Sailing the Ocean Blue: Conquistador (SPI)

Getting there, as they say, is half the battle, and few games demonstrate this truism as well as Richard Berg’s Conquistador—The Age of Exploration: 1495-1600 (SPI, 1976), a forty-year old conflict simulation game on the exploration and colonization of the Americas first published in Strategy & Tactics #58.

Spanish Virginia

One of the very first dedicated three-player wargames, Conquistador puts players in the role of the monarchs of Spain, England, and France as they vie to discover various features of the New World and then exploit the hell out of this teeming, already-inhabited land mass. Though nominally a wargame, players more often fight the game system rather than each other. Just sailing to and from the New World takes a heavy toll on ships, colonists, and soldiers; and woe betide the player who does not properly outfit an expedition, a failing that can result in the loss of all hands to the briny deep.

The early game, much as historically, focuses on discovery and the exploitation of gold mines, which provide the best source of income for the first six (of twenty-one) five-year turns. Once the contours of the Americas are well known and several colonies have been established, farming and the unsparing plunder of the Incan, Mayan, and Aztec empires becomes the fastest means of accumulating money and power. The native inhabitants are represented abstractly, as another variable on a table to be reckoned with. Careful management of colony size can lead to peaceful co-existence, but such tolerance is economically inefficient, and the game nudges players to see the brutality inherent in the historical colonial process.

A foothold in South America

Effectively, the game centers on building a strong economic engine—really, Conquistador is an early Euro game in that regard, complete with worker placement—and managing the very wild swings of fortune built into the attrition system (both for units on land and units crossing the oceans) and in the inevitable native unrest caused by the European onslaught, becomes key. Losing colonies outright happens often if they are not garrisoned by soldiers—and paying for those soldiers requires more and more exploitation of the land and the peoples thereon, a vicious cycle indeed.

The three nations receive historical Explorers who can sail where there be dragons—Drake, Columbus, Cabot, Magellan, Verrazzano—but the Spanish uniquely employ Conquistadors who provide benefits in land exploration (and combat with natives). They also must drag Missionaries with them wherever they go, to spread the Gospel by word (and, often, bloody deed). France and England enjoy much less differentiation in the rules, though the English do deploy “Sea Dogs” who can plunder gold from enemy ships towards the end game.

I had the opportunity to take Conquistador out for a spin recently at the District of Columbia’s finest game store, Labyrinth Games and Puzzles, with my regular opponents and all-around good guys Mike Vogt and Doug Bush. We played about half the game, abstaining for the most part from combat with one another’s forces, though as the Spanish I did detour Pizarro from a fruitless search for the Seven Cities of Gold to make an abortive raid on Doug’s English port that had been ferrying booty from Panamanian gold mines. Mike, meanwhile, established a strong French presence in Texas and drained the Sonora Valley of its mineral wealth, though at great cost in colonists, who succumbed frequently to the harsh terrain. When we called it, the English had a commanding lead in victory points due to their ability to move gold back to Europe most effectively, followed by the French who were buoyed by their many discoveries.

Pizzaro visits the Incans

Once we got a handle on the game, it played quickly enough. The planning for expeditions took the most time, though after I bankrupted the Spanish by bankrolling a hideously expensive (and unsuccessful) expedition by Columbus to round the Horn, planning was simple just by dint of having no money to spend. Would have been glorious (and profitable in VP) had it paid off, but I struggled for money for the rest of the game.

The map and counter graphics hold up well after four decades, conveying the needed information with a minimum of fuss in classic Redmond Simonsen style, and the counters rounded nicely with some attention from my handy-dandy counter corner rounder. On the table, the colors together provide a pleasing palette, making effective use of the limited colors available to the printing process of the day. Just a handsome game all around.

Good wargames do more than recreate a conflict; they provide some degree of insight, however fleeting, into the subject matter. Conquistador serves both as a strong three-player wargame with a fair bit of replayability and as an unique, if abstract, look at the nasty bit of business that was the European colonization of the Americas.

Doctor Who Project: The Seeds of Death

Doctor Who Project: The Seeds of Death

Use the air conditioning!

Some wag must have put a classified ad into the Intergalactic Times, offering up one planet, sold as-is, slightly used and with annoying inhabitants who need to be exterminated, because Earth gets invaded quite often during Patrick Troughton’s tenure on Doctor Who. Season Six alone features three stories using the invasion of Earth as a plot device: “The Mind Robber,” “The Invasion,” and Brian Hayles’ sophomore effort with his Ice Warriors, “The Seeds of Death” (Story Production Code XX). To his credit, Brian Hayles creates, again, an interesting take on human culture and civilization, but he falls prey to the continued flattening of Doctor Who monster motives.

