Someone on Board Game Designers Forum asked for a preview of my forthcoming wargames. So here it is.
Now, when these will be published, whether they will actually be published, is something I never count on until it has actually happened. I’ve experienced enough failures of intent to be careful. (For example, I was never paid for the original (1982) Dragon Rage, though it sold quite well, owing to circumstances far beyond my control and having nothing to do with board games. And Law & Chaos was at Mayfair for many years (I was paid an advance), then the people who bought it moved on to Catan Studios and I now have it in hand once again.)
Possibly as soon as late summer we’ll see Germania, which despite the “ia” title is not a Britannia -like game. It’s a game of (Germanic) tribal survival in the ruins of the West Roman empire, a combination of wargame and peace game with many Euroish characteristics, but without the fiddliness of huge numbers of bits currently in vogue. (It’s not a puzzle.) A key to a hybrid like this is that the best way to success is to be peaceful, but sometimes others will see that you’re successful and attack you. It has been played where the players never attacked each other directly, but it has also been played where the players constantly attacked each other and had a great time doing so. There are always indirect attacks, that is, invasions of non-Germanic peoples, controlled temporarily by one player or another via the play of cards or other considerations.
The only involvement of dice in the game is in famines and plagues, which are fairly common via event cards. In combat the players use battle cards, choosing secretly and adding the number on the battle card to the strength of the unit(s) in the fight.
Each player has six action points per turn which he can use to create new settlers, improve the land, play event cards, convert settlers to soldiers, and convert units to horse (cavalry). A consequence of using action points in a multi-sided game is that it’s difficult for any player to dominate, even if he has much stronger forces, because he can only move a maximum of three pieces in a turn in the action points system.
When I originally designed the game more than 10 years ago, (it was with another company for a very long time) I tallied the score only at the end of the game. But it makes more sense to tally the score at the end of each player’s turn because, if you play the game long enough, success becomes cyclical, and you might be at a downtime of your nation at the end of the game. You score for holding territories occupied by settlers, and also for improvements built on your territories (or even a town if you can swing it). So the game involves both survival and a simple civilization building aspect. There are only 20-some areas on the board so it can become quite crowded, with a maximum of five players. There is no player elimination because, if your nation is really at a nadir, you can take over one of the external invaders and become the Moors, or the Slavs, the Byzantines or Magyars, or even the Norse or Danes. I don’t recall now if anyone has ever won after taking over an invader, but I recall lots of mayhem caused by player-adopted invaders.
The game uses plastic figures, and can take 2 to 3 hours, or more if you’re like some testers who just kept playing so they could slaughter each other further! (But it’s not really a wargame . . .)
Sweep of History Game
Another game that might appear this summer is presently called Eurasia but may have a different title like Surge of Empires. Again despite the “ia” name it is not Britannia -like, but it is a game where you control a succession of empires on the supercontinent of Eurasia (with North Africa tadded). It is a game of the rise and fall of empires, so over the course of the game a player will control four or five empires, no more than two at a time. There is a card for each empire detailing location of appearance, location of scoring, number of starting armies, and special characteristic. In the standard game they appear more or less in historical order, though there’s an option to have them appear randomly.
This is a game for 2 to 6, though it may only include components for five.
For a long time - this game is many years old - the game was diceless, using a deterministic combat system which is included as an option. But I finally decided that in this particular game the deterministic system was too sterile, too pat, so I replaced it with a simple dice system: roll a die per army, highest sum wins, ties go to defender. Loser loses one army and must retreat. So in a 2 to 1 the two usually win - but not always.
Instead of Eurasia I might have a two year old space wargame published by the same company. I love space wargames, and this one is, if I do say so myself, “quite elegant”. The result is a two player (or partners, which works very well) civil war for control of a star cluster.
This is a block game but without dice. Any number of blocks can be in a hex but only four can move in a turn. Movement is along wormhole/jump lines, or via hex, although hex movement is usually slower as most of the jump lines are longer than one hex. The blocks are numbered from 1 to 7 except for the leader, but the conflict is not hierarchical (as in Stratego). Instead you sum the strength of the units and the stronger force wins; the winner loses their weakest piece, the loser loses their strongest piece and must retreat. 20 blocks per side in the smaller version, more with partners.
The victory criteria lead to a back-and-forth game where players can threaten victory several times before there’s a conclusion. Some games can be quite quick but up to an hour is more likely. There are 11 valuable systems out of the 27 on the board; if you hold at least seven and your opponent cannot reduce you to less than seven in their next turn, you win. However, each player has a home system, and if you take the enemy home system and he cannot retake it in his next turn, you win. It happens that one player achieves one criterion, then the other achieves the other criterion, and the game continues.
It is very much a game of maneuver, that’s what excellent generalship is about. "Battles are won by slaughter and manoeuvre. The greater the general, the more he contributes in manoeuvre, the less he demands in slaughter." --Sir Winston Churchill
The game has an entire set of technology rules that I really like, but they have rarely been tested; they’ll have to be an expansion, if they ever see the light. This is part of the simplification that is becoming more and more common in games: you design a game and then, even though it works fine as is, you try to find ways to make it smaller and shorter. In this case the removal of technology simplified, and made the package smaller.
It’s difficult to provide titles for space wargames, but this one may be called Crashing Suns: Civil War in the Hyades Cluster.
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My thanks for the generous support from Rossan 78.