The last decade has also seen the revolution of print-on-demand solutions, and that means producing low-quantity/high-quality copies of the game are only a click away. So... what I've decided to do (based on a prodding comment from Black Vulmea Mike over at Really Bad Eggs), is use Saturdays (a day where my wife often sleeps in, and I am up early with nothing better than Law & Order re-runs to keep me company) to continue work on Riot Squad. I figure if S&T can crank out 1 a month, a dozen-or-so Saturdays should get me fairly close to complete.
Today's post--the outline of the game rules (the skeleton upon which the game's meat shall be built.) Again, as I mentioned Thursday, wargames don't exactly re-invent the rules of gaming, so here's my thinking (guided by the sample wargame from The Complete Book of Wargames).
|A. Mapboard + Explanation|
|B. Counters + Explanation|
|C. Dice & Combat* Tables + Examples|
|II.||HOW TO PLAY THE GAME|
|A. Setting Up the Game (assumes base scenario)|
|B. Sequence of Play|
|C. Zones of Control|
|III.||EXAMPLES OF PLAY|
*In some cases, I use the term "combat" loosely (e.g., unarmed protestors in fascist countries) and, in some cases, quite literally (e.g., gang wars).
To be continued... next Saturday.
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