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What are the forces in the game and what is their structure?
Colonial Twilight has a total of 93 wooden pieces representing the various forces available to both sides. They are divided into the following types:
Government (total 48 pieces)
- 21 French Police (light blue cubes)
- 9 French Troops (dark blue cubes)
- 6 Government Bases (light blue disks)
- 9 Algerian Police (light green cubes)
- 3 Algerian Troops (dark green cubes)
FLN (total 45 pieces)
- 30 Guerrillas (black octagonal cylinders)
- 15 Bases (black disks)
The following gives some more background on what each force type is meant to represent from history, and how it works in the game.
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You know that Paths of Glory
, GMT’s fifth best-selling game of all time, has had many editions, reprints, and even versions in a few different languages. You know that Ted Raicer’s groundbreaking classic introduced a generation of gamers to a card-driven version of World War I that reinvigorated players’ interest in this topic. What you didn’t know, and are about to find out, is that the seventh iteration of the Boardgame Players Association Play-By-eMail tournament is getting started!
These events have become increasingly popular; this results in each tournament taking an increasingly longer time to play out to a conclusion – the sixth tournament finalists spent three years in the trenches over six rounds! With Nick Anner having claimed the throne, it’s now time for another set of recruits to enter the arena. There is only a brief moment in time between the multi-year POG tournaments; NOW is the time to sign up, do not delay!
Paths of Glory VII Tournament Summary:
- This is a double elimination event. All contestants will get to play at least two games and will have a shot at the finals even after losing any prior match.
- Players of all experience levels with both POG and PBEM are welcome.
- First round registration goes through September 26th with the first round matches commencing on October 1st.
- There are no costs associated with entering. Any BPA member in good standing as of October 1st is eligible to participate for the duration of the event. (If you are NOT currently a BPA member, there is a separate membership for those only interested in their PBEM tournaments.)
- Indicate your interest by dropping an e-mail to the GM, Tom Gregorio.
The GMs look forward to seeing you on the battlefield!
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Pendragon: The Fall of Roman Britain, Volume VIII of the COIN Series, presents a number of unique elements compared to its forebears, starting with not portraying a COunter-INsurgency at all! We are going to present the game and how it brings some exciting new stuff to the COIN family in this series of Chronicles over the coming months as we are busy polishing the game for release next year. On Gene’s suggestion, we figured we should start by telling you how Pendragon came to be…
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Doug Bush continues his Next War: India-Pakistan strategy series with this examination of the Pakistani Order of Battle and the various options they provide. See Part 1 of this series for a discussion of the overall strategic choices faced by the Pakistan player.
Pakistan starts with six front line Army Corps with three more that enter as reinforcements. Each provides the player with different challenges and opportunities on the attack. In this article, I’ll go into some of the choices available to a Pakistan player for each one.
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The French & Indian War is by far my favorite historical period. When Volko’s Wilderness War was published in 2001, it was the very first game that brought all I was looking for to that subject. I was glad I had abandoned a few years before my own inexperienced attempt at creating a FIW game.
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I think that I’ve mentioned this before, but I was a little surprised by just how quickly Next War: Poland (NWP) vaulted up the P500 ladder. I had a rough Operational Map and a Strategic Display, and I had made a start on the Game Specific Rules. Based on the performance of the prior games in the Next War Series, GMT put the game on the list while I was still in the middle of working on Silver Bayonet. Now that the latter game is off to the printer, I’ve had some time to focus on NWP, and I thought I’d give a quick update on where we’re at.
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Introduction: Game Developer Fred Schachter, recently returned from WBC 2016 and its demo/playtests of Hitler’s Reich: A Card Conquest System Game (hereafter referred to as simply Hitler’s Reich); advises the game was well-received… particularly as it featured the cool card and map graphics professionally created by Charles Kibler. It resulted in a bump of P-500 sales for which Fred and I are grateful.
Furthermore, Fred had opportunity to actually play the game with Charlie during WBC. A rare bit of fun for them both.
