Fog of War Games


 

The concept behind Fog of War is to try to get a little closer to being in the captain’s chair.  Players would have to make decisions based on limited information on the board and limited input from their fleet-mates. 

 

Players would not know who was on their side.  Everyone was given pseudonyms to hide their identities from each other.


Information about the enemy was limited by the Tac-Intel rules (D17.0).  We very quickly cut the ranges given in the Information Chart (D17.3) by half, just to make it interesting.  For our purposes, the chart was too generous with important information.

 

Ships had a limited number of “radios” that could be used to send a single 200-character message or receive one.   Talk too much you may miss something from someone else.  Messages were delayed by 8, later 4 impulses. Which meant some advice from the chain of command would come a bit late to be useful

 

There have been 8 FOG games to date and every one is unique.


FOG Games

FOG 0: A Starbase raid that was used as a proving ground for the rules, originally written by Jeff (Blackbeard) Tonglet.

FOG 1: A deep-space fleet battle with Alliance ships (Federation, Kzinti, Tholian, Gorn, Hydran) on one side and Coalition (Klingon, Romulan Lyran) on the other

FOG 2: (archived here) A modified version of FOG1 where races on each side were picked, not assigned by General War allegiance.

FOG 3: (archived here)  A departure from FOGs 1 and 2, the game played out the scenario “Rescue the Kishawk

FOG 4: A return to large-fleet battles.  This game had a false start (archived here), went back to the drawing board, and began again. (archived here).

FOG 5: This FOG split the players into four squadrons as well as the available races.  Each squadron had an ally squadron out there, but no side started the game knowing who that was.

FOG 6: (archived here)  A return to 2-sided fleet games that made all races available to both sides and experimented with allowing Tholians to use snares.

FOG 7: Up to now fleets were built by committee in the forums.  This FOG had players assigned a certain “bucket” of points to buy whatever they wanted.  Also ships were allowed unlimited-length communications within their squadron of 3 or 4.  They were still delayed by 4 impulses.

FOG 8: (archived here) This FOG introduced Terrain in the form of the Stellar Matter Zone, a terrain built for the scenario which cut the map in two with a fleet on each side.  The fleets couldn’t see each other and had to hope and guess when and where to cross.  FOG games were previously split between the planning phase using forums at yahoo.com and then “combat phase” when the actual game started.  FOG 8 left the forums open throughout the game.  In fact there was a set of forums for both fleets on both sides of the map, owing to how difficult it was to communicate through the terrain.

 

FOG-like games

 

E0004: Playing out a published scenario with FOG-style hidden identities and limited communications, a full-scale Gorn and Romulan fleet blunders into each other as they each try to sneak through an ion storm to surprise-attack the other.

Survivor: Like the TV show players are divided up between two sides which are pitted against each other. When the numbers are thinned out enough, it’s a free for all!  Like E004, the game used limited communications and identities.

 


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