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Now, it
used to be a rare occasion when my wife would play games, let
alone ASK to play a game. The times, they are a changin’. Now,
my wife is more and more willing to play and try a variety of
games. This change in attitude certainly took much cultivating
and patience on my part, but it has paid off as she’s becoming
quite the gaming enthusiast. Yeah … I’m a lucky guy!
So what
games does my wife play? But more important than that, what
games will YOUR wife or girlfriend play? Well, what follows is a
list of games (some which are sadly out of print) that I have
found to be quite popular with the ladies.
LOST
CITIES: This is a gem. It is one of the few games my wife
actually ASKS to play on a regular basis. It’s short and
simple, yet involves a moderate degree of thought and decision
making. My wife always fears that due to my gaming experience I
have an undue advantage over her in most games (which, by the
way, is certainly not the case!). She doesn’t get that feeling
in this Reiner Knizia card game… and she shouldn’t as she
usually kicks my butt. Rio Grande Games.
MAMMA
MIA: Although she refuses to slip into the bad Italian accents I
favor when playing this pizza making delight, she gets a kick
out of this card/memory game. Rio Grande Games.
CAN’T
STOP: Sadly, this Sid Sackson classic has been long out of print
here in the States. However, it is my understanding that it can
still be found north of the border and one does occasionally pop
up in thrift stores. If you see it, grab it. It’s a how far
can you push your luck dice fest which is always a favorite. It
plays well with 2–4 players, which is a big plus for the
one-on-one games with your spouse. Parker Brothers.
VERY
CLEVER PIPE GAME: Don’t overlook this wonderful pipe
connecting game from Cheapass Games. Although there is a
4-player version, skip it. The game shines as a 2-player
matching of wits. One is forced to constantly balance the desire
to score your own pipes versus hindering your opponent’s
efforts. The nastiness isn’t too severe, however, to deter my
wife. Cheapass Games.
TAKE IT
EASY: My wife was so enamored with this puzzle style game of
connecting colored paths that she actually plays it solitaire! I
can’t think of many other games that play equally as well with
1–8 players. If you get several sets, you can actually play
with a room full of people, ala Bingo. FX Schmid.
VOLLE
HUTTE: For some reason, wives dig this game. After playing this
at Gulf Games, my wife came over to me and said, "Buy
that game. I love it!". Players represent tavern owners
who must outfit their pub and attract patrons. This is usually
accomplished by luring patrons away from your opponent’s
establishments, so there is some nastiness present. For some
reason I haven’t been able to figure out, this doesn’t
bother my wife, who usually doesn’t enjoy games where you can
hammer each other. This rates as her favorite game and it has
proven very popular with the wives of my gaming buddies. ASS
(yes, that’s the name of the company!).
There are
others she also enjoys, too many to describe here. However,
I’d recommend the following:
In Print:
UPWORDS, ELFENLAND, FILL OR BUST, KLUNKER, BOHNANZA, BAZAAR,
SAMARKAND, TOP IT, CHEOPS, THE GREAT DALMUTI, FIVE STRAIGHT,
PEPPER
Out of
Print: CAFÉ INTERNATIONAL, HASE UND IGEL, IRON HORSE
Gee …
sounds like I better start working on Games Wives Play – The
Sequel!
Greg Schloesser
lives in New Orleans and hosts the WESTBANK GAMERS, a thriving
group which meets weekly at his home. He has been a gaming enthusiast
his entire life and proudly bears the title "gaming evangelist".
PLAYER’S
NOTES
by Peter
McCord
I've
spent most of my recent gaming time playing GMT's new
"Bulge" game, TIGERS IN THE MIST. At first glance, it
appears to be an area movement game, with familiar Ardennes town
names surrounded by clumps of woods and gray borders. However,
the areas are connected by a network of minor and major roads,
and only road movement is allowed. The area borders that have no
roads are impassable, and so units hop only from one road
junction to another, and what you really have is a
point-to-point game.
Combat takes place in each junction, the
defenders fire first, and the attacker then fires only after
taking losses. Each unit rolls one d-10 for each strength level,
and most units have either 1, 2 or 3 levels. There are a few 4s,
but not many. Stacking is fairly strict, only four units and no
more than 10 total strength, and so commonly a German attack
will bog down (not clear the junction), and a lonely allied unit
will hold up the German advance, as follow-up attacks are
impossible if there are 4 German units left over from the
attack. Each day is divided into 3 impulses, but units may only
move and attack in one of those three pulses. This simple rule
puts both sides into a tricky position and is key to the game.
