Games in Education
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Space Gamer in This Issue First (As Promised Last Issue) — the Game
AUGUST 1980 NUMBER 30 $2.00 1 Space Gamer In This Issue First (as promised last issue) — the game. KUNG FU 2100 starts on page 10. Play it — then let us know what you think. If you want more games in TSG, we'll try to oblige. NUMBER 30 — AUGUST 1980 Another feature this issue is the Index to Game Articles. We're constantly getting questions about "When did Articles such-and-so article run?" or "Have you had any articles on thus-and-such a game, PAINTING FANTAS Y MINIATURES * by Kevin Hendryx and when were they?" This ought to answer the questions. If the response we Part II: Preparing and painting your figures 6 INDEX TO GAME ARTICLES get is favorable, we'll probably update it every six months or so. Eventually (when A guide to all game articles in TSG issues 15-29 19 the early issues of TSG are reprinted) we GAME DESIGN: Theory and Practice * Schuessler and Jackson could go back and include articles from Fourth in a series: Mapping and movement 20 issues 1 through 14. No fiction this time; the game squeez- ed it out. Wait until next issue. We've Special Feature: Complete Game got a good one coming up. We've also got an ORIGINS '80 report KUNG FU 2100 * Designed by B. Dennis Sustare — probably the first one you'll read. Turn Every kung-fu movie you've ever seen, packed into one science the page to "Where We're Going." This fiction game. Can the Terminators enter the CloneMaster's fortress month it tells about where we went, and and destroy him forever — or will his guards chop the invaders to pieces?. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Volo: Bird Flight in a Game
Case Study 5 Volo: Bird Flight in a Game Dieter Stein, Spielstein – Spiele & Ratsel¨ This article describes the development of the board game Volo, based on the natural beauty of bird flight (il volo in Italian). It shows how a natural phenomenon can serve as an inspiration, and how a chosen theme can promote and influence creativity during the design process. 1 Introduction A flight formation often seen, especially for larger birds, is the V formation shown in Fig- N the summer of 2010 I was working on a ure 2.2 The straight lines followed by the birds, I game design which would further exploit the and their simultaneous movement with their ordo manoeuvre. This is the connected movement flockmates, bore a striking resemblance to the of aligned pieces used in my game Ordo,1 which ordo manoeuvre. So what natural rules lead to in turn was based on the phalanx movement in this behaviour? Robert Abbott’s classic Epaminondas [1]. For example, Figure 1 shows an ordo manoeu- vre in which three pieces in a line move simul- taneously as a group. It suddenly came to mind that birds create a similar linear, dynamic forma- tion when flying in flocks, as do sheep in herds, fish in schools, and many other types of animals. Figure 2. Birds flying in V formation (photo by Henry J. Hipp). In his classic 1987 paper [2], Craig Reynolds describes three basic rules that individual birds within flocks appear to follow: 1. Collision Avoidance: Avoid collisions with Figure 1. The ordo manoeuvre. nearby flockmates. -
Moves Issue34.Pdf
2 MOVES nr. 34, published August/September 1977 Opening Moves "It seems we've stood and talked like thb before . " Variation versus Innovation One of the most powerful words in advertis- Circulation: 9100 ing is "new" - probably because in Western culture that which is new is almost always Editor/Executive Art Director Redmond A. Simonsen considered automatically better than that Managing Editor Robert J. Ryer which is old or familiar. The impact of the Art Director Manfred F. Milkuhn concept of newness, however, is subject to Contributing Editors modification by context; i.e., the quality of Richard Berg, James F. Dunnigan, Frederick Georgian, newness must be perceived as an improve- Phil Kosnett, Steve List, Mark Saha, Jerrold Thomas ment upon a familiar benefit rather than as a threatening global change wrenching the MOVES Magazine is copyright O 1977, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All user into unfamiliar pathways, creating that editorial and general mail should beaddressed to SimulationsPublications lnc.,44East 23rd Street, N.Y., N.Y. 10010. of tension (created by too-rapid in- MOVES is published bimonthly. One year subscriptions (six issues) are available for $8.00 (U.S.). Back issues or singlecopiesofthecurrentissueareavailableat$2.50percopy.Pleaseremitbycheckormoneyorder(U.S.fundsonly) trOduction of unknowns) "future- Printing and Binding by American Press, Inc., Gordonsville, Va. shock." ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. wargamers hunger for new games, but Manuscripts must be typewritten, double-spaced, on 8%x 11 white bond, with generous margins. Pleaseinclude your we full name on each MS page, and your name and address on the cover page. -
