Showing posts with label Charles S. Roberts Awards. Show all posts
Showing posts with label Charles S. Roberts Awards. Show all posts

Friday, 26 September 2025

TL/DR: The Value Proposition of Wargaming Awards for Publishers

 

 

Reaching a targeted audience.

 

I posted my first article a couple of days ago, based on a survey of wargame publishers to see what they collectively thought about wargame honours like the Charles S. Roberts Awards. The truth is, not that many folks read long posts about subjects that will probably only interest a few people. I think what's there is worthwhile, but I get that everyone is busy, and there's probably something much more interesting on YouTube right now...

The full article comes out to just over 5,300 words and it's a little self-indulgent. This is a “just the facts, ma’am” distillation of the results from the analysis, so you can skip the full piece but still act like you read it at parties.


How this came about:

   I was curious about how publishers viewed wargame awards, so I wrote to fifty-four wargame publishers with a short list of questions.

   Remarkably, twenty-four of those companies (around a 42%) wrote back.

   The full article is an admittedly fairly shallow analysis of the replies. I promised anonymity to respondents unless they gave permission to use their comments with attribution, and several specifically asked for complete anonymity, while some were willing to “go on the record.”


The respondents

  The respondents were asked to describe their company in terms of size (relative to the industry).

  Twenty respondents self-identified as “small,” three as “medium,” and just one company maintained they were “large.”

  Most respondents explained their size in terms of staff numbers rather than output or some other measure.


The findings

  Seventy-five percent of respondents had a broadly positive view of wargame awards generally. The reasons for this ranged from peer or market acknowledgement of exemplary design to recognition (in lieu of financial reward) for individual designers, to raising a publisher’s market presence (free advertising).

  While the majority of respondents held a generally favourable view of wargame awards, of the concept of wargame awards, 16.7% reported that they thought that various aspects of the process could be improved upon or made more transparent, particularly the selection process for popular or open-voting  awards.

  Twenty-five percent of respondents were ambivalent about awards in wargaming. The views expressed had a live-and-let-live tone; nobody was calling for the overthrow of the ruling class.

  Award nominations and even award wins rarely equate to an increase in sales, and when they do it is almost always negligible, a bump rather than a spike.

  Only one case was reported across the responses of a significant jump in sales being associated with an award win (if you want to know who it was, you’ll have the section of the article sub-headed Award win).

I would like once again to thank all the publishers who shared their time and thoughts when they were under no obligations to do so. The work is neither conclusive nor exhaustive, but it’s a start; if there is enough interest, I may revisit the subject in a couple of years.

 

 



Thursday, 25 September 2025

Feature: The Value Proposition of Wargaming Awards - the Publishers' Perspective


 

A crown had gathered, eager to hear the results of the survey.

 

Introduction: where did this come from?

This inquiry sprang from a misguided notion I’ve been carrying around since I was a teenager; that the recognition of games via awards translated to an increase in interest – and by extension, sales – in games generally. Around the time I began to get into wargaming, in my early teens – this was the late seventies and early eighties – the Academy Awards for Motion Picture Arts and Sciences were a big thing, or at least taken more seriously than they seem to be nowadays. A film that won the Best Picture Oscar would see a huge surge in cinema attendance as more people went to the cinema to see it, or to see it again. Sometimes it would even warrant a theatre re-release so all the people who missed it the first time could go see what the fuss was about.

You see the same dynamics in publishing. Arundhati Roy’s debut novel, The God of Small Things, was slated for a paperback print run of around 5,000 copies after a hardcover release of about a thousand. When The God of Small Things was shortlisted for the prestigious Booker Prize, the publisher upped the initial paperback print run to 160,000 copies on the strength of the nomination.

When I read about awards like the Origins Awards in wargame magazines, I naturally conflated this recognition with greater commercial success; it developed into an article of faith and for a long time I never stopped to question it. Maybe back then, in those heady days before the gift of the Internet – and its pharmakon, Internet anonymity – things did work out this way.

For me the moment of questioning came half-way through writing a post about what I thought was the true value proposition for publishers receiving a nomination for an award with reasonably high visibility in an admittedly small demographic, in reply to an actual publisher venting that their nomination didn’t translate to any real value at all. It was a profound example of Dunning-Krueger exposition, and I considered just deleting the post as I thought about it (it’s still embarrassing, but in the interests of intellectual honesty, it remains up). In short, this inquiry was born out of personal interest; I set out to find out what publishers’ experience was with awards to satisfy my own curiosity, and I’ve written up what I found to justify the efforts of everyone involved.

 

Scope and methodology

I’m not a trained statistician, but I’m something of a data wonk and have picked up some basics in various work roles over time. I wanted to apply some intellectual rigour to the project, and I wanted to write it up, if only out of respect for the respondents (and, of course, for more and interesting blog content).

For the survey to produce results I could call representative, I needed a largish pool of potential participants. These would be companies which released wargames either exclusively or in a sufficiently high number of titles (50-80% of total output) The obvious choice was recipients of Charles S. Roberts nominations. Over the last five years of the awards, the categories have been pretty stable, so I kept my query pool to recipients from those five award rounds. I looked only at the categories awarded to games, not game designers or illustrators. I also left out nominees for the Science Fiction or Fantasy category, as the companies represented for this award were either more mainstream companies who happened to stumble into a wargame nomination, or had already been represented in other categories.

I identified 61 publishers from the historical game-awarded categories. I already had a conversant relationship with a couple of the publishers on the list, so I contacted them first; the others I essentially cold-called (via email, or in a couple of cases, a direct message via Facebook), with a form letter comprised of four questions and an opportunity to provide further comments. I spent about three weeks contacting – and in a few cases corresponding with – publishers, but the essential message was consistent for all. It read as follows:

 

Wargame awards value-proposition survey

 

[Greeting],

I post a small blog about wargames and wargaming, and I want to write a piece about the perceived and actual effects that award nominations or wins have on sales of the nominated titles, that an award (or nomination) automatically translates to increased interest and/or sales, or a general increase in brand recognition. I’m hoping to get a clearer picture of this with your help. I'm writing to every publisher that has been nominated for a Charles S. Roberts Award in the last five years, along with some others I'm aware of receiving nominations for other awards.

