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DesignCartoonA while ago I had the pleasure of reviewing The Hell of Stalingrad by Clash of Arms games. If you can’t be bothered to follow the link, I’ll give you a free pass to the end of the column where I concluded that it was a pretty good and very innovative game that was unfortunately let down by some pretty rough edges, and that it promised to be a fantastic base for future iterations of the series. Well, having not had the chance to play the game in a while I was struck by the desire to play it a couple of weeks ago and, to whet my appetite, took a look at the current status of the game. The first thing I noticed was, to my delight, that public consensus on the game largely matches my own so that’s one I got right at least. The second thing I noticed, rather more interestingly, was that a very large number of house rules were bouncing around to try and improve the game. The third thing, and the one that caught my attention most of all, was that the designer was promising to try out some of these variants and release a revised rulebook for the game.

Obviously it’s very common for people to house-rule games in order to correct perceived flaws. What startled me about this was the level of commitment the designer was showing to checking out house rules and not only commenting on them but suggesting some should be incorporated into a new rule set: that’s pretty unique in my experience. Now not long after I wrote my original review I heard a comment from one of the design team - possibly in response to my opinions, I can’t now remember - to the effect that people should treat the game partly as a work in progress and house rule it as they saw fit. At the time I wrote this off as a ridiculously lazy approach to designing a game, but it seems that not only is the team behind The Hell of Stalingrad as good as their word on this matter but that we might even be looking at the future of where approaches to game design are going.

My dismissive response to the initial idea of releasing a half-baked game and then expecting users to improve it for you is pretty easy to understand. Aside from the old adage about God so loving the world that he sent his only son and not a committee, imagine this scenario. You’re a customer. You spend some of your hard-earned cash (quite a lot of it in the case of The Hell of Stalingrad) on a game. You expect game to be playable and lots of fun out of the box. If it isn’t you’re disappointed and angry. Not everyone bothers to check out internet updates to all the games they own, after all, do they?

But on consideration I began to realise that that last assumption wasn’t quite as watertight as I’d presumed. Most people have access to the internet nowadays and most hobby games are bought by enthusiasts who are willing to spend at least a little time and energy looking “outside the box” as it were and checking out the wider resources available for what they own, even if only briefly. Besides which it seems to me that any designer who wanted to create some sort of open-ended rules set which was deliberately set-up for added house rules could, nowadays, simply say so in the rules and direct users toward a website where suggested house rules or updated rulebooks could be collected and that almost certainly most game owners would respond in the desired manner by checking it out from time to time. It’s not quite a clear-cut a matter as I’m making out: although you can certainly release an electronic version of a revised rulebook without much complaint on the part of game fans, trying to revise printed text on game components such as cards is rather more taboo - and an unscrupulous or unfortunate designer could easily release an game with open-ended rules which ends up requiring major changes to game components instead. The designer and developer still have important jobs to do because the basic game out of the box must still be playable and entertaining, even if it’s being released as something for users to experience and improve, otherwise no-one will play it in the first place. But the basic principle seems sound.

If you’re going to accept then that it’s legitimate to release a game that, effectively hasn’t been properly play tested, look at the potential advantages available to you. It’s not unlike - to use an appallingly geeky metaphor - the open-source programming model of bug correction: there more programmers you have looking for problems, the more will be found and the better the fixes that will get applied. Similarly if you cut back on traditional development and play testing you can have the work done instead by the initial adopters of the game and have it done not only free but more importantly on a much grander and more effective scale than a few isolated play test groups would manage. Collaborative editing works for wikipedia: why shouldn’t it work for a game?

This is all currently pretty theoretical stuff of course, but aside from the approach taken by The Hell of Stalingrad it touches on the rather more commonplace issue of house ruling in games generally. I’ve always found house rules to be a veritable hornets’ nest of passion, capable to stirring gamers to even more bitter disagreements than the fallout produced by a particularly treacherous game of Diplomacy. Some people hate them, other people refuse to play certain games without a particular house rule while others will swear undying fealty to another variant of the same game. I’ve always felt this particular minefield was best avoided because I trusted that the designers and developers of a particular game were the people best placed to decide how that game should be experienced: not just in terms of balance but in terms of the theme and emotions the game is meant to convey, in a similar manner as a living author ought to be treated as the ultimate authority on his or her books. Play the game as suggested out of the box and enjoy the game in the manner intended.

