New Features in Under the Southern Cross Part II

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Part I in this series can be found here.


Last time, we looked at how Under the Southern Cross (USC) deals with shoals and sandbars in the various river battles included among the almost two-dozen scenarios of the game. In this installment, we’ll see how river and tidal currents are modeled and how the rules for gunboats have been refined, and in so doing, try to give interested gamers an insight into the design process.

The Pendragon Chronicles – Vol. 8 – Imperium (Part 1)

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Where previous games in the COIN series cover a few years, or at most a couple decades, of history, Pendragon: The Fall of Roman Britain spans more than a century of the history of Britain, from the waning years of the Western Roman Empire (c. 360 AD) to the thorough fragmentation of the island into warring proto-kingdoms of various cultural and ethnic backgrounds (c. 500 AD). Naturally, such drastic political, institutional, and cultural changes over such a long period mean that conditions and objectives underwent significant evolutions during that span of time. In game terms, this translates into the necessity of the evolution of the very rules and victory conditions during the course of the game! This is captured in Pendragon’s Imperium Track. Now, this evolution was not necessarily preordained, but to a large extent the product of the actions and aspirations of the involved historical players, and so it will be in a game of Pendragon

Pericles: Strategy in the Archidamian War

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For me having a new design enter the gaming fray is like XMAS where everyone else gets to open the present. I opened a new copy yesterday to check that it was packed correctly and I was struck by that new game smell. I love that smell… far superior to what I usually smell in the NYC subway. As I have done in the past, I thought it would be helpful to pen a short piece on strategy beyond what is already well covered in the game’s playbook (page 35). I would also like to reiterate at this point that I strongly urge you, even if you have been gaming like myself for over 40 years, to make use of the games training regime (14.01). It will only take about an hour and the War in the Aegean scenario is quite fun, short, and interesting history. If you follow this sequence, you will come to 14.01 F, where you take the training wheels off and play a two turn scenario that I consider the tournament scenario for this game.

Solitaire Ancient Civilizations of the Inner Sea (Part 1 of 2)

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Introduction by Game Developer Fred Schachter – Prior InsideGMT articles concerning Ancient Civilizations of the Inner Sea focused on the multi-player versions of the game… and there’s more to come as the game’s development continues. This particular article by Designer Mark McLaughlin provides the reader insights as to the game’s basic systems and the cards that add so much entertainment, excitement and fun to the game. 

With this article, Mark shares one of the nifty solitaire versions he’s designed for the game.  We hope you find this article of sufficient interest to incite a P-500 order for Ancient Civilizations of the Inner Sea if you’ve not yet done so.

It should also be noted that this article provides a “first peek” as to the game’s mechanics.  Let Mark and I know if this provokes any question or request for clarification. 

GMT Weekend at the Warehouse
April 20-23, 2017

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We had a great time with about 90 gamers at our most recent GMT Weekend at the Warehouse on October 13-16. Thanks to all of you who attended and made the event so much fun!

We do have dates for our Spring Weekend, so come join us on April 20-23, 2017, for our 33rd (!) GMT Weekend at the Warehouse! We’ll spend the better part of 3 1/2 days, often long into the night, playing your favorite GMT (and non-GMT, if you’d prefer) games. This is mostly an open gaming event, although we do have tournaments from time to time.

Gaming starts around 8 each morning and goes until Mike Lam and the Down in Flames Aces event players collapse from exhaustion in the wee hours of the morning.

Quite a few GMT Designers and Developers usually attend these weekends, but we don’t know yet who’ll be here in the Spring. We’ll be updating this list often between now and the event as we know exactly who’s attending this time.

      • Mark Simonitch will be showing off a new game and playing several of his other designs, as well as looking at some new games from other designers.
      • Kurt Keckley will be teaching and playing Fields of Despair.
      • Mike  Bertucelli will be demoing Tank Duel, among other things.
      • Harold Buchanan, Liberty or Death designer, will be here to play LoD and maybe show us something new.
      • Bruce Mansfield will run demos of Gandhi, our latest COIN Series P500 addition.
      • Trevor Bender will be testing a new combo Labyrinth/Labyrinth: The Awakening scenario.
      • Jerry White will be here to demo his Enemy Coast Ahead games, Skies Above the Reich, and show Gene a new game.
      • Greg Ticer will be demoing The Seven Years War: Frederick’s Gamble
      • Gene Billingsley will run a Friday demo and test Mr. President.
      • John Zrimc will be hosting his bi-annual game of Sword of Rome on Friday.
      • As usual, Mike Lam will be running the Down in Flames Aces Event – which.is.awesome! Come join Mike and a friendly group of air enthusiasts in this fast-action card game of aerial mayhem!

(more…)

Date: April 20, 2017—April 23, 2017
Time: 8:00 a.m to late night, ending around noon Sunday
Event: GMT Weekend at the Warehouse - April 20-23, 2017
Sponsor: Gene Billingsley
Venue: GMT Games Offices and Warehouse
800-523-6111
Location: 13704 Hanford-Armona Rd, Suite B-1
Hanford, CA 93230
Public: Public

A Look at Strategy & Tactics for the Germans in Combat Commander by GMT Games

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Today we present another excellent strategy article from our friends at The Player’s Aid, this one by Grant Kleinhenz. I encourage all of our readers to take a look at the outstanding content on their website, and particularly at several of their recent GMT-related articles: 

As always, we are thrilled to have the team from The Player’s Aid contributing their strategy insights about our games here in InsideGMT. Enjoy the article!  – Gene


The Pendragon Chronicles – Vol. 7 – Control, Population and Prosperity

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Like all games in the COIN series, Pendragon: The Fall of Roman Britain represents the political and economic geography through a combination of parameters including who controls the space (Control) and how large its population is (Population). Unlike most previous games however, Pendragon does not complete this trio with Support/Opposition, as, over such a long period, the only comparable measure would have been adhesion to Romanitas versus “barbarian” values, and I highly doubt any Roman Dux or Saxon war leader ever saw the situation he had to deal with in terms of “not enough Roman” or “not enough pro-barbarian”. So this aspect is modeled through events and, indirectly, the Imperium Track, and Pendragon instead adds for each Region and City the concept of Prosperity, and represents it in a wholly new way, by placing small golden Prosperity cubes on the map!