Red
Russia Developer’s Notes
By Kevin Canada
December 2022
Note: We have a small number of Red Russia complete copies left (and a large number of assorted parts for it), but the game has had its day and this Christmas season we’re giving the final copies to our Gold Club – among the many gifts they’ll receive. Developer Kevin Canada tells of this fine game.
Let’s just start by saying that Red
Russia is one game every gamer needs in his
or her collection. I don’t say this
as the rather biased developer, but as a
serious historical gamer. I love titles which
revel in gobs of chrome to no end: Home
Before the Leaves Fall is one of my all-time
favorites; unfortunately, I’ve played
it exactly once. The historical detail I
derived from that game was huge, but for
me it was just too big for a light evening’s
play.
While Red
Russia isn’t heavy
on the chrome, and doesn’t aspire to
be a replacement for a history book, it does
try to balance that ever-so-fine line between
historicity and playability. To this end,
I think that Red
Russia succeeds quite nicely,
and is a very successful game. You can read
Bruce Lincoln’s Red
Victory in one
hand and play Red
Russia with the other and
find that the game, while not mirroring actual
events, doesn’t let you go off in the
alt.history weeds, either. It gives players
lots of historical options and opportunities,
while applying some of the very real constraints
that faced the national and factional leaders
of the day.
I’ve been fascinated by the events
of the Russian Revolution since my undergraduate
days, when I took a course on European socialism
with Victoria DeGrazia and wrote a report
on Stephen Cohen’s political biography
of Bukharin — heady stuff for a child of
the Dallas working-class suburbs. I even
planned to write my doctoral dissertation
on the role of the Russian avant-garde in
the revolution and its aftermath: El Lissitsky’s Beat the
Whites With the Red Wedge is probably
among my all-time favorite pieces of Russian
Constructivist artwork ever (regrettably,
my complete inability to read Russian put
a quick end to that educational goal).
But while I was enthralled with the Proletarian
victory of 1917, I was rather uncurious about
the events that transpired during the Russian
Civil War that followed. It was the Black
Period in Russian history, when the great
hope of the revolution degenerated into the
Stalinist paranoia and purges that we know
today as Soviet Communism. My few exposures
to the period were an interesting revisionist
article on the Russo-Polish War and two or
three playings of the SPI “classic” The
Russian Civil War. At one point I bought
a game called Reds, which despite the
name had none of the romance I recalled from
that film with Warren Beatty and Diane Keaton.
The games were confusing: What were the
Whites fighting for, why were there so many
factions, why didn’t the Reds just
roll over them like the old propaganda posters
showed? Buying a copy of Rossiya
1917 didn’t help clear things
up, either. Well, I couldn’t speak
Russian, so it really wasn’t a big
deal. This wasn’t my area of study,
or my period, so I could move on without
any guilt or concern.
That all changed in February 2007. Mike
Bennighof asked me to develop a new title
from William Sariego on the subject of the
Russian Civil War. The system was based on
APL’s Soldier
Kings, so it was
fairly tried and true, since by that time
there were three titles using the system.
Naively, I thought “no problem!” and
trotted home with the hand-crafted package
under my arm. I opened the box and reviewed
the pieces, put together the map, and perused
the rules. A quick play-through of the first
few turns revealed an interesting game, but
I still had no clue “what’re
we fightin’ for.” There were
some random events, which reminded me of
Reds in their historical sparseness, but
like chefs on so many cooking shows, I thought “needs
salt.”
The first order of business was the map.
Mapmaking
As it arrived in the playtest kit, the map
reminded me of a bit of the Constructivist
and Supremacist paintings I love: highly
geometric, almost absolutely abstract, and
utterly confusing. Actually, that’s
too harsh — it was more like a game I'd played
called Great
War in the Near East, with its differently-scaled
mini-maps, arranged at various angles without
really giving the gamer a clear indication
of the entire scope of the struggle at hand
without a copy of The
Times Atlas of the World close at
hand.
The problem was that
Russia is just too massive, and its expanse
filled with too many “empty” areas,
for Sariego to easily and effectively portray
the entire geopolitical arena with any degree
of accuracy. His design followed in the tradition
of the Soldier series
with subset maps highlighting smaller or
more out-of-the-way regions like the Caucasus.
However, I kept recalling two maps I was
most impressed by in my younger days: SPI’s Objective:
Moscow and Victory
Games’ Pax
Britannia. Both of these
games allowed a player to survey the playing
area from the perspective of the North Pole
— something that doesn’t happen
all too often in wargames — and get
a sense of the utter massiveness of the campaign
area being fought over. Indeed, I wanted
the player to feel the “sweep” of
the campaign from that same geographic angle.
Being the old-style graphic artist that
I was in my 20s (can you say Line-O-Type?)
I resolved to develop a new map with pencil,
pen and ruler. The difficulty lay in trying
to fit the entirety of the campaign area
in a space of 34”x24”. Ideally,
I wanted a map where the Russian geography
was warped by a perspective that maximized
the space needed on the western end of the
playing area (where most of the game areas
are located) and minimize the eastern end
(in order to allow space for the various
tracks and charts). I really wanted something
that resembled a cornucopia, or a megaphone.
I almost pulled it off.
Not having a good program
on my computer for properly distorting images
according to my desires, I was forced to
sketch the frontiers of Russia by hand. My
first attempt was too cramped, with game
areas nearly on top of one another. My second
version left the Black Sea and Caucasus looking
OK, but the Caspian was WAY out of scale
with the rest of the country, and Siberia
looked a bit odd. I was willing to work to
some compromise, however, and twisted and
turned various drawings until I was able
to place Areas near their approximate locations
on real maps, while still shooting for that “scope” I
wanted.
