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Gladiator (board war game)
Gladiator is a board wargame originally published by Battleline in 1979 in the two-game boxed set Circus Maximus along with the game Chariot Racing. Both games were bought by Avalon Hill and published as separate games in 1981.

Description
Gladiator is a board wargame in which each player generates their own gladiator, juggling training, strewngth, agaility, constitution combat capabilities and armor. The resultant characters are then pitted against each other in a battle for survival.


 * In the basic game, the only type of gladiator available is the secutor, armed with gladius and scutum.
 * In the advanced game, the retiarius, armed with net and and trident, is also available.
 * In the campaign game, players control rich Romans who own stables of gladiators. In this version, the winning player is not the one who wins the most matches, but the one who accumulates the most money through betting on the matches.

The game components include a 16" x 11" hex grid map and 12 gladiator counters that fit into plastic stands.

Publication history
Gladiator, designed by Michael E. Matheny, was published in 1979 by Battleline Publications, a subsidiary of Heritage Models. (Gladiator and a one-on-one chariot-racing game Chariot Racing were sold together under the name Circus Maximus.) When Battleline was sold to Avalon Hill in October 1979, the new owners published the two components of Circus Maximus as two separate games. While Chariot Racing was renamed Circus Maximus, Gladiator was published under its original title, featuring artwork by Cathy Chastain, Dale Scheaffer, and Mark Wheatley.

Reception
In Issue 29 of Dragon, game designer Tim Kask commented, "The Gladiator system appears rather complex, but seems pretty accurate. I feel that if the two players were very comfortable with the rules and mechanics, it would be fairly accurate and exciting." Kask warned, "Gladiator is not designed for the novice or beginner."

In Issue 6 of Simulacrum, Joseph Scoleri reviewed the Battleline edition, and thought it was "a somehwat awkward companion [of Chariot Racing''] due to its less intuitive play and more detailed mechanics."

Wagram: The Peace of Vienna, 5–6 July 1809
Wagram: The Peace of Vienna, 5–6 July 1809 is a board wargame published by Simulations Publications Inc. (SPI) in 1975 that simulates the Battle of Wagram in July 1809. It was one of four games that were part of the "quadrigame" (four games with a single set of rules) titled Napoleon at War, but it was also released as an individual game with a set of metal miniatures. Wagram was rated highly in a 1976 poll of favorite wargames, and critics called it the best of the four games in the Napoleon at War box.

Background
In 1809, Archduke Charles of Austria-Teschen of Austria took advantage of Napoleon's attention on the war in Spain, and invaded Bavaria, a French ally. Napoleon responded by bringing his army to Bavaria, where he defeated the Austrians. The French followed the retreating army, and crossed the Danube River near the village of Wagram. After an evening attack failed to dislodge the Austrians, who occupied a strong defensive position on the Russbach Heights, the main battle began the following morning.

Description
Wagram is a two-player wargame in which one player takes the role of Napoleon, and the other controls the Austrians. It is a simple and easy-to-learn game, with only 100 counters, two rules sheets, and a relatively small 17" x 22" paper hex grid map scaled at 400 m per hex). The counters have silhouettes on them. Many players stated that they would have preferred military symbols.

Gameplay
The game uses a simple "I Go, You Go" system of alternating player turns taken from SPI's popular Napoleon at Waterloo game published in 1971: This completes one game turn, which represents 1 hour of daylight. After sunset, there are two moves during the night, where movement is allowed, but compbat is not.
 * The French player moves all units desired and engages in combat.
 * The Austrian player then has the same opportunity.

Publication history
After the success of SPI's first quadrigame, Blue & Gray: Four American Civil War Battles, published in May 1975, the company quickly produced several more quadrigames over the next six months, including Napoleon at War, which proved very popular, moving to #5 in SPI's Top Ten Games list the month it was published, and staying in the Top Ten for the next six months.

Wagram, which had been designed by Irad B. Hardy, was offered for sale as both a "folio game" packaged in a cardstock folio, and as a boxed set with 15 mm metal miniatures produced by Heritage Models. The wargaming magazine Simulacrum, writing thirty years after the game's publication, noted that "This fusion of board wargames and miniatures was not successful, and no other SPI games were so adapted."

Reception
In a 1976 poll conducted by SPI to determine the most popular board wargames in North America, Wagram placed very highly, rated 15th out of 202 games.

In Issue 1 of the UK wargaming magazine Phoenix, Jim Hind thought that "the simp[le mechanics are shown functioning at their best, as they do not intrude while the players are concerning themselves with strategic decisions concerning the precise timing and strength of the Austrian atttack on the French left flank, and the strength of the French force which must be diverted from the assault on the Russbach [Heights] in order to meet it."

In the 1977 book The Comprehensive Guide to Board Wargaming, Charles Vasey liked the need for tactical finesse on both sides, calling it a battle "fought on a large, open plain between two fairly equal armies."

