Ways to play board games on a computer

Vassal

How to ease into using Vassal

  1. First, I’d recommend that you get experience playing Steam and/or mobile implementations of board games or board-game-like games, like Risk, Axis & Allies, Twilight Struggle, Race for the Galaxy, Fort Sumter.

    1. These have in-game tutorials, nice animations, music, good graphics, etc.

    2. This can help ease you into some board game concepts you might not be familiar with if you’re jumping into Vassal without a lot of previous board game experience. Things like having different phases, playing cards to take actions, rolling dice to determine outcomes, cubes and meeples, victory points, tracks, CRTs, etc.

  2. Next, I’d recommend that you get experience playing browser-based board game implementations that guide you through the game’s phases and limit your actions to what you’re legally allowed to do.

    1. This will ease you into the experience of needing to refer to the user manual frequently while learning the rules, needing to look stuff up on player aids, and needing to play some throwaway games to get the feel for the rules.

    2. The graphics aren’t as slick as the Steam/mobile versions, there’s no music, no tutorials. But you get access to a lot more games than if you stuck with Steam/mobile board games.

    3. These are sites like Rally-The-Troops (the best UI IMO), Yucata, BoardGameArena, BrettspielWelt.

    4. RTT has easily-accessible HTML versions of the rules of the games it carries, which makes searching for stuff much easier than if you’re using a PDF manual without searchable text.

      1. https://www.mcssl.com/store/danverssengames/vassal/pdf-games/solitaire - These aren’t free but they’re guided versions of some highly-regarded solo wargames.

  3. Finally, take on using Vassal itself:

    1. You can download the Tic-Tac-Toe module and get practice playing a game locally, via PBEM, and live.

    2. You can try some solo games to get more experience with Vassal before getting into multiplayer games if you’re worried about bothering your opponent with basic questions (although honestly, Vassal’s UI isn’t that complicated, and you may get bored playing by yourself).

      1. Vassal modules designed for exactly one player

      2. Singleplayer games I found that seem like good fits to help you get comfortable with Vassal:

        1. (For reference, Risk has a BGG complexity of 2.07)

        2. Intro:

          1. Micro Space Empire - BGG - 6.5 rating, 10 Min, 1.22 complexity

          2. 12 Patrols - BGG - 6.3 rating, 5-15 Min, 1.78 complexity

          3. Solitaire Chess - Not on BGG - 15 Min

          4. Delve: The Dice Game - BGG - 6.4 rating, 20 Min, 1.26 complexity

          5. Aces of Valor - BGG - 8.2 rating, 30 Min, 2.50 complexity

          6. Shadows Upon Lassadar - BGG - 6.6 rating, 30 Min, 2.25 complexity

          7. Sunburst City Transport - BGG - 6.6 rating, 30 Min, Unknown complexity

          8. Bomber Boys - BGG - 7.7 rating, 15-30 Min, 1.80 complexity

          9. The Way of the Warrior (Second Edition) - BGG - 7.3 rating, 20-60 Min, Unknown complexity

          10. Utopia Engine - BGG - 6.9 rating, 30-60 Min, 2.03 complexity

          11. Corvette Command - BGG - 8.1 rating, 30-90 Min, 2.00 complexity

          12. Village Builder - BGG - 7.4 rating, 40-100 Min, 2.00 complexity

        3. Intermediate:

          1. Agricola, Master of Britain - BGG - 7.1 rating, 60–90 Min, 2.54 complexity

          2. The Hunters - BGG - 7.7 rating, 120 Min, 2.54 complexity

          3. Beneath the Med: Regia Marina at Sea 1940-1943 - BGG - 8.0 rating, 120-180 Min, 2.42 complexity

          4. The Castles of Burgundy - BGG - 8.5 rating, 70-120 Min, 2.94 complexity

          5. Ambush - 180–240 Min, 3.26 complexity

          6. Target for Today - BGG - 8.1 rating, 45–90 Min, 3.34 complexity

          7. D-Day at Omaha Beach - 120–480 Min, 3.47 complexity - Note that you can get a guided computerized version at the DVG website.

        4. Advanced:

          1. Fields of Fire - BGG - 7.9 rating, 60–300 Min, 4.24 complexity

    3. You can then try multiplayer games:

      1. The best way to find people to play with is to join the official Vassal discord server and the Vassal PBEM discord server and post in one of the LFG (“Looking for a game”) channels. It’ll probably be quicker and easier for you to find a game if you reply to someone else’s request for an opponent than if you post your own request.

      2. How to think about Live games vs. PBEM: Live games are useful (especially with a voice call) because you can ask for help immediately if you don’t know how to do something. If your partner can’t record a screenshare video showing you how to do everything, then it’s probably best to start with a Live game to get help with the UI for whatever game you’re using. However, Live games have the disadvantage that you’ll feel pressured to make decisions quickly, which can make the game feel less pleasant (in my experience anyway). I like that when I play an asynchronous game I can take my time reading the rules for whatever decision I need to make.

      3. I found people recommending Battle for Moscow as a good PBEM game for beginners to wargaming to start with because the rules are simple and each player only needs to send 7 emails.

        1. You can find an online implementation of Battle for Moscow that’ll let you play against a bot here: https://oberlabs.com/b4m/

      4. Core controls / methods:

        1. Alt + Left click will ping a certain part of the UI (normally the main map but it also works for auxiliary windows) and center other players' UI on that point. So this is a key way to make it easy for other players to follow what you’re doing when it’s your turn or when you’re taking some action.

        2. It seems common for people to write a comment in the log when the dice are going to be rolled that summarizes what the roll is for.

          1. In my Last Hundred Yards game, IIRC we’d write a comment describing who was attacking whom with each roll.

          2. When I played Downfall of the Third Reich, my opponent would write a simple “X / Y” comment that summarized the die roll modifiers(?) for each side prior to each side rolling a D6.

        3. PBEM:

          1. Create a channel in the Vassal PBEM by commenting in the “lfg-discussion” channel like this:

            1. @grogs Could we please get a room for <the game you want to play>. <then tag every player you want included, like @nathan1234 @john1234>

          2. After loading a log file, “you will need to click the play button on the top left of the map screen to step through the log file. Once it is finished you will be prompted to create a new log file. Increment the number in the file name and then complete your turn. Once your turn is finished you will need to select End Log File from the File menu to save the file. You can then upload it [to the Vassal PBEM Discord server] for [your opponent] to look at.”

Pros and cons of board games vs. PC games

Advantages

  1. Variety. Board games require less technical knowledge to develop than PC games, and so it seems more common / easier for non-technical people (like historians) to develop board games than PC games. This seems to lead to a wider variety of gameplay / themes than you typically find in PC games.

    1. On the other hand, it is possible to develop a game as just a Vassal module. But since there doesn’t seem to be as much of a market for paid Vassal modules, it seems like the market for physical board games is what is

  2. Modability. Board games are extremely easy to mod. It’s extremely easy to add rules, remove rules, change rules, create new maps, etc.

    1. See the note above about this being possible in Vassal modules.

  3. The visual/tactile experience. The physical presence of the pieces on the board can add to the experience.

    1. “There is something inherently dramatic about holding the die above the table and knowing I need a 5 or 6 to take Paris. Computerized wargames -- and computer-based versions of board games -- suck a lot of the drama out of the situation. B-17 Queen of the Skies was great at building dramatic tension during solitaire play, by making you roll on a series of charts. Bad things happen on one chart, which leads you to another; then you get another bad roll which puts you onto another chart... It would be really simple to write a program that just presents you with the final results, but you would not get the tension building that you get from manually rolling dice and looking things up.” (Source)

    2. It’s common to hear people say that after spending all day working on a computer, they don’t want to look at a computer screen while playing a game to relax.

      1. “I spend too much time staring at a screen as it is.” (Source)

  4. The social experience. Being physically present with your opponent does seem to add to the experience (depending on the circumstances).

    1. See the note above about this being possible with Vassal modules.

Disadvantages

  1. Refereeing. You don’t have the computer guiding you through the sequence of play / ensuring you’re following the rules / rolling the dice / keeping track of the state of the game, which means:

    1. it can take a lot, lot longer to play if you’re not familiar with the rules

    2. if you bump the table or a cat jumps on the table, you can lose the state of the game

    3. it can be harder / almost impossible to “undo” your decisions (like how you can on rally-the-troops.com)

  2. Remote/Async. You can’t easily play remotely / asynchronously.

  3. Space. The games take up a lot of space, are harder to travel with, etc.

  4. Fog of war. You can’t easily hide the pieces of your opponent, which means that often you’ll unrealistically be able to see a lot of information about your opponent.

YouTube review playlists

19XX series by Mark Simonitch

Learning the system

  1. I’ve seen people recommend starting with Salerno ‘43 because it’s a smaller scenario, although others recommended The Caucasus Campaign, Normandy '44, or France '40. (source)

  2. My understanding is the best way to learn games is to just go through the examples of play or start a game and get practice going through the sequence of play.

