Tuesday, February 17, 2009

"I wasn't born yesterday ya know, I've seen movies!"

Up first...

We cut a teaser trailer for our new Richard Berg design.

MedWar Sicily

video


It's an odd thing for me to be so excited about Richard Berg games. Not because I don't think he's a top notch designer...just the opposite, I think he's obviously one of the top Wargame designers there are. It was more a matter of the perceived complexity or really weight of some of his previous designs.

I have to say though the first two games we have on tap from him, CHAINMAIL and MEDWAR are streamlined, easy to learn games, that are a heck of a lot of fun to play. I'm saying this as a fan. It's made me reassess some of his titles that I've passed up before.

The rulebooks for both Chainmail and MedWar are 12 pages in length. In Chainmail's case that includes a lot of illustrations. You can actually download the pdf of the Chainmail rules from our site HERE.

That's about it for today. Just a short update. I hope you enjoy the teaser. Next installment I'm going to try to put down some coherent thoughts on HEARTS AND MINDS. I think John Poniske has a great design here and I think Stan Hilinski did a great job staying true to his vision in the development process.

More on that later, until then...

Keep Gaming!

-Matt

Wednesday, January 28, 2009

"It's a tidal Wave!"..."I know what it is!"...

There's always a lot going on with this business it seems. I'm not sure it's prudent to tackle everything right now, so let's just do a quick update.

The first overall update should be that we've slightly altered our pre-order policy. It's basically the same with a couple minor changes. First being that each game will have a periodically updated counter to let you know how many pre-orders there are for the title in comparison to the number needed to reach printing. Second being that credit card information will be entered in a secure server during the pre-order process but not charged until 60-90 days before shipping.

These changes were made based on customer requests. We think this will make it a more streamlined process for our customers. Check our our Upcoming Games page HERE for more details. One minor note, if you placed a pre-order prior to January 1st, 2009 then you will need to redo your pre-order. We are very sorry for that inconvenience.

In regards to games themselves.

1. HEARTS and MINDS: Is back from the developer. Now it's a matter of getting it finished and letting everyone know about the game. I like what I've seen and I feel like this will be an interesting take on a little covered topic.

2. Arctic Survival: This is our first official Family Game title. I think the summary from our page is pretty succinct.
Arctic Survival is about using your instincts to prevail in the coldest and most remote place on earth. The object is to make it safely to your igloo before your opponent can make it safely to theirs. In the way are treacherous moving ice floes, with icebergs and thin ice blocking your path. Lurking within are friendly and unfriendly ocra whales and smart penguins that can guide the way across the ice floes. Once across, unfriendly polar bears, wolves and many other types of arctic wildlife confront you as you try to reach the safety and comfort of the igloo waiting across this vast ever changing environment.


3. Chainmail: I've covered this one in a couple previous posts. I have really enjoyed this one. The game is fun and the combat feels perfect for the era it covers.

4. Video: After the enthusiastic response we received after posting our "In a Minute" video about HOLD THE LINE we will be looking to get more content like that up soon. We've also heard you loud and clear about posting some video play by plays. It will take time, but I do appreciate the feedback and interaction that's been generated by these and hope you guys like the ones that are coming down the pike.

I think that's it for today's quick update. Check out some of our site updates if you get a chance and look for more posts soon.

Until then...Keep Gaming!

Wednesday, September 24, 2008

"If God didn't want them sheared, he would not have made them sheep

Hey Folks,

Today's post is penned by Guest columnist Stan Hilinski. Stan just completed his part of development of John Poniske's HEARTS AND MINDS. Stan gives us the update on what Hearts and Minds has developed into. I really like the work that both Stan and John have done on this title and I'm getting more and more excited about it as we look toward it's publication.

Without further delay....

HEARTS AND MINDS

"Hearts and Minds" is a two-player card-driven-game of the Vietnam War covering 1965 through 1972 culminating in the 1972 Easter Offensive. However, you can also play the last three years through 1975 and the collapse of South Vietnam. One player is the Communist North (the Red player). He controls all NVA and Viet Cong forces plus the Pathet Lao in Laos and the Khmer Rouge in Cambodia. His opponent is the Allied player of the South. He controls the ARVN units plus the International forces (US, ROK, and others) and the government troops in Laos and Cambodia. The game was designed by John Poniske, a Vietnam war vet himself.

