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!!   =)

 

 

 

Games Change Lives

It sounds kind of silly.  Am I overstating this?  Supremacy is just a game right?  What difference can a game make.  That’s just kid stuff.

My little brother-in-law grew up in a bad neighborhood going to a bad school. It was a shame because he was a very smart kid surrounded by drugs and gangs. I showed and played Supremacy with him when he was about 12. He loved it!! It sounds silly to say but it truly transformed his life. I couldn’t get him out of the ghetto but Supremacy showed him that there are other things in life. Things like: business, profit, trading, millions of dollars trading hands, budgets, international political conflict. He learned good communication skills, negotiating, how to resolve conflicts and managing money.  How do you balance today’s needs with long term investment? Where else could he be exposed to these ideas and learn about them?  He certainly not in his school or community.

 

Mark stayed out of gangs and drugs. In spite of his background, he was inspired to go to college and build a career. I watched him grow up. He went on to get a bachelor’s in business. He built a career in management at UPS. He bought a home and started a family. Yes, I really do credit much of his success to Supremacy. It was his ‘gateway drug’ to success. It opened his eyes to possibilities he would not have otherwise seen.

 

Supremacy touched my life. It was huge to Mark. If you are a real fan, then it’s touched you also. Want to have a life changing impact on a kid?  Play Supremacy with them.

 

 

Supremacy 2020: The Game THEY Don’t Want You to See!

THEY tried to shut us down.

THEY failed.

The Command Post is back on line!

(We strongly suspect grey aliens are involved too but we can’t prove it, ….yet.)

 

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:  greys

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

 

It just so happens, we are working with a real Cyber War specialist! He works with the Pentagon and the CIA. He is also helping us develop an all new expansion deck: Cyber Supremacy 2020. This deck will allow players to launch and defend against cyber, chem and bio attacks. We have some very exciting ideas going into this. Let me know if you are interested in helping us play test it. We won’t really get cranking on this until after the first print run is shipped.

 

 

 

 

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!

dice1

Are ABMs too strong?

We get this question from time to time.  Strangely enough, we also get:  Are ABMs too weak?  I guess it depends how you look at it.  First of all, how much does it cost to build them?

Before you can build them, they have to be researched.  I count 4 ABM cards out of a 100 card deck.  You have to pay $200BL per card you turn over.  That sounds really expensive but keep in mind that many of the cards are already dealt out to players.  How much do you have to spend on research on average?  (help me out here math geeks)  I’m not exactly sure of the math but from playing experience it’s expensive.  You better plan spending at least $2-5TL on research.  I’ve seen desperate players spend as much as $10-15TL.

That’s not all.  You still have to pay for 2 minerals.  If they are worth an average $500BL each, that is an extra $1TL.  So let’s say you spend $6TL on ABMs.  Are you protected?  No.  This is where the ABMs are ‘weak’.  $6TL is a lot of cash.  What do you get for all this?  You can shoot down 1 incoming ICBM.  If a player launches 5 at you at once, you are still out of the game.

Ok, so what did we spend all that cash for?  It’s the follow up builds.  Let’s say next turn, you build 4 more.  Now you can shoot down 5 incoming ICBMs at once.  A player would have to launch 9 at you to take you out.  Let’s say the turn after that, you build 4 more.   Now you have a total of 9 ABMs.  The most ICBMs a player can launch at you is 12.  You shoot down 9.  Only 3 get through.  You are still in the game.

Lets look at the economics.  How much did it cost that player to launch 12 ICBMs at you?  $6TL for missiles plus the cost of 6 minerals.  Worse than that is the VP cost!  It’s double:  $12TL (+value of minerals).   The kicker here is that the ABMs are not consumed when fired.  They are reusable.  Your stockpile of ABMs still count big for VPs.  Again, this is double value.  Your 9 ABMs are worth $18TL in VPs.

In addition, having the most ABMs also gives you the high tech advantage in combat:  3 re-rolls.  A nice bonus but after building 9 ABMs, you aren’t likely to have a big conventional force.

