Historical simulation games, conflict simulation games or war games - call them what you will. There is certainly a huge following of this genre and there is an endless list of these games already on the market, with many more coming out each year. Many people are put off by the idea of replaying a real conflict from history, but of course, these types of games don't necessarily have to be about war, nor do they have to be set in history. In this article, I want to look at this genre of game and try and work out what it is that seems to attract me to it.
The mountains provided great vantage points for both sides. We could easily see what the enemy was doing, but so could they. Providing air support was going to be impossible because of the terrain, but we were still considering paradrops to get troops far into the enemy's territory. It would all come down to tactics, because we had only been given General Orders: World War II by Trevor Benjamin and David Thompson from Osprey Games.
War games are often seen as controversial. Replaying the atrocities that occurred during a large-scale conflict seems completely inappropriate. Condensing the huge amount of suffering, death and destruction into a game of pushing tiles around a board and rolling dice or playing cards seems perverse. So in this article, I try to put everything into a bit more context and tease out the pros and cons of war games and how controversial they really are when compared to some of the other games in our vast hobby.
The Durrani Empire had just collapsed and large swathes of Central Asia had fallen into disarray. It was an ideal opportunity for the ferengi to impose their power over the region and fight out their rivalries somewhere far away from their daily politics. The foreigners were completely unaware of how the local Afghan leaders were manipulating them to their own benefit. They played their own "Great Game" with these superpowers and knew that the imperial might would not survive for long. There was never going to be a Pax Pamir: Second Edition by Cole Wehrle from Wehrlegig Games.
We probably all have a favourite children's story that we loved as a child or maybe a favourite book that we've read many times or a favourite film or TV show that we love watching and that takes us away from our day-to-day. In this article, I want to look at how games tell stories and how they draw us into their world.
I have previously talked about how some games try and tackle a serious topic and treat it with the respect it deserves. Some games also go one step further and try and educate us about the topic as we play the game. My article "Sensitive Settings" tried to look at games that tackle plagues, wars, colonialism, genocide, executions, experimentation, extinctions, terrorism, abuse and death in a sensitive and meaningful way. In this article, I want to look at games that use a specific setting as a backdrop for a fun experience and that make no attempt at treating the serious issues in a serious way - and that setting is Nazi Germany. So, please bear this in mind when you decide if you want to continue reading this article or not.
Our heighliner was positioned safely in Arrakis' orbit. With a steady stream of Spice filling our coffers gradually, we had to be patient and observe from afar the goings-on down on the planet itself. It was clear that House Atreides was pivotal in the unfolding events and our scheme had to remain hidden until the right moment was reached. The cogs were set in motion and doubts had been planted in the Emperor's mind that would lead to their unavoidable conclusion. The Spice needs to flow on Dune by Gale Force Nine.
For a lot of seasoned gamers only heavy games with a lot of complexity, many different mechanisms and that last at least two hours are worth playing. If you bring a light game to your weekly games group, chances are it will not be chosen and left on the pile. That is a real shame, because many of the recently released lighter games are a lot of fun and actually more tricky and demanding than you'd think.
Let me start by wishing you a Happy New Year. I hope you enjoyed the holidays and had a chance to relax and recharge. Now that 2019, it's time to look ahead at my most anticipated games of the coming year. The list happens to consist purely of Kickstarter projects, because that is how I buy most of my games these days, but as the year goes on I will of course keep an eye other releases as well. The list is sorted in expected delivery order, rather than alphabetically or anything else. So here goes.
My latest review is for Battle Ravens by Daniel Mersey and published by PSC Games. Just for disclosure, it was PSC Games who kindly sent me a review copy, but that didn't influence my view of the game. It's a war game set in Viking England and due to launch on Kickstarter on 20 November 2018, so keep an eye out. You either take the side of the Norse or the Anglo-Saxon armies, who face each other's shield walls on the battlefield. Your aim is to puncture three holes in your opponent's line to win the game by manoeuvring your warriors and attacking with your six-sided dice. However, the clever twist to this game is that your actions are determined by how many raven tokens you place on your six battle spaces. It creates a bidding element which means that being the first player isn't necessarily an advantage.