Waterloo Colors

What colors should we use at Waterloo? 

I love the contrast for the British at Brandywine:  bright white and royal red. 


By Waterloo, trouser colors changed to grey. 

These don’t look as sharp.  What should we use? This grey?  White?  Maybe a lighter shade of grey?


This is what we have for the Prussians:


We were a little concerned at first that blue might be a problem distinguishing Prussians from French:


The French blue is much darker.  I don’t think this will be a problem at all.  Here they are next to each other:

 

 

 


What do you guys recommend?  What would look best?  What would you like to see?

 


 


Here is a new color test.  What do you think of these?

The outside British stickers are a very light grey.

Wargame Military T Shirts

Wargame T Shirts based on Military History:  Army of Northern Virginia, Potomac, Napoleonic Flags, Ancient Rome, 7th Cavalry.



I’ve always wanted to have some cool T shirts based on my favorite hobby:  wargaming.

We found a great new supplier that can make good quality shirts, quickly and lots of variety.  We are working on a series of Napoleonic shirts now.  Next we are going to start on WWII shirts.

Don’t see what you want?  Let us know.  We’ll make it!


You can check out all of our new shirts here.

Museum Quality Game

Well, I always say our maps are “museum quality”.   It’s not just marketing hype now, this game actually IS in a museum!!  Amazing!  Pub Battles are in an exhibit on display at the Washington County Historic Courthouse .  These aren’t the best of photos but check it out:

 

Here is their FB page:

https://m.facebook.com/washingtoncountyhistoriccourthouse/

 

The museum is using them as part of their Civil War exhibit to show the position of the armies for the battles of Gettysburg, Antietam and Manassas.  

Umpireless Kriegsspiel

Designer’s Notes -Pub Battles


One of our main design goals, that we haven’t talked about much yet is the Kriegsspiel intent. Yes, the maps and pieces look ‘kriegsspiel’ style but what does this game really have to do with Kriegsspiel?  It is just a quick, easy 2 player game. 

Actually, it has everything to do with Kriegsspiel. Much of this design is aimed at solving key problems in Kriegsspiel.


Kriegsspiel Problems

  1. Slow Game speed and player interaction. 10 players and 1 Umpire, means there can be a lot of time sitting around waiting to hear something new as a player.
  2. Lack of Players. In our hobby, it is often hard just finding 1 player. Now you have to find 4-10. On top of that you need at least 1 Umpire. Preferably more! A friend of mine who runs Kriegsspiel games regularly, likes to see a 1:1 ratio in Umpires to players. Ideal I agree but good luck.
  3. Player detachment. I see this effect a lot in computer games too. It is almost like the computer gets to play the game and I just sit and watch. What is going on? How does the combat work? How could I have lost that engagement? I should have won. Did the Umpire roll a 1 for me? Can I roll my own dice? I think players like to know what is going on. They like to see it. At least if I roll a 1 and I watch my opponent roll a 6, I know why I lost. It happens. A brief whining phase then we move on.
  4. Overly technical rules. The original Kriegsspiel rules for combat are a great piece of history that document real world experience of combat in 1824. For actual game rules they are slow and tedious to execute. This extra drag time on the Umpire makes the game even slower for player interaction. If you are a junior officer ordered to participate in a training Kriegsspiel that is ok. If you are trying to convince friends why they should play this game with you for the afternoon, it is a big problem.


Umpireless Games

So what is an umpireless game? How does it work?  In a big battle, you would have 3-6 player teams running each Command (usually a Corps).  They all sit at the same table with 1 map.  They can all see everything.

Yes, we lose a little of the hidden intell effect but consider this: The players can’t talk to each other.  Also that the Army Commander does not sit at this table.  He cannot see any of this.  The guy in charge sits at a separate table with separate map.  All he knows is what his Corps commanders tell him in written reports that are delayed.  There is your hidden intell with no Umpire. 

Besides from my experience in command, the hidden intell is the least of your trouble. Even if you had perfect intell, the much bigger problem is getting your people to do what you want and getting them to report back and tell you what is going on.

As a Corps commander, if I am ordered to attack Little Round Top, what difference does it make to me what is happening at Culp’s Hill? That doesn’t concern me much.  I’m busy watching and fighting with the enemy in my sector of the line.  I might be aware that there is a lot of fighting going on near Culp’s Hill.  In a real battle I could hear that too.  So what?


 

Pub Battle Solutions

So how does this format in Pub Battles address the Kriegsspiel problems?

