Wargames Handbook
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Wargames Handbook
Author | : James F. Dunnigan |
Publsiher | : iUniverse |
Total Pages | : 442 |
Release | : 2000 |
Genre | : Games & Activities |
ISBN | : 9780595155460 |
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Describes origins of commercial wargames as well as how to play and design them.
Tabletop Wargames A Designers and Writers Handbook
Author | : Rick Priestley,John Lambshead |
Publsiher | : Pen and Sword Military |
Total Pages | : 220 |
Release | : 2016-11-30 |
Genre | : Games & Activities |
ISBN | : 9781473890084 |
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Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshops phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing realism (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
The Complete Wargames Handbook
Author | : James F. Dunnigan |
Publsiher | : William Morrow |
Total Pages | : 342 |
Release | : 1992 |
Genre | : Games & Activities |
ISBN | : UOM:39015031591772 |
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With the wide availability of the home computer, wargame enthusiasts (now numbering nearly half a million) regularly confront each other in action-packed simulated battles. This is the definitive all-in-one sourcebook on the new potentials and classic excitement of wargaming--one of America's fastest growing hobbies. 40 maps and charts.
Wargames Handbook Third Edition
![Wargames Handbook Third Edition](https://youbookinc.com/wp-content/uploads/2024/06/cover.jpg)
Author | : James F. Dunnigan |
Publsiher | : Unknown |
Total Pages | : 417 |
Release | : 2000 |
Genre | : Computer war games |
ISBN | : OCLC:820755988 |
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The Craft of Wargaming
Author | : Jeffrey Appleget,Robert Burks,Frederick Cameron |
Publsiher | : Naval Institute Press |
Total Pages | : 320 |
Release | : 2020-09-01 |
Genre | : History |
ISBN | : 9781682473771 |
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The Craft of Wargaming is designed to support supervisors, planners, and analysts who use wargames to support their organizations' missions. The authors focus on providing analysts and planners with a clear methodology that allows them to initiate, design, develop, conduct, and analyze wargames. Built around the analytic wargaming construct, organizations or individuals can easily adapt this methodology to construct educational and experiential wargames. The book breaks the wargame creation process into five distinct phases: Initiate, Design, Develop, Conduct, and Analyze. For each phase, the authors identify key tasks a wargaming team must address to have a reasonable chance at designing, developing, conducting, and analyzing a successful wargame. While these five stages are critical to the process of constructing any wargame, it should be understood that the craft of wargaming is learned through active participation, not by reading or watching. This craft must be practiced as part of the learning process, and the included practical exercises provide an opportunity to experience the construction of an analytical wargame. The authors also discuss critical supervisory tasks that are essential to manage the wargaming team's efforts. While the creators are focused on the design and development of the game itself, supervisors must set conditions for the wargame to be a success (best practices) and beware of the pitfalls that may set the wargame up to fail (worst practices). The book demonstrates using the analytical wargaming framework to create relevant and useful planning wargames. It also reinforces using the analytical wargaming framework for seminar wargames that, without rigor, are useless. The book demonstrates the benefits of using the analytical wargaming process to design educational and experiential games.
How to make war
![How to make war](https://youbookinc.com/wp-content/uploads/2024/06/cover.jpg)
Author | : James F. Dunnigan |
Publsiher | : Unknown |
Total Pages | : 0 |
Release | : 2003 |
Genre | : Electronic Book |
ISBN | : OCLC:443806797 |
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Replayed
Author | : Henry Lowood |
Publsiher | : JHU Press |
Total Pages | : 377 |
Release | : 2023-06-06 |
Genre | : Technology & Engineering |
ISBN | : 9781421445953 |
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A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.
Successful Professional Wargames A Practitioner s Handbook
Author | : John Curry,Graham Longley Brown |
Publsiher | : Lulu.com |
Total Pages | : 518 |
Release | : 2019-10-23 |
Genre | : Games & Activities |
ISBN | : 0244803641 |
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You will benefit from this book if you are a practitioner of the art of serious wargaming. Done well, the simple act of putting players in an immersive environment, asking them to make decisions and then face the consequences of those in a dynamically evolving narrative generates astounding insights and internalises learning objectives. Yet, as Clausewitz said of war, everything in wargaming is simple, but doing the simplest thing is difficult. This book explains the seemingly simple. It is a detailed guide to designing and delivering successful wargames, whether you apply the technique to Defence, other government departments, business, the emergency services, academia or humanitarian operations. This is important because good wargames save money but, first and foremost, they save lives.