Saturday, 28 February 2026

Stripped down for parts: Battle Commander, Volume I: Napoleon’s Italian Campaigns, & Expansion I

 


Funny story; back in January of 2023 (the same month I started writing A Fast Game), Carl Paradis, designer of the No Retreat! series and more recently Absolute War! (GMT Games, 2021), posted a request on a Facebook wargaming group looking for play-testers for a new Napoleonic wargame he was working on. Thought about it for a couple of days, then put up my hand, contacting Mr Paradis through Messenger. I didn’t hear back straight away – he was on a skiing jaunt. We played tag for a few weeks (between ski excursions), but a family crisis was sapping more and more of my time, and communications petered out. Okay, maybe not that funny.

A couple of days ago, the product of Mr Paradis’s (and several dozen others involved in development advice and playtesting) hard work arrived. Battle Commander, Volume I – Napoleon’s Italian Campaigns (Sound of Drums, 2025), along with its accompanying Battle Commander: Expansion I (Sound of Drums, 2025), is in the house, and if I’m honest, I think I’m glad I missed out on the playtest opportunity, because it means I get to experience game for the first time in its physical, tactile form. As I’ve said elsewhere on A Fast Game, Battle Commander was probably my most anticipated game of 2025.

Yes. I know it’s 2026, but Battle Commander was worth the wait. European publishers are… can I say, “bringing their best game,” in terms of overall production quality and components, and Sound of Drums is no exception. But you don’t have to take my word for it. Here’s a quick overview of everything that comes in the box, and its attendant Expansion pack.

The box, listing the six battles included in the package, but not giving much else away.

The trade dress is striking in its simplicity. The black background highlights the title and the Imperial Eagle, leaving no doubt regarding where this train is headed.

For everything I’ve read of Battle Commander leading up to actually receiving it, nothing prepared me for the magnitude of the box. This thing is huge;  12 ¾“ by  17 ½“, and 3” deep, to be precise. It’s even a little bigger than my Old School Tactical boxes (comparison shot below).

Let the box-size escalation battle begin!

The box itself is a little on the light side; it’s plenty sturdy enough for the protection of its content (this copy made it to Australia without a single chip or bruise); it’s just a tad lighter thickness than, say, the aforementioned OST boxes – probably not much more than half a millimetre. This may be intended as a feature, not a bug; using a roughly 2mm thickness card keeps the whole package lighter, which is important given the amount of wood and boards included in the game. The box also has enough space to accommodate the new components from Expansion I with no lid-lift.

The box back, hinting at such treasures within.

The box-back features a montage illustration of a game in play, overlaid with sample Leader and Event cards. The descriptive text sets the tone of the game and offers a brief explanation of the game’s features.

The Game Play Infographic advises that Battle Commander is intended for one to two players, that you can expect to complete a game in around 120 minutes, and (in case you missed all the other subtle clues scattered on the box-covers) the Period the game covers is “Napoleonic”. The Complexity is rated at five out of ten, with Solitaire Suitability coming in at seven out of ten.

The Rulebook. Not as imposing as it looks.

The Rulebook and Playbook are presented in A4 sizing (a tad taller and narrower than the Letter standard of American publications) and printed on a good weight of low-gloss paper. Running to 40 pages, the Rulebook presented in a two-column format, and is replete with helpful illustrations, which given the novelty of the game system would be deemed a necessity. This is an unboxing post, so I’m not going to go into rules and mechanics, but I will say Battle Commander has a really innovative approaches to activation and combat resolution. For more you’ll have to wait for my first time out AAR (with any luck, you won’t have to wait too long).

Rulebook - sample pages. The rules are eminently readable and very well illustrated;
a perfect game for visual learners. 

The actual rules of the game come to just twenty-eight pages (take out the illustrative explanations and examples and a couple of thematically appropriate lithographs, the text page-count comes out closer to twenty-three pages. The rest of the pages are given over to a two-page Table of Contents, two pages for solitaire play guidelines and rules and card clarifications, a four-page glossary, and a thorough Index on the back cover. Overall, the rules are clearly written and – as mentioned – handily-illustrated.

