Design Update from Mark Herman

I had the pleasure of spending a few days with Mark this week at John Kranz’s excellent Consimworld Expo in Tempe, AZ. I got to play the final version of Churchill and had a blast and also got some detailed updates on Mark’s upcoming games. Mark has a bevy of terrific titles lined up to grace […]

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Designer Blogs

Dark Sands – Compass Scenario AAR, Part 1

The following is the beginning of a multi-part After Action Review (AAR) by Tim Wilcox of the Compass Scenario from Ted Raicer’s Dark Sands. Enjoy! Turn 1 It is December 1940 and O’Conner is leading the British attack to push the Italians out of Egypt. The Axis have two VPs, one for holding Benghazi, one

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After Action Report, Series Replay

BLOODY THURSDAY: The Battle of Gravelotte-St. Privat 1870

“It is difficult to think of a great passage of arms in which one critical day of battle was so strangely – and so soon – underscored by another” – David Ascoli, author of A Day of Battle On the evening of Tuesday, August 16th 1870, the battlefield of Mars-la-Tour looked much like countless other

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Designer Blogs, Inside the Game as History

Addition by Subtraction: Creating the 2-Player Bonus Variant for Triumph and Tragedy

Triumph and Tragedy was designed from the bottom up as a three-sided game, taking the viewpoint that the democratic/capitalist West, the fascist Axis and the communist Soviet Union were at bottom irreconcilable rivals for European (and possibly world) hegemony. A corollary is that the historical West-Soviet alliance was not inevitable, but arose from necessity (Axis

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Designer Blogs, Scenarios/Variants

Next War Series Design Notes

This article started as an attempt at some design notes for Next War: Taiwan (NWT), but it quickly also became somewhat of an essay on my general take on game design with the bits of how it affected the Next War games woven in. It’s long and a little rambling at times. Hopefully, you get

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Designer Blogs

Comanchería: Designing For Feel

One of the challenges of designing a game that depicts the vast sweep of Comanche history was how to model the phases of their history without a host of special rules and exceptions. In short: how do you put the player into a position from which he or she can get a reasonably realistic perspective

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Designer Blogs

A GMT Weekend at the Warehouse with Örjan Ariander (April 2015)

The GMT Weekend at the Warehouse offers gamers an opportunity to play their favorite games amongst the shelves of thousands of GMT games.  For me, the best part is the opportunity to meet designers and other notables that created and love the games.  Now that I am designing Liberty or Death it gives me the

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Designer Blogs, The Inside View

Anatomy of a New Map for Silver Bayonet

When I decided to do a 25th Anniversary Edition of Silver Bayonet, I knew that I had to commit to doing a MAJOR revision of the game map. There are artistic reasons to want a new map because the maps that Mark and Charlie are capable of creating today dwarf what we were able to create in the

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Designer Blogs, Development Updates

Next War: Korea – Scenario – Modified Tactical Surprise

Dan Stueber has been a long time proofreader, playtester, and supporter of the Next War series. He has completed and posted several solitaire game session reports on Boardgamegeek including one for the scenario he’s designed for Next War: Korea which is presented for your use below. Hope you enjoy! – Mitch This scenario postulates a slow

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Scenarios/Variants

Designing Artificial Intelligence for Digital Dominant Species

Hey everyone! My name is Matt Brand. I work at GameTheory in Burlington, VT, and I am the primary developer on the digital version of Dominant Species by GMT Games. I am finishing up the Artificial Intelligence (AI) portion of the game right now, and wanted to give a little window into the creation of

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Digital Versions of our Games
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