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My days at the end of Avalon Hill
JC Connors
United States
Redmond
Washington
designer
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In 1996 I was hired as a designer at Avalon Hill and this would be one of my first jobs out of college. Originally brought on to develop the new RuneQuest RPG, I juggled many different roles there during my time, and worked on a huge number of those final boardgames AH would produce.

While I wasn't the one to "turn out the lights" (that honor would go to producer Bill Levay), I was one of the half dozen employees that was let go on that final day. I still remember how angry and sad we all were that final day -- I was angry enough to post the demise of AH on the website without permission! Despite that, my final words to Eric Dott were "you know, while it lasted, this was the best job I ever had." His own response, and to his credit an authentically emotional one, was "It sure was. It was, wasn't it?"

But years have past, and I now look back at those last two years with great fondness. I worked with a great team on a lot of games I'm proud of. Now in my 12th year in the game industry, I look at that time as my apprenticeship with some amazing talent.
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1. Board Game: Dragon Pass [Average Rating:6.74 Overall Rank:1542]
JC Connors
United States
Redmond
Washington
designer
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RUNEQUEST SLAYERS

I was originally hired to be the lead designer of a new version of RuneQuest (soon redubbed "RuneQuest Slayers"). A deal had been struck between Avalon Hill and Chaosium, where AH got the rights to the name, Chaosium got the rights to the world of Glorantha, and both companies could use the system.

Mark Hall was brought on quickly afterwards as the development manager of the project, and we agreed that we needed to steer away from the original system since we were nervous Chaosium would launch their own game with an identical one.

Mark and I brought on Christopher Lawrence as a second designer and Jason Behnke as the official RuneQuest artist. Ben Knight was to be the editor of the new game, and we all agreed to refocus the game on runes (absent from previous editions) and bring a grittier, more sword and sorcery feel to the game. This project absorbed most of my time for the next two years, though like everyone else at Avalon Hill, I spent quite a bit of time helping to develop many of the boardgames that would be released, and much of what I learned about boardgames from the masters there would be brought back into the new RuneQuest mechanics.

While it was incredibly painful when Avalon Hill shut down (with RuneQuest Slayers, sitting half-printed on the press!), RuneQuest quite literally marked the start and end of my career at Avalon Hill.
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Jon
United States
Vancouver
WA
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You can find Runequest Slayers and more at JC's site: http://www.threefates.com/
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  • Posted Fri Jun 27, 2008 6:14 pm
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2. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
JC Connors
United States
Redmond
Washington
designer
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ISRAEL BRITANNIA

This was my first official playtest at my new job at Avalon Hill. A designer had submitted a Britannia-like game based around the history of Israel. It even had an Ark of the Covenant you could cart around from territory to territory to destroy your foes. After playing the game, Ben Knight asked my opinion before anyone else at the table. I told him I thought it was great, and it was innovative to have you playing all these different nations.

You see, I had never played Britannia or History of the World before, so this mechanic was brand new to me. The guys at the table sighed and mostly ignored me. Needless to say, we passed on the game because it was too niche, but it did cause me to immediately start reading the rules of a bunch of the old AH classics I had never played before.
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Ben Knight
United States
Bel Air
Maryland
designer
I'm impressed you remember this episode over 10 years later, because I sure don't.
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  • Posted Wed Jul 9, 2008 8:33 pm
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3. Board Game: Colossal Arena [Average Rating:6.91 Overall Rank:350]
JC Connors
United States
Redmond
Washington
designer
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TITAN: THE ARENA

Titan: The Arena was another one of the first games I had the pleasure of helping to playtest during my tenure at Avalon Hill. We had just hired Mark Hall as one of our development directors, whose previous experience was from Games Workshop, and he pushed the company hard to establish a strong "fantasy brand" for the company. Since Titan was the logical choice, Mark and Don Greenwood quickly converted Grand National Derby into what would be known as Titan: The Arena.

The game formed very quickly, with most of the playtesting revolving around tweaking the powers. Don did a great job inventing those powers and managing everyone's suggestions, and we all knew it was going to be a blast to play from the very beginning.

Kurt Miller poured a lot of time and energy into the art of those cards. Mark and Don insisted that the creatures look "cool and mean." Mark insisted that the game get printed by Carta Mundi for the best quality, which irritated the Dotts as everything back then was printed in-house at Monarch Printing, but Monarch clearly couldn't duplicate the print job offerred elsewhere.

When the game was released, a lot of our customers were really irritated that the game wasn't MORE like Titan. Even as far back as 1997, a lot of Titan fans were hoping for a fancy Titan reprint, and when this turned out to be "just a card game" a lot of those fans expressed their frustration to us at various conventions. Many even refused to play it when they saw it wasn't a true sequel to Titan. Mark Hall had a big Titan boardgame revisit up his sleeve for later when the original went out of print, but that never came to fruition.

I think Titan: The Arena is now known as much for its gameplay as its original, massively confusing rulebook. I don't know what to say (other than Don's style is far removed from today's streamlined Euro rules!). Maybe because we all knew how to play so well, no one spotted how harsh the rules were to anyone but the most hardcore AH gamer. Certainly, no one tried giving the rulebook to a new player. Shortly after release, we tried to make amends, and I helped put an illustrated "example of play" up on the website to address some of the confusion. I remember at the time, posting errata and game help on the web was considered fairly revolutionary!
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tim Tim TIm TIM TIMMY!!
Costa Rica

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Just got this one, haven't played it yet, now you have me scared of the rules

Very cool, getting to work so long in the industry , A dream job to me!
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  • Posted Fri Jun 27, 2008 1:44 pm
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S. P. Harris
United States

I have Colossal Arena and think it is a great game. I cannot play complicated games & favor light to middle-weight games with few and/or simple rules. For me, the rules for this one are fairly easy! I'd recommend that anyone with interest in this game to try it & not be intimidated by the rules.
 
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  • Posted Sat Jun 28, 2008 11:39 pm
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Stephen Groves
New Zealand
Auckland
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Colossal Arena is a great game with very clear rules. I'd love to see the Titan rules to see where the difficulty lies. Hindsight is great.
 
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  • Posted Mon Jun 30, 2008 2:44 am
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Ray Jankowski
United States
Overland Park
Kansas
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Quote:
Maybe because we all knew how to play so well, no one spotted how harsh the rules were to anyone but the most hardcore AH gamer.



I think this was a problem with many AH games...
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  • Posted Mon Jun 30, 2008 5:43 am
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Brandon Freels
Australia
Rooty Hill (Sydney)
NSW
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thalcos wrote:
Maybe because we all knew how to play so well, no one spotted how harsh the rules were to anyone but the most hardcore AH gamer.


I still remember at a convention trying to explain the rules to this from the rulebook and being interrupted halfway through: "Let me guess, Don Greenwood wrote these rules?!"

It's that obvious, eh?
 
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  • Posted Tue Jul 1, 2008 9:46 am
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4. Board Game: Princess Ryan's Star Marines [Average Rating:5.25 Overall Rank:7174]
JC Connors
United States
Redmond
Washington
designer
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PRINCESS RYAN'S STAR MARINES

This game was really fun to work on, but when it finally shipped, I don't think a lot of us wanted to play it again. A big reason for that is that Don Greenwood was the ultimate "dungeon master" when it came to playing this game. He was brutal, cruel, and always seemed to be two steps ahead of anyone that would challenge his evil Black Guard. I clearly remember seeing his knowing smirk as you advanced along the gameboard... one step closer to one of his deadly traps. He was that good.

