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Over the Alps

by Rindis on May 9, 2010 at 6:48 pm
Posted In: CC:Ancients

Patch came over yesterday for some more gaming. We went with an afternoon full of Commands & Colors: Ancients. Things went pretty fast, we got through six (three sets of two) scenarios with plenty of time left over. We’ve done six before, but these were bigger scenarios and we finished earlier.

I went back to the ‘play through all the darn scenarios’ strategy, so we opened with Bagradas. I had the Romans for the first run, who are distinctly disadvantaged with 1 leader to 3, and 4 cards to 6. The early going wasn’t too bad, as I knocked out Patch’s elephants pretty quickly. However, my dice seemed stuck in ‘elephant hunter mode’ and I kept getting red squares when I didn’t need them. The right flank fell apart and I lost 4-7. In my turn as Carthage, I kept the elephants back a while and tried to commit them when there was less to counterattack them with. Didn’t work out so well, and despite a strong opening, I couldn’t get any better score, 7-4.

Next up was Ticinus River. The little bit of terrain doesn’t really affect things, but the armies are very odd. The Romans are all light infantry and medium cavalry, while the Carthaginians are all light and heavy cavalry. Oh, and 1 leader against 3 again. I took Carthage first, and had trouble with 2/3rds of the army being light troops. 6-4 Patch didn’t seem to have any trouble with it, and I could never get going. 0-6

Finally, we did a set of Trebbia. This one seems a bit tricky. The Carthaginians have a set of reinforcements that come in behind the Romans, and they got slaughtered on both of us. Patch had Carthage first, and I held onto a Order Medium Troops card because no matter where the reinforcements came in, I should have something nearby to counter with. And indeed, they came in on my right, and hit them with the mediums under my leader in the center. They kind of came apart; 7-4. My attempt didn’t do any better. I tried holding them until there was a disordered area to exploit, but Patch moved up as best he could, and when they came in, there was very little within reach. There was a moment where it looked like I was about to get going, but then the game was over; 2-7.

So, 2 victories to 4, 26-32 banners. Definitely Patch’s best showing in one of these one on one days yet.

└ Tags: C&C Ancients, gaming
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The Token Cycle—Dust to Dust, Stock to Stock

by Rindis on April 28, 2010 at 11:27 am
Posted In: Design and Effect

Crossposted from the Design and Effect blog on GameSquad.

One of the problems with a physical game is that the components are inherently limited. There’s only so many counters you can fit into a sheet of cardboard. There’s only so many sheets or little plastic minis that you can fit into the box. No matter how big, or expensive, a physical game is, there is a limit to the number of moving parts it has. Early computer games had a similar degree of constraint (it is no accident that Starweb features 255 worlds), but modern ones have no real worries in this regard. They have other constraints to be sure, but number of active objects the system can keep in memory is generally not one of them (displaying them may be…).

Many wargames don’t have too many worries about this. The number of units that show up in the game is fixed, so all that needs to be done is to figure out a way to include enough informational counters, and all will be well. Some games have a bigger challenge. Any game that relies on strength points (like the GCACW series) will need to have counters for each different strength point, times enough for all the units in the game. Some games have free-form production, and providing counters for everything becomes a real challenge (Federation & Empire is the classic disaster of this syndrome, where the original edition could not fit in enough counters for a complete initial setup, partially thanks to the need for different counters for most later production ships).

However, it is possible to use the limitation on the number of counters as part of how the game works. The most successful of these is Francis Tresham’s classic Civilization. The original civilization-building game, it has a map of the bulk of Europe plus North Africa and the Near East. Players have tokens that get used for population as they grow, and move, and fight across the map. Since these are physical pieces there is a hard limit of 55 tokens provided for each player, sharply limiting how far he could grow.

And that’s the least of your troubles with them.

There’s actually three states that these tokens can be in, and shuffling the 55 pieces between them every turn is one of the most important activities in the game. The two ‘in use’ states are on the board as population or flipped over and in the Treasury as taxes. Otherwise, they’re in the Stock, ready for use as either of the other two.

Yes, collecting taxes reduces the amount of population you can have. This is an extremely odd quirk of the game, but the only thing I can really say is that it is part of a mechanic that works really well, and powers some very interesting dynamics that the player must struggle with for most of the game.

The Limits of Growth

The game begins with everyone having one population marker on the board, and 54 tokens in stock (possibly less, the available number of tokens is reduced for some numbers of players to restrict civilizations to a proper ‘size’ for the amount of board available to everyone). The first thing that happens is the population increases. With proper management, it is possible for the population to double every turn, so at the beginning of turn 6, it would be possible for the population to go from 32 to 64—past the limit of what the Stock provides. At that point the player chooses which areas get population growth until out of tokens. (Population growth is not voluntary other than this choice.)

