must roll to determine how many Stamina points they recover. Then, each  bus vehicle must move along on of three different bus routes. The Teacher team moves their units and draws one event card for each character. Then, teachers must spot students in the same area before they can attempt to intimidate them into following the rules. If that doesn't work, they can physically try to capture the students, which may cause a fight to break out. Then, the Student team moves, draws event cards, tries to escape, asks favors from friends, and may opt to attack any Teacher team characters. Finally, the Student team may go shopping at food vendors, choosing options from a detailed menu for each different food vendor.

Results

The game does a very good job of simulating the Kaigui Wars events, as seen in both the manga and TV series. Unfortunately, the game drags on with bookkeeping, card drawing, vehicles, capturing and escaping, and stacking game effects. The randomness and overabundance of options make it difficult to determine a winning strategy. The map board is large and most characters typically move 2 areas per round, so it takes multiple rounds to move from one important location to another.

I like the events in general but many of the effects are too limited. For example, when the deranged monk Cherry shows up (a fairly important character in the TV series), everyone in the same area loses 8 points of Stamina. That's it. However, in the TV anime, Ataru was able to bribe him with food and he helped the kids escape from Sakura (the school nurse and Cherry's niece). That interaction is much more interesting than, "everybody in the same area gets hosed."

There are too many dull events that simply cause damage, incapacitate characters, or can only be used to counter other event cards. There are no events that cause a character to increase character movement, affect Friendship Levels directly, gain money, or as a bonus/penalty to Fighting Strength. This part of the game is ripe for expansion without adding further complexity.

The Japanese blog Their Finest Hour has a good review of the game that I agree with. One big problem is if there are too few characters in the game, then characters rarely interact with one another. If there are too many characters in the game, the game bogs down in detail and takes too long to play.

Final Thoughts

This is a game I've wanted to translate for a while and I'm glad I've had the opportunity to do so. Unfortunately, it is every bit as overdesigned as I hoped it wouldn't be. Tsukuda Hobby's own system ranks it complexity level III (3) on Tsukuda's 1-6 scale, comparable to some of their simulation games based on military anime. This game would've played a lot better with a lower complexity level (and I'd argue that it is closer to games with complexity level IV (4)).

The game rules include a "beginner" scenario designed to be played by 2 players. This removes many extraneous details (including the bus movement, spotting, intimidation, friendship, and student fighting phases). Instead of choosing food items from an extensive menu, Student team characters automatically restore all Stamina points and earn 3 VP for visiting a food vendor. This is a good step toward making this a playable game without losing too much of the game's flavor.

Ideally, I'd like to see this game redesigned from a modern point of view. Characters should move more than 2 spaces at a time. A fight should involve both players rolling lots of dice against each other, not looking up the outcome on a bland CRT. The nameless teachers should be replaced with recognizable characters. Vehicles should not be required to follow detailed traffic rules (that section of the rule book is like reading a DMV handbook). The game should play like a frantic and humorous episode of UY, not a detailed war simulation.

Tuesday, August 23, 2022

New English Rule Book for Takara's Votoms Simulation Game Manual from Dual Magazine

 Get the Rule Book on BoardGameGeek.com

Armored Trooper Votoms Simulation Game Manual
My translated rules and several games in the Votoms Simulation Game Manual series

I've completed my English translation of the rules for Takara's Votoms Simulation Game Manual, covering the complete rules set to allow one to play games no. 1 through 5. These games were originally published in Japanese as articles in Dual Magazine issues no. 6 through 10.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one:
https://boardgamegeek.com/filepage/245358/votoms-simulation-game-manual-english-rule-book

Armored Trooper Votoms wargame in a magazine

Takara's Dual Magazine published issues quarterly in the early 1980s with a "dual" focus on Takara's 2D (board games) and 3D (model kits) anime products. Many of Takara's products were licensed from Sunrise animation studio, such as Crusher JoePanzer World GalientIdeonArmored Trooper Votoms, and Fang of the Sun Dougram.

Starting with issue no. 2 in 1982, Dual Magazine began publishing hex-and-counter wargames, often called "simulation games" in Japan, in each issue. Each game could be played standalone, but would also add more rules, units, and game mechanics to the overall game system with each issue. The Votoms series of five games were published from 1983 to 1984. Different games covered different terrain, from urban fighting in the city of Uoodo (sometimes spelled Woodo) to the marshy wetlands of Kummen to outer space battles in orbit around the deadworld Sunsa.

Upgrading the Game Components

Select game counters

Since the games were published in magazines nearly thirty years ago, the main components are printed on thin cardstock. I'd rather not watch all the game components blow away if I sneezed too hard, so I decided that the game needed an upgrade.

Metal figures from Plotters City Woodo (not a magazine game!)

I opted to use some old Battletech game boards and miniatures figures from Takara's other Votoms board game: Plotters City Woodo. This game in development while the Dual Magazine game series was published and uses completely different rules, but the miniatures work perfectly.

If you've read my blog for a while, this post may sound familiar to you. That's because I did the exact same thing when I translated the earlier Dougram Simulation Game Manual series and posted about it here!

Testing the game

Setting the battlefield.
I started with a simple test scenario, based on the recommended scenario in the first game. Two Armored Trooper (AT) units face off against each other in combat. I chose two Scopedogs and gave one a shoulder-mounted rocket pod and the other a machine gun. Both units had pistols as secondary weapons (and it is not a bad weapon in this game!).

This game is fairly complex - much more complex than the earlier Dougram games in this series. While it was easy to manage a handful of "Combat Armor" mecha in Dougram, these Votoms rules presumed that each player would usually manage only "Armored Trooper" at a time.

The player starts by choosing an "Action Pattern" for the unit in secret. This is a clever design, first developed by designer Atsutoshi Okada for use in the Tsukuda Hobby game Macross: City Fight (1983). The action pattern defines a certain "behavior" for the unit to take during the turn, such as running, walking, zooming around on roller wheels (think mecha on roller skates), or concentrating on shooting a weapon or engaging in hand-to-hand combat. This chosen action pattern defines how the unit may move, shoot, fight, and dodge incoming weapons for this turn. Like, running doesn't stop a unit from firing a machine gun in the same turn, but your accuracy is going to suffer.

Next the player secretly plots the exact movement the unit will make, what type of camera lens the mecha is using (lenses are a whole thing in Votoms - you must choose between standard, telephoto, or wide angle), and how many shots you plan to fire from a weapon (if any).

During the movement phase, all units are moved simultaneously, based on their secret movement plots. This can be a real surprise as the enemy can and will move wherever you least expect it to. Trying to outguess the opponent's moves adds a level of tension and unpredictability not seen in simpler games, at the cost of added complexity.

Last is combat, including shooting and hand-to-hand "battling." Even if you didn't plan to have a valid target this turn, your unit can always shoot one snap shot off if you have line of sight on an enemy.


In my first test game, both units cautiously maneuvered around the dense patches of forestland between them for two turns. On the third turn, both were ready to approach within weapon range. The machine gunner ran at full tilt, attempting to outflank the opponent and blast them in their blind side. However, the rocket pod AT didn't advance very far and had readied a volley from their short-range pistol.

The units were only one hex distant, and both were in each other's front arcs. The machine gunner unleashed a burst of 5 shots, but only 1 hit its target. The rocket pod AT fired 4 shots with its pistol, which is less powerful than the machine gun but highly accurate at this range. 3 shots ripped through the machine gunners armor, destroying the mech. The pilot did not escape the wreckage.

Results

This is a surprisingly complex game, especially for the anime fans reading this magazine and maybe starting out with their first board wargame ("simulation game," as they are called in Japan). Designer K. Otomo bemoans this problem in some of his designer's notes in the series, all of which I have translated and included in the rule book.

Much of the complexity comes from plotting one's moves in secret and having a rich choice of actions and equipment that closely resemble battles in the Armored Trooper Votoms anime. If the players are patient and experienced gamers, this pays off with an exciting game that is true to its source material.

However, just shooting a target can make my head spin. It is simple enough on paper, but breaks every intuitive notion when I try to figure out what number I need to roll to hit. First, each weapon has a certain hit chance at short, medium, or long range. This is the number you attempt to roll less than or equal to on two dice in order to hit the target (for example, at range 5, a machine gun has a base hit chance of 8).

Then, there are so many possible combat modifiers affecting your chance to hit:
  • The shooting pilot's shooting skill
  • The shooter's AP for this turn
  • Any damage previously suffered by the shooter's AT
  • The target pilot's dodge skill
  • The target's AP for this turn
  • Any damage previously suffered by the target's AT
  • The number of shots fired
  • The relative velocity between shooter and target (if in outer space)
But what doesn't makes sense is that these are modifiers to the dice roll not the hit chance! That means that negative numbers are bonuses and positive numbers are maluses, which is never intuitive. Also, if you want to figure out your hit chance, then you must subtract your modifier total from the hit chance to figure out what you must roll on two dice.

It just seems like it would all be more logical if all negative modifiers were positive and vice versa, then you added the modifier total to the hit chance and immediately know what number to roll. It may not seem like much, but it would help streamline something you do a lot of in this game.


Saturday, August 20, 2022

New English Rule Book for Yanoman's Mobile Suit Z Gundam Tactical Card Game

 Get the Rule Book on BoardGameGeek.com


I've completed my unofficial English translation of the rules for Yanoman's Mobile Suit Z Gundam Tactical Card Game.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one:
https://boardgamegeek.com/filepage/245041/

Mobile Suit Zeta Gundam Card Game

Yanoman is a Japanese company mostly known for publishing jigsaw puzzles, but they also publish tabletop games from time to time. This card game is licensed from the second Gundam TV series, Mobile Suit Z Gundam, which aired in Japan from 1985-86. There is no publication date on the game, but I presume it was published while the show was still on the air.

The game was designed by Atsutoshi Okada, one of the most prolific Japanese simulation game designers of the 1980s (I've translated some of his other games and written about him before). This card game is much simpler and plays faster than his innovative hex-and-counter wargames, as expected. There is still some variety, like how Ship combat and MS combat uses the same general die-rolling mechanic, yet work differently. Also, not knowing what cards your opponent may be holding adds unpredictability missing in perfect information games, like most wargames (though Okada adds hidden information into some of his other games, such as Endor).

Starting play with a 2-player game.

Each player is dealt a starting hand of 4 Ship Cards (3 Ship Cards in a 5-6 player game) and 8 Special Cards (a random assortment of MS Cards, Pilot Cards, and Event Cards) to assemble their starting fleet.
  • Ship Cards are the backbone of each player's fleet and are kept in a separate deck apart from the Special Cards. A Ship may be used to attack an opponent's Ship, but not and opponent MS. Ships are rated for the Combat Strengths (both vs. MS units and vs. other Ships), Durability (maximum damage before the Ship is destroyed), and Hit Number (accuracy in combat vs. other Ships). A ship's damage taken is tracked by the yellow numbered damage chits included in the game. The game may end when one player loses all of the Ships in their fleet*.
  • MS Cards are the Mobile Suit mecha of the Gundam universe. Each MS is rated by its Combat Strength and may be used to attack other MS or Ships in an opponent's fleet. An MS Card may only be brought into play if it is paired with a Pilot Card.
  • Pilot Cards are the heroes and villains of the Gundam universe. Each Pilot is rated by Ability, which represents both their skill as a pilot and any Newtype powers (if any).
  • Event Cards may be played for various one-shot effects in the game. An Event Card is discarded after use.
    • Repair is used to repair Ship damage.
    • Dummy Meteorite may be played during an opponent’s turn to cancel a Ship vs. Ship combat.
    • Cease Fire Signal may be played during an opponent’s turn to cancel an MS vs. MS combat.
    • Betrayal will steal an opponent's piloted MS if you roll 1-3 on one die.
    • Blow Up is played along with a Pilot card to attempt to sabotage an opponent Ship.
    • Supply lets a player draw a Ship from the Ship Card deck.
    • Colony Lazar (yes, it is spelled "LAZAR" in the game) is a devastating attack on each MS and Ship in the defender’s fleet.
On their turn, a player draws a Special Card and then may make an attack with an MS or Ship in their fleet, they may put an MS and Pilot Card pair from their hand into their fleet, play an Event Card, or discard a card from their hand.

