Dracula, Risk, Kriegsspiel & Zombicide

Dracula, Risk, Kriegsspiel & Zombicide

  What do these all have in common?  The inspiration for our latest release!

This is a recent interview with a Tupelo Game Days.  


What is your game? 


Dracula’s Final Stand:  Forest of the Impaled

It is an Asymmetrical, Cooperative board game, where up to 6 Muslim players try to invade and take down the Christian Dracula player.  It plays in 1-2 hours, is low complexity and well suited to casual gamers. 

Dracula is massively outnumbered.  To survive he can hunker in Castles, slip through secret mountain passes and of course, Impale people!


What was the inspiration?


Risk, Kriegsspiel & Zombicide

I know, a strange combination.  We incorporated our favorite parts of these games.

I’ve always found the historical Dracula far more horrific than the campy vampire from Hollywood.  I don’t even think they can show most of the stuff that went on in a movie.  The real Dracula was very tragic and complex.  Was he a hero or a villain?  In many ways he was a freedom fighter for independence:  defending his Christian European country from oppressive Muslim rule, crushing taxes and invasion.  His tactics were brutal and savage but those were the times. 


What are some unique features/mechanics your game features?

 


Impalement

Dracula can Impale any piece in the dead pile.  He can even Impale his own live troops!  What does it do?  When you march into an area with Impalements each group must roll a die for morale:  4-6, they stay in the ranks and take down 1 Impalement marker.  1-3, they run away!  How many of your troops will actually be there to fight Dracula?  All?  Half?  15% ?   Always a surprise.  Usually hysterical.   

 

No Player Elimination

Is there anything worse than being the first player to get knocked out of Risk?  Then you sit there, a bored loser for 4 hours while everybody else has fun.

There is no elimination in this game.  “Dracula just whacked my army!  What can I do?”  Simply form a new army:

  • Go ask another player to give you some of his troops.
  • Did the selfish bastard turn you down?   Form a new army by rounding up all of his stragglers that just ran from Dracula’s Impalements.
  • No stragglers in the area? Just ride back to Rumelia and recruit a new army.  No big deal.    

 

Team Play   

Another big problem with competitive, multiplayer games is that the only way to win is to make a ‘fake’ alliance and then betray and backstab another player.

This is a team game.  You win by working better as a team.  This is more fun, challenging and rewarding.  You can still be the ‘best’ player that saved the day and won the game but your teammates may find this arguable.       


What is your favorite part of the game?


No Communication!

Players on the same team cannot ‘communicate about the game’, unless their HQs are in the same area.

It is hard to describe how incredibly fun this is.  It is very much like Krieggspiel without an umpire. 

Dracula gets a free ReRoll token as a penalty every time somebody breaks this rule.  ‘Communication’ means all types:  verbal and NON-VERBAL, to include:  smiles, frowns, sighs, staring, eye rolling, groans, banging your head against the wall, etc.  (No I’m not exaggerating.  I’ve seen it in this game.)

We can talk and plan our strategy before the game:  You go up the center.  I go up the right and take down these castles.  Fine, except then your army gets trashed by Dracula.  Now what?  Should I go rescue you and cover the center?  Should I ignore that and follow the plan:  castles on the right?  Should I stop and waste a turn to go talk to you about it and come up with a new plan?

Another great result we see from this is that the ‘smart kids’ can’t bully everybody with:  “Oh no, that’s not what you do.  THIS is the perfect move in THAT situation.”  Not being able to talk makes this absolutely epic.  The mere mortal players have more fun because they are free to try anything and experiment.  If it all blows up,  they have a great excuse:  I didn’t know!  Nobody could tell me!  The ‘smart kids’ have more fun because they are horrified at what everybody is doing ‘wrong’ and they can do nothing to stop it. This game is SNAFU on steroids. 

Guess what?  Sometimes, the ‘wrong move’ works.  Sometimes the ‘perfect move’ fails.  This is a game that serious, competitive, strategic players can play together WITH casual gamers and even non-gamers.  Everybody has fun and learns a lot of interesting things about communication and teamwork.  This game isn’t about being a strategic genius and making ‘perfect’ moves.


Will it be Kickstarted? If so when?


Yes, it’s on Kickstarter right now!  It ends on Halloween.  There is one week left so you’ll need to hurry to get the cool extras like custom Dragon dice.  -in some rewards. 


Where can we keep up with the game?


You can see it on Kickstarter:

https://www.kickstarter.com/projects/1743441977/draculas-final-stand-forest-of-the-impaled


Anything else you want to share?


Short Play Time

Easy to fit in time to play.  It only lasts 4 turns.  It is usually over in 1.5-2 hours. 

 

Short Rules

Quick & easy to learn and teach.  Only 8 mini pages of rules.  Even non-gamers play and like this game. 

