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www.grognard.com. On the
Internet, you can find easy and attractive order pages for just
about every wargame company. Happy hunting.
Of
course, even this rosy picture has a downside. It appears that
this year the industry has undergone yet another shake-up, in
the wake of the sale of Avalon Hill to Hasbro. Clash of Arms
games has reverted to almost exclusively direct order only
business (something which might not be possible if not for the
internet). They join The Gamers and Avalanche Press in this
practice, which serves the veteran gamer quite well, but for
obvious reasons it is probably bad for the new gamer (and bad
for the long-term sustainability of the hobby). Command Magazine
and STRATEGY & TACTICS both continue to show erratic
publication rates, due mostly to erratic payments from
distributors, who themselves are no doubt hindered by Internet
sales.
Rising
paper prices mean that, according to my crude calculations,
wargame prices have risen faster than any reasonable economic
index. On average, the types of games I buy have doubled in
price over the last 10 years; my salary has not! This too is a
bad sign because paper wargames now routinely cost as much as
computer games. Many new boxed games sell for between $45 and
$80. Even a $45 game is roughly 8x the minimum wage, whereas my
first wargame purchase (The Russian Campaign in 1978) cost me
$6, or about 3x the minimum wage I made cleaning golf carts.
Direct order means many of us are now paying shipping charges
instead of sales tax, although this may soon change depending
upon the next elections.
Overall,
the wargame "glut" of 1995-96 (if it was real) has
been mitigated by the Internet. Profit margins are a bit higher
by direct order, which allows companies to publish more games
and hold a bit more inventory than before. There exists now an
incredibly diverse set of titles, almost all of which are very
high quality. Consumers chased away the pretenders in the mid
1990's (FGA and 3W), and we are left with some outstanding
companies (GMT, The Gamers, XTR, DG, COA, CH/MiH, AP, MMP,
Columbia, etc.). With the demise of Origins, Doncon has emerged,
and in the LA area near me Strategicon is thriving. While I am
happy with the state of the hobby right now, I believe that it
can improve by looking overseas to emulate the physical quality
of European games.
The two
most recent wargames of note here in America are Cataphract and
River of Death, both by GMT Games. Both are large, graphically
well done and continuations of earlier systems. In other words,
safe bets, although a little pricey. I hope to relay my
experiences playing River of Death in the next issue.
I've
spent much of my recent gaming time playing Iron Dream by XTR.
This game is a real chess match, due mostly to the extremely low
counter density, definitely a move away from the trend of more
and more counters in most games. The game depicts the east front
of WWII at corps/army scale, with an interesting twist: it
begins in October of 1941, not in June as is usual. The Russians
begin the game with Leningrad isolated, but the German Army
Group North is weak, and so both players begin the game with a
quandary there. The Russians receive replacements at an
alarmingly high rate, the Germans do not. Victory conditions are
variable, so players do not know ahead of time if taking a major
city (Moscow, Stalingrad or Leningrad) will win the game for the
Germans. This game is easily set up and played in two sittings,
and I highly recommend it as a strategy game that is still very
true to the period.
I prefer
ID strongly to the vastly overpriced (but beautifully done) War
Without Mercy by Clash of Arms. That game is very inelegant and
over-wrought compared to ID, and it too quickly becomes a war of
attrition and odds calculations. Imagine a game about WWII on
the east front with no blitzkrieg, and you might be picturing
WWM. I had originally written a 1,000 word review for WWM, but I
panned the game so badly that I thought it wasn't worth
printing. My advice is to stay away from it entirely, sorry to
say, but there are just too many very good east front games to
waste time with WWM. Play Iron Dream, Proud Monster, EastFront,
ARMY GROUP SOUTH or ARMY GROUP CENTER, or Ring of Fire instead.
Peter
McCord (Graduate Student, American History, UC Riverside) has
been playing wargames for 20 years. Some of his favorite games
are STORM OVER ARNHEM, BARBAROSSA: ARMY GROUP SOUTH, TUNISIA, A
RAGING STORM, and PROUD MONSTER.
WELCOME
TO THE WORLD OF DISKWARS
Mojo Shen Po
Currently
you will find DISKWARS available in two sets: Revised (which is
the third, and current, printing of the basic set) and the first
expansion, Moon Over Thelgrim.
Now, with
this in mind, on to your army choices:
(1)
KNIGHTS. A "good" army that got the relatively short
end in the basic set. However, the Knights army got the most
improvements in Moon Over Thelgrim and is now a kick-arse force
to be reckoned with. My suggestion—buy Knights only if you buy
one of Revised and one of Moon Over Thelgrim.
(2)
UNDEAD. An "evil" army that rocks with the best.
It’s, also, an army that gets much better with the special
characters on the random flats. Definitely, and quietly, trade
for all the crawling limbs that you need (5-8). Moon Over
Thelgrim brought in many interesting characters for the random
flats and good basic troops. My suggestion: hold off until
you’re sure you want to get deeper into the game. Then you
will find the Undead among the best armies out there.
(3)
DWARVES. Hey, play what you like, but these half-pints are the
toughest troops in the game. In revised I could defeat them with
an Undead army, using crawling limbs. With a Moon Over Thelgrim
booster army... I’m not sure they can be defeated anymore.
Dwarves are the only neutral army and are good for maximizing
your investment, since all of your disks should be useful.
Bottom
Line: If you’re most interested in variety, get one pack of
Knights and one of Undead. If you’re into a good flavorable
army, get the Knights with a MOT expansion. If you’re going
for the long haul, do Undead. And, if you want the best kickin’
army, go Dwarves.
Thanks
to Mojo Shen Po for letting us reprint his post to the RBG
newsgroup.
