|
have
always tailored our battle designs to work within these
parameters. Perhaps, some time in the future Hasbro/AH will
release a supplement dealing with the "Greatest Cavalry
Actions of the Civil War" and we may need to deviate from
the current army mix. But for now, you have everything you need
in this one game box, to refight the 15 scenarios included in
the game and more than forty other battles we have worked up for
future release.
COMMAND
Other
historical games handle command control in a variety of ways. I
have always preferred the elegance and intuitive play of cards.
Now remember, this game was developed before Collectable Card
Games were in vogue. So my card game experience comes from your
more standard types of games like pinochle, cribbage and poker.
Actually, in the mid-eighties we were playing a miniature
Ancients game that used a standard deck of playing cards to
activate units. How the BATTLE CRY's activation works had roots
in this system.
Over the years, the command card
deck has stayed fairly intact, except for some Special Order
cards fine-tuning. Both players always drew from the same deck
and as a battle unfolds, if one player holds a hand of order
right flank cards, probability would have it, that his opponent
should have order left flank cards to counter. (I'm no
mathematician, but most games seem to play out this way.)
How important is the number of
command cards you hold... In some battles you will note that one
side may have fewer command cards. Historically, more competent
commanders will have a hand of more cards than their poorer
counterparts. With more cards, you have better options and
should be able to coordinate and maneuver more effectively. For
example: we must have played the first battle scenario, First
Bull Run, well over 50 times. The Union won more often than not.
Now we were not opposed to letting players change history but
not in almost every play. So we went from 5 cards for each side,
to the current command card numbers, 5 Confederate and 4 Union.
The Confederates are now winning about 60-65% of the time. Your
results may vary, but it appears that one command card can
impact heavily on the outcome of any contest.
BATTLE CRY's command card
activation system, we believe, creates a true battlefield fog of
war. Like many historical games, all the miniatures/counters are
in full view, so both commanders should be able to make the
optimum maneuver each turn. But with the command card activation
system both commanders have limits. Battlefield limits on where
and how many troops are activated. During play, you can never be
sure that your flanking moves when unchecked mean he is out of
cards or he is just "laying in the weeds" waiting to
crush your probing force.
LUCK
We
acknowledge that there is a high degree of luck in BATTLE CRY.
The drawing and playing cards, by its very nature, contains a
high degree of luck. Furthermore, if you are like me when
rolling dice, although you should be able to determine the
probability of a certain outcome, with my luck, what I need to
roll is never probable.
Luck has made for some very wild
and exciting games. Just the sort of contest that makes it
exciting and fun for new players. I believe Mike Hirtle of
Hasbro product acquisition recognized this and this factor was
instrumental in the decision to produce BATTLE CRY.
For the experienced gamer on the
other hand, certainly drawing good cards and having lucky dice
are a seemingly unbeatable combination. Yet I personally know
two players, Roy Grider and Pat Kurivial, who have over the
years, minimize this luck element. They play BATTLE CRY Cry at a
much higher level and are always the odds on favorite.
COMMANDS
& COLORS
By
design the ACW from the outset is the most basic game in the
entire COMMANDS & COLORS franchise. The American Civil War,
with very similar opposition armies, made up of basically three
type of units, (Infantry, Cavalry and Artillery) was the perfect
historical setting for this type of bare-bone, fast action game
play and was the type of game that Hasbro/AH was looking for at
the time.
Other COMMANDS & COLORS
historical periods are more complex as we attempt to create a
unique feeling of historical command and battle for each. They
range in complexity from the American Civil War, American War of
Independence, Mexican American War, Napoleonics, Fantasy and
Ancients. But even the Ancient game is still not very complex or
difficult.
We truly believe the system
requires many decisions, has some luck elements and is one where
you are constantly battling your opponent, not the rules.
During the past few months a
number of good comments and suggestions have been directed at
BATTLE CRY. Many of these rule modifications will work and they
will not break the system... I know this because similar play
ideas are already working just fine in other COMMANDS &
COLORS historical
|
period
games. Once more, it is not that we did not like certain
concepts, it is just that we chose not to include them in the
ACW game, because in our opinion they help give another
historical period more depth, detail and/or the proper
historical feel.
