New Game Weekend: King of Chicago & RoboRally

Friday night at Metropolitan Wargamers in Park Slope, Brooklyn had a decent crowd of six of us collected in the back with a few other people up front continuing play of a multi-week and fairly dense American Civil War battle. Coming to agreement on an ad hoc game together for a half-dozen guys is a challenge on its own, but we managed to settle on two games which are standbys at the club but pretty new to me.

King of Chicago

Produced in Denmark in 2005, King of Chicago takes place in the Prohibition-era Windy City where each player takes on the guise of gangster looking to rule the streets by creating and breaking alliances, building their empire and whacking the competition along the way.

The game begins with each player owning a gangster, a car, $1000 and a few resources. Resources in the game are booze, henchman and girls, and additional resources are picked up in various landmarks spread throughout the city. Combinations of booze, henchmen and girls in your gang allows you to build bars, casinos and brothels which create income at the completion of four turns in each round of play. At the end of a round, players collect income, new gangsters are put into play and resources get set on the board. Bidding takes place for gangsters to add to your mob, gaining you bonuses of speed, income, protection and lethalness. Players also bid to bribe the cops, controlling them through the next round of play.

The game offers a lot of strategic play in how a player chooses to build their empire and also in managing relationships with the other mob bosses on the board. Drive-by shootings, shutting down competing businesses and sending the other guys to the hospital or the morgue makes for a lot of opportunity for deals to be struck and double-crosses to take place. Certain cards cause “events” like police raids to be played and others send players on “jobs” which net substantial sums of income. The player who quickly amasses ten points from money, businesses and influence wins the game.

The game looks great with simple components and a wonderful collection of historic photos from the Chicago gangland days depicted on the cards. The many paths players can choose to build their mob empire adds significant replay value to the game.

King of Chicago was released with a limited print run and can be hard to come by in the United States. However, for lovers of gangster movies and the period when the underworld ruled Chicago, chasing down a copy is well worth the effort.

RoboRally

After a couple hours on the mean streets of Chicago, we had a seventh player show up. Our second game of the evening took us in a different direction with the hilariously chaotic RoboRally. The game was originally published by Wizards of the Coast way back in 1994 but was created a decade earlier by Richard Garfield who would go on to design the insanely-popular Magic: The Gathering card game.

The game takes place on a factory floor with each player’s tiny robot attempting to navigate through a set number of flagged gates. This seemingly-simple mission is hampered by moving conveyor belts, rotating gears, solid walls and laser arrays spread throughout the factory. Robots controlled by other players also wreak havoc on your path by bumping into and zapping your robot with their lasers.

At the beginning of each round, players draw up to nine cards each with directional actions such as left and right rotations, u-turns and movement backward and forward. Players secretly place their cards face down in front of them defining their robots’s moves for the round. In turn, players reveal each card and move their robots in order of card value and according to the movements selected. The fun and craziness comes in when well-thought plans quickly go awry as robots beginning bumping into each other and throwing each other off course. Just when you think you have a direct route neatly plotted out to a flagged gate space, some other robot (or two or three) ram straight into you, sending you wheeling off in some other direction.

Lasers cause damage to your robot, reducing your movement choices in a round and only made better by spending a turn shut down repairing. Occupying repair spaces can also provide fixes for damage, and even special robot upgrade cards. The truly unlucky robots will find themselves bumped off the board, returning to their last starting point at the beginning of the next round.

The more players who play only contributes to greater chaos on the board. Our late night seven-player game stretched to nearly two hours of mechanized madness until one player managed to get through a few gates and away from the crowd. My sad little robot, on the other hand, wound up spending the game unluckily bumping into his mechanized comrades and finished the game exactly where it started.

RoboRally has won multiple awards, and its many versions and expansions have ensured its continued love among gamers for nearly two decades. After the cold-bloooded and calculating play in King of Chicago, it was great to end the night on a much more lighter but no less challenging game like Robo Rally.

Retro Gaming The 70s & 80s: Choose Your Own Adventure Books

       

This week there was news the Choose Your Own Adventure (CYOA) book series is to be developed into a film series by 20th Century Fox. Launched in 1979, the series was enormously popular throughout the 80s and 90s, sold over 250 million copies and is still published today. The movie announcement got me thinking about how these books played yet another part in my personal growth as a gamer.

The CYOA series follows the form of a gamebook which allows a reader to participate in how a story unfolds through a a variety of choices made along the way. To a young kid, the CYOA books shared a lot in common with my role playing game interests. Each book presented a fantastically-themed self-contained adventure, International travel, outerspace journeys, crime investigations and sword and sorcery tales filled the pages of each paperback, and collecting them was part of the fun. Choices made while reading each story could take you to more than 20, 30 or 40 different endings to the book, making for a lot of re-reading value in seeing how things might turn out differently each time.

The CYOA mechanic provided the feel of a solo game for when no one else was around with which to play something a bit more complex like D&D. Looking back from today, the structure of jumping back and forth through the narrative is akin to the experience of clicking through hyperlinks online. Even videogames today like 2012’s award-winning The Walking Dead series from Telltale Games share in the basic chapter and choices format people of my generation grew up on.

There’s no telling what shape the proposed Choose Your Own Adventure movies series will take, and it may prove to be yet another Hollywood move to attempt to cash-in on a known property. That said, it’s interesting to see just one more way these books continue to ripple through the culture over 30 years later.

Collector’s Note: The Choose Your Own Adventure series is still published today and can also be picked up fairly easily used starting at about $3-5 each on eBay. For true collectors, first editions from books early in the series can go from hundreds or even over a thosand dollars from rare book dealers like AbeBooks.

Retro Gaming The 70s & 80s: Gamma World

Post-apocalyptic and dystopian futures in pop culture were big fascinations of mine as a kid. Planet of the Apes premiered the year I was born, and the movie sequels, live-action TV show, Saturday morning cartoon and toys were a big part of my imagination through the first half of the 1970s. As I grew into a budding sci-fi fan, movies like The Omega Man, Invasion of the Body Snatchers and Logan’s Run, as well as television re-runs of The Twilight Zone further filled my brain with visions of future what-ifs and the destruction of the human race.

In 1981, two things happened. Ronald Reagan became President and would go on to occupy the White House for all my teenage years. During this formative period of my life, my waking mind and night time dreams were filled with the ever-looming threat of nuclear war flowing from Reagan’s amped-up rhetoric toward what was then still the Soviet Union. Suddenly, the fictionalized visions of the end of civilization seemed very, very real.

That same year, I saw Mad Max 2, (aka The Road Warrior). Although shot in Australia with an Aussie-accented Mel Gibson in the lead, the movie resonated as very American to me. With it’s high-desert setting, gunfights, chase scenes and a hero with a hidden past, the film struck me very much like Westerns (particularly those of Clint Eastwood) I already loved. Wrapping the Western genre up in a post-apocalyptic story hit all the right notes in my 13-year-old imagination.

Along the way in the late 70s through early 80s, I was spending a lot of time gaming with Dungeons & Dragons. In 1983, I ran across the second edition of Gamma World in the local bookstore where I bought most of my D&D gaming stuff. Originally introduced in 1978 by TSR, the makers of D&D, Gamma World was a role-playing game set in a post-nuclear war 25th-century Earth populated  by mutants, cyborgs and remnants of the human race. While D&D drew its influence from various fantasy sword-and-sorcery antecedents, Gamma World’s dystopian setting was rooted in the sci-fi themes of stories and movies I loved. From a game mechanics standpoint, Gamma World had a familiar feel to D&D with character attributes, fantastical equipment and a chart and dice-driven combat and encounters system. The similiarities with D&D made it easy to slide into the entirely different storylines Gamma World offered.

I never took to Gamma World with the same depth of interest as D&D, but playing it was pretty fantastic. The world of the game was occupied by giant rabbits, humanoid lizard people, deadly plantlife, robotic killing machines and all other manner of deadly foes and allies. Weaponry ranged from spears and traffic sign shields to laser rifles and nuclear devices. Maps represented entire crumbling city street grids or hidden underground survivalist bunkers. An adventure could involve a quest for an “ancient” 20th-century manuscript holding the key to human salvation or an infiltration mission to destroy a cyborg factory. To my friends and me, Gamma World allowed us to write the scripts and play through the dozens of unmade post-apocalyptic movies living in our heads and influenced by the films already ingested into our psyches.