Too bad Berg [Richard Berg, well-known wargame designer—known
by the French as "The Pol Pot of Wargaming". --ed.]
missed it in his first game!
Having
played the game correctly 3 times now, I can honestly say that
this is both a good game and an original Bulge treatment that is
worth nearly every wargamer's attention. The game is simple
(rules are only about 6 pages) and frustratingly short (only 7
turns). In a loose and complimentary sense it is similar to
VICTORY IN THE PACIFIC: a great tournament game that captures
the essence of the situation with only the bare minimum number
of rules. One walks away from this game with the distinct
feeling that the developers removed rules, rather than adding
them, as the game neared publication.
Those of
you who waste your time on the internet (as I sometimes do) may
have noticed an analytically challenged discussion over the lack
of fuel rules (for both sides, no shortages and no captures).
The game ends very quickly on December 22, and there are hefty
traffic penalties that tend to channel and slow the German
advance, so much so that a good chunk of the German mobile
forces are rendered, well, immobile. Some may say fuel is thusly
"factored in" while for others, it is "factored
out."
Semantics aside, the game plays very well and
historically, and it is very easy for both sides to panic and/or
make mistakes along historical lines. Plenty of bulge games out
there with 20+ pages of rules can't make that claim. It is also
damn tough for the Germans to earn a marginal victory, as they
will have to cross the Meuse in all likelihood in order to get
enough points to win.
A
pleasant surprise was handed to me in the form of a new folder
game from Critical Hit, the guys who used to make only ASL
supplements. IN FLANDERS FIELDS is an operational treatment of
the second battle of Ypres (say "wipers") in 1915.
Something about the production and game system here harks back
to the good old days of GDW. A lot of work was put into unit
strengths, artillery rules and fire charts, but the rest of the
game is very simple and clean. A real player's game but still
with a lot of detail. For the second issue in a row I was
impressed at first by STRATEGY & TACTICS. The latest issue
is #196, VIETNAM BATTLES. They cover Hue and Khe Sahn and have
excellent graphics, and a system very similar to the
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old SPI
MODERN BATTLES QUAD. However, the games have two different
scales (one is 1000m/hex, the other 500), but use essentially
the same system and units, with only slight range modifications.
The result is, sadly, that neither game feels quite right, and
the old SPI system reminds you of why it is old not often used
anymore, it just doesn't feel right or in line with today's
standards. In my Hue game, there were way too many exchanges,
for example, and the game degenerated into a rag-tag circling
match between remnant forces, and the NLF/VC finally lost all of
their combat ready units due to exchange results against ARVN
supply companies. Not exactly a simulation high moment.
Next time
(hopefully) I'll have a few words to say about XTR's IRON DREAM
and DG's WAR IN EUROPE reprint, plus a few others.
Peter McCord
has been playing wargames for 20 years. Some of his favorite
games are STORM OVER ARNHEM, BARBAROSSA: ARMY GROUP SOUTH, TUNISIA,
A RAGING STORM and PROUD MONSTER.
SOME
BASICS FOR DESK TOP PUBLISHING (DTP)
by Randy
Moorehead
What
gamer out there hasn't played the most recent game from a
mainstream wargame publisher and said to themselves, "Well,
is it just me, or does this game suck?" Maybe it doesn't
totally suck, but they left out a few units, the map is as
attractive as puke, and the rules are as clear as day old
oatmeal. What gamer hasn't thought, "Hey, I could do
better?" Most of us experimented with blank maps and spare
counters, hacking out a variant or correcting what we felt was
wrong with that game. But, unless the wargame publisher was
willing to produce your variant (usually in their magazine),
there was little else the gamer could do.
Along
came home computers, affordable graphic packages, the Internet,
and DTP games were born. Welcome to the democratization of
wargaming. In an age when you can brew your own beer and reload
your own ammo, DTP is another way of doing it yourself. I have
been producing DTP games since 1995, and have had the chance to
learn from a lot of different people. You can, too.
The first
step is to have some ideas. Yes, computers and DTP tools can
make your design more professional looking, but wargames do not
design themselves. You still have to have something to say.
Research the topics that interest you. Don't fall victim to the
YAGG syndrome ("Yet another Gettysburg game"). Try a
topic or battle that hasn't been done to death. Better yet, try
one that hasn't been done at all. Use your imagination. Draw up
your rough design using those blank maps and homemade counters.
