Game Preview: Lensman (or Return of the Retro Rockets)

From io9 comes news that a wargame based, sort of, on E.E. Smith’s Lensman space opera series, will be republished in a tidied up version. Originally published by Phil Pritchard in 1969, Lensman features multiple levels of play, from basic conquest to full-blown exploration and expansion:

Lensman provides three versions, each more complex and detailed than the last. Game 1 is a fun, quick game that plays in a few hours. Game 2 is a longer game with exploration, industrialization, production and lots of combat. Game 3 is the most complex version with tactical combat in deep space or in star systems uniquely generated for each game.

Most interesting is the design decision to provide two versions of the map and counters, one version keeping the essential look of the original and another updating the graphics to more contemporary standards. I assume that the map and counters will be double-sided, with one version on each side.

Playtest Lensman counters, taken from https://web.archive.org/web/20080523084920/http://www.lensmangame.com/ppl-newgraphics.html

I suppose that’s one solution to the age-old debate between NATO symbols and figures on wargame counters, though I’m fairly sure there’s not an established symbology for interstellar dreadnoughts at present. I’m partial to the “retro” version, if only because it allows me to imagine the dreadnought’s appearance myself.

No firm ETA or pre-ordering information on the Lensman game site as of yet, but the world needs more science fiction wargames, so I’ll be monitoring this one.

(Via io9.com; image from Phil Pritchard’s Lensman)

Counter Culture: Clipping Counters

Continuing our examination of the physical culture of wargaming, we turn to counter clipping, that near-ritual compulsion some gamers have with trimming the nibs and bits off the sides of their counters to create a semblance of neatness and uniformity.

Before and After

Even though die cutting has become much more precise in recent years, with sharp blades and clean cuts leading to some publishers shipping games that have counters literally falling off the trees before the game is even opened for the first time, almost all counters still have some connective material remaining after they are punched or cut from the countersheet. Removing this connective material is the goal of counter clipping.

Ideally, these “sprues” are situated on the counter corners, as in the example above, where they can be easily removed, and most publishers today use this method. Some publishers, though, still insist on diecutting in such a way that the sprues are located at counter centers, making for a difficult removal process. The late and lamented Avalon Hill’s countersheets were typically center mounted in this way—though they occasionally were sufficiently misaligned that the diecuts wound up on the corner anyway.

Given the costs associated with purchasing dies, or the need to use whatever the contract die cutter has on hand, I can understand why some publishers remain with a center cut, but I feel that such cuts detract from the finished product. You can always tell where a center cut nib once was, even if you do manage to remove it somehow.

And why do people clip counters?

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Counter Culture: To Scan or Not to Scan?

Like many wargamers, upon acquiring my very first scanner, I didn’t turn to the big pile of photos that needed to be digitally archived or the sheaves of important papers documenting my life that would benefit from being duplicated. No, I grabbed a bunch of unpunched countersheets and began scanning away.

Over There In Here

Initially, I was scanning as large as I could, with absurd resolutions, lossless file formats, and correspondingly massive file sizes. But then I had to ask myself just why I was making these scans.

Did I want to be able to print out a fresh countersheet in the event that I lost a counter, or was I simply interested in creating a reference copy? And if I just wanted a reference copy, why didn’t I just use the collective effort of the Internet, which had already put scans of most countersheets online on sites like iSimulacrum? Several game companies even provide counter manifests with their games as a matter of course, a practice that stretches back into the days before easy access to photocopiers and scanners.

Ultimately I came to the conclusion that making countersheet scans serves as a means of tinkering with the hobby, as many wargamers do when we lack the time to play the damn games. Whether it’s clipping counters or putting rulebooks into page protectors or reorganizing the Planos, we often play with our games rather than actually play them.

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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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