I’m writing to wargame publishers in the hopes that enough will respond to make a useful sample group, asking a few general questions about their experience regarding awards. I’m not asking for hard figures or percentages, or information that might be considered commercial in confidence; only general responses to the following questions based on your company’s experience.

I have prepared four questions (three only requiring single-word answers) and an invitation to add any further comments. The answers to questions 2, 3 and 4 will be used for a simple statistical analysis. Please feel free to be as general or specific in your comments as you wish, and you’re welcome to add a statement or any further comments (anonymity will be assumed unless permission is explicitly granted).

1. As a wargame publisher, what do you see as the value proposition for awards like the Charles S. Roberts Awards or the SDHistCon Summit Award?

 2. Have you seen an increase in interest or orders of titles that have received a nomination or nominations, but failed to win an award (ball-park only – negligible / noticeable / profound)?

3. Have you seen an increase in interest or orders of titles that have won an award? If so, would you consider this a significant increase (as above)?

4. Would you class your company as small, medium or large (in terms of wargame publishers, not compared to IBM)?

5. Do you wish to add further comments (if so, please indicate if these may be attributed)?

Thank you for reading this far. I will inform the survey participants ahead of the post being published and will provide a pre-publication draft on request.

Regards,

Jonathon Dyer

https://fastgame-goodgame.blogspot.com/

-------

I intentionally kept the questions simple and straight-forward. I figured anyone who chose reply was taking time away from something more important to do so, and so I kept three of the questions to single word answers, leaving open the opportunity for the respondents to expand their answers as they saw fit.

Of the sixty-one companies I attempted to contact, one had since gone out of business. Two more proved impossible to reach (due to technical issues with their website-based messaging apps – I did try several times in each case, but without success). I believe I likely managed to contact a human at each of the other fifty-seven companies from the complete list.

 

Response

From my admittedly limited experience with surveys from working in libraries, I hoped for around a 12-15% response rate, but I was sure I’d be lucky to get much more than 6-7%; cold-call surveys rarely get above this level of participation. If I didn’t make 5% (four or five results), I had a contingency plan of expanding the pool to European award nominees. I bullied a couple of publishers with whom I already had some contact into helping out, but most were formal approaches via email. Or in a couple of cases, via Facebook Messenger.

As mentioned, I couldn’t reach everyone on the list, but I have worked on the assumption that I managed to reach all fifty-seven of the other publishers over the course of about two weeks. I’m pleased – and more than a little surprised – to report that twenty-four publishers responded to the survey, a response rate of roughly 42% of those contacted. This was a much better return than I had any cause to hope for, and I’m grateful to everyone who took the time to respond.


The geographical breakdown of the respondents shows a truly international response to the questionnaire, which is heartening. By nationality, the biggest non-US response was from Italy, with France and the United Kingdom tied for second place.

Some respondents answered perfunctorily, which is fine; I really didn’t expect any more than that (the opportunity for comments was optional), and their contribution is appreciated. Some added comments under request of anonymity, or of not having their comments presented at all, which I respect; this really is a small community, after all. A handful of respondents were happy to be quoted, and each of these made insightful comments; my especial gratitude goes to them.

 

Results

What follows is an overall analysis at all of the response material received with little extrapolation. I have tried to keep this reading as objective as I can. The material is presented in a different order to how the questions were presented in the questionnaire.

I wanted to look at the self-reported size of the respondents first, because I think this has had an influence on the subsequent data collected. The data collected from the remaining questions are presented in the order as appeared in the questionnaire. The responses to the value, or perceived value, of wargame awards generally from the publishers’ point of view have been distilled into shared themes. Every publisher has their own distinct take on the value of awards, but these are often more similarities than differences at play.

Questions 2 and 3 are inextricably linked; there are nearly an order of magnitude more award nominees than award winners, but I thought it would be worthwhile to see if a game taking a gong would have any further effect that just a nomination. Only ten of the twenty-four responding publishers had won an award of any stripe.

I’ve tried to avoid reading too much into the data beyond neutral observations, and where possible I have let the respondents speak for themselves. I will not be releasing the names of the respondents a list of the respondents; several requested anonymity, and added to this, it would be easy enough to reverse-engineer a list of companies that, for whatever reason, chose not to respond to the survey. I have liberally quoted from the companies that agreed to go on the record to add some nuance to the findings.

Company size

 “I’d class us as a small publisher, and I’d guess that’s the case for most of the wargame industry, with just a few exceptions. It’s a niche market, and even the more well-known names tend to operate on a relatively modest scale compared to broader segments of the gaming world.”

- David Heath, Lock ‘N Load Publishing

 

I guess we're medium. Small would be 1-2 people. Counting all the freelancers' time, we must be around 2-3 full time jobs for wargames.

- Florent Coupeau, NUTS! Publishing

 

Small – we fit in a garage. 8-)

- Steve Rawling, LPS Inc. (Against the Odds magazine)

 

The wargame industry is small, even in the context of the broader hobby gaming sector it’s a thin slice from the pie-chart of overall game production. I think an argument could be made that there are three or maybe four “large” companies operating significantly in the hex-and-counter gaming space located in the United States, arguably another one or two in Europe – though that might require some renegotiation of what constitutes a wargame, which is definitely not what I’m here to discuss – and at least two more in Asia.  None of these are large companies in comparison to other industries, or even companies in the broader game publication sphere. The publishers we think of as industry flagships are still tiny compared to the likes of Hasbro, Asmodee, or Games Workshop.

