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2) Fill
or Bust: This is a push-your-luck dice rolling game still
available at many retail outlets. Certain numbers and number
combinations rolled yield points, but the fun part is the
decision on when to stop rolling and bank the points versus
continue to roll and go for the lucrative bonus for scoring a
'fill' ... points for every die rolled. The game always causes
good-natured taunting and teasing and is simply fun to play.
Bowman Games.
3) Can't
Stop: Another push-your-luck dice rolling game, this time from
the brilliant mind of Sid Sackson (Acquire; Kohle, Kies &
Knete; Metropolis; Samarkand; Buried Treasure; etc., etc.,
etc.). Players attempt to form dice combinations and beat their
opponents to the top of the track for numbers 2 - 12. First
player to reach the top of three rows captures the victory. Fail
to make a proper combination, however, and your progress is
wiped out! Although no longer in production in the U.S., it
still can be found on e-bay or at local thrift stores [and
Boulder Games -ed]. It's worth the search. Parker Brothers.
4) Take 6
(6 Nimmt): Wolfgang Kramer's chaotic card game of taking stacks
of cards .. or trying to avoid doing so! Even the best planning
can sometimes backfire on you in this wildly funny game. U.S.
Game Systems.
5) Mamma
Mia: Time to maka the perfect pizza! Lather on the thick Italian
accents while you play this fun card game from Uwe Rosenberg.
The game is fun enough by itself, but the accents make it a
laugh riot. A good memory doesn't hurt, but isn't necessary to
enjoy the game. Rio Grande Games.
6) Family
Business: More accents required, but this time mobsters. This is
Guillotine with a nasty attitude. Players attempt to rub out
opposing gang members and have the last mobster surviving.
Nasty, nasty, nasty ... but loads of fun. Mayfair Games.
7) Take
it Easy: Even our hard-core war gamers enjoy this one. Bearing
similarities to Bingo, players attempt to form intact lines of
colors across a grid using tiles as they are 'called'. Not as
easy as it sounds, and quite fun and addictive. I even caught my
wife playing this one alone, trying to reach new heights in
scoring! FX Schmid.
8) Groo:
Although I personally have tired of this game, it has proven
quite popular with great staying power within our group. The
game is based on the comic book series featuring a bumbling
Viking who accidentally destroys everything in his path. In this
game, players attempt to construct a city and keep the klutzy
Viking away.
9) Loopin'
Louie: This is now a classic and much sought after. OK ... it's
a kid's game, but I have not yet met the adult who hasn't been
instantly hooked by the game. Swat the rotating airplane away
from your chicken coop and cause it to dive bomb your opponent's
chickens, knocking them from their coops. The original is
unfortunately out of print, but Hasbro recently released a two
player version called Barnstormin' Goofy. Search for the
original in thrift stores. Hasbro /Milton Bradley.
There are
others, but far too many to go into detail here. Don't dismiss
many of these lighter games off-hand. Sometimes, they are just
what the doctor ordered to close out an intense evening of
gaming, or to serve as a filler between matches of Age of
Renaissance and Serenissima.
Greg
Schloesser hosts the "Westbank Gamers", is a founder
of "Gulf Games" and is the new president of "Strategy
Gaming Society."
OF BLOODY
BEACH: OMAHA
a review by Joe Blanchette
BLOODY
BEACH: OMAHA (BBO) is Bill Ramsey's introduction into wargame
design. It is produced as a desktop publishing (DTP) effort. The
game comes with a ten-page rule book, assorted charts and
tables, nine 11" x 17" sections on thin stock paper
which, when laid out for play create a 31" x 46" map
and two countersheets (480 x ½" square double-sided
counters which come unmounted). Sheet number one is comprised of
US units & markers - 220 units and formation status markers
and 80 Pinned/Morale markers; sheet number two is comprised of
German units & markers - 150 units and formation status
markers, 24 Special Hit and six Roadblock markers). Most
counters use standard NATO symbology for units with the
exception of AFVs which use silhouettes. Markers use
non-standard symbols. All look good and quality-wise are
somewhere between the counters found in, say, a Microgame Coop
game and GMT's JUNE SIX.
As the
name suggests, BBO covers the initial landings on Omaha Beach by
the U.S. 1st and 29th Infantry Divisions. Facing them are the
German 352nd Infantry Division and assorted elements of the
716th Infantry Division and the Coastal Defense Group.
Setup is
a pretty straight forward proposition but takes some practice as
the German units are given areas instead of specific hex
locations. A couple of short practice turns will provide the
experience necessary to optimize the setup. The American has no
such problem. Instead he must determine how to most effectively
commit his forces to the invasion and keeping those forces
supplied and supported.
I felt
the portion of the game that stands out for me is the initial
invasion, played with the initial assaults coming in four
"waves." As in the actual event, success or failure
depends on the ability of the American player's morale to
survive the chaos and catastrophic events that inevitably await
the soldiers of the 16th and 116th Regimental Combat Teams.
Should things proceed as badly as they did in the actual
invasion I can see many American Commanders failing their
personal morale check and "tossing in the towel" early
on. My most recent play through was immediately preceded by a
viewing of "Saving Private Ryan" and was thoroughly
enjoyable and closely mirrored the near disaster that is
history, with the first waves taking horrendous casualties and
having trouble clearing the beaches to allow the follow up waves
to come in.