The Playbook.

The Battle Commander Playbook comes in at fifty-two pages. It offers a list of printed components manifest of the wooden game pieces and markers; along with the cover this accounts for the first three pages. The following twenty-six pages cover the base game’s six scenarios, along with two pages of Scenario Instructions, including advice on playing the Montebello scenario as an Introductory game with a slightly reduced rules scope (which is where I’ll likely start). The scenarios are presented in chronological order, and each one is laid out in the same format; a two-page spread covering Commanders and Morale. Reinforcements, a Friction of War Table and Special Events details unique to that scenario, exclusive Victory Conditions, and play tips; then a deployment map, and a scenario Order of Battle over the page (four pages in all to a scenario).


Each scenario is presented across two two-page spreads. The first spread presents all of
 the written details, such as special rules and victory conditions, an individual
Friction of War table(somebody's been reading their Clausewitz),
and a reinforcement and event timetable.

The second spread presents the scenario set-up on one page and an Order of Battle
on the other, illustrating the chains of command. Scenario presentation is
a strong point in Battle Commander.

The Playbook also includes a fifteen-page Example of Play, again copiously illustrated, three pages of Players’ Notes, three columns each of Historical and Designer’s Notes, and a column each of Credits (devoted to people involved and games that provided inspiration) and teasers of forthcoming products in the series. The credits read like a Who’s Who of Quebecois gaming aristocracy, and the next two volumes – covering the Egyptian Campaign and the War of the Fourth Coalition – offer a tantalising glimpse into what is intended to be a six-volume series.

Battle of Lonato map.

Battle of Castiglione map.

Battle of Arcole map (correct aspect).

The first thing you see when you open the box are the maps. There are six in all, one for each of the included scenarios, mounted on three 17" by 22" double-sided boards, each single-hinged like a Milton Bradley game. The boards are really quite nice to look at and should be a joy to play on. The maps are rendered in the style of ordinance maps of the period, with a little colouring for, well, colour. Towns and forts are presented as they would be on said maps, as are changes in elevation (pen-scratches to evoke rising slopes), rivers, main roads and trails (the latter distinguished by broken defining lines, to the main roads’ solid and distinct markings). The whole effect is transporting and evocative.

Battle of Rivoli map (correct aspect).

Battle of Montebello map.

Battle of Marengo map.

Movement is regulated by a patchwork of abutting squares, called Areas. This loose gridwork makes for a kind of intercessory form between a hex-grid (akin to Avalanche and an area-movement tangle. Movement is Area to Area, and which other Areas a formation can move to from its current location is surprisingly intuitive, though the rules and Players’ Aid sheet have the back of anyone needing to defend themselves form some blackguard opponent trying to undertake some ungentlemanly action. 

Detail from the Castiglione map. Roads and trails pass from one Area to the next,
while watercourses meander between them.

The Area proportions of the maps are comparable to the hexes on a Command and Colors series game standard map, possibly even closer to Star Wars: Battle of Hoth (Days of Wonder, 2025). Every map has a turn track and Morale Track built in, running a long a single edge. 

Neutral Event card (left) and a French Leader Event card (as evidenced by the blue
background and Tricolore accent in the top corner). Event cards are drawn to
establish combat results (the matrix at the bottom of each card).

The Event deck verso (left)and a Coalition Commander. Commander cards are double-
sided, with a different commander on the reverse. The symbology around the portrait
 (clockwise, starting top-left) indicates that Lauer has a Skill level of One (single bar),
begins the game with five Order cubes and five Attack tokens, and has a Command
Range of Two (a radius of two Areas from his position). The shaded bars below the
portrait are the Commander's Positive (light shading) and Negative (darker
shading) Abilities. Oh dear. 

