Kris Hall: Another Look at Some Euro-Wargame Hybrids

One of the very first gaming articles I wrote as a guest columnist for the Gone Gaming site was about Euro-wargame hybrids.  I talked about my fondness for them, and how I believed the genre had a great future.  If I remember correctly, the article was well received, although Chris Farrell criticized me for not defining my terms.

I remembered my prediction this week after I downloaded the rules for Senji, an upcoming game of combat and diplomacy in Samurai-era Japan.  While Senji and some other upcoming games don’t amount to a tidal wave of Euro-wargame hybrids, the genre seems to be alive and well.  In fact, there have been several of these games published since my original article.

But before we review those games, maybe I should define my terms.  I consider a wargame to be any…

Oh, the heck with it.  I’m not writing a peer-reviewed article for the Journal of Incomprehensible Mathematics.  You know what I’m talking about.  Here some of the Euro-wargame hybrids published since my first article appeared:

Age of Empires III.  Designed by Glenn Drover.  I’ve raved about this game about as often as others have plugged Agricola, so I’ll try to be brief.  Age of Empires III uses a worker placement mechanism as part of an area-majority game that depicts the colonization of the Americas by European Imperialists.  Military conflict with other players is certainly an option in the game, but is by no means necessary.  Lots of plastic colonists and ships give this game a big toy factor.

Imperial. Designed by Mac Gerdts (and featuring his famous rondel mechanism).  Imperial is an investment game disguised as a wargame.  Players represent investors who loan money to pre-World War I European powers, and try to guide these nations to military dominance. Imperial has a bit of a learning curve to truly play well, but it is a smart game without a luck factor.

End of the Triumvirate.  Designed by Max Gabrian and Johannes Ackva.  This game re-imagines the historical Roman Civil War between Caesar and Pompey as a three-way conflict that includes Crassus (who actually got himself killed in or near Syria fighting non-Romans).  The game plays as a very simple wargame except that it has some non-military victory conditions; a player can triumph by being voted Consul twice or progressing far enough on the military and political competence tracks.

Through the Ages.  Designed by Vlaada Chvatil.  Okay, I’m stretching the definition here.  The wargame aspect of this game is fairly thin, although it is present, and can seem especially important if your civilization is militarily weak, and the stronger powers are repeatedly plundering you.  This is an economic-engine game built around a card-drafting mechanism.  Like Age of Empires, Through the Ages offers a military strategy as one of many possible options. 

I believe there are several Euro-Wargame hybrids on the horizon, and three of them have rules that can be downloaded.

Senji. Designed by Serge Laget and Bruno Cathala.  In this game, players wheel-and-deal with other players in order to get the cards they need to improve the odds of military success, or create card combinations that earn victory points.  Players also maneuver armies on a game mapboard of Medieval Japan to capture provinces that will yield either more cards or more armies.  The wargame aspect of this game is simple; the designers have emphasized the diplomatic bargaining aspect of the game. 

Galactic Emperor.  Designed by Adam West.  This game of galactic empire-building clearly borrows the chose-a-role mechanism that was made famous in Puerto Rico.  How could a designer go wrong with that?  The game seems to be a less complicated cousin of Twilight Imperium. 

Confucius.  Designed by Alan Paull.  This worker-placement game has players pretending to be nobles in medieval China trying to gain power in service to the emperor.  The Euro-game aspect of the game seems much stronger than the wargame aspect, but players will have the option of conquering foreign enemies for victory points.  If you’ve read Eric Martin’s report from the UK Game Expo, then you know his favorable opinion of this game.

Age of Conan.  From Nexus Game guys who designed War of the Ring.  There is little-to-no information available about this game except that it may borrow a mechanism or two from War of the Ring.  Which probably makes it a Euro-wargame hybrid.

It’s possible that the Battlestar Galactica game being designed by Fantasy Flight Games may also qualify as a hybrid, but right now it is too early to say.

What conclusions do I draw from all this?  I have been surprised at the number and variety of Euro-game mechanisms that be can adapted for warlike games.  It seems that resourceful designers can borrow from one genre of game to reinvigorate another, and in the future we may see even more cross-fertilization.  I can hardly wait.

© 2008 Kris Hall


Posted by Kris Hall on Jun 13, 2008 at 02:00 AM in ColumnistsKris Hall / 1500

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Comments:

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Actually I think you do need to define wargame because while I can see that games such as Friedrich and Twilight Struggle could be considered as euro-wargame hybrids, I wouldn’t describe any of the current games mentioned as being remotely coming close to that definition. (I don’t know anything about those listed as on the horizon)

Age of Empires III and End of the Triumvirate both have pure-Euro mechanics. Imperial is much more like a stock market game (or 18xx) than a wargame and Through the Ages totally abstracted the military aspects.

