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Other blogs:

RSS Inside GMT

  • Advantages of Space Empires 4X In Digital Form March 16, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Return to An-Nayyir’s Pyramid – Part 1 of 3 March 16, 2026

RSS Quest for Fun!

  • The Myth of Rational Animals November 23, 2025

RSS Bruce Heard and New Stories

  • Preview: The Iron Queen February 9, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • Game 572: The Elder Scrolls: Arena (1994) March 14, 2026
SF&F blogs:

RSS Fantasy Cafe

  • Michael Swanwick Guest Post and Book Giveaway February 23, 2026

RSS Lynn’s Book Blog

  • Top Ten Tuesday: Green Book Covers March 17, 2026
ASL blogs:

RSS Sitrep

  • Blockhaus Rock April 1, 2025

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • 2026 Kansas City ASL Club's March Madness Tournament March 16, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • What color is paut? Sigh. March 3, 2026

RSS Gaming Ballistic

  • Pigskin project (by Chris Eisert) February 28, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #3: “Season Of The Witch” February 8, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Charioteer Fury

by Rindis on March 30, 2023 at 12:00 pm
Posted In: Boardgaming

Had a four-player day this last Sunday. Mark and Jason came over, and with Dave and I we tried out GMT’s Charioteer. Circus Maximus has put in regular appearances at our game days, so I was interested to see what a different game had to say.

And it is different. Charioteer is a very abstracted, fairly Euroish take on the genre. Circus Maximus is more of a traditional look, with the ability of each horse in the team of four tracked, and you can attack the horses, or opposing drivers, and you pick what categories of things to be good at, which seems to be lifted from Speed Circuit. Charioteer abstracts many elements, with ‘damage’ being more of a handling modifier, skills advancing during the course of a single race, and matching of card symbols to determine speed. Even positioning is abstracted as when you catch up to another racer, you are automatically on the outside, and then you pay one movement per racer to go inside of them before finally being allowed to go to the next space on the track.

Overall, it’s a very streamlined design that does get to the heart of the matter very efficiently. On the other hand, its obvious all the game design decisions were made purely from a game-logic perspective. I like it a lot, but it scratches a very different itch for me than Circus Maxiumus does, and I couldn’t tell you at this point which I like more. Charioteer does need a reorg of the rulebook though, as it is very easy to miss sections when searching for them. A few crossreferences would be good, and while the number of illustrations is good, the layout tends to give it a cluttered look, making it easier to miss things.

At any rate, I burned two of the beginning bonus chits to build an early lead. I figured at the least everyone else would have to pay an extra move to get by me. That lasted about half a lap as we all sorted out and started doing better with the moves. We also forgot damage from the first attack move or two. One of the neat game-side ideas is you move by the combination of number of symbols you matched, and the number in that symbol, with sprint moves being the highest numbers, and cornering moves being the lowest, but getting you through the corners twice as fast. Even with a eight card hand, and a “shared” card, it’s harder to get the type of move you want than you’d think.

Jason ended up in the rear, and seemed to struggle through the first lap, but after that, he slowly worked his way forward. In fact, we were nicely bunched back up in a pack again as the first lap finished. Dave was the first one to get past me, and stayed there for a lap or so. Damage piled up a bunch during the mid-game, and attempts to git rid of it were of course time-consuming. Jason was slowed down quite a bit, but managed a full recovery thanks to a recover move with a recovery card. This helped him get into the lead for a nicely long win. I managed to get back into second during the final lap, with Mark and Dave ending up neck-and-neck. I’d had a fairly good sprint move coming that might have helped if there’d been one more turn. As it was, I was stuck with three red whips at the end, because I just hadn’t been able to burn through them (not enough attacks, and too many other red tokens).


Jason is the winning Yellow team, I was dark blue, Dave was grey, and Mark was pink.

One surprising bit is that the game needed more turns than any of us really expected from the structure.

After that we played a round of Braggart, which has become a favored short game of the group. I managed a couple of good boasts, and snuck in a couple of large single cards as part of hand-clearing two-card boasts when I knew I couldn’t win. However, I mostly struggled for a 43-point third place. Mark started with a good first-round boast, and got more later for second at 53, while Jason had a number of very strong boasts for 56 points and the win, with Dave having a couple of moderate winning boasts to end at 31.

Last, we tried Ramen Fury, which Dave had gotten as a present a while back. I personally find it okay, but everyone else was taken with it, so presumably we’ll see it again. Its a card game where you try to assemble and finish three sets of cards. The game ends when someone finishes (eats) all three, and you only score what is finished. Of course, the more complicated sets score better, and you get a limited amount of ability to mess with other people by putting in unwanted cards or spooning out a choice ingredient. It eventually occurred to me that finishing first can be all you need since you’ll be the only one to score on all three. (Mark actually realized this a bit ahead of me, and nudged my thought process down the path it was already heading towards.) So I won with 8, 10, and 9 point bowls, while Dave only had one eaten for 10, Mark had eaten a 10 and an 8, and Jason had one 14 point bowl eaten.

└ Tags: Braggart, Charioteer, gaming, Ramen Fury
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Karavans

by Rindis on March 26, 2023 at 12:00 pm
Posted In: Books

I’m used to Jennifer Roberson’s series containing fairly self-contained novels, so this one took me by surprise. Tiger and Del is a series of nearly independent novels, and while the Cheysuli series very much has an overall arc to it, each novel is also pretty self-contained, which is essential since the books happen years apart, and feature new generations of characters as time goes on.

Karavans is part one of a much more tightly spun story. As such, it takes time to get started. There’s a bunch to unpack, and much of it we don’t get a lot of answers to.

The easy part is that the nation of Sancorra has just been overrun by a warrior people called the Hecari. At this point it’s best to just think of them as Mongol stand-ins, though we may learn more later. This has led to a lot of people fleeing the country to get away from them, including one of the central groups of characters.

To do this, a family packs everything up in a wagon, and prepare to join a regularly scheduled caravan out of the country. These are complicated affairs, with a lot of people moving, and fortune-telling is used to make sure that things will go well. This brings in the rest of the characters.

But not the major MacGuffins. The central one, introduced at the very start, is Alisanos. We’re never given a great idea of what exactly it is, as those few characters who know anything about it aren’t talking. It’s an area deep in the woods that anyone with any sense stays away from, as anyone who goes in, does not come out… if they’re lucky. We slowly start getting a bit more as the half-way point approaches.

After a very slow-burn start, the book does start picking up momentum, and we get into real plot territory. Simultaneously, a couple of tedious days of the caravan preparing finishes, and it starts to move. In fact, a sign of the too-slow start is that we spend nearly half the novel with a lot of detail of two days, and then we skip forward through much of a week before the ending starts powering up.

And there is certainly a powerful action climax to the book, which helps make it a satisfying read, but it’s really all just a lead up to a second book. Some important plot threads are just getting started, and the ending itself puts a main character into new, unknown, danger. The ending also promises we’ll learn a lot more about Alisanos next time.

This is an unfinished series, with current info saying book four is to be self-published. I imagine the series didn’t do all that great, and I certainly don’t recommend it as a place to start with Jennifer Roberson, who I do generally recommend (start with Sword-Dancer). Overall recommendations on the series will have to wait.

└ Tags: books, reading, review
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Falkirk of Iron

by Rindis on March 22, 2023 at 12:00 pm
Posted In: Boardgaming

Jason came over on Sunday for a FtF game. He introduced me to the Men of Iron system. Since I had a slightly shorter day than originally planned (went out to see a charity showing of Princess Mononoke that evening), we went with the Battle of Falkirk, with the non-historical options for the Scots (free setup, actual ability to activate, etc).