Star Wars Articles Alone Against the Empire, by Lester W Smith
The 53 Tables of Contents For No. 25 GDW. Magazine of Adventure Gaming Editor Loren K. Wiseman Amber Zone Spiritual Advisor Siege, by John M. Ford ...................................................................37 Marc W Miller Feature Articles Design & Layout The Baltic Coast: A Looter's Guide, by Jeff Groteboer 3 Barbie Pratt .......................... What do We Do Now? Reflections on Twilight: 2000, by Timothy Brown5 Publisher False Knight on the Road, by John M. Ford......................................... 9 Came Designers' Workshop Ref's Notes: On the Use of NPCs, by Frank Frey ................................14 Fleet Escort Lisiani, by Marc W Miller ...............................................18 Artists in this issue: William H. Keith, Bait: Q-Ships in Traveller, by Steven Brinich & James Schwar .............32 IT.:Cover, pps 9, 10, 14, 15, 34, 40, 42, The Darrian Way of Life, by Anders Blixt .......................................... 34 46. Steve Venters: pps 3, 4, 5, 7. D.J. Planetary Invasions in Traveller, by Steven Brinich & James Schwar ..... 40 Barr: pps 37, 38. Terry Manton: pps 3, 4. Bryan Gibson: pps 32, 43. SPECIAL SUPPLEMENT Twilight Miniatures Rules, by Frank A. Chadwick ............................... 21 Features Challenge, GDW's magazine of Adventure From The Management.. ...................................................................2 Gaming is published quarterly, and includes the Journal of the Travellers' Aid Society as Just Detected. .................................................................................2 -
Make the Design Do the Work
Game Design Patterns 27 Make the Design do the Work Cameron Browne, Queensland University of Technology (QUT) Improving the clarity of games allows players to spend more of their mental effort on strategic planning rather than the mundane bookkeeping of calculating legal moves. This article discusses techniques for achieving this, by making the design do the work rather than the player, and demonstrates this concept through example. Such techniques include visual design, simplifying rules, clarifying rules, harnessing emergent strategies, and minimising mental bookkeeping. 1 Introduction 1.2 Design for Cause and Effect This distinction between design for cause and de- HIS issue’s game design pattern deals with sign for effect was first described in the seminal the notion of making the design do the T 1978 article ‘Game Design: Art or Science’ [4] in work rather than the player. The aim is to free relation to two popular board war games of the the player from the mundane bookkeeping of time, and the merits of each side have been de- move-making, so that they can focus on the bated ever since. Game designer Alan Emrich more interesting task of deciding which moves later defined these terms as follows:1 to make. This paper outlines relevant principles, then demonstrates these in relation to numerous Design for Cause: When a game’s design has examples and counterexamples from well-known players follow all of the logical steps and pro- – and some lesser-known – games and puzzles. cedures to obtain an outcome, when players experience a methodology and must consider 1.1 Transparency of Rules its many facets. -
Deluxe Rules