Mark Hall applied quite a bit of pressure to management to up AH's production standards on this game. This resulted in the Larry Elmore artwork and the included metal miniature. Kurt Miller, the artist assigned to the project, really pushed using 3D artwork on the game to give it a feel that was brand new to boardgaming. While the 3D art looks primitive today (it was all done in Bryce), and resulted in some bizarre, garish color combinations on the gameboard, it was definitely groundbreaking in that area.

This was also the first game that I was asked to write a "quick start" version of the rules. The thinking about boardgaming was changing (and Mark was a key catalyst here), but almost everyone recognized that there was an audience that might buy this sci-fi game but would struggle with a typical AH ruleset. I have to admit, the streamlined rules were barely playtested (I even think I got a major mechanic wrong...), but we received enough kudos from new players that we all agreed making games more accessible was a good strategy. There would be a lot of that influence in the last years of Avalon Hill.

There was also a backlast about this game's $55 price tag, which a lot of fans blamed on the miniature and the art, which was really frustrating for Mark to hear.

We had a really hard time at Gencon that year explaining this game to people. Ben Knight and I took turns demo'ing it (practically drawing straws, as it wasn't the easiest game to explain in a short amount of time, and about half the time people would walk away severely confused). I think I eventually settled on describing it "like Talisman, but sci fi and mostly cooperative" which isn't too far from the truth... but it was a tough sell next to Titan: The Arena.

I haven't played Princess Ryan since my days at Avalon Hill. Maybe I should bring it out again with a new group and see how it holds up.
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Medievalbanquet
United States
Wellesley
Massachusetts
And if you never have, you should. These things are fun and fun is good.
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I own this game and its always intrigued me a little. But, the bad ratings and press on it have kept it on the shelf.


devil
 
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  • Posted Fri Jun 27, 2008 2:01 pm
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Ronald Pehr
United States
Las Vegas
Nevada
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Played this a few times. The interesting mechanic with, and the cool artwork, on the cards was intriguing - and it always seemed as if there should be an rpg in there somewhere - but the rules were a tad confusing and the endgame always seemed a letdown.
 
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  • Posted Sun Jun 29, 2008 9:10 pm
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Robert Wesley
Nepal
Aberdeen
Washington
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Just WHO is this "Princess Ryan"? and WHO is "Sam_the_girl"? surprise
 
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  • Posted Wed Jul 9, 2008 9:53 pm
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brant guillory
United States
Raleigh
North Carolina
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Was the Elmore art first used here, or on the cover of "The Sharp End"?
 
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  • Posted Sat Dec 20, 2008 1:58 am
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Peter Bogdasarian
United States
Washington
Dist of Columbia
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This came after the Sharp End. I recall being surprised to see it since I associated with the Slammers...
 
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  • Posted Sat Dec 20, 2008 3:39 am
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Andrew Fischer
United States
Berwyn
Pennsylvania
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This game was just WAY too complicated. A simpler Euro-style version would have worked well.
 
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  • Posted Thu Dec 10, 2009 12:14 am
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5. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
JC Connors
United States
Redmond
Washington
designer
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NINJA

As Mark was building the RuneQuest team, I was splitting my time brainstorming RPG ideas and working the tech support lines (which mostly involved mailing out patches for Third Reich...). I asked Don and Mark if there was something I could help develop, and was promptly handed... Ninja.

I'm not sure what Ninja was supposed to be. It was literally a huge box of floor tiles, random rulesets, cards, and miscellaneous design notes. I was told that everyone thought it was a good idea for a game, but no one could really make it work, including the last designer, whose name escapes me, who worked at AH and made it his baby. "Good luck," they said. "Let us know if you can make it fun at all."

(And that was the moment where I thought to myself, "Man, I have a job people would kill for!")

From what I could tell, Ninja was originally intended to be an ASL-like game, but with, well, ninjas. One player would play the ninja, sneaking alone through the daimyo's palace, the other player would play all the guards and samurai. The complexity of the game wasn't anywhere near ASL's (thankfully, I bet you're thinking) but the game just wasn't ever that fun. It played out too much like a miniatures game without the cool miniatures and powers -- the game was originally intended to be as "realistic" as possible. The ninja player just didn't anything to do, and the daimyo player didn't either, other than rush the ninja with everyone in the palace. And the game was loooong.

I tried desperately to make this game fun, upping the cinematic nature of the game (cool ninja powers!) and broadening the missions, but the game just seemed to lack something. I had one version of the game that was close, where each player would have their own palace and would be sending ninjas at each other's palaces on card-drawn missions in an attempt to dishonor the opponent so much, he commits seppuko!

Eventually I gave up in frustration when the pacing just seemed off. I may have failed, but I failed alongside other truly great game designers!
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James Casey
United Kingdom
Finchampstead
Berkshire
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I have had a ninja game design knocking around for ages too, and had the issue that if the ninja does his job, he is never seen, so the samurai player basically has nothing to do. I'm thinking it might make a reasonable single player game, with the samurai walking along preset paths.
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  • Posted Sat Jun 28, 2008 12:55 pm
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Vidar Ambrosiani
Sweden
Lindesberg
Örebro
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Raid on St:Nazaire could probably reworked into a pretty cool solo NInja game. Or Clue the Museum Caper (is it called something like that) with the ninja moving hidden around the castle and the samurai trying to guard the treasures, the important people and such. The Ninja could have a choice (or random) between several different missions, steal the gold, the maps of the coming campaign, kill someone etc.

I'd buy/play that. So get working
 
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  • Posted Sat Jun 28, 2008 9:34 pm
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Gary Webster
United States
Littleton
CO
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It sounds like your version, with ninjas on card-driven missions against the other ninjas' palaces, turned out to be a bit like "Lankhmar," where each player works out of a Nehwon city and has to satisfy geases (by drawing cards every few turns) while trying to survive attacks from each other. Possibly good concept, but no real game there.
 
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  • Posted Wed Jul 2, 2008 3:13 pm
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Robert Wesley
Nepal
Aberdeen
Washington
designer
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Where is the "love" for the 'NUNJA'!
sauron
ninja
 
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  • Posted Wed Jul 9, 2008 10:01 pm
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6. Board Game: Successors (2nd Edition) [Average Rating:7.02 Overall Rank:1013]
JC Connors
United States
Redmond
Washington
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SUCCESSORS

I worked really closely with Mark Simonitch on this game and learned a cubic ton of design sensibility from him. I look back at this time working on this game very fondly, as Mark basically apprenticed me in game design, and walked me through a lot of the decision-making going into its development. By the time I was "attached" to this project as one of the main playtesters, I think Richard Berg's work was mostly done, and Mark was carefully balancing the game, writing the rules, and working with Kurt on the gorgeous artwork. Mark Hall again influenced the direction of this game, and the original bloody cover (which many people actually found slightly offensive, believe it or not) was meant to invoke a Braveheart-ish, "historical Games Workshop" feel. "More blood!" I recall Mark telling a grinning Kurt.

Successors was another game where I was asked to write a "quick start" of the rules, and this time I opted for a simpler version of the game that removed many of the more complex elements. I worked with owner Jack Dott's stepson Ryan Shannon (who was in middle school, the perfect target audience) on testing this simple version of the game, so it avoided some of the pitfalls of the Princess Ryan quick rules fiasco.

