The Guerrilla Generation: Peru

In the first InsideGMT article on The Guerrilla Generation, I covered the famous urban guerrillas known as the Tupamaros in the Uruguay game. In this article, I’ll cover the other game set in South America, The Guerrilla Generation: Peru. The Peru game depicts the Shining Path insurgency from the early 1980s to the early 1990s. As with Malaya in The British Way, Peru represents a less radical departure from the standard COIN model and provides a good starting point for COIN players transitioning to or from existing modern conflict volumes such as Andean Abyss, Cuba Libre, or A Distant Plain. Thematically, The Guerrilla Generation: Peru has a lot in common with the Colombian civil war depicted by the first COIN volume Andean Abyss. Both South American conflicts involved a leftist insurgency that outlasted the end of the Cold War, partially by becoming involved in the drug trade. However, as will be explained below, the Shining Path insurgency’s violence featured in Peru makes the FARC insurgency in Colombia look restrained by comparison.

The Guerrilla Generation: Peru allows players to learn about one of the most violent insurgencies in Latin American history, the Shining Path. The Shining Path insurgency operated as a highly centralized group that organized around a cult of personality of its leader Abimael Guzmán. The movement glorified the use of violence and carried out extensive civilian victimization. Unlike most conflicts in Latin America, the Truth and Reconciliation report conducted in Peru after the conflict found that the Shining Path committed more violence against civilians than government forces, responsible for 54% of the 69,820 reported deaths or disappearances. To accurately depict the conflict, the Peru game builds the group’s extensive use of violence into their Faction, but also makes sure to model the major drawbacks of such violence. Facing the brutal Shining Path insurgency is another Government faction that must balance their response to the insurgency with the restrictions of a democratic government. As in the Uruguay game, featured in the last InsideGMT article, the use of too much repression could lead to a military coup against the democratic government.

The 3rd Annual GMT One Holiday Gift: A CDG Solo Playsheet for Manoeuvre

It’s become a bit of an annual tradition at GMT for the fine folks at GMT One to cook up something as an end of year Christmas gift to our solo players. In 2021, that gift was a solitaire bot for Mark Herman’s Fort Sumter. In 2022, we made a CDG Solo System playsheet for the Empire of the Sun family of games. This year we are excited to share a CDG Solo System playsheet for Manoeuvre!

Manoeuvre is one of my favorite under-the-radar games that GMT publishes. It has an approachable playtime of around 45 minutes, so it’s easy to get to the table, and rewards careful play and clever hand management. The asymmetric factions and decks of cards provide lots of variety, but the core system is tight and chess-like. I also really appreciate that while the combat system has enough chrome to make battles satisfying, it does so without obscuring the elegance of the underlying mechanisms.

Because I love the game so much, I wanted to find a way to make it even more approachable and likely to be played. The idea hit me to use the CDG Solo System to replicate some of the fog of war in the hands of cards. But there is one core problem with that approach: the CDG Solo System assumes you are playing one card per turn (for the most part) and in Manoeuvre, the entire conceit of the game is that you can play up to your entire hand in a turn. Is it possible to find a way to modify the CDG Solo System to accommodate this style of play? It turns out that it is!

For those familiar with the CDG Solo System, the main change to the gameplay is that when rolling to determine which slot to play from, all of the cards in that slot become available for play during the turn for any legal purpose. This means that multiple unit and HQ cards could be played in a single combat, for example. Then, I added two things to the usual flow of the CDG Solo System:

  1. During the Discard and Draw phases, you can select any cards to be discarded and replaced from the draw deck.
  2. If you choose not to play a card during your turn (i.e. you move and do not initiate combat, nor restore a unit), you may move any one card from one slot to another (or from the top of the draw deck to any other slot).

Taken together, these give the feel of building your hand and shedding less useful cards. The tension of the game stays intact: do you respond now while you have a sub-optimal attack, or cycle cards and try to get that extra unit card or leader to boost your chances?

CDG Solo System Playsheet for Manoeuvre (click image for link to PDF)

We hope you have a very Happy Holidays, Merry Christmas, and a Happy New Year, and that this playsheet brings you some enjoyment in 2024!


Epipolae: The Setting — The Map, Cities, Routes, and Supply Sources

In the Levy & Campaign system, players conduct operational campaigns subject to transport, supply, and logistical constraints of the geography. In this article, the designer dives into the Epipolae (P500) map design, and the supply and route constraints of ancient Sicily. All map art is prototype playtest art, and not final.

