An Occasional (as opposed to a Periodical) font of infalliable wisdom concerning, well, mostly boardgames, books, and life as a navel-gazing pseudointellecutal thirty-year-old hip-deep in grad school.

Wednesday, June 30, 2004

GLUTTON FOR PUNISHMENT

I tried contacting eBay one more time, by the way. I figured out how to get connected via live internet chat with a tech support person. (This can't be easier than having a phone bank. It just can't be.) So, I finally get someone to talk to, and I describe my problem...and she understands the words I'm typing on the screen. Simply amazing. Of course, she ended up not being that helpful. "You need to spell out 'Saint'." "I tried that." "Oh." We went around in circles for a little bit, and then she asked me to put in my bank billing address. "I've tried that, it didn't work." "Hmm. You need to do it without changing anything."

And then she signed off.

I'm at the point of writing a letter to the corporate offices.

(Thank you, Jeff, for cutting this whole mess short, at least with the current game I wanted to sell...)

MEMOIR '44 CONVERSION, PART TWO

From an anonymous well-wisher re the previous post on this topic: "More photos!" Let it never be said I disappoint my public: Behold, the Sherman update, with pictures. (And shovels!) I couldn't sleep, so why not paint? I've got a good system going here; I could be done earlier than I expected.

Tuesday, June 29, 2004

BOOK LEARNING

One of the textbooks we're using this summer is for an English as a Second Language class. One was returned to us today, and I was flipping through it to find out if it was in resellable condition. The first page I saw had Helpful Phrases for a common (?) situation: Asking for money.

It had several different ways of asking this, for various situations. "I would like some money," "It would be nice if I had some money," and gradually working our way up to "Give me some of your money," "I want your money," "Give me all your money," and the old reliable "Put the money in the bag." I kid you not.

It's the language lab sessions that I worry about:

TAPE: Put the money in the bag. BEEP.

CLASS (IN UNISON): Put the money in the bag.

TAPE: Don't do anything stupid. BEEP.

CLASS (IN UNISON): Don't do anything stupid.

Sadly, this section didn't have the Fun Cartoons that populate language books. Especially for the Grammar of the Absurd.

Sunday, June 27, 2004

PAINTING: DAY ONE

I've started a page for my miniatures project for Memoir '44. Today, I banged out some Panther tanks. Some pictures and commentary are to be found on the page...

Over the holiday weekend coming up, I hope to get some American and British tanks done. It only takes a couple of hours to paint five tanks--especially considering how simply I'm painting these--so I might get even more done.

I GIVE UP

Email number four draws a reply--I must say they're prompt, if nothing else--which informs me that even though there's a problem with my billing address (?), they'll manually input my CC info if I waste a long-distance fax on this. Of course my billing address isn't the problem, so this is just going to have to go unresolved.

I've upped the over/under to infinity, so I quit.

MORE EBAY

The first line of the latest email from eBay:

Thank you for getting back to us. I am sorry to hear that you are being asked to place your credit card on file while selling item/s on eBay.

AARRRGGHHHH!!!

I can't help feeling that I must be doing something wrong both with eBay, and explaining my problem...

UPDATE! So, I sent Email Number Three to the good people at eBay tech support. My mistake this time was that I mentioned that I couldn't get to the second part of the registration process--one's credit card and bank info. Which meant that I got this response:

Thank you for writing to eBay. I am sorry to hear that you are having problems listing your credit card information on file with eBay.

I am then told that perhaps I should pay my credit card on time so that it doesn't get suspended.

eBay says that in a few days I'll get a chance to leave feedback about my tech support experiences. I'm really going to enjoy that.

Saturday, June 26, 2004

OO! I'M ANNOYED

And where better to air one's grievances with the universe than one's blog?

So, I'm trying to sell some games on eBay. This is, actually, my first time, but I've done my homework so I shouldn't be doing anything too wrong. I click on "Sell," and it asks me to verify my contact information...and then eBay simply refuses to believe me when I tell it where I live. It keeps asking me to check (not change, but check) my city, state, and zip code. There is nowhere to check that says "Yeah, this is OK," so I can only hit "continue"...where I get back to step one. I've tried every possible permutation of my city--"St. Louis", "St Louis", "Saint Louis", "Kirkwood" (the little suburb where I live)...nothing.

What's galling is that this is called the "verification" step. I'm perfectly willing to agree that this is where I live...it's just that the damn eBay 'bot doesn't like some part of my address.

(Sigh.)

Anybody out there wanna bid on a copy of 1830? Trades are acceptable. (Jeff? I know you expressed some interest earlier...)

Update! Turns out when a new seller clicks "sell," they're dumped into the seller registration page. Very smart. I didn't know that was what the step was called, though, when I posted this and emailed eBay's customer support. To them it looked like I was trying to sell without registering as a seller, which meant that I got put in the Moron Number Seven file, for people who are trying to sell without registering, and was sent a very patronizing form email, a kind of Small Child's Guide to eBay.

I changed the terminology in my problem report. I expect that my next email back from customer support will remind me to check for spelling mistakes.

Over/Under for how many emails it takes to resolve this: 4.5. I'm taking the over. But what am I gonna do? It's not like there's a competitor, really.

MEMOIR '44, AGAIN

I picked up some Microarmor today for my Memoir '44 conversion project, and while there have been some changes I think this is going to look great. It's going to cost somewhat more than I expected, but it'll turn out well and besides, I haven't done anything really stupid in a while so I'm due.

The number of infantry I can fit in a hex has been downgraded somewhat. Now, I'm going to use pennies as infantry bases (painted around the edge to show nationality), and each infantry stand will have...well, however many I can easily fit on a penny--three or so. Tankwise, the Germans are using Panzer IVs for their "normal" tank units and Tigers and Panthers for elite units. Americans will use M4A1 Shermans and the British will use Cromwells. I was going to use Churchills, but the Cromwells are on sale. (I wanted to use something different for the Brits, which is why I'm not using Shermans for both.)

Artillery: For the Germans, 88s come five to a pack, so that's good. The US is using the 105. The British are trouble...all of their artillery comes with prime movers and "limbered" models (i.e., ready to be towed by the prime movers). That means you only get two artillery pieces in a pack...'course, there never seem to be more than two UK artillery in any of these scenarios, so it's vaguely moot.

Further bulletins as events warrant.

Friday, June 25, 2004

MEMOIR '44

After much waiting, my box finally arrived from Gamefest with Memoir '44 and La Strada. I'd like to say that the service I got from Gamefest was very good; these were two pre-orders I made eons ago seperately, and I wanted them combined to save a few bucks on shipping. Adam Hill was very prompt and helpful, and I breathed a heavy sigh of relief when everything worked out exactly as planned. Speaking from inside the industry, this is very good retail...

Anyway!

La Strada I can't say too much about right now, since I've only punched out the pieces. It gets kind of mediocre ratings on Boardgame Geek, especially considering it's a brand new game (those tend to get kind of inflated rankings), but I couldn't resist. It's by Martin Wallace, one of my favorite game designers; it's a network-building game, one of my favorite themes; and finally it's gotten good reviews from Greg Schloesser, one of my most trusted reviewers. Picking this one up was really a no-brainer for me. My initial comment: Smaller than I expected, physically. I thought it'd be, I dunno, inch-and-a-half hexes or something. Looks like it should play pretty good, though.

Memoir '44, though, I couldn't resist setting up and playing this very night. (And, to finish a point from my Europa Universalis post, I cleared off a different table to put up this one. EU is still downstairs...) Anyone who has played Battle Cry (and the rest of you should) will be able to play this with but a passing glance over the rulebook. There are very few changes; all the basic concepts are still here. Play a card, do what it says, fire if you can, draw another card. First guy to n points--destroyed enemy units/captured objectives--wins.

I played the Operation Cobra scenario. It has a lot of tanks, which always pleases me, along with some terrain obstacles. The Americans won 5-1 in my play-through, which is, I think, a little more lopsided than it would normally be because I decided to try banzai-ing the Germans late in the game, and the Americans got a couple of great tactics (special action) cards at extremely opportune times. As with Battle Cry, the games are fast enough that you can just switch sides and play again; whoever has the most total "flags" wins--I highly recommend that for all scenarios.

I bought it, I love it, anyone who likes Battle Cry should get this one. I do have a few gripes, though, and I'd like to air those out.

First, the tank miniatures. They're way the hell too big, for one thing. Elite armor units--with four tanks in a hex instead of three--don't fit in the hexes. The trouble is that if they were much smaller, they'd look completely out of scale with the infantry (as opposed to merely very out of scale, but somehow still looking "right.") I also have issues with the Sherman miniatures, which are a little too low to the ground. That's some serious nitpicking, though. What I'm going to do--if I get around to it, which is doubtful--is pick up some Microarmor and paint some of those up. For infantry, I have a radical idea: more Microarmor! I'll make little stands of massed infantry, so instead of four dudes in a hex, there'll be forty or so, and in scale (ish) with the tanks.

