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!


The 2nd Annual GMT One Holiday Gift: A CDG Solo Playsheet for Empire of the Sun

As we hit the 2 year mark for GMT One, it’s a good time to reflect and see how far we’ve come. This year, we were truly blessed to see all the session reports, reviews, pictures, videos, and smiles that you shared while playing our solitaire games. So, we wanted to bless you in return and share another Holiday gift! Last year, we shared a print and play solo bot for Mark Herman’s Fort Sumter, and this year we decided to team up with Mark again and bring you a CDG Solo System playsheet for the Empire of the Sun game family.

First, a quick reflection on 2022:

  • Early this year, GMT shipped our CDG Solo System with support for seven of our CDGs, and announced the second pack with support for six more games. Alongside the physical release, we gave a print and play option to the community for free, and it’s been cool to see your creations out in the wild.
  • We also released Fall of Saigon, an expansion for Fire in the Lake, with a bot from Bruce Mansfield based on his popular Jacquard System which he designed for Gandhi.
  • Flashpoint: South China Sea includes a quick and streamlined bot from Jason Carr.
  • And the Fields of Fire team of Ben Hull, Andrew Stead, and Colin Parsons did incredible work to bring you The Bulge Campaign and the Third Edition rules, and is in the late stages of development for Fields of Fire Deluxe Edition.

In light of this great year, let’s celebrate! I asked Ken Kuhn, the CDG Solo System lead, to put together a playsheet for Mark Herman’s classic CDG Empire of the Sun. Not only that, but I asked him to make sure it would work with all the games in the Empire of the Sun family. Ken got to work, and adapted Chris Crane’s community “tweak sheet” to use the latest formatting and terminology consistent with GMT’s other playsheets.

This updated playsheet can be used four different ways:

  • Play any of the scenarios included with Empire of the Sun.
  • Play the “South Pacific” standalone scenario from C3i Nr. 30 (included in the Third and Fourth Printing of Empire of the Sun).
  • Play the “Burma” standalone scenario from C3i Nr. 35
  • Play the Plan Orange standalone game from C3i Nr. 29.
CDG Solo System Playsheet for Empire of the Sun (click image for link to PDF)

We hope this playsheet brings you hours of fun with Empire of the Sun, and that you have a very Happy Holidays and a wonderful start to 2023!


Infernal Machine: The Torpedo Boat during the Civil War – Part Two – David vs. Goliath: the CSS ”David” and its Attack on the USS “New Ironsides.”

While shipbuilding concerns and machine works like the Park & Lyons Machine Shop in Mobile, Alabama were busy creating an underwater terror known colloquially as a “fishboat,” there were others whose trip to fame and riches lay along a different path.

One such person was Dr. St. Julien Ravenel of Charleston, SC. Ravenel was a scion of Charleston’s well-known Ravenel family. A physician by avocation, Ravenel also taught at the local medical school, being Demonstrator of Anatomy. At the outbreak of the Civil War, Ravenel enlisted as an Army private, participating as such in the siege of Fort Sumter. Within a year’s time, his skill as a physician found him quickly promoted as an officer. Ravenel was then tapped for  the position as Director of the Confederate Hospital, in the South Carolina state capital of Columbia.

Infernal Machine: The Torpedo Boat during the Civil War Part One – Genesis at the Gate of Hell

At the start of the American Civil War, the Confederacy was faced with an almost insurmountable problem.

Using its navy, the United States was able to blockade trade, not only through coastal ports, but also the necessary interstate riverine trade on the South’s crisscrossing network of rivers, canals and lakes. For a predominately-agricultural nation like the Confederate States of America whose existence depended on unobstructed internal and overseas trade, a naval blockade was a threat to the nation’s existence.  

Attempting to construct a national navy matching on a ship-for-ship basis the already-existing one of the northern states, would quickly bankrupt the fledgling Southern government.

The Other Infernal Machine: The Tale of the Union Navy’s USS “Alligator” Part 5 — And So Into History: July 1862 – April 1863

In July, 1862, Union General George McClellan’s Peninsular Campaign came to its ignominious end on the banks of the James River, as his Army of the Potomac huddled under the protection of the US Navy’s guns at Harrison’s Landing.

Little Mac’s version of the West Point “Turning Movement,” conceived (but not performed) in grand Napoleonic style was beaten by Confederate Generals Robert E. Lee and Thomas “Stonewall” Jackson, using the resurgent Army of Northern Virginia in a turning movement of their own and saving the Confederacy’s capital of Richmond in the process.