Getting tokens back into Stock occurs through a number of mechanisms. The first one is starvation. Each area has a maximum limit on the population it can support (from 1-5, usually around 2), and once everything else on the board is done, excess population is removed back to the Stock. Related to this is conflict. When two different powers have population in the same area, they are reduced down to the population limit, or until only one player has population left in the area (that clause is important). As Civilization is not a game of direct conflict, this is not a way to wage war, instead populations slowly ebb and flow, largely determined by how the Stock is acting. At any rate, conflict is strictly attritional with the smaller population in the area removing first, followed by the larger. If both populations are tied, both remove at once. It is very common in play to see a player moving excess population into his neighbors; it cycles his tokens back into Stock, and reduces his neighbor’s influence in the region.

The Art of Living in Cities

Next, is constructing cities. Cities are the prime mover of progress in the game, and in fact, early on progress towards the end goal is checked by the need to have two cities on the board. Cities are constructed by gathering six population into one area and replacing them with a city if there is a ‘city site’ in the area, or twelve population if there is no city site. During turns four through ten, this is a common and easy way to get population back into Stock for re-use.

It also generates the prime cause of strain on the system, and what becomes a prime focus for many players as their civilization matures, attempting to find a more regular cycle: taxes. At the beginning of each turn, taxes are raised. This consists of taking two tokens out of Stock and into the Treasury for each city the player owns. If there are not enough tokens available for this, the cities go into revolt, and will change sides to someone who does have enough tokens.

Because this happens first thing in the turn, cities further limit the amount of population growth a player can have because some tokens will always be in the Treasury at that point. It also means that players must find ways to put tokens back into the Stock during the turn.

Cities themselves are limited in the counter mix to nine per player. Again, this plays against other elements of the game design, as the primary purpose of cities is to generate trade cards, and there are nine decks of trade cards (each with a face value from 1 to 9, and you get one of each type up to the number cities you have). It isn’t a bad practical limit either, as the number of calamities that start appearing at that point make it hard to maintain nine cites.

In the Navy…

A minor way of returning tokens to Stock is building and maintaining ships for the transport of population. They cost two to build, or one to maintain. One or two population [I]or[/I] taxes, that is. Usually, this is merely a way to spread influence to under-populated areas, as well as a way to bleed off a little excess Treasury. It is more important for Crete, however, as they have to expand off the island of Crete before civilization building really starts. At any rate, all players usually build/maintain some ships just to have a way to spend Treasury.

There’s Gold In Them Thar Tokens!

The last two ways of cycling tokens are purely ways to get them back out of the Treasury. The first is to ‘buy’ a ‘9’ trade card (Gold—or a calamity) for 18 tokens (the same as the taxes on 9 cities…). The other is to spend them on civilization cards.

Civilization cards are in many ways the ultimate end goal of everything you do in Civilization.  They are advances that give abilities and advantages, and the collection of them is required to hit the ending parts of the game. They are purchased with any combination of trade cards and taxes. Only trade cards can get up to the values needed to buy these, but they are also inflexible—it is difficult to hit exactly the number needed for a purchase. So taxes are handy to round off the spare numbers.

Buying a gold trade card seems like a poor deal; 18 tokens for a card with a face value of 9. However, it does allow you to empty the Treasury on a turn where you may not be able to purchase anything. And, trade cards increase in value geometrically, with a set being worth the square of the cards in the set times the face value. So, two gold cards are worth (2*2*9 = ) 36, the same as their purchase price. Also, if you have nine cities, you are (or should be) getting another gold card that turn anyway, and can immediately get a profit on the deal.

Conclusion

This may sound like it is a fairly complete description of the game. It is. The 55 tokens, and the actions that manipulate them, are truly at the center of the game, and there is very little that is not directly impacted by the decision to make the limited number of tokens that can be provided one of the central motivators of the game.

Things that I haven’t looked at include the trade cards (acquisition, trading, and spending), calamities (related to the trade cards), and the civilization cards (which do include things that can affect the tokens, such as Coinage, which allows you to change the tax rate of your cities), and what is needed to actually achieve victory. These are fairly major parts of the game that are not directly impacted by the tokens most of the time. They are well worth study, but do not reach into as many different aspects of the game as the tokens do.

└ Tags: Civ, gaming
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DA8 Gruppo Mobile

by Rindis on April 26, 2010 at 11:22 am
Posted In: ASL

Well… it’s been a rough month for gaming. Mark is always busy during April, but this month has been worse than normal, with work putting a lot of extra stress on his schedule. Jason was busy, and Zjonni had some free time, but is already being buried under classes again.