The beauty of Microarmor is that you wouldn't need too many of these packs to build enough tanks and troops, and you could have a lot more variety in what's on the board. I like this idea more and more...

(Is Millennium going to have a Memoir '44 event? Maybe I'll put my painting energies into this project...it'd be cheaper, too...)

My second gripe: Days of Wonder has put out a scenario editor for the game that lets you make cool-looking scenario layouts that match the look of the official ones. Of course, you can't get it unless you pony up $20 or buy another copy of the game. One of the beauties of Battle Cry is that scores of scenarios were dreamed up and posted by amateurs for it; if I'm DoW I want the same thing to happen for Memoir '44. Do all you can to help scenarios come out, make 'em spring up like mushrooms. Obviously you don't have to have this scenario editor to design scenarios and post 'em on your website, but I still think this is kind of a pain. (Not that they don't have a right to do it, or that it'd be somehow altruistic for them to do it--I think they'd sell more copies of the game if they didn't put up barriers for the fan base.) I'll note, too, that on the BGG page there are some free scenario editors in .doc format.

'Course, I may end up buying two copies eventually anyway. DoW was smart; they saw how popular BC scenarios for two-plus boards were, and designed some in from the beginning (so-called "Overlord" scenarios). They even designed the boards so they'd better fit up with boards to their left and right. Kudos for that.

Another gripe about the miniatures. They're made from an extremely soft plastic, which means that several of the minis are kind of bent--particularly the artillery (which has very thin barrels at this scale). Again: Easily cured with some Microarmor figs.

So, what's different from Battle Cry that makes this a worthwhile purchase for those who have BC?

First, the cards are improved somewhat. There are fewer "killer" cards in M44 (no all-out-offensive), and some of the weaker cards have been strengthened (there's a "Recon" card where you activate one unit in one sector, but then you get your choice of the top two command cards in the draw phase). Some of the popular house rules have been adopted--if a special card has you activate units of one particular kind, and you don't have any of that kind, you can activate one of anything. If your unit is fired on and forced to retreat, and your retreat is blocked (or you're on the edge of the board), you take one hit for each hex you can't retreat, rather than having your unit eliminated. I alluded to another change earlier, where certain hexes are worth a victory point to one side or another, which I like. Generally the changes are designed to reduce the effects of chance (making the cards gravitate towards the mean) or to reflect lessons learned from Battle Cry (the retreat rule). There are other changes--units fire differently--but those are mostly cosmetic to the game system itself. The game is a refinement of Battle Cry, but not a major departure.

I like what I've seen so far--except for the miniatures...

(The best change, perhaps, may be that the box is substantially smaller!)

ASK, AND IT SHALL BE GIVEN

Thanks to all for the Gimp advice...Photofiltre isn't an option, sadly, as my computing power is mostly limited to Mac and Unix applications (my PC is a mere emulator). It does look neat, though...

I did fool around with it some last night; I found the interface to be surprisingly intuitive, I suspect that most of what I don't understand comes from a lack of experience with this kind of software, rather than with the Gimp per se.

(I hadn't used Unix, either, since my economic modeling class a few years ago...it's all coming back, though.)

GIMP

I decided that I needed some photo manipulation/image creation software that was a shade more powerful than, say, PowerPoint or AppleWorks. That said, I don't have the $$$$$ to spend on helping Adobe employees buy new yachts for themselves. Thus, I did the only rational thing and downloaded The Gimp. I suspect it'll do anything I want, but I'm having trouble navigating the learning curve. Does anyone know of good books on this thing?

Thursday, June 24, 2004

EUROPA UNIVERSALIS

For most of my freshman year at Texas, I only had one game in my dorm room: Europa Universalis. Those of you who saw my room in its later years will marvel at that fact, since by the end there it was full to the brim with games and books (which, my freshman year, took up just one shelf of my little green folding bookshelf). I was exploring the Austin game stores for the first time, and found EU at King's Hobby for twenty bucks. Couldn't pass it up. I took it back to my dorm and immediately spread it out on my floor (another marvel), set up the campaign scenario, and played it solitaire.

Yes: I am the only person in the world, probably, who has played the whole shebang solitaire.

For those who don't know EU, and are by now fully confused, some background. When gamers are asked to name the biggest, most sprawling, hypertrophic "monster games" in the land, Europa Universalis often lurks near the top of the list along with the likes of Campaign for North Africa, War in Europe, and the like. At first blush, it's not clear why this should be so. After all, the game only has two mapsheets--which is pretty much par for the course these days. It has about 1400 counters, which is only fair-sized for "monster games." It has but one rulebook of 72 pages--124 fewer pages than, say, A World at War, the game that pure, simple Third Reich turned into. Really, purely by component-count it's a large game, but surely no monster.

Its entry into the monster-game pantheon stems from a few factors.

First, there's the scope of the game--world history from the fall of Grenada to the French Revolution. Three hundred years, at five years a turn. It covers economic, political, religious, military, and technological history at no small detail. This entails, as you might imagine, no small amount of record keeping--which is Reason Two why this game has earned its reputation. I have a binder full of photocopied player's aides, maps, Excel spreadsheets, rules summaries, and God knows what else in plastic sheet protectors so I can write on them with a china marker. Figuring out how much money you get at the beginning of the turn means filling out an A4-sized spreadsheet with about fifty line items.

The rulebook itself, while a "mere" 72 pages, presents another difficulty: It is famously ill-translated from French into English. This game has myriad rules covering all this stuff--a rule, that is, for all fifty things on that economic worksheet and then some--and they all interact in intricate ways. Translating this would be a titanic undertaking in the field for anyone...and in this case, it seemed to have been translated by someone with either little experience with English or with games, or both.

I think that no two groups of EU players use the exact same rules. So much is open to interpretation--and there are some questions just left unanswered--that before playing everyone has to hammer out what the "real rules" are.

Still...the appeal is immense. I mean c'mon, three hundred years of history, at kitchen-sink level. You just don't get many chances like this, if you're an historical gamer. There are little colonies of players out there who meet, online or in person, to play.

There are dozens and dozens of scenarios--some just using one map (either the European or World map), some two; some lasting just one turn and involving just a dozen or so of the 1412 counters in the game. I appreciate the effort, but still...nobody buys this game in order to play the English Civil War scenario, or even the 30 Years' War scenario--they want the Big One. Which, with all its intricate play and record-keeping, generally takes a week of twelve-hour days of face-to-face play. Like climbing a giant mountain, it's an arduous thrill that provides a sometimes-irresistable urge.

I felt the urge over last weekend. I found the big box I put the stuff in (it doesn't fit in the original), cleared off the big downstairs game table, and set it up. It took damn near a whole day (factoring in various breaks for lunch, dinner, and letting my eyes relax and focus on something other than little pieces of cardboard), and then I had to set up my binder again...and at the end, I just looked at it and said ugh.

It was a long time since freshman year, and I'd forgotten the rules pretty much completely. I knew they were an elaboration on Empires in Arms, which I at least sort-of remembered. This meant that I'd have to re-read (and, more importantly, re-interpret) that rulebook. There's only so much homogeneous rubric you can take. (The rulebook, in the introduction, assures the reader that it's easy to learn EU because the rulebook follows an "homogenous rubric." It lies, even though I'm not sure what "homogeneous rubric" even means.)

Back when I was a freshman, I had no job and no life (I was incredibly socially phobic back then) and no other games, so I could devote my basically undivided (non-school) energies on learning and playing the game. I also had a longer attention span back then; my eyes glaze over pretty quick with this stuff now.

Anyway, the game's been sitting there since this past Saturday, waiting to be played. I know I liked playing the game nine years ago (It's been nine years?? --ed.), and it has so much atmosphere I'd like to make a serial replay of it for the blog, but...life is so short, you know?

I'm beginning to understand, I think, what may have made me buy Ancients as my second game at UT. Single 8.5x11" maps...Twenty counters a side...four pages of rules...

(It'd be about another year before I'd discover Settlers of Catan, and through that the wide world of Eurogames.)

Now, of course, I have a famous "sunk costs" problem. I've spent all this effort setting up EU--effort I'll never get back. Do I pack it all up again and put up another game--Memoir 44 should be arriving on Friday--or do I soldier on with EU, trying to get what I can out of the game I've spent all this time setting up (and which I still haven't re-grasped the rules of)? Packing the game up, after all, will take some serious time of its own.

Ahh, the minor difficulties of the solitaire gamer...

ENJOYING GAMES

I was thinking tonight about what it is about certain games that makes me like them. It seems that there are three reasons I might like a game and want to play it:

  • It stimulates me intellectually,
  • It stimulates my imagination (i.e., theme), or
  • It's socially stimulating.

