[Brigandine] Design Teardown – Why a Skirmish Game?

I’d like to talk about Brigandine, a wargame I finished writing not long ago:

Why another skirmish game?

I don’t think we lack for 28mm skirmish games. In fact, within most genres, we have a variety to choose from. However, I think that we can possibly have enough wargames available. Especially not enough open source rulesets. If you’re into wargaming, you should be able to pick and choose what game you’re playing on a particular afternoon. It’s a healthier ecosystem, like investing a deck of cards and being able to play hundreds of games. It leads to new mechanics, because the conceptual barrier to creating a new funky game is lower in a world where not everyone is bound to Commercial WarGame 2.1. It adds variety, and the more games are out in play, the more inexpensive miniatures and rules and other complementary goods are. That’s my main reason for creating Brigandine – it’s my own entry into the coming post-monolithic-publisher world of wargames.

Design goals

With my student years behind me, I wanted a game I could play in a short evening, that I could easily explain to unseasoned gamers. I wanted to make sure anyone could play with a shoebox full of any miniatures. I wanted it to be fast, and I wanted to tweak a few variables that similar games seem to ignore.

For instance – minimize dice rolling per decision made. All attacks in brigandine hinge on a single die roll, with no additives or math to them. Sometimes a player rolls more than one die, and the target of each roll is different, but – one roll.

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