Free game: The Chair Is Empty

Image

[Cover image: La Legende des Siecles by Rene Magritte, 1950.]

The Chair is Empty

A card-based game about political tensions and power vacuums, for 3 or more players.

This is a much cleaned-up and streamlined version of Caudillo, a power politics game placed in a thinly disguised post-Chavez Venezuela which I first designed in 2013 (before Chavez was post-Chavez).

It is basically similar in its semi-cooperative and semi-competitive nature, and it plays up the constant tension between these urges. As players vie to create the largest and most durable personal power base (scored periodically throughout the game), the card deck delivers more and more crises that players must deal with collectively (and collect small rewards immediately) or become overloaded. Coups d’etat provide another quick way to score, and the office of El Presidente has its own perks too.

The free PnP version consists of 108 cards, 88 counters, and the usual rules and play aids. Several scenarios are supplied, including a 2-player variant.

The game rules say it is for 3-5 players which seems to be where it scales best, but certainly more than 5 can play simply by adding sets of player markers.

I started work on this during lockdown in 2020; David Turczi was involved in early development and I am very grateful for his help. I kept at it over the post-COVID years and it’s in a state I feel okay to release for free print and play, especially with the uncertain situation in Venezuela now (though this is in no way an attempt at a simulation of the actual situation there; the stupid Spanish language puns will tell you that).

I plan on self-publishing a physical version of this later, since in the course of locating resources for O Canada I found a good card printer in Canada (The Playing Card Factory of Mississauga ON: https://theplayingcardfactory.com/ ). But I would like it to have better art than the janky free clip art I am using now, and no damn generative AI will be involved. So it might take a while.

Meanwhile, here are the files:

Chair rules 10 Dec 25  rules

Chair PAC 5 Nov 25  player aid card

Chair variants 5 Nov 25  scenarios, including a 2-player method where El Presidente is a dummy and a “Gringo” piggybacking variant that is perhaps applicable right now.

Chair group cards 2 Aug 24 Group and Agent cards

Chair crisis cards 2 Aug 24 Crisis and other cards

Chair card lists 30 July 24 Card lists for perusing

Chair ctrs 13 Nov 22  double set of counters

[PS: Thanks to friend of the blog Roger Leroux for the title, replacing the functional but less ambiguous “Strongman-2”]

QUICK: files for new version posted

Image[illustration of a section of the new map, from QUICK Junior.]

I have posted new print and play files for a new version of the game: The QUICK Page

This will not be news to some of you, but unfortunately August 2024 was the last serial of the Urban Operations Planner Course held by the US 40th Infantry Division, California Army National Guard. I decided to keep the QUICK game available to everyone on this blog as it has attracted interest by civilians and military members from a variety of countries.

But I’ve made a big change to the approach used for the map, based on some work I was doing on another urban combat system. The map is divided into large hexagons called Areas, scaled at 750 m or more per hex, depending on the general situation shown in the module. Inside each Area is a further subdivision of 1 to 6 Locations, denoted by dashed lines within the hexagon like sections of a pie.
All Locations within an Area are mutually adjacent, but are adjacent to a Location in another Area only if they share a section (not a vertex) of Area boundary. The number of Locations denotes the relative “complexity” of the terrain in the area: that is, how challenging and canalizing the terrain is to fight through and the terrain type remains a modifier for the robustness of construction there.  So an open field or park would have 1 Location and Open Terrain, but a section of an older city with small alleys and stone buildings would have 6 Locations and Closed Terrain and would be very difficult to dominate and fight through. Yet both represent the same amount of physical distance. I don’t think anyone has done exactly this kind of thing with a hex map before. I’d be interested to hear your reactions; so far everyone I have demonstrated this to has been quite positive.

Like the earlier version, the set of files here are for a game that takes place in downtown Manila but it has a new pattern map that covers a larger area. Opposing forces are the US 1st Marine Expeditionary Force and the Olvanan 17th Group Army, plus North Torbian forces that could be on either side.

I have also made a module with I MEF advancing on Kuala Lumpur but will post it at a later date.

Optimistically, I have also kept the teaching materials and files giving instructions for a simple method of remote play on the page. The refer to the earlier (2024) version of the game but the mechanics are largely the same and can be adapted.

Thanks for your interest.

Free game: Gravel

Image

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!

O Canada: Tabletop Simulator modules available!

Image

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:

O Canada: PnP version available through WargameVault

Image

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!

Canadian “Civil War”: telling short tales

Image

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

Image

[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.

Image

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.

New TTS modules: Dislocated and High-Rise

I mentioned a while back that my old computer died, and I got a newer (but still fairly old) iMac.

This one seems to be working quite well, and among other things runs Steam (the old machine was so antiquated it could not be updated any more to keep using it).

So I’ve been trying to get back into making Tabletop Simulator versions of some of my games, after a four year hiatus (and I didn’t know what I was doing then either).

Over the weekend I made such for two of my simpler semi-abstract games, Dislocated and High-Rise.

If you use TTS, come and have a look. And a download if you like.

Dislocated

https://steamcommunity.com/sharedfiles/filedetails/?id=3598693972

High-Rise

https://steamcommunity.com/sharedfiles/filedetails/?id=3598684444

Podcast: Mentioned in Dispatches, S15 E4

Image


Image
  

 

Image

 

 

 

 

 

 

 

 

 

 

 

Recently I was on Brant Guillory’s podcast Mentioned in Dispatches to talk about the new releases of Brief Border Wars 2, China’s War 1937-41, and even a short mention of O Canada

Also talk about Quadrigames, the quad approach to publishing by SPI and other publishers, the d66 method of combat resolution, the recent trip to the Continent and so on. 

Design a site like this with WordPress.com
Get started