Tag Archives: Games

Watch the Skies 3

Most of the people involved in Watch the Skies 3
Most of the people involved in Watch the Skies 3 (image credit: Megagame Makers)

Last Saturday I was control for East Asia for Watch the Skies 3. This picked up where Watch the Skies 2 left off, with some modifications to rules and briefings etc to make it flow much better. There were a number of obvious improvements, the media being a prime example.

Media Coverage

There were more journalists all on the same GNN team and they had the technology to pull it off. As well as a laser printer they also had a projector and screen for their twitter feed. This made it easier for people to follow the headlines. There were also several hardcopy single sheet newspaper issues too. Here are some sample tweets from GNN

Another feature was that everyone knew the aliens were there. So the emphasis of game play was different. There was only one attempted SIF interception in our region. That was foiled by Vietnam escorting the alien shuttles in to land. After a couple of turns people gave up entirely on this and all the SIF where just used to scout.

English: Spratly Islands military settlements ...
English: Spratly Islands military settlements (Photo credit: Wikipedia)

Cetaceans featured in Watch the Skies 3 also. The aliens had been in contact with them in Watch the Skies 2. By the time WTS3 started there was enough translation to allow human – cetacean dialogue, albeit slowly and under controlled conditons. In East Asia this manifested as a Vietnamese embassy to the Cetaceans built in the Spratly Islands.

One thing about both the very large Watch the Skies games is that it is practically impossible to know what was going on. As map control I can only tell you what was going on at my map. I literally have no idea what the player teams for my region were doing away from the map, nor what happened in other regions.

We had two natural catastrophes in our region. There was an earthquake in Taiwan in turn 2 and then around turn 6 another major earthquake followed by a tsunami just off the Philippines.

In the Taiwanese earthquake we had a good international response and more than enough humanitarian assistance. However sorting the cracked nuclear reactor out took longer. The issue was that it needed a scientist to sort it out. So the first scientist along didn’t have anything suitable for fixing up nuclear reactors. He did have a disaster recovery advance but it was about people and psychology rather than engineering. I ruled that this helped solve the application of aid, but couldn’t solve the nuclear reactor problem. The second scientist just had lots of genetics and biology advances. A third scientist with the advanced disaster recovery, which also included engineering finally fixed it.

When the Philippines tsunami hit it was much worse. Many Cetaceans were washed ashore around the affected area, not just in the Philippines. The scale was larger as well, but fortunately the UN were ready for it. A side effect was also a series of criminal gangs trying to profit from the disaster. The Philippines was offered military aid to deal with this from both Vietnam and Indonesia, which it accepted. It took some months but law and order was restored. Generous donations (49 Megabucks in total, plus four aid teams) sorted out the infrastructure repairs too.

Throughout this there were several other things going on.

  • International cooperation was sorting out sea pollution
  • Covert action stirred up trouble with the Chinese, lots of special actions being used covertly against the Chinese government
  • South Korea attempting to persuade North Korea to re-unify

Sea Pollution

Pollution was a new factor in Watch the Skies 3. This was in part because sea dwellers were now played characters and there was a need to have something that showed human impact on them. The basic mechanism was that each sea area had a counter on it with six strength points. People could attempt to clean up the pollution at 3 Megabucks a time. However unless there was political agreement to limit pollution from all nations bordering a sea area the pollution regenerated a strength box every turn. In practical terms the pollution limitation manifested as a cap on country income (PR) one level above the start level (PR=6).

In East Asia there was a treaty agreed fairly early on, certainly pollution clean-up started during the aftermath of the Taiwan earthquake. I think that this was driven by Vietnam’s diplomacy with the Cetaceans. The PR cap only seriously affected two of the nations in East Asia and then only in one turn. Both it turned out had other things to achieve that cost them a PR level that they offset by their increase. They had deliberately decided to implement the reduction to stay within the cap when they were next eligible for an increase.

The Koreas

As in Watch the Skies 2 South Korea put a lot of diplomatic effort into reunification. I ruled that they had moved the North Korean officials from being hostile to the idea to where they were prepared to discuss it with the Dear Leader. This took most of the game.

Dear Leader was quite taken by the offer to unify Korea. He had always known that all the people of Korea would welcome him as their Dear Leader. When it was broached that perhaps that wasn’t what the South Koreans were suggesting he was less than pleased. The head of mission found himself facing an anti aircraft cannon.

