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Non-Breaking Space
Posts
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Solitaire TacOps: Ortona — Contact Contests Control
As discussed in the first part of this series, the framing for play in Solitaire TacOps: Ortona, both for standard scenarios and the open campaign,...
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Solitaire TacOps: Ortona — Edge of Town Part 1
In the previous installment of this series we talked about some of the influences that went into the framing of the Solitaire TacOps campaign system....
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Solitaire TacOps: Ortona — The Campaign Game as a Roguelike OODA Loop
In the previous series of InsideGMT articles for Solitaire TacOps: Ortona, I shared some of the inspiration for the design, discussed the role scale, effectiveness...
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Solitaire TacOps: Simple Structures for Strategic Depth
In the previous articles in this series, I discussed the high-level concepts behind the Solitaire TacOps system and how they are represented in the components...
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Solitaire TacOps: Dynamic Hexes and Counters
As promised at the end of my last blog post, today we are diving into the way that the maps and components in Solitaire TacOps:...
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Solitaire TacOps: From Double Blind to Solitaire
Last week, we started off with by talking about the design principles and scale behind Solitaire TacOps: Ortona. This week we will be talking about the...
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How Scale, Effectiveness, and Maneuver Inform Solitaire TacOps
At first blush, the connection between my first GMT game, Cross Bronx Expressway, and my next, Solitaire TacOps: Ortona, might seem tenuous. However, the connection is quite...
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We Built This City: 3-Player Variant for Urban Sprawl
Urban Sprawl is a master stroke of game design. It’s at the top of my underrated gems list, and one I’ve been singing the praises...
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Cross Bronx Expressway: Losing and Seeing The Bronx
Shortly after finishing the third installment of this series about the tactility of the pieces, I took some time to capture a multihand playthrough of...
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Cross Bronx Expressway: Picking up the Pieces
A challenge (and sometimes a critique) of historical games that cover modern topics is that the story does not always end when the game does....