Author: Paul Comben
Designer: Tom Russell
A Look at Hollandspiele’s Game of ‘The Anarchy’ in the UK
In 1066, as we all know, William the Conqueror took his kingly ambitions to England, won the Battle of Hastings somewhere near where it is meant to have taken place, and then started making every Saxon’s life a complete misery. It began with his own bloody and vindictive brand of repression, continued on with ‘Fitz This’ and ‘de Something That’ lording it all over the green and pleasant, and then, some fifty years after his death in 1087, things took another and even nastier turn.
This is the bit that not a lot of English people know about – the period of our history known as ‘The Anarchy.’ True, England is not all the UK, and in the Twelfth Century that very concept was still centuries off, but what happened in those years drew in much of mainland Britain as well as its nearest continental neighbour. Dynastic tussles, the age-old story of who was entitled to what because of what title they had, and who did not want to miss out on the main chance, led England into a prolonged era of civil war and political machinations. At its centre were two figures – King Stephen and his familial rival (cousin), Matilda – both of whom felt they had the better claim to the nation’s throne.
This is the bit that not a lot of English people know about – the period of our history known as ‘The Anarchy.’
Hollandspiele’s game covers four battles from the period – Tinchebray, which was fought in Normandy, and might be seen as an early scene-setter for all the fractious and violent dispute that would occur between England and France over the centuries to come; The Standard, where the Scottish King David, keen to help his niece, Matilda, in her claim as well as helping himself to a slice of the English north, lost big against a smaller and ad hoc English host; Lincoln, where Stephen might well have thought: ‘With friends like these…’; and Wilton, which historically was another example of Stephen’s less than wonderful luck when it came to being in the right place at the wrong time.
Continue reading “House of Normandy: The BoardgamingLife Review”
by Russ Lockwood
Designer Beau Beckett, Dave Kimmel, Jeff Stahl
Publisher Academy Games
I’ve enjoyed the variety of Academy Games’ war games (1775 and 1812), having played most of them multiple times with multiple gamers. Each game is generally close, with the balancing mechanism of cards and dice blessing and cursing player actions with equal aplomb.
In general, the four-player games are more exciting than the two-player games because who knows what your enemy might do on any given turn — or worse, what your ‘ally’ might do on any given turn.
So, along comes 878 Vikings, a two- or four-player game of the Viking invasion of England. The $75 boxed game has the usual components you expect that justifies the price. Academy also has a $50 expansion that adds more dice, cards, and cardboard counters.
Continue reading “878 Vikings: Ragnar Comes a Callin’ – A BoardgamingLife Review”
A Review of Trafalgar Editions’ Game of Nelson’s Epic Battle
by Paul Comben, Designer:Crisanto Lorente Gonzalez, Publisher: Trafalgar Editions
Part One: Components and the Basic Game
There is always a certain challenge facing designers looking to create games relating to the things men make to fight in – be it ships, be it tanks, be it aircraft, the challenge remains the same: just how much detail should be included?
Continue reading “Ships of the Line:Trafalgar 1805”
By Russ Lockwood
Designer: Dave LeLacheur
Publisher: Compass Games
To create a global WWII wargame like Blitz! A World in Conflict (Compass Games, $84, released November 2015) means you have to think big — really big. That requires some compromises in terms of physical components and mechanics.
Space proved one concern. If you want to battle across the world on a 3-foot by 2-foot map, you’re not going to model every scrap of terrain or every unit that took part. Risk has a variety of global versions, although not a WWII version that I’m aware of. The most popular WWII wargame of a global type, Axis and Allies, simplified all units into one-hit wonders (OK, battleships are two-hit wonders). Forget the nuances we came to expect from reading about WWII — the game was materialschlact and luck at its finest. It took a long afternoon to play. The successor A&A versions, where you butt the Europe version up against the Pacific version, added a little more nuance, but not much. It also took 12 to 14 hours to fight the entire war.
Continue reading “Blitz! Clever Design on a WW II Global Scale”