Gamma World is still published by Wizards of the Coast today, but the popular trend in zombie-themed games occupies most of today’s gaming interest in post-apocalyptic scenarios. That said, for a purely futuristic, dystopian, sky’s-the-limit role-playing game, fast-wording a few centuries to Gamma World can’t be beaten.

Collector’s Note: Original TSR-published Gamma World boxed sets and expansion modules can be found on eBay. Modules and indivdual rule books can run in the range of $15-75 while original complete boxed sets of early editions can run into the hundreds of dollars.

Retro Gaming The 70s & 80s: TSR Minigames

              

Alternatively known as “microgames,” “pocket games” or “minigames,” a number of companies created a fad in games in small packages in the late 1970s through early 1980s. These compact games came in a variety of historic, sci-fi and fantasy themes. Rulebooks, maps, cardboard chips and dice were usually packaged in hardshell cases or even simple zip-lock plastic bags. A very few of these games, like the post-apocalyptic Road Warrior-esque Car Wars from Steve Jackson Games, would see a long life fueled by supplements and expansions. More commonly, these minigames were stand-alones of vastly varying quality which faded into obscurity in a few short years.

TSR, the makers of Dungeons & Dragons, entered the minigame market late with a total of eight games released in the first couple years of the 1980s. This was a big growth period for TSR as they continued to diversify beyond their core D&D products into other boardgames, role-playing games, toys, computer and video games, and even an animated TV show. Already investing a ton of our time and money in TSR products, my brother and I snapped four of their minigames:

  • Attack Force was a simple Star Wars rip-off with one player’s force of small star fighters attempting to find the weakness in the other player’s monstrous space station to destroy it. As a fan of Luke’s attack on the Deathstar, I gave TSR a pass on the lack of originality for the chance to do some space battling myself.
  • They’ve Invaded Pleasantville was also a two-player game, this time set in a rural village where the townspeople try to fend off alien invaders infiltrating the local populace. Each player used identical chips representing such local folk like the minister, sheriff, plumber, checkout girl and others. The trick of the game was the alien invader bluffing their way toward taking over the bodies of the locals while the town player sought to uncover who was really an alien.
  • Revolt on Antares was a much better sci-fi-themed game and offered play for 2 to 4 players. The game presented a Risk-like map of a fictional world where six ruling “houses” with names like Andros, Dougal and Serpentine fought to rule the planet through three different scenarios. Each house had its own personality and strengths, adding a lot of variety and replay value. The ability to recruit new troops, move across varied terrain and use seven special alien weapons or devices made this little gem seem a lot more like a real wargame.
  • Vampyre was two games in one set in the realm of Bram Stoker’s “Dracula.” The first campaign-map-style game took 2 to 6 players in the roles of Stoker’s hero characters questing to find and destroy the coffin safe-havens of Count Dracula hidden throughout Transylvania. Turning the map over, a detailed floorplan of Castle Dracula allowed another game to be played as the characters sought to track down the Count himself and destroy him.

As a kid, I loved these games as a break from the longer hours spent bent over the table with my D&D campaigns. Each minigame offered its own varied mechanic, but rules were simple and limited to just a few pages for each game. The booklets, game maps and cardboard playing chips contained some wonderfully intricate small-scale artwork, much of it by popular fantasy artists of the day. While I don’t recall the exact cost of each game, I remember them being under $10 apiece and quite a deal for the hours of play we wrung out of each.

These four TSR games still sit in a closet packed full of my childhood puzzles and boardgames in the house where I grew up. At the time, there was an outsized amount of fun in each little mingame package. Today, there’s still a lot of memory in each, too.

Collector’s Note: Many of the TSR minigames can be found frequently on eBay selling in the $10-30 range. Steve Jackson Games makes much of their Car Wars and other microgames back catalog available for digital purchase online.

New Game Weekend: Dust Tactics

The long Memorial Day weekend was as good a time as any to roll up my sleeves for a big day of wargaming, and the Dust Tactics Regional Tournament at the Compleat Strategist in New York City on Saturday May 25th was the place to be.

I signed up my son and I for two slots in the small tournament organized by a fellow club member at Metropolitan Wargamers in Brooklyn. The two of us were newbies to Dust Tactics but I had certainly read a lot about it since its release last year by Fantasy Flight Games. Dust Tactics is an alternate reality WWII-era game where alien technology is discovered by Germany in the late 1930s and goes on to shape a world of warfare between the Axis and Allies throughout the 1940s.

As is expected with FFG releases, Dust Tactics is a gorgeous game ready to play straight out of the box for about $80 retail and cheaper online. The core set comes with a dozen infantry forces for each side plus heavily-armored walkers. The box contains two two-sided fold-out gaming mats , special dice, rules, a scenario guide, reference cards and a few rudimentary plastic terrain pieces. There’s a large variety of additional accessories, campaign expansions and army packs available in the price range of $15 to $45. All this makes Dust Tactics very collectible and flexible as a gamer’s interest expands and wallet can abide. The models are gorgeous and mostly pre-assembled at a hefty 1:48 scale with a visual appeal bridging interests from WWII into a dystopian sci-fi theme.

For the tournament, we rolled-off to choose our armies and then paired-up with other players for the first round of three games. The organizer of the tournament is way into Dust Tactics, and he hauled along his extensive collection of miniatures for players to choose from. My son chose to play as the SSU (aka Soviets) and backed his ground troops with a monstrously deadly helicopter. I chose to play as the Axis (aka Germans) with laser-armed ground troops, a huge four-legged walking gun platform and a squad of weaponized gorillas.

Dust Tactics plays pretty easily and fast. After the board is set and a scenario is chosen, players take turns performing two actions with each of their units. Combinations of move/fire, fire/move or deadly sustained fire are the most common actions. Range and strength of weaponry is clearly listed on each unit’s reference card. Special dice with hits on two sides and misses on the other four resolve combat, damage and saves from taking damage in cases where troops wear special armor.

Each game was timed at an hour with a maximum of eight turns per game. My son (above left) and I were easily beaten in the first round by more experienced players. What we both quickly learned was a lot of the game outcome could be pre-determined by the forces chosen by a player. Too much reliance on our heavy mechanized forces had also led to quick defeats for the both of us once they were destroyed in the first round.

In the second round, my son and I played off against each other with a bit more knowledge of the capabilities of the forces on the board. We each scored lucky shots early in the game, again knocking out each other’s heaviest armaments. After that, the game settled into a really enjoyable cat-and-mouse between buildings and barriers as our infantry, snipers and smaller mechanized walker units dueled it out to my eventual victory by a slim margin.

For the third and final round, the tournament organizer and house expert on Dust Tactics played against my son. Failing to focus early on destroying my son’s massive helicopter gunship drifting eight inches above the table, my son managed a solid win by picking off the tournament organizer’s ground units from the air with his multiple weapons. I got crushed in my final game as I faced-off against another Axis player who had stacked his forces with fast-moving zombie and gorilla units. These savage figures ran right over most of my ground units and even my artillery platform was eventually torn to pieces by the ape squad.

So, we didn’t do so well with our first go-around at Dust Tactics but we did have a good time. Dust Tactics is a fun little game that looks fantastic and plays pretty easy. The common criticism I’ve heard and experienced a bit today is that the game looks better than it plays. A detailed knowledge of all allied and opposing units is pretty necessary in fielding an effective force in the game. A few poor moves or die rolls can also pretty much end a game in an opening turn, making for some frustration I myself felt in my first game today.

There does seem to be a glimmer of future hope for a next stage of Dust Tactics. An announcement was made this month that Battlefront Miniatures will be taking over publishing and distribution of the game and the tabletop version, Dust Warfare. Battlefront’s past success with its Flames of War WWII gaming system had fans hotly debating the possible outcomes that may bring a bit more finesse to Dust Tactics over time. For now, the combination of some high-style miniatures with a somewhat less-than perfect set of rules still makes Dust Tactics more than worth a rainy day play.