(That's what we call an overuse of a bullet list.)

I should mention first off that when I say a game stimulates me intellectually but isn't much of a social game (or whatever), I mean that in relative terms. Take Zertz, for example. I classify that game as one that I get intellectual pleasure out of, but I don't think is much of a social exercise. Now, that doesn't mean that I don't enjoy the company of my opponent, but that Zertz isn't as much of a social activity as some games. (I don't think I'd get much disagreement with my assertion that Zertz doesn't have much of a theme to grab the imagination.) Likewise, just about every game has some kind of intellectual component (i.e., making choices), but a game like Apples to Apples is not in Zertz's league on that score--just as Zertz isn't the social activity that A2A is.

Wargames, for me, aren't that social, since I play virtually all my wargames solitaire (and largely by choice). I play those games to excite my imagination, make me think about what's going on on the board and create a narrative to go along with it. Games that have dense, tangible themes tend to score high with me on the "imagination" scale.

There are a few games that work on all those levels. Roborally is a good example. It's a good brain exercise, there's neat stuff playing out on the board, and the table talk that RR provides is top-notch. I picked up Gunslinger off eBay in the hopes that this game--which has some of the same features as RR--will provide a similar experience.

Some games work on two of the levels. Lord of the Rings (the Knizia-flavored version) has some pretty good theme going on--thanks in no small part to John Howe--and is a good social activity, but I find that most of the decisions to be made are pretty obvious. Puerto Rico is a good mental exercise with--I think--substantial theme, but the social interaction doesn't do much for me most of the time. Good social activity, good thinking, not much for the imagination--I think we're describing Bluff here nicely.

What I want to play generally depends on which of the above I'm most looking for at the moment, what games best fill that need, and--of course--what everyone else wants to do. I'll sit around and play Apples to Apples as long as you like if it's the right crowd and I'm in the mood to sit around and talk and laugh without undue mental strain. Usually I'm not in that mood, but it's happened more than once. Most miniatures games are good for table talk (not to say trash-talking) and dear God there's nothing to match a table full of great terrain and figures for atmosphere, but most miniatures rules (that I'll actually play, that is) don't have the intricacies of, say, Go or (for a different kind of intricacy) most of the more complicated board wargames that have come out recently.

Since I'm looking for so many different things from games, I suppose that's partly why my collection has ballooned like it has. (The other part being a singular weakness of will.) I want to be able, given virtually any situation and personal feeling, to run my finger along the shelves (or rummage through the boxes in the basement, whatever) and find exactly what I was looking for. Thunder at Cassino! That's it! It's a hopeless dream, I fear, but there you have it.

Monday, June 21, 2004

THE SWEET SCIENCE (WARNING! SPORTS (OR AT LEAST BOXING) CONTENT!)

I don't play too many computer games. The tide has turned somewhat against me in that forum; I don't really like most real-time strategy games or first-person shooters, and that's most of the market right there. I wanted to like the latest Sim City, I mean really wanted to, but I just couldn't. Back to Sim City 2000...

There have only been a few games that have grabbed merecently: Tropico, Baseball Mogul, Escape Velocity, and now Universal Boxing Manager. In UBS, you play a--wait for it--boxing manager. You choose your initial age--which dictates how long a career you have and how many boxers and how much money you start with. You then spend a fixed number of points on your attributes. How lucky are you? Charismatic? How good a trainer? How good a negotiator? That sort of thing. You also pick your name and nationality.

I, for instance, am Ljubomir Ilic, known in his own boxing prime as "The Croatian Sensation" but after a bad knee injury he retired at 30 to become a manager. He and his rag-tag army of Eastern European boxers travel the globe, doing their darnedest to cash in on the Klitschko craze. Under his guidance--Ilic is one of the better trainers and motivators in the sport--the Light Heavyweight rankings for the first time ever are crowned by a Pole and a Slovak. He recently had to let one of his charges go--the little flyweight runt with but ten wins in thirty fights wanted a bigger cut of th gate, so the heck with him. Ilic is highly sought-after by young European boxers, but his latest addition is Piet Randsma, a 19-year-old heavyweight from South Africa Ilic discovered when Krajniewski was fighting in Sun City. The "Slugging Springbok" is a diamond in the rough--hits good, moves good, but is completely insane, and thus tends to drive away sponsors and there's no telling what'll happen when he gets in the ring.

OK, so most of that flavor text is my invention. You do have to recruit and train boxers, negotiate contracts and arrange fights, find sponsors, hire doctors and rent training space/equipment...it's quite detailed. You also have to use your charisma to pump up the morale of the troops. When it comes time to fight, you can either leave it to your ring boss (i.e., the computer), or you can take a more active role. You don't actually control the fight yourself, but you do set the round-by-round instructions to your fighter. You also have to decide how much to berate your boxer and how much to sponge him down. (The former makes him fight harder, the latter gives him more stamina for the coming round.) And, indeed, each boxer has a personality that affects sponsorship deals and how well he fights.

When Ilic is managing the fight, he tends to weigh all the various strategies up--This guy's slow and old but his right arm's still good, so dance around for a round or two and wait for him to sweat it off--but always decides on the same thing: CHARGE! Hit 'im! Hit 'im! Quit dancing, dammit, and hit 'im! (I'd probably be better off if I left more of this to the computer.)

It isn't a perfect program. The "3D" graphics are pretty cheesy, for one thing. There's no real way to change the difficulty level; I suspect that this one may be a touch too easy--but for a diversion with atmosphere, it's good stuff. The game gets a lot easier once you manage to recruit a heavyweight or light-heavyweight--they attract much bigger purses and sponsors. Once I convinced my first Polish heavyweight to join my staff, I got a sponsorship deal that was twice my current wealth.

Friday, June 18, 2004

BATTLELINES

Part two of the card wargame series is going to be WW2...I was going to include Battlelines. I cracked it open, got it set up...and after about a third of the first player turn I packed it up. This has to be the worst rulebook I have ever seen. Almost completely impenetrable. I taught myself Empires in Arms. I taught myself Europa Universalis with its ill-translated and immense rulebook. The only other game that has ever lost me at the rules-reading stage was Norsemen, and my suspicion is that Battlelines is a significantly simpler game.

Battlelines has a 30-odd page rulebook (granted, each page is only 5.5"x8.5" with generous margins), which I have read four times and I still don't know how stacks of formations move and fight, how infiltration really works--or, hell, who draws what card when for what reason. And that's a big deal when all there is is cards.

This should be a pretty good game. The component quality is notso-hotso (v. cheap cards), but it seems almost infinitely replayable, has some neat ideas under here, and covers an interesting topic at an interesting scale (I got the streets of Stalingrad set, and it's at the regimental level (ish)). I just have the suspicion that everyone who plays this game either learned it from the designer at a convention, or learned it from someone who went to the con and learned it from the designer. Until that level reaches me, this one's back on the shelf. Well...I'll probably bring it down again, to see if I'm any brighter next time.

What's heartening is that everyone who's eventually learned the rules seems to like it.

CARD WARGAMES, PART ONE

Taxonomizing games is always a tricky business, but in the world of wargames there's one bifurcation that seems to loom above all others: games that use counters and hexes, and games that don't.

The former are, essentially, "normal" wargames. They feature a map overlaid with a hexagonal grid upon which are placed little square pieces of cardboard. Hundred, perhaps thousands, of games have been produced with these two major features, and range in complexity from quite low (say, Blitzkrieg) to exceedingly complicated (Campaign for North Africa, anyone?). There's an enormous amount of variation below the surface in this genre, and designers have never tired of it.

Well, a few have tired of it. Ever since hex-and-counter games emerged as the standard, there have been folks around trying to poke holes in it, or finding design problems that could be best solved with other mechanics. Some games (like the Great Battles of History series) have extra-large counters that span two hexes. Some games (like the Eagles of the Empire series) use areas instead of hexes. Finally a few, and in increasing numbers, have stopped using boards at all, and also use virtually no counters--the card-based wargames.

I seem to be accumulating more and more of these kinds of games. They tend to be more "Euro" than their traditional counterparts, and I think they appeal to me also because they are more original--again, because they're so different from boardgames. There's a whole different set of problems you have to solve. Board wargames generally are all variations on a theme--which is good, but there's something to be said for a different approach from time to time.

This is going to be a shortish series of posts where I look at card wargames. Each one will focus on games on a particular period or theme--this first one is on the Civil War. It's not meant to be all-inclusive; the brief vogue for historical CCGs will be passed over for the simple reason that I have none of them.

So, first off--the Civil War at the strategic level, with Blue vs. Gray and Battle Cry of Freedom.