The game comes with two sealed decks of cards. Two types of cards appear in Battle Commander; Leader cards and Event cards. Each scenario will dictate each side’s leader, and each leader has his own set of Abilities which may have a positive or negative effect on play. The Event cards come in three flavours; French, Austrian (both event-specific to that side) and neutral (usable for their Event by either side). Battle Commander is a card-assisted game, so the Event cards are the players’ currency, and can be spent for attacks or used during a reinforcement phase to purchase Order cubes.

The French (top) and Coalition Army Management Mats. These are double layered, so
your Commander card shouldn't go slipping off the board with every errant breeze. 

Each side in Battle Commander gets an Army Management Mat. These are heavy, double-layer card place-mats, about the size of a birthday card, with recesses for the player’s Commander Card (the designated leader card for the current scenario), Reserve Orders, Attack Tokens and various event markers. It also offers various mnemonic cues for game functions and limits. These function as the players’ operation centres, with information coming in and orders going out. They are an elegant answer to the question of how to manage the player-logistics of the battle; I’m looking forward to trying them out.

The appropriately-designated Player Aid Sheet (External side). From the left, the first two
panels are concerned with combat procedures and results, the third panel covers the
Cube Draw procedure and the guidelines for solitaire play.

Inside the Player Aid Sheet are a guide to Terrain Effects on movement and combat (left),
an overview of the Rules of Combat and explanation of Commander Abilities (centre),
and a miscellany of other important, though less commonly required rules (right).

The Player Aid Sheets for Battle Commander are tri-panel, double-sided sheet printed on the same paper stock as the booklets. The Game comes with two copies (the manifest in the Playbook declares the game comes with two copies, mine arrived with just one; I will follow this up with Sound of Drums). 

I'm actually considering photocopying and laminating the most commonly used panels at least, maybe all six panels. This is more a reflection on my play preferences than any criticism of the product, but I'd be curious to hear what readers think on this matter.

EDIT: I had commented on the missing Player Aid Sheet. After I posted this SDfP, I checked the Gamefound page and saw Carl Paradis himself had got back to me. Here is his reply, verbatim:

Yes indeed. there was a production mishap in China, it was identified, but it was not fixed, for unknown reasons to me. Sorry about that! All in all: The publisher knows about this, and the play aids will be reprinted, on card-stock, as originally intended, two copies per game, and sent to customers. They'll post info about this ASAP. There is a delay as it's still the Chinese New Year holiday and the good people there are not responding right now.

Coalition (left) and French Infantry units.

As I understand it, the stencilled unit pieces were always intended to be made of wood, while the various markers for tracking Morale and VPs, indicating that an Infantry unit had formed square or that a Cavalry squadron was charging, and so on, were going to be cardboard counters, but an early stretch goal in the Gamefound crowdsourcing campaign saw all of the components improved to wood as well. I was originally ambivalent about this – I don’t mind mixing media in board components – but having seen the end result, I’m very glad the campaign did so well. Everything in the way of both units and markers just looks and feels right.

Cavalry units (top) and the special Initiative Marker included for crowdfunding backers.

One thing I already love about Battle Commander is the thought that has gone into the unit representations. Infantry units are sticks or bars with crossed muskets, Cavalry are square tiles representing squadrons, and Artillery batteries are denoted by their canon stencils and the rhomboid shape of their tiles, suggestive of sturdy redoubts or hastily constructed fieldworks. Tor my money, the physical presence that wooden pieces lends to a game add immeasurably to the experience of play.

Artillery units and Garrison markers (top), and a mix of markers, including Victory Flags
 (earned by taking possession of key locations during play), Morale markers (the snare
drums) and the Eagle-adorned Turn marker.

As I said, I don’t want to get too deeply into the rules, but I wanted to note the way the unit status work. At full fighting strength (Steady), an Infantry unit’s stencil faces up. With the first cohesion hit the unit is reduced to Shaken, the stick is rotated to the stencil facing the owning player. With another hit, the unit is Disrupted, and the stick turned to the stencil facing down. Cavalry units only have two statuses, Steady (face up) and Disrupted (face down). Simple and immediately readable without the need for status markers. Shaken/Disrupted markers are also included for those who prefer a clearer visual indicator.

