Boardgames of the American Revolution, Part II

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I’ve been continuing to scratch a serious American War of Independence itch for months now. Last summer I took a first pass at some of my favorite games of the period in Boardgames of the American Revolution, Part I. Since then, gamers have also been blessed with the release of Liberty Or Death: The American Insurrection, and it has fast become one of my all-time favorites among all the games I’ve played.

Away from the tabletop, I’ve been swept up in the fervor of Hamilton: The Musical and have been fortunate to catch the show twice on its record-setting Broadway run here in NYC. I’ve also recently revisited 1776 from 1969 and it’s 1972 movie adaptation. As luck would have it a new production will run for one weekend in early April at City Center here in the city, and yes, I’ve already got my tickets. A side note of Broadway trivia is that 1776‘s Tony Award-winning Broadway debut was in the same theater where Hamilton is currently running, and it too seems destined to sweep the awards in June.

But, back to games.

In this Part II, I take a look at more games of the Revolution I’ve managed to acquire and/or play in the past six months. Like the last time, this is not meant to be a comprehensive list. Despite my best efforts there are a lot more games I have yet to touch. What this round presents is again a variety in scope, mechanics and time commitment for gaming the Revolution.

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We The People (Avalon Hill)

Avalon Hill’s We The People from 1994 is a landmark in the history of modern wargaming. In taking on the well-worn American Revolution, designer Mark Herman created a number of innovations which have provided the basis for some of the most successful games of the past two decades.

Breaking from the standard hex maps of most prior wargames, WTP’s playing board of the British colonies of North America is abstracted into a series of connected key politically important locations like Long Island, Boston, Fort Niagara and Charleston. While battles play a part in controlling these areas, it is the shifts in political control that are tracked and lead to victory.

Combat in WTP was also stripped down in a few ways. Basic troop units mark the size of forces, but their quality is modified through the presence of leaders. When forces choose to clash in the game, battle cards are used to resolve various battlefield actions steeped in the terminology and effects of 18th-century warfare.

Lastly, the newly-introduced card driven game (CDG) mechanic propel the game’s action through the play of cards, rather than the more traditional roll of dice. With each hand of cards, players have the option of using them to play historically significant events which have varying results for each side of the conflict. Long term planning and success within the game often comes down to having the right cards at the right time.

An old copy of WTP sits on a shelf of club games at Metropolitan Wargamers in Brooklyn, NY, and I recently blew the dust off it for a play. Despite its status at the time of  release, I honestly don’t find myself getting this one on the table very often. That said, I feel this game’s presence in so many games I play on a regular basis, and so its true game-changing effects on the hobby reverberate to this day.

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Washington’s War (GMT Games)

Building on the success of WTP, Herman revisited his game of the Revolution in 2010 with Washington’s War from GMT Games. Players familiar with WTP found much similarity with Herman’s original depiction of the period but with a few significant changes.

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A recent game of Washington’s War by GMT Games

The CDG mechanic was tweaked to allow for more flexible use of cards and the ability to ‘buy back’ discarded cards. WW also abandoned the battle cards for a dice-off combat resolution, making combat a quicker and more elegant part of the game. I feel the biggest change was in the more asymmetric representation of how the British and Colonial sides each play. The experienced troops of the King are strong on the coasts with their dominant naval power, and the Americans fair better inland but vie with keeping their militia in the action. Generals remain important to both sides, and the French entry to the war plays out in a way that truly captures the historical impact it had.

All the evolutions from WTP make the more recent game a quicker affair, with WW games running at about 90 minutes as opposed to the two hours or so to play WTP. The upgrades to the design and quality of the board, cards and playing pieces all brought the War of Independence into the 21st-century.

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Hold The Line (Worthington Publishing)

In 2008 Worthington Publishing released Hold The Line, a flexible game of the Revolution with a wide appeal from beginners to experienced gamers. Building on the success of their Clash For A Continent: Battles Of the American Revolution and French & Indian War game from three years before, HTL presents a blank hexagonal hardback game board which can be laid out with dozens of included double-sided terrain tiles representing streams, bridges, hills, forests, towns, fences and entrenchments. Terrain has varying effects on line of sight and movement within the game.

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Playing pieces from Hold The Line

Rectangular and square cardboard tiles represent British and Colonial elite, militia, regular and light infantry, dragoons, artillery and generic commanders. The chunky tiles are double-sided to mark losses as game battles unfold. Each turn players roll for random action points which may be spent to move, rally or fire, allowing for each commander to make choices in utilizing their troops. Additionally, the quality of troops and commander presence modify movement and fire ranges. For a simple series of rules, there’s a lot of game in HTL as even the most careful planning by one side over a series of turns can result in a foiled plan if subsequent action point rolls don’t provide enough actions to carry out a planned move or attack.

