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

ARC – The Underworld: Combat Mechanics

Jolly: They ain’t paying us enough for this, man.Kip: I’m afraid I have some bad news.Box: Well, that’s certainly a switch. In ARC – The Underworld, the combat action between the ARC and REZ characters takes place in three forms: ranged, explosive ranged, and close combat. All three rely on a similar resolution method using

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Designer Blogs

The Hubris Histories – Book 4: Of War and Peace

The Hellenistic period was undoubtedly one marked by much war: the prominent historian John D. Grainger for instance identified no less than nine “Syrian Wars”, i.e. wars pitting the Seleucids against the Ptolemies, in a span of 170 years… This should not surprise us with dynasties descended from Alexander’s generals, who had built their patrimonies

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Designer Blogs

Men of Iron: What is a Turn Anyway?

In this article, we’ll look at 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

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Designer Blogs

The Hubris Histories – Book 3: The Lay of the Land

We have introduced in the precedent entry of these Histories the main players and movers of things in Hubris – Twilight of the Hellenistic World: the Kings and their Friends. Now we are going to examine what they were fighting over, i.e. as in most of history, land and the resources that could be obtained

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Designer Blogs

The Hubris Histories – Book 2: The Kings and their Courts

As we have seen in the general historical overview in Book 1, individual leaders, first and foremost, but not exclusively, kings, drove the historical narrative in Ancient times. Accordingly, Hubris – Twilight of the Hellenistic World has been built around these leaders, their strengths and weaknesses, unique abilities and relationships. Who can you trust to

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