Free game: Gravel

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Yeah, a bit like this.

A new abstract game I wanted to put out before the end of the year:

Gravel, a game about missing the (Schwer)punkt.

Gravel 20 Dec 25

Years ago I had an idea for a Go variant where the single stone played each turn could be broken up into smaller bits with lesser power (stones make gravel, see) and played on other points of the Goban so captures would be probabilistic: you would make a capture by generating a random result equal to or less than your cumulative strength differential.

This is not quite that of course but in their turn a player may place and remove a total of friendly and enemy pieces (respectively) that is equal to or less than “X”, an integer agreed upon at the start of the game. A player loses through attrition (losing more than half of their starting pieces) or inadequate territory (spaces occupied < pieces lost).

The idea of “control” over a space relying only on occupation of its flanks and rear (which permits capture in it, no matter how strong it is) is inspired by games like Ki (Corey Clark, 2010) and Control (Takuro Kawasaki, 2024) though those games forbid placement in an enemy controlled space.

Placements and removals in the game must be balanced, especially early on, and there is a crucial difference in placement between pieces that are already on the grid versus those that are coming from the pieces not yet placed. The choice of whether to place or remove first can be important; a player might want to first build up to attack a swath of territory or they might want to clear some points of enemy then follow it up with occupations.

Playing in the squares of an 8×8 checkerboard and setting “X” to 4 or 5 will give players a peppy 10-15 minute game if they don’t think too hard. The Tabletop Simulator module linked here is set up for that:

https://steamcommunity.com/sharedfiles/filedetails/?id=3627753715

Perhaps you will give it a try!

Obligatory end-of-year post, 2025

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Another year creaks to a close.

Not a bad year for publishing, in the end, and I seem to have made a few speeches.

Here is the roundup but I have learned my lesson: I will not post any links here, since 2 years ago I put in too many and my blog got suspended for a couple of weeks when an algorithm noticed and thought I was a ‘bot or something, I guess… one part of the dead Internet talking to another.

*****

Game publishing and publicity

January: Got a copy of the Bonsai Games reissue of Winter Thunder! Unfortunately the SS counters were the usual white on black, not the frou-frou hot pink I wanted. But no one asked me.

June: Got an advance copy of China’s War to look over! No complaints except that I wanted a darker reddish orange for the Warlords than the yellow-orange they went with, about like the ARVN In Fire in the Lake. But they still show up OK and are distinguishable from the khaki Japanese. Also, I learned that a Computing Science student in Finland had used Guerrilla Checkers for his degree thesis in machine learning.

July: After its being featured in the Australian Defence Force’s “Army Battle Lab Professional Gaming List 2025”, I thought it was time to make 91 DSSB Staff Game available for free print-and-play. No idea how many people may have actually looked at it.

August: Compass Games launched a last-minute Kickstarter to squeeze the Brief Border Wars Volume II re-order lemon one last time… 114 people got wrung out, just as Volume I sold out too.

November: At last! Copies of first Brief Border Wars Volume II and then China’s War started thudding onto tables across the planet. All pretty positive reports so far. Also, I decided to finally pull the trigger on O Canada and assembled 50 physical copies: sold them all within 48 hours, but a PnP version is now up on Wargamevault and Vassal and Tabletop Simulator modules are there for anyone who does not want to do the crafting project first. And finally, I got copies of the FOURTH printing of A Distant Plain!

December: pulled the pin on Gravel, abstract game played on a square square grid of any size. It may or may not be a competitor to Guerrilla Checkers in brain-burny. Relies on attrition, territory and open flanks; how’s that for vague direction. Also published new version of the QUICK game (Manila module) that uses a new approach to map graphics to show the complexity of urban terrain, also designed a module for the Klang Valley near Kuala Lumpur but will not put that out just yet.

Game design work and future publication

Work and/ or testing began or continued on the following.

Houses of Cards/Il Treno di Carte and District Commander Briganti: Two games on the Grande Brigantaggio period immediately following the Risorgimento, set in southern Italy. The first is a simple and fast card-based game that will be sold through the National Museum of the Risorgimento gift shop, after final graphic production (images are stupendous, the Museum made its archives available to the publisher) and a history-background pamphlet is written by an historian specializing in the period. The second is an adaptation of the District Commander series with a few period-appropriate twists.

My first attempt at a Brigantaggio game, a four-player asymmetric game called Briganti! that I did in 2024 was not set up quite right but I think the framework of it is good for another game set in another time and place. The hobby needs some games that are not strictly about war but also about enforcing reform and a difficult peace. I am still waiting for a good game on the Reconstruction period in the US and how it went off the rails.

Scaleable Urban Simulation: Got back to work on this and have made some changes to it. Two modules of it are now complete: a brigade-level one set in Daugavpils and a division-level one set in Hsinchu in northern Taiwan. However, given this year’s forced meld of Army Futures Command and TRADOC-G2 and other bits and pieces, the time may have passed where this could have been adopted.

