Gjorde kickstarter videon till spelet, och så här beskrev Hermann själv bakgrund, egna ambitionen och speldesign.
//Rickard
"I chose the Battle of Gettysburg actually because it just never gets boring. The battle is iconic and has so many elements and layers to it that it just makes for great gaming. This is my fifth game that involves Gettysburg in some way but I had not yet done one game design on the entire battle. After the success of The Devil's To Pay, gamers obviously wanted me to do the second and third days of the battle as well. That was just not practical to do as an expansion because it would have been too large a project. In addition, the game would take too long to play as a three-day campaign game in its current format. So I decided it was time to just get it done and done right - the whole battle, all three days in one big deluxe design extravaganza.
As far as the Blind Swords system, gamers have been asking for a very long time to bring the system to all three days of Gettysburg. And I could have done that as a gigantic, regimental-scale "monster game" fairly easily. But that's just not practical - the game would have been enormous and almost unplayable. I have never liked "monster games" and I certainly didn't want to design one - I want my games to be actually played. So in order to bring the "historical-chaos" elements of Blind Swords (which is what gamers really enjoy about it) and also keep the game accessible, I had to re-invent some mechanics. I did keep the game scale the same as The Devil's To Pay and most of its core concepts are also still in this new design. The main thing that had to be adjusted was the activation mechanic - pulling the required number of chits from a cup for the larger scenarios would have been impractical. There were dozens of chits to go through for even the medium-sized scenarios. So I came up with the idea to activate by Corps (instead of Divisions) which would require fewer pulls. Then the idea of using cards instead of chits evolved. Drawing a card requires less time than pulling a chit from a cup (admittedly only microseconds, but it adds up). In addition, cards allow you to put game information on them and that saves additional time by removing the need to look things up on a chart or in the rulebook. This is especially true for the Event cards. Additionally, it allowed me to place activation tables and information right on the cards which means they can each be customized to that Corps and players need only look at the card itself for the necessary information. This also then created the "Division Priority" mechanic which added another later of player decision making without adding significantly more rules. Players now take their customized Division Activation cards (which also contain all the necessary activation information on them) and place them in priority order within their Corps. So players must plan ahead appropriately and figure out which of their divisions need to activate before the others. It all very much fell into place in that these mechanics allowed a faster-playing game, deeper strategic and tactical thought and maintained the historical chaos of the original Blind Swords system."
//Rickard
"I chose the Battle of Gettysburg actually because it just never gets boring. The battle is iconic and has so many elements and layers to it that it just makes for great gaming. This is my fifth game that involves Gettysburg in some way but I had not yet done one game design on the entire battle. After the success of The Devil's To Pay, gamers obviously wanted me to do the second and third days of the battle as well. That was just not practical to do as an expansion because it would have been too large a project. In addition, the game would take too long to play as a three-day campaign game in its current format. So I decided it was time to just get it done and done right - the whole battle, all three days in one big deluxe design extravaganza.
As far as the Blind Swords system, gamers have been asking for a very long time to bring the system to all three days of Gettysburg. And I could have done that as a gigantic, regimental-scale "monster game" fairly easily. But that's just not practical - the game would have been enormous and almost unplayable. I have never liked "monster games" and I certainly didn't want to design one - I want my games to be actually played. So in order to bring the "historical-chaos" elements of Blind Swords (which is what gamers really enjoy about it) and also keep the game accessible, I had to re-invent some mechanics. I did keep the game scale the same as The Devil's To Pay and most of its core concepts are also still in this new design. The main thing that had to be adjusted was the activation mechanic - pulling the required number of chits from a cup for the larger scenarios would have been impractical. There were dozens of chits to go through for even the medium-sized scenarios. So I came up with the idea to activate by Corps (instead of Divisions) which would require fewer pulls. Then the idea of using cards instead of chits evolved. Drawing a card requires less time than pulling a chit from a cup (admittedly only microseconds, but it adds up). In addition, cards allow you to put game information on them and that saves additional time by removing the need to look things up on a chart or in the rulebook. This is especially true for the Event cards. Additionally, it allowed me to place activation tables and information right on the cards which means they can each be customized to that Corps and players need only look at the card itself for the necessary information. This also then created the "Division Priority" mechanic which added another later of player decision making without adding significantly more rules. Players now take their customized Division Activation cards (which also contain all the necessary activation information on them) and place them in priority order within their Corps. So players must plan ahead appropriately and figure out which of their divisions need to activate before the others. It all very much fell into place in that these mechanics allowed a faster-playing game, deeper strategic and tactical thought and maintained the historical chaos of the original Blind Swords system."
