Counter Culture: Counters as Tools

In our continuing examination of the physical culture of wargaming, we should stop and consider the typical wargame counter:

Unit Counters

It is a representation, a stand-in. It denotes a particular kind of force or unit or grouping manipulable by the player. People argue all day, in places where such things matter, about using representational figures or NATO symbols or made-up icons to depict different types of units, about whether the first number on a counter should be attack value or armor thickness or movement points.

Or perhaps the counter is a status marker, a chit that provides information about the state of the game—broken, suppressed, mired, impassable, out of ammo, out of control. Here be there trenches, dug into the map:

Status Counters

Standard semiotics stuff. Counters are signifiers. This is not a half-inch square of cardboard—this is a platoon of T-64s that has suffered damage but remains battle-ready. Nothing new here.

But in some games, counters also serve as tools to enhance gameplay beyond merely standing in for some object or state that the game wishes to portray.

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Counter Culture: In the Kingdom of the Board

Any ludological taxonomy that classifies games by physical features will contain an order, or perhaps a phylum, based on the presence of a pre-defined playing surface—a play mat, a tableaux, or, more simply, a board. Consider it Gamerus non-computericum meepleopile boardiferous. Indeed, boards give their name to this part of the gaming hobby as a whole, boardgaming, even when said games form their “boards” via tile or card placement.

For many people, particularly non-gamers, the board in a boardgame is literally a board, a thick piece of cardboard, usually with a single fold down the middle, with a paper playing surface glued or, less often, printed on top of it. The expectation when opening a boardgame is that you will find such a playing surface.

For wargamers, particularly contemporary wargamers—and wargaming is a genus within boardgaming—the opposite holds true: our boards tend to be printed directly onto heavy stock paper, not mounted to a board. (Wargamers tend to refer to boards as maps, as they most often depict terrain, either actual or abstract.)

Back in board wargaming’s first turn, though, Avalon Hill, the Standard Oil of wargaming, prided itself on producing wargames with mounted maps, only late in their existence switching to paper maps for some games. By contrast, their main competitors in the 1970’s and 1980’s, SPI and GDW, produced games almost exclusively with paper maps. Economically, paper maps are cheaper to print, lighter to ship, less bulky to package, and eliminate the tricky mounting process. As wargaming became more and more a niche market into the 1990’s, mounted wargame maps all but disappeared, showing up in the slow trickle of Advanced Squad Leader modules and not much else.

Modern printing methods and the much-debated resurgence of the wargaming hobby have seen contemporary wargamers spoiled for choice, with three types of maps available—paper, “deluxe,” and mounted:

Paper, deluxe, or mounted?

How do these three types of maps stack up?

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