Saturday, 7 January 2023

War Room


The Game

War Room is a wargame from Larry Harris, designer of the Axis & Allies series of games. The setting is World War 2. It has a complexity level higher than Axis & Allies, but the granularity is the same. Quite a few core mechanisms are different, so this is certainly not an Axis & Allies variant. 


The map is round and huge. It takes up a lot of space. The game contains a number of scenarios, and the global war is just one of them. There are 7 countries, which can be played by up to 6 players. The same player would control both the USA and China. Other scenarios include the European war, the Pacific war, North Africa and the Eastern Front. These smaller scenarios use only certain sections of the map. When broken up, the map pieces have very odd shapes. 


The centre of the map is a tracker which indicates the political stability of each country in the game. All countries start off stable, but as casualties mount and territories are lost, stress builds up, and eventually leads to stability deteriorating. At different stages of instability, countries suffer different penalties, and these penalties are cumulative. In the worst case, the government collapses and that country is out of the game. If you manage to capture enemy territories, you can reduce stress for your country. Good news cheer people up. 

Every country has a little planning booklet.


This is what the inside of the planning booklet looks like. Every page is a planning sheet. You need to use one planning sheet per game round. These sheets will get used up quickly. 


The left half of the planning sheet is for you to plan which command stack to go where. This is your movement planning and all players do this simultaneously every round. You won't know how your opponents are planning to march their troops. Units on the board come in three types - land, sea and air. Every command stack has at most 8 units. You can issue at most 9 orders. So every round at most 9 stacks of units of yours can move. 

One important thing you do with this planning sheet is to bid for turn order by spending oil. Turn order affects the execution of your orders. If you have units which are trying to avoid battle, you will need to fight for an earlier turn order. Else if they get attacked and pinned down by enemy units, it would be too late for you. You might not be able to execute all the orders you issue. Sometimes you may not want to execute them all. 

The right half of the planning sheet is for planning your new unit purchases. There are three resource types in the game - oil, iron and other strategic resources (OSR, and I will just call it "stuff"). You need different combinations of resources to buy different units. Not all territories produce resources. It is possible to trade with neutral nations. 


Units are stacked to form command stacks. Square units are land units. Round units are air units. The elongated hex units are naval units. All command stacks are topped with a command token, indicating the command number and the country. The command number is used when you plan movement. Every territory and sea zone on the map is numbered, and these are used for planning movement. The sea zone to the north of Australia is P-17. P series sea zones are in the Pacific Ocean area. The Australian territories range from B21 to B24, B series representing British territories. 


At the start of the game there are already some American units in the UK. UK has a factory, which means the British player can produce units here. The 8 chimneys mean UK can produce up to 8 units per round. 

Game setup is time consuming. Thankfully the command pieces are designed to make this process slightly easier. Command pieces used during setup have their starting locations and compositions specified on the pieces themselves. For example that British 7th fleet in the photo above starts in sea zone A-7, and it has a blue cruiser and a red battleship. 


Every country has a tracker for resources. Red is oil, blue is iron and yellow is stuff. There is a territory card for every land territory on the board, which indicates resources produced. You need to align your territory cards this way so that you can see easily how many of each resource you produce in total. 


Information on the territory cards include the serial number (black background), the strategic value (white background) and the production value of the three resource types. The strategic value affects stress and stability. Losing territories with strategic value causes stress. 


When you capture an enemy territory, claim the corresponding territory card from your opponent. E.g. here Japan has conquered a Soviet territory.


In War Room battles are only fought for one round, as opposed to as many rounds as the attacker wishes in Axis & Allies. If both sides still survive after a battle round, that battle would continue in the next game round, and the territory would remain in an embattled state. The territory owner uses the embattled side of the territory card, which has lower resource production. See that card with a red and white border. 


There are only 9 unit types in the game. You have bombers and fighters in the air. You have tanks, artillery and infantry on land. You have battleships, aircraft carriers, cruisers and submarines at sea. 


