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In 1980, as wargame publishers turned to computer-based games, Dunnigan wrote The Complete Wargames Handbook, a book about wargaming, including information about how to play, design, and find copies of wargames. [2] The book is divided into nine chapters, preceded by an introduction and followed by appendices and a bibliography. The chapters cover:
This list compiles published miniature wargames categorized by their subject matter, genre, or time period covered in their rules. Where known, the publisher is given (or, in a few cases, the designer(s) in the case of self-published or freely distributed games), as well as the date of first publication (many games have been published in ...
Traveller Book 2 Starships: Traveller Book 5 High Guard: Twilight Imperium: Fantasy Flight Games: 2005: The War of the Worlds II: Rand Game Associates: 1974 WarpWar: Metagaming Concepts: 1977: World War IV: One World, One King: Ziggurat Games: 2009
Steve Jackson reviewed The Best of Board Wargaming in The Space Gamer No. 39. [1] Jackson commented that "This one belongs in the library of the game club, collector, or serious designer. As a reference work for the average gamer, fantasy/SF or otherwise, I couldn't recommend it.
The Best of Board Wargaming; C. The Complete Book of Wargames; The Complete Wargames Handbook; The Comprehensive Guide to Board Wargaming; F. From Sun Tzu to Xbox; H.
The Comprehensive Guide to Board Wargaming is a 223-page book exploring wargaming as a hobby, written for an audience of both non-gamers and gamers. [1] The book covers the evolution of wargames, strategy and tactics employed, short reviews of the games that were available when the book was published, and concludes with a sample game as an example of the hobby for newcomers. [2]
Computer Gaming World in 1992 described The Perfect General as "a wonderful game system with a mediocre AI and great two-player potential", [3] and later named it the best wargame of the year. [4] A 1993 survey in the magazine of wargames gave the game three-plus stars out of five, stating that it "sacrifices realism for playability". [ 5 ]
Between 1966 and 1992, he designed over 100 wargames and other conflict simulations, ranging from 1969's Up Against the Wall, Motherfucker about the student takeover at Columbia (which he witnessed as a bystander [Note 1]), to the gigantic War in Europe, to the online Hundred Years War with his long-time partners Albert Nofi and Daniel ...