Designer Blogs

Great Battles of Alexander: The Battle of Issus (Part III)

This article continues the case study of the Battle of Issus started in the InsideGMT article Great Battles of Alexander: The Battle of Issus picking up the action with Game Turn 3. Alexander has crossed the river and recovered with the bulk of his cavalry in preparation for an assault on the Persian left. On […]

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Designer Blogs, Examples of Play

ARC – The Underworld: Civilians

Jay: What are we gonna do now!?!  Box: Keep it tight. Help is on the way.  Look, is that a civilian!  ARC – The Underworld includes more than just the 16 ARC Operators and the 20 REZ Characters. As one would expect, there are still civilians hiding or possibly restrained in Crawford, as well as

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Designer Blogs

An Optional Variant to Speed Play of Congress of Vienna

Introduction by Congress of Vienna Assistant Designer/Editor, Fred Schachter – To reduce the amount of time it takes to play CoV, a prior InsideGMT article by Tyler Brooks suggested starting a turn with its Government Phase (that is, pre-designing results through award of Resources and Issues won): Using “Congress of Vienna” in the Classroom and

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Designer Blogs, Scenarios/Variants

Tsar: Solitaire Play and Non-Player Automation

This is the sixth in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here. When I designed my first published game (Prime Minister), I didn’t originally plan to include a solitaire system at all, but GMT recommended adding one when

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Designer Blogs

Double Your Pleasure, Double Your Fun: Playing Triumph and Tragedy and Conquest and Consequence Together

It wasn’t long after publication of Triumph and Tragedy (T&T) that players were asking for a “Pacific version”. Ask and you shall receive: 6 years later Conquest and Consequence (CnC) was born. Shortly after that, players were asking if the two could be played together as a single “world-wide” game. The response was that they

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Designer Blogs

ARC – The Underworld: Movement and Attributes

Grip: It’s payback time.Box: You’re bleeding, man!Grip: I ain’t got time to bleed.Get moving, you’re holding up the parade! ARC – The Underworld’s activities can be easily grouped into three categories: movement, combat, and non-combat actions. Currently, discussing various movement processes also offers a great opportunity to introduce different map elements. The three map areas—the

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Designer Blogs

ARC – The Underworld: Character Skills

E-Z: Look, Doc, we’re on our own for this one, and to make matters worse, we’re blind; we don’t have any intelligence on what we’re walking into. Just do what these guys say, move when they move. They’re hammers, to them, some things need fix’n while others just get nailed.  Spider: I heard that.  Hey,

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Designer Blogs

Men of Iron: Seizure, I hardly know her (a nod to Mr. Berg’s humor)

In this article, we’ll look at another one of the major game mechanics that causes players to make choices in any Men of Iron series game. You might think this would be movement or combat, as in many wargames. But that’s the point. Although players’ choices made involving those two mechanics are important in Men of Iron, they

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Designer Blogs

Cross Bronx Expressway: A Solo Urban Planning Sandbox

One of the most wonderful things about working with GMT is that GMT One exists, recognizing the value of solo play for historical gamers. There was always going to be a solo system developed for Cross Bronx Expressway, but early in the design I had no idea what shape it would take. Because of its

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Designer Blogs

Tsar: Decision-Making in Multiplayer Games

This is the fifth in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here. In this article, we’ll take a closer look at how players make decisions in multiplayer games. In Tsar, all players are part of the same government

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Designer Blogs
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