Shortly after I began writing this blog, I put up a replay of a solitaire campaign of Blue vs. Gray (BvG), which will give you a pretty good idea of how the game works. I'll pass over it lightly here. It covers the Civil War east(ish) of the Mississippi at a fairly abstract level. There is a map, which is created by cardplay. Each side has its own deck, with (at least) one card for each sector of the map. The Union's map cards are favorable to the Union, the CSA's to the Confederacy (natcherly).

One has armies in the game, but their location is deliberately vague. Each turn represents a campaign season, and units can strike anywhere their logistical tether allows. Each theater (Eastern and Western) can have one or more armies in it, which are created by subordinating units to leaders, and those leaders (usually) to other leaders. Thus Grant, say, can command the Army of the Potomac composed of several smaller "armies" commanded by other generals, each of whom has several corps under his direct command. Combat is a mere matter of die-rolling.

BvG's strength is in how richly detailed the strategic situation is. You can see who's commanding who, where they are on the map for a given campaign, and who's taking casualties. The political angle of the game is more abstract, represented by playing map cards (which determine, say, which side Kentucky comes in on) and, to a lesser extent, by the play of "Enigma" cards, which focus moslty on non-military events. Not strictly game-related, the flavor text on the cards is outstanding. You learn a great deal about the generals and units of the war just reading the cards.

The game is weakest in its depiction of combat, which is kind of anticlimactic. There is also not a great deal of detail on the political and social side of things, which is kind of a shame (but no different from basically every wargame out there).

Battle Cry of Freedom (BCoF) is interesting in how similar to and different from BvG it is. Both games split one's army into Western and Eastern theaters, focus almost exclusively on the war east of the Mississippi (if you want a game that gives you the war in Texas, Oklahoma, and New Mexico, you want--nay, need--The Civil War from Victory Games, which generally goes for about ten bucks or so on eBay), and feature enormous, difficult-to-shuffle separate decks for the USA and CSA.

The presentation, though, is quite different. In BCoF, there is no map at all. Each turn will see one or two battles, at most one in each theater of the war. The battles are represented by cards, and are chosen by the Union player (one is limited, sadly, to historical battles), and can be influenced to some degree by the Confederate player. Each theater has at most four generals, each with a rank (one to three stars). Each card in your hand has three possible uses. Some of the uses are as Battle Cards, and each has a rank attached to it--thus, a three-star general can bring any battle card into play, while a one-star general can only bring in one-star cards (which are, of course, much weaker). A battle card will generally be called something like "Edward Johnson's Division enfilades enemy left flank," and then give the card's Combat Value. The idea is to have a higher CV than the other guy at the end of the battle. Some cards increase your CV, others decrease the other guy's. Each general can only bring out one card.

The result is that battles have a little more narrative color to them. The drawback, of course, is that battles take a whole lot longer to resolve themselves. At the end of a battle, both sides have their "Command Points" adjusted.

Command Points (CPs) are a clever way to abstract a whole host of logistic, morale, and political issues into one game mechanic. CPs are gained and lost by combat and by card play (there are two Resource Phases in a turn, where one can play cards to affect your and your opponent's CP totals). At the beginning of a turn, you "spend" CPs in one of three places: the two theaters of war, and in a discretionary pool. At the beginning of a battle, you draw a number of cards equal to the CPs you have in that theater (plus whatever you spend from the discretionary pool). Thus, if you think a battle's going to rage in the east, you spend extra points there, giving you a better logistical tail to fight the coming battle.

BCoF is very good at giving a fuller picture of the not-directly-military aspects of the war, and gives a better idea than BvG of what's going on in a particular battle (and, furthermore, makes tactical combat affect the rest of the game more directly--if you play a card as a Battle Card, you lose the ability to play that card as, say, a Resource Card or whatever other effect it has). I also like the elegance of CPs, and how they tie together a great many different facets of the war effort.

What I don't like is how I don't have a real firm grasp of what's in the armies and where they are. In BvG, I had a whole Order of Battle there before me, and I knew who was commanding what. In BCoF, right now for the Union all I know is that I have McPherson, Halleck, and Buell in the West, facing Leonidas Polk and AS Johnston. It just doesn't seem right. In the East, I have Meade and McClellan...who's commanding whom here? It also troubles me that McPherson, Halleck, and McClellan are all interchangable--they're all two-star generals, one as good as the other.

I would probably call BCoF's mechanics more "Euro" in feel than BvG's. In BCoF, each card (other than the generals) has multiple effects, and you have to choose between them. In BvG, each card has one use--it's a unit, or a general, or a map piece, or a particular special event. What keeps BCoF from being a truly great "Euro" type game is its length--this is a game for a long evening, with combat going several rounds and a many-step sequence of play.

If I could only recommend one, I'd go with BvG, but the two do complement each other. It's kind of like having two books on the Civil War. One is short and exceedingly well-written stylewise, but tends to over-focus on the military side of things (but gives you plenty of good stories). The other has a more well-rounded approach and has a more orignal thesis, but tends to clunk around sometimes and makes an excellent doorstop. It's illuminating, I think, that BvG was designed by a lifelong game junkie, while BCoF was a labor of love by a history professor who writes about the homefront's approach to the Civil War. (What's odd, though, is that BCoF's designer, Prof. David Smith, writes about Texas in the Civil War but doesn't put Texas in the game.)

I'm glad I have both games, but I think BvG will get the more play as time wears on.

Thursday, June 17, 2004

FLAMES OF WAR REVISITED

So, after much internal debate, I've decided to go "normal" for once and get a US Rifle Company. The one I've dreamed up has a company HQ beefed up by two bazooka teams, and three rifle platoons as the core of the company. Supporting are a weapons platoon, a mortar platoon, and a heavy MG platoon--and, as a kind of mobile reserve, a platoon of five M5A1 Stuarts. That left me with 1450 points, and I spent the last 50 on Sporadic air support.

This isn't a SuperDuperAmazing army, I don't think, but it has a lot going for it. I think this company will be hard to dislodge, for one thing, with all the weapons support. The tanks aren't so great, but they're fast and can bring some close support to bear anywhere on the battlefield. Anti-tank is provided chiefly at bazooka-point. The great thing about those mortars is that their range can cover whole swathes of territory...

Next step: Buying some figs.

Wednesday, June 16, 2004

ONE FOR THE COMMONPLACE BOOK

"I believe poets read poetry differently than non-poets do. When some readers talk, I am amazed by the appetite for paraphrase. When critics talk, I am just as amazed by how completely they hear poetry as a function of culture (another sort of paraphrase). But when I hear poets, I hear the enchantment of the work. Their ideas about a poem are always borne by some conception of intimacy or distance of voice, rigor or looseness of attitude, delicacy or directness of treatment. Above all, poets always seem to listen, even as they compose, to the voice of that something that decides the rightness of their designs.

"In this guide, I attempt to reintroduce into the discourse about poetry some awareness of these promptings that motivate the writing of poems. I would like to counter the claims of culture and paraphrase by pointing to the call of a more impersonal task--that of overhearing music that is not yet made."

--Mary Kinzie, introduction to A Poet's Guide to Poetry
An interesting book. It's an attempt to guide one's reading of poetry by awakening one to the craft of poetry--and thus to see a poem as a work of craft more than a message delivered in verse ("paraphrase") or an artifact separate from notions of skill or aesthetics, which again happens to be in verse ("culture"). One both reads and writes a great deal of poetry if you take the book seriously, and the two really do mutually support each other.

It's good to expose oneself to a great many artistic skills, even if one does not become expert in them--my experience as a photographer (which is not great, even with a far better camera than my poor VGA-quality digital) really helped me appreciate the art of photography, which I was never really able to grasp beforehand. Now, when I look at a great photographer's work, I can see all the decisions that were made, from finding the subject, to composing the frame, to setting the camera, to developing the print. (Of course, I'm no Aaron Siskind, so I probably wouldn't have made those discoveries myself, but I can appreciate them as expert craftsmanship.) It lets you see beyond the subject to the art, as it were.

Monday, June 14, 2004

FLAMES OF WAR

Dan's comment to my earlier post--which included a link to his fine early war French infantry company--reminded me that I need to get my rear in gear and get some minis painted.

When I get into miniatures, I always go after the really obscure armies. For De Bellis Antiquitatis (DBA to insiders), my first army was Skanderbeg Albanians. Granted, it's an army that sucks and blows, but still: Albanians. This was the Old DBA list, which meant that I got some billmen as a Blades unit, which I painted in fun but ahistorical Albanian heraldic colors.

So, for Flames of War, I want an obscure, preferably hideous and yet still underrated army. The French seemed like a natural; they have fine equipment, they were just horribly (horribly) led in real life, and hampered by a misunderstanding about the nature of tank warfare. Anyway, I wanted some French tanks, particularly the massive Char B1. Two! Two! Two guns for the price of one!

