MOVES nr. 25. pubilahed F&mar)/Marrh iW6 $2.50

- - - - - . - .- . I -- -- Opening Moves

This is the frrst of a regular serres of cotumns in which the Edrtor w~llspeakdrrecttv to the R~aderson topics chos~nm a purely whrmsical fashron Readers at? rnvrted to wrrt~dfreclly lo the Edtfor lo grve hrm therr vr~wsand to prowde possrhle topics for future co/umn.r

An ''Official" War,pmin~L~npue Editor/Execntive Art Director Redmond A. Simonsen From time to time. people of various Mana~inkEditor Kevin Zucker Art Director Manfred F. Milkuhn persuasions wonder aloud about that millen- nia! day when thcrc'll be an organization Contributing Editors that regularizes wargaming in the same way . Omar Dewitt. James F, Dunnisan, Frederick Georgian. that the Chets Fcdcration oversees chess and Phil Kosnett. Steve List, Mark Saha. Jerrold Thomas the PGA organizes golf. erc. My response is MO\%S Mu~u:ma.15 cnpvn~hrD 197h. Srmulatlonr PuhTicatinn5. lnc. Printed In U.5.A All r~phirrrrervcd. All usually aloud snort and a "not bloody likely." cdb~triill.and ycncrnl mall rhnuld he addrccicd to 5vmulatlnnr Puhllrabionr. Inc.. 44 Fart 23d \Ireel, Weu Ynrk. when prcrred fnr more rational comment. 1 '4 '4 ?. IOnln. MOi'E.7 Ir ptihllrhed hb rnonrhlv. One war ~uh~criprionrl%tx lcrutd arc availrhlr for $8 M (U.5 ) answer a< follou,~: Rack irrucr ur r~nglccopirn r~t~hc curreni lrrue are a\ailahle a1 52 .W pcr copv. Plrasc remit hv check or monr* nrder, onlr. 4U.S. lundk ontv.1 I. All the leagues, unions, federations and Printine bv Rrflrx Offrct. lnc.. rxlcrlor pmducrlon bu lnhn Rnnkr. Binding hv Apolln Blndev. whatever that have profcqsinnaIi7.ed and AKTITI.h. SLrflMISSI0,VS Readcrq are lnrltod rn suhm~lanrclcc Tor ps$thlc publication tn ,UOWJ Mupzrnf regularized other sports and games are M.znu~cr~pI$mu51 hc rrvurlttcn. dnuhlc.rparcd. on 8'4 x I I wh~tehnnd. wirh pencrour rnarprm. Pleare mcludc dealing each with only one game with one set vnur lull namr nrr cach MT pnce. and vour namr and addrccr on thc covct page. If ?nu virh your rnanuscripl of ruleq(or at worst, amateur and professional rcnrrncd. includc a rramped. sell-nrldreced 9x1 2 enrelopc. tn no instance. hnwevrr. can SPI assume retponrihiliry Ica rn?nuwrrplr and ~ll~rrlrnrlnnrnull rpeclficallr %nlrcitcd. rules and/or men's and women's rules). There is no sin~le,organized league that holds tournaments of. lor example, all gamec in - - . ------. - -- . which one hitr a ball over a net (tennis. volleybaI1, ping-pong, etc,). In wargaming, In this issue... one is faced with hundreds of games. which, though related, are radically different in Sterling Persons, Incorporated SPX R&D Staff many critical wavs. The proqpects for fairly ... rating players, rendering mlcr decisions. and all the other official flapdwdIe involved in World War T Profile Geoff K. Burkman profe~~ional/tournament-levelcompetition are made very dim hy thir conrideration of Sorcerer Scenarios Arnold Hendrick diversity aIonc. 2. Wargaming is even less a rpectator sport SPI Game Design Seminar, than chess (its clorest profecrrionalized Abstract In J.F. Dunnigan et a1 analog). Chess only penetrated the public consciousness when Bobby Fisher manaeed to up the ante into the hundred-gand class. Complicating Blue & Gray Mahroni Young Inciden tallv. the buzz over chess (in the U.S.) died out pretty quickly once Fisher went back Opening MOVES Redmond A. Simonsen into the woodwork. Relatively few people are really interested in chess: even fen~es are Designers' Notes The Editors interested in wargarning. And chess has been around a lot longer than conventional civilian war gamin^. Footnotes The Readers 3. Much of what motivates peopie to play has nothing to do with eames and Forward 0bse wer Richard Berg competition. per se. Many people plav simply for information or as an exercise. I play for Playback The Players competition (1'11 plav almost any game with a grim determination to win), but that doesn't Feedback/Playback mean that I'm the archetypical wargarner; a Questions Vox Populi. Vox Dei si7eable number of people don't much care who wins - they jurt play. Now, the preceding arguments don't exclude the possibility of a national or international association of garners (on the line? of the NMRA in model railroading). But the Simulations Publications. Inc., M East Urd Stmt. Mew Yotk, N.Y. 1OO1O functions of such an organization are very different from a league that formalizes competition in sports or games (ves, I know I continnvd nn pap221 Russian Player rimply takes the number of Germans voluntarily withdrew their mech- sine or motorized units he is supposed to anixed units and the Rusrianr proceeded to have in each army assembly area (we dn have knock thcir brains nut against dug-in the complete Order of Battle for the German infantv. -JFD Rusrians, it~~.ludingnot only the divisional numbers. hut also the regiment<. Wnfor- tunatel!. we couidn't use the regiments). The The initial phase of firefiehr has been Rursian Player then does not know the actual completed. The two-part map is done and strength of these rifle and mntorized units, WORK IN PROGRESS the hnric game system agreed upon. Work is since they vary all the way from Q to 8, hut progressing quite rapidly on phase two. This lPlpasp rlo nor ord~rthese gamrs in edrrance neither does the German know what strenglh phase sill introduce modified observation of annnunrpnrPtir of rhpir uvaiJuhilit,v they are. The strength ir not revealed until rules incorporating sight distance and it;SK- T. ] the t~nitseither attack or are attacked. This relativc height. This Ea~t factor will also can he rather hocki in^ tor the Germans, affect the existence of defilade. since there is an orerr& rule which allows them to expend a certain number of This game hopes to introduce some fairly We ended up with a game scale of nine Movement Points to attack a unit at either '/z rophisticated artillew rulet for the squad kilometers per hex. This rovers an area from level. Off-board fire will come in several or '/I the overrunning German unit's just north of ViEehsk lo just north of Gomel. strength. If the attack is successful, and flavnr5. either planned, tarEet of opporttinitp from just west of the Dnieper to the outskirts the defending unit is either destroyed or or as rapid supprewive fire from dedicated of Moscnw., it covers Amy Group Center's batteries. main axis of advance in 1941. The game pu~hcdaqide. the Germans can proceed with thcir movement. The overrunning unit opens in early Jdy, with Turns covering two Other items which are being introduced a5 simply lwes its Zone of Control and we write are overwatching firm. tank fire and days. All units are divisions. except tor the mnvcmcnt ability until the next Turn. The German motorized units, u'hich are in movement, mincs and smoke. Data is being game also contains numerous scenarios. The regimentat-six kampfgruppen. We're still accumulated to add the following weaponr Historical Scenario has the Germans playing around with the mechanics that will spqtemr: M113z, TYO. MICV, XMI. artillev advancing to jupl heyond Smolen~k. &rk hest, bur, as it stands now. there are delivered mines, laser de~ignator5.CLGP, according to their originaI plan, and then 8. ripid, remi-active Zones of Control. The and as.iorted ewtesia. Jrad Hart?~~ pulling the mechanized units out for German motorized units use a unit-integrity rthl~ilding. This produced the battle of rule. which allows two or more units of the Yelna. in which the Russians threw Terrihl~ Swifr Sn~nrd. the mufti-map. Tame division. when stacked together, to enormous number5 of units at thc defending regimental level Gettysburg game. has double their Attack and Defense Strength. German infantry. A question that is debated entered its Final qtages at development. A11 This puts a premium an combined to this day is whether or not the Russians the mapwork and counter-mix determination operations between units of the same division could have actually stopped the German has becn completed and all that remains are in the same hex. The Russians. on the other mechanized units. The German mechanized the finish in^ touches on the rules and some hand, are vew much at the mercy of units wcre quite weak all of the fighting polishing of the edges. Plaflesting, however, leadership. Deployment gives the exact from they had just done. Rut the fact remains, the continues in earnest, as several optional rules location for the various Russian armies (groups of three or more divisions), as well as the army commander. The army comman- A S~crinnot'tkr Trm'hl~bSneifi Swnrd Pla?tr.rt map ders have Seen evaluated on a scale of 2 to 5. with 5 being the highest. This rating is given on the counter, as well as a rather high Movement Allowance. Thir sating represents two things: it represents a Defense Strength (ba~edupon the ability of the leader to gather together the numerous stragglers that were wandering aro~~ndat the time). It also represents the range of control; any Russian units within two to five hem would be able to attack or defend at Full Strength. Any units not within this span of control would have their Attack and Defense Strengths cut in half. In addition, units must be in supply for purposes of movement. Attack and Defenqe "Supply" are dependent upn being able to trace to a leader who. in turn. can trace to a normal supply line. Rail and road lines are shown on the map. The rail lines are used hv the Rusrianr, who will continue to move a certain number of units per Turn by rail. The road lines are used by both sides, but most particularly by the Germans. The Germans use a step-down system to take losses. All mechani~edunits are two steps: infantn units have four steps. The Russians do not use a stepdown system; once they are forced to take losses. a unit is completelv destroyed. On the reverse of the Russian counters is a symbol to designate whether or not the unit is a rifle division or a motorized division. In the beginnine of the pame. the STERLING PERSONS, INCORPORATED CHEW ON WHAT THEY DID IN 1975 (or) F&e modaty and Qdck-Frozen Candor Served Smorgasbord Style on Gdt-Edged Chlna

unw again we cheap-shut uueelves by pieces. They were color-coded by environ- the extent that we had to start all over again. speaking the unspeukable (Le., wondering ment (air. sea, undersea) and by nationality. As a result. certain problems in the end game aloud about our triumphs and tragedies in Additionally. the aircraft were coded as to never came to light. the game world). This year, the crew of this daylight or all-weather capability. Authentic If I had it to do over again, 1 would do two institution has adopted an men more doI+i silhouettes d both the aircraft and the ships main things differently. First, I would have and self-critical tone than last year a were used. All in all, an enormous amount of - attempted to obtain more development time. matter of discovet+ng that being older does creative and drudge work went into doing Secondly, I ww1d have tried to have the same not necessarily mean being any wiser, I these counters, It was probably worth it (but designed for area movement, with mare presume. -RAS you'd have to hold my family hostage to make me do it again). abstract combat and movement systems. SIXTH FLEET [publhhed in S& T 481 Physical Systems Design: Designer: James F. Dunnigan Redmond A. Simonsen Sixth Fleet was an experiment that GLOBAL WAR Perhaps the most shikingly apparent succeeded. In the past, I'd always taken it for [SSG published in FebmaryJ physical innovation in Global War was the granted that an &/sea game would be hope- Designer: James F. Dunnigan lessly complex. The introduction of powerful terrain representation, I developed this This game, for quite obvious reasons, used system to insure maximum flexibility and nuclear submarines into the situation didn't the same mechanical system developed fdr maximum clarity concerning what hex is seem to make matters much better. After World War Three. The major change was a what terrain and which hexside can which having done most of the work on the Sirth map hvice as large w the World War Thm type of unit through. All of this was a Heet article. it became obvious that the pass map, This was necessitated by the scale of major undertaking. I beliee it achieved what situation was technically so complex that a the forces employed in World War 11, as well I set wt to do, but the sbangeness of the radical appraoch would be required. This as the fact that, since we were dealing with an appareutly dded so approach was summed up by "we'll use the map some people, historical situation, the game had to be able perhaps it wasn't an unqualified success. As Napoleon ar Waterloo system." The game. to meate this historical situation as much Kip pointed out, the game was somewhat obviously, is only vaguely related to Napoleon as possible. For those who regularly play it, yours at Waterloo. It does, however, meld the air, underdeveloped. which saddled truly the game has proven quite successful. There with the task of trying to plug up some of the surface and sub-surface combat elements were some problems with the rules, but these "bleeding" in the rules system. It involved a together in such a way that a "rocks break were overcome (for the most part). The game great deal of work that nevertheless did not scissors" system is arrived at. This produces could have been better, but I do feel that it a rather simple game, as well as a game that cover dl of the loopholes. Perhaps the single was adequate, and certainly filled a most this is startingly different, not only in its successful element in overgrown considerable gap in the list of anybody's game was the Production Track. I think the mechanics. hut also in its approach to the "game we would like to see." situation. Many hard-core naval gamers graphic system developed for this is quite deplored the simplification of such a juicy heioper: Christopher AIlea efficient and unique. A spiral version of the track will be used in War in the West. It's the situation. Hnwewr. the game proved to be I still have nightmares about this game. To one thing in the game that puts me in a self- one of the more popular games of the year. be honest, this was not one of my better congratulatory mood (for which I hope you0lI efforts. Everything seemed to go wrong with Developer: Frank Davis forgive me). this game. Among the eight games I've developed for SPI, Sixth Reef remains the most widely When I first saw it, I knew that I would have accepted game. I attribute the game's my hands full. In playtesting, it was quickly PRESTAGS discovered that the World War Three rules success to three distinct features. First. the @e SSGi published in February] contemporary subject matter attracts wauld have to k modified. I started Developer: Tom Wdczyk immediate attention. Second, the attractive rewriting the mles, and rewriting and game components make Skth Hest one of rewriting and never really finished. I had The Prestags Series was something of an the most visually appealing games currently about two months to finish the development ambitious failure. John Young, Ken available. Third, and most important, Sixth on this game; I could have easily used six. Hoffman and myself were faced with the fleet's unusual sequence of play and In playtesting, 1 tried something that I had thankless task of trying to incorporate five mechanics lend a subtle complexity which same separate and rather muddied old-line never done before - using the team of games preserves the game's ability to challenge playtesters throughout the entire develop- tactical into a unified and cogent system. Most of our efforts went into the Players, whether nwice or ex*. Criticism ment period. The advantage was that I could standard rules and we had vwy little time left of the game's lack of "realism" has been have a group of people who were familiar to deal with the seemingly countless number considerabie. In the crtse of Sixth Reet, with the game. The drawback was that the of scenarios that were pouring in from all however, whatever redism the designer same tactics were always used and that we a11 sides, and which continually had to be sacrificed is scarcely missed once one is became so close to the game that we coulh't updated as the rules changed. Because of drawn into the intriguing three-dimensional spot obvious errors (as the two-page errata pdeinvolved in wresting control of the sheet this. many of the scenarios are still hopelessly will testify to). On the whole, this was a suffered trying Mediterranean with the contemporary form mistake. muddled. All the games from available in that theater. to recreate hundreds of years of warfare on The final problem during playtesting was the various homogenized terrain that are so Physical Systems Design: time required to playtest the game. No game important in tactical battles. In retrospect, I Redrnoad A. Sirnomen we started ever went further than 1942. By think it would have been better to start from The most chaJlenging aspect of designing the time we'd start playtesting on Friday, I scratch and present selecied bath in a Sixth Heat was the complexity of the playing had rewritten the rules during the week to QuadriGame format. Pir.v~icaIJ:vsr~nls Drsi,qn: hringing new designers "up to speed." The a while: it's something like running a Redmond A. Simonsen theory was to assign Four games of roughly marathon. It wears you out, but there's a This Series was simply an opportunity to the same size, scale and historical period ro certain feeling of exhileration after you've refine some of the symbology used on the tour new designers. They urould design these done. I also enjoyed the chaElenpe of fitting pictorial pieces and create a group of related games within a standardized format the situation into a Folio format. I was quite box covurs. There was little chance for provided by one overall developer, initialty pleased with the results. and this is one of my innovation. I feel that the blandness of the using "off the shelf" mechanics. Needless to favorite? for 1975. The multi-Player options, integrated system permeates the whole say. the theory is still evolving. as well as the "playing both fronts at once" collcction. In this iirst QuadriGame, I found myself cast system. made this game unique. In addition, in the role of both designer (for it was probably one of the most playable games of 1975. the Quads not wit handing. FKFIIEKICK THE GREAT Cl~ickurnuu~a)and developer (of the whole Indeed. we received more than one letter ~uhli~heciit1 SR T 491 shooting match). Designing Chickamauga saying that Burrle for Germany was the best Dtrsignrr: Frank Davis was remarkably easy. because the developer 'Avolon Hill' game they'd ever seen. The main intent In the design of Frederick was so cooperative. Nor only that, but by shecr cnincidence, the developer (me) Jay ~JIPGrrur was to convey, in simple terms, Ihvelop~r: Nelson assigned me (the designer) the most balanced something of the nature of 18th Century From the beginning of mv part of the warfare to an audience who prohahl~didn't game (from the standpoint of opposing development process, two things aere clear: know much about the subject. If appears ctrengths). The game was an excellent game in the that Frrd~rickthe Greuf failed to stimulate The result was the chance to clean up the "classic" sense. It was a great deal ot fun. it that audience. Nevertheless. the game was Nupnl~cmat Wulrrlr~osystem. which meant had good "feel." it was vey balanced. well-received by a small, hut highly vocal nothing more than eliminating the ability of Second, the game was not a good simulation minority, who convinced us to continue artillery units to play ping-pong with each of the collapse of Germany in 1945; publirhing at least one "Editor's Choice" a other while simultaneousEy attacking twenty important factors, such as supply, mech- year. Per~onally. 1 must acknowledge my million Turks. antled movement, weather. and the large indebtedness to 's 1771, game. the thrusts and counter-thrusts of the campaign ground breaking effort in 18th Cenluv mili- Desiptrr [Anri~tum\:Tom Walczyk simply were not reproduced. Though tary wnulatlon, and to Jim Dunnigan, who Antietarrr was a joy to design. Because the conferences with the designer it became gave me complete control over the game basic game system is so clean and straight- evident that the main interest in Batrk for design project, simultaneously replacing me forward, these was little left for me to do Grrmurrjl was its relatively unique play as the author of the Six~hFleer article in except the research (always one of the yrtem and vety simple mechanics. coupled SR-7 48. Without his arsIstance, we might designer's more enjoyable tasks) and some with a popular hi~toricai period and a rill be waiting for SAT 49 to mll off the exclusive rules for game balance and conflict thai had not really been "gamed" press. accuracy. before. with these aims in mind, I proceeded to develolp the three- and four-Player Drvrloprr: Edward M. Curran In general, Anfietam reflects the simplicity of versions as well as the Red Star/White Star the u,hole QuadriGame concept. I think the In Frederick I~PGreat, the distinction scenario and the Garrison Rules. Since the only really novel aspect of the game is the between Designer and Developer was lost. game was pubIished. I have learned a great Union Initiative Rule, which prevents the Many of the vita$ elements remained in flux deal ahout development and would now have Union Player from moving more than a during most of the development period. The done things differently. However. Batrk for specified number of units per Game-Turn. originaI designer stepped in so many times G~rrnon-vis not only one of the higher rated Although some Players chafe against that the original developer abdicated his of the recent S& T games, but it has been Command Control rules, there are some position. Personality conflicts are bound to played by over 80% of the respondents to the battles where they simply have to be arise whenever any number of creative people Feedback. an amazing figure, which speaks included. Northern inefficiency could have attempt to cooperate on a prqject. Despite we11 for a simple and unique game. there and the newness of the game system been reflected in more devious ways, such as design. the game came through in a vev reducing the strength and movement of the Pl~.vsicul Svsterns Design: acceptable form. 11 is conceivable that the Union units. But tha~would have created Redmond A. Simonsen problems which arose made for a better more problems than it solved, and would not On thi\ one, I did put the positions on the have correctly reflected the actual situation. game. The designer was forced to keep a map (you would have gone crazy with all close walch on the project and made sure PhAvsical St~strmsDesign: those minutely different German units to that it remained faithfuI to the original Redmond A. S~rnonsen position). The geography of the map is concept. It remains one of my favorite The maps in this game aere done in three somewhat suspect - something that I games. colors with pleasant results. I regret that I discovered too late to do much about it. other didn't give in to lhe wishes of the developers. than currect a few superficial elements. I Pl!vsical Svsterns Desi~n. don't hekeive it's serious enough to radically Redmond A. Simonsen with respect to putting the starting positions on the map. It would have been useful. With affect the game. but I fret about it anyway. I disappointed myself with the map on this this game and its Folios. the standard one. I believe it could have been a little sexier packaging format had to be developed - the visually and that this would have helped the result was rhe hg-now-familiar four panel MODERN BA TTLES game. The counters are pleasant; simple, but Quad cover and framed Folio cover. which I lQuadriGam~prlhlished in June] effective. Some people objected to the colors believe are effective. Del,eiup~r:Edward M. Curran of the pieces, but I did them in consultation with the designer (in an attempt at There was no real developer tor this project. historicity). It had grown from one game, Wunhure, into BATTLE FOR GERMANY a QuadriGame somewhat haphazardly. -. Because of thk, no single person had the [published it1 S& T 501 responsibility lor coordinating ever-ything. BLUE R GRAY Daignrr: James F. Dunnigan Amazingly. things turned out alright. 1QuadriGarne p uhlishrd it1 April] I did much of the development work on this IUnfonunately, Tom Walczyk. who did Developrr. Irad R. Hardy one. primarily to keep in practice. This game sterling work in hammering the initial design As originally conceived, the SPI Quadri was designed in a 12-hour New Year's Eve into a playable form. failed to receive the Games were meant to be a method of design session. I like to do that every once in proper recognition.) The system proved little trouble to Ihe playtesters and required little, Developec Isad B. Hardy One thing 1 was determined not to do; and if any, tinkering. "Well, this should he simple," says Jimmy Q. that was not to produce a betterJurland. [For two reasons: One. I couldn't: and, two. there Desi~nerIChitlese Furm]: Howard Barasch "All we're going to do is modernize Combat Conimand and Red SrarJWhir~ Sfur." exist many games which cxpEorc tactical ship One major addition that was made in the "Introduce SiMove. Command Control, tngagcmcntr in a realistic and detailed initial design work was the increased potency Differential CRT's. s new scale and maybe manner.] Kathcr, I was determined to force a and usefulness of artillery. This was inter- some new scenarios. Oh, yeah, how about Player into a role with limited decisions. "Do pretted through the use of Final Protective somc more emphasis on new weapons I close with the enemy or get out of here?" Fire (FPF) and Barrage Strength. systems." Basically. I wanted a game in which the The other major deviation from Blue & Player would be encouraged to build a force The designer proposes and the developer Gro-v came in the form of the "bloodless" of dreadnoughts and the11 be scared out of disposes. Development began with emphasis his mind when il came to using them. I'm not Combat Results Table and the use of the on Ponzcr '44. A hypothetical map was shifts in combat calculations. The secondary par~icularly happy with the result. The drawn at 100 rneterslhex scale and, lo and campaign scenario is too abstract. If I had it or "bloody" CRT was developed later on behold. we were doing fine until the army to do over. I would limit the game to when it became apparent that some walked in and said, "This looks a lot like a were 1905-1918, with play centered on the situations becoming deadlocked and game we're doing. Only our scale is 200 was need game European littoral. there a to break the open. meters/bex and we're using real terrain." So Most of the designers tried to shy away from James discovered Mother Nature and your's this table to preserve the need for maneuver truly had to redo the system to fit the new Redmond A. Sirnonsen in their games. scale and the scenarios to fit real maps. In The unlp real problem in this one was the Each of the four games had their own pursuit of the latter objective, we played Bob counter design - packing all that individual problems - some more than Moses and relocated some roads and towns information inside a 3/R" area was tough. others. Because of the nature of the subject on the Pu"unz~r '44 map, but nobody in An original impulse to use silhouettes was matter. Orders of Battle and maps created Juvrccourt has complained yet. killed due to space Eimitations on the pieces. some problems, and this, for a time, was the Development of Mech Wur '77 proceeded The "endless" map is identical to that used designer's biggest problem. The system was abreast of the develapment of Wunburg, in Fr$ute. originally created for the vanguard game, and the scenarios were drawn in a vague way Wrrrzburg. which later developed special from confrontations that came about in the rules. such as use of helicopter units and Wurzburg testing. nuclear rules. but almost worked nithin the WORLD WAR I standard rules. The other games needed One erfect that is downgraded in both games bublished in SAT 511 some additions to make them work. is artillery. I think this is brought to the Desigtler: lames F. Dunnigan Player's attention within the text of the rules. The effectiveness and mechanics of the The plain fact is that we emphasized infantry Still smarting from the after-effects of having SAM'S was of critical importance to both and armor ('cause they're so much fun to play designed 1914. I considered this another GoIan and C/~in~seFarm. They had to be with) at the expense of artillery ('cause it's so challenge. Having to do it in Folio format games and integrated into the still fit into a boring to deploy ten units only to have six or merely added a bit more spice ta the basically simply system. In this respect, I seven of them obliterated before the fun endeavor. I consider this game to ;be one of believe we succeeded. starts). In the fullness of time, I expect we my more "elegant" designs. It is a compact, "to the point" game, that achieves its Phvsical Svsrems Desifn: will publish an artillery game in which armor objectives with a minimum of fuss and Redmond A. Sirnonsen and infantry assume their true role as targets to he squashed. bother. Most games. including most of the The maps in this series were partially good ones, are merely new combinations of successful, even more so than their BRC Phvsical Sysrerns Desip: existing game mechanics. World War I, predecessors. The counters were an Redmond A. Simonsen however. incorporated some (at least) rare experiment with silhouettes on operational- These games were essentially refinements of elements in a unique way. I've plaved this sized units. 1 don't especially like the idea. the visual systems developed for previ0~5 one more than once after it was published, it's very expensive to do and is inappropriate. tactical armored games. Minor improve- The customers had mixed reactions to them, Dev~lop~r:Christopher Allen ments in counter layout were made; better insufficiently positive to warrant doing it solutions to terrain display were incorporated This game played well and had some again. into the maps (which. being based on real interesting features, Of course. the most geography, have a much more convincing innovative feature of the game was the CRP appearance than previous tactical armor (Combat Resource Point) system. In some maps). aspects, this is analogous to the system in MECH WAR '77/PANZER '44 Third Reich (by Avalan Hill). I was familiar [two SSG 's published in April] with this game and it helped me to get the "leel" of World War I. Desigtlec James F. Dunnigan DREADNOUGHT The only real problem that the game These two games are a high point of 1975. at [SSG published in Ju[v] presented were the Zone of Control rules. I least from my vienpoint as a designer. In Devrlopec Irad B. Hardy wanted to make them not quite so rigid, so these games. I finally achieved what I that infiltration would be possible. It would considered to be a satisfactory tactical game After Z~ppelins.I suppose there was nothing also force the Germans to devote more troops system. I'd been trying ever since 1968. when that excitied John Young's imagination mare to the western Front. The designer san I first developed the ideas that resulted in than the dreadnought. He spent his youth on 7!nes of Control as being defensive the initial design of this game, and particu. Tactical Game 3, and, two years later, formations with the counters themselves PanzerBlirz. There were some false starts in larly on the quantification of ship values and actuallv representing an abstract offensive Corn bar Command, and Red Star/ Whire the combat routine; whereupon he left for ability. This was a basic difference of opinion Star. 1 on the coast. leaving yours truly to explain to the but finally got the right track with regarding the design of the game. So we Desert War and Kumpfpanzer. And with cognoscenti why the Dunkerque has more cempromised - we did it Jim's way. Mech War '77/Ponzer '44 things finally firepower than the King George. (Having came together. The continued success of spent my youth in pool halls and saloons, 1 1 did have a lot of help with the game. Our these garnks seems to bear this out. can't tell you.) resident Turk. Oktay Oztunali. was especially helpful in balancing the game in adjusting Victory Conditions and the scenario, in which the Japanese air units the Balkan Front. Dave Isby was able to Austrian surprise rule (known during cannot win. Quite honestly, I believe the provide me with a lot of reading material. playtesting as "the Drunken Frog rule"). game has a lot going for it and one can learn Finally. Linda Mosca was particularly an awful lot about carrier operations from it. invaluable in playtesting. She gave me many kfarell~0is not a classic game, but it is small ideas based upon the play of the game that (55 active counters), quick and enjoyable to Phvsicul $vsterns Desi~n: were incorporaled into the rules. play. I think that much of the value of any Redmond A. Simonsen game must be as a "history lesson." Marengo This game was both a burden and a Pl~,vsirolJvsrrnls D~si~n: will "teach" you some of the eIernents of challenge. Because the design and develop- Redmond A. Simonsen NapoIeonic grand tactics. The need for ment ran over schedule, the production of mobility, massing at the enemy's weak No great physical problems other than the system was also delayed. After points, the role of reserves, and other points squeezing all the tracks on the map. The interrogating the develolpers, I arrived at a of simplicity of the counters and the- many are quite evident from a game Marengo. practical solution for all the operational Unfortunately. other key "lessons" (the different nationalities resuIted in a pleasing display tracks and patterns. In some ways, interaction of cavalry, infantry and artillesy. variety of colors. Once again, the rules this actually affected the design of the game the tactical differences of the French and manuscript was inadequate and required syqtern, since in the course of my interro- Austrian Armies and the general "flavor" rewriting by yours truly. In my opinion. this gations matters of sequence and rule usage of the period), have been swallowed by the game is the best strategic level WWI came lo light that might olhemise not have. neutralizing system. But, with these cavears simulation yet. All it requires is a little dash The diagram of the Game-Turn (on,the map) and limitations. Marengo is a successful of "design salt" to lift it out of its somewhat was essential for this super-complex system. game. if less than a complete simulation. predictable CRP/Combat Results system. Had I my "do-overs" I would have put the PhysicaI Systems Design: strategic maps on individual pieces of paper Rcdrnond A. Simonsen (something I'm usually loathe to do). Very close work with the developers was Another instance in which I should have put required and the manner NAPOLEON A T WAR the starting positions on the map znd (at the in the design of the counters in which they were back-printed. The game [QuadriGarne published in Augrrst] time) didn't deem it necessary. Sorq. guys. was at least the equivalent of two normal Developer: Frank Davis The counters were handled in a fashion games in terms of work (and terms of similar to Modern Battles, but. in this in The developer's rale in a QuadriGame components - lots of paper). project is considerably different from his instance. I think the silhouettes were responsibilities when working on an S& T or justified - there were only three basic SSG game. Generally, the QuadriGame silhouettes (instead of dozens) and the counters so simple that they needed developer sesves as rules editor and project were OIL WAR something to dress them up. coordinator. This simply involves seeing that bublixhed itr SB T 521 the four designers all work within a Designer: James F. Dwnigan previously prescribed set of guidelines. The 1 thought that this one was a real winner. remainder of his work involves playtesting FAST CARRIERS (though not extensively), and probf-reading. Unfortunately, many of our subscribers did ISSG published in Octoher] not agree. So Oil War. urhile not an abject In Napoleon at War, I was fortunate to be Desi~ner:lames f. Dunnigan failure, was certainly not a success. Why, I'm supervising four designers who are all regular Boy. did 1 ever get crucified doing this one! It not sure. The game uses what I consider an R&D staff members at SPI. As a result, my took three to four times longer than it should "elegant" svstem. Finely tuned, carefully contribution was minimal. Having have, and it was so complex that the crafted and meticulously put together. Those established my objective position concerning developers also required many more hours qualities, unfortunately. are not a sure-fire this project, I feel that, as a group, we failed than were normally required for a game. The recipe Ior success every time. I played this to rectify the basic problems which induced It is truly a one a number of times after publication, and the bulk of criticism levelled at Nupoleon at results are quite impressive. realistic game of carrier operations. I definitely liked it. As a designer (who has an Waterloo. The NA W game system conveys However, considering the resources we had to obligation to serve as many players as lirtle of "the feel' of a Napoleonic battie. The possible). 1 still don't fully understand where new QuadriGarne similarly avoids the pour into this, it was only a mixed success econornlcally; not in terms of making a I went wrong. complexities ot Napoleonic tactics. profit. but in terms of what we could have Designer [Murengo]: David Isby done with those resources. When you design Developer: Christopher Allen Murengo was probably the most straight- a lot of games, you will, from time to time, The game system provided a problem. This forward of the Napoleonic Folios, which was come across a project like this. I don't regret was particularly true in the case of air power. a double advantage as the standard it. but I'd certainly spend a little more effort Air units are ground units - almost. This QuadriGame system was designed for in trying to avoid doing it the way we did. "almost" gave me more problems. Several Napoleonic era games. Thus, many of the Drvelopers: diffcrent systems were tried out in playtesting compromises with reality that occur in other Irad B. Hardy and Frederick Georgian before one was discovered that worked. One periods are absent. I surpressed my personal of the innovations that was discovered purely fist Carriers had undergone quite a number tastes for more small rules (as in Mukden) in by the playtesters was the Air Unit Basing of changes before being launched, which was favor of an extremely clean and simple game. Phase. Originally. the game did not have this the reason tor its delay. It was somewhat Part of the success comes tmm the "see-saw" Phase and problems arose about which alr gratifying to hear that people, in genera!, felt nature of the battle. with both the French base was supporting which air unit. not to it was worth the effort. A delayed schedule, and Austrians getting the chance to attack mention the fact that the rnapshet became however, dms not imply a relaxed work load, and defend. which the Players seem to enjoy. quite cluttered. but. rather, is an indication of a pressing Research is a vital part of any game, and work load. We simply cannot afford to spill The final problem was the Victory Marengo was fortunately straight-forward in beyond a projected schedule, because that Conditions. The objective is to seize the oil that respect. With the help of Howard robs time from other games. Unfartunatelv, facilities before the Arabs can blow them up. Barasch. I located several detailed 19th Fast Carriers, at times, did get out of hand. As to how quickly they could do this. we Century French works, which had most of Whenever that sort of thing happens. even decided on a period of two weeks. No one the "hard" data. Raytesting was relatively the simpIest mistake can slip past, the really knows. The Victory Conditions were smooth, with any "fine tuning" done by by-now classic case being the solitaire also used to balance the game. Simply put, the U.S. can heat the hell out of the Arabs in exactly how it goes in the game. As a Dnbrl~v~r:Tam Walczyk a military sense. But remember why we are footnote, my sources disagreed as to the Sort.rrrr presentetl some rather unusual supposedly fighting in the Persian Gulf. This presence of the Japanese 230th Infaqtry ; and development problems. Aside from being is an examplc of the objectives dictating the my tossing the mental coin on this question (literally) the mast colorful game SPI has ever tactics. resulted in the two battalions in question produced, it is also the most fictional. being included in the Scenario I1 set-up. but Ph.~.sicalJwr~rns Design: S#~rF~>rce.a previous science fiction venture, not on the counter sheet or Reinforcement Redmond A. Simonsen wah at leas1 based on actual stellar positions. Track for the campaign game. whereas Sorr~r~r'~land of Ratinarkhemrr: is The map needed a lot of tuning from the complctely imaginaty. While this did help playtest version. since it turned out that there Pkpicul &,sterns Design: certain aspects of the game, it also meant were a lot of redundant features on it. The Redmond A. Sirnonsen I had to work clnsely with Redrnond to make counters were a problem similar to Modern The maps were a very dense layout and sure whatever changes 1 was contemplating Burrlps (but no1 as time-consuming). The production problem. Heaw terrain. big fit into the general scheme of ihings. Ln an stickiest aspect was figuring out all the reinforcement tracks. etc. A few critical historical situation, one can use past evenrs Holding Boxes and reinforcement displays. omissions and stupudilies saw print due to as a guide and discover, for example, that I had a good amount of fun designing the faulty proofing on the part of the designers when lorte attacked force, 75 percent of the cover image. and the art department. Some of the U.S. time a certain result occurred. Rut exactly counters were tinted a little loo heavily and what is "supposed" to happen when two air are thus not as easy to read as I would like. 1 dragons attack a troll? For this reason. there avoided silhouettes for the reasons given in wab always the tcmptation to try and improve ISLAND WAR the Modern Battles paragraph. ~QuadriCamrpuhiish~d in Qcroher] whatever results the game system produced in order to achieve some mythical level of Developec Edward M. Curran perfection. But the hardest task was in This series of games presented some rather SORCERER presenting all the necessargr concepts and interesting pn~blems. 