Victory Conditions

Vatta's War: Book Five

Author: Elizabeth Moon

Publisher: Hachette UK

ISBN:

Category: Fiction

Page: 480

View: 358

A vast and hostile force is attacking prosperous trade centres, destroying their space fleets then moving on, leaving death and chaos in their wake. Admiral Ky Vatta's family was decimated by one such attack and Turek, the pirate force's leader, will not escape her vengeance. Ky has a loyal taskforce, but the enemy have three times the ships and the firepower to match. She must offset these advantages with her knowledge of military strategy and her ace: superior ansible technology, facilitating fast and accurate in-space intelligence. The alternative to victory is unthinkable - devastation of interplanetary trading networks on a galaxy-wide scale - and the end of a way of life. 'Rip-roaring action . . . This epic volume is a fine and fitting conclusion to Moon's grand space opera tour de force' PUBLISHERS WEEKLY

The Boardgamer Magazine Player Guides

PanzerBlitz and Panzer Leader

Author: Bruce A. Monnin

Publisher: Past Into Print Publishing

ISBN:

Category: Games

Page: 180

View: 123

The publisher of The Boardgamer magazine created five special issues devoted entirely to one game within the Avalon Hill catalog. They were known as Unofficial Player guides, but were considered the best collection of new information, variants, scenarios, rules variations, errata, inserts, and new articles written for these games. Fans loved the materials, because it delivered new life into a game that was forgotten by Avalon Hill, but still cherished by the players. This item is the collection of two of these five guides for PanzerBlitz and Panzer Leader. Below is a description of each guide: A. In this player's guide, the third in a series of five, is dedicated to the classic, Eastern Front armor wargame Panzerblitz. The articles include: More New Expressions For A Familiar Face - Do Your Own Panzerblitz Prokhorovka - New Scenarios For Panzerblitz Historical Addendum To Prokhorovka - Historical Orders Of Battle For Each Scenario Panzerblitz Clarifications - and Question Box Variations On A Theme - For Panzerblitz Tournament Situations - For Panzerblitz Panzerblitz Tournament Situations – Part II - And An Analysis Of The Situations The Pieces Of Panzerblitz - Part 2 References From The General New Expressions For A Familiar Face II - Still More Situations For Panzerblitz Operation Wintergale - The Relief Of Stalingrad Beyond Situation 25 - Yet More New Scenarios For Panzerblitz More Historical Corrections - To Panzerblitz Situations References From The Boardgamer Other Products From The Boardgamer Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue B. In this player's guide, the fourth in a series of five, is dedicated to the classic, Western Front armor wargame Panzer Leader The articles include: More New Expressions For Another Familiar Face - Do Your Own Panzer Leader The Battle For The Remagen Bridge - New Scenarios For Panzer Leader New British Scenarios For Panzer Leader - British And Commonwealth 1944 & 1945 Situations Panzer Leader Situations - A Collection Of Panzer Leader Scenarios Panzer Leader 1940 Situations - Variant Situations Updated Panzer Leader Clarifications - And Question Box Other Products From The Boardgamer The Pieces Of Panzer Leader - Part 2 The Pieces Of Panzer Leader - Part 3 - Panzer Leader 1940 References From The General More Historical Corrections - To Panzer Leader Situations References From The Boardgamer The Panzer Leader In Normandy - Situations From The Normandy Campaign Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue

The Boardgamer Avalon Hill Player's Guide Collection

War at Sea, 1776, PanzerBlitz, Panzer Leader, and B-17 Queen of the Skies

Author: Bruce A. Monnin

Publisher: Past Into Print Publishing

ISBN:

Category: Games

Page: 416

View: 981

The publisher of The Boardgamer magazine created five special issues devoted entirely to one game within the Avalon Hill catalog. They were known as Unofficial Player guides, but were considered the best collection of new information, variants, scenarios, rules variations, errata, inserts, and new articles written for these games. Fans loved the materials, because it delivered new life into a game that was forgotten by Avalon Hill, but still cherished by the players. This item is the collection of all five guides for 1776, PanzerBlitz, Panzer Leader, War at Sea, and B-17 Queen of the Skies. Below is a description of each guide: A. This player's guide, the first in a series of five, is dedicated to the naval wargame War At Sea The articles include: Victory In The Atlantic - Strategic Considerations and a Variety of British Opening Moves Admirals Raedar and Doenitz Would’ve Been Proud - Axis Play In War At Sea Mediterranean Strategies - The Exciting Approach To War At Sea Why I’m A “Barents On One” Believer - Allied Opening Strategy For War At Sea Underwater Strategy - Use of U-Boats In War At Sea Ten Hints Everyone Ought To Know By Now - Quick Tips For War At Sea War At Sea – Beginner’s Tip Sheet - Prepared For Avaloncon ‘97 Rules Clarifications For War At Sea - As Of July 1, 1999 Improving Yahtzee At Sea - A War At Sea Variant References From The General - War At Sea Articles Through The Years War At Sea Series Replay #1 - Barents On 1 Challenged War At Sea Series Replay #2 - The North Sea Gambit War At Sea Series Replay #3 - The Rubber Match War At Sea Series Replay #4 - The Mediterranean StrategyAvaloncon/WBC Statistics - From the 1991 – 1998 Tournaments B. In this player's guide, the second in a series of five, is dedicated to the revolutionary-war game 1776. The articles include: The American Revolution - And The Boardgaming Hobby Command Pressures Revisited - Leader For 1776 Partisan Leaders - For 1776 1776 Elite Units, Artillery and Naval Rules - and General Rule Observations Wilmington - The Forgotten City In 1776 1776 Clarifications - and PBeM Play Conventions Trouble Areas - Realistic Supply Movement In 1776 The 1776 Thesis - Strategy In 1776 A New 1776 Thesis - The 1776 Thesis Analyzed Contrasting Games On The Revolution - American Revolution, 13: The Colonies In Revolt, and 1776 The Invasion Of Canada Scenario Revisited - Modifying 1776’s Scenario #1 The British Southern Campaign - A 1776 Short Campaign Game Lincoln’s Southern Campaign – 1779 - Revised The British Dilemma – 1778 - A 1776 Scenario Montcalm And Wolfe - A 1776 Variant For The French & Indian War – 1759 The Tory and Indian War – 1778 - Revised 1776 Revisited - A 1776 Scenario At Avaloncon The British Receding - A New 1776 Scenario In The South – 1781 The Carolinas – 1776 - A New Short Scenario The British Receding - A 1776 Series Replay Insert: Countersheet - Additional Counters for 1776 C. In this player's guide, the third in a series of five, is dedicated to the classic, Eastern Front armor wargame Panzerblitz. The articles include: More New Expressions For A Familiar Face - Do Your Own Panzerblitz Prokhorovka - New Scenarios For Panzerblitz Historical Addendum To Prokhorovka - Historical Orders Of Battle For Each Scenario Panzerblitz Clarifications - and Question Box Variations On A Theme - For Panzerblitz Tournament Situations - For Panzerblitz Panzerblitz Tournament Situations – Part II - And An Analysis Of The Situations The Pieces Of Panzerblitz - Part 2 References From The General New Expressions For A Familiar Face II - Still More Situations For Panzerblitz Operation Wintergale - The Relief Of Stalingrad Beyond Situation 25 - Yet More New Scenarios For Panzerblitz More Historical Corrections - To Panzerblitz Situations References From The Boardgamer Other Products From The Boardgamer Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue D. In this player's guide, the fourth in a series of five, is dedicated to the classic, Western Front armor wargame Panzer Leader The articles include: More New Expressions For Another Familiar Face - Do Your Own Panzer Leader The Battle For The Remagen Bridge - New Scenarios For Panzer Leader New British Scenarios For Panzer Leader - British And Commonwealth 1944 & 1945 Situations Panzer Leader Situations - A Collection Of Panzer Leader Scenarios Panzer Leader 1940 Situations - Variant Situations Updated Panzer Leader Clarifications - And Question Box Other Products From The Boardgamer The Pieces Of Panzer Leader - Part 2 The Pieces Of Panzer Leader - Part 3 - Panzer Leader 1940 References From The General More Historical Corrections - To Panzer Leader Situations References From The Boardgamer The Panzer Leader In Normandy - Situations From The Normandy Campaign Insert: Countersheet - Additional Panzerblitz Counters - Required To Play Scenarios In This Issue E. In this player's guide, the fifth in a series of five, is dedicated to the classic, aerial bomber wargame B-17: Queen of the Skies. The articles include: Bombing The Med - Adding the 9th and 12th USAAF and the RAF No. 160 & No. 178 Squadrons Command Decisions - In B-17: Queen of the Skies In Search of Geographical Accuracy - Or, “Hey Navigator Where Are We?!” The Winged Soldiers of ‘44 - A B-17: Queen of the Skies Variant This collection is a must have for fans of these classic, Avalon Hill wargames.

Tabletop Game Design for Video Game Designers

Author: Ethan Ham

Publisher: CRC Press

ISBN:

Category: Design

Page: 338

View: 741

Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.

Characteristics of Games

Author: George Skaff Elias

Publisher:

ISBN:

Category:

Page: 336

View: 718

Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

Game Design Theory Fundamentals

Author: Tylor Chacon

Publisher: Lulu Press, Inc

ISBN:

Category: Games & Activities

Page:

View: 913

A no-nonsense game development theory guide that summarizes techniques and processes that game developers use every day to help them plan and execute their creative visions. The hints, tips and insider shortcuts contained in this book are derived from over a decade of indie game development and hosting video game programming classes. We have aggregated some of the best practices and lessons from many educational resources that are only available to those who teach game design to students in a lab setting. You can now enjoy this 140+ page guide full of vivid imagery and colorful depictions that will prepare you for all of the concepts you will encounter in the awesome world of video game development. Save yourself some headaches and read through this guide and then use it as a reference throughout your development process!

Across A Deadly Field: The War in the East

Author: John Hill

Publisher: Bloomsbury Publishing

ISBN:

Category: History

Page: 148

View: 829

The War in the East, a supplement for John Hill's Across a Deadly Field, gives players the resources to recreate the battles, great and small, of the Eastern Theater of the Civil War. Step into the shoes of Robert E. Lee and drive towards Washington with the Army of Northern Virginia, or take command of the Army of the Potomac, and attempt to capture Richmond. With scenarios, including an optional mini-campaign for the first day of Gettysburg, and special rules that enhance gameplay, this volume offers players, whether Union or Confederate, a versatility that can accommodate their preferences and miniatures collections without sacrificing either playability or historical accuracy.

The Boardgamer Volume 1

Issues 1 through 4, plus bonus preview issue

Author: Bruce A. Monnin

Publisher: Past Into Print Publishing

ISBN:

Category: Games

Page: 152

View: 683

The Boardgamer magazine was a quarterly magazine devoted primarily, but not exclusively, to the coverage of Avalon Hill / Victory Games titles and to other aspects of the boardgaming hobby. Initially, The Boardgamer’s publication ran concurrently with Avalon Hill’s house magazine, The General, but instead of focusing on new releases, it devoted coverage to those classic, Avalon Hill games which no longer graced the pages of The General. Following the cessation of The General in June 1998, The Boardgamer was the primary periodical dedicated to the titles from AH/VG, until its final issue in 2004. In these issues, the articles include: De-Randomizing The Circus - CIRCUS MAXIMUS Setup Revisions The Winning Candidate - A Brief Overview and Strategy Tips For CANDIDATE AREA News - Welcome Home! Admirals Raeder and Doenitz Would’ve Been Proud - Axis Play In WAR AT SEA Random Play In 1830 - A Quick Variation With Random Events by Brad Martin Quick Reference Cards For UP FRONT Rules Clarifications For WAR AT SEA Coverage of Avaloncon 1995 Let’s Talk About Assassin - Tips For Better Play Nailbiters - One Gamers Opinion AREA News - What Happened? Panzer Leader Avaloncon Scenarios - From The 1994 and 1995 Tournaments Avaloncon 1995 - A First Timer’s Experience History Of The World Series Replay - One Player’s View of a GEnie PBEM Game History Of The World Series Replay - The Red Point of View History Of The World Series Replay - The Black Point of View AREA News - For The Minority ASL AREA News - Excerpts From The ASL News, Electronic Edition Revised Rules - Combining Panzerblitz and Panzer Leader Revised Panzerblitz and Panzer Leader Rules - Questions and Answers The British Dilemma - A 1776 Scenario Race To Bastogne - A Battle of the Bulge ‘81 Tournament Scenario Winning At Auction - General Tips On Strategy 1996 Midwest Open - Victory In The Pacific Tournament The Champion’s Perspective - The Victory In The Pacific Midwest Open Underwater Strategy - Use of U-Boats In War At Sea How To Win Multiplayer Play By E-Mail Games - Machiavelli As An Example My First Multiplayer Play By E-Mail Game - My Experience With Machiavelli A New Starship Troopers - A Preview ASL AREA News - Chits And Bits AREA News - AREA - One Year Later Fortress Europa Series Replay - Part 1 Fortress Europa Series Replay - Part 2 Play-By-Electronic-Mail - PBM The Quick And Modern Way Incidents On The Yukhnov Road - A Panzerblitz Narrative Commander’s Notebook - For Attack Sub ASL AREA News - The Electronic Edition, July 1996 Avaloncon Rules Verifications - March Madness, Gettysburg ‘88, Kremlin, History of the World Avaloncon Statistics - 1991 to 1995 Avaloncon 1996 - Early Reports AREA News - Success