s xe Rule YALU Delu The Chinese Counteroffensive in Korea November, 1950 to May, 1951 Copyright © 2009, Compass Games, LLC., All Rights Reserved Chinese intervention in the war had been considered and dismissed as TABLE OF CONTENTS a bluff by the UN Command. Thus, the UN forces were badly overextended when the bluff materialized as a force of thirty divisions, 1.0 INTRODUCTION skillfully infiltrated into the Korean mountains. 2.0 COMPONENTS The UN was sent reeling back toward the 38th Parallel in confusion, 3.0 SEQUENCE OF PLAY desperately attempting to reestablish a stable front line. The 4.0 WEATHER PHASE Communists followed relentlessly, infiltrating deep into the UN positions and attacking without pause, accepting high casualties in order to 5.0 SUPPLY AND ISOLATION sustain the momentum of the attack. 6.0 REINFORCEMENTS AND REPLACEMENTS Yalu begins with the initial Chinese attack. It will be up to the 7.0 STACKING Communist player to force the UN south of the 38th Parallel; it will be 8.0 ZONES OF CONTROL up to the UN player to prevent this from happening . 9.0 MOVEMENT 10.0 COMBAT 2.0 COMPONENTS 11.0 COMMUNIST ATTACK SUPPLY POINTS 2.1 Map The map shows the area of Korea over which the campaign was fought. 12.0 UN SUPPORT UNITS A hexagonal grid has been superimposed to regulate the movement 13.0 UN BOMBARDMENT PHASE and position of the playing pieces. Each hex represents approximately 10 miles of actual terrain, measured from hexside to hexside. 14.0 NEUTRALIZATION 15.0 REGROUPING AND MORALE CHECKS There are several charts and tables printed on the map. -
Finding Aid to the Sid Sackson Collection, 1867-2003
Brian Sutton-Smith Library and Archives of Play Sid Sackson Collection Finding Aid to the Sid Sackson Collection, 1867-2003 Summary Information Title: Sid Sackson collection Creator: Sid Sackson (primary) ID: 2016.sackson Date: 1867-2003 (inclusive); 1960-1995 (bulk) Extent: 36 linear feet Language: The materials in this collection are primarily in English. There are some instances of additional languages, including German, French, Dutch, Italian, and Spanish; these are denoted in the Contents List section of this finding aid. Abstract: The Sid Sackson collection is a compilation of diaries, correspondence, notes, game descriptions, and publications created or used by Sid Sackson during his lengthy career in the toy and game industry. The bulk of the materials are from between 1960 and 1995. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Intellectual property rights to the donated materials are held by the Sackson heirs or assignees. Anyone who would like to develop and publish a game using the ideas found in the papers should contact Ms. Dale Friedman (624 Birch Avenue, River Vale, New Jersey, 07675) for permission. Custodial History: The Strong received the Sid Sackson collection in three separate donations: the first (Object ID 106.604) from Dale Friedman, Sid Sackson’s daughter, in May 2006; the second (Object ID 106.1637) from the Association of Game and Puzzle Collectors (AGPC) in August 2006; and the third (Object ID 115.2647) from Phil and Dale Friedman in October 2015. -
Epaminondas Epaminondas
Epaminondas Epaminondas Epaminondas started out as a game of mine called “Crossings,” played on an 8 x 8 board. It was first described in Sid Sackson’s 1969 book A Gamut of Games (this is the same book that introduced Claude Soucie’s great game “Lines of Action”). After Sid’s book was published, I figured that I could add more complexity to Crossings if I went beyond the 8 x 8 board size, and I also might be able to turn it into an equipment board game. I settled on a 14 x 12 board, with the players seated at the long sides of the board. I chose this non-square board because it added more long diagonals, and battles along these diagonals bring more interest to the game. Actually, the game works on boards of many different sizes; so if you want to give the game a try, you can use whatever size board you happen to have. Besides changing the board size, I also made a minor change in the rules to strengthen offense compared to defense. Since I had pretty much worked out a new game, I thought I should give it a new name, so I called it “Epaminondas.” This was a really stupid (and pretentious) move on my part and it’s probably been a hindrance to the game. Epaminondas was the Theban leader who invented the phalanx, which he first used to defeat the Spartans. I used “phalanx” to describe the lines of pieces in the game, but I don’t think they even move the way phalanxes do in battle. -
Frank Chadwick, Ran the Illinois State University Strategic Games Club