Battle resolution is done using a battle board like this. Both combatants place all their units on the board. Axis on the left and Allies on the right. There is no different strengths based on whether you are attacking or defending. Instead, you can pick stances for some troop types. The stance you pick affects the abilities of the units. E.g. a cruiser in a defensive stance fights more effectively against air units and can take hits for other capital ships. 

Battles are conducted in two stages - air then surface. During the air stage, only planes can be damaged. Surviving planes then participate in the surface battle. Different unit types have different strengths against air and surface units. Strength is defined as the number of dice you get to roll. 


The dice are 12-sided. The sides include black, white, red, yellow, blue and green, and the distribution is not even. Yellow appears the most. The colour you roll determines the unit type you hit. This is of course subject to the presence of that unit type. If there is no such unit type, your hit is wasted. Normally a unit is only damaged upon the first hit, and is destroyed on the second hit. White die rolls can be applied to damaged units. Black die rolls are jokers and can be treated as any colour. 


One side of the battle board is for sea battles, and the other side is for land battles. This photo above shows the start of a battle. You get to roll at most 30 dice. If your strength is above 30, the surplus is wasted.  


This is the aftermath of the same battle. The units pushed to the edges are dead units. They are not removed immediately because you need to keep records of your casualties.


This is the morale board. This is where you place casualties from battles. At the end of the game round, your casualties determine the stress your country takes, which may in turn worsen your political stability. Different countries have different stress tolerances. Japan has a high tolerance and only worsens its stability at 7 stress. USA already worsens at 5 stress. 

The standard victory condition is to capture two enemy capitals. For the Axis this normally means Moscow and London (Washington is rather unrealistic). For the Allies it's Tokyo and Berlin. I think it would usually be unnecessary to get to this point. Well before the fall of two capitals, the imbalance in strength would have been obvious. The losing side should just surrender rather than stretch the game on when the outcome is inevitable. 

There is another way of ending the game which I quite like. You play a set number of rounds, and then compare scores based on political stability. Political stability is actually a good measure of how well each country is doing. 

The Play

I did a 2-player game with Allen. We were both new to the game. We had played Axis & Allies before, but War Room differs in many ways. We needed to relearn most of the systems. I was in charge of reading rules and teaching. Although it was just the two of us, I suggested to go for the full global game, because I wanted to experience the game in full. I knew we likely wouldn't finish the game, despite allocating almost a full day for it. We played from about 10am to 6pm. I had hoped to play about 6 rounds and then determine victory by comparing country stability. In the end we only managed to complete 2 rounds. It isn't as big a gap as it sounds, because the first two rounds in the game tend to be long with many hotspots to resolve. As the dust settles after the initial flurry of activities, the situation becomes cleaner and simpler. I certainly didn't regret having experienced the full worldwide war. 


I asked Allen to play the Axis. I think the Axis being the aggressors is more fun to play. The point in history at the start of War Room is already after Pearl Harbour (unlike in Axis & Allies). The Americans and the Japanese are already fighting in Guadalcanal. 

China (yellow with red star) has only land armies. No aircraft and no ships. 

The Solomon Islands are already embattled at the start of the game, thus the embattled marker. 


Naval battles in the Pacific were intense, involving the Japanese, the Americans and the British. There are no transport ships in War Room. The mechanism for transport ships is streamlined and abstracted. Land units are allowed to enter sea zones, and when they do, they are considered to be loaded onto transports. They become defenseless and need to be protected by friendly naval units.  


The British (me) decided to produce troops in India and coordinate with China (also me) to fight the Japanese (Allen). That stack of units under the red factory token are under production. When you buy (i.e. start producing) units, you need to wait for a full game round before you can deploy them. In case the territory producing these units gets captured, you lose your units to the invader. 

I like the simultaneous and secret movement planning in War Room. It creates a double guessing game. It offers opportunities for smart play for the weaker parties. In Axis & Allies players take turns moving units and resolving the resulting battles. Movement orders are absolute. You can't run and you can't hide. In War Room there are opportunities for weaker parties to avoid battle or to attack where the opponent least expects it. This makes movement interesting and less predictable. It opens up more possibilities. There is a cost though. The whole process takes more time. 
 