 

Good 2 Player

Though we strongly urge more players, this game plays very well as a standard 2 player game.    

 

Great Solitaire

You’re gonna think I’m just saying this to hype the game but it’s really true.  It makes a great solitaire game as well.  This game was designed to be multiplayer.  Surprisingly, our play testers report that it is very strong as a solitaire game.  I can’t explain it.  I’m not sure I understand it.  I’m just tellin you what we hear.       

An Unclear Game is Good

We’ve gotten some ‘complaints’ that the map for Marengo is unclear.  It occurs to me that this is by design and that it is a good thing.  What?!

This is a great illustration of the different philosophical approach of Kriegsspiel vs modern wargames.  Yes, we want the map to be unclear.  To some extent, we want the rules to be unclear.  This is by design and we love it.  


“I can’t tell where the streams are.  Which lines are they?”

” I can’t see where the roads are.  Some of them fade out.  Some of them look like they don’t connect.”

“Roads approach this river from both sides but there is no bridge or ferry symbol.  Is there a crossing here?”

“These hatch marks for the Hills fade in and out.  They don’t connect to anything.  There are multiple little ones together.  Is this all one slope are a series of small ones?”

“What do these little dots mean?  Some kind of scrub vegetation?  What does it do?  The rules don’t say.” 

“Why do these roads look different than those ones?”


These are common questions with Pub Battles.  No, we are not going to answer all of these in mind numbing detail with a 100 page, fine print rule book.  Yes, that is what has commonly been done in our industry.  That doesn’t mean this is the correct or best thing to do.  I’ll argue that it is wrong or at least that there are other ways.

The map for our Marengo game is REAL.  It is really cool from a historical perspective to play the game on a real French map of the period.  It is also more accurate and realistic.  It is messy.  Yes, it raises all those questions above and more.

As players, you may spend some time looking carefully at the map and trying to figure out what all this is and how it should impact the game.  Guess what?  You are spending time doing things that the real commanders did.  You are learning and developing skills that real commanders had.  You are learning to think like a real commander in a real battle.  

 

What would you spend your time doing in a traditional wargame?  Analyzing hexes, counting MPs and totaling odds for CRTs?  What skills are you learning?  Mechanical gaming skills for a certain type of game.

So if the rules don’t say anything, how do you decide what the map means?  You analyze it and discuss it with your opponent.  I am spending my time thinking about history.  What would have happened? How did things work?  If a division came across terrain in the real world like this, what would they do?  I am spending my time discussing military history and tactics with a friend.  That IS our hobby.  That IS fun.  I’m spending time with a friend discussing and learning about what we both love:  Military History / Science and command.    

There is a  road on both sides of the river but no bridge, ford or ferry symbol.  What do we do?  Well, apply a little logic.  Why would they build a road that approaches both sides of the river, at the same point, only to dead-end into the river and just stop?  That doesn’t make much sense.  Most likely, there is some kind of crossing there but it wasn’t put on the map.  Why?  Because it is the real world and it’s not perfect. Do you ever think that happens in real war with real maps and real commanders?  Do you ever think something like this has come up and messed up a whole operation?  All the time.  The military even has an affectionate term for it.  It’s called:  SNAFU.   

Maybe they forgot to draw it on the map.  Maybe the ink didn’t stick there when the map was printed.  Maybe high water recently washed out the bridge, so there is no crossing there right now.  Who knows?  Make a decision and go with it.  What if you disagree with your opponent on how to interpret the map?  That ruins the game!  How do you resolve it?

Flip a coin.  Ask an innocent bystander to make a ruling for you.  Does it really matter?

Why are you playing the game?  Are you playing to learn about history, learn about the time period, learn about command, spend time having fun with people that share your same interests?  Isn’t trying to figure out what the map means doing that?  I’d argue that doesn’t ruin the game.  That IS the game. 

Are you playing a game to competitively ‘beat’ somebody and claim some kind of superior intellect or skill?  I could argue that THIS ruins the game.  100 page, fine print rule books ruin the game.  How much has our hobby been damaged by this type of thinking and approach?

What has higher sales?  The average wargame that rolls off the line or Dungeons & Dragons?  Guess what?  Do you know what the original Kriegsspiel was like?  It was a lot more like D&D.  What if wargaming was more like D&D?  Would our hobby grow and be stronger?  More accessible to new comers?  


No bridge was depicted on the map.  Several players are in disagreement on how that should be interpreted.  What would happen in D&D?  The Dungeon Master would set a percentage and roll a die.  There’s the answer.  In Kriegsspiel an Umpire would do the same thing.  If you don’t have an Umpire in a Pub Battles game, roll a die.  

