Video interview: at the Simulation Summit

Back in February I attended the Connections-North conference at CFB Kingston, which was a great if all too short event, and then travelled to Toronto to attend 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.

This is a short one, cut down from my usual river of prolixity, and I talk about asymmetry in games, my work on urban warfare, and give the origin story of Guerrilla Checkers.

SDHistcon Online 2024 Second Front: interviews on We Are Coming Nineveh! and just me.

nuts-cover2078-500x500-1

This Saturday, June 8 from 0800 to 2400 GMT, will be the online convention SDHistcon Online 2024 Second Front.

https://tabletop.events/conventions/sdhistcon-online-2024-se…

Harold Buchanan will be hosting an interview with me and Rex Brynen on We Are Coming Nineveh.

I anticipate we will talk about the game at start, but it’s likely the conversation will veer off into representation of civilian casualties and collateral damage in games, the war in Gaza, modern urban combat, etc. etc.

Timing will be 0700 Pacific time, so 1000 on the East Coast, 1500 in the UK.

https://tabletop.events/conventions/sdhistcon-online-2024-se…

And a bit later, Andrew Buchholz will interview just me, in a broader sense… we will talk about the GMT COIN system games, but also about my less famous work, e.g. the District Commander series, Brief Border Wars and Land of the Free (gee, who remembers that one?).

https://tabletop.events/conventions/sdhistcon-online-2024-second-front/schedule/73

In both cases there will be an opportunity for viewers to submit questions, which we’d get to if I would just shut up for a moment….

A badge for the convention is $10.00 but tickets for all events are free.

There are a LOT of other events, it’s a full day of demonstrations, chats, panels and whatnot.

I plan on attending “Professional and Hobby Wargaming: the Nexus” and and will be on hand for the “GMT Games Seminar with Designers and Developers” later in the afternoon to give an update on China’s War 1937-41.

I will be on some time between 1330 and 1400 Pacific time.

https://tabletop.events/conventions/sdhistcon-online-2024-second-front/schedule/41

Hope to see you there!

And in case you missed it, here are the videos:

 

Interview: Giochi sul Nostro Tavolo

shelfie mar 24

Over at the blog Giochi sul Nostro Tavolo (Games on Our Table), Davide Clari has posted an interview he did with me a while back.

Go have a read of it! (Italian and English versions are posted)

Brian Train. L’attento lavoro del War Game Designer [Lavorare per Gioco – Around the World]

The post is illustrated with some covers of my games, and also the first “shelfie” I have ever done, and which is at the top of this post.

Bottom shelf is my folio, baggie and magazine games, plus a few copies of Guerrilla Checkers.

Middle shelf is boxed published stuff.

Top shelf is stuff I’m either working on or haven’t formally published yet, plus a box of miscellaneous game bits.

Interview: Homo Ludens, 30 years of wargame design

In the summer of 2023, I was in London for the Connections-UK conference.

While I was there, Fred Serval recorded a long interview with me about wargame design generally and about insurgency in particular.

We are in one of the gardens in The Barbican, the estate-development where Fred lives.

(note: my left hand is not actually that much larger than my head, it’s just foreshortening!)

Obligatory end-of-year review, 2023

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Wellll….

2023 is almost over.

A more interesting year than 2022, which was better than 2021 so on the whole we progress…I seem to have been pretty busy.

Two top gaming-related events of the year: Attending the California Army National Guard’s Urban Operations Planners Course at JFTB Los Alamitos in May, and an extended trip to Europe which included giving two game-related lectures organized by the University of Turin.

Game publishing and publicity

January: Finally got around to formally publishing Palace Coup via BTR Games and WargameVault. One fun thing about it was being contacted by the brother in law of David Hemmings’ son for a gift copy. He was very surprised to get a copy of a game that was inspired by a movie his father had starred in (and wasn’t Barbarella) and which included a counter with his dad’s face on it!

April: A Chinese-language version of Strike for Berlin appeared, produced by arrangements with Banana Games (think they are in Tianjin). A couple of my other Tiny Battles or Flying Pig publications have had the same treatment. As far as I know, these are just straight translations with new art… why they choose the titles they do, I really don’t know.

August: Posted the files for QUICK V2, following some more thoughts I had had on the design and the suggestions of students on the Urban Operations course. New map, single version of game, Execution Matrix using a streamlined set of cubes and options. Quite pleased with how it has shaped up.   Also, while I was in London Dr. Richard Barbrook of the Class Wargames group organized a public collective demo and play of Civil Power, using a triple-size version he had made up for this kind of thing. We had about a dozen people show up and I was very gratified to see the interest in the topic!

September: Two public events while I was in Turin, organized by two faculty members of the university there. First was collective public play of A Distant Plain, prefaced by a few remarks by me on resistance warfare; second was a lecture on “analog board games as citizen journalism” given to students of an interdisciplinary doctoral program that had games and gaming courses in it. I had a great time, and loved visiting Italy for the first time! Deep and many thanks for Professores Giame Alonge and Riccardo Fassone.    Also, posted PnP files for the free games Mastering Resistance: Orange Gobi and Operation Canuck. These are my first two purposely-solitaire game designs, after over 60 others (that mostly can be played solo by taking both sides). As items with the theme of Partisan warfare in the general area of Turin, I put them together as kind of a gift in return for the invitation to come to the city.

October: In the spirit of “games as journalism” I quickly created a variant for We Are Coming Nineveh! to cover the Israeli operations against Gaza City – same components, just new map. These operations are still going on at the time of writing and I’m not at all sure when they might end.

November: Mischa Untaga, who I met in London at the public collective play of Civil Power, created a version of Algeria (OSS edition) for Rally The Troops, a new website/ software program that allows online play and even enforces the rules for you. It attracted some attention!   Also, posted a major variant to Berlin 85, one of my favourite wargames, to give some greater depth and possibilities to operational urban combat.

Game design work and future publication

Work and or testing started or continued throughout the year on the following. Other projects languished or are pretty much done (Virtualia II, Squares of the City, O Canada, Scaleable Urban Simulation, Imposed Cost, SUBTLE, EXURB, Flying Maple).

Brief Border Wars Quad Volume II: Files were submitted mid-year and no sooner had we done so when Compass asked about Volume III! Sigh. Latest word (from their Christmas catalog) is that the game will be out in mid-2024.

China’s War 1937-41: Still more jerky development this year but we are getting there… the game is mechanically done, testing has finished. Map art is done, it remains to do art and layout for cards, components and box. Done with writing playbook materials (designer’s notes, bibliography, historical essay on the war, pronunciation guide, etc..). Still remaining to do are selecting art for the above, and the solitaire system (which I think will the the card-based Arjuna system, I am not taking a hand in it) and the  tutorial scenario. So, maybe by the end of 2024? I am not sure how bollixed up the GMT supply chain is still. At year end pre-orders are stuck just short of 1,700, which is good enough but not many more than this time last year.

Quick Urban Integrated Combat Kriegsspiel (QUICK): Version 2 published in August 2023, after the May serial of the Urban Operation Planner Course both the students and I had many ideas. I think it’s shaped up really well, for a simple semi-abstract game about opposing modern-day forces engaging in kinetic conflict in a large city.

91 DSSB Staff Game: Demonstrated this at Connections-UK and have had some interested parties contact me since. Minor additions, most notably a set of “role sheets” that explain to the players a bit more about who they are and what they want to do in the game.

Mastering Resistance: Orange Gobi and Operation Canuck: I started work on these two games on Partisan warfare in Piedmont early this year and got them done by summer. Orange Gobi was a “Torinese OSS mission” retheme of a generic Mastering Resistance booklet-game I had been working on with a faculty member at JSOU; Operation Canuck came about after I learned in the course of my research about an SOE mission that took place in nearby Alba. Both are simple and quick games that use decks of ordinary playing cards (been doing a lot with those lately), small maps and a low number of counters.