Clockwise from top-left: Grand Charge markers (the long bars with the centre peak),
Attack (red) and Special Attack (grey) Tokens; Disrupted/Shaken markers; Order /
Activation Cubes; and Column (the longer bars) and Formed Square (black cubes
with white outlines). I've probably missed a couple in the mix.

Battle Commander also uses a novel cube draw activation mechanism, an evolutionary step up from the system we’ve seen in Academy Games’ Birth of America series. Instead of individual factions’ turn order, the coloured cubes drawn from an opaque receptacle supplied by the players (a coffee mug, ramekin or bag) represent orders. Some (the Blue and White cubes) favour one side or the other – that faction gets to perform an Order, then their opponent may commit a Reaction Order – while other cubes trigger specific types of Orders or Actions (e.g., a Yellow cube draw allows Reinforcement and Rally Order, a Black cube draw ends the turn). But I’m straying into the thickets here, so I’ll stop myself here and save it for the AAR.

Bringing order to confusion. Or at least a semblance of order.

A fitted card box insert does its best to keep everything organised, but edge-up storage is going to inevitably see some shifting of baggies and cards. There is no way all those components are fitting into a GMT counter tray (trust me, I tried), but I’m sure it won’t be long before Cube4Me comes up with a solid solution to this. Part of the reason is a feature rather than a bug; the box is designed to accommodate the fourth board and other components from the Expansion I set. This is probably why the Expansion just comes in an envelope. I’m not too OCD about keeping the original surrounds, so this suits me. The Upcoming list in the main Playbook mentions a second Expansion for Volume I, which will include six more battles (five maps, so maybe three double-sided boards). I’d hope this comes in its own storage.

BC Vol. I Expansion I.

I also received the first Expansion pack for Battle Commander Vol. I at the same time. This pack adds six more scenarios – three using the extra map-board provided with the Expansion, and three using the Rivoli map from the base set.

Inside the Envelope. English-readers, take heart. The Expansion comes with two play-
books, in French and English. Presumably it was cheaper to produce this way than
individual Expansion sets for each language. Sound of Drums is also releasing
Battle Commander - through their partners - in German and Spanish versions.

The thirty-two-page Playbook accompanying the Expansion is printed on the same quality paper as the other booklets from Volume I and presented in the same fashion. It covers the aforementioned scenarios in the same thorough detail at the main set’s Playbook and offers some additional Designer’s Notes.

Battle of Caldiero map.

Battle of Mondovi map.

The board accompanying the Expansion offers two fields of battle; Caldiero (the Playbook includes scenarios for the First and Second Battles of Caldiero, 1796 and 1805 respectively), and Mondovi. I confess to complete ignorance of all three battles, and if anyone can recommend a good book specifically on the Italian campaigns I would be in their debt.

The twenty-card deck included in the Expansion, also comes in French (left). 

The Expansion also includes an additional twenty cards; five new Commander cards and fifteen more Events and Leaders cards to supplement the existing deck. The cards are of the same superior quality as those from the core set.

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So, there you have all of the parts that make up Battle Commander, Volume I and its accompanying first Expansion. There is a lot of play here, and in the short term I will be clearing the decks to spend what time I have available on playtesting (more on that in a future post) and trying out this really gorgeous Napoleonic tableau.








Tuesday, 24 February 2026

Blog note: Big in Japan, redux

 


Yasushi Nakaguro was kind enough to forward me a copy of Bansai 28, the latest edition of BonSai Games house quarterly magazine, which arrived today. Mr Nakaguro's translation of my research article, The Value Proposition of Wargaming Awards - the Publishers' Perspective that appeared first here in A Fast Game, appears in this issue, along with news and game reviews, all in Japanese, of course. Each issue of Bansai also comes with a complete game; full-size map, counters, and a rules booklet (also in Japanese).


