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 !!!
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!
December 6, 2014: With Pearl Harbor Day coming up tomorrow I thought I’d offer another designer story to whet your appetite for the Favorite Game Designers Story Contest. This one is about why I never directly took the Third Reich game system to the Pacific War. Instead I did a game called Pearl Harbor.
Remember contest details are in another post here. The days are counting down. All entries must be received by midnight of December 15, 2014. There’ve been some good ones. Keep them coming!
So anyway, Third Reich had been a tremendous success. The idea of extending the game to the Pacific was a natural. More than that, I had cut my teeth on Pacific wargames. As a kid learning to do this stuff I had designed probably five or so versions of a strategic campaign game. In its most ambitious form this game was a hybrid that had a strategic map and then broke out various subroutines for different actions. There was a surface naval game modeled on Jutland, an air war module, rules for scientific and industrial development, and ground war provisions that broke out the level of the engagement (battalion, regiment, division or above) with both specific maps (for Pacific islands and certain large areas, such as Malaya or Burma) and generic ones. All of it had weekly turns. A group of friends played that game almost every day through one summer, and in those several months we did not get the game past early 1944. The problem was too much.
Third Reich was too different. That is, the continental warfare in Europe, with mass armies, in which naval and air forces played a subsidiary role, offered a version of war that in my view was distinct from that in the Pacific, where the air and naval forces put on the big show, and land armies played in sotto voce. Moreover, with the game Third Reich already out you couldn’t easily adapt rules for naval and air warfare which had deliberately been kept very simple.
So I did Pearl Harbor, which Avalon Hill was not interested in and which I took to Game Designers’ Workshop. I know lots of gamers disliked that one in comparison to the other, but I still think that design to have been less artificial than the Pacific TR that Avalon Hill finally tried. They had to go to Victory in the Pacific to get something successful. And I was sad the Pacific title had not clicked.