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Subject: Any other games with same design philosophy as Napoleon's Triumph? rss

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Stephen Tam
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Doesn't have to be the same mechanistically. What other wargames have the same design goals?

1) Quick playing
2) Deep strategy and tactics
3) Beautiful
4) High fun:time ratio
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Igor Zacharjasz
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Try Guns of Gettysburg.
Although it is a little bit longer than NT.
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Was George Orwell an Optimist?
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There's also a redesign of Bonaparte at Marengo in the works.
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Dan Silverman
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You'll notice both games are also Rachel Simmons'; it's unsurprising, however, that when you ask for games with a similar design philosophy, you get the same designer. :)
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David "Brother" Eicher
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I've noticed that many people who enjoy Napoleon's Triumph also like Sekigahara, which has some of the same flavor as NT.
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Marc Hawkins
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There's also Baptism at Bull Run if you can't get your fill of Simmons-like games!
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silvergoose wrote:
You'll notice both games are also Rachel Simmons'; it's unsurprising, however, that when you ask for games with a similar design philosophy, you get the same designer.

I think it's exaggerated in this case, because Rachel has an unusual skill set and a unique perspective. I think of her games as sui generis.

Baptism at Bull Run would be the most obvious recommendation for another designer's work along the same lines, because László literally wanted to adapt Rachel's concepts for use in a U.S. Civil War setting. I haven't played it (I need to do so), but I have a copy and it's BaM roots are evident. By contrast, look at the radically different approach in Rachel's own Civil War design, Guns of Gettysburg. I don't think another designer on the planet would have come up with that.

Bottom line, I think anyone who has fallen under the spell of NT and wants more games of that nature should simply bide their time and buy whatever she comes up with next. There are other great designers out there, and their games are worthy of admiration, but nobody else designs like Rachel.
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Mike Hoyt

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usmint99 wrote:
Doesn't have to be the same mechanistically. What other wargames have the same design goals?

1) Quick playing
2) Deep strategy and tactics
3) Beautiful
4) High fun:time ratio


Well, other than #1, I would think all Designers aim for those goals to some extent. Rachael explicitly started with the aesthetics of blocks on a period looking map, trying to evoke the maps you see in some books, including the West Point Atlas

Pub Battles: Brandywine has much the same aesthetic, though not the same mechanics. And the same Designer has a Little Big Horn title.

Beyond that I have to mention Red Winter: The Soviet Attack at Tolvajärvi, Finland – 8-12 December 1939 which checks all of your boxes.
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Stephen Tam
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I'm coming from the ASL And OCS world, which actually don't prioritize the majority of these design goals.

Anyway, I'm pretty sure I didn't properly state the philosophy I was referring to. It was more of the feel of the game that I was trying to articulate .

Sekigahara is cool but for some reason it feels more like an entry level game to me (maybe it's the cards?).


[qnq="blockhead"]
usmint99 wrote:
Doesn't have to be the same mechanistically. What other wargames have the same design goals?

1) Quick playing
2) Deep strategy and tactics
3) Beautiful
4) High fun:time ratio


Well, other than #1, I would think all Designers aim for those goals to some extent. Rachael explicitly started with the aesthetics of blocks on a period looking map, trying to evoke the maps you see in some books, including the West Point Atlas

Pub Battles: Brandywine has much the same aesthetic, though not the same mechanics. And the same Designer has a Little Big Horn title.

Beyond that I have to mention Red Winter: The Soviet Attack at Tolvajärvi, Finland – 8-12 December 1939 which checks all of your boxes.[/q]
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