Graphical Order Writing –Pub Battles Variant

We’ve experimented with several different order writing systems for Pub Battles over the years.  We love the idea of orders creating C&C limitations / time lag delaying your moves but all our attempts failed when they hit the table. They never seem to create any problems. You can still do all the things you could normally.

Last weekend, we decided to try a new experiment:  Graphical Orders.  Yeah I know.  They didn’t do orders like that back then.  True but we figured it was worth a quick test. Maybe we’ll learn something we can use in a modern era game.

Wow, were we surprised!  Graphical Orders in Pub Battles are fantastic.  Looking back now, it makes more sense. Formal written orders were the norm back then but those were typically issued from the Army to the Corps each night, while maneuvering on campaign. Once the battle was on, there wasn’t much need for that. Everybody is already there! Besides, during a battle, there usually isn’t time for all that. Things are happening too quick.

If you were a Corps Commander in a battle, you wouldn’t write orders to your Divisions. You’d probably just ride up to them in the field and give them quick, verbal orders: “We are going to move forward and form a line facing west along that ridge. See that clump of trees there? Anchor your right on that. Second Division will be on your left. Got it? Good. Go!”

Well guess what? Modern graphical orders turn out to be a great model of exactly that! Think of them as the Corps Commanders showing / telling their Divisions where to deploy in the field.

Now it’s going to take time for them to execute that right? Well, that’s the time from the beginning of the turn to when they actually move. In Pub Battles, a lot can happen during that time! There’s your delay. You have to plan ahead.

How to Use Graphical Orders

We printed a simple conference map on a letter sized page.  You can down load a copy for free here.  You have our permission to print off extra copies for your own personal use in playing the game.

The Conference Map is exactly 1/3 the scale of the regular map.  So you can use the same Pub Battles sticks & Chains on it.  A full move on the Orders Sheet is 1/3 of a move on the sticks. 

You’re also going to need some clear transparencies from your local office supply store.  While you’re there, pick up some fine point dry erase pens. 

Example 1

This is turn 2 at Gettysburg, Day 1.  Reynolds wants to march up to the Seminary.  You draw the ‘order’ like this:

Because he is marching on the road, he can move twice as far.  So that is 2 sections on the chains. 

The Difference

Ok so the problem is, Hill moves first.  Instead of driving on Gettysburg, he makes an unexpected shift to the right and marches south.

 In a regular game, Reynolds could just scrap the plan to march north and instead move west to block Hill. Now he can’t!  His column has to march as ordered:  up to the Seminary:

Now what?!

Example 2

Ok, now let’s back this situation up. Let’s assume for some reason that Reynolds just stopped for Turn 2 and didn’t march.

What happens now for Turn 3? Reynolds wants to get off the road and form a line on Seminary Ridge, directly to the west. You would draw that order like this:

Notice that you are just ordering the Corps as a whole. You don’t go into detail for each block, their exact move, rotation, etc.

Ok now if Reynolds moves first, that is fine. He’ll get up there along that ridge (mostly) before Hill does. If Hill orders to occupy the same position, then Hill will automatically launch an attack to take Seminary Ridge. You have to throw the enemy out, before you can occupy and defend it right?

Same goes for Reynolds. If Hill gets there first, Reynolds must attack uphill to take it!

What can you do as a Corps commander? 

You do have discretion over which divisions to put where and when to rally them.  It is also up to you to decide how hard to fight during combat.  Maybe you were ordered to attack but how hard to you push?  Do you attack with only Fresh units? Do you add support?  Do you fall back after 1 round of fighting to minimize casualties? Or do you keep pushing with Spent units in additional rounds, with an all-out effort to take the ground no matter what? This is left up to the Corps commanders to decide as it unfolds;  NOT put in the orders. 

If you don’t hold the ground, you are expected to advance and attack to take it. If you do hold the ground, you must defend it. If you are repulsed back, you must counterattack to get it back.

You are not allowed to move to another location without orders.

Note that the orders define a line that you are to hold and also the direction that your Corps faces.

Example 3

Alright now instead, let’s say Reynolds decides to just play it safe. He doesn’t want to risk losing troops in an uphill assault against the enemy. Instead, he decides to form his defense along the ridge in the Peach Orchard. He draws his orders thus:

Nice, except that these are Hill’s orders:

So the turn ends up like this:

Hill’s Objective is Devil’s Den and Little Round Top. -but Reynolds doesn’t know that yet.

Let’s say Hill moved first here. In a regular game, Reynolds could just move south to cover Devil’s Den and the Tops. Now he can’t. Those aren’t his orders! He MUST move into Peach Orchard, facing west as shown.

Next turn he can issue new orders to shift his Corps south to cover that ground. Fine, but who will move first? If Hill moves first, Reynolds will be having a very bad day.

Example 4

Ewell just attacked on turn 7.  There is 1 more turn left of daylight.  

On the left, Rodes was flipped and repulsed.  There is 1 Federal defender left on Culp’s Hill but they are spent also.  One more push might blow them out.

On the right, Early attacked Wadsworth on Cemetery Hill.  Half of Early’s men ran.  The other half are hanging on to Cemetery Hill but just barely.  They are spent, so it won’t take much to throw them back.  Wadsworth was repulsed too.  Lots of hard fightin!  So who won?  It depends on what happens next turn.  Right now, Cemetery Hill is up for grabs!

So what do you do next turn?  Ordinarily, that’s easy.  You just sit back and hope you get pulled to move first.  If you do, you rush forward, firmly occupy Cemetery Hill and sweep Culp’s Hill clean before nightfall.  If you don’t get the first move, roll to jump ahead.  If that fails, ok.  Just back off and setup camp for the night.  You can deal with it tomorrow. 

The Difference

Ok but with graphical orders, it’s not so easy.  You aren’t sure who will move first next turn but you have to write orders now.  If you order an attack but the Feds move first and solidify their line, you still have to attack!  The losses could be devastating.  Attacking prepared defenders in good terrain with spent divisions could very easily destroy 2/3 of your Corps!  Is this attack worth the risk?

This should give you a good feel for how to use these in your games.  Try it out and let us know how it goes.  Do you like it?  Did you see some issues with it?  Do you see some ways to make it better?

Best Ukraine War Board Game?

“This is by far the most relevant and realistic board game in existence in my humble opinion.” -Spencer A.

Serious wargamers often overlook Supremacy. It’s just a beer & pretzels game, right? RISK with Nukes.

It works well at that but under the hood is a very sophisticated political, economic and military model of simulation! There is a lot more going on in this game than meets the eye.

What causes conflict and tension on the international stage? How do nations manage or mismanage it? How to wars start? How do you contain them and resolve them? These are some of the key questions that Supremacy raises.

Some games claim to model the war in Ukraine but they are missing one key element: No Nukes. If a nuclear exchange is not possible in the game, then it’s not a good model. That would be like playing Poker with no money. It misses the point.


Here is some other recent feedback we’ve gotten:


Minors and Fortuna are a lot of fun. We just played for the first time yesterday. The minors have a mind of their own. A bit like having a NPC/CPU conducting independent actions. As Russia, I’ve had to work with my adversaries (US) in order to eradicate a pandemic in Angola with an ‘expeditionary force’ and take turns across the globe!

-Spencer A.


Pub Battles -Not So Simple

When I first tried Pub Battles, I played it like any other wargame with ZoC’s and units frozen in place once contacted by the enemy.

Using Alter Rolls to move first became the order of the day. (Successful Alter Rolls allow a player to jump ahead or delay when they move.) When Andrew and I were playing Brandywine, we would frequently roll for every command. We thought moving first was so critical. 

It became a dice-off every turn. We both kind of concluded the system didn’t really work. I went back and reread the rules several times trying to make them fit with my preconceived notions. We were playing it all wrong. After exchanging a few e-mails with the company, I finally “got it.”

That was when I became obsessed with this system. The subtlety of choosing whether to move first or last; and understanding the ramifications is incredibly complex. Which is better? It depends on the situation and what you are trying to do. I was hooked.

