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  • The concept of "community"

    A few weeks before opening a game store that will be all about encouraging people to play new games, I got to thinking how to separate or clasify them in manageable groups and that got me thinking about me and my friends and the games we play.

  • The Cracked LCD Countdown #2

    destructoLast month's Cracked LCD Countdown was one of the most popular and beloved board game article to ever appear on the internet. I am positive that sales of all of the listed games surged over the past couple of weeks as poser board gamers everywhere scrambled to accede to my tastes and opinions. Did you buy your copy of RISK yet?

    So this week it's time for an all-new Cracked LCD Countdown, and I think this list might do to the hobby gaming community what The Count is doing to poor old Edward in this picture- it's going to knock the sparkle right off its face.

    This list is so volatile that I can't post its full title here. I started to, but Ubarose IMed me and said "No, Barnes, no. You can't do that. Not even here at F:AT. Won't you think of the fatbellies?" This list is so potentially devasting to the very idea of hobby gaming that I had to wait for Gameshark Editor Bill Abner to go on vacation so I could slip it by Jeff McAllister, his fill-in.

    Perhaps you will think this is an April Fools Joke. But in the words of the late, great Robert Martin in response to some ass clown at BGG who was questioning his love for AT games, "I have never been more serious in my life".

    So here it is then. Another Top Ten list, and another nail in the F:AT coffin. May god have mercy on us all.

  • The Culture of Gaming, and Vice Versa



    One of the most interesting findings is of a genetic mechanism for bringing about quick evolutionary change in a gene for behavior.  A possible subject of future inquiry is whether longstanding traits of certain societies may have an evolutionary basis, perhaps because over many generations they allowed people with a certain kind of personality to enjoy greater reproductive success than others.
    -- Nicholas Wade, Before the Dawn: Recovering the Lost History of Our Ancestors

    It's likely you've looked at a game in front of you and thought to yourself, "I think I may have played this before.  It seems so familiar . . . no . . . not this exact game, but something really similar to it."  Games seem to have flavors to them, and as often as not you can make a pretty solid guess where the designer is from.


    Some scholars have remarked on long-term cultural differences between societies of East and West.  Richard E. Nisbett . . . believes there are dramatic differences in the nature of Asian and European thought processes, principally that Westerners view the behavior of physical objects and organisms as being governed by precise rules whereas East Asians seek to understand events in terms of a complex web of interrelationships in which they are embedded.  The social structures of Europe and China are built to match in Nisbett's, view with Asian societies being interdependent and western societies individualist.  

    For about a decade much of the world has looked to Europe to take the lead in boardgame design, and to some extent they've led well.  A tremendous amount of material has come out; much of it is rewarding and attractively priced.  But a thousand titles later the core concepts that Germany and its eurocousins have produced have stagnated and become stale.  The games feel the same and it's a pretty rare title that gets the blood flowing, largely because you've seen it all before.

    But why are we expecting something new when we keep going back to the same place?  In spite of their differences the countries of the EU share a remarkably similar cultural heritage that provides boundaries on their people's imaginations.  Not only do we look to just a handful of designers (that are well informed of their competitors' products and look to them for ideas), but virtually all of them live within similar cultures.  Eurogames by their very nature are built out of hamlets and mercantilism and kings that need to be coddled.  It's not just subject matter -- it's the core mechanics upon which the games are built.  Rule options are generally point-to-point, transactionally based and short lived.  Games with binding contracts or hierarchical player roles are simply unheard of in the genre, not because they aren't fundamentally sound, but because they simply don't occur to the usual suspects that drive boardgaming's technological progress.  Not just a eurogame thing, this a western game thing.



    To the extent that such long-term cultural traits indeed exist, what might be their origin?  Nisbett cites the fact that Chinese Civilization was founded on rice farming which required irrigation and central control.  Hence, ordinary Chinese found themselves living in a world of complex social constraints, whereas the ecology of ancient Greece favored activities like hunting, herding, fishing, and trade, which could be pursued without an elaborate social organization.  Did rice farming encourage the conformity for which eastern societies are known, and small scale farming the rugged individualism of the west?

    So what constitutes valid subject matters for emulation?  The question is harder than it sounds.  The easy answer is "hey, everything's on the table, I'm looking for something truly unique."  But when the guy explaining the game gets to the part about how your goal is to work with a team to give some other guy the victory while you hope for a shot at second place, you might decide that maybe Caylus doesn't look so bad after all.  That just-too-damned-strange-to-play attitude doesn't sell games.  This isn't merely a matter of what you're willing to try, it boils down more to what you're willing to buy.  That's how games get made.



    Given the propensity for the human genome to adjust to its environment including the social environment it is not impossible that many societies have left their imprint in the genetics of their members, and that the character of different societies reflects the personality traits of those who were the most reproductively successful in them.

    The designers we look to for inspiration and indeed we ourselves are in a bit of a bind -- we have fundamental structures within our essence that determines what is worth going after and what isn't.  We need to dabble in other parts of the world, but not fully immerse in it without risking (heck, guaranteeing) failure.  This is a pretty thin eye to thread, and likely means some sort of cooperative agreement between designers from different cultures.  I'm surprised this isn't occurring more now.  Is gaming so small in huge markets like China, or India, or Indonesia, or Mexico that there is not significant work being done to use as a source?  Are there no significant designers working in these cultures?  Or are they following the lead of Germany as well?

    I took a moment a few weeks back to ask four people I know that grew up in different parts of the world what games look like where they're from and what they most vividly remember playing when they were growing up.  Their countries of origin were Belarus, Singapore, China (outside of Beijing) and Slovenia, but that proved to be of little consequence because all four of them, though steeped in the cultures of their upbringing, were not steeped in the culture of boardgaming and could not provide me with any significant insight into what made gaming work where they are from.  So I'll leave that as an open question.  Likely all but one or two people stumbling across these words will be western European in heritage (or largely immersed in its culture via upbringing in a former colony), but I know there are a few out there and I'd very much like to hear your impressions of what options are open to the mainstream market, whether you think it would sell or not.

