GMT P500 Update List for December 2021
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Welcome to the December 2021 edition of the GMT P500 update list, whose purpose is to showcase all the new games coming through the GMT P500 system.

Please thumb this geeklist if you enjoy it— it helps others see it and take part in the conversation.

Don’t forget the homebrewed, two-fold rating system.

Veterans (games on the P500 for at least one month) get stars:
for the veteran game with the best growth
for the veteran game with the second best growth
for the veteran game with the third best growth

While recruits (games new to the P500) have their own, number-based rating:
d10-1 for the highest debuting recruit
d10-2 for the second highest debuting recruit
d10-3 for the third highest debuting recruit

As usual, don’t hesitate to suggest, criticize, and threaten to your heart’s content.

You can also subscribe to the GMT Monthly P500 Geeklist Announcement Thread.
Why not?

Check out the opponent finding geeklist too:
NEW Subscription Thread to the Monthly Vassal/Cyberboard/Skype Request List
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1. Board Game Publisher: GMT Games
Board Game Publisher: GMT Games
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New games announced this month:
- I, Napoleon
- Plantagenet: Cousins’ War for England, 1459 - 1485

Making the cut:
- The Battle for Normandy Deluxe Edition
- Inferno
- I, Napoleon

Leaving the list:
- None

Veteran Stars
+148 Baltic Empires
+127 Inferno
+ 127 The Last Hundred Yards Volume 4


Soaring Recruits
d10-1 +551 I, Napoleon
d10-2 +481 Plantagenet: Cousins’ War for England, 1459 - 1485

From Nov 22 update (https://mailchi.mp/4ce86a46a2d9/november-22-update-from-gmt-...):

Here is the most current Production Status update from Tony and Mark. We update these monthly so that you will be able to follow progress as games get added and moved between pre-art, the art department, and the printer. Games with a ** following their entry are currently at the printer (we are a little more certain about scheduling on these). Entries listed in bold have moved in the Print Queue since last month.

Note that we are still experiencing a slowdown - although it seems to be improving for us - in deliveries due to west coast port congestion and delays. The information below has been adjusted in light of this.

Finished P500 Shipments
1848: Australia
Panzer, 3rd Printing
Panzer Exp 1, 2nd Printing
Panzer Exp 2, 2nd Printing
Panzer Exp 3, 2nd Printing
Wing Leader Supremacy, 2nd Edition Update Kit

At Sea: Approaching Port
Battle Line, 11th Printing
C&C Ancients, 7th Printing
Conquest and Consequence
Dominant Species, 6th Printing
Red Flag Over Paris
SpaceCorp, 2nd Printing
The Last Hundred Yards, Volume 3: The Solomon Islands
Triumph & Tragedy, 3rd Printing
Twilight Struggle Deluxe, 8th Printing

At the Printer: No Ship Date Yet
Almoravid
Barbarossa: Army Group Center, 2nd Edition
Into the Woods
Pacific War
Plains Indian Wars
Salerno '43
Salerno '43 Mounted Map
The US Civil War, 2nd Printing
The US Civil War 2nd Edition Update Kit
Vietnam, 1965-1975, GMT Edition

Next Up: Going to the Printer This Week
CDG Solo System
Churchill, 3rd Printing
Empire of the Sun, 4th Printing
Fields of Fire: The Bulge Campaign
Red Storm: Baltic Approaches

In Final Art and Next to Get a Print Slot
C&C Ancients Expansion #5, 2nd Printing
Charioteer
Fall of Saigon: A Fire in the Lake Expansion
Flashpoint: South China Sea
Great Battles of Julius Caesar, Deluxe Edition
Mr. President: The American Presidency, 2001-2020
Norway 1940: A PQ-17 Expansion
Paths of Glory Deluxe, 2nd Printing
Twilight Struggle: Red Sea

In the Art Department
Ancient Civilizations of the Middle East
Banish the Snakes
Musket & Pike Dual Pack
Next War Supplement #3
No Retreat: The Russian Front Deluxe, 3rd Printing
No Retreat 2: The North African Front, 3rd Edition
Update Kit for No Retreat 2
Red Dust Rebellion
Skies Above the Reich, 2nd Printing
The Russian Campaign: Deluxe 5th Edition
The Russian Campaign Mounted Mapboards(2)

Nearing Art Dept. Readiness (some have components with an artist now, but the whole project isn't yet in the art department)
1833NE
Battle of White Plains
China's War
Clash of Sovereigns
Commands & Colors: La Grande Battles
Congress of Vienna
Crusader: FAB #4
Expansion or Extinction
Manoeuvre, 3rd Printing
Mystery Wizard
People Power
Prime Minister
Pursuit of Glory, 2nd Edition
Rebel Fury
Red Winter, Expanded 2nd Edition
Space Empires: All Good Things
Stalingrad '42 Expansion
The Barracks Emperors
The Plum Island Horror
The Weimar Republic
Thunder Alley: Crew Chief Expansion, 2nd Printing
Under the Southern Cross

There are quite a few games nearing Art Dept. Readiness, but these are the ones that Mark thinks are closest now. You'll see several of these move up and others added to this section each month.
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2. Board Game: FAB: Dubno '41 [Average Rating:9.14 Unranked]
Board Game: FAB: Dubno '41
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Current Preorders: 276 (+13) 8 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $50 ($72)

Designer: Francisco Ronco, Rick Young


Player count: 2

The Fast Action Battles (FAB) series turns East.

The time is set for Operation Barbarossa and the largest tank battle of all time: more than 3,000 Soviet and nearly 700 German tanks and assault guns will clash in Soviet occupied Southern Poland. Known as the Battle of Brody-Dubno-Lutsk, that bloody triangle saw the direst straits of invading German forces in Barbarossa as they struggle for a week to repel the massive Soviet armored counterattacks to the flanks of the spearhead formed by Ewald Kleist's 1st Panzergruppe.
The German invasion force was aimed towards Kiev, and the Kiev Special Military District was the better armed and prepared of all Soviet Fronts stationed on the Western borders of the USSR, with a full array of Soviet Mechanized Corps, equipped with hundreds of the brand new KV and T-34 tanks.

