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In this
issue Randy Moorehead of Simulations Workship gives you the
basics of Desk Top Publishing, Peter McCord reviews a few new
wargames, Greg Schloesser suggests games for wives and/or
girlfriends, K-ban starts his "kolumn" with "In
Search of the Perfect Racing Game", Charles Vasey looks at
magazine games, and Bill Krasner offers his observations on a
few new wargames, new German games and selling used games.
RANDOM
MUSINGS
by Bill
Krasner
SELLING
USED GAMES (a brief lecture)
I have
been doing this for some time. There are others who do this also.
One thing I have noticed is that there is no standardized
grading system. We all pretend that there is, but there isn't.
The latest catalog from someone who should know better offers
this example: "the game has some staining on the rules and
the box corner has been taped. A few counters have been punched.
Game is in MINT condition." Example #2 (this time from
e-bay): "game is unpunched, except for some of the
counters". Okay, so e-bay doesn't have MENSA members
auctioning their games. Still, a little common sense would apply
here. I would offer the following grading system to be used in
all transactions involving the sale of board games:
USED...you
opened the box
UNUSED...you didn't open the box
MINT...nothing you have falls into this category
GAME NEWS
Columbia
Games has announced that their game boxes will have the retail
price at the top, while rotating the box 90 degrees will reveal
the lower hobby shop price. Another 90 degree turn will show
sale price (30% off) and, finally, another 90 degree turn will
show the game at cost.
Mayfair
has announced the release of yet another SETTLERS expansion:
Lepers Of Catan. Rules and pieces for a new player. Got a pesky
kid brother who won't let you and your gaming buddies play
SETTLERS OF CATAN without him? Now he can play and not bother
you at the same time. There is absolutely NO interaction with
the leper player. He is on his own island (preferably in another
part of the house) and according to the rules, if he attempts to
contact you in any way, he is out of the game.
GMT has
produced an expansion kit for JUNE 6. It's called June 5 and it
covers the day BEFORE D-day. The German set-up remains the same.
The Allied counters consist of 3 Mosquito air reconnaissance
counters and two counters representing seal/udt teams. Not much
action, but the tension is so thick, you could cut it with a
knife.
Decision
Games has announced that they intend to issue yet another
upgunned version of KRIEG! This year's surprise hit was TOTALER
KRIEG! Next year, look for DOUBLE DOG DARE TOTALER KRIEG (This
Time We Really Mean It!). The ultimate WWII simulator. This game
will have everything from every WWII ETO game ever produced.
Includes rules for alternate realities, such as the war being
fought solely by zebras or Germany being located in a
rent-controlled apartment in Manhattan.
OBLIGATORY
GERMAN GAME REVIEWS
Okay,
I've never really played any of these, and I understand about 20
words in German, but I have taken an educated guess as to how
they are played. I seem to have misplaced my review copies, so
I'll try and do this from memory.........
Kosmos'
GIGANTIS: As I
recall this one is about a giant moth or something that
terrorizes Berlin...or Tokyo. I can't remember which.
Rio
Grande's DIE GLOCKENSPIELE: Some
knights with silly names are on a quest to recover the Holy
Glockenspiele, which was supposedly played by the house band at
the Last Supper.
TM
Spiel's KRAIG UND FRIEDA: As near
as I can tell, this game chronicles the domestic bliss of a
middle aged German couple in Dusseldorf.
Bill Krasner
plays and sells games in Vancouver, Washington.
MAGAZINE
GAMES
by Charles
Vasey
Magazine
games, they run through the hobby like a slow rail-line,
dependable, inexpensive (in absolute terms) but perhaps not as
well thought of as their bigger boxed brothers. The days when
one subscribed to every magazine (that is, to one) with a game
in it are long gone for most of us. Buying magazine games is
just as much a commercial decision as buying the latest boxed
game. Even better designers of many excellent boxed games also
design magazine games; Joe Miranda, Ted Raicer and Mike
Bennighof to name but three. So what do we think of the
background games?
I
subscribe to two magazines: COMMAND and VAE VICTIS. STRATEGY
& TACTICS I buy most copies except those reprinting old
S&T games or obscure WW2 campaigns. Looking at the three
brand leaders it seems to me that one can say the following:
1. VAE
VICTIS: Written in French (which is no problem to me) I enjoy VV
for a number of reasons. Firstly, it is so inexpensive that
buying it is a non-decision. Secondly, its games are usually
pretty good and improving. Their artwork is always stunning, it
is professional artwork by which I mean the guy who puts it
together actually makes his living at it (rather than tries to).
I also prefer the lower historical article count and the greater
number of reviews and figure articles. VV comes from the British
tradition it is not pretending to be written by historians
(though its book reviews cover these areas).
2.
STRATEGY & TACTICS: Solid games often on out-of-the-way
topics let down usually by errata and finishing. One perseveres
because once one has the errata there can be some great stuff. I
do not read the supporting articles usually one would get more
value from tackling the bibliography.
3.
COMMAND: XTR produce games, and accessible games usually without
too much errata. Their topics are not always of great interest
to me, and their necessary switch to a less full schedule seems
to have hit my particular interests, but they remain workmanlike
(which is a compliment).
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To
recommend a few games (which I think are worthy of standing next
to boxed games). From VAE VICTIS get NORMANDIE '44 (but you need
the errata). A sort of COBRA done right, or JUNE 6th done simply
this is a great little game. So is their Gettysberg Campaign
which can be cross-fitted to all those beautiful Clash of Arms
ACW games.
