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Chalice of Poison: Political Power and Regime Collapse

Last month, I talked about how players can win Chalice of Poison, by winning the Iran-Iraq War. I described the victory conditions as “two ticking clocks,” which start off maximalist (read: difficult to achieve) early in the game and get easier as the game (and conflict) progresses. The article talked about the first “ticking clock”: […]

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Designer Blogs

Combat Commander Vietnam Session Report — Highlands Contact!   

Volko gives us a quick report on a learning game. All images are playtest not production art. For my second tour into Combat Commander: Vietnam, designer Stephen Rangazas generated us the following scenario. I would command an NLF main force detachment defending a friendly hamlet in the highlands in 1966 against his elite US detachment,

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Designer Blogs

The Congress of Vienna & Napoleon’s 100 Days (1814–1815) — Part 1

A New Scenario for GMT’s Congress of Vienna to be Published by C3i Magazine! Part One of Two – DESIGNING A SCENARIO  Introduction by Fred Schachter, CoV Assistant Designer & Editor: Frank and I are thrilled to share the news, and as much of the story that we can, regarding the upcoming publication of a

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Designer Blogs

The Primal Struggle? Sandbox and Simulation in Foxes and Lions

Inside GMT Article on Foxes and Lions, Part 6 This is the sixth of many articles to come on Foxes and Lions: Renaissance City-States in the Age of Machiavelli, now on P500. This game is in the same series as Here I Stand, Virgin Queen, and Tanto Monta. See part 1 for a thematic overview

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Designer Blogs

CCV Faction Spotlight: National Liberation Front

In this week’s “Faction Spotlight,” we’ll cover the National Liberation Front (NLF), commonly known as the Viet Cong. The NLF represents one of the two Communist Factions opposing the Free World Forces in Combat Commander: Vietnam. Although directed and eventually eclipsed by the North Vietnamese military, the NLF’s distinct operational style and major contribution to

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Designer Blogs

1867 Big Wyoming — Development Update

As 1867 Big Wyoming continues to work its way through the P500 queue, I’ve been hard at work tinkering with and playtesting parts of the design with the intent to bring players the smoothest and most dynamic gameplay experience possible. I’ve been fortunate in the last few months to put these experiments through a gauntlet

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Designer Blogs, Development Updates

The Weimar Republic: Four Bot Tutorial

This tutorial will guide players through the operation of the Non-Player (NP) factions for The Weimar Republic, using an illustrated example of play. It is presumed that the player is generally comfortable with the rules and flow of the game, so the focus of the tutorial will be on operating the NP factions. The NP

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Designer Blogs, Solitaire Systems

Defiance AAR: North Jersey, July 2026 — Chili Dogs and Chit Pulls

Finished: So, Mark and myself finished Defiance on July 4th – meaning, it is now in the GMT production shop to produce the game and ship it this fall. Champagne popped.  To celebrate, we met to play a game without having edit/design/haggle. We selected the Quick Start Scenario. The scenario begins later on FEB 24,

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After Action Report, Designer Blogs

Combat Commander: Adversary, Part 2 — New Horizons

This is part 2 of a series of articles about my upcoming Combat Commander: Adversary game module—a solitaire system that lets one player duke it out with an automated opponent on the storied battlefields of GMT’s classic wargame. I explained in part 1 of this design diary that I started working on Adversary quite a

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Designer Blogs

The Mole Trap: A Checkpoint Charlie Story

Edith knocked on the door of Weller’s windowless office, which was nothing more than a furnished storage closet in the cellar of SIS Berlin Station. “Come in.” She opened the steel door and moved to the single chair on the near side of Weller’s desk, the only guest chair that could fit into that cramped

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Narrative Fiction
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