Wednesday, 29 April 2026

Line of Fire: a fast interview with Brian Train

 

 

 

Brian Train is one of those designers, like Mark Herman, Sebastian Bae and Clint Warren-Davey (I could go on – there is a big overlap), who have worked – in many cases currently work – in the complementary fields of “casual” or hobby wargaming and actual wargame and simulation development with military organisations. Mr Train’s specialty is broadly what gets classed these days as Small Wars (a short essay explaining the definition and scope of a Small War in real terms is available here), and specifically asymmetric warfare. He’s probably best known for his contributions to Volko Ruhnke’s COIN series, A Distant Plain: Insurgency in Afghanistan (GMT Games, 2013) and Colonial Twilight: The French-Algerian War,1954-62 (GMT Games, 2017) (probably my favourite COIN game, though to be fair, I haven’t got around to playing China’s War (GMT Games, 2025) yet), Brief Border Wars (Compass Games, 2020), and Brief Border Wars 2 from Compass Games. Mr Train also has his on electronic imprint, BTR Games, that offers a selection of eclectic PnP games for the craft-enabled.

Mr Train was kind enough to answer several impertinent questions with good grace and humour. What follows is a very lightly edited record of our correspondence.

 

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A Fast Game: What was your first wargame experience? Was it a commercial boardgame or something you experienced in your time serving [in the military]?


Brian Train: My first experiences of wargaming were as a younger teenager. I was playing Risk (Parker Brothers, 1959) and Battleship (Starex, 1931) and rolling marbles at toy soldiers like anyone else, but when I was twelve, I saw a copy of SPI’s game World War 3 (SPI, 1975) on the desk of my friend’s older brother. The missile launchers on the cover, the world map and the mushroom cloud counters had me curious!

Tactics II (BGG, courtesy of Deb J)

When I was 15 my favourite uncle sent me a copy of Tactics II (Avalon Hill, 1958) for Christmas, and I was off to the races – I don’t think my parents ever forgave him.

I never had a chance to see or use a wargame when I was in uniform, though we would play them in our off hours.

I remember on my machine gunner’s course we got a copy of Squad Leader (Avalon Hill, 1977) and set up one small force with plenty of machine guns sited on the map according to the principles of placement (using the beaten zone, interlocking fields of fire, firing from cover etc.) and ran a horde of Russian riflemen at it, that was fun.

 

AFG: You work in the professional wargaming and hobby wargaming spaces. you’ve talked about your professional work in your blog. How much does your professional wargaming work influence your commercial game design or vice versa? Does one tend to bring more to the dialogue than the other?


BT: I don’t often design to order, more often I will come up with something that I’m interested in and try to find a place for it.

I first got into contact with the professional wargaming world back in 2007 when someone in the Military Operations Research Society, a US organization, contacted me out of the blue to say that he had used a game I had designed on the Algerian War in 2000  Algeria (Microgame Design Group, 2000)  as the mechanical basis for a game he had done on the Iraqi insurgency that was then in full swing, and would I like to attend a workshop they were holding on irregular warfare to see what he had done?

Algeria: Battle for Independence (Microgame Design Group, 2000, and One Small Step, 2016)  

I had never heard of this organization but I went with alacrity, and found that more than one person had been using my games as a basis for their own work. Verily, I was a bit of a name among a small number of analyst nerds!

We need to remember that this was the middle of the Iraq War and the wheels were really starting to come off in Afghanistan too, and the bloom was truly on the counterinsurgency rose with the recent publication of US Army Field Manual 3-24, Counterinsurgency, which drew heavily on the theories of David Galula.

At that time as well, only two civilian game designers were being really productive in that end of the spectrum of conflict, both historical and contemporary: Joe Miranda and me.

Anyhow, after that nice welcome I started to go to the annual “Connections” conferences* that began in the late 1990s at the instigation of Matt Caffrey (author of On Wargaming (Navy War College Press, 2019), a very good book on the history and prospects of the practice and available free at https://digital-commons.usnwc.edu/newport-papers/43/) and were intended to build bridges between the civilian and professional military wargaming worlds. These continue today and have franchised into several other countries: the United Kingdom, Canada and Australia to begin with. 