This article is follow-up to previous InsideGMT posts, particularly those which reference Hitler’s Reich Event cards. During WBC, between game play cards and dice flying, Fred was asked why certain Events are included while other possible ones are not. In the following piece, I endeavor to respond to that from a designer’s perspective.
Please reference other InsideGMT Hitler’s Reich material for additional information concerning this upcoming fun and exciting to play P-500 listed game.
The Basic Design Goal: WW2 in Europe for players in two hours
WW2 in Europe for two players in two hours: That is the basic goal behind the design of Hitler’s Reich. Yes, the game can go longer, but it usually doesn’t, unless one or more players enjoy fully deliberating each card play… and there’s nothing wrong with that since the overarching goal of this design is to have an enjoyable gaming experience.
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Next War: India-Pakistan (NWIP) is unusual in the Next War series in that it involves scenarios where both of the main nations (India and Pakistan) are on the offense. As a result, there isn’t one “playbook” for the each side since, depending on the scenario in question, they must look at the map, their armies, and potential allies from a different perspective. In this series of articles, I’ll take a look at the situation for both sides from both angles (offense and defense) to try to help players think through some of the early decisions they are confronted with in the scenarios of NWIP.
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As I mentioned in last month’s Customer Update, GMT is now growing at a pace that is significantly faster than ever before in our history. Although I don’t pretend to understand precisely the mix of factors behind our exploding growth, what I believe is that we are benefitting from a sort of “perfect storm”:
- Popular games and game series’ that are standing the test of time and continuing to sell well as they age
- A growing corps of creative and skilled designers and design teams who continue to hone their craft and bring us innovative new games
- An increasing awareness of our games across the broader game market due to a core group of very popular strategy games as well as the increased customer reach fostered by our expansion into digital products
Of course, these synergies are leveraged by the power of the internet, and more specifically, an increasingly varied and eclectic customer base full of people who enjoy our games and are willing and able as never before to spread the good word about them online through the powerful tools of social media, blogs, YouTube videos, and mass-gamer sites like BoardgameGeek.
In this series of GMT Games State of the Union articles, I’m going to take a look at our games, our design teams, our strategies to increase our ability to embrace and foster growth, and finally the challenges that growth is bringing and how we intend to meet and overcome them. For this Part 1, then, let’s talk about our games.
The games are the product that we ultimately trade for your gaming dollars. Their quality is paramount. The designers of these games (we’ll look at them in detail in our next installment) and their teams are our capacity to continue to create future products. Because of this, they are possibly the most important cog in the GMT machine (although all of our team members are very important) because without them, we would lose the capacity to provide quality designs to our customers. And that’s really what it’s all about; putting consistently high-quality game designs on our customers’ game tables at a pace that we can handle and that meets but does not exceed our customers’ demand.
Now let’s look at the sales of our games in a bit more detail, as we examine where GMT Games stands today.
The following example of play is not based on any particular scenario. This is the same example which is available in the rules for Silver Bayonet which can be found, along with the the player aid cards and other resources at the Support Site.
Silver Bayonet Example of Play
This example of play, while not intended to be comprehensive, will cover most aspects of the rules. The decisions which are made and the actions which are taken are not, necessarily, the best ones. They have been chosen to highlight various rules as we follow through the Sequence of Play.
Taking a look at the situation, we can see the PAVN closing in on the garrison of Duc Co (3 x CIDG [1 x Fatigued] and DELTA). Some elements of the ARVN 3rd Armored Cavalry Squadron (HQ/3, 1/3, and 2/3 [Fatigued]) are operating to the south of Duc Co along with the Fatigued 6th ARVN Airborne Battalion and Lt. Col. Truong. One CIDG Patrol, from a previous turn is already on the map. Note that several of the units are Fatigued.
There are three PAVN battalions lurking in the jungle although the FWA player doesn’t know that because they are all under Hidden Movement markers. Those markers could all have units in them or they could all be Dummy markers. Of course, for this example, we know some of them are not Dummy markers.