Ancient Civilizations of the Inner Sea: Meet the Gauls

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Below is the second in a series of articles from Mark McLaughlin showcasing the ten civilizations in Ancient Civilizations of the Inner Sea. The first article can be found here. Enjoy!

Ancient Civilizations of the Inner Sea – July Development Update

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Ancient Civilizations of the Inner Sea’s development is moving ahead very rapidly.  This is a rare game that can be played either as a wargame or a non-militaristic competitive game of civilization building, or a combination of both, it’s really up to the players.

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

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Below is Part 2 of 2 in Mark McLaughlin’s article titled, “Solitaire Ancient Civilizations of the Inner Sea”. To read Part 1 of the article, follow this link.

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. 

“It’s a Cruel, Cruel World!” – A Replay of a Three-Player Game of Ancient Civilizations of the Inner Sea

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“It’s a cruel, cruel world!” is all my friend Max told his 22 year old son, Bennett, in preparation for his first game of Ancient Civilizations of the Inner Sea.  Bennett soon discovered and showed us just how cruel it could be, as in just one short evening all manner of calamities befell our empires, from multiple and repeated barbarian invasions to cataclysmic earthquakes, volcanic eruptions and floods of Biblical proportions – not to mention the Bronze Age version of The Black Death.

Yet we three survived these travails and more – including wars and the game’s card enabled catastrophes which we vengefully inflicted upon each other (“see, it really IS a cruel world!” was the oft repeated refrain) – with Bennett’s Phoenicians vying with his father’s Mycenaeans and my Egyptians for primacy in Ancient Civilizations of the Inner Sea.

Tearing Apart Hitler’s Reich: The Designers Battle It Out in the Overlord/Bagration Scenario: 1944 Game Set-Up

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This After Action Report article presumes the reader already has some familiarity with the game through perusing material now resident within its InsideGMT archive.  It is hoped this piece will add to your appreciation of this exciting and fun to play P-500 listed game and, hopefully, encourage placing an order for the game if it encourages interest.

Two Good Years Out of Seven: The View from Paris After a Game of The Seven Years War: Frederick’s Gamble

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Introduction by 7YW:FG Game Developer – Fred Schachter

Mark McLaughlin and my designer/developer partnership span a number of fine GMT games: but since my business career took me away from the Northeast; it’s been all too rare that I could visit with my friend Mark and enjoy a good fun time gaming.  A recent trip to New York City, however, provided opportunity for a side trip to Mark’s home. 

During this visit, I re-introduced Mark to Greg Ticer’s The Seven Years War: Frederick’s Gamble, which we last played a few Impulses of during WBC 2014 when GMT introduced us to Greg.  As InsideGMT content for this game indicates; there’s been considerable progress and improvements made to this design since that WBC. 

It was a genuine pleasure to share the latest iteration of 7YW:FG with Mark. Mark had such a grand gaming experience he was inspired to write this After Action Report for InsideGMT.  I wrote the photo captions and the end game victory calculations. However, this article’s photos would be better appreciated if a reader references a copy of the 7YW:FG play test map.  Enjoy!   

The Many Paths to Victory or Defeat in GMT’s Hitler’s Reich

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Introduction: InsideGMT posts to date regarding Hitler’s Reich: A Card Conquest System Game (henceforth referred to simply as Hitler’s Reich) reference the game’s victory conditions in a somewhat disjointed basis, e.g. within context of an after-action-report, without providing an overview of players’ various potential “paths to victory” in a more cohesive manner.

This article hopefully remedies that as well as introduces the game’s various scenarios.  For more regarding this fun and exciting new GMT P-500 offered game, kindly reference the InsideGMT site for a host of related material.

Hitler’s Reich — The Reasons Why, and What the Cards Represent

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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.