Mark Herman's Wargaming Blog
Saturday, 25 April 2020
COVID Diary #1
Now Playing: Pacific War
Topic: Design Diary
It has been a long while since I used my blog as a design diary, but with the COVID sheltering in place I find my self on another step in my life's journey. While I never thought I would be in this circumstance, I suspect I am not alone here.
For this reboot of my blog I thought I would begin by focusing on Pacific War. Pacific War was originally published by Victory Games in 1985. I was 31, a new father, and running a game company in NY. Now I am 65, a new grandfather, and running my game design company in NY. When you think about it that is a long way to go just to republish Pacific War.
Here is a few key moments in the Pacific War reprint saga that began on 6 February 2009 when Kurt Shilling signed a contract to bring this back into print. For a variety of reasons this relationship ended amicably and I moved on with my life. Then NUTS approached me to pick this up and we duly signed a contract on 20 December 2013 that recently terminated for reasons unknown. Truth be told republishing Pacific War was never a priority for me, but after 11 years of messing around with it I decided that I needed to bring this chapter of my life to a close.
I called up Gene Billingsley and asked him if GMT was interested. He instantly responded yes and to make a long story longer, on 23 April 2020 Pacific War went up on the P500 and in less than 6 hours it made the cut. So, thanks to all that supported this old design of mine and now I know what I am doing for the remainder of my COVID shelter in place phase.
Of course I was instantly asked what is going to be different and this is what I wrote:
Map: In the internet world someone will be unhappy about anything. The sample map is the actual map that will be printed with some minor corrections and typos.
Counters: The art for the counters is mostly complete. I have to make an inventory on the markers (several new ones) and sort all of that out.
Rules booklets: There will be three rules booklets. While the original rules were set up for a learning process they are annoying to find stuff in once you know how to play. This time there will be an Engagement Rulebook for beginners. A Battle Rulebook and a Campaign/Strategic rulebook. Each booklet will be complete and not reference the others. Right now I am reordering the Campaign/Strategic Scenario rulebook to conform to the Sequence of Play with a proper index. I am reworking all of the words, not changing the design, but once you reorder you have to reconnect everything. This is about half done, but that will take a bunch of time. Once this is done I will send it over to Markus to evaluate and then create the other two booklets along the same model.
Changes: The game comes with two mounted boards and one smaller unmounted map that covers what use to be the A map extended scenarios. This should make almost all of the Campaign scenarios one map affairs.
Rules: I foresee no changes to the charts and tables. After 35 years of playing it I think they generate repeatable historical results. However there are a few systems that are being amended.
Subs: Now uses patrol areas and allocated submarines based on a historical movement model. Think Torpedo Alley, the more subs the more chances that something will happen. ASW is also revamped into this new system.
Ground Activation: When you activate ground units you get a number of moves equal to the number of weeks of the offensive. So a two week operation gives you two land moves per unit. Of course any poor combat results still deactivate the unit.
Penalty Time: This is still in there, but once you go beyond a few cycles all units are sent back to a base with penalties, so no more extending an operation indefinitely.
OB: Revamped OB as I might have read another 100 books on this topic in the last 35 years. All of the air units now will have historical designations. I had a detailed air command system that was just too much work so, you still have 1E, 2E set ups at least the counters are less generic looking.
New Scenarios: Each scenario is being looked at for accuracy. The big change is I have a stronger idea of what was happening in China. There will be new China scenarios which I am working on right now. I now have a Nationalist Chinese OB that is less wrong than what I had in 1985, but its getting there. In addition Markus has created a number of one year strategic scenarios, so while I believe that the entire war is a once in a lifetime experience that is worth missing, at least you can see it set up in all its operational glory.
When? Please do not ask when this will be available (...are we there yet?). I will finish all of the work this calendar year to include art production etc. At that point it is up to the COVID situation to reopen supply chains, backlogs cleared and such, so I have no idea when it will actually get printed, just that I will be done by the end of this year.
There will be much more to come, my plan is to write update this diary once a week so I and whoever reads this can track this projects progress.