The game accompanying Bansai 28 is called Balkan Gamble, designed by Brian Train. It's a reworking of the original Strategy and Tactics release from 2015, The game is a counterfactual, exploring four separate operations in the Balkan Peninsula proposed by Churchill between 1943 and 1945: Operation Boardman (1943), a distraction from the real Operation Husky (Allied invasion of Sicily); Operation Zeppelin (1944), a notional plan to invade Greece and Yugoslavia (actually a cog in the broader Operation Bodyguard - the Allied deception operation shrouding Overlord); and Operation Gelignite (1945), an intended plan to insert Allied troops to to block the retreat of Army Group F (and to guard, against a Russian advance into the region) but was abandoned due to the shortage of available troops and matériel. A fourth scenario is also included in this edition; Operation SILVA (1950), a hypothetical (but all too believable) invasion plan to bring Yugoslavia into the Soviet fold.

This version has a new engine under the hood, making it a sister game to Summer Lightning (Lock 'n Load Publishing, 2011) and Winter Thunder (Tiny Battle Publishing, 2015; BonSai Games, 2025). I haven't played either — I had a second-hand copy of Summer Lightning bought out from under me when I wasn't quite quick enough — so I'm keen to try this one out. I contacted Mr Train via his blog, and he forwarded me the English-language rules and charts. So, the revised Balkan Gamble will join the (rapidly growing) queue.

In the meantime, I should have an unboxing post of my "most anticipated game for 2025" (when speaking of crowdfunded games, a single quarter drift is doing pretty well), Carl Paradis's Battle Commander, Volume 1 (Sound of Drums, 2025). That should be the next thing posted, with a couple of other unboxings to come. I feel like A Fast Game is becoming more like a showroom lately, but gaming has been scarce this year, and games worth writing about scarcer. That should change soon. In the meantime, thanks for checking in.

 

 

Sunday, 22 February 2026

Overthinking it: Weighing in on something so not qualified to talk about

  

 

Jerry over at the Cardboard Commander blog has just posted his take on the most recent Compass Town Hall, specifically the discussion around the reception of Combat! Vol. 3:Arnhem (Compass Games, 2025). CC is always worth reading (and his YouTube channel is always worth checking out), and this was personal for him; in his most recent post he talked about bouncing off Combat! Vol.3. in this post. He begins briefly reiterating his own experience with Vol. 3, and then goes into Compass publisher Bill Thomas’s comments on the public reception of Vol. 3 on the Town Hall (Episode 129, about 42 minutes into the Town Hall and runs for about seven minutes in all) and suggests some options for customers (in general) going forward.

"Any game's harm diminishes me, / Because I am involved in game-kind."
(With apologies to John Donne).

CC made a lot of good points, and I encourage readers to go have a look at both posts (and have a general poke around while you’re there). But the overall reaction to Combat! Vol. 3 that Bill Thomas (for the uninitiated, Compass's owner/ publisher) was referencing during the Town Hall got me thinking tangentially – as is my want – about the wargaming industry and how everything is amplified by social media and its attendant hysteria. This post isn't intended to diminish or repute anything Cardboard Commander brought to the table – to start with, Jerry has played the game while I haven’t. I’m more interested in how the game is being portrayed in the public discourse. Jerry was clear and concise regarding the game about what didn’t work for him. But there has been a lot of spleens vented in the last few weeks (maybe longer – I started to notice it about a fortnight ago), and I wanted to examine the scant evidence available regarding what people are generally feeling about the game, the signal within the noise.

Compass Games is a different beast to pretty much any other company in the wargame publishing sphere. They are one of the very few companies that maintains availability of games when they're selling (I believe Revolution Games and some European publishers also try to keep their back-catalogues in print). So, those that can resist the FOMO associated with the gaming industry in general can probably expect to be able to grab a copy of that game they missed out within six months of the first batch selling out. A side-effect of this is that the reprint files tend to be untouched from the previous version, so the known errata isn’t necessarily addressed, but this meant that I only had to wait about six months for Imperial Tide (Compass Games, 2022) to come back into stock, instead of watching a pre-order number slowly creep up over long years.

