Tuesday, March 04, 2025

A Good Example of Simplifying Wargame Play

 

A Good Example of Simplifying Wargame Play

 

I wrote this in 2022, and put it aside thinking I might add to it, perhaps playing the solo version. I haven’t, and as the game I’m discussing is going to be reprinted (or already has) I unearthed it.

 

Kevin Bertram’s wargame The Shores of Tripoli (2020 Fort Circle Games) is the example. It’s about the war between the young United States and the Barbary Pirates of North Africa, which is part of the origin of the US Marine song.

 

There are two parts to making a game simpler. One is to reduce the number of decisions and choices the player must make. The other is to reduce the number of exceptions to the rules. That’s because there are really two parts to “making a game easier”, 1) to make it easier to play and 2) to make it easier to learn. The first especially involves decisions and the second especially involves exceptions to the rules.

 

Reducing the number of decisions involves two things: getting rid of “unnecessary” or unimportant decisions, and offering fewer plausible choices for each decision.

 

In Tripoli this involves reducing the number of locations on the board, in this case to just 14. Think about that, even simple games like Chess and Checkers have 64 locations, Risk has 42 locations; on the other hand Tic-Tac-Toe has just nine and Backgammon just 24.

 

Another way to simplify is to give the player only a few assets that can be in some different state, such as in a different location. In Tripoli this amounts to not much more than a dozen on either side.

 

Moreover, a player’s pieces often move only as a group, effectively reducing the number of options. For example, armies move together, and corsairs from a city move as a group.

 

But each of the players in Tripoli has 27 cards, although not all of those cards are available to him or her at one time. The typical number is 11 or fewer. Moreover, many of the exceptions to the rules are on the cards, where a player doesn’t need to worry about it until they have that card in their hand. Cards are a fine way to reduce the number of exceptions a player needs to learn before they can play the game.

 

Combine that with simple rules that don’t have a lot of exceptions and you end up with a game that is both easy to learn and easy to play, though not necessarily easy to play well. Easy to play means the mechanics don’t get in the way and it’s easy to know what you can do and what you can’t do.

 

Easy to play well is quite different, insofar as what you need to do could be quite transparent (easy to see/figure out) or deeply buried in the game. If all the decisions you may need to make are immediately obvious the game will be easier to play than if many decisions are not revealed until you’ve made other decisions. In a nutshell that’s a difference between a shallow game and one that has a lot of depth. It’s quite possible to make a deep game that is nonetheless easy to play, although it would be more common that a game that is easy to play will be fairly shallow (the opposite of depth).

 

There’s a solo version as well as two player. The card-driven nature, and the simplicity of the game, makes it easier to make a solo version. The rules can say what to do with just about every card the non-player side may turn up.

 

This kind of simplification might work well with a game for more than two sides.

 

I’m not recommending the game one way or the other, because I haven’t actually played. I’m not into two player games these days (and I do not personally like card-driven games as games, though they can be good for learning history).