Triumph & Tragedy

Conquest & Consequence versus Triumph & Tragedy

If you’re a Triumph & Tragedy (T&T) fan, you’ve probably heard that Conquest and Consequence (CnC) is more complicated than T&T, and not as “clean”. Well, that’s a high bar, and IMO here’s why: • It’s a sequel. Sequels usually require extra rules to take a system that was custom-designed for one situation and adapt […]

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Designer Blogs

Triumph & Tragedy Strategy Tips from ElusiveMeeple

As many of you know, we are beginning to expand the types of articles that you’ll see in InsideGMT, as we work on broadening our reach to include much more coverage for already-released games. Don’t worry; you’ll still get plenty of articles from our design teams giving you peeks under the hood of a bunch

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Strategy Articles

Addition by Subtraction: Creating the 2-Player Bonus Variant for Triumph and Tragedy

Triumph and Tragedy was designed from the bottom up as a three-sided game, taking the viewpoint that the democratic/capitalist West, the fascist Axis and the communist Soviet Union were at bottom irreconcilable rivals for European (and possibly world) hegemony. A corollary is that the historical West-Soviet alliance was not inevitable, but arose from necessity (Axis

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Designer Blogs, Scenarios/Variants

Triumph and Tragedy: Outside the Box

I guess it’s been six or seven years now since I got a call from Rick Young asking me if we’d be interested in publishing games from a proven block game designer. I was a little hesitant, as we didn’t have many block games in the line back then, although Rick and Jesse had done

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Designer Blogs

Triumph and Tragedy: The Clausewitz Game

I played my old AH Anzio game until I could barely read the counters, so Tom Oleson was an industry icon to me long before I ever started thinking about starting GMT Games. When I designed those first three games back in 1990, Rodger suggested I send free copies to a long list of industry

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Playtest Reports
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