As I said, I can't speak directly to the game(s); I haven't played any of the Combat! series (and, to be honest, I’m unlikely to; the granularity of the game just doesn’t appeal to me), but I will say that Compass games sometimes suffer from an expectation of player foreknowledge (the notion having a clear idea of what the designer meant, rather than what is committed to the page).* I haven't seen this myself in the No Peace or Tide games – series games are where you might expect to find this kind of oversight – but I have seen it occasionally in one-off games; nothing insurmountable, but something that disrupts the flow of the game or impedes understanding. Maybe that was what was lacking here. I will say that, in my experience, it feels like Compass can sometimes be a little too hands-off with the way rules are presented, leaving it up to the designer or developer. A while ago at another Town Hall, I mentioned in the chat that I'd just got a copy of Flanks of Gettysburg (Compass Games, 2024) – this would have been about six months after its release – and Brittani Eaton-Koch highlighted it and made an off-hand comment that I'd need to download a copy of the living rules before I tried to play it.

As for the scenarios, that's a different thing. I don’t like commenting on a game I haven't played (which seems to put me in the minority), but enough people are saying there are some issues with them, maybe there should have been more playtesting. But this also comes down to play-tester availability. A lot of people want fully tested games, but would never dream of giving up their own time to playtesting an in-development game because it’s not done yet. If nobody puts their hand up to help out, things are going to be missed. In publishing of any kind, products need multiple sets of eyes, different viewpoints, or groupthink can set in and mistakes will inevitably be made, or existing problems overlooked. That said, I don't have time for complaints about introductory or learning scenarios; every free-standing series game that comes out should assume it may be somebody's introduction to the game and have a couple of on-ramp scenarios to get the newbies started (having said that, there's no reason they can't also be challenging and fun for old hands, but I digress).

I feel sorry for Compass as a whole. Lots of publishers try to have a more or less open discourse with their customers; GMT does their monthly update, Worthington is getting better at communicating their plans and production-status (although I really wish they'd have a few weeks’ lead-time for announcing when their fourteen-day Kickstarter campaigns are going to start; I'd probably back more games given a heads-up), and Legion Wargames has upped their game with a quite active Discord channel. Even MMP does a monthly (IIRC) podcast now, talking about their products, events, and what's in the pipeline.

But Compass is the only company of which I'm aware that has such an open, two-way discussion directly with their public. A lot of designers and developers show up in the chat as well, and most questions get answered, though the answer isn't always what one hopes for. 

Compass is extremely open with their customers, which is a profoundly good thing, but that kind of familiarity breeds a measure of contempt. The company consistently gets more crap for their perceived failings than any other three wargame publishers put together. I was a little dismayed when I saw the three pages of "errata" in Burning Banners (Compass Games, 2024) (in truth, mostly clarifications of rules rather than typos), but I've worked as a copy editor, and I know how hard it is to get everything right on the day. I understand Bill's frustration when other publishers seem to get a free pass on their mistakes. And kicking Compass in the butt has become a sport for some. Maybe they even deserve it sometimes, but in the case of Combat! Vol. 3, it feels like a pile-on.

Combat! Volume 3: Arnhem stats (sourced from BGG, 22 Feb. 2026).

So, let's take a look at the the numbers. Some point to the BGG rating for the game for validation of the criticism (never a good measure to my mind, but let's work with it for the moment). The Overall Rating for Combat! Vol. 3 is 6.9, considerably lower than the previous two volumes (8.4 and 9.1 respectively). But if we dig into the numbers (such as they are), you start to see a shift. At the time of writing, 59 people indicating ownership of the game, of which 40 have given a numerical valuation, and from these 40 ratings we get the less inspiring aggregate of 6.9.

Combat! Volume 3: Arnhem Ratings (sourced from BGG, 22 Feb. 2026).

But let’s dig a little deeper. Looking at the individual rankings adds some nuance. Twenty-seven people rated the game as a 7 or higher (67%), while only seven contributors rated the game as a four or lower (7%). 