Like most card-driven games (CDGs), both players play cards to perform game actions. Each game year is one hand of five cards. A player will play four and keep the last one until the next year. The points on the cards (ranging from 2 to 5) are Resource Points (RPs), which a player spends to move troops, attack the enemy, take political control of provinces, and to buy events. Each card also lists an event, but unlike other CDGs, it's not either the RPs or the event. Here a player can use both if he is willing to play the event cost in RPs. For example, if Red plays the 5 RP "Uncle Ho" card, he gets the 5 RPs, but he could spend 4 of them to buy Uncle Ho's event, which degrades the RVN government's stability each year.

Also unlike most CDGs, players will need to save RPs to their stockpiles so they can spend them later. Each player may add one stockpile RP each turn to supplement his card's RPs, but he also needs them to pay other costs. The Allied player often needs to spend RPs to prop up the RVN government from descending into coup, and both players may need to spend RPs to save their factions from collapse in Laos and Cambodia. The Red player must save RPs to fund the Tet and Easter offensives, and both players (especially Red late in the game) need stockpile RPs to buy replacements. Finally, the CRT and bombing tables often demand both RP and unit losses, and if the victim has no RPs in his stockpile to cover the loss, he must eliminate units instead.

Each player has his own card deck, but they are formed differently. The Red player has his red deck, the Allied player has his blue deck, and there is a shared black deck of common cards. Before the game begins, the black deck is shuffled and split in half. Then each player shuffles his half of the black deck with his colored cards. In addition, both players have "1969 cards", which are shuffled in beginning with that year. This arrangement ensures the game decks are different every time it is played.

Besides the game decks, each player has a secret pile of Campaign cards. Each player has four zone campaigns, and the Red player has two grand campaigns -- the Tet Offensive and the Easter Offensive. A campaign card lists objectives and the rewards for achieving them. A player may secretly choose one Campaign card each year to substitute for one of his five cards. A zone campaign card focuses on objectives in one military zone while the grand campaigns are more sweeping in nature. The cards are modeled after historical campaigns if possible. The Allies have operations SEALORDS, White Wing, Starlite, and Junction City. The Red campaigns are Ia Drang, Khe Sanh, Iron Triangle, and Mekong Delta. The two Red grand campaigns are significant affairs with their own special rules and game changing effects, but to play the card, the Red player must have saved at least 6 RPs to his stockpile. In addition, there are a few minor campaigns in the 1969 cards, which allow incursions into Laos and Cambodia.

The map covers South Vietnam and parts of Laos and Cambodia. Both players have Laotian and Cambodian units, but the wars there are greatly simplified. The Red player will base units in those countries and use the Ho Chi Minh Trail to quickly and safely move units north and south. Usually Cambodia and Laos are quiet until after 1968 when both players may run campaigns in those countries.

The counters represent soldiers from all major participants. (The counters are generic combat units without historical designations.) Infantry enters the game as untried, flipped to their light-colored side. Once they have been through the grinder (and there will be deaths to get there), they are flipped to the darker-colored veteran side, which doubles their combat effectiveness. The game also includes support units: artillery, tanks, and for the Allies, the Blue and Brown Water Navies and an Air Cav unit.

The face-down black units are the Viet Cong. The Allied player never quite knows what he is dealing with when he challenges a VC. They can be real VC army units or "Poof!", which either means a few water buffalo munching on some grass or a random game event such as the My Lai incident or a VC defection. VC do not move much, but they can take political control of provinces and they can ambush -- a constant irritant for the Allies.

Victory is determined by how well players fare on the Political Will Track. The track marker is a combination hawk/dove marker (one side hawk, the other dove). It starts at 10 Hawks, but as time goes by, it relentlessly slides down the track to the Dove side. The Allied player can win if he can just slow down that marker, but there are lots of ways for Dove points to pile on. Lose US units? Red controls too many provinces? The RVN government in chaos? The Laotian or Cambodian government collapses? All add piles of Doves.

It is important to have a stable economy and government in South Vietnam, and the game tracks it with the RVN Stability Track. It is a constant worry for the Allied player because if the stability marker falls below zero, the government can fall into coup. The marker falls back each time an ARVN unit is eliminated, but the Allied player can offset the losses by pacifying provinces and by spending RPs. A coup is painful because it adds Dove points, and it affects the morale of the ARVN units, who lose all veteran status during a coup.

Game play is very fluid; there are no front lines. Battles can pop up anywhere and then be done in an instant. The Allied player enjoys a technological advantage. His Air Cav can zoom around the map supporting multiple battles. If the enemy is on the coast, the Blue Water Navy comes to the rescue, and the Brown Water Navy is standing guard in the Mekong Delta. However, he must deal with the VC ambushes and their false identity, and his ARVN units do not always respond as he would like. For the Red player, he can march freely up and down the Ho Chi Minh Trail, and he can clobber the Allies just out of range of enemy support and quickly get shots in before the cavalry arrives, but then there are the B-52 who love to target big stacks of NVA units in South Vietnam.

So what are the player goals? The Red player tries to add as many Doves to the Political Will track as possible, He is not concerned as much about casualties, so he tries to kill as many Allied units as he can. His favorite targets are US units, which directly add Doves, but ARVN units will work too because killing them degrades RVN Stability. He can also add Doves by taking control of South Vietnamese provinces. The Red strategy is guerilla warfare and picking the right campaign at the right time. He can get especially big gains through the Tet and Easter Offensives, but these can be difficult to mount because he must save a large stockpile of RPs to play those cards.

The Allied player tries to slow down the Doves onslaught, but he can win outright if he can eliminate almost all Red influence in South Vietnam. He can gain Hawks back by getting satisfactory "body counts", and if he can maintain high body counts, then the Red player will have difficulty finding replacements later in the game. He must also take control of South Vietnamese provinces whenever he can (i.e. winning the hearts and minds). Failure to do this will lose the game despite how well the campaigns are going. If he can keep the SVN government stable, keep Laos and Cambodia out of trouble, keep the enemy body count high without losing too many people himself, he just might pull it out.

The full campaign game covers the years 1965 through 1972 and in our tests takes about 4-6 hours to finish the whole thing. However, players may start at almost year and play to any year they choose, so games could take just an hour if the players are short on time. The game is fairly simple; we have tried hard to keep the chrome of rules exceptions to a minimum. As designer John Poniske said in the rules introduction: "Hearts and Minds is fast paced and nearly as maddening as the real thing. The challenge is yours. As the NVA player, can you unite your country or as the Allies will you defeat the North Vietnamese before Vietnam becomes the quagmire we all remember? Good luck!"

-Stan Hilinski

Tuesday, September 02, 2008

Season Premiere.."In a Minute: Episode 1: Hold the Line"

So HOLD THE LINE should be to just about everyones homes.

I hope people are enjoying it. I'm quite pleased with how it ended up. Clash was my first design years ago and I'm glad to see how it's grown up.

I could wax poetic about it for a few paragraphs...but instead I made a video.

"In a Minute" Episode 1: Hold the Line

This is Episode 1 in our new series: "In a Minute" We'll be using this series to give you fine folks a live look at our games. We promise to be brief and make sure each episode is roughly just a minute long.

We also hope to be doing a series of (slightly longer) "How to Play" episodes for our various games. Gimme some time on those though!

A few small notes:

We are now selling the Clash for a Continent scenario books on our website. If you have Hold the Line and the French and Indian War expansion you will be able to play all of the scenarios from Clash.

Also if you purchase a copy of Hold the Line and the expansion from our website you will get the Clash for a Continent scenario book for free.

Check back here within the next week. I'm going to put up the first of a two part article by Hearts and Minds developer Stan Hilinkski. Stan and designer John Poniske have done a lot of working on creating a fun game out of the difficult topic that is the Vietnam War. I think Stan's article will explain a lot about the design process for this game.

Until then enjoy the video and...

Keep Gaming.

-Matt

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Friday, June 13, 2008

Hold the (Bloody) Line: Where I've Been....

I pulled the disappearing act again. And for this I must apologize. It wasn't that we (particularly Grant and Mike) were not busy, but it is more that I had to continue my (unwanted) personal sabbatical while dealing with other issues. More on that farther down...

For now let's talk news.

HOLD THE LINE

In overly simplistic terms....This is the sequel to Clash for a Continent. Clash has been very successful for us and we were near selling out. So we decided to take the feedback from our players, as well as our own wants and desires, and unleash even more Revolutionary War action upon the masses.

