Quirkworthy’s Ramblings: New & Shiny

This article reprinted by kind permission of Ravage magazine.

Whether you play board games or miniature games, if the system you are using has a battlefield or board to fight over then it shares a common set of stages of learning. In broad terms there are three steps, though their edges are blurry and they blend into one another.

Step 1 – the Novice

When you first play a new game it is all you can do to follow the rules. You make mistakes and forget things, and work out afterwards what they were when you re-read the rulebook or talk with your friends. You need to work out the odds of each step carefully, and you worry more about getting the rules right than planning several moves ahead. Depending on the learning curve of the game this period may be one game or a dozen.

Step 2 – the Gamer

Assuming that you continue to play the same game then you will gradually learn the subtleties. After a while you won’t need to calculate the odds, you’ll just have a feeling for the balance of power in an area of the board. In reality, I think you are still calculating, it’s just that you’re now leaving it to your subconscious to do the maths. Of course, you will now be able to work out the rules very quickly if you want to, but what interests me is the feeling or intuition you have gained.

Step 3 – the Veteran

When you play a game for a long time you learn to read the battlefield/board instinctively. You can tell at a glance the balance of power in an area, and trust your sense of what is likely to happen to be right most of the time. You may count the hexes or squares and calculate the odds carefully when it is a close call, but a large part of your strategy is likely to be based on a feeling for where you are weak and where you are strong. This frees you up to think several moves ahead and to construct elaborate plans. You are now so familiar with the rules that you don’t really think about them as rules any more than you think about gravity when you throw a ball.

 

Use the Force

Oddly, I’ve found over the years that one simple trick can really help understand the game situation, but almost nobody does it. People go through these 3 steps and get really good at their chosen game(s), but then they stop. And for all its skill, it seems that for everyone I have met and discussed this with, there is one thing that the subconscious is rubbish at: turning things upside-down and seeing things from your opponent’s point of view.

For some reason, when you glance at the board, your instinctive judgement is based solely on what you see from where you sit. I suspect this is due to the fact that you spend the whole game sitting on one side, and your subconscious has learned this as the only viewpoint. But there is another.

Stand up, walk around the table and look at the game from the other player’s perspective. Imagine that their force belongs to you. How does your side look now? Again, it is a case of degrees, but far more often than not you will find that a position that you thought was weak may look impregnable (so you can stop worrying), and another that seemed strong may look sievelike and frail (so you can start worrying). Whatever the case it’s unlikely to seem the same.

Sceptical? I’m sure you are. Try it though, and see what happens. After all, it only takes a few moments and it can’t hurt. I’ve suggested this to many people over the years, and whether they were new to gaming or a seasoned veteran of the tournament circuit they almost invariably said they saw things about the game that they never noticed from their own side of the table.

Personally, I find this fascinating, and because it is a subconscious thing, it is somewhat magical to suddenly get a reappraisal of the game from someone (yourself) whose instinct you trust.

So your homework assignment today is to give this a try for yourself. Any tabletop figure game or board game with a positional or “battlefield” type of play area will work, eg Chess, 40K, Dust, Dwarf King’s Hold, Flames of War, etc. It will work better sometimes and worse in others, but it will work.

I look forward to hearing how you get on.

 

By the way…

Have you ever swapped sides in the middle of a game, just for fun? How did that feel? Was it strange playing against a side whose secret plans you already knew?

Do you listen to your subconscious (your intuition) when you play? Is it more often right or wrong?

Posted in Ravage | 13 Comments

Deadzone Interview

This afternoon I spent a couple of hours on an online interview/chat with a jolly group of Spanish gamers. It’s quite odd hearing my answers translated into fluent anything 😉

This was recorded for posterity and is available on YouTube as you might expect.

On the one hand it’s better live as you could have asked questions. On the other hand the recorded version allows you to fast forward through whichever language you don’t speak…

Posted in Deadzone | 4 Comments

Asterians And Forge Fathers Are In…

DZ_Asterians_Leader_final_x2Excellent! Thanks to all the pledgers who have made this possible. I think we’re going to have fun with these stubborn stunties and cautious elves 🙂

 

Posted in Deadzone | 5 Comments

Mars Attacks!