This approach works perfectly well for the vast majority of games. But there are a small subset of titles which are claimed by fans to be transformed by the application of some simple house rules from turgid monstrosities into things of grace and beauty. Such a game is the notorious Zombies!!!, a game which from my personal experience should not be tossed aside lightly but thrown with great force. But it’s true that I have only played this game under the worst possible circumstances: a full player roster which slows the action down to a level of near-unbearable tedium and with the rules-as-published when home-made and designer-suggested variants abound to improve matters. So, if we assume that the fans are correct on this one and that there is something exciting and fun (and - as a bonus - full of fluorescent zombie goodness to boot) to be reclaimed from the train-wreck that the published game represents, am I right to tour internet forums telling everyone I think the game is rubbish? Ought I not give the game another chance under optimal conditions of less players and some well-received house rulings first?

Well I’m not so sure. The trouble is that we live in an age where our choice of games grows ever wider whilst our spare gaming time shrinks ever-smaller (or maybe that’s just me). When I play a game, I’m apt to judge it on the way it plays out of the box and not spend ages tinkering with some dog of a title just to see whether or not a potential pearl lies somewhere within. For those of use who spend a decent amount of time writing about , discussing and most importantly reviewing games this is far from a clear-cut question: is it really ethical for us to reject something as dreadful and potentially hurt sales, without covering all these possible angles? Again, I think it’s a question of time: no-one can try out all possible variants, and fans that are attracted to try and work out the best angles of an otherwise rubbish design are often inspired by a particular love of the theme or mechanical bones of the game that not all gamers might share. Ultimately this is a difficult question to answer in an entirely satisfactory manner. After all, even if outright bad games are thankfully fairly uncommon, games which try to maximise sale potential by advertising ridiculously optimistic play times or a range of player numbers wider than those the game can comfortably support without spoiling the experience is extremely common. Indeed two of my favourite games commit one of these sins: Twilight Imperium 3 will not routinely play in 3-4 hours, and Imperial plays pretty badly with 2 or 6. Yet I can’t help feeling that there has to be a cut-off point somewhere for an opinion to be formed, written down and disseminated, and for a game as bad as Zombies !!! that point is pretty short indeed.

My dismissal of games that need to have variants applied in order to succeed clashes rather badly with my initial enthusiasm for a more open-box style of design and development, and yet I don’t think I’m holding up a double standard. In the end I can tie this article up by returning to two points I made near the beginning. Firstly I made an important proviso about collaborative design: it has to be a deliberate step taken when the game is released, and the designer and publisher need to make a point of telling the fans of the game - preferably in the rulebook - that what they’ve bought is, in part, a work in progress. Bad games that are improved by house rules don’t fulfil this criteria and instead just reek of lazy play testing. Second, and most importantly, even if the basic product is supposed to improve with time it still has to be pretty good at its initial conception. Otherwise it won’t get the play time necessary for problems to be identified and refined and, worse, that section of the play community who don’t keep up-to-date with any changes published will feel ripped off in the same manner as many of the people who bought Zombies!!! did.



 

Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

 Click here for more board game articles by Matt.

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Comments (18)
  • avatarJonnyLawless

    Great article.

    I hate having to house rule anything. I have no interest in game design and would rather not be lulled into it by a poor design.

  • avatarStormcow

    I house rule a lot. I have house rules for many of my favorite games - in fact they might be my favorites specifically because they've been house ruled to my group's taste. I don't expect the designer to make my rules "official", but if I can find a more enjoyable way to play my games, I won't restrain myself.

  • avatarStephen Avery

    Frank Branham and Richard Launius are some of the most knowledgable game designers I know. The have comlpletely different philosphies on game design however. Frank looks for innovative mechanics and savors the blend the of ideas like a connesiour savioring and subtle dish. If something doesn't work well we is more inclined to set it aside unless there are enough things to make the game special enough to save. He pointed out to me in the past that there a more games than we have time to play and though one designer didn't get it right, others will. Why should he spend time correcting a flawed or underdeveloped game when there are so man more to choose from. Launius on hte other hand house rules and improves everything. He improves the components, makes prolific house rules and sometimes alters he game to point where it is virtually unrecognizable. Both agree though that the players should not be responsable to correcting flaws in games. They should instead use the best parts to create a new game. An I can see their point. It is the game desoingers responsablity to provide the gamer with the best product possible. Unleashing another half baked game on an already saturated market does everyone a disservice- publisher, designer, and gamer alike.

    Steve"2 Cents"Avery

  • avatarubarose

    For me there are three levels of games that need "house rules."

    No zipper and the fly sown shut. These are unfinished. I just wasted a bunch of money, and now I'm pissed.