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Hold The Line Battle of Monmouth morning scenario

HTL comes with thirteen scenarios for historic battles, each with their own page of historic background, rules and guide to set up. Additional optional rules allow for specific historic leaders, rally rules and morale modifications.Once you’ve played through the included scenarios, numerous additional battle scenarios can be found online from fans of the game. Within a simple design, flexible scenarios and a short set of rules, it’s easy to see why this currently out of print game is a favorite.

 

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Battles of the American Revolution (GMT Games)

Between 1998 and 2013, GMT Games released a series of standalone games of the Battles of The American Revolution. Designed by Mark Miklos, each is a more traditional hex and counter game running three to six hours to play. For those looking to dig into eight key engagements of the War of Independence, the games offer nuances to reflect the historic events and personalities which shaped each battle wrapped in a beautiful modern design.

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In late 2015 GMT announced the re-release of the first three games in the series — Saratoga, Brandywine and Guilford — as a tri-pack available through their P500 pre-order program. Since I have never played any of the games from the series, I jumped at the chance to get in on the deal of $45 for three games. The games will get upgrades to mounted maps and a unified rulebook, and additional expansions and tweaks to components a offered in reprints over the years will also be included.

The Revolution Continues…

Having spent the better part of 12 months playing through new and old games of the American Revolution, I find myself definitely leaning toward the more modern games. In order of personal preference, here’s my Top 10:

  1. Liberty Or Death: The American Insurrection (GMT Games)
  2. 1775: Rebellion (Academy Games)
  3. Washington’s War (GMT Games)
  4. Liberty: The American Revolution 1775-83 (Columbia Games)
  5. Hold The Line (Worthington Publishing)
  6. We The People (Avalon Hill)
  7. New York 1776 (Worthington Publishing)
  8. Trenton 1776 (Worthington Publishing)
  9. The American Revolution 1775-1783 (SPI)
  10. 1776 (Avalon Hill)

The main factors in consideration of the above for me are look, mechanic and importantly, time commitment. Some of the older games from SPI and Avalon Hill just require too much time for me at this stage in my life, and getting a quick game in with my fellow club members or my kids is a big determinant on what gets to the table these days.

What this two-part exercise has done for me is expose how such a diverse gaming experience can be pulled out of one signature conflict with a mix of maps, cardboard and cards. Playing through a span of forty years of American Revolution games, I can only wonder where some designer takes things next. Having gamed my way through the War of Independence, I’ve been spurred on to take a step backward in time to the French and Indian War and see what is revealed on the table next.

Boardgames of the American Revolution, Part I

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Last month, Quartz published a crowd-sourced online survey of how the rest of the world learns about the American Revolution in school. For most outside the US, the war is variably seen as a sideshow to other 18th-century European conflicts, an extension of the Enlightenment or ignored altogether. Children in the United States itself often leave school and march into adult citizenship with only the broadest mythic stories and American patriotic heroes of the war under their belts.

My interest in the American War of Independence has fluctuated over time since growing up as a kid amid the United States Bicentennial fervor of the mid-1970s. Having been in Brooklyn for almost two decades now, I’ve developed a growing interest in the war as I live and commute daily through the ground fought over during the Battle of Brooklyn and Battle of New York in 1776. Over the past year or two I’ve also been working through a minor obsession with boardgames of the American War of Independence. I’ve played many and collected a few ranging from classics of the early 1970s to modern games varied in scope and mechanics.

Presented here is by no means a complete list of games themed on America’s defining early conflict, but an overview of the ones I’ve played or chosen to add to my inventory of wargames. Style, scope and time commitments vary with these games, offering interested gamers – both new and experienced – an opportunity to play and learn about the American Revolution anew with each tabletop session.

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The American Revolution 1775-1783 (SPI)

Simulation Publications Inc (SPI) rolled out The American Revolution 1775-1783 in 1972 a few years ahead of the Bicentennial celebration, and launched some revolutionary new aspects to wargaming along with it. Breaking from the tradition of a hex-based wargame map of the time, SPI’s game is laid out in a graphic abstract series of areas and regions with their own victory point values. Rules for the game are slim, and reference charts for turn sequence, movement, winter attrition, combat and reinforcements by turn season and year are all printed right on the map. The overall design, from the slick Helvetica font on the plain white box edition to the map itself has a great retro feel that sets it apart from other games of the early 70s. I’ve played In short, the game feels very ‘modern’ despite being more than forty years old.

AmRevSPIgameSPI’s The American Revolution 1775-1783

Cardboard chits with simple iconic graphics display force strength for the two main sides of the war, and movement is standardized in terrain marked simply as either as wilderness or open. Colonial forces move more effectively in wilderness areas than the British, making it easier for them to evade confrontation with the superior English troops. Staying away from the British until enough Colonial forces can be raised is key to any success for the Revolution.

