1-Who are you and you favourite wargame/s?
I am a 40-year-old laboratory technician from Denmark who have had a strong interest for military history since childhood and been a wargamer since my early teens.
I used to play highly complex and big, time consuming wargames, but am now mostly enjoying more simple and elegant designs, that manages to show as much of the history but with far less rules. The shorter playtime and table space requirements also make these games far more manageable in a busy daily life and allow me to share the hobby with my 12-year-old son.
My favorite wargame systems are the “Fog of War” and “Conflict of Heroes” series from Academy Games, the “Conquerors” series by Shakos, and the “Command & Colors” series from GMT Games
2-Why did you decide to do this game?
I have long had a strong interest in the history of the Baltic/Scandinavian region and particularly the history of the 17th century (and have previously designed 2 games on this in the Musket and Pike Battle Series from GMT Games) and wanted a multiplayer game on this topic on the strategic level – and the best way to get a game on such an underrepresented topic would be to design it myself 😊In my experience multiplayer games need to be playable in an evening in order to make it to the table in todays busy world.
They also need to be simple and easy to lean as there will often be at least 1 gamer in the group who is inexperienced, and this will mess with the balance and enjoyment of the game for all in complex games.
When I played Academy Games´ “Mare Nostrum: Empires” I was hooked on its simplicity and fun gameplay and wanted to do something like that for the Baltic region.
As my game would cover a different time period, geographical region and would aim for much more historical realism and chrome than Mare Nostrum a lot of changes were of course needed and during the design process the game gradually grew into its present form.
3-Can you talk about the mechanics?
The economic system is mechanically very simple but still manages to show some key characteristics of the period.
Each province will generate a number of goods for the player if a workshop is present on that goods icon, while cities will generate thalers (coins) if a city is present there. Provinces directly under royal rule contribute their full production to the ruler (the player) while provinces under noble control only contribute part of their local income to the royal coffers.
Players then have an opportunity to trade some of their goods for thalers and more valuable goods based on how many cities the player controls. This super simple and fast system represent the region´s all-important trade with the maritime powers (England and the Dutch republic).
As currency is more flexible thalers (coins) can be used as a substitute for any goods type, but as thalers are generally hard to come by and is also the only means of paying upkeep for your army, repaying loans and bribing independent units to work for you for a turn, you will never have enough of them.
Combat is resolved using custom dice, which allowed me to differentiate between various unit types and infuse a lot of historical detail and power-specific special rules without players having to remember a single rule – the dice faces hold all the information.
5 of these cards are randomly available each building phase and they can be built by all players and add an element of tableau building to the game – as well as an excellent way for of putting a lot of historical detail and theme into the game in an easy and fun manner.
As each power has their own Power Mat containing this information in a simple way we have managed to put a lot of historical detail into the game without burdening players with complexity.
Denmark-Norway (Denmark for short) has the largest fleet at the start of the game and have possessions across the Baltic Sea. Their greatest advantage is their ability to impose the Sound Toll on all ships entering/exiting the Baltic through the narrow, Danish controlled waters (which boosts their income based on how much the other players trade that turn). Due to its maritime and mercantile traditions their fleets are slightly cheaper (although still more expensive than land units), as is the cost to build cities. They aim at a return of their previous dominance of Scandinavia by taking the Swedish capital of Stockholm and re-establishing the Danish dominated Kalmar Union.
Sweden is the bully of the game. Their infantry is the best in the game and their upkeep costs the lowest, but their income is the second smallest at the start of the game, so they can´t afford to fight too many enemies at the same time. Sweden´s aims are the most expansionists of all the powers as they seek to establish control of some of the richest provinces all across the Baltic, and this will likely bring them into conflict with most, if not all, the other powers at some point.
5-Scenarios and/or length of the game?
It feel pretty confident that we have achieved this and there is even two different 3 player scenarios. Each scenario has the same starting point but the 2, 3 and 4 player scenarios either see players controlling multiple powers, having Prussia as an independent power that player´s bid resources to control for a round or reducing the map area and cutting some powers fully out of the game.
Players choose beforehand on between a standard (short) game or an extended game that last longer and has harder-to-achieve victory conditions.
Games can either end in a sudden death victory or at the conclusion of the last round, so contrary to many civilization games this is not a game that will drag on forever.
Playing time will vary depending on sudden death, the amount of table talk, and whether the short or extended game was chosen but will be within the 2-6 hours range.
For Academy Games´ “Fog of War” series I have games on the Korean War, Russo-Japanese War and the Burma Campaign of 1944, and in their “Birth of Europe” & “Birth of America” series I am the designer or co-designer of games on the 2nd Punic War, the Thirty Years War and the Vietnam War. In addition to this I am working on a sequel to Mare Nostrum: Empires covering Asia in the Medieval period.
For Shakos I am co-designing a game on the 1870 Franco-Prussian war, and for VUCA Simulations I am working on a game on the Russian campaign of 1812.
Several of these should be released within the next year of two, so I hope this is not my last interview with you as I have plenty more to talk about 😊
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