I didn’t get the point of adding Baggage Trains at first. Now I love them. It pulls together strategic concerns, C&C, logistics and victory, all in one simple little rule. It’s brilliant.

As simple as the rule seems, it is bewildering to new players. This feels in line with the Pub Battles system. Simple rules, very complex decisions.

It has become my favorite game.


-by Mike Strand

The Importance of  Weather Gage:  Pirate Scenario

This is a fun little exercise to teach and learn the importance of weather gage.  You are windward if you are closer to the wind than your opponent.  In square rigged ships, this gives a tactical advantage called:  Weather Gage. 

If you have weather gage, you can decide IF there will be an engagement at all.  If you don’t want a fight, you can turn about and reach up into the wind.  A leeward ship, (downwind from you) will never be able to catch you.  Assuming they go the same speed:  you are both square rigged ships with no damage.

Both players start with Sloops.  The Merchant has 1 crew and 5 cargo.  The Pirate has 3 crew and 3 guns.  Arrange the ships thus, with the wind to the Merchant’s back:

Merchant in Red

Pirate in Black

As the Pirate, see if you can force a fight and capture / sink the Merchant. 

As the Merchant, see if you can escape and slip past the Pirate.  If you can’t, call off the engagement and just escape safely off your own map edge. 

With practice, a skilled Merchant will ALWAYS win.  The Pirate should never be able to catch them. 

Play this several times on each side.  Got it down?  Good.  Now give the Pirates a Brig.  Can the Merchant still win?  The Brig is faster but the Merchant still has Weather Gage. 


Alright, now give the Pirates a Schooner.  Schooners are actually faster beating up into the wind, while you are slower!!  Who wins most of the time now? 

The Baltimore Privateers (schooner)  were smaller but they were a favorite of Pirates.  Do you see why?

What do we learn from all this?  Here are some general guidelines to follow:

With Weather Gage, against other square rigged ships:

-Use it!  Fight on YOUR terms. 

-If things go wrong, you can break off the fight and escape by beating into the wind.

 With Weather Gage, against Schooners:

-You are in a very dangerous situation.  You can’t escape by beating into the wind!  They’ll catch you. 

-IF you can’t fight them, your only chance is to juke past them with a brilliant move and then make a run for it!  Remember, Schooners go slower while running.  You go faster.  With a little luck and a very tricky maneuver, you might be able to escape downwind.  It won’t be easy.

What if you’re both sailing Schooners?  Well, then you’re on equal terms, right?  Since you’re both going the same speed, standard Weather Gage advantage applies.  You can escape windward.  You can fight when and where you want. 

Increasing the Fog of War

Pub Battles does a great job at Fog of War.  Here are a few variant or house rules we’ve been experimenting with to make this even thicker!

Hidden Status

Why rotate the block face up when spent?  It shows the enemy what you have and their status!  Shouldn’t this be kept secret? 

Instead of rotating Spent blocks up, we flip them upside down.  We also keep them facing their player when they retreat.  This keeps them hidden, as they should be. 

-Instead of centering the stickers, I put these on lined up with the bottom edge.  Just for kicks.  ??  I kind of like it better.  They look more like the Kriegsspiel blocks this way.  It also gives you a better visual cue for which way the block is facing.  They are also easier to put on the block without getting crooked.  You can just line them up flush with the bottom.  I think I’m going to keep stickering my new games this way!

Hidden Blocks

While we’re on the subject, why not keep the whole block secret too?  Why tell the enemy which unit it is?  What its quality is?  Is it just a Detachment or an Elite? 

Let them keep guessing as you fight round to round.   They should at least know the type:  infantry, artillery or cavalry. 

Hidden Dice

Why should the enemy know how many hits you just took in that last shot?  This should be unknown really, right?  We’ve been experimenting with pulling chits from a bag or pool rather than rolling dice.  The player taking the hits should pull and then implement the results in secret.  You can easily make your own chits or maybe even a small deck of cards.

Hidden HQ

The board looks cool with the flags all showing face up. 

The problem with this, is that when you flip your HQ when it Alters, it reveals who that general is! 

Why should the enemy know that?  Better to keep this secret, right?  Instead, place your Fresh HQs with the gold, leader’s name side down, the flag facing towards you. 

Rotate it Flag up when you Alter.  There.  Now you can still keep track of who has already Altered, but the enemy is still left in the dark.  As it should be. 

Yes, some of this will help with Solitaire play too. If none of the blocks are face up, when you spin the board around, all you see is a field of hidden blocks. That makes it easier to forget exactly what they had where and their status.

How to Ask Questions Like Captain Kirk

I’ve always been a big fan of Captain Kirk.  One of the things that amazes me most is his brilliant questions.  He always seems to ask just the right thing at just the right time.

Why does God need a starship?

The right question at the right time is incredibly powerful.  It is like a superpower!  Imagine what it could do for you in sales with your customer, in management with your employees, in parenting with your kids, or in a relationship with your spouse. 

Long ago, I set out to learn to ask questions like Kirk.  I read books.  I watched him in Star Trek.  I studied Socrates.  I tried to focus.  Think, think.  What would Kirk ask?!  What do I say?  A critical moment would come up and I would just freeze like a deer in headlights.  Nothing. 

After years of trying?  Nothing at all.  No change in my behavior or skill level.  I finally just gave up.  I guess I’m just not brilliant like Captain Kirk.  Ha, if I only had a team of great Hollywood script writers working for me!  Maybe this isn’t something you can do in real life.


Last year we made and released a Pirate board game.  Fun!  After playing it for several months I started noticing some changes in my behavior.  Subtle at first, but then a massive shift.  Kirk like questions were effortlessly flowing out of me in rapid succession.  In just about all areas of my life: 

Our tire is looking a little low on the car.  Why?  Is it really low?  What is the pressure?  Is it safe to drive on?  How far to the nearest tire shop?  Can we make it?  How old is this tire?  How much tread is left?  How worn are the other tires?  Should we replace them all or just 2?  Can the others wait until fall? 

Wow.  I was finally doing it!  Asking questions like Kirk, but how?  Why?  I wasn’t even trying to.  I gave up years ago.  I had mostly forgotten about it.

Then it occurred to me.  It was the Pirate game.  What?  Really?  Yes!  The Pirate game turned me into Captain Kirk.  This is a profound lesson on learning and training.  I now realize that I had it all wrong.  I was doing it backwards.  This was my thinking:

Here I was at the bottom.  My goal?  To be like Kirk.  At least be more like him when it comes to asking questions.  Ok so how do I get there?  Well, I have to focus on and figure out how to ask questions better right?  Makes sense. 

WRONG!!!!   That doesn’t work.  I tried in vain for years with zero results.  That’s backwards.  To achieve this breakthrough, you have to do the opposite.  Here’s what the process actually looks like:

The goal isn’t to be like Kirk.  Asking great questions is the goal.  Actually it’s more like the natural result:  where you end up.  Ok, so how do you get there?  You BE Kirk.  Captain a ship for about 10 years. 

Kirk doesn’t ask great and timely questions because he is naturally brilliant at asking questions.  He didn’t learn it by going to school, reading books or practicing questions.  His questioning skills are what resulted from his career.  Serving as a Captain makes you that way.  It rewires your brain to think like that.  Captain a ship for 10 years.  Lead it through 10 battles at sea and you’ll start to think and behave like a Captain too.  Just like Kirk. 

Gee, that’s great but I don’t have 10 years to spend captaining ships in battles at sea.  How could anybody ever do that?  By playing Pirates! 

Yep, as silly as that sounds, it’s true.  That is one of the amazing powers of playing games.  They can give you real life experience;  but not just any game.  It has to be a good game that is designed and set up to teach you the right lessons. 

Most games are really just puzzles.  What exactly are they teaching you?  How to get through the next level faster? Most of them teach you how to be a good little worker bee.  Pirates! the Devil & the Deep, teaches you to be a leader.  It puts you in the role of captaining a ship.  You are responsible for that ship and all aboard.  You have to assess damage and assign your crew accordingly.  You have to get inside the head of the enemy.  Where will they go next?  How can you out maneuver them?  Learning to play this game, teaches you to analyze and think in terms of questions.  It teaches you to anticipate and plan for the future. It rewires your brain to think like a captain.

