Wooden Ships & Iron Men


Most board games are designed to engage an otherwise unsocial group of acquaintances in a social manner. This is interesting, but not always challenging. My rule of thumb with a board game is this, if I think that it would make a great drinking game then I generally don't like it. 99.9% of board games sold today would make great drinking games.
There are exceptions to all rules though and when it comes to board games I've found something really unique and challenging in Wooden Ships & Iron Men. The thing about Wooden Ships & Iron Men by Avalon Hill is that it requires sobriety. If you're drunk when you play, you'll lose every time. WS&IM replicates twenty-seven different battles from the age of fighting sail. These include the Battle of Trafalgar, Battle of the Nile, Lake Erie, and others of the 1776-1815 era. It accomplishes this through a myriad of complex rules that lay out a believable game experience. I've studied the era, I myself live on a sailboat and I feel that this game simulates in no small part the reality of such battles. Ships of the line and frigates are commissioned for each player and then placed on the board. The game can accommodate up to four players at a time. With two players, the setup alone was complex enough to require a full hour. This is a game I could get into.
The one failing of WS&IM is the constant consultation of the rule book as you cycle through up to ten steps for each turn. From cannon loading to melee, from sail preparation to movement each step of of the way requires a healthy amount of strategic thought and then an equal amount of delving into the rule book. No one, save the idiot savant or the odd person with photographic memory, could ever hope to understand the entire rule book by heart. Its simply that complex.
Clearly this game is ripe for automation. A computer version of WS&IM would be brilliant. But, its been done. More than once. Not one implementation of the game on the computer really caught on with the core WS&IM fan base. Why not? Well, the first version of the game arrived during the early days of computer graphics. It tried to do 3D stuff way before it was really a good idea to do 3D stuff. The game was lost in a mess of poor graphics and odd sounds. The other implementation I've run across was written in Java and I believe had the right approach. It tried to simulate the game play of the board game, not improve upon it. Its my belief that a computer version of WS&IM really exists to reduce the game down to the strategy elements, to eliminate the annoying rule book consultations. The Java VASSAL Game Engine is setup to do just this. This looked like the right thing, until I tried to play it. The GUI was horrible and made the game in essence unplayable.
So this leaves open the opportunity for someone to come along and build a very nice, true to the game, software version of WS&IM. The GUI will be key, offline operation will be a requirement but the most interesting avenue is in online gaming. Not online live, up to the second gaming. More like online email chess. This game begs to be played slowly, over months. Any online system should facilitate a slow managed game between any number of participants.
I have no time to build such a system. I'd love to do it, or better yet to help direct someone out there who has the time to do it. I've registered wsim.org and I plan to set it up to become the intermediary for a WS&IM community. I can see it all now. It will be amazing, if I ever get the time. In the mean time, its back to the cardboard pieces and the rule book.








