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!
In our last post, we discussed the detailed Fire Action Resolution Procedure in Tank Duel: Enemy in the Crosshairs. While that example is typical of normal play, there are many different options available to Commanders who wish to outwit the enemy. In the next two articles, we will use a series of examples, each building on the last, to more fully explore the possibilities of a Tank Action, and see the consequences of our actions play out through the Administration Phase of the game.
In designing Red Storm: The Air War Over Central Germany, 1987, I wanted to provide a diverse mix of scenarios in terms of content, balance, and size. To give a sense of my design process, this article will share some insights into the scenario design and testing of “Breakthrough,” one of the larger scenarios in the game. “Breakthrough” features a new rule mechanic as well, so I wanted to put it through its paces to make sure the size and balance felt right, in addition to kicking the tires on the new rules.
Overview: This was my first real playtest session of the LHY game system. I had experimented with Missions 1.0 and 2.0 but it wasn’t until I played Mission 3.0 that I started to see nuances within the game and how they could be put to use tactically. I will go over the strategies and details of Scenario 3.0 and then dive into some of the observations about the rules. So, here goes…
In previous Inside GMT articles, the designer Brian Train has written extensively on the various game play features of Colonial Twilight. In this article he asked me –the solitaire designer for Colonial Twilight– to talk about playing the game solitaire.
To see the previous parts of this Example of Play, check out Part 1 (Basic Game AP Combat), Part 2 (Advanced Game AP Combat), Part 3 (Advanced Game ATGM Dodge), Part 4 (Advanced Game GP Fire), Part 5 (Advanced Game Close Assault Combat), Part 6 (Advanced Game Hand-to-Hand Combat), and Part 7 (Advanced Game Overrun Combat) on InsideGMT.
The newest offering in our COIN Series—Volume IX, Gandhi—takes on the world’s most famous nonviolent resistance movement, the 20th century struggle to free India from British colonial rule. In today’s article, designer Bruce Mansfield introduces us to the ways this COIN volume treats population, support for/opposition to the colonial government, and the role of Gandhi’s strategy of peaceful civil disobedience within the broader framework of insurgency and counterinsurgency. Enjoy!
When Designer Greg Ticer and I began our partnership to bring The Seven Years War: Frederick’s Gamble, henceforth referred to as 7YW:FG, into published form; we could not anticipate nor imagine the great outpouring of enthusiastic support and encouragement of so many gamers, the play test team (from West Coast to East and to the UK), and of GMT itself. This has been an exciting and gratifying experience as we watched 7YW:FG P-500 “make the cut” in its yet-to-be completed journey to print.
Printed form, of course, is not the only way GMT Games are today played. Michael Arrighi is an already known and established talent with taking games into VASSAL form. He was so enamored of Greg’s design, which results in a fun, fast-paced, and exciting game for play after play, that he volunteered to transition 7YW:FG so it could be played via computer with VASSAL.
As you’ll read and see in the ensuing article; what an excellent job Michael did! We hope this piece provokes your interest in the game, as well as patronage through a P-500 order, if you’re so moved. The entire 7YW:FG Team appreciates any interest and support, as well as questions/comments regarding this presentation.
Designing a game that is part of an established and well-liked series such as Mike Nagel’s Flying Colors (FC) requires a delicate balancing act. On the one hand, the setting for Volume IV requires some special handling: river shoals and sand bars, the preponderance of small vessels like gunboats and schooners, and some of the unusual tactics historically employed such as towing heavier warships by their own boats through shallow waters and over shoals require some special handling. At the same time, continuity with the other games in the series, keeping the flow of play and the “feel” of the FC system, means that any changes have to be very carefully considered and approached with caution.
This is the fourth part of the series regarding “Why we do what we do in The Last Hundred Yards.” This article deals with Armor operations.