Tabletop Gaming

300: EARTH & WATER

We chat to the military mastermind behind 300: Earth & Water, Yasushi Nakaguro about this small scale epic

- Interview by Christophe­r John Eggett

Can you introduce yourself?

I’m a vice president of Japanese company that provides surveillan­ce products, I run a Japanese language school and publish wargame magazines. I also publish the quarterly wargame magazine Banzai Magazine with Bonsai Games, and boxed or ziplock wargames. As a profession­al game designer, I designed Blitzkrieg to Moscow in 1988 at 20 year old. From 1994 to 2003, then from 2008 to 2014, I was in editor in chief of Command Magazine Japanese edition.

What is 300: Earth & Water?

To be honest, I have started to design 300: Earth & Water as an education tool for growing leadership of our company’s managers.

Don’t laugh – I’m serious!

In my experience, decision is the most important thing in business: analyse the situation around one, calculate the risk, imagine three or more options and choose the right one.

At the time of Persian invasion, Greek faced a crisis – they had to manage it appropriat­ely or would be destroyed. As for Persia, they’re up against against the historical results.

Some managers enjoyed 300 but I don’t know which of them have learned something from the game. But I think they must have, as our company succeeded in getting over the shock of the COVID-19 pandemic.

What was the inspiratio­n and influences for this mini war game?

Both book and movie, both nonfiction and fiction. I was inspired by both Herodotus’s Histories and Frank Miller’s 300.

What attracted you to this period?

Obviously the great leaders, great decisions, attractive episodes, legendary battles and so on. Much like any other area of history. I have an interest in the human factor in any period, that is what draws me in.

We love the small scale of it, with big choices, what made you constrain the game in this way?

As I said, my first game Blitzkrieg to Moscow is one of the Small Size Simulation (SSS) series published by Show Planning.

The objective of SSS was cultivatin­g the wargame market in Japan – we thought ‘small size but big choices’ or ‘easy to learn but difficult to win’ is the best way to show the appeal of wargames for beginners.

After publishing 19 SSS games, Show Planning was disbanded in 1992. However, the spirit of Show

Planning or Ginichiro Suzuki who passed away this January is still valuable, I think.

What considerat­ions did you put in for balance and asymmetry ?

This is one of core competency of the wargame. Needless to say, Persian army fully outnumbere­d Greek-Spartan army but their supply line was too long and vulnerable. In contrast, Greek had an initiative in the sea. It was not so difficult to express the asymmetry of these two military powers.

Any strategy tips for players?

Unfortunat­ely, I’m not a good player to provide advice to someone. Playtester­s found many strategies or tactics I could not assume. So please find a good strategy by yourself.

Who do you prefer to play as, the Greeks or the Persians?

Just between us, I don’t like to play my games. It’s not mean I’m not satisfied with my games – I like to spend time designing new games if I have time. But if I had to choose, of course – the Greeks and try to shout “This is Sparta” after winning.

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