Conventions

November: Went to BottosCon in New West. No COVID this time, not even the usual con crud. Got in some demo games of QUICK and even a play of Powers of Persuasion, a card game on influence that was distributed at the Connections-UK conference.

Conferences and professional wargaming stuff

April: For Connections Online, new chum Robert Domaingue (a very clever fellow who had a good career in the US State Department and is now enjoying a thought-filled and creative retirement) did a short presentation on the idea of “Red as a creativity prompt”. That is, how do you get to finish that list of things that would never occur to you….

May: Third serial of the Urban Operations Planners Course. It went very well, I think! We had more time to introduce the game, in two sections (Wednesday afternoon saw introduction and play and Saturday was further play and discussion). Again, thanks to some excellent facilitators, the enthusiastic support and participation of the General sponsoring the course, and plain novelty value we pulled it off.  The students had a lot of suggestions and comments (mostly positive) so based on those and my own notions I quickly produced Version 2 of the game, which is the one now available on The QUICK Page . The next serial is in August 2024, after 40ID HQ gets back from running Task Force Spartan in Kuwait (and hopefully there will not be a regional war or major US military intervention to interrupt things).

June: I did not attend Connections-North in Ottawa but did make a short video detailing what I had been up to designwise in the previous year. The one-day conference coincided in time and space with the opening of an exhibition about wargames at the National War Museum, featuring a copy of A Distant Plain among other things.

September: Went across the pond for Connections-UK 2023, held at RMA Sandhurst. Sweltering weather but it was great to be back after 5 years! I made a presentation about my urban combat wargames and in the two “Games Fair” periods I demonstrated the 91 DSSB game and EXURB.

Writing and ‘casting

February: I was on a panel about “Colonialism in Boardgames”. It was organized by Fred Serval and ably highlighted Mary Flanagan’s new book about that subject (though the book gives wargames very short shrift). I certainly never expected to be on a panel with luminaries like Mary Flanagan and Cole Wehrle! I managed to keep my finger out of my nose and there was a long and moderately interesting (because it was well monitored) BGG thread afterward.

March: I was on the Pushing Cardboard podcast as part of SDHistcon Online, to talk about my operational scale urban combat games.

April: In Conflicts of Interest, an online zine maintained by Harold Buchanan, there was a roundtable of 7 designers including me on “Gaming the Unpleasant”. Very, very thoughtful answers on a topic of perpetual interest and work for me.

July: I had a great time on the “Five Games for Doomsday” podcast. We talked about a lot of things other than games!  Interview:

August: talked with Dan Bullock, a brilliant guy, on his “Game Design Deep Dive” podcast – it was also very far-reaching and thoughtful. Again, we went into the issue of designing on unpleasant topics. People are going to think I’m some kind of ghoul….

November: For SDHistcon Fred Serval posted a video of a short discussion between the two of us in his apartment in London about the state and future of wargames, while I teach him Guerrilla Checkers. Fred did a longer interview with me for his Homo Ludens podcast when I was in London, and it will come out later.

Near-meaningless digest of site statistics:

Overall traffic seems to be down a bit over 2022. I seem to be cruising still at around 1,700 views per month, for a total of about 21,000 views. About 8,000 visitors in all. The five most curious countries were: US (by a very wide margin), UK, Canada, Spain and Italy. One guy clicked in from Nigeria; likely a bot, or perhaps a lonely cash-rich prince looking to bankroll my BTR Games imprint.
Besides the then-current post, popular pages included Free Games, BTR Games, the QUICK Page and Scenarios and Variants pages. The two most popular posts were on the Gaza City variant for We Are Coming Nineveh! and a bad review I wrote of a book on wargaming that was apparently written and illustrated by ChatGPT or something like it. Again, the number of hits was likely due to linked traffic from Facebook groups.
The most downloaded documents were items for free PnP games: the maps for the Gaza City variant and Operation Canuck, and the counters for QUICK and Mastering Resistance. 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.

Video: sitting down with Fred Serval

While I was in London, I spent some very pleasant time with Fred Serval, who is a kind and intelligent person. We had lunch at his apartment in the Barbican Estate, I taught him how to play Guerrilla Checkers, and we discussed the past and future of wargaming as I see it, particularly with respect for insurgency-related games. This was originally recorded for the recent SDHistcon Convention in San Diego but is up on Youtube now.

Hope you enjoy our conversation!

PS: Be sure to watch all the way to the end.

Interview: Game Design Deep Dive

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https://www.buzzsprout.com/1993070/13325487-interview-with-brian-train

Not long ago the very clever Dan Bullock invited me to sit down and talk about games, game design, and working on “unpleasant” topics. Dan is doing some of the most interesting work out there these days and I was really happy to talk with him.

It was lots of fun!

Have a listen!

Be warned!

It’s 80 minutes long!

Chapter markers:

0:36 Design Notes
8:59 Historicity of a Model
20:02 Designing Games on Insurgency & Urban Warfare
45:13 Ukrainian Crisis & Tabletop Design as Citizen Journalism
57:28 Unpleasant Topics vs Fun Play

Interview: Five Games for Doomsday

Brian Train

A while back I did an interview for the podcast Five Games for Doomsday.

Besides talking about a lot of other things (are Canadians nice?, how did I get into this gig?, the East Berlin story, life in Japan, public service, etc.) I talk about which five games I would take with me to my cave/ mud hut/ shack in the woods/ wherever I am going to ride out Doomsday.

This was fun to do!

(Actually, all the interviews and podcasts I’ve done so far have been fun… everyone likes being asked what they think about something, I suppose.)

(I did ask, after the fact, to swap out Cityfight for the Scaleable Urban Simulation or some other urban-related project I’ve been working on, just so I could finish it off… just as everyone flees the cities, of course.)

Obligatory end-of-year review, 2022

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Ohhhhh….

2022 is almost over.

A scant improvement over 2021, but it wasn’t worse, so on the whole we progress… or do we.

  • Top gaming-related event of the year was attending the California Army National Guard’s Urban Operations Planners Course at JFTB Los Alamitos in July, as both a student (of urban warfare generally) and as an instructor (introduced and collectively played the Quick Urban Integrated Combat Kriegsspiel or QUICK on the last day of the course).
  • At the end of 2021 I posted confidently that in my view there would be no overt war in Ukraine, in a bit called “Why I am not writing a 2022 Scenario for Ukrainian Crisis“. Well, I was wrong, obviously… but I have never held that any of my games have any predictive value, no more than any other wargame does. I maintain though, that a 2022 scenario for this game would have been out of place anyway, for an overt military invasion of Ukraine on this scale and extent is an admission that the other two sub-games (diplomatic and information) have been lost, and in this case perhaps not even seriously played. In that sense Putin has done a tableflip, and now that the pieces are headed for the floor, I am unwilling to even try to guess the ultimate outcome.
  • Finally caught COVID after dodging it for 2 1/2 years, on the ferry going over to attend BottosCon, my first gaming event in three years. My fall booster was only a month old so it was about as light a sentence as you could ask for; it presented exactly like a head cold, with a lot of sinus stuff… no fever, ever, not even a sore throat. Because I normally come home from a convention with something like a head cold, from the hotel air-conditioned air or the usual “con crud”, that’s just what I thought it was. It was only when I got an email from the convention organizers saying that a number of people had tested positive for COVID, that I tested myself out of an abundance of caution. I lost my sense of taste and smell though I understand this is not a usual symptom of Omicron (which is like 85-90% of all cases right now in my area) and did recover it in a few weeks. As it happened my mom caught it about the same time (who knows how, she is kind of shut in) and I had to go take care of her for a few days, so even if I had dodged it on the way to the convention I would have caught it from her later.
  • The renovations that started in August 2020 are still going on. I did get carpets a year ago, and that started a slow migration of material back upstairs so now I have my study back again (!), and a door to it that opens and shuts (!!) and a table downstairs that can be used for games (!!!). Still missing upstairs furniture and I’m sleeping in my dining room, but the end is in sight – at least on the second floor. By next Christmas all should be done.