THANKS!
I
wish to thank Mike Gray, Stephen Baker and the entire design
team at Hasbro/AH, who had the foresight and understanding, to
allow BATTLE CRY to retain all the exciting elements and
features of its predecessor COMMANDS & COLORS. Furthermore,
I want to congratulate Hasbro/Avalon Hill for bringing to market
a product with exceptional attention to production detail and
quality, coupled with historical artistry. We all believe it is
a very unique game which can bridge a number of game communities
and plays well as an introductory game or on a more competitive
level.
Richard
Borg is the designer of BATTLE CRY , HERA & ZEUS and other
games.
WHAT TO DO WHEN TWO PLAYER MONOPOLY
IS LESS FUN THAN WATCHING
THE WEATHER CHANNEL
by Craig Massey
It's
a rainy Sunday afternoon. You and your roommate, sibling,
significant other, parental unit, or pet is sitting around,
bored to tears. The ensuing conversation goes something like
this. "What do you want to do?" "I don't know,
what do you want to do?" "I don't know, what do you
want to do?" "I don't know, how 'bout a game?"
"No all the good games need more players and the two player
games are too long, too abstract and too boring."
"Okay. Want to watch TV?" "Sure. What's on the
Weather Channel (sigh)?"
Sound familiar? I'm sure that
everyone out there has experienced this grim scenario at one
point or another and came to a similar resolution that many of
the two player games available are too long, boring, and/or
abstract. CHESS and GO are certainly abstract and long to boot
not to mention hard to master so a difference in skill levels
can make for a miserable experience for all involved -
especially if you pet is better than you. There are a host of
other quicker two player games from the abstract scene, but
often times players want a little flavor with their game and
these just don't have the fun factor. Finally, one could always
drag out a two-player war game to get the desired flavor and
move away from the abstract, but you'll need more than one rainy
afternoon to accomplish this feat. So what is a gamer to do
given that more often than not, it is easier to scare up one
opponent than multiple opponents for an impromptu game or two.
Those of you with two pets don't have this problem.
Well, Dave Bernazzani provided
some excellent suggestions in a recent Game Notes column on good
multi-player games that work great for two players and he wasn't
referring to MONOPOLY either (Game Notes #6). But what about
games that are designed for just two players? I would like to
point to a number of excellent games designed with this in mind
that are simple, have theme and flavor - albeit sometimes a thin
one, and are fairly quick to play. .
The best place to start looking
for two player games is the Kosmos mini-box/two player line,
several of which have English editions produced by Rio Grande
Games. In general this line of games have simple rules, play in
30-45 minutes, and they all have flavor beyond your standard
abstract two player game giving them the elusive fun factor. So
without further delay, let's examine the contenders for you
rainy afternoon pleasure.
LOST CITIES might be the most well
known game in the Kosmos/Rio Grande Games two-player line.
Designed by Renier Knizia, this is a card game that has
extremely simple rules. Players attempt to invest in five
different expeditions using their cards. Invest over 20 points
in an expedition and you'll score positive. Invest less and
you'll score negative and would have been better off not
investing at all. The tension in deciding what cards play is
very high and best of all a game takes less than 10 minutes
which means you can play several hands quickly. Whenever I get
this game out I'm often heard saying, "Let's play just one
more round," over and over again. LOST CITIES is already an
all-time classic and a game that is easily enjoyed by gamers and
non-gamers alike
KAHUNA, by Gunter Cornett, is
another fairly quick tactical game. Here players are vying for
control of an archipelago of islands. Using cards, players build
bridges between islands. Control the majority of bridges to an
island and you control the island, but control is tenuous as
your opponent can remove a bridge and cause you to lose the
island. Points are scored at the end of each of three rounds
based upon the number of islands each player controls. This game
has a great ebb and flow to it. One minute you control several
islands, but lose a key bridge or two and everything shifts
giving KAHUNA a great ebb and flow between players. Again, the
rules are easy to pick up in less than five minutes and the game
moves along at a quick pace finishing in 30-45 minutes.
Next
Page>>
|