The arrival of additional British troops into ports is scheduled specifically according to the year and season of the game outlined at the edge of the board, and Colonial forces are raised and deployed through a random die roll levy. The mechanics whereby Colonial Militia and Tory forces deploy I find to be pretty accurately reflective of the regional politics of the era. Tories appear only once when British Regulars enter a region, and Colonial Militia take up arms against the British when they first enter a region they do not control and each time the British lose control. French forces arrive after a ‘major success’ (five or more losses by the British) in combat by the Colonials. All these well-thought deployment mechanisms stand out as big historical differentiators for me with this game.

Combat is resolved through a die roll check on a simple table in a corner of the board which can result in very bloody losses to both sides as they meet in battle. First losses in battle always go to Tories of Militia forces which historically often left battlefields when the going got tough. Sieges are pretty simple with forces defending in forts getting triple their combat strength and attackers outside the fort doubling their value when counter-attacked by the fortified foes. Victory for the British comes by controlling a value of 51 victory points on the board, and the Colonials can win with three ‘major success’ battles. In all its abstract area movement and control, SPI’s game offers a slick game that captures just enough of the nuanced history of the period to more than satisfy.

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1776 (Avalon Hill)

The other big game to come out before the Bicentennial was Avalon Hill’s 1776 from 1974. With rules running almost three times as long as those in SPI’s game, 1776 is often viewed as the more detailed play experience of the two. Some 400 counters represent infantry, artillery and dragoons for the Continental Army, British Regulars, Colonial and Tory Militia, French Regulars, Indians, and British and French naval units. The large mounted hex maps are filled with detailed terrain with each feature effecting movement and combat in different ways. Other tables for combat and turn sequence are contained on a series of additional reference charts, and tactical cards and scenario sheets round out the components in the hefty box.

IMG_6370Avalon Hill’s 1776

I’ve only recently picked up a copy of 1776 and I’m not certain when I’m going to be able to find an opponent to give this one a proper play. A read through the lengthy rules outline the game from a quick beginner’s experience to specific historic scenarios within the war to a full campaign mode covering the entire war. Advanced rules go deep in simulating the role of supply, forts, entrenchments, naval movement and combat, river movement by bateaux, wintering effects, French entrance to the war and the arrival of additional troops throughout the chosen game. Combat is achieved by a ratio of force size and a die roll modified by factors of supply, defense from forts and trenches and presence of artillery. Control of specific locations within a region is the key factor to the game, creating an interestingly complex dynamic for the raising additional forces as well as a path of victory. Aside from the game itself, the splendid designer notes offer a great general meditation on the trade-offs inherent to historic war simulation balanced with playability. For the gamer really wanting to roll their sleeves up with the intricacies of the American Revolution, 1776 is probably the game.

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Liberty: The American Revolution 1775-83 (Columbia Games)

Liberty: The American Revolution 1775-1783, published by Columbia Games in 2003, bridges the gap from traditional wargames to the present with relatively swift play, wooden blocks to represent British, Colonial, French and Native American forces, and simple cards driving force activation and supply during each game turn. The long game map consists of large hexes with forest, swamp and river terrain features which affect movement as well as geographic supply towns and key victory point locations. British and French West Indies ports allow for additional options in naval movement and combat. The game strikes a balance between simple rules and rich re-playability, and my time with the game has seen victories for either side depending on the session.

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Liberty: The American Revolution 1775-83 by Columbia Games

In each year of the game, a hand of five dealt cards activate forces and re-supply existing forces which have taken step losses in previous turns. Actions may either move forces already on the map or bring new units onto the board by selecting from a random pool of blocks. A limited number of Native American blocks are allied with the British player only, and French forces may arrive randomly after the first turn beginning in 1776. Colonial forces arrive in controlled supply areas, British and French forces arrive by sea to available ports and Tory Militia rise from British-controlled supply areas. When opposing forces move into contact, combat is resolved by simple die rolls depending on the quality and strength of the blocks available. Blocks are reduced in strength and then eliminated as ‘prisoners’ which may be exchanged at the end of the turn and returned to each player’s pool of available forces. At the end of combat, forces may have the option to withdraw or stay in the fight. Weather plays a random role in the game, potentially limiting combat during a turn year, and troops may be also eliminated in a wintering phase at the end of turn. Victory is tallied at the end of each hand of cards and year with the British winning with 30 supply points and the Colonials by driving the British to under 12 supply points.

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1775: Rebellion (Academy Games)

I’ve written previously in detail about 2013’s 1775: Rebellion from the Birth of America series from Academy Games, one of my favorite quick-playing boardgames of the American Revolution. The game plays different from most in the period with two to four players able to command the American Continental Army, Patriot Militia, British Army and Loyalist forces in a game driven by card activation and randomized turn order.

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1775: Rebellion from Academy Games

The four main forces plus French, Hessian and Native American allies are all represented by simple colored cubes moving and warring over a gorgeous game board representing the the colonies, territories and Canadian provinces of the northeastern American continent of the late 18th-century. Cards drive the action with movement, period-specific events and personalities, and special color-coded dice resolve combat as forces are either destroyed or flee to return in later turns. Areas flip to British or American control as combat is resolved. When two special Treaty of Paris cards are played, the game ends with victory rewarded to the player holding the most control of the board. If I’m going to play the American Revolution with a relatively inexperienced player or non-gamer, this is my go-to game for the period.

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New York 1776 and Trenton 1776 (Worthington Publishing)

In 2014, Worthington Publishing launched their ambitious Campaigns of the American Revolution series with New York 1776 followed by Trenton 1776 in 2015. These strategic block games, funded through popular Kickstarter campaigns I backed, take players through specific stages of the war beginning with the action on Long Island and in and around New York City in the summer and fall of 1776 and continuing the conflict into New Jersey in the winter of 1776 and 1777.

While the games do not directly connect to each other in a grand campaign, each two-hour game is well-scaled to the strategy inherent to each series of battles in the early years of the war. Randomized turn order, variable numbers of turn actions and the block components provide a fog of war mechanic to the game as forces move by themselves or as groups under the command of the many leaders present on each side. Movement is broadly point-to-point on game boards simply illustrated with towns, ports, forts or other key geographic points of control. Combat goes off as forces meet on the map with infantry, artillery, leaders and fortified positions playing into results that can include withdrawals, retreats, fleeing Militia and follow up attacks. Command plays several roles in these games, including being able to move groups of forces and other scenario-specific special rules in battle, deployment and victory conditions.

NY1776gameplayWorthington Publishing’s New York 1776

New York 1776 presents the largest meeting of troops during the American Revolution with the professional British army and navy, along with their hired Hessian allies, looking to halt the uprising of the new American Colonial army and Militia in the early months of the war. Controlling the waterways and supply routes around New York with the British navy plays a big part in the British player’s path to either capturing Washington or controlling New York by game’s end. For the Colonial player, the game is largely one of avoiding the mass of better rated British troops, preventing their control of New York or reducing the superior British army by 20 points.

IMG_6368Worthington Publishing’s Trenton 1776

In Trenton 1776, the action moves to smaller scale engagements in New Jersey as the British looked to smash the Colonial army and Militia retreating from their defeat in New York. With Washington in command, he risks bold counterattacks to push the British back out of southern New Jersey or simply moving to safety south of the Delaware. Howe’s pursuing British army must mass its forces against the rebel army at key towns and river crossings and hopefully push to seize Philadelphia as the icy winter settles in. With similar rules but at a smaller scale than New York 1776, multiple plays of Trenton 1776 can really show players how cautious or aggressive decisions can make or break a campaign.

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Liberty Or Death: The American Insurrection (GMT Games)

I’m really looking forward to the release of Liberty Or Death: The American Resurrection, due out late this year. The sixth game in the counterinsurgency (COIN) series from GMT Games, I’ve had this one on pre-order based on my love for the other COIN games. Playing from solo to four players, Liberty Or Death will present the war as one of insurgent and counterinsurgency forces of American Colonials, British, French and Native Americans warring for control of the North American continent. As in the other COIN games, shifting alliances, varied turn order, separate victory conditions, irregular forces and historically-themed event cards will each play into a game which will greatly expand beyond the typical presentation of the war as one between just two opposing nations. Early reports from game tests and some sneak looks at artwork make this my personally most anticipated game of the year, and I’ll surely be back with a full report in the coming months.

So where to start with the American Revolution?

The 1970s era SPI and Avalon Hill games will appeal the most to experienced strategy players looking to really dig into hours of the broad complexity of some or all the war within a very traditional wargame. On the flipside, the Worthington Publishing games provide short but replayable intros to gaming the period for younger players or those just getting into block games. The Columbia Games take on the war splits the difference by offering up relatively simple mechanics of a card-activated block game representing the entire war over a couple hours of play. The Academy Games game expands play to four players and allied forces in an abstracted area control strategy game that likewise covers the entire war in mix of card and dice action. The forthcoming game from GMT Games will reinvent the conflict anew within the context of four separate interests vying for victory.

Players wishing to play through advanced strategic simulation of 18th-century warfare will be rewarded by time invested in the Avalon Hill and SPI games. The Columbia Games and Worthington Publishing games will also provide a satisfying  combat simulation albeit at a much simplified level. To experience more abstracted combat as well as the interplay of politics, alliances and events within the period of the war, the Academy Games and GMT Games games provide both relatively fast play as well as more of a learning experience about broader aspects of the American Revolution.

