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Space-Cast! #29. Enduring Snake-Eyes

Wee Aquinas also suffers from low morale when he gets chilly.

What’s the commonality between Shackleton’s voyage to the Antarctic, brain hemorrhages, and the virtue of watching R-rated movies? Today, it’s Amabel Holland’s Endurance, a board game about the strength of the human spirit in the face of abject misery. Join Dan and Amabel as we chat about this game’s difficult development, throwing out historical determinism, and why not every game should have a victory condition.

Listen here or download here. Timestamps can be found after the jump.

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They Survived

This might be my favorite of Amabel's covers. It makes me feel the cold.

One of the big questions in wargame design is how one ought to simulate the range of possible outcomes. Take the Battle of the Bulge. Should a designer concede to playability by pretending that the German Ardennenfront could turn aside the Allied advance? Or should they instead presume that German victory could only be measured by some other metric, such as days or weeks of delay? Press a little deeper and you get questions about balance and historical determinism. Maybe, just maybe, we can rethink what it means to “win” in the first place.

That’s exactly what Amabel Holland has done with Endurance. Right from the outset, her rulebook warns that the survival of Ernest Shackleton and the twenty-seven members of his crew is not a historical given. Their escape, in her words, was “a fluke.” It shouldn’t have happened. It nearly didn’t happen. Roll the dice a hundred times in a hundred parallel simulations and it might never happen again.

That’s the first thesis behind Endurance, but it isn’t the most essential of them.

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