7Jlev arose mainly [SSG plrblished irt November] informalion in a format where the Players From trying to use the Mnd~mBarrles game Desi~ner:Redmond A. Simonsen would not tee1 hopelessly lost. This required system in the Pacific environment. After both a tightly written rules manuscript and having settled on a reasonable solution, the As in SrurForce. 1 took a deliberately another enormous graphics job b?; RAS. next step was to fit the revised system to the different tack in designing a fantasy game: I individual battles. When I say individual, I avoided looking at other fantasy games, I mran individual. Except for the opposing refused to model it after any specific body of nationalities, there was virtually nothing ?hat fantasy fiction. and I made a deliberate was the same from one battle to another. attempt to construct a world of magic that There wcre also the different mentalities of was internally consistent - unlike almost all PUNIC WARS the designers involved. Two of them fantasy systems. buhlished iri S& T 5-71 approached the games strictly as games, I pursued the idea that magic would be Dr~i~rier:Irad B. Hardy Once they had a playable and enjoyable possible in a universe in which reality was The biggest job a designer has is to focus the package, they were finished. The other two weakened by the impingement of other placed more emphasis history and painful universes upon it. The complex system of scope of hi5 game so that the developer can fit it into the eventual phgsrcal limits of realism. This shows in their games. The non-transitive relationships was inspired by a publication. I didn't do this with Punic difference in approach is obvious. The one couple of articles in Scientific American. The sour note was the incredible number of color coding of the universes/types of magic Wars. A small map, 101) counters and eight rules were too little to contain a important omissions, which can only hurt the was a natural product of my art orientation. pages of games. military-naval system with political and As in SrarForce,once the basic "world" was economic sideshows. In retrospect, it would Designer [Bloodr Ridge]: Kevin Zucker posited. the game grew around it (although have been easier te design an operational there's a definite chicken-egg problem there). game in Italy. The original research and design work for Tom Walcqk contributed a number of this game had been done years ago, before I valuable modifications and additions to my 13e1,rloper: Frank Davis came lo SPI. So, when Jay Nelson originally original conceptions. The openness of the Although credited wilh the game's derign, attempted. and then abandoned as system encouraged playtesters to put forth Irad Hardy should not bear all the blame for unworkable. a Guadalcanal game. Jim several "why-don't-ure-have-a-magic-argle- TItr Punic Wars. which is doing rather agreed to give me a shot at the title. [I don't bargle" rule. Most of the "argle-bargles" work poorly in initial feedback ratings. As normallv do any on a game until the didn't get in. but 1 made an allowance for it published, Punic Wars represents a draft of the rules is complete.] I had only to in the section on casting new spells. make the necessav adjustments to the compromise not only between the designer Combat Strengths in Blm& Ridge to acco- and the developer. but also between the rnodate them to the Differential. as opposed The artwork was a gigantic problem. Mostly Hannibalic legend {which probably accounts to the Odds CRT type, and to bring them the difficulties centered around the technical for whatever popularilt~the subject possesses) into line with the values used in the other considerations of the manv colors used. We and the restrictions imposed by the Folio games in the series. Thus. Japanese 4-10 actually ran a trial version of the finished format of the game. These compromises infantrl; became 2-2-10"s; US Marine map lo check the color (and since it was off. account for the two major weaknesses of the infantry went from 6-10's to 2-3-10's. A we seplated for the final run). A similar game: a lack of historical "flavor." and an couplc of test games with Ed Curran, after procedure was followed tor the counters. One incuncise and confusing rules booklet. devising the Japanese infiltration rule (6.141. of thc most arduous an elements was the ClearIy. the game cries out for ri~phants, made it clear -that the game's seven-Turn cover painting. Since 1 don't consider myself which had to be excluded when the scope of scenarios (and particularly the first) were an ilrustrator. I tried to get some freelance the game and the counter mix was deter- tense. exciting and capable of going either people to do it. None of them came up with mined. The convoluted rules and unaecessag way right up through the last Turn. The *hat I had pre-visualized. so I was forced to conlpiexity of certain game mechanics reflect campaign game was added only because we do it myself - a process that takes me twice the design team's tendency to overcornpen- knew some would feel it should be there; the as long as any lruly competent illustrator. sate for the missing elephants. Clearly, in the period between scenarios was a period of The printed illustration was sat~sfying to case of Puttic Wars, "for want of a nail. a retrenchment and little activity, and thnt's behold after all the sweat I'd put into it. kingdom has been lost!" Ph.vsicu1 Svs~rrnsDesi~n: adding the Fredericksbrrrg map and corps level design that was enormously large. Redmond A. Simonsen including the necessary units in the HRL and simple. The change5 which did take Frank Davis and I worked closely on the map counter mix, the entire campaign could be place were drastic revisions of the CRT and and counter elements. All in all, the map is fought. The decision was then made to beef time scales; each Came-Turn was now twice very satisfactory. aesthetically and function- up the BIue & Grqv rules, adding a degree of as long as one month. ! then attempted to ally. There is some problem with the complexity not found in the other games. include as many unit types as possible: unconventional layout of the Combat Results The result was quite exciting. The Grand hovercraft. partisans, militia, and different Tahle, hut if one reads the rules carefully, its Chanceflorsville Option proved to be a good, capabilities for air units. 1 initially thought usage becomes clear (although a complete tough game. Moreover. it managed to retain that the scenarios should be no problem, but example would have cleared up any possible a solid feel for the actual campaign simply as I later discovered, that was the major pan remaining confusion). by adding in a few rules that the basic systkm of my job si th this game and I unfonunately could not afford. such as Corps command over-extended myself in that direction. control, strategic movement and individual As published, the game has about half a commanders. Thus. while basic the Hooker dozen scenarios, and lots of 3pecial unit & Lee game may be no better or worse than types. The unique concealed strength rules BLUE & GRAY I1 its other BRGII brothers, the Grand were difficult to test w~thtesting tending to [QuadriGame published in December] Chancellorsvil~e Option was a highly vary within a certain range of results, rather D~wlope~Edward M. Curran entertaining and informative exercise in than in set patterns. Only time will tell. There is little to be said about these games. design experimentation. hecause they are a continuation of the system PhysicoJ Svstems Design: Pii.vsicul S.vsletns Desi~n: used in BIup & Grqv. The one difference was Redmond A. Simonsen Redrnond A. Simansen that two of the designers came from outside The only system difference in this Quad as The unit counters were novel in this one with the company. They brought with them some compared to Blu~d Gray is the matching of their Untried Strengths and True Strengths. very strange ideas on how to design games. It two of the maps so that the Grand I opted to put the average strength of the unit was necessary to show them the error of their ChancellorsviHle Option could be included. type on the Untried side so the Player wourd ways. This is not to say that they did not have have somp hint as to what the unit might be. any good ideas. For example, they were the The map war simply a large piece of meat to ones who accomplished the linking of two roast, Becawe of the many tvpes of terrain, I game maps together. permitting Players to did the two-section map in three colors (and have a campaign game. All in all, a sttaight- INVASION: AMERICA [SSG published in December] it is quite striking, if I may be so bold to forward development job. comment). A few all-sea hexes off the west Daipner: James F. Dunnigan Designer IHooker & Lee]: Richard Berg coast of Canada have some superFluous tints This game is big and a lot of fun. The in them, and a Rough hex (S2715) came out Hooker and Lpe proved to be something of designing was mainly a geography exercise. the wrong color. r an anornoly. In the first place, it is really two North America is a large place and since no different games; providing you have copy of a one in modern times has seriously enter- the Fred~rickshurgmap handy. At the basic tained the idea of invading it, it was B&GII level, Hooker works quite well as a necessary for us to do a fairly extensive Designer's Notes [r.tlrnrrnrramdtnam -71 game; it has pretty good balance and is rarely geographical analysis, not only to determine have been added and these need to hc ironed decided before the Eighth or Ninth Turn. the best invasion areas. but also what sort of out before a version can be finalized. Some of However, a mediocre, or worse. Confederate terrain. from the military point of view, the these rules include ArtilPey Accuracy, Player can easily find himself on the short continent contained. We purposely kept the Extended Ammunition SuppEv (based on the end of a 1000-1 score, because faibure to mechanics quite simple. We wanted the actual number of rounds available at the understand the implications of the Jackson game to be a manageable one. Furthermore. battle!), a maneuver entitled Retire by Flanking maneuver rule can be fatal. there were so many things going on in the Prolongc. elc. The final testing of the entire Essentially. though, the game bears only game, primarily air. land and sea operations three-day game is underway, after com- moderate resemblance to history. a problem at once. plus an industrial infrastructure, pleting work on the Pickett's Charge inherent with any game attempting to that anything more complex might well Scenario. After watching that in action for recreate the Battle of Chancellorsville. collapse of its own weight. A nice game, several weeks. it was decided to include the In the first place, the restrictions of the Blue rather enjoyable. A bit pretentious, but Charge (in its hirtorical version) as a solitaire d Grqv system are fierce, both in terms of possessing a good aroma. scenario, because of its incredible Iack of scale and complexities. Scale restrictions Devefoper: Jay Neison balance. Extensive research was done on the immediately limited the design to covering positions of the units and batteries. so if you Jnvasion: America was the first game I had the actual battle around ChanceIlorsville. are interested in the worst military disaster of responsibility far from beginning to end. I leaving out the Fredericksburg crossing to the Nineteenth Century [Pickett'r Divirion received this rather simple monrter as two the east. This was not a major tragedy, as the alone suffered 67'70 casualties!?l. it's all there pages of chart paper covered with nearly historical result of a brilliant Confederate for you to play. All historical scenarios will be undecipherable scribbling. I was amazed; tactical victory had already been attained available in non+historical forms, so that the how was I to make a game out af this? I set to when Sedgewick finally crossed on May 3. Players may change the course of the battle work on the map, no small project in itself. This the "battle major" can still be played entirely. -Richard Berg and prepared to sit down with the designer out with HAL. Unfortunately, two Players of and another staff member to playtest what approximately the same skills will never was extant. The original Zones of Control Kusserine Puss examines the famous Axis come up with the same result. in terms of were "locking" (no one could leave: you must counterattack which almost spelled disaster positions. attacks, etc., as did Hooker and attack all adjacent units). Movement Lee. And therein ties the problem: for the Allie5 in Tunisia during February Allowances were an average of 5-6. Turns 1943. The battle was translating the Battle of Chancellotsvilie into itsell a rather confused were two weeks, After the initial playtest, I (as a simulation is truly a designer's nightmare, affair North African battles tend to be) recommended a scale change to cover only with the added spice of ''green" American. The strictures of the Blue R Gray system did specific areas of the beaches and the areas French and British troops coming into little to alleviate this problem. behind them. This was rejected. What was contact with bat~le-hardenedAxis troops of The solution appeared in the form of The required, I was told, was a big. dumb game. theFifrlr Punzer Armrand theD.A.K. In the Grand Chancellorsville Option. By simply What I had was basically "off the shelf" early stages of piaytesting. it became clear Irnnr.nr..,rl n.< n ,...,, 1 ?1 OPERATIONAL ANALYSTS: WORLD WAR I 'by Geoff K. Barkman

WorId War One is a refreshing example of Determination Phase; six consecutive Attack The raison d 'pire of the cornhat system, and the recent SPI design trend toward extremely Phases. running from the 1st Superior indeed of the whoIe game, is the CRP system. clean and playable games. A member of the Plaver's Attack Phase alternatively to the 3rd CRP's (pronounced "krips*' by SPI, "Krupps S&T Foiio Series. it is a welcome answer to Inferior Player's Attack Phase; and a final by the German Plaver, "crepes" by the the cries of "playability-garners" who seek a CKP Allocation and Build Phase, in which French. and "craps" or "tripes?" by the few hours of enjoyment without the need to CRP Levels are augmented and new units are loser) represen! the on-line manpower/ master encyclopedic rules and sort myriad built and CRP's loaned for use in combat the materiel resources of the participant nations. counters. In WWI. as well as the bulk of next Turn. Each nation starts or enters the game with a Folio games presented in QuadriGame All units have a Movement Allowance of five. given number of CRP'5 and receives more format, there can be found a common regardless of season or location. Rough each Turn. Neutrals which do not later enter denominator of realism blended with terrain costs 2 MP: all other hexes cost one. ihe game of their own accord have no CRP's simplicity that has been seen only Stacking is forbidden except "in transit." and must depend on major power bans. In sporadically in the SPI Iine since the early Movement ceases upon entry into an Enemy addition to their use in absorbing losses. days of Crere and Anzio Beachhead. Zone of Control (ZOC), though units $tatting CRP's are expended in the Build Phase to in such ZOC's may freely depart as long as build new or rebuild destroyed units at a cost Happily. WWrs simplicity dms nat stern they do not move directly from one ZOC to of five CRP's each. Units lort through from a lack of innovation. The game's another. Rail movement is possible at triple isolation may not be rebuilt. All newly lineage is mrneukit unclear, though the created units appear at home supply centers roots are obvious. A unique manpower- rate nn tracks connected to a Friendly supply source. Rail and normal movement may be free of Enemy ZOC's for use the following eco-resource system has ken borrowed from Turn. Avalon Hill's tine Third Reich game, then combined and there are no entraining costs. simplified and reworked to fit the WWI The Allied Player has an exclusive sea Various other ru!es dealing with neutrals, movement capacity of one unit per Turn. design package [the desi~nerwould most weather, and infiltration units will be more limited to the British, French and U.S. Such likely disa~ree - RASI. The cornbat- fuliy dimmed in the course of this article. movement is prohibited past the Dardanelles movement system is. to the best of my The Game knowledge, unique. and beautifuIIy suited to and the Bosporus if they are held by enemy or neutral the simulation of strategic action of the forces. Franco-Jtalian transit is WWI has two Scenarios: Historical and Free accomplished by a one-Turn delay in the period. Deployment. In the former set-up (see Fig. Eranco-Italian Transit Area. The mapboard depicts the entire stage of the 1). the Germans have advanced into France bloody drama of WWI from Paris to the Supply is traced along a path of any length and BeIgium, the Austrians are poised on the Black Sea and from Greece to Lithuania. free of Enemy ZOC's (Friendfv units border of Serbia. and the Russians have Significant terrain features include rough negating such ZOC's) to a supply source. invaded Austria and ~ufferedthe loss of an terrain (a one-point bonus to defensive Allied and Russian sources are the west and amp in the Battle of Tannenburg. In effect, strength), fortifications (which function as east edges of the map. respectively, or to a First-Turn movement has already occurred immobile defensive units). resource centers, Friendly beachhead. German and Austrian and the game begins with combat. The supply centers, and railroads. Integrated into supply rs traced to two home supply centers. French Player is required to conduct at least the map are the Turn Record/Phase Record which are connected by a supply line. All mo attacks on the First Turn; there are no Track and the CRP Track, which will be other nations are supplied by a home center further restrictions. Free Deployment allows explained below, and a Terrain Key that 1 or an Allied major power source. Any unit or Playerr to position their mts as they see lit suspect is provided more for aesthetic fort out of supply at the end of a Build Phase within their respective nations: there is no reasons than design utility. The counters. is eliminated. French attack requirement and the Russian numbering lers than 100, represent Combat occurs in three sets of SuperiorJln- 2nd Army is as yet unscathed. For the army-sized units of the participant nations. ferior Attack Phases, the Superior PIayer purposes of this article, I shall deal with the with appropriate attack and defense being determined by a comparison of aggre- Historical Scenario and leave it to the Plaqer strengths. Five of them are functional?y gate Combat Resource Points (CRP's), to apply the strategy and tactics described to unique units of special combat effectiveness. Attacks ate resolved on a Combat Differential the Free Deployment game. Also included are markers for use on the Table. Loss Point requirements may be Victory in both Scenarios is detemined by a CRP Track. The map graphics and the satisfied in three ways: retreat, loss of CRP's comparison of Victory Points. Resource counters are both utilitarian and aestheti- or (in the 3rd Attack Phase only). the destruc- centers are worth five Victory Points each. cally pleasing. tion of a unit. The first two methods can be Russian surrender is worth anywhere from combined (i.e.. a 5-Pt. loss may be accorn- 100 to 15 Faints, depending on when the CP plished by losing two CRP's and retreating Player can bring the bear to its knees, a rare As one would expect, it is the rules that make three hexes). though the attacker may never accomplishment prior to Turn Seven and WWl the experience it is. There are virtually retreat. when Russian or Rumanian units practically impossible before Turn Five. no bugs, a badge of merit to SPI's rules- are attacked by Germans, their losses are Invading a neutral costs Points: five each for presentation team. The game is played in ten doubled and they may retreat a maximum of Belgium and the Balkan neutrals. 15 for Italy six-month Turns, even-numbered Turns five hexes to satisfy such Losses. Attacking and Turkey. and 25 for the Netherlands. being Winter. Each Turn is a ten-Phase units map advance in the wake of a retreating FinaIly, the Allied Player is granted a affair: Allied movement. followed by Central defender. subject to intervening Enemy 75-Point handicap to account for the British Powers (CP) movement; Superior Player ZOC's. blockade of Germany on the high seas.