On realising that the Dear Leader was a major obstacle to reunification South Korea decided to smooth the path. A sniper team were sent North and successfully assassinated the Dear Leader. However, this just enraged the new Dear Leader who mobilised North Korea and started throwing rockets and artillery shells over the border. Fortunately the game ended at that point…

Some other Watch the Skies 3 stories

Lots of discussion on the Megagame Makers facebook group, including some after action comments from various players.

Alien perspective: The Association’s Official Account of their Expedition to Solaris C

Argentina’s View on reddit and many others in the comments thread.

Nigeria’s viewpoint

Words from the Whales in Watch the Skies 3

I’ll add any others I find here, or comment with a link if you have written something up about the game.

Megagame – Watch the Skies 2: Global Conspiracy

On Saturday I was the lead control for the East Asia region in Megagame Makers largest ever megagame Watch the Skies: Global Conspiracy. You can read rather a lot about it on twitter, facebook, reddit and a number of blogs because there were over 300 people involved in this megagame. Look for #WTS2 to find some of it.

So my role started some time ago, the first Watch the Skies megagame, with a mere 50 players, was filmed by the chaps at Shut Up & Sit Down and megagames became insanely popular. I missed WTS because of family commitments (it was my daughter’s birthday weekend). WTS2, and just about every other megagame, got booked up overnight and I couldn’t get a space on it. Jim Wallman had a plan though, and it involved me (and every other veteran megagame control team person). He scaled it up, to six times the size and about 25% bigger than the previous record holder for the largest ever megagame (which I played in).

Jim sent the control team the draft rules for us to read and comment on. He ran tryout sessions so we could get our heads round it all. He also spent an awful lot of time organising everything. The scale of the event is just huge, and it was all done by volunteers for the love of running large games.

Megagame Watch the Skies 2: The Game

As mentioned above, I was lead control for East Asia, there were three of us in the region looking after six human player teams plus some visitors (a mixture of aliens, press and foreign militaries). The other two control were also very experienced, and we quickly sorted out how we were going to run our corner. Mainly my job was running the map, with Andre sitting opposite while Stephen fielded all the other questions we were getting from the players not involved in whatever was going on at the map.

I’m not going to give a blow by blow account, for a start I was too busy to catch anything that wasn’t at my map, and for a second I’ll let the players tell their own stories. However I do have some highlights from the notes I made for the end of game de-brief.

  • AIM (our pet corporation) did deals very early on with China, Japan and Australia to upgrade their infrastructure and also build additional manufacturing lines there. Vietnam also benefited hugely too (the most in percentage terms).
  • The Australians attempted to breach the Nuclear Non-Proliferation Treaty by buying nukes from Iran. This backfired spectacularly and the Australian Government sacked the Chief of the Defence Staff for unauthorised unilateral action (a likely story, but I had fun with the cabinet meeting).
  • Korea was interesting. The South Koreans made wooing North Korea their main effort. We made it as hard as possible for that to succeed without looking like we were being mean. Their dogged determination was eventually fruitful and by the end of the game they were discussing reunification talks having signed a peace treaty two years into the game.
  • Japan clearly had secret deals going with the aliens, although I was only aware of this because of the way they behaved. They stopped whaling and also stopped intercepting UFOs with their SIFs. This didn’t stop another group of aliens from destroying Tokyo by bombarding it with plasma from low orbit almost at the end of the game.
  • Indonesia fell apart, it was small and poor, lost a SIF early on and seemed to be the focus for alien attention (they built a base there). When the government eventually lost the confidence of its supporters it triggered a civil war with the alien intervention splintering their armed forces. This was rapidly won by an international coalition that supported the new government.
  • The Australian SIF teams were spectacularly successful, some of this was luck and some the judicious upgrades of their SIFs (there were four or five of these most of the time). Most turns they had two or three successes, this kept their PR track maxed out, which meant they had the money to invest in more stuff.

The Mechanisms

As always it took us a couple of turns to get our heads around how best to run the map, but seeing as the players have exactly the same problem this is usually managable and so it was this time. We managed to evolve a system that worked for us and helped us get through dozen UFO interceptions in the later turns.

