Introduction #1 from Congress of Vienna Assistant Designer & Editor Fred Schachter: I’ve had the fun and pleasure of helping Designer Frank Esparrago on his journey, now our journey, to bringing his labor of love CoV game vision from dream into reality.
This GMT P-500 game is now undergoing a wonderful transformation from playtest into production graphics thanks to the talents of Terry Leeds. For the latest status of Terry’s efforts and a host of Congress of Vienna game material see: GMT Games – Congress of Vienna .
But for all the content readers will find within GMT’s site for the game; there’ll be a dearth of current material relevant to Congress of Vienna’s Solitaire Version and Bots. Those rules and Bots are to the credit of CoV Team members: initially Jim Gutt and David Illanes and more recently David Schoellhamer, who is architect of those Bots’ latest rendition. Well done guys!
With that, I’ll turn further introductory honors to Frank…
Introduction #2 From Congress of Vienna designer Frank Esparrago: Previous InsideGMT articles explain how the CoV Team agreed to offer a version for solitaire play. However, Developer Dick Sauer and I did not have sufficient experience to address this creative task fully and properly. Our first approach was to consider emulating the Churchill game’s Bots. Alas, they were too simplistic for a CoV solitaire game which needed to deliver the kind of interesting, uncertain, fun to play gaming elements we sought and, above all, to put pressure on a human player and make attaining victory an entertaining challenge.
Consequently, we increased our development team with new members having experience in designing a solitaire game. As Fred mentioned, these CoV solo game developers were Jim Gutt and David Illanes. They created the game’s inaugural French Bot. Their tenacity, highly critical minds, detailed knowledge of the Congress of Vienna game system, as well as game design orthodoxy in general; allowed them to build a series of summary tables (in Excel or Word). This enabled me to convert those guidelines into suitable Flowcharts or rules which can be easily understood by future players.
In Spain, both myself and Ignacio Badal commenced efforts to create a 2-player CoV version. This would have similar concepts to what Jim and his United States team derived. We had to change a few game mechanics of this highly interactive multiplayer game to make it into a viable 2-player contest!
Once those design concepts were fixed; we realized if we created a good 2-player Congress of Vienna game; designing a derivative solo game could be easier than by advancing directly from 4-players to just a single “human” player! That worked out to be a good intermediary step. Serendipity!
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