Interview with the Designer -Brandywine

GGS with Marshall Barrington from Command Post Games


 

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That is an unusual name. What is Pub Battles?

(Chuckle) Yes, that is the name that stuck.  The main idea is that we wanted a wargame that could be played out.  I remember playing backgammon at the beach, restaurants, bars etc. in the 80s.  I just thought, “What a great pr tool!”    Wargaming needs to grow.  Most people don’t even know what a wargame is.  Our industry is in the closet!  How wonderful would it be if wargamers started playing out?  At the park.  At the beach.  At restaurants, cafes and even pubs.  What would a ‘backgammon’ style wargame look like?

 

It has to be something cool looking. It can’t look like a little kids toy.  It has to be quick.  Few pieces.  Quick play time.  It has to be simple.  –“Wow, that looks cool.  What is it?  How does it work?  Can I play?”

 

That is the vision. There are many other games we would like to design for ourselves as gamers.  We thought this was more important.  We need to design games that increase exposure and grow the hobby.  Easy ‘gateway’ games.

 

It reminds me of the Simmons Games.

Yes, this was part of our inspiration as well. Simmons and Kriegspiel:  the original wargame.  We ran further with the idea of making it look real.  Something authentic from the period.  That’s part of why we play games:  to relive history, to imagine what it would have been like.  What better look than to immerse the player into the look and feel of the times.

 

The map is amazing. It looks so real.  There are no hexes.  Not even areas.  How do pieces move? 

Kriegspiel style, or mini style. Most of this decision came from the design parameters:  1 page rules.  How do we fit all this on 1 page?  Cut out all non essentials.  We started analyzing game rule books.   It is incredible how many words and pages are dedicated to hexes, or areas.

 

It is kind of ironic really. I imagine the original intent of using areas and hexes was to make things easier.  The result seems to be the opposite.  If you define a hex, then you have to describe how to move through them.  ZoCs or not?  How and when?  Facing?  Spine or side?  What about multiple terrain types in the hex?  Is the river on the hex side or in the hex.  And on and on and on.  Is that more simple?  Here is an idea!  How about we just move the piece?  How far?  This far.  Done.

 

We had a lot of resistance to this at first. We gave it a try.  The more we used it, the more we liked it.  It feels much more like what real commanders (or staff) did.

 

That’s interesting. I also notice no CRT.  So it’s bucket-o-dice?

Essentially yes. We did a lot of testing with kids and noted what they perceived as complex or simple.  Numbers = Complex.  Charts tables and odds calculations = Complex.  As wargamers we don’t think much about that.  It is simple to us.  We are used to it.  What does that look like to the average person?  -Highly Complex.

 

Again, this goes back to our design parameters: Simple game that even more importantly, APPEARS simple.  If it doesn’t look simple, people won’t give it a try.  We wanted this to look like checkers or backgammon.  –well at least somewhat.

 

Is this going to be too simple? Are regular wargamers even going to play it?

Great question. This was very important to us during the design.  Some games are so absurd, I find it hard to play them as an advanced gamer.  Risk comes to mind.  Don’t get me wrong.  It is a great game in many ways.  You can’t argue with numbers.  It brings tons of new players into the hobby.  That is all good.  It just has so many ‘silly’ mechanics that it is hard for me to enjoy.

 

We didn’t want this Risk effect in Pub Battles. Yes, the rules and mechanics are very simple.  It isn’t a monster game with hundreds and hundreds of pieces.  We also took care to make sure it plays right.  Plays like it should.  Some game results are so random you might as well be playing tic-tac-toe.  Our results are tied pretty close to real historical engagements at this time.  We based our movement and combat off of the original Prussian kriegspiel.

 

More importantly, we worked in subtle things like combined arms effects, initiative, timing, chaotic battlefield friction and of course terrain effects for movement and combat. All the critical things that advanced wargamers will appreciate.  These are all worked into the system but without lots of rules.  We were shooting for a game that was very simple in rules but much more complex and deep in strategy and play.

 

Is it I-GO-YOU-GO?

No. Random chit pull.  This is done by formation.   In this battle there are only 2 wings.  For Civil War or Napoleonics it would be by Corps.  During development, we also play tested this system on Antietam, Little Bighorn, Marengo and Gettysburg.  We wanted a universal system  that could be easily applied to engagements of the period.

 

So it’s very exciting. You never know exactly who is going to move next.  Sometimes you want to go first.  Sometimes last.  Sometimes it doesn’t matter too much.  Sometimes it is absolutely critical!  This is where the leaders come into play.  The HQs can attempt to move first or delay their move.  This gets even more tense!

 

Also, which formations are actually eligible to move? With this we can simulate some of the kriegspiel effects of orders.  For example, at Antietam, only 1 Federal Corps starts active:  in the cup.  The Army HQ can add them as the turns progress.  –slowly, like McClellan.  So in the bigger battles later on,  you won’t be sure if they can move, when they can move, or why they aren’t moving.

 

Does it really play in an hour? I never seem to be able to play a game in the stated time.

Well, (chuckle) I guess it depends on how much you talk. Or maybe how much beer or coffee you drink!  We kept close watch on this in testing.  We averaged 45-60min.  That includes setup time.  Barring the first learning game, you should hit that time pretty consistently.

 

Sometimes players will capitulate early if the game opens terribly.

 

What was the biggest challenge in designing this game? Or games in general?

I’m pretty strict about keeping the design within the predetermined parameters. I think this is really important.  You have to set goals and know exactly what kind of game you are making and why.  If you have done that, then the design is actually pretty easy.  You just follow it.  Or at least I do.

 

I think the problem comes when you start designing but haven’t quite nailed that down yet. Everybody has lots of neat ideas but which ones do you use?  Which fit the game?  What is this game exactly? Throwing a bunch of fun ideas and rules together is not a game.  Often times what you don’t put in the game is more important than what you do.

 

After we finish one game, I often feel we have enough material to make about 10 games! I think sorting through all that and keeping it together and focused on the goal is the hardest part.

 

 

A Great Start!

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Wow!  Who needs Cornwallis to flank?  You just need lot’s of luck while making a frontal assault across the creek!

Washington had to move first.  My artillery barrage sent Nash’s North Carolina running -exposing the continental artillery!  So Vaugh over-ran them.  Grant and the Highlanders rolled well too.

Washington’s line is trashed!

 

 

 

 

 

 

Rules Clarifications

We had a fun game last weekend.  Some interesting rules issues came up I’d like to clarify.   I posted these on the rules page also which is another great resource to check on how things are supposed to work.

  • Can you give away money and resources?  Yes but only during the Private Trades part of the Trade Phase.  You cannot give away or work deals during the Combat phase.
  • Can production/income of Terrorist controlled Companies be blockaded?  Yes, the same as regular companies.  You might be able to smuggle some out on roads but this is very slow and expensive.  Same result.  Ask Iran.
  • If you give a player an ICBM can they produce them on their own after that?  No, they must still research them as usual to build on their own.

Here is another interesting situation that came up.  Japan invaded Taiwan.  They succeeded but left Japan vulnerable to invasion.  China took advantage and conquered Japan.  Japan didn’t have enough remaining strength to take it back.

The US came to the rescue.  The US Navy sailed over the Sea of Japan and destroyed the Chinese navy.  They then attacked and destroyed the Chinese armies in Japan with their fleet.  They didn’t actually have to land US armies there, just clear out the Chinese.

This resulted in saving Japan.  Conquest happens at the end of Combat.  What was the situation then?  Japan was vacant.  No forces at all.  This means control of Japan reverts back to the Japanese player because it is an unoccupied home area.  Japan was able to build new armies there and is back in the game.

The Chinese player (Curt) was not happy but used the same tactic when Russia (me) almost conquered him the next turn.  China counter attacked my forces in Shanghai with his navies.  With all my armies destroyed, control of Shanghai reverts back to China.

This is where an ICBM comes in handy.  I didn’t have one yet but the US (clint) did!  😉

 

 

 

 

Field Marshal Program

With light at the end of the tunnel appearing in terms of production, we are finally able to start looking ahead to new projects and promotional ideas.

We are thinking of tying the Field Marshal program to Social Media promotions.  So, if you post pix of you and your buddies playing Supremacy 2020 on your FB page, we will give you credits.  What are these credits good for?  Here are our ideas:

  • Entries into a drawing for free products/coupons.
  • Stars and official rank promotion sheets to be emailed out.
  • A custom Field Marshal sticker that you could add to any piece.  Only you can use it.  You keep it face down until that piece gets involved in a combat.  Then you reveal it.  A Field Marshal will give you a +1 die roll modifier for all combat in that area.  If that piece is destroyed, it is out of that game.

What do you guys think?  Do you like these ideas?  Hate them?  Have even better ideas?  Let us know what you want to see.   -You can leave a comment or send us an email.


