Tag Archives: game design

Hot Blood & Cold Steel – onside Report

This was a design session on how to do a WW1 skirmish game, focusing mainly delivering a participation game for Jerry Elsmore’s 50th Birthday con. I’d already done a first darft of the rules but wanted to talk through some of the principles about what I wanted to achieve.

I found the discussion particularly useful in clarifying my methods for running a participation game at a show. Gone is the idea of having all the action in a static circle of squares that represented all that could be seen (I may do this at CLWG sometime as I still like the idea, although it would be too time-consuming for being run at a show). I did get some ideas for making changes to the terrain though so that it would only become clear when figures entered the square in question.

Also useful was the discussion on how to simulate disorientation and when that might be appropriate. This means that I have some ideas for retaining the confusion that can happen when patrolling at night, especially when shooting starts.

The next version of the game in a complete and playable form will be around at the January meeting and again in February so that it will have had a couple of outings by the time Jerry’s birthday convention comes round. Any volunteers to help run the game on the day will be more than welcome.

In the meantime the draft rules (which are an evolution of Jim’s Starship Solder rules converted to work with 2d6 and have a WW1 flavour) are on the web. http://www.cold-steel.org and there is a fledgling mailing list (using my usual server) at list@cold-steel.org (send a blank e-mail with ‘subscribe’ (no quotes) in the subject line).

Also if anyone has photos (preferably aerial ones) of trenches or shell craters (regardless of period) then I wouldn’t mind if you could send me some scans. I need to make up a stack of terrain cards for the game and one of the things that impressed me at the conference was Jim’s use of laminated card pictures for counters. I reckon that terrain cards made up the same way would look pretty good.

Revolutionary Warfare

When I played Andy Grainger’s A Month in Country I immediately thought of some of the parallels with the Revolutionary Warfare (RW) game that I have run myself a couple of times, although with only a few players. I would particularly like to re-do my Palestine game as the players I ended up with (well one player in particular) didn’t give me the sort of game that I was expecting as they couldn’t cope with the whole concept of the role that they were given. (I won’t name names, but those that were there know who I am talking about – the British Governor wanted to hold elections for a PR power sharing assembly between the Palestinians and the Jews).

Anyway, the concept I was playing with was similar to Andy’s but played on a slightly larger scale. At the time of design I had been toying with the idea of producing ‘Lion Comes Home’ as a megagame and the RW module had to work very smoothly. It is essentially one sided, there would be a small group of roving revolutionaries that would start a new revolution when their current one had been crushed, or at a point determined by the political control team. I haven’t completely shelved LCH, but development has stalled over the last couple of years. Anyway I’m not volunteering something like this as a megagame until I’ve written it all.

In the RW module the resolution is at province level, in the Palestine tryout there were 16 provinces. This could be too low for a megagame but I didn’t want governments suddenly losing control of entire colonies as that just didn’t happen historically. The Government players would set the rules of engagement and the alert levels for the police forces and any military units in the colony.

Each province has an unrest level that can be affected by the actions of both the government and the revolutionaries. If the revolutionaries are successful (or the government inept) then the tension levels can escalate from content to ungovernable via stable, unrest & tense.

The forces of revolution will normally start out with a small amount of support to get them going. They can gain support from the effects of their actions. They also use up support to perform actions as there is only so much support that can be called upon at any time. Revolutionaries may espouse peaceful or military action or a combination of both. At different stages of the revolution different strategies will reap the best rewards in increased tension levels and the downfall of the government. The stages of revolution are broadly:

1.Raising Awareness: getting the people to realise that there is a problem with the government and that they can help to change this;

2.Low Intensity Struggle: starting to make small demonstrations against the government and perhaps attacking key figures or installations;

3.High Intensity Struggle: making the country ungovernable and forcing the government to make concessions to the revolution;

4.Open warfare: becoming a government and opposing the old regime openly to ensure its downfall.

In Andy’s game the revolutionaries are somewhere between stages 2 & 3 depending on where they are in the country. Some parts are probably even in stage 4.

The role of the government is not a purely reactionary one, it is possible to be proactive and prevent terrorism before it has any great effect. The setting is such that there will be an overall political framework to be worked within and the government players will represent the colonial governor and possibly the garrison commander. There may also be scope for the home government to become involved in solving problems. For the purposes of a tryout I would either play it one-sided (more accurately with several revolutionary factions) or have a couple of reliable players to play the local governor and military commander.

