It’s Not Easy to Be the Sultan: Modeling the Collapse of the Delhi Sultanate in Vijayanagara

Introduction With Vijayanagara we are seeking to present a detailed look at an epic period of medieval history, and in a region and time which has seen scant attention in the historical gaming community, or in entertainment media, or even in educational domains. We have yet to meet a single person not of Indian descent […]

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Designer Blogs

Factions in Red Dust Rebellion: Earth Government and the Space Battlefield Domain

The future of our species depends on us becoming a multi-planetary society. And it is to this end that the United Nations of Earth have poured our collective efforts into the Martian project. And what a project it is, the great of human endeavors, reaching out into the stars to bring life, love, and society

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Designer Blogs

“It’s All in the Cards”: A Compendium of Ancient Civilizations of the Middle East’s Cards: Chapter One, Part Three – Great Person “Spy” Cards

Introduction by ACME Game Developer Fred Schachter: The previous part 2 of this series examined the game’s Great Person Competition cards. We now proceed to cards whose function is not overt on the game map… the “Spy” cards of Ancient Civilizations of the Middle East whose shadow role occurs before a turn’s first Competition is resolved! 

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Designer Blogs

Almoravid: A Quick Look at Forces

Here from the game’s designer with its researcher is an at-a-glance introduction to the units in the soon upcoming second volume of the Levy & Campaign Series, Almoravid—Reconquista and Riposte in Spain, 1085-1086, with comparison to the forces used in volume one, Nevsky.

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Designer Blogs

Laban! Chapter 1: Corruption and Patronage in People Power

Whenever I develop a game, I am always looking for ways to make the narrative shine. Usually, that involves consistent terminology, clear rules, concise player aids, and suggestions on what tweaks can be made to help the game get out of the way of the player, and allow for full immersion in the story. Occasionally

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Developer Notes

What is the ‘Irregular Conflicts Series’?

As COIN Series Developer, I see a lot of cool prototypes. One of the hard things about my job is determining which prototypes will work well as COIN games, and which prototypes belong in a different series. There are lots of reasons that a game may not be perfect as a COIN Series game, but

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Developer Notes

Recreating History with Prime Minister’s Scenarios

Prime Minister already offers a highly thematic gameplay experience in its standard format, but if you want to take that experience to a higher level, you can try one of the twelve scenarios planned for the game. In this fifth InsideGMT article for Prime Minister, we’ll take a closer look at those scenarios, starting with

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Designer Blogs

“Poland is Not Yet Lost”: Playing Next War: Poland (Part 3)

Ian M. Sullivan is the Special Advisor for Analysis and ISR at the Deputy Chief of Staff for Intelligence, US Army Training and Doctrine Command. Disclaimer: All views expressed in this post are the author’s and do not necessarily reflect those of the Department of Defense, Department of the Army, or Army Training and Doctrine Command

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After Action Report

“It’s All in the Cards”: A Compendium of Ancient Civilizations of the Middle East’s Cards: Chapter One, Part Two – Great Person Competition Cards

“It’s All in the Cards”: A Compendium of Ancient Civilizations of the Middle East’s Cards: Chapter One, Part Two – Great Person Competition Cards Read Post »

Designer Blogs

Inside GMT One: What’s Next for Fields of Fire?

Most tactical games start when your units make contact with the enemy, and bullets start flying. While tactical games will occasionally introduce hidden units, and operational games like Silver Bayonet  require players to conduct recon to find the enemy, most wargames start when the action starts. Fields of Fire is different. Because you control an

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