News & Editorials
Various News, Articles and Editorials concerning gaming and the industry.

New & Editorials
This is the catch-all page containing articles on games and the industry, editorials, and the occasional news snippet.  Please scroll down the page to see the various topics, as well as the Editorial section.

Reforming Westbank Gamers

Katrina has caused many of our former members to move out of town.  A few members have not relocated but are too busy rebuilding their houses and lives to have time for gaming.  We don't even have a host for regular gaming.  If we don't get a host to volunteer soon I will bite the bullet and open my home in Metairie for bi-weekely gaming.  I will be moving back to my downtown office in late February so should be able to host game night sometime after Mardi Gras.  I am also putting out a notice inviting new blood into our group.  If there are no objections from our current members I will be posting this message on Boardgamegeek and other gaming sites.  Thursday nights are the best time for me to host a game at my Metairie Mansion.

Let me hear from you about my ideas,

Michael


Last Crescenty City Con

The 20th and final Crescent City Con Was held on August 5-7, 2005.  Members Rick Doskey and myself attended.  I have been to several of these conventions over the years.  While board gaming was not a major part of the convension I did use the con as a platform to promote our hobby.  Please visit the link below to see some of the games I played at the convention.

http://aucoin.bravehost.com/CCCon.htm

Michael Aucoin


Finalists for 2003 International Gamers Awards Announced

The International Gamers Awards have announced the finalists in the General Strategy category for the 2003 IGA.  These games have been judged to be the "best of the best" in both the multi-player and 2-player categories. 


A Tribute to My Mom

THE DEFINITION OF “MOTHER”

 

A Tribute to my Mom

 

If you look in the dictionary, you will find the following definitions of the word “mother”:

 

1)     A female that has borne an offspring; or

2)     A female who has adopted a child or otherwise established a maternal relationship with another person.

 

These technically correct, but rather bland explanations of “mother” don’t even come close to reality.  I could list dozens of words and phrases that describe a “mother” and what she is supposed to be:  Loving, nurturing, caring, self-less, doting, compassionate, forgiving, understanding … the list could go on and on.  I never did have to wonder about these, however, or contemplate just what a mother is supposed to be.  All I had to do was simply look at my mom and I had a complete and total picture of what God intended a mother to be. 

 

You cannot turn on the television today or read a newspaper or journal without seeing something about troubled or “dysfunctional” families.  It seems that everyone has had some problem with their parents and uses their past as an excuse for personal failures or shortcomings.  I can’t do that.  I had the wonderful blessing of being raised in a family with incredibly loving parents.  It was the traditional American family, with a working father and a mother who stayed home and raised the children – three of us.  But “raised” is such a poor word to describe what my mom did for Diane, Peggy and I.  Sure, she clothed, bathed and fed us … and did it well with what is today considered a “lower” income.  We may have been relatively poor in terms of money, but we were rich in love.  But my mom did much, much more than simply clothe and feed us.  She played with us; she laughed with us; she read to us; she taught us.  She was our mom and she was our friend.  Her entire world revolved around us.

 

But my mom wasn’t only “mom” for my sisters and I.  She was the neighborhood mom.  My first 11 years of life were spent growing-up on Cambronne Street in the heart of old New Orleans.  Two of my mom’s sisters and their families lived directly across the street.  My cousins were my playmates, as were nearly a dozen other neighborhood kids.  Our small, “shotgun” house was headquarters for kids from seemingly miles around.  Nary a day would pass when the house wasn’t overrun by loud, rambunctious kids.  I never, ever remember my mom complaining about it.  Indeed, she relished in it.  She would feed us, make ice-pops for us, and even play games with us.  It was my mom who first fostered my love of board games.  She was known as “Aunt Tete” or “Miss Mary” to every kid for miles around.  My mom loved kids … and the kids knew it.  It was no wonder our house was “kid central”. 

