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Designer Diary: Frontline General: Spearpoint 1943 Map Expansion

Byron Collins
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Somewhere in Italy, 1943 – U.S. Infantry occupy a small Italian village

...Migs tossed his cigarette...and crawled to the room's other window. Below him, on the small Italian house's first floor, the squad's BAR began hammering at their assailants. On his knees now, Migs peered over the window's sill. The squad's firing position looked over a small traffic circle. At least that's what they called them in Jersey. A fountain – as dry as Migs' mouth – adorned the center of the circle. Streets fanned from the circle like spokes on a wheel. Across the way, a small café faced his building, and from the lower window a German MG34 chattered, the bullets walking across the stone facing below him.

Whoosh! A stream of white smoke shot from the cemetery to his right. The stream disappeared into the MG34's window and erupted, dust belching from the opening. Oh hell yeah! Migs grinned at the silence. Fatman and Hillbilly were the best bazooka team in Italy.

Then he heard the sound all infantrymen dreaded, heard it and his grin disappeared – the sound of squeaking sprockets. Sarge had told them there were Tigers south of the village, but Migs hoped the Tigers had had bigger fish to fry than a squad of riflemen and their 57mm anti-tank gun. The squeaking grew louder. Now the machine's rumbling diesel thrummed against the morning air. A pair of gray-uniformed German infantry appeared at the end of the street. He didn't fire. No one in the squad fired. No one wanted the squeaking sprockets to know where they were. Migs prayed, prayed hard. I'm sorry Matt died. I'm sorry I lived. Please Lord let the squeaking be something the boys on the Fifty-seven can handle.

It wasn't.

First he saw the flash suppressor. He knew that flash suppressor, knew it was bad news. The long barrel slid inexorably into the street facing him, then the tracks, the fender, and finally the monster turned onto the street proper, facing Migs. The Fifty-seven crew fired. It was hopeless. Migs knew that, the men on the Fifty-seven knew that, but still they fired. The 57mm anti-tank gun popped impotently, the sound seemingly no louder than Migs' own Garand. The shell struck the Tiger dead on, sparking bright on the gun mantle, ringing like a church bell.

Migs held his breath. Please, God, please. Migs didn't know, maybe the 57mm round might scare the tankers, maybe it might hurt something, hurt someone.

It didn't.

The motors whined as the massive turret swung the gun toward the Fifty-seven. The eight-eight millimeter gun spoke, and it was anything but impotent.


–Excerpt of fictional intro to Scenario 1 of Frontline General: Spearpoint 1943 Village and Defensive Line Map Expansion by Mark H. Walker.

Introduction

Frontline General: Spearpoint 1943 Village and Defensive Line Map Expansion is a terrain expansion to our fast-paced WWII-themed card wargame, Frontline General: Spearpoint 1943, while also serving as an expansion for a future game in the Spearpoint 1943 line, Frontline General: Spearpoint 1943 Eastern Front. The map expansion takes the basic Spearpoint 1943 card game to a new level of tactical depth. Immersion is the goal as you dive into fictional intros like the one above by author Mark H. Walker of Lock n' Load Publishing, highly-detailed artwork by German artist Marc von Martial, and well-tested rules that seamlessly tie it all together with the original game and its components by designer Byron Collins. (Don't have the original game? We've got you covered in our Kickstarter Project with support levels that include the original Frontline General: Spearpoint 1943 plus the Map Expansion.)

We've been demonstrating the expansion prototype at every game convention we've attended in 2011 and have received lots of praise from gamers who sat down to play. With this designer diary, I'll take you through the basics of the Map Expansion and what's included, link you up with reviews of the game it expands (as well as reviews of the expansion), and offer you insight into the design with plenty of photos and videos along the way.

Components Overview Video

This video shows a prototype featuring the major components of the Map Expansion (Maps, Feature Tiles, Counters) with an explanation of each component and how it works. Pay special attention to the Feature Tiles. Some are specific for use with each map and they set up differently with each game, helping make every game unique. Even the orientation affects line of sight, or the ability of a Unit to see its target, into and out of each tile. Some tiles that depict village buildings can even be destroyed in-game by powerful weapons such as large tank guns, bombs, and artillery, turning protective stone houses into rubble, opening up line of sight, and exposing any infantry within. (To learn how line of sight works in more detail, please check out this Kickstarter update/preview.)