Scratch
out those rules in pencil in a notebook. Get it all down on
paper.
The
second step is to playtest and develop the game. Games should
not go unchanged from initial concept to finished product
(witness the later 3W games). Have your gaming group play the
rough designs, and ask for honest criticism. Yes-men should not
be welcomed. Change the mechanics that don't work. The game
should be fun to play, and meet your standards. Once you have a
finished design and complete components list, you are ready to
try your hand at DTP.
Home
computers can be bought for $1200 to $2000, depending on the
chip speed, memory, and accessories (printer, scanner, etc.). Be
warned that graphic programs need lots of memory to run well,
and graphic files (like maps) are huge. Get the maximum speed
and memory you can afford. Should you go with a PC or a Mac?
Well, I have used both. In the early days, the Mac was the only
way to go. But, even given my love for Macs, I must admit that
PC's have come a long way. Today, the basic tools are available
for both, and once you are in the programs there really isn't
much difference (heresy, heresy!). If you are interested in one
day trying to professionally publish your game (got $10k to
$20k?) and will need to do four-color separation and prepare
plate-ready film, then get a Mac. Otherwise, the budding DTP'er
can do fine with a Wintel box.
Rules can
be typed into any word processing program. Word Perfect and MS
Word (included in the Office suite) are the best known. Any word
processing program that can handle two-column output and drop-in
graphics will do. If your program is new, it will handle the
page layout for you. Some of the older versions will not do page
layout very well, and mean you will need a page layout program.
No need to go for Quark, since it has a high learning curve and
is expensive. Aldus Home Publisher is a $49 package that could
be described as "Quark Lite" and similar programs
exist. Steer away from Print Shop and other "greeting
card" programs; they are a waste of time for DTP gamers.
Don't forget to run the spell check, adding gaming terms as you
go. There is no excuse for sloppy rules. As you write your
rules, you will develop a new sense of admiration for the game
companies you used to bitch about. Writing coherent rules is a
chore.
Counters
and maps can be done in either a draw or an illustration
program. Corel Draw, Macromedia Freehand, or Adobe Illustrator
are recommended. I create my counters in Freehand, using a
customized template. Maps will take a while to master,
especially color mixing. Always work using a CYMK color scheme,
as most printers use this four-color method for printing. Using
RGB colors will produce darker output, as your computer monitor
is backlit and brightens them when viewing. Create a basic
hexgrid, and save it as a template. This can be your basic tool
for maps, even for b/w and playtest copies.
The
easiest way to print is to buy a good quality (600dpi or better)
color inkjet printer. If this is not an option, try your local
Kinko's copy shop. Most of them have hourly rentals on Macs and
PCs that can print to a color laser printer like a Techronics
or Kodak. The main problem with color printing is the size.
DTP'ers are usually forced to think in terms of 11 x17 as the
biggest sheet available, or a series of 8.5 by
11's tiled together (although Bill Ramsey debunks this with his
Omaha game!) [BLOODY BEACH: OMAHA —ed.]. If taking this avenue,
you only have to print one master that can be color copied.
Once you
have printed your map, counters, and rules, you need to decide
if you will mount the counters or not. I use either rubber
cement or 3M Artist's Spray Mount to glue them onto a 6-ply
posterboard. 3-ply is too thin, and thicker will mean you can't
cut them apart with scissors. Several DTP'ers use Avery labels
and do not mount their counters. It is a matter of economy vs.
convenience: the more you do the higher the retail cost. Ziplock
bags for packaging can be found at most local paper warehouse
outlets like Xpedx or Paper Warehouse.
In order
to cash checks made out to your business you will have to open a
separate bank account in the business name. This usually
requires a business license from the city (here it is $35 per
year), some bureaucratic forms, and registering with the state
for a tax ID number. Yes, you must keep records of sales and add
these to your federal and state income tax returns (Schedule C,
Profit or Loss from Business). Save your receipts of legitimate
business expenses for deductions to offset the meager amount of
income from these games.
Advertising on the Internet should
include a web page. Free web sites are available from places
like Tripod and you can cram a lot of information into 12mb
of free space. Free email is available from sites like Yahoo
and RocketMail.
And, of
course, you will want to send copies to Boulder Jim. What better
way to gain widespread distribution, eh?
Randy
Moorehead’s SIMULATIONS WORKSHOP is one of the the oldest and
best DTP companies and produces an amazingly eclectic line of
games that always generate good customer comments and good reviews.
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