In recent years, the idea of "Kitchen Table Games" have seen a surge in popularity. What is a Kitchen Table Game you ask? Well, it is a game that can be played on a smaller playing surface. Notably a kitchen table that is about three-feet long and two-feet across. Of course, this is a change from traditional wargames as they typically use 6x4 foot tables or larger. In today's world, getting access to such large tables can be problematic. The rise of these smaller table games is a natural reaction to these problems.
In my current "mobile" situation the idea of Kitchen Table Games is much more appealing to me. I no longer have access to my 8-foot by 4-foot table. I have made a few smaller table games in my days, but I typically only go 3-feet by 3-feet as the smallest. The realm of smaller board games is a new realm for me.
Thinking about "Kitchen Table Games" leads me to speculate about a few ways to approach the "problem" of scaling down a game. Many games have all ready tackled these ideas:
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| Odin's Ravens |
1. Reduce the Size
In this scenario, I mean reducing the actual size of the miniatures that you are using. I.e. if you are playing a model-vs-model skirmish game instead of using 28mm models, you use 10mm models instead. You keep the relative relationship of range to movement the same, just different, smaller, measurements.
2. Reduce the Scale
Here, I am talking about reducing the scale of the battle. I.e. instead of focusing on unit-vs-unit in the conflict you focus on model-vs-model. Instead of warbands of 10-12 models, your reduce the scope down to 4 or fewer.
For example, the game Doom 1490 has a tight focus on only a handful of models for a full game.
3, Bathtub It
This is an old practice in wargaming where you modify the ground, unit, or even time scale to fit the scenarios. This can include telescoping, rubber banding, time-warping or other tricks to distort the size of the battlespace relative to reality in various ways.
For example, the Portable Wargame makes use of this technique.
4. Set Spaces
A technique where all games take place in the same general space. This is typically some sort of arena like a gladiator game or sports game. The arena can always be the same general size.
For example, Heroquest always uses the same board for a variety of adventure types.
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| An example of a set-size |
5. Abstracting
In this situation, you intentionally misrepresent the connection between factors on the table. Such as the minimizing or changing the relationship between movement, range, and speed. As you modify these relationships you can adjust the size of the table with such tricks.
For example, Kill Team makes use of this technique to allow games in the Warhammer 40K universe in a small play area.
6. Scale of the Game fits the Reality
The final trick I can think about is to find a reality that fits the scale of the game. This means choose a situation to play-out that only requires a small space. Think of situation such as the gunfight at the OK Corral, a single samurai duel, or something similar in scope.
For example, Blood on the Sands is a game of gladiator combat between 1-on-1 combatants.
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| The Games: Blood and Spectacles |
7. Zoom In
Just zoom in real close to the action. Maybe a huge battle is going on but the game is only interested in a small, close-up piece of the action.
For example. arguably this is how Warhammer 40K: 2nd Edition handles things.
8. Ready for the Close-up
Similar to the Zoom In, except all the action is intentionally up-close and tight. The game has a very tight and focused view on just the action that it needs to see. Everything is up close and personal, almost cinematic in focus.
For example, a game like Warriors of Athena uses this trick to keep the play area small.
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| Kill Team |
Final Thoughts
This is just a general primer on tricks or tips that Wargame Designers can use to create some compelling or interesting Kitchen Table Games. This can include a tight focus on realism or a much more cinematic approach. This can include various tools to play with related to how you use
The Designer's Triangle. The key is deciding how you want to make your game fit the space limitations of a Kitchen Table and commit to the bit.
Until next time!
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