Game designer, magazine and book editor since 1972.

The backstory on The War of the Worlds expansion for M&L’s The Great War

Click image to visit Kickstarter page.

H.G. Wells penned the science fiction classic War of the Worlds in 1898. Forty years later Orson Wells adapted it for a radio drama script that convinced some Americans Earth had been invaded by Mars. Now Dana Lombardy and Craig Richardson have created a War of the Worlds expansion for MacGowan and Lombardy’s The Great War card game. Click the link to download a pdf that tells the backstory of why a science fiction classic was chosen to be the first expansion to a history-based card game.

MacGowan and Lombardy’s The Great War card game has been fully funded on Kickstarter, opening The War of the Worlds expansion as a stretch goal. Click here to go to Kickstarter and help bring the Martians into World War One.

What’s new in the second edition of Armies at Waterloo update #2

By Scott Bowden

Armies at Waterloo has always been known for its exacting orders of battle, including numbers of officers and other ranks present and under arms, as well as precise information on the ordnance comprising each artillery battery/company/troop. The greatly expanded second edition provides even more details, with the orders of battle as well as the ordnance present with each army—including the notes from inspection reports, when available.

The backstory on MacGowan and Lombardy’s The Great War card game

A Game Concept With Dramatic Graphics

In 2017 I started working on a game idea to commemorate the 100th anniversary of The Great War (1914–1918). I decided on an abstract card game design about World War One that could be a fun, “filler” game—a game used to fill time between longer games at conventions or while waiting for the rest of your gaming group to arrive. Filler games usually have simple rules and short playing time. I think they are a great way to introduce someone to historical games.

TGW card featuring Rodger B. MacGowan’s art.

For a card game I knew graphics would be a key factor. If it looked good, it might entice gamers to try it. No matter how clever my design, it wouldn’t matter if no one wanted to play it. That’s where my friend and colleague Rodger B. MacGowan entered the project.

Since the 1970s, Rodger and I have worked together on a variety of projects. A few of the more notable included his illustrations that appeared in my Conflict magazine back then and the cover he created for the third edition of my Streets of Stalingrad game (2002). We produced several items for the 200th anniversary of the Battle of Waterloo in 2015 that used Rodger’s excellent illustrations of Napoleon, Wellington, and Blücher. MacGowan and Lombardy’s The Great War™ card game is our most recent collaborative effort. The game uses almost all of Rodger’s stunning World War One illustrations—appearing on 21% of the nearly 200 cards. Rodger also created the play mat and box art for TGW.

Simple Rules & Fast Play Took Time To Perfect

My assumption that a card game would take less work to create compared to a board game proved . . . completely wrong.

My design accomplished the objectives of simple rules—just two sides of one 8.5 X 11 sheet of paper—and quick play. The basic game of ten turns (20 rounds) requires about an hour to complete. By comparison, GMT’s Wing Leader card game is listed as taking 90 to 120 minutes to play—and the WL tables are constantly busy at Consimworld Expo where large, multi-day games are the norm (WL is a fantastic game system, by the way).

Card back

Click to download latest rules, v. 4.7.

Although my game used a simple play mechanic, game development took months. I did not count on the hundreds of permutations possible when the cards interacted with other cards in so many ways. This complexity required months of concentrated playtesting, with continual adjustments to card play, the numbers and types of cards, and the text on the cards. I am very happy with the end result. (Download the latest one-sheet rules for The Great War (4.7), as well as the Quick Play Outline, overview-glossary of the cards, examples of play, and sample cards.)

Interruptions Led To A Better Card Game

And then there were the professional and personal delays that unfortunately dragged out the development of the game well past 2018 and beyond the end of the WW1 commemoration. (You can read about The Great War 100th anniversary exhibit that consumed most of my time in 2018.)

Card Sample 1However, by the time of Consimworld Expo 2019 The Great War card game was substantially changed from just two 54-card decks—one British-German and one French-German, including jokers. The game now contained a small deck of random-event cards such as bad weather, friendly fire, and bad luck that might affect either or both players. There was also new a deck of “bonus” cards that could be played with other cards or separately during a round. These bonus cards include types of artillery fire, snipers, tunneling, and improvements in weapons/tactics/doctrine, etc. The random event and bonus cards added more historical depth and more play options to the game, but without adding a lot of rules.

How was this possible? Because the icons and text on each card provide the special or unique rules on how to use that specific card. These also explain how that card interacts with other cards. No need for the players to look up card effects in the rulebook—just do what it says on the card.

Ok, So How Does This Game Actually Work?

During their turn, players choose cards from their hands and play them face-up in front of them. As an example:

The Defender for a turn places cards representing the terrain and/or reinforced trenches and/or units that will face the attack.

The Attacker then chooses a heavy artillery card and places it face up. If the artillery card is not cancelled by a Defender’s action, the Attacker may then in this same round add a reconnaissance aeroplane and a “Rolling Barrage” bonus card since both of these cards may be added to the artillery (artillery spotters in planes provided a significant force multiplier to artillery fire, and rolling or creeping barrages had more effect than simply firing all over the battlefield). Again, the icons and text on the cards explain these capabilities and which cards can be added to another card.

After another round of play, both sides count the number of battle points on all their face-up cards. The player with the most points wins that turn and takes (captures) the enemy cards (Defender wins ties). Players then switch Attacker and Defender roles for the next turn.

The game mechanic used in The Great War is basically “trick-taking” in card game terminology—the highest points win that turn. But it’s possible to lose several turns and still win the game as you draw more cards each turn and play them shrewdly.

A Team of 25 Developed The Great War card game

In addition to Rodger and me, there are a host of other people who made sure TGW is an attractive and fun card game.