Guess what?  The best REAL training by military officers are Command Post Exercises.  These are run like Kriegsspiel.  Like D&D.  It’s not about counting hexes, calculating odds on CRTs and looking up mods on charts.  It’s about reading maps, teamwork, communication through limited written orders and reports with timing delays and hidden intel.  What does that little dot on the map mean?  Who knows but you have 3 min to make a decision and get your next order out.


Is Pub Battles unclear?  Yes.  The maps are a bit unclear.  The rules are a bit unclear.  They are that way by design.  Bad rules are 100% clear.  Our goal is NOT to answer any possible question, any person could possibly ever have.  That results in bloated rule books to games  that never get played.  

Our goal for rules are to be short, concise and easy to reference.  Our goal is that they should answer most questions that most people need;  not explain everything.  

Our goal for wargames is to push them more in the direction of D&D, Kriegsspiel and Command Post Exercises;   To make them more about communication, teamwork and leadership.  I believe this will make wargaming both more fun and realistic.  I also think this can greatly expand our industry and hobby.    


One final point.  I don’t mean to slam all traditional hex & counter, CRT wargames.  I like them too.  I play them.  I grew up on them.  There are many great ones that do many great things.  Don’t get me wrong.  

I’m just trying to point out that there is another path, and that other path has many great virtues as well.  I also think that in our industry, this other path is greatly undeveloped and under-represented.  

 

 

Waterloo Color Test

Ok, I couldn’t stand it anymore!!  Seeing all those blue and grey blocks for Antietam sitting there next to the red British blocks for Brandywine, I couldn’t stop thinking of Waterloo.

So last night after work, I created a 1st draft set of Waterloo blocks.  (Yes, that’s what I do for fun!)  The French are already set.  We’ll do the same colors and style from Marengo.  I think the Prussians look good.

I’m not sure about the British.  What should the colors be?  How do these look?  Any ideas or input?  Leave us a comment.  

 

 

 


This British army looks like a hodge podge mess.  Lots of Militia grade units.  It seems like they are coupled with Elite British units.  This automatically makes me start thinking of how you would use this army in Pub Battles.  

With hidden intel, it’s going to be a crap shoot for the French.  Is that an Elite British unit you are attacking or an allied Militia?  

As the British, I think I would want my Elites up front with the Militia in support.  This is going to look tougher to the French than it really is.  Once that front line cracks, you are going to be in big trouble and forced to fall back with the British before your whole army disintegrates.  

Very interesting….

  

Like Old Friends

Ewell, McClaws, Anderson, Hood, AP Hill.  Doubleday, Mead, Hooker, Sedgwick, Slocum.  They almost feel like a bunch of old friends now.  I got this email recently:


“I haven’t played an ACW tabletop game for a few years now. As I was putting stickers on the Sharpsburg blocks, seeing those familiar old names and that amazing map, I really, really got the urge!”


I feel exactly the same way.  Over the years I’ve grown away from my Gettysburg, Stalingrad, Bulge, Waterloo and Russian Campaign roots to other more subtle and exotic pallets.  I haven’t played these campaigns and battles for years.

It is exciting to see these old favorites come back with an all new approach and perspective.  It’s kind of like seeing the all new Muscle Cars come back:  Camaro, Mustang, Challenger.

After seeing the new Antietam, I am really looking forward to the new Gettysburg as well.  The uncertain move sequence alone bring a mountain of tension to the 1st Day.  I have a feeling, it may just be the solution needed to liven up the 2nd & 3rd Day action as well.     

Sailor Trick

I love the cloth storage bags.  I did have a draw string pull too far and ended up inside.  -and yes, they are very difficult to get out. 

I tried tying a knot in the end but that isn’t full proof either. 

Here is a great tip from Yvonne -aka ‘god’:

Instead of tying a knot in the end of the draw strings, tie them both together:

Now they can never slip past the opening. 

This must be one of those Sailor Tricks she learned in the Navy!

 

 

Marengo Errata

We are usually really good about Errata.  We try very hard to keep it to a minimum.  A few last minute changes with Marengo resulted in a few glitches.

The most important is the French reinforcements:

Reinforcements should come in 1 turn later than listed. 

You can find the Errata at the bottom of the Marengo page:  here

Tube Box

Why the new tube boxes?

Price wise, they are about the same.  We could use the smaller cardboard tubes on Brandywine because it fit.  We can get longer cardboard tubes made but they are going to  be a problem.  When pieces get wedged and stuck in the bottom, there is no way to get them out!  It is too long and narrow to reach with your hand and you can’t remove the bottom.  Huge problem.  This is going to be a bigger problem with bigger battles and more pieces.  I’m thinking we are going to need bigger bags to fit all the Gettysburg pieces in!

 

It’s not just Marengo either.  Gettysburg will have huge maps.  Chancellorsville.  Waterloo if we include all the matching campaign maps.  Our Pirate game.  Dracula.  Our strategic game in Europe. 

