Hollandazed: Thoughts, Ideas, and Miscellany — Siege of Mantua

BATTLES IN SIEGE OF MANTUA (by Amabel Holland)

Mary Russell

Tags game design, Siege of Mantua

BATTLES IN SIEGE OF MANTUA (by Amabel Holland)

One of the ideas at the core of Siege of Mantua is its bifurcated structure: maneuver at an operational scale, in which you strive to come to grips with the enemy, giving way to tactical battles. It requires two complementary but distinct skillsets. It also of course runs the danger of feeling like two different games, so it was important that I integrate them as much as possible – that the operational sets the parameters for the tactical, and the results of the tactical have consequences for the operational – making them distinct, yes, but also impossible to separate from...


PRACTICAL PROBLEMS: MANEUVER MODEL (by Amabel Holland)

Mary Russell

Tags game design, Practical Problems, Siege of Mantua

PRACTICAL PROBLEMS: MANEUVER MODEL (by Amabel Holland)

I had a problem: I needed a compelling maneuver model that ticked off a lot of boxes but remained dirt simple. The game in question is my very first block game, Siege of Mantua, which takes as its subject the various Austrian attempts to relieve said siege, and how they were thoroughly trounced by this snot-nosed kid named Bonaparte. Specifically, I wanted the game's movement mechanics to account for (1) the efficacy of flanking attacks and the difficulty of coordinating converging columns, (2) the speed of smaller forces and the cumbersomeness of larger ones, (3) the advantages of interior lines,...