I recently posed a question with the Abstract Nation on Facebook asking what were three games players preferred on an 8x8 checkerboard.
Not surprisingly there was a lot of commonality in answers
and IMHO a few gems missed.
So over the coming weeks I’ll offer a few short reviews of
what I see as the best games to be played on an 8x8 checkerboard with the added
constraint you have only two sets of 24 pieces – basically you buy two matching
common checker sets.
This is #20
I mentioned when writing about Gorgon a couple of games ago
that Chris Huntoon games would feature again terms of ‘Project 8x8 &48’ and
here we go again with his 2009 design Whiz Bang.
Now I will admit I much prefer one word names for abstract
strategy games; Dameo, Yinsh, Hive, and while there is actually a reason behind
the name Whiz Bang it does not exactly catch attention as a serious game.
A bit of the story behind the name is taken from Board Game
Geek; “rapid advancements in artillery during the late 19th and early 20th
century meant that when Word War I broke out, the nature of war would be
changed forever. That war marked a shift from the infantry charge of old to the
modern artillery barrage. Pieces ranged from small mortars to powerful
Howitzers. The larger, more complex the ordnance the more soldiers it required
in the gun crews to properly fire it. These pieces usually shot exploding shells
- called 'Whiz-Bangs' by the troops.”
Once you know that the name starts to take on some interest,
as Whiz Bang tries to recreate the trench warfare of the first World War.
The game is played on an 8x8 board, with each player having
16 pieces aligned on the two rows closest to them.
The centre two rows in Whiz Bang are designated as 'No Man's
Land' – which the BGG page notes was “the deadly wasteland that existed between
the two sides trenches.” Since the two centre rows are obvious there is no real
need to specially mark them.
In Whiz Bang the first player to safely get a ‘soldier’ (a
piece) across No Man's Land and into enemy territory wins.
That sounds like a simple goal even though a ‘Soldier’ can
move only one step in any direction. A line of Soldiers can also be shifted one
space in the direction of their line – which reminds quite a bit of David E.
Whitcher’s well-respected game Cannon.
But as in the ‘Great War’ soldiers face a barrage in
attempting to cross ‘No Man’s Land’.
In Whiz Bang Soldiers attack by firing shells. The direction
and range is determined by how many Soldiers are working together. Two Soldiers
connected in a line can attack up to two spaces away in the direction that
their line is aimed at. Three Soldiers in a line can attack up to three spaces
away, and so on. A lone Soldier can attack any neighbouring space. When an
attack is made, none of the attacking Soldiers are moved. The opponent's
captured Soldier is removed from the board. Again, reminiscent of Cannon.
Whiz Bang is very much a game of attrition. You must
occasionally send a soldier forward into the fray, knowing it will not make it.
You need also to keep defensive structures which as flexible
– able to alter direction – to be effective.
It’s all about balance, and ultimately survival.
Whiz Bang accomplishes a ‘sort’ or feel of trench warfare
reasonably well, while offering up a solid board game challenge too.
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