Introducing All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918

All Bridges Burning is a COIN Series system game simulating the political and the military events of the Finnish Civil War of 1918 including a period of build-up to the conflict. It is the first COIN Series volume to have been designed for three players.

In All Bridges Burning, the three factions –the Reds, the white Senate, and the blue, non-violent, Social Democratic faction– compete for getting to define the shape of post-conflict Finland. The game is divided in two phases of pre-war build-up and the war itself. Alongside the player controlled factions, also simple German and Russian non-player sides bring their military force to bear.

Triggered by one of the first socialist revolts of the 20th century, the Finnish Civil War was in part about drawing the borders between the socialist and the democratic world systems, and in part about societal issues internal to Finland itself.

Talon Tuesday Issue #33: Talon 1000 – State of the Fleet: The Talon Armada Part 2

“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release of the Talon 1000 expansion. Since Space Empires:4x Replicators is also releasing soon and there is crossover between the two development teams, Replicator articles will be featured as well.

Issue #33 Talon 1000 – State of the Fleet: The Talon Armada Part 2

Ancient Civilizations of the Inner Sea: Meet the Romans

Below is the tenth and final in a series of articles from Mark McLaughlin showcasing the ten civilizations in Ancient Civilizations of the Inner Sea. The first nine articles can be found here, here, herehereherehereherehere, and here. Enjoy!

Tokyo at Dawn #2: The Doolittle Raid: April, 1942

This is the second installment of Tokyo at Dawn, an after action report created using GMT’s Enemy Coast Ahead: The Doolittle RaidWhere a word appears in bold, it references a game mechanic or rule. The first article of the Tokyo at Dawn series can be found here. Another of Chris’ fantastic InsideGMT articles, “Walking the Distant Plain” can be found here.

Replicator Tuesday Issue #32: Advanced Ship Development – Part One, The DDX

Replicator Tuesdays is an article series appearing on InsideGMT. It features insights into the development of the 2nd expansion for the board wargame Space Empires:4x by Jim Krohn.  Here the designer, developer and play testers will share their thoughts and experiences on this upcoming expansion. Since there is much crossover between the Space Empires and Talon development teams, both Space Empires and Talon articles will be featured in this series.

Issue #32 Advanced Ship Development – Part One, the DDX

Ancient Civilizations of the Inner Sea: Meet the Minoans

Below is the ninth in a series of articles from Mark McLaughlin showcasing the ten civilizations in Ancient Civilizations of the Inner Sea. The first eight articles can be found here, here, hereherehereherehere, and here. Enjoy!

Tokyo at Dawn #1: The Doolittle Raid: January Through March, 1942

This is the first installment of Tokyo at Dawn, an after action report created using GMT’s Enemy Coast Ahead: The Doolittle RaidWhere a word appears in bold, it references a game mechanic or rule. Chris’ last InsideGMT article, “Walking the Distant Plain” can be found here.

Talon Tuesday Issue #31: Talon 1000 – State of the Fleet (Part 1)

“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release of the Talon 1000 expansion. Since Space Empires:4x Replicators is also releasing soon and there is crossover between the two development teams, Replicator articles will be featured as well.

Issue #31 Talon 1000 – State of the Fleet

The Arenas of the Apocalypse

 

It should have been such a simple thing, the first test of Apocalypse Road. Carla & I were sure that it would work nicely on a Thunder Alley track and we chose Pullinger’s Pyramid as the first test track. This would be great, we could add four new tracks to the Thunderverse through Apocalypse Road and at the same time have 17 extra tracks already available or in production. They shoot, they score! Except…the Pyramid was really boring for this game. Of course, it needs to be more like Grand Prix, pull out one of those. Buzzzz, not much better. If the combat system is the most crucial and difficult challenge, then the track situation for Apocalypse Road was the most consistent and nagging.

It turns out Apocalypse Road tracks need to be different than the average Thunder Alley or Grand Prix track and they need to have keys terrain-wise for event cards. In addition, they need a starting grid that does not bump against the finish line and something we refer to as “The Chute”. We did some research and found that Racecross tracks seemed to fit all of our requirements, so we dove into those tracks and quickly the ‘terrain’ of Apocalypse Road was laid. All of this means that Apocalypse Road tracks do not have much in common with their predecessors except that at a distance they are identifiable as race tracks. Racing in Apocalypse Road will be a new experience even though it is governed by a familiar engine.

What sets them apart? Glad you asked.