Line of Sight Decision Tree in Mons 1914 & Gallipoli 1915

Line of Sight rules are always a challenge for any designer. They have to be accurate, but also be easy to understand and fast to resolve.  For the Rifle & Spade games (“Mons 1914, The Mad Minute” and “Gallipoli 1915, Churchill’s Greatest Gamble”) I did not want to use “rise over run” calculations because they can slow a game down. So I opted for a case-based system written out in text. It works, but it has more of a learning curve than I would like.

At Consimworld Expo in September 2021 we experimented with a “matrix” layout, rather than straight text. The matrix was easier to understand and faster to use. As I was tidying it up after the convention, I realized that it was really a “decision tree” in disguise. A decision tree has a visual flow like a flowchart – it presents the player with a number of questions that lead to an answer. For example, the following section deals with lighting conditions.

Dramatis Personae Cards in Baltic Empires

In Baltic Empires players can enhance their capabilities by having up to 5 Dramatis Personae cards attached to their Power’s Court. There are nearly 50 of these cards in the game, and each of them is named and inspired by a notable historical figure of the period who in one way or another left a mark on history. Each Round 5 cards are randomly drawn from the deck and laid out for the players to see. During the Production phase the players can buy any one of these 5 cards and place it in their Court on their Power Mat, gaining the benefits listed on that card.

The Dramatis Personae cards do not only represent advisors and ministers to the court, but also abstractly represent a whole range of historical changes, such as technological innovation, administrative reform, military reforms, or good diplomatic relations to foreign powers, and additional factors such as brilliant generals or even treacheries and rebellions – all exemplified by the named historical character on each card. As the historic person they are named after is merely an exemplar, these cards are not limited as to which power can buy them – all Dramatis Personae cards are available to all Powers to buy during their turn in the Production Phase, but naturally not all will be equally useful to all Powers in all situations.

Cavallata per Cortona – INFERNO Scenario Replay, Part 5

As the Ghibellines manuever and ravage, the Guelph army finds itself in a tight spot beneath the walls of stubborn Cortona.Volko’s test replay of Levy & Campaign Volume III proceeds. Neither art nor game rules featured here are final. …

Infernal Machine: Dawn of Submarine Warfare — Setting the Stage

It was a United States $20 gold piece that started it all.

A badly dented $20 gold coin, minted by the U.S. Treasury in 1860.

A gift from a young lady named Queenie to her beau, Lieutenant George E. Dixon, formerly attached to the 21st Alabama Regular Infantry, Confederate Army of Mississippi.

The coin got its dent on April 6th, 1862 during the battle of Shiloh in Tennessee.

That day, the 21st Alabama lost six color bearers and over two hundred casualties fighting over a thicket on that bloody battlefield; a thicket that became known as “The Hornet’s Nest” by those who fought there.

During the battle, a Yankee minie ball struck Dixon in the left thigh. The force of the bullet’s impact was dissipated by its striking the $20 gold piece in his trouser pocket.

The dented gold piece not only saved Dixon’s leg, it probably saved his life as well.

Dixon certainly seemed to think so.

A Hitler’s Reich Axis Bot Variant for a More Historical Balkans’ Experience

Introduction by Hiter’s Reich Co-Designer Fred Schachter: One of the fun aspects of our beloved hobby is the ability to “tinker” with a game to suit our perception of history or to simply introduce a new fun element into play. Here’s such an alternative for Hitler’s Reich: A Card Conquest Series Game from Rich Kimmel.

Having knowledge of the game and its solo Bot designed by the talented Vez Arponin should enhance readers’ appreciation of Rich’s article. For that background, please consult GMT Games – Hitler’s Reich. With that, “take it away Rich!”.

Twilight Struggle vs Imperial Struggle – Comparison

Twilight Struggle (TS) and Imperial Struggle (IS) are two great creations of the Ananda Gupta & Jason Matthews duet. We waited a long 15 years between the publication of the first (2005) and latter one (2020). Both titles prove to be deep, immersing, and very replayable designs thus no wonder that they have pretty broad pool of fans.

What is more, those games share a lot in common but on the other hand, have also vivid differences. In this article I am going to discuss them!

Cavallata per Cortona – INFERNO Scenario Replay, Part 4

Opposing armies march out their city gates, as Volko’s test replay of Levy & Campaign Volume III introduces us to Command and Revolt actions in the game. Note that not only the art shown but several game mechanics discussed remain provisional as test and development continues. …

In the last part of our Inferno replay we formed each side’s Plan for the Campaign of early Spring 1259. Not let’s see what Florence and Arezzo’s Guelph and Siena’s Ghibelline forces actually do and where they go.

Inside the History of Twilight Struggle: Red Sea — Conflict in the Horn of Africa (Part 3)

The Context between the Super Powers

Part 3 of a three part series: The Cold War in the 1970s.

Twilight Struggle Red Sea is now nearing completion and will soon join the cue of GMT titles ready for printing.  TS: Red Sea is a free-standing, two player card-driven game that builds on the Twilight Struggle system.  The game covers the period between the mid-1970s and the conclusion of the Cold War.  It emphasizes the many proxy wars and revolutions in the Arabian Peninsula and the Horn of Africa during this portion of the Cold War.

With a more limited scope and much shorter playtime, TS Red Sea is the perfect way to introduce new players to the Twilight Struggle. Yet this new game maintains all the tension, decision making, and theme of the original classic. 

This is the third of a three article series, introducing players to the history reflected in the game, and providing some example events that illustrate the ties between history and gameplay.

The Last Hundred Yards Ladder Play After Action Reports: Mission 1.0 — On Their Own

The Last Hundred Yards (LHY) Vassal Ladder is an ongoing monthly tournament in which players are matched up roughly by skill rating. As players win or lose, they move up and down on the ladder. There is nothing particularly “official” about the ratings and we welcome players of all skill levels. We currently have about 20 -22 regular participants. Players can join, leave, and re-enter the ladder each round as they have available time. The LHY Ladder players are located around the world in many different time zones. A small subset of the players competes by Play by Email only (PBEM). Everyone from the game’s designer to brand new players participate in the ladder. Players of all skill levels are welcome. The Ladder is a great place to learn the game and to improve your play.  A typical ladder mission should last between 90-120 minutes. Players should be familiar with the rules but can certainly discuss and help one another learn them better. A typical ladder round lasts for about four weeks so there should be plenty of time to schedule and play a match. Once the mission is completed, players are responsible for providing mission results and a short After-Action Report (AAR).

In addition to becoming more familiar with the game and improving your play, players can expect to meet a variety of friendly competitors from around the world! If you would like to participate in the LHY ladder, you contact Mark Buetow at buetowmt@gmail.com.

The following three AARs are from the most recent ladder mission played, Mission 1.0 Own Their Own.