In the December 1975 issue of Airfix Magazine, Bruce Quarrie noted that "Despite the popularity of the Napoleonic period with miniature figure wargamers, board gamers interested in this period have not been particularly well served up till now, so this game is particularly welcome." He commented that the rules were "extremely simple", but found issues with historical accuracy, saying "Unfortunately, as with other Napoleonic board games, it does not accurately re-create the tactical capabilities and restrictions of the time, and the more ingenious player will probably wish to improve the game by devising rules for flank and rear attacks." Quarrie concluded, "Overall verdict — a good one for beginners because it is easy to learn and play, but lacking the detail necessary for accurate historical simulations."

In The Guide to Simulations/Games for Education and Training, Martin Campion commented, "The game is fast-moving and suggestive of the strategic situation of the original battle. The tactical system is not very realistic but tends to give realistic general results." Compion concluded, "The game maps are excellent. The game is simple and makes a good introductory game."

In Issue 53 of Moves, Ian Chadwick called Wagram "the most exciting of the games in this package. With objectives so conflicting, combat is forced on the players." Chadwick concluded by giving the game grades of A for Playability and C for Historical Accuracy, saying, "It is a good, fast and enjoyable game, perhaps the best of the quad and well worth many playings. Any player who lets it deteriorate into long, solid lines and a slugging match deserves what he gets."

Other reviews and commentary

 * Fire & Movement #24
 * The American Wargamer Vol.3 #8

Hastings, 1066
Hastings, 1066 is a board wargame published by TSR in 1987 that simulates the Battle of Hastings. The major part of the game was developed by Simulations Publications Inc. (SPI) in the late 1970s, but was not published before the company was suddenly taken over by TSR in 1982.

Background
Following the death of the childless English king Edward the Confessor in 1066, a several powerful men vied for the throne. Anglo-Saxon Harold Godwinson was crowned king, but had to defeat a Danish army at the Battle of Stamford Bridge before hurrying south to cade William of Normandy at Hastings.

Description
Hastings, 1066 is a two-player board wargame in which one player controls the Anglo-Saxons and the other the Normans.

The game is relatively simple, with only 200 die-cut counters, a 17" x 22" hex grid map and only ten pages of rules. The turn sequence is an alternating "I Go, You Go" system. Each turn is divided into two phases: The Anglo-Saxon player then has the same opportunities, which completes one game turn. The battle lasts for two days (8 turns each).
 * Order Phase: Each army is divided into three parts. Each player secretly chooses a strategy for each part of their army, and rolls two dice to determine the Battle Plan
 * Battle Phase: Composed of six segments, with Norman player active:
 * 1) Active player: Rally
 * 2) Active player: Missile fire
 * 3) Active player: Movement
 * 4) Non-active player: Reactive movement
 * 5) Non-active player: Missile fire
 * 6) Active player: Melee combat between adjacent units

Players also track unit morale and fatigue, which are influenced by the battle strategies used by each part of their armies.

Victory conditions
Victory points are gained by eliminating enemy units and leaders. The Normans win by having more victory points than the Saxons, as well as either clearing the road to London or eliminating all the Saxon house carls. The Anglo-Saxons win by preventing the Normans' victory conditions.

Publication history
In the March–April 1978 issue of the SPI house magazine Strategy & Tactics, game designer Richard Berg announced he would be developing a series of six easy-to-play wargames called "Great Battles of History." One of these would simulate the Battle of Hastings. Throughout the remainder of 1978 and most of 1979, Berg kept S&T readers up-to-date on how he was developing and testing these games. However, game development was suddenly halted in late 1979, and none of Berg's six games were published by SPI. Instead SPI was taken over by TSR in 1982. Five years after the takeover, Berg's game about the Battle of Hastings, with some rule modifications, was published as a pull-out game in Issue 110 of ''Strategy & Tactics."

Reception
In Issue 6 of Battleplan, Keith Martens was enthusiastic about the game, especially by the Order Phase, noting that "the player can influence the final Battle Order by picking a strategy which will maximize the chances of rolling that Order, but does not have the absolute command control found in many games." Martens also thought the tracking of morale and fatigue was "Brilliantly linked with the Battle Order determination." He concluded, "All in all it is the moes realistic tactical ancients game I have seen. If you are interested in the period, try a game."

Other reviews and commentary

 * The Wargamer Vol.2 #2
 * The Grenadier #34
 * ''The Canadian Wargaming Journal #7
 * Wargame News #42
 * Notiziario del Torneo Masters #22 (in Italian)
 * Vae Victis #73 (in French)

The Games Machine reviews

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 * Conspiracy X‎ https://archive.org/details/backstab-magazine-french-02/page/n49/mode/2up
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 * Digital Web https://archive.org/details/backstab-magazine-french-02/page/n35/mode/2up

Different Worlds

 * I.S.P.M.V.: Tethys‎
 * Citybook I: Butcher, Baker, Candlestick Maker
 * RuneQuest Companion‎
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GURPS Casey and Andy
Andy Weir & David Morgan-Mar Jennifer Brozak
 * TV Tropes (https://tvtropes.org/pmwiki/pmwiki.php/Webcomic/CaseyAndAndy)
 * Record holders for Fatalball including the one for Only People Stupid Enough To Play.
 * Jenn's occupation as international jewel thief