Recent Books (Fiction)

  • Robert J. Sawyer: Rollback

    Robert J. Sawyer: Rollback
    Life extension and first contact are the twin themes of Sawyer's latest novel. Intermixed is a good deal of thoughtful, though elementary, philosophical pondering. "Rollback" is a hugely expensive procedure for restoring youth. A benefactor offers it to the world's foremost SETI researcher after an alien culture replies to a message she sent 37 years ago. She will accept the gift only if her husband gets the treatment, too. Then things go wrong. High quality work by a first rate, if slightly didactic, writer. (****)

  • Michael Flynn: Eifelheim

    Michael Flynn: Eifelheim
    A double narrative: the appearance of shipwrecked aliens in a 14th Century German village and the 21st Century discovery of the event. The interaction between a brilliant human theologian and rather ordinary denizens of an advanced civilization challenges chronologically based prejudices. 2007 Hugo Award nominee (*****)

  • Vernor Vinge: Rainbows End: A Novel With One Foot In The Future

    Vernor Vinge: Rainbows End: A Novel With One Foot In The Future
    In a near future in which every crank can deploy WMD's that make contemporary Islamofascists look like schoolboys, a poet who has lost his talent and his spunky granddaughter find themselves up against a conspiracy to solve the world's problems by eliminating free will. The careful extrapolation is mixed with some silly ideas and burdened with a sentimental Alzheimer's recovery story. 2007 Hugo Award nominee (****)

  • Charles Stross: Glasshouse

    Charles Stross: Glasshouse
    Set after the post-Singularity future of the author's other writings, this novel follows a hero who must lose his memory and change his sex to infiltrate a recreated 1950's world that may be central to a plot to set up a dictatorship based on computer viruses. 2007 Hugo Award nominee (*****)

  • Peter Watts: Blindsight

    Peter Watts: Blindsight
    The exploration of a giant alien artifact twists that familiar subgenre with a plausible, though ultimately unconvincing, argument that human self-awareness is a deleterious evolutionary accident. Characters include a vampire, a linguist with multiple personalities, a couple of cyborgs and a narrator whose special skill is absence of empathy. 2007 Hugo Award nominee (****)

  • Naomi Novik: His Majesty's Dragon (Temeraire, Book 1)

    Naomi Novik: His Majesty's Dragon (Temeraire, Book 1)
    Horatio Hornblower in the skies. In a fantasy parallel world exactly like the Europe of the Napoleonic Wars except for the addition of giant dragons, stalwart Englishmen and their draconian companions thwart Bonaparte's foul designs. Fun but lighter than air. 2007 Hugo Award nominee (***)

  • Tim Powers: Three Days to Never: A Novel

    Tim Powers: Three Days to Never: A Novel
    Time travel, ghosts, Albert Einstein's daughter, ancient conspiracies, a blind assassin, a Mossad agent who will die if he hears the telephone ring: With his customary bravura and skill, Tim Powers fashions a coherent and exciting story out of a strange assortment of materials. (*****)

  • Tobias S. Buckell: Crystal Rain

    Tobias S. Buckell: Crystal Rain
    An inventive tale of a human colony isolated from galactic civilization, split between warring cultures and caught up in a vast conflict between alien races. Characters include an amnesiac ex-hero who wants to spend a peaceful retirement with his family, a quasi-human killing machine, a spy desperate to betray his masters, and a harried female dictator. Deserving of Hugo consideration. (****)

  • James Patrick Kelly: Burn

    James Patrick Kelly: Burn
    In a galaxy-spanning future, the planet Walden is a self-proclaimed "paradise" founded on simplicity and rejection of high technology. It also faces the problems of terrorism and disillusion, recounted through the story of a firefighter with a soul-corroding secret. A well-wrought picture of a distinctly odd society, with a plot whose moral dilemmas evade pat answers. Nominated for the Best Novella Hugo Award for 2006. (*****)

  • Rodney Bolt: History Play : The Lives and Afterlife of Christopher Marlowe

    Rodney Bolt: History Play : The Lives and Afterlife of Christopher Marlowe
    A pseudo-history springing from the premise that Shakespeare's flashy predecessor survived the famous Deptford brawl and fled to the continent, where he secretly wrote almost all of the Bard's works. A clever, tongue-in-cheek reworking of literary history, with the bonus of vividly recreating the milieu shared by many real Elizabethan exiles. (****)

  • Robert Ferrigno: Prayers for the Assassin

    Robert Ferrigno: Prayers for the Assassin
    A combination of suspense novel and a plausible vision of America after a Moslem takeover. It loses a star only because defeating the super-villain is just a trifle too easy. Review. (****)

  • Terry Pratchett: Thud!

