Showing posts with label board games. Show all posts
Showing posts with label board games. Show all posts

Friday, June 7, 2013

Print & Play: Ataxx

The best of the print-and-play boardgames (games like Hex and Splut!) are worth building not merely because they're awesome and fun, but also because they're not (or barely) commercially available. That's especially true of the 1980s softboard arcade game Ataxx (BGG). It's fun to play in emulation, but abstract strategy board games are always better to play against other people. Sadly, it seems like the original copyright holder was acquired and liquidated in bankruptcy, so the IP is perhaps abandoned; Most contemporary software versions of the game are released under other names (like Infection), and this gem is not so well-known as it should be.


The board is foamcore with linen hinging tape and low-fi homemade bookcloth (made with black broadcloth, copier paper, and glue sticks), with the printed board glued on. The pieces are simply small biscuits of salt dough, painted. The instruction manual is set in a simple mockup of the original game's bitfont, created with Bitfont Maker 2.



I was concerned that manually flipping the pieces over would be more troublesome in a hardboard version than they are in a softboard version, but it's no real bother. It's a quick, light, fun strategy game, that is tricky with constant reversals of fortune.

Saturday, May 25, 2013

Print & Play: Micropul

One of my first attempts at a print and play project last year, before Hex and Splut!, was micropul (BGG). I really enjoy the tile-laying mechanic of games like Carcassone, and micropul is a more lightweight and abstract implementation of a similar mechanic.


This is printed on cardstock, glued to foamcore, and cut with a craft knife. Foamcore was really too light and cut with rough edges, although it looks OK flipped over. Still, printed cardstock mounted on a vinyl floor tile and cut would be simpler and better in some ways.

Thursday, May 2, 2013

What is this? A game?


My son discovered this device at the Louisville Waterfront Park playground. It appears to be some type of game, but I have no idea what. The pieces are held in place with a metal baffle underneath the gameboard, which allows them to slide, but not jump (or leave the board). There are three orange pieces and four black pieces.

Print & Play: Hex


Hex is a fantastic game: possibly the simplest rules of any board game, but strategically tricky and rich. Most of the boards available for print and play are based on actual hexagons, so I made these with a slightly different (if mechanically identical design). The circles are my favorite of the two: the triangles are a little confusing. I sized both to play with the stones from my Go set; the Hex boards were printed onto cardstock, mounted onto the back of a vinyl floor tile, and trimmed with a craft knife.

Print & Play: Splut!

Late last year I got into board games again, and free print & play board games are a great way to scratch the game-acquisition and crafty itches at the same time. Here's Splut! (BGG), made from a set of Looney pyramids, some glass gems for boulders, and a printed downloaded image glued to a black foamcore board with some improvised bookcloth (black broadcloth gluesticked to copier paper). It was an initial foray and a learning experience—but a great, fun game!

Tuesday, September 27, 2011

"Risk" on Hexagons

Some time ago, I was talking with a friend about the board game "Risk", and ventured into the world of alternate maps for the game as an introduction more complex rules variants. I'm still interested in putting together a more involved variant based on Sengoku-era Japan using a map of the ancient provinces of Japan. I still remember the ads for "Shogun" in my "Axis & Allies" box; I really wanted to play that game as a kid, which I see Avalon Hill/Hasbro has just re-issued as "Ikusa".

In any case, I wanted to explore whether symmetrical, abstract alternate maps based on hexagonal tilings would be interesting, which led to the project of translating the original "Risk" map onto an abstract hexagonal map. It doesn't work perfectly, though, since some territories take up two or three hexes.


Wednesday, January 26, 2011

Games to Try

Last August, during my GenCon recap, I expressed some nostalgia for the old hex-and-counter conflict simulation wargames from Avalon Hill, SPI, and other companies that I remember seeing, but never getting a chance to play before they largely faded away. I've spent a couple days trolling through Board Game Geek and elsewhere exploring this subject, and have happened on a couple of games that I'd really like to try.

"Hammer of the Scots" (2002, Columbia Games)(img) is a block wargame that explores the Wars of Scottish Independence, which simulates a fog of war in a manner reminiscent of "Stratego". It seems to be well-regarded, covers an interesting topic, and hopefully looks enough like a Euro-style game that I may be able to rope some family into playing. Unfortunately, it's a two-player game; I suspect that part of the reason so many interesting games get played so rarely is that they're very particular about the number of people who may participate in what is an inherently social activity.

"Age of Napoleon" (2003, Mayfair Games)(video) is a grand strategy game overviewing the Napoleonic wars from 1805 to 1815, with a counters and a card-driven system to represent combat events and shifting diplomacy. It seems like a game I'd enjoy at the same level I enjoyed "Axis & Allies" back in the day, with a history theme I have a nascent and developing interest in, an interesting representation of the vagaries of diplomacy, and grand-strategy-level play light enough to play in an afternoon or evening. Sadly, it is also only a two-player game.

Battle Cry (2000, 2010, AH/WotC) spawned the Commands and Colors system that drives several popular history- and fantasy-themed strategy games. These games, like Command and Colors: Ancients (2006, GMT Games) seem to be very popular and fun, but more game-y than simulationist. I'm a little burned out on WWII and fantasy battle games, and would like a more hardcore take on ancient and American Civil War combat, but this is probably a good game to get, anyway: there's a sesquicentennial coming on, and my interest in the Civil War will likely be high for some time. A game-y system is more likely to attract players, and the 150th anniversary edition includes a lot of battles from the western front important to the Ohio River Valley (Fort Donelson, Perryville) that receive scant attention from wargames.

Entdecker: Exploring New Horizons (2001, Mayfair) is a prequel to "Settlers of Cataan" by the same designer, which uses tile placement to represent the exploration of an archipelago and create territory to be claimed by the players. My family enjoys playing Cataan and Carcassone a lot, so this game may garner some similar interest while being a nice change of pace from those games. It's also the first multiplayer game on this list. =/ There's also a bunch of children's games, like "LEGO Minotaurus", "Max", and "Blokus", that may be a worthy step up from "Candyland".

But I started all this by looking into what historical wargames people are playing these days. Going through all these games, I've started to turn against some of the games like C&C:A that make compromises with historical accuracy for better gameplay; Who wants to play a historical wargame if it doesn't accurately represent the personalities of individual Roman commanders or the interaction of rampaging elephants with pre-Marian legions at Cannae? Terribly unbalanced scenarios, stacks of chits, and endless consultation of combat results tables are a small price to pay for the historic verisimilitude only an old-school hex-and-counter game are supposed to provide!

So perhaps for ancient-era wargames something like SPQR Deluxe (1992, 2008, GMT Games)(img) might be the way to go. It covers most of the Punic Wars and several battles through the Roman Republic era. And ancient tactics are kind of interesting; the way units are laid out in lines and blocks is kind of "chess-y".

A better idea to dip toes in this water might be to try one of the old free or introductory low-complexity wargames, like "Battle for Moscow" (1986, GDW; 2009, VPG)(img) or "Napoleon at Waterloo", an introductory game put out in 1971 by SGI before it was acquired by TSR, and now freely available.. The NAW system was the basis for "Blue & Gray" (1975, SPI; DG), a relatively lightweight Civil War wargame, as well as Napoleonic games. "Battle of Honey Springs" (2007, LPD) is another free introductory print-and-play wargame that cover most important ACW battles in Indian Territory, now Oklahoma. And if ~that~ is any fun, then try to something newer like "Three Battles of Manassas", Perryville, or other series (1, 2, 3) before considering a monster game like "Three Days at Gettysburg".