New Features in Under the Southern Cross, Part I

Designing a game that is part of an established and well-liked series such as Mike Nagel’s Flying Colors (FC) requires a delicate balancing act. On the one hand, the setting for Volume IV requires some special handling: river shoals and sand bars, the preponderance of small vessels like gunboats and schooners, and some of the […]

New Features in Under the Southern Cross, Part I Read Post »

Designer Blogs

Why We Do What We Do in LHY: Armor Operations

Why We Do What We Do in LHY: Armor Operations Read Post »

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

Apocalypse Road Development Update Read Post »

Designer Blogs

Red Storm Playtest AAR, Part 2

The following is part 2 of an after action review of my most recent test game of Red Storm with my good friend and playtest team member Chris Baer.  This scenario is titled “Offensive Counter Air” and features two big NATO deep strike raids going over the front and into southwestern East Germany.  In Part

Red Storm Playtest AAR, Part 2 Read Post »

Playtest Reports

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,

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

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

Tank Tales #2: Ready, Aim, Fire! Read Post »

Designer Blogs

Red Storm Playtest AAR, Part 1

The following is an After Action Review of my most recent test game of Red Storm  on a long Friday morning and afternoon with my good friend and playtest team member Chris Baer.  This was a test of one of the bigger scenarios in Red Storm, “Offensive Counter Air”, which features two big NATO deep

Red Storm Playtest AAR, Part 1 Read Post »

Playtest Reports

Empire of the Sun Rules & Tactics Intro: Air Naval Combat

A few months ago, I pointed our customers to The Player’s Aid website as a site that creates consistently high-quality articles about our games (and others). I asked Grant, one of their founders and content creators, if he’d like to write an occasional article for InsideGMT to provide some added content to our site, and also to

Empire of the Sun Rules & Tactics Intro: Air Naval Combat Read Post »

Strategy Articles

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

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

Designer Blogs
Scroll to Top