Scythe Complete Rulebook (Stonemaier Games, 2020): Publisher-direct Preorder.DELIVERED.Having recently started replaying Scytheand nearing completion of our The Rise of Fenriscampaign its good to get all the rules in one organized place. Email Update 28 Aug – “To-date we have not found a single instance of a rules error impacting gameplay in the 136-page document. Except in one section. The Automa rules need some work. I apologize for this and we take full responsibility. We believe these errors are large enough to justify a reprint. The good news is that many of you don’t play using the Automa (solo mode), and may never reference this section of the rulebook. But if you use the Automa or plan to in the future, we will send you a new spiralbound Scythe Complete Rulebook for free.” Here’s what we’ll do. Simply fill out this form and we’ll send you another Scythe Complete Rulebook when it’s reprinted in a few months using the mailing address from your previous order.”
One Small Step (Academy Games, 2020) – Kickstarter Boardgame.UPDATE from August 7– “The container ship Seaspan Raptor is currently off the coast of Mexico and will arrive at the Panama Canal today. It is expect it to arrive in Florida August 10th! Your games will be shipped to you by Quartermaster Logistics, located in Orlando, FL hopefully by the end of next week.” NOTHING SEEN/HEARD SINCE.
The Shores of Tripoli (Fort Circle Games, 2020) – Kickstarter Waro.August 10 Update:“I also have some bad news. The shipping date from China has been pushed back further – to September 7. Just as you all have shown patience with me, I know I have to show patience with the folks manufacturing the game. But it is still extremely frustrating. And, unfortunately, airmailing the games here is truly cost-prohibitive – sink the company, never to be seen again level of cost-prohibitive. So this means it won’t be in anyone’s hands until October.”
French & Indian War 1757-1759 (Worthington Publishing): Kickstarter Wargame. From aJuly 29 Update – “The ship carrying both CRUSADER KINGDOMS and FRENCH & INDIAN WAR will hit the port in New York August 13. We should expect for us to receive the games within 2 weeks of that barring a customs snag. Thats means it is possible we may be shipping the last week of August, and if not then the first week of September!!!”
“A wargame (also war game) is a strategy game that deals with military operations of various types” (https://en.wikipedia.org/wiki/Wargaming). However many wargames cover political and strategic choices. They can simulate historical, fantasy, near future or science fiction themes.
A wargame can be played on a board with counters, with cards or/and with miniature figures.
In Quartermaster General: The Cold War, each turn supposedly represents between two and two-and-one-half years of time. Each turn, players play different cards to place or remove armies, air forces or navies on the map. In the Scoring Phase which occurs after every 2 turns players gain VP for each Army that is on the map and for each Army that occupies an uncontested space with a Supply symbol (or Supply token of the same nationality). Different Status cards (if readied) may also award VP if the conditions are met. Navies and air forces do not provide VP.
The use of military units, be it an army or navy, as well as the powerful air force unit (the only unit that can attack from beyond a space) leads to a misunderstanding of what they actually represent. In Quartermaster General: The Cold War the various units don’t really represent military formations; they actually represent influence the owner has placed into that space. National power is composed of many elements, the classic definition being known as DIME – Diplomatic, Intelligence, Military, and Economic. That Army unit on the map is a combination of the result of DIME and are placed/removed or scored based on Status and Event cards representing many of the Diplomatic, Military, and Economic activities that happened during the Cold War or Espionage cards showcasing much of the shadowy Intelligence game of East vs West (or others). If we look at the game as a strategy game of placing DIME influence, then we are closer to the BGG definition of a wargame. The play of cards and placement of units of influence is definitely a set of ‘strategic choices.’ But what of the military operations?
Battle and Elimination is actually a major section of the rule book for Quartermaster General: The Cold War. The section is short and sweet:
There are two types of battles: Land Battles and Sea Battles. In order to battle another Bloc’s Army or Navy, you must have a supplied Army or Navy in the same space, and play or use a card that allows you to battle in that space. Then, barring some other reaction, the enemy Army or Navy you’re battling is removed from the board. If both enemy Blocs are in a space, you may only battle one with a single battle action. (p. 29)
Missing here is a key component of a wargame – a randomizer. Not all wargames need a die but to reflect a Clauzwitz component of war – friction – some sort of randomizer (cards, dice, etc) is needed. However, combat in Quartermaster General: The Cold War is prescriptive and absolutely deterministic (save having a readied card that can counteract the battle effect).