Mars Attacks banner artA few of you will have seen the press release, but probably not all, so here it is:

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TOPPS & MANTIC ANNOUNCE MARS ATTACKS WARGAME

May 14, 2013 – NEW YORK.   Is your tabletop ready to be invaded?  The Topps Company and Mantic Games have joined forces to bring MARS ATTACKS to life as a miniature-based tabletop wargame!  Combining high quality sculpted figures with fast and fun tactical gameplay, Mantic will deliver an exciting new dimension to the resurgent sci-fi property.

Mantic Games, makers of the popular WARPATH and DREADBALL tabletop games, will make MARS ATTACKS their first license.  “MARS ATTACKS is a cult classic series that fans have been falling in love with generation after generation,” says Ronnie Renton, Mantic CEO. “Its oddball blend of retro sci-fi visuals, dark humor and over-the-top violence will make for a unique tabletop experience… our team can’t wait to bring the Martians to life in ways no one has ever seen before!”

Set against the backdrop of the new and expanding MARS ATTACKS universe, the game will feature all of the fun and thrill of the classic series, plus new characters and factions that will see action in upcoming comic books and toys.  It will also tie-in closely with Topps’ just-announced all-new trading card series, Mars Attacks: Invasion, releasing in October.

 “MARS ATTACKS is a world where giant robots, mutated insects and hordes of Martian soldiers face off against Earth’s military and innocent civilians— how could you not want to see a game out of that?” says Topps’ Adam Levine. “Mantic has quickly become one of the best in the business, and they’re the perfect team to adapt our outrageous visuals into this exciting new form.” 

Mantic plans an early 2014 release.

For more information on MARS ATTACKS, including regular updates on new products and cards, follow on Facebook.

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So what’s all this mean then?

Most importantly for me is that I’m writing it 🙂

I’ve already had a couple of kickabouts with how I think it might work. Nothing to share yet by way of details though as they’ve all got to be approved by Topps before we go any further. That’s the thing about licenses – you’ve got to conform to a strict style bible. I can see how it might shape up though.

What I can say is that it will be a lighter game rather than a highly detailed geekfest as the whole idea is one that will appeal to less hardcore gamers. Having said that, it’s not going to be snakes & ladders – that would be dull. If you’ve played any of my games I’m sure you’ll know what I mean when I say that I’m burying interesting choices under simple mechanics. Simple, but not simplistic. Expect something that you could play with your family or with your gamer buddies for a lighter and sillier break.

Oh, and giant robots, flying saucers, mutant insects and martians out the wazoo. What’s not to like?

Posted in Mars Attacks! | 53 Comments

Updated Deadzone…

This will be along next week. I’m currently collating the results of my latest round of playtesting as well as all the feedback and comments I’ve read here and elsewhere. If you have any more comments from your Alpha games then please let me know and I’ll add them to the mix.

When the layout ninja gets back to the office first thing next week I’ll be ready to pounce with a new iteration of the rules. Once he’s made them all pretty then they’ll go up on the Kickstarter again. So, sometime middle of next week at a guess 🙂

Posted in Deadzone | 11 Comments

Deadzone – To Blaze Away Or Not?

One of the discussions around the Alpha rules has been about the term Blaze Away as the name for that action. In the game this refers to the model firing at an area in order to Pin or Suppress the target rather than kill it.

I chose the term Blaze Away because it was different from the effect names (Pinned & Suppressed) and because I was familiar in its use in larger than-life-action movies and stories – both having the sort of atmosphere I wanted to evoke for the game). However, it turns out that not everyone is equally familiar with it and so I’ve put up a poll on the Mantic forums for you to pitch in and say what you think works best.

Of course, mechanically this won’t make a jot of difference. In the game it does the same thing regardless of what we call it.

My concern with several of the suggestions is one of the inevitable confusion. Blaze Away doesn’t sound like any other game status, action or effect, whereas both Cover and Suppress are going to cause extra work explaining stuff and make it harder to write clearly and without sounding like a dictionary. It happens every time you have similar terms in rules.

