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Diskwars | ||
Author: Tom Jolly et al
Category: miniature Company/Publisher: Fantasy Flight Games Line: Diskwars Cost: ~$10/standalone, $25/two-player, $5/booster Page count: n/a Playtest Review by Victor B. Putz on 10/09/00. Genre tags: Fantasy Diceless |
Okay, so let's say this d20 is the evil ogre...I've always wanted to try large-scale miniatures wargaming--even in my RPG campaigns, we'd use lead minis for the players and miscellaneous markers for villains to act out combat scenes with--well, I can't say accuracy, but with a good deal more verisimilitude than verbal descriptions and hand-waving.Of course, there were never enough minis to go around (those things add up after a while!), particularly for the villains, leading to many improvised counters; very frequently monsters were represented by dice, which was problematic when you needed one of the orcs for a damage roll. And with that in mind, I rather despaired of ever seeing a large-scale miniatures battle without some SERIOUS investment in minis. And, since most "serious" miniatures games are rife with simulation-heavy rules, I despaired of getting any of my rules-light friends to join in. Disks to the RescueThe folks at Fantasy Flight games have come up with a fairly ideal solution to the problem: use cardboard disks printed with the image of playing pieces, and market it as a collectible game. Each disk has the image of a creature or creatures, various ratings (attack, defense, toughness, move, wounds...), and a bit of text describing its special abilities.The basic rules are very simple--disks move a number of "flips" equal to their movement; combat is resolved from the top down, and is diceless (and avoids a fair amount of "math in public".) Missile fire is handled by stacking cardboard missile counters on another disk, holding it a foot above the target, and tilting the disk so the missiles fall onto the playfield. Each player "activates" three disks at a time, so play travels around the table at a fairly reasonable pace, and scales pretty well to multiple players. And of course, any text on the disks overrides the basic rules... In fact, the rules are freely downloadable at http://www.diskwars.com/dwrules.pdf, and I highly encourage anyone considering Diskwars to have a look at the rules (if you're exceptionally motivated, you could even cut your own disks out of cardboard or use coins or some such to simulate play. TortillaWars might be interesting...). Rather than focus on the freely-available rules, I'll comment on good and bad aspects I've seen in the course of play. The GoodCategories of GamesAll games (and gamers) seem to fall into one of three rough categories:
Diskwars falls strongly on the "game" division of the three--the rules aren't very "realistic", and with text on the disks able to counteract basic rules, reality goes out the window quickly. Likewise, Diskwars is intended to be fairly fast, thus the diceless combat resolution. Hardcore simulation-style miniatures players will likely be turned off by this. By the same token, it's much more accessible to the average non-hardcore player, which is a great point for Diskwars. The location of informationDesign gurus are fond of discussing where information is located--in the world at large, in peoples' heads, or somewhere in between (like, say, a rulebook). Diskwars, perhaps unwittingly, takes a good combination--a small set of information (the basic rules) is easy to memorize, and everything else is on the disks. This has a lot of benefits--first, even beginning players know about as much of the game as advanced players. Second, it allows a great deal of post-production customization--Fantasy Flight Games can continue to publish new disks for some time without really changing the rules. Third, it means that everything you need is encapsulated in the disk design itself--a large disk can move farther each step, and can involve more opposing disks in combat, but at the same time presents a larger target for multiple attackers or missile fire. With movement decided by a number of flips and disk size, there's little need for rulers (except when measuring for missile fire etc).The reason this is important is that, once play starts, players frequently do not have to refer to any rules, and this can be a very powerful factor in player enjoyment. Play can proceed fairly smoothly, since everything is literally on the table (this is not without flaws; see "the bad", later). The quickness of playScales wellSimilarly, Diskwars scales well as a multiplayer game. The rules allow games with as many players as can fit, and team play is very possible. A variety of scenarios translates to a great deal of replay value, and the combination of disks with interlocking abilities and a flexible point-based army creation system means that you can get an awful lot of mileage out of the game from the beginning.The BadI Smell ErrataUnfortunately, while the concept is outstanding and the gameplay fun, there are a few problems with Diskwars. First, there are a lot of errata. As of this writing, there have been five releases in the Diskwars line--original, revised, Moon over Thelgrim, Wastelands, and Legions. To my knowledge, each one has made substantial errata over its predecessors. These range anywhere from typographical errors to content errors to simple play imbalances. Now, this sort of thing happens in many collectible-style games, but it's always an irritation. It often feels like Fantasy Flight games simply doesn't spend enough time on quality control.So... what opposes "attack", anyway?I said above that the basic rules were easily memorizable and the information necessary for play was on the disks themselves. What I didn't mention is that the information is presented in a non-intuitive way. For example, a disk's basic combat ratings are attack, defense, toughness, and wounds. But what opposes attack? Just about anyone would say "defense"--but that's not quite true. Toughness opposes both attack and defense. This will seem a silly point to Diskwars players, but I've had trouble introducing new players to the game because of it. Renaming defense to "counterattack" or referring to the ratings as "attack damage" and "defense damage" might be more accurate. | |
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