The trouble is that it's hard as hell to get the minis together for a coherent FOW force. The tanks are easy enough, but I'm having trouble finding Fusilier platoons--not quite machinegunners, not quite infantry, which are the two ways you can buy French infantry from Battlefront (they who make Flames of War), and I'm not 100% sure what's in a Fusilier platoon to cobble something together from other sources.

So that's on hold. I want to bring something to Millennium 7 this November for an Austin pilgrimage (assuming I haven't moved somewhere nearby for good by then--any of you Austinites need a textbook manager?), and I want it to be...somehow appropriate. Italians? Those are some ugly tanks--just look at all those rivets!

Wait...something just dawned on me...1937/8 Czechs.

Could this work? Will have to research further...

(Did I just say that I overlooked the French because getting minis was too difficult? Naahhh...)

(Edited June 16 for style issues...)

Sunday, June 13, 2004

ON THE BLOCK

I went to my first game auction today. The big local game store chain (called The Fantasy Shop) has an auction about every quarter; customers bring in games to sell, and whatever they bring the seller gets as store credit. The owner of the Fantasy Shop handles the actual auctioneering (and payment issues), and I must say he does a fine job.

I had never been to one before; dunno why. I wish, now, that I had been going--the whole experience reminded me that St. Louis doesn't have a whole lot of boardgamers in it...

The auction goes on over three days; boardgames are on day two, along with non-fantasy RPGs, CCGs, miniatures, and suchlike (i.e., nothing having to do with Warhammer or fantasy RPGs, which are the other two days). As near as I could tell most people there came for the RPGs. The auction began just a few minutes late, auctioning off a (cough) classic, Tenjo. Fifteen bucks! Another game comes up: Gettysburg 1863, which has one of the uglier maps I've seen in some time (that picture really doesn't do it justice), went for twenty bucks. I wasn't sure what this meant; these are not either very good or collectible, so either the game market was going to be wildly overvalued or else the gamers in attendance did not, in my humble opinion, have any kind of taste whatsoever. I was willing to bid five for Gettysburg and...I dunno, I might have bought Tenjo if it had a gold bar in it or something.

Luckily, those two games seemed to suck some of the money out of the small boardgamer contingent. I had myself on a pretty strict $75 limit so as to keep from going totally crazy. That may not have been the wisest course--it meant watching the old SPI War of the Ring quad go for $32 and a bundle of AH's Civ, Advanced Civ, and the Civ extras go for $58, and I'm pretty sure I could have gotten all that back on eBay--but it kept my mojo in check.

One of the more visually impressive lots was for nineteen thousand Magic: The Gathering cards. $52. Is the MtG craze over? Yes. Yes it is. One seller had an interesting hobby: Apparently his dream was to own some of every single damned CCG ever made. Lot after lot after lot of about three starters worth of...anything. Just anything. I can't remember it all. Good CCGs, bad CCGs, obscure CCGs the owner of the store had never heard of...it was all there, selling for a dollar or two apiece, usually. I thought about getting a few just for the plastic card boxes he used, and teach myself how to make playing-card castles with the cards.

It was interesting to see a three-sided bidding war open up over a dinged-up copy of Luftwaffe.

Right. So what did I get? And did I stay under my limit? I'm pleased to say that I did safely stay under $75, spending only $63, total, on the following:

  1. 1830 for $20. And the hexes aren't even punched out! Oddly, though, the stocks and counters are. Very strange. I just couldn't let this go to somebody for $15; this may be headed for eBay if it's complete.
  2. Next I got a lot of three Strategy and Tactics magazines for $6. Any game's worth two bucks*. I got Conquistador, Breitenfeld, and The Punic Wars. All unpunched!
  3. Then came another lot of S&Ts, six for five bucks. Any game's worth eighty-three cents*. Oil War and The East is Red were punched; Revolt in the East, World War 1, Kharkov and Kaiser's Battle are unpunched. Kharkov is, for me, the one that justifies this lot. Some of these may be eBay-bound as well.
  4. My next purchase was Battle Cry of Freedom, an oddly overlooked game from Decision a year ago. Everyone who's played this game says it complements Blue vs Gray nicely--and since BvG is one of my very favorite games ever, this was a no brainer at $12, or as I like to say "three dollars less than Tenjo."
  5. Finally, Silverton. I think this was owned by the same guy who had 1830--the stickers have been affixed to the little thingies, but the cards are still sealed and everything. How do you decide you hate a game after just assembling half of it? Anyway: $20, or as I like to say "$25 less than what it was going for in the store fifteen feet away."

A good haul, methinks. I bought enough to earn a 30% off coupon to the Fantasy Shop too, which is always a good thing. And I must say having a game auction seems like a good way for a game store to drum up some PR for itself--there must have been fifty-sixty people in there, all psyched about games of one form or another. A fun atmosphere.

Regrets: I still feel the pangs from not getting the Civ bundle and War of the Ring. I'm also trying to get together an miniatures army for Flames of War, and a bunch of pre-based unpainted minis (for Soviet tanks and British and US infantry) went for far less than the blisters would have cost. I was sitting next to a guy who just put up his paddle and held it there, though, so in that case I was fighting someone who really, really wanted them. Eh. I'm doing a French army anwyay...

*Except Tenjo. Unless it has that gold bar in it.

Saturday, June 12, 2004

ON THE NIGHTSTAND (WARNING! BASEBALL CONTENT!)

The home team got pounded like cheap veal tonight by the Texas Rangers, so I spent most of my baseball energies reading the latest effort from Rob Neyer and Bill James, The Neyer/James Guide to Pitchers (featuring a picture of Nolan Ryan on the cover where he looks exactly like John Cleese. At least to me).

I love pitching. Love watching pitching, trying my hand at pitching, reading about pitching. It's my favorite part of the game--all about upsetting timing, deception, and both grace and pure power. This book is one of the greater celebrations of the art.

The book has three big sections. The first is "Pitches," and details the history and nature of all the various pitches that have been tried over the years. Defining pitches can be tricky--"Knuckle curve," for instance, has been used to name all kinds of different pitches. This is the section that sorts it all out. There's a chapter, too, for each of the major pitches, and who the best owners of each have been. Best curveball? Sandy Koufax. Best slider? Steve Carlton. Best spitball? Ed Walsh. For the fastball, it's split into half-decades. Currently it's Billy Wagner, which should come as no surprise.

Part two is "Pitchers," which begins with longish biographical essays on lesser-known, but still important and interesting, pitchers over the years: Tommy Bond (the first "real" pitcher, perhaps?), Eddie Rommel (one of the better early knuckleballers), and a few others. Then comes the heart of the book: The Pitcher Census. It covers basically any pitcher you can think of (i.e., had a significant career), and gives what pitches they used, in order of their efficacy. Mark Clark, in case you were wondering, relied on his slider and sinking fastball, mixing in a forkball and a changeup. Truman Clevenger was cited by the Sporting News as having "one of the best fastballs in the league." Did it save him from oblivion? No. Russ Ford is interesting; his best pitches were the emery ball and the spitter, and every once in a while (to keep the batter honest, I guess) he'd mix in a fastball or a knuckleball. Russ Ford, in fact, invented the emery ball in the early part of the century. As near as I can tell, all but three of the pitchers in here played in the major leagues (variously defined as we go back into the 19th century) or Negro Leagues; there are no Japanese or Korean League pitchers, but there are still three (or more?) outliers. (Discover those at your own pace if you get the book.) Best of all, most entries have one or more quotes from the pitcher or other references about the nature of the pitches used. Pure heroin for the pitching junkie. My favorite so far is Bob Gibson's list of his pitches: "Two different fastballs, two sliders, a curve, a change-up, knockdown, brushback, and hit-batsman." One wonders what Tim McCarver used for signs.

After the census comes a list of all the knuckleballers and sidewinders/underhand pitchers in baseball history. Longtime Rob Neyer readers will remember that he has a healthy love of knuckleballs and other weird deliveries; this fascination is indulged in in this book.

The third part is "Pitchng." Here's the harder analytical stuff to go along with the historical parts in the first two (much, much larger) sections. First comes some give-and-take with the Baseball Prospectus people about pitcher durability. I'm never sure what to make of these studies, so I'll let them be for the moment. Then comes a fascinating little toy that Bill James invented to predict how Cy Young Award balloting will go. Bill James loves these stats; he has several to predict Hall of Fame voting and suchlike. They're not serious stats--they don't really measure skill necessarily--but they're great fun, and the Cy Young toy works extremely well unless, like last season, there's some real out-there relief performance. Next comes "Lucky Bastards," detailing the luckiest and unluckiest pitchers in history. The unluckiest was a certain Buster Brown in 1910, who went 9-23 despite a 2.67 ERA--compared to a league average ERA of 3.02! With that kind of ERA in that kind of league, one could reasonably expect to win about 19 games (in that era of getting a decision in most of one's games).

