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Articles tagged with: GMT

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[25 Mar 2014 | One Comment | ]
Drive Thru Cuba Libre

Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro’s “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and expatriates try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro.

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[23 Feb 2014 | No Comment | ]
Blood & Roses Review

Blood & Roses focuses on the battles of the Wars of the Roses in England, between 1455 and 1487. This was warfare in which most men were truly “of iron”, heavily and totally armored to such a point that their mobility was suspect. It was also the introduction of gunpowder – mostly field artillery – in noticeable numbers.

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[1 Feb 2014 | No Comment | ]
A Distant Plain Review

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss and upcoming Cuba Libre but with new factions, capabilities, events, and objectives.

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[24 Jan 2014 | No Comment | ]
Grand Illusion

Schlieffen Plan covered with a unique design focusing on friction and command capabilities.

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[29 Dec 2013 | No Comment | ]
Commands & Colors Napoleonics Austrian Army Review

The Austrian Army is a Coalition expansion for Commands & Colors Napoleonics.
Prior to the Napoleon wars, the Austrian Empire stretched from Italy to the Netherlands and from Poland to the Balkans. Its Position in the center of Europe, however, made it the perfect target for revolutionary France and in April 1792, France declared war on Austria. The first war lasted for 5 years. Austria renewed the war against France in 1799 and again in 1805, but in both cases was swiftly defeated. In April 1809, judging that Napoleon’s army
was bogged …

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[2 Nov 2013 | No Comment | ]
Navajo Wars Review

“Navajo Wars” is a solitaire card driven game which places the player into the role of the Diné (Navajo) from the time of the Spanish incursion in 1595 through the time of their subjugation at the hands of an American Army led by Kit Carson in 1864.

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[5 Oct 2013 | No Comment | ]
Flying Colors (Video Review)

Flying Colors recreates naval actions during the height of the Age of Sail, from small engagements to full battles involving dozens of ships in each fleet. Play is fast, furious, and does not require the pre-plotted movement found in many other naval games. Instead, a simple initiative and command system allows players to activate and maneuver their fleets in a realistic manner, indicating how older commanders adhered to rules of engagement where more forward thinking commanders, like Nelson, could retain control of their fleets after the first broadsides began to be exchanged.

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[27 Sep 2013 | No Comment | ]
Sekigahara 2nd Printing Unboxing

 
Sekigahara is a three-hour, low-complexity block wargame based on Tokugawa’s campaign in 1600 that would unify Japan for over 250 years.
 
The game features some unusual mechanisms:
 
-No dice are used; combat is decided with cards. Blocks = armies & cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don’t fight.
 
-Legitimacy is represented by hand size, which fluctuates each week according to the number of castles a player holds.
 
-The initial setup is variable, so the situation is always fresh. Concealed information (blocks and cards) …

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[11 Sep 2013 | 4 Comments | ]
Dominant Species (Video Review)

90,000 B.C. — A great ice age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.

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[22 Jul 2013 | No Comment | ]
Twilight Struggle (Video Review)

Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT’s other card-driven games, decision-making is a challenge; how to best use one’s cards and units given consistently limited resources?