Category Archives: Open Source Gaming

Ziggeraut Prime!

I am thrilled to share Ziggeraut Prime, a SciFi tabletop wargame fork of Brigandine. From their site: ZP serves as the last human run prison and any crime commited “wins” you an all expenses paid trip. It is considered the height … Continue reading

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Brigandine 1.1

I recently got some time to update Brigandine to v1.1 – skirmish rules with a bite! I adjusted some points values, fixed some major formatting issues, and made a number of rules tweaks. Check it out: Brigandine Fantasy Skirmish Rules … Continue reading

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[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, … Continue reading

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[Brigandine] Alpha Playtest

There’s no greater joy, or tactic, in game design than watching your friends play your game. I say watching but it’s past seeing, watching, and monitoring altogether – it’s a hypersurvey, where you look for every hole and prod every … Continue reading

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Productifying a Game, part 1

A set of wargame rules is software that uses the human mind, but it’s important to recognize that a wargame is also a product. When we talk about a game, we generally talk about its rules, its structure, how it’s … Continue reading

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BWS (2012) – Conflict Resolution

I have been tiptoeing around conflict resolution long enough. In my design notes, I’ve gone through many iterations so far trying to come up with just that right feel. Here is how I want it to work in a narrative … Continue reading

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BWS (2012) – Units and Mods

Looking back in the Building Blocks post, I defined the following: Unit: Any active participant in the battle. Can represent a squad of soldiers, a single hero, a vehicle or really anything else, depending on the Scope and Scale of the … Continue reading

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Bonedaddy from a Player’s Perspective

I’ve been following Erik Battle’s Bonedaddy updates since, well, the 90’s, and BWS was a wargame I cut my teeth on. I liked the playability, narrative, and customization, which I much preferred to commercial games at the time. So far, … Continue reading

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BWS (2012) – Command Points and “Act Of Valor”

Command Points In the original BWS, I used Action Points as the mechanic to give motion to your units. You started off with 10 AP per unit and you spent these in your turn to move, shoot and perform other … Continue reading

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BWS (2012) – Generic Rules vs Specific Situations

Throughout the design of this game, I switch back and forth between working on generic mechanics versus applying those to specific situations. I want the generic rules to be as clear and complete as possible, yet I constantly think of … Continue reading

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