* Game end conditions may vary and are decided upon by the player before the game starts. Any of the following are valid game end conditions depending on the number of players, the time frame available, or just the preferences of the players:

  1.        When the last card is drawn from the Special Card Deck.
  2.        When one player has no Ship Cards in play.
  3.        When only one player has any Ship Cards in play.
Players then tally up their victory points based on the enemy MS, Pilot, and Ship Cards they destroyed in combat.

Results

End of game in a 2-player game.

In the test game shown here, the right player destroyed all of the left player's Ships, triggering the end of the game. The left player's forces had been whittled down after several turns of attacks before the right player played a Colony Lazar, wiping out the last of the left player's Ship fleet.

Unfortunately, luck played an extremely strong factor in determining who wins or loses. In the sample game photographed above, the right player wound up with several of the most powerful MS and Pilots in the game, just by the luck of the draw. The left player simply couldn't compete, drawing several low to mid-tier MS and Pilots.

One unusual aspect to the game is that each Ship, MS, and Pilot card has a faction affiliation (Titans, AEUG, Zeon, etc.) but they aren't used in the game at all. Players are free to mix and match units from opposing factions. I can see a scenario-based battle, maybe where each player has their own faction deck to draw from, might be designed to make for a better balanced game or one that better replicates one of the battles seen in the TV series.

Monday, March 29, 2021

New English Rule Book for Takara's Dougram Simulation Game Manual from Dual Magazine

Get the Rule Book on BoardGameGeek.com

I've completed my English translation of the rules for Takara's Dougram Simulation Game Manual No. 4: Omnibus Edition, originally published in Dual Magazine issue no. 5.

First and foremost, here is the link to the download page hosted on BoardGameGeek.com. You need an account on the site in order to download the file, but if you are reading my blog, you probably already have one:
https://boardgamegeek.com/filepage/219911/dougram-simulation-game-manual-no-4-english-rule-b

Fang of the Sun Dougram wargame in a magazine

Takara's Dual Magazine published issues quarterly in the early 1980s with a "dual" focus on Takara's 2D (board games) and 3D (model kits) anime products. Many of Takara's products were licensed from Sunrise animation studio, such as Crusher JoePanzer World Galient, Ideon, Armored Trooper Votoms, and Fang of the Sun Dougram.

Starting with issue no. 2 in 1982, Dual Magazine began publishing hex-and-counter wargames, often called "simulation games" in Japan, in each issue. Each game could be played standalone, but would also add more rules, units, and game mechanics to the overall game system with each issue. The Dougram series of four games were published from 1982 to 1983. The first game introduced the basics of the system and a few units. The second game introduced desert combat, infantry, and transport units. The third game introduced combat in the snow and the fourth game is an omnibus edition that combines the rules of the previous three games. This fourth game is the one that I've translated and can be used as a rule book for any of the four games.

Upgrading the Game Components

Instead of playing the game with the thin game boards and flimsy cardboard counters included with these near-thirty-year-old magazines, I opted to use some old Battletech game boards and miniatures figures from Takara's other Dougram board games: Battle of Stanrey (1984) and Battle of Kalnock (1985). These games were published a few years after the Dual Magazine series and use completely different rules, but the miniatures work perfectly.
Close-up on a Kolchima Special Soltic Roundfacer
Battletech fans will recognize many Dougram mechs (or, "Combat Armors") as being the "unseen" mechs from the game's earliest editions:
  • Shadow Hawk - Dougram
  • Griffin - Soltic H8 Roundfacer
  • Scorpion - F35C Blizzard Gunner
  • Wolverine - Abitate T-10B/T-10C Blockhead
  • Thunderbolt - Hasty F4X Ironfoot
  • Goliath - Abitate F44A Crab Gunner
  • Battlemaster - Soltic HT-128 Bigfoot

Down, Periscope!