    Button missing. If I like the cut, color and fit, sewing on the missing button is obvious, easy and no big deal.

    Hem and cuff. These are perfectly functional, I'm just short and like cuffs.

  • avatarwkover

    Just ask any Columbia Games player how tired they are of revised/updated rules versions being released for every new block game. "Players as playtesters" (for either mechanics or rules completeness) is a model that definitely erodes goodwill - at least in this case.

  • avatarMichael Barnes

    It is the game desoingers responsablity to provide the gamer with the best product possible.

    This is exactly how I feel about house rules, but I go further than that. If we are truly going to promote the idea of game designers-as-authors (the whole "auteur theory" of game design)then game designers also have an artistic responsibility as well as a commercial one to deliver a complete product that does not require any kind of development or alteration by the player. Our responsiblity to to finish the chain of creation by playing the game _as written_, we ultimately are not the authors but the audience. If the player is creating their own rules or modifying the system, then the design is really an authorial failure. You don't go in and reword passages in THE SCARLET LETTER to suit your tastes, and you don't re-edit 2001 to get rid of the quiet parts that you don't like.

    I've house ruled things before though, and like with THE REALLY NASTY HORSE RACING GAME we've got a mod that we worked out so that you can play it with as many as 12 players. And WARRIOR KNIGHTS had such a stupid and artificial endgame thing going on that you've practically got to fix because as written it's against the spirit of the game and actually shuts down its development curve. So there are exceptions to the rule.

  • avatarSpace Ghost

    I rarely house rule anything. I usually assume that I am not "getting" something that the designer intended and will try to figure out why rules are a certain way and usually try to play until it makes sense. If it turns out it is stupidity or laziness, I often won't play again. I think most games 'work' as they are. For games with variants, I usually just choose the variant with everything in it and go with that (I use all AH expansions, I like the combat rules in MoV, I play with exploration tokens in Runewars) --- I hate "working up to" the final variant.

  • avatarJur

    I played HoS a few weeks ago for the first time and it was pretty good playing. PErhaps I didn't run in to too many rough edges, or we luckily avoided them.

    Regarding 'finished' design, I'm with Barnes. A game must be good to play out of the box (remember Luna Llena). If you want co-authorship, have players work on scenario's, extra cards etc. It works great for mods in computer games, and seems to have attracted lots of attention for Settlers variants. From a business point of view, if you give customers a sense of ownership, you'll be making good money, as they will be your best sales people. If you can find a business model where the home grown variants become part of the game (and thus gain you revenues) instead of distracting from your sales.

  • avatarJohnny

    Coming up with house rules to fix a broken game usually means that you aren't playing it right or don't understand something that's going on. I doubt that someone who's had a couple of bad experiences with a game is going to have more insight on how to improve it than the designer & publisher.
    On the other hand, I'm all for house ruling an old favourite to add variety to the play experience / tailor it to the group's preferences. If I'm the one playing it, shouldn't I be playing it how it want?

    Some examples of house rules I use:

    Magic - we use very loose mulligan rules. If your starting hand has 0, 1, 6, or 7 land you can take a 7-card mulligan. The other player is allowed to take a mulligan on your mulligan. Players are always allowed to take a Paris mulligan.
    While this leads to lazy deck building, it results in less games being ruined by mana screw / unlucky draws.

    Risk 2210 - We use all the blank cards included in the game, making things like Anti-Frequency Jam, a nuke card that allows you to draw three territory cards and completely nuke one of your choice, etc... All cards that we like, are fun, and are in the spirit of the game.
    We also have a variety of mix-and-match set-up rules. One of our favourites is dealing out the territory cards to each player, then each player secretly decides how they are going to set-up their starting forces on the territories they have been dealt and chooses one of those territories to be nuked.
    While secret set-ups are pretty chaotic and not particularly strategic, the reactions we get after revealing everything and the variety on the play is more than worth it.

    So yeah, thumbs-up to house rules that are used for the right reasons, thumbs-down to house rules that are used to fix supposedly broken games...

  • avatarwkover

    "I played HoS a few weeks ago for the first time and it was pretty good playing. Perhaps I didn't run in to too many rough edges, or we luckily avoided them."

    HOS = Hammer of the Scots? That one's pretty clear-cut and straightforward, actually. At least, ruleset 1.3 is OK.

