“Fathers, both you and the English are white, we live in a Country between; therefore the Land belongs to neither one nor t’other.”
— Chief Tanaghrisson
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| French and Indian War provincial militia re-enactors march forth at Fort Frederick. |
“Fathers, both you and the English are white, we live in a Country between; therefore the Land belongs to neither one nor t’other.”
— Chief Tanaghrisson
![]() |
| French and Indian War provincial militia re-enactors march forth at Fort Frederick. |
“Random chance plays a huge part in everybody’s life.”
— Gary Gygax
To use cards or not to use cards? That’s a question some designers might consider when developing mechanics for a particular game. Cards can deliver a similar infusion of effects we get from rolling dice on random tables. Differences exist in the two systems, but the result — generating a randomized element from a thematic list — remains the same. I’m debating whether to use cards or tables for a game I’m in the early stages of developing, a solitaire simulation focusing on supplying the Warsaw Uprising of 1944. As a player I love cards: the tactile nature, the space for illustrations, blurbs of lore, and stylized icons for values and functions. But at this early stage, and from a designer’s perspective, I’m leaning toward random tables as an expedient to focus more on concepts and system rather than give in to my urge to obsess over physical components.“Solitude is independence.”
—
Hermann
Hesse
I have, out of recent necessity, focused more on the solitaire game experience across all aspects of my adventure gaming hobby. I haven’t had a regular gaming group for a while, but I still indulge in games on my own, enjoying the occasional afternoon with a few like-minded friends around a few board games or the rare instance I attempt to convince them to try a roleplaying game. I find some satisfaction engaging in solitary game activities most of us enjoy: reading and comprehending rules for new games (or reviewing old favorites); developing materials for roleplaying games; painting miniatures and crafting terrain; and reading historical non-fiction to support my gaming activities. But sometimes you just want to play a game. Doing so without other players provides varying degrees of satisfaction depending on the nature of the solitaire play. Looking back on my own experiences, I classified my solo gaming into three categories: player-versus-player (PVP), cooperative, and true solitaire.
My recent visit to the International Spy Museum in Washington, DC, might not seem to have any relevance to the adventure gaming hobby. Yet its exhibits speak to a history occasionally covered in board games and its interactive experiences evoke the feelings of immersive roleplaying game episodes. Museums today constantly change, adapting to new display philosophies and technological advancements influencing the gallery experience. They work to present the broad context of history, explain the relevance of artifacts, and tell the stories of individuals who used those items and lived that history in an attempt to establish some connection with visitors. The International Spy Museum hits all those targets, showcasing some amazing objects, demonstrating firsthand many spycraft concepts, and presenting tales of spies throughout history...all in ways that actively engage visitors.
“Calm mind brings inner strength and self-confidence.”
— Dalai Lama
Finding calm in today’s world remains challenging. Our 21st century Internet Age keeps us constantly scrambling just to keep our heads above water. The cares of our incessantly demanding world often overwhelm us, giving us scant time for ourselves to recover, let alone to relish the few, small joys in life. We all have our methods of gaining a few moments of peace, of re-centering our views, of restoring our attitudes. I keep a singing bowl on my desk next to a tiny, smirking Buddhist monk figurine, though I rarely use the bowl for stress relief. I have little time to sit near my backyard prayer flag garden; more often I pull weeds and re-string flags. I read before bed every night, making the recent choice to return to escapist fiction instead of my more personally educational non-fiction history titles. Games, especially solitaire ones, also help divert me from my anxieties...when I find the time. I recently discovered a new solo game, one specifically designed as a calming activity: a Gentle Rain by Kevin Wilson. It’s a fantastic game ideal for anyone, even non-gamers, to help find a little momentary calm in these tumultuous times.
“Evil is unspectacular and always human, and shares our bed and eats at our own table.”
— W.
H. Auden
I often grapple with the issue of playing the “bad guys” in historical wargames. Villains in our history have committed heinous atrocities and human rights violations, beyond the death and destruction war brings to soldiers and civilians alike.* I’ve explored the issue before, mostly in the case of using games to engage and teach kids about history or in examining delicate periods or perspectives. It’s all fun and games — literally, at the most basic level — until one takes a deeper look at the context of historical games and reflects on some of the weightier implications...and our involvement in them in the abstracted ways games allow us. In some cases I’ve included follow-up material to help students further consider on the consequences of their game actions (notably cards with historical information about their roles in the attack on Pearl Harbor). Sometimes switching sides can alleviate some of these concerns, with participants playing games or scenarios twice, so each gets a chance to experience the other’s perspective. As I veer more toward solitaire and cooperative games, I’m discovering their very one-sided nature can absolve players of taking the role of the “bad guys” and allow them some guilt-free game experiences...which ultimately might lead to the after-action reflection I feel remains necessary to learn from games.
“It looks very rough. If I get through this one I will be very lucky.”
