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1960 AAR Pre-Game: Basic Terminology

January 23rd, 2008 by Troy Goodfellow · AAR, AAR1960, Board Games

Before Bruce and I get into our write-up about 1960: Making of the President, there are some basic terms and concepts that should be explained. We’ll get into more sophisticated stuff in context. If you want to read the rules, you can find them here.

Each player plays five cards in sequential phases until the end of a turn. For the first five turns, the sixth card is placed in reserve for the debate minigame (turn six). For turns seven and eight, two cards are placed in reserve for the endgame campaigning. Each card as both a CP value and an event.

The goal of the game is, naturally, to win the election which means winning electoral votes. You get the electoral votes for every state where you have the most support. Only one person can have a chit in a state at a time, so all you need is a single counter in, say, Ohio, to win that state. For the course of the game, this will be referred to as leading.

Carrying a state is something more significant. This is when you have a lead of four chits or more. Why would you do this if you only need one to win? Because if your opponent wants to break into a state you are carrying, he/she will have to make a support check to gain influence.

What is a support check? Instead of simply spending the number campaign points that are listed on a card, a support check forces you to randomly draw chits from the campaign bag. You only get to spend those that match your color. For example, if a card is worth 3 CP, you have to draw 3 chits and use only those that represent your candidate. Support checks are only used in three conditions:

1) The opponent is carrying a state.
2) The opponent’s candidate marker is in the state, and
3) The end game campaign phase.

States that have no chits in them at the end of the campaign are considered tied. Ties are broken either by their starting color (Red for Nixon, Blue for Kennedy) or by the presence of endorsements in a region. A favorable endorsement breaks all ties in the favor of the person who controls it.

Momentum is an important concept to understand. Momentum markers are gained and lost throughout the game through events and through controlling the issue track. These markers can be used to activate friendly events on your opponent’s cards. For example, if Bruce plays a card for campaign points, but it has an event that gives me good stuff, I can spend momentum to trigger the event. He can, in turn, pre-empt my trigger but it would cost him two momentum. Momentum fades at the end of every turn, so you can’t really hoard it. But you do need to spend it smartly.

Issues, like states, are controlled by campaign chits, with the caveat that it costs double to place a second chit on a single issue in a phase. Controlling issues wins you endorsements and/or momentum. Since this track is both part of and separate from the campaign count, it can be hard to master.

One to Turn One.

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Sometimes You Always Win

January 23rd, 2008 by Troy Goodfellow · Blogs, Electronic Arts

Jeremy Greenfield of Gamers With Jobs has just posted an interesting summary of his attempt to drive a city into the ground in SimCity: Societies. He found, as many critics did, that the system was too forgiving of screw-ups and that it may be harder to kill a city than to create one.

Thanks to the daily indignities of life in my little hellmouth, most of my Sims got fed up and went Rogue, which meant that they quit work and attacked a random building, shutting it down. However, buildings don’t stay closed for long, and I didn’t need to spend any money to reopen them. In fact, after a fire, I could dispatch a work crew to fix the building, or just wait, and it would slowly repair itself. How? Magic construction fairies?

He still praises Societies as a relaxing sandbox game, and I can understand the Zen type feeling he is talking about. I’d do that sort of thing with Railroad Tycoon. But even sandbox games need walls to bump against. Otherwise you get sand on the slide.

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What I’ve Written For Gamasutra

January 22nd, 2008 by Troy Goodfellow · Me

The Future of the Real Time Strategy Game (originally published on FoS.)

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On Site Mini-Review: Guns of August

January 21st, 2008 by Troy Goodfellow · Matrix, Wargames

Guns of August (Adanac Command Studies/Matrix Games) is a rare example of how to capture the seemingly uncapturable. Making a good game about World War I requires a design that forces the player to accept stasis on some fronts as a matter of course. It means creating rules that limit how much progress the player can make in a turn without making the player angry that he can’t make more progress in a turn. The Eastern front can have wild and crazy fronts because of the expanse; the West needs to make every hex count. Otherwise it’s not really WWI.

Consider the number of war and strategy games that sell themselves on how they will let you do everything. More units, more research options, tactical minigames under a strategy layer, etc. The philosophy of interesting decisions has often been interpreted to mean lots of little ones, not a few big ones. That’s where Guns of August differs. It takes a central board game conceit – limitation – and sells it.

We often forget that limiting the number of actions in a board game is fundamental to making the game run smoothly. Since a board game is designed to be played both with other people and in a reasonable amount of time, you can’t have players doing every possible action more than a couple of times per turn at most – less is better. You’ll be there forever. So by using a deck of cards, or allocating action points, or using attrition, you can quickly move the turn on to the next person, keeping everyone involved. You want short turns where every action matters, not long turns where people have time to read the rulebook and realize that you’ve been doing it wrong for the last two hours.

There’s no reason for computer games to be like that. Auto-calculation means that turns move very quickly, there are pretty lights to distract people, and PBEM moves with a rhythm all its own. But for some settings, limiting actions proves to be essential to getting the right feel. And the stop-and-start of the First World War proves to be such a setting.

In Guns of August, the first few 1914 turns are full of action. Your headquarters (to which troops are tied) have lots of activation opportunities and the Central Powers can push hard against Belgium and Serbia and France and Russia. But as the weeks drag on, these activation opportunities deplete. You might have time for a single major offensive on each front. The other hexes might get an artillery barrage, maybe with some mustard gas for that added pop, but you can’t do everything everywhere. This isn’t Operational Art of War where you pause an attack to get supply; you pause an attack in Guns of August because you have to choose between taking Liege or stopping the Cossacks. This sort of limitation repeats itself in research, diplomacy, naval orders, recruitment, etc. It’s all about carefully spending scarce resources when everything looks so appetizing. This is what makes it a strategy game more than a war game.

The other big board gamey thing is the rule book. You will need to read and re-read it before a lot of stuff become clear. How does research work? How does the naval interface work? Why can’t I launch a diplomatic overture to Italy? Depending on the screen or menu, the interface veers from functional to appalling. (Part of the reason this mini-review is so late is because it took me a while to find the time to comprehensively learn what the hell I was doing.) The buttons are too small with too small text and no menu has any explanation for what does what.

Guns of August, for me, ends up in some sort of netherworld of journalistic recommendation. Is it a good game that rewards the attention of careful readers and planners, or is it merely a good World War I game once you get past all the interface crap? Can you celebrate a game for its great board gamey feel and then complain that the computerized interface is 10 years behind the times? Since I did just that for Armageddon Empires, it would be stingy to change the rules for Guns, but then AE is self-published and constantly being tweaked.

I’ll say this. It is one of the most satisfying original games to come out of Matrix in the past year. There is a lot of great stuff in this game, and I hope to say more about how it treats history and diplomacy in coming weeks.

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100,000

January 18th, 2008 by Troy Goodfellow · Blogs, Me

Sometime in the last few days, Flash of Steel topped one hundred thousand hits. Because of changes in location and template and all that stuff, it’s not exactly clear who or when it was. Hell, it may even have been me.

Anyway, thanks everyone. Let’s try to hit 200k by 2010.

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Sins of a Solar Empire Preview

January 18th, 2008 by Troy Goodfellow · Gameshark, Ironclad, Preview, RTS, Sci Fi, Stardock

My preview of Sins of a Solar Empire is up at Gameshark. If you haven’t been following this game, do yourself a favor and check out everything you can. Still some work to be done, but I think Ironclad and Stardock have a real shot at something special here.

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