The question of company size was the last question on the survey, but I wanted to address it first because it has some bearing on the responses to the other questions. I made the question simple to answer with just three single-word options, but I didn’t want to dictate guidelines for what should constitute a small, medium of large company; I was interested to see. A small company might release a new game every other year, or they might produce one or two a month, along with reprints of previous games. I was more interested in learning how publishers see themselves within the ecology of wargame publishing.


Respondents were encouraged to use a peer-comparison in identifying their size, measuring themselves against other wargame publishers inside of the ecosystem. I think inside the industry there is some cache in representing yourself as a small publisher, like a band that doesn’t want to appear that they have “sold out.” That’s not meant to be any kind of indictment; it’s merely an observation, though it has some baring on some of the data. It would be interesting to dig into more deeply in a future study, but it’s not what we’re concerned with here.

 

NES releases one game every 6 to 8 years, but recently that has increased to one every 3 years. However, every game that has been released has gotten nominated for something in the CSR Awards.

- Mark Hinkle, New England Simulations

 

Nearly all the respondents declared theirs to be a small company. Most of these were one- or two-person operations, but the count included at least two companies that, if asked, I would have positioned as medium. Uwe Walentin described Sound of Drums as, “Small, but on the verge to medium.”

Three publishers defined themselves as medium-sized operations, though their reasons varied. One publisher placed their company in the medium bracket on the basis of their larger-than-average initial print runs, in spite of fielding a very small staff. One respondent wrote, “In wargame terms, you are either [one company was mentioned here], more than one employee (medium) or one employee or fraction (small).” Only one anonymous respondent described themselves as a “large” publisher, “in the top 2-3 in the USA if not the world.”

 

The value propositon

A general once asked Napoleon what was the purpose of awarding petty baubles like the Legion of Honor to the troops and Napoleon replied, “It is with baubles that men are led.” The principle is true today, the awards give everyone involved something to shoot for and in a world of inadequate monetary compensation for oftimes heroic efforts, a bit of psychic satisfaction for the winners.

- Steve Rawling

 

“Regarding awards […] in general, the value proposition is like that of a medal of honor: it may give you or your company some gratifications from single persons or associations, but it doesn't help you to fight better.”

- Nicola Contardi, Europa Simulazioni

 

As a wargame publisher, it is a very useful catchphrase on the front or back of a box.

- Yasushi Nakaguro, Bonsai Games

 

The first question on the list was the most open-ended because I wanted to let the respondents answer as freely as they felt comfortable. I didn’t expect many respondents to go into too much detail with this one, but I wanted to get a measure of publishers’ expectations of what wargame awards mean to their businesses. This freedom resulted in several respondents requesting anonymity. Here I’ll present a synthesis of the results to highlight the themes shared among the responses. I’ll also include quotes from some respondents (with their permission) to add context.

Wargame awards are generally well-regarded by wargame publishers. Some of the respondents suggested there may be better ways to govern the nomination process or some other aspect of various awards (you can’t please all of the punters all of the time), but nearly everyone saw something positive in having wargame awards, if only for others.

The majority of respondents expressed a generally positive view of wargame awards. Three quarters of respondents expressed a positive opinion of wargame awards in general or the Charles S. Roberts Awards in particular. This doesn’t equate to a tangible benefit to the publisher in all cases. Of those who expressed a positive view, 16.6% emphasised the recognition of their designers rather than any value for the company. Another 54.2% of respondents saw award recognition as a positive in terms of marketing, either passively – game or brand awareness-raising – or as a chance to capitalise on that recognition boost through their own marketing (respondents were split roughly fifty/fifty, with a couple highlighting both).

 

It's a great way to highlight good wargames to the public. It is so hard to break through these days so every new opportunity is very valuable. 

- Petter Schanke Olsen, Tompet Games


“The value proposition is for industry recognition and establishing brand awareness for excellence.  While, as I will note below, we do not see significant uptick in sales of the title, we do believe it makes customers more likely to buy or back our games in the future.”

- Kevin Bertram, Fort Circle Games

 

“Awards and nominations have had no discernible impact on our sales or notoriety. I think this is more a result of our size/niche; I'm sure other publishers see an impact. But it's nice to have the work recognized by one's peers and public, especially because we are off in our own corner.”

- Amabel Holland, Hollanspiele

 

Fully a quarter of respondents took a less charitable view of awards, in terms of benefits. This presented more as ambivalence to awards rather than active rejection, but 3:1 ratio among the respondents surprised me. I don’t have any figures to back this up, but it feels like a reflection of the “do we even need awards” sentiments that circulate in online fora and are debated on YouTube channels around the time of the CSR nominations announcement each year for the last few, though 25% seems higher than I would have expected.

I hadn’t thought about this being so prevalent a view among publishers, otherwise I would have built another question into the query letter. I suspect that this may be an artifact of the still relatively small collection sample. It’s a subject that perhaps should be discussed, but while it warranted noting, it’s not the concern of this study.

 

Being an independent company, the impact is minimal. Mainstream brands always attract more attention than we do, regardless of how the products compare. 

- Carlo Amaddeo, WBS Games

 

I should add that none of the comments were hostile to the idea of wargame awards or to the CSR or Summit Awards that were singled out as examples in the questionnaire. Four respondents made further comments questioning the architecture of the nomination selection system but these comments all came from publishers who had been favourable of the awards generally.

Nicola Contardi from Europa Simulatzioni questioned the opacity of the process: “Value proposition would benefit from an increase of transparency in the overall process of assigning awards. What are the criteria by which a game is entered a short list? Who are the persons assigning the awards and why? What is the process granting that the best title wins the award?” Mr Contradi was ultimately positive regarding the award process, adding, “While my comments above may seem sort of a negative criticism, I think that a solid system, with transparent and shared rules to assign awards to wargames in the international market, would be very important for our community. I thank you for the work you do, and I encourage all of you to make it always better.”

