Conquest and Consequence Developer Preview

Introduction

Like my occasional reviews tend to be, I am focusing on a game I enjoy which has little knowledge or coverage and one I’d like to draw people’s attention to. In this case, it’s a game that isn’t released, but is due shortly. This game is “Conquest and Consequence” (CnC), the Pacific Theatre sequel to Craig Besinque’s 2015 hit “Triumph and Tragedy” (TnT). 

I note that I am the developer on this game, but will temper this possible bias by noting that I make no money from my role and only aim that people have an enjoyable gaming experience. So, while the following preview is my honest opinion, it’s only fair you have this context in mind.

Victory Conditions in Baltic Empires

How they work and the history behind them.

The victory conditions in Baltic Empires have been constructed to give players multiple paths to victory and to allow for sudden death victories, as it is my experience that this keeps players on their toes and gives a far more exciting game with more intense diplomatic interaction between players. Besides the default victory conditions, players also have the opportunity during play to recruit Dramatis Personae that either replace some of their default victory conditions or offer entirely new ones. In this article I will go through the different victory conditions and explain how they work and what they represent in terms of history.

There are 3 ways of winning a Sudden Death Victory:

The first one is to achieve Cultural Hegemony by being on top of the Mercantile, Production and Military Hegemon Tracks (prototype track pictured to the left). The Hegemon Tracks and how they influence Turn order will be described in detail in the next article in this series, but for victory purposes all you need to know about them is that a Power’s position on each of these tracks is the sum of their controlled infrastructure or units associated with that track (Cities and Customs Houses for the Mercantile Track, Workshops for the Production Track, and units for the Military Track), as well as any modifiers that are specific to that Power, or from Dramatis Personae cards that they may have attached to their Court.

By achieving all three Hegemon positions at once, you have put yourself in a position where you are ahead of the other players financially, economically, and militarily. Such a status would naturally make your power a cultural center and the envy of the other rulers. As such it represents the ultimate goal of every great power in history. A victory of this kind is relatively rare, but it allows for a potentially non-violent way to win, and gives an incentive for the other players to work together to pull down a clear leader.

When Did WWII Start? Germans in The Bell of Treason

Let’s begin with a school question: when did WWII start? The generally acknowledged answer is September 1, 1939. But if we define war as a state of actual armed hostilities, regardless of a formal declaration of war, we may find that the answer is not so simple. During the Munich Crisis of 1938 (and here we are talking about the time before the Munich Agreement was signed), paramilitary groups of Sudeten Germans trained and armed in Germany, with headquarters near Bayreuth, were operating within Czechoslovak territory. Small numbers of SS and Wehrmacht personnel (usually company-sized units) even crossed the border to fight there too, carrying out raids and kidnapping hundreds of Czechoslovaks, many of whom would later die in German concentration camps. The Bell of Treason may focus on the conflict of ideas between conceding the Sudetenland or standing up against Germany, but during the same period terror and killing had already started in the Sudetenland. In this article we will look at how the game depicts Germans in two different ways: political and military.

The Factions of Plum Island (or … What Futility Personified Looks Like)

As I’ve explained to you all numerous times before (ad nauseum, to be honest), each player involved in The Plum Island Horror will be controlling one of the six available factions. These factions represent groups of people who are associated with one another for one reason or another … work, recreation, favorite bourbons, culinary tastes, blood types – that kind of thing. We’ve done extensive research, analysis of personnel records, combing of social media, hacking of phones and whatever else we could think of to bring as accurate a portrayal of these loosely-bound groups of individuals as possible. The factions each have their own particular personality and flavor, reflecting the general skills, tendencies and behavior of these hapless, cobbled-together groups of individuals who are desperately trying to save their home island – and probably all of humanity as well. No pressure at all. Here is a brief synopsis of what you can expect from each of these factions, which of course will always result in you losing the game regardless. But hey – you will be defeated in uniquely entertaining ways each time, so there’s that to look forward to. 

Winston Churchill Through the Lens of Mark Herman’s Churchill

Below you will find another fantastic article from Clio’s Board Games, this time discussing Winston Churchill through the lens of GMT’s Churchill. You can also find this article on Clio’s blog. Enjoy! -Rachel

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.

The Struggle is Real: Reworked Mechanics and a New Solo System for The Weimar Republic

Much like the historical Weimar Republic, The Weimar Republic has seen its share of setbacks and crises. But unlike Germany’s first democracy, which was toppled both by the zeal of those sworn to destroy it and the incompetence of those sworn to defend it, the multiplayer political boardgame simulating that very collapse is moving forward with renewed hope.

Development of The Weimar Republic was struck hard by the Covid19 situation, mainly because live, face-to-face playtesting suffered so much. I had all sorts of live sessions planned for 2020, all of which had to be canceled of course, and as the pandemic dragged on the whole infrastructure for face-to-face gaming seemed to be in danger. At that point the game had seen its share of digtial testing already and I was not overly keen on moving focus back into the digital realm – even though the tools available these days make playing board games online both enjoyable and easy, it is hard to simulate the flow of an actual face-to-face session, especially for testing purposes. That flow is of course crucial to an asymmetric multiplayer game, which is perhaps why it took so long for the development team to discover certain tempo-related issues that had to be adressed before proceeding.

The Last Hundred Yards Designer’s Notes: Elite vs. Regular Units

Below you will find the seventh in a series of designer’s notes articles from The Last Hundred Yards series designer Mike Denson. In this segment he will discuss elite vs. regular units in LHY. You can also find this article on his ConsimWorld Community page. Enjoy! -Rachel