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Non-Breaking Space
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How Scale, Effectiveness, and Maneuver Inform Solitaire TacOps
At first blush, the connection between my first GMT game, Cross Bronx Expressway, and my next, Solitaire TacOps: Ortona, might seem tenuous. However, the connection is quite...

We Built This City: 3-Player Variant for Urban Sprawl
Urban Sprawl is a master stroke of game design. It’s at the top of my underrated gems list, and one I’ve been singing the praises...

Cross Bronx Expressway: Losing and Seeing The Bronx
Shortly after finishing the third installment of this series about the tactility of the pieces, I took some time to capture a multihand playthrough of...

Cross Bronx Expressway: Picking up the Pieces
A challenge (and sometimes a critique) of historical games that cover modern topics is that the story does not always end when the game does....

Cross Bronx Expressway: Building Historical Narrative Arcs
As soon as an event deck was introduced to the design of Cross Bronx Expressway, it was clear that it needed to be split into...

Cross Bronx Expressway: Positioning Players in the Bronx
Asymmetric game design often lives and dies on the way players relate to their positions, frequently expressed through factions. In historical simulations, the faction design...

Cross Bronx Expressway: Modeling History Through City-Building
The map for Cross Bronx Expressway shows eight out of twelve community board districts in the southern section of the Bronx. A few communities in...
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