COIN series

The British Way

How to play well

Diplomacy

Misc. Thoughts:
- In casual games it seems important to keep your eye out for players who are likely to remain in alliances for longer than they should. The same thing happens a lot in casual games of Risk.

Questions to Answer:


Analysis of Simple Situations:

2-player games

2-square game:
If each player starts with one square and there are only 2 squares, the game will be a stalemate. [Is there any way to generalize this observation?]

3-square game
If the winning condition is to get 2 squares, this game should be a stalemate with perfect play (the pieces should bounce every time they try to move into the middle territory). However, with an imperfect opponent one player could win by convincing the other player to not

Misc Links
The Diplomatic Pouch Zine
PlayDiplomacy.com Forum Discussion - Diplomacy Game, Scoring and Game Theory
LessWrong.com - Diplomacy as a Game Theory Laboratory
David Rosen - Diplomacy and International Relations Theory (Part 1)
David Rosen - Diplomacy and Game Theory (Part 2)
Wikipedia - Edi Birsan (apparently one of the best Diplomacy players)

Demis Hassabis
http://en.wikipedia.org/wiki/Demis_Hassabis
http://www.mobygames.com/developer/shee ... erId,2659/
YouTube videos about him: http://www.youtube.com/results?search_q ... sabis&sm=3
YouTube - Systems Neuroscience and AGI - http://www.youtube.com/watch?v=IjG_Fx3D0o0


2014.01.10 - Washington Post Magazine - In the world of war games, Volko Ruhnke has become a hero

I think I may have added the stuff below without realizing this page was originally meant for the board game named Diplomacy.

2011.06.17 - NYTimes - Book Review - How Hitler Could Have Won

Quote:

Throughout the book, Roberts notes errors that, if avoided, might have helped the Germans to win battles and perhaps even the war itself. Hitler, he says, should have begun the war three years later than he did, in 1942 rather than 1939. He should not have allowed the British to escape at Dunkirk as France fell. He should have arranged for the Japanese to help in the invasion of the Soviet Union. Once on Soviet territory German forces should have recruited the non-Russian populations rather than repressing them, and returned farmland to peasants rather than exploiting their labor and taking their food. In September 1941, Army Group Center of the Wehrmacht should have pushed forward to Moscow rather than detouring to Kiev. Army Group South should have fought a war of maneuver rather than concentrating on Stalingrad.

Inevitably, the reader of these observations will find himself posing counterfactual questions. If we agree with Roberts, as we should, that Churchill personally helped lengthen the war by keeping Britain from seeking peace terms after the fall of France, then we are also implicitly saying that, absent Churchill, peace might have been made. The war-winning alliance of the United Kingdom, the United States and the Soviet Union was sealed only in December 1941, and could not have been achieved had Britain left the war.

But even if the case for Churchill shows us the importance of this implicit counterfactual, it is still unclear just how to deal with Roberts’s explicit ones. Each depends upon careful judgment of what was thinkable in a given moment, and the fact that Roberts appears to use only English-­language sources cuts against his ability to weigh convincingly what Hitler and other Germans considered possible. If Hitler had begun the war three years later, surely very many other things would have been different, and not all of them to his favor.

In other cases, the what-if’s require too much to be altered to be really useful. The reason German forces did not befriend the non-Russian minorities and assist the hungry peasantry in the Soviet Union was that they were embarked on a war of racial colonization that was meant to kill tens of millions of Jews and Slavs. In the end, as Roberts himself concludes, that is the war Hitler wanted. And as he knows, the reason Japan did not help the Germans in the Soviet Union was that Hitler did not want Japanese help. What’s more, the Japanese themselves had already decided to move south into the Pacific rather than north into Siberia. Tokyo had been quite powerfully alienated from Berlin by the Molotov-Ribbentrop pact of 1939, in which Berlin seemed to exchange its alignment with Japan for an alliance with the Soviet Union. In other words, sometimes what appears at first to be just a matter of Hitler’s own decisions in fact involves the thinking of leaders of other countries as well, which means that the exercise becomes much more complicated.

Then, too, what if Poland had agreed in 1939 to join Germany in an invasion of the Soviet Union, as Hitler wanted? If Poland had allied with Germany rather than resisting, Britain and France would not have issued territorial guarantees to Poland, and would not have had their casus belli in September 1939. It is hard to imagine that Britain and France would have declared war on Germany and Poland in order to save the Soviet Union. If Poland’s armies had joined with Germany’s, the starting line for the invasion would have been farther east than it was in June 1941, and Japan might have joined in, which would have forced some of the Red Army divisions that defended Moscow to remain in the Far East. Moscow might have been attained. In this scenario, there is no Molotov-Ribbentrop pact, and thus no alienation of Japan from Germany. In that case, no Pearl Harbor, and no American involvement. What World War II becomes is a German-Polish-Japanese victory over the Soviet Union. That, by the way, was precisely the scenario that Stalin feared.