  • money for PR was put on the PR track at the start of the map phase when the military players were paying to activate SIF & agents
  • we did interceptions serially, starting with the SIF with advanced tech (not weapons), then those from the country closest to the interception point, but sometimes randomly
  • when an interception was successful we gave the player the card to leave on their PR track so that we could tot up the PR score afterwards
  • each SIF was returned to either the ready or damaged box as appropriate as soon as the card was revealed (destroyed to control)
  • where Aliens deployed a PAC we made it fight every SIF until it was damaged or driven off

Other things we found

  • there weren’t enough SIF models for the turnover
  • ditto the upgrade stickers & national flags
  • chits for UFOs don’t work, the players missed some when intercepting (even with mass UFO incursions there were still more SIF than UFOs)
  • we ran out of alien tech cards (but to be fair I think we had more than our expected share of alien action)
  • a copy of the detailed turn sequence would have been useful as a playsheet
  • using business cards for money was inspired
  • keeping up with other controls was really hard, I gave up eventually but it would have been useful to have had phone numbers for alien control or a liaison point
  • SIF & unit upgrades need a better mechanism, there needs to be a token exchange that allows regional map controls to upgrade units with the confidence that the corporate players have actually paid to produce the upgrade.
  • ditto a track on which science benefits have been used on keeping the terror track down. I largely relied on memory but this could have been a visual so that the players could see it.

If you were there, then leave me a comment with your story, or link to your blog post, write up, twitter or whatever.

Other Megagame Watch the Skies 2 Reports

Edit: Some other blog posts about the game

Edit 2: A couple more, and there are also some in the comments.

Player Perspectives

Game Control

Release! A game about building software

I got my kickstarter reward from funding Release! The game arrived the other day, I’ve not yet had a chance to play it but I thought I’d share these photos with you of the box and it’s contents.

image

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Game Blurb

RELEASE! is a light card game about software and the people who make it.

It takes modern development methodologies and crams them into a trick taking card game that is fast paced, easy to pick up, and has a lot of room for strategy.

The Kickstarter edition contains the base game and 14 new plug-ins and expansions.

What’s in the box?

Lots of stuff, mainly game cards, some notepads for recording your score and bits to keep the expansions etc separate. Here are some pictures.

The contents of the Release! box spread out
The contents of the Release! box spread out

 

 

 

 

 

 

 

 

 

 

 

Close up of a handful of cards from Release!

Close up of a handful of cards from Release!

 

 

I funded the kickstarter because not only do I like to play games, but I get involved in developing software at work. Some of the example cards above are ones that I’d like to play on people at work when they get out of hand…

How to Play

The guys that produced the game have put together a video of how to play the game.

As well as the lovely pre-done box you can also download a PDF of the game for free. You can then print and cut your own cards. Useful if you just want to expand the game or you would like to see the details before you buy. Worth a look.

Megagame Funeral Games II pt.2

This is the second part of my offside report on the Megagame Makers megagame ‘Funeral Games II’ which I played in on Saturday. It covered the period following Alexander the Great’s death and the struggle by his successors to attain power. In the first half of the game I played Antipater, until he died of old age in his bed, then I played his heir, Cassander.

Cassander

This afforded me a moment to breathe. I was reincarnated as Cassander, my heir. As it turns out Perdiccas got killed and he became my younger brother Alexarchus. Another player also got reassigned then too and played the middle brother Pleistarchus. We had a short breather and plotted how to establish ourselves as powerful, the downfall of Queen Olympias and the rebuilding of Thebes.

Cassander”s Objectives

  • Gain control of Macedonia
  • Expand your power base in Europe as widely as possible
  • Eliminate Olympias and Alexander the Great”s surviving family when the time is right
  • Sideline Eurydike and the half wit King Philip III (both dead already)
  • Rebuild Thebes as a snub to Alexander”s memory

What Cassander Did

Stage one was get some money and some troops. None of the European Macedonians wanted to reward or use Antipater’s heirs. So I took an opportunity to go to Egypt to see Ptolemy who was an enemy of Olympias and had managed to be declared a rebel twice over. He had enough loyal Macedonians with him to be able to hold his own rival Assembly and overturn those decrees.

I discussed my plans with Ptolemy and he agreed to legitimise it if I was successful, but not in advance. That was good enough for me.