Almost un-noticed in the campaign’s finish was the end of the abortive Appomattox River Raid. Commodore John Rodgers discovered that warships armored and laden with heavy guns are no good if the river they are fighting in is low on water.

The Other Infernal Machine: The Tale of the Union Navy’s “Submarine Propeller” Part 1 – The Development

I propose to you a new arm of war, as formidable as it is economical.

Submarine navigation, which has been sometimes attempted, but as all know without results, owing to want of suitable opportunities, is now a problematical thing no more.”

(French nautical designer Brutus de Villeroi, in a letter to U.S. President Abraham Lincoln.)

Though the “H.L. Hunley” is widely known as the first submarine to sink an enemy warship in combat, it was by no means the only submarine to come out of the American Civil War. The construction team headed by James McClintock and Baxter Watson who built the “Hunley” had already completed and tested two other designs for underwater vessels. Though there were other designs created and built south of the Mason-Line, they were by no means the only submersibles being built in North America in the 1860’s.

The Lair of the Infernal Machine: A Tour of Breach Inlet, South Carolina

After visiting Director Kellen Butler at the Lasch Conservation Center and seen the H.L. Hunley itself being painstakingly and lovingly restored, I needed to learn more about the locations  where those involved in unleashing the Hunley upon the Union Navy blockading Charleston Harbor did their good work.

This Isn’t Even My Final Form: The Past, Present, and Future of the Final Crisis ‘System’

In his 2018 release Fort Sumter, Mark Herman laid the foundations for what has now come to be known informally as the Final Crisis ‘system’ (although there is as-yet no official Final Crisis series). At the heart of the system is a mechanical and thematic emphasis on the escalation and build-up to a historic conflict, rather than the conventional resolution of a conflict that is the usual focus of wargames. The core ingredients of this two-player system include:

  • Playable spaces spread across several ‘Crisis Dimensions’ (four Dimensions of three spaces in each game so far).
  • Pivotal spaces in each Dimension that are often crucial to victory and became hotly contested focal points.
  • A ‘Crisis Track’ that limits available tokens or cubes, and punishes players for escalating the conflict.
  • Hidden objective cards that focus the players’ attention each round, and offer an additional advantage when scored.
  • Three regular rounds, during which cards are played either to place or remove cubes or trigger events (a fairly typical CDG mechanism), followed by a fourth ‘Final Crisis’ round in which players are limited to targeting specific spaces using cards they have saved from previous rounds.
  • Victory is determined by a tug-of-war victory point track, scored at the end of each round for controlling either objective spaces or whole dimensions (advancing too far on the crisis track can also trigger a victory point penalty).

The combination of the limited token pool and penalties for escalation does a great job of invoking the feeling of a mounting crisis, forcing both players into a game of brinkmanship as they seek to place exactly as many cubes as they think they need to, but no more than are necessary, as if you place too many cubes in one space you risk overcommitting and weakening your flexibility to respond elsewhere. Fort Sumter features only one additional special rule, a ‘Peace Commissioner’ that is typically placed by the player who has contributed less to escalating the crisis (or by event), and prevents either player from adding or removing cubes in one space. The game is otherwise extremely streamlined, taking less than half an hour to play, the ideal length for a ‘lunchtime’ session. 

Arrows in a CDG? How the Map of The Bell of Treason Outlines the Upcoming Crisis

The Bell of Treason: 1938 Munich Crisis in Czechoslovakia is the next installment in GMT Games’ informal ‘Final Crisis’ series. It is a successor to Mark Herman’s Fort Sumter, which depicts the secession crisis that culminated in the U.S. Civil War, and Fred Serval’s Red Flag Over Paris, which depicts the crisis following the formation of the Paris Commune to its defeat in the Bloody Week of May 1871. As such, The Bell of Treason shares many mechanics with both these games but adapts them to specifically portray different aspects of the Munich Crisis in 1938. During this crisis, British appeasement policy clashed with Czechoslovak readiness to fight Nazi Germany, while the Soviet Union encouraged Czechoslovakia but was seemingly unwilling to provide any concrete military or political support. One of the central game systems is an abstract map showing four dimensions in which the crisis developed. Each ‘Crisis Dimension’ consists of three spaces where arguments and ideals for and against appeasement clashed, with one of them being a ‘Pivotal’ space that has some additional leverage over the other two spaces. This basic system was already present in Fort Sumter, but Red Flag over Paris introduced the novel idea of adjacency between spaces, including some spaces connected by arrows representing unidirectional adjacency. The Bell of Treason reuses this latter system to model some key aspects of the Munich Crisis. Let’s take a look at each of the Dimensions in its historical context.

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