On the left, the Americans (me) unexpectedly took control of the Solomon Islands. The islands were embattled right from the start. However both Japan (Allen) and USA (me) had few troops, so it wouldn't be easy for either party to kill off the other. We didn't have many dice to roll. I imagine this as both of us being lost in deep jungle and shooting randomly under low visibility. However the Americans got lucky and scored enough hits to kill off the Japanese soldiers. 


China (me) inadvertently took advantage of the Japanese (Allen). In our first round, Allen mistook the Chinese troops as Japanese troops, and issued commands to them. Imagine the confusion of both the Chinese soldiers and the Japanese generals shouting orders at them, in Japanese some more. Naturally, all his orders were wasted and he didn't manage to get anything done in China in the first round. As China, I tried guerilla warfare, trying to focus the units I had on Japanese weak points and where he wouldn't expect an attack. The secret order mechanism in War Room allowed me to do this. 

I headed south and managed to capture Vietnam (photo above). The Japanese had to send reinforcements from Malaya to Thailand to fight with me. Peiping (north east of China) is an important territory for China which is already under Japanese control when the game starts. It is the only Chinese factory on the map and China needs to recapture that in order to be able to produce artillery and tanks. Without it, China can only produce infantry. 

One crippling weakness of China is it cannot bid for turn order. As long as Japan is willing to spend one oil, it can guarantee an earlier turn order than China. If Japan doesn't want to spend even one oil, then the turn order is left to chance. If Japan is determined to exterminate China, there is not much China can do to stop it. It is just a matter of how long China can last, buying time for its allies. 


The Solomon Islands were captured by USA (me), thus the USA token placed on it. The Solomon Islands had strategic value (number on white background), so Japan received stress from losing the territory. 


Fighting broke out all over China. My Chinese solders got cocky and strutted about like they owned the place, just because of Allen's wrong footing in Round 1. I caught Allen off guard and managed to take down Peiping. That allowed me to steal his units under development, which was a huge bonus for China. Japan (Allen) headed north to attack the Soviets (me), which surprised me. There was a Russo-Japanese treaty, the breaking of which entailed a heavy stress penalty. I think Allen forgot about it. I hadn't expected him to attack. Japan's diversion into Soviet territory was what allowed China to be more daring. 


At the bottom right a huge naval force had assembled. A huge sea battle was imminent. The British had captured Burma. More troops would be supplied from India to reinforce Burma and the British push against the Japanese Empire. 


In Europe, Germany (Allen) was a juggernaut. Compared to them, the British and American land forces (me) were paltry. Invading the European continent looked impossible. The Allies would need a lot of patience and discipline to plan and coordinate an effective Normandy Invasion. There are railroad tracks in War Room, which allows troops to be transported quickly to the front lines (compared to Axis & Allies). However train tracks can be damaged by strategic bombing. This is an aspect to consider. 


In the Mediterranean, Italy (Allen) started off stronger than the British (me). The British had troops in Egypt and the Middle East, but their production centres were far away, in India and in South Africa. Replenishing troops was going to be difficult. 


Italy and Germany didn't do well in their attempt to take Egypt. The British lost many units too, but managed to hold on. However the Italian navy dominated the Mediterranean Sea now. 

The Axis powers - Japan, Germany and Italy. 


On the eastern front both Germany and the Soviet Union started with tons of land troops. It was going to be bloody and brutal. 


Turn order can be crucial. It can determine whether the orders you want to execute can be executed at all. 


This was our Ukraine War in the game. Italy came to help Germany. A command stack has at most 8 units, so when the scale of the battle is more than 8 units, you need 2 or more command stacks. Air units are separate stacks from land units so if you want combined arms you need even more command stacks. 


The Soviets (me) were aggressive and took the fighting to Germany. I left many of my territories behind the front lines ungarrisoned. 


The Americans (me) couldn't do much at the start of the game. They were far away and didn't have many units yet. However they had a large production capacity. Playing USA was all about planning and building up a pipeline to supply troops to the front lines, to help its allies before it was too late. 

War Room has one similar problem as Axis & Allies - for USA to build troops and ship them across the Atlantic or the Pacific to the front lines takes too long! I call this a problem, but perhaps this should be called a feature instead of a problem. Expect a long lead time for American troops to reach the action. That means you have to do planning far ahead. 

As America, I decided to put more effort into the European theatre, thus the concentration of troops on the eastern seaboard of USA in the photo above. For American units to cross the Atlantic and get to UK it takes 3 rounds. We played a whole day and only completed 2 rounds. I guess once the pipeline of units was set up from USA to Europe this would no longer be an issue. I just needed some patience. 

Similar to Axis & Allies, War Room is at its core an economic game. When you have a higher production capacity, you will have more units and in the long run you will overwhelm your opponents. You need to take the long-term view. What new units will you buy? How are you deploying them? How do you steadily secure a stronger economic base than your opponents?


Japan was first to have its political stability drop, mainly because it broke the treaty with the Soviet Union. We placed the conflict tokens (explosions) and flight tokens (arrows) at the centre because they were used frequently. 


Two game rounds taking a full day sounds scary. It was partly because we were new to the systems. Also one big factor was we did this 2-player. The game speeds up with more players, because everyone can do movement planning at the same time. Allen and I had to do this one country at a time. Thus we needed at least triple the time, and suffered some split personality disorder. 

There were some features we hadn't explored, e.g. bombing factories and railroads, trading with neutral countries, attacking convoys and invading neutral countries. The game was large and complex, and the core rules already took a fair bit of effort to digest. We didn't want to get into the minor and secondary game mechanisms. Allen (as Germany) almost invaded Spain, but there was an error with the orders so the invasion was delayed. 
 

Having played the first two rounds, I felt the units being produced were far from enough to replenish what was lost. I imagine the countries would become more and more frugal as the war wore on. As the Soviet Union I was aggressive in counter-attacking the Germans, but after two rounds I realised my attrition was too high and my position was probably not sustainable. The Germans still had many units they could transport to the eastern front. The Americans and the British were nowhere near ready to put pressure on the western front. 

The Thoughts

War Room is certainly a gamer's game. It's the kind of ceremonial game which you allocate a full day for. It is difficult for me to not compare it against Axis & Allies. Same designer, same historical background, same granularity. War Room is more complex. Many mechanisms differ. They may feel similar in many ways, but they are quite different in execution. One analogy is the various Batman movies by different directors. 

If you are not into Axis & Allies and similar games, War Room will not be your thing. It is still a heavy game based on World War 2. It is medium-light compared to the typical serious wargame, but compared to the average Eurogame it is pretty heavy and complex. 

I like the secret orders. It allows interesting tactics and it is a challenge for the combatants. There is uncertainty and psychological play. I like the concepts of stress and political stability. In war, we are not machines which fight to the death. We are human beings of flesh and blood which fight till our spirits are broken. I like the battle resolution mechanism. It is logical yet at the same time can produce unexpected results. You know good positioning and combined arms will help you, but sometimes you can still get unusually lucky or unlucky. That's war. 

I don't like the three different resources in the game. It adds some complexity but I don't find it much more fun. Perhaps I haven't played enough to better appreciate it. 

Is War Room an advanced version of Axis & Allies? I would argue they are different games. A more complex game is not necessarily an improved or better game. I see these two games as different ways World War 2 is being presented. Yes, they are from the same designer, but they are independent games. 

War Room is that kind of game that you schedule once a year to play with a group of close buddies. Something commemorative and anticipated. I know this sounds weak. Only once in a year?! Gotta pump up those numbers, rookie! 

Saturday, 31 December 2022

My 2022

I had a new role in 2022. I am now a game publisher, with the release of Dancing Queen. I created my own brand and business entity - Cili Padi Games. Dancing Queen was a project I worked on for most of this year, starting in January. It was a fun ride getting a game from completion of design to actual publishing. This is just the first step. There is still much work ahead to promote and market the game. I am grateful to the many friends who have supported Dancing Queen.