 

It will greatly streamline production and inventory if we have 1 system that is versatile and works for everything.  There are other advantages as well:

 

  • Air tight, helps prevent yellowing with age
  • Water tight, helps prevent damage
  • Lighter, decreased shipping & packaging costs.  This is a big deal for our international orders.  We’ve been trying to absorb most of the extra charges but it really adds up.
  • Bigger diameter which reduces the rules ‘curl’ effect.  That helps.
  • Virtually no shelf wear on the box because everything is protected on the inside. 

 

This type of storage is nearly bomb proof.  The game should look virtually brand new in 50 years with this.

 

The downside is that it looks more modern.  Not period like the cardboard and metal.   …but then we got to thinking.  Industrial cardboard tubes with pressed metal caps aren’t really ‘period’ either.  They couldn’t make those back then. 

 

That got us thinking about what would be period?  Probably something leather or wood like these.

So maybe it would be better to go with light and efficient and then offer the fancy tubes as extras for the people that want them.  We might be able to get them in bulk from India / China.  What do you guys think?

 

Bigger is Better -Marengo

Design Notes:

Compared to Brandywine, the Marengo map is huge!  There are pros and cons.  This was our assessment. 

Pros


Wide Open Feel

My favorite games are usually strategic.  Why?  I always wonder what is past the edge of the map?  Why can’t I go there?  I know.  I probably wouldn’t go there anyways but still. 

We started play testing on the full big map.  We figured at some point we would crop it down to a more manageable size.  What stood out to me most about Marengo is how fluid the battle was.  This is a battle of maneuver over a wide field of mostly clear terrain.  Refreshing!  I loved that feel.  Very spacious.  Luxurious.  Very Napoleonic.  Cropping it down would cut costs and save space but it also makes you feel more boxed in.

Beautiful Artwork

One of the most striking and detailed parts of the map was Alexandrie.  The problem is, that wasn’t really part of the battle.  Still, it seemed a shame to just hack that and the river off.  We noticed that by leaving it on, it opens up several strategic options for the Austrians.  They could attack straight up the center.  They also have maneuver options to the north and south.  Even combinations of the three.  There we go.  Now we have some justification for beauty. 

Historical

If that wasn’t enough to convince you, consider the historical value.  This is based on the real French map of the period on the battle.  It felt wrong to cut off and just provide part of the historical map.  Wouldn’t it be more historically accurate to have the full map?  This adds extra value to the game.  A minor quibble perhaps but it is kind of nice to be able to tell people that this is the real map from the real campaign!  Full size in all its Napoleonic glory. 

In fact, we’ve had people ordering extra maps.  One to play the game and one to frame and hang up. 

Cons


Increased Cost

The maps are more.  About twice the size of Brandywine.  We also need bigger tubes.  The small cardboard format won’t work with this size.  Shipping is more. 

True, true, true but it felt wrong to skimp when it comes to Napoleon.  We decided to just absorb the extra expense.  It’s worth it preserve Napoleonic glory!   

Playing Out

This battle still plays fast but can you fit that huge map on the bar?  Well, this is a downside.  It won’t fit on the bar.  It does fit on a normal sized booth table.  We tested it at several different bars.  (just to make sure!) 

It is easier to accommodate this than you might think.  The French can just setup Victor and Lannes.  Let the east edge of the map hang over the table edge for turn 0.  The French can’t move anyways.  The Austrians quickly cross the river and deploy on the field.  For turn 1, you can slide the map over and let the west edge drape over the table edge.  Now you can setup the rest of the French and fight out the rest of the battle normally. 

Conclusion


Lots of good pros.  We took care of 1 con, so all you have to do is be willing to slide the map once on turn 1 IF you are playing on a small table.  That’s not too much to ask.  In the end, this seems like a small price to pay for all the great advantages. 

  

 

Computer Assisted Wargames

Computer games vs board games.  Which is better?  They both have their strengths and weaknesses.  I always like the “idea” of a computer wargame but I usually don’t like them.  All my favorite wargames are board games.

   

Computers excel at video and live animation graphics.  This is great if you are playing tactical or first person shooter but my favorite games are operational / strategic.

Board game ‘graphics’ win hands down on this.

 

You can instantly see the entire map.  No zooming or scrolling around.  You can instantly inspect stacks of units and move all the pieces.  No fuss.  I can’t explain it but there is something important about being able to touch and move the pieces by hand.  


Is it possible to marry the two?  Use the best of both formats, combined into 1 system?  It would be ideal if the computer could handle limited intelligence, complex combat, logistics and order delays.

What is your experience with Computer Assisted Wargames?  Does it work?  Have you ever seen an example of it working well?  Is this an impossible pursuit?