Now officially added to the Boardgamegeek.com database, I can now say and show a bit more about what David Turczi (designer of Days of Ire, a card-driven game on the October 1956 Hungarian Revolution) and I have been working on all year.
From BGG:
Nights of Fire: Battle for Budapest is the second game in our duology adapting the events of the 1956 Hungarian Revolution for modern board game form. Following the Hungarian success in part one, this game starts as the Red Army arrives at the edge of the capital and pushes into the heart of the city; bent on retribution, destruction, and ruthless pursuit of control. For the players in charge of the Hungarian defence there is no time left for organizing and sedition. This is a hopeless war of survival, plain and simple.
Combining card and action management mechanisms of modern euro games with the theme and feel of a classic block wargame, players can experience the rush of a true no-win scenario, and see how long they can keep the flame of the revolution going under the pressure of the unstoppable march of the Soviet military machine.
The game can be played by up to 2 Revolutionary players against either a live or an automated opponent.
In response to a question announcing the sequel to Days of Ire (DoI), David describes the game mechanics very well:
Yes it’s card driven, but no it’s not like DoI.
The Hungarian side plays a light block wargame with area movement, where the stronger actions require an icon on the block to match an icon on the card. It’s a bit of action allowance and a bit of card management. Cards are randomly drawn, but the deck is small enough to guarantee a reshuffle in every game, so you see every card roughly twice.
The Soviet side plays more of an hand building-action management game. He has 12 cards, each with a mix of actions and a mix of combat values. At the beginning of every round the Soviet picks 6 cards he’ll play one at a time for his actions. The remaining 6 cards are shuffled together into a “combat deck”. Every time he attacks, he flips the top card of that deck and uses the appropriate combat value on it. The more hits he suffers, the fewer cards he can pick from.
A few things in the game have the feel of a COIN game (both Brian and I were very conscious of that) – flipping units, asymmetrical actions, but it’s less “inspired by COIN” and more “how can you do it differently than COIN”.
I would say the luck element is even smaller than in DoI.
I’m very pleased with how this one has worked out. David’s design background is Euros, but he speaks some Wargame, so I think we have created an interesting hybrid. I know I have learned a lot from him about the use of different mechanics. This one is quite removed from my earlier Operation Whirlwind, but it’s still a lot of fun.
Not much to see so far, but you may want to subscribe to the BGG entry:
Piotr Bambot is a teacher who likes to use games in his classroom and sometimes works for the Polish military’s equivalent of their War Colleges. Recently he spent a day with a group of officers playing A Distant Plain!
Piotr is the one with the short haircut.
The place was the Military Center for Civic Education in Warsaw, during a course called “Leadership and social competence”. I can see officers from all branches of the services playing together… Piotr said everyone was highly interested and engaged.
I’m really happy when I see that these games can be of some professional use!
Clockwise, I see two Air Force Lieutenants, two Army junior Lieutenants, a Navy Lieutenant Commander, an Army Sergeant and a Major, and two more Army Lieutenants.
I’ve been finding other Youtube videos that the guys at The Players Aid blog have been making of my work. These are unboxing videos, where the maker of the video opens the box or bag and talks about what they find inside – necessarily, mainly first impressions of rules, map and counters.
First, Winter Thunder from Tiny Battle Publishing.
And Red Horde, a more recent release from TBP.
Next, The Scheldt Campaign from Hollandspiele.
And finally, the unboxing video to Colonial Twilight, to go with their longer video on their impressions of play.
Wow, that was a very busy trip, nearly the last one of a very busy year!
On Saturday 2 September I flew to London, a 9 hour flight. I arrived at about 1200 Sunday 3 September local time but 0400 body time… I got to the student residences at King’s College London (just across Waterloo Bridge from the Strand Campus where the conference was, very convenient but also what the British call “cheap and cheerful”), unpacked and went out to get a few things I needed (snacks, an adapter for the wall socket adapter I had bought in Canada but which proved to be the wrong one, and a new portable umbrella to replace the one I had bought last time I was in London in 2013 and carried back this time, but which somehow got lost or escaped in the last 20 miles before arriving). Then I tried to get some sleep… to avoid getting the jetlag that plagued me last time, I took a sleeping pill for the first couple of nights. Normally I do not use them, but it seemed to do the trick this time. (Of course, now I am back but my brain is still 8 hours in the future, so it’s harder re-adjusting now.)
On Monday I went for a bit of sightseeing… to Ian Allen Ltd. nearby to have a look at their very idiosyncratic and particular stock of military history reference and research books (really, this is the place to go if you must have a book on SS parade helmets RIGHT NOW), and they seem to have every Osprey book ever printed. I got a “BEWARE OF THE TRAINS” mug for Akito, from the Trainspotters’ section of the store. Then to Hackney, to get some tickets for a puppet show on a barge on the Thames River that Friday night…but the office they advertised there was just a house where they kept props. I did get things straightened out but saw more of Hackney than I intended to, though I did get to go by 10 Martello Street, once the home of Throbbing Gristle and Industrial Records – it is still artists’ studios.
