The Significance of Dice Rolling Probability in Hitler’s Reich

After having played about ten games of Hitler’s Reich, I still find it difficult to really categorize this game into a particular niche. I cannot state if it’s a card driven game, for it is a game which has lots of cards to it; but does not fall into the tradition of most CDG’s. I can state that it is a game where many dice are thrown, for it is, in fact, the game during which I have thrown the most dice in my life (and that is saying something!).

Video: Hitler’s Reich Game Mechanics

Below is a helpful video from Mark Buetow covering the main mechanics of Hitler’s Reich. Last week we also posted “Hitler’s Reich: The Gist of the Game” from Mark, which discussed gameplay. Be sure to check that out as well if you missed it! -Rachel

Hitler’s Reich: The Gist of the Game

Below is a short article from Mark Buetow (this can also be found on BGG) discussing Hitler’s Reich gameplay. Hopefully for some of you who have questions about the rulebook, this will clear a few things up. -Rachel

Note from Mark McLaughlin:

Hitler’s Reich line drop…unfortunately a key line from the rule book somehow is missing….when you finish your action (build a fort, place a fleet, fight a battle, vie for ownership of an event card), you refill your hand. Play a conflict card, take a card. It is there in the build a fort, place a fleet, and in the example of play sections, but somehow it got dropped from conflict, event and clean up. To remind people of this, and also in an attempt to say mea culpa, I offer this:

Hitler’s Reich: A “Bot” Driving Toward Moscow (Volume II of VPJ Arponen’s Bot series)

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!

Hitler’s Reich: AAR Using a New Solitaire System “Bot”

Introduction by Fred Schachter- Game Developer for Hitler’s Reich: A Card Conquest System Game (henceforth referred to as simply Hitler’s Reich) – Vesa “Vez” Arponen is one of those gamers who has talents of his of own, particularly when it comes to designing solitaire-playing “Bots” for GMT Games (most recently for A Distant Plain published in Nr30 of the C3i magazine and upcoming for Colonial Twilight).

Imagine Mark McLaughlin’s and my surprise and pleasure when Vez, a Finn residing in Germany as an educator, came to us to share how thrilled he was anticipating GMT’s publication of Hitler’s Reich and wondering if he and his local gaming buddies could help play test it.  Not only that, he volunteered to create a “Bot” for the game.  Off to Germany went what was needed for Vez to construct a play test version of the Hitler’s Reich game.

How Vez accomplished creating a “Bot” for Mark’s Card Conquest System design seems is akin to magic to Mark and myself, but did it he did, and Hitler’s Reich will uniquely join GMT’s game line-up being graced with two (2) Solitaire Versions for enjoying this quick playing and entertaining game: the original Solitaire Version previously announced within InsideGMT and now this new “Bot”-driven alternative. 

The remainder of this article is Vez sharing an After Action Report (AAR) of one of his play test games of Hitler’s Reich using the “Bot”, which takes on the game’s Axis Side.  Hopefully, this will enhance readers’ appreciation of the game and, if you’ve not yet done so, place a P-500 order for it?  The exact rules and flowchart image are not here being provided; but what you’ll read is the effect of Vez’s clever work in getting his “Bot” to emulate the play of a live opponent. 

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

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Introduction

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.

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.