  1. Slow Game speed and player interaction. Pub Battles plays in 1-2 hours. If you add more players in teams it will slow down more but still you can complete an entire big battle in 2-4 hours. Try that with traditional Kriegsspiel.
  2. Player interaction is much better. Note that if my Corps is not currently engaged, this gives me something to do as a player. I can watch what is happening. I can write to other commands and to my commander, to report and urge them to action. The game is still fun and I still have a level of participation and engagement.
  3. Lack of Players. No Umpires needed at all. We’ve also cut the rules down to size. The Quick Start rules fit on 1 page! You are also playing in teams. This makes it very easy for new people to play. They can just jump in and learn by playing. It is much easier to get non-wargamers and even non-board gamers to give it a try. This greatly expands the potential player pool.
  4. Player detachment. The players can actually see and move their own pieces. They can resolve the combat. This increases player engagement but still preserves Fog of War and Hidden Intell, because Army Commander doesn’t know any of this. It has to get reported back and that’s where all the trouble (and fun) starts.
  5. Overly technical rules. When you gather 10 non-wargamers together to play an Umpireless Kriegsspiel with you, SPEED is critical. The game has to be fun and fast moving. We based the Pub Battles rules off the core Kriegsspiel data. The goal was to boil all this down into a quick, simple system that returns the same essential results for movement and combat. Yes, we lose some of the detail and options but the speed gained is worth it!

 

Capture Those Colors

Pub Battles works great for scrappy little battles like Brandywine and Little Bighorn.  Is that what this system was built for?  Is it capable of modeling bigger engagements like Gettysburg or Austerlitz? 

This is a great analyses by Mike Strand.    -And by the way, we have pieces for Gettysburg and started on the graphics for the map this week!  I would expect to see this out sometime next year. 


The way many folks talk about Gettysburg, you’d think it was a fait acompli that the union would win, yet there are those who also maintain the 1st Minnesota “saved the union.” This dichotomy creates a real problem for game designers. How do you make the game realistic in the sense of what could the participants have realistically expected from various actions, and then factor in such unpredictable variables as the case of 264 man battalion charging a fresh 1400+man brigade and stopping them cold. 

 

One way is by just ignoring such anomalies and saying “well this game doesn’t count actions by smaller units.” Another design technique would be to include a deck of cards, one card would be the 1st Minnesota card that allowed a combat re-roll. Unfortunately, having the card be a known quantity that a player can lay down at any time is too powerful.

 

Now look how this plays out in a Pub Battles game. The Union has a bunch of spent units that have just retreated off Seminary Ridge and some fresh units behind those. The confederates facing them are all in good order. Whoever moves first will decide whether or not the Confederate player rolls up the Union line or not. The confederate command chit is drawn first, the union player rolls for his divisional commander to alter turn order…Fail! Next he rolls for his corps commander, success! The union spent units rally to fresh and the confederate attack is repulsed when Picket’s division is chewed up by a couple of the union units rolling 3 hits.

 

What happened historically? The corps commander, General Hancock, was trying to move up his fresh brigades to fill the hole in the union line, but Wilcox’s Virginians were already closing in, a 1400 strong fresh brigade. He had to delay them just a few minutes. Looking around, he spotted the only unit available, a Battalion of a couple hundred Minnesotans. He rode up to their Lieutenant and pointed to the Virginian’s colors. He said simply, “I want you to capture those colors.” The lieutenant said, “Yessir!”  The little Battalion surged forward and captured the colors before being repulsed with 83% casualties. The delay was time enough for Hancock to move his troops into position. The line and the Union was saved.

 

Pub Battles does not try to recreate the heroics of the 1st Minnesota directly, instead it creates the same results with a player’s decision to involve the corps commander directly, and with a die roll showing how successful he is.

 

Simple. Elegant. Brilliant. 

 

-Mike Strand

 

New Supremacy Pieces

The all new expansions are almost ready for release!  Our first Print Run has been sold out for awhile now.  We thought this would make a great time to re-tool and update to keep everything consistent.

We have samples of the new pieces now.  We are expecting our first shipment of new pieces this week, so Supremacy will be back!


Here is the first Sneak Peak of the all new pieces:

 

 

We tried to match to the existing colors as best we could.  They are very close.

The armies are the same design but much bigger.  They are thicker and much easier to grab.  The edges are now smooth so they stand up easily.


We liked how one side is flat and smooth while the other is convex.  It is a subtle difference.  This will allow for possible advanced / optional rules later.  It essentially makes the pieces double sided, so you could designate multiple strength steps, Fresh/Spent, out of fuel status, etc.

They are sized to easily accommodate stickers also!  Since they stand up, we could have hidden rotating strength, HQs, Paratroops, etc.  I don’t know if Supremacy is meant for all those things but it’s nice to have options later.


The new Navies are patterned after the Zumwalt destroyer silhouette:


And yes, the new Armies stack neatly on the Navies for sea transport.


These are some of the new expansion pieces:  Carriers, Fighters, MBTs, Stealth Bombers.  We tried to keep them all together in a consistent Supremacy style:  sleek, minimalist, mod.  This is what many people prefer.


There is another crowd out there though…   The one that wants Minis!!!

Don’t worry, those are just around the corner.  We wanted to get the basic expansion rule sets out their first.  Over the next several months we are going to be working on production molds for A&A style minis to replace these basic pieces, for those that want them.  If all goes well, we should have those out by this summer.

 

 

 

 

 

 

All New Fortuna 2020

We’ve been working on this expansion for quite some time now. We could have rushed it out the door long ago but it just didn’t feel right.  I might be too much of a perfectionist sometimes.  In this case, I’m glad I held out.  What resulted is really spectacular and well worth the wait. 

We really liked the ‘idea’ of the old Fortuna Deck: Add random events into the world.  True.  Often times random events can trigger world conflict.  I also think people were looking to the Fortuna deck to ‘fix’ the broken market.  Moving the market around at random loosened things up and gave players more chances to buy and sell.  In the old design, it did help. 

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Well, the market is fixed now. It doesn’t need random moves.  What else did the deck do?  Apart from random market moves, it added natural disasters.  This sounded like fun to us at first.  In practice it gets old real quick.  How many massive typhoons, earthquakes, etc.  can hit per turn?  Seriously. 

Finally, we had a burst of inspiration: Why not use the Fortuna deck to control the Minor countries?  They just sit there and do nothing but get invaded.  In the real world, the actions of Minor countries can often prompt the Superpowers to act.  They trigger all kinds of world conflict, even war. 

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So the new ‘deck’ controls the actions of Minors. Tin pot dictators pop up in Minor countries with varying degrees of annoyance.  They might just build up their army.  They might decide to seize all factories under their control.  They can actually invade their peaceful neighbors and seize those factories.  They can acquire ICBMs from the black market.  There can even be outbreaks of deadly pandemic viruses.  Perfect. 

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We had one last improvement: we converted the ‘deck’ into dice!  So it’s not a deck at all really.  They are Fortuna Dice

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We were inspired by a bit of old technology:  Kriegsspiel Dice.  It is amazing how much critical info can be packed onto a few tiny cubes.  No charts.  No tables. No rules.  Nothing to look up.  They are smaller, lighter and faster to use than a deck of cards.  A quick toss and bam, there’s the result. 

Sometimes the Old and Unimproved ways are simply much better.    

   

 

OMG!

This is so cool!!!!!!!!

The clouds are done.  They are still in China but they are finished.  Our rep sent us a pix.

These turned out even better than we imagined!!!!  Panda is doing an excellent job.  I was a little worried that they might be too light in color to contrast well with the map.   These turned out perfect!  Still translucent to look trippy but dark enough to  be practical.   I can’t imagine anything better.

This is really going to be the Epic edition of Supremacy.

Dicey!

The dice are done!  They look amazing.  Individually engraved.  Gold eagles.  Custom colors.  The pips were actually the toughest part.  White dice come standard with black pips.  Very hard to get custom blue pips to match the blue dice.  The end result is worth it.

Dice worthy of Supremacy!

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The Apple of Wargames

The Measure of a Great Game

Supremacy was always kind of a counter culture product.  It reminds me of Apple or Volkswagen.  It zigged  while the rest of the market zagged.  The measure of a great game is not how many complex rules they can cram into a 100 page rulebook.  The measure of great graphics is not how many competing colors they can fit into highly detailed, high res images cluttering up an overly busy board.  Supremacy was and is based on the concept of minimalism.  Less is more.  It is that way by design.  More rules and pieces do not make a game more realistic.  Don’t be fooled by its seeming simplicity.  In many ways, Supremacy is more realistic at modeling international conflict, trade, economics, politics and warfare than many so-called ‘simulations’.  Though the rules are simple, the strategic possibilities and layers are very complex. Fans of the original get this.

Our graphics guy is not ‘mediocre’.  He is brilliant!  The graphics look clear and stark on purpose.  That is the theme of the entire game.  Supremacy’s focus is grand strategic, not micromanaging minutiae.  New people comparing Supremacy 2020 to current market standards for board games maybe surprised.  This is not your run of the mill Euro/RPG board game.  Don’t mistake the stark, minimalistic style for cheap and unfinished.  Look at the diehard commitment to this game from people who saw it in the 80’s.  And that is in spite of the ‘flaws’ it had then!  How many games on the shelf today will be remembered like that 30 years from now?  There are no custom molded zombies, (not that those aren’t cool) but this is a game that will become a favorite and classic.  It has tremendous replay value.  The new random card opening gives players a unique strategic puzzle to solve every game:  Different weaknesses.  New opportunities.  This is a game you will play over and over.  Every Supremacy game ends with players discussing why they did what they did and what they plan to do in the next game.  🙂