    Terry Pratchett: Thud!
    After 30 books, one might fear that Discworld is in danger of fatigue. Au contraire, this witty, vigorous tale of the culmination of an ages-old conflict between dwarfs and trolls, with Sam Vimes and Ankh-Morpork in the middle, is one of the strongest volumes yet. (*****)

  • Neil Gaiman: Anansi Boys

    Neil Gaiman: Anansi Boys
    Calling this comic novel a "sequel" to American Gods conveys the wrong impression. Anansi Boys is smaller in scope, funnier and more humane, though it likewise tells a story of dwindling gods adrift in the contemporary world. Anti-hero "Spider" steals the show and begs to be played by Will Smith in the movie version. (*****)

  • Stephen L. Antczak: Daydreams Undertaken

    Stephen L. Antczak: Daydreams Undertaken
    15 SF tales, mostly from "little" magazines, in which weird events affecting weird people are recounted as if they happened every day. This volume may be a high-priced cult item 20 years from now. (****)

  • Connie Willis: Inside Job

    Connie Willis: Inside Job
    The editor of a paranormal-skeptic magazine and his beautiful assistant encounter a most unlikely ghost: ueber-skeptic H. L. Mencken. Connie Willis in her lightest, funniest vein. Nominated for the Best Novella Hugo Award for 2006. (*****)

  • Matthew Pearl: The Dante Club

    Matthew Pearl: The Dante Club
    Literary mystery involving Boston's post-Civil War intellectual elite in a series of atrocious murders inspired by Dante's Divine Comedy. Weak as a whodunit, strong on atmosphere. (****)

  • David Selbourne: The City of Light: The Hidden Journal of the Man Who Entered China Four Years Before Marco Polo

    David Selbourne: The City of Light: The Hidden Journal of the Man Who Entered China Four Years Before Marco Polo
    Supposedly the journal of Jewish merchant who visited China c. 1270, this historical novel uses an encounter between Judaism and medieval China as a springboard for a lightly disguised examination of contemporary political and moral issues. Since Selbourne is a fascinating thinker, his characters' thoughts are fascinating, too. (****)

  • Iain Pears: An Instance of the Fingerpost

    Iain Pears: An Instance of the Fingerpost
    Mystery set in Restoration England. The murder of an Oxford don is recounted from four widely different viewpoints. Heavy on period detail. Metamorphoses into theological fantasy at the end, which may displease some readers. (****)

  • Steven E. Plaut: The Scout

    Steven E. Plaut: The Scout
    Short novel based on the true story of an Arab scout in Israeli service. (****)

  • John Derbyshire: Fire from the Sun

    John Derbyshire: Fire from the Sun
    Three-decker novel about the contrasting, intersecting lives of a Chinese boy and girl, born in the same mainland village and brought to America by force of circumstances. Romantic and compelling. (****)

  • H. N. Turteltaub [Harry Turtledove]: The Sacred Land

    H. N. Turteltaub [Harry Turtledove]: The Sacred Land
    Third volume in a series of seafaring adventures set in the Hellenistic era. Ill-matched merchant cousins Menedemos and Sostratos seek profit in exotic Tyre and Jerusalem. (*****)

  • Robert J. Sawyer: Humans (Neanderthal Parallax, vol. 2)

    Robert J. Sawyer: Humans (Neanderthal Parallax, vol. 2)
    2004 Hugo Award nominee. Middle volume of a trilogy, and it shows. A novelette's worth of plot as man and woman from parallel worlds slowly and predictably fall in love. (***)

  • Terry Pratchett: A Hat Full of Sky

    Terry Pratchett: A Hat Full of Sky
    Ostensible children's book that will also appeal to adults. The education of a young witch — far more "realistic" than Harry Potter. (*****)