A good game can teach us in the natural way. The way our brains are designed to learn best:  through experience.  They can do it much quicker too!  It won’t take 10 years.  You can fight 10 Pirate battles in about 5-8 hours, if you wanted. 

I wouldn’t recommend doing it all at once like that.  I fought 1 battle per week.  Each game took 30-60 minutes.  In between battles, I spent lots of time in self reflection.  Why did the game end up like that?  Where did I go wrong?  What did I do right?  What should I try in the next game to be better?

After about 10 games, you’ll start to change too.  You’ll start to think like a real Captain.  Why?  Because you’ll have experience as a captain. 

Just like Kirk. 

Waiting to Move

What to Do in a Board Game with Lots of Players

Some people don’t like big multiplayer board games.  There’s too much down time.  What do you do while all the other players are doing their turns?  You sit around being bored.

This is a HUGE mistake!  The trouble isn’t that the game is boring.  You just don’t know what you’re supposed to be doing.  They don’t tell you this in the rule book.  You’re just supposed to know. 

Here are 5 Tips: While you’re waiting to move.


 

We’re using Supremacy here as an example but these same principles apply to most big multiplayer board games. 


What to Do While You’re Waiting to Move?

No Phones

First of all, silence or turn off your cell phone.  Our standing House Rule for board game night is:  No Cell Phones!  This is a great rule to adopt.  If you just want to sit by yourself and check your posts, messages, etc. then go do that.  You’re here to play a game right?  Then play! 

We think we ‘multi-task’ but we really don’t.  Scientific studies show that we can really only focus on 1 thing at a time. 

Besides being rude, it also hurts your play!  There are a ton of things you’re supposed to be doing.  In a FPS video game, this is obvious.  How well would you do in Call of Duty if you spent 30% of the time on your cell phone?  Just because it’s not your turn, doesn’t mean there isn’t anything to do.  The game is afoot!

If you don’t have a House Rule for no cell phones, watch for players on their phone.  Target them.  They will be easy prey.  They will always be surprised and unprepared. 

Watch

How do you defeat your enemies?  You attack their weakness.  Avoid their strength.  Great but how do you know what that is?  You watch!  This is your Intell operation.  While they are moving, you should be watching them like a hawk.  Every move.  What does that mean?  How can you best exploit that?  In most games, there are pros and cons to every action.  This is especially true in Supremacy.  Here are a few specific examples:

1 Let’s say Japan moves first.  The Market prices are high.  They sell off all their resources.  Ok, what does that mean?  It means they just made a TON of cash.  You’re not going to be bankrupting them anytime soon. (their strength)  Economic pressure won’t have any immediate effect, but without resources, they won’t be able to build! THAT’S their weakness.  They won’t be able to move and fire in a conventional fight.  Now is your time to strike!!  Invade.  Seize their key factories.  It will be several turns before they can respond.  By then, it may be too late.  Start planning your attacks now, while waiting to make your trades.  How many resources will you need to launch these attacks?  Will your production be short?  How many extra will you need to buy?  NOW is your time to think and plan all of this!

2 China builds.  Fine but what do they build?  A bunch of Navies!  That is unusual for a land power.  What does that mean?  It means that they must have worked out some sort of diplomatic agreement with Russia and the Commonwealth.  China trusts them.  It means that they are about to project their power out across the sea, but to where?  Watch their eyes.  When they look at the map, what part of the map do that look at the most?  All these clues telegraph their next intentions. Prepare now. Note also that if they built lots of Navies, that means they will be weaker as a ground force on land. That is a vulnerability. How can you take advantage of that?

Plan

If you get a chance, try to spend some time thinking about and planning your next move.  This will speed up the game.  It also minimizes the intell other players can pick up on YOU!  While you’re moving, you won’t need to be looking at the area of the map you are going to be invading next.  You already did that while they were distracted making their move.  You won’t have to think. 

What resources are you going to buy?  Which ones to sell?  How many?  If you work out what you will do ahead of time, you will execute it quick.  In a flash your turn will be over.  Out of sight, out of mind.  The less time they will all have to carefully watch you during YOUR turn. 