Needless to say, Ryan absolutely hated that Princess Ryan game for obvious reasons.
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Muz Fish
Australia
Canberra
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Played this to death when I was doing my Masters degree in Classics and Ancient History.

It was a great "gateway" game for classicists, numismatists, archaeologists, epigraphers and historians.

The box art really got people into the mood of the game and after a couple of bottles of cheap red we were squabbling and fighting like little kids - or, more accurately, like Alexander's Successors.

A great game that I have very fond (and sort-of disjointed) memories of.

Thank you for your work on this one, it brought a lot of people a lot of enjoyment! thumbsup
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  • Posted Mon Jun 30, 2008 1:31 am
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7. Board Game: Plague! [Average Rating:5.35 Overall Rank:6519]
JC Connors
United States
Redmond
Washington
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RATS!

The less said about this project, the better. The Dotts licensed this bizarre game based on the plague, and myself, Ben, and some others played it a few times to see if it was any fun. It was not. It was long, boring, and weird. And it was my first glimpse into some of the poor management decisions being made: "we bought this already without playing it????"

Mark tried some variants to no luck then handed it over to me. I tried really twisting the design, trying to play up the humor and the weirdness of the game, figuring that was the only direction to go. In my version, players had their own dead-body carts and raced around town, grabbing bodies and sabotaging each other with gruesome "weapons" (think sticking severed arms into each other's tire

spokes, or unleashing plague rats to chase after each other). Lots of dice were rolled, and carts could spin out of control and crash.

I think I got mostly -- and rightfully -- eye rolls on this version of the game, and by the time I had it to a point where it was reasonably playable, the senior designers told management that we were not ever, ever touching this game again.

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Wulf Corbett
Scotland
Shotts
Lanarkshire
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Well, *I* liked it...
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  • Posted Fri Jun 27, 2008 7:55 pm
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Christopher Lawrence
United States
Mos Angeles
California
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Reminds me of some of Eric's other bright ideas, like licensing Jack Vance's works for RuneQuest without asking anyone first, or his "Girls' Life Petting Zoo and Restaurant" plan.

No. Seriously, folks, you can't make this stuff up.
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  • Posted Fri Jun 27, 2008 9:45 pm
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Jim Allard
United States
Dover
New Hampshire
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As did my game group - we had a great time...

JimA
 
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  • Posted Sat Jun 28, 2008 1:52 am
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8. Board Game: Atlantic Storm [Average Rating:6.55 Overall Rank:1540]
JC Connors
United States
Redmond
Washington
designer
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ATLANTIC STORM

Man, Atlantic Storm games got rowdy. So rowdy, in fact, that some of our PC game tech support guys couldn't work the phones because of the noise! In fact, one guy even got banned from playing this game, because he would ignore the phones, and I'm pretty sure the Girl's Life staff complained more than a few times.

Ben Knight's creation was mostly finished when he started developing it -- he had actually submitted it to Avalon Hill prior to his full time employment there -- so it was a labor of love for him to perfect the balance. Our early games used a "winner take all" approach to the spoils, which made the games especially cutthroat and brutal. People would keep track of their endgame scores and mock those who didn't come close. Steve Holmes, one the PC artists who did much of the Achtung Spitfire and Over the Reich art, was king for a long time, and this probably prompted Ben to adjust the scoring system.

When the spoils system came into place, I think we were all a tad disappointed that we could no longer win by monstrous margins. Steve was definitely depressed for a few days. Better for the game, not so much for our competitive streaks.

I think we were all a bit surprised when this game didn't get rave reviews. On reflection, however, I think a lot of that was because it's one of those games that plays better with a large group of gamer friends who don't mind begging and threatening each other in good fun. And that's what everyone was at Avalon Hill. Atlantic Storm just isn't as good if played straight. Steve Holmes should have been shipped in every box.

Even before the game shipped, Ben was thinking about Pacific Typhoon, though he hadn't worked it all out (his design thinking is written up in the Pacific Typhoon rules, in fact).
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Brian Morris
United States
Raytown
Missouri
2nd, 6th & 7th Wisconsin, 19th Indiana, 24th Michigan
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24th Michigan monument at Gettysburg Pa.
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A great wargame filler. You don't often see a card game with it's theme so well interwoven.
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  • Posted Fri Jun 27, 2008 8:11 am
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Jim Miller
United States
Juneau
Alaska
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Still a very popular game with our gaming group, though Pacific Typhoon has eclipsed it. PT is popular with just about everyone I have taught it to, and my teenage daughters really like it, which is saying a lot!

We get more cheers and jeers from these two games then many others that we play. If you have had a bad experience playing this game, give it another chance and maybe change the players... AS & PT are really that good.
 
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  • Posted Fri Jun 27, 2008 9:43 pm
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John Reiners
United States
New York
New York
This game is still a classic.
 
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  • Posted Fri Jun 27, 2008 10:58 pm
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Bill
United States
Sayville
New York
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Excellent, excellent game.
 
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  • Posted Sat Jun 28, 2008 7:35 pm
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Ronald Pehr
United States
Las Vegas
Nevada
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Really a lot of fun, and (as some reviewer somewhere noted) "it's got pictures of those German battleships, what more could you ask?" My Dad was on one of those convoys, I think early '42; told me they were attacked by U-boats and that when they reached England they found out that his ship would have been hit but for a destroyer escort that deliberately went into the path of that torpedo..and you didn't stop to pick up survivors from ships that were hit.
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  • Posted Sun Jun 29, 2008 9:16 pm
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9. Board Game: Freedom in the Galaxy [Average Rating:6.62 Overall Rank:1353]
JC Connors
United States
Redmond
Washington
designer
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FREEDOM IN THE GALAXY (PC)

This was one of the computer division's big projects for 1999 -- a PC version of Freedom in the Galaxy. Bill Levay assigned me lead designer of the project, and given a small team to get it done in a little over a year. By today's standards, that team wasn' big enough to make a DS game (I think it was around 5 people), but back then... well, we had a lot of enthusiasm and the times were different!

Since we had really bad sales with our direct-conversions of boardgames (both History of the World and Third Reich hadn't sold all that well), and the quasi-real time Wooden Ships & Iron Men was selling like hot cakes (over 35,000 units -- take a look at today's NPD numbers and laugh!), we decided to depart from the boardgame quite a bit for this one.

You' create six characters, Fallout-style, and issue actions to them on the various planets of the galaxy. For the rebels, it was an entirely character-driven game; they'd use their various stats to influence planets, sabotage bases, and spy on the evil empire. For the empire, they had characters, too, but also giant fleets to suppress rebellions. In addition to this strategic game, players could also "zoom in" and go on X-Com style tactical missions with their characters.

The game got as far as a prototype before the company shut down. Though it was my first videogame design, and like other rookie-designs was massively overscoped, I think the approach showed promise. We were all relieved when the official LucasArts' Rebellion game came out and turned out to be boring and ugly... we knew we could outdo that, though I guess we'll never know for sure!

A boardgame release was supposed to follow the PC game that basically tossed the old design and used the PC game as inspiration. I think Stuart Tucker, editor of The General, was a bit disappointed with this approach, as he was one of the only ones left at AH who really understood the original, complex boardgame. The new boardgame version of this had an unplayed prototype when we left, and was unfortunately accidentally tossed out.
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Diz Hooper
Japan
Osaka
designer
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Too bad. This sounds pretty awesome.
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  • Posted Fri Jun 27, 2008 2:31 pm
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Don Weed
United States
Broomfield
Colorado
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I agree. About the only computer games I play are boardgame conversions and this would have captured my interest. I thought the boardgame broke some new ground in the merging of board, role playing and card management games.
 
