30 January 2019
27 January 2019
In Red Baron's time
Misty morning. The wind, cold and damp, blows from the North. I button up the leather jacket and fit the gloves. The boots step onto the grass, still wet. I get to the dirt road. On the track, the triplane, now painted in red. A last check. The usual touch on the wings. I slip into the cockpit and put the goggles on. Engine running. The bird trembles and advances, preparing for the flight. Could be just another training session, or a weekend flight over the green fields. I sigh. We're in 1917, and the world is at war.
“If I should come out of this war alive, I will have more luck than brains”, Manfred von Richthofen, aka the Red Baron.
This is a game that recreates the aerial battles of World War I. No board, no parts, no maps.
Ace of Aces uses only two small books, one for each pilot, filled with images that show the views from the cockpit.
And adopts an ingenious system of cross-references, allowing to connect the pages of both books, and so to keep the reciprocal views of each plane on the other, whatever the maneuvers performed.
In the simplest version of the rules, needing no notes or records on paper, it's a perfect game to play when travelling.
A must have game, if only for the originality.
View point from an Allied plane. In front, on the left, the German triplane.
Below the cockpit, the entire range of possible maneuvers, since simple turns to aerobatics or even stall; from low speed to full throttle.
And an indication of the page references to use, in conjunction with the one of the opponent, to determine the new relative position of the aircrafts and, hence, the new book page.
In line of sight. Firing.
Scoring a hit!
Being hit!
After the introductory game it is time to move to the next level: simulation of combat aboard some of the planes at the time.
A dozen models to choose from, each with different maneuverability abilities and speed allowances!
On one side, the choice lies between the Nieuport (11, 17, 28) and the Sopwith (Triplane, Camel, Snipe). On the other, between the Fokker (D III, DR I, DV III) and the Siemens-Shuckert (D I, D III, D IV).
It's a whole new learning, in that the choice of an action is limited by the previous manoeuvre and speed. Banking the plane to the left, for example, prevents to immediately follow it with a right turn. If you stall, it is not possible to perform a subsequent manoeuvre at high speed.
But that's not all.
For those who are keen for more complexity, there are also advanced rules. Adding the vertical dimension, with climbs, dives and the recording of the aircraft altitude. Or where it is necessary to determine the consequences of each shot: damage to enemy weapons, hindering the ability to manoeuvre, causing a fuel leak, hitting the pilot.
And then there's still the campaign mode, in which each player leads a flying squadron, with named pilots, evolving throughout the campaign in accordance with the results of each dogfight. It's time to call von Richthofen, Georges Guynemer or William Barker.
Tomorrow will be a brand new day.
24 January 2019
PAW in Florianópolis, Brasil
PAW in Brazil.
From Florianópolis, the capital of the State of Santa Catarina.
With a view to the Hercílio Luz bridge, between the island and the Mainland, in a photo by Ricardo Junior.
A journey that continues, by the hands of Bianca Melyna.
On the table "The voyages of Marco Polo", with the expansion "Companions" and the mini expansions "The secret paths of Marco Polo" and "New Characters".
Score: 105 x 40.
Thanks Bianca!
Step in and leave your PAW print - Playing Around the World - and follow the PAW tag.
Send a photo of a gaming session, the game title, your name, city, country (and, if you feel like, a short sentence about the game and or a photo of the city) to gamesinbw@gmail.com.
22 January 2019
In the front line
Wargames with miniatures.
Complex simulations. Movements gauged with a ruler, with movement allowances dependent on the specific characteristics of the vehicles and the very nature of terrain. Combats solved with dice and tables, many, depicting the different armies, the different weapons. Visibility, moral, chain of command, weather conditions. Infantry, artillery, armor, air support.
More than games these are game systems and scenarios, already made or to be designed, recreating historical battles or just fictionalizing. A long learning curve, requiring regular play and steady partners.
Two WWII examples.
| Amorim, Victor, Jogos de Guerra [Wargames], Revista História (1978-1984), Portugal |
| Chadwick, Frank (1986), Command Decision, Game Designer’s Workshop |
19 January 2019
That's Life!
Cells. Life. Birth. Multiplication. Evolution. Death. This is the basis of the Game of Life, created by the mathematician John Conway. A solo game, in which the Creator introduces an initial form of life, a mere set of cells, and then becomes the Observer, applying the laws governing this world, and determining the development of these cells.
The American programmer Don Woods, a fan of games, turned this solo life into a life requiring two to play. With, not one, but two populations, represented by different colors. And with a profound change: the evolution no longer takes place in isolation; each player adds a new element to his own population, an immigrant, every 10 generations. A very limited action, in space and time, but with the potential for causing a global and long term effect! It becomes thus possible to try to rebalance, unbalance or stabilize populations. But it is also possible that the result is full extinction, arising before the possibility of a new intervention. This game is called Immigration.
Let's move on to the laws of Life. The fate of each individual only depends on the number of neighbors in the eight surrounding spaces, whatever the population to which they belong:
Death by isolation: zero or one neighbour.
Survival: two or three neighbours.
Death by overpopulation: four or more neighbours.
And there are also Births: the emergence of a new individual in each empty space that has, exactly, three neighbours. This new individual will belong to the population that has the majority in this neighbourhood.
Deaths and births are considered simultaneous events. So, they just have an effect on the ensuing generation (turn) neighbourhood count.
| An initial position |
| Red: Deaths. Blue: Births. |
To play you need a large board with a grid, preferably more than a Go Board (19 x 19); enough markers of two colors to represent the populations; additional markers in another two colours, to mark births and deaths; a marker for keeping track of generations (or a sheet of paper).
Setup: players place, alternately, 5 members of their own population.
In each generation, perform the following actions, covering all elements of the populations already on the board, and all empty spaces, in a systematic way to avoid errors:
1) Mark the pieces having 0 or 1 neighbors (deaths by isolation) or more than 3 (deaths by overpopulation);
2) Mark, in a different colour, the spaces with 3 neighbours (births);
3) Place new population tokens (births) of equal colour to that of the majority population surrounding the space;
4) Remove the deceased parts.
Immigration: every 10 generations, each player adds a new element to his population, placing it in an empty space of his choice, starting with the player with the larger population. In order to provide a better balance, it may be preferable to invert the order.
Win: when there is only one population left at an Immigration moment.
Draw: both populations have gone extinct between two moments of immigration.
You may try other rules, for example, assigning a draw when a stable form (which does not generate births or deaths) is reached, or, in this case, assigning victory to the larger population.
The solo game can be used as a first approach, and to an introduction to the patterns that emerge:
Stable forms, still life, not generating births nor deaths.
Oscillators, periodically alternating between two shapes.
Shapes that seem to move across the board.
Formations that quickly become extinct.
| Two still life forms and two oscillators |
Berloquin, Pierre (1981), Découvrez … la vie, seul ou à deux, Jeux & Stratégie, n.º 9, Junho-Julho.
Don Woods, http://www.icynic.com/~don/
Gardner, Martin (1970), MATHEMATICAL GAMES - The fantastic combinations of John Conway's new solitaire game "life", Scientific American 223: 120-123.
http://www.ibiblio.org./lifepatterns/october1970.html
15 January 2019
Time Ages in a Hurry
| Our time is running out |
The title of Antonio Tabucchi’s book sets the theme.
Time. Passing time. In a hurry. Time becoming old. Fast.
Time flowing. Time jumping. Time flying.
Time measured in many ways.
Ages, years, days, hours, minutes, seconds, fractions, plays.
Perceived time. Lived time.
Infinite time made of finite times.
End of run, end of line, end of the game.
Time that melts into writing, music, photography.
Time. Times after times. Different times.
| This is the end, my only friend, the end |
| A river running wild that will create, An empire for you |
| He’s been waiting for the turn of the tide |
| And another one gone, another one bites the dust |
| Nothing left, nothing left, nothing there, nothing there |
| By harvest time she knows the score |
| As time goes by |
| The sun is the same in a relative way but you're older |
Chess, Time is Running Out, Muse
Civilization, Empire, Of Monsters and Men
Flamme Rouge, The End, The Doors
Advanced Squad Leader, Back to the Wall, Barclay James Harvest
Ace of Aces, Another One Bites the Dust, Queen
Alhambra, Unthought Known, Pearl Jam
Agricola, Mistress of the Salmon Salt, Blue Öyster Cult
Dixit, As Time Goes By, Frank Sinatra
Photosynthesis, Time, Pink Floyd
13 January 2019
Tell me stories
A game of storytelling.
Well, not complete stories. Maybe some "shorties".
Maybe phrases, words, one word or even an onomatopoeia.
It is up to each player, whenever assuming the role of Narrator.
To give the motto, the Narrator selects one card from his six cards hand.
Just a single card, among a total of 84 available, with beautiful illustrations by Marie Cardouat.
Go for the overall picture or focus on a mere detail. Something concrete or more abstract. An association of ideas. Leave it to the imagination.
"I had a brilliant idea," announces the Narrator, after choosing his card for the round.
Each player then selects one of his own cards, based on the same theme, and delivers it, hidden, to the Narrator.
After collecting a card for each player, the Narrator lays them in a row, faces up.
It’s time to try to guess which one is the Narrator card, by voting simultaneously and in secret.
Two votes in the second card from the left. One vote for a possible brilliant escape idea.
It's time to count the points.
If all hit or all fail the Narrator card, he gets no points, and each of the other players receives 2 points.
If some, but not all, get it right, Narrator and players who guessed right will receive 3 points.
Interesting compromise between too-obvious clues, clues over elaborated and what each player knows about the others!
Additionally, each player, Narrator non-included, receives as many points as votes obtained by his card.
Guessing the narrator’s choice and, at the same time, trying to divert votes for our own cards!
And then just add the points, rabbit-hopping around, in the kingdom of imagination.
This is Dixit. A game that makes pleasant evenings. Good choice for players of any age, any playing level, any origin. And I would dare to say: for all players, regardless of their gaming preferences. A safe bet!
Roubira, Jean-Louis. Dixit. Poitiers, 2008-2012: Libellud. Morapiaf.
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