    Sag.
  • The De-Hoarding Grinds to a Halt

    As Matt Thrower mentioned in his comments to my first blog entry in this series, public accountability can keep the pressure on. Right now I almost feel like this is all that is keeping me going. Our energy has begun to lag on this project as the weather turns hotter making the process more uncomfortable, and we get tempted by fun summer activities and more interesting projects.

  • The Devil's Cauldron Episode 2: Bring Me Everyone!

    Right! To the bridge!

    September 17th 1944- 13:00 Hours +

    Arnhem Sector:

     

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Took some losses on the landing? Tragic but no time to worry about that now, old chap. Over 8 miles to the objective? Well that's not so far...yes I know you've no transport...that's why His Majesty issued all your troops boots...put that shoe leather to use! Look, it's a sticky situation but at least there are no tanks..now hop to it.

    1st A/B has but one option. To double time it down the two main avenues into Arnhem. There are a few things standing in their way. The units of Kampfgruppe Kraft. A couple of infantry units and a motor section really. They scramble to take up blocking positions along the roads. They have no real expectation of stopping the British. Their hope is to delay them because as far as the German's are concerned every minute gained is a victory. They know help is coming.

    They achieve little. The Red Devil's have fire in their bellies and they are stopping for nothing. They steamroll right on past the units of K.G. Kraft. "Pip" Hick's Airlanding Brigade reaches the outskirts of Arnhem by nightfall but encounter a few Germans from the Frundsberg Division.

    "Hey! Those aren't old men and young boys! Those guys are with the SS. And armored cars? There better not be tanks....you said there would be no tanks!"

    "Fragments of units only. They must be here because they were too beat up and too spent to fight. They should be pushovers. Don't worry."

    These SS troops aren't numerous enough to stop Hicks but they do force him to deploy his forward units for battle and by the time that's done, night has fallen. The fight will have to wait for dawn.

    Along the other road, General Lathbury leads his troops from the front. They charge through the local suburb of Oosterbeek, brushing aside or destroying any resistance, and then use a viaduct underneath the local rail line to push right into Nijmegen proper!

    They've come a long way in the few hours they had but not far enough. If the enemy can get ensconced in the buildings of the city, they will make a very formidable defense.  Hicks can hear every tick of his watch. Speed and surprise!

    Meanwhile....back to the west near the towns of Ede and Wageningen two German officers have a conversation....

    "Leutnant!"

    "Ja wohl, Herr Oberst!"

    "Leutnant, bring me everyone."

    "What do you mean 'everyone'?"

    "EEEVVVVEEERRRRRYYYYYOOONNNNNNNEEEE!!!"

    Units of K.G. Von Tettau are arriving but these forces really are cobbled together. Soldiers from the police academy, signals units, even the regimental band!

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Musician: "But I'm no soldier."

    Sergeant: "Did you go through basic training?'

    Musician: "Yes."

    Sergeant: "Did you fire your weapon in basic training?"

    Musician: "Yes"

    Sergeant: "Then grab your gear." (hucks trombone over stone wall)

    They aren't very impressive but the command decision was to leave the LZ's practically naked in order to give the drive to the bridge maximum strength. They could be a problem.

     

    Nijmegen Sector:

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

     

    Over by Grave, the 2/504th moves in to secure the bridge.

    No, Colonel, you must be mistaken. There are no tanks. Yes, I understand you THINK you see a Mk 4 Panzer but I think you'll find it's probably just a Volkswagen. No, sir I don't think you're an idiot...

    While Easy Company works on taking out the AA guns on the far side of the river, Dog and Fox company run up against the unexpected. A unit of panzers were in the town for refit. This is going to make things tough.

    Other units of the 504th have raced north to try and find a crossing of the Maas-Waal canal. The guys of Alpha Company start to get excited but are disappointed when the bridge at Hatert blows up in their face.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Over by Groesbeek, the 505th marches all through the night to get to Nijmegen by morning. Darkness results in confusion and they are all strung out down the road. It's going to take time for them to get their act together in the morning (time always time).

    The 508th has dug in outside of town in order to protect the flank of the other units and to safeguard the landing zones. It's a good thing too because the Feldt division is coming for breakfast and they look hungry.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    (This is the second episode in a series of blogs about my play of Devil's Cauldron. Episode one can be found here:http://fortressat.com/blogs-by-members/4753 )

     

  • The Devil's Cauldron Episode 3: No Fight for Gentlemen

    September 18th, 1944

    0700 Hours

    Arnhem Sector:

    The 18th dawns cold and foggy. The soldiers of the British 1st Airborne Division look skyward and feel their stomachs sink. Unless this weather clears, the 2nd drop scheduled for today will not arrive. At the very least, the 4th Parachute Brigade will be delayed. And delay is the one thing they cannot afford. Every minute brings more and more Germans to oppose them.

     

  • The Devil's Cauldron Episode 4: September Showers

    (In game terms rain means several things. First, there will be no air drop and no air support for the paratroopers. Also movement costs more unless the units are in column on a road. And most important there is a negative modifier to all combat.)

    September 19th 1944:

    The skies open up and the rains come and do not let up. The drop scheduled for today is pushed back until the 20th and the already soggy ground becomes a virtual morass.

     

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

     

    The Red Devils following up on their plan to switch goals from the main bridge at Arnhem to the rail bridge push south. They get there before the Germans can really react and are able to improve the bridge such that it can support vehicular traffic. There is many a back slap and "Well done, Old Chap" in thanks to the engineers who make that possible.

    The paratroopers are shouldering their way forward to get to the other side of the river. If they wish to hold the bridge they must form a defensive perimeter. The Jerries won't be pleased once they hear the news.

    However, the news is already out and Herr Spindler and his screaming SS Fanatics have already arrived on the far shore. They exact a heavy heavy toll upon the Tommies exposed on the bridge and the far bank. If their own withering fire wasn't enough, they call in artillery support from the divisions guns which have arrived and set up a firing position to the East.

    No Brits make it to the far shore. Lets hope half a bridge is better than none.

    Meanwhile the heavy guns of the Hohenstaufen division have taken positions overlooking the landing zone the 1st Airborne has been using to receive supplies. With their reduced strength and need to keep what ground they have by the bridge, they cannot form an effective counter attack. God help any future drops on that field.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    West of the city things are no better. The units of Von Tettau are belligerent and numerous. Nobody can doubt the bravery of the glider pilots who block the road junction at Heelsum but their fate is sealed. If the rain should clear, they are sure to be surrounded and destroyed.