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  • Posted Fri Jun 27, 2008 8:05 pm
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Adam D.
United States
Suquamish
Washington
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It's easy to judge from a distance, so please don't take this wrong, but... a year to only get to prototype? I'm guessing you guys were working on other projects at the same time.
 
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  • Posted Wed Jul 2, 2008 12:17 am
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JC Connors
United States
Redmond
Washington
designer
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A few months for the design (done in tandem with lots of other stuff), about 4-5 months of coding with 2 coders on it, one of which was fairly junior and had to maintain Third Reich. Definitely slow by today's standards.
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  • Posted Sat Jul 5, 2008 4:41 pm
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Philippe Bruneau
Canada
Charlottetown
PE
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Still one of my favourite games...
 
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  • Posted Mon Jun 22, 2009 4:21 am
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10. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
JC Connors
United States
Redmond
Washington
designer
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FANTASY CIVILIZATION

1997 was the Age of Civilization. Age of Renaissance was selling well, Don was working on a collectible card game version of Civilization, the civ-like Cave Wars PC game had gotten some good reviews, and the legal woes with Microprose and Activision were still a year off. There was a definite desire for "more Civ" and management asked me to use some of my fantasy and RPG expertise to

try coming up with a fantasy version of the game. Certainly not an "official" project, I spent some time over a few months experimenting with a game where each player would take on a fantasy race (elf, dwarf, et cetera), and advance them from the stone age into a sort of late-medieval era. Different races had different paths of advancement, with elves steering more towards magic and dwarves taking the tech route.

The game bore more of a resemblance to the original Civilization as opposed to Age of Renaissance, but it also shared the same critical flaw -- game length. Even though I only playtested this once, for about an hour, it quickly became obvious that it would be another 8 hour game. Though I was a big fan of Civilization, Age of Renaissance's reduced playing time was getting a lot of kudos, and I felt like the game had to be under 4 hours to be worth doing, especially as it would be as likely to appeal to the D&D crowd as the Civilization buffs.

Mark Hall wanted a boardgame of similar ilk coming out sometime after the new RuneQuest RPG, so I stopped working on the game, hoping to pick it up again after RuneQuest's release.
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Kevin Youells
United States
Camp Hill
Pennsylvania
I paid 100 geek gold, and all I got was this lousy overtext
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I'd play this.
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  • Posted Sat Jun 28, 2008 4:46 am
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11. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
JC Connors
United States
Redmond
Washington
designer
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WIZARD TOWERS

Feeling that my two-palace design for Ninja had some merit, I decided to "port" the game over to a different theme and add some "real-time strategy" elements to the game. The result was Wizard Towers, a game that almost made it on to the release schedule, but was bumped by Monsters Ravage America.

The premise of the game was that you were all wizards, each with a tower on hex map of a fantasy land. You'd run around the map with your slaves, gathering resources, and using them to bid on monster servants and tower levels. You'd build your tower off to the side of the board with tiles, adding trap rooms, alchemy labs, and other cool segments. The object of the game was to destroy each other's wizards or build a tower of a certain height. Inevitably, the game would end with your monsters storming someone else's tower in an attempt to kill off your foes' wizard.

I really liked Wizard Towers and was disappointed it didn't make it on to the release schedule. Looking back on it, however, it seems pretty primitive by today's standards, even though some of its mechanics -- fast playtime, Euro-style bidding, resource cubes -- would be right at home today.

We considered this game for a while to be the RuneQuest boardgame followup, but decided it was too magic focused (RuneQuest Slayers had no wizards in it). To avoid the fantasy theme, I started to reskin it into an Arabian setting, but that version was never completed.
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Twinge
United States
Berthoud
Colorado
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This one sounds the most interesting to me, of all the stuff you've listed here - either as a board game or a real-time computer game. Could be difficult to design and balance well, but has a lot of potential for awesomeness I think.
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  • Posted Fri Jun 27, 2008 6:18 pm
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Mark Hubbard
United States

California
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Dude, that would've been fun...

Why not set it in a druidic background? Not too many of THOSE out there. You could sacrifice people in the peat bogs for extra magic powers, or exercise control over groups of animals...You know, all SORTS of interesting variations await!
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  • Posted Sat Jun 28, 2008 5:33 am
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Michael G
Netherlands
Toulouse
France
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Would have been a must-have for me, particular in an Arabian setting... Too bad... cry
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  • Posted Sun Jun 29, 2008 10:11 am
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Ben Knight
United States
Bel Air
Maryland
designer
I'm sure we could have released this as a product in a year or so after some more iteration--you had made solid groundwork that was worth building upon.
 
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  • Posted Wed Jul 9, 2008 8:59 pm
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Samuel Sol
Brazil
São Paulo
SP
admin
All engines full to awesome land!
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*tap* *tap* Is this thing on?
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I will say something, both the magic and the Arabic settings (let me show you the power of my Vizier and my knowledge of algebra) would be amazing.
 
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  • Posted Wed Sep 24, 2008 2:28 am
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12. Board Game: Starship Troopers: Prepare For Battle! [Average Rating:5.65 Overall Rank:5498]
JC Connors
United States
Redmond
Washington
designer
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STARSHIP TROOPERS: PREPARE FOR BATTLE

Avalon Hill inherited the rights to the movie-based game since the rights to the original never lapsed. Ben put a solid design together that was much more of an abstract boardgame where players would play cards to advance on a track and eventually capture the Brain Bug. The movie guys rejected that original version (apparently, the producer's young son didn't like it) and asked us to create a more tactical game.

Ben quickly raced this version together, and we all chipped in to playtest the heck out of it before the movie's release. Kurt Miller did some amazing Bryce work for the game, building on what he had learned from Princess Ryan, and the movie guys were really good at giving us assets from the film to use. There were daily debates on whether you were a Dizzy guy or a Carmen guy! (I'm a Diz guy, all the way, for the record).

Mark Hall again crusaded for solid production values, which resulted in the "plastic" standups used in the game. Management wasn't really happy about this, since they couldn't be printed at Monarch (a theme starting to develop), but the pieces were well received and I think the game stood up fairly well against the king of this category, Space Hulk.

Christopher Lawrence and I set up a MASSIVE version of this game at 1998's Avaloncon, which used giant sheets of martian red Styrofoam, action figures, and giant 12" toy warrior bugs. It drew a big crowd, and I'm still mad at Chris for losing the film with which he took pictures! This event is one of my final memories of Avalon Hill, as we were all let go immediately after the convention.
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Tim Mossman
United States
Montgomery County
Maryland
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Diz thumbsup
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  • Posted Fri Jun 27, 2008 1:36 pm
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Ben Knight
United States
Bel Air
Maryland
designer
I recall three other stories about this game.

First, we went to the Baltimore movie premiere, set up a table among some other merchandisers in the cinema lobby, and sold 0 copies. But we did get to see the movie courtesy of the Dotts, and Richard Belzer (then starring in Homicide) sat a row in front of us.

Second, at AvalonCon we ran multiple demos and you and Chris had your action-figure reproduction to attract the crowd, but Jack was tardy about bringing copies to sell at the booth. That irritated me.

Third, I recall you ran a junior event with the action figures, and one of the smallest boys there had to decide whether to stand his ground like a Trooper, sacrificing himself to protect a teammate, or flee to safety. And he chose to be a hero. What a defining moment for that little man. I hope he's not in Iraq now, or if he is, I hope his buddies appreciate him, because he will probably always choose honor over safety.
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  • Posted Thu Jul 10, 2008 10:09 pm
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JC Connors
United States
Redmond
Washington
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Wow, I remember that kid now! He just took a deep breath and told all the older kids (and adults) around him that he was going to stick around and protect their backs. That was great.
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  • Posted Sat Jul 12, 2008 8:01 pm
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John Culp
United States
Gillette
Wyoming
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wow..i remember watching that game too...(i was one of the teenagers watching)
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  • Posted Tue Aug 12, 2008 2:39 pm
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Peter Bogdasarian
United States
Washington
Dist of Columbia
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Had a lot of fun with this one over the years.
 
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  • Posted Sat Dec 20, 2008 3:06 am
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13. Board Game: Monsters Ravage America [Average Rating:5.88 Overall Rank:3572]
JC Connors
United States
Redmond
Washington
designer
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MONSTERS RAVAGE AMERICA

Ever since I was a kid I had this idea of a boardgame where you could play giant monsters. I never had a prototype I was happy with, but one day when driving on the beltway to work, I had the idea of playing both the monsters AND the military at the same time. Monsters Ravage America (or, originally "Monsters Ravage Whole World") was born.

Ben Knight really shepherded me through the design of this game. He focused on the board and movement system, I handled the combat system and the mutation and research cards. We really worked well together and the next few months were spent layering new, funny elements into the game, like the You Are Here marker, Lake Geneva, and Hollywood.

I'm sure this will come as little surprise to people who have played this game, but the endgame was much debated, even back when it was a prototype. I think we went through at least five endgames before we had one that we were mostly happy with. We knew we wanted the monsters to win (most of the time) and knew that the monsters had to engage each other for victory, but really struggled making the end as fun and compelling as the mid-game.

We tried letting monsters fight each other along the way, tried it with and without challenge spots, tried it with a scoring system, but nothing really stood out as exceptional. (For the Monsters Menace America rerelease, Ben and I discussed it again... but believe it or not, most of the focus testers actually preferred rolling tons of dice and shouting monster noises).

Ben and I were really disappointed with the art situation n Monsters. Kurt had left at this point, and management had rejected Jason Behnke's, the only remaining artist, black and white front cover (it can be seen on the back of the rulebook). The mapboard was all public-domain clipart or photos done by some Girl's Life staff, I did the card art (and no, I'm NOT an artist!), and we had to deal with only half the pieces being plastic. It was a graphic Chernobyl, and we knew it. Still, it was a game that we were all really proud of and felt that it was a solid "fresher" direction for Avalon Hill.

If the game was successful, we briefly talking about some sequel possibilities. Chris Lawrence had a zombie version, and I was taking notes for "Aliens Abduct America" and "Monsters Ravage Japan" (which would have AI-controlled alien monsters slowly appearing and vying with the players to win the game), but there was never much development on those.
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Got two game tables and a microphone
United States

New York
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I haven't played Mosters Ravage yet, but I quite enjoy Monsters menace. I don't know if it's the map, the graphics, or what but Monsters Menace just seems more accessible to me.

I can see how the endgame would be debated; the engame is the biggest critique of the game. Sometimes it just feels as if the game is a "musical chairs" game where the first Monster to get to a home base after the stomp tokens deplete almost always win in the games I have played.

I have to admit I could not for the life of me come up with a viable alternate endgame.

I love the theme, and the little monster guys in Menace are awesome.
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  • Posted Fri Jun 27, 2008 10:10 am
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John Shanahan
United States
Quincy
Massachusetts
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I quite enjoy MMA, but I'm also one of those always on the lookout for a more satisfying endgame. I think it's a House Ruler's delight. But getting to the endgame, however dissatisfacory you find it, is indisputably silly fun....with monster noises.
 
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  • Posted Fri Jun 27, 2008 7:00 pm
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John Reiners
United States
New York
New York
wasn't a huge fan of the endgame in this.I think you should be able to fight the other monsters throughout the entire game, in addition to taking on the military. THough I admit, I have no idea how this would impact on game balance.

I do love the idea of Monsters Ravage Japan. Throw in some giant robots to boot.
 
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  • Posted Fri Jun 27, 2008 10:43 pm
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United States
East Providence
Rhode Island
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The endgame in Monsters Menace America is such a let down. I bought the game with much anticipation and my group has only played it once. Building up your Monster the whole game just for the final battle didn't do it for us.
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  • Posted Sat Jun 28, 2008 5:06 pm
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Barry Kendall
United States
Lebanon
Pennsylvania
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Agreed, the endgame quickly became dull because it was always just Monster Demo Derby. We wished and wished for an alternative play mode where it could be Monsters-vs-Humans all the way to elimination (Monster dies from Superweapon, Last-Ditch Stand, Just-in-Time Laboratory Developed Answer to Problem; or Monster Survives to Reproduce, Monster Eats Everything, etc.).

I could never get over the Godzilla-type dinosaur's body languate and painted expression; the first photo I saw of it prompted the mental caption: "Do I look fat in this?"
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  • Posted Sun Jun 29, 2008 6:25 pm
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Mark Love
United States
Unspecified
Unspecified
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I became part of a small group that had attended Avaloncon who tried to put a deal together to convince Hasbro to retain the Avalon Hill designers after Monarch fired them all. For the first World Boardgaming Championship in 1999, I took over as gamemaster from Ben Knight for MONSTERS Ravage America (MRA). Ben was a huge help as we traded lots of emails about the game's rules. The scoresheet we put together, to identify non-winners who might advance in the tournament, became an unwitting player aid.

The scoresheet identified which mutations could be used during the MONSTER Challenge end game, 33% of the deck. In a surprise to the designers, players heavily chose Bronacle and his ability to pull 2 mutations and keep the best one. Tomanagi's extra attack in the first combat round in a sea space made her equally popular. If the end game merely created winners randomly, you wouldn't have seen Marvin Birmbaum win this tournament three times, nor Nick Henning win it twice, nor Steve Scott make the final so many times.

The mechanics of MONSTERS Ravage America involve simple mathematics. Winners make strategic and tactical decisions to improve their own odds and weaken the odds of their opponents. Both wargamers and kids studying math seem to excel at this game. (In many war games, a player improves their odds of combat based on strength of force or positions.) Wargamers use the military to block or slow down opponents, or accumulate enough units to beat someone up. The mutations that can be used in the Challenge all alter the odds in your favor, so good players try to get them. During the course of the game, players with strong mutations become military targets of MRA winners, even though another player might have more health points at the time. The Infamy markers provide extra attacks, so you can minimize taking damage in the Challenge, by eliminating your opponent sooner than an unplanned, random result.

The most overlooked mechanic in the game, even in some tournament finals, is getting control of the MONSTER Challenge. It can be the most important thing the weakest (or any) player can do. Winners sometimes use military to block access to Challenge sites. The winner of each Challenge battle rolls up the health the other MONSTER had at the start of combat, to what they had at the end. It's the only time during the game when something like this ever happens. The most difficult opponent to beat, (health PLUS all those mutations and extra attacks) is normally saved for last. You want to roll up as much health as possible from the end mechanic to outlast or crush the last MONSTER.

There are no random events in either MONSTERS Ravage or Menace America. Everything that happens is because of player decisions, for both the MONSTER and military. YOU decide how much risk to take, how to deploy and use your military, and where to send your MONSTER. By rule, all information is public, so everyone knows the total mathematical effects of everything each player has, at all times.