If we dismiss the shrillest of boosters and denouncers, removing the knee-jerk 1s (three ratings – 7.5% pf the original forty) and hysterical 10s (six ratings – 15%) from the count altogether we’re left with a more rational pool thirty-one numerical ratings. Keep in mind that this levelling hurts the higher order ratings in real terms twice as much as it does the lower ones – 6-3 removed ratings respectively. Out of this reduced pool, twenty-one people rated the game as a 7-9 (67.7%) while only five rate it as a 2-4 (16.1%), a ratio of 4:1 favourable responses over unfavourable ones, and about 3.5:1 over the middling scores). 

The highest number of individual rating-levels goes to 8, the only level to make double digits (and 25% of full count of ratings overall). This all goes to suggest – as much as such a small sample size can suggest anything – that the actual response to the game is much more positive than the conversation around it would suggest.

None of this means you need to like this iteration of Combat! or the whole series. No game is ever going to appeal to everyone. I can’t speak to the lived experience of people who genuinely didn’t enjoy a game, and I’m in no way trying to undermine anything Jerry said in his blog post, he’s been around the block enough times to know what works for him. All I can do is point to the numbers, and, so far, the numbers for Combat! Vol. 3 aren’t too bad at all.

I don't expect this to change anybody's opinion about anything. This was really an exercise to slake my own curiosity. Thank you to Cardboard Commander for the inspiration, and to all who have read this far for following me down the rabbit-hole.

 

 

Sunday, 15 February 2026

Line of Fire: a fast interview with Yasushi Nakaguro of BonSai Games


 

 

Yasushi Nakaguro is a game designer and publisher at BonSai Games and the quarterly magazine, Bansai in Japan. In the English-speaking wargaming world, Mr Nakaguro is arguably best known for his game, Greater East Asia Co-Prosperity Sphere: War in Asia and the Pacific (BonSai Games, 2017), which appeared in issue 9 (2019) of Multi-Man Publishing’s Special Ops magazine and was subsequently nominated for a Charles S. Roberts Award in the Best Magazine Board Wargame category.


Mr Nakaguro was generous enough to take some time out to answer a few questions, which lead to a few more. What follows is a true account of our email conversation – well, a lot of it – lightly edited for the sake of readability.

 

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A Fast Game: How old were you when you came to wargaming, what were your earliest (or most memorable) game experiences, and when did you decide to design games yourself?

 

Yasuki Nakaguro: In 1980, I was 12 years old. I could show you a wargame advertisement in the comic magazine that tells me about wargames.

Then, accidentally, I met Midway (Avalon Hill, 1964) in the hobby shop and I purchased it instead of the plastic model.

Midway made me crazy... I played it with my friends every day after school – IJN [Imperial Japanese Navy] was one of the hot topics for us because the plastic model series "Waterline" was booming [AFG note - these kits are 1:700 scale a little large for table-top play, but are still available from Tamiya and other manufacturers].

What I learned about wargames through [playing] Midway is that regardless of the scale the game simulates, it's crucial to include the following three dimensions:

1) Strategy: Multiple conditions exist for winning the game (war), and players can choose among them.

2) Operations: Players can plan and execute the means to achieve those strategic objectives.

3) Tactics: The ability to employ techniques to execute operations more effectively.

It is desirable for each dimension to maintain consistency with the historical period the game portrays.

Avalon Hill's Midway, First Edition (photo: Paolo Desalvo, BGG).

In the next year, many Japanese publishers were born and the first Japanese wargame magazine, Tactics (Hobby Japan, 1982-1992) was published. I was totally fascinated by the articles about Midway in that magazine (translated from General magazine).

BTW, you could read about the history of the wargame in Japan here.

In my teenage years, I published [a] wargame fanzine with my friends. One of them designed the original wargames for the fanzine (Iwo and The Air Raid at Taranto), then I did the same thing (Terrible Tarawa).

 

AFG: Many of your games model events in the Second World War. Do you enjoy this period most, or do WW2 games sell more quickly than other historical games?