Posted by markherman
at 10:24 AM EDT
Thursday, 2 November 2017
Design Diary 2017
Topic: Design Diary
I realized that I have been so busy that I have not posted in a while. I will try and be more regular, but I thought I would catch up on things in what has become a very busy schedule.
Since Churchill was published I have gotten a few other titles out there.
in c3i magazine I have published with Rodger MacGowan
Plan Orange (https://www.boardgamegeek.com/boardgame/190232/plan-orange-pacific-war-1932-1935)
South Pacific (https://www.boardgamegeek.com/boardgame/213648/south-pacific-breaking-bismarck-barrier-1942-1943)
My major release in 2017 was Pericles (https://www.boardgamegeek.com/boardgame/199904/pericles-peloponnesian-wars) that I am very excited about as I find that I really like playing it solitaire with the included Phormio 'Bots.
I also currently have in production Fort Sumter (https://www.boardgamegeek.com/boardgame/229956/fort-sumter-secession-crisis-1860-61) which should see the light of day in the 1st Q of 2018.
Of the many designs that I am working on the next up is an expansion for my COIN co-design (Volko Ruhnke) Fire in the Lake, tentatively titled: The Fall of Saigon.
That should catch things up for now, I will make a more substantive post after I get back from an out of town trip.
Thanks for reading,
Posted by markherman
at 12:30 PM EDT
Saturday, 20 June 2015
Studiolo Designs Update: June 2015
Topic: Design Diary
Studiolo Designs has just completed its first year of operation and I find myself at a good transition point. I thought it would be a good time to review the recent past and talk about what’s next.
My very enjoyable collaboration with Volko Ruhnke yielded gold, well at least it looks gold, from Boardgame Geek when Fire in the Lake won best 2014 wargame. Thanks to all who supported this title.
I also am very appreciative for the support shown by the tribe in getting all of my GMT CDGs back into print. While Washington’s War and For the People are more or less straight reprints, Empire of the Sun 2nd Edition is the same design, but with significantly upgraded components and concepts such that it is the next evolution of this design. Folks should be receiving this one at their doorstep soon as it is being organized as I write this for the P500 orders in Hanford.
Then there is Ribbit: the jump, move, and block game that I self published and produce with my wife. I would have published this through GMT but it is such a departure from anything else that I have ever done, I thought it would be easier to self publish this little design of mine. Check out this 4 minute video where you can learn how to play the game:
It takes about 1 minute on your own or 4 minutes watching the video to learn how to play and the rules, all of them are printed on the plastic board (yes plastic). The pieces are wooden meeples and discs, so it is quite durable for outside play. I have found that it is like a Disney movie. Kids like it and the adults also like it, but for different reasons. Many of my friends kids (7 years old, some younger) will go off for an hour and play amongst themselves without any adult supervision instead of using the internet or watching TV. Consider that the next time you are looking for something to do with your kids on vacation or a quiet weekend afternoon.
Lastly, there is Churchill. I have one of the few copies available, which I will be bringing tomorrow to the Consimworld convention in Phoenix. I am very excited about this title, but as always it takes a village. As many may know there were two versions of Churchill that beyond the title and time period bear no resemblance to each other. I would like to acknowledge John Leggit and his group of testers, whom I do not have names, as more than a year has passed since I scrapped that version. I will of course send them free copies, but I thought it would be appropriate to acknowledge this group publically.
Then there is the game that has been published. Check out the credits in the back, but particular mention goes to Wendell Albright, Gordon Pueschner and David Dockter plus their entire 1st MN crew out in Minneapolis who were the bulwarks of the testing plus my rules editor Steven Mitchell who raised the rules to the next level. As always I am truly advantaged to have the talents of Rodger MacGowan, Mark Simonitch, and Charlie Kibler to make my crayon drawings into works of art.
One interesting dimension of the last couple of years has been my effort to supply instructional videos for my designs. Upon review I was surprised that my feeble efforts had risen to a dozen videos covering a range of strategy and instructional topics. Of course there are also the unboxing videos where you get to hear me act like a kid in a candy shop when I get a game shipped to me from Hanford.
In case you missed any of my videos here is a list, with links:
Churchill Unboxing Video
Empire of the Sun Solo Tutorial
Empire of the Sun 2nd Edition Unboxing
For the People Strategy Video
Fire in the Lake Unboxing Video
Fire in the Lake Tutorial
Empire of the Sun Wargame Opening Hand Analysis
Empire of the Sun December 41 pt 2
Empire of the Sun December 41 pt 1
Empire of the Sun Opening Strategy
Ribbit: the Jump, Move, and Block Game
So, what’s next?
Right now I am working very actively on several games. First up is Plan Orange, which is Empire of the Sun set in a 1932 scenario. It is going to be published in c3i magazine with artwork by Mark Simonitch. This one is almost finished and I will be turning it into production next month.
The next major design is a sequel to Churchill, titled Pericles: The Peloponnesian War. While this new design uses the conference/issue mechanic from Churchill, it is a different beast in most ways. Those who know me know that I make the design fit the situation and not the other way around. The genesis of this design goes back to an unpublished variant of my earlier Peloponnesian War by Victory Games. If you want to see the first draft of the playtest map, check out the Churchill Unboxing video and you will see it in the background.
In this retelling of the war the game pits two teams of two against each other representing the Athenian and Spartan, governments plus there are ‘Bots controlling Corinth, Thebes, and Persia. The two player teams each represent two factions from the respective cities. For a player to win, his city state (Athens or Sparta) must win the war AND you must be the player in charge of the government that turn. The two player teams interact using the Churchill conference mechanic with some interesting twists that make it a very different experience from Churchill. Of course there will be an option to play solo, two, three, or four player. Anyway I will publish more on this title as I move closer to a full up prototype.
The next title is the War is Hell a four map American Civil War operational game. This one is in active development, but it is a huge undertaking and it will take a while until I have gotten this one into playtest shape. The good news is I have solved all of the design issues that I was wrestling with, so now it is a matter of research and rules writing until I have things ready for testing.
Last on the list for now is Sun Tzu a CDG set in the Chinese Warring States period. James Pei has finished the basic research and I am significantly revising the design, so this one is on the horizon and should move faster than War is Hell just due to the smaller size and time investment to get it up and running.
Well, I think I will leave it there for now… more to follow later this summer. Until then…
Posted by markherman
at 5:58 PM EDT
Sunday, 8 February 2015
Churchill, RIBBIT and more... 2015 is off to a roar...
Topic: Design Diary
Happy 2015... here is what I have been up to since my last blog post:
If Churchill was a ship launching, we have hit the hull with a bottle of champagne and we are fitting it out. As I write this I just sent Mark Simonitch the final counter corrections and all of the cards, map, etc. are in final form. For those who like to clip counters you will be disappointed as all of the counters punch out individually with rounded corners. The last thing to do at this point is finish the final edit of the rules and this one goes off to the printer allowing me to move onto my next project. Watch Gene's GMT update for shipping dates.
RIBBIT: the Jump, Move, and Block game
My first self- published game is a deceptively simple classic strategy game whose closest cousin might be checkers. I have been testing it for a couple of years and since it was so different from anything else I have ever done it only made sense to publish it myself. The game takes about five minutes to play, so my experience is folks play out several matches in one sitting. It should take anyone who reads this blog about one minute to learn or you can go over to You Tube at the following link where you can learn to play in less than 4 minutes:
If it strikes your fancy you can find the game for purchase on Amazon at:
It has a DTP mounted board (8.5x11") with 16 wooden pieces (no counters). My young nieces and nephews play it all of the time yet it still generates tight competitive play amongst adults. It also has the virtue of being very light, so it travels well. All profits for the first thousand games are going to a charity for disadvantaged children. Lastly, if you do get a copy, please post reviews, as I have no advertising budget beyond what I can post through twitter and the various game forums.
FTP, WW, EOTS Reprints
What do you get if you cross the famous Brando movie, "On the Waterfront" and Otis Redding’s, "Sitting on the dock by the bay"? You get delayed shipping of reprints coming from overseas. The good news is the reprints for FTP and Washington's War plus a few others are done and somewhere on the US West Coast. The bad news is port delays are slowing things down, so hopefully we will all have our reprints sooner than later.
