New Game Weekend: Memoir ’44

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I’m about 10 years late to the WWII board game Memoir ’44, but after a few first plays through it this past weekend I’m glad this modern classic is now part of my gaming arsenal. Released by Days of Wonder on the occasion of the 60th anniversary of the D-Day Normandy Invasion in 2004, the game has won numerous awards and remains high in the esteem of casual and serious wargamers alike.

mem44contentsContents of the basic Memoir ’44 game from Days of Wonder

The base Memoir ’44 game runs about $40 and contains over 300 playing pieces. The blue-grey Axis and green Allies tank, infantry, artillery and defensive features look fantastic, and playing with them evokes the little plastic toy soldiers of many a kid’s youth. The reversible game board with a beach on one side and countryside map on the other provides the basic layout for the more than a dozen historic scenarios included in the easily-read rulebook. Scenarios are laid out using hex tiles with various terrain features such as towns, forests, hills, rivers and hedgerows. Each historic game scenario is presented with a clear illustration on how to lay out the appropriate terrain tiles and initially deploy forces on each side.

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Sample Command Cards from Memoir ’44

Command cards and battle dice provide the basic drivers of game mechanics. Cards provide activation of one or more units in the left, right and/or center portions of the board. Infantry may move once and attack or move twice, artillery may move or shoot, and tanks may move up to three hexes and engage in combat. Attacks are resolved with a simple roll of special battle dice which hit units based on the icon results on each die face and what units are present in the combat. Die rolls may also result in misses of forced retreats. When a player finishes their moves and combats, they draw a fresh card and play passes to the opposite side of the board. Games are scored by destroying units or securing objectives like bridges.

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The Sainte-Mère-Église scenario for Memoir ’44

As fairly experienced WWII historical miniatures players with Flames of War, both my son and I were pleasantly surprised by the fun to be had with Memoir ’44. The intro scenario is for Pegasus Bridge which we tackled in about 20 minutes to get a feel for the game. Next up, we tried Sainte-Mère-Église with a fun added feature of actually dropping a fistful of paratroopers onto the board. We both found the command cards to be a good mechanic to represent the effectiveness of delivering orders on the battlefield. In out second game, my son’s tanks lay parked at the corner of the board the entire game since he never drew a card allowing activation of units to his left. We each pulled a couple special cards, allowing things like airstrikes and close assaults to happen as the game quickly moved to a finish in about four or five turns. With the basic rules under our belts, we’re anxious to push on through the remaining scenarios included in the basic rules.

M44terrainContents of the Memoir ’44 Terrain Pack expansion

The scores of  available official scenarios, expansion editions, campaign books and army packs add an amazing amount of replay value to Memoir ’44’s basic rules and mechanics. A nifty online design scenario design tool also allows armchair historians to have a go at creating official-looking games of their own, and I can just imagine the educational possibilities in using it in school settings. Along with the base game, I snatched a copy of the Terrain Pack expansion which offers nearly 150 additional tiles, markers, special unit tokens and four additional scenarios. With the vast expansions of Memoir ’44, just about any interest in the air and land battles of every major front in WWII can be endlessly played and explored.

I realize I’ve just begun with Memoir ’44, and I’m certain to have both my boys playing along with me. There’s so much appeal in Memoir ’44 for kids or adults who have dabbled casually in war-themed board games like Risk or Stratego, plus the added interest of easily replaying historic WWII battles. Quick games, some real history and a fun box of toys — Memoir ’44 brings the complete package to the table.

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.

New Game Weekend: Bioshock Infinite: The Siege of Columbia

bsboxAfter a week away on vacation I returned to Brooklyn and the Metropolitan Wargamers club in Park Slope this past weekend. The club was packed on the Labor Day weekend with lots of different games hitting the tables. I paired-off with one of my fellow members to try out his new copy of Bioshock Infinite: The Siege of Columbia.

Based on the latest game in the long-running Bioshock video game franchise, this 2013 boardgame is at its root an area control game. Players choose to play as one of the two factions – the Vox Populi led by Daisy Fitzroy and the Founders led by Zachary H. Comstock. The game plays in a one-on-one two-player game or in a four-player team version of the game.

Play begins with each faction placing their starting miniatures and Turret and Home Base building markers. Each turn begins with the draw of a victory point mission card followed by a World Event Card which kicks off a secret vote with each player committing influence points from their hand of five Action cards. Winning or defeating the vote varies in importance, as the neutral Booker and Elizabeth characters advance to different spaces on the board and other game-changing events are put into play.

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The winner of the vote also receives the first turn marker which is key to controlling the flow of the game. Starting with the first player, units are purchased or Action cards are upgraded with Silver Eagle coins. Action card upgrades give you greater influence in votes, stronger combat values or more purchasing power in subsequent turns. The player then moves up to four units to adjacent squares or takes a chnace gliding to neighboring territories across the Skyline. Most units move one space but the Founders’ Songbird and Voz Populi’s Airship models each move up to two spaces. Skyline moves are achieved through rolls of special dice sliding you to the next node or risking a fall into thin air with each roll.

Combat occurs next. Common, Special and Leader units each carry a different die value, with different colored dice being rolled to resolve combat situations. Loss of a combat results in a figure being removed. Playing Action cards and upgrades add to combat effectiveness as do the special Turret markers. Conquering unoccupied spaces earns additional Silver Eagle coins, and controlling all spaces in a territory earns victory points. Destroyed units are removed from play or returned to Home Base safe havens. A mix of controlling territories and completing missions of combined actions wins victory points, and the first player to ten victory points wins the game.

There’s a lot going on in this game, and well-played plans and strategies are forced to change as world events switch from turn to turn. In my first game, I found controlling the first player spot was key. However, controlling the first player role means spending lots of cards which can come back to haunt you in a heavy combat challenge later in a turn. As the game advances, the heroine Elizabeth moves along a timeline track which also alters how the game plays out. Her protector Booker is also a big spoiler in swaying votes and possibly attacking each faction at different points in the game. Unlike most area control games where occupying and defending a won territory is often enough to ensure victory, the Skyline allows an opposing player to drop right into or behind your defenses and attack.

For a bit more of an intro to the game’s actual gameplay, check out the video below from the alwyas-entertaining Watch It Played video series.

If you aren’t up on your Bioshock Infinite video game lore, I could see some initial challenges in wrapping your head around the interplay of the characters, factions and events in the boardgame. I’ve spent quite a few hours watching my son work his way through the spectacular action and storyline in the video game, making my understanding of the boardgame’s narrative a bit richer from the get-go. Whether you’re a fan of the video game already or just interested in a really rich and challenging area control board game experience, you should hop the next airship back in time for the floating nation of Columbia.

Retro Gaming The 70s & 80s: Survive!

surviveboxBy the early 1980s, I had a shelf full of games from Parker Brothers. Like millions of other kids, I was brought up on Parker Brothers classics like Monopoly, Clue, Risk and Sorry! Most of these games were already a couple generations old by the time I first played them, and, despite their updates, they were showing their age a bit. But then in 1982 Parker Brothers introduced Survive! which has gone on to be a new modern classic for gamers of all ages.

The story of the game involved each player trying to get their tribespeople off an island which is quickly sinking into the sea. At the beginning of the game, the hex land tiles – beach, forest and mountains – were shuffled and then placed randomly on the board to create the island. Then, in turn, each player placed their ten tribespeople tokens with up to three per hex except for beach spaces which held only one. Each player piece had a number value etched into the bottom, and saving the higher-valued tribespeople was key to scoring and winning the game. Cardboard lifeboats were then placed floating at the edges of the island and a sea monster figure went in the lagoon at the center of the island.

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Each turn, players moved their tribespeople and then removed a tile, beginning with beach hexes and then forests and mountains. Player’s pieces which fell into the water drowned, but you could also move your a piece to a water space as a swimming would-be survivor. Boats carried up to three survivors at once and could carry tokens from multiple tribes at once. Removed tiles had special events on the back and might indicate the appearance of a whale, dolphin or shark in that hex. Finally, a die was rolled to move a sea creature dipicted on the special die.

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Strategy for the game involved getting as many of your tribespeople to the coral islands at the corners of the board before a mountain hex piece was turned over to reveal a volcanic eruption killing all survivors not safely away. Moving a whale to a space with a boat capsized the boat, tossing any passengers into the water. A dophin could carry one tribesperson swiftly through the water. Sharks ate swimming survivors and the sea monster destroyed a boat and all its passengers. Other tiles revelaed different special actions, including whirlpools which destroyed anything in that and immediately adjoining spaces. The combination of all the possible outcomes and actions of the other players made for a mix of competitive and collaborative play, always balancing what was best for your tribespeople against what the other player’s actions were.

At the time, there were a number of things that set Survive! apart from most other conventional board games. The board featured hex-shaped spaces like many of the fantasy and RPG games I was playing then. The board was also different each time you played, adding a randomness factor not found in most board games featuring a traditional static set up every time you played. The game components were a bit less abstract and more like the “meeples” now a common part of just about any Eurogame.

A European version of the game appeared a few years after the original with a few variations. In 2010, Survive: Escape from Atlantis! was released by Stronghold Games with an updated game using elements of both versions in one. Since then, Strongehold Games has also released a number of expansions including a 5-6 player variant and others containing extra sea creatures. The game remains widely available, and the 30th anniversary base game released in 2012 can now be picked up for $40 with expansions running for $10 (all cheaper online).

More than three decades on, Survive: Escape From Atlantis! has entered the modern canon of board games. Whether your tribe includes kids or a group of friends looking to pick-up a quick new game, heading back to the island of Survive! is well worth the ride.

Collector’s Note: While Survive: Escape From Atlantis is now widely available, original copies of the 1982 first edition of Survive! can be found on eBay for $25-50. Individual game components are also available for a few bucks apiece, just in case any of yours were swallowed-up by a sea monster over the years.