    It's Crusader Rex and others that have had massive revisions based on severely unbalanced gameplay, as well as blatantly unclear and/or incomplete rules. What's nutty is that Columbia seems to rewrite their rules from scratch every time a new game is developed, which means that rules that are common to all of their block games (and are clearly written in earlier releases) become unclear in later games.

    A good example is the way that combat is described in Richard III, their latest game. The rules read as if both main and reserve blocks are revealed in round 1 of combat, whereas reserve blocks are actually revealed in round 2 - just as they always are in all of their games. They've never heard of cutting and pasting, I guess.

    Anyway, sorry for the digression. When Columbia does eventually get their rules straightened out, I love their games. I just know the dangers of buying any hot-off-the-presses game from that particular company.

  • avatarSagrilarus


    Hang on -- you got good rules for Warrior Knights' end game? A copy please. The way it ends now is serious buzzkill.

    Fundamentally, if the game doesn't work it's failure. Not merely artistic failure -- this thing has moving parts. It's often an engineering failure that makes the game go flat. Engineering decisions (and artistic ones for that matter) are often driven by compromises, timelines, and dollars. Every engineered product on Earth ships with bugs. The key is to resolve all the big ones prior to release. Alas, schedule sometimes doesn't allow that either.

    S.


  • pigasuspig

    I've houseruled some games I really like: for example, we call it a loss if the Ancient One ever wakes up (but how to balance this with the powers . . .?). And I never play Starcraft by the real rules anymore, instead using a (purely subtractive) variant which removes modules (except supply), depletion, and leadership cards (I still use BW units), and uses a fixed topology based on number of players.

    But I really do expect a finished game. Sometimes I wait for a second edition to fix things, to the point even of waiting for a second print to fix irritating typos (like in Chaos in the Old World - few and tiny typos with BIG consequences for new players who don't know the errata).

  • avatarJacobMartin

    The most infamous Monopoly house rule in my household that 1990s car commercials ever spawned was "Mates Rates" - an eldritch abomination of house rulings that only prepubescent tools who watched too much Australian free to air TV in 1998 could have conceived.

    Mates Rates works like this, like the car commercial of the same name, you charge a "Mate" only as much as you feel like, that is to say that a Mate in Monopoly pays less than what the actual rent would usually demand for somebody who is Not A Mate. This results in one player who is a Mate of the winning player screwing over the Non-Mate player royally, as intended to, since the entire point of Mates Rates was invented to screw people like me over because people like my brother and the co-inventor of this rule, his best mate - created it out of a desire to push the boundaries of board game douchebaggery in a time when regular board game douchebaggery was growing stale. Kids in the 1990s wanted new ways to screw each other over in Monopoly - what can I say?

    Even so, Mates Rates isn't the result of a broken game needing house rules to fix it, it's more of a game mod like you'd find for Counter Strike.

    I haven't played a broken board game before, apart from house rulings in Warhammer 40,000 and Magic: The Gathering which were just house rules of the above "Mates Rates" category designed to screw the younger twin brother of the more socially successful twin over. And now you know why the "Evil Twin" theory has some truth in it.

    Speaking of which, viewing the Space Hulk Death Angel Card Game press release before bed made me have a weird dream that Warhammer 40,000 was a CCG instead of a minatures game, and that the 40K CCG was like Yu-Gi-Oh for more Ameritrashy children who somehow saw Magic cards as the less popular Warhammer CCG equivalent. Note to self, reading about board games before bed causes weird board game related dreams.

  • avatarJur

    HoS = Hell of Stalingrad (which is the game Matt is talking about)

  • avatarMattDP

    I'm seeing a lot of comments here suggesting that if a game is bad out of the box it shouldn't need house rules to fix it. And I agree entirely: as I said in the article every game needs to be fun for the players right off the bat. My article is rather pointing at that small class of games which are good as they stand but which could clearly be made better by some useful house rules. The original release of A Game of Thrones is a good example: it needed the ports rule to make it a really great game. Hell of Stalingrad is another such game: for me the "rough edges" were simply that most of the effort involved in the game - card play, adding & removing counters - only bought you the most minimal edge in the break-test roll off.

  • avatarwkover

    "HoS = Hell of Stalingrad (which is the game Matt is talking about)"

    Doh! That's what I get for reading and typing drunk.

    Let that be a warning, kids.

