Tag Archives: military

Direct Intent

I am almost finished with Direct Action—the newest version of the kind of game I have worked on and played since Covert Forces in 2005—and hope to have it available early in May 2022. As much as I enjoy writing … Continue reading

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Direct Action: Covert Forces and Special Operators

Undertaking the most difficult missions in the most dangerous locales, special operations forces are the tip of the spear. Secretive, highly-trained, and hauling the best kit, these shadow warriors represent a tactical response to strategic threats. Direct Action is a … Continue reading

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UGS v. Military: Death and Injury

In talking about adapting UGS for military games – which includes both Starship Commandos and A Team of Losers – I mentioned the need for resource management. Another part of resource management that is very important but which I did … Continue reading

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Turning UGS Into a Military Game

I’ve discussed the design philosophy behind UGS, but Starship Commandos and A Team of Losers derive from UGS rather than being UGS straight up. There are different needs for both of these games, though their needs are similar enough that … Continue reading

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