The reason that Matt created this conference was precisely that civilian/ commercial/ hobby wargame designers did not labour under the same kinds of restrictions that professional designers did, and could bring some highly imaginative and illustrative work to the table.

The two kinds of gaming have very different purposes but at the bottom of things they both have to be workable games in the sense that they are interactive experiences bounded by some reality-based rules with the intention of discovering problems and generating useful discussion or narratives about those problems or conflicts.

I have had only a couple of occasions to design games that were first and foremost for use by a professional military organization: the Quick Urban Interactive Combat Kriegsspiel for the California Army National Guard (2022-24), and Northern Sentinel for the Canadian Armed Forces (2026).

A map of downtown Manilla (coloured template over arial photograph) for 
Quick Urban Interactive Combat Kriegsspiel (QUICK).  

In both cases I drew on my knowledge of the many other civilian/ commercial/ hobby wargames I had designed in the past, to give them something that was quick to teach and play and satisfied the learning objectives of the occasion.

So the short answer to your question would be, “Yeah, commercial > professional but it doesn’t matter much”.

 

AFG: A History professor once told me that you should always get at least three papers out of any single research project, your published games often turn into series, like the District Commander series from Hollandspiel, or more recently Brief Border Wars 2. You also have form for revisiting situations through the lens of different systems (e.g. Algeria: the Struggle for Independence,1954-1962 (One Small Step, 2016) and Colonial Twilight; or notably BCT Command: Kandahar (co-design - MCS Group, 2013), Kandahar (One Small Step, 2013) and District Commander: Kandahar (Hollandspiel, 2020)).

There’s a question coming. Do you go into a game building a design to fit a particular historical situation – let’s take Shining Path: the Struggle for Peru (BTR Games, 1997, One Small Step, 2014) as an example – and work it up into a playable game, release it, then look at other situations that could be modelled the same way, or have you already noticed the similarities between the Maoist insurgency in Peru, the Algerian war for independence, and Taliban insurgency in Kandahar province during the Afghanistan occupation, or do you look for situations with broad similarities that might be modelled in a similar fashion and work up from there?


BT: I’ve designed around 70 games over the last 30+ years. About half of them belong to one or another of seven distinct “families” or systems I have made, as a general approach to a particular type of conflict.

You mentioned Shining Path That is one of a system I call “4-box” and includes other games on the Algerian War, the Greek Civil War, the Cyprus Emergency and Kandahar in Afghanistan.

I have another called “Between the Wars” which revolves around armies operating with fragile morale and organization, using mostly infantry with small detachments of supporting arms (examples include Finnish Civil War (featured in Paper Wars, Issue 84 - Compass Games 2016). , Red Horde 1920 (Tiny Battle Publishing, 2017), Strike for Berlin (featured in Yaah magazine, No. 11 (Flying Pig Games, 2018), and War Plan Crimson (Tiny Battle Publishing, 2016). Even within each family, there are considerable variations depending on the circumstances of the conflict.

But about another half of my titles consist of games using systems I have never used before or since (though I have grabbed interesting bits out of them for use in other systems later). I like experimenting; it doesn’t always work, but then at least you know.

Where do all these games and systems come from? Again to answer your question briefly, “it’s some of each”.

Every system began as an individual game that had to fit the particular situation, and it was only later that the mechanics in one game would suggest themselves to another and then grow into a system.

Besides using a system to fit broadly similar conflicts (for example the two volumes of the Brief Border Wars system, a total of eight small games on the general conflict type) I’ve designed enough that I don’t like to bend or warp a game topic to fit a particular system just for the sake of consistency or speed.

If it doesn’t fit and doesn’t transmit the kind of emphasis I want I will try another system, or come up with something new that might grow into a system on its own.

As an example of this, you mentioned three of my games that take place in Kandahar province in southern Afghanistan in 2009-10, same place and time but three very different treatments, mechanically and thematically. (Actually I have done four - the fourth was a complicated design with multiple factions that I put together for a university class in 2010 but never published.)


AFG: For someone coming to one of your system "families" for the first time, do they tend to be mechanically similar enough for knowledge of one to help with assimilation of the next, or are they each their own beast with just a shared skeleton? And, which games would make for easier on-ramps to these systems for someone coming from a traditional hex-and-counter background?

 

BT: Some of these families are more self-similar than others, it's true. Two that are quite explicitly this way are the Brief Border Wars and District Commander systems.

I thought one of the best ideas SPI came up with was the “Quadrigame” concept of a set of basic rules framed to model a particular set or type of conflicts, or historical period, with smaller sets of rules exclusive to each battle to show its peculiarities. These were not very complex games, but there is still an advantage to laying out the core concepts and mechanisms in a base set of rules people can learn, then as they explore the other games in the system there remains only a bit left to learn to reflect the particular circumstances of each situation.

The basic rules were usually four pages long and each set of exclusive rules another 2-3 pages, including tables.

They published 16 Quads between 1975 and 1979, for a total of 64 games ranging from Alexander’s Siege of Tyre (SPI, 1978) to a still-hypothetical Second Korean War (SPI, 1977).

I wrote an article [about] another 45 or so that were proposed in S&T or MOVES feedback sections, but were never published (at least not quite in the form they were proposed). So, I wanted to try the idea of publishing a quad of my own, with four games in one box, and Compass Games bit on that hook... twice!

The game system was inspired by how well The Little War (Hollandspiele, 2017) seemed to work. This was a game I designed in 2015-16 on the short but spirited one-week border war between Slovakia and Hungary in March 1939. Hollandspiele published it as part of a two-fer with Ukrainian Crisis in 2017.

The game system seemed to offer some potential to model other somewhat similar conflicts in a simple way, so I chose four short border wars (from many possibilities!) and got to work.

BBW II cover (BGG, courtesy of Jenar Oldic).

The first quad [Brief Border Wars (Compass Games,2020)] was modern wars: The Soccer War (1969), Turkish invasion of Cyprus (1974), Third Indochina War (1979) and the Second Lebanon War (2006). It was quite popular; people liked the short rules format and short playing time.

So Compass wanted another volume, and the second quad (Compass Games, 2025) was pre-1945 titles: Second Balkan War (1913), The Seven Day War (Teschen, 1919), the Nomonhan Incident (1939) and the Italo-Greek War (1940).

These games would be a good introductory path, but where the SPI Quadrigames were always hex and counter these are area-movement games with a card-driven system that models the chaotic, stop and start nature of these conflicts between not very good or prepared armies. This tends to trip up a few players who have a lot of experience with standard hex-and-counter fare, and sometimes they have to do a little bit of unlearning to shake out the ideas and rules they are porting over in their head... I see quite a bit of this, even with the COIN system games; the hobby has a lot of unwritten mental habits, implicit understandings and conventional wisdom.

Unprovoked Chinese aggression along the Vietnamese border (Brief Border Wars).

It seems I often do something and then insist on trying it again, but backwards... so with the District Commander series of games from Hollandspiele, there is a set of core rules and a further set of exclusive rules for each game.

But these were published as four separate games, one each in a box... mostly because I took my time designing each one, because Hollandspiele is a very small company that could not afford to put four modules in one box, and I didn't want to wait to reach the magic number of four before publishing.

The District Commander series has a longer history than Brief Border Wars. I started working on it in 2012, it had evolved out of  an unpublished but rather ornate game I did in 2010 called Kandahar I (the fourth, unpublished one I mentioned) that was in turn inspired by another unpublished game from 2008, called Virtualia, that was an amplification of many of the mechanics in my Tupamaro (BTR Games, 1996) game from 1995, and even some bits and pieces from Green Beret (1996-2015, in different versions). So my ideas might evolve, but my lack of talent for clever titles stays pretty much constant.

At first I had the vague idea that this could be a simple manual game I could give to the professional military, who could use it in classes to cover the “Clear and Hold” concept contained in US Army counterinsurgency doctrine (later it became “Clear, Hold and Build”) with no need for any technical gizmos more advanced than a glue stick.

