InsideGMT GMT Games
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Regarding the Art of Diplomacy: A Congress of Vienna Player’s Guide- Issues (Part 1 of 2)by Justin Penwith on October 10, 2026
Introduction by Fred Schachter, CoV Assistant Designer & Editor: Frank and I were pleased to meet Justin during a game convention a few years ago, where we were running Congress of Vienna “Learn the Rules / Play the Game” sessions. He enthusiastically jumped in and became enthralled with Frank’s wonderful design to the point he’s
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ARC: The Underworld P500 Spotlight: “Breach, Clear, Extract — The Siege of Crawford Police Station”by Fernando Sola Ramos on October 8, 2026
The invasion is no longer a shadow on the outskirts; it has reached the interior. GMT Games presents the second part of our deep-dive playthrough series with legendary designer James M. Day (Panzer, MBT), taking you straight into the violent heart of ARC: The Underworld. If Part 1 taught you how to gear up and
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Fire in the Lake Variant: A Better “Better War” A 1969 to 1972by Gary Romano on October 7, 2026
Westmoreland’s War Ends Until the last day of January 1968, William Westmoreland commanded the US war in Vietnam. He’d run it since 1964, built it from advisors to half a million men, and told the National Press Club in November 1967 that the end was in sight. Then Tet happened. Eighty thousand communist troops hit
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Rowing to Hades: Sample Turnby Jason Walonoski on October 6, 2026
This short article illustrates a single player’s turn of Rowing to Hades (P500). Future articles will dive more in depth into other topics. The game is simple, but not simplistic, and the basic mechanics work together to effectively model the subject matter more than first meets the eye. A quick note about victory conditions: generally
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Feudal Levies, Citizen Militia, and Mercenaries in Action: The Combat Impact of Units in Foxes and Lionsby Paul Wright on October 5, 2026
This is the ninth 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 of what makes Foxes and Lions unique; subsequent parts
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Bigger Decisions, Longer Games, and a Reimagined Tet Offensiveby Darren McGuire on September 23, 2026
Over the last few months I’ve been focused on refining the core gameplay experience for Iron Triangle, and I’m excited to share some major changes that have emerged from playtesting. The goal has been simple: create a longer, more strategic game with meaningful decisions for both players from start to finish. These changes not only
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ARC: The Underworld P500 Spotlight: “They Rule the Deep. We Retake the Night.”by Fernando Sola Ramos on September 21, 2026
GMT Games invites you to witness the birth of a terrifying new conflict. In ARC: The Underworld, the Cold War isn’t between superpowers—it’s between species, fought block by block in the quiet heartland of the United States. Legendary tactical wargame designer James M. Day (Panzer, MBT) applies his rigor to a claustrophobic, micro-tactical nightmare. Watch
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It’s all about the Cardsby Fred Schachter and Mark McLaughlin on September 18, 2026
Exploring the Card deck of Ancient Civilizations of East Asia Part VII: Negate Cards (Our version of “Get Out of Jail Free”) 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
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Papal Conclaves: How to Make Friends and Influence Popesby Paul Wright on September 17, 2026
As mentioned in the first part of this article, the Papacy’s ruler progression is entirely different from any other player’s. To reflect the messiness and politicking behind every papal conclave (certainly in the late medieval period and Renaissance, but arguably always), all five players will have a say in what the College of Cardinals decides
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Rebel Fury Advanced Tactics on the Asymmetric Use of Time plus a Gettysburg Battle Reportby Mark Herman on September 11, 2026
Introduction Wargames that go beyond the traditional Berg defined IGO-UGO sequences of play, often introduce a reduction in force control through the application of command rules. The Civil War Heritage series (Rebel Fury/ Army of the Potomac/ Lee Moves North) handle command and the chaos of battle through the lens of the Army commander’s coup