Game publishing and publicity

March: An interview in Spanish about China’s War, not that much new stuff in it though.

June: It was announced that my game Greek Civil War would be in issue #165 of Japanese Command magazine. This one uses the original rules that I submitted to Decision Games that were adapted from Joe Miranda’s Decision Iraq system, and so are quite different from the mess that Decision published in Modern War magazine. This was my second appearance in Japanese Command (first was back in  2002 with Battle for China) and like the first, it appeared with beautiful map printing and counter production. Meanwhile, the original “4 box system” version called Andartes is still available for PnP from wargamevault.com.

July: Publication on the website of the complete PnP files for the QUICK, including a Vassal module put together in jig time by Curt Pangracs of the US Command General and Staff College. The QUICK Page

Game design work and future publication

Work and or testing started or continued throughout the year on the following. Other projects (a couple of semi-abstract games on urban counterinsurgency) languished.

Brief Border Wars Quad Volume II: Announced for pre-orders in August. We have about finished rules, counters, maps and box now and this will be out some time in 2023.

China’s War 1937-41: Development jerked ahead in the summer. Bad news is that development and testing has subsided while the GMT developer works to finish off Red Dust Rebellion, a COIN system game that will sell much, much better than this one (another advantage of science fiction games is that you don’t have to be true to history, and sometimes not even to the laws of physics). Good news is that there really isn’t much more to do! We turned up the volume on many of the cards of the Event Deck as players found them underwhelming, and made a few other slight mechanical changes but nothing major. At year end pre-orders are stuck just short of 1,600, which is good enough but not many more than this time last year.

Imposed Cost: a quick and simple game for 2 players on the 18-card model, on causing or preventing clandestine trouble on projects being built on the Belted Road. Would like to work on and test this with other human beings once or twice before putting it up for free PnP.

O Canada: A couple of playtests and a bit of thought. It’s about where I want it. Will likely put it out next year for free PnP (or I will make a physical copy for you for a price commensurate with my time and trouble to do so).

Quick Urban Integrated Combat Kriegsspiel (QUICK): A semi-abstract game about opposing modern-day forces engaging in kinetic conflict in a large city. Players are Division or Group Army commanders, vying to gain control of critical terrain within the city. To succeed, they must successfully manage Enablers, the array of skilled troops and machinery that exist to support and augment the power of the main Maneuver Units in the forces they command. Each round both players will draw or select colored cubes and then take turns using them to perform actions. The color of a cube determines what can be done, and with what unit. During play Enablers will be brought onto the battlefield or returned to it by being allocated to larger Maneuver Units, and these reinforced Maneuver Units will engage the enemy assisted by the special powers and abilities of their allocated Enablers. I started work on this in December 2021 and published it on this website (the QUICK page) in the summer, just before attending the Urban Operations Planners Course in July 2022.

Scaleable Urban Simulation: this was a game I developed for the Urban Operations Planners Course before I realized that I had to take a much simpler and more streamlined approach with the non-gamer students (which resulted in the QUICK). The idea is that there is a set of core rules that cover basic sets of missions/operations – moving, fighting, renewing, seeking – that are applicable to any of the three module levels the game is played out on: Division (where division HQ tells brigade HQs what to do, who then get battalion groups to do the operations and fighting); Brigade (Brigade HQ, battalion HQs, company size task forces); or Battalion (battalion HQ, company HQs, platoons with attachments). Meanwhile there are exclusive rules and different mixes of Enablers and things like that for the different modules; it is also a more open to modelling different points on the “competition continuum” than the QUICK, which is oriented towards large-scale, very kinetic combat operations. The game centres more on the activities of formation HQ units that become less and less able to do what they want to do (or are told to do) as they get tired and dissipated, as opposed to modelling combat resolution and damage to maneuver units. Components are a sheet of counters, formation cards, a set of 80 coloured cubes as needed for the QUICK and a map built up out of isomorphic tiles so battlefields can be built however you like. Would like to work on and test this with other human beings once or twice before putting it up for free PnP.