As the German player in Dubno '41, you control two powerful German armies: the 6th and the 1st Panzergruppe. The Soviet player will control the Northern flank of the Southwestern Front—formed by the 5th and 6th all arms armies. Blocks are mostly divisions with some regiments/brigades and German Kampfgruppen.


In Dubno '41 (with a minimum of new rules), you will see the Soviet unpreparedness for war in June 1941 as they desperately struggled to defeat the German invaders. The Soviets had a huge amount of low-quality units with powerful but fragile armored forces against the Wehrmacht at its peak of quality and efficiency. This is not a one-sided battle, as some might think when considering the whole of Operation Barbarossa. The Soviets can accomplish their mission and defeat or at least stop the invaders.

Game link: https://www.gmtgames.com/p-925-dubno-41.aspx

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3. Board Game: Bear Trap: The Soviet-Afghan War, 1979-1989 [Average Rating:8.00 Unranked]
Board Game: Bear Trap: The Soviet-Afghan War, 1979-1989
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Current Preorders: 279 (+88) 1 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $59 ($85)

Designer: P.R. Daniels, PhD

Player count: 1-2

Bear Trap is a spiritual successor to Sekigahara—building on the same core system. In both games, each player has their own deck of cards; players spend cards from their hand to activate areas or in combat to commit units to battle. This means fans of Sekigahara will find learning Bear Trap easy, but the feel and experience of the games are highly divergent.

Bear Trap is not a "clone" of Sekigahara—they are very different games with differences in topic, feel, and mechanism, despite having an underlying shared game system. Bear Trap is also a more asymmetric game than Sekigahara. Although Bear Trap is a slight step up in complexity (relative to Sekigahara), the mechanics remain simple, and Bear Trap can be completed in 2-3 hours.
One player takes command of the ruling Democratic Republic of Afghanistan and its forces, supported by the Soviet 40th Army—this side is referred to here as the Soviets, or the Soviet player. The other player takes command of the local tribal rebels (the Lashkar) and Mujahideen guerrilla fighters—this side is referred to here as the Insurgents or the Insurgent player. Hidden information on blocks and cards presents players with a host of difficult decisions throughout the game.

Each player has their own deck of cards, pool of blocks, and win conditions. The game ends as soon as one player satisfies their decisive victory condition or after players have reshuffled their decks a combined total of seven times (and the winner would be determined by assessing who has satisfied their minor victory condition).

On their turn, a player will do one of three things: (1) take a resupply turn—replenishing their hand of cards and bringing more blocks into play, (2) play cards from their hand to activate areas and possibly initiate combat, or (3) play a powerful ‘strategy’ card from their hand to resolve its effect. When a player needs to draw cards but has none left in their deck, they will complete the reshuffle process—by which they will choose and add two ‘strategy’ cards to their deck.

The Insurgent player aims to push the USSR—as a political entity and as a populace—beyond the level of Soviet losses and setbacks it is willing to endure. Meanwhile, the Soviet player seeks to establish a new status quo of control and authority over a period sufficient to claim ‘Mission Accomplished’ in Afghanistan (even if pockets of the country remain rebel held).

Initial setup is variable, keeping the game fresh. Concealed information—through the blocks and cards—lends uncertainty to help simulate the actual conflict.

Game link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-w...

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4. Board Game: Hannibal's Revenge [Average Rating:0.00 Unranked]
Board Game: Hannibal's Revenge
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Current Preorders: 301 (+4) 9 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $55 ($79)

Designer: Mark G. McLaughlin

Player count: 1-4

In Hannibal’s Revenge, the 23 uneasy years of peace between the arch-rival republics of Rome and Carthage come to an end by Hannibal Barca. Son of the Carthaginian hero in their earlier conflict, he vowed since childhood to take revenge for his country's humiliating defeat in that war. Now the time has come to redeem that pledge, and he laid siege to the city of Saguntum in Spain. Rome, incensed over this attack on their ally, mobilizes for war in response.
It is now 219 B.C. (or in the Roman calendar 534 Ab Urbe Condita -that many years since the founding of the city). As the Senate and People of Rome, will you succeed in making Carthage pay for this insult and once again force upon them a humiliating peace? Or as the elders of Carthage, will you restore your city’s rightful place in the Mediterranean world to bring honor and glory to your people through victories gained in Hannibal’s Revenge?

Game link: https://www.gmtgames.com/p-912-hannibals-revenge.aspx

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5. Board Game: The Bell of Treason: 1938 Munich Crisis in Czechoslovakia [Average Rating:9.00 Unranked]
Board Game: The Bell of Treason: 1938 Munich Crisis in Czechoslovakia
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Current Preorders: 345 (+44) 3 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $32 ($45)

Designer: Petr Mojžíš

Player count: 1-2

During the crisis period of 1938, Czechoslovakia underwent an internal moral struggle about whether or not to stand and fight against Nazi Germany, the consequences of which Czech and Slovak society have probably never fully come to terms with. The decision to concede the Sudetenland to Germany was a difficult one, and the merits of both sides of the argument are clear: pragmatically, there was little hope that Czechoslovakia could have survived a German invasion in 1938, but its spirit was still strong, and a decision to fight could have sent a clear message to the rest of Europe and altered the course of history. How did Czechoslovakia, with a proud, professional military and seemingly strong alliances with France and the Soviet Union, end up making this fateful decision to concede in 1938? The Bell of Treason allows you to relive the events in Czechoslovakia that led up to this decision and potentially change the course of history.