Strongman: Title now changed to The Chair is Empty (thanks, Roger Leroux). A good test and lots of suggestions by knowledgeable parties at Spring Bottoscon and Class Wargames, this one is also a candidate for publication in the next year or two, now that I have found a good card printer in Canada. I’d like that.

Game Conventions

February: At the end of January I posted that I would not go to ConsimWorld Expo for reasons that are now all too obvious less than a year later. I don’t think any Canadians went this year, and maybe this will continue. Anyway, do online cons count? I was on two panels at SDHistcon Winter Quarters Online. One on portrayals of terrorism and counterterrorism in modern board wargames (no audio or video) and another where I joined the authors of the Eurowargames anthology, which was just then appearing.

June: Went to Spring BottosCon in New West, Rob Bottos thought this one up for the benefit of the Canadians who would not be going to CSWExpo this year and others. Good fun! Though the Curling Club where it was held was a bit dark.

November: Went to (fall) BottosCon in New West. No COVID this time, not even the usual con crud. Got in some games of O Canada and discussed its physical production, test games of Gravel which is I think one tweak away from being good but I am not sure where to tweak it.

Conferences and professional wargaming stuff

February: The Connections-North conference, a one-day event was held at CFB Kingston. I was on a panel about urban warfare, along with friend Major Jayson Geroux of the RCR who is still busy rewriting the Canadian Army’s urban doctrine. From Kingston I went back to Toronto, to participate in the “Simulation Summit”, another short event held at the Royal Canadian Military Institute and sponsored by Zeroes and Ones Inc.. My main contribution was helping to facilitate a rapid game design workshop, after which I was interviewed in the aptly named Sword Room for some of my thoughts on games and game design. Amazing how short my talks can be once the umms and ahhhs are edited out.

April: At Connections-Online I made a presentation on “Gaming-Neglected Aspects of the Operational Environment”, an adaptation of the presentation I made at the Mad Scientist event at Georgetown University the year before but of which there are no audio records.

June: I made an online presentation on “Urban Warfare and Crisis Management” to a wargaming workshop at the Centro Alti Studi Difesa in Rome: trends in urbanization, the city as a system of systems, urban warfare as a slow- or fast-motion disaster with progressive damage to those systems, a few illustrative games, and eight points for attention and design in making a really good game about this subject that relate to principles of disaster management.

September: Another extended trip abroad: just two weeks this time. First Connections-UK at Brunel University where I made no presentations but ran games of QUICK Junior (Scaleable Urban Simulation and 91 DSSB also on display but no takers), Gravel and The Chair is Empty; then to Turin to do some work on the Italian Risorgimento and Resistance games, and give a lecture on irregular warfare game design at the University there; then to Lausanne for Connections Suisse, which had mostly urban warfare themed presentations – I talked about my recent urban warfare work and ran some more games of QUICK Junior. Then I went home with a nasty cold to a dead computer and a union on strike.

Writing and ‘casting

February: Got my paper copy of the Eurowargames anthology, containing my chapter on analog newsgames. Maybe now I can shut up about it.

October: On an episode of Mentioned in Dispatches with Brant Guillory, where I talked about the three games coming out in October/November and Quadrigames generally.

November: Interviewed by Grant Linneberger for his Pushing Cardboard podcast. Should be out early next year.

December: Presented “Idiosyncrasy in Motion” online to the Georgetown University Wargaming Society, about my general body of work – family-based designs and one-offs, how I design, why I do it. Not my best presentation but it made me think about how much paper I’ve defiled over the last 35 years.

Near-meaningless digest of site statistics:

Overall traffic seemed to be about the same as 2024. I seem to be cruising still at around 1,700 views per month, for a total of about 21,200 views. About 8,500 visitors in all. The five most curious countries were: US (by a very wide margin), Canada, UK, and Spain. One visit each from 22 different smaller countries, with Albania bringing up the rear (no visits from Afghanistan this year, but that may be the Taliban shutting down the Internet there).
Besides the then-current post, popular pages included Free Games, BTR Games, the QUICK Page and Scenarios and Variants pages like always.
The most downloaded documents were items for free PnP games: mostly items related to QUICK, Ukrainian Crisis and 91 DSSB. By the unequal numbers of downloads for the different game components I cannot help but think that a lot of these downloads are just grabs by ‘bots… whatever for, I don’t know.

O Canada: Tabletop Simulator modules available!

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Okay here goes, not entirely sure I know what I am doing in Tabletop Simulator but here are modules I have made for play of O Canada’s four scenarios for anyone who has the physical or PnP versions.

I did the best I could with the displays of the Event Cards but there are some pretty tight margins, no words got cut off completely but you can always check against your actual cards.

Tabletop Simulator:

Maple Leaf Battalions

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Card from O Canada game.

https://charlieangus.substack.com/p/canada-mobilizes-a-peoples-army

Well, this is kind of interesting.