 

YN: To be honest, and [this is] just my thoughts, the hottest topic of wargames in Japan are:

1. Pacific War

2. Japanese History (Sengoku Jidai)

3. WW2 Eastern Front

4. Other WW2 battles

5. Others

On the business side, I should design or publish the PTO [Pacific Theatre of Operations] WW2 games -- also as I wrote, I was an IJN boy.

In my interest, however, I'd like to design the games that I have interest in depending on the time.


AFG: You have also designed games set in the ancient world, the Russo-Japanese War, and even a couple of fantasy and science fiction games. What other periods would you like to explore in games, or maybe are already working on?


YN: Depending on the time :)

Now, I was fascinated by the history of Hittite and designing the game by using [a] wargame context. I like to play games designed in a wargame context, such as Sea & Steel: Columbus' Voyages (Neva Wargames, 2025).

 

AFG: When you talk about enjoying games in a wargame context, what do you mean, exactly? Do you mean games that come to their subject like a wargame?

 

YN: I wrote “context,” but “mechanics” might be easier to understand. While it's true that wargames simulate “warfare,” they also sometimes make players feel the historical nature of the themes they handle. That's why I chose the word ‘context’ rather than “mechanics.”


Map art for The Rise of Blitzkrieg (BonSai Games, 2019) (photo: Rodolphe Duhil, BGG).

 

AFG: We should be seeing English and French language version of Guerre Éclair (Nuts! Publishing, ~2025; originally released by BonSai Games, 2019 as The Rise of Blitzkrieg: The Fall of France, 1940), the third in the Combat Rations series, coming out in 2026 from Nuts! Publishing. Are there any other games you have designed in the pipeline to be released in English?

 

YN: Nuts! Publishing will publish Norway! and The Punic Wars in the future. I have other plans with other publishers but have not decided yet.


The Punic Wars (BonSai Games, 2022), slated for release in Nuts! Publishing's
Combat Rations series.


AFG: What are you currently working on (that you can tell us about)?

 

YN: Other than Rise and Decline of the Hittite Empire, I'm designing Stalingrad 20 and Midway 2. The latter is the revised version of my first Midway game.

 

AFG: Some songwriters talk about a song by someone else that they believe is so good they wish they had written it. Is there a game, or a game-mechanic, created by somebody else that you wish you had done? (This might be a different way of asking what your favourite game (or mechanic) is from someone else, or it might be a mark of respect for another inventor).

 

YN: The wargame context I wrote [see above] means the marriage historical topic and game mechanics. I like any wargame that I feel about this marriage. In other words, it's like this.

As you know, haiku involves composing poetry within strict rules and a limited number of words. Writer Maruya Saiichi described this as “the task of packing jewels into a jewel box.” Within the constraints of using the war game context—though defining “war game” here is extremely difficult, I imagine readers share some common understanding—I enjoy games that recreate history.

Though I'm embarrassed to mention my own work, 300: Earth and Water (BonSai Games, 2018; Nuts! Publishing, 2021 – you can find a review here) is a historical game yet is clearly designed within the war game context. Mechanics like Action/Event, Dice Rolling, and Point-to-Point Movement used in that game are commonly found in war games. Even if the mechanics originate from war games, I love games where you feel history when you play them, and that's the kind of game I want to design.

I'm a designer but also a publisher, so I wonder if this is the answer or not:

There are many good wargame designers in Japan. My priority is introducing them to the world via my brand -- When did Rommel get his goggles? (Bansai #20; BonSai Games, 2024) by Nanka Waguri, and The Pacific War: Deadly Bloody Battles of Combined Fleet (Bansai #12, BonSai Games, 2022) by Yoshio Kubota will be published in English.

 

The Pacific War (Bansai #12) Rulebook (photo: Rocky Mountain Navy, BGG).


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Thanks again to Yasushi Nakaguro for his patience and openness, and for agreeing to be the first interview to appear in A Fast Game. It's my hope that Line of Fire will become an occasional but regular feature of the blog.



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