Hollandazed: Thoughts, Ideas, and Miscellany — American Revolution
FROM THE ARCHIVES: STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)
![FROM THE ARCHIVES: STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/qpic2_1024x1024.jpg?v=1568429803)
A partial section of a rough prototype map Designers, stop me if you've heard this one before: you create a new game after lots of immersive research. You have a solid set of mechanics that have been designed specifically to represent that historical conflict. You make up a rough map (in my case, using Photoshop) and a set of counters (in my case, scrawling on some sticker paper), and you sit down at the table to give it a spin. You don't expect everything to work - almost nothing ever does the first time around - but you're hoping that...
STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)
![STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/SUPPLY_LINES_COVER_4_NOW_WITH_B_1024x1024.jpg?v=1483638519)
A partial section of a rough prototype map Designers, stop me if you've heard this one before: you create a new game after lots of immersive research. You have a solid set of mechanics that have been designed specifically to represent that historical conflict. You make up a rough map (in my case, using Photoshop) and a set of counters (in my case, scrawling on some sticker paper), and you sit down at the table to give it a spin. You don't expect everything to work - almost nothing ever does the first time around - but you're hoping that...