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GAME
NOTES FOR ITALIAN CAMPAIGN & EAGLE DAY
promo piece by Laurence Rusiecki
ITALIAN
CAMPAIGN was designed with the concept of creating a playable
game covering the entire Sicilian and Italian campaigns. The
first consideration was the true nature of the campaign. Once
the Italians had surrendered, Italy became a sideshow with the
main event upcoming the following year in the Normandy invasion.
Therefore, victory in the game depends on a "Victory
Points" system. The less resources in shipping and troops
which a player must devote to achieving success, the better
chances he has to win. Playability was achieved by reducing the
length of the game to monthly turns and using double impulse
movement. Unlike Avalon Hill's ANZIO, you won't get combat
fatigue by playing ITALIAN CAMPAIGN. However, Italy is still a
hard nut to crack. Geography and time considerations give the
Germans a good chance to win a strategic victory by decisively
delaying the Allied advance and forcing them to use more
resources than they can afford.
EAGLE DAY covers the August
through September 1940 time period of the Battle of Britain.
This was the critical period in which the fate of England was
decided. If the Luftwaffe had inflicted enough damage to the
RAF's airfields during this time, the conditions for invading
Britain would have been met. Inflicting sufficient damage to
RAF's airfields is the focal point for the German player in
EAGLE DAY. The British, for their part, must use their fighters
judiciously. They must concentrate on inflicting losses to the
the Germans, particularly the bomber units, without taking heavy
losses themselves. EAGLE DAY was only the second game to cover
the Battle of Britain. Part of my reason for choosing this
subject was to create a playable, yet challenging game to cover
the battle.
Laurence Rusiecki is the
designer of EAGLE DAY and ITALIAN CAMPAIGN.
THE
MATERIAL WORLD IT'S ALWAYS BEEN
promo piece by Kent Mitchell
In a
fit of passion, we did a new take on a very old game.
Several
years ago, my friend, Alexis Papahadjopoulos and I decided to
make a boardgame. We'd been making rules and prototypes for
boardgames, role playing games, and live action games for
fifteen years before that-but this time we stuck with it from
initial concept to final product and ended up with a complete,
marketed boardgame, MATERIAL WORLD, and a game company, Strange
Magic Games.
When we started, we knew MATERIAL
WORLD should be a game in which players competed for the world's
most valued treasures, such as gold, spices, fine rugs and
ancient artifacts. What we didn't know was how the contest would
be engaged. Would strategic domination of the territories of the
planet (and thus the treasure-producing regions) be the order of
the day, or would players compete by trading to acquire
treasures? Would game play revolve around dice throws, card
play, or tactical deployment on the playing board? What would
the balance be between these modes?
In an early version we tried a
combination of board and cards-no dice involved. The way a
player gained access to treasures was by forming alliances with
power brokers in various parts of the world. One could, for
example, use the card of the Pirate Lord of Tripoli to acquire
access to the trade routes into North Africa. Without a
relationship with the Pirate Lord, one would have a much harder
time getting African artifacts, ivory, and gold out of Africa
via the Mediterranean.
It soon became clear to us,
however, that the trade routes themselves would be the central
vehicle of the game. Building a trade route from France to
treasures as far afield as the spices of the East Indies and the
gold on the far side of the Peruvian Andes became the players'
primary challenge. Although a player had to be watchful lest
another player wrest treasures and trade routes and even
homelands away by force, warfare was not the only order of the
day. An empire with too much military would tend to fall behind
in the development of trade routes and in the ability to acquire
treasures itself.
Thus was formed the original
version of MATERIAL WORLD, which is detailed in the full game
rules. The main body of these rules is 8 pages long, and takes
about 1 1/2 to 2 hours to fully learn. Realizing that many game
groups like to start playing a game the same day they open the
box, we next created a simpler set of rules called MATERIAL
WORLD: PIRATES & EXPLORERS VERSION. The main body of these
rules is less than half as long as the original rules. In fact,
within PIRATES & EXPLORERS VERSION we also
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include a
Quick Start Demo that is less than one full-sized page long.