The awards do provide a platform for discussion of games which is always good for   the industry. While I am biased as a small company, the award winning is for the most  part reserved for the large companies though the nominations are appreciated by   us smaller guys. 

- [Anonymous] 

 

Award nomination

As previously stated, all the companies I approached had been nominated at least once in the last five years for a CSR Award, so all respondents were qualified speak to whether the nomination of an award – in their cases a fairly well-known and well-covered one – had any influence on subsequent sales of the nominated title.


In regard to my original question, whether awards nominations translate to (even moderately) increased sales, the overwhelming majority of respondents said it hadn’t. Several said “Nil” or “None” in their comments. This wasn’t an option I’d thought to add in the questionnaire, so I combined the results of respondents had identified a slight (negligible) or noticeable because these seemed to be virtually interchangeable in many of the responses. From parsing these responses, it seems like most publishers have experienced some increase in interest or sales of a nominated product, but that the increase is of an order not much more than what could be a statistical margin of error. No publisher indicated a significant increase in sales.

Which brings us to the fourth category. I dubbed this “It’s complicated” partly because it amused me to do so, but also because it succinctly captures a recurring frustration among the respondents. Based on the evidence reported, the biggest complication preventing a potential bounce in sales of award nominated games is timing. The pattern of production for the majority of publishers – those who don’t use print-on-demand partners like Blue Panther – often produce quite limited numbers of games in a single print-run, sometimes as few as a few hundred copies. A number of companies have some manner of pre-order system in place that can inform the scale of production, but the wargame publishing business is still a business, and nobody wants to be left with a lot of excess stock. This leads to popular games – the games that might garner an award nomination – often being sold out by the time the nominations are announced. In the case of the Charles S. Roberts Awards, where the awards cover games released in the previous calendar year, but the selection panel does not meet until three or four months into the following year, the list of nominated games could appear twelve months or more after the initial release of a title*, plenty of time for initial stocks to have been depleted.

One respondent, Sergio Schiavi of Dissimula Edizioni, wrote at length about his experience with awards. I believe it warrants inclusion here in full:

Well, my only experience is with a title I published a few years ago, From Salerno to Rome [Dissimula Edizioni, 2020]; it did receive a nomination, but by then I had sold most of the copies I'd produced in the game's three print runs, about 1,600 copies in total. For several years, I've been asking people who want to pre-order a game or get information about a title how they found out about it; most of the responses, especially on FSTR, are because they saw a video on YouTube or were talking about it in forums; no one ever mentions the awards to me. But I don't know if it's a significant sample, there were about 20-25 responses of this type in four years.

My first title, Radetzky's March [Dissimula Edizioni, 2018], won an award in France for best game of 2019; even then, it had no impact on sales of the first edition, as all copies sold out well before the award. I don't know if it had any impact on the second edition [Dissimula Edizioni, 2023], which I produced five years later.

A leitmotif among respondents from both the positive and ambivalent camps was the assumption that larger game companies would enjoy an outsized advantage from award nominations compared to the negligible impact, if any, for smaller publishers. This was an opinion offered by a full quarter of the survey respondents, and all of these were self-identified small publishers. I’m grateful for how many companies did respond to my query email, but this is where a larger dataset would have been useful.

 

Award win

The majority of respondents hadn’t won an award, or at least hadn’t won a Charlie**; using CSR nominees as a research pool had the unintended effect of focussing the many of the respondents’ comments on those particular awards rather than wargame awards in general, I don’t have a clear idea of what other wargame awards are being bestowed these days (if anyone would like to highlight an regularly offered award from their region or country, please contact me). Of those publishers whose nominated game had taken a gong, nearly all said that the award still translated to a negligible lift in sales, roughly equivalent to if they had only received a nomination. Some publishers were quick to point out that this was in all likelihood a problem of timing (as discussed above) rather than lack of influence.

There is also the problem for companies outside the United States of actually having their product available in what is seen as the largest market for wargames. Florent Coupeau of NUTS! Publishing wrote:

[The] Charles S. Roberts Awards or the SDHistCon Summit Award; the votes mainly come from US players. Same for BGG awards. No problem with that, they were created by US organizations. But that obviously influences the final results. Now that is democracy, there are more US wargamers anyway :-)

But even though the board members include more and more non-US games in the final round, the US players don't get access to these games as easily as US games. So, they don't know what they are and cannot evaluate them. Thus they don't vote for them. Fairly understandable.

Only one respondent advised an award win had translated to an identifiable increase in sales. Walter Vejdovsky, founder of Fellowship of Simulations, had already established himself as a game designer with his Eagles of France series, released through Hexasim. Mr Vejdovsky launched his own company, Fellowship of Simulations with the release of Verdun,1916: Steel Inferno (Fellowship of Simulations, 2020). The game was nominated for and won three Charles S. Roberts Awards for 2020, including Wargame of the Year and the James Dunnigan Award for Design Excellence. Mr Vejdovsky wrote, “CSR awards were really useful when I won the best wargame of the year awards in 2020 for my first published game. a great support for recognition of a small publisher.”

 

Conclusions

I don’t think anybody in or adjacent to the industry would be surprised by anything brought out in this post. Awards aren’t like house magazines, they are not in the service of a single publisher. Awards are given as recognition for some kind of achievement from the vantage of an audience, usually the customers.

It warrants noting that the European publishers (and the one Japanese respondent) were generally more willing to speak openly in their comments than their US counterparts. I don’t want to try to read too much into this; it may be reflective of different countries’ business cultures generally.