 Government actions are determined on a matrix of the current alert state and the general intention of the active units under command. Each police district and company sized unit can be given an intention and an area of responsibility. Doctrine for dealing with internal trouble is of police primacy unless a state of emergency has been declared. Declaration of a state of emergency is not something that should be done lightly, and certainly not before the police have lost the ability to deal with the situation.

 Anyway if there is sufficient interest, and the dates are finalized early enough to let me book cheap flights, I could run this at the Games Weekend. It would need five or six players and would take about three hours all told. If interest was very high I could even run two simultaneous colonial engagements. I would also like to do a design session on modeling opinion polls and elections.

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What you missed at the January meeting of CLWG

The Chestnut Lodge Wargames Group (CLWG) January meeting (Sunday 9th January) was in Jim’s office near Holborn. This one had 14 members in attendance.

When I turned up there was a promotion board going on for one of the characters in our long-running Starship Marine campaign (details of the campaign and a history of the 130th Regiment). To make this more interesting for the players who were on the board (i.e. the interviewers) there were a couple of candidates for promotion, including one marine Captain who brought a bomb in with him to prove how easy they were to defuse. A nice piece of live role-play from Jerry (who improvised the bombs immediately beforehand.)

I was called upon to defuse the device which consisted of an ice-cream box with an anti-tilt device on it and a fuse inside which had to be unscrewed without disturbing the rest of the device. The fuse was a marker pen and the anti-tilt device was a post-it holding it onto the side of the box, if the box had been tilted or nudged then the pen would have fallen off the side of the box and set the device off. Similarly if I had pulled the pen off the back of the box it would also have set the device off.

We also had a tryout of a convoy destruction game intended for wargames shows which Michael Dollin and I are working on. This involves players attacking a convoy in successive waves of torpedo bombers, dive-bombers and perhaps also PT boats and high/medium-level bombers. We mainly tried out the torpedo and dive-bomber mechanisms. These appeared to work very well and played in around twice real time, so a full torpedo run took us around 5 minutes to do. We managed to do dive bomber attacks much faster, around one every minute or so.

The torpedo attacks were done in a conventional figure game way. You fly up with your torpedo bomber, getting shot at as you come in, and launch your torpedo on a likely track when you feel that you are close enough for it to count.

The dive-bombing was a bit different. We had two possible methods for this, but the one we tried most was a co-ordinate system (ripped off from Graham Hockley). As you start your descent you are shown a grid with a slowly moving ship on it (which was magnetic). You can also see your altimeter (a modified clock). When you have got as low as you want you say “Bombs gone” and the grid is turned round so that you can no longer see it. The ship keeps moving the same way it had before and when the altimeter gets to 0 (i.e. then the bombs hit) the umpire stops moving the ship. The player tells the umpire what co-ordinates he wanted the bomb to hit. The grid is then revealed (and with it the position of the ship) and the position of the bomb compared to the ship.

Hits to aircraft were delivered using playing cards. We would print the actual outcome onto cards to speed things up if we did it for a wargame show. The players don’t get told what the effect of a hit is unless it is obvious (or becomes so). This represents the fact that pilots often don’t know how badly damaged their aircraft is except where it affects the handling of the aircraft.

We also developed a bombsight to simulate level bombing. This used a small periscope attached to a wooden arm and a level to release the ‘bombs’ (pieces of chalk). The test target was a block of wood painted matt black so that the chalk marks would be obvious. We did find that the bombing was a too accurate, especially given that level bombing was notoriously inaccurate and the bombs being over-scale didn’t help much. It had a good feel though.

The other game that was run at the same time was called ‘Directory Enquiries‘ by John Rutherford and was a political role-playing game about the French foreign policy immediately after the revolution in 1789. I didn’t take part for the obvious reason that I was running the convoy tryout so can’t really comment on how well it went.

After that another tryout was run, this time as a feasibility for a megagame on WWI. It was “A Great War” from Brian Cameron (an associate member of the Warlords). It ran fairly well as a game but had some pauses in it, which gave Brian doubts about how well it might run as a megagame without more work on the design of the game. I wasn’t involved in this tryout because I was too busy playing a network game of Warcraft with Jim, excellent fun if you can get your hands on it. That was pretty much all of it, we finished up around six and headed for home.

CLWG December 1999

What you missed at the Chestnut Lodge Wargames Group (CLWG) December 1999 meeting.

