After Action Report

Plains Indian Wars Turn by Turn: Sixth Draw Round

Welcome back to our ongoing game of Plains Indian Wars. The game is entering its sixth round of a 10-12 round game. As this turn opens the Union Pacific is making headway but the Indians are holding their own. The Settlers and Cavalry have made very little progress, Still the Wagon Trains are having great […]

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After Action Report, Designer Blogs, Playtest Reports

Plains Indian Wars Turn by Turn: Fifth Draw Round

Welcome back to our ongoing game of Plains Indian Wars. The game is entering its fifth round of a 10-12 round game. This round both players face minor defeats while railroad interests and wagon trains make the greatest gains. The faction discs are back in the bag and we’re ready to be drawn for the

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After Action Report, Designer Blogs, Playtest Reports

The Dark Sands: AAR of Designer Solo Campaign Game (Part 3)

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After Action Report, Designer Blogs

The Dark Sands: AAR of Designer Solo Campaign Game (Part 2)

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After Action Report, Designer Blogs

The Dark Sands: AAR of Designer Solo Campaign Game

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After Action Report, Designer Blogs

Carroll Burns the Bridge: A Narrative-Style AAR for Death Valley’s Variant Cross Keys Scenario

Introduction Wargamers often praise a rules system for the “narrative” it provides during play. I assume what they mean is, if we were to describe in detail the course of the game as we played it, the result would sound very much like a historical account. If so, I would agree that the “narrative” is

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After Action Report, Designer Blogs

Plains Indian Wars Turn by Turn: Fourth Draw Round

Welcome back to our ongoing game of Plains Indian Wars. This is the fourth round of a 10-12 round game. This round the U.S. player looked to make great gains only to be beaten back in the end. The faction discs are back in the bag and we’re ready to be drawn for Round #4.

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After Action Report, Designer Blogs, Playtest Reports

Plains Indian Wars Turn by Turn: Third Draw Round

Welcome to the Great Plains of the American West. Back East a Civil War rages, but those who look beyond the war see a transcontinental railroad and settler expansion all the way to the Rockies. Across the wide Mississippi, Native Plains tribes brace for a war of their own against the white invaders. In this

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After Action Report, Designer Blogs, Playtest Reports

Mystery Wizard: After Action Report and Strategy Analysis

Introduction This article summarizes an example (fictitious) game of Mystery Wizard, showcasing the flow of the game from beginning to end and the various strategies that players can take. In a game of Mystery Wizard, players first take their choice of one of the several unique Wizards, each with their own special spells and abilities.

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After Action Report, Designer Blogs

The Guns of August: An Illusions of Glory After Action Report

This is the first After Action Report (“AAR”) illustrating the interaction of Illusions of Glory rules with game strategy. As shorthand, this AAR references rules appearing inside parentheses. So, I refer you to a copy of the Rulebook here: Illusions of Glory Rulebook.

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After Action Report, Designer Blogs
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