Looking back on the project, I think the topic would have been better served if I’d broadened the pool to include publishers outside of the fairly reductive CSR Awards nominee group. I chose this group so I only had around sixty companies, instead of the 100 or more it may have potentially grown to if I’d expanded my starting pool. Reaching out to a broader base of publishers would have given those who haven’t ever been nominated for an award or have received a nomination of something other than a CSR, to express their ideas of that awards represent to publishers. It would be easy enough to direct those who hadn’t had a nomination to skip to Question X. Also, I think if I were to do this again, I’d look at using an online survey option like Survey Monkey, although I’m really not sure if that would translate to a bigger response pool.

The results are a little skewed in the response; while I received responses from many more publishers than I dared hope, most of these were from smaller outfits, many of whom have never won an award in spite of, in some cases, repeated nominations over several years. This is probably roughly proportionate to the production landscape in wargaming; for most indy publishers it’s a cottage industry that many run in their spare time while working a straight job. I don’t want to speculate on why companies with a larger industry footprint tended not to reply (except to say that answering dumb questions from someone with no established credibility in the wargaming landscape is probably a waste of time), but I suspect two or three responses from the “other end of the industry may have made for more interesting reading.

 

Final thoughts

I’m not a publisher, so I can only go by the information presented here and conversations with people involved in the industry. That’s why I wanted to run this survey and try to parse some meaning out of the results. I’m under no illusions that this will be on any use to anyone, but it may ignite a conversation somewhere.

As a consumer, the value for me in awards like the Charlies is awareness-raising. Each year there is at least one game that I hadn’t heard of, often released by a publisher of which I wasn’t aware. And in nearly every case, that game is a nominee, not a winner.

To be fair, I’m not contributing to any bump in sales, negligible or otherwise; usually I won’t get to purchasing a game I hear about through an awards nomination because I operate on a fairly tight budget, usually allocated four or five months in advance, and I put the same amount of research into an award-nominated game as I would any other, but I think I’ve eventually bought at least one game – often two – from those nominated in the CSRs from the last five or six years that otherwise may have passed me by.

I’ve written in the past about how important I believe it is to recognise the creators of the games we enjoy and how grateful I am for the continued existence the CSR Awards in particular. I feel like I need to reiterate that this exercise was born out of personal curiosity regarding the impact these awards have – or don’t have – on the business-end of the hobby. I’d gone into this project (nearly three months in the making – I started mailing out questionnaires in early July) hoped to get better news about the effect a game’s sales prospects of a nomination for a high-profile award, but the evidence says otherwise.

In spite of this, the majority of publishers still think positively of wargame awards and support their continuance. They’re not uncritical of the way the sausages are made, but they still enjoy the grill.

The final word should go to Kevin Zucker of Operational Studies Group. Mr Zucker – like several others – was generous with his time and comments, indulging all of my follow-up questions. He closed this: “There is no direct correlation, although it is never a bad thing to win an award. The real award is people playing and having fun.”

As I added these comments to my spreadsheet, a follow up message arrived: 

“The ultimate award is a game map in tatters and the ink worn off the Napoleon counter...”

 

* This isn’t meant as a criticism of the structure or management of the CSRs. It’s simply recognising that no matter how a sample period is structured, it is probably going to affect somebody adversely. This is unfortunate, but there is simply no way to create a perfectly fair system. To paraphrase Churchill, it’s the worst system, barring all the other ones.

** Of the twenty-four respondents, eight publishers had won at least one CSR Award in the last five years.


Appendix 1: Charles S. Roberts Award nomination and award distribution over the last five years (2020-2024).





Friday, 27 June 2025

Overthinking it: one more thought regarding the Charles S. Roberts Awards

 

 

 

Panzer triumphant - winner of the Game of the Year award.

Note: this should be my last post about the CSRs for a while. Having said that, there should be some unboxings and AARs of nominated games in the chute.

 

Sorry to harp on this, gentle reader, but something I saw on FB got me thinking about something I’ve written about before, but I may not have got my point across as clearly as I thought I had. This happens sometimes. So I'm having another go at it.

A designer with a small publisher who had a game nominated for a Period category in the Charles S. Roberts Awards had made a comment about not winning that award. As someone who has never won anything to speak of, I get it – winning, by all reports, is a really good thing. “Household name and product endorsements” stuff. Well, maybe not for wargames. But, I think this approach to it misses the point.

The thing is, once the nominations are up, the CSRs become a popularity contest. Certain companies are going to dominate simply because they have a greater reach in the marketplace than anywhere else. There were some surprises in this year’s announcement; as solid a game as by all reports it is, I did not see Panzer: North Africa (GMT Games, 2024) winning the Game of the Year– but ultimately, many of the category awards were predictable; you wouldn’t have been drawing 20-1 odds on betting Thunder on the Mississippi (Multi-Man Games, 2024) for Best Operational Game.

For a smaller publisher, winning is the point. Publishers like GMT, Compass Games, Vuca Simulations, and Multi-Man Publishing, print at scales an order of magnitude larger than a lot of other industry stalwarts like Worthington Publishing, Revolution Games, Thin Red Line Games, PHALANX, or Flying Pig Games. These in turn still arguably have a bigger footprint in the hobby than the likes of Catastrophe Games, Three Crowns Games, Conflict Simulations Ltd, or SNAFU Design.*

I haven’t yet checked this yet, but I believe the 2024 awards have brought the first nominations for both Three Crowns and SNAFU (I will follow this up – I’ll add an update at the bottom of the post if I’m wrong about any of it). Now, CSL and Catastrophe Games have been nominated in previous years (CSL for the first time last year, for The World Undone, 1914: Serbia (Conflict Simulations Ltd, 2023) and 1854: the Alma (Conflict Simulations Ltd, 2023), while Catastrophe Games’ Zurmat: Small-Scale Insurgency (Catastrophe Games, 2022) was nominated in the previous year). Neither company is in a position to put a lot into promotion or advertising, and I’m guessing the majority of their sales would come through their own online portal instead of so a CSR nomination might nudge a few extra orders their way. Or maybe not; As I'm writing this, I'm realising that this is a hypothesis I haven’t tested yet.

