Game Artifacts: The Twenty-Sided d10

Twenty sides, ten numbers.

While inventorying my game collection, I opened up a recently acquired copy of Fantasy Games Unlimited’s solitaire-friendly Star Explorer (1982) to verify the contents.

Map? Check. Countersheet? Check. Log sheets and rulebook? Check. Two six-sided dice? Check. One twenty-sided d10? Um, check?

I’ve worked with all manner of odd polyhedron in my time, from oblong d3s (which have more than three faces) to those hundred-sided “Zocchihedrons” that never quite stop rolling. But a twenty-sider that serves as a d10? New one by me. Silly me—I’ve always used a ten-sided die for a one to ten random distribution.

The typical twenty-sided die, in the shape of an icosahedron, caries the numbers one through twenty, one number per face. The twenty-sider in Star Explorer carries the numbers zero through nine, each number appearing on two faces.

The oddity of this die required special rules for its use in Star Explorer:

1.2 Game Equipment and Scale

[…]

6) Dice. Two six-sided dice and one twenty-sided die are included. The twenty-sided die is labelled 0-9 twice. When a roll of 1D10 is required by the rules, players should roll the twenty-sided die, treating a roll of 0 as a roll of 10. When a roll of 1D20 is required by the rules, players should roll the twenty-sided die and a six-sided die. If the six-sided die roll is 1, 2, or 3, the twenty-sided die is read from 1 to (1)0. If the six-sided roll is 4, 5, 6, the twenty-sided roll is read from 11 to (2)0, creating a range from one to twenty. (Players also have the option of coloring in one set of numbers on the twenty-sided die with a fine point felt-tipped marker and reading the colored numbers as 11-20, while the uncolored numbers are read 1-10.)

Ostensibly, providing a single twenty-sider (albeit with oddly numbered faces) to serve as both d10 and d20 proved less expensive than providing a separate d10 and d20. Indeed, SPI stopped providing any dice at all with their games at one point in the 1970’s, blaming the “world-wide petro-chemical shortage,” but likely owing to cost [1]. Whatever FGU’s reason, this little die provides for a great bit of rules verbiage, even if I will break out my own d20 and d10 when I play Star Explorer.

[1] Balkoski, Joseph. "The Perils of Youth: The Lighter Side of SPI." Strategy & Tactics: 128 (Origins 1989), 48-49.

Taking Over the World, One Card at a Time: Twilight Struggle

The Cold War presents challenges for wargamers, particularly those drawn to the hobby by the desire to replay, examine, and sometimes change, history. Most of the possible Cold War battles remained, thankfully, merely possible, so there’s no history to recreate in pushing T-72s through the North German Plain or planning a defense of the GIUK Gap: it’s all conjecture.

I’ve never had a problem with hypothetical wargames—the levels of abstraction necessary to simulate any battle turns every game into a more-or-less hypothetical exercise, so as long as a game remains true to its intentions, I’m happy to accept whatever backstory it proposes—but they do suffer in the marketplace and seldom appear these days. The biggest exception is GMT‘s blockbuster Twilight Struggle (2005; rev. ed. 2007), a card-driven treatment not of any particular Cold War battle but of the Cold War itself.

A bit of the struggle in Twilight Struggle

Cards drive the play, providing points with which to influence (and topple) governments and events that follow the course of history, from the Berlin Blockade and the waves of decolonization through to Solidarity and the rise of Maggie Thatcher. Regional wars pop up here and there, and the increase in tensions between the superpowers can result in nuclear war, an Idiot Rule being in place to penalize the player who pushes the world over the edge, a common feature in Cold War wargames.

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Wargaming Inside: Intel’s Corporate Wargames

Tim Casey, at the Intel IT group’s blog reports on their experiences using wargaming to simulate and understand enterprise-level security threats and presents the resulting white paper (“Wargames: Serious Play that Tests Enterprise Assumptions,” .pdf).

One of Casey’s colleagues at Intel attended the Naval War College‘s 2002 “Digital Pearl Harbor” wargame and came away impressed:

So we decided to stage something similar at Intel, but focusing on the attacker viewpoint rather than the defenders. Although this is somewhat different than a classical war game, we kept the basic process (and the name “war game”) to keep it different from other risk assessment methods. It wasn’t easy to come up with our own game. At the time, there was very little about war gaming that wasn’t based on military objectives, and it was almost all from the defender’s point of view.

What strikes me, in reading both the article and the white paper, is the process of defining “war gaming,” both linguistically and procedurally.

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Single Player: B-29 Superfortress

It’s something of Air Combat Week here at Movement Point, as we take a first look at Khyber Pass Games‘ newly published solitaire wargame, B-29 Superfortress: Bombers over Japan, 1944-1945 (2008).

Following solidly in the footsteps (airstream?) of Avalon Hill’s B-17: Queen of the Skies (1983; originally from On Target Games, 1981) solitaire game of bomber missions over Axis-occupied Europe, KPG’s B-29 challenges the solo gamer with the task of shepherding a Superfortress and its crew on 35 missions against Imperial Japanese targets in the Pacific. And just as the B-29 was a far more complex beast than the B-17, so too does this new game add to the complexities of its antecedent. The chart and tables book comes in at forty pages, covering such minutia as celestial navigation and engineer instrument damage tables. B-17, by contrast, contains fewer than ten pages of charts and tables.

Cross-reference, check, roll, apply, and move on.

Complexity in a wargame can be a double-edged sword. There are people who live for chrome in their rules, but quite often, games that add layer upon layer of complexity wind up as “shelf queens,” destined to gather dust and the occasional comment from a visiting gamer friend to the effect of, “Oh, yeah, I have that game, too. Never did play it. Looks cool, though!”

However, in a solitaire game, complexity can often mask, or at least minimize, the sense that you’re merely rolling dice to see what happens. One of the real knocks against B-17 is that the limited number of decision points the solo player encounters reduce the game to a dice rolling exercise—you might as well just roll the dice once: 2-6, you win; 7-9, you draw; 10-12 you lose.

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Game Preview: Nightfighter

It looks like the next air combat game to come from designer Lee Brimmicombe-Wood, who previously brought us Downtown (GMT, 2004) and The Burning Blue (GMT, 2005), will be Nightfighter, focusing on, well, air combat at night in World War II:

Nightfighter will recreate the tactics of night fighting, from the ‘cat’s eye’ fighting of the London night blitz to the Mosquito intruder operations at the end of the war. Scenarios include Freya AN interception in the Dunaja dark fighting zones, Himmelbett zones, the introduction of AI radar, Wilde Sau and Zahme Sau tactics. The evolution of electronic systems and countermeasures is modelled, including the use of ‘Airborne Cigar’, ‘Window’ and ‘Serrate’.

Most interesting to me is the use of one player as an “umpire” to simulate the uncertainty of locating attacking forces at night, sort of a “single blind” situation. Lee Brimmicombe-Wood’s prior two games both featured one player pre-plotting an attacking air raid that, while not “on rails,” was restricted in its ability to alter course once the defender engaged. Both sides still had plenty of decision points in those games, regardless of any tactical restrictions.

Nightfighter seems to move the attacking force even more strongly into an automated mode, with the umpire more of a moderator than a player, raising the question of how much fun the game will be for the umpire player.

Discussion by playtesters over at the ConsimWorld Nightfighter topic suggest that the game is enjoyable for the umpire, owing in part to the umpire’s omniscient view of the battle. Depending on game length, it might be feasible to play one and run one in an evening’s gaming. I can see myself enjoying running a bomber stream even without many decision points, if only because I can make droning bomber noises and fake cockpit chatter while my erstwhile opponent sweats out the details of the raid . . .

Nightfighter playtest map detail from http://www.airbattle.co.uk/nightfighter.html

The graphics, even in their playtest state as above, taken from the Nightfighter site, look great. Not that we spoiled gamers have come to expect anything less from Lee Brimmicombe-Wood.

Doesn’t sound solitaire friendly, but then anything with hidden movement/placement seldom is. With luck there will be a VASSAL module produced shortly after this game comes out to facilitate online/PBeM play, as we had with both Downtown and The Burning Blue.

Some of the playtest materials that have been posted bear a GMT logo, so it’s likely Nightfighter will be offered there first. I’m looking forward to this one and will pre-order as soon as it’s on any company’s pre-order list.

Idiot Rules: The Nuclear Option

Over at Zone of Influence, Matt Kirschenbaum has a nice piece on what may be the ultimate in Idiot Rules, the “nuclear die” (“Roll a D6 for Armageddon”):

What I like about this mechanic is that it breaks the frame of the game. By forcing the player to risk something very real—not just prospects for victory, because every wargamer wins and loses lots of games—but the time and experience already invested in setting up and playing the game and all the potential play that still remained.

Most Idiot Rules try to keep the wargamer in line by threatening the possibility of victory in some way—don’t cross this line or your opponent gains x amount of Victory Points, don’t abandon this city or you forfeit y number of reinforcement steps. The gamer has, at times, a choice and can balance the possible cost against the potential benefit.

Contemporary and Cold War wargames need to include the nuclear, chemical, and biological aspect, particularly in any hypothetical NATO/Pact conflicts. Leaving them out detracts from the sense of reality, but to allow their use without any penalty is equally unrealistic.

Boom.

The solution, as Matt points out, is to put something more than victory or defeat at stake. When games model nuclear escalation via the “nuclear die,” players leave to chance the possibility that a strategic nuclear exchange can occur. Lob that tactical nuke if you must, or use that chemical or biological strike to bump up an attack to the next odds column, but if you do, there’s a possibility that it’s game over.

No winner, no loser, just finished. Pack the counters back in the Plano.

Given that it’s a fair investment of time and effort to set up a wargame and play through it, being forced to stop the game is a potent deterrent indeed. Only an idiot would risk it, which is a fair model of the use of nuclear weapons as well.