Hollandazed: Thoughts, Ideas, and Miscellany — Table Battles

FROM THE ARCHIVES: ON THE CURIOUS ORIGINS OF TABLE BATTLES (by Tom Russell)

Mary Russell

Tags game design, game publishing, Table Battles

FROM THE ARCHIVES: ON THE CURIOUS ORIGINS OF TABLE BATTLES (by Tom Russell)

While Table Battles is a direct descendent of my earlier game Christmas at White Mountain, its existence can be better explained in the context of two apparently unrelated games: Richard Berg's multiplayer game Dynasty, and my two-player politics game Optimates et Populares. When we were publishing Richard Berg's Dynasty, we needed to get quite a lot of wood bits. We needed large cubes for armies and little cubes to demarcate control, black cubes for warlords, and wooden discs for home provinces and the Emperor's winter palace. And on top of all that, we also needed some long gray rectangular wood...


NOTES ON EDGEHILL (by Tom Russell)

Mary Russell

Comments 2 Tags ECW, English Civil War, game design, Table Battles

NOTES ON EDGEHILL (by Tom Russell)

The fourth Table Battles expansion will be one that a surprising number of folks have been clamoring for since the release of the base game - the English Civil Wars. The delay in getting to it isn't due to any lack of interest on my part - quite the contrary, it's a subject I find fascinating - but because the base set drew very heavily from the seventeenth and eighteenth centuries, and I wanted the first few expansions to show the range of the series, going back into the high middle ages (Wars of the Roses) and antiquity (Age of...


FROM THE ARCHIVES: BARRIERS (by Tom Russell)

FROM THE ARCHIVES: BARRIERS (by Tom Russell)

I was pleasantly surprised that a number of folks were able to get Table Battles on the table within a few hours or minutes of receiving it, and that it seems to be hitting those tables frequently and enthusiastically. It's not that I think the game shouldn't be hitting tables regularly; I think it’s one of my strongest pieces of design, particularly on a mechanical level. So of course I think people should play it. I think people should play all of my games: that's what they're there for. But even something that's proven to be as popular as, for...


SLUGFESTS (by Tom Russell)

Mary Russell

Tags game design, Table Battles

SLUGFESTS (by Tom Russell)

One problem that became apparent after the release of Table Battles is that when players made poor decisions or did not properly work toward force preservation, the game would degenerate into an exhausted slugfest, a bunch of piddling little one- or two-stick formations limping along as the morale cubes passed back and forth, neither side achieving a definitive advantage. Over the course of the two expansions, I made the morale splits much more asymmetric and fragile as a way to "protect" the game against bad play. If losing just one formation would lose you the game, you'd be less likely...


BOMBARDED (by Tom Russell)

Mary Russell

Comments 1 Tags game design, game development, Table Battles

BOMBARDED (by Tom Russell)

One of the big shifts in the design philosophy behind the Table Battles expansions when compared to the base game is that I've made the morale cube splits more immediately fragile and asymmetric. The base game has a lot of 2-3 splits, and with bad play that lent itself to a lot of situations where I rout one, you rout one, I rout one, you rout one, passing the same cube back and forth until neither side has enough oomph to secure a decisive victory. The expansions are more likely to use a 1-3 or 1-4 split, or to offset...