 

And this didn’t stop as we grew up.  Even after we moved from New Orleans to the Westbank, my house remained the focal point.  My friends were always over the house, playing games and socializing.  And my mom would always welcome us, feed us and take care of us.  And she’d wash our cars!  My good friend Joe Smith -- my old wargame buddy – would frequently spend the night at our house.  We’d stay up until the crack of dawn playing games and then sleep till noon.  When we’d awake, we’d find our cars washed and cleaned.  Joe had a habit of tossing his spare change and fast-food trash on the floor of his Monte Carlo.  While cleaning, my mom would take everything out and stack it all on the kitchen counter.  Joe would often have enough change to grab a burger or two during the week!

 

After my dad died, my mom got into the habit of falling asleep in her easy chair while watching television.  I was in my late teens then, and would often stay out a bit later … well, sometimes a LOT later … than I should have.  Since my mom was sleeping in her easy chair, I’d be able to tip-toe into my room, change into my sleeping shirt and shorts, and wander back into the den.  I’d sleepily tell my mom that she’d better get to bed that it was very late.  I think she believed that I’d been home for hours!  Not that it would have mattered, though, as my mom never had the heart to get angry with me! 

 

I could tell stories about my mom for days on end.  Those memories are precious and will live forever.  But there is something even more precious that will live on within me thanks to my mom – a deep faith and love in Jesus.  My mom loved Jesus.  She loved her faith.  She made sure that Dee, Peggy and I were raised with Christian values and morals.  We could never miss church.  Had Hurricane Betsy or Camille hit the city on a Sunday morning, I think my mom would still have made us all walk to church in the middle of the storm … although she might have put some of my dad’s carpenter’s nails in our pockets to weigh us down a bit so the wind wouldn't blow us away! 

 

A week after my mom’s surgery, we learned that the cancer had spread and there wasn’t anything that could be done to stop it.  My mom really didn’t want to talk about it, so we didn’t.  On Thursday of last week, she took a turn for the worse and was rushed into intensive care.  The doctors informed us that all they could do was keep her comfortable and that the end of her life here on earth was approaching.  On Friday, a steady stream of family and friends visited her in the hospital.  Although under medication, my mom was able to talk with each of them.  She smiled a lot.  She was happy. 

 

She spent much of Saturday in a deep sleep and not being able to converse.  We felt that we may never be able to really speak with her again.  However, on three separate occasions, she awoke and spoke to us with such clarity, purpose and intelligence, that we were all astonished and amazed.  She informed us that two days earlier, she had seen Jesus and he had given her the choice to come with Him then, or come back to us for a few days.  She came back because she had more to tell us.  She gave us clear instructions as to what she wanted and informed us that she was ready to go home to the Lord.  She was at peace and wanted all of us to know that although she might not be able to speak with us, she would always be looking over us and we would be able to speak to her anytime we wished.  In all of my 41 years, I have never, ever seen my mom speak with such intelligence and sense of purpose.  It was an incredibly emotional, inspiring and spiritual occurrence and it will live with me until the day I meet her again at the gates of heaven.  My mom knew where she was going.  Although I will always miss her and undoubtedly continue to grieve, there is no doubt in my mind that she is with Jesus and will continue to look over us with the boundless love of a mother.  That is a tremendous source of comfort.

 

After visiting my mom in the hospital on Friday, my cousin Jerry Maus made the comment that either my dad had gotten tired of waiting for her, or that God needed some help cleaning up heaven!  That may well be true.  And, I’d venture a guess that my mom is probably right now helping take care of the children in heaven.  It is what a good mother is supposed to do.  And my mom was the best.


RECIPIENTS FOR 2003 INTERNATIONAL GAMERS AWARDS ANNOUNCED

International Gamers Awards announces Finalists for 2002
The International Gamers Awards have announced the finalists for the 2002 year.  Categories include General Strategy Games and Historical Simulations.

INTERNATIONAL GAMERS AWARDS UNVEILS NEW LOGO

The International Gamers Awards has unveiled their new logo, which was professionally designed by artist Karin Duggan. 