A brief asses~rncnt of the initial situation land no further east than 1432 (hex Y in Fig. An understandinp of when and how to reveals that the burden of the attack is on the 1). If they land in Greece in order to link up retreat ir very important far the Rusrian. as Central Powers Player. The Allies begin the sith the Serbians. or in Bulgaria prior to well as the Central Powers Player on other game with 125 Points (75 for the blockade Game-Turn Four. they will forfei~ five front<. The attacker ma!. advance all partici- and 50 for resource centers), while the CP Victory Points, effectively granting the CP pant units along the path of a retreating unit. start with 70 Points far resource centers. a Player a Turn's grace in the subjugation of 'This advance must hall upon contact with an net difference of 55 Points. The overmn of Russia. This sacrifice, however. is out- Enemy ZOC. althuugh a one-hex advance is Belgium yields :! net gain of 15 Points [a weighed by the dual advantage of a Balkan always permitted. Observe. therefore, that if swing value of 20 for the captured resource invasion. First. it creates an often crucial Russian 2nd retreats to S, a Central Powers centers minus Five for invading), reducing the drain on Central Powers CRP's and. second, advance will isolate the Russian fort. A margin to 40. A CP victory, then, hinges on it allows the possibility of clearing a path far retreat to H will keep the fort supplied, siezing two Allied resource center\ and subsequent support to Russia via the Black althnuph it is still trapped until German 2nd defeating Russia by Turn Eight. conditions Sea. Although it is extremely difficult, if not or the advanced unit is forced back, a worth 45 Points, highly improbable. to wrest control of the decidedly improbable event. The Russian. DardaneIles and Bosporus from the Turks, then, must avoid placing unirs adjacent to Since initial dispositions place the bulk of the succers will virtually ensure the survival of each other on the front, or run the risk of German Army in the wcst, it is then and Russia and Allied victory. The CP Player. unacceptable CKP tosses to prevent the there that the necessary resource centers can then. must be very careful in handling thc isolation of units by Enemy advances. Since be taken. An attack on the Belgian Army, defense of Turkey. the Russians are forced into a defensive with the aim of forcing it to retreat as posture once the CP offensive matures, any indicated past hex 0304 (Fig. 1) and The Italian front, which opens on Game- hex surrounded will be next to impossible to advancing into that hex. will allow the Turn Three, is a sword in the side of the regain. This is a basic strategic concept: Germans to bypass two resource centers and Central Powers Player. Allied atracks will he don't ire up a hex until you are certain of keep the Allies from occupying them. constant; their purpose to drain Austrian repining it later. Given the determination CRP's and thereby weaken Austrian efforts n 6070 and enough CRP's, the defender can hold a Such an attack has nearly chance of an other fronts. The Central Powers Player success. If it fails, the Germans must await must prepare his defense before Italian entry hex indefinitely. the arrival of Stosstruppen units to force the and the activation of Enemy ZOC's severely However. the efficacy of retreat is real issue. Regardless. Game-Turn Two should hampers deployment along the border. A enough. If Russian 1st is attacked it could see the transfer of a maximum force to the heavy defense (with units ai A. 13 and C as in east, with the intent of forcing Russian Fig. 1) can limit Allied attackh to one per surrender as soon as possible. Sufficient Phase in Winter (vs. A) and two per Phase in garrison. usually three or four units. should Summer, assuming a French attack on C remain to hold the line again~t Allied (which is impossible until Game-Turn Five, forces should stand at all costs. attacks. Such barring the extremely foolish invasion of since it is so difficult to regain abandoned Italy prior to Game-Turn Four). Note the temtory . cruciaE weakness of the BC defense (which The eastern campaign commences with allows B to be outflanked once the fori in A First-Turn attacks by the German 8th Amy falls) as well as the flaw in an AC defense on the adjacent Russian fort. As transferred (which force3 excessive CRP expenditures to and freshly-raised units pour east to meet an hold the fort in B to keep A in supply). The expanding Russian Army, the campaign CP Player must be wary of a ruptured Italian assumes paramount importance. Since they front. which would force a commitment of suffer doubled loqses when attacked by precious units needed elsewhere: moreover. German units. the Russians are constantly in Central Powers CRP l~sseswould rise with danger of CRP shortages. This means, the increase in Allied attacks made possible especially in the earlier stages. that the by an extended front. Conceivably, Vienna Russian5 must exercise judicious care In might fall, though the possibility is remote. building new units so as to save enough It is. however, the Russian Front that is CRF's for combat losses. The objective of the crucial to the outcome of the game. The Ccntral Powers offensive is to capture three following dircussion of this front will serve to cities, Warsaw. Brest-Litovsk. Vilna and/or illustrate the tactics that must be mastered to Kiev. When this is achieved, the Russian win WWI. Army collapses: all CRP:s are lost and no more are received for the rest of the game. Real Nir The capture of one more city precipitates Instrumental to a solution of the Russian Russian surrender and the Central Powers is problem is knowing the effect of Winter. All awarded the number of Victory Points hexes under attack accrue a 2-Point Defense indicated on the Turn Record Track. Strength bonus during Winter Game-Turns. Thus, a Central Powers offrnsive will alter- If the Central Powers Player is careless. an natively wax and wane. [Note in passing that Allied invasien of the Balkans can doom the this Winter effect prohibits Allied attacks on Russian adventure. The Serbian fort at Turkish units until Game-Turn Three, the Belgrade normally falls on Game-Turn One, earliest they can muster a two-hex attack in after which the Central Powers Player must the Balkans.] Figure 2 illustrates the attempt to cut off the Serbian Army from advantage. During winter, Austrian 3rd and Allied beachheads on the Aegean Coast. 4th are unabre to attack Russian 5th, since Against an unwary Allied Player, this can be the combat differential is negative (4 accomplished when Bulgaria joins the Attack Strength Points versus 3 plus 1 for Central Powrs on Game-Turn Four, though rough terrain, plus 2 lor winter. a total of 6 the Allies can forestall this with a timely Defense Strength Points). Likewise, German retreat. Game-Turn Two is the earliest the 3rd cannot attack Russian 2nd (4 to 5). Allies can invade the Balkans, and they can except in concen with Austrian 2nd (6 to 5). retreat a hex and take its remaining losres in sometimes golden method of puncturing the CRP's, therebv reducing the combat Italian front. differential of wbxequent atatcks by an Combat D Jferential advanced enemy. In winter, thts wiil spell an A 3 C D end tn attacks on that unit, since a single AI'R Al'& Loss Loss The preceding discussion was purposefully German unit could not achieve the minimum Aickr Dfndr Ratio Ratio limited in rcope and detail. The intent was to ~ero-differential required to attack. In a Loss Loss GP/Ru acquaint the reader with the basic mechanics sliehtly allered application, this tactic can be of WWI and attempts to specific all^ apply 1.70 executed by hacking a unit up, as illustrated 0 2.00 1.17 -86 "r;y~ternsnuances" to grand strategy have by Ruwian 3rd and 4th. If Sosses are inflicted 1 2.33 1.33 1.75 -88 been dcliheratelp played down. The game is by emminen tlg skiitable to mathematical on the 3rd. it could satisfy them 2 2.50 1.50 1.67 .83 retreating up to the maximum five hexes, analysis. as exhibited by Figure 3. Similar while 4th'~ZQC limit.: any advance to one 3 2.h7 1.83 1.45 .73 optimal methods can be appIied to the CRP hex and in winter brings the attack to a close 4 2.83 2.0 1.42 .71 allocation schedule and optimal strategies forthwith. derived thereupon. The Free Deployment 5 3.00 2.17 1.38 .69 Sccnario has been mentioned only in passing. Thus, success for the Allied PIayer in 6 3.33 2.33 1.43 .7 1 It allo~~*sa ~ignificantly variahle course of Russia depends in part on decisions of when events to unfold. though basic tactics remain 7 3.50 2.50 .70 and how far to retreat. and within directional 1.40 the same. Several oplional rules, governing restrictions (namely. toward a supply source) R 3.03 2.67 1.25 -63 variable entry of Turkey and Italy into the where to retreat. Success also depends on 9 3.50 2.67 1.31 .66 war and provision lor a French tank atmy. decisions of when to die. In the 3rd Attack which lunctinns like a Stosstruppen, have Phase (only), a unit may be voluntarily lO+ 4.00 3.17 1.26 .63 been pointedly ignored, thou~hthe!. have a destroyed to satisfy lorses. regardless of size measurable effect an play. or the number or nationality of the units The Russian front nomally devolves into an involved. Defending unoccupied fortifica- WWI is a genuinely playable simulation. The L-shaped formation, anchored on Odessa tions he so eliminated in anv Attack mechanics of the game are so finely crafted may and Gomd. Kiev thus becomes the uItimate Phase. This option to self-destruct serves to that Plaverr will often find themselves collapse-trigger city as the Russian Player limit advances to one hex. as could well be duplicating (in a general way, of course) the attempts to hold it at all casts. This stage of the derire of Russian 1st. and to limit CRP actual progress of the campaign. It is this the game i3 often reached about the rime losseg, as in the case of the Russian fort. Note clarity and economy of design that make German Stosstruppen first appear. These that if the fort does "suicide" in the First WWI a joy to the Earner, as well as a hiehly units. which may be built at the rate of one Attack Phase, further losses are avoided. instructive experience for the realism freak. per Turn commencing with Game-Turn Six, although an advance would increase the One could a5k for no more. have special "infiltration" capabilities. Any combat differential of future attacks on unit (except unoccupied forts) attacked by Russian 2nd. Thus. the Socratic decision Stoss unit$ or Stosr and regular units in becomes crucial in the defense of key hexes. conceri using infiltration tactics must retreat Designer's Note IL.OIIIII~NP~IIrnm p~rq\ at least one hex if a loss of two or more is that unless the AlIies were affected hp some T~IPGrit called for on the CRT. Friendly units very simple, but effective Command Control adjacent to a Stoqs unit and which did not rule. the Axis forces did not stand a chance. Fipure 3 illustrates the concern the Central participate in combat in that Attack Phase Ra

The following Scenarios continue the history fortress garrisons, sorcerers may be placed in Deployment: Fortresses must be placed of Bannorkhemea in the later First to earIy any Friendly occupied city or fortress, anywhere within five hexes linclusive) of the Third Ages. exploring in more detail the [ll$.l2] YlCTORY CONDITIONS 0103 column af hexes. Fortresses may be any distance apart IincIuding adjacent, If characters of wars of the minor sorcerers of Game ends after ten Game-Turns, using the are desired). Demonic infantry are fortress the realm. Scenarios given in chrano- normal Victory Point system. Alternately, if a Scenario garrisons. Human infantry may be within gical order. Players are warned that two-color sorcerer is in a hex with the other three hexer of Kel-Fannyan 104161, 118.3 can be extremely long and bloody, and one, and one is alone and depleted, that Bannorka 1OLS073. and/or one or mote of the that. except where suggested, Optional Rules indicates that either Gom has conquered fortresses. may well ruin the balance of the game. Des. or that Des has humiliated Corm. This Selected use of Optionai Rules include Shir ends the game immediately with a victory for Second Player (Alliance of Males) as a third Player in 1 18.2 or 1 18.5. Assassins the undepleted. IF both are alone and One Orange-Green Sorcerer lKirtl in 118.4 (one of the few ways of breaking the depleted in the same hex, the game ends One Orange-Purple Sorcerer (Hara) stalemate that often develops), and the Cloak immediately in a draw (Gorm and Des have a One Green Sorcerer of Invisibility in 118.6. brief' love affair. while their magical armies One Purple Sorcerer wander around aimlessly!l [118.1) GORM'S COURTSHIP OF DES Seven human infantry One Orange (4) fortress Gorm, best know for his amorous affair with SPECIAL RULES: One Green (4) fortress the she-demon Zhirramzimar. actually had [118.13] Only the one-color Red sorcerer and 141 fortress very large and diverse amorous tastes. In the one-color Yellow sorcerer may be killed. All One Purple 61st Cycle of the First Age, fw example, be others may never be reduced below the One Orange demonic infantry developed an interest in the sorcerer Qes, deplefed state. If depleted, they ignore any One Green dem~njcinfantry and won her after a magical fencing match. further adverse combat results. Actually, the One Purple demonic infantry However. it must be admitted that Corm was Green and Orange sorcerers represent Deployment: Fortresses must be placed not entirely fair in his methods, in that he friends of the opposing sides. and in this anywhere within five hexes (inclusive) of the won Des' submission at a critical moment friendly rivalry, neither Corm nor Des would 2300 column of hexes. Fortresses must 'be through wearing a special ring of beauty. go so far as to kill the other's friends placed over thtee hexes apart. Demonic When Des. originally a witling loser, (although their assistants, the Red and Green infantry are fortress garrisons. Human discovered his true, repulsive form (Zhirram- sorcerers. are fair game!). infjntry may be within three hexes of Selvass zirnar had worked certain changes in his I1 905). Cessa-Abirsan 120171, Triann-kfretta body). she fled. (1 722) and/or one or more of the fortresses. STARTING [I 18-11] FORCE [118.221 VICTORY FONOlTIONS (Des) FhtPlayer Game ends either after the Tenth Turn, or ODERed-Blue Sorcerer (Des) [118.2] THE REVENGE OF DES whenever either Des or Nbar is kilfed, One Red Sorcerer (Maci) Des forever remembered her shame, and for regardless of which js the chief sorcerer. One Green Sorcerer many years disappeared from Bannork- Second Player side is only declared a loser if Four human infantry hemea. when she returned, it was with a both two-color sorcerers are killed. One Red (4) fortress rejuvenated and very beautiful body, and a Standard Victoty Point system is used, save One Green 14) fortress lesbian lover/sorcerer, called Nbar. Together that "homeland" cities count 6 each to the One Red demonic infantry they waged occasional war against aeigh- controlling Piayer. These inctude all the One Green demonic infantry boring realms with more conventional male above named cities (Kel-Fannyan. Bannorka, sorcerers, generally with great success. Deployment: Fortresses are placed according Selvass, Cessa-Abirran and Triann-Afretial. However, the Iwe affair eventuaIly failed. to rules in 16.0. human infantry in any gray leaving Des as unhappy as ever. SPECIAL RULES: city hexes. Demonic infantry are fortress garrisons, and the sorcerers may be placed in [I18.21] STARTING FORCES [118.23) Optinnally, for a three-Player game, any Friendly wcupied city or fortress. Eirst Player (Des & Nbarl Shir may be used (see 21.0). His presence. as spawn of Gorm. will be inspirational to Nbar Second Player (Corm) One Red-Biue Sorcerer (Des) One Red-Yellow Sorcerer (Nbar) and Des in a fashion. When stacked One Purple-Yellow Sorcerer (Gem) together. the two first Player sorcerers One Yellow sorcerer One Yellow Sorcerer combine their Combat Strengths. a direct One Orange Sorcerer One Red sorcerer exception to rule 12.11. Three human infantry One Blue sorcerer One Yellow (4) fortress Six human infantry Onc Orange (2) forlress One Red (8) fortress One Yellow demonic infanny One Ycl!ow (4) fortress [I 18.31 MYASlON One Orange demonic infantry One Blue (4) fortress OF THE UNHOLY BAND Deployment: Fortresses are placed according One Red demonic infantry In the early cycles of the Third Age. the to rules in 16.0. human infantry in any One Yellow demonic infantry examples of Corm's wantoness, and Des' unwcupied city hexes. demonic infantry are One Blue demonic infantry response to his trickery. not only had effects on the nature of Fane's madness. and general [llB,32] ENDING SCENARIO [118.4] THE WAR OF POSITlQN level of decadence, but also inspired the AND VICTORY CONDITIONS Rival sorcerers Tyrni and Quer were very well creation of the Unholy Band. This was the Game ends at the end of s Turn. when either matched, and undertook many long and trio of Cire, Hara and Evik. who, among Aril is killed. any two-color sorcerers are inconcIusive campaigns against each other. other things. shared the same bed. The good killed (including one of each side), or if five They were so involved in these magical city folk had no tolerance for homosexuality, consecutive Turns pass without any First conflicts that humans hardly even noticed all and ostracized the trio. They, in turn, raised Player fortresses on the map. Game also ends the magical blood being spilled about them. a mercenary army at gteat trouble and in automatic First Player victory if aIl gray [118.41] STARTING FORCES expense, and returned to take vengence. The city hexes are ravaged. terrified citylords retained Avil IpopularIy EErst Player (QuesE known as "the hnvil") to assist in their Victory Points for elimination of a fortress One Blue-Green-Orange Sorcerer (Ques) defense, and he, in turn. brought his sorcerer are changed to twice the original Combat One Blue Sorcerer Strength of the fortress. Thus. a fortress wife Lurne. One Red Sorcerer originally of (2) value would be worth four In the ensuing war, which was extremely Victory Points if destroyed. One Orange Sorcerer Two human infantry violent and bIody (nothing worse than a No Points are awarded for control and/or Two demonic infantry (Player may select spurned 'wag.' as the city folk called their conversion of any White hexes. enemies), Avil succeeded in permanentIy color or coIors desired) dispatching Evik to another dimension, only SPECIAL RULES: One Blue (8) fortress to tind the remaining pair lighting all the [118.33] One-color sorcerers may only One Green (4) fortrers harder, taking more and more amazing teleport between fortresses of their color. One Orange (4) fortress reprisals against captured cities, so much so They may never teleport into or out of a hex DepIoyment: See Special Rutes* that even their demon armies trembled at lacking a fortess of their color. Second Player (Tyrni) their orders. When Avii's wife, Lume, narrowly missed a horrible death. being [I 18.34] White hexes may be converted, but One Yellow-Red-Purple Sorcerer (Tyrni) rescued from a flaming city by Avil, who had no Victory Points are awarded for this. One Yellow Sorcerer to cut his way through and out again with [118.35] The First Player does not deploy any One Red Sorcerer thunderbolts, he decided it was time to retire. units on the map initially. Instead. he moves One Purple Sorcerer Holed up in his impregnable fortress, he left them on during normal movement of any Two human infantry the cities to their fate, muttering that the Phase. Only starting Forces may be moved Two demonic infantry (Player may select bigots were only getting their just reyards. on. all other First Player forces must be color or colors desired) created once the sorcerers are on the map. One Red (8) fortress IT 18.311 STARTING FORCE [I 18.361 Two-color sorcerers may teleport One Yellow (4) fortress Fht Player (The Unholy Band) from off-map onto the map at the cost of one One