I found
the rest of the game tends to "get lost in the
details" of tracking supplies, lines of communications,
support assets and headquarters. To use a term which seems to be
in vogue these days, I didn't find the system very intuitive. In
particular the rules limiting Reaction (opportunity) Fire and
resolving artillery and supporting fires as Small Arms fire gave
me problems. Of course, in the game there are good reasons for
both design decisions. The former would be too effective if all
units could fire
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all of
the time, not to mention the additional tracking of who has and
hasn't Reaction Fired. And the latter is probably more due to my
military background and a personal inability to redefine the
terms in my own mind than any problems with the game. However,
for a game with only ten pages of rules there are a lot of
details and exceptions…Reminds me of a Berg design in those
respects.
Still,
with more time to devote to learning the system (this short
write up is over two months late! - Sorry Jim) and playing this
game with a small group, I'm certain there's a lot of enjoyment
to be had. If you're DTP-challenged, this game is definitely not
for you (lots of cutting and pasting). If you're not I'd
recommend it, especially if you have an interest in the subject
and are looking for a more detailed treatment of the actual
invasion than The Longest Day or Second Edition Cobra offer. I'm
certainly looking forward to setting aside a weekend sans
distractions to give it another try.
Joe
Blanchette is a grognard and retired army sgt. living in
Seattle, Washington.
TRYING
TO SELL YOUR GAME
by Richard M. Berthold
OK,
you’ve just designed and playtested the game of the decade.
You don’t work well with glue and are not inclined to run a
small business (Ask Randy Moorehead of Simulations Workshop
about small business regulations: "You start thinking about
joining the Republican party."), so your plan is to sell
the game to an established company and kick back and collect
royalty checks. Here is some – perhaps obvious – advice from
someone who actually did this (Avalon Hill’s REPUBLIC OF
ROME).
First,
choose the right company. Decision Games would be a better
target for your 3000 chit simulation of the third battle of the
Isonzo River than Hans-Im-Glück Verlag. Examine the game list
of each potential company to find those that publish primarily
the type of game you are selling. If you have a simpler, shorter
and faster playing general interest game, I recommend you try a
German company like Hans-Im-Glück. Their production values are
generally stunning, and many can market your game both in Europe
and America.
Second,
unless you already have an international reputation as a
designer or your name is Reiner, don’t send your game without
first querying the publisher. Fearing legal problems, many
companies will return unsolicited games without opening them; we
learned this when we sent our game to AH and received a cold
form letter suggesting such (How then did they know they were
interested in our game? X-ray vision?). Send a formal letter -
not an e-mail! – in which you provide a brief description of
the nature and play of the game and emphasize what’s novel
about it. As briefly as possible, explain why people would want
to play your game. Remember, their default assumption, based on
a lot of incoming, is that your game is crap.
Next, and
most important, prepare a clean and clear set of rules. The
first element of your game examined by a potential publisher is
the rules (some companies will ask you to send only the rules at
first), and the state of your rules can easily make or break
your chances. (How the hell did VINCI ever get sold?) Begin with
a list of components, a game overview of a paragraph or two, the
game set-up and a sequence of play; then carefully explain each
step in the sequence of play, any other rules and the victory
conditions. Provide examples of play whenever a game mechanism
is explained, and unless you have some experience writing, use
an outline approach. Examine the rules of published games
similar to yours. You are not trying to be elegant (the
publisher will rewrite the rules anyway), but attempting to make
it as easy as possible for them to play the game. Find the most
literate person in your circle and have him check the finished
product for grammar and spelling: you don’t want the publisher
to conclude immediately that you’re some adolescent goofball
and stop reading. And incidentally, the singular of
"dice" is "die," and the common singular
possessive pronoun is the politically incorrect "his,"
as in "everyone has his (not "their" or
"his/her") token." As the final and most critical
test of your rules, have some gamers completely unfamiliar with
your game attempt to play it without any input from you.
Fourth,
prepare an attractive test version of the game to send to the
publisher. The Prime Directive here is providing a game kit that
can be immediately and easily played with NO hassle whatsoever,
so with the exception of dice, provide EVERYTHING necessary to
play the game. Raid other games for components if you have to
and provide a sufficient number of players’ aid and
information cards/charts, if such is called for. Playability is
what counts, but playtesters will be more favorably disposed if
the test game looks good, so use your PC (hey, if you’re a
gaming geek, you’ve got one) to print out your chits, charts,
maps, etc. Yes, I remember the junky playtest kits AH used to
send out, but AH wasn’t trying to sell you a game idea.
There you
have it. Do your research, prepare your letter of inquiry and
send it off, perhaps to SPI? Oops, maybe TSR? No, they’re
gone. How about AH? Ah, also gone. The (Marketing) Wizards of
the Coast, then? Also absorbed. Let’s face it, resistance is
futile in the American gaming industry: send it to Hasborg.
Richard
Berthold is a professor at the University of New Mexico and
has been known to run around Albuquerque in a toga.
Player's
Notes
by Peter McCord
It occurred to me that
the new year would be the perfect time for me to offer up my
assessment of the hobby, from the point of view of a 20+ year
player and consumer of historical games. I would like to venture
forth the opinion that the Internet has been good for gaming,
not bad. Hot-seat gaming, computer gaming and competition online
from all sides has only shown that for a good number of us,
nothing will ever replace our beautiful and cool collection of
maps, counters and game boxes. Additionally, the internet has
provided a great medium for playing games (via pbem, or
cyberboard, or ADC II) and of course a great medium for buying
them (direct from producers, or from Boulder Games, or from
auction sites like ebay). Consimworld (found at
www.consimworld.com) has an excellent collection of discussion
topics, just for historical gamers. I'm told similar discussions
take place at the games marketplace, and on AOL. Finally, there
are a plethora of mailing lists, including Consim-L, World in
Flames, ASL, The Gamers, etc. If email is your thing, you should
join one of these lists. Almost all the information necessary to
take advantage of any of the above is available at Consimworld,
or at
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