The Bell of Treason is a fast-paced, card-driven board game in which two players experience the existential crisis faced by Czechoslovakia in response to Hitler’s territorial demands. One player represents the ideal of trying to Defend the country, even without allies and at any cost. The other player represents the historically victorious ideal of agreeing to Concede the Sudetenland territory, in order to prevent bloodshed and hoping that Hitler’s demands would stop there. The game adapts the crisis modeling system originally introduced in Mark Herman's Fort Sumter and then further developed in Fred Serval's Red Flag Over Paris. The game does not make any judgment about whether it would have been the right choice for Czechoslovakia to defend itself in 1938, nor whether such a defense could, in any sense, have been successful. Instead, it allows you to experience for yourself this crisis period of 1938, which forever influenced Czechoslovakia's path and the eventual course of World War II. The game can also be played solo, using an adaption of the innovative and elegant system originally designed by Jason Carr for Red Flag Over Paris.

Game link: https://www.gmtgames.com/p-949-the-bell-of-treason-1938-muni...

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6. Board Game: The Last Hundred Yards [Average Rating:8.12 Overall Rank:3751] [Average Rating:8.12 Unranked]
Board Game: The Last Hundred Yards
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THE LAST HUNDRED YARDS VOLUME 4

Current Preorders: 371 (+127) 1 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $44 ($65)

Designer: Mike Denson

Player count: 1-2

The Last Hundred Yards Vol. IV: The Russian Front is the fourth game in The Last Hundred Yards series. It covers major campaigns and missions from the second half of the war in the east, introducing the Russian army to the series for the first time. A series of missions simulates actions from the October 1943 fighting in the Ukraine near Krivoi Rog, while others feature fights during the Russian 1944 summer offensive, Operation Bagration. All major Russian armor from late 1942 onward is covered, plus some additional late war German armored vehicles.

In October 1943, elements of Konev's Steppe Front (redesignated 2nd Ukrainian Front on 20 October) broke out of their bridgeheads across the Dnepr River toward the town of Krivoi Rog. Spearheaded by Rotmistrov's 5th Guards Tank Army, the Red Army drove a salient 50 miles deep and 20 miles wide into the positions of the German 1st Panzer Army. A major German counterattack in panzer corps strength, including the rebuilt 14th and 24th Panzer divisions (whose originals had been destroyed at Stalingrad), stopped this penetration but not before its threat to neighboring positions to the southeast forced the abandonment of Dnepropetrovsk by the Germans. A series of module missions illustrates different phases of this fighting.

Operation Bagration was the Soviet main effort in the summer of 1944, with five fronts participating to eject the Germans from white Russia. Led by Stavka coordinators Marshal Zhukov and Marshal Vasilevsky, it destroyed much of Germany's Army Group Center and advanced 400 hundred miles to the outskirts of Warsaw. Bagration enabled the follow-on Lvov-Sandomierz offensive to the south by Konev's 1st Ukrainian Front, which pushed across the Vistula east of Krakow before the Russian summer offensive paused. Portions of this fighting are also covered in module missions, showcasing some of the late war armor on both sides.

If you are already familiar with playing the Germans and the Allies in the previous LHY modules, you are on firm ground. However, be forewarned that the unique feature of this module is how Russian army behavior is modeled at the tactical level, particularly in its lack of local command-and-control flexibility and general indifference to casualties when fulfilling its missions. Make no mistake, playing the Russians will require a different mindset. The challenge will be in understanding the Russian behavior modeled in LHY and transitioning that into solid tactical applications. The Russians need numbers to make up for their lower tactical flexibility, but "quantity has a quality all its own,” and they generally do get those numbers. While the period of the war covered by the module was one of overall Russian initiative, it still featured numerous German counterattacks, and module missions feature plenty of German attacks against Russian defenses as well as the reverse. Another set of new tactical challenges in the module stem from the frequently more open terrain found in the western Ukraine.
Game link: https://www.gmtgames.com/p-956-the-last-hundred-yards-volume...

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7. Board Game: Grand Prix: New Track Pack [Average Rating:9.67 Unranked] [Average Rating:9.67 Unranked]
Board Game: Grand Prix
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Current Preorders: 391 (+4) 59 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $28 ($40)

Designers: Jeff & Carla Horger

Player count: 2-11 players

Announcing four new tracks for Grand Prix!
Every race track in the Thunderverse has a historical counterpart. Some are more famous and well known than others. The four newest tracks, specifically designed to enhance Grand Prix, are no different. Adding to the 13 previous series tracks, the Grand Prix Track Pack provides four new tracks based on the most famous F1 courses in the world; Silverstone, Monza, Monaco and Spa-Francorchamps. Each provides new challenges for racers.

Three of the tracks are designed with just Grand Prix in mind. Monza utilizes the historic oval to create three unique experiences, the oval, the road course, and the monster combined course requiring a trip through the oval after completing a circuit of the road course. Each track can be used for both Grand Prix and Thunder Alley.


Game link: https://www.gmtgames.com/p-625-grand-prix-new-track-pack.asp...

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8. Board Game: Mons, 1914: The Mad Minute [Average Rating:0.00 Unranked]
Board Game: Mons, 1914: The Mad Minute
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Current Preorders: 394 (+7) 9 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $75 ($110)

Designer: Geoffrey Phipps

Player count: 2?

Mons, 1914: The Mad Minute is the second game in the Rifle and Spade Series, first used in Gallipoli, 1915: Churchill’s Greatest Gamble. The series rules have been completely overhauled to speed play and ease learning. Key charts have been simplified and rules that were rarely used have been dropped, resulting in faster and smoother games. Gallipoli can be played with the 2.0 rules with some short upgrade instructions and a few replacement charts.
Mons is a big game. Two maps show the length of the Condé Canal. The 1,500 counters have every unit from the BEF and the German 1. Armee. Units are half-battalions and batteries with some platoon pickets. Mons has many scenarios: three training scenarios, the full two-map historical scenario, several smaller one-map scenarios, and a set of very interesting hypothetical meeting engagements. In the meeting engagement scenarios, the armies enter gradually, led by their cavalry divisions. A wild period of maneuver follows as the cavalry and jägers attempt to sneak past the enemy until the infantry show up, and the battle is joined in earnest. There are rules for cavalry charges, including debacles and impetuous charges. The command problems of the BEF and German 1. Armee are shown, although scenario variants give players all the freedom they could want.