Each game above paints the American Revolution large or small, and together they are a fine reflection of the evolving mechanics of wargaming over the past forty years. There are numerous additional games of the American Revolution, some focusing on specific regional campaigns and many others presenting the full war. Games still on my shortlist to try include 2010’s Washington’s War from GMT Games and its 1994 predecessor We The People by Avalon Hill which helped launch the modern trend in card-driven wargaming.

There’s a point of entry for gamers of every type to get in on the War of Independence and relive what Thomas Paine famously called, “the times that try men’s souls.”

New Game Weekend: Acquire

acquire box

Acquire was designed by Sid Jackson and published in 1964 as part of the 3M bookshelf series. Produced from the early 1960s through mid-1970s, 3M’s games were a bit of an oddity outside their core office, medical and industrial supplies business yet they hold a solid place in the hearts and history of the gaming community. Along with classic board games like Go, Backgammon and Chess, the 3M bookshelf games also introduced the early trivia game Facts In Five, the election-themed Mr. President and economic strategy games like Acquire. In 1976, the 3M games were sold off to Avalon Hill which was subsequently purchased by Hasbro in 1998. The chain of ownership of Acquire through the years made for multiple international editions as well as a more recent period of the game being out of print until Hasbro’s Wizards of the Coast made the game available again in 2008. For a game based in the economic mechanics of buying and selling, Acquire itself has passed through several acquisitions itself over the past five decades.

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Various editions of Acquire from the 1960s to 1990s

I had a chance to play the modern incarnation of this venerable game on a recent weekend at Metropolitan Wargamers in Brooklyn, NY. The latest edition of Acquire consists of relatively underwhelming card stock and paper components that is short on charm but does keep the price just under $30. The game board presents a grid of building lots marked with a number and letter combination which coincide with a set of tiles with the same markings. In turn, players play tiles and may opt to construct an available corporation once two contiguous lots are available. Constructing a new corporation gets the player a free stock certificate plus the opportunity to buy up to two more shares at the starting price.

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My first game of Acquire in progress

On a turn where a new corporation is not being founded, a player may instead buy up to three shares total among the existing corporations. As chains of tiles are built out, the value and cost of a stock rises. Over the course of the game, existing corporations expand and larger corporations merge with smaller ones once their chains of building lots intersect. When corporations merge, players with stock may cash out, convert shares at two to one for the new coronation’s stock or hold the old stock for when (or if) the gobbled up company finds a new space to start again on the board. Once a corporation grows to a chain of eleven tiles it becomes safe from a take over, and the game ends once every company reaches at least eleven tiles in size. Stocks are cashed in and money is counted to determine the winner.

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Stock certificates, tile rack and reference chart from Acquire

Acquire’s staying power rests in its simplicity coupled with a lot of strategic and tactical play mirroring something like actual investing. As in the real world, timing, location and having cash on hand to strike when an opportunity presents itself are all key factors in Acquire. The game is also almost purely competitive, and the rules as written offer no opportunity for side trading or off-board deals. Placing a tile is usually a direct benefit to the player or may be a defensive move against another player’s expansion. Swooping in to buy stock to become a majority shareholder right before a merger can cut someone else out of a hefty payout. A merger or expansion of existing companies may also benefit multiple players. The ability to quickly convert cash earned into a new investment and then flipping that into more profit rules the game.

While the modern incarnation of Acquire pales next to past editions with their better components, the game itself remains strong. The buy-sell cycle of investing hasn’t changed much over the years. For a game with a fifty-year history of itself being bought and sold, little has changed with Acquire either.

New Game Weekend: Axis & Allies: Guadalcanal

AandAguadalcanalboxThe  Battle of Guadalcanal between August 1942 and February 1943 was the first major Allied campaign set on crushing the Japanese foothold in the Pacific region. Fought in bloody air, sea and island engagements, the seven months of battle resulted in a significant shift in superiority to the Allies in the region and led to the beginnings of the downfall of the Japanese Empire in the Pacific.

Most of my wargaming happens on dry land and usually somewhere in Europe. The Pacific War in WWII always seems so separate, sprawling and overwhelming to me with its mix of different combined combats, complex supply lines and different territorial agendas. That said, dabbling in this portion of the war gives me a chance to use some very different tactics and strategies I’m not used to gaming. So, with a short couple of hours to spare recently at Metropolitan Wargamers in Brooklyn, NY, I tried my hand at some WWII Pacific action with Axis & Allies: Guadalcanal.

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The popular Axis & Allies boardgame series from Avalon Hill (owned by Wizards of the Coast) has been around for more than 20 years and covers many specific eras, battles and theaters of WWII. More recently, a WWI game has also been added in time for the 100th-anniversary of that conflict. The A&A games are readily available from a number of book and department stores, and they vary in complexity and time commitment. Mt first introduction to the series was with the Spring 1942 game which weaned my younger son and I off much simpler war board games like Risk forever. The great design, hundreds of sculpted plastic playing pieces, economic factors and combat mechanics make the A&A games a great way for old and new wargamers alike to engage in hours of very satisfying play.