Despite the pandemic going into an endemic stage and people now coming out to meet friends just like before the pandemic, this year I have not been playing more games than last year. Work has been busy. And it’s work I love. I’ve been spending time on Dancing Queen. I’m not actually going to many meet-ups.

One thing I have developed this year is a three-day training programme under Play With Purpose, to train our teachers to be able to teach the HABA Learning Program, a learning programme using boardgames designed for children aged 4 to 7. It was satisfying to work with teachers who are passionate about developing children. As a long-time gamer I think of HABA children games as very easy. I took for granted that any adult would be able to learn and teach them without issue. Through conducting the training I realised that even if experienced teachers need some time to get familiar with children boardgames. It is something I had taken for granted. It is rewarding to see other teachers I trained now guiding children to play and have fun. I strongly believe play is an important part of growth and development. And this is not just for kids. Adults love to play too, and we learn, understand and remember better when we have a immersive experience. So in my full time work as a trainer, this year I created a boardgame-based learning activity, called Rivers and Lakes. It is an activity which supports up to 100 participants, and the setting is Hong Kong gangs in the 1990’s. It is great fun to incorporate my hobby into my work.


The game which stands out for me in 2022 is Regicide, a cooperative card game which can be played using a standard set of playing cards. Such a clever design and a challenging one to beat too.


I remember Imperial Steam fondly too, a tough and heavy game which keeps you on your toes. You need to plan ahead well to ensure your train company stays competitive till the end.


Pandemic Legacy Season 0 was a memorable experience with my family. I did the previous two campaigns with the same group of friends. It was my first time playing a Pandemic Legacy game with my family. We have played other Pandemic games before. Although the legacy game format is no longer particularly novel by now, the whole campaign was still great fun. We had our crime boss in Shanghai, our secret base in Moscow the heart of enemy territory, and Michelle had her lethal gunbrella taking out enemy spies.


I participated in the Anigames convention in December, showcasing and selling Dancing Queen. I had great fun teaching my game and watching people play it.

One highlight of the year was meeting the designer of Love Letter, Mr Seiji Kanai, in Tokyo. I got my copy of Love Letter signed and I was thrilled to meet the creator of one of my favourite games.


In 2023 I will continue to work on game design. I need to work on marketing Dancing Queen (if you know of friends who might like it please recommend it to them). Other than this I have been working on multiple game design projects, playtesting prototypes and planning what my next project will be. This is an interesting stage for me - I’m transitioning from just playing and writing about boardgames to also creating them. Thank you for coming along on this journey. Happy New Year and may your coming year be filled with many happy gaming moments.

Sunday, 18 December 2022

Municipium


The Game

Municipium is a 2008 game from Reiner Knizia. It was published by Valley Games, which had a bit of reputation during its days. They managed to secure rights to two long out-of-print classics, and the gamer community was lucky to see these back in print. One of the games was Die Macher, and the other Hannibal: Rome vs Carthage. Valley Games often used art and design from Mike Doyle. I used to follow his blog. His style was unconventional. Some of the games with his design work had some useability concerns, but the art was bold and fresh. 

The copy of Municipium I bought was a second hand copy. I saw someone selling it on Facebook and decided to get it on a whim. This is an out-of-print game and not easy to come by. I later realised that Allen my regular gaming buddy who lives a 5-minute drive away from me actually has a copy. I had completely forgotten that. Anyway, I'm happy to own this rare game from Knizia. 

The setting in Municipium is a colonial town of the great Roman Empire. The town is developed and administered following the Roman governmental template, which means you need to have a temple, a bath and other such buildings that civilised people have. Players are powerful families in town, vying for influence. You send your family members to mingle with folks at the various buildings, hoping to gain influence over the citizenry. There are four classes of citizens (in four different colours) and you need to charm all of them. Whenever you collect a set of citizens in four different colours, you swap them for a coin. Whoever is first to collect his fifth coin wins the game. 