Game link: https://www.gmtgames.com/p-913-mons-1914-the-mad-minute.aspx

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9. Board Game: Baltic Empires: The Northern Wars of 1558-1721 [Average Rating:8.67 Unranked]
Board Game: Baltic Empires: The Northern Wars of 1558-1721
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Current Preorders: 400 (+148) 1 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $65 ($95)

Designer: Brian Asklev

Player count: 2-5

Baltic Empires is an approachable 2-5 player strategy game about conflicts between the states of the Baltic region during the early modern era, a transformative period of religious conflict, large scale warfare, and constant struggles for power. Players will have to develop their economy, strengthen their administration, secure trade hubs, and finally build armies to become the dominant power of the Baltics. Denmark-Norway, Sweden, Russia, Poland-Lithuania, and Prussia will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

During the 16th & 17th centuries, religious conflicts between Protestants and Catholics swept Europe, vast colonies were established by the maritime powers, and a series of wars were fought against Louis XIV’s Kingdom of France to maintain the balance of power, eventually culminating in the War of Spanish Succession. While this history might be familiar to many, the related conflicts around the Baltic Sea that took place during these centuries are less well-known.

Where did the French, English, and Dutch acquire the materials they needed to build and maintain their vast navies that won them their colonial empires? Where did they acquire the food they needed to feed their sailors and growing populations? Where did the Swedish juggernaut that suddenly emerged and changed the course of the Thirty Years War come from, and why didn’t its great power status last? How did the Russian and Prussian Empires that became so powerful in later periods first emerge on the European stage? The Baltic region was crucial to the history of Europe, and the conflict for influence over the Baltic Sea was closely intertwined with the balance of power in Western Europe. The outcome of the wars and societal transformation in the Baltic region, from the collapse of the Teutonic Order in Livonia in 1558 to the end of the Great Northern War in 1721, shaped European and world history up until the present day.

Game link: https://www.gmtgames.com/p-954-baltic-empires-the-northern-w...

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10. Board Game: The Last Hundred Yards [Average Rating:8.12 Overall Rank:3751] [Average Rating:8.12 Unranked]
Board Game: The Last Hundred Yards
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{b]MAP PACK 1

Current Preorders: 433 (+47) 4 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $12 ($18)

Designer: Mike Denson

Player count: 2

The Last Hundred Yards Mission Pack #1 builds on Volumes I and II focused on the Allied campaigns in Western Europe. The Pack contains ten Missions that occurred in 1944 during the Normandy pre-breakout and breakout phases in July/August, the Hurtgen forest in November, and the Battle of the Bulge in December.

Join the 2nd Division’s 23rd infantry regiment and experience what Allied soldiers termed “Hedgerow Hell” as it drives through “Purple Heart Draw” to take Hill 192 against the 3rd FJ regiment. The overall goal was to cut the St. Lo-Bayeux highway, a task that was critical for protecting the east flank of the 3rd Army’s breakout from Normandy along the west coast.

Follow units of Patton’s 3rd Army’s breakout that ultimately encircled the German 7th Army and led to its destruction in the Falaise Pocket. These Missions range from crossing key water barriers, forming bridgeheads, and seizing key crossroads to eliminating fortified positions.

Finally, see if you can do better with outnumbered Allied troops who were tasked with taking or holding, what seemed to them, pointless objectives during the Hurtgen Forest and the opening stages of the Battle of the Bulge campaigns.

This volume introduces new weapons and terrain including Rhino tanks, hedgerows, and sunken roads. Each mission provides challenges with different elements, forces, and situations, making this volume an exciting addition to The Last Hundred Yards Series.

Game link: https://www.gmtgames.com/p-946-the-last-hundred-yards-missio...

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11. Board Game: Plantagenet: Cousins' War for England, 1459 - 1485 [Average Rating:7.00 Unranked]
Board Game: Plantagenet: Cousins' War for England, 1459 - 1485
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NEW!

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Current Preorders: 481 (+481) 0 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $62 ($89)

Designer: Francisco Gradaille

Player count: 1-2

England, 1459. The son of the great Henry V has not lived to fill his father's shoes. England has lost the Hundred Years War, and mighty lords amass lands and wealth rivaling the King’s own. Henry IV left the door open for any such powerful lord with good pedigree to reach for the throne, and the best candidate is Richard Plantagenet, Duke of York.

Mounting tension over the Crown leads to armed clashes, under the excuse of freeing the king from his evil counsellors, and finally ignites the Wars of the Roses that William Shakespeare would immortalize in his plays:


• A Yorkist rebellion that succeeds in placing Edward IV on the throne and exiling the Lancastrians to Scotland and France.
• A civil war pitting Warwick the Kingmaker and King Edward’s brother Clarence against the King and his other brother Richard Gloucester.
• The reinstatement for a few months of Henry VI and the invasion from France by his son and wife leading to a final contest between Richard III and Henry Tudor (later known as Henry VII) and the Battle of Bosworth that ends the Plantagenet dynasty.

Treason, bravery, political maneuver, and a cast of memorable characters mark one of the most intense and divided periods of English history.

In Plantagenet—the newest volume in Volko Ruhnke's Levy & Campaign Series—players lead one of the two factions across the three main periods of war, as individual scenarios or the entire Wars of the Roses.

Designer Francisco Gradaille adds overall and local political influence to Volko’s medieval operation system to reflect the ever-changing loyalties of the time while keeping play familiar to fans of the Series. Players will create and maintain a network of allied lords and nobles in order to obtain the provender and coin needed to supply and pay their armies. As ravaging and looting will damage each side’s reputation, each faction will strive to convince cites to join its side. Great battles will seek to kill or capture enemy lords—perhaps even a king. Two kinds of operational moves will be in play: the military and the political.

In the end, when the dust settles and all arrows have flown, one rose will sit on the throne. White or Red, York or Lancaster, gather your troops and banners and join the fight.


Game link: https://www.gmtgames.com/p-960-plantagenet-cousins-war-for-e...