Ptolemy made me governor of the province of Judea. This gave me some regular income and somewhere to raise troops. My brothers also managed to gain a fleet (Pleistarchus) and some mercenaries (Alexarchus). I also negotiated with the Greek city states on our project to restore Thebes, and unknown to me Alexarchus was doing the same with Seleucus. I returned to Boeotia having secured funding from the Oligarchs and also permission to raise troops from Demosthenes. At the same time the European armies were preparing to go to Egypt to fight Ptolemy. So I spent some time encouraging this, especially from those that I thought were loyal to Queen Olympias. I spoke to my brothers in law Autodicus and Sippas to try and persuade them to stay in Pella.

In the Spring I rebuilt Thebes with funding from Seleucus that Alexarchus had brokered. I had also got funding from the Greek oligarchs and permission from the Democrats to raise troops in Greece. This gave me a force in Europe and also enough funding to be able to bribe any troops left behind either to join me or to stay out of the fight. All I needed to do was be patient and wait for the fleet to take the army away in the Summer.

As soon as the army sailed for Egypt I was left with the largest force in Europe supported by my two brothers and with three thousand talents to bribe the troops remaining with my brother in law Sippas. As it happened Sippas agreed to join us and we had an uncontested Palace Coup. I immediately had Queen Olympias killed but Cleopatra narrowly escaped before I could do the same to her. I took control of the young King Alexander IV in the hope of gaining legitimacy as his guardian and also showing that I was acting in the best interests of the royal line (if not of some of its members specifically).

We had a brief conversation, but didn’t have enough Macedonian troops to form an assembly. Although we had control of Macedonia we couldn’t call out the levies to ratify our actions. Pro-tem I made myself Regent of Europe, Pleistarchus Governor of Macedonia and Alexarchus Governor of Thrace. I also made Sippas Strategos of Europe. All of this would only stick if others agreed. I was a little surprised when the fleet returned the Army at the end of the Autumn, as soon as they’d heard the news they’d abandoned fighting Ptolemy and returned to Macedon.

First on the scene was Autodicus, another of my brothers in law. As there was time for a storming of Pellas I rapidly negotiated with him and handed over the reigns of office as Regent of Europe to him. In return I was to be the guardian of Alexander IV. However while I negotiated Alexander’s step father sneaked into the Palace and stole the boy and his mother (Roxanne) out. Prudently I retired from Pella to Thebes ‘to ensure no misunderstandings or bloodshed’. I know a massacre waiting to happen when I see one, we were outnumbered 10:1 by the legitimate army. The main thing was that I had survived and was still in possession of my money, army and governorship. Not only that I wasn’t out of favour. Both of the remaining regents were my brothers in law and the next most powerful Macedon was an ally too, at least for now.

 

Cassander's troops and money at the end of 'Funeral Games II'
Cassander’s troops and money at the end of ‘Funeral Games II’

Megagame Funeral Games II pt.1

Today I played in the Megagame Makers ”Funeral Games II” which was the second outing of a classic Megagame of what happens after Alexander the Great dies. As such it involves a mix of military operations, politics and personal relationships to cement power and block others from achieving it.

My starting role in the megagame Funeral Games was as Antipater, one of three regents agreed by Macedonian Assembly in Babylon in the days following Alexander’s death. Antipater was the Governor of Macedonia, Regent and Strategos of Europe and Head of the Hellenic League. The only person with more legitimacy than him to command is Perdiccas, another Regent who is in Babylon with Alexander’s body and the two Kings (Philip III and Alexander IV).

At the beginning the Greek city states have revolted under their Democratic leaders. Democracy was out of favour, the Macedonians prefer oligarchs. My slogan was ‘Freedom from the tyranny of the majority!’ Continue reading Megagame Funeral Games II pt.1

Megagame: Iron Dice

“If the iron dice must roll,
may God help us”

– Theobald von Bethmann-Hollweg, German Chancellor, 1st August 1914.

Later today I will be the British Team Control for the Megagame Makers Iron Dice game of the opening moves of WW1. Here’s the blurb from the Megagame Maker‘s website.

Megagame Makers are marking the centenary of the outbreak of the First World War with IRON DICE, a high-level operational megagame by Jon Casey (designer of Home Before the Leaves Fall).

IRON DICE covers operations in France and Belgium between August and early November 1914. Historically, this was the period from the German invasion of Belgium to the end of the “Race to the Sea” and the First Battle of Ypres.

Players will be a member of a national High Command, an Army Commander or staff officer.

Megagames are an immersive experience, and there are no breaks in them when they start, but if I can I intend to try and record the reports that the British team send to the War Office at the end of each turn. Possibly these will be uploaded during the day, but that depends on wifi/data signal and time. If not then you’ll see them over the next few days as I find time to retroactively update them.

Here is the first of the turn by turn reports for Iron Dice.

Counterfeit Game Money

At Chestnut Lodge Wargames Group we design and play a lot of games involving game money. We do this to the extent that we often joke that all you need for a game are CLWG members and some (play) money.  By definition none of this is real, but in game terms it is always genuine. There is never any question that some of it could be fake. For more modern games involving high value government expenditures this is definitely fine, but in some of the games we play it would make for an interesting dynamic if it turned out we couldn’t rely on the value of the coins.

 

Game money
Game money (Photo credit: James Kemp)

 

So while my daughter was playing with my stack of play money (see the photo above) I was thinking that I could run a game, probably in a fantasy setting, where the different players had briefings about what they saw as acceptable money.  I thought it would need to be a trading game, perhaps with merchants from different parts of the world with their own coinage, and supplying things to either each other or to city/principality governments. I could brief them about the relative values they had for each of the types of coins, and I could also suggest to some of them that damaged coins, or those where the paint had come off, weren’t worth as much (or were even totally worthless). This would add an interesting dynamic to the game, especially if the briefing wasn’t too widespread. An additional possibility would be to deliberately add in counterfeit currency and have someone try and pass as much of it as they could into circulation.

 

What do you think, could this be done?

 

 

 

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CLWG December 2013 Meeting

Alexander and I went along to today’s session of Chestnut Lodge Wargames Group in Anerley. Despite the engineering works we still got there in time to take part in both sessions, although we nearly missed Brian Cameron’s Weird War Two.

Weird War Two

Captain Britain
Captain Britain (Photo credit: Rooners Toy Photography)

Captain America was the movie of this game, which has been played many times by CLWG (and others) and it is a regular favourite. All it lacks, according to Alexander, is a Green Lantern character, and perhaps a mention for Bucky on the Captain America card!

We joining in with Jon Casey as the Americans and we more or less quietly stayed out of the way and developed our lightning spitting Tesla Cannons just in time to use them to shoot down the Italian Spaghetti Foo flying saucers. However the Germans had a super soldier programme on the go at the same time as the Japanese helicopter programme. So not looking great for the Allies. That said, Captain Britain was almost unstoppable (which is more than can be said for the US super heroes).

As a mature game there isn’t really much room for improvement with it, although we did play with a couple of rules during the game. This was really a matter of clarity in the rules rather than anything major. One of these was about when heroes were available to defend bases, whether you needed to fight both the hero and the base defence. Seeing as the base defences used the same mechanism as the hero combat we decided that you needed to fight twice, and that your hits carried over between consecutive battles. This made it an advantage in defending your base if it was attacked. Although this didn’t apparently make much difference when the much enhanced Captain Britain attacked the Italian base and won three consecutive combats without suffering a single hit! The other rule we played with was the one granting the ability to reroll the dice once. As played this was re-rolling once for each dice roll, because only once overall made it much weaker than the +1 that most of the other upgrades offered. However being able to re-roll any dice roll once turned out to be over-balancing in the other direction. So a compromise of re-rolling up to two die rolls per combat (which was the first to inflict three hits won) was adopted. This seemed to work, although we only played a few combats after changing the rule.

 

Panzer Pusher

English: IWM caption : 17-pdr anti-tank gun of...
English: IWM caption : 17-pdr anti-tank gun of the 21st Anti-Tank Regiment, Guards Armoured Division, guards the approaches to Nijmegen Bridge. Nederlands: 17-pdr anti-tank gun van het 21e Anti Tank regiment, Guards Armoured Division, bewaken de toegang tot de Waalbrug in Nijmegen (Photo credit: Wikipedia)

This was an idea from Jim Wallman on something that might be feasible for a wargames show. The game involved using binoculars to identify tank pictures (printed to scale) on tables at the other side of the hall. Once the spotter identified the tank then target orders (using the standard Group, Range, Indication, Target)  were given to the gunner who pointed the anti-tank gun model at the chosen target and then put their hand up to ‘fire’.