The good news is the 2nd edition of Empire of the Sun is at the printer, so without any shipping friction we should all have our copies by the spring. I am very excited about the solitaire system that comes with the second edition. I think it will allow folks to climb up the strategy learning curve more quickly. Expect to see the 2nd edition at the WBC tournament.
The reprint is in the graphics phase. I have one of the two maps and hope to see the second one shortly. All of the counters have been redone into their new format and they are gorgeous. Once Olivier completes the new graphics for the game the pace for finishing the rules will pick up. I do not have anything approaching a shipping date other to say that real progress is being made and after 30 years I am focused on getting it right not going faster.
War is Hell
I recently set up one of my favorite Napoleonic battle games, GMTs (Berg Billingsley) Battles of Waterloo. The reason I bring it up is I rediscovered an old brochure that talks about a large Herman/Berg ACW game, so here I am talking about this game 20 years later. The short answer is some research progress has been made, a map exists, and their is a set of rules, but progress is slow given my other projects. Just know, that this one will see the light of day, but dawn is a bit off.
I am in the early days of my design for a tactical WWI system. The focus is on the early career of Rommel as described in his book 'Attacks'. The first game of this series will feature scenarios that cover the western, eastern, and Italian fronts. Look for information on this new title in future blogs.
My good friend James Pei has done some awesome research on the Warring States period and I am starting to integrate that information onto the extant card set and work it into the scenarios. The v1.0 system exists, but I am now in the process of streamlining the design, while deepening the period theme. Look for more information as this title progresses.
I think I will leave it there for now, but very excited to see Churchill heading to the printers, Empire of the Sun at the printers and anxious to see how RIBBIT is received by the gamers.
Posted by markherman
at 7:10 PM EST
Thursday, 24 July 2014
Studiolo Designs Situation Report, July 2014
Topic: Design Diary
I have not posted in a bit and I wanted to catch everyone up on where I have been over the last couple of months and where I am going.
Since my last post the Empire of the Sun reprint has been on the front burner. One of the perennial WBC champions, Antero Kuusi, stepped up to re-write the rules to make them more accessible. I want to say he has done a fabulous job in reorganizing and rewriting many of the trickier sections. While EotS is still a very intricate design I believe that he has lowered the barrier to entry for those who want to get involved. Backing him up is a crack team of editors drawn from the elite staff players on Consimworld who have been playing the game continuously since its publication almost a decade ago. Besides the rules rewrite I have incorporated a few of the more important c3i variants into the core rules, so there is a lot to like about the reprint rules.
On the card front, about 60 of the 160 cards have had a rewrite to incorporate FAQ questions and I took the opportunity to insert a bit more history into the game with new bonuses on many cards that were not in the original. A good example is the small naval force that was under MacArthur’s command is now incorporated without any extra rules. MacArthur’s navy allows an Army activation of one non-carrier naval unit while under ISR. The rest of the new bonuses I will leave as a surprise.
The counters are almost unchanged except we added many of the c3i mnemonic counters that the team have found useful plus I renamed a few counters to give each counter a unique name so instead of BB Kongo 1 and BB Kongo 2, we now have BB Hiei and BB Kongo.
Probably the most interesting dimension of the reprint is the incorporation of the Card Driven Solo System that is based on my experience designing the US ‘Bot for Fire in the Lake. Essentially I am writing a Japanese and Allied ‘Bot for EotS. When I told Mark Simonitch what I was doing he wrote, “you’re crazy”. While that may be true it works. I learned a long time ago that if you tackle the hardest problem last, you end up solving lots of small issues that do not add up. To avoid this pitfall I started by building the logic for a non-player Japanese opening. My current version captured Malaya, the Philippines and the DEI plus set up a defense perimeter in 9 cards. Not to bad… The way I see this working out is you will have the option to play the Japanese, play the Allies, or what I like best is start as the Japanese with a non-player Allied side. When the Japanese have reached their apogee switch sides and become the Allied player against the Japanese ‘Bot. This way you are always on the attack. So, far I have finished the version 1.0 Japanese opening logic, with much more to do before this is fully up an running.
