Hollandazed: Thoughts, Ideas, and Miscellany

THE BALANCE BINARY (by Tom Russell)

THE BALANCE BINARY (by Tom Russell)

I have a strong preference - as a player, as a designer, and as one-half of a publisher - for dynamic games, by which I mean games where the balance is highly mutable and prone to distortion based on player actions. One of the ways I try to achieve this in my own work is through the use of feedback loops, in which succeeding makes it easier to succeed, and failing makes it easier to fail. The winners keep winning and the losers keep losing. The balance of the game is in flux, capable of being tilted in one direction...


OLD FRIENDS (by Tom Russell)

Mary Russell

Comments 1 Tags game design, wargame design

OLD FRIENDS (by Tom Russell)

In November of 2017, I wrapped up development on the second game in our Shot & Shell Battle Series, a treatment of the Battle of the Alma River in the Crimean War. The Heights of Alma would be my second bite at that particular apple, it having served as the subject of my first published game, 2012's Blood on the Alma. That development process started by getting my debut game back on the table. I hadn't played it in over four years, and remembered bits of it only dimly. As I started to push the counters around the map, I...


DESIGNING NATO AIR COMMANDER (by Brad Smith)

DESIGNING NATO AIR COMMANDER (by Brad Smith)

NATO Air Commander is a love letter to 1980s Cold War Gone Hot games like NATO: The Next War in Europe (VG, 1983), The Third World War series (GDW, 1984), and Red Storm Rising (TSR, 1989). In all of those games, you basically control the progress of a ground war in Central Europe between the Warsaw Pact and NATO. I suppose my attraction to this era and type of game comes from my youth. My earliest memories are of Ronald Reagan. I can remember how much the idea of a big war in Europe seemed like an inevitability rather than...


ODDS AND ENDS (by Tom Russell)

Mary Russell

Comments 3 Tags Combat Results Table, CRTs, game design

ODDS AND ENDS (by Tom Russell)

I have used an odds-based CRT in two of my wargame designs, and the second one only counts if you consider Napgammon a wargame. The eternal and interminable question of what is a real wargame very much aside, one might wonder why that is: do I dislike odds-based CRTs or something? Well, no; I actually rather like them. I've played and enjoyed a number of games that trot out this oldest and warhorsiest of old warhorses. Heck, Mary and I have published such games.  So, no, I've got no beef with comparing the strength of the attacker to that of...


Simple and Deep (by Tom Russell)

Mary Russell

Comments 1 Tags 18XX, train games

Simple and Deep (by Tom Russell)

The 18XX has a reputation for being the heavy gamer's heavy game, to the point where there is a small but passionate number of folks who literally play nothing else. I enjoy them myself, at least to a point: I'm fairly rubbish at them, and because even the shorter ones take a while to play (with not-insignificant downtime) I haven't played any of them often enough to acquire any kind of competency. There's a learning curve for the series as a whole and for each of the better games in particular, and I'm still at the bottom of that incline,...