1st Edition

Paper Time Machines Critical Game Design and Historical Board Games

By Maurice W. Suckling Copyright 2025
346 Pages 59 B/W Illustrations
by Routledge

346 Pages 59 B/W Illustrations
by Routledge

346 Pages 59 B/W Illustrations
by Routledge

James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel... Read more

Dedication

Acknowledgements

Foreword

A Note on Dates

List of Tables and Charts

List of Figures

 

Chapter 1: Introduction

 

Part One: Context

Chapter 2: What Is Critical Game Design?

Chapter 3: What Are Historical Simulations?

Chapter 4: A Brief History of Board Wargames

Chapter 5: A Briefer History of Pol-Mil Wargames

Chapter 6: An Even Briefer History of Non-Wargame Historical Board Games

 

Part Two: Design Process & Tools

Chapter 7: Overall Process

Chapter 8: Devising A Thesis

Chapter 9: Common Components & Major Mechanics

Chapter 10: Major Card Functions & Metaphors

Chapter 11: Board Design

Chapter 12: Development & Publication

 

Part Three: Designing Historical Board Wargames

Chapter 13: Historical Board Wargame Design: Reference Books & Conventions Overview

Chapter 14: Design Conventions: Units

Chapter 15: Design Conventions: Combat Resolution

Chapter 16: Design Conventions: Movement, Morale, & More

Chapter 17: Design ‘Unconventions’

 

Part Four: Designing Non-Wargame Historical Board Games

Chapter 18: Case Study #1: Operation Barclay

Chapter 19: Case Study #2: Crisis: 1914

Chapter 20: Case Study #3: Peace 1905

 

Part Five: Selected Critical Topics

Chapter 21: Two Unsolvable Problems in Historical Board Game Design

Chapter 22: War Stories: Storytelling and Wargame Design

Chapter 23: The Postcolonial Turn

Chapter 24: Paper Beats Silicon

 

Index

Biography

Maurice W. Suckling teaches and researches games at Rensselaer Polytechnic Institute, NY. He is also a game designer. His first published game was Driver (1999) for the PlayStation, for which he wrote the script. The game won a BAFTA in the Interactive: Moving Images category. Since then, he has worked on over 50 published video games, including Borderlands: The Pre-Sequel (2014), Civilization VI (2016), and Lost Words: Beyond the Page (2020). He has also published five board games. His second published game, Chancellorsville: 1863 (2020) won the Charles S. Roberts Award for the Best American Civil War Era Board wargame in 2021.

The study of gaming is a burgeoning and exciting academic field. However, we have lacked rigorous academic examination of the foundational core of contemporary gaming -- wargaming and historical simulations. Suckling's work in Paper Time Machines finally rectifies this deficit.  This book is mandatory reading for academics, and established and aspiring game designers alike.

-          Jason Matthews, game designer

Maurice Suckling has written a highly informative book that gives sound guidance to readers who may want to add their own contributions to the practice of civilian wargaming. It is also long overdue that game studies took this sector seriously.

-          Brian Train, wargame designer

This book gives us a unique vision of the game design process from the inside, as exposed by a creative and innovative author in full activity. I heartily recommend this very accessible text to anyone who wants to gain a good understanding of the "tools of the trade" and their practical use in recreating history in game form.

-          Riccardo Masini, wargame expert and YouTube vlogger

For the last decade, a seemingly unlikely corner of tabletop game design has nurtured innovative new mechanics and a community of designers and players willing to take on difficult and sensitive topics. That seemingly unlikely space is wargaming. In this book, Maurice Suckling---himself a practicing wargame designer---charts the ways in which wargaming has made itself relevant beyond the battlefield, examining key games and milestones and providing readers with a toolkit for beginning to design (and play!) for themselves.

-          Matthew Kirschenbaum, Distinguished University Professor, University of Maryland, and Co-Editor, Zones of Control: Perspectives on Wargaming (MIT Press, 2016)