Gamers’ Corner: THIRD REICH Note

August 4, 2017–Just a quick note for everyone who’s interested : Thanks for those of you who have sent in suggestions for elements a new edition might include. Dave Heath and I have discussed a few possibilities, but, more important, Dave is going to create a space on the Lock ‘n Load website where gamers can put suggestions for elements right in the hopper. I’ll be posting the address as soon as I have it.

This is going to be fun !!!

Gamers’ Corner: New THIRD REICH !!!

July 26, 2017–I’m on other matters right now but I want to take a moment to inform all gamers of exciting new prospects that lie ahead. I’m speaking of my game Third Reich. Out of print for years now, in its Avalanche Press edition, Third Reich is going to be back with us again!  Better than ever! David Heath and Lock ‘n Load Games have acquired Third Reich in two formats. One will be the classic board game, returned somewhat to its roots but with updated components and features. The other is going to be Third Reich : The Card Game, an entirely fresh version of the game that preserves its essential design features while enabling rapid-fire, even lightning play.

I’ll have more to say about both games later. Stay tuned as we move toward publication!

Gamers’ Corner: PANZERKRIEG Historical Notes

For all those gamers who may be interested, I have assembled a set of the Historical Notes that go with the boardgame Panzerkrieg. It’s available as a download from the “Download” section of the website. Because I had to put some time into finding a copy of the game, scanning the material, and assembling the material as a product, I have put a $1.00 price on the download. Hope you enjoy it!

Gamers’ Corner: Return to Kanev

May 15, 2015–Just a quick note to give you a head’s up. New product on “Downloadable!” It’s about my game Kanev: Parachutes Across the Dnepr. A few days ago I was looking at that game again–I’d gotten a box and thought I would transfer my proof copy of the game from the ziplock bag, where it had lain for years, to the box. While doing that I thought I’d drop by the game’s page on ConSimWorld. There I was surprised to find folks currently playing Kanev and discussing rules questions. I quickly decided to help. So I have written a reflection on the origin and evolution of that game and added to it a set of Q & A-style rules errata.

If you’re interested in downloading this piece, go to that section of the website and follow the instructions there.

Gamer’s Corner: “John Hill” Game Designer Story Contest

January 14, 2015–John Hill’s sudden demise should give pause to all of us gamers. There is so much of the story of gaming that is out there but is just an oral tradition because no one’s written it down. Some of you will be aware–but many will not–that I’d already had the idea of starting to do something about this. I’m going to start putting a series of occasional profiles of favorite game designers in my column in the magazine Against the Odds– the first of these is in progress now and will be in their next issue to go to press, #44.

So that these columns wouldn’t just reflect my own memories of various gaming figures, before Christmas I hosted a contest whereby folks sent in their favorite memories of personal encounters with game designers. The winner received a copy of one of my ATO-published games of her/his choice (for the record, that person was Brian Train, who chose to receive a copy of Beyond Waterloo). The stories will go in future columns.

Now for Round 2: Though we gathered some good stories I know you all have lots more. In John Hill’s memory–and in his honor–I hereby open a second round of the “Game Designer Story Contest.” Here are the rules–

This time there will be three winners. Each winner will receive, as before, a copy of one of my ATO-published games of her/his choice, subject only to what I have available. If your choice is the forthcoming Victory of Arminius, that must wait on the actual publication of the game. But there are many other possible choices.

To enter the contest, go to the “Comments” section of this website and tell your story. Be sure to leave your name and email address, since otherwise there will be no way to inform you if you’re a winner or to get you your prize.

The Story must pertain to a published game designer (mention one or a few titles, along with the name of the publisher). Stories may relate a personal encounter, tell an inside story of a game, of playtesting, of casual gaming, a seminar, or the activities of the person.

Your “Favorite Game Designer” can be anyone–do not neglect John Hill. I promise that the second column in this series will profile John (it cannot be the first one since that is already being written).

Stories will be used in these ATO “Simulation Corner” columns and in other writings. Some will appear here, on my website, in features under the “Gaming” blog category, to give readers an idea of some of the great stuff that’s accumulating. We’ll all end up knowing more about our hobby.

Your entry of a story will constitute your permission to publish it (to meet copyright law requirements). You warrant the story is not proprietary information and that it is not libelous. You will be identified in telling your story of the game designer, so you’ll have bragging rights on that whether or not you end up as a contest winner.

Please, only one entry per message.

But there is no limit to the number of entries you may submit. All entries must be in by 11:59 PM of February 15, 2015.

I will be the sole judge of the contest. Winners will be determined and announced before the end of February 2015. I’ll inform the winners directly and they and I will determine what prize they carry away. The winners will also be announced in this space.

Enter early and often!

Gamers’ Corner: Favorite Designer Stories Contest

November 12, 2014– Here’s a bit of a tease, just in time for Christmas. I’m planning an occasional series of profiles of favorite game designers for my “Simulation Corner” column in Against the Odds magazine. To supplement my own recollections of the various characters in our hobby I ask for your help, but do it in the form of a contest.

The prize will be a copy of one of my ATO-published games, delivered via postal service. Which exact game will be decided by consultation between the winner and myself, subject to which titles I retain copies of. If your interest is the new Arminius, that will have to be subject to when the game actually emerges from production.