Purple 14) fortress One Blue-Orange Sorcerer (Cire) extra (1-1 MP. One-color sorcerers may only Deployment: See Special Rules. One Orang-Purple Sorcerer (HaraF teleport onto a fortress of their coIor on the I1 18-42] VICTORY CONDITIONS One BTue-Purple Sorcerer (Erik) map. at the same extra cost. (One-color sorcerers teleporting in this fashion are Game always ends after the Tenth Turn. One Blue Sorcerer presumed to be leaving a fortress of their One Orange Sorcerer Control of gray city hexes is only worth one color.) Any First Player units may move from Victory Point. ConrroE of white aty hex, One Purple Sorcerer a off-map onto the map at the cost one one including conversion to the Player's color. is Eighr human (mercenary) infantry extra It-1) MP, and arrive in any hex in the worth 6 Victory Points, but white city is onEy Two Blue 421 fortresses 'top' row. that is. any hex ending in "nl.'" cut~~roflrdit both converted an occupied by a Two Orange 12) fortresses from 0101 through 2301. inclusive. Human Friendly unit at the end of the game. Two Purple (2) fortresses infantry may 'he moved on this way, or may Deployment: See Special Rules. be teleported in with a sorcerer (with the SPECIAL RULES: same +1 MP charge, for a total of 6 MPI. [llRA3]A special depioyment prwedure for the fortresses is used in thir Scenario. Players Second Player EAviI) (118.371 Once on the map, no First Player alternately deploy their fortresses, starting unit may again leave. One Green-Yellow Sorcerer (Avil) with the First Player, one at a time, until all One Green-Red Sorcerer (Lume) [118.38] The First Player begins with no are deployed. Then the First ?lever deploys One Yellow Sorcerer fortress on the map. However, he may the remainder of his units on any Friendly One Red Sorcerer "conjure" fortresses from the stwk inEtiaEly fortress hex. then the Second Player dws the Fourteen human infantry available. at a cost of 115 MP. Destroyed same. When deploying fortresses. any hex Three Green demonic infantry fortresses may not be reconjured, Conjured may be used, provided it fits the following Three Yellow demonic infantry fortresses must be of the sorcerer's color, and conditions: It is more than 3 hexes away from Three Red demonic infantry conjured in a hex of the same color, as with all-White hexes. mote than 3 hexes away a11 magical units. Two Red (2) fortresses from all exisling fortresses, and is not adjacent to any gray city hex. One Red 18) fortress [11839] The First Player may ravage a gray city hex Two Green (2) fortresses with a sorcerer unit. Ravaging is only 118.441 Demonic infantry units are deployed allowed if no apposing units are in the hex. One Green (41 fortress as rortress garrisons. To ravage, the sorcerer expends 10 MP. and Twa Yellow (2) fortresses a vortex marker is placed in the city to signify One Yellow (41 fortress the ravagd slate. AII units except the conjuring sorcerer are instantly destroyed, THE QE Fortresses may be de~[o~ed [118.51 DEATH ISYA, and no units may enter the city for the OR THE FAMILY FEUD [Part 11 an).wherc On the except map edge remainder of the game. Ravaged cities count In the 28th Cycle of the Third Age, the hexes' not adjacent a pay city as being controlled by the First Player. even Bannorka/Riddella League employed the Sorcerers and demonic infantry must be though he nor them. may physically mcupy services of the well-respected sorcerer Isya denloved1. in a fortress, demonic infantw as garrison units. At least one human infantry and his son Inoc to help them against their unit must be in each gray city hex, remainder trading rivals. After some economic may be anywhere on the map. disasters, these cities promptly formed the Taldkf Coalition. and hired the best of the five named cities after the Tenth Enoc har no Green fortrexs or sorcerer. In sorcerers available, including the aging Paisn Game-Turn. If he capture? a named city addition: and young Ball. heir of the ancient Balt earlier and still hold? it on the EIeventh Inoc may use the Cloak of Invisibility (20.01. of the First Age. not to mention a Imal Turn, that Turn is the last. Shir should 8alt and other sorcerers may not. Inoc's dabbler from Lyann-DritZa. The forces were alwav3 be the Third Player. rhree human infantry may be initially vev evenly matched, and. after the loss of depioyed aq hidden assassins (23.0). if much magical blood among conjured dexircd. but once revealed, they ma:r not be creaturer. and an even greater dirruption of rehidden (this ir judged on a unit by unit trade. Balt kiIlcd Isya by thunderholt. a as 11 18.61 THE REVENGE OF MOC, hasir). No othcr Optional Rules should be Isya and Pairn grappled together. The death OR THE FAMnY FEUD part 21 uwd. a a of hir fathcr forced I noc to flee. although he sitpore revenge again~tBalt. for his unfair In the 40th Cycle of the Third Age, the blast-in-the-hack. Bait took a more philo- youthful Eoel wa5 taken with Inw's cause. sophical attitude, best exprersed as "all is and Foe1 happened to have a rndest fortress Designer's Nntes Irot~t~nv~dImrn papr F 71 fair in rna~ic." in the general region ot' Balt's realm. original battle of 'Alamein, and consequently Toget her they plotted his downfaI1, but, no? [I18.511 STARTING FORCES of the greatest interest - unless one uses unfortunately, the initial attacks failed, and the strange Italian Betrayal variation. But First Player IIsya & I nod Balt rallied his realm. The war ended with the other two scenarios. Operation Super- One Purple-Red-Orange Sorcerer (Isya) the successful storming of Foel's forttess. charge (dealing with the latter half of the One Purple-Red Sorcerer (Inoc) with the youth dying a thousand deaths while battle of AIamcin) and the Battle of Alarn Five human infantry lnoc sulked. Halfa are faster-moving and, consequently, One Purple 48)fortress 11 18.61 1 STARTING FORCES more exciting. One Red (4) fortress Fht Pl~yer(Balt) Units in the game vary in six f~omdivisions One Purple demonic infantry One Yellow-Blue Sorcerer (Balt) (Italian infanty) to British regiments (closer Red One demonic infantry One Blue Sorcerer in size to U.S. battalions). Each map hex is must Deployment: Human infantv be within One Yellow Sorcerer 1.75 miles in diameter, contrasting with the three hexes OF Riddella-Bes (1710) and/or Four human infantrq. 2-3 mile scale prevalent in the other North Eannorka (05013, fortress must be within One Yellow (4) fortress African games. Rules dealing with air four hexes of the same. Demonic infantry are support and mines are outlined in the Special One BIue (8) fortress fortress garrisons. sorcerers may be on Rules section. Grep Costik.van fortress and/or in the above named gray Deployment: Human infantry must start in cities. any gay city. Fortresses must be placed within three hexes of' an mcupied city. War in I~PWPS~ Second PIayer (Pairn and Taldkf Coalition) Sorcerers may then be placed in either One YeIlow-Green-BIue Sorcerer (Pairn) Like the marching horde of ants, this game fortress, and Balt may be placed in a city roll^, along, devouring all in its path. The Onc Yellow-Blue Sorcerer (young BaIt) instead, if desired. map has gone to lhc Arl Department [all One Green Sorcerer Second Player (Xnoc) - moves first nine sheets of it], with the counter mix soon Six human infantry One Purple-Red Sorcerer (lnoc) to follow. The Standard Rules are complete. One Yellow (4) fortre~s One Green Sorceter (Foe!) The scenarios are almost finished. Work is One Green I4) fortres~ Three human infantry now concentrating on the Campaign Game One Rlue (41 fortress and {for want DI a better word) the strategic One Green (2) fortress) Two demonic infantv (any one of Pairn's game. which concerns itself with the Deployment: Human infantry must begin in colors, as desired) interplay of the U-boat-ASW war, German any unoccupied Gray hexes. maximu~nof production-Allied strafegic bornhing, Allied Deployment: Human infanty must be within may one per hex. Green sorcerer and fortress reinforcements, and neutrality rules. three hexes of either Kel-Fannyan (04161, be deployed anyhere. but must be in the Triann-Afretta (1 722). or Lyann-Dritta same hex. lnoc may start on any unoccupied One team has been working on German (1205); one fortress must be within three hex. or in a Gray city with Friendly human Production with the goal of determining all hexes of each of these cities; demonic infantry. the things a German Player could do to infantry must garrison fortresses. Multi-color distort the system. For example, producing sorcerers must start in a fortress, Green fl18.1521 VICTORY CONDITIONS airplaner exclusively, panzer grenadiers Sorcerer must start in Lyann-Dritta. Game ends if either all First Player fortresses excIusively, etc. The production system is 11 18.52 1 VICTORY CONDITION are destroyed. the Green fortresses and the designed to altow the German Player to vary sorcerer destroyed. if either of the two-color from the historical norm by fifty or sixty Game ends with the death of any sorcerers is killed (immediate victory for the percent. but not to go off en wild tangentq. multi-colored sorcerer. when one of the five other qide), or when no White hexes remain. Tom Walcz.vk named cities is captured by the opposition. or - when Players mutually agree. Five named SPECIAL RULES: Outreach cities are Ridella-Bes. Bannorka. Kel- 1118.631 One-color sorcerers may not Outreach is really "out there." We're trying Fannyan. Triann-A frezta, Lvann- Drina. telepott. for a scaled-up StarFnrce, positing a Victnv Points for controlled Fay city hexes 11 18.M] Inoc, the Second Player, mover first galactic-wide game. involving a network of are changd, First Player receives eight each Turn, even though he deploys second. naturally occurring stargates which give Points for every controlled gay city, Second terrain to the map. Combat is still top secret f118.651 On the First Turn. all Purple and Player receives six Points for each controlled (which means it hasn't been piped by the Red magical units in a Yellow or Blue hex Fay city. designer yet). but will probably he on a automatically suffet attrition on lnoc's strategic scale. There will be no mechanized SPECYAL RULES: AttsitEon Phase. as lnoc is a little rusty with movement. -Irad R. Har* [I18.531 White hexes may not be converted to his spells. Purple or Yellow in this Scenario. They may Actually. when Foe! die? his thousand be converted to any one of the other four deaths, Inoc could have gone "underground" In SXT 5.5 will appear Rreitenfeld, the colors. and continued his conflict. This is flagship game of the Thi* Years War 1118543 Optionally. Shit (21.0) mav be used. represented by a new Scenario. All abwe QiiadrrGorn~. The game system features Shir map only end the game by capturing one condition$ and rules are used. except that leadem, fluid/active 7mnes of Control, and Iconrtnupd on pqc277 hroad~ide(nlIRun\ at once) rnethnd of firinc, dama,ccd. the Rritiqh car) rln nntliinc with and tlic rlnw sates of fire and j!in~ of cxplain. While it is true that these smaller haw pnrifv in grrn I:IC~OFF. which ix ccrtninlv nn In~ical.sirlcc !tier hare an cdgr in gunr of s~tl~rrmntir.c*r~odrr rnrrrrnrnf garnps and s!tip< co~ldnot hope to ~tandup to the rhips p(ztnp dr,sip~. Hrudrrs wish in^ 10 s~~hrnif 100 1 (F bfi. of lhv line. their current factors are so low rrrtns ro "Fonrnrrt~.~"shortlrl limi; rh~ir that they cannot evcn damage ql~ipsof their 114.5] Pondlc.hem: Thiq slin\v~the ridicu- c*r,rrr~n~nr~m 7.70 wo:dr, fj.pruvrirrrr~Idn~thle own clnrx. They can hc con3iderahlg Inu.iiic~~(11 the 11yht rliip lacfnr~.Tactical spoc~dlAIE sllhmr~.~inrr~In "Frlnrnnrr,~" orr up-factorrd without lo sin^ their conqidcrable wggectionr likc "attempt to engagc thc ~-rrrrsiilt.rt~rfgrurrs rr~dh~~ctml~ the propt3rt! r,f hand icapr. beca~i~ethmc arc inherent in the Frcnch 14 with Iiir 28" are Facetiou\. Ai 1-1 SPI rtjrnpt prthlicurion. rhip'f defense factors. as well as their drls !loth \rr.;~vq,evcn uhcn al'n116. neithcr ,piitierl; thclnrs. ship can wrionrlv hurt the rjthcr. 'Tlic hatrlc hecnn~csa hartlc of h4.k unler\ cmc Player In Frigate. the kev odds are 2- 1. Thir is the can eet hi5 h4 nhl of'a rmaller hip. or thc rniliin~unr ddr at which clamage can he French c;blr tiltrl thc 14 will1 nric of their X's. inflicted faster than it can be repaired. It Thc ncw r~hct~)r~make if :I nine-rhip haftle, in ALL HANDS ALOFT? therefbre rccms logical and neccrsanh tn me ucf~ivh tlic hi\trjric;il "hot actjon" dncs "RERIGGRVC'" FRIGATE that ally rFiip shrri~ldhe able to get at least develop, itlld in u hich hnth Plnyerc can tind Frigate is ntion~lly high interest this odd? on

SPI GAME DESIGN SEMINAR Abstract III: Research by J.F. Dunnigan et a1

ITRANSLATOR'S WTE:This is the third Turned out that most of them just went over Everybody lost track of the artillery after they In a seri~sof trunscripis of the Game Design the hill. But you have to find these things out. had made their magnificent debut demo- Seminars conducted b.v James I7 D~nIIiglln. because you had to represent the Hessians, lishin~$he Bel~ianforts. the primagz speaker. Comments by others The same with the militia. You say, well. the But what ifth~vhad been uvailuble? It wodd prment are shown in italic type.] militia's been called up. How much militia? hepn cruciLllPIPmenr ra the You can see at a glance on the American This one's on research. When you talk about Thqv weren 't available, so it turned out ro he Revolution game that the militia varied research, you're talking about professional a dead end. game research, which is pretty expensive considerably from state to state. Oddly enough, sometimes youke got to stuff. Right now, we're researching the We're sunning into the same problems with repeat research because you don't have a American Civil War game. A strategic game American Civil War. Some areas contributed good information retrieval thing. The big always requires more research because it's censlderabiy more manpower than others. question is, where do you find the covering a larger body of information. And This can be critical, especially you need if information. This is nothing more than you really don't get that much of a break on a 50,000 men in South Carolina and you have experience. We're basicaIly historians here. strategic game - you don't get the material 50.030 men in Texas, but you can't move You really cannot do the~ehistorica1 games wholesale, so to speak, and you don't really in-between because the Union Army is sitting unless you are either an historian, more or gel to cut that many comers because you're on the Mississippi. So whereas you can less full time. or you have an extremely simplifying so many things. You have to do ignore things like this in book, you cannot a well-developed interest in the field you almost as much research on all the strategic do it in game. One major [act that has to be a happen to be working in. Or, it has to be a stuff as you would for a tactical level game. impressed on anyone doing research for a vev popular, well-written-about area. Even That stuff becomes part and parcel of the game is: you won't find it all easily. A lot of it if it is, that dwsn't mean that you're strategic game, even though it doesn't show is going to come hard because a lot of it is necessarily going to have all the information up in the game as mechanic-5 or anything. information which people have neatly you need because before the middle of the Now, in American Civil War, we have the ignored. Down through the generations, if 20th Centuq. they'd write about things in typical problems of the strategic game. You it's an old campaign, people have just such a way you couldn't use it. For example, hare to know about the entire system. In repeated that ignorance. Very few people say the CiviI War was probably the first war ather words, manpower - where they're want to change people's minds about what where enough was written about it in the getting the manpower, That's something you has been cemmonIy accepted. You can drag proper wav that you could document it to the don't get involved in in a tactical game, up sources, but the other guy is going to point of doing a game. They did a lot of because it's already there and its input at a knock yours down as easity as you knwk his writing about statistics and things. This was certain lever as a rate of your reinforcement down. The one determinative factor in a especially the thing in the late 19th Century track. In a strategic game, you actually game is: can you achieve the same results as create the fighting forces on the playing German school. Fn facl, the best history oi occurred historically. Usually. the results of a the Russo-Japanese War is the German board out of resources which are also on the war arc not that much in dispute. One side playing board. So we have to know the extent history and the Germans had nothing to do won. the other lost. Normally, the end result with the Kurso-Japanese War. Eut they were of the population. where it was, where did of a war is more readily accepted than what you draw most of your military-age the only ones who wrote a really actually went on during the war. So the comprehensive history. Order of battle, rates popuiation, You're going to pick up a lot of game will settle arguments lor itself whereas trivia. Later we'll get into how to separate the of this. all sorts of little numbers. They gave a book will, more often than not, create you the data you needed. The First World uheat from the chaff; how to separate the additional arguments. You're going to have trivia from the real stuff. For example, A1 War was documented. in manv respects, to do an awfut lot of spade work and you're better than the Second world War. because Nofi spent most of today at the 42nd Street going to have to keep a file, either mentally librae digging up information which is many peoplc never got around to either or on paper, an awful lot of essentially trivia[ starting or finishing official histories of the simp!y not that readily available. That's one information for which you might see no use, thing a game will bring out. A game will Second World War. Before that you've got now or forever. One reason why I don't problems. force you to look into areas one might ignore discouraee vilinr! UD information or read in^ if one were just writing a book. Nobody is a lot or kceeping {lei on this or that is because going to say: "So, what if I do this? What if I you'll aZways find a use for it. E know I do I remember when I did the original FI,z~ing book. do that?" You don't do things with a myself. Cirus, back in 1968.1 found there were a lot Game research demands a lot more nitpicky of recently published books which had all of detail. It requires you. normally. to drag out The most interesting rhing about research is the data you needed - rates of climb. all information in areas which have been you come up with so man-v dead ends. sorts of stuff. You really had to get down to relatively untouched. the nitty gritty for the aircraft. And n lot of it was available. You had to dig a bit, but it was Right. How much artillery did the Austrians Usually. you'll find the information is there, a lot easier than trying to find out how many corners. have at Austerlitz? but it's really hidden in dark In artillery pieces were locked up in Ulm when American Revolution, we had to get involved Napoleon surrounded it. The Napoleonic in just how many Hessians there were. In In the Marne Rame n7e had to answer the historians. such as they were, did not keep most of sie~e histories of the Revolutionary War, they questiott where the German arlillev this sort of record. say there were Hessians and that's it. 1 found was. What if Schiefflen 's plan had worked? out there were 31.000. But doing a game it's Could they have had rhe artitley there to A lor of things are rurnin~up now, in the not just enough to know there were 31,000. reduce the forts? It look on un~od!vnumber past fenyears. Stuffprior to thp CivEl War is When were there 31,600? When were there of hours - fike 30 hours - to ?race down all just beginnine to uppear. A lot of it is locked not 31,000? What happened ta them all? that artillery. up in the archives.