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12. Board Game: No Retreat! Battles: 1942 [Average Rating:6.00 Unranked]
Board Game: No Retreat! Battles: 1942
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Current Preorders: 482 (+4) 29 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $50 ($75)

Designer: Carl Paradis

Player count: 1-2

In No Retreat! Battles, no more Russian, French, Italian, Polish, Western or African Fronts; you’ll get close and personal with smaller-scale engagements. Critical Battles like Iwo Jiwa, the Capture of Berlin in 1945, Battle of the Bulge, Kasserine Pass, Kursk, Casino, Tarawa, and dozens of others. The map will be small, usually half a regular GMT playing surface, and the counters just numerous enough to have a good game without been swamped by game pieces. The games will also be relatively quick playing, and fast to set-up. A good example of the size of a NR Battle game is the Crete bonus mini-game included in No Retreat! The African Front.

Game link: https://www.gmtgames.com/p-773-no-retreat-battles-1942.aspx

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13. Board Game: FAB: Crusader [Average Rating:6.00 Unranked]
Board Game: FAB: Crusader
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Production Status: Nearing Art Department Readiness

Current Preorders: 501 (-6) 52 months on P500

Months since passing 500 order threshold: 11

Preorder Price (List Price): $45 ($65)

Designer: Michael Gustavsson

Player count: 2 players

After the defeat of Operation Battleaxe in June, a lull settled in North Africa, and the Axis siege of Tobruk continued. The Allies used this time to build up their strength and the 8th Army was formed. Before dawn on 18 November, the 8th Army was ready to strike and the Allies launched a sweeping offensive into the Axis controlled Cyrenaica (Eastern Libya) in order to relieve the besieged fortress of Tobruk. After a series of swirling battles, the Axis had to withdraw and the siege was lifted.

Michael Gustavsson, co-designer of FAB: Golan’73 is back with volume IV in the Fast Action Battle series. In this game, as the Allied player, you control the XXX and XIII corps, Tobruk Garrison and the Strategic Reserve force of the 8th Army. As the Axis player, you control the DAK (Deutsches Afrika Korps), the Italian XXI corps and the Corpo d’ Armata di Manovra (CAM) of the Panzergruppe Afrika commanded by the famous Erwin Rommel. Units in the game represents regiments/brigades and some battalions, while assets are mostly battalion size and turns are 1-2 days in time.

Game link: https://www.gmtgames.com/p-655-crusader-fab-4.aspx

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14. Board Game: The Battle for Normandy, Deluxe Edition [Average Rating:0.00 Unranked] [Average Rating:0.00 Unranked]
Board Game: The Battle for Normandy, Deluxe Edition
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MADE THE CUT!

Current Preorders: 510 (+34) 5 months on P500

Months since passing 500 order threshold: 1

Preorder Price (List Price): $105 ($155)

Designer: Danny Holte

Player count: 2-8

It has been about twelve years since The Battle for Normandy was originally released. Since that time, new research has been made available, and the game has been played countless times by many players around the world who have provided a wealth of feedback. The game system remains basically the same, allowing players to focus on planning and strategy and not an overbearing rules system. Based on that new research and feedback, many units have been adjusted, all of the maps have minor changes, and some whole rules sections have been revamped to better represent the historical reality, while minimizing further complexity. The original expansion is included in this Deluxe Edition (while remaining optional), and there are also new scenarios.

Game link: https://www.gmtgames.com/p-942-the-battle-for-normandy-delux...
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15. Board Game: Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261 [Average Rating:8.50 Unranked]
Board Game: Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261
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MADE THE CUT!

Current Preorders: 540 (+127) 2 months on P500

Months since passing 500 order threshold: 1

Preorder Price (List Price): $65 ($95)

Designer: Enrico Acerbi and Volko Ruhnke

Player count: 1-2

Tuscany, 1259. As wealth from crafts and foreign trade elevated northern Italy's urban families above the landed lords, rivalries within and among their cities hardened into conflict between two great parties. The Ghibellines aligned with the Hohenstaufen emperors who ostensibly ruled Italy, while the Guelphs backed rival imperial claimants and the greatest challenger to the Emperor's authority, the Pope. Should any faction gain advantage, others coalesced to resist.
The comuni (republics) of Firenze (Florence) and Siena dominated Tuscany at the head of competing alliances. As Guelphs sealed their control of the more populous Firenze, Ghibelline Siena turned to the Hohenstaufen King Manfredi of Naples for help. Local rebellions and reprisals escalated on each side, as political exiles stirred the pot. After Manfredi dispatched German knights to protect his loyal Tuscans, Firenze mustered its people and allies to march on Siena, which responded with its own great army. Pisa and Lucca, Lombardia and Umbria joined in. Guelph and Ghibelline faced off en masse at Montaperti in September 1260, in what turned out a bloody Florentine defeat. As Ghibelline exiles returned to grip Firenze, its Guelphs rallied to Lucca and Arezzo, portending an eternal inferno of fighting.

Inferno—the third volume in Volko Ruhnke's Levy & Campaign Series—visits the conflagration that was 13th-Century Tuscan warfare, factional conflict fueled by the money and burgeoning population of the region's well-to-do cities and mountain valleys. Veteran Italian wargame designer Enrico Acerbi applies his deep knowledge of the age to bring it to life within Volko's accessible medieval-operation system. Gathering enough transport and provender may not be so much the challenge here as the sudden impediment of rebel towns and castles along key roads. Tuscany's unruly berrovieri horsemen, famed elite crossbowmen, and distinctive palvesari shield bearers are just a few of the unique features of this volume. Muster, mount up, and find out whose blood will make the Arbia run red!

Game link: https://www.gmtgames.com/p-952-inferno.aspx

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16. Board Game: I, Napoleon [Average Rating:7.67 Unranked]
Board Game: I, Napoleon
David
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NEW!

MADE THE CUT!