English: Wreckage of a Fairley Battle shot dow...
English: Wreckage of a Fairley Battle shot down by the Wehrmacht, France, on May 1940. Deutsch: Trümmer einer von der Wehrmacht im Mai 1940 in Frankreich abgeschossenen Fairley Battle. (Photo credit: Wikipedia)

The CLWG December 1999 meeting started from 12 at John Rutherford’s house and we played until after 9pm. Afterwards we chatted, with the aid of several bottles of wine, until almost midnight. In total we had 13 members at the meeting. It started with a fairly light-hearted game called ‘Battling Druids‘ which was originally designed by Trevor Farrant as a participation game for wargames shows for another club that he is a member of. This involves four 100mm models of druids, four fountains, a cloud with a lighting bolt, hordes of hedges, magic spells and a whole lot of fun.

A sergeant air-gunner mans his Vickers 'K' gun...
A sergeant air-gunner mans his Vickers ‘K’ gun from the rear cockpit of a Fairey Battle. (Photo credit: Wikipedia)

Next up was an RAF Aircrew RPG which I ran with the help of a couple of others. This involved the layers creating themselves characters, setting off in their Fairey Battles and hamming it up big style. Every stereotype was there, from the Australian bush pilot (who was a real-life Quantas Jumbo Jet pilot) to the terrible ex-public schoolboy who drove his Morgan nearly as fast as the aircraft. All the players ended up in enemy hands (what do you expect when you take a Fairey Battle to bomb a bridge in Maastricht?) They were separated, interrogated and then combined in a prison camp (except for the Aussie who broke out and ran for it like a man).

This led us nicely into our next game from Jerry, which was set in a POW camp near the Swiss border in the later part of 1944. It was based on one of the exercises that the regular army uses to test its potential officers reasoning ability. We split into two groups for this, and although both groups came up with reasonable plans neither of us managed to get the ‘DS solution’ which is what the army consider to be the correct answer. Admittedly the set problem does tie your hands a bit and railroads you towards a sub-optimal solution (at least in my view). This also ran alongside another session of the ‘Battling Druids’.

Next up was the club quiz, run by me. It came in two parts. The first part was where I asked people ten questions about their ideal game, its title, what it would feature, what it wouldn’t feature, where it was set, its subject and who the dream designer would be and a couple of other things too. The interval was filled by Chinese takeaway and some wine. After that I read out the answers to each of he questions and people had to guess who had written which answers. Given the rather silly nature of some answers (e.g. one of the games was titled something like “Manchurian Kung-Fu Space Marines vs. Psycho-Alien Death Nazis from Mars”, another called “Charles & Die” – about the English Civil War naturally) this was a highly amusing game where people were accused of all sorts of things.

After the club quiz things degenerated further into hilarity with a game of Starship Marine. The game was different from normal because each player had to write down what actions the player on their left did (which rotated round the table each turn). When you got the bit of paper telling you what had just happened you announced what you wanted your character to do next (and hopefully the person who was writing down what actually happens was listening to you). This game involved teddy bears, VR porn, scantily clad women, large alien robots, leaking steam, a system failure in a suit of powered armour, accidental grenade throwing and a host of other improbable and hilarious outcomes that wouldn’t normally have happened in one of our usual games using the rules.

All that happened after that was that we sat around and talked for an hour or so before deciding that we had to leave to get last buses/trains/etc home. In all it was a good session.

Invasion of the West – Onside Report

Invasion of the West was a Cold War turned hot alternative history game that I ran at the March meeting of Chestnut Lodge Wargames Group (CLWG). 

Having cast around for someone to do a plan for Invasion of the West Mukul volunteered, even though he wasn’t able to turn up on Saturday. Mukul’s plan is at the end of this report along with the umpire briefings, but in essence it was for a pre-emptive chemical strike on 1 British Corps near Hanover followed by a mad dash for Antwerp.

Division of Europe during the Cold War. Blue =...
Division of Europe during the Cold War. Blue = US led NATO, Red = USSR led Warsaw pact. (Photo credit: Wikipedia)

On the day Andy Reeve, John Rutherford, Dave Boundy, Terry Martin and Brian Cameron turned up. Andy and John played the Soviets/Warsaw Pact forces with Dave Boundy as their LU. Terry controlled the NATO forces with Brian joining in when he arrived.

The players weren’t entirely happy with the chemical strike but did it anyway. The results were disappointing as the combat capacity of the NATO forces wasn’t degraded terribly as had been hoped, although the civilian casualties were horrendous. (As a game fudge I deemed that the chemical strike would take a step loss when it hit and also inflict a step loss on any units remaining in the area. Fighting in an afflicted zone would be twice as deadly and all combat factors would be reduced to one). The main game effect of the chemicals was to stiffen the resolve of the German territorial forces to fight.

The Warsaw Pact advance hit the slightly softened NATO forces and punched their way past them with a few casualties. NATO correctly guessed the main axis of Warsaw Pact attack and concentrated their air effort, reserves and logs support on the thrust. In a bloody second day the Warsaw Pact air were swept from the sky. At the same time the West German Northern Corps counter-attacked and inflicted a serious stop to the follow-on forces. The forward Soviet thrust bypassed Hanover and almost reached the Ruhr before being annihilated by a British counter-attack heavily supported by aircraft and LSPs. The West Germans died with the Soviet follow-on force in a bitter slogging match.

Down south all was quiet, relatively speaking. The Czechs having been given no orders decided not to play. NATO forces dug in and fortified their positions waiting to see what happened. In the meantime the all the reserve formations were diverted north. The arrival of the Reforger air-deployed division tipped the balance. Although arguably the lack of activity in the South allowed the LSPs that might have been used there to be used in the North. As my mechanism translates LSP use directly into combat step losses this was disastrous as the forces involved very quickly lost all their offensive combat power.

I was reasonably happy with how the mechanisms worked, although I still have one or two reservations. Given that this was the second outing for the game this doesn’t surprise me. The main thing that I got from it was a few ideas on scenario generation. In the post-game discussion it was reckoned that there was some mileage in a political game set in the final throes of the Soviet Union which would provide the background for a game like this.

A Short Victorious War – Forthcoming Game

Given that everyone there seemed keen on this I intend to try and run an invitation game at the June meeting of CLWG, possibly in John Rutherford’s house. The game will need 15-20 people, which means that I need to go further than CLWG for players. The main teams will be NATO, Warsaw Pact and a few other key states to represent the UN Security Council in a time of crisis. I’ll also need a few umpires as well.

Each team will have 4-5 members which means I need around 15 players, 3 Liaison Umpires, a military umpire and myself as Game Control.

Scenario

The background to the game is that the Soviet Union has realised that its collapse is imminent unless it can do something to relieve its economic position. The choices open are either reform, which has a risk of getting out of hand, foreign aid or a relief from the pressures of the Cold War and the level of funding that the Arms Race requires.

Teams

NATO This will have representatives from Britain, USA, a European state and one of the peripheral members. Their role will be to try and resolve the tension by bringing the Cold War to an end and negotiating market reforms with the Soviet Union and other WP countries.

Warsaw Pact This will have a Soviet Union, East German, Polish & Czech players. They will be looking for ways to relief the economic pressures that they are under.

UN members To bring some sense to things I want to have a few unaligned states to represent the UN and the peaceful influence that it may have on the events. This is likely to have 5 players.

Umpires Each of the three teams will have an LU umpire to advise and also to relay orders to map control. The game will also use the telephone system for communications between teams (although letters and face to face will also be allowed).

This means I need a total of 17 people to play the game. If you are interested, or know anyone who is then please let me know as soon as possible.

Chaos, Confusion, Cowardice & Incompetence (C3I) – Onside Report

One of the things you missed [at February’s CLWG meeting] was C3I which actually turned up and was played in the afternoon (because I always turn up at lunchtime and much prefer twice as many half-day meetings).

Although this was a figure game it was scenery light and what was used was pretty abstract and flat, despite the original scenario being set on a hill. C3I is really a morale-based system for infantry combat which is intended to show how everything goes for a ball of chalk once the shooting starts. The outcomes it produced appeared to be reasonably realistic based on the reading I’ve done on infantry actions.

My aim was to produce a very simple quick system that used morale as its key attribute and would give a realistic result for infantry actions. Most of the psychology of warfare stuff I’ve read (e.g. John KeeganFace of Battle) suggests that only a small proportion of those in a unit actually cause the battle to be progressed, these few motivate others to do their bit and generally perform well. These individuals are rarely the actual commanders of a force. The first-hand accounts I’ve read of battles in the Falklands back this theory up a little.

I was hoping that I could produce a mechanism that could be used for a number of actions and especially some of the larger company or battalion sized ones. This would mean something quick and easy to run. What I came up with fits onto one A4 sheet in 12 point with space for some of the rationale behind the system, although I need to add a couple of things to it which will probably bump the rationale off the page (and possibly add an umpire page as well).

A couple of the mechanisms need cleaned a bit. Artillery was too devastating (it ought to neutralise totally while being fired but not permanently, this should be easy to fix though). I also need to fix movement in order to make it a bit more consistent, either to speed up the non-tactical movement or to somehow slow down the tactical movement (although in part there is a mechanism that should do this, but the players didn’t try to maintain unit integrity).

Either way I am more or less happy with the system which, with minor modifications, could be used repeatedly. If anyone wants a copy of it I can supply them with a WordPerfect 6.1 document (or a hard-copy if they are coming to a meeting).

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Design Session for "The Lion Comes Home" – Onside report

This CLWG session yesterday was a very loose and rambling affair with myself and three (or perhaps four) others in John Rutherford’s living room.

Despite the great number of digressions I managed to get quite a few useful pointers about structure, level of detail, team composition and, importantly, how much more research I had to do.

With luck the game will appear some time during 1996 for a first showing, but until I’m nearer completion I won’t go as far as putting a date on it. For those potentially interested in playing the probable format is along the lines of:

Start Point – July 1945

The Labour Government has just come to power and the war is continuing against the Japanese. The basic agenda is to

  • get the war ended,
  • demobilise the armed forces,
  • implement their policies to create a welfare state,
  • rebuild Britain,
  • bring order to British occupied areas after the European war,
  • honour commitments to give independence to colonial states and
  • ensure the security of Britain and British interests abroad.

Game turns

Each game turn will represent one year and will last about 30 minutes.

The only mandatory part of the turn will be the setting of the budget for the following turn at the very beginning of the current turn. This will allow for some of the nature of Government Accounting (GA) to show through.

Other events will be conducted as the players feel it necessary – anything missed will be slipped into the next year (or lost completely as appropriate).

Public Opinion

After each event an opinion poll will be conducted and the Government/Opposition ratings given. This should help the Government of the day decide how effective the people think it is and should give an indication to when elections are best held.

Given that the electorate are a fickle lot, and opinion pollsters not necessarily unbiased, the ratings are at best only a general guide to the trend rather than an absolute.

Other feedback will be provided in the form of press cuttings (i.e. as a headline or suitable ‘printbite’ from the editorial). I hope to have a few of these made up before the game and will dish them out as appropriate.

Changes of Government

As our democratic system requires the Government to hold a General Election within at least five years of the last one I expect that there will be at least two elections during the course of the game.

In the event that the Government loses the election then all those holding Ministerial rank will be reshuffled, this may also coincide with the retirement or resignation of senior officials or commissioned officers.

Teams

Cabinet

The main decision making team consisting of the Prime Minister, Chancellor of the Exchequer, Foreign Secretary (FCO) and Secretary of State for War (WO).

War Office (WO)

Responsible for allocation of manpower, spending the Defence budget and protecting Britain and her interests abroad.

The team will have three players each representing one of the forces, the Chief of the Imperial General Staff (CIGS) will have the casting vote and will be responsible for reporting to the Secretary of State.

Foreign & Colonial Office (FCO)

The FCO will co-ordinate all external relations and dealings with colonies. One of the main sources of information about the local conditions and factions, also the key negotiators with colonial governments in the run-up to independence.

All major decisions will have to be referred to Cabinet through the Foreign Secretary.

The team will comprise the Head of the Diplomatic Service, two senior diplomats and one junior minister (the Colonial Office).

Cabinet Office

A small team looking after the Machinery of Government (MOG) and domestic policy issues.

This team will have as members the head of the Home Civil Service, the Permanent Secretary to the Treasury and the PM’s Private Secretary.

Umpires

Apart from myself I expect that three other umpires will be required. Two to keep the War Office and FCO busy with information from afar and one other to deal with domestic issues.

I intend that the information provided to the players will come from three distinct sources, from Diplomatic sources (embassies, experts & espionage), military sources (patrols & photo-reconnaissance) and from news media (print and radio).

These sources may not always agree and may have exclusive coverage of certain events – news media may also be prone to disinformation, political bias or censorship.

Things to tell

As the potential for information overload is very high the majority of colonies will be ignored for a variety of reasons, size, strategic importance/unimportance, lack of conflict, timescale for independence et cetera.

The main thrust of the game will concentrate on not more than half a dozen colonies – probably India, Palestine/Israel (a mandate), Kenya, Malaya and one or two other smaller areas where things could have gone wrong.