From
STRATEGY & TACTICS Joe Miranda's 19th century series is
really good. Simple games, full of history with a full level of
chaos they have great resilience amongst my opponents. The
Austro-German War is a very interesting account of the 1866
campaign that teaches one a good deal about how an army can go
wrong. And RIORIGIMENTO from Mike Bennighof covers three Italian
campaigns using the same basic system.
From
COMMAND I always enjoyed the ZULU WAR game (LIKE LIONS THEY
FOUGHT) clean tidy and full of the feel of the real thing, LION
OF ETHIOPIA exotic and accessible and Ted Raicer's excellent
LIKE EAGLES THEY FOUGHT on the Eastern Front in World War Two.
Charles
Vasey is the editor and publisher of the best wargame review
magazine around—PERFIDIOUS ALBION—and the designer of THE KING’S
WAR, FLOWERS OF THE FOREST, DEATH RIDE, and CHARIOT LORDS.
K-BAN’S
KOLUMN
by K-ban
IN SEARCH
OF THE PERFECT RACING GAME
Okay, so
I'm a confessed racing game junkie. Cars, Chariots, Barnyard
Animals …it doesn't much matter. The point is there's a finish
line to be crossed and damn it, I'm gonna cross it first!
The car
racing games of my adolescence included LEMANS (AH), FORMULA 1 (PB/Waddingtons)
and SPEED CIRCUIT (3M/AH). All involved shifting and deciding
when and whether to take chances on the corners. All of the
above are out of print, their current place being taken by
FORMULA DE’ (Eurogames) which features drop-dead gorgeous race
courses and shifting by rolling different polyhedral dice for
each of six gears.
Ironically,
my favorite car racing games are not at all realistic but a
blast to play. This series was spawned from a Wolfgang Kramer
abstract from 1974 called TEMPO published in Germany by ASS. In
1980 the system was refined to car racing as NIKKI LAUDA’S
FORMEL 1. The central mechanisms were bidding on car ownership
based on your hand of movement cards and then playing your cards
to help your car while hindering your opponents. Prize money was
awarded based on the order of finish. The FORMEL 1 track had a
couple of nasty 'choke points' that could reek havoc with those
on your tail. A movement card might move your yellow car 6
spaces, the green car 4 spaces and any car of your choice (not
mentioned on the card) 2 spaces. This initial edition has become
a collector's item. In 1985 ASS released a Nurburgring edition
with an easier track without Kramer's permission.
The
system was licensed to Milton Bradley in 1990 as DAYTONA 500 and
modified to reflect stock car racing. The game added drafting
and different cornering rules but retained the movement cards
and auction. DAYTONA 500, despite being mass-produced,
consistently fetches $20-$30 on Internet auctions.
In 1996
Mayfair Games returned to the original, with a 2-sided game
board as DETROIT-CLEVELAND GRAND PRIX. The choke points returned
as well as the relatively useless 'switch cards'.
In 1996
ASS updated FORMEL 1 as TOP RACE adding mid-race
predictions/betting that further advanced the system and a more
appealing racecourse.
Another
Wolfgang, Roedesser, designed a chariot race game, AVE CAESAR in
1989, with the usual fantastic Ravensburger game components or
'bits'. Players have identical movement card decks and maintain
a 3-card hand. Cars move 1-6 spaces ("6's" can't be
used if you're in first place) according to cards played with
hands being replenished to 3 cards. Once per race a player must
maneuver his chariot into the Caesar lane and give a hearty
"Hail Caesar", giving up his colored coin as homage.
Some very nasty choke points make this one a late night favorite
with friends on both sides of the Atlantic. The game was
re-issued in 1993 with it's theme changed to car racing as
AUSGEBREMMST(ASS) and adding a customizing deck element in
preparing your car to suit the track. The bits in AUSGEBREMMST
pale in comparison to it's predecessor but the game play is more
challenging and drivers feel more in control.
My
favorite racing game is the whimsical HARE & TORTOISE by the
British designer and game author, David Parlett. Originally
released in England (1973) by Intellect Games, it was re-issued
by Waddington's and later updated by the author for Gibson's in
1987 and by Ravensburger as HASE UND IGEL (changing the
Tortoises to Hedgehogs) in Germany.
What
appears to be a children's game is anything but. Players spend
'carrot' cards to move to board spaces that have varied
consequences. One has to 'chew' 3 lettuce cards and cross the
finish line with less than 21 carrots - no easy feat. It has
been out of print for several years but will be re-issued
shortly by Rio Grande Games in the US and other English speaking
countries and by Abacus in Europe.
The
German Game of the Year in 1997 was a Paddle-steamer racing
game, MISSISSIPPI QUEEN (Rio Grande/Goldsieber) that features a
meandering river that forms differently each time you play and
3D boats with separate wheels for indicating speed and remaining
coal reserves. This great family game has spawned an expansion
set, THE BLACK ROSE, that adds more obstacle-laden river tiles
and 3 more paddle-steamers allowing for team play and/or a 6th
player.
K-ban writes
game reviews for several magazines.
BAYOU
BABBLE
by Greg J.
Schloesser
Picture
this: I’m sitting at my computer (gee … no surprise there!)
busily perusing the various gaming forums, when I hear the door
open behind me. I swivel in my chair to see my lovely wife, clad
in a short, form-fitting negligée, enter the room. "Hey,
baby" she whispers. "Do you wanna play a game?"
My pulse quickens in anticipation and excitement. I was in for
an evening of joyful bliss.
Sounds
like a school boy’s dream? Well, I must be getting old as what
immediately sprang to my mind wasn’t a romp in the bedroom,
but a boardgame! Either way, I couldn’t lose! Talk about your
‘win-win’ situations!
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