INTERNATIONAL GAMERS AWARDS LAUNCHED

After having served as the Gamers’ Choice Awards committees for the past three years, the members of those committees have gone independent and have launched the International Gamers Awards.  The committees will continue presenting awards recognizing outstanding games in both the Historical Simulations and General Strategy Games categories.


Farewell to An Old Friend - A Tribute to Avalon Hill

Wargames vs. Eurogames
(Or, How I Learned to Love Elegant Rules, and Live with the Bomb)


Poor Sportsmanship
By: Greg J. Schloesser

The Future of Boardgaming
By: Mark Osterhaus

I Have Seen the Future

Strategy Gamers Society Introduces Worldwide Gamers Database
The Strategy Gaming Society has introduced the Worldwide Gamers Database, a comprehensive listing of gamers from around the world. The database lists gamers by geographic region, so it is easy to find gamers who live close by or while you are traveling anywhere in the world.
 
The database includes a variety of useful information, including contact information (addresses, e-mail addresses, phone numbers) and the types of games the gamer enjoys playing. Further, there is a profile section which tells you a bit more about that particular gamer.

This service is ABSOLUTELY FREE to everyone. However, it is only as good as you make it. It is imperative that gamers stop by and input their information. The larger the database, the better it will be. Stop by the database NOW and input your information:


The SGS owes a great gratitude to Scott Alden for the design and implementation of the database.

Avalon Hill - What's Ahead?
Rob Daviau of Avalon Hill has proven an invaluable source of information. His regular participation on the rec.games.board internet forum is most welcome. It is a true joy to see a game company representative participate on this forum and be so honest and straight-forward.

According to Rob, here are the tentative plans for Avalon Hill in 2001:

* A re-release of History of the World, complete with plastic armies, capitals, forts and monuments. According to Rob, they have worked with teh game's inventors to rectify some problems with the game. This is due out in June 2001.

* Axis & Allies: Pacific. This is a stand along game, but continues the successful Axis & Allies series. This one will involve quite a bit more strategy and planning than the previous titles in the series. March 2001.

* Stratego Legends Army Expansions. A 30-piece 'good' army (all new pieces) with two land boards and a 30-piece 'evil' army (again, all new pieces) with two land boards. February 2001.

* Cosmic Encounter Expansion. No firm details just yet, but this will expand the game up to 6 players. Fall 2001.

* Secret Project X. July 2001. No idea what this could be.

Strategy Gaming Society Announces 8X8 Design Competition Winners
By: Erik Arneson

" Breakthrough" Wins 2001 8x8 Board Game Design Competition! Simple rules and deep strategy make Dan Troyka's creation a favorite among judges

Breakthrough, a game that mixes simple rules with deep strategy, has been named the winner of the first-ever 8x8 Game Design Competition. Breakthrough was designed by Dan Troyka.

" The rules for Breakthrough were easily the shortest of the 50-plus games we received," said Erik Arneson, About.com's Guide for Board Games. " But no other entry provided more opportunity for strategic planning."

The 2001 8x8 Game Design Competition was sponsored by the Web site About Board Games, the Strategy Gaming Society, and Abstract Games magazine jointly sponsored. The goal of the contest was simple: design a great two-player game that can be played on an 8x8 playing surface using pieces most people are likely to have around the house.

" Breakthrough is a worthy winner of the competition," said Kerry Handscomb, editor of Abstract Games magazine. " It can be argued that an ideal abstract game combines simplicity and elegance of its rules with deep strategy and interesting tactics. Breakthrough certainly satisfies these criteria."

" It's a deceptively simple game," said Greg Schloesser, president of the Strategy Gaming Society. " It literally takes two minutes to learn, but you'll spend hours mastering the strategy."

