by Mike Horn
When Craig Martelle asked me to host a couple of boardgames at HURRICON, I was filled with a bit of trepidation. After all, this is the first time that board game have been formally offered at HURRICON, Of its predecessor, TROPICON, and I had to somehow generate interest from a bunch of miniature players. For the convention, I've picked two of my favorites, selected for fun, ease of-play, and number of players. I think you'll enjoy them. The first one will be Axis and Allies, a simplistic, yet challenging, strategic-level game. Five people can play representing Russia, Germany, UK, Japan, and the US. The game incorporates figurines that represent ten different ground, sea and air units. Each unit has universal attack/defense factors, and combat results are by die roll. A major part of strategy is determining what types of units to build in the present turn, within the limits of your ever-changing income, that you think you'll need the next turn. Each country, of course, has its own strengths and weaknesses that the experienced player can capitalize on. Audacity, a viable strategy and a bit of good luck will rule the day. Axis and Allies will be offered Friday night. I'll be available at least 30 minutes beforehand to explain any rules or answer questions. Although beginners are welcome, I'm hoping experienced players will sign up to keep the play -balance even. If time permits, I'll run a beginners' game, or loan the game out for a pick-up game. The second game will be Advanced Civilization, another simplistic, yet challenging, strategic-level game. Up to eight people can play. This game covers about 8000 years of human development, from lonely nomadic tribes wandering the wastelands, to the height of the great ancient civilizations--Rome, Carthage, Greece, Egypt, etc. Players follow a sequence of events that allows them to increase their population, build navies, capture territory, build cities, accumulate commodities, trade those commodities to other players, and finally, to acquire the capability to improve their civilization, and to protect it from the many calamities that may befall it. Going to war with your neighbors is an integral part of the game, but too much war will stifle economic and social growth. The successful player will be able to strike the proper balance. One of the unique aspects of this game is the small amount of luck involved. There are no dice. Almost every aspect of the game is determined by your skill and strategy alone. Advanced Civilization will be offered in two consecutive sessions, Saturday morning and afternoon, because you just can't fit one good game into four hours. Again, I'll be available at least 30 minutes beforehand. Beginners welcome. This is one of those games that you can learn along the way and not do too badly, but the experienced played will still have the inside track on long-term strategy. Back to Rebel Yell No. 6 Table of Contents Back to Rebel Yell List of Issues Back to Master Magazine List © Copyright 1997 by HMGS South This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |