Peloponnesian War: System Mechanics and Specific Strategies (Part 3)

Here is Part 3 of Mark’s “Advice on Peloponnesian War, from 38-year old Mark” as published in his original article from The General. You can find Parts 1 and 2 here and here. Enjoy the article! – Gene

Nevsky: Crusade on Novgorod Replay – Part 2

We continue here with Volko’s detailed explanation of gameplay in Nevsky—Teutons and Rus in Collision on his homemade playtest set. Part 1 can be found here. Part 2 covers how the Russian and Teuton sides plan their campaigns and then how their medieval lords move materiel and men to war.

All Bridges Burning: Simulating the Finnish Civil War

As a gaming topic, the Finnish Civil War is relatively unknown. Gamers might therefore appreciate thematic guidance as to what they are thematically doing when interacting on the game board. A previous InsideGMT article already provided a basic account of the general faction characteristics and aims. In the next two InsideGMT articles on All Bridges Burning, I want to go in some detail highlighting some of the historical particularities pertaining to the Finnish Civil War and how these are handled in the game.

It’s All in the Cards: The Cards of Ancient Civilizations of the Inner Sea (Part 4)

In this article we continue to explore the event cards of Ancient Civilizations of the Inner Sea (ACIS). To read the previous three articles in this series, follow the links here, here, and here

Clausewitz’ Trinity in 1989 (1989, #7)

Below you will find the seventh in a series of articles from Clio of Clio’s Board Games. The article is Part 7 of 7 in a planned series that looks at the fall of Communism through the lens of GMT’s 1989. Hope you enjoy the article! -Rachel

Advanced Railroad Engineering Rules for 1914 Offensive à outrance: The Initial Campaigns on the Western Front in WWI

1914 Offensive à outrance (Oào) is a monster game designed to be played to its conclusion. Specifically, that its 30 GTs can be completed in the time available at one Consimworld Expo (about six days). The rules were written to enable players to accomplish this feat while being careful not to compromise the historical simulation value of the game. To achieve this goal, rules that were found to have only a minor effect were simplified. One set of rules that fell into this category were those that pertain to Railroad (RR) Engineering.

During the design process, the first iterations of the 1914 Oào rules contained a relatively complex RR Engineering system. This is due to the appreciation of the fact that RR lines were enormously important during WW1 campaigns. However, playtesting showed that the actual effects of the complex system were subtle. During numerous playtests the player controlling the German right wing spent considerable time (too much time) occupied in organizing and conducting the RR Engineering task. Sadly, after that time expenditure, it was determined that the outcome of the endeavors had little effect on the game’s progression. It was undesirable to have arguably the most important player in the game, the German commander of the right wing, be distracted from his primary tasks by time consuming minutia. Therefore, the rules were simplified and the “as published” rules contain an effortless RR Engineering system.