Question: What general principles could be extracted from these what-ifs? In other words, what process for decision-making could Hitler have followed to avoid these mistakes (assuming they should be called mistakes)?

Columbia block wargames

Julius Caesar

How to play well

  1. Pay attention to the road movement limits, because they make it so you can’t just mass like 8 blocks in one city and then move them all together to attack at once.

  2. Pay close attention to the garrison limits of each town/city so you don't get units disbanded during the winter turn.

  3. Most of the additional units you can recruit require that you control certain towns that you don’t start out controlling, so you want to be thinking about capturing those towns so that you can recruit those units.

Levy & Campaign series

Nevsky

Reviews

Questions I have

Explanations

Scenario-specific thoughts

Pleskau (Quickstart)
Watland

Risk

What is fun about Risk?

How to enjoy Risk

How could Risk be made better?

What are the things people don't like about Risk?

My responses to criticisms of Risk

What things do people not complain about but could still make the game better?

How could you make Risk less random?

How could you make Risk take less time to play?

How could you keep all players involved in the game until the end?

How could you make Risk more fun when you just have 2-3 players?

Why exactly is Risk less fun with 2-3 players?

Possible rule to make Risk fun with 2-3 players:

Possible rule to make Risk fun with 2-3 players:

What are some rule variants?

Some professor's Risk FAQ:
http://www.kent.ac.uk/smsas/personal/od ... aq.htm#Non

Quote:

4.0 Non-Standard Variants
4.1 Martian Risk [Games Magazine]
4.2 Retreat [Schmittberger]
4.3 Nuclear Risk [Dragon Magazine]
4.4 Three Mile Island Risk [Schmittberger's book credits Kohler]
4.5 Tactical Nuclear Risk [Schmittberger's book credits Kohler]
4.6 Revolution Risk [Leon Atkinson]
4.7 Airlifts [source unknown]
4.8 Simultaneous Risk [Schmittberger]
4.9 Domination Risk [Clements+Finberg]
4.10 Amphibious Assaults [Gagle et al]
4.11 Paranoia Risk [Author unknown, submitted by Jacobsen]
4.12 Multiple Earth Risk [Author unknown, submitted by Jeanes]
4.13 Interdiction [Andrew Glover]
4.14 Remix [Caleb Ardoin]
4.15 Napoleon [Tilsit, submitted by Bob Gingell]
4.16 Boy Scout Nuclear Risk [BSA Troop 1, Ithaca NY, submitted by Dwight Mengel]

http://war-boardgames.com
http://www.war-boardgames.com/games/ris ... ariations/

Quote:

- No continents allowed
- reserve forces at sea
- cap on armies
- everyone is neutral
- multidimensional Risk
- nuclear war
- alien invasion

My ideas for rule variants
Chess Risk

The concept: figure out some way to combine Risk and chess, like how the Total War series combines grand strategy with the tactics of individual battles.

Problems to be solved:

Random Rules Risk

The concept: Figure out some way to make the rules very different between games, while still making it easy for people to reason about, and still making it fair for everyone. Some official Risk variants have random elements (like randomly removing certain territories from the game), but I think it could be taken much further. One simple example to start with would be, "Have access to the rules of 24 different simple Risk variants, then roll some dice to pick one of them, and play that variant." That's just a simple example of how to make it more random.

Play for money
Realistic movement restrictions
Allow more varied movement by ship
Have the income of territories vary
Remove continent bonuses
Allow players to move through other players' territories

What are other good games like Risk?

Dice wars

Differences from Risk
My thoughts
Strategy

Official Risk variants

Risk 2210
https://en.wikipedia.org/wiki/Risk_2210_A.D .

 

Quote:

Only five players (classic Risk seats six)
Addition of water and moon territories
Addition of commanders (land, naval, space, nuclear, diplomat)
Command card decks corresponding to each of the five commanders
Players earn and spend "energy" to obtain commanders, cards, space stations, and to activate some command cards
Players can roll an 8-sided-die in some instances
Armies are not acquired through card trading
The game is only 5 years (turns) long; the winner is the player with highest score at the end of the last year
Players bid energy to determine turn order rather than following the same order determined by a dice from the beginning of the game.

Other games

Where can you play Risk online?

What are some useful tactics / strategies / heuristics for playing Risk?

Famous people who seem to enjoy playing Risk

Unconditional Surrender

Waterloo Campaign 1815

Advice for winning