We are also thinking of posting an official page on our site of Field Marshals with their ranks.  For privacy, this will be on an opt in basis only.  If you want to be listed, let us know.   You may want to also consider an “online” name rather than your real one.  We are being watched by ISIS after all!

Nuclear Victory!

A big change in the new Supremacy is how you determine victory.  Once you have ICBMs, it’s easy to nuke a player out of the game but is that your best option?  Often times now, this can make you lose.

Recently, I was the CW in a game.  As it turned out, lots of players ended up with cards in the Middle East.  I based most of my forces in India.  On turn 1 I invaded, capturing 95% of the worlds oil production.  The only player in a position to do anything about it was Russia (Clint) but I turned them into an ally by protecting one of his companies.

On turn 2, I was at total war with the US (Gabe), Japan (god) and the EU (Curt).  The US conquered Canada.  The EU conquered Britain.  They each had 1 ICBM and planned to nuke my last to cities:  Delhi and Canberra.  That would have put me out of the game but in Supremacy 2020, that doesn’t mean I lose.

What?!  Yes, actually that would have almost insured my victory.  In Supremacy 2020, victory is not based on the last man standing, it’s based on points.  You get points for cash, armies, navies and companies.  If you have no cities left at the end of the Attack phase, you total and record your points.  Yes, I’m “out of the game” but I can still win.

In fact, my points would be locked in and guaranteed.  At this point in the game, I had tons of cards.  I just seized them from everybody!  I also had lots of cash and forces.  They took my cities but they did not destroy my forces in the field.  Nobody could get to me remember?

In spite of pointing this fact out to them, the coalition decided to nuke me out anyways.  Just for the satisfaction!  I have a way of bringing that out in people.   😉

My Russian ally came to the rescue by shooting down the ICBM targeting Delhi.  Hmmmmm…..   Now was he doing that to ‘help’ me or to allow my enemies more time to reduce my score before taking me out?   Clint is pretty cagey that way.   :/


So, can you build up a huge nuclear arsenal and destroy the entire globe on turn 2?  Yes.  It’s possible.  It will very likely cause you to lose.  The path to victory is to acquire lots of forces, companies and cash.    -at least as relative to what other players have.

If you are going to take a player out, be sure to grind them down to a pulp the old fashioned way first.  Or even better yet, get your ‘allies’ to do it for you.

Diplomacy Anyone?

We used the new diplomatic kit in our game last weekend.  China (Gabe) started by seizing my (Russia) company in N. Manchuria and a US (Em) company in Canton.  We protested.  We threatened.  We begged.  Nothing.  China’s response?  – “meh”.

It was the first turn of the game.  I wasn’t looking to get into a major war with China right off the bat.  It would take a turn or 2 before the US could get over here.  What else could we do?  We Denounced China!  :0

I wrote up a formal Denouncement of Chinese aggression.  I demanded the return of both my company and the US company, along with payment of $2TL in damages/reparations.  I handed it to the US.  Em immediately signed it.  I then handed it to Gabe.

He was shocked, dismayed.  He immediately offer us everything we asked for and profusely apologized.  Em wasn’t having anything of it.  Smelling blood in the water she responded, “Well you should have offered us that when we asked for it last time.  Now it’s going to cost you more!”  -She’s a tough negotiator!  Gabe pleaded and begged.  Even offered her twice the money but to no avail.

What changed?  What does a Denouncement do?  Absolutely nothing.  It has no game effect.  It is just a formal document in writing of the same thing we already did verbally:  demand our companies back, or else!

Em and I were shocked.  She smiled and winked at me.  I guess it’s the power of the written word.  Who knew?


I think the Diplomatic Kit can be a great tool for new players.  Often times, new players aren’t sure what to do.  They don’t know what they can do!  They aren’t sure how to jump into the negotiations.  What to ask for?

The Diplomatic Kit gives them options.  You don’t like what just happened?  You can declare war.  You can make a formal denouncement and get other players to sign on.  You can write up a formal alliance against a threat.  Can’t you do all these things without the Kit?  Yes but in the moment it’s easy to forget about what you can do.

I’d really like to see these worked into our online game.  It’s a great tool for communication.  They prompt  you with a list of options.  Options besides just nuking everybody!  As fun as that can be sometimes.

Supremacy Online

We have met with several IT / software developers in the last few weeks and have contacts to meet with 3 more this week. This has the potential to be very cool. There are many pitfalls to avoid here. Lots of software people want to turn this into Farmville or Civilization. I don’t think that is what Supremacy is about. The nukes are fun but this game is mostly about negotiating and diplomacy. They want to make it a 1 player game with AI. I’ve never seen a computer strategy AI that actually works. I don’t think a computer is capable of being a good Supremacy opponent. I have seen many good games that totally suck in computer version. We’re determined not to let that happen.

