Hollandazed: Thoughts, Ideas, and Miscellany — board game

THE OPT-POP DIARIES PART 3 (by Tom Russell)

THE OPT-POP DIARIES PART 3 (by Tom Russell)

The primary currency in my Optimates et Populares design is Political Will (PW), with each action you take or attempt costing some amount of it. Small things cost less PW and big things cost more PW. This is a familiar concept for most gamers, which goes by various names: Operations Points, Action Points, Resource Points, etc. Usually you get these points in games randomly by playing cards, or you earn them by controlling certain areas on a map. It's a necessary abstraction that simulates not so much the actual choices made by leaders and commanders - Lincoln didn't fret over...


CHADWICK'S BATTLE FOR MOSCOW (by Tom Russell)

CHADWICK'S BATTLE FOR MOSCOW (by Tom Russell)

Russian stamp commemorating the 60th anniversary of the Battle of Moscow The first wargame I ever played was James Dunnigan's Drive on Metz, which I constructed following the instructions in his Complete Wargames Handbook. It was... kinda boring, actually. The game was limited to a very small map with very few units, and as a simple, introductory game, it had very few rules. But there wasn't all that much going on; it was too constrained, too simple, too blah. It didn't feel like much of a game; it was more like an exercise. I was, however, somewhat casually intrigued by...


THE OPT-POP DIARIES, PART 2 (by Tom Russell)

THE OPT-POP DIARIES, PART 2 (by Tom Russell)

  The curia was the meeting house of the Roman senate. The Curia Julia, pictured here, was begun by Julius Caesar and necessitated by the increase of senators from 600 to 900. The old curia, Curia Cornelia, was torn down and officially replaced by Curia Julia. Begun by Julius Caesar in 44 BC, it was completed by Augustus Caesar in 29 BC. In AD 94, Domitian rebuilt the Curia using Julius Caesar's original plan. The building was damaged by fire in AD 283 and later restored by Diocletian. In AD 630, Pope Honorius I transformed the property, presumably no longer...


COVER STORY: TEUTONS! (by Tom Russell)

COVER STORY: TEUTONS! (by Tom Russell)

Hex grids. Column shifts. Odds ratios. Zones of control. These are the essential, primordial building blocks of commercial wargaming, invented whole cloth – much like the hobby itself – by Charles S. Roberts and his Avalon Hill Game Company. Many gamers grew up playing the Avalon Hill titles before graduating to more sophisticated simulations. Since the hobby had already started to collapse when I was born, and had started to rebound and grow in new and interesting directions by the time I was aware that it even existed, I didn’t have that experience. My first wargames weren’t Avalon Hill boxed...


STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)

STRONG SOMEWHERE, WEAK SOMEWHERE (by Tom Russell)

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...