For those who don’t recognize the name, Charlie Angus is one of Canada’s more interesting political commentators with an interesting pedigree. Born in northern Ontario (Timmins), in the 80s and 90s he was a punk rock musician and community activist in Toronto then went back to northern Ontario to write books and produce a magazine. From 2004 to 2025, he was the Member of Parliament for Timmins and an important figure in the left-wing factions in the New Democratic Party. He left politics and broadcasts on the Meidas Touch network and writes some good Substack.

I’ve written before about the Department of National Defence’s proposals for building a supplementary reserve force of up to 300,000 members (though they realize that it is not going to be easy! https://www.cbc.ca/news/politics/army-mobilization-canada-troops-9.7009323 ).

A Canadian Civil Defence Corps

&#8220;Canadian military wants mobilization plan in place to boost reserves to 400,000 personnel&#8221;

Personally I believe it should be called something like the “Civil Defence Corps” with only a minority of its members trained in weaponry (I’ve long since come to the conclusion that most people are more useful without a rifle in their hands, nor do they necessarily want one) but here are his ideas for the “Maple Leaf Battalions”:

  • Choose an inspiring name rooted in Canadian pride and patriotism – perhaps the Maple Leaf Battalion.

  • Build from the bottom up. Decentralized local networks of resistance will foster esprit de corps and can respond quickly in the event of a local emergency.

  • Equip members properly with a uniform and access to a weapon so they can carry out their responsibilities confidently and safely.

  • Draw on the expertise already in our communities: involve health care and front-line workers, community planners, retired military and police.

  • Invite the Canadian Rangers to play a role in establishing local training programs and consider a Junior Rangers-style program for our young people.

  • Prioritize training in first aid, communications and logistics that can be used at the local level in case of emergency.

  • Bring in Ukrainian trainers to help with drone skills and civilian-defence expertise.

  • Give the battalions a strong social media presence to highlight local service and build national unity.

Again, I’m of two minds about giving everyone access to a weapon but there are some interesting touches here… I like the one about bringing in Ukrainian trainers, a fair trade since so many Ukrainian soldiers were trained by Canadian soldiers before the current war and who helped turn that military around quickly. And by all means, train everyone possible in first aid, communications and logistics to help deal with inevitable and real-world disasters and build community resiliency and a sense of belonging, protection and pride.

Again again, I do not at this point believe that the United States wants to literally occupy this country still less make it some kind of formal territorial acquisition. But they do want formal and informal acquiescence: a vassal state that poses no threat or alternative, gives unfettered access to anything the United States wants, and retains a performative government of Quislings that will keep the lid on while the looting and asset-stripping continues. The methods used to obtain this state of affairs are not so crude as an armed invasion and resisting them will take organization and intelligence (in both senses of the word).

O Canada: PnP version available through WargameVault

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https://www.wargamevault.com/en/product/548801/o-canada

The 50 physical copies of O Canada that I made all sold within 48 hours.

I’m resolved not to make any more physical copies, but O Canada is now available in limitless Print and Play format to anyone and everyone through WargameVault!

Cost is $18.00 US funds, or 80% off the price of the physical version… so you can expend up to $70 CAD worth of your time building a copy, and still be ahead of the game!

The first 50 orders will receive a FREE deck of special Event Cards (produced by The Playing Card Factory of Mississauga Ontario) so one of the more onerous tasks is done for you already.

Even at that you could just get the files, and use them to play the free Vassal or Tabletop Simulator modules that have been made available.

https://vassalengine.org/library/projects/O-Canada

Tabletop Simulator:

Thanks for your interest, everyone!

Webinar: Sin-crazed Idioms

Next week in the everlasting series of Georgetown University Wargaming Society webinars:

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Idiosyncrasy in Motion

December 9, 2025 6:00 PM – 7:30 PM EST (that’s GMT -5)

The wargame designer Brian Train shares some thoughts on how he does what he does.

After publishing close to 70 games of all sizes and approaches over the last 30 years, he must have learned something….

If you missed this, it is up on the GUWS Youtube channel:

https://www.youtube.com/@georgetownuniversitywargam6881

It’s around 1 hour and 20 minutes long but if you took out all my umms and ahhs it would be less than 40, I’ll bet.

This old-timer do ramble on….

Canadian “Civil War”: telling short tales

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I’ve been looking into the background of Canadian “Civil War” a bit as I had always been curious about the origin of the game that was the origin of O Canada. It seems to have had a bit of a convoluted past, to fit with its odd treatment of the subject and indeed its very existence.

As I mentioned in the Designers Notes to O Canada:

O Canada is a reboot of Canadian Civil War (designed by James Dunnigan and published by SPI in 1977) via an adaptation of the GMT COIN system. (Funnily enough, a note by a developer in MOVES magazine #33 (June 1977) reveals that the original title for the game was to be O! Canada but “the Canadian Government told us that they already had a game by that name and no, they wouldn’t let us use the title”. This is a reference to a roll-and-move game called Oh! Canada that was published by the Commissioner for Official Languages in 1974 and was distributed to elementary schools to promote bilingualism. Even though I vaguely remember this 51 year old item from my childhood, I didn’t bother asking the Commissioner.)

