Nights of Fire here at last!

NOF pic

Just ecstatic, yass…

 

At last, my designer copies of Nights of Fire have arrived!

Very pleased with the production overall, and the great artwork on the map, pieces and player aids.

Lianne was wowed by the “toys”, too! That submachine gunner does look just like Yul Brynner….

Qwexit: a scenario for Canadian “Civil War”

 

CCW qwexit variant cover

Variant cover by Cavan Cunningham!

My non-Canadian readers may or may not know that on October 21, 2019, Canada had a general election. The incumbent party, the Liberal Party of Canada, was returned to power, but with fewer seats in the House of Commons. This strong-minority government was the most likely outcome predicted by most media outlets and polls, at least in the final ten days before the election itself, but two things were unusual:

  • the resurgence of the Bloc Quebecois, a party that ran candidates only in Quebec and whose platform includes a drastically altered relationship between Quebec and the federal government; and
  • the near complete dominance of representation by Conservative Party of Canada candidates in Manitoba, Saskatchewan and Alberta (though the popular vote was more diverse), combined with the accession to power in recent years by right-wing provincial governments there that have been quite vocal about the imbalance of power in the current federal-provincial relationship, at least where the Prairie provinces are concerned.

Neither of these movements is new. I recall attending a meeting of the “Western Canada Concept” party in Victoria BC in 1980, for the sake of research – I was then in my high school’s debating club and we were going to debate a resolution on Western separatism. The meeting was led by WCC founder Doug Christie, who gained notoriety by defending Ernst Zundel for denying the Holocaust, got slung out of the WCC for being too extreme and backed other right-wing movements (including a provincial WCC party in BC) (https://en.wikipedia.org/wiki/Doug_Christie_(lawyer)). And it was the surge to power by the Parti Quebecois in the mid-70s that prompted James Dunnigan to design Canadian ‘Civil War’, the sixth and last of the SPI Power Politics series of games, in 1976-77. 

For obvious reasons Canadian Civil War was not popular in the US, and there were few Canadian wargamers to buy up the remaining copies, so it has survived as more or less an orphan game with no updates or scenarios save a “Meech Lake” variant that ran in #23 of The Canadian Wargamers Journal in July 1990. Like many other Dunnigan designs, the game has some interesting mechanics in it, presented in a less appealing framework – and a requirement for four and only four players for the full game.

So, after having a look at the electoral map after October 21, I thought I would try my hand at an updating and variant scenario for the present situation.

The first thing I ought to say is that I do not think that the country of Canada itself is at serious risk. The Bloc Quebecois rhetoric is far less heated than in the 1970s, and it is unlikely that there will be any more referenda on sovereignty-association; the last one was in 1995 and I think it will remain so. I also think that the Western separatist talk is mostly that, just talk, that will be used by the premiers of Alberta and Saskatchewan when and how it pleases them (https://www.cbc.ca/news/canada/manitoba/manitoba-canada-wexit-analysis-1.5335328). Not surprisingly, the founders of the “Wexit Alberta” movement have been identified as far-right activists, including a former spokesman for the Prairie Freedom Movement, a Western separatist organization that preceded this one (https://north99.org/2019/10/25/wexit-far-right/) (https://www.vice.com/en_ca/article/59na9q/wexit-founders-are-far-right-conspiracy-theorists ) . Also not surprisingly, “bot” and aggregator activity has considerably boosted the signal and apparent numbers of the movement in Alberta ( https://edmonton.ctvnews.ca/wexit-company-says-bots-aggregators-boosted-alberta-separatist-movement-on-twitter-1.4650507) so when people talk about tens or hundreds of thousands of signatures on an online petition, those signatures weigh about as much as that petition does.

However, we have never let facts get in the way of an interesting game problem, so the following is presented as a thought-experiment expressed through a rather old Dunnigan game: the “Qwexit” scenario. We hope you’re able to give it a try.

qwexit-4 nov  introduction and scenario rules

Cdn Civ War ctrs 2 nov  new counters

CCW var cards 30 oct  new cards

ccw spi ctrs, changes SPI conversion kit: if you happen to have a punched copy of Canadian Civil War, and don’t want to make up a whole new set of counters, this sheet gives you images for a small set of replacement counters and notes the changes to the Political Opportunity Cards.

EDITED TO ADD (3 November):

This may end up to be a bit of a work-in-progress… I was making up a set of the new counters last night and a thought struck me that should have struck me before.

One thing that bothered me a bit about this game is that one Interest Group is much like any other – so why not map them to their (most of the time) logically prime interests, and give them a game function?

So, game function is that an Interest Group gets a favourable column shift on the Contest Table when attacking or defending an Issue that it maps to: 1-1 becomes 2-1 on the attack, 3-1 becomes 2-1 when defending, eg.. Recall though, that an Interest Group cannot control an Issue by itself, only a Constituency piece can.

INTEREST GROUP -> ISSUE (# issue chits)

Chemical -> Healthcare (1)
Farmers -> Environment (2)
Francophone -> Language (1)
Hydro -> Territory (2)
Indigenous -> Indigenous (1)
Intellectual -> Education (2)
Manufacturing -> Industry (3)
Media -> Media (3)
Petro -> Finance/Banking (2)
Transport -> Transport (1)
Unions -> Immigration (1)
Wood -> Tariff/Trade (2)

Most of these are fairly logical I think, and cover all of the Issues except Foreign Affairs and Taxes.

I thought of letting the Prime Minister match to Foreign Affairs, since the PM counter isn’t the PM him/herself but the Prime Minister’s Office and functionaries/staff, who wield even more power than they did in 1976, but decided to leave it consistently Interest Groups, which don’t change when there is a change of government. Also, Taxes didn’t have a logical single IG match, quite complex so best to leave it as it was, I thought.

Anyway, if you give this scenario a try, add this small change to the rules. Or even retrofit it to the original game.

“At man in purple suit waving axe, one round, FIRE!” – CIVIL POWER now available for pre-order from Conflict Simulations Ltd.

civilpowerdraft.png

Preliminary cover design by Ray Weiss.

Now it can be told:

CIVIL POWER, one of the first games I designed, will be given a proper publication by Conflict Simulations Ltd.!

Constant Readers and obsessive ludographers will know that this game has already had a couple of editions: in 1996, as the issue game in #294 of Strategist, the newsletter of the Strategy Gaming Society, and more recently from my BTR Games. In both cases they were DTP level products where you had to copy out the counters and mount them on cardboard and cut out – or just stick them to cardboard and cut out – but in either case you had to do a little craft project first.

Conflict Simulations is going to release this as part of their “2140” series, with 140 back-printed counters and nice maps (by Ilya Kudriashov) in a small cardboard  box (about the same size as GDW used to use for the boxed editions of its Series 120 games, if you go back that far in the hobby).

As of today, the game is available for pre-order for $34.99 at:

https://www.consimsltd.com/shop/civil-power

Expected release is Q1 or Q2 of 2020, if’n the crick don’ rise… Meanwhile, here is the ad copy:

“In this critical hour we don’t need love, we need WEAPONS — the newest and best and most efficient weapons we can get our hands on. This is a time of extreme peril. The rising tide is almost on us….” – Raoul Duke

Civil Power is a game from Brian Train which models mass civil disorder, riots, raids, and other violent urban phenomena. One player will take command of the Police/local authorities while the other player takes command of the Mob. The game is asymmetrical in its means, motives and opportunities: the Police player has discipline, firepower and esoteric technology while the Mob player has outrage, numbers and Molotov cocktails. The Police must manage to contain and subdue the crowd through carefully distributed violence: the right amount will suppress or demoralize Mob forces, while too much will cause casualties costing the police victory points. The Mob player is less constrained but is also aware that a riot is a temporary thing.

Scenarios are included for several types of situations: riots (including a five-day Chicago 1968 campaign and a three-player Belfast 1975 scenario); raids (featuring a skirmish by the Berlin Wall); and gang warfare (including the 1992 Los Angeles riots, a Crips-Bloods gang war, and a 1944 Warsaw Uprising scenario). There are enough examples supplied that players will easily be able to design their own scenarios, inspired by the headlines of today and tomorrow.

Brian Train was inspired to design this game after reading “The Police Chief”, a particularly savage article by Hunter S. Thompson writing as “Raoul Duke, Master of Weaponry” about the inadequacy of equipment in the police armory to deal with civil disorder. We hope you, animated by the Spirit of Gonzo, will take the chance to explore his take on modern urban violence.

“When the going gets weird, the weird turn pro.” – Raoul Duke

Civil Power includes:

2 8.5×11 geomorphic square-grid maps of an imaginary urban area
140 double-sided  counters
1 rulebook
Player aids & displays

 

 

“STRIKE! The Game of Worker Rebellion” is now on Kickstarter

 

Backer #68!

https://www.kickstarter.com/projects/1713701812/strike-the-game-of-worker-rebellion

STRIKE! is a strategic, cooperative, and beautifully-illustrated board game for 2 – 4 players about building a city-wide rebellion to stop a mega-corporation’s takeover. It was created in a collaboration between The TESA Collective, a publisher of games about changing the world, and Jobs with Justice, a leading labor rights organization.

Complete description of play, videos showing the game, a preview of the rulebook, etc. etc. all at the above link. Rules are pretty short but gameplay looks interesting and so do the components.

Basic pledge for a copy of the game is US$35 plus $5 off shipping; stretch goals include T-shirts, cheaper copies of TESA Collective’s other radical games (Rise Up, Space Cats Fight Fascism) and notoriety.

1571760968975-full-board-action-shot-credit-aaron-simmons

Image: TESA Collective.

EDIT: this piece in VICE magazine (US) underlines the irony of how this game on solidarity and union-building is being funded through Kickstarter, which right now is fighting against exactly this thing in its labour force, and how TESA Collective and Jobs for Justice are using it.

https://www.vice.com/en_ca/article/pa7wyg/this-board-game-about-labor-revolts-is-protesting-kickstarter-on-kickstarter

(oh, and as of this posting they are 62% of the way to their goal, after 36 hours)

ANOTHER EDIT: As of the afternoon of the 25th, the game reached “funded”, with 27 days to go!

District Commander ZNO: new files

aff10

Recruiting poster for the Colonial Parachutist regiments.

I made a change to the exclusive rules for this module: the “Intervention” forces (three battalions of paratroopers, and a set of high-value Assets such as helicopters and Commandos de Chasse) have been reclassified as “Foreign” units and Assets for game rules purposes. They aren’t actually foreign of course, everyone’s still part of the French Army but the system rules allow Foreign units to use two Chance Chits in an attack, and they are also the last ones in a stack to be Disrupted… two good ways to show the effects of these elite troops and the resources they enjoyed. Also makes them harder to obtain and use, which is as it should be unless your sector really heats up and Division HQ is prepared to listen to you….

Download the new exclusive files; if you have already made up the counters, you just have to colour some Government units green with a highlighter marker, following the counter sheet.

DC ZNO x-rules 10 18 oct 19

DC ZNO x-charts10 18 oct 19

DC ZNO ctrs88 18 oct

If you are wondering what the fuss is about, the entire set of files for the game is available here:

New free game: ZNO (District Commander module)

and here, with some other free stuff:

Free Games!

 

New free game: ZNO (District Commander module)

burning farm

Down on the farm, mes gars.

Since District Commander Maracas has been released in physical form by Hollandspiele, I am now offering for free print-and-play the module District Commander ZNO (Zone Nord Oranais). 

This time the action takes place in the hill country southwest of Mostaganem in Algeria, circa 1958-59. The Government player has a selection of French Army sector and intervention (elite) troops, moghazni militia raised by the Sections Administrative Specialisees, and Garde Mobile policemen, backed up by Commandos de Chasse tracker teams, double agents, and small numbers of helicopters. The nationalist insurgent forces have several grades of fighters, Terror and IED Cells, and Supply units that must be escorted back and forth across the arena of combat.

Thanks to everyone who voted in my small poll over on Boardgamegeek. ZNO won narrowly! This module will remain available until it is published by Hollandspiele or I replace it with something else.

DC RB District Commander system rulebook, as spiffily published by Hollandspiele, pdf.

DC system counters 4july District Commander system counters, pdf.

DC ZNO x-rules 10 18 oct 19 ZNO exclusive rules, Word file.

DC ZNO x-charts10 18 oct 19 19 ZNO exclusive charts and play aids, Word file.

DC ZNO ctrs88 18 oct ZNO exclusive counters, pdf.

DC ZNO map 1722 quad 23 sep ZNO map, sized for 17×22″ printing, pdf.

Permission is granted to downloaders to make one copy for their own personal use, under the usual Creative Commons Licence adopted for this website.

NOTICE:

All material on this website, including all its subsidiary pages, that is written by me is made available through a Creative Commons license.

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

 

DC Maracas: available for sale!

dc_maracas medium

https://hollandspiele.com/products/district-commander-maracas

The day has come!

Yeet Yeet Woohoo!

GET IT NOW for $45.00, ’cause it will be $50.00 later.

I’m withdrawing the Maracas module from my free Print and Play selection, but I will be replacing it with another. Other modules will be published in due course by Hollandspiele but I still want to leave up a District Commander module with the core rules, so that people can try the system for free.

So which module should I put up next?
Help me decide!

I can’t have a poll with this thing unless I get an account with some other creepy sounding company, so I put one up over on Boardgamegeek:

https://boardgamegeek.com/thread/2273252/what-dc-module-should-i-post-next-free-pnp

or you can let me know your desire in the comments.

ZNO (Zone Nord Oranais) (Algeria 1959)
Features supply units, airmobility, population resettlement, random terror

Binh Dinh (Vietnam 1969)
Features US and ROK units, supply units, airmobility, Agent Orange, random terror, monsoon rains, the Phoenix program

Kandahar (Afghanistan 2009)
Features ISAF units, non-State militia, criminals, airmobility, Command Nodes, KAF and Pakistan sanctuaries

I’m leaning towards Kandahar myself….