Line of Sight rules are always a challenge for any designer. They have to be accurate, but also be easy to understand and fast to resolve. For the Rifle & Spade games (“Mons 1914, The Mad Minute” and “Gallipoli 1915, Churchill’s Greatest Gamble”) I did not want to use “rise over run” calculations because they can slow a game down. So I opted for a case-based system written out in text. It works, but it has more of a learning curve than I would like.
At Consimworld Expo in September 2021 we experimented with a “matrix” layout, rather than straight text. The matrix was easier to understand and faster to use. As I was tidying it up after the convention, I realized that it was really a “decision tree” in disguise. A decision tree has a visual flow like a flowchart – it presents the player with a number of questions that lead to an answer. For example, the following section deals with lighting conditions.
The rules and effect are exactly the same as the existing text, it is just laid out differently.
I have created versions for both “Mons 1914, The Mad Minute” and “Gallipoli 1915, Churchill’s Greatest Gamble”, which are available in the files section of the Gallipoli entry on BoardGameGeek.
I made a youtube video explaining how it works.
The Decision Tree will be tested in actual play at Metro Seattle Gamers, and I expect to ship an updated version with Mons 1914.
“Mons 1914, The Mad Minute” explores the legendary first battle between the British and Germans in World War I. It happened during the mobile period of the war, and established the proud legend of the BEF. But is that legend justified? Order the game and find out!
Previous Articles:
Faster Fire Resolution for Mons 1914 and Gallipoli 1915
Faster Assault Resolution for Mons 1914 and Gallipoli 1915
Line of Sight in Mons 1914 and Gallipoli 1915
New Video Working Through Attack Orders for Mons 1914 and Gallipoli 1915
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