Now what you will get in the reprint is the version 1.0. It will not perfect but I am looking at this as a work in progress. I will do the first cut, put it up on line with a template and the EotS tribe can continue to improve and develop it. That’s about all I have on the EotS reprint other than a few minor map improvements to handle the revised India surrender procedure and a couple of nits. All that is left is to proof the revised rules layout, which I should see shortly.
The other big activity has been Churchill. The game is now in blindtest and I would encourage you to go to the BGG Churchill page to see some interesting videos, one that features my beautiful wife who teaches you how to play. The playtesters have been very engaged and I am getting very positive feedback on the game experience. The early playtests showed a VP bias against Stalin that has since been rectified and the most recent games have all been very close whereby one change in a countries status or winning one more conference would have changed the winner. I have just rolled out the final conference cards that bring in the remainder of the history and some chaos. The chaos comes in the form of government in exiles having an imbroglio. Just picture a petulant DeGaulle causing all sorts of problems.
Once again under the category that you can teach an old dog new tricks, based on my recent Fire in the Lake experience with the ‘Bots, Churchill now has a Churchill, Roosevelt, and Stalin ‘Bot. I have been playing the game in zero player mode just watching the ‘Bots beat each other up. It was a close game. I have also been regularly testing with my wife most recently using the Stalin ‘Bot who managed to win the opening conference, very embarrassing. With the solo ‘Bot mechanic pioneered by the COIN series, you now get to play against me when no one else is around.
I would say that this one is just about done and I should be sending it into the production team in September.
On the I get to have fun front, I have been having a good time play testing Mark Simonitch’s Civil War game. Its DNA is Eric Lee Smith’s Civil War game after a one night stand with For the People, as interpreted through Mark’s lens on the war writ large. Great fun and good history that I predict will be an instant classic.
In the midst of all of this I received one of the first finished samples of Volko’s and my Fire in the Lake COIN series game. It looks amazing, so I have played one campaign game (ARVN victory) and I have another going as I write this. I am looking forward to getting in a couple of games at WBC with the published components in a couple of weeks.
On the ‘what’ comes next category, is the redesign of War is Hell. This is a four map monster game on, wait for it, American Civil War. I finished this design over 5 years ago with some additional work done by Richard Berg, but now its time to bring it all to closure. The basic system is a chit pulling system that represents logistics being built up at various locations. When your general has enough supplies he can be activated to perform a variety of operations. In addition you can apply some political capital to add a push if your general has the slows. The combat system is based on detailed casualty and performance data on all of the battles, leaders, and campaigns and seems to do a really good job at replicating the tempo and losses of the war.
Copying from my Pacific War experience, while the game has a master campaign game its main focus is a multitude of scenarios covering all the important campaigns and battles of the war. So, while it looks like a monster game its really a ACW operational series all in one box. For the research I have an intern working on something that just does not seem to exist, a comprehensive timeline of when every regiment mustered in and out for the entire war. Once this is accomplished I will start the campaign scenario, but right now I continue system work using the Gettysburg Campaign of 1863.
Speaking of Pacific War, it is moving along nicely for its reprint. The most noticeable change will be the beautiful graphics being done by Olivier Revenu. A major order of battle change inspired by EotS is we have dispensed with unnamed air units and now have a comprehensive air order of battle, same system, but now instead of a 1E-L2 Land based air unit it’s a 1E-L2 Tainan air group. It may be cosmetic, but it really improves the game narrative. The reprint will also feature a totally redone submarine mechanic (think patrol areas) and has incorporated the best thinking of its devotees from over these last 35 years. Really! this game was published 35 years ago… best not to think about it.
Also, Sun Tzu continues to continue through its design phase with a new map from James Pei who is now focusing on the event cards. All of the research in this game comes from Chinese sources, so the pace is being set by translation throughput. All is going well as we try to bring to your gaming table details on the Warring States period that is poorly represented in English sources.
To close this out I am just starting to ramp up my reading on the Peloponnesian War. The next game using the Churchill system will by Pnyx: Political conflict during the Peloponnesian War. The game will be playable with 1-8 players, so I am really excited by the possibilities.