But there’s more, revealed in a comparate review of CCW and Quebec Libre (designed by Stephen Newberg, the Grand Poobah of Simulations Canada) by David Isby in Fire and Movement #23. Canada-Quebec_in_fm_23 Isby writes:

Canadian Civil War began its existence as 0 Canada, an offspring of the fertile imagination of Terry Hardy, SPI’s former Head of R&D. It was a great, swashbuckling scenario of insurrection and civil war, with only minimal serious thought. The feedback suggestion saw Canada as sort of a vast banana republic of the north, with warring factions looking to seize key weapons and areas. We found all sorts of interesting things — the largest concentration of armor in Canada are 60 Bundeswehr Leopards at Shilo, Manitoba. Imagine them being hijacked to Quebec! Who was going to stop them? And, of course, there was foreign intervention. Why are the French lengthening the runway on the island of St. Pierre in the Gulf of St. Lawrence? Why, to provide a staging place for the French Foreign Legion as it flew in to aid the Quebecois! Of course, there would be the Russians, aiding what Hardy termed the “commie-simps” allying with the separatists – 8,000 Soviet “tourists” flown in, with ASU-85s disguised, as golf carts. The whole idea was conceived slightly more seriously than Space: 1889, but not by much.

No one thought any more of that particular feedback proposal until the issue of Strategy & Tactics containing it finally inched its way across the 49th Parallel. At least one of our Canadian subscribers connected with the news media smelled a story. The Montreal and Toronto papers soon picked it up, and before we knew it, the wire services had ensured that 0 Canada was front-page news throughout the Dominion. SPI was soon besieged with calls from radio stations, magazines, newspapers, far more than in connection with any of our other efforts. While the stories were rather matter-of-fact, some Canadian gamers were, understandably, a bit embarrassed. But SPI, forging ahead as always, decided they could hardly not do the game after all the free publicity it had received. So, before the feedback results (which were eventually to prove rather lukewarm) were in, the design work on 0 Canada commenced.

There were a few problems. First Terry Hardy was rewarded for his R&D efforts by being sacked. This removed the original designer. Then, the copyright on the use of the game title 0 Canada was held by the Canadian Government, and they were not too likely to grant permission. So the game had to move on with a new designer and a new game, Canadian Civil War.

The game had problems with the original design. It was very sketchy — some ideas flying in loose formation. In such cases, the developer usually puts the ideas into a working system. Here, unfortunately, the first developer was untried and inexperienced. He also could not write to save his life. (He was also eventually sacked.) Whether the original design was worthwhile or not is uncertain. What is certain is that the first drafts of the rules were gibberish. I found them as comprehensible as a Sanskrit telephone directory. When I was asked to explain on Canadian television how the game was played (that was an occasion of Canada’s 110th Anniversary celebrations), I had to make up the rules as I went along. Those rules actually weren’t bad, and bore, in fact, a more than passing resemblance to Quebec Libre — another example of great minds thinking alike, or fools seldom differing.

Elsewhere in the Fire & Movement article the pinch-hitter designer James Dunnigan offers his interpretation of events:

The chief impetus for designing Canadian Civil War came from Terry Hardy (for years our token WASP, Republican, Harvard man, football player, and, since his departure from SPI three years ago, a member of our Board of Directors; this makes him my boss, thus assuring my approaching this story with proper decorum). His family goes way back to before the American Revolution. Unfortunately, his folks chose the wrong side and were thus forced to decamp in haste for Canada after the war. A few generations later, many of the Hardys wandered back to the States. But large segments of the clan remain in Canada, and annual reunions are held. Inspired by his constant contact with Canadian politics — not to mention no little emotional involvement — Terry thought the ongoing situation a perfect topic for a game. The proposal did not make it in the feedback, but the response from Canada was huge. And we hadn’t done our “Editor’s Choice” game for the year yet. We decided to take a chance on romance and do the Canadian Civil War. Terry, when faced with the actual prospect of designing the game, pleaded that his personal convictions concerning Canadian politics prevented him from doing the job with the proper professional disinterest; there being no other volunteers, I took on the task. A crash course in Canadian politics (including reading a Canadian daily paper for six months) followed [presumably this paper was the Ottawa Citizen, since Dunnigan referenced an article in the paper for his title with the extra quotation marks – BRT]. More importantly, I relied on a number of Canadian gamers for technical and playtesting assistance. It was a truly international project. I also enjoyed playing the game.

Finally, here is the text of the original game proposal, tucked away in the feedback section of Strategy & Tactics #60 (early 1977), presumably written by Terry Hardy:

Oh Canada! The recent provincial elections brought the Separatist party (Parti Quebecois) to power in Quebec. While some analysts may argue that this election was more of a voter rejection of the Liberal party than a mandate for secession, the facts are thea the platform of the new governing party led by Rene Levesque calls for eventual autonomy from the rest of Canada, with the eventual establishment of a “neutral-socialist” regime in Quebec. What the future holds is anyone’s guess. A peaceful resoluton of the nationalist aspirations of the French-speaking Canadians within the present federal framework is a strong possibility. After all, the Canadians have a history of responsible self-government within the traditional English spirit of accommodation and compromise. It may come to pass that the realities and responsibilities of governing well will mute some of the more strident separatiost objectives. On the other hand a policy of confrontation by Levesque et al combined with a hard-nosed Federal stance will lead to eventual civil war. It’s this prospect that the game Oh Canada! will address. The game will deal the the military possibilities, the structure of the Canadian military establishment and provincial constabularies. It will presume sub rosa aid to Quebec by the USSR and eventual intervention by the USA. The game system will be a hybrid of the Minuteman and Modern Battles sequences. The scale would be weekly game-turns for military events, monthly for political-subversive-guerrilla interaction. The map would cover southern Ontario, Quebec, the Maritimes, northern New York and New England.

The last page of the issue invites reader submissions of local newspaper mentions of SPI and wargames! However, I have not been able to find any of the coverage in the Toronto and Montreal papers that Isby mentions.

However, I did track down a 4-page story appearing in The Canadian, a weekly magazine that appeared as an insert into a dozen city newspapers – the linked PDF is what appeared in the Winnipeg Tribune on October 28, 1978. Titled “C’est La Guerre: a US war game tycoon plots the path of civil war in Canada” by George Russell, it is a real hoot: go and read it, I had forgotten that people used to write like this about wargamers; it’s not so much a piece on the game as a hack-job on James Dunnigan (described as “scrawny, slouching, faintly baldish”) and anyone like him.

ccw wpg 1

ccw wpg 2

ccw wpg 3

ccw wpg 4

There were letters though, hoo boy… in Strategy & Tactics #62 (May/June 1977, itself containing the controversial game South Africa by Irad Hardy) in the “Big Tsimmis” section of Outgoing Mail, the extended editorial and newsy roundup in each issue of the magazine, Brad Hessel writes:

In last issue’s feedback section the most impotant question to me was the one that asked for your opinion concerning “the wisdom or morality of publishing games on contemporary conflicts.” In part, that question was prompted by letters like the following one from Guy Piedalue, a Canadian subscriber, who objected very strongly to our game proposal Oh Canada:

“I have never been more shocked or disgusted. Your firm seems to think that we in Canada are totally uncivilized and that we think that armed conflict will resolve all our problems. If you feel there is a strong possiblity of peaceful resolution of this problem, then why suggest this game?

By doing so, you are in a sense taking lightly a very serious situation. We in Canada realize the gravity of the situation and do not appreciate foreigners making fun of it, or exploiting it. 

Up to now, we Canadians have managed to resolve our problems without resorting to war. There is no reason to suggest that this will not continue….”

My academic training was in history, and the issue of “contemporary games” brings to mind the philosopical debates of my undergraduate days over the validity of contemporary historical studies. There are a lot of historians who write of contemporary events from an identifiable bias, e.g. the leftist oriented Gabriel Kolko, who has interpreted the Cold War as an US government/ big business inspired plot. Other historians writing about the present less overtly or less consciously have an ax to grind, but the difficulty in achieving “objectivity” vis a vis events that are still unfolding, and which the historiam must, ipso facto, have some interest in, is unversally recognized. And that is completely aside from the problem of obtaining information. Daniel Ellsberg aside, key documents relating to high level decisions, and even more crucial, high level thinking , are seldom available. There are some who maintain, in this light, that any attempt at contemporary historical analysis is irresponsible. The contrary view holds that to ignore contemporary analysis, in view of its pertinence to our lives, is irresponsible.

The argument has obvious applicability to the question of whether or not SPI should do modern games. Personally, I am convinced that such games have imperative validity, just as I strongly believe in the importance and value of contemporary historical analysis in general. An understanding of the world we live in is a moral and practical imperative in modern society, I believe, and attempts to achieve such an understanding command my respect and serious attention.

I take very serious exception to Mr. Piedalue’s statement that in proposing to do Oh Canada we are “taking lightly a very serious situation”. Au contraire, in proposing to examinge the situation in Canada, we are acknowledging its gravity, even as Mr. Piedalue does. I am very sorry that Mr. Piedalue gained the impression that we were making fun, and I can understand his pique at the notion that someone would, but… it simply isn’t true!

Games on contemporary situations do suggest conflicts, but this is not a “suggestions” in the sense of “Oh, what a good idea!” Rather, the suggestion encompasses an attempt to expand people’s consciousness in a serious manner to attend to a possibility which could affect their lives, and which they therefore should be aware of. This is, precisely, the responsibility and the imperative whch is involved in modern historical analysis in general, and contemporary conflict simulation in particular.

Well, that was a lot of retyping on my part, but I do feel vindicated. I wanted to put up some example of someone taking the position that I tacitly took not long after I started wargaming in 1979/80, and which I started to explicitly explore on my own years later when I began to design in 1991… and which have resulted, 34 years later, in my exploration of the changing Canadian political Zeitgeist though it is not the study of kinetic action and foreign intervention that was originally proposed, nor is it quite as heavily abstracted and convoluted as the design that SPI eventually published.

