This was a pretty good read, though I was hoping it would be better. The subtitle is somewhat misleading: yes, Mr. Dunnigan spends some time talking about how to play, design, and find wargames, but most of the book is him telling us about himself, his work, and the history of wargames (from his perspective). I would have preferred much more time on what the subtitle says, especially playing and designing them, but since Mr. D indicates multiple times only a small select few are smart enough to really understand the math (and thus the essence of the games), he doesn't really deign to tell us too much more than that.
Perhaps he wants us to go back and get all the back issues of S&T and Moves, which will really explain the things he doesn't want to go into as much. Since he got into wargames because he wanted to analyze history and learn more information, Mr. D takes the position this is really the best reason to get into wargaming - yes, he does emphasize (once in a while) the importance of "fun" (since they are "games"), but it's not nearly as important to him (and thus, real wargamers) as the historical inquiry and conflict simulation (since that's the more "proper" term than "wargame").
Mr. D's tone throughout, unfortunately, displays this "I'm really smart, most of you aren't" attitude. When telling us the history of wargames, he gives a backhanded mention of Avalon Hill, doesn't name Charles S. Roberts at all, then let's us now he and SPI saved the wargaming industry single-handedly for a decade, until he wanted to move on to bigger and better things, primarily his writing career. Hopefully his other books are better written, but this had a fair amount of typographical errors (perhaps the big need for a revised edition, 10 years later, prevented time for proofreading). In the appendices, Mr. D gives a decent list of other wargaming companies (as of 1992), and even almost gives some respect to AH, but it's a little late in coming.
The computer wargames section, though, does not hold up well. It isn't even very interesting from a historical perspective, which is rather ironic considering the whole purpose of the book. I fondly remember the ol' 386 days and signing on to play games online (well, starting the dialing process, having a sandwich, reading a Michener novel, and then finish signing on and starting to play), but it wasn't as great as Mr. D makes it out to be (which is not being said from rose-colored contemporary days, since I don't play computer games today). Obviously, at the time, it seemed incredible, but since he also says the computers were inferior to the strategic capabilities of manual wargames, it's a rather weird section, almost as if he needs to validate his career choices in shifting to computer games, or at least promoting them.
The book is good, though, and he is helpful at times, even if he does repeat himself quite a bit (many times, in the same paragraph) and does talk down at the reader too much (especially for someone who didn't really want to get into gaming, left it after an admittedly fecund decade, and moved on, sort of). He does give some helpful ideas in playing and designing (though not nearly as much as I had hoped), and it was worth reading, especially for people starting out in (manual) wargames, if any such person exists.