Wargame Pathologies
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Sample File CREDITS Lead Designer, Concept, Writing, and Art Direction Artwork Marc Altfuldisch the Artwork in This Handbook Is All Created by the Artists Below
Sample file CREDITS Lead Designer, Concept, Writing, and Art Direction Artwork Marc Altfuldisch The artwork in this handbook is all created by the artists below. A huge thanks goes out to them, for allowing me to include their illustrations herein. Balance and Flavor If you find their artwork intriguing, you should check out their galleries, which are linked Marc Altfuldisch below. Thomas Thorhave Baltzer George Cameron Alecyl Sandara David Moore alecyl.deviantart.com sandara.deviantart.com Bog Hag Page 3: Tree with Animals Editing Tsunami George Cameron Arturo Delgado Shaman with Animal Spirits madstalfos.deviantart.com Goi-Kashu Playtesters Jiki-Ketsu-Gaki Two-Tailed White Inari Adam Ford Con-Tinh Oriental Sea Life Alejandro Villalon Celestial Dragon and Human Bailey Kellenberger Carp Dragon and Human Girl Branden Weaver Dave Melvin davesrightmind.deviantart.com Celestial Dragon Bryan Butler Typhoon Dragon Kumo Derik Snell Byoki Spawn Nian Elvin Johson Kyoso Spawn Ashi no Oni George Cameron Sanru no Oni Haino no Oni Gianfranco Abbatemarco Akuma Kamu no Oni James “Dragon Lover” Hudson Byoki Ugulu no Oni Jason Gyorog Nikoma Kyoso John “Crit God” Wilantowicz Onikage Shikibu Jonathan Butler Phoenix Tsuburo Joseph Miller Great Wyrm Torn Kenneth Robinson Spirit Wolf Urigarimono Parker Doiron Taka-onna Yaoguai Pete McCue Wang-Liang Raymond Govero Robert “Wrayyth” Whitsell Harley Dela Cruz Shizen1102 Steven “Nook” Anderson denzelberg.deviantart.com shizen1102.deviantart.com Samantha Christine Bajang Garegosu Tre Stoterau Ancient Dokufu Void Serpent Victor Vega Dokufu Spiderling Kirin Vijay Dukkipati Goblin Rat Orochi Hellbeast Manananggal ... thank you all very much! Your assistance made this all possible! Hsing-sing Matriarch Hundun Hyekuhei Teo Tei Drone A Very Special Thanks to Kappa Tao Tei Regent Eleazzaar’s Detect Balance Werebadger Taowu Drone with Taowu Scouts SwordMeow’s JOTUNGARD Maho-Tsukai Magus Qiongqui Mamono .. -
American Motors ~I
American Motors ~I 1972 AMASPECIFICATIONS FORM . PassengerCar 1.-ANU FA C T URER CAR NA ME A ME RICAN M OT ORS CORPORATION • Grem li n • Ma t a dor • Jave li n • Horne t • Ambassa dor IAA I L I N G A OORESS MODEL. YEAR ISSUED : 14250 P l ymouth Road Det r o it, Mich igan 4823 2 1972 Se d:ember 2 1. 1971 At tn: Car L Chakmak ian REVISED (e ) P r oduc t Informat ion Dep t., 493 - 2557 (3 13) The information contained herein Is prepared, distributed by, and Is solely the responsi bility of the automobile manufacturing company to whose products it relates. Questions concerning these specifications should be directed to the manufacturer whose address Is shown above. This specification form was developed by automobile manufacturing companies under the auspices of the Automobile Manufacturers Association. AMA-40A-72 AMA Spec ificat ions Form-Pas senger Car TABLE OF CONTENTS BODY MODEL . ... .... .. ............... .. .... ......... ...... .... ...... , .... .. 1 CAR AND BODY DIMENSIONS ...... • .. .• ... , • •. ..• •. •.•.••. • •• •• .. .•• • . , ••. .. , , .•• 2, 3 POWER TEAMS .. ... .. ..... ... ........ .. ..... .. ..... ............... .... ........ 4 ENGINE .. ..................................... .. ..... .. .. .. ..... .... ... .. .. 5-9 EXHAUST SYSTEM ............................ ... ......• . ......................•... 9 FUEL SYSTEM ........................................ ... ...... ...... ...... .•..... 10 COOL ING SYSTEM ........................ .. ....... .... .. ....... ..... ........ 11 VEHICLE EMISSION CONTROL .... .. • ... -
The Gremlin: Transforming the Past's Failures 161 the Eagle Squadron, a Noted "Gremlinologist," Who Had Heard Many Such Tales and Was Beginning to Collect Them
The Gremlin: Transfor111ing the Past's Failures BRUCE A. ROSENBERG A MERICAN MOTORS CORPORATION entered the sub-compact field in 1970 with a sturdy little car it named the Gremlin. Its rear door-window (the hatch-back) descends so abruptly from the vehicle's roof that it gives it the appearance of having been cut off before it finished growing (or perhaps the way that Sir Yvain's horse was cut off at the hind quarter by the falling portcullis at the castle of Esclados the Red). The company it- self exploits the car's looks in television commercials which depict a snide and burly service-station attendant asking a pretty young driver about the "rest" of her car. But the ad concludes with the important message that though the car might have unorthodox looks it is economical to drive: the girl smugly and tauntingly hands her torrnentor a dollar bill for gas. What is most incongruous in all this, particularly for those people with clear memories of World War II, is the very name of the car, Gremlin. Historically this is the least likely name for a machine imaginable. But apparently not for the general public, and presumably not for the staff at American Motors which named the car several years ago. The company must have assumed, or conducted extensive field research which demonstrated, that car buyers would think of pixies, sprites, or other varieties of the "wee folk" when they heard the name Gremlin. The name conjures up an image of a small, compact creature (verymuch like the car), who is harmless, playful, and whimsical, perhaps something like the Celtic elf who sells the breakfast cereal, "Lucky Charms." When they first became known to Americans in 1942 (Gremlins had already made the acquaintance of the R.A.F.), they were the subject of several articles in leading magazines, and their diminutive stature was usually featured. -
