Teaching Matrix Games

Wargamers Advice

by Chris Engle

Matrix Games are a new genre of gaming. Unlike other games inw hich the rules of play limit what can happen In the game, MGs encourage players to "make-up" what will happen next. A player's freedom of action in only limited by his imagination. This has caused many people to think that it must be very difficult to learn how to play. Nothing could be further from the truth.

The thought of "making up" what you want to happen next sounds like cheating to most gamers or if that does not bother them then some point about there being no limiting rules comes up and MGs are accused of being no more than a liars game which could not possibly be useful. Arguing against such observations is pointless since in the context of most mainstream board and miniatures games they are perfectly correct. Matrix games operate off a slightly different way of looking at things. This mental shift can be taught to players with ease if only a few simple procedures are followed. What those procedures are is what this article is about.

BASIC PRINCIPLES

Since 1988 over one hundred people have played Matrix Games at conventions in the us and England. The players have ranged from experimental games who revel in the new to die hard traditionalists. They have ranged in ages for 10 to 60. In all that time there has not been one person who was not able to learn how to play the game after only one or two turns. It does not require Intelligence to play an MG. It only takes a willingness to try one out. Once that is accomplished, most players generally know how to play the game without the referee by the end of the second turn (if not sooner).

LESSON ONE

When recruiting players for your game neve describe the game as being "experimental" "complicated" and "hard". Any description of the game using such terms tends to make new players less open to making the mental shift required to play the game. Instead, make a point of using terms like "SIMPLE and "FUN". Stress how it is an easy game to pick up and that it is intended to beginners. "Ten year olds can pick it up in ten minutes."

LESSON TWO

Once the players are assembled, start into the game as soon as possible. It is not necessary to explain the rules of the game to the players before beginning play. In fact, people tend to learn the system quicker when they are specifically not told about finer points of MG rules. MGs are in process and people generally learn processes better by doing their thing than talking about them.

STARTING PLAY

Gather the players together in a group where they can look over all the maps, terrain and toy soldiers that they are abolute to play with. Give a brief and lively description of the campaign that is about to be run. Have players chose specific generals and commands that they will be running in the game. This will all be familiar to the gamer and put him at ease as to the game he is about to play. The players are now ready to make their first mental shift.

Direct the players attention to the matrix cards layed out in a prominent and easily accessible location on the gaming table. Tell the players that the campaign part of the game is being run by a Matrix Game. Tell them that they have probably never heard of this type of game before, but that it is simple and easy and uses the cards they see before them. (Most people are familiar with card games so their attention will now be focused on the cards. Reading them, so they can figure out how to play.)

"Each turn every player gets to do one action a turn. what you do is decide some kind of action you want your men to do, say what result that will cause, and give three reasons why It should happen." Follow this up by making a simple argument using the matrix cards. "My army moves north at a NORMAL MARCH. The result Is that they SKIRMISH with the enemy when they get there. This happens because we hate the Invaders (ANGER), we have a TACTICAL ADVANTAGE because we know the terrain, and we want to HALT the enemies advance." This shows the players how to make an argument as well as gives them an example of a kind of action they might take In the first turn.

Have the players roll for Initiative to see who makes the first "argument". Use the word argument here, and if asked what an argument Is, repeat that it is an ACTION, RESULT, and THREE REASONS. When the players have decided an order of play have them come to the matrix one at a time so they can make an argument for the first turn of the game.

Most players find it easy to make an argument if they receive a little coaching through it. Ask the player "What kind of action would you like to do?" Then direct their attention to a card that would let them do that. Players also need to be reminded that they can only do one action a turn. Sometimes pointing out that an action can be a result as well is helpful [i.e. if the action is a march then the result can be that the unit marches] It is also helpful to point out that any card can be an action, result or reason, the play chooses which.

The matrix cards can mean a wide variety of things. They were made this way on purpose. By being non-specific the players can "Fill in the blanks" on what they mean in their argument.