I've heard some folks in the commentariat talk about the bounce that occurs when a game wins an award (mostly in the family game sphere), but I haven’t spoken to anyone in game publishing about a real or supposed “CSR effect” on sales. There might be something to it; then gain any effect might be negligible. This post was going to be a short rant about the value proposition of wargame awards, but I think I’ve just talked myself into following up on this. I’ll reach out to some companies and see if anyone’s willing to talk about it. If I can get enough engagement from people at the coalface, I’ll collate my findings and present them here on A Fast Game in a full report with graphs and charts. I can’t imagine everyone who checks in being interested in this, so it (probably) won’t be a series, just a one-off. Also, I won’t let it get in the way of session reports, unboxings and the occasional wargame review, the meat and potatoes of A Fast Game. This will be more of a side-quest for me. As with everything here, stay for the stuff you like and skip the stuff you don’t.

OST Volume 4. Panzer North Afrika beat this and three other titles to claim
the Best Tactical Game. I just really like the cover illustration.

 

* I wasn't trying to play favourites with this selection. I just wanted to highlight what seems to me a fairly distinct strata of wargame businesses. All of the companies mentioned here (with the possible exception of Thin Red Line Games) have been around for at least eight or ten years in a pretty unforgiving business environment. They must all be doing something right. 



Saturday, 21 June 2025

Public Service Announcement: Charles S. Roberts Award 2024 Winners


 



Honestly, this is a little earlier than expected, but Gary (Ardwulf) Mengle posted on the CSR Awards Facebook group about this time yesterday (I've been on FB semi-hiatus for the last month or so, so thank you, Tom for the heads-up), announcing the winners of the Charles S. Roberts Awards for 2024. If you're interested, read on. 

What follows is essentially a reprint of a previous post announcing the nominees, but with the category winners highlighted. I've also added the inductees to the Charles S. Roberts Wargaming Hall of Fame, which this year has included the late Rodger B. MacGowan. 

On a selfish note, I'd just like to add that  to the best of my knowledge  this is the only place on the Internet you will find the complete list of CSR nominees for 2024 with their Boardgamegeek page links, All part of the service, folks.  

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The Charles S. Roberts Awards for Excellence 

in Conflict Simulation Games - 2024 Winners and Nominees



PERIOD AWARDS

Awards for the best game released in calendar year 2024 within a specific historical period.

 

Best Ancients Game

For a 2024 game set in the ancient period, including late antiquity, in the period roughly from deep antiquity through 800 CE.

Baetis Campaign, 211 BC. Designer Dan Fournie, published by RBM Studios.

Beware the Ides of March. Designed by John Theissen, published by Hollandspiele.

WINNER: The Fate of All. Designed by Fabrizio Vianello, published by Thin Red Line Games

History of the Ancient Seas I: HELLAS. Designed by Karl Hausser, published by Sound of Drums.

Rome, IInc.: From Diocletian to Heraclius. Designed by Philip Jelley, published in Against the Odds #61.

 

Best Medieval Game

For a 2024 game set in the medieval period, before the decisive use of gunpower, in the period roughly 800-1500 CE.

A Gest of Robin Hood. Designed by Fred Serval, published by GMT Games.

Norman Conquests: Men of Iron Volume V. Designed by Ralph Shelton, published by GMT Games.

Sword of Orthodoxy: The Rise and Fall of Byzantium. Designed by Ben Madison, published by White Dog Games.

WINNER: Tanto Monta: The Rise of Ferdinand & Isabella. Designed by Carlos Diaz Navarez, published by GMT Games.

Vijayanagara: The Deccan Empires of Medieval India. Saverio Spagnolie, Mathieu Johnson, Cory Graham, and Aman Matthews, published by GMT Games.

 

Best Gunpowder or Industrial Era

For a 2024 game, set after the decisive use of gunpowder weapons through the age of industrial warfare, including the Renaissance, Age of Reason, American Revolution, and other topics prior to the start of World War II. Napoleonic, American Civil War, World War I, and World War II topics are excluded.

Banish All Their Fears. Designed by David Fox and Ben Hull, published by GMT Games.

Battle of Sekigahara Game. Designed by Stephen L. Kling, Jr., published by The Historical Game Company.

WINNER: Cowpens 1781. Designed by Pascal Toupy, published in Vae Victis issue #176.

Europe in Turmoil II: The Interbellum Years. Designed by Kris van Beurden, published by Compass Games.

Imperial Bayonets: For Liberty & Lombardy. Designed by Matthew Ward and Ray Weiss, published by CSL.

 

Best Napoleonic Game

For a 2024 game, set in the period 1789-1815, and treating topics related to the French Revolution or Napoleonic Wars.

1812: Napoleon's Fateful March. Designed by Brian Asklev, published by VUCA Simulations.

Alliance. Designed by Tom Dalgliesh, Grant Dalgliesh, and Bruce McFarlane, published by Columbia Games.

WINNER: I, Napoleon. Designed by Ted Raicer, published by GMT Games.

Napoleon's End. Designed by Kevin Zucker, published by Operational Studies Group.

Winter's Victory. Designed by Mark Hinkle, published by New England Simulations.

 

Best American Civil War Game

For a 2024 game, set during the American Civil War, or dealing with its immediate causes or aftermath.

Gettysburg 1863. Designed by Grant Wylie and Mike Wylie, published by Worthington Publishing.

WINNER: Rebel Fury. Designed by Mark Herman, published by GMT Games.

Shiloh: The First Day. Designed by Steve Carey, published by Revolution Games.

Tattered Flags: Into the Whirlpool. Designed by Hermann Luttmann, published by Blue Panther.