Anyway, please vote and post up if you’ve got other suggestions for terms.

Posted in Deadzone | 25 Comments

Deadzone – Grenades in 3D

Grenades are a lot of fun in Deadzone, but the way they work in 3D is not very well explained in the Alpha. So, here I am to expand on that.

Firstly, a general note on 3D LOS. When attacking an square that is on a higher level with area fire you count as being able to see that square if you can see the edge or the corner of the floor.  Assuming, of course, that there isn’t a solid wall blocking that side.

In terms of grenades, the Alpha already explains how to resolve explosions in 2D. Let’s add the third dimension.

grenade scatter

This diagram is a side-on view of a grenade exploding on top of a single level block (B). Yes, it’s not a pretty sight, but them’s the dangers of dealing with Alphas 😉

The effect it has on adjacent squares (really cubes as we’re talking 3D) is as follows:

A: No effect. Grenades explode sideways and up, but not down. As the grenade will be lying on the floor, the blast will be blocked from damaging either square marked A.

B: No effect. If there was a hole in this square then there should be a chance of it falling through the hole (for the Alpha ignore this chance). If it does not then it can be assumed to be too far away for the blast to go down in much the same manner squares A are protected.

C: These adjacent squares on the same level as the explosion take the normal effect from the blast as adjacent squares.

D: If we assume that these squares are open on the side facing the explosion and that they are one level higher then they too are adjacent and subject to the normal rule for blast effecting adjacent squares. Remember though that as any potential targets will be higher than the source of the attack they will count as being in cover and so will get an extra dice.

Posted in Deadzone | 14 Comments

A Brief Interlude

I’ve been mostly taking a break from Deadzone today, looking instead at the tiles for DKH 4. Of course, “looking at the tiles” means working out what’s in the rooms which means knowing what the scenarios are which means basically deciding rather a lot more than just how many squares big the space needs to be.

I’m quite excited about revisiting the first of the board games Mantic ever did and giving it the treatment that was simply impossible the first time round. And I get to do my alternate style of play too 😉

Looking forward to having the space for more background and story, and some between-dngeon amusements too.

 

Posted in Dwarf King's Hold | 15 Comments

So What’s Happened To Eternal Battle?

In a word, Deadzone.

Whilst my normal state is to be working on 2, 3 or more games at once, designing both EB and DZ at the same time was getting a bit confusing as they are so similar in many ways. In the end it seemed like a better idea to put EB to one side while I concentrated on DZ and put all the skirmishy goodness I could think of into that. When that’s done then I can turn my attention back to EB.

Dwarf King’s Hold and DreadBall can both work in parallel with Eternal Battle without confusion as can the other projects I’ve got lined up. Different scale, style, subject or target audience all make sufficient difference that they can easily be kept apart.

So Eternal Battle isn’t forgotten, just on pause while Deadzone is allowed to run free for a bit 🙂

Posted in Eternal Battle | 7 Comments

Dead Brain Zone

What a hectic day!

Back from the Mantic Open Day and a lot of talking to excited people about Deadzone, DreadBall, Dwarf King’s Hold and Pandora. Every game has its fans and every fan has a question.

I do enjoy these events, and it’s always good to get a chance to see what people are up to, which games they are enjoying, what they’ve found tricky or confusing and so on. Listening to feedback is what helps me to do things better next time. At least I can try 😉

The DreadBall tournament went well with games running nicely in the hour slots and a great deal of cheering at the end for the winners. Hardly any questions is always a nice thing for me to hear from the ref, and being told that the same team is both unwinnable with and against suggests that it’s not badly balanced either. Season 2’s bogeys seem to be the Judwan at present, though I think it’s early days and things will settle down.

Of course, the big focus for me was Deadzone, and that went down well with demos running all day and many questions in the seminars. It was great to talk to lots of people who’d not only read the Alpha but had played it and had comments and suggestions. All good stuff.

Now if you’ll excuse me, I need to take my brain out and rest it somewhere soft and quiet for an hour or three. Might need it in the morning…

Posted in Events | 3 Comments