Rules of Play

Game Design Fundamentals

Author: Katie Salen

Publisher: MIT Press

ISBN:

Category: COMPUTERS

Page: 672

View: 127

Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

Simulating War

Studying Conflict through Simulation Games

Author: Philip Sabin

Publisher: Bloomsbury Publishing

ISBN:

Category: History

Page: 416

View: 736

Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.

Life Is a Game

What Game Design Says about the Human Condition

Author: Edward Castronova

Publisher: Bloomsbury Publishing USA

ISBN:

Category: Computers

Page: 240

View: 221

What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.

Andrew Rollings and Ernest Adams on Game Design

Author: Andrew Rollings

Publisher: New Riders

ISBN:

Category: Computers

Page: 621

View: 513

The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others.

The Way of War

Universal Miniatures System

Author: Bill Aguier

Publisher: The CaBil

ISBN:

Category: Games & Activities

Page: 176

View: 612

Across A Deadly Field: The War in the West

Author: John Hill

Publisher: Bloomsbury Publishing

ISBN:

Category: History

Page: 112

View: 605

The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign.

The Complete Guide to Simulations and Serious Games

How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google

Author: Clark Aldrich

Publisher: John Wiley & Sons

ISBN:

Category: Business & Economics

Page: 576

View: 815

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.

Felicia's Second Life

Author: Shiina Ai

Publisher: XinXii

ISBN:

Category: Fiction

Page: 190

View: 845

Good day, everyone! My name is Felicia Belphere Metrune. I am the only daughter of Baron Alphonse Lartes Metrune. I am 7 years old. I haven’t always been Baron Metrune’s daughter, though. I was originally a 29 year old man who lived in Cornwall. One day I was hit by a truck and as a result, I was reincarnated into what at first seemed to be medieval Europe. But what’s this? We are a noble family, but why is our house so run down? Why are the fields looking so lifeless? Why does our army consist of one person? Why do we have so much land but it’s all barren? Why? Why? Why?

The Empty Box and Zeroth Maria, Vol. 4 (light novel)

Author: Eiji Mikage

Publisher: Yen Press LLC

ISBN:

Category: Fiction

Page: 192

View: 253

What are you truly wishing for?Kazuki Hoshino is still trapped in the cruel game of Kingdom Royale, where players have to fulfill the victory conditions of the roles they are assigned-which nearly always means killing the others. But this time, he has a plan to take charge and break everyone out once and for all. Unfortunately, the key to his success is Daiya, the trickiest one of the group. Before Kazuki can end the game, he must discover the truth behind it...

The First World War in Computer Games

Author: C. Kempshall

Publisher: Springer

ISBN:

Category: History

Page: 118

View: 294

The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

Game Design Foundations

Author: Roger Pedersen

Publisher: Jones & Bartlett Publishers

ISBN:

Category: Computers

Page: 384

View: 397

Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.