At the end of the day, Quartermaster General: The Cold War is not a wargame but a strategy game of placement and removal of influence which is unhelpfully depicted as military forces.
The war that wasn’t
The Cold War is often described as a bi-polar conflict of East vs West, Capitalism vs Communism, or Freedom vs Totalitarianism. Quartermaster General: The Cold War breaks from this approach and makes the Cold War a three-way race between the Soviet, West, and Non-Aligned Blocs. This is a fair revisionist view of history which gives attention long-past due to the activities and motivations of countries and movements beyond Washington and Moscow.
Understanding the three-way race further reinforces the reality that the pieces in Quartermaster General: The Cold War do not represent military forces but the spread and influence of movements and ideas as much as military hardware. Nowhere is this better demonstrated than by the Nationalists. Take for example the Orange Espionage card Khmer Rouge (Use in your Begin Turn step. Eliminate all Armies in Southeast Asia that are not Nationalist.”). This card represents the movement, not the military forces. As a matter of fact, the Khmer Rouge never fielded large military forces but it was a powerful movement of ideas. In QmG: TCW this influential control of the movement is depicted using an Army.
Not a wargame? So what?
If you’re still reading at this point you probably think I don’t like Quartermaster General: The Cold War. Actually, I think it is a good game. To be sure, it is not a history or simulation of the Cold War, but it does offer insights. In many ways, it accomplishes the goals spoken of by game designer Mark Herman who wrote, “As a designer, I always strive to develop game systems that allow the players to compete in a plausible historical narrative that allows for the suspension of disbelief and offers insight into a period’s dynamics.” (Zones of Control, MIT Press 2016, p. 133).
Nowhere is the period dynamics of the Cold War better demonstrated in Quartermaster General: The Cold War than by Escalation and WMD Costs. WMD – Weapons of Mass Destruction – cards can be very, very powerful but using them comes at cost of VP. The more powerful the card, the more costly it is to play. But, the cost of using the card is reduced by the target Blocs Escalation Level against your Bloc which makes it less costly (easier?) to use if you have been in an escalating contest with that Bloc. It makes for a natural arms race and illustrates how easy it is to escalate; and how hard it is to back off.
To be honest though, the number one reason I bought Quartermaster General: The Cold War is to play with the RockyMountainNavy Boys. It is unusual to find a game that supports three-players from the beginning. The three-Bloc set up of QmG: TCW combined with the quick-play (90-120 minutes) nature of the game engine is a natural fit for our family game night. It doesn’t hurt that the game also covers a period of history that I lived but they only (barely) heard about in school.
Designer Ian Brody in Quartermaster General: The Cold War gives us a streamlined card-driven game system that creates a plausible narrative using historical events and conditions that offers insights into the dynamics of the Cold War. It’s a good, highly playable strategy game, not wargame, view of the Cold War.
I am not a Cthulhu Mythos fan and for that reason alone this game should not be on my list. However, this Martin Wallace-designed waro looks so interesting with its mix of multiple Eurogame mechanics (worker placement, resource collection, track laying, and action selection) combined with a semi-cooperative wargame. My preorder is already placed.
The RockyMountainNavy house already owns the original ICECOOL. It is a favorite game amongst Mrs. RMN’s students (especially Little Clara). This expansion takes the possible player count to eight making it a great candidate for a Party Game.
Chosen mostly on the basis of the topic. Admittedly, the game does not appear to offer any really new or innovative mechanic but (hopefully) is a solid implementation of a block wargame. I have few European publishers in my collection; interested to see their perspective on wargames too.
Card-based wargames are not really my thing but just maybe this one will work for me. Almost pulled the trigger during the Kickstarter campaign but several design controversies made my shy away. Still a bit reluctant to go all-in.
Am interested in the topic but if this is another cinematic movement system and not vector movement (more thematically correct) then I am going to pass. Have some hope since the publisher’s blurb mentions, “…unique dynamics of the battles….”
Need to explore what the Paths to Hell system really is. Another question is, “Do I really need another WWII tactical combat system?” After all, I am already all-in on Conflict of Heroes and the Panzer (Second Edition)series.
“Recruit Crew, Customize Ships, Smuggle Goods.” Sounds alot like Firefly: The Game, which I already own, only with the serial number filed off. Although thematically close it is much different graphically. Interesting, but once again I have to ask myself is another “pick up and smuggle” game worth my investment?