Thunder on the Mississippi. Designed by Joseph M. Balkoski and Chris Withers, published by Multi-Man Publishing.

 

Best World War I Game

For a 2024 game treating World War I or related conflicts, in the period 1914-1919.

Caporetto 1917. Designed by Andrea Brusati, published by Europa Simulazioni.

Italia1917-1918: A Farewell to Arms. Designed by Stéphane Sénéchal, published by NUTS! Publishing.

Mud & Blood. Designed by Stefan Ekström and Magnus Nordlöf, published by Three Crowns Games.

WINNER: Schutztruppe: Heia Safari 1914-1918. Designed by Dennis Bishop, published by Compass Games.

Note: after subsequent review, Aces High was deemed ineligible for the 2024 CSR Awards, as it is not yet released. It will be eligible in the year of its release.

 

Best World War II Game

For a 2024 game treating World War II or related conflicts, in the period 1937-1945.

Old School Tactical: Volume 4: The Italian Theater. Designed by Shayne Logan, published by Flying Pig Games.

One Hour World War II. Designed by Clint Warren-Davey, published by Worthington Publishing.

WINNER: Panzer North Africa. Designed by James M. Day and Fernando Sola Ramos, published by GMT Games.

Stalingrad Roads: Battle on the Edge of the Abyss. Designed by Nicolas Rident, published by NUTS! Publishing.

The Greatest Day: Utah Beach. Designed by Tom Holliday, published by Multi-Man Publishing.

 

Best Modern Game

For a 2024 game dealing with a post-World War II, post-1945, Cold War (including the Korean and Vietnam conflicts), or Post-Cold War topic, up to the modern day.

'85 Afghanistan: Graveyard of Empires. Designed by Mark H. Walker, published by Flying Pig Games.

Operation Bøllebank. Designed by Nicola Saggini, published by SNAFU Design.

WINNER: Purple Haze. Designed by Bernard Grzybowski, published by PHALANX.

Rifles in the'Nam. Designed by Gottardo Zancani, published by Tiny Battle Publishing

 

MODE AWARDS

Awards for the best game released in calendar year 2023 using a specific mechanical or design mode.

 

Best Strategic Game

For the best 2024 strategic-level treatment of a conflict. In general, a strategic game will model the whole of a conflict, possibly (but not necessarily) also including related concurrent or near-concurrent conflicts. Such a game may model military, political, social, and/or economic factors within the confines of the conflict that is its topic. Determination of eligibility will be made by the Nominating Committee on a case-by-case basis.

One Hour World War II. Designed by Clint Warren-Davey, published by Worthington Publishing.

WINNER: Burning Banners. Designed by Christopher Moeller, published by Compass Games.

Dune: War for Arrakis. Designed by Marco Maggi and Francesco Nepitello, published by CMON.

Europe inTurmoil II: The Interbellum Years. Designed by Kris van Beurden, published by Compass Games.

Red Dust Rebellion. Designed by Jarrod Carmichael, published by GMT Games.

The Other Side of the Hill. Designed by Carlos Fco. Márquez Linares, published by NAC Wargames.

 

Best Operational Game

For 2024's best treatment of a military campaign from an operational perspective. Operational, in this sense, is concerned with the planning and execution of campaigns. Such games often feature an emphasis on logistics, supply or other tempo-affecting constraints on the conduct of a campaign. Determination of eligibility will be made by the Nominating Committee on a case-by-case basis.

WINNER: Thunder on the Mississippi. Designed by Joseph M. Balkoski and Chris Withers, published by Multi-Man Publishing.

Luzon: Race for Bataan. Designed by Matsuura Yutaka, published by Multi-Man Publishing.

Baetis Campaign, 211 BC. Designer Dan Fournie, published by RBM Studios.

Caporetto 1917. Designed by Andrea Brusati, published by Europa Simulazioni.

Italia 1917-1918: A Farewell to Arms. Designed by Stéphane Sénéchal, published by NUTS! Publishing.

Stalingrad Roads: Battle on the Edge of the Abyss. Designed by Nicolas Rident, published by NUTS! Publishing.

 

Best Tactical Game

For 2024's best treatment of a battle or battles from a tactical perspective. Tactical games focus on specific battles or engagements and usually model small-unit firepower, equipment and maneuver, but “small-unit” varies by period and topic.

Rebel Fury. Designed by Mark Herman, published by GMT Games.

Cowpens 1781. Designed by Pascal Toupy, published in Vae Victis issue #176.

Tattered Flags:Into the Whirlpool. Designed by Hermann Luttmann, published by Blue Panther.

WINNER: Panzer North Africa. Designed by James M. Day and Fernando Sola Ramos, published by GMT Games.

Old School Tactical: Volume 4: The Italian Theater. Designed by Shayne Logan, published by Flying Pig Games.

 

Best New Edition of a Previously Published Game

For 2024's best revised or updated edition of an otherwise CSR-eligible game published in a previous Awards Year. To be eligible, the new edition must be a substantial revision or upgrade of the original, including but not limited to additional content, updated graphics, or rules revisions. Reprints are not eligible for this category for mere errata correction.

WINNER: France '40: Second Edition. Designed by Mark Simonitch, published by GMT Games.

Port Arthur. Designed by Yasushi Nakaguro, published by NUTS! Publishing.

Unhappy King Charles. Designed by Charles Vasey, published by PHALANX.

Air & Armor: Wurzburg. Designer Signature Edition. Designed by Bruce Maxwell, published by Compass Games.

Traces of Hubris. Designed by Tetsuya Nakamura, published by VUCA Simulations.

 

Best Political, Social, or Economic Game

For 2024's best historical conflict simulation dealing primarily with a non-military conflict or a conflict primarily waged, within the bounds of the game, by non-military means.

Arabian Struggle. Designed by Nick Porter and Tim Uren, published by Catastrophe Games.