To enter, simply go to the “Contact” section of this website and post a message giving your story. Only one story per message, please. The deadline for entry will be 11:59 PM, Monday, December 15, 2014. Be sure to include sufficient detail and color. Made-up stories are not acceptable.

You may enter as often as you like.

Entry in the contest will constitute your permission to publish parts or all of the stories you submit. Stories may be used in “Simulation Corner,” on this website, or in other writing that I do. There may be  posts during the contest that update status and that feature designer stories you send.

I shall be the sole judge of the winning entry or entries. I expect to choose the winning entry around the first week of December. The winner will be notified directly by email and also by means of a summary posting on this website.

Your story may relate to any game designer of a published boardgame title, active or past. Stories may relate a personal encounter, a gaming experience, a play or playtest experience, a simulation matter, or any other item of interest. The primary concern is that your story be dramatic, or colorful, or interesting or important.

Enter early and often. Gook Luck!

Games: On to France ’40

March 17, 2014–Time to leap ahead a century and more. I just wanted to put in a word about the next project for you gamers out there. Some of you will know that Against the Odds Magazine is setting up to do one of its “Four Roads” projects in which four different designers present their alternative visions of the same subject, in this case Germany’s 1940 invasion of France and the Low Countries. I’m among that group. Here are my preliminary thoughts.

It seems to me that the challenge in this subject, from a design point of view, arises not so much from the events of the German invasion as from the time preceding it, an epoch the French know as “the Hollow Years.” So what I am going to try and accomplish is to meld a pre-war arms race and military buildup, which will include an intelligence element, with a simple but classical simulation of the war itself.

Players will have military budgets and be able to spend them on the forces they most desire to build. Certain capabilities will become available only with the passage of time. Budget levels will be based on the historical but influenced by events and intelligence developments. In addition to forces, players will accumulate “Command” and “Intelligence” points they will be able to use when the time comes. The timescale will shift as the sides draw closer to war, and as they enter the war force building will stop and the players will have to utilize what forces they have. In this fashion the players will do the best they can within their available resources to optimize forces for the coming conflict. These mechanics will also ensure that every game develops differently.

Unit representation will be at the Army and Corps level. The combat system will be simple and classical, somewhat akin to what I used in Bodyguard/Overlord but with some wonderful new elements. This system dispenses with the usual combat results table in favor of a dice-based mechanism.

The board will take in France down to Paris and west to the Channel Coast, the Low Countries, and the eastern part of Germany. As in Leipzig it will be an area map with terrain features.

Bear with me while I put this game through design testing.

PANZERKRIEG FOG OF WAR

February 23, 2014– And now for something completely different. Looking over the new, Six Angles edition of the game Panzerkrieg it came to me that we can use the components to craft a fresh game variant. Masahiro Yamazaki has added “Objective” pieces to the countermix. Fans of the game will know that most of its scenarios postulate one of the players “To Win,” and to do so by means of capturing a number of named objective hexes. Mas has made this more visual with the Objective counters.

But the same pieces can be purposed differently. I’ve compiled a variant that inserts Intelligence Deception. Players designate their Objectives as before– but some of the Objectives can be phony ones! This way the opponent may work to defend cities the player is not really interested in.

The Panzerkrieg variant is a product among those in the “Downloadable” section of this website. Hop over there and check it out!

PANZERKRIEG Returns!

January 4, 2014–It’s always great to see an old friend. Today it’s Panzerkrieg, a game I designed back in the mid-70s, known by its present name since 1978, when Operational Studies Group put out my full edition. Last year the Japanese publisher Six Angles approached me with the suggestion that we collaborate on a fresh version of this classic boardgame. I agreed. The result arrived with yesterday’s mail so that I can now affirm that the new Panzerkrieg is out, and available. It’s listed that way on the “Games” section of the website, with a link to Six Angles.

Those of you familiar with the game will want to know what we have so here goes. The new edition features a re-drawn four-color mapboard that is quite attractive. The terrain feel is better because of the move from three- to four-color, the substitution of symbols for the colored river-crossing hexes in the old edition, and the replacement of the old yellow scenario start-lines with updated symbols.  Panzerkrieg’s former study folder has been replaced by scenario cards. All eight original scenarios are included, and there is a new introductory scenario, “The Manstein Alternative.”

The counter art is spectacular. Masahiro Yamazaki of Six Angles has reworked the pieces (500 on two-and-a-half sheets). Leaders have portraits. There are new color distinctions between mobile units (armor and mechanized) and infantry on both sides, nicely done air units, Minor Allies with their own flavor, and more.

Rules will be familiar, though here, too, we have adapted some elements of more recent editions of the game. These include the ability to group mobile units into panzer corps or tank armies, setting of “Objectives,” specialized anti-tank units, and more. The classic elements of the design, with its Stalemates and Breakthroughs, the Bridgeheads across major rivers, the use of Reserves and of Leaders, plus airpower, remain the same. Six Angles published the game in Japanese translation but an English version of the rules, tables, and charts will become available in the next few weeks.

I will be posting Designer’s Notes for the game as an item on the “Downloadable” section of the site. I’m also considering working up a new scenario as additional value added. Masahiro did a fine job. Panzerkrieg is back. Welcome old friend!