Army of Shadows at Big Board Gaming
May 31, 2015 Leave a comment
http://bigboardgaming.com/army-of-shadows/#more-6500555407
Over at the Big Board Gaming blog, some quick notes and a video explaining how to play.
He likes it, hey Mikey!
Ludic Futurism
May 31, 2015 Leave a comment
http://bigboardgaming.com/army-of-shadows/#more-6500555407
Over at the Big Board Gaming blog, some quick notes and a video explaining how to play.
He likes it, hey Mikey!
May 23, 2015 1 Comment
Chunk of new map, by Tim Allen.
Somehow I missed this… Victory Point games is looking for playtesters of their edition of Ukrainian Crisis, which they are calling Headline Ukraine. This was posted on May 4 so I don’t know if they have already found the four groups of two playtesters each they want for the game:
http://www.victorypointgames.com/news/playtesters-wanted-headline-ukraine/
US residents only please (I’m guessing this is due to postage costs, not any innate need to snub other nations).
Brian
May 23, 2015 Leave a comment
Rob Bottos, of BottosCon fame, bought a copy of Green Beret and recorded his first impressions.
Thanks Rob, I hope you enjoy the game!
May 10, 2015 1 Comment
Excellent long review of Green Beret by Dr. Arrigo Velicogna of King’s College London’s Department of War Studies:
http://forwardhq.blogspot.it/2015/05/brian-trains-green-beret.html
He had the earlier DTP version to work with, but the OSS Folio edition is just the same, only with much better components.
Thank you Arrigo!
May 5, 2015 6 Comments
The second issue of YAAH! magazine is out, containing three abstract games by me (Army of Shadows, Guerrilla Checkers, Uprising). I also wrote a short simple article on the think-value of abstract games, these in particular, hooked to Ben Franklin’s love of chess. It’s partly adapted from a presentation I gave at Connections-UK in 2013.
Hope you find it interesting!
Thinking About and Through Abstract Games
– by Brian Train
Benjamin Franklin loved Chess. He was always up for a game. In the illustration, the year is 1774 and he is playing with Caroline Howe, sister of Admiral Lord Richard Howe and General William Howe, who would command British forces during the American Revolutionary War.
He loved chess so much that in 1786 he wrote an essay on it, called “The Morals of Chess”:
“The Game of Chess is not merely an idle amusement; several very valuable qualities of the mind, useful in the course of human life, are to be acquired and strengthened by it, so as to become habits ready on all occasions; for life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events, that are, in some degree, the effect of prudence, or the want of it.
By playing at Chess then, we may learn: 1st, Foresight, which looks a little into futurity, and considers the consequences that may attend an action … 2nd, Circumspection, which surveys the whole Chess-board, or scene of action: – the relation of the several Pieces, and their situations; … 3rd, Caution, not to make our moves too hastily….”
In this short piece I would like to talk about Army of Shadows, Guerrilla Checkers and Uprising as examples of abstract games to discuss in light of the points Ben Franklin raised, and their value in developing other skills.
But first, some history: in 2011 I was invited to visit the Naval Postgraduate School (NPS) in Monterey, California to discuss a project to develop part of a website that would support the Regional Defense Combating Terrorism Fellowship Program (CTFP). Under the CTFP, officers of foreign militaries attend training and courses, both in their own country or at centres in the United States, to give them the capability to build, manage, and sustain their own counter-terrorism programs.
One challenge with any training is to make it stick with the student, and make the student stick with it. Programs like the CTFP are intended to build an international and constantly developing network, and it is vital to keep alumni talking and in contact with each other. The NPS, as a major centre for delivering training under the CTFP, was developing the Global Education and Collaboration Community Online (GlobalECCO) website, to support students and alumni of the program. Besides print and visual resources on various aspects of combating terrorism, the website would feature a gaming portal. Current and former students and faculty of the CTFP would be able to play strategy games online to foster camaraderie through friendly and competitive play, and broaden and improve specific thinking skills. It would also be a resource for faculty to use to supplement their classes.
The first principle of game-based learning is that the game used should teach simple, basic principles and dynamics quickly, in an interesting way. Everything else is either additional detail or gets in the way of this. In discussing with faculty and staff of the NPS what sort of games to develop for the website, we felt that by providing a combination of simple games with deep strategy, we would have the best chance of creating experiences for the players that would let them get on with the mental contest. We did not want them to struggle with the language of the rules, or a difficult and detailed user interface for an attempted “simulation” that could also be carrying unintended ideological or cultural baggage.
We chose Guerrilla Checkers for the site because it combined two well-known classical games with simple mechanics into something new, with surprisingly deep strategy. I designed this game in 2010. I had been working with some other people on an Afghanistan game, and about oh-dark-I-don’t-want-to-look-at-the-clock one morning I was staring at the ceiling and thinking about the insurgents and counterinsurgents there. Both sides, while occupying the same section of the world at the same time, nevertheless approached the physical terrain (ridges, gullies, roads) and the human terrain (villages, tribes, relationships) in completely different ways. Why not have a game where the two sides are playing with quite different pieces working in quite different ways, but are using the same board with the same ultimate aim of neutralizing the enemy? There are not many abstract games like this, but I liked the idea of asymmetry between players, and Army of Shadows and Uprising would follow on with this concept.
We also agreed we wanted a game for the site that highlighted the essential mismatches between the antagonists in an insurgency: low information vs. high information, and low power vs. high power. I discussed this with Michael Freeman, a faculty member at NPS, and went away to create Army of Shadows and Uprising – two very different design takes on this general idea.
Both games have some common threads between them:
Army of Shadows was implemented for the website under the name Asymmetric Warfare. Besides Guerrilla Checkers, the site also features InfoChess (a Chess variant designed by John Arquilla, another faculty member at NPS) and several less abstract games on the spread of ideologies, financing of terrorist networks, and the stability vs. legitimacy dilemma faced by governments confronting domestic insurgencies. Meanwhile, I continued to give away copies of Guerrilla Checkers and Uprising I had made myself, at game conventions and conferences I went to.
Value of abstract games
Now, back to Ben Franklin. He understood that games help us to think about how the world works in new ways, and to change perspectives. Every society plays games; play itself is a universal human experience. This is one reason why games give us so many metaphors in every language.
Games are there not just to amuse; they are used to instruct, teach and otherwise mold brains. Abstract games have been used as teaching tools and intellectual exercises for military students and professional officers, for centuries. And in civil society, developing skill at Chess, Go or other “deep” games was once considered part of a gentleman’s education.
There is an established body of research on cognitive development and improvement through playing Chess and other abstract games. The quote by Benjamin Franklin illustrates three of the abstract thinking and cognitive skills developed by Chess: foresight, circumspection, and caution. The same could be claimed, to a greater or lesser degree, by nearly any abstract strategy game, and to these I would add other skills such as:
All of these skills are critical to creative problem solving. What more could you ask of the development of a leader, analyst, or other decision maker – or for that matter, your own brain?
May 2, 2015 3 Comments
Rather breathless account of one of “madcap impresario” Jim Wallman’s biggest megagames to date, a 300-player match of Watch the Skies!
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