Just because something has something that represents armies does not, in my view, make it a wargame. In the Year of the Dragon has a Mongol invasion. Would that fall into your definition?

Posted by Michael Longdin on Jun 13, 2008 at 07:54 AM | #

Shogun/Wallenstein is what first comes to my mind when I think Euro/Wargame, or Waro, or Weuro.  A Game Of Thrones is another good example with some similar mechanisms as Shogun (simultaneous action selection) and no randomness in combat. Perikles is another example of a Waro but with heavily abstracted area control and some classic wargame elements (dice rolling, CRTs). 

I would also not consider AOE III or Imperial as war games simply for the fact that if you play them as wargames, you’re going to lose.

Posted by David Wiens on Jun 13, 2008 at 08:35 AM | #

Kris, I think a better definition of the games you’re talking about may be “German/American” hybrids.  This is the concept that Bruno Faidutti broached years ago, about hybrids of the German ideal and the American ideal in game design (as far as I know, he was the first to talk about those ideals as well).  So games like AoE and Through the Ages feature the strong theming of the American inspired designs, but also include the slick mechanics that Eurogames are known for.  I think this extends the category and also avoids the contentious issue of what exactly constitutes a wargame.

I agree with Michael that a lot of the titles mentioned probably aren’t wargames of any kind.  But I don’t see how you could consider End of the Triumvirate to be anything BUT a wargame.  What else would you call it?  The theme is war and players attack each other’s positions.  Just because a game doesn’t have dice, doesn’t mean it isn’t a wargame.

Posted by Larry Levy on Jun 13, 2008 at 12:29 PM | #

By avoiding definitions, I was hoping to avoid hairsplitting debates on what constitutes a wargame or Euro-game. I don’t think that Age of Empires III is a wargame by any means, but a player could play the whole game with a war strategy, and the game could feel like a simple wargame to people whose forces are getting gunned down. 

The same is true of Through the Ages.  We now have wargame companies selling wargames that have nothing but decks of cards, so obviously games don’t have to have a board and chits to qualify as wargames.  If I can play Though the Ages with a war strategy (build up my military and pillage my neighbors) then the game may feel like a wargame with an economic engine to me.

Posted by Kris Hall on Jun 13, 2008 at 12:39 PM | #

I understand why you don’t want to get into an argument about definitions but I do also think that Larry has a point and that there is a distinction to be drawn between what he calls “German/American” hybrids and your notion of a “Euro/wargame” hybrid.  I think that if something is to qualify as a type of “wargame” players need to be using military units to attack each other.  On that basis Through the Ages just about qualifies but Imperial and Confucius do not.

Other games that do are the Warfrog quartet: Struggle of Empires, Byzantium, Perikles and Mordred.  In contrast, the rest of the Warfrog range—Liberté, Age of Steam, Princes of the Renaissance, Brass—together with the first of the Treefrogs (Tinners’ Trail)come into Larry’s category but not into yours.

And that listing brings me to my next quibble, this time with Larry.  In designing games of this sort Martin Wallace seems to me to be following a tradition that goes back to Francis Tresham (1829, Civilization, Spanish Main) through a line that takes in Derek Carver (New World, Warrior Knights, Blood Royale) and the Ragnar Brothers (History of the World, Backpacks & Blisters, Kings & Castles, Viking Fury, Canal Mania).  These are all strongly themed games that have mechanisms that eschew the “probability-based simulation” approach of the American wargame.  That being so, the term “German-American” seems to be a little unfair, as does the assertion that so-called hybrids of this type are some sort of newly developed compromise.  They have been around for thirty years—in Britain if nowhere else—and so all we are seeing now is more of them.

Posted by Stuart Dagger on Jun 14, 2008 at 01:28 PM | #

Stuart, I have no problem saying that some of the earlier British designs had some Euro mechanics.  Acquire is pretty much a Eurogame, even though it predated the use of the term by 40 years.  Bruno is talking in general terms and not all the games from the American School are American, nor all German School games European.

I’m not sure I’d call all of the games you list as hybrids, but the point is a valid one.  I think Wallace is consciously designing games that match Euro mechanics to strong themes, while some of the earlier games “just happened”, but it doesn’t really make much difference when you play it.  The geographic labels tend to ruffle some feathers, but I think if they’re viewed as tendencies and not as absolutes, I think they’re pretty accurate and convey their meaning well.

Posted by Larry Levy on Jun 15, 2008 at 05:32 PM | #

Hybrids? No way. IMHO these are all just signs of the reintroduction of multiplayer economic wargames popular in the 80’s.

Posted by Ray Petersen on Jun 16, 2008 at 12:22 PM | #



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