Strategy management planning process flow chart showing key business terms analyze, develop, plan, execute and monitor

Diplomacy

As with planning, you can also conduct diplomatic efforts while other players are moving.  This can help to speed up the game.  It gives you something to do while you ‘wait’ for your turn.  It can also be a huge advantage. 

Coalition and Alliance building is key in Supremacy.  This is also true with most multiplayer games.  While certain players are distracted moving, now is a great time to launch sneaky diplomatic efforts.  Build new allies!  Point out to neutral players the ‘aggressive’ actions of the player that is moving.  While distracted, they likely won’t hear or be able to defend themselves.   

This is also a good time to chip away at their alliances.  Sew doubt in the minds of their partners.  “Are you sure you can trust them?  Do you see what they just did?  I hope they don’t double cross you!  That looks exactly like something a player would do before they attack you!”, etc.

Interference

Can you influence and alter a player’s move?  You bet!  What are they doing?  Is that what YOU want them to do?  What exactly do you want them to do?  You know what your plan is now right?  Ok, so what would be the best thing for them to do for YOUR plan? What would make your job easier?  Yep, add this to your planning mission.  After you have your own plan, you need to have a good plan for all the other players too!  Friends and foes. 

You’re getting ready to launch an attack on the EU this turn, right?  Well that attack would go a lot easier for you if they were short on minerals and couldn’t supply a committed defense right?  Can you encourage them to sell more when they trade? 

“Oh no.  They are very stubborn.  They would never do anything I suggest.”  Good, then push them to do the opposite.  Suggest that they buy lots of extra resources!  “You never know when you might need them for a rainy day!  You better not sell so much.”

“Oh yeah?  What are you trying to do?  Make sure I miss out on lots of great windfall profits like everybody else?  I’ll show you!”

Yep, they sure did, didn’t they? 

See?  Now you have so much to do during other player’s turns, that you’ll be hoping they take even longer!  Soon you’ll wonder how you were ever bored while everybody else was moving. 

Alexander’s Tactic:  The False Gap

Does it work?

Alexander the Great

A trick used by Alexander was to leave a false gap in the center of his line.  What would this look like in Pub Battles?  Is it possible to duplicate?  Let’s see. It would look something like this:

Both sides are equal here. The white blocks represent Alexander. He looks week and vulnerable, doesn’t he? We don’t like big gaps in the line. That’s usually bad news. If you are the Red enemy, it makes you want to attack, right? Ok. What would that look like?

If Red advances in a similar fashion, that leaves a big gap in their line. That’s no good. The whole point is to advance and take advantage of Alexander’s ‘mistake’ here, right? A Red attack would likely look something like this:

Notice how this thins the Red enemy’s line in the center.

Alright, now knowing the enemy will likely respond like this, as Alexander, we would probably put strong elite units there on the gaps. We know they are going to be flanked. Those White blocks sitting in reserve, those are elite units too; half of them cavalry. What is Alexander’s response? Here is his next move:

Yep. Who’s got a gap in their center now? How is a combat like this likely to resolve? In theory, it should end up in something like this:

Ooooo….. Feeling all warm and fuzzy inside now as the Red commander? It got bad real quick didn’t it? Where is this going? If Alexander moves next, it devolves into this:

Yep, and it just goes downhill from here. Nasty trick huh?

Now, I’m illustrating this here in perfect conditions. Pub Battles is chaotic, like real war. You likely won’t get to execute this in ideal, textbook format but this is what it looks like. So you have a good visual on what you are trying to achieve.

How would you set this up? How do you pull it off? It’s going to come down to timing. There is a lot that could go wrong on the battlefield. As Alexander, it would be best if you moved last on the turn the enemy strikes. Then move first on the next turn to follow that up.

You know, looking at this, I can’t help but think of the Nazi’s concept of schwerpunkt for an armored spearhead.

Heinz Guderian

The geometry here is fascinating. How does this go from looking so good, to a total disaster, so quickly?

Amazing. Alexander truly was Great.