Note: the Boots on the Ground Deluxe Kickstarter campaign is now live! You can back the game here.
Boots on the Ground (Worthington Games, 2010) was, I think, the first Worthington title I ever bought, back when I first started to get back into gaming and might have been my first non-RPG purchase at that time. Thinking about it, it was probably my first intentionally solitaire-playable game as well, which was a novel concept for me at the time. I enjoyed it, played the crap out of it, then somehow lost it, probably in a house move. In a fit of nostalgia a few years back, I bought a second-hand copy on eBay for what I thought was a reasonable price, then put it on the shelf and forgot about it.
Worthington
(now Worthington Publishing) has announced a second edition of designer (and Worthington stalwart) Sean Cooke's Boots on the
Ground will be coming to Kickstarter in the next couple of months (you can
lodge your email for notification of when the campaign begins here), so
I thought it might be worthwhile to revisit the original.
It has
to be said that the first edition box cover is pretty non-descript, with an
admittedly arresting diagonal orange title banner on a background of that
pixellated camo that was so popular around the time of the Second Gulf War. The
box itself is a little lightweight; this was standard for Worthington releases
around this time and had its pluses and minuses. It’s perfectly fine for a game
with such light components, but sturdier boxes have become the standard for
Worthington releases in the last several years, and the new game will have a
mounted board, so this is a good thing all round.
The box
back has aa brief description of what to expect with the game. Thinking about
it, there weren’t many – if any – games dealing with modern warfare at the
individual warfighter scale in 2010 that didn’t involve a video-game console,
so Boots on the Ground really was breaking new ground in the board wargaming sphere.
The
Component list includes a single counter sheet, 60 “Intel” cards, a gameboard
(we’ll come back to this next), and a rulebook. Curiously absent from this list
is the double-sided PAC (also printed on heavy cardstock, and the extra three
cards presenting the eleven(!) scenarios also included in the game. Maybe they were left off on the principle of under-promise, over-deliver.
Something
also worth mentioning is the versatility of the game. While I’ve only played
Boots on the Ground solo, the box-back notes that the game can also be played by
two players, either co-operatively or competitively (with one player
controlling Alpha (Red) Team and the other Bravo (Green) Team, co-operating or
racing each other to complete the mission objectives), or in a true competitive
mode with the second player controlling the insurgent units.
Map panels, folded. |
The play area consists of two three panel (21½" by 11" each) heavy card maps that meet along one edge to form a roughly 22" square arial view of a generic city-scape that could be Mogadishu or Aleppo or Mosul, set on a diagonal grid to regulate movement. The terrain is represented by a slightly blurred photographic-style image of buildings and criss-crossing streets.
The map. (This ain't no party, this ain't no disco.) |
And I can
already hear people whining, “Why did they have to go ruin a perfectly good
game with squares instead of hexes?” I admit, I was a little taken aback when
I first saw it, but the grid works in context of the game and what it’s setting
out to accomplish. This is just an unboxing, not a review, so I’m not going to
go into the game-play here. I’ll just say, I think it works.
Rulebook: no room for fancy title graphics - it's all business here. |
True to Worthington form, the rulebook runs to a mere eight pages. Actually, the rules themselves come to just four-and-a-half pages, with a table of Units and Other Counters’ descriptions and game effects (so, technically also rules, but with pictures and colour-coding) covering two-and-a-half pages, and the final page given over to a “comprehensive” example of play.
Rulebook (sample page). |
Being so brief, the rules are a little terse, lacking much elaboration of the game's concepts. I don't think it would be an ideal first game for anybody with zero experience in wargaming. For such a lean set of rules, though,
the game still offers a fairly robust play experience, with much of the step-by-step
instruction coming from the card-driven play with the Event Cards.
Sample Cards. (This ain't no foolin' around.) |
The
game comes with a set of sixty Event Cards, which are revealed during play, and
provide an element of fog-of-war to what is often already a tough gig. The
cards aren’t all bad; from memory, about 75% are unfavourable events for the
player, while 25% are more or less favourable. In any given mission you may only
go through a third to half of the deck, which makes for good replayability, but
in my experience it always felt like the unfavourable cards came up closer to
90% of the time, so there’s that.
Counter-sheet. No wasted chits here. |
I bought
my current copy second hand. Imagine my surprise when it arrived, and the counter-sheet
hadn’t been punched. I’m a little surprised that I haven’t got around to
punching this copy, but it’s a lucky thing because you get to see the first edition
counters in their pristine glory.
Teams and markers (detail). |
No
surprises here, I think. The counters mostly represent the Special Forces and
regular grunts, insurgents, Civilians (some of whom may be insurgents in disguise),
and vehicles (which can sometimes be ridded to explode). The counters are clear
and readable, and printed on pretty solid grey-core card stock. The Friendly
and Enemy actors each have an arrow pointing to the top of the counter to
indicate their sighting/firing facing. This dictates what each one can shoot at
(and if they can be caught unawares).
Player's Aid Card. |
The
Player Aid Card is a two-sided card that reproduces the aforementioned Units
and Other Counters Tables – two and a half pages of rules content, squeezed
down into two sizes of an 8 ½” by 11” card. My only criticism would be that a
duplication of the Sequence of Play would also have been useful. Maybe this will happen with the new edition.
Scenario cards (each scenario includes a set-up map). |
As I already mentioned, the original version of Boots on the Ground came with no less than eleven scenario outlines, printed on 8½" by 11" cards, two to a side. The scenario notes are fairly bare-bones affairs, with the Current Intel (the situation on the ground, as per known enemy positions and mission-critical packages (like hostages or WMDs), then the mission success parameters for Solitaire, Cooperative and Competitive missions.
Sample scenario. |
Also included is a BOHICA section (if you
don’t know, look it up). This section offers some suggestions for mixing-up the game, adjusting the
make-up of the team to make the scenarios more challenging.
Box interior (with card stash). |
The set
is rounded out with a box-insert to keep things from banging around too much in
transit, and a box which snugly houses the deck of event cards AND the two
large-ish white dice that accompany the game. The box is a good thing, because
the cars in Boots on the Ground are square-cornered, and too much shunting
around would make them nigh-on unplayable. And one of the gutters created by
the box insert is just wide enough to accommodate the card-box. Even before the
days of counter trays and sturdier boxes, Worthington has always been a class
act.
Card and Dice box. |
So that's Boots on the Ground in its original incarnation, a solid little game, and to my mind, well deserving of a second edition. From the
little that has been revealed so far, it looks like the new version will keep
the basic DNA, but will be get the full deluxe treatment with a mounted board,
easy-punch, pre-rounded counters, and more. To be honest, I’m torn on whether
to back it. The next cab off the Kickstarter rank for Worthington is slated to be Band of Brothers: Stalin's Favorites, which is a Shut-Up-And-Take-My-Money project for me. So, I should have have a few months to decide.
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