  • Two graphic artists—Mark Schumann and Daniel Zillion— designed the cards and colorized the historical photos used on most of them. Both of them worked with me on some of my previous games and on World War One Illustrated magazine.
  • Mark Kaczmarek, who has more than 50 years experience with design and development in the wargame field and is the assistant editor of Rodger’s C3i magazine, was overall developer of TGW.
  • Chris Janiec, a friend since high school and designer of GMT’s PQ-17 board game, was a TGW playtester who came up with the rules for how the naval cards should impact play.
  • Craig Robertson, who worked with me at 1A Games developing the Next Wave version of the Tide of Iron board game, was editor/proofreader and created the War of the Worlds expansion for TGW. (Yes, there will be an expansion in which the Martians have landed, a tip of the hat to H.G. Wells who, in addition to writing classic science fiction, wrote Little Wars, the first commercially published set of wargame rules, published on the eve of the Great War.)

Nearly 20 additional people playtested TGW. Four of them stand out: Ray Hosler and his son Eric, who gave me great feedback on the first iteration of the game, and Charles Schwartz and his wife, Tina, who were among the group that playtested the final version. (Tina is not a wargamer—if she enjoyed it I must have done something right!)

I cannot express my gratitude enough to Rodger for his continued friendship and encouragement. And a huge thanks to all of the people who helped make MacGowan & Lombardy’s The Great War card game something special.

Learn more about
MacGowan and Lombardy’s The Great War™ card game
and support the Kickstarter.

Dana Lombardy tells more about the background of M&L’s The Great War™ in a wide-ranging podcast on No Dice No Glory

What’s new in the greatly expanded edition of Armies at Waterloo update #1

By Scott Bowden

Details surrounding the initial French attack that was made by the 1er Corps under général de division comte d’Erlon remain among the enduring mysteries of the Waterloo campaign. The first edition of Armies at Waterloo addressed the vast difference in how French infantry battalions could be deployed based on the transposition in orders of just one word. The greatly expanded edition goes into considerably more detailed information and analysis, accompanied by precise diagrams showing the formations and positions of the battalions within the divisions commanded by Quiot du Passage, Donzelot, Marcognet and Durutte, and much, much more.

Alternative Histories download

“What If?” speculation can be fascinating. Games enable us to test such theories and alternative scenarios are part of Dana’s designs. Author, game designer and alternative history expert Kenneth Hite works with Dana at the DunDraCon annual convention to explore these at the DDC War College.

Download a PDF with a list of Dana and Ken’s recommended Alt Hist websites, books, and articles here.

World War One Illustrated magazine backstory

By Dana Lombardy. In late 2013, I proposed World War One Illustrated (WWOI) magazine as a proof of concept for the nonprofit World War One Historical Association. As a permanent member of the board of directors of WW1HA, I was aware of the organization’s need for a new publication as it entered the 100th anniversary years commemorating WW1 – known then as the Great War (1914-1918).

I wanted WWOI to appeal to a broader audience than just people who already had an interest in WW1. This included wargamers, like me, and a graphic-intense design that included color maps and color illustrations.

I also felt that WWOI provided an opportunity to present the most recent scholarship, with comparative charts and diagrams called “sidebars” in the page layouts. I’m a data and statistics “geek” and trust numbers more than the opinions of historians who may have agendas for promoting or disparaging leaders or weapons or strategies. As publisher and senior editor of WWOI, I collected and assembled articles, images, and information for each issue to make the magazine something that I wanted to read.

I published issues 1 through 9 from 2013-2018. Number 7 was a special WW1 book issue with reviews of more than 100 books released between 2017-2018.

I am currently assembling the next book review issue, renamed the Tomlinson Prize Review of World War One Books. It will include books published from 2018, 2019, and some released earlier this year. (I sit on the judging committee for the Norman B. Tomlinson Prize, awarded annually by the World War One Historical Association to the best English-language book(s) on World War One. This award was first presented in 1999. You can see the Tomlinson Prize winners here.)

I am very pleased with the critical acclaim received by the magazine, and with the positive feedback on the four mini-games games I designed that were published with the first four issues of World War One Illustrated.

As a wargame designer, I firmly believe that games enable us to explore history, especially alternate history. Games can also be valuable tools for teaching. I was incredibly gratified that my Russia’s Great War: 1914 received a 2019 bronze level prize from the International Serious Play Awards in the Educational Board Game category.

All of these minigames were designed for solitaire and 2-players. The large 1-inch square markers were perforated so they could be easily separated. The game board, markers, and rules were printed in a 4-page stiff cardstock folder. Additional rules for #2 and a historical guide and game tutorial for #4 were also provided. You supply the six-sided dice needed.

All the minigames that appeared in WWOI, can be purchased through the LOMBARDY STUDIOS shop.

World War One Illustrated Number 1
FEATURED GAME Zeppelin Raider – A quick-playing, three-turn game that uses no dice as the British pilot tries to destroy the mammoth airship.

World War One Illustrated Number 2
FEATURED GAME Assassination in Sarajevo – The 2-step play starts with the 1914 assassination attempt that even if unsuccessful or partially successful may or may not lead to war.

World War One Illustrated Number 3
FEATURED GAME On to Paris! – The two German armies on the far right of the 1914 invasion of France try to quickly overcome the French armies and British Expeditionary Force.

World War One Illustrated Number 4
FEATURED GAME Russia’s Great War – The outnumbered German 8th Army tries to stop two invading Russian armies in the 1914 Tannenberg campaign. 2019 AWARD WINNER.

It was not possible to continue producing a game for every issue of WWOI. However, I am developing more minigames for WW1 and other historical eras using the unique magazine insert format created for WWOI. Sign up here for updates in that will appear in my blog.