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Current Preorders: 551 (+551) 0 months on P500

Months since passing 500 order threshold: 0

Preorder Price (List Price): $49 ($79)

Designer: Ted Raicer

Player count: 1

I, Napoleon is a solitaire historical role-playing card game in which you step into the boots of Captain Buonoparte (as he still was) in the year 1793. Louis XVI has just gone to the guillotine, the brothers Robespierre control the destiny of France, and all Europe has joined French Royalists to take down France, end the Revolution, and restore peace and safety for the hereditary principles that have underlain society for 1,000 years.

As an ambitious but unknown young artillery officer, who speaks French with a Corsican accent, you would seem to be an unlikely agent of destiny. Can you harness a brilliant mind, titanic energies, and a sometimes terrifying charisma to leave your mark on history? Or will you die a minor footnote in the story of France?
Game link: https://www.gmtgames.com/p-959-i-napoleon.aspx

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17. Board Game: The Barracks Emperors [Average Rating:10.00 Unranked]
Board Game: The Barracks Emperors
David
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Production Status: Nearing Art Department Readiness

Current Preorders: 573 (+4) 31 months on P500

Months since passing 500 order threshold: 15

Preorder Price (List Price): $34 ($49)

Designer: Brad Johnson and Wray Ferrell

Player count: 1-4

The Barracks Emperors is a strategy card game set against the backdrop of the Roman Crisis of the Third Century, during which at least 45 different men made a claim to the throne of the Roman Empire. In this game, 1-4 players represent prominent political factions attempting to gain control over the men who would be Emperors of Rome. Players deploy the influence available to them (represented by the cards in their hands) to claim imperial reigns (represented by the historical Emperor cards arrayed on the board.) But they must be very careful, because politics is a complex game, and sometimes attempting to exert your influence necessitates aiding someone else in their own plots. Play your cards cleverly to capture Emperors and score the most points to win.

Game link: https://www.gmtgames.com/p-757-the-barracks-emperors.aspx

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18. Board Game: Unconditional Surrender! Western Campaigns [Average Rating:10.00 Unranked]
Board Game: Unconditional Surrender! Western Campaigns
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Current Preorders: 576 (+15) 16 months on P500

Months since passing 500 order threshold: 9

Preorder Price (List Price): $25 ($36)

Designer: Sal Vasta

Player count: 2

Plucked from the game Unconditional Surrender! World War 2 in Europe (USE), USWC provides shorter, smaller footprint scenarios for those wanting to play the Unconditional Surrender! design but lacking the space and time needed for the much larger USE. USWC also serves as an alternative way to teach it to other players. Owners of USE that have the space and time for it do not have to buy this game. However, it may be worth it if you are looking for something much more portable to bring somewhere else to play or for an inexpensive gift for a wargaming friend.
From the air and ground mechanics in Poland 1939 to the airborne-assisted invasion in Denmark-Norway 1940, players learn the basic operational rules to the game that they can tune in the Balkans 1941 or French North Africa 1942 campaigns. They can then take that experience to larger, competitive scenarios like France 1940 and France 1944. You will decide how far to push your successful spearheads, not knowing how far the rest of your units will advance. You will have to decide what the right balance between timidity and recklessness is and where to commit your air and other assets for success.
Unconditional Surrender! Western Campaigns features the low counter density that is a hallmark of the system, while providing event markers for such assets as airdrops and ULTRA—all of which are woven into the game's core mechanics for ease of play. As the game covers individual campaigns, nearly all scenarios use only a single 8.5” x 11” map and common 8.5” x 11” tracking display. For those familiar with USE, the ground and air rules remain the same, while more strategic elements (e.g. diplomacy, strategic warfare, and naval operations) have either been abstracted or removed to simplify the rules and reduce playing time.
Unconditional Surrender! Western Campaigns has six scenarios ranging from Poland 1939 to France 1944.

Game link: https://www.gmtgames.com/p-870-unconditional-surrender-weste...

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19. Board Game: Norway, 1940: A PQ-17 Expansion [Average Rating:8.00 Unranked] [Average Rating:8.00 Unranked]
Board Game: Norway, 1940: A PQ-17 Expansion
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Production Status: In Final Art and Next to Get a Print Slot

Current Preorders: 580 (-2) 105 months on P500

Months since passing 500 order threshold: 59

Preorder Price (List Price): $35 ($50)

Designer: Chris Janiec

Player count: 2 players

It is Spring 1940, and both the British and the Germans have plans to invade neutral Norway. The British still have the French on their side, while the German Kriegsmarine will never be larger. Who will strike first? Norway 1940 is a ziplock expansion for PQ-17.

Game Link: https://www.gmtgames.com/p-421-norway-1940-a-pq-17-expansion...

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20. Board Game: In the Shadows [Average Rating:8.50 Unranked]
Board Game: In the Shadows
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Current Preorders: 594 (-2) 10 months on P500

Months since passing 500 order threshold: 6

Preorder Price (List Price): $30 ($45)

Designer: Dan Bullock, Chris Bennett, and Joe Schmidt

Player count: 1-2

In the Shadows is a two-player card-driven game about the desperate struggle of the French Resistance against the occupying Nazi and collaborating French forces between January 1943 and June 1944. In the game you will play as either the Resistance or the Occupation in a fight over the hearts and minds of the French People. The game strives to have players better understand the nuances of the resistance and the clandestine nature of the fight that led to the founding of the fourth French Republic.
The gameplay of In the Shadows is driven by Event cards and Actions based on suits. The game relies on three different suits (the Resistance Cross, the Victory Cross, and the Iron Cross) to determine the cost and effectiveness of your Actions. Narratively, this is meant to represent the vital importance of local networks and resources. You may be working with resources in Paris but need to perform Sabotage Actions in Vichy. In this way, the game can better replicate the choices that the leaders of the Occupation and Resistance needed to make.

Game link: https://www.gmtgames.com/p-905-in-the-shadows.aspx

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21. Board Game: Mystery Wizard [Average Rating:6.50 Unranked]
Board Game: Mystery Wizard
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Production Status: Nearing Art Department Readiness

Current Preorders: 598 (-4) 39 months on P500

Months since passing 500 order threshold: 27

Preorder Price (List Price): $38 ($55)

Designers: Zachary Ebehart, Aiden Guiffre and Jackson Warley

Player count: 2-6 players

Mystery Wizard is a game for 2 to 6 players that takes around an hour to play, starring 8 unique spellcasting characters, each providing a radically different strategic experience. When each player chooses a wizard, they are selecting a totally unique set of spells and abilities which will flavor their strategic choices and paths to victory.