Finally comes "Unique Records" and "Pitching Codes," which are just odd. Did You Know that in 2002, Randy Johnson put up the first 24-5 record in Major League history? I didn't either, and I promptly forgot it. Pitching Codes are an attempt to create a code for a pitcher (if you can believe it!) that shows in shorthand what kind of pitches he throws. I suppose this could be useful to have in a stats encyclopedia, but the method suggested is anything but intuitive...

I've been picking up and reading this book from a random spot for about a week now, and I learn something new every day. For years--well into the fifties--it was believed that one could not affect one's fastball delivery; you just were a sinking fastball pitcher, or a rising fastball pitcher, or whatever. There was no clue that one could learn a new fastball. Also: The screwball. Most dangerous pitch ever--Carl Hubbell's arm was permanently disfigured from throwing screwballs. Presumably this is why the circle change was invented--same kind of movement, minus the hideous injuries and shortened careers.

Despite being written by two of the foremost Sabrmetricians of our age, the book relies on stats that any casual fan would recognize--wins, ERA, strikeouts--to the extent it uses stats at all, which is minimally. This is really a history book, and an almanac of how pitchers have been plying their trade over the past 150 years or so. There's some dross in the book, but this is a great pick-up for any fan of baseball and its moundmen.

MORE ON WINGS OF WAR

OK! So, it appears that my "turnless" variation I mentioned earlier--the one where, instead of putting down three cards at the beginning of every turn, you play a new card at the end of every phase--is essentially the way it's going to be for the WWII version (but with two cards in the queue, not three), and has been tested by the designer and found to work well for the WWI version.

So I say play that way.

Friday, June 11, 2004

I KNEW IT

Mere days after I ordered Pitchcar, Funagain is having a sale on it. Figures. I bought the extension, of course...

ON THE TABLE: WINGS OF WAR

A few weeks ago, a drunk driver careening down the road at close to 100 mph crashed through the front door of my favorite game store in town--and then continued to careen through the store, not stopping until it hit the far wall--taking out, in the process, a good healthy bit of the store, as you might imagine, between the crash, the fluid spills, and the fire (nobody was hurt, at least). I drove by today, and lo and behold they managed to get it open a little bit--I was let in the side entrance and taken on a little tour of the damage. Four weeks of repair have left the store still a mess, but at least somewhat servicable.

I did my bit, and bought some games--and they're going to have to sell a lot of games to take care of the huge rebuilding loan they took out. (Well, it's huge for a small retail business, anyway.) The games I got were Ottomans: Rise of the Turkish Empire, the latest Strategy and Tactics issue, Autumn Mist, a wargame on the Bulge by one of my favorite designers, Brian Train, and finally Wings of War: Famous Aces.

I had discussed Wings of War when I first downloaded and read the rulebook. It just didn't seem right then, that a lot of stuff was missing from it. I did buy it, though, and not just out of a sense of charity--it really did sound like a good base system, and a few house rules--and possibly house planes--should set it right. I'm glad I did end up buying it.

The basic idea is this: It's a miniatures game using cards. Each turn consists of three phases--a planning phase, a movement phase, and a firing phase. At the beginning of the turn you choose three cards to play for that turn and put them in order. Then you reveal and resolve the top card for each plane, fire if you can; do the second card, fire, and so on. Each plane has an arrow on the back and a blue line on the front, each movement card has a long blue line with an arrow on the end. You put the movement card next to the top of the plane card so that the blue lines match up; you then pick up the plane card and put the arrow on the movement arrow's arrow. It's neat, very elegant.

Firing is done by drawing from a Damage Deck keyed to the guns of the firing plane. You only get an "A" Damage Deck in the first box, which is annoying since there are planes in here that use the B deck--we are urged to remain patient and wait for the next installment. "Bah," I say to that. (There's a workaround, though.) Each plane has a firing cone, and if you're in range you can fire. (Example here.) Each kind of plane, theoretically, can have a different maneuver deck and thus allows different kinds of maneuvers. Most, though, are pretty similar--some have farther-going arrows, some have some tighter turns, that sort of thing.

Damage is also pretty neat. Damage Cards have a number (from 0 to 5) showing how many points of damage have been done to your plane (planes can take 15 points or so of damage, typically). Then, below that number, there's often a symbol showing some special event--the firer's guns can jam, the engine can catch fire, and so on (in the picture I linked to, that card does two points of damage and jams the rudder for a turn--you can't turn left for three movement phases).

Right out of the box, it's an excellent game. It's not an excellent simulation. It's tense, there are decisions to be made, it's reasonably quick-playing, and the rules can be internalized in no time. The problem is that there's a lot missing--altitude, most notably.

Of course, this game has spawned a number of house rules, and I recommend looking at them. The designer, even, has some of his own--which leads me to wonder why these rules aren't in the box. There are also some simple rules for altitude and other stuff. I'm not thrilled with the altitude rule there, though; I have some ideas of my own, but this is for the Game Project Pile.

I do have a couple of rules I'd add, though. Most WWI planes couldn't take much in the way of lateral G forces, so moving from turning right to turning left (or vice-versa, of course) wasn't the clean operation it would be later. Thus, if you play a card that turns you a certain direction (in the sample again, you'll note the arrow next to the letter--thus, this card counts as a "left"), you have to go straight or stall before you can play a card for the other direction.

A house rule I thought of that also might work is another one I suggested in my first post: Doing away with turns, and just have rolling phases. After firing, you pick a card to play three phases later.

My biggest gripe with the game--again--is that it has far too little variety in the aerodrome. I suppose there will eventually be "house planes" to go with "house rules," but still. I'll probably buy the next box, but not retail. The cost, by the way, might be reduced by doing away with the "game boards"--I'm not sure they add terribly much to the game, either in looks or utility. Might be wrong, though.

Players who really like WWI air combat and aren't afraid to tinker with the rules should buy this one--it's a quick, simple game with great art and a real period feel. A little work and polish and this could be a really good one. For those who aren't...play a friend's copy. It's still a good game with some neat ideas in it, but I'm not sure there's enough inside to justify the purchase to someone who isn't a WWI air nut looking for a fixer-upper. (Again, though, one doesn't need the house rules to make this a good game--just to improve the historical verisimilitude of it.)

EDITED on June 12, to fix some spelling/grammar issues and to include the forgotten Third Phase (really the First Phase) in my description of the game. D'oh! Thanks to Russ...and who knows what's still in there...

Thursday, June 10, 2004

COMICS AS ART, PART II

...not that I totally expected to have a part two, but there you have it. Please refer to Russ's comments to the earlier Krazy Kat post...

This would probably be a good time to explore what I perceive to be a major difference in how people approach almost any cultural artifact, be it a novel, a sculpture, or a Sunday comic panel: The "entusiastic" approach, and the "academic" approach. There are many other possible approaches, but I think contrasting these might be illuminating. With any luck, I won't contradict myself any here.

I'll note, first off, that anyone can take these two approaches, and at different times. Having a PhD does not make one an academic, nor does it preclude being an enthusiast. Likewise, one can take an academic tack to something without being themselves a degreed scholar in the field--or one can, and not be enthusiastic about the subject. (We'll not discuss those who take neither approach...)

I'll take history as a first example. There are history buffs in their tens of thousands out there--in the US, the Civil War is a popular choice. These buffs know an extraordinary amount about the Civil War--when the battles were fought, who the generals were, what the soldiers wore (this is especially true of the reenactor hobbyists), and are in a great many ways walking encyclopedias of facts and figures relating to the war. The medieval period is also popular--I'm thinking here especially of the Society for Creative Anachronism. SCAers come in various types, but generally they all put in a greater or lesser amount of effort into learning all they can about the medieval and early renaissance periods, particularly in the fields of food, dancing, weaponry, and costume. There are dozens of magazines out there on this sort of thing available in almost any bookstore.

Then there are the people like me. I don't have a PhD or anything, but my approach to medieval history is of a pretty different kind. When I study the medieval period, I tend to be more "academic"--my particular area is medieval economic history, especially how legal and social institutions interact with private economic activity. I have a thesis that the commercial revolution of the high middle ages took place largely as a result of the increased de facto homogenization and rationalization of institutions that protected consumers and traders.

The difference is not that I put more time or effort into the subject, or that I'm more focused on minutiae (as anyone who has listened to John Howe declaim on armor rivets can attest). The "academic" approach to a subject asks different questions of its subject. Not "smarter" questions--it takes as much research ability to research medieval costume and armor as it does to research medieval law codes--but different ones. (Modern) Academic historians are interested in institutions, cultural phenomena, and other "soft factors" of history, rather than the "hard factors" of what battles happened when, and what guns they used.

