Just before Christmas, a copy of Tarawa 1943 (Worthington Publishing, 2021) arrived from a friendly game store the
next state over. It’s a small, contained game – nearly everything fits onto the
17”x22” mounted board. It plays very quickly once you get the hang of it, and
it is frustratingly challenging, but in the way that makes you want to set it
up again for a rematch as soon a you’ve finished your last game. I must have
played it now at least twenty times over a period of two-or-so months; I have
yet to completely clear the island of Japanese forces, but each time I come
back to it, Tarawa feels like a fresh challenge and something that is
achievable with some planning and a little sympathy from the dice gods.
Tarawa 1943 - initial set up |
The game comes with a handy score pad,
a booklet now common in Worthington games, that will allow you to record your
game results over time. The score-pad is designed to make it easy to work out how
well you did in your game in terms of Victory Points, based on the number of
locations seized, the number of Imperial Japanese Army (IJA) blocks still on
the board, and the number of US Maine units lost in taking the island.
In all the times I’ve played, I
haven’t once used the score-pad to check whether I had achieved a technical
victory based on points. Personally, I’ve always felt that a anything less than
a complete clearing of the island and securing of all locations by the time the
30-card IJA deck has played out is a kind of failure. And so, I would reset the
game and try again (it’s a testament to the brilliant design and playability of
Tarawa 1943 that over 20+ plays, it hasn’t got old).
Can't seem to shift that last bunker. |
I’d been happily playing Tarawa this
way right up until I watched a playthrough video posted on YouTube by Grant
from the Players’ Aid. I’d advise anyone interested in Tarawa 1943 to go watch
this; it’s better than any review I’ve read or seen at conveying the tension
and pleasure of playing the game. After a brief run-through of how to play,
Grant proceeds to play an entire game, falling just short of complete conquest
of the island (at this point, I could sympathise). Then, using the score-pad,
he went through the steps for allocation of victory points, taking several
minutes over it before reaching his conclusion.
Watching Grant go through this process
affected me in a way I wasn’t prepared for. I had always ignored the victory
points tally, but it struck me for the first time that this wasn’t just an
additional feature but was incorporated as an integral part of the game
experience. I’d been playing the game to my own satisfaction, but not as the
designers had intended it to be played. I’d been doing it wrong.
---
On reflection, I realise I haven’t
played Tarawa since I watched Grant play it right though with the scoring at
the end. I realised I wasn’t playing the game the way it was intended to be
played, and I think I felt guilty for not abiding by the designers’ intent. Am
I being too sensitive? Is it disrespectful or just plain wrong to play and
enjoy a game in a way it wasn’t ever meant to be played?
You could argue that it comes down to
respect for the game and rules as published. In the case of Tarawa 1943, I’m
either simply ignoring was the designers of the game thought was a worthwhile,
or I’m making a conscious decision to ignore any kind of qualified victory and
recognise only a complete dismissal of the IJA forces by the attacking US Marines
as a true victory.
This is where we start to get into the
tall grass of “house rules.” I’m much more familiar with this in roleplaying
games and any boardgame, but especially not wargames. RPGs are often designed
with closer attention to style than design, and some finagling is sometimes
required at the table to ensure playability and the satisfaction of all. I’ve
heard of this happening in wargames but have never done it myself (well, I thought
I’d never done it).
Looking back, though, I realise I do
have something of a history of straight-out ignoring some rules or factors of
wargames. The example that most readily springs to mind is Commands and Colors: Napoleonics (GMT Games, 2010). My brother-in-law have played a lot
of C&C, mostly Napoleonics. There is a thing in Naps where, if your
infantry unit is attacked by a cavalry unit, you can declare that the unit will
form square. This doesn’t prevent the attack, but it limits the potential damage
to the unit (a single dice), at the price of a random command card from your
hand, which is placed on a special board, face down, and returned to your hand
when the unit breaks square.
France's neglected Square markers.
We would always set up the square boards
and markers each game until we realised that we both had decide independently
that the loss of a manoeuvre option (the sacrificed card) was – usually – a greater
risk than the loss of a single unit, and that forming square will generally slow
the game down, always an undesirable eventuality. This is a case where a
decision has been made to give expedience more weight than historical accuracy,
but it’s something that we have both tacitly agreed to within the contract of
the (our) game.
I’m not sure why seeing how Tarawa was
meant to be evaluated set me off like it did. I wrote the first half of
this piece the week I started keeping this blog. It’s taken me the better part
of four months to complete it. The idea of designer intent has been running
around in my head all this time; I keep stumbling across unusual little instances
of a game where someone has added quirky rules – some optional, some mandatory –
to add some verisimilitude to the situation. Richard Berg was a big one for this. That’s something different from but adjacent to what I've been talking about here, and I think it’s something I’ll come back to sometime.
I’ve also been meaning to write a
review of Tarawa 1943 (spoiler alert: I like it), but this piece has been
hanging over me the whole time. And I still can’t say whether I’m happy to go
back and play Tarawa again the way I always have or not. I think I felt like I
was somehow showing disrespect to Grant and Mike Wylie by not playing it through
to the scoring stage, the way they had intended. I suspect that, having sold me a
copy of their game, they wouldn’t really care one way or another.
So, after a break of three months or
more, I think the best course is to take Tarawa off the shelf, play it again five or eight times, maybe use the scoring pad just to track how much or little I lost by, and write that review. It’s a really
good game and it deserves that much.
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