There are 7 buildings on the board. The temple is at the centre. The other six surround it and are linked by a circular path. The temple is accessible via two of the buildings. Your family members travel along the paths to the various buildings. Every player has exactly 7 family members. What you do on your turn is simple: take two steps and play a card. You may get one family member to take two steps, or you may ask two family members to each take one step. As for playing a card, you either draw one from the common draw deck to play immediately, or you play one of your three personal cards. Personal cards are single-use, so you better save them for when they are most effective. Cards in the game have a number of different effects, e.g. letting you use the power of a building where you have more family members than everyone else. 


One card effect is advancing the praefect, i.e. the large white pawn above. The praefect always moves one step clockwise along the circle of buildings. Whenever he stops, he gives out a favour token to whoever has the most family members at the building. Favour tokens are just like citizens, except they are jokers and can be treated as any colour. 

Every building is associated with one of the four citizen colours. Whenever citizens of a particular colour are added, they must go to a building of that colour. Once a building has three citizens, it is "harvest" time. Whoever has the most family members gets to claim two of the citizens. The player with the second most family members gets the third citizen. Generally this is how you collect citizens. 

You will always be competing to have the most family members at as many buildings as possible. You need this to win citizens and also to trigger the building powers. The temple at the centre is for tiebreaking. When the game starts, the tiebreaker priority is set based on family members at the temple. Once the game gets going, this priority is only updated when the temple power is triggered. Ties do happen frequently, so it is often important to fight at the temple. OK that sounds wrong and blasphemous. 


These are the personal cards. Everyone gets the same three cards. They are generally more powerful so use them wisely. 


When your family member wears a crown he has the strength of two family members. One of the buildings crown your family members. This is a form of investment. If you invest early in strengthening your family members, it can give you a significant advantage for the rest of the game. 


Once you have a set of four citizens, you must trade them in for one coin. The winning condition is 5 coins. 

The Play

When I first read the rules the game felt a little complicated. Each building has a different power. There are a few situations that can be triggered by player actions and card effects, which need to be handled in specific ways. There are quite a few different card powers too. However once I started playing, I found the game pretty straight-forward. It's just move two steps and play a card. 

Municipium is at its core an area majority game. You compete to have the most family members at the various buildings at the right time, i.e. when the building powers are being triggered, and when there are enough citizens to get distributed. Everyone only has seven family members. If you want to be strong in some buildings, you will be weak in others. Priorities priorities priorities. 

The praefect moves in a somewhat predictable manner, so players naturally gravitate towards competing at the next building he will visit. This is a tactical aspect of the game. The game has both strategic and tactical elements, and you can't ignore either. You need to worry about your overall board position because it's important for your general success. Yet you must not neglect the small tactical wins because they do add up. 

The Thoughts

Municipium was never particularly popular. It is a medium weight game. I think the lack of popularity is partly because it is in an awkward niche. It is not simple and welcoming enough to appeal to people who like light and casual games, and it is not the kind of heavy Eurogame that attracts the hardcore Eurogamers. The artwork probably detracted from its appeal. At first glance the board looks rather dull. I find it a game with character. The building powers are interesting and combine to create a coherent and unique experience. They are not just random powers thrown together to create a problem for players to solve. You can make clever combos from building powers. I always enjoy games that provide opportunities for smart play. This is a game with high player interaction. 

I consider myself lucky to land a copy of Municipium! 

Off-topic

Now that my own game Dancing Queen is released, I sometimes receive Paypal notifications about incoming payments. One recent transaction puzzled me. The amount wasn't right. I checked my order sheet and there was no such game order. Only when I checked the transaction details on Paypal I realised this was not an order at all. It was a long-time reader supporting me and buying me coffee. I have been blogging for about 15 years now, and it has always been just sharing my personal journey. Nothing particularly ambitious. It is always rewarding to know that I have brought joy and useful information to others. Thank you to all who have been supporting me and to Bay-Wei Chang!