Rich Banner Rich Banner, with his friend (and later my friend) Frank Chadwick, ran the Illinois State University Strategic Games Club. They shared an interest in wargames, which at the time meant Avalon Hill boxed games and Simulations Publications Inc. esoteric military history games. I had plenty of time and I spent a lot of it playing games with these newfound friends in the Student Union. Rich wrangled a grant from student club funding for a custom print run of blank hex sheets. That requires some explaining: the hexagon pattern is like the square grid for a chess board, but more adapted to the movement of simulated military units over terrain. They are the foundation of modern wargames. That grant enabled about eight of us to design our own games with markers and pens. My very first game design was initially drawn on one of those custom sheets. I would not be a game designer if Rich hadn’t gotten that grant. Later, Rich (and Frank) proposed a university innovation project: SIMRaD Simulations Research and Design, dedicated to designing and placing educational games in the classroom. When it was funded, they managed the project, found sympathetic professors, and began the process of making the effort successful. It lasted for almost two years. As that project ended, Rich and Frank proposed creating a company to publish games, specifically their own monster board wargame of World War II, and they invited me to join them. Rich’s role was Art Director. His knowledge of the graphic arts, and his talents at getting things done were substantial contributions to the success of this newly formed Game Designers’ Workshop. -
American Games: a Historical Perspective / by Bruce Whitehill
American Games: A Historical Perspective / by Bruce Whitehill istorians investigating board games of the world have traditionally examined ancient or early games, using artifacts, drawings, and available text. From this, Hthey hoped to learn more about the cultures in which these games flourished, how the games moved from one territory to another (trade routes), and how they chan- ged and evolved in different cultures. Traditional classic games such as chess, checkers (draughts), Mancala, Pachisi, Mill (Mühle or Nine Mens Morris), Fox and Geese, and the Game of Goose, among others, have been studied in great detail by many scholars. Some of these games were played on quite elaborate, carved wooden boards, and, as such, they were available only to a privileged few. In the middle 1800s, however, advances in lithography and in techniques of the mass production of printed matter allowed games to be commercially produced in large quantities. They were also inexpensive enough to be affordable by the less affluent. This meant that games could reach a larger portion of the population, and become a staple in more homes. What purposes have games served in society? Were they recreational or were they intended as educational or instructional instruments? And who manufactured and sup- plied these games to the public? In the United States, a study of games poses one immediate limit for the researcher: the term “ancient” hardly applies to a country that was not formally “discovered” until 1492. Well into the 1800s, most board games played in North America were of European origin. Culin (1907) lists the board games played by the American Indians under the hea- ding “European games,” though games he categorized as “dice games” are actually board games that use dice to determine movement. -
THE G EN CON'xiv Convention Caugusi
THE G EN CON'XIV coNvENTION cAugusi- 1.5-16'61.981 PROGRAM at SCHEDULE OF EVENTS- U_WPARKSIDE Oen Con' and -the Gen ConComyass Logo are registered Service marks of TSIZI-tobbics,Iac. THE GEN CON° XIV (about 150 yards south of the main com- GAME CONVENTION AND plex). TRADE SHOW The Student Union contains the two cam- AUGUST 13.16, 1981 pus cafeterias (one fast food type and a tra- INFORMATION BROCHURE ditional cafeteria), a 400 seat theatre, and a recreation room with a twelve lane bowling The Gen Con Game Convention is the alley, pool tables, ping pong tables, foosball We've taken the oldest in America, dating back to 1967, tables, and pinball machines. when a group of garners from the Milwau- Dungeons & Dragons game kee-Chicago area got together for a week- end devoted to nothing but gaming. They all Convention Registration out of the Dark Ages. enjoyed it so much that in 1968 they decid- ed to invite everyone for the fun; the result Fees was the Gen Con I Game Convention—a At the door, 4 days $15.00 one day event which, despite its short dura- At the door, 3 days $15.00 tion, drew hobbyists from both the East and At the door, 2 days $12.00 West Coasts, Texas and Canada. From that At the door, 1 day $ 7.00 beginning the Gen Con Game Fair has grown as a national convention year by year Upon paying the convention registration —and when the International Federation of fee you are entitled to: Wargaming was no longer able to sponsor 1.