Design Insight

Frontline General: Spearpoint 1943 pre-game deck-building in action
The original Frontline General: Spearpoint 1943 game that we released at Origins in 2010 was always intended to be a light tactical filler card wargame. I'm really happy with how Spearpoint 1943 turned out and how a growing community of players has embraced the game as one of their favorite light filler wargames. With one sheet of rules, it's simple to learn and teach, yet offers a lot of depth and replayability with its variety of 1943 U.S. and German combatant units like infantry, tanks, aircraft, artillery, and even the crews that man them. The Command Deck adds card play that can throw wrinkles into your opponent's plans. A Damage Card Deck and unique way to track damage results in additional detrimental "critical effects" that can further hamper the effectiveness of damaged Units. Pre-constructing decks of Units (your forces in the game) ensures that no two games are alike. With the expansion, we use all of these elements and take them a step further, resulting in a game-changing experience.

With the simplicity of the base game came a cost – some things had to be abstracted. In the original game, I chose to abstract movement and range and line-of-sight to keep the game light, simple, and playable in 30 minutes without a lot of rules look-up but with a good tactical feel. This works well for the original game, and it remains a good portable filler wargame.

These abstractions are lessened by the Map Expansion. As more detail is added, that too has a cost – typically more rules and potentially a longer play time (in this case 45 minutes vs. 30 for most games). The payoff for this additional level of complexity (which really isn't that complex) is greater depth. Where Spearpoint 1943 is a filler card wargame, Spearpoint 1943 played with the Map Expansion takes that filler a step further and essentially turns it into a more "meaty" board wargame. I would still consider Spearpoint 1943 with the Map Expansion to be a relatively simple "gateway" wargame.

Spearpoint 1943 with the Map Expansion in action at Williamsburg Muster 2011


Players who have played the original game and the Map Expansion note (in a good way) that each plays like a completely different game, both with their merits. A lot of expansions I've bought in the past aren't generally game-changers – sometimes they even feel rushed out by the publisher and I just end up feeling underwhelmed. It's honestly easy to make more of the same.

The Map Expansion may optionally be played using miniatures
But it's tough to keep the core design of a game intact while adding so much additional flavor and immersion that it feels like a different game. Working under the constraint that you have to reuse the core components of the original game is an even greater challenge. I feel that is achieved with the Map Expansion. The core game remains intact, but it is built upon, taking players further into the game. The end result contains common elements from Spearpoint 1943, but does result in an entirely different feel when played with the expansion.

A comment we commonly receive from players at conventions who play the expansion is that it feels like a miniatures game. Thinking this over I realized, "Hmm, you're right!" and experimented with something else entirely – an optional way to play. The cards from Spearpoint 1943 are used as the pieces in the expansion by default. They provide all of the stats you need for how the Units behave in the game, which minimizes or eliminates rules lookup.

But let's take it a step further. If you have your own miniatures you can actually use those miniatures on the boards in place of the cards, referring to the cards only for their stats. While this may "complete the look" of the tabletop, it is totally optional.

With respect to artwork development, it has been my great pleasure to work with German artist Marc von Martial. Marc has done an incredible job on the artwork for this game, achieving a level of detail that makes you feel a part of the action. Marc worked tirelessly on multiple revisions of the Feature Tiles to help clearly convey how line of sight – that is, the ability of a unit to see its target – works in the game and to get it just right. These tiles are extremely important to the game, set up differently on the map even if playing the same scenario. That is a key aspect of increasing this game's replayability factor. In an illustrated Kickstarter update, Marc answers ten questions in depth, giving his perspective on this project. (Marc does game artwork for multiple publishers of board and computer games as Cogwheeldesigns.)

