Games I’d Like to Play: The “Rush” of War

This blog discusses the question: how can a war game be designed where the play is fast – better simulating the reality of combat – without having errors due to haste decide the game more than player’s intended tactics?

I play a fair number of war games*. On some level, war games attempt a playable simulation of a limited number of aspects of warfare – morale, supply, combat and strategy/tactics – using various forms of representation and different levels of abstraction. One of the aspects of warfare that many game players and designers have focused on is the “fog of war” – Continue reading