Well that’s it for now; I am going back to writing the next version of the Churchill rules.
Posted by markherman
at 3:25 PM EDT
Friday, 6 June 2014
Studiolo Designs in Progress Report
Topic: Design Diary
Here is a quick rundown on the goings on in my current designs.
This one is really looking good. I have had a number of playtest sessions, most of which have been posted on the web. At this point the design portion of the story is more or less complete. The rules are complete and things are ready to roll forward as soon as I get in the professional playtest map that Mark S. is working on. Once that has happened I will be going into public testing with a few select groups.
At this point it is about game balance and generating the solo version of the game. My plan is to use some of the tricks I learned from doing Fire in the Lake with Volko whereby each of the three sides will have a solo persona. When you play solo or with 2 players, the non-player sides will use the solo personas.
The players represent themselves in the guise of Churchill, Roosevelt, or Stalin. Based on your persona you have a special ability, a vulnerability, and a national characteristic. For example Churchill and Roosevelt are better than Stalin on Global issues, such as the U.N., but Stalin is better at clandestine issues. The British have superior staff work, the US Arsenal of Democracy wins all ties, while the Soviets are good at being disagreeable in debate. When you use yourself you have to check against your vulnerability. Roosevelt may die and be replaced with Truman, Churchill can have a heart attack, and Stalin might get paranoid and intimidate his staff. These characteristics are based on your personas historical narrative. You are supported by a staff of personalities as represented by your staff deck. Each card represents an individual senior leader with a value, 1-5 and an attribute. A staff attribute increases or decreases their base value as determined by the issue you engage them on. So for example Bill Donovan of OSS fame is normally a 2, but a 5 when he is used on pol-mil (clandestine) issues. Some attributes are situation specific and sometimes like Admiral Pound, they die of natural causes or in the case of Vatutin from a partisan ambush. Beria sometimes executes one of his comrades that should make the point that these are not just cards with values but personalities with quirks and abilities that need to be considered for maximum efficiency. At the beginning of each conference the player draws a hand of seven cards from a deck of 21 staff cards. Before you ask you start every conference with your 21 cards.
The game play breaks down into four basic segments. For each conference the players first generate the agenda by picking issues that will be discussed at the conference. The historical conference often puts an issue on the table, such as during Quadrant the historical discussion around Yugoslavia puts a pol-mil issue onto the table. The players each conference will generate an additional seven issues, so a big piece of your conference strategy is around what do you want to talk about.
Once the agenda is chosen play proceeds literally around the conference table display with each player playing a staff card and advancing an issue toward their position as represented by the chair you and your meeple equivalent are sitting in. Each player in turn can debate the issue by playing a staff card that either reduces your argument or could be strong enough to reverse it. A key Soviet tactic is to be disagreeable (debate).
Once per conference your persona can weigh in directly. As a head of state you cannot be debated, but one of the other heads of state can take you aside in a tete-a-tete and neutralize you. Given its a 3 player game, having two leaders neutralize each other is often an opportunity for you to carpe diem on an important issue.
Once all of the staff interaction is concluded the player who won the most issues is awarded some VPs and the post conference implementation portion of the game begins. For each issue won by a player there are actions that are taken that directly impact the war (offensives and naval support) plus clandestine support for partisans that directly impacts the political alignment of countries and colonies. Off to the side is the US-UK Manhattan project and Soviet efforts to penetrate its secrets. Winning a Global issue alters the rules of the war.
The last portion of a conference is deploying Axis reserves to the various fronts and then determining how the war is going. This is done with a simple mechanic that equates the current strength of a particular front based and how much Axis resistance it is encountering. Play proceeds until either the Axis surrender or the players have completed the tenth conference with victory awarded to the player with the best overall conference performance, military performance, and political position on the map, plus a few situational bonuses that reflect national priorities.
The game has three scenarios. The short scenario is the Race for Berlin and comprises the last three conferences, playing time seems to be around an hour. The medium scenario is D-Day covering the last 5 conferences with playing time around 2 hours. Then their is the Road to Victory covering all 10 conferences.
