Showing posts with label MicroGames. Show all posts
Showing posts with label MicroGames. Show all posts

Wednesday, February 20, 2019

Find Room in Your Pocket Book for Steve Jackson's Pocket Box Games

What is old is new again because Steve Jackson Games is republishing their classic Pocket Box Games from the 1980s. Do yourself a favor and check them out.

Way back in the before times that are the not now (1977), a young game designer named Steve Jackson created an entirely new genre of games when Metagaming Concepts published a small game called OGRE. The game was deceptively simple to play and remarkably deep for its price and size. This combination of low price and small components were the central features of what came to be called "Microgames." Metagaming Concepts published a significant number of Microgames during their tenure, including OGRE, G.E.V. a sequel to OGRE,  and the MELEE/WIZARD games to name a few. These games were a huge financial success for Metagaming, but creative differences led to Steve Jackson leaving that company to form his own company Steve Jackson Games.

When Jackson left Metagaming, he took a couple of things with him that he used to launch his company. These were the SPACE GAMER magazine that Metagaming had been publishing and his OGRE and GEV designs. For a variety of reasons, he was unable to take MELEE/WIZARD with him and would not be able to publish those under the Steve Jackson brand until approximately 30 years later. As a Steve Jackson publication, SPACE GAMER went from a journeyman publication that had a significant "house" focus, to one of the leading hobby gaming news magazines of its era. Though it had its share of house content, the pages of the Jackson published SPACE GAMER were filled with articles about games like D&D and TRAVELLER and its coverage of the CHAMPIONS role playing game contributed to that game's larger success.

But the magazine was only a small part of what would help to transform Steve Jackson Games from a small game company to one of the most successful privately owned game companies in the business. To be sure, it's no Hasbro or Asmodee, but it is a company with gross incomes around $5.5 million. It's still classified as a small business, but it's a cornerstone in the gaming hobby. One of the key reasons the company was able to grow was its swift publication of the OGRE game and a series of new games based on the microgame model, games that came in sturdier plastic pocket boxes.


While there are several games in the pocket box series, the two best known are OGRE and CAR WARS and these are the games that helped to secure Steve Jackson Games' future success. Both of these games, in their early print runs, had short and easy to understand rulebooks, counter sheets, and maps to be used for play. They contained months of deep game play for a very inexpensive price. Both OGRE and CAR WARS became individual product lines, but some of my favorite pocket games are lesser know and equally robust games that cover a variety of themes. These themes ranged from a post-apocalyptic future where a kung fu death cult fought against the evil clone masters to to hunting for Dracula in London, and from the small tactical operations of a Raid in Iran to the massive strategic challenge that is the Battle of the Bulge (simulated with only one page of rules in ONE PAGE BULGE). The games were fun and inexpensive when they were published.

A typical example of a Pocket Box game is UNDEAD. The game was published in 1981 and recreates the battle between Van Helsing's vampire hunters and the dread Count Dracula. The game also includes the ability to expand play by including the possibility of playing a certain consulting detective in a variant scenario. It can be played as either a two player game, or as a mini-role playing game. The box for the game was a medium hardness plastic that had the ability to hang in a store display. 


Inside the box was a double printed poster sized sheet that contained the rules and two maps that could be used in play. The first was a map of the city and the second was a tactical map. In addition to the poster sheet, there was a counter sheet that included all of the counters one needed for play. Players would have to carefully cut out the counters, but they featured engaging and colorful artwork.


Until recently, the only way to get these games was to track them down on eBay and pay a potentially exorbitant price. That all changed this month with Steve Jackson Games' launch of a Pocket Box project on Kickstarter. Now you can get them for $20 a piece, less if you take advantage of some of the pledge levels. Most of these games are absolute gems, and it's nice to see them in print again...this time with upgraded components.





Friday, October 06, 2017

Steve Jackson's Classic OGRE is Available on Steam!!!

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE. The game was so successful that it not only launched a fad, it formed the basis for the early financial success of two companies. Metagaming first, and then Steve Jackson Games. 

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. One might even credit OGRE with Steve Jackson Games' recent non-Munchkin revival. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now a newly released video game on Steam. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

I'll be playing and reviewing OGRE this weekend, but you can buy it on Steam today.








Tuesday, May 03, 2011

K is for Kung Fu 2100

For its first 26 issues, the storied Space Gamer magazine was a house organ owned and published by Metagaming Concepts. Metagaming used the magazine to promote their upcoming products, and included some -- but not much -- coverage of products by other companies. This all changed after the magazine changed publishers. Starting with issue 27, The Space Gamer was published by the upstart Steve Jackson Games and continued to be published by them for another five years. The Steve Jackson Games run of The Space Gamer is one of the best runs of any gaming magazine in the history of the hobby. James Maliszewski has recently waxed nostalgic about the title and by I talked about the magazine here when SJG started offering their issues as pdfs for sale at their e23 webstore (they are a steal at $2.99 each).

In addition to publishing news and articles reviewing/supporting existing games on the market, the Steve Jackson era of the magazine included a number of classic minigames. Some -- like Allen Varney's Globbo where humorous in nature -- and others -- like Battlesuit -- were games that were inspired by other Steve Jackson products. Most of these games were quite good, but one struck a particular chord with me when I first encountered it as a wee tyke. That game was Dennis Sustare's Kung Fu 2100. The game had everything -- martial artists, secret laboratories run by evil scientists, and transhuman clones.

Dennis Sustare is not a well known game designer today, but he designed some very good micro-games in the 80s. His Star Smuggler game is an entertaining solo game where the player takes on the role of a Han Solo-esque freetrader, and his Intruder is a playful combination of A.E. Van Vogt's Black Destroyer and Ridley Scott's Alien that plays like Star Trek meets John Carpenter's: The Thing. This is likely because both Alien and Star Trek were inspired by the adventures of Van Vogt's Space Beagle, and Sustare's game captures the anxiety of a crew of scientists dealing with an otherworldly threat.

Kung Fu 2100 was inspired by this illustration in the first SJG issue of The Space Gamer:

Issue 27 asked readers to describe what was going on in the above image. Readers could present a game idea or write a short piece of fiction. Sustare did both and the his winning submission became the complete game insert for issue 30.


Kung Fu 2100 was eventually published in three different formats. The first was as the insert game in issue 30 of The Space Gamer for which you will need issue 31 to get the errata to the game -- there are a couple of errors. The second version was a minigame enclosed in a ziplock bag, and the final version was identical to the second except that it was now packaged in SJG's signature minigame box. In the end, the game got nice packaging and provided hours of fun at an inexpensive price.

The premise of Kung Fu 2100 was a combination Logan's Run and James Ryan's Kill or Be Killed. To quote the copy on the game:

IRON FISTS...

For years the CloneMasters have ruled the world. Their only foes are the Terminators -- trained from birth in the martial arts. Now you are a Terminator. Your mission: smash your way into the CloneMaster's fortress...chop through his defenses...and destroy him forever.

But his guards are many and loyal. Like you, they can kill with a single blow. And time is against you...

The game features an interesting combat system where kung fu maneuvers are selected in secret and later revealed as combat occurs simultaneously. The game uses an interesting alternating movement system in order to maintain game balance. The Terminators are tougher than their opponents, but they are badly outnumbered and only the right combination of stealth and skill selection will help them defeat the dreaded CloneMaster.

The components of the game have never been nothing special, you have to hand cut out the counters, but I have always wanted to make a project of making a "home play edition" of the game. I'd replace the small counters used to represent maneuvers and replace them with small eurogame sized cards. The Terminators, Jellies, and CloneMaster would be represented by stand up paper minis -- likely from the Cardboard Heroes line by SJG. I'd also make a more modern looking map. I'll get around to it some day, but that day will have to wait.

As it is now, you can get a copy of the game for $2.99 by buying issue 30 of The Space Gamer, printing out the proper pages, and getting down to having a good time. You might want to buy that copy of issue 31 for the errata, but that issue is worth the purchase for the reviews alone.

Before I forget, one of the most interesting things about the game is that the Terminators are a part of the Cult of Thanatos. The reason they despise the CloneMasters so much isn't entirely due to the tyranny of CloneMaster rule. The Terminators are far more upset that the CloneMasters seek immortality. The Terminators are part of a cult that glorifies death, and seeks to bring destruction to those who are avoiding the inevitability of death.