Kriegsspiel 1824
BRITISH ARMY ‘KRIEGSSPIEL’ (1815 Draft) Rules intended for ‘Kriegsspiel’ style military exercises to be fought on 8” to mile Ordnance Survey rough drawn drafts using British rather that Prussian forces. Written by Cptn John R Binmore R.E. Corps of Royal Military Surveyors & Draftsmen (1815) NAPOLEONIC ASSOCIATION Copyright © John Binmore, Napoleonic Association 2008 And are based on Kriegsspiel © published by TooFatLardies ™ Revised from the original translation published by Bill Leeson 1980 Permission is given to print a copy of these rules for personal use. Wider publication of the document will be a breach of the copyright of John Binmore and more importantly TooFatLardies ™ BRITISH ARMY KRIEGSSPIEL Page 1 of 79 FORWARD BY THE REVISORS OF THE ENGLISH TRANSLATION VON REISSWITZ ‘KRIEGSSPIEL’ TACTICAL OFFICER TRAINING RULES A few years back Mr Alan Leeson Esq returned from Germany with an English translation of Von Reisswitz draft ‘Kriegsspiel’ rules currently being used to train Prussian Officer Cadets in modern tactics and staff work at the Berlin Military Academy. For a number of years Reisswitz’s father has fought battles with friends using blocks on a sand-table. Reisswitz has come up with the innovative idea of translating his father’s game to large scale maps using small blocks with standard military symbols and a scientific set of rules that enable the movement and combat of formations to be reproduced with great precision. Reisswitz’ rules were written to enable a Blue Prussian Corps, Division or Brigade to pitched against a similar Red Prussian Corps or Division, on large scale maps, moderated by an umpire and assistants. -
Panzer Warrior
Panzer Warrior Panzer Blitz/Panzer Leader Rules consolidation Consolidated by Fred Schwarz Incorporating Optional Rules by Byron Henderson, and some new rules by Fred Schwarz Developed by Byron Henderson and Keith Plymale V1.21 12-26-2016 Preface I have been playing PanzerBlitz and Panzer Leader since the early 1970s. PanzerBlitz was the first wargame I owned and I have great nostalgic feel for the game. At times it has sat on my shelf un- played for long but I come back to it now and then. The game has an elegant simplicity and is very good game of positioning and maneuver. But I have always been bothered that nuanced differences exist between PanzerBlitz and Panzer Leader; and I don’t like having to make the mental leap each time I change games. Also I have never really liked the lack of Indirect Fire ability in PB but don’t like the lethality and record keeping of those rules in PL. So I set about consolidating the two rule books into one, while integrating many of the excellent rule changes done by Mr. Byron Henderson. For a more detailed look at how I set about doing this consolidation and why I made certain decisions, please read the Consolidator’s notes at the end of the rules. This is my first endeavor at doing such a rules consolidation. I hope I have been successful. I ask the gaming community to take some time to play with these rules as written and to provide feedback to me. At some time down the road, I will take another look and see if your thoughts and suggestions should be incorporated. -
Programprogram
Want to Play a Game? WWorldorld Hunt Valley …Lancaster Host …Seven Springs Through thick and thin the two have always gone together. Others come and go, but Cafe Jay remains a fixture at WBC year after year. This year BBoardgamingoardgaming we’ve moved our tables from the food annex to the front row of the Open Gaming room in the Exhibit Hall …which seems only natural. Stop by and try some of our new games. Our host, Skip Maloney, will be your guide to CChampionshipshampionships more gaming fun. Once again Rio Grande has stepped up with three new tournament offer- ings for the WBC: 22016016 ScheduleSchedule & ProgramProgram Arctic Scavengers Elfenroads Tin Goose You will find multiple copies of those games in the BPA Games Library courte- sy of Rio Grande along with the following additional new games from the Rio Grande catalog. Take a moment during the next nine days to give them a try. For Crown & Kingdom Alan’s Adventureland Tiffin JJulyuly 223-31,3-31, 22016016 SSeveneven SSprings,prings, PPAA Power Grid: Dominion: Empires Roll for the Galaxy: wwww.boardgamers.orgww.boardgamers.org the Stock Companies Ambition [email protected]@boardgamers.org 37Auction Seminars37 WBC Seminars, Meetings & Discussions Condos, Chalets & Cabins Sandman Parade FSu 13, Tu13 & Sa10 • Snowfl ake Forum Th23 • Bavarian Lounge • Dave Dockter Get all the details on WBC 2017 group accommoda- What would WBC be without a celebration of fin- tions & make reservations now! ishing sixth led by the Grand Marshall of the sil- Youth Boardgaming League liest parade on record? No wonder—he’s a Twins fan! Embrace the burn and enjoy the suds. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
The Role of Wargames in the Development of Game Design
The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer. -
Grapple Ball an Unholy Abomination of Wrestling and Basketball by Anon
Grapple Ball An unholy abomination of wrestling and basketball By anon A game where two 34 person teams attempt to score three points/hoops while wrestling and entertaining the crowd. Creating your Character: Pick a race, an affilliation, your gimmick, and determine skill modifiers/HP. There is 7 races to choose from: Dwarf Standing around 3'4", Dwarves are the tallest race. They weigh on average 46lb and have the most endurance. Dwarves are a heavyweight race and get +2 constitution. Might of the Mountain: Dwarves that stand still for one turn get +2 to the next grapple check they make. Dwarves move 4 hexes. Goblin Standing around 3'3", Goblins are the second tallest race. They weigh on average 50 lbs, making them the heaviest race, and have the most strength. Goblins are a heavyweight race and get +2 Strength. Fury of the Goblin King: Goblins enter RAGE mode at half health. Goblins move 4 hexes. Halfling Standing around 2'9", Halflings are the third tallest race. They weigh on average 34 lbs and are known for their luck and charm. Halflings are a medium race and get +2 favor. All Star: Masks give you favor no matter what. Halfings move 5 hexes. Kobold They stand around 2'7" and weigh on average 36 lbs. Kobolds are known for their keen senses. Kobolds are a medium race and get +1 strength and +1 constitution. Cockroaches Tenacity: When you would fall to 0hp you regain a quarter of your health, rounded down. Kobolds move 5 hexes. Gnome They stand around 2'1" and weigh on average 25 lbs. -
Donald Featherstone's Air War Games: Wargaming Aerial Warfare 1914
Donald Featherstone’s Air War Games Wargaming Aerial Warfare 1914-1975 Revised Edition Edited by John Curry This book was first published in 1966 as Air War Games by Stanley and Paul. This edition 2015 Copyright © 2015 John Curry and Donald Featherstone Sturmstaffel: Defending the Reich is copyright of Tim Gow; Rolling Thunder is copyright Ian Drury, and On a Wing and Prayer is copyright John Armatys. All three sets of rules are reproduced with permission. With thanks to all three of these people who kindly contributed to this new edition. The right of John Curry and Donald Featherstone to be identified as Author of this Work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the prior written permission of the authors in writing. More than 30 books are currently in the History of Wargaming Project Army Wargames: Staff College Exercises 1870-1980. Charlie Wesencraft’s Practical Wargaming Charlie Wesencraft’s With Pike and Musket Donald Featherstone’s Lost Tales Donald Featherstone’s War Games Donald Featherstone’s Skirmish Wargaming Donald Featherstone’s Naval Wargames Donald Featherstone’s Advanced Wargames Donald Featherstone’s Wargaming Campaigns Donald Featherstone’s Solo Wargaming Paddy Griffith’s Napoleonic Wargaming for Fun Sprawling Wargames: Multi-player wargaming by Paddy Griffith Verdy’s ‘Free Kriegspiel’ including the Victorian Army’s 1896 War Game Tony Bath’s Ancient Wargaming Phil Dunn’s Sea Battles Joseph Morschauser’s How to Play War Games in Miniature And many others See The History of Wargaming Project for other publications. -
View the Manual
© 2011 1C Company. Developed by Digitalmindsoft. All rights reserved. This product contains technology licensed by Best Way. Index ===== Installation.....................................2 System Requirements ............................2 Installation ...................................3 Launching the Game .............................3 Profile .........................................3 Main Menu........................................3 Single Player....................................4 Game Menu ......................................6 Game Interface .................................8 1. Main Screen ...............................8 2. Minimap ...................................9 3. Squads - Panel of Quick Unit Selection ..10 4. Message History ..........................10 5. Mission Objectives .......................10 6. Control Panel ............................10 Controls........................................12 Alternate Selection ...........................13 Game Controls .................................15 Direct Control ................................19 Context Commands ..............................20 Infantry ......................................21 Vehicles ......................................22 Weapons .......................................24 Inventory .....................................26 Using Items ...................................27 Cover and Camouflage ...........................27 Other Features ................................28 Multiplayer - LAN...............................29 LAN Game Interface ............................29