But it was a silly notion.

Professional military people are usually far too busy and time-starved to indulge in anything like this – even if many of them do realize the value of manual games over computer ones… even if you get rid of the dice that make it seem a trivial exercise to some senior officers… even if you split it into basic, intermediate and advanced versions, etc. And by the time Hollandspiele published the first module in 2019, counterinsurgency was no longer top of mind for the military anyway.

DC Kandahar cover (BGG, courtesy of the publisher).

Unlike Brief Border Wars, this is a more complex system with a topic and treatment not often seen: operational (campaign) level counterinsurgency, where many games are strategic in scale (like GMT COIN system games) or tactical (Boots on the Ground (Worthington Publishing, 2010), etc.). The two sides have asymmetric menus of operations, force structures, methods and objectives and games are quite open-ended in terms of time.

It's also diceless: each player holds a hand of Chance Chits that influence operations when played. These chits will be expended during play as players perform (or defend against) certain Missions. Note that while chits initially are drawn randomly, the chits you play during the turn are selected deliberately.

It’s like being able to choose many of your die rolls in advance; the randomness comes from the initial random selection at the beginning of the turn, and the decisions made by each player because of the unequal ratings of the chits for different types of activity... you might want to play a chit that is not good for one particular situation, in order to save a better one for a different situation later.

Again, these are area-movement maps and action in the game consists of task forces moving about activating and conducting operations, to score points according to a scheme that is dictated to you by your senior commanders and keeps changing during the game.

There are also sub-systems for intelligence and a lot of optional rules for the core rues as well as the exclusive rules, so there can be a lot of variation in play.

A couple of the games also feature autonomous factions like Non-State Militia and organized criminals. Foreign forces are also included, they are more effective militarily but can be difficult politically, and sometimes also act autonomously.

All of this adds up to something not quite usual and different even from the COIN system, which is unfamiliar enough to many. But the system has proven quite flexible, and I continue to work on modules that use it... so one might like it, if one liked that sort of thing to begin with.

If you want to find out, I still offer the first module Maracas, about counterinsurgency inside a large city for free print and play (Vassal modules are out there too).

 

AFG: You’ve designed dozens of games and game systems, and you’ve come up with your share of innovations in wargaming over the years. Is there a game or a mechanism by another designer that you’d put up on a pedestal, something you’d point to and say “Now, that’s what I call quite good!”?


BT: Without a doubt, James F. Dunnigan is my favourite wargame designer.

The highlight of my wargame design career was in 2012 when I sat next to him at a panel discussion at a Connections conference and he said, “I like what you’re doing”.

Squeeee!

He is well known for two great notions:

“There are two overarching rules for game design. They are: Keep It Simple; and Plagiarize.” (he also said, “use available techniques” when he wanted to be a bit more euphemistic).

and;

“If you can play them, you can design them.”

He designed or developed many of the wargames that I consider Damn Clever: Berlin ’85 (featured in Strategy & Tactics, issue 79 (SPI, 1980), Canadian Civil War (SPI, 1977), Lost Battles (SPI, 1971), Minuteman: the Second American Revolution (SPI, 1976), NATO Division Commander (SPI, 1980), Plot to Assassinate Hitler (), Russian Civil War (SPI, 1976), Year of the Rat (SPI, 1972).

What do these all have in common?

They all point out that he was never afraid to experiment – well, he had little choice but to try new things since SPI was the first really adventurous wargame publishing company but he pushed that to the hilt.

 

AFG: One last question - Paranoid Delusions (BTR Games, 2006) – what’s with that?!


The Spanish-language cover of Paranoid Delusions (BGG, courtesy of THE MAVERICK).


BT: Hah! That was something I spun up for one of the Microgame Design Contests that used to be run on Boardgamegeek but I don’t think are continuing, at least not under that name (to be fair, I haven’t looked either).