Most notably we've taken our recent trend of euro level component quality and brought it to the system. The board and tiles are now mounted. The pieces will be the thick counter style as seen in Cowboys, with artwork by Gary Zaboly. The rulebook has been taken to full color. You can see samples of that here.

Also included are completely new scenarios. Let me reiterate that, this isn't a remake, it is a completely new set of battles. The rules system IS the same though.

The question that comes up a lot is, can the materials from the Hold the Line be used to play the scenarios from Clash for a Continent. The answer is yes AND no.

Hold the Line contains only Revolutionary War Battles. You will find the materials you need for most of the battles featured in the original Clash for a Continent....but here is the part where I make you happy (after I just upset you)

We are releasing a French and Indian War expansion for Hold the Line. With this expansion (which is sold only on our website for $15) you will have the materials to play all of the scenarios from Clash for a Continent. This expansion will also add new unit types (Roger's Rangers) and terrain types (Indian Villages, Landing boats, open water).

Now the best part about this is (salesman voice) if you buy Hold the Line from us now, you will get the expansion for FREE. This is our pre-production sale special offer. The pre-production sale price is $45.00, normal retail will be $59.95. Games purchased under the pre-production plan will ship in August!

I really feel like we've taken your feedback and used it to take this system to the next level.

GONZO GAME DESIGN: Where the heck I've been.

I often hesitate to put too personal a spin on these posts. But I will ask you to allow me to stretch my boundaries just this once, so that I can "splain myself". I do this less for my own personal interests, and more to show you that there is quite a bit of designing and creating going on at Worthington Games, I personally just haven't been deeply involved enough of late to communicate all of these things to you.

In it's original form this blog was meant to be an inside look at the game design process. We started out quite well with that, with lots of inside looks as we went along and discussions on theory. I found that as we made more and more games though I had less time to personally talk about theory. We've gradually moved to more of a newsblast format with the occasional guest post or Andy Rooney like monologue by myself.

Slowly though over the last year my postings have become less and less frequest. Again I must apologize. Many of you, in addition to being gamers and designers, are also people with careers, families and the like. For (at least) the past 11 months I have been dealing with the types of family issues that arise for all many of us from time to time. As much as I enjoy designing and consider the Worthington Games business of the upmost importance I had to essentially become a very part time employee in November while I got a handle on things. Grant and Mike have been kind enough to allow me this time without rebuke. I also have to give compliments to our loyal customers for being patient.

Everyone at Worthington is 100% dedicated to both producing quality games and to our customers. I'm glad to say I'm going to be easing back into the saddle. I'll not only be getting more involved with the designs again, but also keeping this blog up to date and using it to get the word out to all of you.

So in short...Thanks and...

Keep Gaming!

Wednesday, January 30, 2008

"And So You're Back, From Outer Space..."

Let me freely admit that it has been ENTIRELY too long since I updated these pages. I must "once again" apologize. The combination of the quagmire that is "real" (non-gaming?) life, combined with a bit of the ole designer burn out put me on the shelf so to speak. Worry not, Grant and Mike were working diligently on FREEBOOTERS and other items.

But not I'm back. I will catch up on emails (eventually) and unleash information upon you on a more regular (or semi-regular) basis.

So let's do a quick run down and update since our last post...

1. PRUSSIA'S DEFIANT STAND was released in November. We are happy to report that it's components are the same high quality (mounted board etc.) that you found in COWBOYS. The game is slightly higher in complexity than our previous titles, and we have assembled a FAQ fairly quickly. Actually calling it "Frequently Asked Questions" is a misnomer. It is in actuality some frequently asked questions along with whatever else we saw along the way. You can find the FAQ HERE!

2. FREEBOOTERS is one of our upcoming (very upcoming) titles. We have posted more pictures and information on our upcoming games page HERE. There you will find prototype gameboards and the like. You will correctly surmise that we are indeed providing ship battles AND land battles/missions. You can't have a pirate game without a good ole ship to ship boarding action with cannons blazing AND sorties for treasure. The only thing the game doesn't have is ninjas. I will see what I can do about that in future expansions.

Freebooters will provide not only scenario based gaming, but a story based campaign as well. Look for us to also do this with a certain other modular game we have designed.