    To the south, the rumble of tanks is heard. XXX Corp has made the scene and they drive as fast as they can for the city of Nijmegen and the bridge across the Waal. Now to be clear, "as fast as they can" means about as fast as you can in bumper to bumper traffic on your commute to work. Not quite as fast as one would like. And what would a traffic jam be without at least one moron making things worse? The award for "Bonehead of the Day" goes to the 82nd's Recon Jeeps who spent half the day jamming up the Club Route right outside of town. 

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    In the wet and cold streets of Nijmegen, the 82nd Airborne has gotten up close and personal with the Germans of the Frundsberg Division and Korps Feldt who make a formidable defense. There's no other way than brutal hand to hand combat for the All Americans to move forward with any efficiency.  The have success but not without the reduction of some of the most fierce of their fighting units. It is only at sunset that lead elements of XXX Corps enter the city to lend a hand. 

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    That sneaky armored unit of Feldt's Korp has squatted down right at the end of the Club Route and takes pot shots at the vulnerable armored units as they get to town. The rain has had one beneficial effect in that his opportunity fire has been mercifully ineffective.

    The dawn is just a few hours away and both sides consider the prospects for tomorrow. Much depends on the weather. Continued rain will only serve to slow things down. It seems likely XXX Corp will get over the Waal but farther south around Groesbeek, the Germans have been cautious. Building up a significant force. Clear weather will bring a major assault and if they over run the landing zones they may push on to cut the Club route south of Nijmegen.

    In Arnhem, things are bleak for the Airborne unless XXX Corps gets there with alacrity. Their armor and infantry will make mince meat out of Spindler's damnable SS...if they can only arrive in time.

  • The Devil's Cauldron Episode 5: Agony and Ecstasy

    Arnhem Sector:

    Dawn comes cold and wet. Steady rain with no chance of a let up. The third air drop will be put off again. Future drops will probably be pointless, coming too late to affect the outcome. Today, it seems to the generals talking over their cups of coffee in the gray morning, will be the make or break day.

    In Arnhem, things are going from bad to worse. The beleaguered remnants of 1st Airborne suffer horribly. Their small area around the rail bridge is being inexorably squeezed smaller and smaller.

    The Germans have heard that XXX Corp is nearing. They have amped up the pressure by applying the might of their guns and armor to drive the Red Devils off the landing grounds and surround countryside. They have fled into the city of Oosterbeek where at least the effectiveness of the armor units is hampered. 

    Meanwhile to the west, the glider troops holding back the flood of Von Tettau's troops have finally collapsed. There is nothing to stop them from joining the fray now except the rain and the mud. It slows them down but does not stop them.

    Only one company remains in Arnhem itself.  S/1/1 has fortified itself in a group of buildings on the west end of town. They call it "The Citadel" and they hold it despite artillery, army and infantry assaults. 

    the devils cauldron

     

    Nijmegen Sector:

    The combined forces of British and American Infantry have pushed hard and cleared the way to the rail bridge at Nijmegen. Baker Company of the 307th Engineers working at great risk improve the bridge allowing XXX to pass over. If any company of soldiers have earned their pay this day it's these men. Waving their hands and waving flags, they eagerly signal the tankers of XXX Corp to make haste and cross the bridge.

    the devils cauldron

    They surge forward. It is a huge risk. They must travel straight down a raised rail bed with no possibility of maneuver. To the left and right are fields that are more muddy quicksand than ground. A tank driving through that would sink to the center of the Earth or so it seems.

    The rain and fog are godsends now, limiting visibility and concealing the tanks. That is until they drive straight into the kill zone of the tanks worst enemy. The dreaded 88! A gun that can tear through any tank like a blazing knife through butter. The first armor unit is blown out of existence.

    In a case of high improbability or perhaps, for those of greater faith, showing the hand of God taking part in a righteous cause, a plucky recon unit floors the gas and rushes straight up the deadly road, closing the distance between it and the 88mm guns. How they survive is anyone's guess but how they manage to eliminate the guns with their fire is miraculous.

    With the road clear, XXX puts pedal to metal...and speeds north!

    the devils cauldron

    By night fall, the have covered much ground. "Group Hot" has moved to some orchards south of the rail bridge. Not optimal terrain but it does allow them to get off those damnable raised roads and to deploy into fighting formations. Meanwhile "Group Cold" is directed to swing to the East and hopefully hit the units of the reorganized KG Fundsberg in the flank.

    The sun sets on an ongoing battle in the town.

    the devils cauldron

    Groesbeek Heights:

    Von Feldt had assembled his inexperienced troops with care. Gaining a clear superiority in men and equipment, he unleashed them upon the paratroopers holding the high ground. The rain slowed down their advance and the constant pounding by the over worked American artillery units kept them almost frozen in place. 

    It was under this barrage that one man lost his nerve and ran back he knew not where only that it was "away". His fear spread and soon his entire formation was fleeing along with him. With their flank exposed then next formation in line began to run and then a third.  The paratroopers of the 508th had never seen anything like it. Their laughter chasing the Germans all the way back to the border.

    By night fall, the Heights are clear expect for one stalwart unit of Germans who, if they are wise, will seek to retreat until their brethren can reform, regroup and return.

    the devils cauldron

    (In game terms, the colored bar formations of Von Tettau and Feldt  have a chance to break if any of the units loose a step during the first three days of the fight. If this happens they and all other units of that colored bar formation are removed from the board not to return until two days later. It was bad luck that all three of those units busted.)

    Dawn is not far off. Much still hangs in the balance. XXX still has a chance, a slim chance, to save the Red Devils. Groesbeek is secure but the 508th is far from the fighting and it would take time for them to move north and would leave the American flank exposed. Von Feldt is sure to return eventually.

    The Germans are building up a force as to be practically unbeatable. The sheer numbers alone are impressive but they have done some shifting in command. Consolidating some of their formations. This will give them greater efficiency. And as we all know if the Germans love one thing, other than shenanigans, it's efficiency.  