It was the 2006 contest and there were only two entries: mine and Nemo’s War (Victory Point Games, 2009) by Chris TaylorWe called it a tie at the time, but while my game languished, Chris has had several expanded and improved editions of his!

Paranoid Delusions counter mix (BGG, Courtesy of Federico Galeotti).


I used to do mail art and was into ‘zine culture back in the 80s and was familiar with conspiracy culture and other forms of “high weirdness” before the Internet, [and] I also read my share of Thomas Pynchon.

I wanted to have some kind of free-form game where you could get away with attacking yourself, for the sake of the greater goal of solving the mystery to unlock the world and what was happening in it.

Nowadays of course this kind of stuff is so bog-standard and pervasive it’s barely funny anymore – if indeed it ever was.


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I wanted to thank Mr Train again for his time and sharing so much of what goes on under the hood of wargame design. If you've enjoyed or got something out of this interview, do yourself a favour and subscribe to Mr Train's blog.



* For more information on the international network of Connections conferences, you should check out Rex Brynen's PAXsims blog.

 
 

Sunday, 26 April 2026

Public Service Announcement: GMT Errata Counter-sheet, 2025 Edition

 


Keep your greasy paws off my Holland '44 replacements.


So, I got an email today to say that my GMT order was arriving from the Australian distributor, that happens to be in the same city as me. I thought this was for Ardennes '44, Fourth Edition (GMT Games, 2026) and Purgatorio: Men of Iron, Vol. VI (GMT Games, 2026). When it arrived, it wasn't that. I forgot the GMT Replacement Counter-Sheet for 2025 shipped on the same boat, and would of course be much quicker to get out the door.

Like previous years, I'm offering to post some or all of the counters from the replacement sheet that I don't need. Unlike previous years, I'm keeping most of them. It so happens that I've got a bunch of games that need a little love, but there are still some extras I'm happy to part with (see below). As for these, I hate seeing things go to waste, so I'll happily mail them to whoever can use them, wherever they may be. 

If you have one of the games listed below, and you'd like the replacement counters for that game, and you didn't order the replacement sheet yourself (I'd rather these go to someone who needs them rather than feed your weird OCD over spares), get in touch via email of in the comments and we'll work something out.  This is "First come - first served." I only bought one sheet so I only have one set of each of these. I'll cross off the counters already taken as they go:


Fields of Fire Deluxe Update Kit (nine counters)

Here I Stand (five counters, not necessary if you have the 2024 reprint)

The Last Hundred Yards – general (twelve counters, including one British replacement, presumably for LHY Vol. 5 – For King and Country)

The Last Hundred Yards, Vol. 2 & 3 reprints (three counters)

The Last Hundred Yards, Vol. 4 (three counters)

Next War: Iran (two counters)

Red Storm: Baltic Approaches (one counter)

A Time for Trumpets (eighteen counters)


Thank you for your attention to this matter.




Friday, 24 April 2026

Overthinking it: Games as therapy

 

 




Note: I've wrestled with posting this for a while, and I've re-written it about four times now. While it It deals with mortality and its onlookers, the ones affected by it peripherally. I don't imagine this post will be for everyone. If you're squeamish about such things, or if the subject just hits too closely, it may be best to skip this one. Normal transmission should return shortly.

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I’ve talked about this elsewhere on the blog, but I’m bringing it up one more time to illustrate a point. In 2010, my wife Jess was hospitalised with complications from a MS exacerbation that came close to ending her life and subsequently put her in rehab for three months while she learned to walk again. It was during this time that my brother-in-law T and I started playing a weekly game of Command & Colors: Napleonics (GMT Games, 2010). I had only been in possession of the game for a month or so before Jess went into hospital. I was spending my days in the ward and my nights eating toast and not sleeping very much. T and his wife P – Jess’s eldest sister – had me around a several times for dinner in those early weeks, mostly to make sure I was looking after myself, and when Jess was communicative again, she told me I should go have a game with T one night. So I invited myself over and took my copy of  C&C: Napoleonics with me. When offered, T chose to play the French.

At the end of our first game (Rolica (French First Position) – 17 August 1808), T told me I should come over the following week so we can each play the over side. And that was the start of our nearly sixteen-year Monday night game tradition. Over those first few months, this was one of the things that helped keep me on an even keel in the face of a desperate and only sporadically resolving situation.

I bring this up now because life is a crap buffet, devoid of even the smallest measure of fairness or justice or consideration. After some months of unwellness, P was diagnosed with MND. Anyone who has lost a loved one to this shitty, humourless joke of a condition knows what it does to the sufferer and to everyone around them, and has my deepest, most profound sympathy. I’m not going to dwell on it here; that's not my story to tell.  

The other week, when T and I played the Eggmühl, Day 2 (French Right) scenario, that was a little less than a week after P’s diagnosis. She had been progressively less well over the previous four months, and we hadn’t seen either of them for most of that. Both T and P are medical professionals, and quite senior in their respective fields. Neither is under any illusion regarding what is to come. When I got to T’s place for our game, he looked haggard, flat, beaten.

We played the game. We did not talk much at all before or during the game, except a little about various moves or tactics, and about the historical situation of the scenario. For about an hour-and-a-half we were immersed fully in the challenge to hand.

After the game, as we were packing up, T seemed less deflated, more his old self. We talked. I asked him some questions about what comes next, how P was handling the situation, how their kids (both adults now) are taking it all, and he answered everything with full statements, rather than vagaries and platitudes. For eighty-something minutes we’d taken a little vacation from the weight of everything bearing down on the family, but upon T most of all. It was still there when we returned, but he was a little rested and better prepared to face it.

In her excellent book, Reality is Broken: Why Games Make Us Better and How They Can Change the World*, author Jane McGonigal relates a story from Book 1 (Part 94) of Herodotus’s The Histories:

Now the Lydians […] were the first of men, so far as we know, who struck and used coin of gold or silver; and also they were the first retail-traders. And the Lydians themselves say that the games which are now in use among them and among the Hellenes were also their invention. These they say were invented among them at the same time as they colonised Tyrsenia, and this is the account they give of them: --

In the reign of Atys the son of Manes their king there came to be a grievous dearth over the whole of Lydia; and the Lydians for a time continued to endure it, but afterwards, as it did not cease, they sought for remedies; and one devised one thing and another of them devised another thing. And then were discovered, they say, the ways of playing with the dice and the knucklebones and the ball, and all the other games excepting draughts (for the discovery of this last is not claimed by the Lydians). These games they invented as a resource against the famine, and thus they used to do -- on one of the days they would play games all the time in order that they might not feel the want of food, and on the next they ceased from their games and had food: and thus they went on for eighteen years.

Many things mentioned by Herodotus are questionable in their veracity, but this story, to me, seems plausible; it has the patina of truth to it. That a society would look to games as a distraction from their woes seems both believable and healthy. When my wife was in hospital and there was absolutely nothing I could do to help her, I took some solace in Marcus Aurelius, Søren Kierkegaard, and our weekly Commands & Colors game. These things helped me make sense of what I was experiencing, giving my conscious mind a brief remit from my own sense of ineffectualness, and allowing some clear time for my subconscious to work the intellectual and emotional baggage that I couldn’t actively think my way through.

I’m not trying to diminish or cheapen the real pain people face in their lives. And I’m certainly not trying to say that wargames or games in general are a salve for that pain. Games are not a replacement for lived experience. But lived experience can be harrowing. A game can offer a brief respite from the anguish of the moment. But more than that, it can lend you the space to build or restore a framework through which to approach or deal with the ongoing horridness. At least, this has been my experience.

After the game, T spoke of their immediate plans; to get P out of hospital and comfortably back into their home; welcome their second grandchild – a girl, due (at time of writing) in just a week or so – into the world; to be participating grandparents in the child’s life; and, of course, playing the games that are an enduring part of their family traditions. He spoke in terms of short-term goals, and of the tactics to be employed in making P’s life as full and as fulfilling they can. Listening to him talk about it, T didn’t sound like a project manager running through procedures and milestones; he appeared more like a general marshalling all of his forces for battle.


 

* I cannot recommend this book, and McGonigal’s more personal follow-up volume. Superbetter: How a Gameful Life Can Make You Stronger, Happier, Braver and More Resilient, highly enough. McGonigal is an academic, game designer. and brain trauma survivor (her recovery  from which she addresses through the course of Superbetter), and a very entertaining and engaging writer. There are also a couple of TED-Talks and other presentations available on the Internet, but your a grown-up; you can find those for yourself.

† This online text is from G.C. Macauley’s translation, first released in 1890, but still a worthwhile translation. I have the Barnes & Noble Classics paperback (EAN: 978-1593081027) which it looks like is still available in print and doesn't cost all that much.

 

 

Thursday, 23 April 2026

State of Play: Battle Line - making peace with the chaos

 

 

 

The game: nine Flags (red pawns), a sixty-card Troops deck and a twenty-card
Tactics deck, and a four-page rules sheet. The handy reference card
I downloaded from BoardgameGeek.com

I arrived at the expected time for a game with T (remarkably on a Monday for our sometimes inappropriately named Monday night game), only to find he had a visitor. T is taking some extended leave from work, and his boss had come around to discuss a few matters regarding his area. T’s taking a few months off to deal with some things. After introductions, I scurried off to make some coffee and rustle up a suitable diversion, nothing having been set up as yet.

T keeps his games in his home office, among the family’s extended game collection. The shelves run floor to ceiling on the back wall, with most of the wargames on the top shelf. There was no way I was climbing on his swivel chair to try to retrieve something from up there, but a did spot something just about at eye-level which seemed perfect for a truncated game and a chat.

I’ve written about the Reiner Knizia game Battle Line (GMT Games, 2000) previously (and more than once). I have a storied relationship with the game. I like it as a game, and it ticks a lot of boxes for what we’re all about here at A Fast Game – Monday’s session took about forty-five minutes from taking the box down off the shelf to putting it back in its spot. Battle Line a numbers game, which doesn’t appeal to everyone, but I like to play the percentages in a non-gamble-y way.

If you haven’t played it, it’s much more a war-themed game than a wargame; the game involves setting out nine wooden pawns, called Flags. This is the battle-line of the title. Play involves each player consecutively playing a card from their hand before one of the flags, trying to construct three-card runs Adjacent to the flags, then drawing a replacement card from either the Troop deck or the Tactics deck. When each side has completed a run, they determine which side has won and place the Flag on the winning run. The game is won when one side has scored five flags or three adjacent flags (harder than it sounds).

The Troop deck is made up of variously six suits of ten cards each, rated 1 to 10 in value, and these are used to make runs in the following configurations (in descending order):

Wedge – Straight flush

Phalanx – Three-of-a-kind

Battalion Order – Flush

Skirmish Line – Straight

Host – Any other formation (numerical values tallied)

So, a Wedge beats a Phalanx, which in turn will prove more than a match for a Battalion Order, and so on, down to the Host (in a competition between Hosts, the greater value of Troops showing up will carry the day, in the case of a tie, the side who completed their run first is the winner of that Flag). The Tactics deck mixes the straight mathematics of the Troop deck up a little. Various Tactics cards can be played to stand in for a particular (or any) card required but not drawn or allow the removal of a card your opponent has placed, and its re-placement on a run on your side of the battle-line. These are the wild cards that add a little chaos to the mathematical order of the game.

Flags placed cards dealt, anticipation building.

There’s quite a lot going on at the moment in life outside of games so, interestingly, T chose not to draw any Tactics cards at all – usually he’ll draw around half a dozen in a game – and I only drew one, and then only when I needed a Hail Mary for a run I was trying hard to build (I’ll come back to this), which paid off in the short term. We were both playing a fairly pure mathematical game. There’s an argument in literary theory and the development of the detective genre in the late nineteenth century and especially the rise in its popularity after the Great War was a societal response to the diminishing influence of religion as a source of assurance in everyday life; when people lost faith in God, there was still a need for a sense of order, and people retreated into a world where wrongdoers always received their comeuppance, and Truth was always revealed, Order inevitably restored. Battle Line may just be a perfect game for restoring a sense of balance, for a little while at least, in the face of life’s topsy-turviness.

