Ancient Civilizations of the Inner Sea (& Mark McLaughlin) at TotalCon

For the first time in my 40+ years of game design I was invited to a convention as an Industry Guest – all expenses paid (they even gave me food and beer). I had never been to TotalCon, even though I live in New England and it is 90 minutes from home. Thanks to podcaster Jonathan Reinhart, who interviewed me last year, however, the invite came and I accepted – and I am so glad I did!

Allied Concerns in Seas of Thunder Scenario 3: Awakening the Bear

Turns 8, 9, and 10 of the campaign game make up Scenario 3 of Seas of Thunder. The scenario’s name is Drumbeat and the rhythm of the game does seem to be reaching a steady and predictable pace. The German U-Boats are overtaking the Atlantic. Italy and Great Britain are engaged in a death spiral for control of the Med. The USA and Japan continue to eye each other warily across the Pacific. But the big news is Operation Barbarossa, Germany’s invitation to the Soviet Union to enter the war on the high seas.

Ancient Civilizations of the Middle East: Meet the Chaldeans

Below is the fourteenth in a series of articles from Mark McLaughlin showcasing the 16 civilizations in Ancient Civilizations of the Middle East. You can find the first thirteen articles in the series here.

You Say You Want a Revolution? (We’d All Love to See Your Plan.): Soviet Play in Conquest and Consequence

As some aficionadoes already know, Conquest and Consequence (CnC), the Asia/Pacific follow-up game to Triumph and Tragedy, preserves the 3-sided nature of the system by adding the Soviet Faction to the more typical US/Japan confrontation.

Imperial Struggle: Extended Example of Play

The Extended Example of Play for Imperial Struggle is up! You can read it here. The example consists of the first Peace Turn and the War of the Spanish Succession; when it ends, the players would move on to the final turn of the Succession Era.

Ancient Civilizations of the Middle East: Meet the Medes & Persians

Below is the thirteenth in a series of articles from Mark McLaughlin showcasing the 16 civilizations in Ancient Civilizations of the Middle East. You can find the first twelve articles in the series here.

Seas of Thunder: The Deadliest Penguin

In Seas of Thunder, the Auxiliary Cruisers and Armed Merchantmen serve as long range commerce disruptors. They were designed to be invisible through disguise or hidden armament and to be ignored by enemy warships. Auxiliary Cruisers and Armed Merchantmen can be incredibly effective in any sea zone on the map in Seas of Thunder. They can be placed to either take the points for the zone if you feel brave or the opponent has bigger fish to fry and does not patrol it, or to harass and sink enemy shipping in the area and slip away without being scratched.

Regaining That Crown! — Austrian Strategy in Clash of Sovereigns (Part 2 of ?)

To mirror the last COS post regarding the French sub-game of The ’45, let’s look at a larger scale, and arguably much more important sub-game for the Austrians, pitting them against the French to Regain the Crown of the Holy Roman Empire (See the Track below). The French gain the Crown by taking cities in the Empire and Danube valley, and playing a dependent Diplomacy event. The Austrians can get it back by progress in the war (for starters, taking large chunks of Bavaria), waiting for Charles VII to die (trust me, he will 🙂 ) and playing generic Regaining the Crown event cards as successive track conditions (progress) are met.

Red Flag Over Paris Design Notes Part 2: Cube Economy, Player Momentum, Pivotal Spaces, and Initiative

This article is a written version of a YouTube video about the design of Red Flag Over Paris. In Part 1 I wrote about Political and Military Spaces, Victory Conditions, and Strategy Cards.

A Historical Introduction to the Congress of Vienna Period (CoV) Part 4 of 4 — The Demise of La Gloire: The Invasion of France & Napoleon’s End (1814)

Introduction (By CoV Editor Fred Schachter): The preceding parts of this article (Part 1, Part 2, and Part 3) leads us to Napoleon’s desperate 1814 attempts to save Imperial France and himself from the wrath of his many enemies: the Nations of the Sixth Coalition. These opponents may loudly voice exclamations of public unity against “The Corsican Ogre”; but lurking beneath the surface each is vying for supremacy in the postwar Europe to come: a motivation players of Congress of Vienna will find for themselves when playing this exciting game, full of the same diplomatic tensions and challenges as confronted the historic contenders representing France, Britain, Russia or Austria.  Readers may find learning of the game’s design background, why things are portrayed as they are in Congress of Vienna, by reading Designer Frank Esparrago’s InsideGMT two part article: “Congress of Vienna Designer’s Notes“. There is also more information regarding this game within GMT’s site for it. It is now a new year, 1814, and with his foes’ powerful armies closing in from all directions; Napoleon seeks to repulse the invaders and preserve his throne. Note: If you would like to view any of the below images in a larger size, you can click on the image and it will point you to the full image file.