Meet Slaar

In our first encounter with the reptilian Martians, their leader, Varga, wants to get his ship, and his crew, back to Mars after centuries buried under a glacier. Though ruthless, Varga shows at least suggestions of character and cunning, with some hint of honor and duty in his otherwise sibilant menace. The leader of the Ice Warriors in “The Seeds of Death,” Slaar, comes across as nothing more than petulant and impulsive, killing a human key to his scheme and then throwing a hissy (sorry!) fit when, as is inevitable, the Doctor outwits his invasion plans.

Still, for a while, Slaar’s plans work quite well, as they hinge upon an isolated base (on the moon, of course) that contains the technological linchpin required for continued human survival. Rather than the Gravitron that the Cybermen sought as a prelude to invasion in “The Moonbase,” here the wonder technology is the Travelmat Relay, or T-Mat, for short. Using the moon as a relay station, T-Mat allows for near instant dematerialization and rematerialization between any two T-Mat cubicles on Earth. This transit technology has supplanted all other forms of travel, including space flight and ground vehicles, such that there’s (almost) no way to send help to the moon. With the lunar T-Mat relay knocked out of operation, human society begins to collapse, as all foodstuffs and medical supplies move via T-Mat. Eventually, a weakened Earth would be ripe for invasion.

But that’s not the plan. Instead, the Ice Warriors intend to send foam-filled fungal seeds to a few cold cities in the hopes that the foolish humans will open the T-Mat cubicles out of curiosity and let the fungal spores escape. Sadly, that actually works, too…

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Bill Lyon on Ed Snider

With the passing of Philadelphia Flyers founder Ed Snider, many encomiums have flowed forth, among them one by Bill Lyon, writing, as ever, in the Inquirer, as he is wont to do during signal moments in Philadelphia sports history.

Ed Snider by Michael Allen Goldberg via a Creative Commons Attribution-Share Alike License on Flickr

In “Snider Brought Championships to Philadelphia” (Philadelphia Inquirer, April 11, 2016), Lyon encapsulates the qualities that made Ed Snider (or, rather, Mr. Snider, his legendary honorific despite his protestations) an outstanding figure in Philadelphia and the world of ice hockey:

Ed Snider, in many ways was the model of what you want in an owner. He was a man of great passion. He poured himself into his team and more than once yielded to volatility. Incensed by what from his Nero box was perceived to be an outlandish call, he would storm out, ruddy face turning fire engine red.

Ed Snider introduced the city to hockey, taught it, and was rewarded for his efforts by a select fan base, a fiercely loyal following that achieved cult status.

Ed Snider, above all, was a fan, of hockey and of the Flyers. He wanted, above all, for the Orange and Black to win, and while the decisions he made towards that end were not universally successful, there’s no denying his passion and desire for this team. For his team, for my team, for Philadelphia’s team.

Thank you, Mr. Snider.

(Image courtesy of Michael Allen Goldberg via a Creative Commons Attribution-Share Alike License on Flickr)

Doctor Who Project: The Krotons

Doctor Who Project: The Krotons

No one goes into the wasteland.

Imagine a warship, piloted by crystalline life-forms, that runs out of energy on a planet populated by a mentally undeveloped species. Because their ship is powered by mental energy, the crystalline life-forms must raise that primitive society to high intelligence over thousands of years in order to find suitable candidates to plug into the engine. Sounds smashing and just a bit sinister, yes? Well, not the Doctor Who version of the story, Robert Holmes’ “The Krotons” (Story Production Code WW).

Despite the relative strength of the concept, “The Krotons” just falls a bit flat in almost all aspects, from the uninspired design of the malevolent Krotons themselves through to the weak characterizations of the native Gonds and their internecine politics. Thrown in a bit of Keystone Kops near-misses between Zoe and the Doctor on one hand and Jamie on the other and the result is a workmanlike yet unremarkable four episode story that nevertheless hews to the overarching theme of the Second Doctor’s tenure: the importance of thinking for oneself rather than letting a machine do it for you.

Looks like (acid) rain.

The story starts agreeably enough, with the Doctor, Zoe, and Jamie arriving on a planet with two suns, necessitating the deployment of the Doctor’s “favorite umbrella” to ward off the heat. The TARDIS lands in a malodorous area of high sulfur content and interesting mineral deposits such as mica and tellurium, allowing the Doctor and Zoe to banter a bit about chemical compositions. And, pleasantly, it’s all foreshadowing, because the particular minerals play directly into the plot’s resolution. For, you see, if you know enough chemistry, you know that tellurium, from which the Krotons’ organic spaceship is conveniently made, is soluble in sulfuric acid, which the Doctor knows how to manufacture from the rocks at hand. It’s fairly clear how this one will end…

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Compu-Krushchev: Twilight Struggle Digital Edition (GMT Games/Playdek)

If you think it’s hard to get your friends to play your complicated wargames with you, try getting a computer to do it. Playdek and GMT Games have given it a try with their digital edition of Twilight Struggle, a card-driven conflict simulation of the Cold War, originally released in 2005, that just happens to be one of GMT’s very best sellers of all time and a cross-over hit with non-wargamers.