The end result comes close to my
original ideal, but geographic purists may
complain (you have to admit that Red
Russia’s
bulky Siberia is a far cry better than the “Big
Dot” from SPI’s The
Russian Civil War!). Beth Donahue did a superb job of translating
my original drawings into what you see today,
and I am most satisfied with the final outcome.
I think I even convinced William Sariego
that the map’s redesign was a good
idea!
Factions and Activations
Concurrently with the map re-design effort,
I pondered the game itself. It played well
as a wargame, but I just couldn’t get
a feel for the history behind it. Why, after
all, were so many factions in existence?
Why did they not just gang up and do a “dogpile
on the red rabbit”? What about the
Western Allies, which in the original design
were far and away the weakest power, yet
represented by an individual player? The
politics of the Minor Factions didn’t
seem to square with history, either. Finally,
while the Random Events Tables introduced
some interesting variables, they were only
12 rather generic events.
As I struggled with these questions, I quickly
discovered that my understanding of the historical
record was very poor. To remedy this, I spent
several weeks at local libraries and bookshops
looking for anything that dealt with the
Civil War in Russia. One of the best books
on the White causes, by the way, is Richard
Luckett’s The
White Generals: An Account of the White Movement
and the Russian Civil War, which helped me get a good appreciation
for the ebb and flow of the White movements
from the start of the conflict to its final
sputtering conclusion. Lincoln’s Red
Victory gave me a good historical timeline
to work with, and in the end remains my favorite
of the titles I collected for this effort,
despite its reddish tinge.
With my newfound knowledge, I tried several
approaches to adding more historical flavor
into the game without adding new components
other than a chart or two. After working
up a fairly complex table of events, weighted
by year and faction, I met with Mike to show
off my monstrosity. He offhandedly noted
that the original budget for the game allowed
for cards — why not develop some? I
leapt at the opportunity, and converted my
events table into the cards that are now
in the game. This gave me three things no
table could easily provide — tying
a random event to a player (restricting who
can play a card) or date (playable year(s))
or phase in the game. While I think the game
could actually use more cards, their inclusion
gives players a bit of period flavor.
An added bit of historical “balance” was
the introduction of uneven size of hands.
By default, normal hand sizes are set according
to the relative military and political strength
of each faction. The weakest, the White North/Asian
Major Faction, gets only four cards, the
other White factions get 5 each, and the
Reds get 6. However, a faction/player may
increase his or her hand size equal to the
status on the One Russia Index.
Incidentally, the One Russia Index was developed
as a means to demonstrate the faction’s
political strength or weakness. Historically,
each faction tried to claim political legitimacy
for all of Russia, not just a region/political/social
group. For every faction, the ability to
demonstrate military prowess through battlefield
victory, the capture of politically important
locations, or even political unity helped
reinforce to popular image of the legitimacy
of the claim to be Ruler of All Russia.
Not
surprisingly, failure in these areas helped
paint a different picture entirely. In
game terms, the One Russia Index (ORI) is
primarily a tool to influence the flow of
the game, but it is not a final arbiter.
More than one faction may be at the highest
level on the index at the same time, and
all factions start at zero at the outset
of the game.
Other bits of historical “detail” which
came into being during the game’s development
included a fairly restrictive approach to
the use of the various minor factions, such
as Finland or Ukraine. For the most part,
these factions represented nationalist movements
of different ethnic minorities which had
been previously absorbed into Russia at different
points in time. In all cases, involvement
in the Russian Civil War was to further the
nationalist ambitions of these territories
and peoples, not to conquer Russia, or to
necessarily further the interests of the
Russian major factions. As such, Minor Factions
are activated at two levels: Limited and
Active.
A Limited Activation severely restricts
how many units of a minor faction may move
or engage in military operations in a given
turn, and only within specific territorial
boundaries. An Active Minor operates as
an extension of the controlling faction,
and is able to engage in most activities
normally. However, even Active Minor Factions
are usually limited to how far from their
national borders they may operate. The major
exception to this is Poland, which has several
special rules to amplify its role in the
struggle, and is a power to be reckoned with
by any Major Faction (although it will most
likely be pitted against the Red faction
when it does enter play).
The Western Allies do deserve some mention,
since they are the exception to the exception,
as it were. While originally a Major Faction,
their weak position, lack of units, and historical
inactivity meant that their play would be
very dull or very ahistorical. Making them
a Minor Faction seemed a natural move, and
further adding rules to govern their utility
for any White faction lucky enough to gain
their use for a turn or two helps keep them
from becoming a kind of bizarre shock troop
force. Yet their potential usefulness for
the Whites is vital to forcing the Red player
to garrison backwater fronts with troops
urgently needed elsewhere.
While there are many more nuggets embedded
in the game than I want to cover here, I
would like to emphasize that all were included
to reinforce (reintroduce?) the history behind
the game, and add to enjoyment and frustration
of the players. The Russian Civil War was
a complex military and political conflict; Red Russia is a game that seeks to give players
a good impression of the chaos and violence
of the struggle without extraordinary detail.
I hope players will find it as enjoyable
to play as I did to develop.
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Mike Bennighof is president of Avalanche Press and holds a doctorate in history from Emory University. A Fulbright Scholar and NASA Journalist in Space finalist, he has published a great many books, games and articles on historical subjects; people are saying that some of them are actually good.
He lives in Birmingham, Alabama with his wife and three children. He misses his Iron Dog, Leopold. There was only one copy of Leopold.
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