able to turn out so many games or supervise 18th Century. you had a lot of partisan England garrison because of Canada. There the production of so many games. Because I warfare. You had the Croats and Pandors was a huge enclave in North Carolina. which did have a broad enough knowledge. if and you always have the nasties running the Union took in 1861-62 by sea - arnphi- something went wrong when someone else around. Immediately you make an analogy. hiorls operation. Fairly large - 17,000 men was developing a game, I could give him a You say, "What criteria does this period initially and it was reinforced considerably. do7.en reasons why. The only way you get this have with the periods 1 know more about?" They held a bunch of other ports - about a is hp simply having a ver)r aide knowledge of By using these analogies, you say. ''This dozen major ports by the end of the war. rariou~periods of history. It's a different doem't look just right. I'd better check this These tied up enormous numbers of troops. approach to mikitary history. It is perhaps particular aspect." Just what was the degree And. of came, there were garrisons off ihe what we call a total approach, In fact, one of religior~sintolerance in this period? Once board in California. Oregon and stuff Like rearon why Itheqe people from BDM - the this pegs the meter, you've made an adjust- that. So we found out that at any given time, "think tank" down in Virginia - came to us ment hetween that and, say, the Ukraine in you can only identify about M of !he total was because they noted in the magazine that the Second World War. Basicalfv, when you forces available on the map board. The we took ?his total approach. It wasn't all gel down to a tactical game in the ancient Confederacy had considerable forces out in number<, all engineering studies. We period. you're dealing with combat points Texa~,which is not ail on the map. They had conqidered the human factors - whether and movement points, so you have to make to he accounted for because they could be wys got sick or didn't get sick and things an analog. In fact. F've got a report from brought in, in some cases. as reinforcements. these guys in the think tank. BDU. about the like this. They saw the forced march rule in After that, you get into a lot of picky detail quantification of everything from a crorsbw the Leipzig syqtem, where, if you wanted to work. But this starts tcl go beyond the scope go fast, you'd lo5e one third of your force and up to a nuclear weapon. Sixty-million of thir qecrion. so it's a good point to wrap it stuff like that. These are rules and concepts crossbowmen are assumed to have the same vou can only come up with if yo11 have a total ettect as a 1 megaton weapon. That's UP. grasp of a period. You really can't separate nrsuming an even dispersal of all the militan, history from the histov as a crossbow bolts. Well, they say this guy went a whole. When you do, there's something little too far. A lot of it's apples and pears, missing and I think a lot of people realize hut the analog gives you a place to rtart. that. Granted. games are pretty much You've been working on a theo~rhai it's militan, in appearance. But there are a lot of best to know everyrhinf and !'!!afree to that. thingr huilt into them which are not military. I Iike to think it's best to sfart off with n Take the Sea Lion article. In the Sea Lion gpnemI account or ~omethinglike that and game, we had to build in a lot of human then work backwards and ty ro find the factors. You had the militia. the home guard. evidence of why thin~sturned out as they What would they do? What could they do? did. Yotr can't hegin foIInwing down one Ynu had to knna a lot about current British Opening MOVES Itwnrinlrr"d mrn 21 little, narrow path. histov in order to be sure ahout a lot of that there are prizes awarded in model things, We were pretty sure the British would You're talking about specific methodology. railroading, but let's face it, the structure not hreak like some other country. I'll use general references to get a general doesn'i resemble what we're really talking about). An interesting factor is that the people will idea of the situation. But after a bit, you have to start pulling in things from right and left not break until they are personally In many reTpects. we elr~a& have an field. Quite often, you'll get hung on one demoralized. Impartial terrorization doesn't up international organization that knits the point or another and that point is often do the job. The Second World War is a good hobby together - the readership of S.4 T and resokved by catching one little item like this example. which you can probably apply MOVES. We are the largest body of throughout histon. The Germans marched on disease or attrition. Or the fact that you wargarnets that have access to a common in and in some countries they terrorized and had state militias. as in the Civil War game. forum and perhaps more importantly. are Most of us Iike to think of the Civil as in some countries they didn't. The countries War regularly exposed to a common family of where they didn't terrorize. they didn't have the Army of the Potomac and something 'games Itho~ethat appear in SAT). Cf you much of a parti~anprahRem. going on over the mountain. &asically, there chance upon a rellow subscriber sitting in a was something going en over the mountains, bus seat next to you, you can rely upon the Sttch as Denmark and the Netherlands. mainly. Secondarily, there were coastal latest SR Tgame as a common talking point to Right. Even in France. They talk a lot about campaigns and, thirdly. there was something start the conversation. the rnaquir. It was a Eot of bull. Most of the going on on the Potomac. The Potomac was a I get the impression that Tome of the longing rnaquis rprang up in the summer of '44. relatively minor theater as far as results and lor a Wargarner's League springs from a Before that there wasn't that much. In fact, in many cases as far as total manpower was desire for public/media recognition as a where you had the most partisan, maquis concerned. So a general survey of the war. legitimizing stamp of approval on that with activity was in the old Vichy area. where you initially brings this out. which we all spend so much time - moving had a let of armed sotdiers who just went into You start with a general account, then you cardboard on maps. Well, no matter how the hills. If you leave people alone. they just go. usually. to make a map. You decide scale much recognition it gets, there'll always be go about their business. (of course. this gets into the integration sameignorant fool standing around to cheap- Thcse factors have to be considered. Of thing) because right there you make a lot of shot your hobby. I'm afraid we all have to course, if you have developed a general broad basic decisions that you're going to have to resign ourselves to suffering the smirks and knowled~eof this particular aspect, it makes live with, althnugh it's not unknown to make sneers of those who deliver knee-jerk. it much easier to go into another period. a map to a certain scale and then change it. know-nothing criticism whenever anything Well, this is probably the next one we should Youke going to have to pet into terrain very having ta do with wargaming is mentioned, get into in research: analogues. early on and you'll have to accept that. Note that this is not an argument against any That's where you have to be fair!! hip on The human mind is an electrochemical attempt to form a wargaming league - it's computer. An analog computer. An analog gography. jurt a presentation of some of the reasons why computer is a computer that simply Once you've got that. you go on to the order I feel that such won't come to pass. And if compares. In studying these historical things, of battle. There's where you get into a lot of some of you smart people out there prove me we ran also use the analog. Because of your human factors. Nobody really knows how wrong. I'll be the one in thr wargaming different minds, we can make vesy elaborate many guys were actively involved in the Civil "bowling shirt" with the dazed look on his analogs. For example. in the Balkans in the War. I found out that there was a New face. -RAS SCENARIOS AND VARIANTS: .i .i ICATING BLUE & GRAY by Mahroni Young with comments by Irad B. Hardy

These Optional Rules are intended to add Phase) may begin building an Entrenchment. to we an inverted unit II1.S) to build an increased realism and complexity (at the This is signified by placing a blank counter Entrenchment. the non-Phai~pplietlin some SPI games). These moving off during its own Movement Phase. 'I'he only way to pin an Enemy unit and infan try unit, the dcfcnsive Com bat Strength chits may kc placed in a container from prevent it from moving is to attack it. of' the artillery unit is only one Strength which thc Playcr draws (without looking) a Point, regardless OF its normal Combat nurnbcr of rhits equal to the Command 17.261 IAUDITION) FLANK ATTACKS Strength. Artillery defends with full Cornhat Control Level of his units for that Turn. Strength if it is rtacked with infantry (but not U~ritg scatter if they are in hexes whose If 3 unit is attacked through two or more cavalv) or iT it is attacked by an adjacent ~lumhcrrenti in nne ot' the numbers on the non-adjacent hexsides by Enemy infantry Enemy cavalry or artillery unit, unsupported chitIsl drawn. and/or cavalry. the attacking units havc their by Encmy infantry. (This reflects the Combat Strengths doubled. Artillery may not 15.5R1 Ckimmand Control Levels vulnerability of artillery crews to infantry be used to flank attack. Flank attacks may fire at short range, unlen supported by Game USA CSA cmlg be cxecutcd by infantry and/or cavalry infantry.) and Turn Level Level unitr. An artillery unit may add its 18.61 (ADDITION) Unlimbering. An artillery hntictam rl* 1 undoubled Combat Strength to the attack, but its presence does not cause a flank unit may not expend more than threc Ctrnetery Hill attack. even if the artillery unit is adjacent to Movement Paints in a Movement Phase if it Turns 1-3 3 2 the Enemy unit under attack. wishes to attack in the following Combat 'I'ur~rs4-8 2 1 Phase. The remaining three Movement 'Turn5 9- 13 2 1 17-77] (ADDITION) REPULSION Points reprewnt the time required ta unlimber and prepare for attack and are ']-urn5 14- 15 2 2 Whenever a Phasing Player's unit is adjacent similar to the three Movement Points a to an Enemy unit after the Combat Phase cavalry or infantry must expend to enter an Chicknmauga and the Phasing Player's unit has not Enemy Zone 01' Control (see 6.2, change). If Turns I -Q 4 3 attacked in that Combat Phase, the Phasing an artillery unit enters an Enemv Zone of Turns 10-15 4 2 Player's unit is repulsed. It is retreated one Control and intends to attack, it pays only Shilr~h hex by the Phasing Player following the rules the usual three Movement Points to enter the tor refreat after combat (7.7). If the unit is Zone of Control, not six. An artillery unit Tarns 1-7 4 blocked from retreating. it Is not eliminated. Turn:, 8-13 3 that does not move in a Movement Phase or but remains in place without loss. When a one that is defending is considered * In Antietam. the USA Command Control unit ir repulsed, the non-Phasing Player may automatically unlimbered. Players will have by ir alrcady afkcted by Movement Restriction not advancc into the hex vacated the lo note on a Movement Phase which artillery Phasing Player's unit. At the end of the (18.11. 'Chcreforr, for the Union and for this units have unlimhercd and may attack on the Movement Phase of Night Game-Turn, ail game on[!. scatter is modified as follaws: The tblIowing Combat Phase and which have not. Union Player rhrows the die normally at the the Phasing Player's units in Encmy Zones of beginning ot'the Movement Phase to get four Control will be repulsed. Change (5.13). [8.7] (ADDITION) CAVALRY nurnbers under thc fourth column of the [8.71] Cavalry uses its full Combat Strength Command ControI Tablc. 'The units in hexes t8.01 ARTILLERY only when attacking or defending against ending in those nurnhcn do not scatter. but [B.17] (ADDITION) Range Attennatlon. An Enemy units alone. The Combat Strength of nray not move in that Player-Turn. They may artillery unit loses one Strength Point for a cavalry unit ir halved (rounding fractions not he cho~enamong !he 10 or 15 units each hex intervening between the artillery up1 when attacking Enemy infantry and/or allowed to move in that Turn. Command unit and the Enemy unit under attack (or artillery (even if the defending units include Control t'utictions normally for the Union if defended against). 'Thus, when the Enemy one or morc cavalry unitr in addition to the Movement Hcstrictinn (1 8.1) is removed, unit is adjacent, the artillery uses its full infantry and/or artillery units and even if the due to Con fedcrate movement across a creek Combat Strength; when the Enemy unit is defending cavalry units are supported anIv or the use ot' (20.2). two hexes apart (one intervening hex) the by artillery units not adjacent to the I5.591 IfPlayers are not using Optional Rules artillery unit's Combat Strength is reduced atracking cavalry units). Similarly, the I1 1.0) or (1 1 .SIT they may wish to invert their one point. When the Enemy unit is three dcfensivt Combat Strength of cavalty is units that lost Cummand Control and turn hexes away (two intervening hexes) the halved (rounding fractions up) when them riice-up at the end of the Player-Turn. artillery unit's Combat Strengh is reduced attacked by Enemy infantry and/or artilierp This will make it easier to see which units two points. (An artillery unit with a Strcngfh unitr. even if in conjunction with attacking havc not. Otherwise. all units will have to be of one will have zero Combat Strength at two cavalry units, which woufd attack at full face-up: the Player wilI have to check each or three hexes range: an artillery unit with a strength. For example. if infantry, cavalry hex number carefully to see which units Strength of two will have zero Strength at and artillery units all attacked one Enemy rcatter and which do not. three hexes range.) This range attenuation cavaIry unit, the attackingcavalry unit would applies to both Rifled Artillery attack and use ~tsfu12 Combat Strength (as it ic 16.21 (CHANGE1 ZONES OF CONTROL defense. (Special Note: In Antietam, the attacking only cavalry), but the defending A unit murt expend three Movement Points to Union Rifled Artillery, Section 19.0, has its cavalry would have its Combat Strength enter the Zone of Control of an Enemy unit. Combat Strength reduced by one for each halved (as it is being attacked by infantry and artiller~ in addition to cavalry). When a it' the artrllrrl; unit is inverted (see 11.5, unitr entering through a partictrlar hex on a caralr! unit execute\ a cavalry charge 18.7'31, addition); or, of course, if it is on a road. particular 'I'urn.1 it may use its full Combat Strength, regard- 15.211 (ADDI1'ION) A unit that is free to [11.56] Dummy units and their Zones of less of the type of units attacked. (The shmk niove (one that is not in an Enemy Zone of Crmtml may not block the retreat of an effect of the charge compensates for the Control) ma!. always mnvc one hex, Enemy unit. If an Enemy unit is required to ineffectiveness of the cavalv weapons.) regardless of' terrain and Zonc of Control retreat and the only vacant hexe\ are in the 18.721 Retreat 'Before Combat. Cavalry units costs (as long a%it does not cross a prohibited Znnes nf' CnntroI of one or more invened mol; retrrat betorc combat when attacked by hexside. mter a prohibited hex or violate Friendly units, the Enemy Player mag insist infanrr~and/or artillery unit!,. They may not stacking limits). that the Friendly Player turn face-up one or retreat berore combat when attacked by more Friendly real units to prove that all T~rruin~ff~cts cot1 he modvi~dirl man>) cavalry (alotie or in conjunction with infantry vacant hexer arc in fact blocked by Zones of HTU~S.Pers~nal(r, I think o mud march bonus Control of real units, not Dummy units. Only andlor artillery), hut must stand and of son~ekind would he upprupriacr. Anilley dcf'cnd. Whcn the Phasing Player announces then is the Enemy unit eliminated. It: sErould h~ prohihired fmm ftlr~st.except on a hc wishes to attack an Enemy cavalry however, the Friendly Player cannot prove tha~ mad. E don '1 thirlk fhur Jorpsrs shuuld he that all retreat hexe~are hlwked. the Enemy unit with infantry and/or artillery, the duubl~rld~ferrse. nun-Phasing Player has the option of unit may then retreat, causing all inverted retreating rhe cavalry unit one hex or 111.51 (ADDITION) LIMITED INTELLI- Friendly unit5 that come within its Zone of remaining in place (and defending at half GENCE. During Initial Deplovnient, all Con~rolto be turned face-up. strcnflh). If thc cavalry unit retreats, one unit\ may bc placed invcrted (face-down). A11 111.57] Dummy units may not be used ta attacking infantry or artillery unit may rernt'orcements may enter