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Monday, January 27, 2014

Power Play Games launches it's first game!

Battle for Gallion's Reach  

Battle For Gallion's Reach is almost ready for publication! 

 With the final play test scheduled to take place in a few days, if all goes well, the new table-top/board game will finally be on sale through thegamecrafter.com! The game is a four-player strategy game for ages 12 and up about a future galactic struggle between four factions. The game is designed to never play the same twice, is heavily into starship combat and strategic planning and allows players to battle on planets with armies.

There is also a simple and yet interesting technology "tree" which gives players opportunities to gain advanced abilities.

Random card draws give players chances at playing certain strategies, deal with random events and gain tactical advantages for ship combat.

A short two-player game can take about 2-3 hours while a larger four-player game can take 3-6 hours.

Expansion sets will include more space/planet cards and faction-unique starships and weaponry.






STORM of STEEL

The second game currently under development is Storm of Steel - an operational to tactical level World War Two game that uses some of the Gallion's Reach card-based game system with some modifications.  It's a game designed for a 12 years and up and can be played by to two opposing players or by two teams of two players on a side.

Storm of Stee is meant to be a fast-playing game of  wartime strategy where players replay famous World Wars Two operations such as the 1940 Blitzkrieg, Operation Sea Lion, Sicily 1942, most of the major actions of the Russian Front such as Barbarossa (three scenarios), Case Blue, Kursk, Stalingrad,as well as North Africa, Overlord, the Invasion of Greece, the Crusade in France, the Battle of the Bulge and the Battle for Berlin.

The system allows play at a variety of command scales from operational Army-level control like the entire Overlord operation down to semi-tactical Battalion-level command such as the such as the Utah Beach battle.

This flexible card-based unit system works hand-in-hand with a modifiable hex game board and the collecting of objective cards that give players power points which in turn allow for more actions each game turn. So as players win or lose a battle, they also gain or lose the ability to take certain actions.

The combat dice-based mechanic is simple and elegant. Famous leaders commanding individual units also affect combat and movement.

The game board is reversible with one side being used with summer terrain and the flip side having winter terrain. Hex-shaped cards are placed on the board to create the scenario used.

Finally, due to the extreme flexibility in the system, players can create their own historical battles or completely fictitious and hypothetical ones!

An expansion will move to the Pacific theater (ocean board) and include a flip side for North African/Mid-East (desert board) scenarios.




Asiago 1916

The third game being developed is Asiago 1916. This game has a strong historical flavor and simulates the World War One battle of Asiago Italy while acting as a unique educational tool where the use of historical leaders and events unfolding outside the region heavily influences affects the outcome of the game. The mechanic is the same as that used for the Storm of Steel system with some slight modifications.

2 comments:

dr.efgallion said...

Wow, can't wait to play it!

dr.efgallion said...

Historical games are an interesting venue for the sociologist who can appreciate the simulation strategy for different approaches/directions (producing either failures and successes (who benefits from either depends on the victor) that could have been taken in threshold event battles. In some respects, conflict can be a win win social phenomenon. Conflict and strife has a role in human social evolution, more is learned in this way than in safe confines of habit/habitat. Today, many social scientists fail to acknowledge that out of conflict has come new ideas, beginnings (diaspora) as well as the generation of new forms of authority/hierarchy. I do not promote conflict; but wisely observe its purpose in a functioning society.

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