Though I did nick the title, in the end.

Sorry, not sorry!

O Canada: Vassal module now available

https://vassalengine.org/library/projects/O-Canada

Thanks to the efforts of Chris van Sommeren, a Vassal module for O Canada is now available!

Not-free game: O Canada

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[EDITED TO ADD:

13 NOVEMBER: A SHIPMENT OF WOODEN BITS HAS BEEN DELAYED… GAMES ARE OTHERWISE ASSEMBLED AND READY… PLEASE ORDER AND I WILL RESERVE A COPY FOR YOU BUT IT MAY BE 2-3 WEEKS BEFORE I CAN SHIP… IF YOU ORDERED ON 12 NOVEMBER OR BEFORE YOU ARE OK AND I WILL BE SHIPPING THOSE ON THE WEEKEND.

14 NOVEMBER: ALL PHYSICAL COPIES HAVE BEEN SOLD. THANKS FOR YOUR INTEREST EVERYONE! WATCH THIS SPACE FOR FURTHER DEVELOPMENTS.

tiny bit of trivia: of the 50 copies made, 31 went to Canadian addresses (10 in Montreal area, guess those guys are planning something), 14 to US addresses, and 5 went abroad (1 each to the UK, Denmark, Spain, Lithuania and the Czech Republic).]

Yes, after a year or two of teasing the time has come to shut up or put up… put O Canada up for sale, that is!

TL;DR:

  • 4-player asymmetric game on modern Canadian politics using adaptation of GMT COIN system;
  • only 50 copies made;
  • nice production  – wooden bits, specially made cards (with many jokes comprehensible only to Canadians) and die-cut counters (no box or playbook though);
  • cost is $95 Canadian per copy plus postage to wherever you are;
  • email me at [email protected] with your details, I’ll figure postage and you pay by Paypal to same email;
  • my last essay in the COIN system;
  • thank you!
  • PS: NO SOLITAIRE SYSTEM – use your giant inside brain!

Well, what can I say about this…

Back in 1976-77 James Dunnigan, “Mr. SPI”, designed a group of “Power Politics” games and I enjoyed all of them… they were all highly innovative and on interesting oddball topics that few or no other designers had ever attempted. They included A Mighty Fortress, After the Holocaust, Minuteman: the Second American Revolution, Russian Civil War, and Canadian ‘Civil War’. The last and definitely not least was done in response to the coming to power of the Parti Quebecois and therefore a plausible and significant shift in Quebec’s place in (or at least partly out of) the Canadian federalist experiment.

The four Factions in the game were representative of four tendencies of political thought in Canada (not necessarily political parties themselves, but certainly including factions within parties):

  • Federalists: the belief that the division of power in Canada should favour a strong central federal government;
  • Provincial Moderates: the belief that there should be a reasonably balanced division of power and responsibility between provincial and federal governments (somewhat like the status quo);
  • Provincial Autonomists: the belief that Canada should remain a federation, but with looser ties and less central federal direction and interference;
  • Separatists: the belief that the Canadian federation should be radically restructured to respect the cultural, linguistic, economic and political differences of its regions and become something like the European Union.

It was all very of its time: combat factors on the counters, combat results tables, lots of die rolling and modifiers for all those rolls, etc.. There was also a deck of Political Opportunity Cards for random events and the rules in general were quite loosely written, with several admonitions and encouragements by Dunnigan for players to settle differences in interpretation by negotiation… in a way, an invitation to make it up as they went along! Anyway, I really liked this game (except for the military sequel “National Emergency Game” which seemed just tacked-on, because people expected it to be there) and the new ideas in it, even if I never could find anyone to play it with.

So it was in 2021, in the middle of COVID lockdown, that I had the idea to reboot this game’s premise via an adaptation of the GMT COIN system. I had always felt that this system of asymmetrical political-military conflict could be well suited to a non-violent, power politics situation, and the pieces fell into place fairly quickly! However, in mid-2021 my dad died and I spent the rest of the year and part of the next in executor and associated duties – I returned to the game in 2023-24 and playtested it, though the game was largely in its final form. I spent much of the spring and summer of this year doing the logistic and production legwork to finish it off, and now I am offering it up for sale.

I have made only 50 copies, and that is all I will ever make… it was interesting working through the logistic details but I don’t really want to do it again. The wonky economics of small-batch production and a double-tap of tariffs on the wooden bits (no Canadian suppliers) drove my per-copy production cost up to about $60 each, so I am offering them for sale for $95… which is way undercharging by the Laws of Retail, which set MSRP at 2-4 times the production cost. It’s a nice production though: lots of wooden bits, a large 17 x 33″ colour map, custom made Event Cards and die-cut counters.

This is also my last (planned) essay in the GMT COIN system. Like Volko Ruhnke I am moving on to other things, there is still a lot of creativity being exercised by other designers using this system after 13 GMT-published volumes… but 3 of those 13 have my name on them, so time to go.