Each wizard begins the game in their village, in a corner of the hexagonal board. In the center of the board is a tower filled with ancient secrets. The objective of the game is to loot the tower and return two of its Mysteries home to your village. However, Mysteries are scarce, and in order to secure your own, you’ll need to take them from someone else. Fierce opposition from rival wizards will take the form of fireballs, cyclones, wild animals, lightning bolts and more, leading to a chaotic capture-the-flag brawl where alliances can form or dissolve in the blink of an eye.

Players must also navigate the effects of villainous priests, friendly goblins, burning desert sands, civil war, and more. A dynamic and engaging quest system brings the hexed isle to life with events and monsters, and provides a way for wizards to earn enchanted gear and powerful spells by seeking out lost temples and buried treasure. However, a creeping madness threatens to corrupt the land if the wizards do not move fast enough. The tension and difficulty slowly increase throughout game and lead to an end game characterized by knife’s edge decision, where making one wrong move could spell doom.

Game link: https://www.gmtgames.com/p-734-mystery-wizard.aspx

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22. Board Game: Cross Bronx Expressway [Average Rating:7.58 Unranked]
Board Game: Cross Bronx Expressway
David
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Current Preorders: 630 (+96) 2 months on P500

Months since passing 500 order threshold: 2

Preorder Price (List Price): $55 ($79)

Designer: Non-Breaking Space

Player count: 1-3

Cross Bronx Expressway is the third game in the Irregular Conflicts Series. It simulates the socio-economic processes of urban development, and the human costs that result, as a competitive city-builder with collective loss conditions. Players control one of three asymmetric factions working in the South Bronx between 1940 and 2000, pursuing their own goals while cooperating to keep the borough viable. Through a card driven sequence of play, they will work to solve the economic challenges facing the area by building infrastructure and organizations, forming coalitions, mitigating the multitude of issues facing the vulnerable population, and managing resources to stay out of debt. Cross Bronx Expressway offers an engaging way to learn about the recent history of American cities, as exemplified by Jane Jacobs' pivotal work The Death and Life of Great American Cities, simulated through the case study of the South Bronx. Players will experience the conflicting incentives and complex factors shaping urban life and together determine the fate of the Bronx.

Cross Bronx Expressway models this rich history as a competitive economic city builder with collective loss conditions. Three playable factions—Public, Private, and Community—attempt to save the city from the brink of bankruptcy and protect the Bronx's vulnerable population throughout this tumultuous period, while also working to achieve their own conflicting objectives. The game progresses using a shared event deck, divided into decades. Each decade features a semi-random series of historical cards whose effects will always occur but can be manipulated by the players. The factions perform actions around these events in order to mitigate their effects, while hoping to tip the balance in their favor. Infrastructure will be built and sometimes demolished, coalitions formed and abandoned, populations housed and displaced, and the vulnerable encouraged and discarded, while each faction struggles to stay out of debt and achieve their own objectives. At the end of each decade, census numbers are tallied to determine which factions have achieved their objectives and at what cost. If they manage to keep the city afloat, each decade provides the players with new opportunities to transform the South Bronx according to their own vision, but if too many vulnerable people are lost or if the city goes bankrupt, everyone will lose. Can you cooperate better than the historical actors did and pull the South Bronx back from the brink of disaster?

Game link: https://www.gmtgames.com/p-953-cross-bronx-expressway.aspx

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23. Board Game: Battle of White Plains [Average Rating:0.00 Unranked]
Board Game: Battle of White Plains
David
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Production Status: Nearing Art Department Readiness

Current Preorders: 644 (+17) 7 months on P500

Months since passing 500 order threshold: 7

Preorder Price (List Price): $48 ($69)

Designers: Mark Miklos, Rob McCracken, Phil Varker

Player count: 1-2

Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis.

History
As it occurred, the Battle of White Plains could properly be called the Battle for Chatterton Hill. This relatively limited affair, fought on the American right flank on October 28, 1776, was the only set piece action between the two protagonists. Here some 4,000 British and Hessian troops attacked fewer than 2,000 Americans with the King’s forces ultimately prevailing.

The main armies, however, were enormous for the period with 14,500 Americans confronting 13,000 British and Hessians who were eventually reinforced to 15,400, making this one of the largest concentrations of opposing troops during the war and the largest game in the Battles of the American Revolution series to-date. Yet despite this concentration of forces along a front barely three miles wide, the armies sat primarily idle after the fight for Chatterton Hill while the British probed at the flanks, and the Americans improved their defenses.

Washington had chosen a strong position which he fortified with two concentric lines of fieldworks that bristled with forty guns. His flanks were anchored on high hills and further secured by the Bronx River to the west and swampy wilderness to the east. Secure in these positions, Washington welcomed the prospect of a frontal assault against his works.

For his part, General Howe’s reluctance to launch a frontal attack was due in part to his having witnessed the Battle of Bunker Hill in June, 1775, the memory of that slaughter still fresh in his mind. The weather at White Plains was also a mitigating factor with cold autumn rains falling for much of the week during which the armies remained in contact. Finally, Howe’s own proclivity to hesitate when decisive victory was within his grasp further exacerbated any plans for a major British assault.

Washington reacted to the loss of Chatterton Hill by initially refusing his right. Sensing the growing weight of the British host, he eventually swung on a hinge leaving his left where it began, on Hatfield Hill, while pulling the rest of the line back approximately two miles to even higher ground in the North Castle Heights where he dug new fieldworks. Like two heavyweights maneuvering to shorten the ring, each sought an opening—Howe to press the attack on favorable terms and Washington to receive the attack on fortified ground of his choosing.