An eight-by-eight grid is the basic board for many classic board games, including western chess and checkers. More than 50 entries in the 2001 8x8 Game Design Competition used that playing surface in many new and exciting ways. Examples include a game in which the president of the United States must work his way through a hostile crowd without being assassinated,

Magenton, designed by Luca Cerrato, finished second in the competition. Other finalists included Robo Battle Pigs, Symbio, Tumbling Down, Freeze and Dominox.

Prizes were awarded to the designers of top two games, as chosen by an international panel of judges. Both of the winning games will be published on About Board Games, in Abstract Games, and in Strategist (the Strategy Gaming Society's newsletter). The top two finishers also will be submitted to several game publishing companies for their consideration.

If you would like to serve as a judge for the 2002 competition, please drop me a note -- boardgames.guide@about.com or P.O. Box 63, Cornwall, PA 17016-0063. (Judges, of course, cannot enter the competition.)

Finalists for 2002 Gamers' Choice Awards Announced

The Strategy Gaming Society has announced the finalists for the 2002 Gamers' Choice Awards. The awards are designed to recognize outstading games and the companies that produce them.

The finalists in the three different categories are:

2002 Unequal Forces Game Design Competition - Finalists Announced
By: Erik Arneson

The Strategy Gaming Society, Abstract Games Magazine and the About.com Boardgame site sponsored the 2002 Unequal Forces Board Game Design Competition. We received about 50 entries with a wide array of mechanics, themes, and complexity.

The goal was simple -- design a great two-player game with unequal forces using pieces most people are likely to have around the house. But achieving that goal was anything but simple. A great game of unequal forces is exceedingly difficult to design.

The finalists for the 2002 Unequal Forces Board Game Design Competition have been announced and can be individually viewed by visiting the About.com website at:


Each is a wonderful game in its own right. Congratulations to the designers! The winner will be announced soon.

2002 Gamers' Choice Awards Recipients Announced
The Strategy Gaming Society is extremely proud and excited to announce the recipients for the 2002 Gamers' Choice Awards, a set of awards which recognizes outstanding strategy board games in three categories.

This year's recipients are:

1) General Strategy, Multi-Player category: San Marco. Set on the enchanting islands of Venice, this Alan Moon and Aaron Weissblum design uses a very clever idea not often seen before. Each turn a player is given a set of cards, some good, some bad. It's his goal to split these into two sets. Another player then chooses one set leaving the other to the "divider". Dividing the cards can be agony! You want to split them up so that your opponent gets the least advantage possible while leaving yourself with good cards. The game is released by Ravensburger and is the first Gamers' Choice Award for the design team of Moon & Weissblum.

2) General Strategy, 2-Player category: Dvonn. The latest in the Gipf Project of games from designer Kris Burm and released by Rio Grande Games and Don & Co. The game starts with players placing disks on an elongated hexagonal board. Once this is filled up players move their pieces creating larger and larger stacks. When you move a piece it must move exactly the number of pieces in its stack and must "capture" another stack. This often means that larger stacks are weaker as their number of moves gradually decreases. Further complicating maters is the fact that each stack must remain connected to one of the three special "Dvonn" pieces scattered about the board. Since these pieces can become part of a stack (and therefore moved around the board) this is a lot trickier than first appears.

3) Historical Simulations: Wilderness War. Designed by Volke Ruhnke and released by GMT Games, Wilderness War is a two player game on the French & Indian War, 1755-1760, in which Britain wrested control of North America from France. Commanding French or British forces in North America, a player must defend their frontier, raid their enemy's frontier, build chains of forts to extend their control into the wilderness, besiege and assault enemy forts, recruit Indian allies, fight and win land battles all while dealing with events occurring in Europe that affect the war. The full war or shorter sections can be refought. The game uses the popular card-play system pioneered in We the People.

The Gamers' Choice Awards are sponsored by the Strategy Gaming Society, the oldest continuous gaming organization in the United States. The SGS serves to bring together people from all over the world in mutual enjoyment of our small but intensely-lived hobby and help spread the word about the wonderful world of strategy gaming.