The Eleven Pound Railroad: 18OE

Many games place the player in a particular role—grizzled space pilot, bouncing bird, dungeon keeper, omniscient general—from which the gameplay more or less follows. The 18XX series of games puts players in the role of a railroad tycoon, building track, buying trains, manipulating stock, and running routes. It seems rather sedate, but the gameplay in these rail games verges on the cutthroat, with players driving others into bankruptcy, forcing their tracks into convoluted curves and unprofitable runs to whistle-stop towns. Apparently, rail barons weren’t the nicest people on the planet. I’ve played my share of mean, backstabbing games, but the 18XX games are the worst (or best, if you will) of the bunch.

The newest entry in the 18XX series (which all share a commonly accepted ancestor in Francis Tresham’s 1829) is 18OE: On the Rails of the Orient Express, a two-map monster game recently released by Designs in Creative Entertainment, designed by Ed Sindelar and developed by Mark Frazier. The game covers railroad construction and operation in late nineteenth century Europe, centered on the Orient Express run. Funded on Kickstarter in the summer of 2013, 18OE proves that crowd-funding can be wildly successful if handled in a professional manner, and DICE really came through on that front. The game is, to put it mildly, stunning, not to mention the heaviest game in my collection at eleven pounds shipping weight.

18OE Component Close-Up

The bulk of the weight comes from the two mounted maps, covering Europe and European Russia, plus a mounted info/stock market board. The maps have a satin-like finish, and they look to be a treat to game on. It’s not an exaggeration to state that they’re the nicest mounted maps I’ve ever owned. The other components—stock and train cards, railroad charters, track tile counters—are similarly top notch, though the die cut tile markers are a bit thinner than I would have liked. I’m sure they’ll play well in practice, but as a wargamer, I’m used to slightly thicker counters. Perhaps it’s just as well, because I’m worrying about finding a shelf sturdy enough to support the box as it is. (And, sadly, the hexagonal track counters don’t fit in my new counter corner rounder, as the counters come out of the tree with just a bit of a nib.)

Rules-wise, there’s tons of chrome, with ferry crossings, national border transit rights to buy and sell, and multiple railroads to operate. Any game that lets me run both a Norwegian and a Romanian railroad is a winner in my book.

Multiple short scenarios (on single maps) give me much hope that I’ll actually manage to play this game, but even as a shelf queen, 18OE cuts a fine figure.

Doctor Who Project: The Gunfighters

Ain’t it wonderful, honey, what a man’ll do for what he truly believes in?

Even the best of the Doctor Who historicals suffer one fundamental flaw: the historical personages tend to overshadow the Doctor and his companions, particularly when the history is well known. In the non-historical stories, the writers cannot afford to have our intrepid heroes off-screen for long, lest the audience wonder just why these generic aliens and anonymous humans are hatching plans to disengage the Framistat of Doom. In the historicals, though, a little bit of set dressing goes a long way, and there’s no compunction about ten minutes of, say, King Richard the Lionheart and his knights conversing about Saladin, or a humorous interlude between Priam, Paris, and Cassandra. Striking a balance between the historical figures and the Doctor takes some doing, and, to my admitted surprise, Donald Cotton succeeds in “The Gunfighters” (Story Production Code Z), despite some rather dodgy American accents.

On the face of it, the premise is about as wobbly as the accents and the bar prop in the Last Chance Saloon: the Doctor needs a dentist (there being no facilities for dealing with dental care on the TARDIS, nor even any painkillers, despite being a craft capable of travelling in four dimensions), so at their very next stop, they must seek one out. Our time travellers just happen to land in Tombstone, Arizona, shortly before the shootout between the Earps and the Clantons. Four episodes of horses and nooses and gunplay and dusty shot glasses are sure to follow, a feeling not diminished by the ever-present saloon ballad that kicks in right after the opening title music. And yet, much like the last historical, “The Massacre of St. Bartholomew’s Eve,” Cotton’s story manages to be not about the events at the O.K. Corral so much as about the Doctor’s belief system, all tied together with a rather clever case of mistaken identity.