So, our big game day yesterday turned into just me and Patch. In deciding what to do, ASL was initially decided against because of prep and setup time. But, I pointed out we were due to start a scenario Monday night, and we had our setups worked out already. So, we ended up playing DA8, Gruppo Mobile, FtF for the first time in… 5 years (yikes).

Sicily, 1943, elite American squads versus nine Italian MR/35(f)s. Since they’re worth 6 VP each, the Italians have to exit four of them off the south edge after moving through one and a half deluxe boards lengthwise (22 hexes). They’re not very fast, but the American anti-tank abilities are a little limited: two DCs, two BAZ, and a 37mm ATG that enters on the first turn. Bad news for the Italians is they only have five turns. Bad news for the Americans is that the ATG comes with a HS instead of a crew.

By ROAR, the scenario is tilted towards the Americans, so Patch took the Italians with the balance (8 morale for the Inherent crews). He missed the SSR about the tanks only having half movement on the first turn, so he had to re-do his opening setup and was forced to use both roads onto the board to get everyone into play.

My setup was not bad, but it was a little too forward, and when I had him right in front of me on the first turn, I tried to engage instead of falling back to keep in front of him as I should have. My die luck was not what I could have hoped for. One BAZ went away on its second shot, and while the first shot hit, it failed to penetrate.

However, while things really got away from me on the east side on the second turn, I stunned three of his tanks as they tried to get going on the west side. I did knock one out in the east, but the other three got away from me. I had set up the ATG on the west road, and Patch barely managed an OVR, which didn’t do anything to either side, leaving a MR/35, ATG, 10-2, and Jeep all in the same hex.

On my second turn, I rushed after his fleeing tanks with most of my forces, while leaving a couple squads to deal with the stunned (now flipped to +1) tanks. One squad successfully ran up and placed a DC, blowing his rear tank in the east. (Cool! I’ve only had DCs a couple times, and it’s the first time I’ve used one….)

The third turn really broke things open for him. Patch exited two tanks, and had two more ready to exit. I was only able to reach one of them in my turn, so I would have to kill it and try to stop everything else he had. Not that it had been that easy for him. He had broken the second DC squad on my turn two as it raced up to kill another tank, and I had moved the 10-2 to rally him. Since they were positioned adjacent to the road the three stunned tanks had to use, and he was using CE to get distance, he ate a lot of attacks. With a 667 and 10-2, there was a six resid, and a pair of 2 resids to go through, and they made five FPF attacks against them as they went roaring by. And they threw the DC, but couldn’t connect.

In my turn three, I missed with another BAZ shot, failed PAATCs on two CCs, and failed CC on the tank I had to kill. Game over at the start of turn 4.

It’s actually a nice scenario, I recommend playing it—once. There’s not a lot of great decision making for the Italians, which hurts, but the Americans need thought since the AT capabilities are a bit limited. I also think it’s a bit more balanced than ROAR indicates, because I get the feeling that much of the time the Italians don’t pay enough attention to a tight schedule (don’t let the turn 4 win fool you, there’s not a lot of movement to spare), rather like the typical beginner problem with Fighting Withdrawal.

Cross-posted on GameSquad.

└ Tags: Annual 91, ASL, DASL, gaming
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Risking WWII

by Rindis on March 28, 2010 at 12:37 pm
Posted In: Boardgaming

Had the gang over for gaming yesterday. Well, some of it. Jason came down sick at the last minute, which left us at four. We could have had Zjonni over, but we were already scheduled for a 5-player day, and I found out about Jason well after I told Zjonni to get some more sleep after staying up all of finals week.

We stuck with the original plan though, and tried out Origins of WWII, a 1971 AH game designed by Jim Dunnigan. It is indeed very simple and short, and we got in two rounds before lunch. We took the four-player option of just ignoring the US.

We took the powers we happened to be sitting in front of the first time, which gave me France. With the lowest number of PFs and going first (without the Americans involved, at least), it was a challenge. The Baltics and Romania fell to Russia (Mark) early, while Poland went to Germany (Dave). I managed to start a movement that preserved Czechoslovakia, with French, British and Russian Understanding with the country at the end. Dave tried kicking the British (Patch) out of the US towards the end, but Patch managed to re-acquire an Understanding with them. Patch won at the end with 22 points, and the rest of us tied at 16.

We drew randomly for powers the second time, and I was happy to note that no one got the same power as last time. I drew Russia, and lost a bid to share Control of Poland with Patch’s Germany. Disastrously, Germany also got Control of Romania while I was working on an Understanding with Germany. Patch also got control of Czechoslovakia early, leaving the east pretty well locked down with me taking the Baltic States. The bad news for Germany, was that he was stymied in the Rhineland for the entire game, and had to pour a lot of PFs down that hole against the quite able alliance of Britain (Mark) and France (Dave). I kept miscalculating slightly for the last couple turns, which damaged my plans, but with very few positive objectives left, I started booting the other powers out of positions, mostly Understandings with me and Italy. The game ended with Patch getting 20 points, me getting 15, and Mark and Dave tied at 14. I claimed a small moral victory for only scoring one point less than the first game, while everyone else dropped two.

