Hunt for Blackbeard: A Peek at Play

Our P500 page for Hunt for Blackbeard offers a brief sense of the game’s sequence of play. Here we extend our spyglass for a closer glimpse at the novel mechanisms needed to bring manhunting in the age of piracy to your game table. Note that all art work as well as game rules remain provisional, as development will yet tack to and fro.

Imperial Struggle Development Update: Ministry Deck, Event Cards, and New Art!

It is October 2018 and the Imperial Struggle continues! Thanks to the heroic efforts of Joel Toppen, we are on the verge of electronic playtesting via VASSAL, and I’ve been tweaking cards and cleaning up rules all summer. The game is playing very well on paper; now it’s time to find the problems that only a larger volume of games can reveal.

Plains Indian Wars Turn by Turn: Third Draw Round

Welcome to the Great Plains of the American West. Back East a Civil War rages, but those who look beyond the war see a transcontinental railroad and settler expansion all the way to the Rockies. Across the wide Mississippi, Native Plains tribes brace for a war of their own against the white invaders. In this alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!

Here I Stand – 2 Player Strategy Tips from ElusiveMeeple

Today’s Here I Stand 2 Player Strategy Tips article is from Robert Crowter-Jones, the writer behind ElusiveMeeple, a wonderful and useful site that provides both reviews and strategy tips for a wide variety of boardgames. Robert has reviewed Here I Stand in some depth and written strategy tips for the game on his blog (see the ElusiveMeeple site). For strategy tips on Triumph and Tragedy1960: The Making of the PresidentTime of Crisis, Churchill, and Fire in the Lake, see his InsideGMT articles herehereherehere, and here.

The Evolution of Expansion or Extinction #2: Design Decision – How to Avoid an Asymmetric Design?

The Evolution of “Expansion or Extinction” (EOE) is an article series periodically appearing in InsideGMT. It features articles from the designer regarding the game’s design, development and upcoming release.

Design Update: Conquest and Consequence

We are progressing steadily on Conquest and Consequence [CnC], the Pacific/Asia brother to Triumph and Tragedy. Like T&T, the game is a representation of the struggle for regional hegemony during the period 1936-45, but in the Pacific/Asia region. The map stretches from India to the US west coast, Siberia to Australia. The three factions are Japan, the USA/British Empire, and the Soviets.    

Wing Leader: Eagles Scenarios, Part 1

Scenario design is an art, and one that we’ve been perfecting over more than four years of Wing Leader development. Maybe it’s time to describe what we’ve learned through the lens of the scenarios we have built. The new late-war expansion set, Wing Leader: Eagles, features some of our most advanced scenarios yet, and this article will examine some of what you can look forward to.

Mystery Wizard: After Action Report and Strategy Analysis

Introduction

This article summarizes an example (fictitious) game of Mystery Wizard, showcasing the flow of the game from beginning to end and the various strategies that players can take. In a game of Mystery Wizard, players first take their choice of one of the several unique Wizards, each with their own special spells and abilities. The game takes place on a circular island, with each of the players starting on the edge of the island inside their villages. Scattered around the board are landmarks and regions where the wizards can complete quests and earn powerful spells and equipment, and in the center of the board lies the Tower, which contains two Mysteries. The first Wizard to retrieve both Mysteries from the Tower back to their village wins. But, given you’re competing with several other wizards, each with plenty of enchanted equipment and spell scrolls, this is easier said than done! Our players, John, Laura, and Isaac begin the game by choosing their wizards, and then the game begins!

The Guns of August: An Illusions of Glory After Action Report

This is the first After Action Report (“AAR”) illustrating the interaction of Illusions of Glory rules with game strategy. As shorthand, this AAR references rules appearing inside parentheses. So, I refer you to a copy of the Rulebook here: Illusions of Glory Rulebook.