I’ve had a chance to spend some time with the early access version of the game, which I received by virtue of backing the game during its 2014 Kickstarter campaign. I’m certainly no pro at Twilight Struggle, but while I was able to win my first two games (via Final Scoring, once each as the USA and USSR), I was pleased with the amount of resistance the Artificial Intelligence put up. The designers have provided a nice look at their efforts to teach the game to the AI, and I found the AI’s unpredictability to be its greatest asset.

Usually, against my regular Twilight Struggle opponents, I have a rough sense of their thinking process and can broadly figure out what’s coming next. Against the AI, I had zero idea why, for instance, there were influence plays into Central and South America in Turn One. (They are regions that do not score until Turn Four at the earliest, making them low priorities.) That unpredictability nicely encapsulates the experience both governments had of not entirely understanding their opponent’s intentions during the Cold War, I suppose, and I needed to play, quite happily, a much different game than usual because of it. Further iterations of the AI can only increase its strength and gameplay.

The interface gave me more of a challenge than the AI, I must admit.

Early Access Twilight Struggle Digital Edition Interface

Twilight Struggle involves quite a bit of information for the player to keep track of, and to its credit, the interface keeps most of it accessible to the player at all times. The top row of information feels cramped, though, and for a player not familiar with all of the cards, the lack of immediate information about their powers could be off-putting. There’s a real mishmash of fonts as well that can be a bit jarring. I’d have preferred a cleaner, more consistent aesthetic, using the font from the cards themselves as often as possible. The interface feel is of a tablet/phone game—understandable, as that’s the target market here. The Mac/PC port plays well enough, particularly when taking advantage of the larger screen space allowed. Too, this is still early access software, so hopefully changes will be made to clean up the interface a bit.

Not a bad scoring play

Overall, my qualms about the presentation aside, it’s nice to have a version of Twilight Struggle playable on computer and against a computer opponent. Throw in the ability for online play and there’s the real possibility that, thanks to this digital edition, Twilight Struggle will remain one of my most played games of all time.

Doctor Who Project: The Invasion

Doctor Who Project: The Invasion

Ah, shut up, you stupid machine!

On tuning in to “The Invasion” (Production Code VV), you could be forgiven for thinking you were watching ITV instead of the BBC. That moody, suspenseful, jangling music! The sense of dread and dark shadows caused by the angular camerawork! Is this Doctor Who or Danger Man? Only seeing Patrick Troughton instead of Patrick McGoohan puts the matter firmly to rest.

Patrick Who?

While writer Derrick Sherwin (working from a story by Cyberman creator Kit Pedler) grounds events firmly in the realm of Doctor Who, there can be little doubt that director Douglas Camfield kept abreast of his contemporaries’ work. The style breaks new ground for the show, bringing a more modern feel to the framing and pacing, and carrying on from his earlier work on “The Web of Fear.” Indeed, in many ways, “The Invasion” serves as a sequel of sorts to that show about Yeti in the London Underground, as the Doctor and his companions Jamie and Zoe arrive in contemporary London and seek out Professor Travers, himself a veteran of “The Abominable Snowmen” and “The Web of Fear,” for help in repairing some faulty TARDIS circuits.

Prior to reaching London, however, there’s a little matter with a missile. Upon materializing in orbit around the dark side of the moon, the TARDIS finds itself under attack and just barely escapes a missile fired at it from an unknown lunar base that has a spaceship guarding it. The TARDIS makes an emergency materialization on a farm in the English countryside, and, in the first of many curious non-sequiturs in this eight episode story, the focus turns directly to fixing those circuits, with no more worry paid to the source of the missile. The Doctor and friends hitch a ride to London from a truck driver, who quickly pulls off the road to hide. The TARDIS has arrived inside The Compound run by The Company, and when the driver realizes that they are not part of The Community, he endeavors to sneak them out. The weight given those words echoes, perhaps unintentionally, another ITV product, The Prisoner. There’s a very real sense of danger and the unexpected, rather new for Doctor Who, compounded by the driver being gunned down in a most violent fashion by toughs in dark glasses and motorcycle helmets after he has gotten the Doctor, Jamie, and Zoe out of harm’s way.

And then, in an exceedingly odd transition, we’re treated to a fashion show.

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