Ultimately reinforced by Lord Percy with six regiments plus some newly-arrived Hessians and having discovered no viable way around the flanks, General Howe determined to attack Washington frontally on the morning of October 31. He stood his men to arms at 5:00 am but driving morning rains cooled his ardor and the army was again ordered to stand down.

There was more probing and some long range artillery fire against the American flanks on November 1 to no great consequence. Howe now believed he was facing only an American rear guard in the North Castle Heights lines and saw no value in attacking it, believing that Washington with his main force had already evaded him by marching further north. The armies, therefore, sat staring at one another until November 5-6 when General Howe elected to turn south to complete the conquest of Manhattan by capturing Fort Washington which he did successfully on November 16. As Howe turned south, Washington turned north. He divided his forces into three groups. Major General Lee was to screen the approaches to New England while Major General Heath was to guard the Hudson Highlands and points north. The commander-in-chief with the balance of the army crossed the Hudson River at Peekskill and marched south through New Jersey to stay between the British in New York and the American capitol at Philadelphia.

Throughout the White Plains campaign, the prospect for a decisive victory was ever-present. The fact that it didn’t occur is a fascinating story.

Research
White Plains is among the least written-about battles of the American Revolution, an oddity when one considers the scale of forces engaged. Most secondary sources give it a passing mention in the larger discussion of the New York campaign while among the scant primary sources there is considerable disagreement as to key details. Source maps are scarce and often contradictory as well. To bring you Volume 10 in the Battles of the American Revolution series, exhaustive research was conducted in the sources and on the ground to bring to life the most accurate battlefield map possible.

Likewise the order of battle was painstakingly reproduced from scraps of information: memoirs, General Orders, casualty lists, pension records, compilations of the Westchester County Historical Society, journal articles, Blogs, secondary-source histories, firsthand accounts, and a little intuition. As usual when studying the American Revolution, British records are more complete. American records less so. Where specific unit placements are known the corresponding units are placed accordingly. Where specific deployments are not known, deployments are notional but stand up to the litmus test of brigade and divisional integrity.

The Game
The game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31.

Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized.

Game link: https://www.gmtgames.com/p-924-battle-of-white-plains.aspx

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24. Board Game: Triumvir [Average Rating:8.50 Unranked]
From gallery of kuhnk
David
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Current Preorders: 647 (+22) 6 months on P500

Months since passing 500 order threshold: 5

Preorder Price (List Price): $60 ($92)

Designer: Mark Herman and Geoff Engelstein

Player count: 1-3

Caesar, Pompey, and Crassus subjugate the Roman Republic

It’s 60 BC, and the three most powerful men in Rome form a loose alliance based on marriage, self-interest, and a thirst for power. In Triumvir, you take the role of one of these Roman power brokers as you vie for power and position that inevitably leads to Civil War.

Triumvir builds on Versailles 1919 where players use influence to gain control over issues and the path that history will take going forward. In Triumvir, you will use your three-dimensional influence in popularity, money, and legions to vie for the Consulship, Pontifex Maximus, and Governorships as you try to outmaneuver your erstwhile friends on the floor of the Senate. The game can be played with 1 – 3 players.
During your turn, you will perform one of three actions: Place influence (popularity, money, or legions) on issues that are being debated in the Senate, Recover exhausted influence, or Settle an issue. These actions are punctuated by elections, revolts in the provinces, and domestic unrest. As one of the Triumvirs, you will have to balance your tempo of activities to ensure that you are not caught short on your ability to influence how events evolve and progress.

Although Triumvir uses many of the basic mechanics from Versailles 1919, the design is thematically aligned to its subject. When an issue settles, your choices will alter your popularity and resources where the Consul often gets his cut. Each player has a unique personality card that asymmetrically captures your personality’s strengths in how they gain and recover influence. These characteristics are enhanced by your growing tableau of patrons—some of whom bring additional resources.

Revolts are intense events where the Governor of the affected province has to re-establish Roman rule. Failure to do so carries tough popularity penalties whereas success raises your stature. If you put down a particularly epic revolt in a grand fashion you can be awarded a Triumph with extra legions, but remember—sic transit gloria. The tides of fate can often turn against you in the next election or foreign war.

This political danse macabre continues until the ‘Crossing the Rubicon’ issue ends the Roman Republic and brings on a Civil War or one player dominates faction standing. Can you prevail against your political rivals as you try to dominate Rome? Your seat at the table awaits you in Triumvir.

Game link: https://www.gmtgames.com/p-935-triumvir.aspx

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25. Board Game: Seas of Thunder [Average Rating:7.00 Unranked]
Board Game: Seas of Thunder
David
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Microbadge: Roger's GMT P500 Geeklist fanMicrobadge: The Secret Cabal Gaming Podcast fanMicrobadge: 1989: Dawn of Freedom fan - State Run MediaMicrobadge: CaliforniaMicrobadge: Across the Board
Current Preorders: 667 (+11) 23 months on P500

Months since passing 500 order threshold: 19

Preorder Price (List Price): $45 ($65)

Designer: Jeff Horger, Charles Maher, Neal Cebulskie

Player count: 2-4-6-8

Seas of Thunder not only allows players to re-create the Atlantic or Pacific theaters of the war but to see how challenging the entire picture was for their leaders. How do you protect a globe from German raiders? How desperate was it for Britain when France fell and they were left to fight Germany and Italy alone on the high seas? What is the right balance for the Soviet fleet split between for distinct fronts (Baltic, Black Sea, Arctic, and Pacific)? If the Mediterranean force weakens for the allies, where to they draw ships. from? Does Japan strike quickly or play for attrition when they arrive on the halfway point? Will America fight in two fronts, three, or four?
In Seas of Thunder, players will experience the tension of too much sea to cover with too few ships, the frustration of being caught unprepared, or the intensity of a vital stand contesting a high-value sea area. Victory is neither sudden nor guaranteed. In each battle, a flight of Catalinas, the lack of ASW, the improper distribution of air power, or even a missing minesweeper could be the difference between success or failure.

Game link: https://www.gmtgames.com/p-845-seas-of-thunder.aspx

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