The two newer Dougram games use tree models and periscopes for determining line-of-sight checks. Place the periscope in the shooting unit's hex, then look through to see if the target is obscured by cover or not. It's a neat gimmick that can be applied to other miniatures games. Also, my kids thought it was really cool.

Periscope view of an Iron Foot unit partially hidden behind a tree. Note the "control panel" sticker at the base of the mirror to help simulate being in a mech's cockpit.

Test Scenarios

I enlisted my daughters to help me playtest the game rules that I translated before I published the new rule book. First, we used an open game board. My oldest daughter, as the heroic Deloyeran rebel forces, took the unique Dougram combat armor unit. I played the role of the corrupt Earth Federation with two Soltic Roundfacer units. I didn't stand a chance, as the Dougram's linear gun tore my armored units to shreds.

We chose a new board with light woods so that we could add some tree miniatures to the board.
Two Roundfacers spring forth from the woods with two quad-leg Crab Gunners (the miniatures are actually Blizzard Gunners) covering their right flank to face down Dougram and two Iron Foot units at close range.

The final game was a Deloyeran ambush on a convoy of Kolchima Special Roundfacers and two Crab Gunners in a thick forest. Mostly, this was so we could place ALL of our little trees on the game board (much to my daughters' delights).
How it started: Earth forces in lower left, Deloyer forces hiding in upper right.
This ended up being a disaster for the Deloyerans. It became clear that woods help the Earth Federation with their relatively short range weapons, compared to the longer range Deloyeran Dougram (with added Turbo-Zack system) and Iron Foot units. Even after I removed a Roundfacer when I realized our forces were unbalanced, it ended up being an unfair fight. Oops.
How it ended: five fallen combat armors in the river with only the two Earth Crab Gunners left standing.

Results

This is not a very complex game. Each combat unit is rated for Attack Strength, Armor Thickness, and Movement. Moving through difficult terrain, such as up hillsides or through woods, slows a unit down. To attack a unit, the target must be within the shooter's fire arc and there must be a clear line of sight between them. Count the range in hexes, then consult the unit type's hit chart to find the chance to hit on one six-sided die (-1 to hit chance if shooting unit is moving). If the shot hits, subtract the shot range and target Armor from the shooter's Attack Strength. Use this final, adjusted Attack Strength and roll on one of the two damage charts to see if the target is undamaged, loses its ability to move or attack, or is completely destroyed.

As mentioned earlier, there are additional rules for infantry units, transport units (to transport infantry or combat armors into battle), different terrain types, and rules for expert pilots. It is easy to come up with new variant rules and scenarios while watching episodes of the Fang of the Sun Dougram, TV show, where most of the action is skirmish-level mech combat. The rules are simple enough to easily handle a handful of units on each side but rich enough for tactical planning and decision making. 

The Dougram Simulation Game Manual was designed by K. Otomo and Atsutoshi Okada, one of the most prolific Japanese simulation game designers of the 1980s (I've translated some of his other games and written about him before).

[CORRECTION posted 8/22/22: I had been under the impression that Atsutoshi Okada had a hand in designing this game, but that is incorrect. Otomo and Okada both designed games at the THQ dojin circle and Otomo was heavily influenced by Okada's designs (as Otomo freely admits in his design notes, but Okada did not work on this game directly. Okada has stated in an interview that he worked on "putting together" this and the similar Votoms game together for Dual Magazine, but he is not credited as a designer on them anywhere.]

Like many of Okada's other games, each side gets to attack twice per round, making for fast and frenetic battles and is an interesting variation on the "I go, you go" turn order concept:

Turn Order

  • Side A Moves
  • Side B Attacks
  • Side A Counterattacks
  • Side B Moves
  • Side A Attacks
  • Side B Counterattacks
All in all, it is a fun game that I will certainly continue to play. As a bonus, I now got my oldest daughter hooked on the Dougram anime and is insisting on watching the entire series. What could be better?