By Ray Garbee 1917/1918: Storm in the West. Publisher: GMT Games. Designer: Ted Raicer. Developers: Ty Bomba and Chris Perello. Price $49.00 Passed inspection: An excellent update to a proven design. Good coverage of a pivotal year in the war. Excellent expansion covering the ‘what if’s’ surrounding the strategic decisions on both sides. Failed basic: A solid design that’s had all the kinks ironed out over the years, there’s nothing to not like about this game! GMT’s recent release 1918/1919: Storm in the West dropped onto the game table in December. This is a game with a storied past, dating back to its initial release in 1992 with Command Magazine. 1918/1919: Storm in the West was Ted Raicer’s first game design and it was an immediate success, earning a Charles S. Roberts Award nomination. Its popularity inspired the design of a Plan 1919 variant which assumed a German defensive strategy in 1918 with an all-out Allied assault to win the war the following year. GMT’s release presents this classic magazine...Read More
In Search of The Finnish Compromise. “All Bridges Burning: Burning: Red Revolt and White Guard in Finland, 1917-18” Board Game Review
Game designer Vez Arponen tackles this competition to define the future in “All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918.”Read More
Beneath the Med: Regina Marina at Sea, 1940-1943. Publisher: GMT Games. Designer: Gregory M. Smith. Price $52.00 Passed inspection: Great narrative-based game focused on World War Two Italian submarine operations. Game generates a solid narrative of the combat patrols of your submarine commander. Represents many of the Italian submarine classes used during the war. The game includes some narrative role-playing elements for leader and crew skill development. The game covers the war from Italy’s entry in June 1940 through the 1943 surrender. Allows operations in the Mediterranean, Atlantic, Caribbean and more. Special operations include the ‘S.L.C.’ attacks, commando raids and supply runs to Singapore. Failed basic: In common with other entries in this series, the game play can feel ‘fiddly’ with the need to reference multiple charts and tables as you move through each location in the patrol. Combat resolution lacks the detailed tactical feel of maneuvering the submarine to reach attack position against the target. August ’43 – the war was going badly for Italy. Sicily was falling...Read More
When the digital pen becomes as mighty as the sword. GMT Games ‘Labyrinth: The Forever War 2015 – ?’. Board Game Review.
Labyrinth: The Forever War: 2015 -? Publisher: GMT Games. Designer: Trevor Bender. Price $28.00 Passed inspection: The new rules and cards update the game to the present. Failed basic: This is an expansion to the Labyrinth base game. It requires ownership of both the ‘Labyrinth’ base game and the ‘Awakening’ expansion. There is not a unified rulebook for all expansions. With the rules spread over the core game and now two supplements, it can be a little awkward looking up a specific rule. In 2010, GMT Games released a new board game, ‘Labyrinth: The War on Terror, 2001 – ?’. Designed by Volko Ruhnke, ‘Labyrinth’ (or L1), is a two-player game depicting the recent and at the time ongoing events of the modern conflict between the United States and the groups promoting the adoption and spread of an Islamist state. Labyrinth did well enough that five years later an expansion (Labyrinth: Awakening: 2010- ?, or L2) was produced to update the game, add new event cards and add mechanics...Read More
Frank Chadwick’s Thunder in the East. Publisher: Victory Point Games / GMT Games. Designer: Frank Chadwick. Developers: Alan Emerich, Lance McMillan Price $ 149.00 Passed inspection: A more playable giant version of the Great Patriotic War. Big, gorgeous counters and huge maps. A glossy well-constructed rule book. Quality play aids. Multiple scenarios spanning the war and a massive campaign game. Failed basic: It’s so big it might not fit on your game table! Back in the days of my youth, Game Designers’ Workshop, or as it later came to be known, ‘GDW’ was a prolific producer of conflict simulations, a.k.a. – wargames. Even in those days, a designer’s reputation – or brand if you will – was a way for consumers to gauge their interest in a new title. My buddy Matt and I use to flip over the box of the latest GDW game to see if it was yet another design from the creative mind of Frank Chadwick. In the spring of 1983, Matt and I embarked...Read More