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ISI
a review by Dave Bernazzani
The world
has no shortage of good 2-player games. Having tried many of
these games over the years, I can honestly say that very few new
2-player games distinguish themselves and leave me wanting to
continue playing them in favor of, say, Chess or Cribbage. There
have been some clever 2-player games of late - Kahuna, Lost
Cities, Caesar and Cleopatra and Settlers card game all come to
mind. Each of these has found a following and they do deserve
the praise they are getting. So, do we need another 2-player
game? After trying Isi, I would say - YES!
Isi is a
clever 2-player abstract game designed by Corne van Moorsel and
produced by Cwali in the Netherlands. The game sold well in
small quantities at the '99 Essen fair and Cwali has produced
200 numbered "first-run" copies. These copies have
been making their way into the US through various high-quality
retailers and I've even seen a couple people selling them
outright on the Internet. Typical prices range from US$40 to
US$50 but I grabbed my copy from Boulder Games at their regular
price of US$29.80 - a steal as far as I was concerned. When the
game arrived, I was pleasantly surprised to see the nice
packaging - a foot-high round cylinder dust-painted in several
soft colors with the name ISI in large bold letters across the
front. The cylinder "pops" open at the top and bears a
sticker indicating that my copy was #70 of the first 200 printed
(and a fine number it is!). Inside the components are equally
attractive - lots of gorgeous wooden pieces and reasonably thick
card-stock tiles plus a set of comprehensive rules (in English).
After sorting through the components, I sat down to read the
rules which I found well organized. I was eager to give it a
try...
Isi takes
a bit of getting used to but soon we found it easy to play. A
full game can be finished in less than 20 minutes. The game
consists of 33 colored tiles which are laid out in a random
matrix that forms the land of Isi. These represent the
"board" which both players interact with. The tiles
come in 5 colors (5 each of red, green, blue, yellow and orange)
known as landsorts plus 8 gray city tiles. At the start of the
game, two small wooden blocks are placed on each tile to match
its color. The city tiles remain empty at the start of the game.
Each player places a pawn on one of the tiles and takes one of
the like-colored cubes found there. For the rest of the game,
each player moves their pawn to an adjacent tile - if the player
moves to a tile with at least one cube remaining they may take
the cube. Using combinations of retrieved cubes, the players can
lay trade-routes (represented by thin wooden sticks in each of
the player's colors). New trade-routes can only be connected
to/from the various cities or to existing trade-routes owned by
that player. Furthermore, new routes can only be placed on tiles
if the player "spends" a like-colored cube which they
have previously retrieved. The trade-routes for each player form
interconnected paths from city to city across the land of Isi.
The city that has the most trade-routes to other cities becomes
the capital city of Isi (and this can and will change during the
game). At the end of the game, the player who has the most
trade-routes from this capital city to other cities is the
winner. The game ends when one player takes the last cube of a
particular color from the board.
On my
initial play of this game, my partner and I came to grips with
the somewhat odd method of determining the capital city and it
took us a bit of figuring to find the winner of the game. By the
third or fourth game we had this down to a science and we could
concentrate on the many wonderful intricacies found in the game.
You must always be aware of the current capital city and look
for ways to either expand your network of trade-routes to this
city or else try to change the capital to a new city square
which is better suited for your trade-routes. In addition both
players are seeking valuable colored cubes to expand their
trade-routes and there is often contention over the limited cube
resources on the board. The turns move very quickly
as each
player tries to take key routes away from the other in their
quest to dominate Isi.
Although
the tiles represent different land types (water, forest, etc)
it's fairly obvious that the theme is thinly painted on. Be
forewarned, this game is very abstract. This was hardly a
problem for us - we tend to enjoy abstract games. If you need a
theme to hook you, Isi will likely not do the trick. However, if
you are a fan of abstract games or the lack of a theme does not
bother you, Isi is an outstanding game with some truly unique
gameplay.
A four
player version (called Morisi) is rumored to be in the works and
with Isi getting some good press it is very likely that Isi
and/or Morisi will be picked up by a large publisher for release
in greater quantity. Nothing, however, is certain so I can only
urge those of you looking for a wonderful 2-player abstract game
that plays well in 20-30 minutes to pick up your copy of Isi
today.
Dave
Bernazzani lives in Massachusetts and heads up the South Shore
Gamers Association (SSGA) which is a small but dedicated band
of board and card game enthusiasts. He enjoys all types of games
- especially board games, traditional card games and Role-Playing
games.
Lurking
in the catalog
by Frank Branham
Occasionally,
I have to remind myself to go searching through the entire
Boulder Games catalog (and every other game catalog on the
planet) in order to find the really obscure games that fill my
collection. What I intend to do periodically (when Jim reminds
me) is dredge through the catalog, and find those games that no
one on the planet has ever heard of, or talks about on the usual
outlets. Today's topic is Kids games, specifically the
Ravensburger and FX Schmid games.
At the
top of the list, are A-maze-ing Labyrinth, Secret Labyrinth, and
Master Labyrinth. These three games center around a similar
mechanism of sliding tiles to change a maze. In each game you
make one move, then you may move your piece as far as it is
allowed to move. Moving tiles is tricky, you take one tile from
the end, and slide it to the opposite end-shifting an entire
row. A-maze-ing Labyrinth is the first and probably best. Master
Labyrinth adds better graphics, and a Rotation Pool format.
Secret Labyrinth should actually be avoided, but does have an
interesting circular maze format. (It also adds a horrible rock,
scissors, paper battle system to the game.) These games have
good simple rules, and require quite a bit of thought to play
well. A 2 player game requires far more thought than the
packaging would imply.
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