 

The best model I can see for an online version is WSOP online poker. I think this has to be multiplayer and accessible to many people around the world. It has to have live online chat during the game so that players can posture, haggle, threaten and ally during the turn.

 

They want to make Supremacy into something they know. Supremacy is completely different from all the other digital games out there. I think that is what’s going to make it big!!

 

I’d like to get a dialogue going on this with the fans.  More brains are better than 1 and Supremacy players are very smart.  I’ve turned on the comments.  Usually we have them turned off because of spamers.  If this doesn’t work, send me an email and I’ll post it on here for you.

 

What kinds of things should online Supremacy include?  What should not be there?  Ideas of what you would like to see?  Let us know!

 

ISIS Strikes!

Rachel Maddow mentioned us on her MSNBC show the other day! Apparently it was ISIS that took down our site. We were targeted because of our new expansion Rising Crescent that allows you to play as a terrorist and build an Islamic superpower. We have had continued attacks but have been able to keep our site up so far. Amazing.

Help us send THEM a message with our new Cyber Attack promotion and SAVE!  For a limited time, save at our Shop checkout with this secret Coupon Code:  isis

 

This will only be good for so many customers so don’t delay.

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.

Demo Tips

Lots of people are excited about the new Field Marshal program.  We have a number of you out there demoing the game already.  I thought it would help to put together a little list of tips to help things go smoother.

Remember, Game Conventions aren’t the only place to demo.  We’ve had very good results with school history clubs and the public library.

 

  • Smile! Try to look approachable and friendly. I know, that’s harder for some of you. =)
  • Think about how you can get the most traffic. When and where do you set up?
  • This game is highly visible! It jumps out at you from across the convention hall. Make sure the view is not blocked: set the board up where people can see it from a distance.
  • The poster works well if you can find a place to put it up by the door or in the vicinity of the game.
  • Make sure you play test this a few times and read the rules. You need to be smooth on this with others to make it look easy. If you are confused on them, feel free to email me. I’ll be glad to help clear things up. Just make sure you don’t wait until 2 hours before you are supposed to play to email me! Ask me if the rules seem a little strange too. Often times this is an indication that you are misunderstanding them and playing it wrong.
  • Don’t beat up on the new kids! People like games better if they win or do well the first time. Let them win!
  • Your main focus should be teaching. You aren’t there to sell. You aren’t there to beat everybody. Be a friendly teacher.
  • Try to make sure everybody has fun. That’s what games are about right?
  • Invite people to join in and try a turn. Oftentimes people like to watch but are reluctant to dive in. Ask them if they can help you play test part of a turn. It’s ok if they jump in and then out for awhile. They could take over your country for awhile.
  • Get cash into their hands! People love to hold trillion dollar bills. Then they want to spend it!
  • I wouldn’t show them the rule book unless they ask. Instead, show them the Quick Start Rules. Don’t read it to them or explain everything in there. It’s just there for reference.
  • You don’t want to play everything for them. Try to let them make decisions too. You also don’t want to just throw them to the wolves with no guidance. There is a balance here. Example: “It’s your turn to trade. It looks like you are going to need oil. How much would you like to buy? It costs $500 BL each. Ok, you want 3. Let me show you how to do that.”
  • Often new players want to just sit there, pass and watch. Remind them that it’s ok to make mistakes, it’s just a practice game and that you’ll help them avoid big mistakes. It’s best to learn by just jumping in and getting your hands dirty.
  • It is best to get them involved in a battle somewhere right away. The combat is very exciting and tense. Remember you are a strategy advisor also. They will need lots of help with strategies during combat. Try to give them several good options to choose from. Ask them what their goal is? What are they trying to take? If they want to do a disastrous move, try to gently suggest a better way of going about it and why.
  • Do you have any cards? Where can I get this game? You know what works best for this? $1 TL bills. Write Command Post Games on the back of one and hand it to them. Our site is easy to find. Need more money? Let me know. I’ll send you some. No big deal.
  • Of course you do the basic things like grooming, appearance, personal hygiene, etc. but think about your breath! If you ingest anything sweet, your breath instantly becomes bad. I like to keep a good breath freshening gum handy.
  • Finally, I hope this list doesn’t make demoing seem too hard. Relax. Have fun. Don’t worry if you forget something or mess up a little. We are all human. You can do it!!   =)