the game inverted. fulfifl Victory Conditionr. ('They may not advatice into the vacated hex and that action Units remain inverted through all subse- occupy hexes or blwk Lines of Cornmunica- stops. No combat is considered to have taken queti! Turn3 until they enter the Zone of tion.) They are eIiminaled when turned place between thc units. If an attacking unit Contrul of an Encrny unit. Thev are turned face-up at the cnd of the last Game-Turn. advances into the vacated hex, it will be face-up immediately upon entering an 111.5&] Once eliminatd. Dummy units do repulsed at the end of the Combat Phase (see Enemy Zone of Control whet her or not they not count toward Victory Points; nor do they 7.77, addition). The only advantage to the erlgagc in combat. Once a unit has been ever returri to the game. attacker of advancing into the vacated hex is rurried face-up, it remains face-up for the thc hope of blocking the retreat of Enemy rert of thc game. Inverted units move the units tcr be attacked later that Combat Phase same a5 facc-up units. All units are turned (see 7.75). Retreat before combat follows the face-up at the end of the final Game-Turn 11 1.61 (ADDITION) DEMORALIZATION ruler, in Section 7.7. except that retreat ktbre Victory Conditions are ssressed. To A Player's units are dernt~ralizedfor the rest before combat is always voluntary for the avoid confusion. Players may wi~hto mark of the game when his losses reach a defending Player. the backs of their units with some form of cumulative total of one+third of his total 18.731 Cavalry Charge. Cavalry units may identification, such as U or US for Union, C Strength Puints (of initial units plus increase their Movenlmt Allowance to twelve or CS for Conkderate. Blank counters used reinforcements through that Turn). A in any Movement Phase under the following for Entrenchment5 would not be marked, to Plaver's units are double-demoralized for the conditions: distinguish Entrenchments under construc- rest of the game when his losses reach a tion from inverted units. If Piayers are using A. They must attack one or more Enemy cumulative fatal of two-thirds of his total (1 units in the L'ollowing Combat Phase. They Optional Rule 1.0). they will have to Strength Points (of initial units. plus do nof pa? the three Movement Points to remember which units are inverted due to rcinf'orcernenta through that Turn). enter the Enemy Zone of Conirol, as loss of Attack Effectiveness and which are 111.163 All atlacks made by denloralized of required by Case 6.2, change. inverted because concealed movement. units have the Odds shif~edone column to the Dummy B. Every hex they move through must be a [I1.521 Unlts. Durnnly units left on the Combat Results Table: all attacks clear hex: they may not cross creek. bridge or represent small detachments or simply made on demoralized units have their dds ford hexsides: if moving through road or trail rumors of Enemy forces. They have no shifted one column to the right. For double- hexes, the hex must also be a clear hex (for Combat Strength. Dummy units are used demoralized units, the dds are shifted two purposes of cavalry charges. road ahd trail only in conjunction with the concealed colurnn~left or right. If both sides reach the (1 1.51). hexes do not negate the effects of other movement rule Dummy units are same lrvel of demoralization. the dds are terrain in the hex.) deployed face-down and are moved exactly not shifted either way. the same as other units. They must conform [11.62] The Command Control: Level of a C. They may not move through Friendly to stacking limits. Dummy units are units. Player's units is increased by one if the side automatically eliminated whenever they are is demoralized; and by two if double- D. They must move at least four hexes. turned face-up (whenever they enter an demoralized. Charging cavalry attacks all units with full Enemy Zonc of Control). Oppo~ingDummy units eliminate each other whenever !hey t11.63] Demoralization takes effect im- Combat Strength. Inverted cavalry units may mediately. during the Combat Phase that it makc cavalry charges, but they are turned enter each other's Zone of Control. occurs and affects subsequent combats in face-up at the end of the charge. 11 1.541 Dummy units may not be deployed in that Combat Phase. Either or both sides may I ~ouldr~'t touch this section with a tpn fool violation of stacking limits unless there ate be demoralized at any time. The demorali- pole. I mi~htcunsid~r rnokit~g covolg? unirs not enough hexes For them to set up on zation of one side dms not prevent the other without violating slacking limit?; in which morr voluahle for Victo~Points so that a sidc from later being demoralized as wet! far; in Ybrwordid thirrk twice before cornmiffing case they may be placed violation of it does in some SPI games). stacking limits. but. if requested, the Player ~hernas grunts. The Combat Strengths of Demoralization represents the loss of morale these unirs presume that the caval~would must show the other Player that one of the or "fighting spirit'haused by seeing too always fight disrnuunted. units in the hex is. in fact. a Dummy unit. many of one's fellow soldiers being killed or 111.5Sj Beginning with the First Turn, 19.01 (CHANGE) TEWEFFECTS wounded. This demoralization is not greatly Dummy units may move independently. affected by the knowledge that the Enemy A defending unit"s Combat Strength is Each Player also receives one Dummy unit has also sustained great losses - which the doubled in Forest hexes and tripled in with every three real units that enter as average soldier would probably not know, in Forcsr-Rough hexes. reinforcements through one entry hex during any case.) Artillery units muLt expend six Movement one Turn. ('Thus. a Player may not receive a Points to enter a Furest hex. Ignore this rule Dunrmy unit if' he has fewer than three real 114.91 IADDITION) FREE DEPLOYMENT ccrrrespc>rid~rigto the six Movemrltt Points r7.01 {CHANGE) COMBAT given to each unit. Ar a variatirrn From Historical Deployment. A Player must designate hir attacking units PEnvers mav set up the units givrn under the 15.1 1 Both Players simultaneously plot the on the Plot Chart prior to Movement. Initial 'DcpEoyrnent however they Iike. Units nlovrmcnt ut' their units during the Combat occurs simultaneously. It is entirely must be pfacccl onlv un the srt-up hexes Movement Plot Phase to reflect accurately possible that opposing units will be slated to listcd on the Initial Dcplovment Chart. the anticipated path of each unit. During the attack each other: such simultaneous Piirticular uriits do nut, hwrver, have to be Muvernent Phase. Players will move their combats will be resolved separately. A unit placed nn thcir "historical" hexes, but may units according to the exact path of each which has been designated to attack must be placed on nnc of the other set-up hex itnit's written plot. The plut must reflect the attack during the Combat Phase if it is l~lcatinnrgiven. Not all set-up hexes listed In exact movement sub-segment in which a unit adjacent to one or more Enemy units at the rhc Initial Deployment need be used; units expend* a Movement Point, so that the end of the Movement Phase. Only units that may stack un only some uF the set-up hexes anticipated position of every unit can he havc hcen designated to attack may attack. IH ithin thc limits of stacking limits). leaving denzonstrated on every Movement Sub- Plavers should note that an attacking unit nthtr set-up hexes empty. Scgmcnt. It is not always necessary or may not move during the final three dtlriteable that a unit expend its first Movement Sub-segments of the Movement Movcmcnt Point in the fjrst M~vernent Phare. Nor can it expend more than three Sub-Scgmcnt. 'Shc Movement Plot is the Movement Points in Movement (it it did, it SIMULTANEOUS MOVEMENT Anal dettrminanf OF Movement. Once a would not have three Movement Points left to NOTE: hll of thc Standard Rules in Sections Player declares that he is finished plotting dcploy into assault fbrrnation). 5.0 and 7.0 remain in lime tor Sinrulraneous and pIay proceeds into the ~overnent 17.11 Player? do not designate what Encrny Mt~vement,unltss rnoditied by one of the Execution Phaw, Playcrs may not change unit they will attack; nor do they designate a changes below. thcir rcspcctivc pIrrts. They must cxecute the ~pecifichex for a unit to attack. [4.ll ICHANGE) SEQUENCE OF PLAY written plot as exactly as possible. Nu unit may koluntarily dcviate from its written plot. 17.21 If an attacking unit does not complete A. Reinforcement Phase. Reinforcements [5.2] HOW TO EXECUTE MOVEMENT its movement adjacent to an Enemy unit it due to arrive on that Gnme-Turn are placed dws not attack; unless it is artille~. by each Player. During the Movement Execution Phase, Players physically morc their units on their 17.31 It is not necessary to designate a unit 8. Simultaneous Movement Plot Phase. Both respective paths as written on the Plot that is to defend. Any unit wh~chhas not Players secretly write down their movement Charts. Before beginning the muvement. been ordered to attack is assumed to be in a plot for each of their units on an SPI both Players apply the Command Control defensive posture. no matter how many Simultaneour Movement Plotting Chart or rules, as necessary. Movement Points it has expended. un regular paper. [5.21] Units affected by Command Control 17.41 A unit designated la attack may be C. Assignment of Combat Misslon Phase. have their plotted movement crossed off the involved in two combats in the same Combat Both Playrr~designate on thcir Plot Charts Plot Chart. They will be moved according to Phase; once as the attacker and once as the which ot' their itnits will attack on that Turn. the scatter rules after all normal plotted defender against Enemy attacking units. A D. Movement Phase. movement is completed. unit that has not been designated to attack 1. Command Control Segment, Each Player 15.221 Units affected by Command Control may be invoIved in combat only as a rolls a die tn find out wh~chof his units will move according to their Movement Plots defender. scntttr, as outlined in 5.5, addition. until either the plot is fulfilled or Enemy IJ.51 Execution of Combat. Combat is 2. Sirnullaneous Movement Segment. Each unit intcrccptr the pIut of the moving unit. It presumed to occur sirnul taneouslv. Because Playcr rcvcalr Iii~ movement plots and is suggested that Players alternate moving of fhi~.there are often cases of opposing rxccutcF ~t for non-scattcr units os one unit at a time. In this wav. the units attacking one another. Casualties and completely a< possible, with full simultaneity. non-moving Player can examine his plot to di\placernc.nts rcsutting from attacks are not 3. Scatter Segment. Units n hich lost determine ~t one of his units would intercept tffected until after all attacks are resolved on Cunlmi~ndCun trul in Segment 1. are moved an Enemy moving unit. Interception occurs both sides. Players may resolve attacks in any according to the scatter ruler (552 - 5.54). when two opposing units move into each order they desire. other's Zone of Controt or when they attempt E. Combat Phase. 17.61 All attacking units in an Enemy Zone of to move into the same hex at the same Contrtll at rhe beginning of the Combat 1. Combat Resolution Segment. All attacks Movement Sub-segment. The guiding are allocated bv each Player and resolved. Segment must participate in an attacking in principle is that all movement is assumed to that Combat Segment. The attacking Player Execution of results are delayed. occur 1imu1t;ineously. 2. Repulsion Segment. Any unit which has may choose which attacking units will attack 15.231 Movement of opposing units ceases each defending unlf. as long a5 all FriendIy not attacked and 1s in the Zune of Control of an Entrny unit is repulsed. See 7.77, when they intetcept one another. Opposing attacking units participate in an attack. and hex addition. units occupying the same is prohibited: as Iong as all Enemy units in the Zones of therefore, the unit which first attempts to Control of Friendly attacking units are F. Turn Record Interpha~t.Players advance enter the disputed hex shal! have passession attacked. The attacking Player may resolve the Garnu-.Turn Marker one space on the of the hex. or in the case of units that attempt attacks in any order as long as aZI adjacent Turn Record Track. to enter the same hex at exactly the same Enemy units are attacked. Sub-segment, the Plavers shalE each roll the Ainiost by &fitzit ion. a simuItan~ouss-vstem I5.01 (ADDI-rIONl MOVEMENT die; the higher number takes possession. A odds realism urld rr~~sinnro u Rome. & $he During the Plotting Phase of each Game- Movcrnunt Plot may be written that calls for semP rokm, ir udds horirtg pupemork and Turn, both Playerr will first simultaneously rhe overrunning of Enemy units. This is consumes !rime-. Personai[v, I think there are plot the movement of as many or as few of because at the time the plot is written, the loo marly utzits in pluv at onr rime for a their units as they desire in any direction or intentions of the Enemy Player are not plu.~,ahlesim ul~aneolissysipm. However. this combinarion of directions. Then both Players known. It is conceivable that the Enemy unit is only my opinic~n.The rules us given b-v you will simultanrousiy cxwute she plotted %ill muve out of the way. If the Enemy unit urp stlffici~ni to impose simultun~it,~on a nlovcmcnt as complctsly as developing does not move out of the way, it will intercept B&G Rome, iJ that is desired. circun~sla!lces (such as intervention by the overrunning unit. Under no circum- moving Entmy units) allows. For purposes of stances may a Friendly unit actually enter an nlokenient, the Simultaneous Movenlent Enemy occupied hex or voluntarily leave an Segment is divided into six sub-segments. Enemy-controlled hex.

Designer's Note tmrinwd~N@ 271 great, We: had disrntred this same situation every map of the field showed not only when we had done work for Avdm Hiil. The GameTilk FHIW P Gmy QaaU Mru: S12.W differentry located terrain, but entirely best games we had done for Avalon Hill were hblishtr: SPI Fub.flate: 4/75 different terrain and deployments. So, the done under a system where we did literally Subject: Four Cld War bath! Sbilofa, hlb version in S& T 55 will represent a (hopefully everything up to and'including art work. Tbis fpm, CWbmwa, Cemq Agl. &fintitel consolidation of sources. produced such games as PanewBlitz, France D%sign/Art/Berelq: a WwR, Hdj, -Jau Cehn '40, and others. By 1972, we had abandoned Cwrre/RdmmQ A. SImomenfl5. Hdy the outside designer approach and concen- PlurnberdPlay~~s&ujewia~:In. DBte: 1178 trated instead on building up a staff of hliq A?MA Wnthr~ ITyplerl Eylau wiH be published as am independent designers. There has always been the habit of u-1 Folio game. The Napoieoa at War Standard SPI to let everyone design a game they felt A +~ap,Physicat 7s t(s.ia.7) Rules will be used, but there are some that they could handle. AI Nefi, for example. B -Rules, Pkpkal 7dl (b.34.81 interesting new twists in the Exdusive Rules. bnce complained to Jim Dunnigan about the C -Countem. Physical 7.15 (6.7-7-4) A11 the units in the game are an a brigade abserlw of a game on mnnaimee twtics. Jim, being somewhat werwhelmed by some L1 aE$tst of Play 7.77 LQA-7.0) level. One new rule gives a bonus in Strength E Points if all the briga&s of a division attack of the other things that needed to be done, ~Carnpermss 7.46 664.3-b.9) same simply said, "well, why don't you do it." A1 F the unit. This bonus can be earned -PlayBahnce 7.W 16.2-6.8) until one of the brigades is eliminated. Fresh did, and the resuit was Rennukance of C -h&~Suitability 754 l6.J-b.9) divisions were usually more effective than Infuntv, one of our early "classics." This H -Set-upSuitability (6.2-6.6) ibose that had been in combat. h Eylau, a approach, unfortunately, hduced primarily 3 -Cmplextty Suimbillry 6.n (6,Q-ktr) division gets a one-time bonus in Strength "'grognard"gama; that is, games which only II -Realism 6.N (SS4a.4) Points tbe Erst time it gets intQ combat. the collector and the "old time gamer" could L -OvwalI Raring 7.26 (6.2-6-81 handle. These interesting games were, In the actual battle, the weather played a unforZunately. short-lived, perbps because W -Ti WWd still buy 9E'a (75%) very big part. In fact. Augernu's Corps was N -%Wd mrmeg'swnh !