Crossposted from the Design and Effect blog on GameSquad. One of the problems with a physical game is that the components are inherently limited. There’s only so many counters you can fit into a sheet of cardboard. There’s only so[…]↓ Read the rest of this entry…
Archive for Design and Effect
I’ve heard all sorts of horror stories about Vista and Win7 not supporting a bunch of older stuff, notably early versions the productivity software we use. Thankfully, it hasn’t been that bad, though I’ve got a bunch of Win95 and[…]↓ Read the rest of this entry…
Crossposted from the Design and Effect blog at GameSquad. There are games that are tactical in scope, presenting small units (or even individuals) fighting out a battle. There are games with a wider, strategic, scope, where entire wars are fought[…]↓ Read the rest of this entry…
Crossposted from the Design and Effect blog at GameSquad. Zones of Control have been a concept in wargaming since the very early days. The traditional version is a ‘hard’ ZOC where any unit that moves adjacent to an enemy unit[…]↓ Read the rest of this entry…
Crossposted from the Design and Effect blog over on GameSquad. Civilization-conquering space games have been popular for over thirty years (reaching back to Stellar Conquest and Star Web in the 70s). With space being really (really, really) big, and a[…]↓ Read the rest of this entry…
Crossposted from the Design and Effect blog on GameSquad. I haven’t read nearly as much on medieval warfare as I might like, but what I do know is that for all the protestations of martial valor, and the romanticism of[…]↓ Read the rest of this entry…