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A&A: Guadalcanal board and game pieces (including the “battle box” at left)

The Guadalcanal game presents a map of the South Pacific islands and sea zones contested by US and Japanese forces. Victory points are determined by building and controlling island airstrips. As in the actual campaign, quickly capturing islands and building airstrips is critical not only to endgame victory but in providing bases to supply and deploy additional forces. Aside from capturing islands, controlling the three main sea zones at the center of the board (aka “The Slot”) is key in controlling the transport of crucial supllies and reinforcements.

The combat system in the game uses a “battle box” containing a dozen dice which are shaken and reveal various randomized target effects. With land, air and sea units crowding the board, the confused mass of combined arms is neatly accounted for with a few shakes of the unique battle box.

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Axis & Allies: Guadalcanal at Metropolitan Wargamers

In my first play as the Americans, I quickly captured the southern half of Guadalcanal while my Japanese opponent began a big push with his navy toward The Slot. In the second turn I was able to press on to Malaita and build a second airstrip of Guadalcanal to take an early lead in victory points.

With the Japanese navy massing in the central sea zone I made a risky gamble in turn three sending in a huge air attack which destroyed a few ships and damaged a battleship but was repulsed with overwhelming deadly force. With a vastly-depleted air force, I scrambled to build myself back up as the Japanese built an airstrip on Bougainville and I made moves toward Santa Isabel. By turn four my navy headed west along the southern coast of New georgia in the hopes of catching the Japanese navy from behind. While I was able to destroy a number of Japanese submarines at the western edge of the island, my attack on Santa Isabel was halted and the Japanese took the game.

A&A: Guadalcanal moves fast for two players, playing in about 2 hours. The short nature of the game makes every move from turn one onward important with little room for error. My lesson learned in the first game was not to run too fast toward facing-off against the superior Japanese fleet early, perhaps opting instead for a greater build-up of supply to gain island footholds to launch later game attacks.

The Axis & Allies series is fantastic for out-of-the-box playability with the different game versions each offering realistically-specific game dynamics for several WWII theaters and battles. Not being a big Pacific War gamer, A&A: Guadalcanal makes for a perfect way for me to get my feet wet and expand a bit of my gaming experience to another corner of the 20th-century’s greatest conflict.

New Game Weekend: Civilization & Advanced Civilization

CivAdvCivBoxesEarlier in the week I posted about the elegantly quick board game Eight-Minute Empire: Legends I first had a chance to play last weekend at Metropolitan Wargamers in Brooklyn, NY. After a brief, engaging 20 minutes with Legends, I joined four other players in another game that was also new to me and a completely different experience — Advanced Civilization.

CivMapCivilization game board with Western expansion map to the left

Civilization by UK game designer Francis Tresham was published by Avalon Hill in 1981 and introduced a number of now-standard gaming elements found in many board and video games today. Ten years later, Advanced Civilization offered some refinements, additions and simplifications to the game. Playing with 2-8 players and running to 8, 10, 12 or more rivetingly-complex hours, Civilization has become one of the signature games of the past 40 years.

CivASTAdvanced Civilization’s innovative  Archaeological Succession Table (AST)

At its core, Civilization is an area control game played in the Mediterranean region in an 8000-year period spanning the Stone Age through the Iron Age. Each player picks a civilization and places a single population marker in a territory in their color-coded beginning edge of the board. Territories each support varying numbers of population, indicated in each area. Population doubles each turn, so one marker grows to two. If the space cannot sustain more than the noted number of population markers, players must move and expand their population to new territories or “starve” population down to the maximum load for the territory. A population census grid on the Archaeology Succession Track (AST) notes population growth of each civilization and determines the order of play the following turn.

Moving six population markers to a space with a black square allows the settlement of a city, and twelve may settle a city in a blank space. Establishing cities allows the harvesting of goods the likes of Hides & Ochre, Salt & Timber or Gems & Dye. Drawn in turn order, the stacks of commodities cards also hide calamity cards which have adverse effect on a civilization through such things as Famine, Civil War, Flood or Volcano. Each round includes trading where players must keep certain untradeable calamities while trading away certain goods and other calamities in the quest to collect sets of cards which may then be turned into technologies. The technologies build upon each other through the building of a Technology Tree (“Tech Tree”) which advances with additional abilities and protections for the civilization. Simple beginning  technologies like Pottery, Mythology and Music aid early societies but lose importance over time. Philosophy, Democracy, Law, Trade Empire, Advanced Military and Golden Age technologies score the greatest points and advance a society through the  Stone, Bronze and Iron Ages to eventual victory.

IMG_2859Advanced Civilization at Metropolitan Wargamers

The AST and Tech Tree become the major machines in propelling the game forward, and evolutions of these elements have been incorporated into countless board and video games since their introduction with Civilization. These two innovations make Civilization and other subsequent games like Clash of Cultures focused more largely on elements of managing resources and cultural advancement than traditional combat-focused area control games like Risk. Resource management and building based on collection of resources shows up in so many games, prominently so in the widely-popular  Settlers of Catan. Somewhat controversially, the video and board game versions of the Sid Meir’s Civilization franchise owes a great deal both in its mechanics to the Avalon Hill game which preceded it in theme and name.

Civilization is incredibly compelling and eerily historic in how it plays and forces the hand of history. Players who begin with small civilizations are forced into territorial expansion through population growth or risk starvation of their people. Once cities thrive, feeding those cities becomes another concern and reason for more expansion. Soon, players find themselves in a loop where development begets expansion begets development. Isolated societies have to begin moving farther afield over land of through developing shipbuilding and sailing technologies. Resources become important to build technologies to further enhance and protect their civilization. By building more cities, more valuable goods are obtained and more advanced technologies may be developed. With all players expanding their societies by mid-game, civilizations eventually must compete for room in the region. War becomes somewhat inevitable, but diplomacy and mutual-beneficial trade also gain special importance as the game moves on and civilization begin to settle into specific paths to winning the game.

Of the hundreds of games I’ve played, I now understand why Civilization holds a special place in the hearts of gamers. Committing to hours upon hours of play becomes a game mechanic unto itself as players of Civilization must maintain focused attention on mentally-exhausting detail. Yes, Civilization is a game, but a marvelously intriguing one to play in the context of our own world where population, space, resources and technologies play out with increasingly dire importance as human civilization marches toward our own eventual historical endgame.

Gaming The Rails

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I’ve been a railfan for as long as I’ve been a gamer. I grew up taking daily school bus rides past the rail yards of the short line Genesee & Wyoming Railroad. As a kid, my brothers, father and I built an enormous HO scale model railroad in our basement, complete with mountains, tunnels, trestles, lamp-lit streets and a working waterfall. After graduate school, I found myself living in Western Pennsylvania surrounded by and visiting railroad landmarks like the Gallitzin Tunnels, Horseshoe Curve National Landmark and East Broad Top Railroad. To this day, I rarely walk by a magazine rack without leafing through the latest issue of Model Railroader Magazine. There’s just something about trains.

For dual fans of railroading and gaming like me, there are a lot of options. Railroads lend themselves to gaming with their familiar cultural history coupled with thematic economic and mission/route-completion mechanics. Real-world competition among railroad companies, investors and promoters also contributes easily to any game presented within a railroading context.

AARailBaronAvalon Hill’s Rail Baron from 1977 is widely considered the grandfather of railroad games. Based on a 1974 board game called Box Cars, Rail Baron presents players with a map of the US with 28 historic railway routes. Players compete, as did the railroad moguls of the past, to complete routes, upgrade to faster trains and collect more cash to pour back into their empire. Rail Baron became one of AH’s all-time best-selling games, and most modern railroad board games owe more than a little to this classic.

Ticket

A longtime favorite at my house is Ticket To Ride, the award-winning 2004 game from Days Of Wonder. TTR is a pretty straightforward game where players complete routes between US cities, scoring points based on the length of the rail line and connections made along the way. Players balance holding cards in their hands attempting to build more longer valuable routes with the risk of their opponents building the highly-prized lines before them. The game is great for kids since play is fairly straightforward with little-to-no reading required, and various expansions have added to the replay of the game over the years.

steam box

A couple weeks ago I had occasion for a first play through Steam at Metropolitan Wargamers in Brooklyn, NY. Steam, released by Mayfair Games in 2008, is similar to many train games in that it has a a route-completion component. The basic game comes with a two-side board featuring the US Northeast and the European Rhine/Ruhr region on the flipside. Aside from building routes, players transport goods between cities and upgrade towns to become new hubs. The game is competitive, but players can also balance sharing the wealth over some lines as tracks are strategically completed. Various map expansions add geographic possibilities in Europe, Africa, Asia and the West Coast of the US. Steam Barons expands the game further with a heavier economic mechanic of investing in the stock of multiple railways.

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In my first play through Steam I really enjoyed the Eurogame feel with choices made each round in various focuses of upgrading trains, building track, establishing new stations and moving goods. Bidding for turn placement also becomes increasingly important throughout the game as the board becomes crowded with competing routes and available goods begin to dwindle. Access to capital also shifts during the game, as access to lots of money becomes less important late in the game after a focused growth mode early on. Having played through the game, I’m anxious to give it another ride soon with the Steam Barons expansion’s added stock market elements.