The trouble is that the academic approach is designed largely to appeal to other academics. I've spent a great deal of money accumulating medieval economic and legal history books, since they cost so much--such small print runs!

In literature, the questions are also different. An "entusiastic" approach to a book asks questions like "Is it good? Why is it good, or not?" while, increasingly, academic questions shy away from any kind of aesthetic or authorial-intent issues to focus on either subtle linguistic issues in the text or social themes directly or indirectly illuminated by the text. Qualities of the text themselves are entirely irrelevant to Serious Academic Study, and meaning--in a poststructuralist and postmodern universe--can be twisted like a balloon animal to fit almost any form.

I believe that if comics are Taken Seriously, it will be in the academic sense, and that this kind of approach to comics will mar the form. Comics for years have been embraced enthusiastically--in many senses of the term--to no obvious harm, and I think this lack of academic importance has been part of what maintains their vitality. An "academic"-minded audience is quite different from an "enthusiastic" audience (even if, again, they're the same people), and I think much of what makes comics great and loved by millions could be threatened.

Another worry is that comics could be irrevocably broken in two across a great chasm: High Art and Low Art comics. I don't think this is the case now, exactly. On the comics page, the current favorite candidate for King of the Art Comics--Mutts--appears on the same page as Dilbert (well, not literally so in St. Louis, but anyway), and nobody has a problem with this. Every comic is on the same Brow Level--nothing so high- or lowbrow that they don't sit well together. In most arts, this isn't the case. High literature and low literature, high art and low art (as Calvin reminded us), Art music (i.e., classical, some jazz) and "popular" music (everything else). Each is self-contained, and is judged within its peers. We've lost a sense of unity of literature and art and music. It's hard for most people to conceive of comparing Ludwig van Beethoven to Camper van Beethoven--leaving aside what the result will be--because we're taught that one is Serious, and one is Not.

I don't want two things:

  1. Comics becoming a mine for a kind investigation that robs them of (or at any rate marginalizes) their humor (assuming it's there) and magic
  2. Comics being separated into elite and non-elite forms

I'm sure that Fantagraphics agrees with me on number one there; I have my doubts about number two sometimes but we'll leave that be for the moment. I'm sure that the Comics Should Be Art crowd believes sincerely that being taken academically seriously would not have the problems I've listed above, and I quite firmly believe the opposite. I think it's the natural course of things. "Comics Journal" is a fine thing, although I may think that the basic editorial outlook is misguided.

I believe that, with a few exceptions, cartoonists create for an audience of cartoon and comic enthusiasts--people who read, and enjoy, comics at a fairly viscereal level. If the audience beigins to look at comics with the more "critical theory" eye of the academic, then I think comics will inevetably change, with some "serious" comics being produced for this more...whatever audience, and some either actively spurning the academic audience or at any rate ignoring it, and being ignored in turn. Then the continent will begin to split... People certainly often like both classical and popular music, but there's a sense that the former is edifying, while the latter is merely entertaining. ("Merely"!)

I may be wrong. If comics ever do become a piece with literature and fine art, I hope I will be wrong.

I am quite pleased, by the way, that the eye of the academic has almost entirely passed over board games (Chess excepted)...having read what the Academy has emitted about baseball makes me shudder just thinking about it! I'll continue my focus on whether a game is fun, or interesting, or at least pretty, and leave the broader sociological implications in the dust.

Wednesday, June 09, 2004

GAME BOX AHOY

Today came the box containing the games I bought as a reward for my raise: Railroad Dice and Pitchcar. I haven't had much of a chance to play with them yet, but I'll say this: Railroad Dice looks way cool, and Pitchcar--after a few practice laps--is without question the finest contribution France has ever made to human civilization. Serious fun stuff.

A MUCH SHORTER POST, THIS ONE ABOUT SOLDIER EMPEROR

It could have been a good game, but it's not.

Will return to this topic later.

KRAZY KAT

I have, as I mentioned a post or two ago, been reading quite a bit of Krazy Kat lately. Fantagraphics, the same publisher who has begun putting out the complete run of Peanuts strips, has been doing the same for Krazy Kat (at least the Sunday pages) for some time now, and they're magnificent pieces of work. Each one has a cover designed by Chris Ware (U. Texas grad and cartoonist of Jimmy Corrigan and much else), an extensive article about George Herriman (the cartoonist behind Krazy Kat) and usually some extras. The latest edition (covering 1931-32) could stand some proofreading but, like all the others, is quite good--mostly because of the cartoons contained within.

There is one central theme to the Krazy Kat universe (aka Coconino County, Arizona)--a love triangle: Krazy Kat is in love with Ignatz Mouse (himself married with children), who loathes all cats and throws bricks at Krazy's head every single day with the grim determination of an obsessive-compulsive. (Krazy misinterprets these bricks as "love missiles" and emotionally relies on being hit with a brick.) Ignatz is generally arrested in the course of, or just after, committing this assault by Officer Pupp--himself in love with Krazy, Krazy being (almost!) entirely oblivious to this.

So, basically, a perfectly reasonable Krazy Kat strip consists of a mouse throwing a brick at a cat's head, and thereupon being put in jail by a dog. And, honestly, these three elements are present in most of the stips. Krazy Kat, though, manages to avoid being tedious and repetitious, and this is the genius of George Harriman.

First, there's the visual look of the cartoons. The lines are very bold, the shading excellent; Herriman is skilled at his craft, to be sure. Krazy, though, doesn't look an awful lot like a cat, and Officer Pupp sometimes has his weaknesses in drawing as well. They're so iconic, though, that this doesn't really matter. Where the drawings shine is in the background and how each frame is constructed. A famous aspect of Krazy Kat is how a scene can play out with no obvious movement--everyone standing in place listening to each other talk, for example--and in every frame, the background is different. To take an example, in the June 14, 1931 strip Officer Pupp is declaiming, to a mute but disbelieving audience of Krazy and Ignatz, all the great aspects of his character that make him the exemplary cop he is. In the first, he's leaning on a milepost with three mesas in the background. In the next, a single mesa in the far distance. In the third, a tree and a fence. Then he's standing right in front of a wall. Then a road with a very strange building in the background. And so on and so on. The effect breaks up what would be visual monotony in a static strip, and also each image presents a different "look" to the desert landscape of Coconino which builds depth to the whole "metaverse."

Then there is the supporting cast. Behind the three main characters is a rural desert county in Arizona populated by various anthropomorphic animals. There's Mrs. Kwakk-Wakk, the notorious gossip, and Kolin Kelly, purveyor of bricks. Joe Stork, the alcoholic baby-delivering/bootlegging stork who lives high on Enchanted Mesa. The Doormouse and Churchmouse--who each carry their titular objects around with them wherever they go. Bum Bill Bee, the...well...bee named "Bill" who's a bum, enigmatic and wise, carrying with him his honey pot.

All these characters (and Lord knows I left some out) have quite well-defined character, and combining them with the three main characters can lead to an almost infinite number of situations and opportunities for slapstick, verbal humor, Keystone Kops imitations, and much else. Nothing seems forced; everyone in the strip acts in accordance with their natures, and as a result the strip never seems forced, or reaching for a joke outside the boundaries established by the strip's history.

Finally, there's Herriman's gift of language. Krazy Kat famously speaks in a fractured dialect all Krazy's own--Krazy sings, in one strip, "Een nahl my drims, your fare face bims, you're the dollink awv my hott swee-daddoline." Krazy talks like that all the time; it can be hard to understand what Krazy's saying, sometimes, unless you read it aloud--and sometimes then it doesn't even work, and Krazy becomes impaled on the pointier parts of the English language itself. Then there's the narrator, who speaks as few comic narrators ever speak: "Ignatz, full of a cogent and cohesive sapience, unfolds to Krazy Kat certain mystifications of science, who accepts it all with an attitude of incredulity not wholly unmixed with doubt." That's just great stuff, intricate language played for laughs. (In that strip, Ignatz was showing Krazy how a radio worked.)

I get a lot out of reading Krazy Kat. A great many people do; it's attracted many notable fans over the years, like e e cummings, Jack Kerouac, and other literary and artistic lights. Herriman had a vast career, almost thirty years drawing Krazy Kat from 1915 to 1944. All this leads to a question: Does Krazy Kat transcend being a mere comic strip, and is itself High Art? Does it, in fact--along with other masters of the genre, perhaps--ennoble the entire comic strip and comic book medium to the status of Art?

Fantagraphics is determined to make the answer to both questions "Yes." This is a popular notion amongst afficionados of the genre; in a Calvin and Hobbes strip, Calvin points to a Roy Lichtenstein in a book (and pronounces it "high art"), and then a comic strip in the paper ("low art"), and the question is put to the reader how ridiculous this is. Then there's the Graphic Novel, and other "literary" forms of comics--most of Alan Moore's output, Dave Sim's Cerebus, Art Spiegelman's Maus, Marjane Satrapi's Persepolis, and much else over the last couple of decades.