&% (7%i of the problems in their nrles or sometimes almost entirely wiped out when it got lost in a their basic design. The exact reasons for this storm. our weather S&T SURVEY DATA: % who'ue ptap-d game: snow In game, affects are somewhat debatable. but the fact 23%. Acctptlility: ?X Complexity Rating: same battles by halving the attacking remains that games like' this rapidly slip 3.9. Game 4n@R (Rrsk 2.3. Sohtaire strength. In playtesting the weather has Plrpbility: 6,8. below average in their Acceptability Rating. played a spoiling role, rather than causing Baed on this experience, we finally realized Gmrntac Firsi PuadPbG~m.F~tlr septate the near disaster it did h the actual battle. that the development of game designers was maps sad mnm e~hkad. Uss squerrtial The battle of Eylau took place in February so, movement, rigid ZOC's. Odds Combat Results between going to be a long range project. And I807 in Poland Napoleon and a in 1972, we began a training T*. Russian under starting army Benningsen, It was a program which now, four years Iater, is meeting Russians engagement, with the paying off in a wry noticeable way. Initially, having an initial advantage. The hd the training eo~laisted of ae designer/ strengths were about wen, French Gamrr TatFzer hi*: S10m the having developer system, in whicb the pme designer edge. -0mar De Wilt hblishsr: AEI hb.I)trte: 11/71 a slight would turn over ta a dweIoper a game that Subjeet: Tad& atmd wmhm on the had the most difficult work aJ&y Wdem FmM, 1944-45. Unlb rqmt completed. ?*he develo muld then not caEk La aKgm. DXSIGNERT pl-: bar 2SO only complete the straig tfmdparts, but Dcsign/Art/Dtwe1~ Don C;mnwd/Rdj When SF1 hgan, back in 1969, it redly only r= -m4 possessed one game designer, Jim Dunaigan. also have sufficient time and experience with Number d Players Reviewing: 1% Date: In6 From the very beginning, we made efforts to that particular game to add their own ideas, Rating hta RwITYP~~ get more people into the hignhgof games, embellisbmenk and improvements. This, a*-l At the same time, however, we were dm however, was definitely not designing games. The next step was much more difficult. At A -Map, Physkal 7,73 (6.1-6.7) making efforts to improve the quality of the this time. 1972-73, SP1 was only doing one I -Rul~.Fhyncal 7.M (6.3-6.9) games we put out, and on top of that was our games typ d game, what we nmnal1y call our c -Cmnims. physical 749 (4.7-7.41 desire to publish as many as possible. It was samething like a three-hm race Simulation Series Game. Beyond this type of D -Ease nf Play 02 (4.4-7.03 ping on all the time. From time to time, the game, there are the monster gmes like War E -Cempk~nms horse in fint place changes as tbe mx in the East, and, in the opposite direction, F -Playlalanw thunders on, with quantity taking an early games like M4polmn at Waterloo. It was in G -LRngtb SuitsblHty lead but quality slowly catching up and 1972, incidentaIIy, that one of our most H -&-up Suitability improving its position. Almost always in successful "non-Dunnigan*' games was d .tamplrxjty Suitability third place we- our efforts to develop more published. This was Bdno, which was K +Rerplism designers, A major reason for this was the bwd upon the N@m at War& system. L -Overall Rating very human fact that, while just about M -%Who'd still buy anyone could design a game, very few people to This genesis W .% Rec'd mone).'~worth could immediately design a schedule, game was the of the entire while still maintaining quality in their work. QuadriGame concept. it was the success of QiT SU RVWDATA: % whc'vrr pkyed game: In 1970, we attempted to overcome some of this game, as well as the difrrcuIty of a pew 33%. Acceptability: 7.2. Cmdexity Rating: aese problems by encwraging non-stdj designer handling a Simulation Series Game 7.1. Game kngth thcr): J$. WILaire designers. This approach produced some from a cold start. that brought about the Playability: sa. my* good games, notably from Dave developmeat of the QuadtiGame idea and its Wmenh Essentially a bld-brother of WIlIlarns (the &signer of Anzio), who use as the ideal training -1 for new game FmrBh, using =me ayrtm of seqrrentid produced Anaia Beachhead, Battle of designers. You may ask "why didn't we thk mement. adding opportunity fitt. Infantry Moscow and Right of the Goeben. In the of this bePore?" Well, why isn't anything alpport. engineer units (for bridge-building). tactical air support, artillery sighting, ctc. end, however, it was found that the work the done before. It was simply a matter of getting Thm geotnorphic mapbmds, Multi-mnaria staff had to do to support an outside designer the idea md putting it into praciie. We far exceeded the amount of work it would could haw done it in 1973 or 1974, but we take us to do a game oudves. Ihe didn't do it until 1975. By having more communication problems were simply too people designing games and t&ig more Icrrwlin w.-d wr mr ,121 20 - Na questinn 21 - Nn qurrrion 46 - Modern Battles OuadriGame 22 - Nn question 47 - Rattle fnr Germanv 48 (;loha1 War 23 No querfron - - 49 - Rli~c Gray OuadriGarne 24 Nn question Feedback - 50 - Frederick the Great MOVES nr 25, puhll*hetl Feh/Marrh 1976 25 - Arrume that you don't suhscrik to MOVES. 51 - Rttolt Would the qlialitv of ih~ir~ue alnne moti- 52 - SSN IGDW1 vate you to subscribe? 53 - Nanik IGDW) llow to Cst the Fedheck Rpsponsr Card: 26 - For how many ~CF~CIhave you had a 54 - Crimca (GDW) Alter ~OII'VC tin~rhecl rcarl~ny ! h~rt$\ue nf cnntini~o~rr\uhrcription to MOVES? 0 = 1 55 - Bas Lxv ICGC) mr hIUVt:\. plrare rt.,itl tht. Frrrfhack qoc\ttrm.i don't ~uhscrihe;I = Thir is lit%[irque: 2 56 - Von Manrteln's Baltle~(RGA) = Th~rir mv ~ccondor ihird issue; 3 = This I>rlor\. .~nrlglrc u5 \our answcrc and r>plnlonr cln 57 Tohruk (AH) is mv fourth or filth issue: 4 = This ir my - ~hcFcctlh;ick Ren\.ind then urlte !our clcventh Iscue; h = This ir my rrctfth Issue: - .~nrxcr.numbertn ~hcrc\ponrc-hut on the card '= Thn 1% my thirteenth through ei~hteenth bll - Kingrnakcr (PL) %hi~hcurrr\pondr to ~hr:c]ueC thc tcrponre-Fox tn MOVES (repardless of number of issue* (Basic Tactics in MOVES 22. Tactics of the n,atchv\ the number rvt the querlicin vnu are received1. Advance in MOVES 23, and Fnrmatron .III\M crqnq. Tactic< in MOVES 24). how often u.ould gou like to qcr: articlcr in this rerieq published? F'lc;lsr hc. cure Itr :tn\acr all rhc quc5tions. sskcrl. 1 = in every kwe; 2 = in cvew-other i~.ilc: IF^\ w JIIC~ arc incrm~plcrclylilled rrul rannut be 3 = f would like to sce this serim discon- Irroccc\crl. Wlwn :I clucct ion.n~ln~hcrhas "nn tinucd; 0 = no opinion. quc\~irm" a2'lrr ir. (lo ntlt writc nriythinp, in !hat p3rt1cu13r rr'lponsc-hrw. 63- If SPl puhli~heda mono~aphon Tactics in nargaming. ~ouldyou buv it? It would he approx~matelv 24 pap in lenph, illus- [here ;lrr two tvper nl- questianr arked in the trated, and umouldsell hr 52.-W.It would Fcrclhack,rcctit~n: 1I I Hatiny qucstionr and 42) include Tome rnsteriab from the series of "I;". no nn opinion" typc quertirms. 'Tactics articles published in MOVES, but - ii!tr~c~tit~n:I -- I I yv.lr\ ilr 1~x5; 2 - I? would larpelv consist of nee material. I = Ratln~Questlons: When ansurerin~a rat in^ YLYI~,: - - 1.1-1 5 vciir\ and .I ? 1.1.5 \c;nr\: 4 Definitely wnirld buy it: 2 = M~ghthu? it; ~IIC\I~,~1\11~6 31. whar pou thnugh~of a particular +till ti) c~.hc>t~l:5 - lh vL.:lrs: h = 1- !mi-\ rlr 3 = Can't decide: 4 = Probably u.ouldn't .lrtlclr in thi\ ic\uc) wrhtr one ntlmhcr from "0" lTl!>rc. huy it: 5 = Dcfinitelv wnialdn't buy it. lhnluyll "4" "1" 15 lhc Wor=,t Raring. "9" i$the 31 - Hflrr. t~>n~have !tilt hccn pl:~~inr:'onflicl Rcrt K:~rtn~."5" me:lns an avcrage rating, and all 64 - We are considerin8 condensing Playback to \~nlul:it~l>nc:kntc\:II Ic~~~h;~nl~e;~r:1 - r\uniher\ hctu ern crprcr5 varlnus shades of rwo cnlitrnnr Iwithnut teduc~ngthe numher I !r*lr: 2 - 2 rrc:lr>... S - K yr;ir<: 0 = tlr :~pprornl clr disapproval "0" tndicates "No vf pamef reviewed; jurt presenting the ltnirv !V>IT\, Op~nlcm" or "?lr31 Applicable". te~ults in n more compact lormat). We ut~uldthcn publish rn the remaining two Ym/No Qu~tEons: When rhe question is a "yes or cnlumng relected letters from thc rcadcrs. rio'"r~crr~un. "I ' nlcan'. "Ycs". "2'' means "No ' Would vou like to sce this change made? land "(I' rncan\ "No Opinion" or 'Yet I = yr5: 2 = nn. Appl~cahle" I

Wc hnpe vnu will ure vrmr Feedhack Response Card A\ yuur drrrct.11nc to thc editors. Rate the comple~lqotcach of the following games SECTION A on a 1 to 9 scale. "1" = veq filmple [up thmoghl "9" = wry complirated: *'Ow = have not plajed game. 34 - llid ?ritl wntl in fhr tct.rlhack c:lrd fcir cuur b5 - Sorcerer 13>1 1<\111. II~3fnI'ES:' I - ~CE:2 :no. 66 - Punic Wars .I5 - l'i~.!, rlic OYli .irc:l ;~h~>r~tr hich you \vc~uld 3 Ntr que1.tion - ~ito\tI!ke trh wc y;llrlcr :~nd:1rli~l~.~ cirlnc: t = b7 - l~landWar QuadriGame Questions 1 throu~h13 mk you to rate the artlclm ,\lil~wii~.t I hW - I -WI: 4 = Yapn- - 5 -Operational Analpis: World War I 71 - 0kinaw.a lct~tii~I ! -kRl -- lN301: -5 = C'ivik War, 19th b Scenarios and Variants: Sorcerer - Century (l.h?ll . IHUI); h .- World Wnr 1 72 - Tohruk (AH) 7 - Game Desipn Seminar I IVU! . lL130i; - -:Wtrrltf Wrsr 11 41 Q30 - 73 - Caesar's Le~ions(AH) 8 - Complicatin~Blue& Gray IL)-I5I: H - ti~ht.W~rrl(lW:lr FI 11045 - 74 Wooden Ships and Iron Men (AH) 9 - Opcnin~MOVES - ar. 10 Designer's Notes Rate the same pmw concern thelr mftablllp - for solltalre play. Rate thtn on a 1 to 9 scale. 11 Footnntes(Overall) - I, 1I! - unsultablt; (up thmu~h)"9" = htghly 12 Forward Observer Rate the lollowlng titla on R scale of I to 9, - suitable; "W' = have not played lame. 13 - Playback sccordln~to how much you would Zlkt to sae 8 Game Prntlle, OperaHonal Analyak, or Sctnarllw 7.5 - Sorcerer 14 - This issitc (Overall) and Varlants srttcle on that gnme In MOVES. 76 Punic Wars 15 - Was this irsue better than the last one? - 36 - Invnr~on:America lb No question 77 - Island War QuadriGame - k 37 - Blue Gray lI QuadriCame 78 - Blocwly Ridge 31 - Punic Warr 7P - Saipan The follodng questions ask you to rmte tht 39 - Sorcerer 40 - Irland War QuadriGame ZRdlvldusF '*Fnotnntc-a" on 5 qrdc of 1 = pmr to 9 81 - Okinana = errplIent. 41 - Oil War 82 Tobruk (AH) 17 - Rerigging Frigate 42 - Fast Carriers - (AH) I8 - Cavalylk Wagons For Tank! 43 - Napoleon at War QuadriCame 83 - Caesar's tpions 19 - Oil War Exnanded 44 - World War I 84 - WdenShips and Iron Men (AH) How inn^ doer I# take ynu. on the avernp, to play WOR1.D WAR 1 TfTE FALI. OFTORAUK (Gl'lW1 162 - Qutstiun A (rnap5hccil each nf rh~tgnrn~? Fnt gum- u3th mutllpbe 1[14 - Ouc~rlnnA lmapsheetl scenadm. lire an mvernpe, mgatdlss ~f hnw inn^ 105 - Question B Irulcr) I63 - Qucstlon R (rrrlcrl nr ~hnrtindiridual scenarios err. Use a 1 to 1M - Oucstlon C (counter~l scale: "1" = 1-5 lhsn one hour; *'2" = one to two 166 - Qutsf\~nC (cnunlc~sl lh5 Quesrlun D (ease of play) hours: "3" = two to thrw houn: *'4" = three to TO7 - Ouertlnn D (caw of plavl - lnur hnum lup Zhmughl &'9" = ei~himr more 108 - Vurstlnn E (complcrcnrrs uf rulerl 166 - Que5rlon E lcnmpletcnerr of rulcr) lh7 - Ouertl~~nF lhalancel honm. 109 - Qurrtlon F (halanccl t15 Srirccrrr Ibll O~~c%rl~>nC; tlcn@hh - 110 - Ouestlnn C Ilenylh) - Rb Pt~n~cWar.; 169 Uur~llonH trrt-up t~rncl - I1 I- Ouerttnn H txct.riy time, - R7 Island Wnr OundriCsmc 170 - C)ue\~~rmI irt>mplex~tw) - 112 - Quevinn I (complr~~tvl RR Rlotxf!. Ridpc 171 - Ouertinn K (real~sml - 113 - Quertinn K (rral~rm) 172 - Q~lrr~innL lnverall) 11 4 - Qucrtinn L (overall 1 173 - Qurrrrrln M lthen nnul lyec or no only) 11 5 - Que~tlnnM lzhcn & nnu 1 Ivex or no rml\.) If4 - ()urrtlc~nN lnrnncv'\ ut~rfh)Iyex nr no only1 116 - Oucntnn N trnone%'runnhl Ivc\ or nn onlu) 92 Tnl~rukIAH) 175 - NII quektlon - 117 - %o qucsrir~n q3 - C:lc\ar's Legion\ (AH) AITI.ER'S LAST GAMRI,E (RGA r 91 - Wotxicn Ship5 and Iron Men {AH) NAPOLEON AT WAR QUADRIGAME 176 - Vue\r~rw A (mapsheetl 118 - Querrlon k lmaprhcet l 177 - Uurst~onR (6111~~) 139 - Qucrtton B (tulcs) 178 - Ouerrron r tcounlrrsl 120 - Quesrron C Icounter.r) 179 - Ouesttnn D lcaw of plar1 121 - Ourst~onD lease of play) 100 - Oue\~innF lcnmplcfenesr nf ruler) 122 - Que%tinn E Icnmplerenes< of ruler) 181 - (Juer~icm F lbatancel The results of the foTlorin~survcv are used In our 123 - Question F (halanccl I82 - uutrtion T; Ilengih) PLAYBACK system. This system re\rews Earner by 124 - Ouesttnn C llenflh) 183 - Qucs11t.n M up rrmeE ~houin~rhe response of fhc peopte who plar the 125 - Ouer~~nnH Ircl up r~rnr) 184 - Wuc~t!r>nJ Ictmplex~tv) pames Ouertlnns 104-IHSI arc part of 12b - Ouertlnn I (cnrnplcx~tv) PLAY BACK. 185 - Ourstlnn K (rcal~rrn) 127 - Quest~onK (real~rrnl 1A6 - Oucrrlnn 2- (overalll Before each game there are thirteen qwestinns 1s - Ouerflon L (ovcralll 117 - Ouertlnn M (then & no-1 Iyrr or nu only) [lettered "A" throuph "N"). Unless othewise nntcd. these question5 arc answered wrth a "I*' 129 - Quesllnn M (then 4% now) (qer or nrl nnlyl IAR - Quextlon V (mnnvy'\ urlrthl (ye\ nr rirr only) Ipnor) rhrough "9" .(excellentl rating 131) - Ou~xtinnN trn{rncv'r wc~rthl(ves or n0 nnlvl ISV - 196 - Nu qucrtltrn No Question A - what did you think OF the phyriral 131 - qucctlon 132 No querzron quality and layour of thc maprheet? - Quertion B - What d~dyou tblnk of thc physical quality and layout of the rulcr folder? Question C - What did you thlnk of the ph,rical FAST CARRIERS qual~tyand Taynul nf thc unit counters' 132 - Querlinn A lrnaprh~et) Ouestlon D - What d~dyou thlnk of he ~arne's 134 - Quertinn E truletl "tart of play" (how well the game "moved 135 - Ouerl~nnC rcountcrd alon~")" 136 - Qucl thr averace 143 - Oucstlon I. (nverall) pamc'' 144 - Oucrt~onM ({hen & now) (ves or no only) Oucrllrm H - Whar did you rhrnk of the amount 145 - Ouertinn NImnnev'r anrth) lyer or no only) 01 "rct.up t~mc" nceded before you could bqln 146 - No questton plaxrnp the game9 Quecuon I - what d~dyou th~nk OF the apprnprlarcnerr of thc cnmplexitv of ~hir~arnc" WOODEN SHIPS & IRON MEN (AH) Our\i~onK Whar did you lhtnk of thir game's - 147 - Questinn A Imapshcet) FEEDRACK RESLILW, MOVES 23 real~lrn? 148 - Question B (rules) Rank Arilclc Ouertlon 1. - What d~dvntl thlnk tf thrs Ram? orerallo 149 - Qucstinn C (counters) I. Dc\ipnr.r'> Ntrtcr 2. I.'nr~vardObrcrvcr Oueshon M - Would vnu ~lillhave houpht this 150 - Questtnn D lease nf play) Frlrm Grunt to Search & Fame ~I'vouknra fhen uhaf ?nu know nnu. about 151 - Ouestion E Ecornpletcncss of rulcsl 3. Desw 4 Sniper! Frratn IT? Il = Yes. ? = No) 152 - Ouestjon F lbalanccl 5 T~CIIC~of'thc Advance Quertlnrr N - Dn qou think you received your 153 - Question G (Icnph) h. Blue tk Gra! Prnfile moncr'\ unrlh rlth th~rgame7 (1 - Yer, 2 = Nnl. 154 - Ouesl~onH (set-up time) . 3-or1tnnlc< 155 Qucqtlnn J Icompler~ty) We ~111ask YOU to rate six games. If you have not - 8. BnI1imr3reK alcidnqcnpr played these gamer, or have not played them 156 - Qur~tlnnK (rcaltsm) 4. L;~hnrP:rinx enouph to hc able to evaluate them, then r~mplv IS7 - Question L (ovcralll It1 P1:lrhack place "0's" rn thc boxer IS8 - Questinn M lthcn d( now) (yes or no only) This Irsuc ~nverall1 101 - No qucqt~on 159 - Questton N (money'r worth) lye$ or no only) 102 - No qucstinn 1M- No questmn 103 - ?rn qucstrnn 161 - No questrnn Slmulatlans Puh!lcatlons, Inc. 44 Eaqr 23rd 5trect BULK RATE Nea York. N Y. 1WlO RETURN POSTAGE GUARANTEED U.S. POSTAGE PA ID New Ynrk. N.Y. Permit No. 5670

have over a dozen trained designers, who are new Designer'f Nntes sy5tem will first appear gnc r'~N n tes Icnntirrrrtbrt jinm pagdb 291 RCS~ right now handling games on all Ievels of in SK. T .Y5, with the game Rreir~nf~ld. control of games, we can expect to see more complexity. from the Folio up through the of these ideas coming into practice earlier. Simulations Series and the multi-map DESIGNER'S SEMINARS games. It didn't happen by accident. We cannot overemphasize toa much the Another somewhat special aspect of SPI'.i importance of the QuadriGames in training NEW IMP A0VED Df-*,CIGhrERJ NOTES RLCD education efforts are the R&D new game designers. There is no substitute Mainly because of better controls on our seminars. We fir~theld a series of these [I2 of for experience. and the best kind of manufacturing prncesses and the number of them] two years ago, and are currently experience is the sticcesrful experience. people designing garner, we have come up running another rerier. The interesting thing Many people can s~~ccessfullydesign a with a new apprnoch to Designer's Notes in about the secnnd series is that they are not Simulations Series Game, but they require a games. Thi5 will consist of a separate being run by one penon. hut instead are year or more to do what an experienced Derigner'~.Notes section which will contain arqiened to the people on the RRrD staff who designer can do in four months. And he will sections explaining the rationale hehind each have particular expertise in specific arcas of usually put out a superior design. Another xignificant rule in the game and will follow RkD (rulc~writ in^. development, research, critical element in the development of new the came index format ns the game rules: etc.). hl~o,we have invited people not onlv game designers at SPI is the very fact that all Case 1.0 will hc the hasic historical rationale From outside the ranks of the re~ularRKD of these people work in the same place and behind the game. Case 2.0 will explain the staff, hut alqo from nthcr game publishcr~. have an ongoing ability to communicate to rationale behind thc general course of play. We plan tn hold smaller ver~iensof some of each other their thoughts. ideas and reactions Section 3.0 umuld explain why the game these