Designer Blogs

Apocalypse Road Development Update

Carla and I are proud to announce that Apocalypse Road is in the tidying-up stage at this point. The game just went up on the P500 last month, so this is very fortunate. The idea for the game arose from the response we got from people at conventions where we demonstrated Thunder Alley. Invariably, someone […]

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Designer Blogs

The Last Hundred Yards: Narrative of Mission 1.0 – Prayer Meeting

The Last Hundred Yards: Narrative of Mission 1.0 – Prayer Meeting Read Post »

Designer Blogs

“It’s a Cruel, Cruel World!” – A Replay of a Three-Player Game of Ancient Civilizations of the Inner Sea

“It’s a cruel, cruel world!” is all my friend Max told his 22 year old son, Bennett, in preparation for his first game of Ancient Civilizations of the Inner Sea.  Bennett soon discovered and showed us just how cruel it could be, as in just one short evening all manner of calamities befell our empires,

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Designer Blogs

Tank Tales #2: Ready, Aim, Fire!

As we have been playtesting Tank Duel: Enemy in the Crosshairs, the number one thing that players want to learn about is how the game works once the shells start flying. Tank Duel draws inspiration from games like Up Front, Panzer and Combat Commander, with an abstract movement system but detailed fire action resolution procedure

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Designer Blogs

Why We Do What We Do in The Last Hundred Yards: Time Lapse, Fire and Maneuver Systems

Why we do what we do in The Last Hundred Yards– In these articles we discuss why we do what we do regarding the various systems and mechanics used in the LHY. On this occasion we will discuss the Time Lapse, Fire and Maneuver systems. To see the first article in this series, check out The

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Designer Blogs

The Pendragon Chronicles – Vol. 6 – Settling Britain

Another fairly unique (within the COIN series) feature of Pendragon: The Fall of Roman Britain is that, at least in the scenarios starting at the very beginning of the period covered by the game (c. 360 AD), two of the four factions begin play with not one single piece on the map!  These are, of

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Designer Blogs

MBT Example of Play (Part 7): Advanced Game Overrun Combat

To see the previous parts of this Example of Play, check out Part 1 (Basic Game AP Combat), Part 2 (Advanced Game AP Combat), Part 3 (Advanced Game ATGM Dodge), Part 4 (Advanced Game GP Fire), Part 5 (Advanced Game Close Assault Combat), and Part 6 (Advanced Game Hand-to-Hand Combat) on InsideGMT.

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Designer Blogs, Examples of Play

Hitler’s Reich: AAR Using a New Solitaire System “Bot”

Introduction by Fred Schachter- Game Developer for Hitler’s Reich: A Card Conquest System Game (henceforth referred to as simply Hitler’s Reich) – Vesa “Vez” Arponen is one of those gamers who has talents of his of own, particularly when it comes to designing solitaire-playing “Bots” for GMT Games (most recently for A Distant Plain published

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Designer Blogs, Solitaire Systems

Time in Skies Above the Reich

  Imagine a battlefield where gun positions are effectively mapped out and the defenders are alert and ready to respond to your intrusion. To traverse that field risks cross-fire from a variety of locations arranged with the precision of caliper and slide rule. Once you step foot onto this engineered battlefield, you can expect deadly

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Designer Blogs

Tank Duel: Enemy in the Crosshairs – A Grudge Match

NOTE: All photos and art are play test versions. GMT Weekend at the Warehouse, October 2016. Across the table from me is Mike Bertucelli. Mike has become a close friend, tested through the wars developing Liberty or Death. We have been gaming together since we met 4 years ago and he is a great guy

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Designer Blogs
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