Gunfighters04

For you see, the Clantons are in town, along with a hired gun, to find—and then, as these things tend to happen, to kill—Doc Holliday, who earlier killed a Clanton brother. They’ve never seen Doc Holliday before, but they know of his fondness for liquor and gambling, so they wait for their prey to make himself known in the Last Chance Saloon. When Dodo and Steven enter the saloon to secure lodging for the night (needing a break from the bedrooms in the TARDIS, I suppose), they happen to mention the Doctor. The Clantons put two and two together to get five, assuming that they mean Doc Holliday, the first time in the series that the Doctor’s moniker has put him into real danger.

Meanwhile, the Doctor has his aching tooth extracted by Doc Holliday, who has that very day opened a dental surgery in Tombstone. Holliday gets wind of the Clantons’ intentions and, more importantly, their misapprehension, and frames the Doctor, giving him a gun belt and a revolver with Holliday’s brand engraved on it, claiming the Doctor’s just not dressed right without it. When the Clantons kill the Doctor, they’ll assume they killed Holliday.

Gunfighters02

Upon entering the Last Chance Saloon, the Doctor is quickly surrounded by the Clantons. The Doctor knows his American folk history (he’s a big fan of the era, apparently) and knows he’s in a spot of bother. Despite his protestations, the Clantons are sure they’ve got the right Doc. The Doctor draws Holliday’s revolver and the Clantons’ hired gun falls to the ground, shot. Holliday took the shot from a hidden vantage point, allowing the Doctor and Steven to disarm the Clantons. But how is the Doctor, a confirmed proponent of non-violence, to survive in an era and locale where bullets, not words, solve almost all disputes?

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Counter Culture: Rounding the Corner

I’ve long been a proponent of the view that much of the pleasure derived from paper and chit wargaming comes from the physical culture of the games, from interacting with the games rather than actually playing the games themselves. Most wargames are not ready to play out of the box: they require some effort on the part of the players to prepare them, most often punching the die-cut counters out of their trees.

Unclipped Counter. The horror!

While some publishers have made great strides towards the “punchless” countersheet, notably Legion Wargames, whose “Easy Punch” counters pretty much fall out of the trees owing to some extreme die-cutting, the vast majority of counters come with a stubborn attachment to their sprues. Once the counters are punched (preferably, cut out via hobby knife), they still exhibit nibs and bits on the corners—or, in some egregious cases, along the counter sides—where they were held to the counter tree and to each other.

Take our Climb 2 counter here, from Avalon Hill/Multi-Man Publishing’s Advanced Squad Leader. These don’t come out of the Plano very often, so perhaps one could be excused for dropping this counter, with its ragged, uneven edges, onto a game board. And indeed, there is a minor schism in the hobby between those who tend to these nibs, the clippers, and those who do not. I’ve examined the reasons to clip or trim counter corners in the past, and I am unabashedly in the clipping camp, for aesthetic reasons as well as practical reasons.

My tool of choice for years was a trusty hobby knife with easily replaceable blade. I’m minimalist in my trimming, trying to strike a balance between uniform counters and taking off as little of the existing counter as possible. Some people swear by nail clippers (hence, “clipping” counters), but they’ve always taken a bit more off than I prefer, and they strike me as being a bit imprecise. And don’t even get me started on counter clipping jigs. Clipping counters should not be a mass production project, even when one has thousands of counters to process—I like to examine the counters as I clip, particularly for operational level games with much variation between units.

But, after a recent trimming extravaganza to get a game ready for a wargaming convention, I was about ready to join the non-clipping camp. Four hundred counters, four trims per counter. Blah. That’s a lot of knife work, I made some poor trims towards the end, and my fingers cramped all day thereafter. Surely a better method exists?

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Doctor Who Project: The Celestial Toymaker

I’m not sure that I like these clowns!

As we near the end of Doctor Who‘s third season, the Doctor and his intrepid companions have confronted many foes since in 1963: dastardly Daleks, malicious Monoids, tetchy Trojans, and an aggressive Animus, to name a few. So perhaps we can forgive whoever commissioned Brian Hayles to provide the Doctor with his most frightful opponents yet in “The Celestial Toymaker” (Story Production Code Y)—clowns. And also an overgrown schoolboy, characters from a pantomime, and some living playing cards.