Strongman: a thorough redesign of Caudillo, for 3-5 players. Mostly done in Early Lockdown with the help of another designer but I’ve returned to it this year to straighten out a couple of points.  Again, would like to test this with some other humans, as this is one I think would be formally published (though the art bill would not be small, since it is a card game).

SUBTLE (SUBterranean Learning Exercise): a fast game about keeping planning on track. 3-10 players collectively and abstractly represent the staff officers of a BCT who are trying to build a workable plan towards an objective, represented by them exploring through a field of inverted counters and creating a route past Hazards that are nullified by Enablers. Problem is, some players are actually “agents of chaos” who may mean well but lead the route of the plan astray or place obstacles in its path (as illustration, I offer this clever article from Task and Purpose: https://taskandpurpose.com/news/16-people-make-every-operational-planning-team/. Fear the Debater, the Guy From Band Camp, and above all the Seagull.). A bit of a metaphorical exercise and the Hazards and the Enablers that resolve them have a subterranean/urban theme – navigation failures, structural collapse, civilian detainee problem etc. – but this could be changed for other settings. The game has simple components – a small plain grid and 60 counters, no dice – and takes about 20-30 minutes to play depending on the number of players. Would like to work on and test this with other human beings once or twice before putting it up for free PnP.

DSSB Staff Game: A cooperative game for 3 players who represent different staff sections in a DSSB (American Army Divisional Sustainment Support Battalion), who work together to prepare and send off daily supply convoys to 3 divisional BCTs on the FLOT. Experienced wargamers know that most civilian wargames have detailed procedures for movement and combat, with the logistics processes handwaved away. For a long time I have wanted to design a game that approached the inverse of this. It’s a time management and planning game, with simple processes featuring an endless time track and roles and choices that put demands on the players as the situation continues to change. As a cooperative game it is not intensely competitive or antagonistic but the players have to work together to prevent the front line units from starving or running out of things (which will in turn make their own jobs that much harder). The game has simple components – two pages of tracks and charts, some small player mats, 60 counters and the same set of 80 coloured cubes needed for the QUICK. It can be played at any length to cover any number of “days” (actually iterations of the unit’s battle rhythm); probably takes about an hour or less for players to get the gist of things without prompting. Would like to work on and test this with other human beings once or twice before putting it up for free PnP.

That’s 12 designs more or less finished, and in some cases also started, in the last year and a bit (I think the Brief Border Wars Quad should count as four games, because each one requires a fair amount of specific research and its own exclusive rules). The new, smaller games were all done in August-October as I was inspired by feedback from the students on the Urban Operations Planners course to the effect that they wanted more time with the games, and the “theme day” structure of the course itself where we spent concentrated times on certain aspects of urban operations… could I make small, simple fast games that related to these themes?

Conventions

November: Went to BottosCon for the first time in three years. Caught COVID on the ferry going there. But it was fun until the virii took over.

Conferences and professional wargaming stuff

February: I chaired a panel at Connections North on “influence games”.

July: As mentioned above, I went to the second serial of the Urban Operations Planners Course. It was quite remarkable! Fortunately I was able to stay on the Base and the commute was a four-minute walk with no gate-guard angst; good because it was at the go-go-go pace of many courses… meaty lectures from 0800 to 1700 every day for six days, except one day when the military students went to “Razish”, an urban combat training site at the National Training Centre at Fort Irwin (we used the time back at the base to do some orientation and practice play of the QUICK) and the last day when we collectively learned and played the QUICK. I had spent much of the first half of the year preparing for this; it was the first time I had taught a game to a large group cold, with most of the group non-gamers to boot. But thanks to some excellent facilitators, the enthusiastic support and participation of the General sponsoring the course, and plain novelty value we pulled it off. The next serial is in May 2023 and I do believe the General is going to give it another go, so I am planning to attend this one as well (and intend to catch the lectures I missed while I was ill).

October: At the one-day Connections Online event, I made a presentation on the QUICK as a case study of a wargame being used in professional military development.