I intend to produce a compendium of colonies. This will represent the distilled wisdom of the FCO in the form of:

  • a brief history of the colony,
  • its political/religious/tribal factions
  • faction attitudes to the British, independence, the other factions, communism, and the economy.
  • The economic implications of withdrawal
  • an estimated timetable for establishing a stable native government.
  • The relative strategic importance of each colony
  • projected consequences of its loss for the viability of other colonies.

Although the compendium can be relied on absolutely for history it only represents the belief at the time it was prepared for projected future outcomes and attitudes of factions given are those perceived by local diplomats and colonial civil servants.

Cold War Perspectives

At the start of the game the hot war is still in progress. The Americans have developed the Atomic Bomb, but have not yet used it.

As we depart from history before the Bomb is dropped it may not be, or it could be a bit earlier or later. One major point of focus for the latter part of the game (from around the third turn) is relations with the Soviet Union and the Cold War.

Although I intend to fudge history a little to prevent hindsight from being 20/20 the general attitudes of the superpowers will remain as they are.

One of the drivers of the British decolonisation must be to reduce Defence spending whilst maintaining sufficient forces in Europe to fight World War Three. In the race to go home the government must do its utmost to ensure that none of the colonies fall into communist hands.

This should have a major influence on policy and put a brake on the speed of decolonisation.

Also worth considering is the effect that the cold war has on defence spending. Britain will have to consider its independent nuclear deterrent and the method of its delivery to the target. It will also have to consider the type of conventional forces to be deployed. A list of unit types and costs will be given to the War Office and will be updated as new technology becomes available.

Military Operations

A level of commander competence will be assumed for all military operations. All that the War Office/Cabinet will be expected to provide are

  • rules of engagement,
  • directions for operations (e.g. low intensity counter revolutionary warfare, aggressive patrolling, high profile guarding of government & commercial assets),
  • the level of manpower and any extra funds necessary to conduct operations.

Obviously many of these will be dependent upon the funds and total manpower available to the armed forces. Too many conflicts breaking out in the same year will quickly drain the treasury.

Government Accounting (GA)

GA is a very horrible area to deal with. I intend to produce a simple chart for both expenditure and income.

The income chart will show probable yields for a number of taxes at several rates – these may not fit any economic models anyone has ever studied but should give a reasonable indication for the Chancellor to plan his budget.

The expenditure chart will show Public Spending as a series of categories – some controllable and others immutable. For the controllable areas, Defence, Welfare State and Foreign & Colonial spending a chart will give approximate costs of certain activities, programmes and military units.

This should give the three planning teams a chance to tailor their activities to the funds available. It is my intention to have a laptop available to do the number crunching – a bit out of period but rather necessary given the number of factors that can be altered.

Like real GA there will be no requirement to balance the budget, nor to stick with it if it is insufficient. There is also the contingencies fund to play with as well as the ability to take supplementary estimates during the year. The only constraint that will be applied is that the original budget be delivered at the very start of the previous turn.

The first action in turn 1 (1945) will be a post-election budget setting the turn 2 (1946) budget. This introduces a time lag between setting a budget and starting to work with it of one whole turn, not that far from real GA where the budget is set in the Autumn for the following April.

Mechanisms

I have deliberately not mentioned any mechanisms for two reasons, the first is that they will remain hidden on the day and the second is that I haven’t yet worked them out well enough to explain.

I do have some very useful ideas which were supplied from the design session and I will happily explain them after the event. It is a bit of a cop-out but then we are not necessarily aware of what drives real political events and I would rather keep those playing much in the dark regarding detail of the opinion polls etc. Anyone with a burning curiosity should talk to me about it quietly and I will explain so long as they promise to umpire.

Conclusions

I am aware that I have rambled a bit about what I hope the game will look like and have in its details and mechanisms. This is because I am typing this immediately from memory and a few incoherent, illegible notes the evening after the session.

All this detail is fresh and if not typed now will doubtless be forgotten, hence the stream of consciousness style of narration. Hopefully by the time of the game it will have coalesced into a more coherent whole and the details will all be readily available for my compendium of colonies.

If all goes smoothly I hope to put the first version on at an all day venue sometime in late Spring/early Summer. The game will require around 20 people to run, of which around three or four will have to be umpires.

If you are interested in playing or umpiring then please let me know and I will try and give you plenty of advance warning of the intended date and your probable role.

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