Links: Free Minis Rules

Minis wargaming is an important part of the gaming hobby, and thus it’s worth being conversant with its broad strokes even if it’s not your cup of tea. Recently we’ve seen three high-profile industry players make rulesets freely available, which makes it very easy for curious designers to get a sense for how the genre works. Any of the rules below would be a good starting point for a designer who wants to understand the people moving toy soldiers around at their FLGS a little better.

Privateer Press put the Warmachine and Hordes rulebooks—the entire books, art, story, and all—online. “Warmahordes” (the games are compatible, and are usually viewed as a single whole) may be the biggest tournament minis game today, and its community is intensely focused on high-level competition. If you want that kind of experience, this is the game to look toward.

Mantic Games has long offered the rules for its games free online. They’ve followed that pattern with Kings of War 2nd Edition, a game of mass fantasy battles (akin to the big set-piece fights in The Lord of the Rings). Kings of War is an easy to pick up ruleset, one that people new to minis games can learn in a turn or two. Never played a minis game before? You might profitably start here.

Finally, I’d be remiss if I didn’t mention the Age of Sigmar rules, available at no charge from Games Workshop. Age of Sigmar seems to be aimed directly away from competitive, tournament play, focusing instead on people who want to participate in narrative campaigns, use the coolest looking models without regard to whether they’re “points efficient,” and generally follow a beer-and-pretzels approach to the hobby. For those who fall in that category, Age of Sigmar has a lot of potential.

Any of the rules above and a few cut out pieces of paper will be enough to play a trial game or two. Give one (or all of them!) a try. The time will have been well-spent even if you decide not to invest in this genre of games.

Looking for Recommendations re: New Laptop

I’m in the market for a new laptop; my current one has served admirably for five years, but its hardware is starting to tip over from “probably going to fail before too long” to “actively failing right now.” As a result, I’m looking for recommendations. My goal is to find one that has:

1. Portability–I’ll be traveling a fair amount with it, and so it needs to be convenient to walk around with/take on the train/set up in shared workspaces/etc. Battery life, weight, and size are relevant considerations.

2. Performance–Doing more Unity work is making me very aware of the limitations of my current system. Integrated graphics cards just won’t cut it; I need something faster. Plus, I’m a little tired of getting 20fps even on older games.

3. Reliability–There’s no tool more useless than a broken one.

Cost is certainly a factor, but I’m willing to grit my teeth for a laptop that meets my needs. Thoughts?

Inquiring Minds Want to Know

Art is a major bottleneck for me. Game concepts, playtesting . . . all of that I can handle. When it comes time to make an attractive prototype, however, things grind to a halt. Nice artwork is beyond my skills.

I’m sure others have run into this issue, so I thought I’d ask: when you need art for a prototype, where do you go?

A Question for CCG/LCG Players

Last time I had lots of theoretical questions. This time I have a single, completely practical one.

My understanding has long been that the only acceptable way to shuffle at a CCG tournament is the riffle shuffle. Pile shuffling doesn’t randomize the deck, so it’s useful for checking to make sure a deck has the correct number of cards but is otherwise unhelpful. Side-shuffling (a.k.a. slide-shuffling, mash-shuffling, etc.) allows sleeved cards to stick together and stay together, knifing through the unstuck cards and coming out of the process still grouped. Riffle shuffling randomizes the deck and breaks up clumps, so–so far as I knew–it was the best, and indeed only really acceptable, option.

As a result, I was surprised by this video, which I saw linked on ChannelFireball:

The video demonstrates a side-shuffling technique wherein the cards are held off to one side, so that the player shuffling cannot possibly see the cards.

I understand the value in making sure that people aren’t sneaking peeks while shuffling, but I would be much more concerned about the possibility of an insufficiently randomized deck than I would be about my opponent potentially seeing a card, even an important card. As a result, I feel like I would much rather the opponent be riffle shuffling.

Has the received wisdom on this topic changed?

Theory: Eras of Game Design?

Are principles of good game design timeless?

In the last post we talked about how the Babylon 5 CCG was a lot of fun, even though it did a lot of things differently from how most games work today. It eschewed elegance in favor of a baroque ruleset, and the game’s cards are text-heavy, more so than is usual in current card games. Was the game fun in spite of its diversions from now-accepted design principles, or was it complying with the standards of a different era?