Crisis: 1914. Designed by Maurice Suckling, published by Worthington Publishing.

Europe in Turmoil II: The Interbellum Years. Designed by Kris van Beurden, published by Compass Games.

WINNER: Red Dust Rebellion. Designed by Jarrod Carmichael, published by GMT Games.

The Republic's Struggle. Designed by Teo Álvarez, published by NAC Wargames.

 

Best Solitaire or Cooperative Game

For 2024's best conflict simulation designed to be played primarily in a solitaire or cooperative mode.

Atlantic Sentinels. Designed by Gregory M. Smith, published by Compass Games.

WINNER: I, Napoleon. Designed by Ted Raicer, published by GMT Games.

Manila: The Savage Streets. Designed by Michael Rinella, published by Revolution Games

Rome, IInc.: From Diocletian to Heraclius. Designed by Philip Jelley, published in Against the Odds #61.

Viva Mexico:The Mexican Revolution 1910-1920. Designed by David Kershaw, published by White Dog Games.

Wolfpack: The North Atlantic Convoy Struggles. Designed by Mike Bertucelli, published by GMT Games.

 

Best Hypothetical Game

For 2024's best conflict simulation with a topic that is contrafactual, contra-historical, alternate history or hypothetical, set in any period.

WINNER: Next War: Iran. Designed by Mitchell Land, published by GMT Games.

Close The Atlantic: World War Three. Designed by Michael Raymond, published by Blue Panther.

The Enemy is at the Gates. Designed by Adam Starkweather, published by Compass Games.

Invasion: Malta. Designed by Vance von Borries, published by Legion Wargames.

 

Best Wargaming Magazine

For 2024's best wargaming magazine containing coverage of wargaming, or otherwise specifically relevant to a wargame or wargames. This award is to recognize the quality of the magazine, and any included wargames should be judged separately in their appropriate categories.

WINNER: C3i

Strategy & Tactics

War Diary

Against the Odds

Vae Victis

 

CAPSTONE AWARDS

Singular Awards for individual or achievement granted annually by the Charles S. Roberts Awards.

 

The Redmond A. Simonsen Memorial Award for Outstanding Presentation

For a 2024 game exhibiting excellence in all aspects of presentation, including the quality of the rules, packaging, art, components, physical systems design, playing surface, and visual interface.

A Gest of Robin Hood, published by GMT Games. Graphics by Robert AltbauerTerry Leeds, and Chechu Nieto.

WINNER: Burning Banners, published by Compass Games. Graphics by Christopher Moeller.

I, Napoleon, published by GMT Games. Graphics by Jacques Onfroy de Bréville and Domhnall Hegarty.

Winter's Victory, published by New England Simulations. Graphics by Antoine-Jean Gros and Mark Hinkle.

Undaunted 2200: Callisto, published by Osprey Games. Graphics by Roland MacDonald.

 

The James F. Dunnigan Award for Playability and Design

For the designer who, in 2024, has through excellence of design, had the most positive impact on playability and elegance in the field of conflict simulations.

Joseph Balkoski

WINNER: Mark Herman

Hermann Luttmann

Ted Raicer

Pascal Toupy

 

The Chad Jensen Memorial Breakthrough Designer Award

For the new designer or design team whose first or second game was released in 2024, who best exemplifies emerging excellence in design, and who has not previously received this Award.

Valentin CrespelAndy Loakes, and Yves Roig, for Gettysburg: A Time for Heroes.

WINNER: Carlos Diaz Narvaez, for Tanto Monta.

Saverio SpagnolieMathieu JohnsonCory Graham, and Aman Matthews, for Vijayanagara: The Deccan Empires of Medieval India.

Clint Warren-Davey, for One Hour World War II.

 

The Charles S. Roberts Game of the Year

For the game that best exhibits the highest standards of excellence in design and execution for the Awards Year 2024.

I, Napoleon. Designed by Ted Raicer, published by GMT Games.

Rebel Fury. Designed by Mark Herman, published by GMT Games.

WINNER: Panzer North Africa. Designed by James M. Day and Fernando Sola Ramos, published by GMT Games.

Tattered Flags: Into the Whirlpool. Designed by Hermann Luttmann, published by Blue Panther.

Thunder on the Mississippi. Designed by Joseph M. Balkoski and Chris Withers, published by Multi-Man Publishing.


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I've also lifted the following directly from Gary's announcement, as the Hall of Fame inductees have never been included in the popular vote, but are awarded by a subset of the board. 


The Board is also delighted to announce the new inductees to the Charles S. Roberts Wargaming Hall of Fame, as determined by the Hall of Fame jury (Robert Carroll, Brant Guillory, Dan Pancaldi, and Gary Mengle):

Frédéric Bey, for his long career of varied designs, including multiple CSR nominations and helping lead a wargaming renaissance in Europe.

Samuel Craig Taylor, for his innovative wargame designs which have stood the test of time, and includes a number of enduring classics.

Danny Parker, for his lifetime of scholarship and design work within one of wargaming's most popular but competitive topics.

Additionally, by unanimous agreement of the CSR Board of Governors, Rodger B. MacGowan is hereby inducted into the Charles S. Roberts Wargaming Hall of Fame. Rodger's designs still set the standard for wargaming graphics. Rodger's contributions to the wargaming hobby and industry are both unquestioned and difficult to equal, and so numerous that they need not be renumerated here. Indeed, CSR leadership would have already inducted him save for his express wish to abide by Charles Roberts' wishes regarding the Awards. His passing in early 2025 affected the Board and all wargamers very deeply; the Awards would not exist today without his guidance and mentorship, and the Board and the CSR team intends to continue this aspect of Rodger's legacy.



Blog Note: a recent arrival

   I’ve been a little quiet on A Fast Game of late due to a combination of circumstances; my wife’s aunt and uncle are over from England at ...