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 !!!

Gamer’s Corner : Last Call for Game Demo

July 28, 2017– We’re coming up on the date now and I just want to be sure you know. If you are interested in the Against the Odds company’s new multigame package Four Roads to Paris, this is your chance to see the first public showing of the set. Obviously it’s easy if you live around Washington but all are welcome! I’ll be showing the games, demonstrating my entry in the set, called Seeds of Disaster, and fielding your questions on all manner of things about boardgames at the shop Labyrinth Games and Puzzles, 645 Pennsylvania Avenue, SE, Washington, DC, 20003. Their phone is (202) 544 – 1059. The event takes place Saturday, July 29, from noon until 3 PM or whenever audience interest flags.

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!

Gamer’s Corner: Volunteer(s) for Demo

June 17, 2017–Want a Prados ATO game (that I have copies of) for free? Come help me demonstrate Steve Rawlings’s next release, which is basically complete except for the printed rules (and they may even be available by the time of this event!). This will be a demo and appearance at a game shop on Capitol Hill. The games are the four entries in the collection Four Roads to Paris. At a minimum you’ll get an early peek at the new designs and, as I said, a free game of mine.

The maps, counters and other components for Four Roads to Paris are at the printer right now. They’ll be ready in time for this event, which takes place on Saturday, July 29. We’ll be able to use near-final version of the typescript rules, which Steve will supply and I’ll forward to you. Hopefully we can show fans one or more of these games actually in play.

The demo will take place at Labyrinth Games and Puzzles, which is at 645 Pennsylvania Avenue, SE (Washington, DC 20003). That’s just about half a block from the Eastern Market Metro stop. You can get other info from the shop, at (202) 544 – 1059. The show will start at 12 noon and last until 3 P.M. I’ll demonstrate the games in the collection and, depending on how many volunteers we get, play one of them with you. I’ll also be responding to questions from fans on gaming.

If you’re interested let’s start by you leaving a note for me at my website with your email address. I will respond and we’ll take it from there.

Gamer’s Corner: Pacific-Go

January 14, 2017–I learned from a friend this week that an interview with my colleague Lenny Glynn has appeared in the GMT Games magazine known as C3i. In his interview he comments on our design Pacific-Go. This game has yet to be covered on the drop-down “Games” menu on my website because it has yet to be published. But since Lenny has brought the game into the light, I’m sure interested fans would like to hear something about it.

This is one of several designs from the Prados-Glynn team. For the old Victory Games, later absorbed into Avalon Hill, we did the power politics game CIA. For SPI we teamed up to produce Spies. In each case Lenny ruminated and proposed, and I then turned the idea into a real game. For Pacific-Go, it was a time when Lenny was enamored with the classic game Go, which he played incessantly (only a few times with me). The rumination was, why couldn’t there be a game that retuned Go to an historical subject. That reasonable idea triggered the thought that the classic game, being of Oriental origin, ought to be coupled to a theme from that history. The game originated in China, but there are no subjects in Chinese history that resonate to an American audience–and we needed the latter to make a commercial success. Go arrived in Japan before 1,000 C.E., however, and the Pacific War from 1941 to 1945 immediately leapt out as a potential theme. That is the game I designed.

Three essential elements characterize the Go game. One is its square spaces where the play occurs on the intersections of the lines rather than within the enclosed area. A second is the “liberties,” the idea that game pieces (“stones”) can exist so long as open interstices exist around them (the core concept being that they can thus draw supply). The opponent captures stones when they become surrounded and have no liberties. The third element is the measurement of victory by the number of stones captured. I felt those elements could easily be incorporated in a board game.

I’m not going to give away all the fine mechanics of Pacific-Go. But a few things are suitable. This is designed as a strategic game of the Pacific Theater. Players have both a level of resources set by the scenario plus an increase based on control of objectives. The full number of stones that can be in play is the Force Pool, which players procure given their resources. Stones compose chains which must have liberties to survive. Captured stones leave the game. We have replaced the sequential turns of the classic game with simultaneous movement. There is a scenario that actually creates an historical situation for 1941. The vanilla nature of stones in the original has been modified. The game ends after a number of quarterly turns equivalent to the length of the war or the accomplishment of certain goals, whichever comes first. Victory is measured in the value of stones captured and objectives controlled.

This is a fast-playing, dynamic game, that can be played twice, or even three times, in an afternoon. That’s very cool for a strategic game. I hope someday you’ll be able to play it.

 

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!

Gamer’s Corner: Goodbye to John Hill

January 13, 2015–During the late 1970s and early 80s, when we were all pushing the envelope for simulation authenticity, designer John Hill had a theory he called “design for effect.” That didn’t sit very well with me after I saw a Korean War game of his, with Chinese communist forces portrayed at the “army” and “group army” level, and then those armies being able to infiltrate across United Nations lines–because, after all, any Korea game had to have an infiltration capability on the communist side.

