The Rockland Gamer Guys Meet “Hitler’s Reich”

Introduction: This provocative article title is not an ominous “Pulp Fiction” confrontation, but a quick After Action Report of my former New York gaming buddies first exposure to this latest game I’m developing with Designer Mark McLaughlin, Hitler’s Reich: A Card Conquest System Game (henceforth referenced “HITLER’S REICH”).

 Back when I resided in New York, prior to corporate relocations which now have me in Seattle, the four Rockland Guys and I had many happy decades of gaming together and attending numerous conventions (see below “selfie” photo: back left to right George Miksad/P.J. O’Neil… foreground left to right Steve Geisinger/Fred Schachter).  These fellows are veteran games who over the years helped Mark McLaughlin and I play test his other GMT titles.

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 A visit to New York City allowed an opportunity for us to get-together.  The ensuing AAR, when referencing the admittedly amateur hand-drawn play-test map attached (wait until the GMT graphics team gets this!); should provide a sense of how the game action flowed.  Future “InsideGMT” articles will flesh out your perceptions of the game… so consider this a “teaser” which you’ll hopefully enjoy in the friendly spirit its offered.

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HitlerReichTAB_P500(RBM)During my last visit with family to New York City, I took the metro north train to meet “The Rockland Guys” at Steve Geisinger’s home.  Rockland is a county just to the north of New York City.

What a “deja vue” experience that was!  With George helping PJ and I Steve; the first Rockland Guys HITLER’S REICH game was played.  With my being there, the rules were swiftly absorbed by these veteran gamers; although, as we observed previously, it’s one thing knowing the rules and the basic functions of the cards and quite another learning how to best apply that knowledge to achieve victory.

Being novices, PJ (Axis) and Steve (Allies) ignored the naval aspects of the game save for a bit of attention to the Sicilian Zone with FleetPlacement.  It was a “land war” all the way!  With George mentioning how at WBC he observed game after game of Italy being knocked out of the war during 1941 by the Axis ignoring the Balkans; PJ took the hint and conquered Yugoslavia and Greece.

The 7 Years War: Frederick’s Gamble – Playtest Report

 I’m privileged to be Game Developer for The 7 years War: Frederick’s Gamble (henceforth referred to 7YW:FG).

This is a wonderful game based on the innovative and still ever popular card driven game engine from Designer Mark McLaughlin: The Napoleonic Wars.  If you’re familiar with TNW or its successor games, Wellington and/or Kutuzov; you’d have little difficulty getting into enjoying this debut Game Design effort by Greg Ticer.

The game’s title stems from Frederick the Great, King of Prussia’s 1756 land grab of the independent central European State of Saxony, right on his arch-rival Imperial Austria’s doorstep.  Frederick “gambled” he could get away with this annexation without triggering a general European War.  He failed, and when Austria was joined by its Ally France (Imperial Camp) and the Prussia had Ally Britain (Coalition Camp) with its mainland interests in Hanover/Hesse join the fray, that European War expanded into one of history’s first Global Conflicts.

To reflect the global nature of this conflagration, 7YW:FG has “mini-maps” off to the side of the main European theatre: one for North America and two areas of the Indian sub-continent.  These maps use a point-to-point map of “Duchies” similar to TNW.  An abstract “Naval Control Track” accommodates the war on the waters so players can concentrate on the exciting action ashore.

There are aspects of the game cards and rules which make this very much an Eighteenth Century rather than TNW Nineteenth Century gaming experience.  Future pieces within “InsideGMT” will provide more background and descriptions of what 7YW:FG has to offer. 

For now, with this article’s play test map before you along with your war gaming imagination, we hope you’ll enjoy this After Action Report of a 7 Years War: Frederick’s Gamble contest by the Metro Seattle Gamer guys play-test team, with yours truly supervising… somewhat akin to a line judge during a championship tennis match.  What makes this AAR unusual is the game starting as a two player contest, then, as more gents arrived at the club, growing to a 3 and then full 4 player version of the game.

