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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Rainmaker Redux

The Washington, DC, area finally got rain yesterday after a very dry July. You’re welcome.

Downpour in the Lights on flickr.com by Cathalain Carter via a Creative Commons Attribution-Non-Commercial license.

For you see, I, along with two brave compadres, went to the baseball game between the Nationals and the Cardinals last night, triggering the deluge, just like we ushered in the serious rain this past May by going to a game. And this game, a 4-1 rain-shortened win for the Cards, was the make-up date for that game.

Sitting in the right field upper deck, under the overhang, we watched the rain stream down in sheets, steaming as it hit the large banks of floodlights (notice all the water imagery here?). Frankly, the rain provided a more enjoyable experience than the baseball, but we can’t really complain, as we went to the park twice on $10 tickets.

So, for the price of a ticket and some cash for concessions, I’m available for all your rainmaking needs.

(Image courtesy of Cathalain Carter via a Creative Commons Attribution-Non-Commercial license.)

Doctor Who Project: The Aztecs

What’s the point of traveling through time and space if we can’t change anything?

You can be forgiven for thinking that John Lucarotti’s “The Aztecs” (Story Production Code F) is about the Doctor and his companions’ adventures amongst the Aztecs. An understandable mistake, because it’s about the Aztecs as much as Moby Dick is about a whale. Which is to say, yeah, of course, but not really.

No, “The Aztecs” is Doctor Who‘s first real examination of time travel and its limitations and potential paradoxes. The Aztec setting is really just window dressing, both scenic and moral, in this story, with endless parades of Aztec warriors processing back and forth whenever Barbara, mistaken for a reincarnation of Yetaxa, an Aztec High Priest, needs to go anywhere, and the issue of human sacrifice serving as the focal point in the Doctor and Barbara’s struggle about whether or not to intervene in history.

Not Barbara. Yetaxa.

The action in the story revolves around the TARDIS materializing in an Aztec tomb with a one-way door that all of our intrepid time travelers manage to go through. This device of rendering the TARDIS inaccessible has been used in every story to date, save “The Edge of Destruction” and “The Daleks,” where the TARDIS was inoperable instead, a narrow distinction. Thus far in the series, the writers have not developed a story where the Doctor would want to stay in the setting and resolve the plot’s convolutions, and “The Aztecs” begins to give us some background about just why the Doctor doesn’t wish to meddle.

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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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Who Watches the Re-Watchmen?

Early 1950s Television Set on flicker.com by gbaku via a Creative Commons Attribution-ShareAlike license.

It’s not enough for a science fiction fan to view a favorite movie or series, or read a favorite novel, once. The whole notion of fandom involves repeated and extended interaction with the object of our notional obsession. The repeated engagement with a work of science fiction, in any medium, is not unlike any form of literary or cultural study. We re-read, or re-watch, in order to better understand the object we are studying.

Re-watching or re-reading is not simply summarizing; to re-watch is to examine a part with knowledge of the whole. Sometimes this task reveals continuity errors or plot holes; other times, re-watching reveals nuances planted early in a series that only bear fruit much later in the future.

While the whole prospect of re-reading or re-watching science fiction is nothing new—the fanzine has been around about as long as the genre itself, and parodies of devoted re-watchers raising continuity questions feature prominently in any portrayal of science fiction fandom—of late, several science fiction re-watching efforts have been undertaken online.

In addition to my own Doctor Who Project, two other groups are working their way through the numerous Doctors, including The Doctor Who Mission, a group project trying to tackle a story a week, and The TARDIS Project, which is revisiting not just stories but individual episodes within each story.

One of the problems with Doctor Who re-watching in general is the difficulty in finding all of the stories. Besides the much-lamented loss of more-than-a-few episodes by the BBC, the entire existing run of the series is not yet out on DVD, leaving dedicated re-watchers who have no desire to acquire the missing stories via peer-to-peer solutions to scramble about at library sales and online auction sites to find VHS tapes to undertake the task before they stop making VHS players.

The glee of finding some repeated trope or following the evolution of a phrase in a series is well worth the effort required to track down all of the damn things, though.

(Image courtesy of gbaku via a Creative Commons Attribution-ShareAlike license.)

Doctor Who Project: The Keys of Marinus

Now, now! Twist the dials!

The First Doctor and his companions, having left China behind, find themselves once more at the mercy of the wonky time mechanism in the TARDIS, arriving on a glass sand beach surrounded by acid seas. Over those seas and far away are the titular Keys of Marinus, four of which this fab foursome will be coerced into finding.

Much like the preceeding “Marco Polo,” Terry Nation’s “The Keys of Marinus” (Story Production Code E) is a sweeping epic of a story, stretching a simple “fetch and carry” plot over six episodes. Four Keys must be found, each in a different location on the planet Marinus and each accompanied by a different type of story. Finding the first Key involves psychological suspense, with a struggle to separate reality from illusion. And there are brains in jars.

Doctor Who 005 (1964) Hartnell - Keys Of Marinus4 on flickr.com by Père Ubu via a Creative Commons Attribution-NonCommercial license

The second Key is in an overgrown laboratory with violent plant life, and in finding it, Ian and Barbara undergo a horror-type encounter with eerie whispering from creeping vines. To find the third Key, Ian, Susan, Barbara, and two new helpers run around a frozen waste in an action episode, fending off wolves, a burly trapper, and ice warriors who come to life when heated up. And the acquisition of the fourth Key requires solving a murder mystery that is nowhere near as puzzling as the very awkward jump between episodes four and five, when we go from Ian escaping the trapper’s hut to Ian being knocked out in a vault with no explanation.

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