After lunch, we tried out the Risk: Black Ops game that Dave got for Christmas. We were hoping to have time for more Origins afterward, but despite steps taken in the new edition to shorten the game, it didn’t get that much shorter.

We used the ‘Basic Game’ set up provided, and I had blue with forces mostly in North America and Asia, and my capital in the Northwest Territory. The idea is to go after ‘objectives’, and the first to collect three of them wins. I took one fairly early, by holding all of North America. I had decent border forces in Iceland and Central America, and started consolidating a position in Asia. Patch had South America and a position on the Europe/Asia border, while Dave had Africa and parts of Europe. Mark had taken Australia early, and was spreading across Asia.

I had three turns where it looked like I was doing well, and then both Patch and Mark broke through my defenses, Mark getting all the way to my capital. This began a very long back-and-forth that lasted the rest of the game between me and Mark, where I would occasionally retake NA, and move back out into Asia, but I just could not hold the border for very long. Mark held my capital about as often as I did. Mark also managed an early turn in of cards for the new maximum value: 10 stars on 5 cards to get 30 armies. A full half of that disappeared into Irkutsk where my defending dice beat him for 8 solid rounds. He had enough to keep going after that, but much of the force was out of his offensive. (To be fair, the dice hated Mark during most of the game.)

During my later recovery (two turns where I seemed to be getting places again), I did get the objective for having 18 territories, barely beating Mark to taking it. As time ran short, both Patch and Dave had gained one objective, and me and Mark both had two. Dave ran riot with a good turn in, but couldn’t quite get what he wanted. Patch had reserved a fair amount of force from an earlier turn in, and with a new turn in, and me and Mark both weakened by Dave, he finished off Mark to take his objectives and take the game.

Without the die luck, Mark probably should have won that one, but as it is Patch won all three games. There’s no real idea what we’re doing next time, though both Origins and Republic of Rome are looked forward to the next time we have a 5-player day.

└ Tags: gaming, Origins of WWII, Risk
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The First Punic Skirmish

by Rindis on March 27, 2010 at 6:13 pm
Posted In: Boardgaming

Well, ended up putting this one off a bit, mostly because I’ve been having shoulder trouble, and have been avoiding the computer.

But, last Sunday, had Mark over for our usual monthly FtF. It was my month to choose, and I decided it was time to tackle the big First Punic War scenario from Carthage. Thanks to the fact that it’s been a year, and it’s a bigger scenario, we only got through three turns. I had been hoping for a bit better, but we will be continuing this through Vassal

Since I had Carthage in the last go-round, I took the Romans this time. Carthage started with the usual opening of blocking the Straights of Messana, but the Roman consular army in Rhegium made it across anyway.

I then proceeded to fritter away my good luck by staying in the city of Messana when Hiero of Syracuse came up and accepting the siege. With the Carthagninian fleet blocking the harbor, my siege attrition was pretty nasty the first turn. The second wasn’t as bad as the Carthaginian navy didn’t put in an appearance, but two of the three siege attrition markers came up before any Roman LAMs did at all. Eventually, Hanno’s Carthaginian army came up after taking a string of towns on the north coast of Sicily, assaulted the walls of Messana, and slaughtered the starving defenders. He has since landed at Rhegium and taken it. The south of Italy is in a state of serious crisis.

The Romans aren’t doing nothing. They spent 263 BC building an 8-squadron navy at Cumae. This is larger than the entire starting Carthaginian fleet, so in 262, Carthage built an 18-squadron navy at Carthage. The good news for me is that any secondary port can handle my force, but Carthage is the only place the Carthaginian fleet can winter in. He’s more susceptible to poor die rolls, but until then… I need to stay out of his way.

Also, second Consular Army headed north to subdue cities that were friendly to Carthage. I took Genua, and have been besieging Massilia for the past year. Sadly, there are Carthaginian reinforcements in Massilia, so it has not been an easy matter.

I attempted to build a new Consular Army to replace the one lost in Mesanna, but only got permission to raise one legion from the Senate. A second legion was authorized during the year, but it was forced up to Arminum to deal with troublesome Gauls, and to settle the region with good Roman citizens [random event].

So, in two more turns, the automatic victory conditions kick in, and at the moment, it would be a Roman loss. It’s a loss that part of the Senate would not be too unhappy with, since the control of northern Italy is being assured, but that wouldn’t do me much good. My best bet at the moment is to finish up in Massilia and cause problems in Corsica. In the mean time, I need another army….

└ Tags: Carthage, gaming
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