At the outset, the goal for me is to try to win the game by garnering three adjacent Flags. I have never accomplished this, nor have I ever seen it done.* But I have to believe it’s possible, though it might require your opponent to be oblivious to your machinations and entirely absorbed in his own. To accomplish it you need to set an anchor, a solid, insurmountable run at least third Flag in from either end. This will give you the opportunity to win the two flags on either side, or two consecutive flags from the anchor. I can’t say this has been an effective strategy, having, as I said, never won with three adjacent flags, but it carries a kind of logic that I find compelling. And try as I might, I haven’t come up with a better opening.

Needless to say, this is what I tried to do from the outset. I don’t think there is a positive or negative effect related to playing the first card; T did in this game. The first card placed in a run can suggest some clue as to what your opponent is planning to place at that flag, which will in turn suggest what cards he his holding or hoping to collect. I used to approach every game like this, what you might call the Great Detective approach, parsing the evidence in the search for meaning. This way lies madness. I’ve adjusted my approach to Battle Line,

A blow by blow of cards played would be tedious beyond comparison. Instead, I’m going to present some photos of the developing game with some extended commentary on each for the reader’s edification.

About half-way through the game. No Flags claimed yet. I'm working on a Skirmish Line
(straight) for 
the third from my  right and hoping I can build a Wedge (straight flush) in the
Centre - most of the Green suit haven't been revealed yet. I've already written off the extreme
left Flag, but praying for Elephant reinforcements for the second from right. Straight flushes
are the ideal, even with lower value cards, but you have to play with what you're dealt.


.
I was pretty confident with my Hypastpist Phalanx (second from left) until T began building
his own  out of Light Cavalry, one after another (and one point higher in value). That was
the 
first flag to fall in the game. 



I'd been holding the purple 9 and 10 for eight or nine rounds, so when T laid out the purple 8
I knew I needed a bit of luck, or some clever Tactics.

The only Tactics card drawn in the entire game, but it paid off.  Alexander gave ne the purple
Heavy Cavalry I needed to beat T's Wedge with the actual purple 8. A case  of winning
the battle but losing the war.



I've just now realised T awarded the third Flag from my left to me incorrectly and I didn't
notice at the time. Clearly his Wedge (straight flush) beats my Phalanx (three-fer), so
technically, he won with with a three-adjacent Flag when he closed his 3 three-of
-a-kind, beating my 1 three-fer at the far left *about three rounds before
the game's natural end.

In the end, the game came down to the last two Flags, which were both taken quite handily by T. Even with a more sanguine approach to the game, I can get a touch of white line fever with some runs; I hold out too long for one result and miss the opportunity to close it with a less optimal but still serviceable formation, only to lose it to an unimpressive but still effective opposing run.

There is a purity of thought in crunching the numbers in Battle Line, a certainty in the absolutism of the game’s parameters that offers a kind of comfort. T likes to use the term, “Playing your own game.” There is the space of play and there are the boundaries, quite distinct. The space within becomes a manageable world of probabilities, where options can be weighed against one another, and you can feel a small measure of control over your own fate, however illusory. It‘s a strange thing, but a game that once represented a kind of chaos in miniature has evolved – for me at least – into something, if not peaceful, then somewhat controllable. I don’t think T ever had the issues I've had with Battle Line – or if he did, he certainly hid them more convincingly, but It seems to have become a safe harbour for him as well.

End state. As mentioned, T should have won about a half dozen rounds earlier, but
in the end, the honourable Opposition was shrouded in all kinds of victory.

 

* While I was finishing this post, I caught up with T for another game. We played Battle Line again, and T won with a three adjacent flag sequence at his extreme right flank, which duplicated the technical result here.

 

 

Line of Fire: a fast interview with Brian Train

      Brian Train is one of those designers, like Mark Herman , Sebastian Bae and Clint Warren-Davey (I could go on – there is a big ...