There's a sense that, somehow, Krazy Kat is fundamentally different from Garfield, Cerebus fundamentally different from Spiderman. Somehow nobler, somehow on a higher cultural plane. Why can't comics be taken seriously? Why aren't comics treated as Art, and displayed in museums alongside the Lichtensteins they inspired?

I'm not sure. Probably there are several reasons, some good and some (more?) not-so-good. The real question is this: Should we--if I may speak for comic fans everywhere for a moment--really want this to happen?

Krazy Kat, being published by the vanguard publisher of the Comics as Art movement, is already perilously close to being Taken Seriously as Art (even before Fantagraphics stepped in). When something becomes Taken Seriously, you see, it stops being whatever it was and begins being a "simulacrum of reality."

There's a lot in Krazy Kat to make academic ("serious") critics all weak and drooly. Its heyday was during the interwar years and the depression, both eras pregnant with meaning for the modern critic--the Jazz Age, a theoretically more permissive society, and then the Depression, the comeuppance for...well, take your pick of perceived ills in early 20th century America. These are Big Times. Then there's Krazy Kat--one of the first (and only) sexually ambiguous characters in comic history. Krazy his/herself is not aware of her/his gender. So you have your sexual ambiguity, your potential for homoerotic subtext, transgressive sexuality lurking under the surface.

These are, of course, all important subjects. The thing is, Krazy Kat isn't these subjects, it's a glorious strip that appeared every day for thirty years and captured legions of fans with its funny drawings, witty wordplay, and beautiful cast and setting. This is individual genius, though, and the price of Being Taken Seriously is that one's work is swallowed whole by one's times, rather than standing amidst them. "How did Herriman do this? What were his skills? What can other users of words and images learn from him and these strips?" are not valid questions, really, in Serious Discourse.

Innocence and a sense of craft are lost when something enters a museum. When someone looks at a piece of modern art or reads a modern piece of literature--which, I remind the reader, a great many people want comics to be--one is trained to think first and foremost "What does this mean?" What comment is being made? What comment is implicit in the work, regardless of authorial or artistic intent (which is generally entirely irrelevant)? Anything subconcious going on here? (Answer: Yes, something subconcious is always going on here.) A writer, reading a book, thinks "Is this good? What makes it good? What can I take from this?" Such aesthetic considerations are becoming increasingly rare in academic criticism.

If comics are Taken Seriously, we are going to have to watch discussion of comics stop hinging on their humor or aesthetic qualities and begin seeing them as pregnant with meaning, artifacts of their times, separated from their original creator and given over to the tender mercies of comparative literature professors.

Then there's the whole nature of respect. Bill Watterson considered himself an artist who worked in a particular medium, and was never granted the kind of respect that is tendered to Serious Artists, the ones who have their stuff hanging in the museums. Instead, Calvin and Hobbes merely became icons, instantly recognizable, main characters in bestselling books that are still in print long after they left the comics pages, formative images for an entire generation. No, I repeat no, artist or author working in the same period approached that level. I'm not sure who the last artist is who had that kind of penetration into the zeitgeist--maybe Jackson Pollock, maybe not anyone since Monet, maybe not anyone.

There's a sense that the important is the enemy of the beautiful. I have read scores of journal articles about works of literature, and I felt like asking the author "Did you like this book? Should I read this book? Is this an important lesson imparted by the book, or...what? What did you gain by researching this, or should I gain by reading it?" In fact, they are of course not "books"--or poems, or plays, or dialogues, or take-out menus--but "texts," so as to not privilege one class of text over another. Some of these texts under study are bad, some are good, but all have become Important because of their very textness; Importance knows no qualities.

Speaking only for myself, I do not want comics and comic books to become Texts. I do not want Krazy Kat under the critical microscope as a metaphor for sexuality or the Jazz Age. I do not want Peanuts to be studied for its simulacra of suburbanization during the Cold War. If comics are to be studied, they should be studied for the cartoonist's craft, which is far easier to do with them under the control of amateurs and fellow-craftsmen, far from the rarefied level of Serious Appreciation.

Sunday, June 06, 2004

GOD I'M GOOD

A while back (if you hit that link, expect to have to reload), I prognosticated thusly about the International Gamers Awards winner for historical simulations:

Purely based on the buzz generated in non-traditional-wargame circles, I'd say that either Lock 'n' Load or Age of Napoleon has the inside track here. They have the advantage, as it were, of being produced by somewhat "nontraditional" wargame companies--LnL by a software company, AoN by Phalanx, a fascinating blend of eurogames and wargames.

And lo and behold, Lock 'n' Load won. Age of Napoleon finished well back in the pack, though. My two favorite games--Rise of the Roman Republic and Europe Engulfed--didn't get a single vote, which once again just goes to show that I should be the one in charge of these things. Ardennes '44 did extremely well; I have that one, I'll have to give it a whirl. LnL's a worthy winner, though; it's gathered a very significant following to itself, and its designer, Mark Walker, is definitely a fast-rising star in these circles.

UPDATES, FINALLY

I also just updated, after an enormous layoff, the "On the Nightstand" link to my Powells Virtual Bookshelf on the left there, if you want a fuller list of what I've been reading. It's Kraziness-heavy, as one might expect.

VARIA

Been a while since the last post...

Looking over my referral logs, I've found that of all the games I've ever discussed, Soldier Emperor is the one that brings in the most hits. So, in an effort to Give The Public What It Wants, I've decided to bring it off the shelf and give it a whirl. I'm certain that it will not unseat Empires in Arms as my favorite Napoleonic Wars game, but I'm on the lookout for a game that, well, is simpler and takes less time. I've bought a lot of Napoleonic Wars games over the years, and haven't had an enormous amount of luck yet. I'm almost looking for something like what Axis and Allies: D-Day is to Breakout: Normandy--not a classic take on the subject, but a game that can be set up, played, and broken down in an evening and has rules which one can virtually memorize in no time flat, and yet still provides a fair measure of historical feel to the table. I have a bad feeling that Soldier Emperor will not quite fit the bill, but we'll see. Longer review to follow later in the week, probably.

In Me News, I got a raise! A fair-sized one! I celebrated with, of course, a game order...further bulletins on that as events warrant.

I've been reading lately more than I've been playing games. Stalin: Court of the Red Tsar, by Simon Sebag Montefiore (one of the world's better names), has been a big hit. This book is partly a record of the Stalinist era, but mostly a record of the personal relationships between Stalin and his chief underlings--and how the two were interrelated. In the Inside World, Stalin and his clique were in almost constant contact with each other--living in the same part of the Kremlin or going on vacations in the same dachas. They, of course, played a vast role in the tragedy that took place outside the Kremlin walls and likewise outside events changed the makeup of the cliques--which in turn led to policy changes...rinse, repeat. Montefiore makes a point of describing the Stalinist circle in medieval terms--as the title suggests. Molotov, Voroshilov, Mikoyan, Khrushchev et al are often called boyars in a concious attempt to recall the early tsars (interestingly, Stalin himself looked up to Ivan the Terrible (Stalin called him "my teacher") and called his flunkies his "boyars"--so this is something that Stalin himself was aware of). Good stuff, very illuminating about the personalities of some of the 20th century's biggest criminals...

My other reading obsession has been Krazy Kat, a comic strip that deserves a fuller treatment than what I can give it here.

I'm not sure why it took me so long to buy REM's Reckoning album, but it did. I knew it was a good album, I knew it had a lot of songs on it I liked, but I never pulled the trigger until now, now that Borders is having a big sale on "Essentials of Rock" CDs. Some of them are dubiously lithic--Bonnie Raitt? Alanis Morissette?--but there's a lot of good stuff at 25% off. I also picked up Rain Dogs, which could also probably do to have its rock credentials examined. Tom Waits is awesome, but rock? Not exactly sure what I would suggest in its place; Punk Saloon Dirge? Quirky Songs About Deadbeats?

I like that one.

Wednesday, June 02, 2004

FOLLOW ALONG AT HOME

A few months ago my dad began dieting. It's a theoretically simple diet: Merely write down everything you eat and count the calories and whatnot. He has a very complicated Excel spreadsheet that is tied into the USDA's nutritional guidebook, which has thousands of items of food data in it. He types in what he eats, and what weight, and it checks the USDA list and computes his calorie intake. The mere act of cataloguing everything he eats has encouraged him to eat less and--lo and behold--to lose weight.

In a similar vein, I've decided to chronicle on Boardgamegeek every singe one of my purchases. This is in part a celebration of my game geekitude, a plug for the blog, and a money-saving effort congruous to my father's weight-loss plan. It's in the form of a Geeklist, and can be found here.

(Speaking of dieting, I may need to work on that, too...)