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Introduction by Game Developer Fred Schachter: A previous two-part InsideGMT article pitted one of the Ancient Civilizations of the Inner Sea (ACIS) designers, Mark McLaughlin, solitaire against the trials and tribulations of this exciting, quick-to-play, and fun game. Links to Parts 1 and 2 of the article can be found here and here.
To best appreciate this article, the reader may wish to reference InsideGMT’s other content regarding ACIS for better context and reading enjoyment. This is not necessary, but it could help enhance your appreciation of the game action. Furthermore, this article provides more detail than its predecessors regarding ACIS’ game mechanics… and there’s more to come with future pieces as the game’s development continues.
This is a replay of Mark’s co-designer Chris Vorder Brugge’s experience with another of the game’s solitaire contests: The God King of Egypt.
Can Chris fare better than his good friend Mark’s InsideGMT ACIS solitaire game experience (or the historical “Land of the Pharaohs” for that matter)? Read on!!!
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“At my signal…unleash Hell…”
One of the interesting things that occurs when a new game is released is that members of our tribe try to push the rules to the extreme, then immediately conclude that there is a problem. The purpose of this strategy piece concerns the redeployment rules. Redeployment in Pericles is very broad and allows for very aggressive force concentrations that, when first seen, can surprise the other side with thoughts like, ‘you can do that?’ For today, let’s consider not that you can do this, but rather what should you do about it when someone, like in Texas holdem, goes ‘all in’.
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The following article is the 2nd volume of a two volume series (Volume 1 is here), written by VPJ Arponen, originally appearing on The Players’ Aid blog earlier this week. To make sure that all of our GMT customers get to see this excellent article, we’re including it here in InsideGMT as well, with the permission and agreement of our friends at The Player’s Aid. We hope you enjoy the article!
When I first suggested that “Illusions of Glory” be published as a game for two to four players, I also proposed additional strategy cards. The powers-that-be objected that it would increase the game’s production costs. After the game went into production, I arrived at a solution that doesn’t require more strategy cards. Now, here is my variant for up to two players on a side: