Old Game, New Look
(A New Take on Old Variants)

By Miguel A. Sanchez Villalba




I am a frequent reader of the 'Zine, and I find especially interesting those articles related to variants. However, I realized that I don't get so interested on the variants themselves, but on their maps: from the one in the Classical variant to those whose shape changes over time (as in those where the water level increases and some land provinces become sea spaces).

So that is why I decided to focus on them, rather than on creating new variants.

Also, digging into the resources page of the Pouch, I found an excellent programme that helps you create your own variant maps. The maps created with it were not particularly attractive, but the underlying idea of the software was: a map is simply a network of "nodes", where each node is a land or sea space. This was what I needed to know in order to engage in creating maps.

Why? Well, a usual problem with variants is that their "playability" is not evident from the outset, and so a period of play-testing is required. As I said, I am not so interested in creating new variants as in creating new maps, and so I wanted to minimize the need of playtesting. So, what should I do? I've always been a rather lazy boy, so I found the optimal solution: create maps for already existing variants!

You are just thinking: "What? Why create a map for a variant that already has one?!!" Well, the idea is not (as) stupid as it sounds. What I thought is: there are several variants where their maps are fantasy ones. I'm not saying they're not good maps, but I prefer those based on historical or geographical grounds, as they lead (at least in my case) to an extra involvement with the game: I find it more amusing to be Attila the Hun or Napoleon than the commander of an unheard of power on an unrecognizable planet.

So, what I needed to do was simply: 1. Find a variant with a fantasy map, 2. Find a geographic area that could resemble it, 3. Find a period where several warring parties fought in that area, and finally 4. Draw the map (technically speaking, I am just drawing a new map that is topologically identical to the original one).

I am not going to bore you with all the steps in each case. I am just going to show you the maps I drew, and will mention the variant that inspired me. I hope you like it.


Punic wars

Based on the Sail Ho! variant, the map shows the Italian peninsula, Corsica, Sardinia, Sicily and the north of Africa. The four powers are Romans, Etruscans, Carthaginians and Greeks (North, West, South and East respectively).

I just renamed the land and sea spaces, and designed army and fleet icons that reflect the period (circa 200 BC).

The good thing about this map is that the variant was playtested for a long period, and it works well (the map is based on the revised Sail Ho! map), so every strategic analysis of the Sail Ho! powers is also applicable to the powers of Punic Wars

Punic Map

 


Australian diplomacy

Based on the "5 Italies" variant, the map shows Australia, New Zealand, Tasmania, Malaysia and Papua-New Guinea. However, I reduced the number of players to only four, that I named Tasmans (south), Kiwis (east), Papuans (north) and Malays (west). I don't know much about Australian history, so I invented the powers based only on geographical considerations.

As an a-priori assessment, and though not exactly identical to the "5 Italies" variant, this map is "part of the family" of perfectly balanced symmetric games.

Australian Map


I hope you enjoyed it, and let me know if you're using the maps!

[Editor's Note: We have included PDF's of these maps as well, just click on the maps above and they will start to download.]



Miguel A. Sanchez Villalba
(M.A.Sanchez@lse.ac.uk)



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