     

  • The Devil's Cauldron Episode 6: Blood and Fog

    September 21st 1944

    "Thick as pea soup," is what the boys' mothers back home might have said to describe the fog that greets the soldiers the morning of September 21st. The soldiers themselves, covered in grime and now a cold clinging damp, have more colorful words for it. However they talk about it, it means visibility is measured in inches not feet and a good soldier must be cautious lest he walk himself straight into the business end of an enemy's rifle.

    So the day starts with the mechanized units creeping slowly north and south heading for a show down in the area between the Waal and the Rhine. The fertile but soft  fields of farmers who now hide themselves and their families in root cellars waiting for the storm to pass. They will still be waiting when the sun goes down.

    The fog slowly clears by midday but the clouds do not. The allied soldiers laugh bitterly. What else is new. The pilots get another day off while the infantry does all the work. They aren't laughing for long. With the fog gone, visibility is restored and that means heavy fighting.

     

    Oosterbeek:

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

     

    By days end, the tattered remains of the 1st Airborne have  been pushed to the riverbank. The bridge beckons as an escape route but all the troops that attempt the crossing, from either side, pay the price.  The bridge cannot be crossed.

    Under cover of the fog, armored units of XXX Corps have been able to take up positions on the South bank of the Rhine. Their guns provide some protection for those paratroopers on the west side of the bridge. Any German soldiers leaving the protective cover of the city or woods are under fire in the open. For now they are safe. Not so for the men on the East side of the bridge. They are ruthlessly crushed by the advancing Germans.

    The consolidated command structure of the German units pays off as they are more agile and can coordinate their movements. Infantry have crept up behind the raised rail bed and then rush across to take the armored units in the flank. It is too late in the day to have any decisive result.

    Between the Rivers:

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    The forward units of XXX Corps raced ahead of the main body of troops. It was risky but they took the risk in the hopes of saving some of the Red Devils. They made it too the river's edge but now infantry and worse the Panzer units of the Fundsberg Division have come south to engage them.  A running battle for control of  the main East-West road commences. Those German's are all experienced veterans. They outclass their British counterparts.

    At sundown, XXX Corp has marginal control west of the rail bed while the German's control the east. Unless the rest of the British armor can join their comrades, the forward elements may share 1st Airborne's  fate.

    Nijmegen:

    If you are a tank driver in the Netherlands in 1944 you have a lot on your mind, a lot of things to cause you unease, and some things that cause you to lose sleep but few things will give you nightmares like the dreaded 88mm tank killer. Those things will make you wake up in the middle of the night screaming in a cold sweat.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Yesterday's rain and this morning's fog covered the movements of the units crossing the bridge at Nijmegen but once that lifts they find themselves in the sights of the murderous guns. Not only are they killers but their reach is long. Only a few guns can shut down the entire road network north of the city.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    A few British attempt to rush the gun but are wiped out. The Cold Stream Guards go cross country out of sight of the 88's in order to close the distance but that is slow work. They are only taking up assault positions by sundown.

    Another gun has a field of fire over the rail bridge and that too must be taken out but the German's in town fight like demons. They yield nothing.

    South of the Waal:

    The end result is that that huge amount of men and equipment that, if they could reach the battlefield, would turn the tide are instead backed up on the Club Route for miles and miles and miles.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Meanwhile, those German formations that ran away the day before yesterday, after receiving a stern talking to, have returned east of the Groesbeek Heights. The American units have left a thin line to stop them, the rest moved North the help out at Nijmegen.

    Dawn of the 22nd brings more fog but much lighter than the day before. It stands a good chance of clearing and allowing air support and a paradrop. Although, the drop might do more harm than good at this point.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

  • The Devil's Cauldron Episode 7: In Defeat; Defiance

    "90% successful,"is how General Montgomery described operation Market Garden. He may have been right but it was 100% a failure.

  • The Devil's Cauldron: Episode 1 - Speed and Surprise

    Wargames,  for those who don't play them, are often a mystery. They are thought of as long, as having unfathomable rule sets beset by exceptions to exceptions, and to take a commitment in time and effort far beyond that of more mainstream and common boardgames.

    Why then are there those who are devoted to them? Do they love self punishment? Do they love war? No, of course not. The real reason is "story". We love a story. No other type of board game can draw you in and make you part of a drama like a wargame.

    This report, then, is an attempt to retell the story I will be told and that I will be a part of as I play The Devil's Cauldron by MMP.

    How will it end? I've no idea.

    Background:

    The first thing we need to understand is a bit of the history, the back story if you will, to what is about to happen.

    In the fall of 1944 the Allied advance across Europe had stalled. The most important reason for this was  they had gone so far so fast that getting needed supplies to the front lines became increasingly difficult, near impossible.

    Two generals were clamoring to be given priority for those supplies that could get through. Patton in the South and Montgomery in the North.

    Montgomery wanted those supplies.  Even thought he suffered from a reputation of being slow and methodical, he did the unexpected. He came up with a plan that his supporters called "audacious" but which others would have called "risky" and what still others would have called "downright crazy". If he were to be given the supplies, he claimed, he would use them to drive an armored corps over the Rhine, into the heavily industrialized Ruhr Valley of Germany and destroy their ability to make war. The boys might even get home before Christmas.

    He would do this by dropping Airborne units behind enemy lines to seize a singe road, and the bridges along it, that led from the Allied front lines all the way across the Rhine at a place called Arnhem.

    The two keys to success were to be surprise and speed.

    The operation was code named Market-Garden

     

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Here we see the final bridge necessary for the plan. The bridge over the Rhine River at Arnhem. A nice bridge. A well built bridge. A happy bridge. The British 1st Airborne was given the simple task of taking the defenders of this bridge by surprise and holding it for...oh...I dunno...a day or so....certainly no more than two. By then, XXX Corps, the armored division would be there, cross the bridge into Germany and BOOM war over. Easy Peasy Lemon Squeezy. No problem. Well not many problems...a few really but don't you worry about them....they'll be taken care of.

     

    The first big problem...