Once all the arguments are made have the players go around the table explaining their arguments to the group. This is generally a fun activity that gets everyones attention. Sometimes players have made backward arguments. In these cases the referee can help out by restating what he thinks the player is trying to do so that it is more clear. Always check to see that this is what the players intended. It also happens that players will give a result without explaining what it is in game mechanics. The referee here can make a ruling as to how it will effect the game. Now the turn is resolved.

Each player rolls one six sided die. On a roll of three or less, his argument happens. on any other result his argument falls. Gamers understand dice so this step is extremely easy.

Depending on what arguments happened, move the playing pieces around on the map.

AT THIS POINT most of the players know pretty much all they need to know to play an MG. If some of the players seem to be having trouble do another round where they roll Initiative and make their arguments. By having gone this far the players have made the basic mental shift that is a Matrix Game.

ELABORATING ON THE RULES

Now that the players have started thinking in terms of making things up, the referee can begin to teach them the guts of the process of playing an MG. It seems to work best to add in no more than one new "rule" a turn.

To speed up play, have the over all commanders of each side roll off for which side gets to argue first. The winning side gets to pick its matrix cards before the other side. obviously since cards are limited it is an advantage to go first. Players can also begin to coordinate the activities of their side while making arguments. If the referee chooses, he can just make a ruling on which side has initiative.

Some players quickly pick up on the Idea that in an MG they can make arguments for the other sides troops. Those who do have made mental shift into matrix thinking more completely. If the players do not seem to be picking this up, the referee can coach a player to make an argument for the other sides men. If the referee is a player (something that is very easy to do when running an MG) he may make such an argument himself.

The referee can futher show the flexibility of MGs by switching the sides that he is arguing fort This tweaks the "fairness" button of mainstream gamers. The referee should not take up this fight. Instead, point out how it is possible for players to drop in and out of a game without destroying it. In fact the referee can encouragebystanders to join into the game if they seem to be interested in the idea.

Quite soon it will happen that the players make two arguments for the same side. When this happens make a point of resolving it separately from the other arguments. Let the players know that because two or more people have seen fit to argue the same point that it is an important question. "One of the arguments WILL happen!" Have the players roll off against one another until only one side is still in play. If the rolling lasts more than one round so much the better - it builds up the suspense.

As soon as this has happened once the players very soon realise how useful doubling up on arguments is. They will begin to make intentional arguments for the other side troops to the point that they are making "counter arguments" without even knowing that they are doing it.

When the players seem to be doing well with the above ideas, the referee can add in the idea of STRONG and WEAK arguments. Explain to the players that some arguments are naturally stronger or weaker than "normal". Tell them that all they have to do to rule that an argument is strong or weak Is to point at it and say, "I think my argument is strong." or "I think his argument is weak."

Some players will immediately jump on this and say their argument is strong. Now the referee tells them that if only one person does not agree the an argument is strong/weak then it is ruled normal. The person shooting down a ruling does not have to have any reasons for why they disagree, In fact it can be completely partisan. But point out that if one side is partisan then both sides will be and all the arguments will be normal. Strong arguments happen on a roll of four or less. Weak arguments happen on a roll of two or less.

As it is needed the referee can veto any arguments that are "too powerful" "too stupid" or which would otherwise wreck the game. It is important though to use vetos sparingly. Too many "no, you can't do thats" sends out a negative message that tends to ruin games. Instead of throwing out an argument all together, make it weak. Then if it happens, then go with it! Sometimes "stupid" ideas turn out to be very fun.

THE END GAME

The end game of the MG referee is to teach the players how to play a completely new type of game. The winner or loser of the "game" is irrelevant. In fact by the end of the first turn, the referee has "won" with most people. By games end the players have also won their victory.

The player has now made a mental shift into a new way of thinking. Some players see the possibilities for Matrix Games in their own campaigns. Please encourage this if you can. Other players say how good of a game they had and ask if you will be back next year. It is very seldom that a player walks away without having had a good time. And should that be a surprise to anyone? After all, playing games in an easy, friendly group where an atmosphere of cooperation and comraderie is fostered is why most of us play in the first place.


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© Copyright 1991 by Chris Engle
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