Sunday, April 08, 2007

Alternatives to direct conflict between player forces:

In my view, a Eurowargame will often be one you can win without directly attacking the other players, but in which there is often considerable indirect fighting. I have worked with this idea a lot, but right now I'm trying to make a comprehensive list of ways to allow indirect fighting, that is, fighting that does not involve more than one player's actual victory-earning (point scoring?) forces. The fighting can be between a surrogate and a player's forces, or between two surrogates.

An example of this might be Monsters Menace America, where each player controls defending forces as well as a monster. The defending forces can fight the other monsters. In this example the defending forces (surrogates) cannot attack one another, as far as I know (I haven't played the game), but in other cases this might not be true.



Scheduled invasions (usually this will be historically based) temporarily controlled by players

Event cards that cause invasions (again, often historically based)

Players control forces on "both sides" (MMA, above)

All collectively fighting a third force that is controlled by yet another player, or alternatively in some way by one of the players (first type is Doom, Heroquest; latter I don't know)

All collectively fighting a force controlled by cards/computer (lots of computer games, I suppose; perhaps Knizia's cooperative Lord of the Rings game?)

Movement (and recruiting) of Barbarians or other non-player forces by Event Cards, either as played by the players, or randomly drawn.

Control of "neutral" nations by "influence points" or other voting methods, so different players control a particular nation at different times.

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