I’ve been turning that issue over in my mind, and I’ve only ended up with more questions:

1. Has technology created a new era? Imbalances in a game are much more likely to be detected, and optimal solutions are arrived at much more quickly, now that players worldwide can pool data and compare notes. Problems with a game’s design that might never have needed to be addressed in the past can show up very quickly in the internet age. We have seen this dynamic at play with Magic: the Gathering, which actually reduced the amount of information coming out of online tournaments because it was becoming too easy to home in on the best decks.

Yet, it’s always been possible to solve games, or at least to find optimal strategies. The Russian Campaign, a classic Avalon Hill wargame, cheerfully provides the optimal opening positions for the Russians in its rulebook. Players of Starfleet Battles were certain that getting the alpha strike was critical until someone showed that precisely managing one’s weapons to maximize damage over several turns led to better results. Did the internet change the situation for designers, or just contribute to one that always existed?

2. Where is the necessary information? Some game design principles might be contingent on historical factors outside the game rules. For example, I think it’s broadly agreed today that cards should have as much information as possible along the sides, so that the information is visible when the cards are held in a fan. That’s only a rule, however, because most people hold cards that way. Were cards held differently in other times and places? For example, cards might be held vertically so that the tops are visible instead of the sides, leading to a different standard for how cards should be laid out. Where would one find that out? How would one even know to look for it?

3. How universally should the rules be stated? Suppose the rule for cards was not “put information on the sides,” but rather, “put information where it will be visible when the cards are held naturally.” At that point the design rule becomes flexible, able to accommodate regional and temporal variations in how people organize cards in their hands. What design principles can be put in such broad terms? Where they can be, should they be? Or are the idiosyncrasies of each time and place part of what denotes eras of game design?

4. Which rules of design can define eras? “The game should involve interesting decisions” has probably been an important standard for many games throughout history. If there was a time when everyone agreed that games should be boring, it seems like that would represent a distinct era, and we might have to evaluate games from it very differently. What, though, about the information-on-the-sides-of-cards rule? Is that important enough that a change in it would represent a distinct period in game design history?

5. What work has already been done in this area? At times I feel the limits on my knowledge of the academic work in game design keenly. This is one of those times; I’m sure I’m not the first person to think about this, and I wonder what conclusions others have reached.

Oh, Debugging

I know there are at least a few people with programming experience who read this blog, so I thought I would run something past them.

Earlier I ran into a problem while scripting in C#–the code compiled, but it didn’t produce the in-game effect I expected. (Specifically, an OnTriggerEnter2D method didn’t trigger, even though the code and all in-editor settings appeared to be correct.) I tracked the problem down to a single line, but couldn’t find any issues with that line. Finally, lacking any better ideas, I deleted the line and retyped it, character for character. Just like that, the problem was resolved.

Two questions:

1. What might have caused this issue? I suppose the most likely answer is “there was a typo in the line after all,” and that’s certainly possible–I had been staring at the code for a long time when I finally narrowed the problem down. Are there other possibilities?

2. Normally I want to treat situations where a problem came up and had to be solved as learning experiences. If we never figure out specifically what happened here, what lesson do you think I should take away?

Lines of Questioning: Prototyping Away

Just a small update for today: I’m experimenting with chipboard as a prototyping material. It should prove sufficiently strong to serve as a material for Lines of Questioning’s tiles, while being thin enough that the stacks of questions and answers are each a reasonable height.

Unfortunately, working with chipboard has required picking up some equipment and developing new muscle memory. All of that has taken time away from the more theoretical aspects of design, and made for this rather drab post. ;)I have a topic in mind for Wednesday, though, that I think is absolutely fascinating . . . .

The Case Study: Updated Print-n-Play

Just a short update today:

I’ve updated the print-n-play file to make terrain piece #4 a bit easier to work with. At this point I’m starting to question whether it plays well enough to justify the engineering and rules issues the zig-zag shape creates.

Over the Next Dune – Print and Play – 7-11-14

I’ve also added Alexander “Xelnath” Brazie’s blog to the Links page. If you haven’t seen it before I would urge you to check it out. I love its structured approach and clear design rules; no other design blog I’ve seen (this one included!) provides so much valuable information so quickly.