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I hope you will consider grabbing a copy while they last, and that you will enjoy the game if you get one. If you are still curious, I will of course answer questions but there is a BGG entry here ( https://boardgamegeek.com/boardgame/458112/o-canada-power-politics-in-the-true-north-1950-203 ) and below are the rules for the solitaire system and the Designer’s Notes:

8.0 NON-PLAYER RULES

No ‘bots. No special card decks. Find friends or play with yourself. Use your free will and imagination; I am not going to make a flowchart for you to try and outsmart.

9.0 DESIGNER’S NOTES

O Canada is a reboot of Canadian Civil War (designed by James Dunnigan and published by SPI in 1976) via an adaptation of the GMT COIN system.

Funnily enough, a note by a developer in MOVES magazine #33 (June 1977) reveals that the original title for the game was to be O! Canada but “the Canadian Government told us that they already had a game by that name and no, they wouldn’t let us use the title”. This is a reference to a roll-and-move game called Oh! Canada that was published by the Commissioner for Official Languages in 1974 and was distributed to elementary schools to promote bilingualism. Even though I vaguely remember this 51 year old item from my childhood, I didn’t bother asking the Commissioner.

I thought this design, based on four factions showing different tendencies in Canadian politics, could be adapted to a more modern system with some additional changes required by the shift to a completely non-kinetic, that is non-violent power politics situation. The COIN system changes every time a new volume in the series comes out anyway; at the time of writing over 13 have been published and I thought it was time it was adapted to a pure politics setting.

Canadian Civil War had a non-representational map with a central “Crisis Zone” and each faction had zones of increasing security and remoteness connecting to it. Victory in the game consisted of controlling enough Constituencies (representing politically motivated people and organizations) and Issues. In O Canada I have created a map of the country with its provinces that can be contested mostly by Blocs and Bases for control of population through largely standard-style politics. Meanwhile, in the Issues spaces “above the map”, Groups representing smaller cells of people fight for control of less tangible goals and accumulations of influence and apparent power.

Canadian Civil War also had an identical force structure for all four factions. (Component note: in the original game the Provincial Moderate faction was orange; in this game I have changed it to yellow because I was using old RISK sets for pieces, and there are no orange pieces in that game!) In this game the Provincial Moderates and Provincial Autonomists are indeed similar, and each faction’s objective is to be more organized and influential than the other since they both represent variations on the historical division of powers in modern Canada. The Federalist faction has more Groups than these two Factions but no Bases; they also have more flexibility in rallying and reorganizing force pieces than the other Factions by being able to convert Groups into Blocs rapidly. This is meant to reflect the backing of a powerful and ubiquitous federal civil service which, like most bureaucracies, is committed to centralization of power and decision making – but also to a vision of the country beyond regional interests. Meanwhile, the Separatist faction operates somewhat like an insurgent faction does in other COIN system games in that they may raise funds and organize Bases more effectively. Importantly, the Separatist victory margin may be more flexibly composed from their choice of 2 of 3 different metrics, and the player has no additional “AND” condition to fulfil to win.

Both FED and SEP factions represent the more determined and extreme ends of the federal-provincial relations debate. So in Agitate operations they eliminate rivals rather than convert them and they may use MOD and AUT “proxies” in Contests via encouragement and manipulation of viewpoints (the damage this does to participatory and compromise-based politics is shown by raising Patronage when they do that). Meanwhile, the MOD and AUT factions which inhabit more centrist territory are better at shifting antagonistic pieces to their alignment in Agitate operations and Subvert special activities.

Another added concept is Patronage. This is a reflection of both foreign government and foreign or domestic corporate influence and the perceived debasement of Canadian “norms” of political practice, where force, subterfuge and demagoguery elbow out principled discussion, deal-making and consensus (whether these norms ever actually existed is a matter for your own base level of cynicism). This is a somewhat “hungry” game in that it is difficult to gain many Resources between Propaganda Rounds so there is a short-term benefit in scoring Resources on the Fundraising Track. Accumulated Patronage will degrade the amount of Resources gained in the Propaganda Round and will eventually make it impossible for Factions to win the game in the final Propaganda Round if it gets out of hand. However, if you snatch enough Resources off the Fundraising Track to let you score an early victory, that won’t matter! Apres moi la deluge….

Finally, I have also replaced the two scenarios of the original SPI game (one on the Quiet Revolution in Quebec and one on the general situation in 1976) with four scenarios, each showing roughly 20-year phases of development and change in the Canadian political scene, from the early 1950s to the near future. The Block and Base markers show the demographic changes over 80 years as the Western provinces gain in population and power. This is now as urgent a political and economic question as was the status of Quebec within Confederation, nearly 50 years ago when Canadian Civil War was published.

Nights of Fire: review in Ludo Storie 05 2025

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A very nice review of Nights of Fire in the free Italian-language online gaming magazine Ludo Storie!