In closing, we've taken a card wargame filler and added meat to it – a lot of meat. Even so, it remains a simple-to-learn system that appeals to those familiar with wargames as well as those who are not. The goal of this expansion design was not to create "more of the same" but rather challenge players with a whole new way to play. So if you are an existing player of Spearpoint 1943 and want to take it further, the Map Expansion is a must-have. If you have never tried the game, by picking up both the base game and the expansion, you're essentially adding two unique games to your collection. Finally, keep in mind that the expansion can optionally be played using miniatures as the pieces (15mm works well) in place of the cards from the base game, which really does look stunning on your tabletop.

Detailed Session Reports / Walkthroughs

For a more in-depth look at the game with the expansion and its rules in action at a convention, please check out this detailed session report, featuring two brand new players learning how the game works from the designer at the 2011 Guns of August convention in Williamsburg, VA.

Demo game at Guns of August, Williamsburg, VA 2011

In addition, please check out this in-depth 36-photo After Action Report Album from the designer, who walks you through one play of Scenario 2 of the Map Expansion. Every photo is captioned to recount the action.

Scenario 2 in action

Reviews

* This review by Charles Cabell is based on prototype play of the Spearpoint 1943 Map Expansion.

* Check out this video review of the original Spearpoint 1943 card game by Marco Arndaudo, which provides a good overview of how the original game plays.


Final Thoughts

I hope that you'll join our growing fanbase of Spearpoint 1943 players and support us over on Kickstarter before our project expires on January 8th, 2012. At the time this designer diary was written, we were 40% funded! I'd love to have you as a backer of this project; we can't wait to get the Map Expansion to production, but we can only do so with your help! Please help us make this game a success! "Migs" is depending on you...

Our Pledge to You

As the designer and publisher of this game, I pledge to support you for whatever you may need as you discover this game and others from Collins Epic Wargames. I'm very active here on BoardGameGeek, supporting players of our games, as well as the game designers who call BGG home. Please let me know if I can do anything for you with respect to our games and if you see me at a convention near you, stop by and we'll play a game or two.

All the best,

Byron Collins
Collins Epic Wargames, LLC
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9 Comments
Subscribe sub options Thu Dec 29, 2011 4:43 am
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Phil Davies
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With the greatest respect for what looks like an interesting game, I'm not reading much about the design process in this Designer Diary. I may be misunderstanding the DD concept but I always thought they were an opportunity to see the 'wizard behind the curtain' and didn't feel it was really acheived here. In all honesty it felt like an extended advert.
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  • Posted Thu Dec 29, 2011 10:06 am
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Ah, it does seem a bit misnamed for first time folks, doesn't it? Everything here is kind of a summation of where the game has come from--except for the fiction at the top (NEW!). In that sense, it actually feels more like a diary.

For a blow-by-blow account about Kickstarter, you can check out his posts (HERE and HERE, the start of his publishing blog). For the real meat that you're looking for, check out where I first ran into him: In the design forums HERE. I don't think there's a designer diary yet that even comes close to THAT post!
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  • Posted Thu Dec 29, 2011 12:34 pm
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Byron Collins
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Withnails liver wrote:
With the greatest respect for what looks like an interesting game, I'm not reading much about the design process in this Designer Diary. I may be misunderstanding the DD concept but I always thought they were an opportunity to see the 'wizard behind the curtain' and didn't feel it was really acheived here. In all honesty it felt like an extended advert.


I hear ya Phil. As a designer / publisher, sometimes the lines of marketing and design get blurred for me. It's hard to step back and talk about either one purely. Thanks for reading the post either way, and cheers for a great New Year of gaming
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  • Posted Thu Dec 29, 2011 4:51 pm
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Dundy O
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The map looks great! I wish you luck as your Kickstarter campaign winds down and as a backer, I hope that you reach the $10,000 level, because I'd love 6 extra mapboard elements as a Kickstarter bonus.

I don't know why this hasn't exploded with interest because it elevates an already fun card game and deepens the experience, as well as fun.

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  • Posted Sat Dec 31, 2011 6:38 am
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Bob
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Coming right after the holidays may be holding some folks back. It's understandable especially given the economy. Fingers crossed we sucessfully cross the 10k threshold!

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  • Posted Sat Dec 31, 2011 7:02 am
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Eric Sexton
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Good point Phil. It's interesting to hear about its evolution, but you are correct, it's not a blow by blow of the game design process.