So, what is the final conclusion?  Are they too weak or too strong?  They are very expensive.  That expense is countered by the huge VP value.  If you have only a few, they are weak.  If you can build many, they become very strong.  Too strong?  Well, look at all the cash you had to pay for them!  Would you spend that much effort on something that wasn’t very strong?

Also consider your opportunity cost here.  What did you not build by choosing to build a huge ABM stockpile?  How are you hurting and behind in those areas?  Yes, a massive ABM force can be extremely strong.  Considering the costs to build one, it seems just about right.

 

Supremacy 2020 vs Classic Supremacy

I got an email today from an old fan.  He was excited about the prospects of a new Supremacy but hesitant about the rules.  “What have you done to our beloved game?!”

Rest assured.  Our favorite game is in good hands.  We do understand your concerns.  Most of the time, I am disappointed with rules.  Usually, they are poorly written.  Confusing.  Boring.  Overly verbose.  Overly complicated.  I was shocked to read a rule book from a Civil War game yesterday.  They rambled on for 9 full pages just on combat!  These were full 8 1/2 x 11 pages, in fine print, in 3 columns with no graphics, and it didn’t include the 2 pages of combat charts.  All of that, just to explain to players how to attack.  Can most people even remember all of that?  I could if I really wanted to, but why?  Is all my time and work rewarded sufficiently with fun?  No.  In fact it hurts the game.  I’d rather just roll a few dice, get a result and then move on with the game.

How long are the combat rules for Supremacy 2020?  Let’s see.  I’m counting 1 page for ground combat.  That’s big print.  That space includes several minor graphics, tables and examples.  Oh, and our pages are little half pages in a small booklet.  (legal sized paper folded in half)  Easy.

Ok, so it’s simple, short and elegant but what are they like?  How do they affect game play?  How are the new rules different?  What impact do they have on the game?  Great questions.  Here are the major differences:

 

Differences in Play

  1. The market works like you would expect.  During times of war prices rise.  After the war prices crash.  In the old game, the first and maybe second players to trade made out really well.  Everyone else was priced out.  Now, everyone can trade every turn.  Big profits are still possible.  Don’t have enough of a critical resource?  You can always buy from the market.  It just might be expensive at times.  Still, it can get you through a turn or two in a pinch.
  2. Lots more combat.  A turn of build up followed by a turn of combat in the old game was often all it took to bankrupt a player.  No longer.  Conventional fighting is much cheaper.  You can continue to build up, fight, and move on multiple fronts from turn to turn while still trading and making money.  The fighting is fun, dynamic and fast moving.  Blitzing campaigns half way across a continent and back are possible in 1 turn, if you have the troops,  supplies and the will.
  3. Aggression.  Often times the best strategy in the old game was to sit and do nothing.  Just slowly build cash while the other players weakened themselves.  What fun is a game if the best way to win is just sit there?  Now, combat is cheaper.  It is easier to make worthwhile progress fighting.  Combat actually favors the attacker.  We have also made several adjustments to the victory point system.  This greatly rewards aggressive players.  Sitting around watching is now the surest way to lose Supremacy.  To win, you must control more companies.  The best way to do this is to build up, go take them, and then keep them.
  4. The new victory system favors the bold.  It also balances the use of nuclear force.  In the old game, often you would get 1 player that would just get bored (or mad) and decide to destroy the world.  Result?  Everyone loses.  There is some merit to this.  That is the ‘real world’ result:  everyone loses.  You can easily still play this way if you prefer.  The new victory system solves a lot of old problems.  There is a built in point penalty now to launching a bunch of nukes.  More often than not, destroying the world will cause you to lose by points.  Just because you get nuked out, doesn’t mean you lose.  You can still win by points later.  Everybody has a score.  Everybody is ranked.   It’s not 1 player wins, everybody else is a loser.
  5. Speed.  The new game plays much faster now.  Many games end on turn 3.  Usually they are finished by turn 4-5.  You can actually play a interesting game to conclusion in 2-4 hours.  The old game often took several turns of boredom while everybody just built up and decided what to do.  Now, conflict and tough decisions start right away with turn 1!  It develops quicker, resolves quicker.  Buckle your seat belts because this game is intense all the way through.