Chestnut Lodge Wargames Group

Game Critique: Urban Nightmare: State of Chaos

As part of a course on game design, I was asked to critique a game. I thought it may be of interest to other Military Muddlers. Urban Nightmare: State of Chaos (Game designer: Jim Wallman) is a megagame exploring how government and city authorities in the USA might respond to an emerging zombie apocalypse. The […]

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Online Interactive Maps (Part 2) – by Nick Luft

This is a follow on from my previous piece about using an interactive map hosted by ConceptBoard. All the controls referred to here relate to features on ConceptBoard. I guess that these techniques will be easily recreated on other Interactive Whiteboards. Seize Warsaw – at Virtual COW 2021 I ran a slightly modified game of […]

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Online Interactive Maps (Part 1) – by Nick Luft

I have been thinking how to enable the players to have their own interactive map and counters. I was disappointed how I facilitated the players’ map in my recent game “Seize Warsaw“. I had provided the players with a map and counters via a Google Slides (PowerPoint). James Kemp copied this and maintained his version […]

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Seize Warsaw: Onside Review – Nick Luft

Seize Warsaw was inspired by reading about a failed offensive of the 4th Panzer Division which attempted – on its own – to attack and take Warsaw. This event occurred during the collapse of part of the Polish Army, 6 and 7 September. The Panzer Division thought it could push into the gap formed by […]

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Board games: The politics of play

This is a review of a radio broadcast and a musing on the ideas it deals with. Review The radio broadcast was on the BBC World Service and is part of the series: The Cultural Frontline. The episode: Board games: The politics of play It starts by looking at the boardgame Pandemic, and its happenstance […]

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Getting There Sometime-ish With The Quite-a-lot-really-est

Or Where The Hell Is 3rd Div…? A Suggested Mechanism for Reflecting Line of March Efficiency. We’ve all presumably read loads of stuff about campaigns which develop into clashes/battles in which a key feature is the arrival of units off the line(s) of march. How well this is managed over the centuries seems as much […]

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Don’t Raise The Bridge, Lower The River…

Altering supposedly ‘fixed’ criteria in games Given the difficulty of getting some players (and even umpires) to read rules with varying impacts, I have been experimenting in some of my system design models with adjusting the ‘big reality’ rather than adding loads more – sometimes occasional – factors. That may read as just gobbled-gook so […]

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