    There was a lot of road and other bridges between the jump off point and Arnhem. A lot of room.... a lot of room for shenanigans. And if there is one thing the German people are known for, it's their love of shenanigans.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    (The game only shows the northern half of the battle field. It was actually quite a bit farther to the jump off than shown)

     

    September 17th, 1944 - 15:00 hours

     

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    The second problem? Oh, uhm, well nothing to get excited about really but, there just aren't enough planes. Now don't get excited. Nothing to be done. We'll make do. It's just going to take a few drops to get ALL the paratroopers on the ground. Your buddies will be there no later than tomorrow. They're just sort of gravy anyway. I mean...old men...school children...that's what the German's are using for soldiers these days...push overs if you ask me. You guys can handle that can't you. Oh...did I mention how far from the bridge you'll be dropped?

    The first units of British 1st Airborne arrive west of Arnhem around 3:00pm. Already there are problems. One whole section of glider troops under Hicks (blue) has a terrible landing. Many of the gliders dig nose first into the soft ground of the landing zone causing them to go "ass over tea kettle". The result is there are many casualties and the fighting ability of a third of Hicks units are reduced before things even get rolling.

     

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

     

    Far to the South, the American 82nd Airborne division is given the task of taking the bridges between Grave and Nijmegen. The 2/504 PIR is given the job of taking the bridge at Grave and the one at Mook to the east. Apparently one of the transport plane pilots got a bit edgy and hit the "jump" light too soon for the guys of Easy Company (No..not the Easy from Band of Brothers...they were farther south). They've landed on the far side of the river.

    Well no problem...just a couple Anti-aircraft units between them and the bridge. Old men...school children....besides those guns are meant for shooting planes...they wouldn't use them on infantry...don't worry. 

    Away to the east, the rest of the 504th land just outside the town of Groesbeek. Nijmegen is off to the north past some heavy woods.

    The Devil's Caldron: The Battles for Arnhem and Nijmegen

    Remember. Speed and Surprise. Surprise and Speed. Old men...school children..piece of cake...home by Christmas. What could possibly go wrong?

     

  • The Devils of Japan - Introduction

    Maybe this has already been written, I didn't look. If it has link me to it and I'll be sure to not read it.

     

    I've been inspired by the writing on this site. It encourages personality over long-winded rules summaries. Looking at the main articles, you learn a lot about the writers through what they write about. Yes they write about games, but they also write about other media that influences them, and how these things intertwine gives you a glimpse into who the author is. I fully intend to emulate this formula in writing here.

    First let me introduce you to the ladies this blog is named after:

    From left to right, that's Crane Yu, Dump Matsumoto, and Bull Nakano, in Japan, they were members of a famous wrestling stable known as Gokuaku Domei, longtime rivals to the most important women's tag team ever to exist, The Crush Gals. In 1986 Bull and Dump had a three show stay in the states, which they went by the name The Devils of Japan, unabashedly cliche, the perfect title for this.  

    If the above photo somehow seems comical to you I present the following to convince you of their terror:

     

  • The Dice Lounge

    [video:http://www.youtube.com/watch?v=irLsOXv_mJw 300x300]

     

    The Dice Lounge Episode 4 

     

  • The economic production cycle in games


    This is a discussion of how some games include a cycle of converting resources through some means of production such as factories or agricultural facilities into assets that are usable to help succeed in the game.  These assets are often physical things but can be capabilities or even victory points themselves.

    In a recent blog post I talked about to kinds of economies in wargames that have economies, “maintenance” economies and “accumulation” economies.  This led to a more general discussion about economic production in games, and I was pointed to a BoardGameGeek post about “means of production” (http://boardgamegeek.com/thread/822865/the-means-of-production-and-how-games-innovate ).  The author of that post ("linoleum blownaparte") generalized too far when he or she said that the colored cards in Candyland were a means of production.  I am going to use the term "means of production" to refer to the equipment that is used to convert raw materials into something useful within the game - in other words, factories, agricultural facilities, or the like.  I'll use "the production cycle" to refer to the process that begins with resources and ends with some result of production.  Not all games have a production cycle, of course, or only a rump of one (as in chess and checkers).

    The accompanying table lists not only games that use the cycle I'm talking about but some games that do not to provide a comparison and contrast.  Table for this article is at: http://pulsiphergames.com/presentation/productioncycle.htm
    The economic production cycle works like this.
    1) The source of the resources.  There must be some resource(s) that can be converted into something else, and these must come from somewhere.  The source is listed in the second column of the table, after the name of the game.

    2) Resource Collection.  Some resources must be gathered, harvested, mined - collected in some way.  This may be explicit or it may be as simple as possession/ownership of territory, which is really all you need for the agriculture based economies that have dominated most of history - "land = wealth".  Sometimes labor is explicitly involved, as in the workers/peons/peasants in Warcraft II and III and colonists in Puerto Rico.

    I have included a separate column to indicate the actual resources that are used up when an asset is produced.  Sometimes resources are not used up.

    3) Means of Production.  Some kind of equipment is used to convert the resources into usable items are capabilities.  In the modern age this would be factories.  There is usually labor involved, though that is rarely represented explicitly.  In an agricultural age the means of production was as simple as plows, kilns, scythes, pottery, storage cellars, and grain silos or the equivalent.  (Pottery is one of the great inventions of agriculture because it provides rat-proof storage.)  The means of production often governs where new physical assets may appear, such as Industrial Centers in Axis & Allies, buildings in many real-time-strategy games, cities in computer Civilization.

    4) Limits on Production.  There are sometimes limits on production.  The obvious and typical limit on production is the availability of resources; if you don't have enough gold and wood in WarCraft 2 or 3 you can't produce more units even though you have the buildings (factories) with available capacity.  You are also limited by labor: if you don't have enough people to collect lots of gold and wood in Warcraft, then you won't have enough of the resources to "fuel" your factories (buildings).  Another limit is the availability of the means of production such as factories, so you may have lots of resources but nowhere to convert them into assets.

    The limit may also be the capacity of the land (overpopulation), pollution, limits of political organization, or other factors that prevent infinite production even when resources and means of production are available.  (In a pure "accumulation" economy there are no such factors; in a "maintenance" economy there will be at least one such factor.) 
    A few games have a minimum production, e.g. in Risk you get three armies even if you hold as little as one territory (normally it's one army per three territories).  Monopoly's "Pass Go get $200" is a kind of minimum production, as well.

    5) Assets.  I'm going to call the result of production "assets".  This is usually a physical item but may be a capability or even victory points themselves in a game, or it may simply be money.  In agricultural terms production results in edible goods that enable populations to expand without suffering severe famine.  Populations support military units, which in pure agricultural economies amount to little more than armed farmers.  In more modern terms production results in weapons and training for people to use those weapons, that is, it results in military units.  Military units can be used both to destroy or take away an opponent's capabilities and to defend one's own economy and population.
    But the cycle may result in some capability, for example greater mobility for one's assets or more Action Points to use each turn.  Sometimes production is devoted to improving technology.  Production can even result directly in victory points, or something that amounts to the equivalent of victory points (money is the victory points in Monopoly for example).

    In some games there is only one asset (usually "armies"), in others there may be many assets with very different characteristics, e.g. units or technology research.

    In the accompanying table I've listed these production cycle steps and include a column that shows victory conditions for the game in question.  Normally the production cycle is a means to an end, the end being expressed in the victory condition.
    Most of the time the assets are a means to an end (I’ve listed victory conditions), sometimes they are an end in itself closely related to the victory condition, such as victory points.
    I welcome suggestions to improve the table.

    Producing assets that increase resource collection or means of production, or both.
    The key question in the economic production cycle is whether and how much you can produce something that increases your economic production capability, whether resource collection or means of production or both.  In many video games you can produce buildings (factories) that enable you to produce more units, or whatever it is that you mostly produce.  It's less often possible to produce something that increases your access to resources, such as additional mining equipment or the means to discover and colonization new planets, or better collection/extraction technology. 
    This is a key question because the more it is possible to increase your production through the assets you have produced, then the more likely the game will result in an "economic snowballing" effect.  That is, the more likely it is that the player who best figures out the most efficient ways to improve their economic production - or who is luckiest in exploration and exploitation - will gradually pull far ahead of other players because of geometric expansion of his economic capability.  In a wargame, sooner or later he turns assets into units that then overwhelm the opposition.  In a 4X space wargame he also produces superior technology that makes both his economy and his military more formidable.  In a purely economic game he simply produces more of whatever it is that causes you to win the game: money, victory points, or something else.

    An "economic game" or "engine game" is typically dominated by this economic snowball effect.  Most of the time in these games it is not possible to take production capability from another player, nor to destroy it.  The players who have been less efficient in figuring out the production cycle have no means to arrest their doom.  Yet at the end of the game they can see that they have improved their economic production and their own general situation quite a bit so they can feel positive about what has happened even though they lost the game.  This is the central equation of many (certainly not all) Eurostyle games.

    In a wargame on the other hand there is frequently little option to increase your economic production other than by taking it from another player.  This is especially true in board and card wargames.  On the other hand, in video wargames such as real-time strategy games it's possible to significantly outproduce the opponent by building up your resource collection and means of production.  Furthermore, in most RTS you cannot take an opponent's production and use it for yourself, your only option is to destroy it.  In other words some real-time strategy games are both economic snowballing games and wargames.  At the very top class of real-time strategy, the professional sports leagues, all the players understand the economic efficiencies and we are back to wargame, with the caveat that players must be able to perform at 200 actions per minute in order to keep up with other opposition.

    An appearance of a production cycle.  Some games involve acquisition of some asset, but the players have no way to alter the sequence.  For me this isn’t a production cycle.  For example, in Go, Tic-Tac-Toe, and Scrabble players acquire pieces, play them onto the board, and then get more.  But they have no way to alter the rules about how many they receive, no way to increase resource collection or production of assets, no way to gain advantage over opponents.

    Chess and checkers have a minor production cycle in pawn promotion and kinging.  The player has one way to control what happens, by reaching the far rank of the board.   In both games the acquisition of a new asset can be important.  In chess promotion rarely occurs, in checkers it’s normal for kinging to occur.

    "Maintenance" versus "accumulation".  In the many wargames where you're not able to use the assets you produce to increase your economic production, the limits on production make a big difference to how the game works.  I've discussed this in a previous blog post in some detail. http://pulsiphergamedesign.blogspot.com/2012/10/maintenance-based-economies-vs.html    Briefly, in a maintenance economy you must pay upkeep on ("supply") your existing assets before you can produce new assets.  This limits the total number of assets you can have.  In an accumulation economy there are no limits, or very broad limits such as the large number of pieces available, so you can continue to produce units no matter how many you already have.

    The maintenance economy is a great discouragement to "turtling".  Turtling is much more common with an accumulation economy.  (In case you're not familiar with the term, a turtle is a player who “sits on the sidelines” and does not participate in conflict, using the production cycle to build up his assets while other players are losing theirs in fighting.) 
    In some sense a zero-sum game - a game where the only way to gain something is to cause someone else to lose it - is the extreme of a maintenance economy, as epitomized by the boardgame Diplomacy.  But it is also possible to have a zero-sum game where there is no economic production at all.

    Types of in-game economies.  Every game has "an economy", but many don't have a production cycle.  "An economy" refers to assets coming into or going out of the game. The question is, over time is there an increase in assets in the game, a decrease, or stability?  For example, in chess and checkers the number of pieces decreases as the game goes on, that is, it's a "negative economy".  Even though you can gain capability by kinging or by promoting a pawn, the overall outlook is negative.  Monopoly is close to a stable economy except for passing Go and collecting $200, and for the cards which can add or subtract money from the game.  So it is a slightly positive economy.  A great many Eurostyle games have positive economies because the purpose of the game is building up assets.  In many wargames depicting battles that take a few days and consequently don't have economic production, we have negative economies because both sides lose units as time passes.  In more strategic wargames with economic production you could have positive, stable, or negative economies.  Traditional Risk tends to fluctuate, exacerbated by the card turn-ins as they result in more and more armies.  Axis & Allies tends to be more or less stable, or a little positive, but that depends partly on how the players play.  Britannia-like games fluctuate, and a lot depends on how the players play, but there's usually an overpopulation limit on production so that the games cannot have strongly positive economies. 
    Not all wargames for more than two sides involve economic production.  The ancestor of Britannia, 4-player Ancient Conquest, is actually a "battle game" with no economic production, just an order of battle.  History of the World is also a battle game, despite its world-wide scope.  The order of battle comes from the empires you end up with.

    Games with a maintenance economy tend to be stable unless there are lots of ways to acquire new resources, such as colonizing new planets in 4X games or building new cities in computer Civilization.  Games with an accumulation economy tend to be positive.

    Where does the production cycle end and something else begins?
    That's hard to say.  Games with negative economies are unlikely to have a production cycle, a major reason why they're negative.  Moreover, the production cycle is generally associated with political states/nations/empires, or with corporations.  Games where the player has an avatar that performs most of the action aren't likely to have typical production cycles.   When deconstructing a game I look for the resource collection and means of production, as well as the resulting assets.
    Race games and word games rarely have a production cycle.  The same is true for puzzle-like video games such as Tetris and Bejeweled.  Abstract games (such as Blokus) in general are unlikely to have production cycles, but I'm sure there are many exceptions.

    Shooters, adventure games, action games, and RPGs have ways to pick up and store new items, but there are no resources or means of production, just assets.  The closest we have to a production cycle in a shooter is the items "dropped" by defeated foes (defeated foe becomes both resource and means of production).  The more you defeat, the more stuff drops.  Some of the drops are money, which can be turned into other usable assets (you purchase weapons).  In RPGs you may have merchants who buy your loot (those "drops") and sell you new stuff, and even help you convert or sacrifice items in order to make better ones.  In some games the player characters can create or convert items, e.g. making potions.  Your loot could be seen as resources you've collected, and the merchants as means of production, with the assets being magic items, weapons, and other personally-usable capabilities (improvements in training, skills, feats), and money if you sell the loot.

    Tactical games of all kinds are unlikely to have production cycles, especially those that depict battles.  For example, Gratuitous Space Battles involves designing and “building” a fleet to face a foe, but there are no resources or means of production, rather there's a ship value limit, and a pilot limit, on the size of your fleet, which otherwise magically comes into existence for each battle.  Chess and checkers are quite tactical games, as well, and have only rump production.

    **

    Notes about the table: This is a large spreadsheet table that does not mix well with most blog hosts.  Consequently, it can be accessed through my Web site at http://pulsiphergames.com/presentation/productioncycle.htm .

    I am not a Eurostyle game player.  While I once knew how to play the games listed, I’ve forgotten more than I know, so I’ve had to depend on regular players, and on BGG/Wikipedia, for some details of production cycles that can be quite complex.  Such complexity will not be surprising in “economic engine”/economic snowball games, though I don’t want to imply that all the games I’ve listed involve such.  I welcome corrections/additions.

    Some of the video games I also have not played or investigated extensively, and others I have not played in many years.

    **

    My book “Game Design: How to Create Video and Tabletop Games, Start to Finish" is available from mcfarlandpub.com or Amazon. (Books-a-Million has an eBook version at http://bit.ly/PQQqh3.)
    I am @lewpuls on Twitter.  (I average much less than one post a day, almost always about games, not about other topics.)
    Web: http://pulsiphergames.com/

  • The Empty TOMB

    TOMB
  • The End is Nigh!

     

    Believe it or not, I can be serious every once in awhile. I've felt pretty strongly for awhile now that our beloved hobby is just a gnat's whisker from going mainstream, and this thought scares me to death.

     

    I think back to some great stuff that I have loved over the years that was ruined when everybody and there brother found out about them and made them the next "thing" (think comic books in the early nineties).  Or the industry itself changed its marketing strategy to appeal to a wider customer base (Metallica circa 1989 or so).

     

    Well guess what? Boardgames are next on this list. Ever been to a game convention? Point here is that you can meet designers, talk with designers and they're normal accessible people. Now I've never been to the Academy Awards, but I'm pretty sure you won't be able to mingle with the people that make the movies happen like you can mingle with game designers at a convention. After the initial moment of being star-struck you quickly realize that these are people sans big time egos. How long you think that's gonna last with the latest and greatest thing; autographed game copies?

     

    We all know what the media hype machine can churn out. It throws a little chum in the water, and the sharks circle. It's no different in boardgames now. Remember the Agricola frenzy of a couple of years ago? I bought into the hype, and am still sadly disappointed. I don't know if any game could live up to that kind of hype except Space Hulk.

     

    Oh that's right Space Hulk. Space Hulk a limited production run game, that turns the hobby on itself creating a culture of haves verses have nots, driving a wedge in our normally peaceful community. Remember when comics made it big and you had 15 different types of the same comic only with different covers floating around?

     

    Throw in a bad economy, where the mainstream news media are running stories on how people are turning to boardgames for inexpensive (says who) family fun and you've got a recipe for disaster. Every swinging dick will be designing there own game, and we'll be stuck wading through steaming piles of gaming shit. In the end Wal-Mart will jump on the bandwagon killing YOUR FLGS (if online discounters don't do it first!).

     

    So what am I saying? In a nutshell, our hobby will hit mainstream. Every jackass you can't stand will be telling you how they've loved Catan since '95.  You'll have to pay ten bucks at a convention to have the honor of a designer's signature. Chase/Variants of the same game will be available in different outlets, creating a gap of disparity in the hobby, and of course, money making will be king! It won't be about the games anymore, just the all mighty dollar.

     

    This must be how Wargamers/Ameritrasher's felt about the Euro Invasion!  I guess for those of us who truly love the hobby, we'll just have to ride the storm out!

     

    Marshall

    http://messygameroom.libsyn.com/

  • The Essen Challenge - an Essen 2007 retrospective

     Everyone is doing their Essen 2007 - what I bought and how it has held up over the past yearblog thing. I didn't go to Essen 2007. I didn't buy a creepy number of games. I never posted a list of all the games I played, and bought, and what I ate and who I met, and how long I had to stand in line. People who write these lists often tell us how challenging it is to navigate Essen. They tell us how you need to do your home work and plan out where you need to go and how to get there and when to be there, otherwise you are likely to miss out on that hot game you really wanted. Oh the horror.

    Even though I have never been to Essen, and probably never will, each year I am faced with an Essen challenge of my own.

    All those games that get buzz as a result of all those Essen posts, will eventually show up at my game club, often in multiple copies and everyone will play them almost exclusively for a few meetings, until the next buzz game shows up in someone's mailbox. Therefore, I must do my homework in order to succeed at  the year long challenge of navigating the Essen buzz games, or risk spending an evening involved in a game so mind numbingly dull it is akin to smacking your head on the pavement. Additionally, if I am fortunate, and get a little good advise from friends, both F2F and online, I may be able to sift through the sand and find a few overlooked gems.

    For others the question is how did the games hold up over the year? For me the question is how did I hold up?  So here is how I did.

  • The Euro Quest Cult, Dominion and the Black Goat of Agricola Part 1

    About a week ago we heard very disturbing news.  Barnes, the leader of F:AT had been sucked into the Gathering of Friends dimension by the lure of an innovative and powerful Euro Monster.  That Monster was called Dominion.   We also heard the Euro Monster was supported by a Herald or something called the Black Goat of Agricola.  UbaRose contacted me to round up the investigators from the Mid-Atlantic F:AT sleeper  cell to infiltrated the Euro Quest Cult of One Thousand and to close the Gate before more F:AT investigators were sucked into the Gathering of Friends dimension.

  • The Fate of WizKids Brands

    Things are afoot in the wake of WK's demise.  Fans of their various brands have been anxious (okay, not the one Horrorclix fan) to learn what the fate of their favorite games would be.  Of course the fall of WK goes further given how they have licensed some of their properties such as Battletech to other companies.

     When WK's fall was announced only two companies came a'callin': Catalyst Game Labs (the guys currently making Classic Battletech) and Pinata Games (who apparently have yet to make anything).  Now the two companies have formed a "Strategic Alliance", and one has to assume Topps will sell to them seeing as how no one else seems interested.  The idea is Pinata would focus on Clix (have fun with that mess boys!) and Catalyst would get the Mech end of things.

     While Pinata is an unknown quantity, mech fans should find this news fascinating.  It means Classic Battletech will live on, and now the doors may be open to possibilities such as pre-painted plastic figures for classic 'Tech.  *drool*

    http://catalystgamelabs.com/2008/12/15/catalyst-game-labs-and-pinata-games-form-strategic-alliance/#comments

     Of course WK has lots of other garbage, but most of it can be dumped: ActionClix, HorrorClix, SW Constructable Game, etc.  Perhaps Pirates still has some value, but I would guess that game has outlived its usefulness.  Whatever the fate of its products, Wiz Kids shook up hobby gaming when it first came on the scene, and it will be interesting to see how it continues to influence the hobby after its demise.

  • The Feel of Napoleonic Battle: Le Feu Sacre

    Le Feu Sacre is one of the many products running off the Too Fat Lardies' presses in the last few years. In general their miniature battle rule designs are focussed on recreating the interesting challenges of warfare in particular era rather than providing balanced competition games. This means scenarios rather than points based army lists and command and control rather than troop types and armour specifications. To a historical gamer like me that is a huge plus.

    The game is played at the corps level, with the main units being divisions although individual battalions are represented. Corps and divisional commanders, as well as the occasional detached brigadier, have a tactical ability (gifted, solid, poor) and character, with bold and cautious added to the mix.

    Each division needs an order. An attack specifies an enemy formation or terrain objective to be attacked. This means that the troops generally have to move closer to the objective each turn and engage in firefight or charge at the earliest opportunity. A manoeuvre order allows more leeway in terms of movement, but only allows troops to engage when threatened or to support other divisions. The hold order requires the division to stay put and also limits its ability to attack.

    The first change from the old fashioned rule sets is that units enter the table on 'blinds'. This means that the opponent doesn't know which units are where until he has 'spotted' the blinds. This becomes easier as the blinds get nearer and are in open rather than close terrain or behind other troops. Blinds can be in three formations: marching columns, half deployed and fully deployed. Marching column blinds move much faster, but when spotted the units start packed closely together and hardly able to defend themselves. The fully deployed blinds allow players to set up the units in a wider area and ready for battle. Of course there is the possibility of dummy blinds.

    The traditional Igo-ugo and move-fire-melee-morale structures of the turn have been replaced by a card drawing system where each division has a card. When the unit's card is drawn, all its actions are resolved. Some cards are added to represent (grand) tactical characteristics of certain armies. The French armies in their heyday have a special card that allows the commander to move a division before its own card comes up, thus offering more opportunities. A card for bold commanders forces them to move before their own card comes up. A 'recon' card allows the blind of a light cavalry division or brigade to take an extra turn. This increases its speed and adds an extra opportunity to spot enemy blinds.

    A division's turn consists of the commander rolling for PIPs (intervention points), one spotting attempt, bombardment and then all other actions. A gifted commander can score more PIPs than a poor one. One PIP may see a whole brigade execute the same order, or several PIPs may be used to have one unit execute a number of complicated manoeuvres. PIPs are also used to rally troops.

    Small arms fire has been figured into the larger equation. Artillery and rifles can bombard enemy units. No figures are removed for casualties, so this requires some book keeping (we use small dice). In case of hits, the enemy is forced to take a morale test immediately.

    Charges are still quite a complicated affair, but at least they are resolved straight away and counter charges and intercepts are dealt with at the same time. This means that no book keeping is required of charging units over the rest of the turn.

    Similarly to small arms fire, the casualties of melee are not diced for, but come as the result of outcome of the total combat. That is, the winner and loser of the combat receive a set number of casualties. This also saves time compared to more traditional rule sets. Better still, combat involving multiple units on each side is still resolved with one die roll. This also speeds up melee considerably.

    A final advantage of these rules is that they haven't fallen for the trap that British troops in line are unconquerable. A charge by several battalions in column will take out a line unless it is well supported. In this way good and historical tactics are rewarded.

    So, there is a lot to like about these rules, and they seem to be an improvement on most rule sets available today. However, the game is still a bit too slow for my liking. Of course we only played a first game, with a lot of troops in a cramped space. This all slowed it down. And admittedly, the game shifts the time from rolling for casualties to matters of command an control, a preferable shift in my book.

    For a session report of last Saturday's battle, see here