Jim had done a fair amount of prep in that there was a list of about 40 tanks each of which had a small and large front image and a large side image printed on card. These were what we were looking at. To make it a little easier he gave us the list of tanks (but without images) so that we had a smaller number of types to choose from.

Overall it was fun, although I personally didn’t know some of the models, and between us we got them all. Some of them I think only because we could chance guessing the ones we didn’t know off the list we’d been given. The gunner aspect got forgotten quite quickly, other than running to collect the ammo from the chair in front of where we all sat. The gun line being fixed meant that the tables with the tanks on moved towards us. This made it slightly more cardboard box simulator ish because we were still and the tanks came onto us. Using the binos also helped this feel, perhaps as a demo game it needs a tin helmet and some snadbags to rest the binos on?

What it did do was remind me of tank duel and think about perhaps trying to get that going with some of Alexander’s friends round our place in the summer (when there will be room to play it on the patio (it needs quite a bit of space to work properly does tank duel).

 

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CLWG July 2013 Game Reports

There were five of us at July’s CLWG meeting, myself, Nick, Mukul, Dave & John. There were three game sessions presented:

  1. I went first with a two part committee game called “The High Ground” about the consequences of cheaper surface to orbit space travel;
  2. Nick presented an economics card game for educating people about markets and the effects of money and credit;
  3. Mukul’s session on the 1914 campaign on the Eastern Front.

Continue reading CLWG July 2013 Game Reports

Urban Nightmare – the megagame pt.2

Shortly after lunchtime (when I ate my lunch, megagames don’t have breaks, they run continuously until the end) I changed role. The trigger for this was that the Emergency Services didn’t really need two players (and Geoff had clearly got the hang of megagames even though it was his first time). Also Federal assistance was invoked, and there wasn’t a player team at Federal level (because it was always uncertain if it would be required and carried too much risk of boredom to be staffed before it was required).

Combat Service Identification Badge of the 101...
Combat Service Identification Badge of the 101st Airborne Division (Photo credit: Wikipedia)

So I ended up as a Major General in charge of the 101st Airborne Division and in command of the Federalised State National Guard forces. I also had a special forces team attached. The direct Federal team was lead by a (female) Presidential Envoy who had a direct line to the White House and was told to get the situation under control. Me and the Special Forces Colonel were the other two players in this team, although effectively I had all the National Guard players in my team too.

First steps were to work out a containment plan to stop this spreading, and then to deal with rules of engagement for the soldiers under my command. I observed that what we were dealing with were (virus infected) US Citizens on US soil and that just shooting them all wasn’t an acceptable position. I also observed that preventing innocent citizens from leaving an area could be seen as an unlawful arrest without charge, and was effectively suspending habeas corpus. What we really needed was an appropriate Executive Order to ensure that none of my soldiers could be held liable for civil action. It turned out White House counsel agreed, and I got the following as my rules of engagement (endorsed by the Deputy Attorney General)

[– start ROE –]

Rules of Engagement – Romero Virus Outbreak

Within the specified area all US Military forces are authorised to use reasonable force to detain people within the specified area and to direct them to appropriate medical and/or containment facilities.

Lethal force is authorised to prevent people leaving the specified area, or where they refuse to obey clear instructions to go to a medical or containment facility. Before opening fire at least THREE WARNINGS of “ARMY! HALT OR I FIRE!” (or similar words to the same effect) must be given. Only individual small arms, firing single, aimed shots may be used. Artillery, rockets, bombs or other explosive weapons are not authorised for use unless on the direct express order of a Colonel or more senior officer.

[– end ROE –]

This, however, was only the first of the philosophical discussions that I was involved in. Like all good generals, mine was a political game, not one of issuing orders (although I did some of that too, largely by giving mission objectives to the National Guard General and the SF Colonel). So I made sure that not only the military, but also the political and police players knew what our ROE were and our intent to cordon a wide area before moving in to eradicate the problem. However I was careful to deploy some regular troops to Romero City so that we could truthfully state that we were directly assisting the city authorities and that we were providing humanitarian aid to those made refugees by the outbreak.

 

Other Player Viewpoints

If you want to read what other players in this game thought about it then here are some more links:

http://toweroftheoctopus.com/2012/11/urban-nightmare-a-live-action-thirty-player-asymmetric-team-zombie-outbreak-simulation-game/

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