This August will be the 10-year anniversary of the tournament, which is now held at the Lancaster Host. See http://www.boardgamers.org/ I have LOTS of extra prizes for both the adult and junior tournaments. I picked up lots of stuff at 50% discounts on November 1 at Halloween stores. I also got a lot of MONSTER and horror previously-viewed DVDs when some video stores closed.
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  • Posted Tue Jul 22, 2008 10:36 pm
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14. Board Game: Unpublished Prototype [Average Rating:7.07 Overall Rank:1050]
JC Connors
United States
Redmond
Washington
designer
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CONAN CDG

After Dune fell apart, Christopher Lawrence and I attacked our marketing department (one game named Ed Weiss) and begged him to try to land us the Conan license. Chris had a great early design started for a Conan card-driven-game similar to Successors. Each player would take over one of the great nations of Hyboria, and the various card events would send Conan himself around the map destroying everyone's plans. Great idea that never came to fruition, as Ed was terminated shortly afterwards and the company would close down before anymore traction could be made on this concept.


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Christopher Lawrence
United States
Mos Angeles
California
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If "Age of Conan" doesn't satisfy, I'll be using their pieces and my game.
 
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  • Posted Fri Jun 27, 2008 9:50 pm
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JC Connors
United States
Redmond
Washington
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And I'll fly down to play it!
 
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  • Posted Fri Jun 27, 2008 10:05 pm
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D- Rezzed
Germany

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And I'll download your rules from the files section
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  • Posted Sat Jun 28, 2008 12:23 pm
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Ben Knight
United States
Bel Air
Maryland
designer
Yes, this would have been such a cool game, Chris.
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  • Posted Wed Jul 9, 2008 9:04 pm
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15. Board Game: Miscellaneous Game Merchandise [Average Rating:4.50 Unranked]
JC Connors
United States
Redmond
Washington
designer
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DEFIANCE (PC)

Though a PC game, this game's role in the downfall of Avalon Hill is often forgotten. With the PC game sector growing incredibly fast, Bill Levay and Mark Hall decided to take a huge risk -- invest real money into a first-person shooter. Previously, all PC development at AH was done for a straight-up royalty deal (i.e. developers wouldn't get paid until the game was at market). As can be expected, this resulted in Avalon Hill only publishing small "garage band" games, though some of those garage bands were darned good. It was even rarer that a developer would want to work for AH a second time under this system, as I'm sure very few of them made much money off this arrangement due to the overall lack of marketing and shrinking distribution system.

Mark and Bill wanted to push hard into the growing action sector, so a shocking $1M was invested into Defiance, a hover vehicle-based FPS. A brand new label "Visceral Productions" was invented for the game, and the developer, LogicWare, went hard to work on the title.

In the end, the game was mediocre, and couldn't compete with Doom, Duke Nukem and some of the other early FPS games. It was innovative in some ways, such as having a story told through voiceovers and interactive cutscenes (similar to Half-Life, which was still years off), but ultimately the gameplay was repetitive and it was burdened with a poor save system. Avalon Hill lost a lot of money on that deal and management was forever scared off by the high-risk, high-reward business of videogames. Mark Hall and Ed Weiss were dismissed soon afterwards, Bill Levay didn't have much of a department to run, and a lot of the staff felt that the wrong lesson was learned.

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Christopher Lawrence
United States
Mos Angeles
California
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It's a pity Mark's efforts weren't better served. He tried to do a lot of the right things with minimal resources and management support.
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  • Posted Fri Jun 27, 2008 10:02 pm
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Ben Foy
United States
Ellicott City
Maryland
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CraftyShafty wrote:
BFoy wrote:

AH benefitted from the synergy between their printing business and boardgame printing


It's inappropriate for me to comment specifically on this, but while that was true in 1965, by 1995 that was sadly no longer the case.


I agree with you. They were a public company and I've read their filings. Its quite clear that the printing equipment was long out of date. They could have raised funds to modernize the printing equipment but they decided to try to break into the computer game industry instead.

CraftyShafty wrote:
But in any event, Mark's efforts were not directed solely at the PC gaming market, and the current trend in the boardgames market bears out much of what he was trying to do. Ah well.


My comments weren't a criticism of Mark's vision. AH wasn't in a position to inplement Mark's vision. If they had decided to go in that direction, they would have had to upgrade their infrastucture. And AH's business model would certainly still work today.
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  • Edited Wed Jul 2, 2008 12:32 pm
  • Posted Wed Jul 2, 2008 12:31 pm
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Ben Foy
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Maryland
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thalcos wrote:
Keep in mind that Avalon Hill had its foot in the videogame industry as early as Activision. There were many key moments in its history that could have thrown them into the big leagues, but whether through bad decisions, bad luck, or poor timing, that simply never happened. If Defiance had hit, I guarantee you that Mark and Bill would have quickly followed up with other "big" titles. In an alternate universe somewhere, maybe Avalon Hill is the biggest videogame corporation in the world!


No it would have never happened. The Dott's didn't have the personality to run a video game company. They didn't understand the industry and they liked to meddle too much. You've definitely seen that. Its one thing to produce a boardgame that has no chance to succeed but that would kill you in the computer game industry.

But right now they could be making large amounts of money by hosting their games on a site simular to BSW and charging a monthly fee to play. If it was a quality site, I'd gladly pay and so would hundreds of others. Its too bad AH didn't make it but after reading stories like this its not suprising.

thalcos wrote:
If we're talking alternate universes, there was probably a point in the early 90's that Monarch could have spent a ton of cash to modernize their printing facility, bring Girl's Life in-house, and still profitably make games, but that would have cost a big bundle compared to what games were bringing in.


But it would have been worth it in the long run.
 
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  • Posted Wed Jul 2, 2008 12:47 pm
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Ben Knight
United States
Bel Air
Maryland
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JC, were you around AH when we did Cave Wars? It was a strategy PC game in a fantasy world, and more accessible than, say, the WW2 games by Atomic Games we had published previously. We should have done more along those lines rather than Defiance--i.e., strategy not action--in the same way I think Charlie Moylan's games for us were well suited to our client-base. But not Defiance, even though we enjoyed playing FPS games as much as the next guy. I admire Bill and Mark all the way, but it was expecting too much and risking too much to believe AH could compete in the action market.
 
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  • Posted Wed Jul 9, 2008 9:29 pm
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JC Connors
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Cave Wars had just come out when I started, so I missed most of the development on that. I agree, though, starting smaller on some great strategy games would have been wiser. We should have sequeled Wooden Ships and done that sci-fi version of Achtung Spitfire I was always asking Charlie to do!
 
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  • Posted Sat Jul 12, 2008 8:03 pm
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16. Board Game: Battle Cry [Average Rating:7.27 Overall Rank:220]
JC Connors
United States
Redmond
Washington
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COMMANDS & COLORS

I didn't pay much attention to this game until one day the entire office started talking about it. Ben and Christopher Lawrence must have played dozens of Battle Cry games in just a few days, and soon everyone agreed it was one of the best games we had ever received. We were amazed at how fast it played, how well-balanced it seemed, and how many battles could be represented with the flexible system. I remember bringing in the Glory soundtrack to put on in the background while we played.

Everyone knew that convincing management that this game needed miniatures was going to be a big problem. I'm not sure how far those discussions got before the place closed down, but we knew Richard had a huge hit on his hands if it got produced right. But we all wondered aloud at this point if Avalon Hill could produce a game like that right. If Mark Hall had still been around, I'm sure he would have stormed the Dotts' office demanding high-quality miniatures, but no one could fight that battle like he could.