“The Death Factory”, they called it. Oh, those crazy kids….
I also went to the British Film Institute on Southbank, the Tate Modern, and very quickly to the Imperial War Museum – I would go back there later.
Tuesday was the “megagame” before the conference proper – an East Asia crisis simulation game called Dire Straits, that involved nearly 100 players and was set up and very ably run by Rex Brynen and Jim Wallman. Rex did a very good writeup of the form and intention of the exercise here: https://paxsims.wordpress.com/2017/09/09/dissecting-dire-straits/
They gave me the coveted role of Kim Jong Un, in which position I oversaw a team of very clever people who came up with some brilliant ideas, as we conspired to make trouble and so ensure the autonomy and integrity of the Democratic People’s Republic of Korea.
Me looking Dear Leader-like. Photo by Tom Mouat.
As you can see by the photo, we were also playing at the same time an elaborate side-game of whose faction was gaining or losing power through representation in the organs of DPRK government. Part of this was the Obsequious Loyalty Forms which had to be completed by each player on my team each turn, to comply with a task I had set them – e.g. write a haiku about me, or draw a picture of the statue of me they would erect on their properties – for which they would be rewarded or punished. During my time in the catbird seat (which I did not dare leave during the entire four hours of the exercise) I had only two assassination attempts against my person, and one challenge on the floor of the Central Committee. Another thing I did was have them applaud everything I decided, which worked to freak out everyone in the rest of the large room as bursts of loud and sustained applause would erupt randomly from the North Korean corner.
At the beginning of the game they played a short video which detailed the events that had-will happen(ed) in each involved country (USA, Japan, the Koreas, Russia, China, Taiwan, etc.) the next few years between now and the time of the game.
The background music that played when they got to North Korea was “99 Luftballons” by Nena (remember that one?) and without realising it we had a balloon-themed time of it:
The head of the Air Force drew an especially poor statue of me watering the World Garden of Peace and Cooperation, so we picked on a senior officer of that service to be tied to a weather balloon and set free to drift away – his frozen corpse dropped and shattered into a million bits on Russian territory, but they were dissuaded from regarding that as a hostile act.
Later, Russia and China leaned on us not to do any more ground-based missile launches (our first move in the game was to do a test launch of a MIRV device on a ballistic missile, which succeeded and rather set the cat amongst the pigeons), so we hit on a low-tech way of skirting it: take the test missile aloft with large weather balloons, drop it and fire it in mid-air – we got a satellite-killer up into low-earth orbit that way.
South Korea was bombarding our people and spreading dissension through propaganda broadcasts while moving forces up nearer the DMZ, so we decided to make a peaceful riposte. All DPRK schoolchildren were given a piece of fruit and the day off school to build small balloons to which were tied messages of peace, friendship and praise for the Dear Leader (again, written by members of my staff) and released to float south when the winds were right. Incidentally, the balloons were all made with strips of aluminum foil in them, so when they were released the South Korean military radars were completely spoofed by this strange blobby cloud of something drifting towards them over the border… they panicked, but not enough.
We did other things later in the game like hack Donald Trump’s Twitter feed, which made him pretty mad (even though he was not played by a person in the game; his decisions were the resultant of sets of policy vectors set and pushed by members in the large US Cabinet on a game board, which I thought was a brilliant touch), offer the USA shipments of food to help with its food bank problem, and condemn in the press a SEAL team’s failed attempt to sabotage our SSBN research program as “sneaky and moist.”
We had fun, though it was a serious exercise too – for me, it was a very intense time as crisis after crisis came in, needing to be dealt with.
After supper was an informal game session, where I brought Colonial Twilight to show and play – one of the few copies in the UK at the time.
The next day was the official beginning of the conference – the usual plenary sessions broken up by tea breaks, which were necessary in my view to allow the socializing that allows these kinds of things to progress and grow stronger. In the afternoon was a Games Fair, which was an organized time for people to bring their game designs to show and play. There were games on topics ranging from hospital triage and cyber strategy to a future war against Hezbollah and naval warfare. Bob Cordery took some nice pictures here: http://wargamingmiscellany.blogspot.ca/2017/09/connections-uk-2017-games-fair.html
Photo: Bob Cordery
Bob also played in my five-player game of Caudillo, which went down very well despite my having forgotten a few minor rules. The two women on the right of the photo were business students from Venezuela and obviously weren’t fooled by the game’s setting in the city of “Maracas”, and its objective of determining a stable successor in power to “Jesus Shaves”.
That evening there was a second session of the Games Fair, and I taught a group of five guys through a session of Colonial Twilight. Two of them had never played a COIN system game before so it was a slow start, but we got all the way through a campaign before having to pack it in.
Photo: Ivan Seifert(?)
The next day I chaired a plenary session on “wargame design and analysis”. Rex and Jim, two of my favourite madmen, presented on the design and content of megagames in general, with commentary and analysis of how Tuesday’s game had gone. They were followed by a talk on the state of Swedish professional wargaming, and another on the risks and pitfalls encountered in playing through a game on nuclear missile defence. If nothing else, gaming these sorts of things points out how easily and quickly sides can be misunderstood, and actions and intentions distorted.
Mmmm… thinky thinky. (photo: Bob Cordery)
The last major activity was a breakout session in which we separated into several groups and brainstormed ideas for gaming out aspects of future conflict (of any type) in “The High North” which is one of the topics the British Ministry of Defence is concerned about as a near- to mid-future theatre. My group went with an idea for a game design that would explore the dimensions of conflict between indigenous peoples in the far north and the other forces and complications that would arrive, in the wake of a changing climate. I think I will be taking some time to ponder this seriously later.
That was Thursday, and the end of the conference… though a bunch of us settled at a nearby pub to have a drink or two and do some more of that necessary gettoknowyou that (also necessarily) tends to get pushed aside in the structure of a conference.
Friday I shifted out of student digs and to my stepsister’s place in Islington. I had a late breakfast with Rex Brynen, and we had an excellent talk at a very nice place in St. Pancras station, near a large statue called “The Meeting” and the point where the high-speed trains leave for Europe (another thing that did not exist when I was in the UK in the 80s). That night we went out to the west end of the city to Richmond, where we saw a puppet play on a barge moored in the Thames (in the winter they move it into the city near Regent’s Canal). It was very well done and was all about how one should never put their trust in poets, which I thought a good theme for any medium.
Saturday I went to Tesco Superstore, a large grocery store in Lambeth, to get a large number of chocolate bars for Lianne… they sell a cheap dark chocolate that is really good, so I ended up getting three and a half pounds of it. Then I carried all that over to the Imperial War Museum.
Front of the IWM, featuring a pair of guns from a battleship.
This was one of the best military museums I’ve ever been to, not just because of the quality of the artifacts on display but also by the thought that obviously went into the different exhibits. This museum is not the expected dusty closet of retired regimental colours and nostalgic battle scenes in oil paint by retired regimental officers; it’s far more about the aftereffects of conflicts and wider lessons learned (or not). As an example, the main exhibit that covered the Falklands featured the uniform and effects of a war artist who went with the troops, and the original Spitting Image puppet of Margaret Thatcher.
I had to leave from there and travel to the Isle of Dogs, to Fabian’s place where we would do further play of Caudillo, as we did back in 2013. (Playtesting Dios O Federacion)
We had a good time and the group made some great suggestions for turning this into an even more personally involving exercise for the players.
My arm flew out of joint…
when James won the game.
My arm went out of joint when James won the game (photos: Richard Barbrook).
Sunday I traveled all the way out to Dagenham, a town far out in the Greater London suburbs. I spent the day with David Turczi, with whom I’ve been working all year to design Nights of Fire, the thematic sequel to David’s game Days of Ire on the 1956 Hungarian Revolution. The game is pretty much there, we are just doing small tweaks and sealing and caulking against Stupid Gamer Tricks (which I continue to be quite bad at predicting or perceiving).
I’ve learned a lot from David about new methods and mechanics to put into games to make them more interesting to players, without sacrificing too much of the historicity.
Also, we played a mid-length game of Mark Herman’s Churchill, a very clever 3-player game. I did too well as Churchill and Stalin won the peace.
The woman on the left was posing for her boyfriend, not photobombing me.
Monday was the last day, and my stepsister took me to lunch at a nice place in Camden Lock. This is a somewhat touristy area with a lot of open-air and semi-outside markets with neat stuff in them. That night I packed up and we sat and watched The Devils, a demented Ken Russell film I had never had the chance to see. It was a good day to relax and start to decompress.
I didn’t get to sleep that night though, and was up at 0500 to catch the first tube to Heathrow Airport, because security there can take a very long time to get through. As it turned out, it wasn’t bad and there was no rush after all. The plane ride back was 9 1/2 hours (jet stream or head winds I guess) and quite boring; I watched three rather unmemorable movies. I also caught a cold because the whole row next to me was occupied by a Dutch family who all had the same virus, and whose darling little plague-vessel children hadn’t ever been taught to cover their mouths when coughing.
Come to think about it, maybe they were not Dutch but Phlegmish.
Well, that was the trip – busy and some intense times but I enjoyed myself quite a bit, came away with many new ideas and intend to go back next year!
Several video reviews of Colonial Twilight have popped up on Youtube in the last few weeks. All of them have been quite positive!
An unboxing video by the colourful Adam Koebel.
Half an hour with the affable guys from The Player’s Aid blog – Grant Kleinheinz (on the left) has interviewed me many times about this and other games.
A long review by the legendary Marco Arnaudo! If Marco reviews one of your games, you know that you have arrived. He really likes it, too.
A review by “NapoleonsTriumph”, who lives in New Zealand. His review is from the POV of a solo player so it’s largely about the ‘bot, but he also posted other and longer videos of his thoughts as he learned the game.
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