InsideGMT GMT Games
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Crusades via C&C Medieval – Part 4 – Ramla (1101-1105 AD) by The Boardgames Chronicleby The Boardgames Chronicle on August 25, 2026
We continue our grand campaign covering the Crusades, playing on tactical level all the major battles as depicted in Crusades expansion for Commands & Colors Medieval. So far we went through the initial engagement – Nicaea (1097 AD) – then the first major battle in three chronological scenarios – Dorylaeum (1097 AD) – and finally
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Drachen Playtest Report: Situation B – Kronprinzby Volko Ruhnke on August 20, 2026
Drachen – Volume II in the Recon Series from GMT Games – covers the Battle of Verdun in 8 scenarios called “Situations”, each portraying a different offensive within the 10-month battle, including a different balance in the reconnaissance struggle teeing up the gunnery and infantry assault. Sometimes the Germans are on the attack, sometimes the
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It’s all about the Cards: Exploring the Card deck of Ancient Civilizations of East Asia Part VI: It’s Not ALL Bad News (A Peek at the Investment Cards)by Fred Schachter and Mark McLaughlin on August 19, 2026
As with its predecessors (Ancient Civilizations of the Inner Sea GMT Games – Ancient Civilizations of the Inner Sea and Ancient Civilizations of the Middle East GMT Games – Ancient Civilizations of the Middle East, or ASIS and ACME, respectively), the cards quite literally “rule” the game. The 110 cards come in eight “flavors” (or
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Ram & Bore Print ‘n Play Expansion for “Infernal Machine: Dawn of Submarine Warfare”by Edward Ostermeyer on August 18, 2026
When my Co-Designer Jerry White and I were developing the game system for “Infernal Machine: Dawn of Submarine Warfare,” we were amazed at the number of different weapons systems available to submarines, or “fishboats” as newspapers of the era termed them. They included eighteenth century weaponry such as the ram and the drill, desperate measures
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War Galley Deluxe Development Update – July 2026by Alan J. Ray on August 17, 2026
As with all the Great Battles of History reprints of the older titles, War Galley Deluxe will undergo the full color treatment with enhanced graphics and a modern layout. Unlike the other GBoH titles, War Galley needed a bit more help in some areas. The remainder of this update provides the highlights. The art and
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A Summer Tour of Volko’s Recon Seriesby Stephen Rangazas on August 14, 2026
As the Combat Commander: Vietnam team toils away this summer testing the game’s balance and working with our artists, I had the best form of summer distraction: testing a new game system! Joe and I originally offered to help test Coast Watchers, but only managed to play the game for the first time this May,
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WBC 2026: Battles of the American Revolution Tournament AARby Mark Miklos on August 13, 2026
Nearly a Record for the 250th This was a special year for American Revolutionary War gaming at the World Boardgame Championships. Our Battles of the American Revolution event nearly drew record attendance. Thirty three players, one short of the all-time high, battled across eight classic Rev War battlefields. Our numbers included seven new players from
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Checkpoint Charlie Campaignsby Russ Brown on August 12, 2026
By Russ Brown Welcome to Berlin. This is your desk, that’s the coffee pot, and here is your first mission … Checkpoint Charlie includes twelve missions that can be played in any order, each taking 30-45 minutes. However, the game also includes a campaign mode for players interested in a longer, more immersive experience. In
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Randomisation and emergent narratives in Combat Commander: Vietnamby Joe Dewhurst on August 12, 2026
When I began working on Combat Commander: Vietnam with Stephen and NB, they immediately made one thing very clear to me: the random scenario generator (RSG) is where the real action is, and we should do everything we can to make sure players use it. Like many Combat Commander players, I originally found the tailored
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Chalice of Poison: Political Power and Regime Collapseby Akar Bharadvaj on July 30, 2026
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”:
