Thursday, 19 March 2020
Summer Of Tanks Wrapup - Rank-a-Tank With Turbotastic Bryce!
The Summer of Tanks officially closes with this great audio submission from Bryce, the host of the Turbotastic Podcast! He took all of the tank games on the 2600 and ranked them. I did the same, and I also posted polls on social media, so you'll hear what you think too! Also, if you'd like to enter the contest to win 5 of the 2600 tank games, please send an email to 2600gamebygame@gmail.com by 10 PM EST on October 2nd. Please put Summer of Tanks contest in the subject line. If you've already won something from my show, please sit out this one if you could. Thank you all for listening!
Wargaming In South Africa
Introduction
Wargames in the modern sense was effectively launched with the publication by Paul Stanley in 1962 of Donald Featherstone's book War Games: Battles and Manoeuvres with Model Soldiers.
Where or when wargames began is impossible to say, but it is probable to say that our early ancestors devised games of strategy played with stones on areas marked out on the bare ground. Organised wargaming dates back at least 5,000 years with the traditional tactical games such as GO (the Chinese game of encirclement), Morabaraba (the African game of manoeuvre and capture).
The first use of miniature figures to depict military battles was in 3000 BC in Ancient Egypt. (11th Dynasty).
Throughout history, enlightened military commanders, such as Alexander the Great, are known to have used relief maps and markers to assist in planning their operations. The first true wargame dates back to the 18th century when Helwig, Master of pages to the Duke of Brunswick, devised a game played on a gridded map with counters representing the three main arms of the period - infantry, cavalry and artillery. In 1811, a game invented by Count von Reisswitz was introduced to the Prussian court. Called Kriegspiel, it used coloured counters to represent military units but was played on a sculptured relief map and used movement rates based upon the actual marching rates of the armies at that time. The game rapidly gained popularity and was soon being used to help train junior officers.
Throughout the 19th century Count Reisswitz's game was constantly discussed and modified by its adherents. This resulted in a cumbersome and unwieldy set of rules. As Kriegspiel became increasingly sophisticated, actual statistics from current battles, were included to bring the rules into line with the weapons and tactics of the time. As a result, both the German Schlieffen Plan of 1914 and the initial Allied response to it were largely based upon strategies which had been pre-played as wargames. All subsequent military campaigns have used a greater or lesser degree of wargaming in their planning. Today's armed forces have at their disposal large computers and simulators, enabling the participants to concentrate on decision making rather than rule interpretation.
Up to this point wargaming had been exclusively a military preoccupation, but in 1913 novelist H.G.Wells wrote a book called Little Wars. In this he drew up rules for a game using the popular lead model soldiers and matchstick firing guns of the period. The horrors of the Great War however, made wargaming an unpopular hobby and it languished until its modern revival in 1962.
Wargaming in South Africa
Historical figure-gaming in South Africa is administered by Mind Sports South Africa.
Figure gaming was started in South Africa in the 60's, when a small group of enthusiasts started a club at the then show grounds in Johannesburg.
In 1980 the wargaming clubs banded together to found Mind Sports South Africa. The MSSA was taken into membership of the Confederation of South African Sport in May 1991and was awarded the ability to award Springbok Colours. As soon as the NOSC was unbanned, the Union applied to that body for membership and upon being accepted as a member remained loyal to it until it was finally wound up as the NSC to become the Sports Commission and later the SASCOC.
Periods most popular in South Africa are:
Figure gaming:
The most popular periods played in South Africa are:
The most popular periods played in South Africa are:
- Ancients,
- Pike & Shot,
- Horse & Musket, and
- World War 2
Mind Sports South Africa is one of the few South African Sports Federations that earmarks 20% of its income to the development of new clubs.
Anybody wishing to start a club is more than welcome to contact the Union.
Participation in International events
The Union participated in the World Championships for the first time in 1991.
Since then South African wargamers have been regular participants in international championships and have earned the respect of all f the other top players from around the world.
Tuesday, 17 March 2020
Battle For Boulder Badge
After the devastating loss of Rascal, I went back to training out on Route 2 with Lucky. There was no way a mere Metapod was going to stand up to Gym Leader Brock. I had confidence that Rascal, Nibbles and Kiwi would help me earn the Boulder Badge, but without Rascal my confidence faltered. It took us a few days, but eventually Lucky sprouted wings and evolved into Butterfree, a significant improvement over the lovably little lump of a Pokémon he was as Metapod. I did not neglect Kiwi and Nibbles during this time, either, but their progress was a bit less important.
Once Lucky had evolved, I spent what little money I had on a couple of potions at the PokéMart. Although they were expensive, I would not let another Pokémon fall in the Pewter City Gym. I absolutely would not. My nerves were shot as I stepped into the gym for the second time. I remember I was sweating and shaking just thinking about facing Brock. I saw the Junior Trainer who had bested my poor Rascal. He gave me an approving nod, but it did little to improve my disposition. Brock stood at the far end of the gym and beckoned me forward. He had seen my fight with the Junior Trainer several days ago and was eager to face me.
I clenched my jaw tightly as I threw out my first Pokémon. Kiwi met Brock's Geodude face-to-face in the gym's arena. We wasted no time kicking up as much dust as possible to obscure Geodude's vision. Brock had Geodude spend most of its time curling up into a defensive ball, but every now and then it lashed out with a tackle that it simply couldn't land on Kiwi. When I felt it's accuracy was sufficiently incapacitated, I withdrew Kiwi and used Nibble to wear down the Geodude slowly but surely. The Geodude was powerless in the dust Kiwi's sand-attack had kicked up and against Nibbles relentless tackling.
Then Brock threw out his champion, the Onix. I tossed Kiwi back into the ring hoping to repeat our earlier performance on Geodude. Kiwi kicked up as much sand as he could, but Onix still managed to land a lucky strike on him. It hurt Kiwi enough to discourage me from keeping Kiwi on the field any longer. Nibbles was sent out while Onix merely bided his time. I knew immediately that any attacks on Onix while in this defensive state would be unleashed twofold onto its attacker. Your only choices are to crush it swiftly, which is difficult against a rock hard Pokémon like Onix, or to wait it out.Nibbles began to stare down his opponent while it remained in its defensive posture. Slowly this would lower the Onix's defenses and leave it vulnerable to a massive strike. Eventually, Nibbles was exchanged for Lucky who covered the Onix in its string shot while it continued to wait for our attacks. Feeling safer, Kiwi returned to the battle to continue whipping up sand into Onix's face. Then as soon as Onix released its defensive posturing, Kiwi slammed it with a gust from his wings and knocked the Onix to the floor.
That was how I won my first badge in the great region of Kanto.
Brock was impressed and clasped me firmly on the back with a great slap of his hand. He knew about Rascal, of course, and was pleased at my stance on training. He liked how patient and defensive I was and as a reward not only gave me a handsome sum of PokéDollars, but a Technical Machine that would teach certain eligible Pokémon his Onix's signature technique of biding time and waiting for the counter strike. This strategy didn't really work out well for Brock that day, so I wasn't sure how I would incorporate it on to a team that I intended to take as few hits as possible. I didn't want to be rude, though, so I graciously accepted the TM #34 and the Boulder Badge.
I was now officially on the road to challenge the Indigo Plateau League. I really hadn't come to Kanto expecting to do something quite that dramatic, but I was slowly being pushed in that direction. Professor Oak had prompted me to take this journey and running into Wolf made me question what the journey really meant to me personally. The encounter with the snarky trainer in Viridian City helped me shape my personal goals and encouraged me to challenge the gyms to seek reputation and understanding in the world of Pokémon training. Now, I had my first badge pinned proudly to my backpack and I was on my way to the next adventure — with considerably more money to spend thanks to my winnings.
Current Team:
Attacks in Blue are recently learned.
Monday, 16 March 2020
Making Steps Forward ("Killing Your Darlings")
In a few of my games I have started with a specific mechanism or idea that, over the course of the game, has had to drop out, or change significantly. I'd venture a guess this happens in many, if not most, designer's games.
For example, in my first published title, Terra Prime, I began with a "great" idea for a supply/demand mechanism for the value of resources you deliver. Based on Power Grid's fuel market, you would get paid more for delivering Bluium if there hadn't been any delivered yet than you would if there were already some Bluium sitting there on the ships, ready to send back to Earth. Every once in a while, the ships would take off, and the resources on them would clear off, resetting the demand (and therefore the price). Each resource was supposed to have a different curve - maybe Yellium was worth 7 the first time it's delivered, then 4, then 1... so it's super valuable, but goes down fast. On the contrary, maybe Bluium would range from 5 down to 3, and be a lot more steady:
I forget the exact details, but the bottom line is that while I liked the idea, the mechanism just wasn't working in Terra Prime.
In the end I (thankfully) decided to replace the whole thing with a Demand Tile mechanism. Much more simply, each resource had a price, and tiles indicated how many were required. Once all the blue spaces were filled, the demand for Bluium dries up, no more can be delivered. As soon as one of the tiles fills up, it goes away and a new one comes up, which may bring back some demand for Bluium.
This worked a LOT better, and I'm happy that's how I ended up going in that game.
The point of that story is to show how a major mechanism that I really liked ended up changing because it wasn't right for the game. Recently, that dynamic has showed up again on one of my current active designs: Apotheosis.
One of the instigating ideas for Apotheosis was that your workers would level up when played, like the cards in Solforge. The crux of the game was intended to be whether you play out all of your workers before recalling, and leveling up your entire workforce evenly, versus playing just a couple of workers then recalling them and playing them again, and ending up with a few high level workers while the rest remain at low level. That idea being the whole point, survived the first several revisions, and many playtests. However, as of last week, I tried a new version -- instead of leveling up every worker you have played when you recall them, we said you could only level up one worker.
I was hesitant to try this, but I was hopeful it would fix certain issues I was having with the game. As we began the first game with that rule, I missed being able to play an extra worker before recalling in order to level them up, but pretty quickly I could see how certain aspects of the game seemed to be tighter and work better. All told, you're still choosing whether to recall early to level more often, or play more workers first for their effects.
One concern with only leveling one worker at a time was that it slowed things down, but that's just a matter of balancing costs, and could be easily fixed. However, in an effort to try something in between "level one worker" and "level all workers," we tried something that amounted to "level some workers." I had expected that to be better, with some of the benefits of the restricted leveling, and some of the benefits of the original idea. But in practice I found that it didn't really work as well, and it became clear that just leveling once per recall (and maybe a few special rewards for things could get you an extra level-up) is the way to go.
So there you go -- once again I've had to "kill a darling," so to speak, and remove or significantly change an instigating mechanism for a game.
As a side note on this topic, my friend Gil Hova (of Formal Ferret games) has a particularly aggressive auction mechanism from an old, unpublished game of his called Wag The Wolf (one which I thought was good!) that he keeps designing games around. He used it in Battle Merchants, but in the end cut the mechanism. He used it again in The Networks, and again cut the mechanism before the game was finished. And I believe he started his latest game, High Rise, with that mechanism, and eventually cut it from that game too!
For example, in my first published title, Terra Prime, I began with a "great" idea for a supply/demand mechanism for the value of resources you deliver. Based on Power Grid's fuel market, you would get paid more for delivering Bluium if there hadn't been any delivered yet than you would if there were already some Bluium sitting there on the ships, ready to send back to Earth. Every once in a while, the ships would take off, and the resources on them would clear off, resetting the demand (and therefore the price). Each resource was supposed to have a different curve - maybe Yellium was worth 7 the first time it's delivered, then 4, then 1... so it's super valuable, but goes down fast. On the contrary, maybe Bluium would range from 5 down to 3, and be a lot more steady:In the end I (thankfully) decided to replace the whole thing with a Demand Tile mechanism. Much more simply, each resource had a price, and tiles indicated how many were required. Once all the blue spaces were filled, the demand for Bluium dries up, no more can be delivered. As soon as one of the tiles fills up, it goes away and a new one comes up, which may bring back some demand for Bluium.
This worked a LOT better, and I'm happy that's how I ended up going in that game.
The point of that story is to show how a major mechanism that I really liked ended up changing because it wasn't right for the game. Recently, that dynamic has showed up again on one of my current active designs: Apotheosis.
One of the instigating ideas for Apotheosis was that your workers would level up when played, like the cards in Solforge. The crux of the game was intended to be whether you play out all of your workers before recalling, and leveling up your entire workforce evenly, versus playing just a couple of workers then recalling them and playing them again, and ending up with a few high level workers while the rest remain at low level. That idea being the whole point, survived the first several revisions, and many playtests. However, as of last week, I tried a new version -- instead of leveling up every worker you have played when you recall them, we said you could only level up one worker.
I was hesitant to try this, but I was hopeful it would fix certain issues I was having with the game. As we began the first game with that rule, I missed being able to play an extra worker before recalling in order to level them up, but pretty quickly I could see how certain aspects of the game seemed to be tighter and work better. All told, you're still choosing whether to recall early to level more often, or play more workers first for their effects.
One concern with only leveling one worker at a time was that it slowed things down, but that's just a matter of balancing costs, and could be easily fixed. However, in an effort to try something in between "level one worker" and "level all workers," we tried something that amounted to "level some workers." I had expected that to be better, with some of the benefits of the restricted leveling, and some of the benefits of the original idea. But in practice I found that it didn't really work as well, and it became clear that just leveling once per recall (and maybe a few special rewards for things could get you an extra level-up) is the way to go.
So there you go -- once again I've had to "kill a darling," so to speak, and remove or significantly change an instigating mechanism for a game.
As a side note on this topic, my friend Gil Hova (of Formal Ferret games) has a particularly aggressive auction mechanism from an old, unpublished game of his called Wag The Wolf (one which I thought was good!) that he keeps designing games around. He used it in Battle Merchants, but in the end cut the mechanism. He used it again in The Networks, and again cut the mechanism before the game was finished. And I believe he started his latest game, High Rise, with that mechanism, and eventually cut it from that game too!
Friday, 6 March 2020
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As The Dust Settles
This may sound over optimistic but after the last half decade of poking, prodding, experimenting and exploring, I think I may have just finally agreed with me and myself about what we want from the Square Brigadier.
Well, until I get a brand new idea perhaps.
The rules are available here (click) .
I'll let the pictures tell the rest of the story:
Time to get back to some converting and painting.
Well, until I get a brand new idea perhaps.
The rules are available here (click) .
I'll let the pictures tell the rest of the story:
![]() |
| The lines engage. |
![]() |
| As Blue's losses grow and the sun sinks (along with the remaining stack of turn cards), Red sends his whole line forward with orders to "Attack!". |
Time to get back to some converting and painting.
Thursday, 5 March 2020
Beyond Enemy Lines Incl All DLC Free Download
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