In fairness, the notion of the Doctor meeting an immortal gamemaster, the eponymous Celestial Toymaker, who seeks to entrap the Doctor for all time as a worthy opponent, sounds quite promising. With his mind alone, the Toymaker (Michael Gough) has the power to affect the TARDIS and the Doctor himself, making him a more dangerous foe than any the Doctor has yet met. And, more to the point, the Doctor has met him before and escaped.

Screencap of The Celestial Toymaker via the BBC

While most of the stories to this point have featured lead-outs from the prior story, providing a thin narrative continuity, “The Celestial Toymaker” continues referring to the events on “The Ark” for a good portion of the first episode. The Toymaker has the ability to make the Doctor disappear and become intangible, changes taken at first to be linked the similarly incorporeal Refusians. It’s not until the Doctor realizes that he is confronting the Toymaker that he definitively dismisses the notion that the Refusians are involved:

Well, I don’t think it was the Refusians’ influence that made me become intangible. No! I think it was something here, and I don’t like the feel of the place any more than you do, but, ah, we have to face up to it. You know, I think I was meant to come here.

The Toymaker seems to have the measure of the Doctor. He realized that getting the Doctor out of the TARDIS was a simple matter of blanking the screens, knowing that his insatiable curiosity would lead him to investigate. And the Doctor, for his part, acknowledges that the Toymaker is a notorious figure who lures unwary travelers to his realm in order to trap them, for his own amusement. The Toymaker does seem to adhere to a particular set of rules, however, and he offers the Doctor, Steven, and Dodo the chance to escape, by winning his games, albeit games tilted to his favor.

A battle of wits between old foes should be in the offing; instead, we get electrified hopscotch and two episodes of a disembodied hand playing Solitaire. Oh, yes, and the clowns.

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Winter Offensive 2014 After Action Report

Another year already? Seems like just yesterday I was walking the halls of the Bowie, Maryland, Comfort Inn for Winter Offensive, the East Coast’s premier Advanced Squad Leader tournament and all-around game fest. The time between these confabs flies by, or perhaps that’s just a side effect of getting older.

Winter Offensive 2014

As ever, hosts Multi-Man Publishing put on a fine show, with Winter Offensive 2014 seeing a record 134 attendees by Saturday afternoon, eight higher than last year’s record of 126. All three ballrooms were open from Thursday’s start, and the extra initial space was much appreciated. Quite a few people were already there by Thursday evening, more than I had seen in years past. The crowd was mostly the same as ever, with familiar faces in abundance and a smattering of new (to me) players.

I started festivities with a playing of Three Crowns/MMP’s A Victory Complete, an operational-level look at the Tannenberg campaign. Chris Chapman, a long-time gaming compatriot, took the overwhelmed yet qualitatively superior Germans against my overwhelming yet qualitatively inferior Russians. The chit-draw game system felt like a comfortable fit for the situation, and we took the game almost to the end before we called it, with the Germans managing to push the Russians out of Prussia, but not enough for more than a marginal victory. Nice graphics overall on this one, though the corps colors for the Russians were nigh indistinguishable from one another in some circumstances, leading to much confusion in a system dependent upon corps-by-corps activations.

The main event (mine, at least) came on Friday, when I matched up with another of my long-time opponents, Doug Bush, in a playing of SPI’s BAOR, part of the Central Front Series focusing on operational-level battles in a thankfully hypothetical WWIII. I had the doughty British Army of the Rhine, holding the Weser River with considerable help from the Belgians and West Germans, while Doug drove the first and second Soviet echelons against my thin line. Neither of us had played the series before, but we soon got the hang of the rather unorthodox attack-as-movement system and the tracking of units’ gradual-then-sudden deterioration via friction points. By the end of the day—we put in a good twelve hours—the Soviets had achieved a substantial victory, with several more turns (and another echelon) to go. They hadn’t breached the Weser, though, so I’ll chalk up a moral victory.

BAOR

The system plays smoothly, particularly for the highly mobile contemporary forces involved. I don’t know that I’ll break this one out again anytime soon, but I’m quite pleased to have finally gotten this old gem (from 1981) off the shelf and onto the table.