Writing and ‘casting

January: Last year I did an interview about my games and thoughts about game design with the group “Anti-Imperialist Action Ireland” (because they asked nicely). I prefer to do interviews by email but they would have liked a live event, so we compromised by posting a Youtube video of a Terry Gilliam drawing wobbling its jaw up and down while a computer voice rapidly read the transcript of my answers to their questions. Mercifully, transcript is available separately.

March: I went on Brant Guillory’s Mentioned in Dispatches podcast to talk with him about past wargames on then-future wars in Ukraine. I repeat, these things do not have useful predictive value (what will happen) but they can help you think about the possible boundaries (what could happen) of the problem.

September: A good month for podcasts… first I was on Episode 78 of I’ve Been Diced! by Tom Grant, we talked about newsgames and a lot of other things besides. And even more remarkably a long interview on Radio War Nerd with Mark Ames and Gary Brecher! The latter is only for Patreon-paying folks so you will have to join  to listen, but I will say it was a wonderful talk with these two very intelligent guys… Guerrilla Checkers got a definite boost in notoriety from this one.

November: Published an alt-alt-hist scenario for Strike for Berlin on the German “Ostplan 1919” contemplated campaign to tussle with Poland over ownership of western Poland, in and around Posen/Poznan. Designed with Wolfgang Hoepper, who also wrote a very good article on the plan and its context.

Near-meaningless digest of site statistics:

Overall traffic seems to be stable and improved a bit over 2021. I seem to be cruising still at around 1,800 views per month, for a total of about 24,000 views. About 9,000 visitors in all. The five most curious countries were: US (by a very wide margin), UK, Canada, Australia and Japan. One guy clicked in from Cambodia.
Besides the then-current post, popular pages included Free Games, BTR Games, the QUICK Page and Scenarios and Variants pages. The two most popular posts were on Ukrainian Crisis and my faux pas on the Ukrainian war, likely due to linked traffic from Facebook groups.
The most downloaded documents were items for free PnP games: Ukrainian Crisis, District Commander Maracas and Putin’s War (a game designed by Riccardo Affinati and Mauro Faina that used the map from Ukrainian Crisis plus some new components). However, 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.

Two Interviews: The British Way, La Jeu de la Guerre

ONE

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https://elwargameronovato.blogspot.com/2022/05/the-british-way-interview-stephen.html

Daniel Iniesta interviewed Stephen Rangazas, whose 4-pack of cut-down GMT COIN system games is forthcoming from GMT.

The British Way picks up on four postwar British entanglements: Malaya, Palestine, Kenya and Cyprus. He says:

The main changes to the core COIN mechanics for The British Way was altering the way two player COIN works. I streamlined the two-player sequence of play designed by Brian Train in Colonial Twilight and changed victory to work off an overall Political Will Track to reflect that these were really head-to-head challenges between the British and insurgents. There are also significant variations to the core COIN mechanics with the two more clandestine cell-based insurgencies in Cyprus and Palestine. Finally, I think the multipack really benefited from the linked campaign scenario and designing a macro game that covers four smaller COIN games required innovating from what had been done before in the series.

It’s kind of interesting to me that my “4-box” family of games that partly inspired Volko Ruhnke’s design for the COIN system (Algeria particularly) also depended heavily on an overall Political Will or Support Track that reflected each side’s cohesion and popular support (I suppose more accurately government support for the British, since these were decolonization campaigns) in a non-zero-sum way. So kind of a return to base, in its way.

The games are limited in size and component count – not more than 18 cards played in a game, so it’s done in 1-2 hours.

I’m looking forward to this package very much!

TWO

The very clever Fred Serval has an interview with Alex Galloway about Guy Debord’s La Jeu de la Guerra for his podcast Homo Ludens. History about Debord and his game, and talk about Galloway’s work on a digital version of the game (still in process). Also, a neat clip from the Situationist detourned film, “Can Dialectics Break Bricks?”

And some time later (July 2022), Fred posts part 2, where he plays through a game with Alex Galloway and they discuss the design and adaptation of the game, among other things.

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