The Setting: Ancient Sicily

Solitaire TacOps: Simple Structures for Strategic Depth

In the previous articles in this series, I discussed the high-level concepts behind the Solitaire TacOps system and how they are represented in the components of the game. In this article, I will walk through how players interact with those components to play out their own strategic approaches to historical engagements.

Plantagenet – War of the Roses Replay by Christophe Correia, Part 3

Below you will find Part 2 in a Plantagenet replay series from Cristophe Correia originally published on The Boardgames Chronicle blog. You can read Parts 1 and 2 here and here. Enjoy! -Rachel

The Guerrilla Generation: Uruguay

This is the first in a series of InsideGMT articles on the games in the second COIN Multipack by GMT Games, The Guerrilla Generation. First, I should mention that I’m very happy with the reception of the first COIN Multipack, The British Way, in terms of reception and sales. Thanks to all your support the game’s first printing ran out of stock in only six months! Stay tuned for further updates on The British Way. It’s exciting to see many players and reviewers enjoying this new approach to the COIN series, getting to explore many different conflicts in one game box. The Guerrilla Generation offers four more conflicts for players to explore, with each involving slightly more complexity and depth than the ones found in The British Way. In the rest of this article I’ll outline the first chronological game in the pack, Uruguay (1968-1972).

Solitaire TacOps: Dynamic Hexes and Counters

As promised at the end of my last blog post, today we are diving into the way that the maps and components in Solitaire TacOps: Ortona impact the game play.  As discussed in the second part of this series, the system builds off of the ideas from classic hex and counter games, but it does not fit directly in the “traditional” line, instead adapting those ideas in ways that better convey the dynamics it intends to model.

Solitaire TacOps: From Double Blind to Solitaire

Last week, we started off with by talking about the design principles and scale behind Solitaire TacOps: Ortona. This week we will be talking about the design behind the series system.

The Solitaire TacOps system, as a design idea, entered the formative stage while considering the map of the 1977 SPI game Cityfight by Joe Balkoski and Stephen Donaldson. It is clearly the work of Redmond Simonsen.  A cluttered Simonsen but a Simonsen nonetheless. Standard white for clear terrain, gray roads, multiple greens for different clusters of trees and even some water features. The buildings are mostly nondescript rectangles in a range of colors, which the map key explains refers to height. A standard hex grid is overlaid to manage movement, with the hexes grouped into megahexes (a central hex and its six surrounding hexes). Small triangles dot the map providing directional cues. Each of these details building a language that unfolds the physicality that gives its fictional city a real shape. Seen through this lens one begins to appreciate the complexities the urban landscape offers. 

Hussites, Bohemian Catholics, and Foreigners: What Has Changed Without Adding New Rules?

Upcoming game Žižka: Reformation and Crusade in Hussite Bohemia, 1420-1421 comes with a bunch of new mechanics such as new Assets, new rules for Crusade, for immediate surrender of some types of Strongholds, new multi stronghold Locale (Prague), or the whole new multi-purpose deck of so called Cause cards.  It also relies heavily on mechanics already introduced with the Levy & Campaign system by Volko Ruhnke.  When the series system is good, merely tackling its parameters and prerequisites can provide very different historical narratives from previous volumes. In this first part of the design diary, let’s take a look at how the already-known ruleset provides a new story and new challenges for the players by simply changing a few numbers or conditions.

In Nevsky, Almoravid, and Inferno, the map could be roughly divided into your and your enemy’s territory. This is not the case in Žižka as both Hussites and Catholics considered Bohemia their own country. The land is not a subject of dispute here, while the faith and the ruler are. With that, the first parameter changes come. The VP award for Ravaging is not 1/2 VP but 0 VP. Gone is the familiar hunt for VPs by inflicting as much damage on the opponent’s land? as possible. There is still an incentive for Ravaging as it helps to force Strongholds to surrender, brings the armies more food, and may prolong the sides will to fight (more on those later).

How Scale, Effectiveness, and Maneuver Inform Solitaire TacOps

At first blush, the connection between my first GMT game, Cross Bronx Expressway, and my next, Solitaire TacOps: Ortona, might seem tenuous. However, the connection is quite simple – I have an affinity for urban settings and how they serve as representations of human modernity.  Cross Bronx Expressway explores this through the social, political, and economic domains. Solitaire TacOps: Ortona explores it almost exclusively through the force domain. 

From the streets of the South Bronx to the streets of Ortona

Urban warfare is a very small niche of wargaming which shows up mostly as either scenarios within tactical systems, or stand-alone operational games. Both of these scales offer views into the nature of urban conflict, but each, removed from the other, loses the context to make those views complete. In order to model the dynamic impacts of urban warfare, Solitaire TacOps explores both tactical and operational considerations.