3. COWBOYS: We are working on two things for this. The first is of course an expansion. New units, scenarios, boards etc. The second is a scenario book that will also provide a storybased campaign format. You can either pick out the scenarios and play them standalone or play it is a campaign, altering qualities of your characters as you go. Plus you get a fun story! We actually plan to use this format in both the full expansion and stand alone "Script" book.

4. CHAINMAIL: Is the working name of the Richard Berg design I mentioned last time. He has actually been talking it up a bit at our Consimworld Forum. You can check that out here.

5. HEARTS and MINDS: Is still in development. Give us time on this one and do know that it is in active development as we speak.

6. Other new games: There are some other announcements coming soon, let me drop a few keyword hints; Caesar, Siege, Screaming Eagles, Vermin...think about those.

Ok I hope this is a good start. Next entry I will talk about about the design process for the Cowboys Script/Scenario book. I will also start a new feature called "Inspirations" where I wax poetic about games I played when I was 12.

Until then...I'm jazzed to be back.

Keep Gaming!

-Matt

Wednesday, October 10, 2007

"You're saying you won't tolerate this?" " What? I haven't said anything for five minutes."

So let us knock a few things out right quick.

Richard Berg IS designing a game for us. Yes,Richard Berg of the very grognardian styled fame. We are rather stoked. Mr. Berg's design style will bring a new facet to our lineup. Right now the details straight from the man himself are...

A. Medieval Battles.
B. No Dice! No Charts!

He has been kind enough to drop cryptic comments over in the Worthington Games Discussion Forum at Consimworld.

Second of the few....you can still get the pre-order price for Prussia's Defiant Stand. We extended the order deadline to November 1st as we feverishly await the arrival of the aforementioned game. Feel free to pre-order HERE!

Last item of the enumerated few...We are designing a Pirates game. Perhaps designing is a misnomer as we are in fact actually shoring up the design. I'm not going to give a target release date at this point or too heavy a helping of details beyond the fact that this will be a fast and fun Pirates game that currently emphasizes degrees of ship to ship actions. The current title is Freebooters. A freebooter is a Pirate or lawless adventurer. I had to look this up because when I saw the title I thought we were making some sort of Soccer Game.

SOAPBOX derby

We are always interested in taking Bob Frost's road less traveled and attempting the design of themes with previous few visits. Genre's like Pirates and Cowboys are fun to design for because you are in essence given a blank canvas to work with. You can in essence have your way with the medium.

This is ironically the difficulty as well. With previous few games to satiate desires, a game will have to withstand a wide range of needs from the audience. No game can be everything. If you don't like parts of one Gettysburg or Bulge game you can try another another to fulfill the desired experience quota. If someone doesn't like your game on tactical ninja combat, they have precious few other experiences to fall back on and will most likely complain about what they feel your game lacks. This will happen even if you expressly say it was not your intent to make the exact type of game they are looking for.

As a designer you just have to say, "Oh well." If you are honest about the goal of your design, if you do things like post the rules well in advance of release, if you in essence provide the proper mission statement of your work...then you are covered. You just have to roll with the punches and understand that you can't please everyone in a wide open genre.

It could be put this way...I don't get angry when I go to a seafood restuarant and see a menu full of shrimp and flounder. I won't throw a hissy fit because I see only one or two chicken and steak dishes. I realize hey...it's Red Lobster...I should expect fare of the oceanic variety.

Does this make a game above criticism? Certainly not!

COWBOYS 2: ELECTRIC BOOGALOO

That would be a glorious title. There is a lot of action going on with Cowboys right now. It is enjoying the widest initial release of any of our titles. We are getting a lot of feedback from you good folks and we hope you are enjoying playing it!

Naturally there is a lot more we want to do in the way of expansions, add-ons and the like. A personal project of mine has been to meet the desires of those of you looking for a more RPG like experience.

Now I'm afraid I don't have it in me to write you a full fledged dungeon masters book for Cowboys. However what I AM thinking is a halfway union of a movie script and RPG Guidebook. In essence it would be a Cowboys Game Script. It will contain story elements interwoven with new scenarios and characters that you can build and alter as you progress.

Don't worry this won't take the place of any boxed expansion. It would be a fun add-on for those of you looking for something different. The upcoming Blog entries will server as a chronicle for the launching point of our work in this venture.

Stay Tuned and as always...Keep gaming.