One of my fondest memories of this game would be at Gencon after we all got laid off. I got to watch a game between Kurt Miller and Richard Garfield while Richard Borg was off playing another game at another table. Kurt was absolutely merciless, and not especially diplomatic when pointing out errors in Richard's strategy. When he found out who exactly, Richard Garfield was, after the game (and this was at the height of the Magic craze) he was absolutely horrified. I kid him about that for days afterwards.

Needless to say, we were all thrilled when we heard that Hasbro had picked up this game after the acquisition.
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Steve Bullock
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Palm Coast
Florida
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This is the game that got me to re-enter the game world. After many years of only playing chess and some of my old MB Gamemaster games, I spotted this gem and grabbed it.

Needless to say I have a real soft spot for this game. I love it!
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  • Posted Fri Jun 27, 2008 5:45 pm
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Rolling bad dice in wargames since 1977
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whac3 wrote:
I've wondered for years what the relationship [if any] of this game is to the Civil War game of the same name that came out about the time of the US bicentennial? I've Skirmish but have not been able to get ahold of Battle Cry! from that series. Is this the same game, more or less?


The old Battle Cry! game from the MB American Heritage series that was republished during the nation's bicentennial does not resemble Richard Borg's game that was published almost 25 years later. That they are both American Civil War games are where the resemblence pretty much end.
 
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  • Posted Sun Jun 29, 2008 4:15 am
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Barry Kendall
United States
Lebanon
Pennsylvania
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I have a copy of the original public version of "Battle Cry" which Richard sold in the mid-'90s at conventions (I got mine at HMGS-East "Historicon").

For $20, I got a black-and-white rule book, 8.5 x 11", stapled, including rules and six scenarios; a deck of pre-cut, square-cornered black-and-white heavy-stock (but uncoated) cards; six blank cube dice and a sheet of colored dice stickers with silhouettes from the original "Battle Cry" figures (Infantry/Cavalry/Artillery on branch-of-service colors--blue/yellow/red respectively) and a flag and crossed-sabers face--identical die probabilities to the AH/Hasbro version.

There was no board; you provided your own (we used to use "Battlemasters" mats, model RR trees, cake decoration fences and blue-board foam hills, with plastic Marx figures and cannon). We played the thing at least a hundred times before the commercial version ever appeared.

There were two or three cards added to the deck in the AH/H version, and scenarios were tweaked (cavalry added to First Bull Run/Henry House Hill scenario, for instance).

I can attest absolutely that AH/Hasbro did NOT "screw this up." Not this one.
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  • Posted Sun Jun 29, 2008 6:34 pm
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Ben Knight
United States
Bel Air
Maryland
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BradyLS wrote:
So, how does the version you guys were playtesting compare to the version Hasbro eventually published?

It is the same, but there's more to that story. I wanted to change a couple of the rules so the players would have to plan farther ahead. Richard would entertain these changes only as optional rules (though he really would have preferred them as a General article and not even in the published game). Given the excellent quality of his design, we would have honored his request and put them in as optional rather than standard rules. (We were not always so accommodating to out-of-house designers, but Richard is a thorough professional and superb designer who had our complete respect.) I tested the game over 100 times prior to the lay-offs. After the Hasbro takeover, Richard dealt with their team who were unaware of our tweaks. So Battle Cry was published pure to Richard's vision. FWIW, Don and I preferred my tweaked version. Nevertheless, I'll play Richard's RAW at the drop of a hat.
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  • Posted Wed Jul 9, 2008 10:01 pm
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Togu Oppusunggu
United States
New York
New York
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Would love to hear what your tweaks were, Ben.
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  • Posted Wed Sep 24, 2008 1:21 am
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17. Board Game: For the People [Average Rating:7.53 Overall Rank:328]
JC Connors
United States
Redmond
Washington
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FOR THE PEOPLE

We were all huge fans of Mark Herman's We the People, and of course Hannibal was a huge success, and Successors was being received reasonably well. Many at AH really wanted to start moving our wargames more in this direction -- games that could be enjoyed by both hardcore historical gamers and average gamers alike. When we finally received Mark's For the People, which had been on our radar for many months... well, we were really disappointed.

That probably sounds hard to believe, especially since it's now considered a near-classic. But many of us then were really trying to push Avalon Hill towards more casual games. Games like Titan: The Arena, We the People, Monsters Ravage America, and Battle Cry were a big step in that direction. We really felt strongly that if Avalon Hill was going to survive, it had to compete with games like Settlers of Catan. In retrospect, I'm amazed that we were actually so sensitive to the changing boardgame market as early as 1998.

For the People was a return to the more complex, long games of the AH's past. Ben and I really hoped that For the People would be something more in line with We the People, and it simply wasn't. We had a conversation with the Dotts about this, but they didn't care -- they wanted the game out as fast as possible. While this confused us at the time -- the Dotts authentically wanted to broaden our market in the past -- it's now obvious they knew AH wasn't going to be around for the long haul.

Because of these reasons, For the People didn't get a lot of development at Avalon Hill compared to some of our other games. Bitter Woods fell into this category as well, but I only watched one game out of the corner of my eye while working on a RuneQuest expansion, so I don't know the full story there.
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Ben Foy
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"But many of us then were really trying to push Avalon Hill towards more casual games. Games like Titan: The Arena, We the People, Monsters Ravage America, and Battle Cry were a big step in that direction. We really felt strongly that if Avalon Hill was going to survive, it had to compete with games like Settlers of Catan. In retrospect, I'm amazed that we were actually so sensitive to the changing boardgame market as early as 1998."

Please! Alan Moon was thinking the same thing in 1980. See his geeklist. By 1998, Rio Grande was up and running so many opportunities in that area were already gone. To go in that direction, AH would have had to do it in the early 90's. They reprinted Adel in English but that was it. That was certainly one direction they could have gone but there were many others. Unfortunately it seems internally they were spinning their wheels trying to go many directions all at once, with no clear direction. That was the Dott's fault.
 
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  • Posted Wed Jul 2, 2008 1:05 pm
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18. Board Game: The Napoleonic Wars [Average Rating:7.07 Overall Rank:697]
JC Connors
United States
Redmond
Washington
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THE NAPOLEONIC WARS

I think we all had a sense that something was wrong at this point... production had slowed down, we weren't being given much of a budget for our games. Many games of Napoleonic Wars were being played, though it seemed like everyone knew that it wasn't likely to get released. Don really threw a ton of effort into this game in the end, and a lot of people spent long hours playing it through.

This turned out to be one of the final games I played with Don and company, and even though I was on the bad side of this game's fragile balance, I was really impressed sheer energy Don devoted to this multiplayer CDG. I know this game also kept many of the staff busy after they were all laid off and looking for jobs, but by that time I had already moved from Baltimore to Seattle.

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Christopher Lawrence
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Mos Angeles
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This was the game that prompted Don, legendary for his poor rolls, to comment that my luck was actually worse than his.

I was strangely proud of that. 11
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  • Posted Fri Jun 27, 2008 10:08 pm
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Ben Foy
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CraftyShafty wrote:
This was the game that prompted Don, legendary for his poor rolls, to comment that my luck was actually worse than his.