For me, this Winter Offensive will probably be remembered as the year I finally broke down and played ASL again, for the first time in years and years. Regular gaming chum Mike Vogt graciously faced off against me and my absurdly dusty rule book in an all-day Saturday scenario, the Chas Smith-designed “The Shan Capital,” featuring Chinese GMD troops holding a town against Thai (!) forces in 1942 Burma. Gotta play something like that, no question, so I took the plunge back into the tactical game system. Mike held on for the victory with a very cagey fighting withdrawal, limiting me to two of the four required victory buildings by scenario’s end. I even managed a Thai hero creation. That’s a feather in any gamer’s hat.

It was good to get some ASL under my belt again. I might have to start playing a bit more—there’s a reason the system is going strong almost thirty years after its release.

No Winter Offensive would be complete without some late-night gaming. I played in fewer than usual this year, only managing one play of Sierra Madre’s Pax Porfiriana, my current card game of choice, and one of FFG’s Battlestar Galactica, a game that has become something of a cult favorite with my gaming crowd. The humans lost in the latter, coming a single jump away from reaching Kobol, but the toasters prevailed, as is their metallic wont.

My thanks to the team at MMP for another great three days of gaming. Now if only I could get three days of sleep to compensate.

Doctor Who Project: The Ark

Remember your journey is very important, young man. Therefore, you must travel with understanding as well as hope.

No sooner do we see Dodo running into the TARDIS than we see her running back out, into a jungle. In a spaceship. With an elephant. Wearing medieval clothing. (Dodo, not the elephant.) All watched over by a single-eyed humanoid creature. Paul Erickson and Lesley Scott waste no time getting the narrative going in “The Ark” (Story Production Code X), cutting from a lushly realized jungle setting to a futuristic control room, where a human judge wearing flip-flops sentences an unmindful technician to the punishment of seven hundred years of miniaturization for having failed to pay attention to a gauge. And did we mention the elephant?

Hey, look at him, then!

“The Ark” exists in full on film, and happily so. Director Michael Imison and crew put together a quite lavish studio production, with wonderful high angle shots and detailed sets. There’s a panning shot that catches a moving snake on a tree for no more than half a second—even the elephant serves as little more than a quick prop to establish the profusion of Earth wildlife contained inside the giant generation ship our travellers find themselves on. I can only imagine the effort taken to get an elephant into the studio. Careful placement of trees and doors, accentuated by weaving camera work, further provides a sense of space and dimension, allowing the setting to become a character in its own right, one arguably more interesting than the other characters we meet in this four-episode story.

Not much money for costumes after the elaborate sets

The Doctor quickly realizes that they have landed in no ordinary jungle, noting the odd combination of wildlife but mostly because, as he tells Steven, “it’s a jungle with a steel sky!” He further determines that the jungle floor vibrates slightly, but before he can explore further, he and his companions are captured by the human Guardians and their servants/slaves, the mute Monoids. A brief expository interlude fills in the gaps in our knowledge: the Earth is dying, roughly ten million years in the future, and being left “for the last time,” with all of Earth’s humans and a sampling of the wildlife on board a generation ship bound for the distant planet Refusis Two (a planet name one might expect from Terry Nation). Most of the humans and Monoids have been miniaturized for the generations-long journey, due to be completed in seven hundred years.

For so advanced an era, though, much knowledge has been lost through war and general decay. Rather than using some form of automation, the few non-miniaturized humans who serve as the giant ship’s crew rely on the Monoids as servants, even though preparing food takes little more effort than dropping a pill in water. They know little about the planet they’ve set their sights on colonizing, and frankly plan on annihilating the indigenous inhabitants on landing if they put up a fuss.

Curse of the Fatal Sneeze

Not very advanced, then—more caretakers of tradition than technology—but still, all seems well and good. The Commander of the spaceship, which Dodo christens the Ark, seems content that the Doctor and friends mean no harm, despite some misgivings by the Deputy Commander, and our intrepid adventurers about to return to the TARDIS when Dodo sneezes. And causes a plague.

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