Retrospective of Civilization Board Games (Part Two)

— Create a civilization to stand the test of time!

By Patrick S. Baker

(Read Part one here)

Moves: Legal and Business

In 1996, MicroProse released Sid Meier’s Civilization II (Civ II) for the personal computer (PC) and Avalon Hill then sued MicroProse over the use of the name, Civilization, asserting they had reclaimed the previously licensed copyright. As this lawsuit worked through the legal system, Activision released Civilization: Call to Power, also for the PC, in 1998. This set off a three-sided legal battle over the use of the name.  At the same time “the video game industry … was like the Wild West, with companies starting up, closing, buying and selling other companies, and also trading, assigning and purchasing Intellectual Properties (IPs) at a furious rate.”

A Retrospective of the Civilization Board Games (Part One)

By Patrick S. Barker

Civilization: The Board Game (1980)

– The Game of the Heroic Age

The first Civilization board game was created by Francis Tresham, a former British Royal Air Force radio instructor. Tresham first thought of the idea for the game while browsing a historical atlas at his base library. The idea was further sparked by Tresham’s experience playing strategy games like Risk and Diplomacy. Tresham found playing Diplomacy to be rather averse and thought to design a game that stressed winning through cultural and technological progress rather than military force.

Tresham’s game begins with the appearance of early farmers circa 8,000 BCE (approximately 4000 years before the start of recorded history) and ended with the rise of Rome in 250 BCE. Players controlled various real civilizations from around the Eastern Mediterranean Sea.  As the turns and time passed, the players’ starting settlements grew and expanded into neighboring areas and generated additional resources. Designed for between two to seven players, the game could take up to eight hours to complete.

Return of the Queen: The Zenobia Contest Returns

In 2020 a group of veteran game designers kicked off the initial Zenobia contest. This is a competition that mentors historical game designers who are underrepresented within the gaming community. Contestants will have a chance to state why they feel that their community needs a voice within the design space.

The contest had over 150 entries and culminated 11 months later with eight semi-finalists and selected Tyranny of Blood as the initial winner of the contest. The Zenobia II contest is now live, and designers have until 14 October to enter a design proposal. This year’s contest opens the gaming aperture with the inclusion of miniatures game designs.

A Trip to Lancaster – HMGS Historicon 2023

By Tom “Chairborne” Mullane

HMGS’s flagship convention, Historicon got underway this past week at the Lancaster County Convention Center and a number of No Dice No Glory writers and gamers were in attendance. Mitch Reed, Tom “Chairborne” Mullane, Matt Varnish, Scott Roach, Glenn Van Meter, and a whole host of other friends, podcasters, game designers, and friendly folks made the trip and had a blast.

Read on to get a peak at all the great games and goings on from the NDNG crew.

Retrospective of Dr. Jekyll and Mr. Hyde

“Flawed on every fundamental level, Dr. Jekyll and Mr. Hyde is possibly the most unplayable garbage available on the Nintendo Entertainment System.” — Game Informer

By Patrick S. Baker

Dr. Jekyll and Mr. Hyde (Jekyll & Hyde) was a video game developed by Advance Communication Company and released by Bandai for the Nintendo Entertainment System (NES) in 1988. The game was based on the classic horror novella by Robert Louis Stevenson.

The novella tells the story of the brilliant scientist, Dr. Henry Jekyll, well known for his decency and generosity, but with a hidden and terrible dark side. He creates a potion to separate his dark side from his better self. Instead, the mixture changes him into a cruel and violent man named Mr. Hyde.

Jekyll & Hyde was a unique game for its time, in that it tried to tell a rather complex and subtle story through a video game.

The worst game ever? Retrospective of Custer’s Revenge

“This game is so bad it makes Superman 64 look like Doom.” — anonymous game reviewer

By Patrick S. Baker

Okay, boys and girls, please have a 55-gallon drum of hand sanitizer ready for this one. Today gentle readers I recount the story of not only one of the worst video games of all time but also one of the foulest and most atrocious video games of all time. And NO, I’m not exaggerating in any way about what a disgusting piece of work this game is.

Custer’s Revenge, also known as Mystique Presents Swedish Erotica: Custer’s Revenge was one of three ‘adult’ video games released November 1982 in a package of video games called Mystique Presents Swedish Erotica. The other two games in the set were Beat ‘Em & Eat ‘Em and Bachelor Party.

Many sources erroneously report that the games were produced by a game company named Mystique, but in fact is no game company named Mystique. Mystique was the brand name for the line of adult games produced by American Multiple Industries (AMI).

Lunar: Mini Boots on the Moon

By Mitch Reed

One of our biggest fans sent me a message about a miniatures game he just purchased that was all about a conflict on the moon. I found that concept very interesting and thankful that it did not trigger my PTSD from the creation of the Space Force. I contacted the creators of the game over at Black Site Studio and they sent me the starter pack to try out. I quickly painted up the models and played a few games and I wondered why there is not a lot of buzz about this game.

Retrospective of Big Rigs: Over the Road Racing

“At least I know where bottom of the ocean is.” 

Sergey Titov, on Big Rigs: Over the Road Racing.

By Patrick S. Baker

“Bottom of the ocean” is correct. This 2003 racing game has an aggregate 8 out of 100 score on Metacritic and reportedly a 1 out of 10 on the now-defunct Gamerrankings.com website. Both of these scores are the lowest in history. One reviewer stated that “Big Rigs is so devoid of design, game play, structure, aesthetic or functioning technology that it can’t be called a game at all.”

Valour and Fortitude : a new set Napoleonic rules

By Tom Gall

Contained within the new September 2022 issues of Wargames Illustrated is a set of Napoleonic Rules call Valour and Fortitude. Jervis Johnson, Allen Perry and Michael Perry are the authors. The Perrys of course are from Perry Miniatures fame and Jervis Johnson a long-time and recently retired distinguished veteran from Games Workshop.

The rules started out as a 4-page system that expanded a bit after play testing over time. The rules are available online at Perry Miniatures as well as army lists and scenarios. The rules appear to be a living document and have already been updated to version 1.2 since their initial posting a couple of months back. (Edit – And now version 3 has been posted!)

I’m a long-time gamer of the Napoleonic era as well as a re-enactor. (French Fifer) It’s great to see activity for this time period of miniatures gaming. Locally our game group has primarily used Empire for large battles and either home brew for skirmish or Sharp Practice. ESR also deserves mention as it has recently attracted attention with its version 3 release and great campaign books.

Retrospective of Sid Meier’s Alpha Centauri


The Earth is the cradle of humanity, but mankind cannot stay in the cradle forever — Russian rocket scientist Konstantin Tsiolkovsky

 

By Patrick S. Baker

After the huge success of both Sid Meier’s Civilization I (1991) and Civilization II (1996), both released by MircoProse, another sequel was inevitable, however, it was not going to be something as prosaic as a third Civilization (although a third Civilization game was developed and released in 2001).

Instead, Sid Meier, chief developer of the first game, and Brian Reynolds, the chief developer of the second game, decided to go for something different, more of a spiritual sequel than a direct one. That something became Sid Meier’s Alpha Centuri.

The various moves and decisions of MicroProse’s and its parent company, Spectrum Holobyte’s, management, which lead to Meier, Reynolds, and Jeff Briggs breaking ties with the companies and forming Firaxis Games in 1996 have been discussed elsewhere. The Firaxis team had left the Civilization Intellectual Property and name with MicroProse, so despite wanting to do another turn-based, “explore, expand, exploit, and exterminate” (4X) strategy game they couldn’t just do another Civilization. Plus, they wanted a fresh focus other than world history.