Skirmish Wargame Rules 1900-1939
From the back cover:
"Triumph and Tragedy is a set of wargame rules that allows for both straigth historical games as well as those with a cinematic, more adventurous approach.
You can re-enact conflicts in settings as diverse as Russia, China, India, Darkest Africa an many more."
Every player has a card for every squad or vehicle, cards are piled in secret order and turned over one every turn. Turning up the card and revealing the unit that will act this turn is a contemporary action of the players. With each unit card revealed is turned up an action card that describes what the unit will actually do during the turn. There are 8 different actions possible that vary from easy things like shooting or moving to more elaborated or special actions like the ones esecuted by squad leaders and heroes.
Every unit has a fixed "score" that is used to accomplish everything and it's based on the experience level of the unit itself. It is necessary to roll and beat that score to successfully accomplish the task, so the more experienced a unit is, the lower the score will be. An array of situational modifiers are provided. Tests are made usually with a d10, but morale and other special tests can requiere using 2d6.
Rules are included too for campaign gaming, artillery, air support and personalization of special characters and heroes on the game table.
- Engages with the political space.
- Former Soviet space and Russia
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the journey is as educational as the outcome
- every game I I try to explain to students is making a statement about something
- The games games give the opportunity to put students into the decision space of historical problems
- I do more work on this than I did on my senior engineering Capstone and I'm going to be a civil engineer and I'm like okay um like this was more fun this was more engaging
- they do more research than if I set them papers
- I guess what playing games is partly about
References (from this video)
- Great block war game
- Outstanding diplomatic military war game
- Game was given away and regretted
- World War II, with Democratic West, Fascist Germany/Italy, and Communist Soviets factions
- Europe, World War II
- Conquest and Consequence
Mechanics (from transcript analysis)
- Block wargame — A three-way block war game set in Europe during WWII.
- Card Drafting — Players play cards to align various countries to their faction before the war begins.
- Tech Tree — Features tech cards that can be built up to enhance abilities.
Video topics + discussion points
Quotes (from this video)
- Hello, ladies and gentlemen, and welcome to the discriminating gamer.
- My top 50 GMT games of all time, 30 to 21.
- This is really the game, I think, that I cut my teeth on coin with um and really learned how to how these systems worked.
- It's not as difficult as and and and treacherous to learn as I thought it would be.
- And I really loved that tension of trying to to to do as much as you can, but having to really pick and choose because at any moment, the game could end.
- But critically, even though the game looks like a civilization building game at its heart, it is a take that game. You are constantly playing take that here.
- And it is hilarious. It is so much fun trying to build things up and then you're playing these cards and your opponents are just swatting you down.
- It's a very unusual game. I don't know that I've ever played a game quite like Atlantic Chase.
- I really felt bad about it. This is one maybe I need to require at some point.
- So, you've got to be very careful as you play this game because the cards you play to help you can end up helping somebody else.
- This is probably the most popular game when I take it to my West Civ one game nights.
- Well, what do you think ladies and gentlemen?
- If you really like what we do here, please check out my other channel that is Cody Carlson PhD where we talk about history, military history, books on history. I even post some of my lectures on there.
References (from this video)
- Amazing diplomacy system
- Sandbox gameplay leads to unique experiences every time
- Elegant system
- Designer is a genius
- Often not heard of by many people
- May not appeal to those who dislike pure war games
- sandbox game of World War II
- World War II in Europe
Mechanics (from transcript analysis)
- action selection — Players choose actions to influence the game state.
- Area Control — Influence is placed in various minor countries.
- diplomacy — A core mechanic where players place influence in minor countries to trigger events and war.
- sandbox — The game is a sandbox allowing for highly variable experiences and outcomes.
Video topics + discussion points
Quotes (from this video)
- It is probably everything you would hate in a game.
- It's an area control game where you're trying to accomplish the various goals.
- The app the app's I think's really good.
- It's just really really clever.
- My favorite push your luck game.
- And inevitably, your guys will starve to death on the way or freeze to death.
- Man, I just love this game.
- It's a worker placement game, but you build out all these rooms in this castle or whatever and each one has different abilities that can happen there.
- Ponzi scheme. I'll I'll be really quick on this one.
- It's a bluffing bidding game in that sense.
- There's lots of those what I call laugh out loud moments where you just where you you call your dear friend some horrible name for the insulting offer that you accept because you have to
- It's a system um for basically doing it's almost like uh DMless Dungeons and Dragons, you know, in a in a board game.
- The entirety of the rule set for this game is one page long.
- It adds official cooperative rules.
- this is my favorite expansion.
- It is a true 100% sandbox in that regard.
- The win condition is voting because you're trying to become the new headmaster of the school or whatever.