At one of the game shows I ran into John and we had it out. Amicably enough, John made it clear he was sticking to his guns. Then we went off to get a burger and a soda. Hill’s most famous game–justifiably so–Squad Leader had its “Berserk” units (because in “most” tactical situations somebody goes crazy). And so on.

I loved Squad Leader. And therein lay the charm–John Hill was a firm believer in playability. Whether it was Johnny Reb Civil War miniatures (John’s Civil War rebel cap became a fixture for quite a while), October War games, or his first sally that I knew about, a Vietnam game called Battle for Hue, you got a John Hill game and you knew you’d have fun.

I think it was the initial Origins where I first met John. He was riding a wave from his Hue game and I also had a Vietnam design out there, my SPI wargame Year of the Rat. We joked about the two Johns at Johns Hopkins University. Quite a few other times we spent time over a table, broke bread, or walked together down the aisle at a game show, oohing and aah-ing the new titles and speculating why this or that feature had been done a certain way. Other times I’d be cruising the general gaming area–I love watching the miniatures players go at it–and John would be there wailing away.

Gaming has lost a good man, and I, a good friend.

Gamers’ Corner: The Magic Bus: A Story to Whet Your Apetite

December 2, 2014–For all you Gamers out there! You’ll have seen I am hosting a contest encouraging you to give us stories about your favorite game designers. Keep those entries rolling in! Just to give you the flavor of the endeavor, let me tell this one . . .

It was the summer of 1978, coming up on Origins, which that year would be held on the campus of the University of Michigan at Ann Arbor. Game designer Kevin Zucker had started Operational Studies Group (OSG) and was out with his first game, Napoleon At Bay. Naturally he wanted to make the convention with a load of them, where gamers would be anxious to scoop them up. He priced air freight. Too much. Post Office–too slow. Uncertain to boot.

Kevin had the idea of driving a van. He had a friend–another former SPI-er named Terry Hardy–now an official with Avis.  Terry had run office operations for SPI, that was his kind of thing. He was good at it. Same with Avis. Terry used his employee discounts and contacts to get Kevin a sweetheart deal on a van.

Van in hand, Zucker enlisted his OSG sidekick Jay Nelson to go along, but figured he needed one more person to share the driving. That’s where I came in. Naturally I myself was looking for passage to Ann Arbor. In those days you could go to the airport, sit standby, then pay for instant cheap tickets on half-filled planes to your destination. Better than that you could do it in the moment–no advance bookings, no impedimenta, just like that. My plan was to head for LaGuardia, fly into Detroit, and find some shuttle bus to Ann Arbor. Then the phone rang and it was Kevin.

Today (full disclosure) Kevin Zucker and I are good friends. In those days we were friendly but nothing like now. I suppose The Magic Bus triggered the change. I’d known Kevin from SPI, where he worked as an editor, assistant to Redmond Simonsen, and game designer too–a jack of all trades. I was past his door frequently since I was close to Redmond, who had the corner office in the Art Department and Kevin the next one over. I always made sure to stop and hang out a bit with Red whenever I was at SPI. So when Kevin left SPI we were on good terms–and indeed I subsequently published a game of my own with Kevin’s OSG. Anyway, when Kevin called and wanted another driver for the van that was fine with me. Kevin and Jay drove by my apartment and picked me up and off we went. It was less than a day until Origins was scheduled to kick off and time was of the essence.

Zucker was right that he needed another driver. With getting the van, loading the OSG games and booth materials, and picking up Jay and me, he was exhausted. We left New York down I-95 to the Jersey Turnpike and somewhere around the Delaware Water Gap Kevin started falling asleep. Jay was already out. We had started out before sunrise. I took over the driving.

There’s something about long-distance driving. I don’t know if it’s the Spell of the Interstate or Romance Behind the Wheel, but every time I get out on the road like that I always think of America on the go. Anyway we were driving along and it seemed only a minute later when Kevin woke up.

“Where are we?” he asked.

“Half past Ohio,” I replied (indeed we were somewhere between Cleveland and Toledo).

Kevin and I talked it over and agreed only a minute had passed since the Delaware Gap. That’s when we decided we had a Magic Bus. Jay took over for the last lap into Ann Arbor, where we arrived in time for the OSG guys to set up and still have dinner before dark. And the rest of that Origins trip was splendid . . .

Gamers’ Corner : Set Europe Ablaze Bibliography

November 6, 2014–Just a head’s up! We have now posted a product which lists the various histories consulted in the course of designing the game Set Europe Ablaze and compiling the historical articles that appear with it. Not everyone will be interested in the bibliography, but for anyone who wants to look into Resistance to the German occupation of Western Europe in World War II, the history of the Special Operations Executive, and the French and American (OSS) special services that matched it, this listing furnishes a useful compilation of the sources. This product can be found in the “Downloadable” section of the website. It is a premium content item.