Sunday, 1 December 2024

Matchbox Challenge - Drafting the Rules (Part 3)

This weekend, I have been drafting the rules for my wargame in a matchbox. I now face the challenge of somehow fitting them inside the matchbox without shrinking the text too much. However, before getting to the rules my first task was to create some hit markers to use with the ship status cards. They are small card squares 5x5mm with a Red Cross drawn on them, front and back so no need to worry about turning the fiddly things the right way up.

(For details behind the wargame in a matchbox challenge see the blogs Man of Tin and Duchy of Tradgardland.)

Matchbox contents. The rules are yet to be added.

Hit markers for use on the ship status cards to track damage.

A box contents list has now been added and stuck to the inside of the drawer. 

For the question of how to best to fit the rules into a somewhat full matchbox I may have an answer. The current solution (still a work in progress) is to see if I can make full use of the matchbox itself. By unfolding the box, I can write on both the inside and outside surfaces. To keep everything intact, I’m using some paper tape I made which slides over the outside to hold the box together.

The paper tape holding the matchbox together.

With the drawer removed the outer matchbox can be opened up and used to write the rules.

Draft Rules…

Since this game fits within a matchbox, it felt fitting to use matchsticks for the measurement of movement and shooting distances. I have now included five and a half matchsticks for this purpose. Below are the draft rules. I plan to use the inside of the matchbox drawer to sketch out how movement works, replacing the current photos I am using below.

ACW Ironclad Wargame

This is a matchbox wargame for playing riverine battles of the American Civil War on a flat surface of 2 by 1 foot. 


Game Setup

Lay the two lengths of string on the tabletop to represent the riverbanks, ensuring they are spaced between 4 to 5 matchstick lengths apart. Decide the direction of the river's flow and position the flow marker.


Sequence of Play

Each game turn is divided into the following phases:

  1. Movement and Ramming 
  2. Shooting
  3. Damage Resolution
  4. Repairs

Movement and Ramming

Ships move one at a time, starting with the one furthest upstream and proceed downstream moving ships.


On their movement turn, a ship has 3 choices:

  1. Stay stationary,
  2. Move half a matchstick length, or
  3. Move a full matchstick length.  

To move, place a matchstick touching the bow of the ship and facing straight ahead. Then slide the model forward so the stern aligns with the other end of the matchstick.


At the start of the move.

At the end of the move.


Turning - Ships moving half or a full matchstick length may turn up to 45 degrees at both the start and the end of their movement, pivoting at their centre. Stationary ships cannot turn.


Effects of Damage -  A ship with a damaged boiler can only move half a matchstick. A ship with a damaged rudder can only turn once, either at the start or the end of its movement.


Riverbanks and Sunken Ships - Any ships that make contact with a riverbank or sunken ship becomes stranded and immobile for the rest of the game.


Ramming - To ram, a ship can only turn at the start of its movement. If the ship makes contact with an enemy vessel, roll a die, consult the damage table, applying damage immediately. 


Shooting

Shooting is simultaneous and all ships get to shoot (even those engaged in ramming). The procedure is as follows:  

  1. Select Target - A ship may target only one enemy ship with a clear line of sight.  
  2. Range Calculation - Roll a die and subtract 1 to determine the shooting range in matchstick lengths. Apply the following modifiers to the score: -1 if shooting forward of the bow or rearward of the stern, and -1 if the ship has sustained gun damage.  
  3. Damage Resolution - If the target ship is within range place a hit marker next to the ship as a reminder they have taken a hit and need to resolve damage in the next phase.

Damage Resolution


When a ship is struck by shooting or ramming, roll a die and consult the damage table below:  


1 = Glancing Blow - No damage.  

2 = Crew Casualties - The ship cannot make repairs.  

3 = Hull Damage - Permanent; cannot be repaired.  

4 = Damaged Guns - Reduce all shooting rolls by 1.  

5 = Boiler Damage - Movement is reduced to half a matchstick.  

6 = Rudder Damage - The ship can only make one turn during movement.  


Record all damage on the ship's status card using the hit markers.


If a ship has already sustained damage to a specific area, no additional damage is applied to that area. For instance, if a ship with existing hull damage is struck again in the hull, the result is ignored. 


A ship with four hits begins to sink and can take no further actions for the remainder of the game. It remains in place as an obstacle to other ships.


Repairs


After all damage has been applied ships that are not sunk and have not taken crew casualties can attempt a repair. Roll the die and compare the score to the repair list:


1-3 = Repairs fail.

4 = Remove gun damage

5 = Remove boiler damage

6 = Remove rudder damage



A game setup and ready to play.


31 comments:

  1. This is simple amazing and I will be mentioning it on my own blog as an example of just how innovative some wargame designers can be. Frankly, if you could replicate this, I think that it has genuine commercial possibilities.

    All the best,

    Bob

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    1. Thank you. It was an excellent challenge from Alan and Mark, and it really got me thinking in different ways. As for commercial potential, I could definitely see myself purchasing a matchbox wargame, especially if it were part of a range of matchbox games.

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  2. Brilliantly done, your rule are taking shape really well and look very playable. The whole set up is really very well done. Totally ingenious.

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    1. The challenge has worked out well so far. The final hurdle is reducing the size of the rules.

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  3. Inspired. Or possibly mad? Nah… inspired.

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    1. I am sure there is some madness in all of this :-)

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  4. All looks good so far 👏👏 You’ve produced what looks like a decent game and it achieves the objective of fitting in a matchbox.
    Cheers,
    Geoff

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    1. Things have gone pretty well with this challenge. I need to now post a battle report using the rules. Thanks.

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  5. Peter -
    Su-bally-perb! I thought I was pretty good at running with others' ideas to see where they go - but I'm forced to salute a master!
    Cheers,
    Ion

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    1. Hi Ion. Quite a few ideas were discarded in a process of elimination before settling on the current design. Thanks.

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  6. Well done! An excellent example of a simple yet innovative game design! And it looks like it will be alot of fun to play. I think the basic system could also be used for ship to ship starship combat, or fighter duels during the World Wars. As for me, I'm planning on picking the low hanging fruit with a matchbox 3x3 Napoleonic game using Risk Pieces.

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    1. I am tempted to take some of the rules for my mech games. Good luck with your matchbox game, its always good to see the Risk pieces repurposed.

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  7. Thanks

    Painting ironclads as I send this

    Particularly like the simple shooting process

    Thanks

    Any painted pictures coming up

    Pete

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    1. Hi Pete. Good luck with your games. There will be some pictures in the next post of a game report.

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  8. Impressive result, Peter! Amazing that you packed so much into such a small space. Very crafty and ingenious.

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    1. Thanks. Such an enjoyable project. I was hoping to make a fort from the drawer, but now need it for examples of movement rules.

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  9. Fantastic result Peter! It looks great plus very easy to play. I really like the firing mechanic.

    It seems that painting your house has got your creativity going full speed. 😂

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    1. The matchbox challenge has certainly been a creative outlet for me.

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  10. Wow that is amazing and so well done! It’s the winner for me. I would definitely buy it, what a fabulous concept. Quinn

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    1. Thank you Quinn. It was a most enjoyable challenge.

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  11. First one home ... and a very interesting solution.

    I think matchsticks make good very appropriate measurements (my cowboys have 2 to 3 matchsticks for movement, Rifle and bow / pistol range).
    The other alternative to rules on the Matchbox itself (which I am thinking of as a building terrain piece) might be concertina card if it will all still squeeze into the box?

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    1. I may yet try the concertina approach for the rules and have the tables on the matchbox. Thanks.

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  12. Genius!
    Using the matchbox sleeve to print the rules on is thinking inside the box (in the best possible sense).

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    1. I am hoping this approach will work. I will be either printing and sticking the rules or hand writing them. Hopefully the former.

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  13. Incredibly creative. I love the way you are utilising so much of the material and keeping true to the matchbox concept by using matchsticks for measuring. Inspiring stuff.

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    1. If I had all my modelling tools I would have tried to make the ironclads from the remaining matchsticks.

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  14. Hi-larioius and very creative. This could be a college assignment of how to think inside the box. 😁 You'd get an A+

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    1. Not sure I have ever got an A+. A first time for everything.

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  15. I may have to build my own reproduction

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    1. I put a set together of 3d printed boats and paper flats. I had a sheet of acetate and some blue paper so I used dry-erase markers to draw the river. My son and I had a good time with it. He commanded the CSS Virginia and wrecked the Union merchant vessels in their docks. It's so easy to play but also to customize for any scenario. Thanks for the fun!

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    2. Pleased to here it all worked out.

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