Hollandazed: Thoughts, Ideas, and Miscellany — wargame design

WINNING WITHOUT WINNING (by Tom Russell)

Mary Russell

Comments 10 Tags game design, wargame design

WINNING WITHOUT WINNING (by Tom Russell)

 Victory Conditions are a fine art in historical games. For the side that won the conflict, you generally want conditions that mirror the historical result. For the side that was defeated, you'll either need to come up with a reasonable hypothetical of what victory would have looked like, or, in cases that are really lopsided, you'll need to resort to "lose the battle, but win in game terms" conditions - the side still loses, but loses in a less humiliating and decisive fashion, which is enough to give the disadvantaged player a fair shot at winning the game.  What...


CAT / MOUSE (by Tom Russell)

Mary Russell

Comments 2 Tags game design, gameplay, wargame design

CAT / MOUSE (by Tom Russell)

One of the things I really enjoy about John Theissen's operational ACW games (More Aggressive Attitudes, Objective Shreveport!, and Hood's Last Gamble, for those keeping score) is how difficult it can be to have a proper battle. Whenever you declare combat, your opponent usually has the option of attempting to Retreat Before Combat (RBC), with a 66% chance of success (sometimes more). With a successful roll, the enemy stack slips through your fingers. And, when the shoe is on the other foot, you slip through theirs. Both sides generally want to do battle with the enemy, because winning battles decisively...


LOOPS (by Tom Russell)

Mary Russell

Comments 1 Tags game design, wargame design

LOOPS (by Tom Russell)

One of my favorite tools to use in a game design is the feedback loop. While it's something that's featured in several of my designs, Blood in the Fog is probably the one that illustrates it best. The Russian Player has certain advantages while the dense fog neuters the range of the powerful enemy rifles. This fog remains in place until a Fog Chit is drawn from the Russian cup, at which point it starts to gradually lift. Every time the Fog Chit is drawn, the number of Activations per turn - the number of chits drawn - increases, which...


UNCERTAIN TROOP QUALITY IN GREAT HEATHEN ARMY (by Tom Russell)

Mary Russell

Tags game design, wargame design

UNCERTAIN TROOP QUALITY IN GREAT HEATHEN ARMY (by Tom Russell)

Our standard 5/8" countersheet has room for 176 little squares, and when I'm cobbling together my counter manifest for a game, I generally contrive to get as near to that number as I can without going over (unless the game is going to use a half-sheet, in which case the magic number is 88). Such was the case when I was putting together Battles on the Ice, the third game in our Shields & Swords II series. I began with a rough idea of the types of units each side would have, in what proportion, and the total number of...


CARTS AND HORSES (by Tom Russell)

Mary Russell

Tags game design, rules writing, wargame design

CARTS AND HORSES (by Tom Russell)

My father had started working for Blue Cross around the time I was born, in an entry-level position. It didn't take long for him to advance up the ranks into management. I don't remember a whole lot of conversations with my father before he died, but I remember him telling me that he was always the first one in and the last one out, and that if you put in the time and the energy, if you work hard and seize opportunities, you can make something of yourself.  I got my first job when I still a teenager - I...