Counter Culture: Cards Up My Sleeves

Maps? Under plexiglass. Counters? Punched, neatly clipped, and sorted. Rules? Appended with the latest errata from online. Cards? Er, cards?

Cards in wargames are nothing new, of course. As far back as 1974, Avalon Hill released a pair of games, 1776 and Kingmaker, that used cards to control battle tactics or introduce variability and randomness. Our friends in Baltimore also brought us the first of the “card-driven” games, 1994’s We the People. The “card-driven” mechanic, whereby players select cards from a hand to enable actions or trigger events, has spawned hundreds of imitators and innovators. Still other wargames are more than just card-driven—they’re functionally card games, like Avalon Hill’s Up Front (1983) and Attack Sub (1991).

So what’s a gamer to do with all these cards? Why, sleeve them in plastic, of course.

All Sleeved Up

But why does one sleeve cards?

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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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Game Preview: Angola

Which is rarer? A wargame on the Angolan Civil War, or a serious wargame that plays very well with three or four players? Well, the former, probably, but rarer still is a multi-player wargame on the Angolan Civil War. And that’s where Angola comes in.

Originally published by the Ragnar Brothers in 1988, Angola, an area-move game with card-driven unit activation, covers the opening portions of the Angolan Civil War in 1975-76, with the four major factions (MPLA, FNLA, UNITA, and FAPLA) represented.

Angola Prototype Counters from MMP

Multi-Man Publishing is re-releasing Angola as part of their International Game Series line, with updated graphics courtesy of Lee Brimmicombe-Wood, a noted game designer in his own right whose graphics always strike a balance between functionality and style. MMP’s Angola is currently available for pre-order:

The game is finely balanced, and all players frequently feel as if they are simultaneously on the verge of victory or defeat thanks to an ingenious victory point system that rewards good play for both sides and allows players to absorb reversals and strike back with the right countermove.

Reports from people who have played the original indicate that Angola provides an unique experience, with lots of deception and posturing possible, making it great for multi-player (or at least for the guys I usually play against). The rules scale to accomodate between two to four players, so it’s not strictly multi-player. And given that this is a MMP game, a VASSAL module is almost certain to be released as well, providing an excellent method for conducting multi-player sessions.

Angola has been sitting on MMP’s pre-order page for a while now, so if you have any interest, get over there and pony up a pledge. This game looks to be a hidden gem.

(Image from MMP)

Blogging Bowie: Winter Offensive 2009 Liveblog

MMP LogoAs he did last year, Keith Dalton of Multi-Man Publishing will be liveblogging Winter Offensive [link dead], MMP’s annual tournament, held in bucolic Bowie, Maryland. This year’s iteration runs from Thursday, January 15 through Sunday, January 18.

Keith did a nice job last year of allowing those of us unable to attend this Advanced Squad Leader tournament to vicariously participate, covering the release of new products and the general vibe of the tourney, and I look forward to following his reports this year.

And if you can make it in person, it’s worth the trip. In addition to ASL action, there’s limited open gaming during the day (mostly from MMP’s Gamer and International lines) and extensive Euro/multi-player gaming at night. Add to that a raffle, with proceeds benefiting Lou Gehrig’s disease research, a massive pizza feast on Saturday night, and designers and developers of MMP’s upcoming releases hawking their designs, and you’ve got one of the gaming highlights of the Metro DC area every year.

LIFE Goes to War(games)

Google’s searchable archive of LIFE magazine images provides a few images of board, or paper, wargames, as opposed to field exercises:

Image from Google LIFE Magazine archive.

Dated 1915, the image is captioned:

Group of English gentlemen and soldiers of the 25th London Cyclist Regiment playing the newest form of wargame strategy simulation called “Bellum” at the regimental HQ.

One battalion of the 25th shipped off to India during World War I and later served in the 3rd Afghan War—though sadly, without their bicycles.

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