This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. FALL OF MANJUKUO (Grognard Garnes) This could quite properly be subtitled How Not to Design a Wargame! Fall of Manjukuo is an operational level simulation of the liberation of Manchuria by Soviet forces from the occupying Japanese during Ihe closing days of World War Two. Historically, experienced Soviet mechanised formations overran a Japanese army comprising of infantry, light artillery and obsolete tankettes. Despite this obvious one sidedness, I believe the subject, nonetheless merited a game. In fact, it still does because, as will be revealed, this offering is a disaster of huge proportions. Fall of Manjukuo was an amateur game published back in 1987. Maps were strictly black and white and unit counters had to be mounted and cut. I don't know how many games this outfit published in all, but I know of one other title which, if memory serves, was a naval game entitled Bismark. Rather than review this game in my traditional manner of running through the sequence of play, I am, instead, going to quote from the designer's notes which, as you will see, say it all. These start by stating, "..the principles used to design the great games of the past are known. To design another great game, one needs only to apply the same principles and have a little bit of luck." These are given as simple rules, little chrome and short game turns. We are told that the map should feature a pattern that allows a wide variety of tactics and lines of approach. Fnally, the number of units should be large and replacements plentiful. If we look at this game within these paramcters, it seems to succeed very well. The rules are remarkably simple, with players taking it in turns to just move and have combat. Units which start in a rail hex may move entrained, units may also move between two friendly ports. There is no chrome whatsoever and a high number of units, but this, sadly, clashes somewhat with the desire for short game turns. The, so-called, designer has therefore thoughtfully saved the gamer time elsewhere by allowing free set up at the start of the game for both sides. This means, of course, that the entire Japanese army can set up on the border with Russia if desired - there are no historical set ups or constraints! The map does succeed in offering not just a variety of lines of approach, but also variety in terrain as well. Surprisingly, in the circumstances, it looks reasonably accurate, as does the order of battle. I am not qualifed to comment on the unit strengths. Whilst he has clearly applied the principles required to create 'another great game', I'm afraid that the playing of it shows that the "little bit of luck' which is also required is sadly lacking in this case. In fact, in the light of experience, I am forced to say that, in my opinion, the entire content of the designer's notes is just a lame excuse for not making much of an effort in the design process. Another classic quote from the designer's notes reads, "..game designers talk about all the books they have read as though reading books about history fitted one for designing a game." Whilst I can have a certain sympathy with this point of view, I think a little knowledge on the subject cannot, surely, go amiss? He later goes on to say, "I confess that I did read a book about the campaign, but only after designing tbe key parts of the game. There is thus little danger that my game design has been contaminated by tedious and unnecessary issues of historical accuracy." So when some other game from this 'designer' is released, probably entitled The Siege of Constantinople and it plays like the invasion of France in World War Two, we should be grateful that our hero, yet again, didn't allow his design to be 'contaminated by historical accuracy'. Such claptrap defies belief, doesn't it? Finally, another gem, "..Combat factor analysis is the art of arranging unit strengths to give interesting patterns, so that battles have some degree of tactical finesse, rather than being pushing contests." Dear reader, there are no prizes for guessing what the combats in this game turn out like. As I said earlier, the designer's notes speak for themselves. Unfortunately, what they are saying is the very stuff of the historical gamers' nightmare - a so called historical military simulation handled by someone whose interest, apparently, lies anywhere but in history itself. Whether the perpetrator of this travesty has other more worthwhile talents, I suspect we shall never know. He has certainly failed miserably with this title and I can only recommend that the reader form his own conclusion as to whether this game would make a worthwhile addition to the collection or not. Alan Sharif