I was strangely proud of that. 11


Don was the heart and soul of AH.
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  • Posted Wed Jul 2, 2008 1:11 pm
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19. Board Game: Dune [Average Rating:7.63 Overall Rank:88]
JC Connors
United States
Redmond
Washington
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DUNE REVISED

Christopher Lawrence briefly worked with Stuart Tucker on a revised version of this game. It had been years since most of us had played, so we started some playtest sessions and planned to streamline the game nd incorporate all the optional rules, errata and the best of The General into the new game. I think the team was mostly finished when we were told our Dune license had expired... and that was the end of that.

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Christopher Lawrence
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Mos Angeles
California
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Don't forget the new board you started mocking up in Bryce!
 
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  • Posted Fri Jun 27, 2008 10:09 pm
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Daniel Reid
United Kingdom
glasgow
Strathclyde
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You shouldn't tell people things like this.
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  • Posted Sat Jun 28, 2008 11:50 am
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Ben Foy
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"I think the team was mostly finished when we were told our Dune license had expired... and that was the end of that."

You'd think there would be someone keeping track of that.
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  • Posted Wed Jul 2, 2008 1:13 pm
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20. Board Game: Betrayal at House on the Hill [Average Rating:6.97 Overall Rank:323]
JC Connors
United States
Redmond
Washington
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HOUSE ON THE HILL

This was another game we were REALLY excited about when we got it. Since RuneQuest work was wrapping up, Christopher Lawrence was assigned as the developer. I remember myself, Ben, and Chris looking at the scenario book and saying "we have NO idea how we're going to ever playtest all of these!" Compared to our normal playtesting, we did the math and this one would need about 20-30 times our usual.

Suffice to say, when the WotC version came out (with less scenarios, no less, than the one we had) I wasn't surprised there were some issues with those endgames.

But it was tremendously fun. One of the biggest differences between the current version and the prototype is that you had a "hand" of floor tiles you'd play from. One of the floor tiles in the deck was a fake one, with the word TRAITOR! written on it. That's how the game's traitor was determined originally, and while I prefer the new way, there were a lot of poker faces when we first played it.
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David Matchen
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Baltimore
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Awesome. Looks like Wizards had similar playtesting problems, but I think people are despairing of there being a second edition to clear up the errata, which is a damn shame.
 
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  • Posted Fri Jun 27, 2008 6:29 pm
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Rolling bad dice in wargames since 1977
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Another awesome story. The traitor card gimmick sounds like it would be fun to play.
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  • Posted Fri Jun 27, 2008 11:44 pm
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Kevin Youells
United States
Camp Hill
Pennsylvania
I paid 100 geek gold, and all I got was this lousy overtext
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The tratior gimmick was fun. I remember playing a version of this at the last AvalonCon, and was hoping that the game would eventually see the light of day.
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  • Posted Sat Jun 28, 2008 4:53 am
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21. Board Game: Galaxy: The Dark Ages [Average Rating:6.25 Overall Rank:1813]
JC Connors
United States
Redmond
Washington
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GALAXY: THE ARENA

Titan: The Arena was one of our best sellers, so Don immediately went to work on a sequel. We were all shocked and amused when Don showed up with a game completely based on Star Trek. ("Don? You're a Trek fan?!?") Nobody knew!

I only played this game a few times, and I think it wasn't too dissimilar to GMT's release a few years later. I bet you can figure out what Trek races corresponded to the "original" races. Kurt started on the artwork (he had grown pretty savvy with 3D tools, and Galaxy worked perfectly for that approach with the spaceships that were needed), but soon left the company to work at the newly-formed TalonSoft. Jason Behnke took over some of the alien artwork, which would also double for use in the Freedom in the Galaxy PC game, but the game didn't get very far artistically before AH would shut down.
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Mark Jackson
United States
Fresno
California
Am I a man or am I a muppet? If I'm a muppet then I'm a very manly muppet!
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Thanks for telling these stories... as an old AH gamer, it's nice to get a glimpse behind the scenes, even of the demise.
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  • Posted Fri Jun 27, 2008 8:15 am
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J.L. Robert
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Sherman Oaks
California
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BradyLS wrote:
J.L.,

You and I might agree that AH needed to explore games with more tactile components (wooden and plastic pieces) to reach a broader audience, but, as thalcos points out, plastic and wooden components for games would be an added cost for the company because those items could not be created in-house: making the games more expensive.

The problem was that AH was still creating niche games (albeit great new niche games) that still took more time to play and cost more than the average consumer was willing to spend. All the great titles that you see here were either never picked up, are in the hands of niche publishers, or ultimately became OOP items by big-leaguers like Hasbro (because their cost to produce didn't justify keeping them in print. Significant exceptions being the new, scaled-back versions of Acquire and Diplomacy).

In other words, AH still had the problem of publishing games that a mass market would want to play to justify the added cost of components that would appeal to them over counters. Avalon Hill was going in the right direction as far as the niche hobbyist market was concerned, but still had a ways to go to reach the needed mass market.


We're both saying the same thing, but in different ways. I fully agree with everything here. The point is that TAHGC needed to go into a new direction, that of broader-appeal games. They were starting to make the right steps with some games and projects, as outlined here.

However, they needed to move away from a total dependancy of producing their components in-house, something that was touched on in this List. The resistance by the Dotts to look outside to upgrade product quality was a fatal flaw in the company's business plan.

As an example, the last TAHGC edition of Acquire was a severe disappointment BECAUSE it was made of cardboard and cheap plastic tile racks. Today it's a low-cost alternative to a $60 game, but back then it was a substandard $35 game with cheap components.
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  • Posted Mon Jun 30, 2008 12:26 am
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Andy Daglish
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Cheadle
Cheshire
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J.L.Robert wrote:
The point is that TAHGC needed to go into a new direction


We need a new Avalon Hill. Maybe a kind person could buy GMT and gather all the old-time professionals from wherever they may be and then just possibly there will be time to pass on knowledge to younger staff. Presently game production is a cottage industry manned by amateurs supported by high technology, which is what allows them to do it in the first place. The games you buy are not backed by a great deal of professional discourse between industry workers who know their subject well, and it shows every time. Many great games are produced every year, and because they are great its not too hard to spot the areas in which they were not properly and professionally completed.
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  • Posted Tue Jul 1, 2008 1:02 pm
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Kevin Moore
United States

Virginia
This was a great writeup. I remember my oldest brother going to college at VMI in the mid-70's and bringing home Stalingrad during his break. Another brother and I couldn't get enough of this game (I was 10 yrs old) and soon I was saving my money for Panzer Blitz, Blitzkrieg, Midway and Third Reich. Panzer Blitz was a killer game that we would play over and over. I was convinced that Avalon Hill was the most ingenious of companies designing such realistic games. I went to college and put the games away and didn't return to gaming until my sons began to reach about 10 years old (about 2000). My parents still had my old games and I retrieved them and introduced my kids to "real" board games. I was disappointed to find that AH had gone out of business at that point, but times change and economic forces usher out the old and bring in the new. Many thanks to the developers at Avalon Hill for the effort put into these games. I might still be playing Monopoly and Scrabble every weekend.
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  • Posted Tue Jul 1, 2008 4:49 pm
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Ben Knight
United States
Bel Air
Maryland
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To quote Dickens:
"It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair, we had everything before us, we had nothing before us, we were all going direct to Heaven, we were all going direct the other way...."

JC, it was a huge pleasure working with you and the others you mention here. Truly, you were on the positive side of the balance.
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  • Posted Wed Jul 9, 2008 10:50 pm
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