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 one of the most satisfying aspects of our hobby.

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.

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 alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!

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. The game takes place on a circular island, with each of the players starting on the edge of the island inside their villages. Scattered around the board are landmarks and regions where the wizards can complete quests and earn powerful spells and equipment, and in the center of the board lies the Tower, which contains two Mysteries. The first Wizard to retrieve both Mysteries from the Tower back to their village wins. But, given you’re competing with several other wizards, each with plenty of enchanted equipment and spell scrolls, this is easier said than done! Our players, John, Laura, and Isaac begin the game by choosing their wizards, and then the game begins!

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.

Plains Indian Wars Turn by Turn: Second 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 alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!

GMT’s Battles of the American Revolution Series Turns 20-Years Old! – After Action Report: WBC 2018 (Part 1)

Part I By: Mark Miklos

At the 2018 World Boardgame Championships (WBC) held in Seven Springs, PA in July, Mark Miklos’ Battles of the American Revolution (BoAR), published by GMT Games, celebrated its twentieth anniversary. The designer and publisher pulled out all the stops for this milestone event. Several players also volunteered to contribute prizes and memorabilia. Bruno Sinigaglio donated t-shirts, Chris Easter (even though he couldn’t attend) donated dice cups, and Tim Miller donated book marks. Mark Miklos donated couzies and collectible buttons, and all these items were emblazoned with a special anniversary logo created by Darlene Miklos exclusively for the occasion. Everyone that played in even a single heat was given ALL the aforementioned items.

Plains Indian Wars Turn by Turn: Setup and First 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 alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!

In the following installments of this series, allow me to walk you through the game, turn by turn. Settlers and their Cavalry protectors will clash with the Northern and Southern Plains tribes as the Northern Crow and Mexicans in the south attempt to nibble away their territory. Across the years, long snaking trains of emigrant wagons creak their way west while the Union Pacific and the Central Pacific inch their way forward in hopes of mating their tracks before the Plains Tribes shatter the myth of Manifest Destiny. Ready? Here we go.

Skies Above the Reich 1942 Campaign AAR: Part 4

Recently, Bruce Geryk posted a detailed and well illustrated After Action Report of the 1942 Campaign of Skies Above the Reich on a Grognard Wargamer thread. We are presenting that AAR here as a series of articles with Bruce’s permission so readers can easily reference it in the future. Parts 1, 2, and 3 of this series can be found herehere, and here. Enjoy! -Rachel