  • Lois McMaster Bujold: Paladin of Souls

    Lois McMaster Bujold: Paladin of Souls
    2004 Hugo Award Best Novel. A middle-aged heroine and worked-out imaginary paganism set this book apart from run-of-the-sword medievalesque fantasy. Hinging the plot on the nuances of a made-up theology was less clever. Sequel to The Curse of Chalion, with different characters brought to the foreground. (****)

  • Jasper Fforde: The Well of Lost Plots

    Jasper Fforde: The Well of Lost Plots
    Thursday Next continues her hectic adventures in a universe where books come alive, literally. Newcomers should start with The Eyre Affair (****)

  • H. N. Turteltaub [Harry Turtledove]: Over the Wine-Dark Sea

    H. N. Turteltaub [Harry Turtledove]: Over the Wine-Dark Sea
    First in a series of O'Brian-like nautical adventures set in the tumultuous times following the death of Alexander the Great. The Aubrey and Maturin are merchant cousins, devil-may-care Menedemos and intellectual Sostratos, who roam the Mediterranean looking for profit and girls, while avoiding storms, pirates and jealous husbands. Meandering plot but great fun. (*****)

  • Charles W. Chesnutt: Stories, Novels, and Essays (Library of America, 131)

    Charles W. Chesnutt: Stories, Novels, and Essays (Library of America, 131)
    Fiction and essays by a black American writer who deserves a wider audience. (****)

  • Dan Simmons: Ilium

    Dan Simmons: Ilium
    2004 Hugo Award nominee. The Trojan War, high-tech deities, robots from the outer reaches of the Solar System and an Eloi-like Earth combine in typically weird Simmons fashion. Alas, much waits to be explicated in the sequel. (****)

  • Harry Turtledove: Gunpowder Empire

    Harry Turtledove: Gunpowder Empire
    Debut of a juvenile series set in parallel worlds. 22nd century teen siblings, trapped without adult aid in a besieged city, must cope with the bizarre (to them) customs and prejudices of a never-fallen Roman Empire. [Rating is for 11-17 year olds; adults may find the book too didactic and unsubtle for their tastes.] (*****)

  • Terry Pratchett: Going Postal

    Terry Pratchett: Going Postal
    A small-time con man must choose between death and the Ankh-Morpork post office - and takes the more dangerous option. Big business, fraud, low-tech hacking, young love and general hilarity. Pratchett's best novel since Pyramids. (*****)

  • E. Viollet-Le-Duc: Annals of a Fortress: Twenty-Two Centuries of Siege Warfare

    E. Viollet-Le-Duc: Annals of a Fortress: Twenty-Two Centuries of Siege Warfare
    This combined novel and treatise traces the history of an imaginary French fortress from the 4th Century B.C. through the Napoleonic Wars, featuring detailed accounts of seven sieges. (****)

Blog powered by TypePad

« The Iraqi Campaign: Questions and Answers | Main | Hi there, Toutatis! »

Wednesday, September 29, 2004

Microgame Design Group Musters Out

After eight years and 40 games, Microgame Design Group will close its doors, i. e., its Web site, on November 1, 2004. Co-founder and business manager Kerry Anderson has decided to pursue a Ph.D. and won’t have time to run the company on the side. The final MDG game is the just published Byzantium Reborn, covering the Greek-Turkish War of 1920-22.

MDG deserves much of the credit for the current vigorous state of the desktop publishing segment of wargaming. It demonstrated from the start that inexpensive games (all titles are priced between nine and 15 dollars) can be as attractive and innovative as the $40 products of more conventional publishers, though they do require a bit of assembly.

Here is a complete list (if I haven’t carelessly overlooked something) of the company’s games, in historical sequence:

The Marcher Lords: The Norman Conquest of Wales (2003), designed by David Cuatt. Grand strategic treatment of the Norman advance from 1066 through the end of the 11th Century.
The Dutch Revolt, 1566-1609 (2003), designed by Michael Gilbert. The political, religious and military struggle to keep the Netherlands Spanish and Catholic.
A Mere Matter of Marching: The Niagara Campaign, 1812-1814 (2002), designed by Bruce McFarlane. The American invasion of Canada during the War of 1812.
Trampling Out the Vintage: The Campaign for Atlanta, 1864 (1999), designed by Paul H. Rohrbaugh. High-level operational treatment (3 week turns) emphasizing the relationship of Sherman’s drive through Georgia to the rest of the war.
Bittereinder: The Anglo-Boer War (2000), designed by Hjalmar Gerber. The Second Boer War, 1899-1902; probably the only game on this topic to make extensive use of Afrikaans language sources.
Clash of Empires: The Battle for France, 1914 (2003), designed by Kerry Anderson. The initial phase of the war, continuing until decisive victory or (more often) stalemate. Novel mechanics intended to reflect the opposing sides’ ignorance of what weapons and tactics would work.
Ypres, 1915 (1998), designed by Kerry Anderson. The first gas attack of World War I. A more elaborate edition was published by Moments in History under the title In Flanders Fields (1999).
Vimy Ridge (2001), designed by Kerry Anderson. One of the finest hours of Canada’s military history: the capture of Vimy Ridge on April 9, 1917. One of the few games to make a serious attempt to portray WWI trench warfare.
Across the Piave: Italy 1918 (2002), designed by Hjalmar Gerber. The last two major battles on the WWI Italian front: the Piave and Vittorio Veneto. One of the rare games in which a unit can be placed “between” two hexes.
Byzantium Reborn: The Greek and Turkish War, 1920-1922 (2004), designed by R. Ben Madison. Borrows from the ¡Arriba España! system to give due weight to political factors and the key role of foreign support.
Freikorps: The Bolsheviks Attack Germany, 1920 (1999), designed by Brian Train. A hypothetical Red Army invasion of Germany following a communist victory in the Battle of Warsaw.
Land of the Free: American Politics During the Depression (1996), designed by Brian Train. A two or three-player political game in which extremists try to win power between 1930 and 1941.
War Plan Crimson: The U.S. Invasion of Canada (2001), designed by Brian Train. Based on actual, though highly hypothetical, American plans in the event of war with Great Britain during the 1930’s.
¡Arriba España! (1997), designed by Brian Train. The best game, IMHO, yet devised on the Spanish Civil War; pays attention to factions within the opposing sides, military developments and varying levels of foreign aid and intervention. Owners of Aide de Camp 2 can find my module for the game here.
Battle for China (1999), designed by Brian Train. The Sino-Japanese War, 1937-1941, for two or three players.
More Battle for China (2001), designed by Brian Train. Extends Battle for China through 1949, covering World War II and the ensuing civil war.
Zhukov’s First Victory: The Battle of Nomonhan (2003), designed by Paul Rohrbaugh. The clashes in the Far East between the Soviet Union and Japan in July and August 1939, whose outcome dissuaded the Japanese leadership from joining in Hitler’s invasion two years later.
Mediterranean Fury: The Battle of Cape Matapan, 1941 (2001), designed by Paul Rohrbaugh. The battle that ended Mussolini’s hopes of challenging the Royal Navy.
The Siege of Hong Kong (1997), designed by Michael Gilbert. The last week of the battle, covering the Japanese assault on Hong Kong island.
Switzerland Must Be Swallowed! (2001), designed by Peter Schutze. Hypothetical German invasion of Switzerland during World War II.
Stalingrad: Pivot on the Volga (2003), designed by Hjalmar Gerber. The campaign in Southern Russia, July 1942-January 1943, with a rational portrayal of the effects of Hitler’s interference and some unusual rules.
Blood & Steel: The Battle of Prokhorovka, July 12, 1943 (1999), designed by Paul Rohrbaugh. The climactic engagement of the Battle of Kursk; one of the largest tank battles in history.
Blood & Steel Expansion: The Battles of Oboyan Hills and Rzhavets Bridgehead, July 12, 1943 (2001), designed by Paul Rohrbaugh. Two companion battles to Prokhorovka, which can be played without the original Blood & Steel; with the earlier game, all three battles can be combined.
Patton’s Finest: The Battle of Arracourt (2001), designed by Paul Rohrbaugh. Uses the Blood & Steel system for the 4th Armored Division’s clash with counterattacking German panzers, September 19-21, 1944.
Operation Veritable: The Battle for the Reichswald (2000), designed by Paul Rohrbaugh. A free, downloadable game, later incorporated into Schutze Games’ Breaking into Valhalla (2001).
MacArthur’s War: The Korean War and Beyond (1996), designed by Kerry Anderson. A fairly conventional treatment of the conflict coupled with possibilities of nuclear confrontation.
Vallée de la Mort: Dien Bien Phu (2000), designed by Paul Rohrbaugh. Semi-tactical portrayal of the siege that ended French rule in Indochina, March-May 1954.
Algeria: The War of Independence, 1954-1962 (2000), designed by Brian Train. A classic asymmetrical war, as FLN rebels try to erode the colonial power’s political will before they are physically destroyed by its military superiority.
Operation Whirlwind: The Soviet Invasion of Hungary (2002), designed by Brian Train. Street battles pitting Hungarian patriots against Soviet tanks in 1956, with options for NATO intervention.
Cuban Missile Crisis: The Threshold of Nuclear War (2002), designed by Kerry Anderson. A board game with card play that makes it possible to win the 1962 U.S.-Soviet confrontation without going to war, though the possibility of military action cannot be ignored.
Victory in Vietnam (1999), designed by Bruce Costello. The War in Vietnam from 1964 through 1975, featuring a wide range of strategic options for the both players.
Victory in Vietnam II (2002), designed by Bruce Costello. A revised and enlarged second edition of Victory in Vietnam. The only MDG game with die-cut counters.
No Middle Ground: The Battle for the Golan Heights, October 6 to 10, 1973 (2003), designed by Paul Rohrbaugh. The Syrian Offensive at the beginning of the Yom Kippur War; intended as a relatively simple game suitable for novices.
Afghanistan (1999), designed by Perry Moore. Tactical/operational portrayal of battles in the Panjshir and Kunar Valleys between conventional Soviet forces and Afghan guerillas, 1982-1987.
Shining Path: The Struggle for Peru (1998), designed by Brian Train. The continuing guerilla conflict between the Peruvian government and Maoist rebels.
The Battle of Armageddon: Apocalyptic Warfare in the End Times (1999), designed by Kerry Anderson. A near future, military interpretation of the Book of Revelation, for two or three players.
The Final Frontier: Man’s Expansion into the Solar System (1997), designed by Kerry Anderson. Competition, primarily economic and political, among two to four nations aiming to achieve dominance of the Solar System.
Barnard’s Star: The First Interstellar War (1999), designed by Kerry Anderson. Planetary combat between humans and aliens in a hostile environment.
Astromachia (1997), designed by Peter Drake. Tactical spaceship combat using a quasi-three dimensional movement system.
Smokejumpers (1996), designed by Kerry Anderson. A solitaire game in which the player directs a crew fighting a forest fire.
He Shoots. . . He Scores! (2000), designed by Bruce McFarlane. An ice hockey game designed to illustrate realistic tactics.