  • avatarShellhead

    Steve Avery wrote: Frank Branham and Richard Launius are some of the most knowledgable game designers I know. The have comlpletely different philosphies on game design however. Frank looks for innovative mechanics and savors the blend the of ideas like a connesiour savioring and subtle dish. If something doesn't work well we is more inclined to set it aside unless there are enough things to make the game special enough to save. He pointed out to me in the past that there a more games than we have time to play and though one designer didn't get it right, others will. Why should he spend time correcting a flawed or underdeveloped game when there are so man more to choose from. Launius on hte other hand house rules and improves everything. He improves the components, makes prolific house rules and sometimes alters he game to point where it is virtually unrecognizable. Both agree though that the players should not be responsible to correcting flaws in games. They should instead use the best parts to create a new game. An I can see their point. It is the game designers responsibility to provide the gamer with the best product possible. Unleashing another half baked game on an already saturated market does everyone a disservice- publisher, designer, and gamer alike.

    When I first got into RPGs and early AT-style games, back in the late '70s/early'80s, games were less polished and more prone to rules issues or even balance problems. I had a lot more free time then, and not very many games, so I had no hesitation about creating house rules and variants to improve and expand upon the games I owned. Even then, I was interested in game design. So I can totally see where Launius is coming from on house rules. Btw, his original Arkham Horror was our favorite boardgame back then, even though the rules were a mess. We had to come up with several house rules to fix problems noticed in the early games.

    I spent most of my gaming dollars in the '90s on CCGs and RPGs, and didn't really get back into boardgames until around 2000. Since then, my collection has doubled size, my free time has declined, and the newer games are generally more polished and professional. So now my mindset is more Frank's, where I would rather play the good games that work as published than mess around with fixing the ones that are broken. We use a few minor house rules with Arkham that increase the difficulty a little (gates come into play face down, for example). And now that I've got an actual published game, I can see where house rules are often ill-considered and have unintended consequences with respect to the overall game.

    And yet, there are some games that have such very nice components, but suffer from serious flaws. Those games beg to be fixed. The classic example is Zombies!!!, the game that launched a dozen other zombie games. I actually like it just fine out of the box, but it does tend to outstay its welcome. Our solution is to use a sand timer. There is no good reason why anybody's turn should take more than a couple minutes in such a simple game.

    Another one that I plan to eventually fix is Blood Feud in New York. Great board, great plastic figures, it could just be Risk NYC and that would be an improvement. But really, there are just two problems that need fixing: the prices need to be streamlined enough so people can do the math in their heads, and the movement rules need to be simple and consistent.

  • avatarStalingrad Steve

    Well since I replied on boardgame news I will make the same comment here...

    My response:

    Matt,

    I think we can both agree that there is a HUGE difference between playing a game 200 times with 20 playtesters and getting feeback from 5,000 games played by over 1000 fans who have bought the finished product.

    Considering the success the Hell of Stalingrad has achieved with such an ambitious first boardgame can be considered to be quite an achievement! The Origins Award Nomination we received this year is just a feather in the cap!

    I have enjoyed every game I have ever played of the Hell of Stallingrad even back in 2006 when a game took over eight hours to complete and had 600 pieces.

    Any flaws which a fan can see in the game was primarily due to my lack of experience with design. For the next game in The War is Hell Series, The Fires of Midway (due out in June) I was sure involved as many fans in the creation process as I could.

    I have no problem sharing credit, indeed the fans of my games are geniuses so I would be foolish to ignore sound advice. I know a good idea when I hear it and I will definitely try to incorporate a good game mechanic if I can.

    Fortunately a game is never going to be “officially” done, some extremely smart gamer is going to come up with an amazing house rules that will have to be added in some way. The Creation process is never ending as long as fans keep playing!

    I have a pretty full docket this month getting ready for Origins and preparing Midway for shipping, however, writing a more comprehensive rules book for Stalingrad is definitely on my list of things to do!

    So far we have sold 1000 copies of The Hell of Stalingrad, if we can sell 500 more my publisher has said we can begin working on the 2nd edition of the game, when that happens I will have the incredible opportunity to make a lot of the great ideas fans have suggested official rules!

    In the meantime I encourage fans to post any house rules on the BGG website. The more fans add to the game the better it will be!

    - Steve


    P. S. You might have a different impression of the hell of Stalingrad if you had seen the stick figure cards and the 8 hours of game time we started with. Yeah all things considered the first 10 editions of the Hell of Stalingrad were not so hot, extremely long play time, insane numbers of pieces, and very boring game play. I wish I had kept a few of those original cards for comedic value. Things really got moving when my partner Alex Aimette came on board and later when Jeff Dougherty joined the team, both these guys were great developers who really made the game come alive. My hats off to everyone who assisted and playtested, we owe you everything.

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