Newest COIN system P500: People Power

Just announced for P500, is a new COIN system game from GMT: People Power: Insurgency in the Philippines, 1983-86. Designed by Ken Tee, a gamer I know from CSW  – this appears to be his first design.

I’ve just had a glance over the description but here are some of the interesting points I noticed:

  • 3 factions:
    • Government, symbolized by the personal rule of Ferdinand Marcos, his wife Imelda, and his political cronies and military forces. Seeks Support and Patronage.
    • Insurgents, split into two blocs – the communist New People’s Army (or NPA) and the Moro National Liberation Front (or MNLF but more commonly referred to as Moros). The NPA sought a national uprising from both the urban and rural populace, while the Moros wanted a separate nation founded on Islamic autonomy. Seeks Control of spaces and some form of “Resistance” index.
    • Reformers, think Corazon Aquino. A non-violent faction that was historically the winner of the conflict as the Philippine political landscape changed. Seeks to build Bases and Opposition.
  • Seems to be an effort to create a high-speed, low-drag entry into the COIN system: small map (17 x 22″) with only two terrain types (city and country) and likely a small number of spaces; low number of pieces (79 wooden bits), and a small deck of event cards (likely around 40 or 50).
  • Some new features:
    • A hand of Key Personality cards kept by each player, that represents the effectiveness of various generals and power brokers.
    • Propaganda Rounds replaced by a two-turn Election Cycle procedure (each Election Cycle is made up of 10 cards and represents 6 to 9 months of activity).
    • A faction can combine any Operation with any Special Activity.
    • card-driven solitaire play system; no more flowcharts.

Here’s the link to the description page and pre-order link:

220 orders already – I’m jumping on this one too!


Nights of Fire: quite long interview at The Players Aid

NOF cover art mid

Over at the Players Aid blog, Grant Kleinheinz has posted a very long interview I did with him on Nights of Fire.

Lots of details on how the game came to be, history of the situation, changes during design, detailed look at the structure of the game’s sequence of play and components.

Coming to Kickstarter Real Soon Now!

Thanks Grant!

Burden of Command


Nope, not quite…

I never made a practice of playing computer wargames much, and I don’t think I am about to start now.

But it seems to me that there are a few digital designers and developers out there who are thinking about what a game about war should be, and what it should mean to its players, quite deeply. This is an interesting article.

Obligatory end-of-year review


So, that was 2017.

This year I published these games, or got them down the slipway:


It was also a busy time for conferences, events and conventions.

  • April: we went to San Diego for the Popular Cultural Association conference where I made a presentation on “News Paper Games”, about journalism in analog game form. Next year’s conference is in Indianapolis so no way am I going there, but I think I am about done presenting my ideas in this kind of academic venue… not much left to say.
  • May: I went back to the Army War College to screen The Battle of Algiers for them, and do some guided play of Colonial Twilight with the guys of the Strategic Simulations Division. Also sat in on a very good panel with Peter Perla and Jim Lacey. Then I went up to Ottawa for the Cangames convention, where I played some more Colonial Twilight and met up with Rex Brynen, who was running a zombie game. I also learned The Grizzled from Michel Boucher, and had dinner at his place… I did not know of course that this would be the last time I would see him.
  • June: Consimworld Expo at Tempe AZ. Hm, I seem not to have written anything about that. Well, it was the usual good time among the hardest-core gamers, and nice as always to meet with publishers and discuss future projects. Lianne and I went to the local art museum and saw a neat exhibition on Frida Kahlo. Unfortunately Tom Russell hurt his back so Hollandspiele could not make the 800 mile drive to get there, but I’ll see them next year.
  • September: Back to Kings College London for the 2017 Connections-UK conference, boy that was fun! Also had a couple of extra days to look about in London, so that was great too.
  • November: BottosCon, like always, and it was a great weekend, like always, though I see I have not written anything about it either. I think I like the new hotel.


Near-meaningless digest of site statistics:

  • I seem to be cruising at between 1.4 to 2.1 thousand views per month, definitely higher than the preceding two years. Not surprisingly, the five most curious countries were: US, Canada, the UK, France and Australia. One guy clicked in from Jersey (the Channel Island, not the toxic waste dump).
  • Besides the then-current post, popular pages or posts included the BTR Games and Free Games pages, and the post about how to use the “horseshoe” in Colonial Twilight to play any four-player COIN system game with two players (this was also published in issue #31 of C3i magazine).
  • Even less surprisingly, the most clicked-on documents were the rules, corrected tutorial and playbook for Colonial Twilight, followed by the free PnP files for Ukrainian Crisis, Third Lebanon War and Caudillo. The page for all my presentations and other material got a lot of visits, but very few people downloaded the files. Oh well.

Now on to 2018, and further dumpster fires. Things I am pretty sure will get done in the coming year include:

  • Nights of Fire on Kickstarter in February, might be produced in time for Essen but we’ll see
  • Tupamaro will come out in 1Q as well, in folio format from One Small Step
  • Strike for Berlin will be in the next issue of Yaah! magazine (#11, March (?) 2018)
  • Chile ’73, folio game on the coup that put Pinochet in power (Tiny Battle Publishing)
  • A quad of mini-games on border wars, using a development of the Little War system (most likely Compass Games)
  • Finish off design work on Thunder Out of China (China 1937-41, COIN system, 4 players, different emphases)
  • And there will likely be other stuff besides…
  • …so get to work, ya bastich!

Coming soon: Strike For Berlin!


Chunk of the playtest countersheet. Proper counters will be done by John Cooper, who also did Winter Thunder and Red Horde 1920.


Elongated blurry slice of the playtest map. Proper map will also be done by John Cooper.

Yaah! magazine #11, which I am told will probably ship in March 2018, will have my game Strike For Berlin in it. Opening blurb to the rules:

STRIKE FOR BERLIN is a simulation game of a hypothetical invasion of Germany by the Russian Soviet Federative Socialist Republic’s (RSFSR) armed forces in 1920.  The game is for two players, one representing the irresistible forces of proletarian revolution (called the Red Player), and the other the (hopefully) impervious alliance of anti-Bolshevist forces that would have been arrayed to oppose such an invasion (called the White Player).

The game begins just after the Red Player’s forces have won the Battle for Warsaw in mid-August 1920.  Sensing that “over the corpse of White Poland lies the road to worldwide conflagration” (Tukhachevsky, leader of the Red forces, in a communique), the leadership of the RSFSR has decided to go for broke and seize Berlin, capital of a Germany in political and economic disarray.  However, it is already late summer and they cannot sustain a military effort of this size past the onset of bad weather at the end of October. The Red Player has just ten weeks to change the course of world history.

This is a complete makeover of 1998’s Freikorps, just as Red Horde 1920 was a complete makeover of Konarmiya. 176 counters, 17×22″ hex map. Same updated and revised system, and like Red Horde this one has lots of optional rules to vary the game, including: armoured trains; the Trotsky Train (making a reappearance); the Red Baltic Fleet; Entente units and the Royal Navy;  different deployments and structures for the Reichswehr; Danzig – what of Danzig?; and Red conscription on the march.

And of course, just as with their predecessors the two games can link, so you can play one long game from May to October of 1920, on a combined map that stretches from Kiev to Berlin.

I just handed in the files for this game, so no better samples or even kooky cover art to show… but when it’s time, you can pre-order your copy here. Price will likely be $40 but there’s usually a 10% pre-order discount, and the PnP version is generally less than $20.

An unexpected but very welcome comparison


Over on I posted a link to the review on Armchair General (Review of Colonial Twilight in The Armchair General). In a reply to the ensuing thread, user Paul Heron wrote:

I feel I ought to point out that, while the tone of CT is certainly serious, it thankfully isn’t sanctimonious, earnest or po-faced.

In fact, a refreshing element of this game for me has been the flashes of humour in there (also to be found in some of Brian’s other designs, Ukrainian Crisis for one). For instance, the Jean Paul Sartre card with its tagline, ‘Either way, he and Albert Camus are no longer friends.’

While some may argue that humour is inappropriate in a wargame, unless the game as the whole is intended as satire (War on Terror), my view is that humour has always been a part of war, and not only as a ‘defense mechanism’ employed by soldiers and civilians.

Rather, humour/absurdity is in an odd way one of the intrinsic elements of war (and the literature of war seems to me to confirm this), part of its troubling strangeness, what novelist J.G. Ballard called the ‘casual surrealism of war’ (which probably more often is simply weird and jarring, rather than blackly humourous).

As the son of British ex-pats living in Shanghai when the Pacific War began, Ballard spent his early teens in a Japanese internment camp. In particular his experience, in the dog days of the war, of leaving the camp and exploring the devastated and largely abandoned city, seems to have left an especially vivid impression on him, informing all his subsequent writing (only a small portion of which – his 1984 novel Empire of the Sun for instance – is explicitly about war).

Incidentally, like the jokes that Brian sneaks into his games, much of Ballard’s writing is slyly humourous – ‘guerrilla humour’ as it were, rather than the more obvious sort that bludgeons you with massive frontal assaults (War on Terror again springs to mind).

Those who know me well, know that J.G. Ballard is one of my absolute favourite writers. This guy gets me!

(oh man, can this day get any better?)


Nights of Fire now on BGG


Cover art by Kwanchai Moriya.


Now officially added to the 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.

If you held a gun to my head and asked me to compare it to other games, I’d compare the Hungarian side to Sekigahara: The Unification of Japan. The Soviet side I had no direct inspiration for, some of the “feel” was inspired by the Empire’s metagame in Star Wars: Rebellion, but it’s an extremely thin comparison. (As opposed to DoI’s Soviet cards which were directly influenced by Twilight Struggle and Labyrinth: The War on Terror, 2001 – ?)

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:

The game will be up for Kickstarter in 1Q 2018. We’re still talking about stretch goals.