Enjoy and feel free to pose questions interim to the next “InsideGMT” piece concerning this yet-to-be P-500 listed game. – Fred Schachter, Developer

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Early Playtest Map for 7YW:FG     Note: For this and all images below, please click the image for better detail

The Campaign of 1777 – Liberty or Death: The American Insurrection

We’ve just added Liberty or Death to our P500 list today, so order away! 🙂 Liberty or Death P500 Page. Enjoy! – Gene

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Below is a narrative from a recent playtest of Liberty or Death at the Camp Pendleton Conflict Simulations Club here in San Diego.  I am indebted to my friends for taking the time on a Saturday to play the 1776 scenario (four Campaigns) and for giving me such great feedback (except for Tim, who kept prodding me about certain one sided markers in my prototype!)  Don’t worry, “Gentleman” Tim – they will be two sided after we are finished with production!

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The game features Trevor “Swamp Fox” Wilcox as the Patriots, Trevor’s father “Gentleman” Tim Wilcox as the British, Pete “Cornplanter” Martin as the Indians, and Ken “The Comte” McMillan as the French.

It is the start of the 1777 Campaign; this is the second Campaign of the Medium Scenario.  The Patriots have done well building Opposition to the British government in the population.  They have been active in the Colonies Rabble-Rousing and building forts.  The forts will improve their ability to Rally Militia and Continentals.

Triumph and Tragedy: The Clausewitz Game

I played my old AH Anzio game until I could barely read the counters, so Tom Oleson was an industry icon to me long before I ever started thinking about starting GMT Games. When I designed those first three games back in 1990, Rodger suggested I send free copies to a long list of industry personalities. These were people who Rodger knew, but who to me were just the amazing designers whose games had brought me such enjoyment over the years. A bunch of those people responded to me with thanks and well-wishes and many became long-time friends (thank you, Rodger!). But Tom Oleson stood out to me, because he sent me a really nice note of congratulations and encouragement, and also included payment for the three games because he didn’t want to cost a start-up wargame company money. “Wow,” I thought at the time, “This guy has class.” And over the years, that opinion has only been reinforced, as I have observed his continuing contributions to the hobby, as well as the many ways he has shown kindness to us at GMT. 

So I was thrilled to learn recently that Tom had a chance to playtest Craig Besinque’s design, Triumph & Tragedy, multiple times, and that he wanted to create a report to give us his impressions. Thanks so much, Tom, for taking the time to test the game and give us your thoughts. I appreciate your kindness. – Gene

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TriumphTragedyP500TabIn 1832 Clausewitz said “war is the continuation of politics by other means”. Craig Besinque’s new area movement card-driven block game “Triumph & Tragedy” focuses on the ETO but also includes the Western hemisphere and the East as far as Afghanistan and India.

It is not a traditional war game, but a Great Power Rivalry game. War is possible – and very cleverly modeled given the relatively small size of the game. But just as much attention is paid to what comes before the “continuation” – building alliances through diplomacy, and gaining strength through industrial mobilization. There are also many options for technological development, including going for the atomic bomb!

Games are all about choices, and here the players have very many. Do you play that card for diplomacy, or save it for deploying units? And if you do save it, might your opponent have a card permitting him to snatch it from you (all the cards have multiple options). If anyone violates a neutral, opponents get bonus cards!P1030663

As we play-tested it multiple times during a week, AHIKsers Walt Garman and Mark McCandless and I marveled at how many clever concepts have been subtly incorporated. Just one of so many – each year that a great power is at peace, it earns a secret Peace Dividend with a VP value of zero, 1, or 2. This could make the difference in deciding who wins. NOT going to war has value, as indeed it should.

 

Walt and I played the 2-player game with enjoyment, but the 3-player version is more fun. As the Axis I won narrowly the first time with a late-game war after dominating the Balkans through diplomacy. The second time as Axis I was doing well with an early war which gave me transitory naval supremacy enabling a blockade of Britain. But in the end, the Soviets were attacking Berlin and the West the Ruhr (both held).

Although this game is in the final stages of preparation, rules, play-balance, all the factors making for a finished product, were at least as good as many games already on the  market. So many games these days, however well done, are repetitious, familiar themes reworked. It was a pleasure to try something new to my experience. Map, counters, and cards, will be handled by Mark Simonitch. Need I say more?

Tom Olesontandtmap