As I said earlier I am really addicted to playing this one, but due to sportsmanship I keep having to play Stalin and its making me cranky and in character. The players are reacting very favorably to the conference mechanic metaphor and my long term plans for this system is to do a series of Power Politics designs along these lines. You can expect to see Versailles: 1919, Metternich (post Napoleonic era), Lincoln, a real ACW political game, King George III (American Revolution), and Pynx (Athens and the Peloponnesian War) plus I have a Science Fiction version in mind. More to follow as playtesting proceeds.
Sun Tzu (the Warring States Period in China): This one has been in design for over 4 years, but I finally have the time to devote to pulling the seven versions of the game into the one that I have currently on the table. I am fortunate to have several wingmen on this one to include Robert Ryer of VG fame, Rich Phares an experienced commercial designer, and James Pei all star gamer but more importantly the native speaker who is doing all of the primary research in Chinese. This will be my fourth CDG with some new mechanics focused on delivering a great deal of historical narrative on a subject that is poorly documented in English. You will learn who the Robert E. Lee's of China was and the origins of the famous parables as you try to unite China under your rule. The game will come with 2, 3, 4, 5, and 7 player scenarios covering all of the major portions of the Warring States period in China.
War is Hell (aka Big ACW): This one has also been kicking around for a while. I finished the basic design on this one over 5 years ago, but it is now back in my court for the duration and I am taking a fresh eye to the whole project. Do not expect this one for a bit as a great deal of research needs to take place while I beat the design into shape. More on this at the end of the summer.
Pacific War: This one is moving along nicely. I have seen many examples of the new art and I must say that the new map will blow people away. Playtesting continues mostly in Europe, but expect this one to stay on schedule.
I think that is where I will leave things for now... more to follow.
Posted by markherman
at 4:59 PM EDT
Tuesday, 13 May 2014
Churchill Redesign Complete
Topic: Design Diary
Design Diary Entry: Churchill
Well I must say that I am thoroughly enjoying being a full time game designer again. I can now do in one day what it took me a month of Sundays to do. So, what have I been focusing my time on? Churchill...
I am very happy to say that the new version of Churchill is completed and I am very happy with the result. My metric for when a game is ready for prime time is when I am addicted to it and I have now crossed that line. While I was a big fan of the first version I felt that it was a good game but not good enough. So, what is the redsigned Churchill about?
Like many of you I really enjoy playing strategic World War II games. After designing Empire of the Sun I wanted to do a WWII game on Europe, but when I surveyed the landscape I noticed that while the range and perspectives represented in the designs were very diverse they all focused on the same narrative. Of course that narrative is the historical one, but it generally works out to the following. Germany invades Poland, there are lots of political rules to accommodate the Soviet-German pact with conditional rules for how the various minor countries enter the war leading up to Germany's invasion of the Soviet Union. From a game point of view as the Germans you either knock out Britain or the Soviet Union for the win, or failing that try to beat the historical clock. All great history and wargame fun, but the same story told through different lenses. Not a bad thing to be sure, but I was looking for a new view.
The game that had not been done was how the war ended and led to the east-west confrontation now known as the Cold War. What I became fascinated by was when did the Allies realize that the war was won and their focus on what came next begin? As I noodled how I would do such a game I saw a really interesting set of documentaries on one of the history channels. I forget how many parts it was in, but it explored the bilateral relationships between Churchill, Roosevelt, and Stalin. The most interesting episode was the one describing the relationship between Churchill and Roosevelt. I knew they had disagreements on strategy and policy, but it appeared that as the war headed toward its conclusion those disagreements became more pronounced. This was the missing piece of my intellectual design puzzle.
As I read more on the conferences and negotiations between the Allies the war broadly broke into four pieces. The first was what I will call England stands alone. In this phase of the war the Germans do their blitzkrieg thing that I suspect is the subject of more games than any other topic. Then there is the invasion of the Soviet Union, Americas entry into the war, followed by the road to Berlin. What I realized was that sometime after 1942 it became evident to the Allies that they were not going to lose the war. While there was a great deal of struggle and pain to come, the political dimensions of the peace to follow began to impact military operations. This is where my Churchill design begins...
Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.
The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).
The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered counties and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.
Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.
If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then tthe winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender.
As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...
Posted by markherman
at 10:31 AM EDT
Tuesday, 15 April 2014
Topic: Design Diary
Much to report. Now that I am officially self employed I have begun to design again in earnest. My book and game library (close to 200 boxes) has now moved. With that in my rear view mirror I am finally establishing a new routine of work and exercise.
I am starting a new company; Studiolo Designs
To be clear, this is NOT a new publishing company. My intention is to use it to house my designs that will be published through a growing list of established companies. The concept is that of a studio workshop along the lines of Renaissance Italy Florentine practices.
The current 2014 release schedule is as follows, subject to change.
April: Hoplite (GMT; with Richard Berg), this one is actually shipping and I have a copy, looks awesome.
May: Desert Fox (Shenandoah Studio; with Nick Karp), in final software testing. I find the game addicting. I have to play less of this and design more.
June: Fire in the Lake: Insurgency in Vietnam (GMT; with Volko Ruhnke), this one is complete as of this Friday. My hope is the printing and shipping go smoothly, but in either case I predict it will be available no later than July.
Churchill; this one is looking good. I have decided to focus the game more on the Allied interaction during the conferences and simplified the war fighting portion of the game. That effort is just now kicking into high gear again after all of the delays imposed by recent life events (retiring from corporate life).
PacWar reprint: NUTS publishing
This one is well along the way as it was originally delivered to MMP and is now moving along with a new publishing team and developer; Marcus Stumpter. I do not have a schedule as that is up to NUTS to determine, but sooner than later.
Empire of the Sun reprint: GMT
This one is a major labor of love. See the various posts on BGG and Consimworld regarding what will be in the reprint, but this will be a cherry on the sundae reprint. Working on integrating the FAQ into the rules. No design changes although some of the c3i variants will find their way into the package. Check out my videos on how to play the game, but this one has a shot for the end of 2014.
For The People: GMT
I haven't started this one yet, but there is almost nothing to do on this one and it should also see the light of day by the end of 2014.
In preliminary design
France 1944 reprint: ConSim Publishing; I am not sure that this has even been announced yet, but John Kranz would like to get this one back into print. I will be revising the combat and supply systems.
Sun Tzu: Chinese Warring States; this one is a collaborative effort between myself, Robert Ryer (of VG fame), Rich Phares, and James Pei. James' fluency in Chinese has opened up the research on the period. This will be a CDG with multiple scenarios for 2, 3, 4, 5, and 7 players and a solo option akin to Volko's COIN series non-player bots.
There is one other project that the publisher has not announced yet, so I will hold off until they do.
In early research
Peloponnesian War: My thought here is to do a two in one design. The box will contain a revised version of my original VG design, but will also come with a new CDG design on the same topic. This one is a ways off with much in front of it. The main effort is I am re-reading all of my books on the topic, starting with Thucydides.
Spanish American War: Still working on who the players are and how they interact with each other. Currently the players are both American representing the pro and anti war factions. The anti-war faction player gets to move the Spanish forces as of now.
Battle of the Cold War: Now that I am no longer working as a Defense consultant I can now do games that go beyond Vietnam. I will probably start with Vietnam, but I plan on using a streamlined variant of my Flashpoint: Golan system to cover all of the major operations of the Cold War in the Middle East, South Asia, SE Asia, and Africa.
Non-Wargame Designs: I have a few designs that are not wargames. One is based on the horror genre, historical themes, and an abstract strategy game akin to Othello. We'll see how these develop as designs going forward.
More to follow...
Posted by markherman
at 8:59 AM EDT
Friday, 15 November 2013
Refocus on Game Design Career
Topic: Design Diary
I wanted to begin a dialog, probably with myself as I have little to no evidence that anyone reads my blog, that I am going to once again become a full time game designer starting next year. As a consequence I am starting to ramp up my production schedule which should take about a year to fill up before the games begin to flow into the market. I will begin posting future projects and thinking as things develop and if you have a view please feel free to reply.
The futures so bright I have to wear shades.
Posted by markherman
at 1:55 PM EST
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