Training Academy
Fair and Balanced Games
Art of War 118
​
Do you want a fair game or a balanced game? The question may sound redundant at first. But the fact is that the two are not the same thing.
A “Fair Game” is defined as a game in which all players have an equal chance of winning and that does not require any skill on the part of the players. Examples of such fair games include flipping a coin in the air and calling heads or tails. Another example is Rock-paper-scissors in which each player has a 33.3% chance of winning. Betting on the roll of a die is one more example of a fair game. The probability of getting any number 1 to 6 is 16.7% each, so no player has an advantage over the other.
A “Balanced Game” is a game design concept where the strengths of each side are offset by a proportional drawback in another area to prevent the domination of one side or one gaming approach. A balanced game aims to create a fair and meaningful gameplay experience with the right amount of difficulty for each side. Examples of such games would include your classic Mortal Kombat or Street Fighter-like games. In these games each character has different strengths and weaknesses which can be used or exploited given the circumstances and their opponent. Another example would be the game Civilization. In that turn-based game, each nation has different abilities, units, and leaders that influence their culture, science, military, and diplomacy.
​
The WDS Civil War games are not designed to be fair games – they are designed to be balanced games. Through the years WDS has released thousands of scenarios for their Civil War series. Each scenario is its own game and therefore must be judged separately from every other scenario created. From that perspective, WDS has created thousands of unique games for us to play, despite having only technically released fifteen different Civil War titles.
Chess is often considered the most balanced and beautiful game ever created. Yet even it is not completely balanced as one side must move first. Therefore, it is safe to say that designing a perfectly balanced game is impossible. Different players may have different preferences, expectations, and opinions about the game’s balance, and the game’s balance may change over time as the game evolves or as the players discover new strategies. The balance of a game may also be thrown off by the creation of new rules which may unintentionally alter the balance of the game. There are many factors and reasons why a perfectly balanced game is impossible to create. But creating a fun, engaging, and satisfying game for most players is possible if the balance is fair enough to keep players coming back for more.
​
The Quest to Find “Good Scenarios”
In 2021, Gen. Blake Strickler began a long-term project in which he examined every WDS Civil War scenario to try and find those which, in his opinion, were the most balanced. Because there is no universal definition of what a balanced scenario is, he had to use his own criteria to judge the scenarios. Each scenario he opened was examined for things like the relative strength of the armies engaged, the amount of supplies each side had, the location and value of victory hexes, the victory conditions in the game, and the balance between the three branches of the two armies – infantry, artillery, and cavalry.
His own personal conclusion was that only about 15 – 20% of the WDS scenarios would fall into the category of balanced games. Of the roughly 2,000 scenarios that he opened and examined, he picked out 333 scenarios and labeled them balanced enough to include on his list of “recommended” scenarios to play. Even among those 333, he still found balance issues which he notated in the scenario reviews as possible problems. Given how difficult it is to create a balanced scenario, should we be surprised that many people get frustrated when the games are less than perfectly balanced? I don’t believe so. But it is incumbent upon each Member of the Club to properly scout any scenario they are contemplating beforehand to avoid frustration and disappointment later in regards to the scenarios design and balance.
​
All of Gen. Strickler's recommendations can he found here. It is strongly suggested that you use these guides to help you on your journey as an officer in the ACWGC (especially as you get started in the Club). The Scenario Guide section of the ACWGC.net site is an invaluable tool. But it is also important to remember that the opinions expressed are only those of one person using their own set of evaluating criteria. Scenarios not listed may be excellent scenarios in the eyes of other evaluators. Therefore, explore all the titles and scenarios you like to find those that appeal to you specifically.
​