This is the way to play MATERIAL WORLD within ten minutes of
taking it out of the box.
Players may now choose between
MATERIAL WORLD as a strategic game of permanent trade routes and
economic development that takes place over several centuries, or
as a tactical game of cat-and-mouse, in which individual
explorers trek over hostile lands and seas, grab treasures, and
struggle to bring them safely home to their capital city.
In all versions of MATERIAL WORLD,
the goal is the same: gather treasures from the world into your
homeland. In the original version, these treasures are gathered
via Trade Routes: physical chains of playing pieces extending
outwards from each player's homeland. The Trade Routes are built
from timber, found in various countries. The timber is used to
build the boats for ocean trade and to set up depots for the
camel caravans that carry trade by land. So, in the original
version of MATERIAL WORLD, a player not only gathers treasures,
but builds trade routes to do so, and not only builds trade
routes, but seeks out natural resources in order to build them.
And what about the labor to cut
the timber to build the boats and the trading outposts? A player
also must maintain a population that both builds things
and...eats! So, each player gathers food (wheat) from various
lands to feed the people who build the boats, and so on. In the
end, one is building an empire that must sustain (1) itself, (2)
its expansion, (3) its defense and (4) the development of
technologies to extend 1 through 3 - just so it can finally go
out and get those treasures!
The quick way to get into this
game is to play the PIRATES & EXPLORERS VERSION first. In
MATERIAL WORLD: PIRATES & EXPLORERS VERSION, players send
their emissaries, Explorers, out into the world as individual
units. There are no trade routes, only trading agents. The
Explorers sail their little clipper ships all the way to the far
sides of dark continents, then disembark and brave jungles or
deserts to find the precious treasures. The trick isn't getting
to the treasure, it's getting back home safely. Many a time I've
seen a treasure carried one or two spaces back across Asia
towards Europe, only to be dropped in the wasteland after a
raiding party intercepts the hopeful trader. (If two equal-sized
parties fight, both are destroyed. Combat involves no dice.)
These rules may be completely
learned in forty-five minutes (And that includes Piracy and
Colonization). But it gets even easier. To get going right away,
you can play the Quick Start Demo in the PIRATES & EXPLORERS
rulebook. In ten minutes you are on your way to the Spice
Islands for a full game on one page's worth of rules. Hey, it's
the order of the day-nobody wants to sit for the better part of
an hour reading and pondering before they play. And this ten
minute version contains the kernel of the entire game. It's
fully playable.
Enjoy. We've made MATERIAL WORLD
available through Boulder Games at a lower price so that more
people will get a chance to play it. If enough people rave about
this game, we'll make both another version of it (maybe with
some of those little wooden blocks from the German games, maybe
not) and put out an entirely new game as well. We appreciate
your support and are always interested in your comments.
Kent Mitchell, co-owner of
Strange Magic Game Design, is a writer and game designer by
night, a web producer and property manager by day (Or maybe
it's the other way around. Yes, that's it, the sinister midnight
web producer, out planting hedge bushes by moonlight.)
CONFEDERATE
RAILS
Railroading during The American Civil War
promo
piece by Richard Berg
CONFEDERATE
RAILS is one of the longest-awaited train arrivals in gaming
history. It is also the most unusual rail game on the market,
with more railroading problems and historical detail than ever
seen in this hobby niche. As such, it provides a unique
opportunity to both rail gamers and historical gamers.
CONRAILS is not a complex or
difficult game. The rules are short (ten pages), there are
scenarios of varying length, and you'll find that the game
quickly becomes one where you engage the situation, not the
rules. CONRAILS is best played multi-player (from 3 to 5),
although it can be undertaken by two player.
In CONRAILS players try to make
money by picking up and delivering various goods. However,
unlike most rail games, there is not only no line building, but
the network is shrinking as the war progresses. The player who
wins is he who is best at using the bad circumstances (mostly
the war) to his advantage.
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