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board wargame : ウィキペディア英語版
board wargame

A board wargame is a wargame with a set playing surface or board, as opposed to being played on a computer or in a more free-form playing area as in miniatures games. The modern, commercial wargaming hobby (as distinct from military exercises, or war games) developed in the late 1954 following the publication and commercial success of ''Tactics'',〔.〕 The board wargaming hobby continues to enjoy a sizeable following, with a number of game publishers and gaming conventions dedicated to the hobby both in the English-speaking world and further afield.
In the United States, commercial board wargames (often shortened to "wargames" for brevity) were popularized in the early 1970s. Elsewhere, notably Great Britain where miniatures had evolved its own commercial hobby, a smaller following developed. The genre is still known for a number of common game-play conventions (or game mechanics) that were developed early on.
The early history of board wargaming was dominated by The Avalon Hill Game Company, while other companies such as SPI also gained importance in the history of the genre.
==Overview==

Like all games, wargames exist in a range of complexities. Some are fundamentally simple (often called "beer-and-pretzel games") whereas others attempt to simulate a high level of historical realism ("consim"—short for 'conflict simulation'). These two trends are also at the heart of long-running debates about "realism vs. playability." Because of the subject matter, games considered 'simple' by wargamers can be considered 'complex' to non-wargamers, especially if they have never run into some of the concepts that most wargames share, and often assume some familiarity with.
Wargames are best considered as a representational art form. Generally, this is of a fairly concrete historical subject (such as the Battle of Gettysburg, one of several popular topics in the genre), but it can also be extended to non-historical ones as well. The Cold War provided fuel for many games that attempted to show what a non-nuclear (or, in a very few cases, nuclear) World War III would be like, moving from a re-creation to a predictive model in the process. Fantasy and science fiction subjects are sometimes not considered wargames because there is nothing in the real world to model, however, conflict in a self-consistent fictional world lends itself to exactly the same types of games and game designs as does military history.
While there is no ''direct'' correlation, the more serious wargames tend towards more complex rules with possibilities for more calculation and computation of odds, more exceptions (generally to reproduce unique historical circumstances), more available courses of action, and more detail or "chrome". The extreme end of this tendency are considered "monster games", which typically consist of a large subject represented on small scale. A good example of this would be ''Terrible Swift Sword'', which tracks individual regiments in the Battle of Gettysburg, instead of the more common scale of brigades.〔 These games typically have a combined playing surface (using several map sheets) larger than most tables, and thousands of counters.
Wargames tend to have a few fundamental problems. Notably, both player knowledge, and player action are much less limited than what would be available to the player's real-life counterparts. Some games have rules for command and control and fog of war, using various methods. These mechanisms can be cumbersome and onerous, and often increase player frustration. However, there are some common solutions, such as employed by block wargames, which can simulate fog of war conditions in relatively playable ways.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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