I have been working on my game Taipan: Merchants of the Far East since November 1st. Its messy, and lots of growing pains, but you can find my blog on the ongoing game design process here: http://warprime.blogspot.com/

Occasionally I write about games I play (which has been more often with the holidays), but mostly its about the game I am designing or lessons learned while going though the game design process.

Feel free to check it out and give me your thoughts
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  • Edited Sat Dec 31, 2011 2:33 pm
  • Posted Sat Dec 31, 2011 2:32 pm
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Byron Collins
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Warprime wrote:
it's not a blow by blow of the game design process.


Is there a step-by-step guide on how to write one of these that I'm missing? I did the best I could. I didn't want to bog people down with the process I use- which boils down to TEST TEST TEST. You can design what you think is the greatest game ever in about a day... but until you play it and test it several hundred times... it's really nothing. The Design Process or creative inspiration varies greatly between designers anyway. If you want more on that, I can talk your head off about it.

In general, if you want more on the "game design process", I encourage browsing or posting in the Board Game Design forums on here, and check out the pinned post of mine from several years ago while you're there--- or visit the external site, BGDF.

If nothing else, I hope that the extent of passion I have about my games shows through- whether or not you support me on Kickstarter with this particular game.

One final note is that this post is tagged under both "Designer Diaries" and "Game Previews". I suppose I approached it more as a preview.
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  • Posted Sun Jan 1, 2012 12:22 am
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I'm subscribed to the Designer Diaries and know the problem:

Up to now the Designer Diaries have been wit-filled little stories like, "I was sitting on my toilet one day and FLUSH! I had an inspiration for a game!", then, "I aw-shucks-ed my way to the game table with some REAL gamers and SURPRISE! they liked my design--but suggested some changes, which I, of course, did because this was my first shot at game design!", and, finally, "Then it happened KAPOW! a publisher liked my game and the rest, as they say, is history!"

Ugh, cliche.

Seriously though, the excitement of all designers comes through and I think that is the true value of the Designer Diaries. Only those diaries from experienced designers have a little more reserve. Regardless, I have YET to see a "blow-by-blow" in a Designer Diary outlining the process to design, playtest, or publish a game. Just the sparks.

Your pinned post in the designer forums is by far the closest and most instructive.

There's nothing wrong with your Designer Diary, frontlinegeneral. Just remember to include a toilet next time. (^_-)v
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  • Posted Sun Jan 1, 2012 12:49 am
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W. Eric Martin
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frontlinegeneral wrote:
Warprime wrote:
it's not a blow by blow of the game design process.

Is there a step-by-step guide on how to write one of these that I'm missing?

No, but here are notes that I've sent to some who I've approached or who have approached me regarding designer diaries:

Quote:
What I always suggest is that you don't want to pummel readers with everything that might come to mind about the design, but rather to think of a story that you want to tell them related to the design. What do you want them to associate with the game or remember about the game, even if they never play it?

In these diaries, the storytelling often resonates more than details about the game because the creator can tell us something about it that no one else can. I think of Jeff Allers' Postcards in Berlin article series, which have some story that he wants to tell and which usually bring in games in the final quarter of the post, but are more about Jeff wanting to tell a story. Maybe you can focus on talking about design rather than the specific game, but then bring in examples from your game. Just a suggestion.

Quote:
Mostly I like to have the designer's personality come through in the diary, and the best way to do that is to focus on the story that you want to tell about the game. That suggestion means different things to different people, of course, and that's a good thing.

Quote:
I have no upper word count, but you want to keep in mind the goal of the diary is about the creation of your game. You don't want to overload the reader's mind with every bit of detail about the game's creation. Rather, you want the reader to listen to a story about your game and come away with something new: the reason behind its creation, how you solved a difficult design decision, what you hope to achieve with the game, and so on. Ideally you have an overarching narrative that ties everything together into a story as that's what will resonate most with readers.

For those not familiar with Allers' Postcard articles, the most recent half-dozen are available on Opinionated Gamers, some older ones are available on his own blog Berlin Game Design, and ideally all of them (many of which I edited for BoardgameNews.com) will someday be reprinted in a single publication.
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  • Posted Sun Jan 1, 2012 3:12 am
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