Click to access Ludo%20Storie%2005%202025%2011%2012.pdf

Rough machine translation:

Nights of Fire: Battle for Budapest
by Giorgio Urbani

“Nights of Fire: Battle for Budapest” by David Turczi (former game designer of Voidfall and Nucleum) and Brian Train (for COIN fans, he’s the game designer of games like A Distant Plain and Colonial Twilight) immerses players in the dramatic and desperate second week of the Hungarian Revolution of 1956, specifically between November 4th and 7th. The game is presented as the second chapter of
Days of Ire: Budapest 1956 (also by Turczi), focusing on the Red Army’s return to the Hungarian capital with the intent of brutally suppressing the uprising. For the Hungarian defenders, this is not a fight for conventional military victory, but a stubborn battle for survival and to inflict a moral and political cost on the Soviet oppressor. \It is obviously a deeply asymmetric conflict where players (1 to 2) controlling the Hungarian revolutionaries fight against overwhelming forces with very clear but very difficult objectives: resist as long as possible, delay the Soviet advance, disable enemy units, and, above all, help as many civilians as possible escape the city.

Their victory is not measured on the battlefield, but in their ability to erode Soviet prestige through civilian flight and prolonged resistance, transforming a military defeat into a moral victory in the eyes of the world. On the other side, the Soviet faction (controlled by a player in “Conflict” mode or by an automated system in solo play) aims to break the insurgents’ morale by eliminating them, arresting civilians before they flee, and establishing garrisons at key points in the city to quell resistance.

The rules offer two distinct game modes. The “Konev” mode (one of the greatest generals of WWII, who actually called upon to crush the Hungarian rebellion in its infancy with Operation Whirlwind) allows a solo or cooperative experience for 1-2 players, where participants work together to resist an assault managed by a dedicated deck of cards that simulates their decisions. This mode is the one I played.The “Conflict” mode, on the other hand, introduces direct competition (for 2-3 players), with one player taking on the role of the Soviet commander, actively planning the repression, while the others manage the Hungarian defense. Both modes can be played in Basic (the one I played) or Advanced mode, the latter introducing greater strategic depth and replayability with additional rules, such as special abilities for certain insurgents (medic, demonstrator) and Objective cards for the Soviet player.

The game mechanics revolve around card management and territorial control on the Budapest map, divided into districts. Revolutionary players use a system based on Operation Points (called Ops) derived from played cards (1 to 3 per turn) to perform actions. These include: Combatant movement, the complex attempt to displace civilians (whose Ops cost decreases with the presence of insurgents in the district), the construction of barricades to hinder the Soviets, and offensive actions such as Ambush or Direct Attack, which will earn Momentum needed to reduce Soviet prestige at the end of the round. In the case of a Direct Attack, there is a risk of a Soviet counterattack, determined by the roll of a die and influenced by the Readiness level, which can lead to the wounding or elimination of the attacking insurgent.
The management of Soviet units differs significantly between the two modes. I played the “Konev Mode” version, where the Soviet AI operates using a dedicated deck and a dice roll, following specific priorities to hit the districts considered “highest threat” (based on a ranking based on the number of
Civilians, number of insurgents, etc.). A small personal note: perhaps it’s because “three-dimensional” games like Thrills, Risk, Heroquest, Starquest, and others like them have had a fundamental impact on my development as a gamer, but I have a real passion for “Dudes on a Map” games and their “cousins,” block wargames (like Nights of Fire).

I believe this type of game is an effective and engaging way to represent the fog of war, the uncertainty, and the tension that characterize conflict situations. Furthermore, I find it aesthetically pleasing to see the game maps populated with miniatures or blocks, representing military units deployed on the battlefield just like in a Headquarters (Figure 3). In fact, a key element of the game is the management of hidden information: the specific skills of the Hungarian insurgents (both local and combatant) and the value of civilians are not always known to the Soviet faction (especially in Conflict mode), adding a layer of uncertainty. The flow of the game is divided into rounds, each consisting of well-defined phases: card drawing, tactical preparation, arrival of reinforcements (from the second round), operations (the heart of the action with alternating turns), adjustments (where prestige, morale, and game-ending conditions are verified), and maintenance (unit resets and timer advances). The game continues for a maximum of 10 rounds or until the game-ending conditions are met, such as Hungarian morale reaching zero, Soviet prestige reaching zero, or the voluntary (the choice I made during the game) or automatic surrender of the Hungarians.

The rulebook is enriched with numerous historical notes (I was particularly struck by the fact
that very few photos of that event exist, because the Soviets used them to persecute many people) and author’s notes, which provide a deep context for the events depicted and the design choices, underscoring the difficulties in translating such an unbalanced situation into a compelling gaming experience.  “Nights of Fire” is an intense and challenging thematic wargame that captures the tragedy and desperation of the Hungarian resistance. Turczi and Train have succeeded in creating a deep gaming experience full of difficult decisions, suitable for both those seeking a tense competitive challenge and those who prefer a cooperative or solo experience against a well-structured AI (and relentless, just like the Soviets and Konev himself were).

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