– Major General James Gavin
After last week’s piece on solo games something new came across my gaming radar to remind me of one recent game I’d missed...and an opportunity to get more like it. I spotted Battle Card: Market Garden a few months ago over on Itch.io’s “Postcards from the Front” game jam. As I’m an aficionado of solo games of all kinds – even wargames – I downloaded it and a few others that seemed to cater to the intersection of my historical interests and rules preferences. Market Garden was the first I tried and I instantly loved the concept. And now I just caught wind the creators are designing five more similar historical solo wargames set in World War II...and I managed to back the project on Kickstarter before the campaign ends on Oct. 1. Five print-and-play solitaire wargames with innovative mechanics and WWII historical themes for $5? An excellent opportunity for anyone interested in any of those elements.Or Challenges Extracting Rules Text from Solo Adventures
My discussion of the difficulties extracting system from setting in roleplaying game supplements reminded me of an abandoned project. It was an experiment to design a programmed solitaire adventure (with numbered paragraphs, like the Choose Your Own Adventure books) to present a specific setting without reference to a specific rules system. Having written plenty of solitaire tutorial adventures intended to teach game mechanics along the way, designing one without considerations for typical rules – how to run combat, procedures for skill checks, how to make saving throws, etc. – proved challenging.“I cannot tell you what profound respect I have for these Marines who took Tarawa, the living and the dead. I do not believe any Americans ever fought more bravely or so unselfishly.”
– Robert Sherrod, Time-Life photographer
A few weeks ago I reflected how our wargaming experience might have more depth when we consider it more than simply playing a game, but give thought at some point to the history behind the battle, the ramifications for people who, on the board, often look like cardboard chits and playing pieces. Although that piece focused on issues of colonialism in the wake of Queen Elizabeth II’s passing, it also pertains to other issues, notably the human cost of war. I’m reading John Wukovits’ One Square Mile of Hell, an account of the battle for Tarawa in November, 1943, from its planning and training phases, through the ruthless fighting, and its aftermath with survivors and families. Coupled with my occasional visits to the National Museum of the Marine Corps and my enjoyment of Worthington Publishing’s solitaire Tarawa 1943 game, the book offered a vivid, painful reminder of the price we pay to wage war.“Solitude is independence.”
– Hermann Hesse
The yuletide season brought a confluence of solo games by means of holiday gifts, personal purchases, and sheer happy coincidences. My parents got me Ravensburger’s Alien: Fate of the Nostromo board game (for solo or cooperative play). As a holiday treat I bought two “bookgames” from Worthington Games, Waterloo Solitaire and Bismarck Solitaire, two releases with interesting origins in the pandemic privations. By sheer happenstance two Kickstarter games arrived just before the yuletide season got underway: Scott Almes’s Unsurmountable solo card game and Grant and Mike Wylie’s Tarawa 1943, also from Worthington Games. All these combined in this cautious, eternal season of the covid pandemic to provide some much-needed gaming diversions.“Explain to our boys in the Army why we are fighting, and the principles for which we are fighting.”
– General George C. Marshall
This week Worthington Publishing is wrapping up a Kickstarter campaign to fund its latest game, Tarawa 1943, a solitaire wargame of the US Marine Corps invasion of that Pacific island during World War II. Although I’m not a huge fan of the war in the Pacific, I was tempted by several factors: it offers me a chance to explore an aspect of WWII I’ve not dabbled in before; Worthington games have high production values; and I enjoy solitaire games. It brings to mind the numerous reasons why I – and presumably others – play historical wargames. These games also remind me of the turbulent times in human history when ordinary people were called (voluntarily or otherwise) to make courageous sacrifices.
Wandering through Target’s toy and game section
I couldn’t help but spot a surge of new games from Ravensburger,
the German board game and puzzle company. Seems like the company
recently started acquiring licenses to produce games based on popular
media properties: Disney Villainous, Jurassic Park Danger!, a
JAWS game, and Horrified, based on the Universal
Studios monster movies...even Star Wars and Harry Potter
re-skins of the company’s well-established Labyrinth game
(not tied to the Labyrinth film). The ones that sparked my
interest – JAWS and Jurassic Park – both seemed to
offer opportunities for interesting cooperative gameplay, with
players controlling the characters and the game rules determining the
actions of the shark or dinosaurs. But when I took a closer look at
these, it was clear one player ran the antagonists while the rest got
stuck trying to survive.
I’m wrapping up one project – finalizing layout and waiting on
artwork for a system-neutral, medieval fantasy setting – so I’m
starting to look toward the next concept to bring to publication. I
have a long, oft-revised list of gaming ideas for development. I
prioritize these on a number of qualifications, including their level
of development and completion, size of expected complications, ease
of acquiring artwork and other graphic elements, and suitability for
various gaming markets. But I’m easily diverted from what might
seem the next logical project, preferring to channel my immediate
enthusiasm for an unexpected, exciting idea rather than slog away at
something that doesn’t quite engage me at the moment. Right now I
really should be reviewing and polishing material for an Infinite
Cathedral Patreon (something I’ve considered for quite some
time). So I’m naturally disappearing down the rabbit hole of an
entirely unrelated project to capitalize on my immediate interest: a
science fiction D6 solo adventure. Where the heck did that
come from?![]() |
A Panzer IV waits just inside the
Bois de Bavent behind the minefield.
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