RussianRR

The latest favorite rail game hitting the table at the club in Brooklyn is last year’s Russian Railroads from Z-Man Games. In classic Eurogame style, Russian Railroads is driven by worker placement mechanics as players push to develop increasingly technological superior trains ahead of the competition. While I haven’t had a chance to play the game yet, it did make a lot of people’s top games of the year, so I’m certain to jump into a game in the very near future.

Like myself, I’ve found a lot of gamers who are passionate about trains. Maybe it’s the competition inherent in railroad history that make them appealing. It could also just be the boyish thrill big trains never cease to bring. Regardless, like a passenger waiting at some rural depot with ticket in-hand, we’re all waiting for the next train to arrive with the possibility of adventure and fortune somewhere down the tracks.

New Game Weekend: Pacific Typhoon

It was the second rainy weekend in a row in New York City, but a crowd of guys made it down to the Metropolitan Wargamers club in Brooklyn Sunday afternoon. With seven of us standing around the table trying to come up with a big enough game with easy rules that could be played in a couple hours, a few people tossed out the idea of 2008’s Pacific Typhoon by GMT Games.

This WWII Pacific Theater naval battle card game was originally produced as a sequel of sorts to Avalon Hill’s Atlantic Storm  game from the late 1990’s. Created for 3-7 players ages 10 and up, Pacific Typhoon is simple to grasp with a pretty straightforward trick-taking format yet enough opportunity for interaction among players to keep a group of hearty experienced gamers engaged for the afternoon.

Pacific Typhoon comes with 140 force cards and 40 battle cards plus a couple dice and a rulebook, making this a compact and entertaining game for medium to large groups. The cards themselves are simple but have nice black-and-white WWII period photos and contextual factoids which add flavor to the game. Plus, at just $20 direct from GMT Games, Pacific Typhoon carries a lot of fun at a really friendly price.

Each player begins by drawing a hand of six force cards. Cards depict historical Japanese (red, top left) and Allied (blue, middle left) naval forces plus upgrade and event cards. The starting player draws two battle cards (black-edged, bottom left) and chooses one of the two to play. Play goes around with each player choosing in turn to commit a Japanese or Allied force card to the battle. Players contribute the points on their cards to the total strength of each side in the battle, and the side with the most points wins that battle. The player with the highest point value on the winning side then divies up the points among the winning players, and the next round begins.

As described above, the play is really straightforward but there’s a lot of flexible play in each round. Battle cards take place in a specific year (’41, ’42, 43, etc.) and during day or night. The player choosing the battle also calls whether the battle is to be fought with submarines, on the surface or by air. A battle combination such as “night battle, surface, ’44” will determine which force cards the players can choose to play in the battle.

With force cards with varying levels of strength, bonuses, year, time of day and type, each battle plays out differently. Alliances among players are created and broken with each battle, with players choosing which side to support as a gamble toward contributing to whichever side will win. For example, a turn may start with Japanese cards being played to what looks like a certain victory until a group of subsequent players decide to pool their Allied cards and win in an upset. As the game progresses, winning players dole out points rewarding their allies in each round while making certain to hold enough points for themselves ahead of the whole group at the game’s end.

With alliances and double-crosses sailing back and forth over the table in each round, Pacific Typhoon is a game rife with good-natured team-play and trash-talking. Pacific Typhoon ultimately makes for a great mix of individual and collaborative play within a casual trick-taking card game good for beginners and experts alike interested in spending a couple hours re-fighting famed WWII battles of the Pacific high seas.

Downloading: The General

       

In our highly-digitized world of everything fandom, it’s hard to remember there was a day where a primary lifeline for fans was via the mail. While gaming enthusiasts played games by post and created their own newsletters for small cliques of fellow gamers, it was game publisher Avalon Hill that created the first widely read and regularly published magazine for the strategic wargaming hobby.

Beginning in 1964, The General served as the bi-monthly house newsletter for AH. The General provided regular space for articles on new AH products, debates on variant rules, announcements of gaming conventions and a place where gaming fans could connect with each other on a regular basis. With games like Outdoor Survival, Tactics, Gettsyburg, Blitzkrieg and Panzerblitz, AH ruled the early years of the nascent gaming hobby through their formula of bookshelf games of hexagonal maps, cardboard markers and detailed rulesets full of charts. It was not until the arrival of TSR and their culture-changing Dungeons & Dragons in the early 1970s that AH would face serious competition as gaming shifted from board games to role-playing. By the time AH was acquired by Hasbro in the late 1990s, the world of gaming had changed considerably and The General was shuttered.

In Jon Peterson’s masterful book “Playing At The World,” he tracks the development of the wargaming hobby using The General, TSR’s own Dragon magazine and dozens of smaller lesser-known newsletters as primary sources. For those of us who have wished for a deeper view into the early days of our hobby, the Internet Archive has now made PDFs of The General available. With just a few cursory early looks, having access to this archive of our own history is certain to be an incredible asset for wargamers.