Jason took the Scots and lined everybody up in two lines, but while a shield wall/schiltron could be useful like that, he never went into it, preferring to keep tactical flexibility, which he used to the utmost. I led off with getting Durham’s Battle on the map while the mounted men-at-arms already near the front crossed the Burn and hit the flank of the first line. That went well, but naturally, they got overwhelmed by numbers with one retiring and the other eliminated.

As that was winding down, I sent in Lincoln to cross the Burn before the Scots could anchor their line on it while the foot came up. This turned into the major part of the fight that took the rest of the day. Naturally, Scottish numbers began to tell, even as good chunks of the line became disordered and needed reforming. My goal was to start my free activations with Lincoln to address my own problems, and then continue with Edward I to get his troops on board and put pressure back on the Scottish left. I blew a lot of continuation rolls, with the last of Edward I’s troops only getting on map after much had already been decided (in a negative fashion) on my left.

I did eventually get the second activation of Edward I, and then got a banner activation for Lincoln and got Surrey’s battle on board. This let me counter-attack and briefly advance again, but it didn’t last long, and I couldn’t get another activation of Surrey to bring him up to the rest of the line, and soon Lincoln was in trouble again.

That’s about as far as things got before we had to pack up. There was a lot of action, and I got to see a lot of useful examples of cavalry in good and bad situations, as well as extended infantry fights.

Afterword

I can definitely see the relationship between this and GBoH. While I like chit-pull mechanics in general, I thought it didn’t quite do what it seemed meant to in GBoH, and the continuation rules here work much better. I’d like to see an experiment with something more akin to BCS’s Second Activation rule instead. The Continued Attack rule sort of gets into this, and does a nice job with the local momentum of breaking through a line. Overall, it seems to show a bit more polish than the original GBoH, and the differences (in my limited experience with both systems) seem positive. I’d prefer a system where low or high is always better instead of the split we get here though.

We both had plenty of good and bad die luck in battle, but my dice tended to be pretty cold for continuations, while Jason had one round with about four activations (getting to really low numbers towards the end). With the (understandably) slightly friendly command rules that let him stay in charge of a flank that kept threatening to break up under pressure. This unity of command, compared to the English army is the root of a lot of my trouble.

Another trouble is I probably should have ordered the other battles more and then fixed up Lincoln if I got the continuation, but I figured if I got it half the time, they’d still come up in plenty of time, and Lincoln would last longer if I shifted the most endangered units. Now, if I’d just been anywhere near those odds….

└ Tags: Falkirk, gaming, Men of Iron
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Virginia: The New Dominion

by Rindis on March 18, 2023 at 12:00 pm
Posted In: Books

I picked up this history of the state of Virginia mostly because of curiosity about the Colonial era. There’s lots of political cross-currents going on as the Colonies move towards rebellion and independence, and providing true scope to these just isn’t something histories of the Revolution can have space for. (I would really like to see this on Pennsylvania, the politics there are extra-special.)

It was written in 1970 and shows. There is no sympathy for slavery and direct racism as such, but often feels apologetic for some of the further offshoots in Virginia politics. This is largely just trying to keep some distance and evenhandedness, ‘these are the people, and this is what they did’, leaving moralizing for in extremis. But it’s really more the author’s love for his state, and wanting to show how it did better/different than the rest of the south, and it’s obvious enough to cast doubt on what he’s saying on occasion.

Its a large book, covering a bit over three-and-a-half centuries, and while it spends a lot of time on politics, it also covers everything else you’d expect in an overview. The establishment and growth of the major cities, overall economic and population trends (that last might have stood some more attention). However, this all purely from a modern and Western view. Which is to say, even when talking about the original charters, establishing Virginia as having authority over a wide swath of land, all the talk is pretty much limited to Virginia’s current, or at least pre-Civil War borders. There is some nice attention paid to the increasingly separated politics of the future West Virginia, which helps explain that split.

The big missing part is not a lot is said about Native Americans. They’re there, various conflicts, and problems on both sides are there. But you don’t really see them outside of direct dealings with the colony. No discussion of the original tribes, how broad a cultural spectrum there was, how they dealt with each other, and so on. If it’s not dealing directly with a political entity called “Virginia”, it doesn’t exist in this book.

Overall, it’s decently written, a little dated, and covers the subject about as well as anything so broad can. It’s been printed three times, with the last in the early ’90s. It’s not going to be a common find on used shelves, and I wouldn’t recommend specifically hunting it down, but if a cheap copy crosses your path, consider picking it up.

└ Tags: books, history, reading, review
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33 Étrépilly

by Rindis on March 14, 2023 at 12:00 pm
Posted In: Boardgaming

Mark and I returned to Great War Commander with a September 1914 scenario from the Battle Pack. It’s an interesting setup, with the Germans holding a village with two platoons and MG team, while the French storm it with eleven platoons. The Germans get five platoons and another MG team as reinforcements as soon as the original force is wiped out or the French take an objective. Unfortunately, I don’t think it went the way the designers envisioned….

I had the Germans, who set up on a re-worked board 7. The marsh is made into a graveyard, the quarry is gone, the woods are gone, three objective locations change, two buildings off towards the edge are burning, and random draws rubble half the main village. An interesting idea is all Air Assault orders are instead treated as Advance (and using one will also cause the German reinforcements to enter). Annoyingly, the G4 fountain only has its terrain defined in the special rules of the original scenario using this map, and it is not repeated here. I set up in a line in front of it, with the MG in the center. Mark lined up on the left side of the map (this is new—to us at least—as while the idea of using left and right sides as the friendly edges was obvious, we’d only seen top and bottom before), and started with Aerial Reconnaissance, which is something of a pain in the Vassal module, as you have to set aside the next Strategy Cards, as he gets to peek at them.

The action started as Mark Moved to the outskirts of the village. As the north flank moved, I OpFired to break most of the platoons involved, and one of the leaders. Some of them did get much closer, and one German platoon was suppressed by an event. During further Fire, Recall Leader came up, removing Lochow to the time track. This also put everyone out of cohesion. The south flank Moved up, with OpFire unable to halt them. Then an Advance brought him into melee with all three German platoons defeated.

And that’s where the wheels came off. One of the conditions for bringing in the German reinforcements is if they have no units on the map. But, the first time trigger happened in the middle of the final melee, bringing on Lochow as the only German unit on the map… and preventing the German reinforcements from coming on.

There followed a long dead stretch as I passed time, and Mark maneuvered for position and cards without actually taking an objective and triggering the reinforcements. I contemplated trying to attack with Lochow in melee (and bonus actions), but Mark got three platoons and Grenier off the map for 9 VP before I could act on the plan, leaving me with too much open space to cross.

Mark finally Moved to take objectives, and I was in business… huddled in the cover of the graveyard, and the French safely ensconced in the remains of the village. An Offensive put me in slightly better positions, but three platoons broke during it, and two time triggers happened, followed by a third on the French turn.

Further French Fire didn’t manage any more effects, and I managed a Rally to get everyone in good order again. I Fired, breaking Lt Tignous, but that was because I rolled a 12, and then back-to-back 12s from Mark finished the game with 25 French VP.

Afterword

It’s an interesting idea for a situation, and the conditional German entry is good. I’m sure that no one anticipated that the Germans could be left with a single leader after losing the three starting platoons. Still, I would recommend changing the wording from ‘formations’ to ‘platoons’ in SSR 1. Also, repeat the SSR from Scenario 2 any time board 7 is used.

We’ve seen some rushes of time triggers before, but the end here was a new record with three in about four rolls. That said, I wasn’t likely to take location 5 (worth 12 VPs with our chits), nor do much else productive while heavily outnumbered, in worse terrain, and with a smaller hand size. So, I was just as happy to get it over with.

└ Tags: gaming, Great War Commander, WWI
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