Update (6/16/05): Counter Strike Games has picked up several MDG designs and republished them in small tin boxes with die-cut counters and improved graphics. To date, ¡Arriba España!, Battle for China, Freikorps, The Final Frontier and Marcher Lords have appeared, as well as a non-MDG game, Autumn Mist (a Brian Train offering on the Battle of the Bulge). Algeria is slated for the near future.

Let me note, too, that I recently completed an Aide de Camp 2 module for The Dutch Revolt.

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/t/trackback/56750/1178659

Listed below are links to weblogs that reference Microgame Design Group Musters Out:

Comments

Smokerjumpers; there were some additional variant rules covering terrain effects. I have the three extra maps but lost my copy of the variant rules. I would really appreaciate if someone could send or post a copy Thanks,
Gunther

Barnards Star is available as a free dowloadable PDF from Web-Grognards.

ftp://www.grognard.com/pub/games/board/barnards.pdf

Post a comment

If you have a TypeKey or TypePad account, please Sign In

Recent Books (Non-Fiction)

  • Amity Shlaes: The Forgotten Man: A New History of the Great Depression

    Amity Shlaes: The Forgotten Man: A New History of the Great Depression
    A breezy, episodic picture of the New Deal, from its prehistory in progressive pipe dreaming through FDR's reelection in 1940. The author thinks that deflation, high taxes, erratic policy experimentation, class warfare and overregulation choked off recovery. That's probably right, but her approach is unanalytical and won't undermine the Left's satisfaction with eight years of stagnation. (****)

  • William Dalrymple: The Last Mughal: The Fall of a Dynasty: Delhi, 1857