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History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #10: Moscow Rules

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #10 Moscow Rules

“Moscow rules meant watch your back. London rules meant cover your arse.”

This quote from Mick Herron’s book, Slow Horses, may be what many people think of when the term Moscow Rules is used today, but there’s a bit more to it than that. Moscow rules were an unwritten set of procedures – spycraft protocols – to keep in mind when operating on the KGB’s home turf. Moscow Rules may have also been used as a cautionary declaration, a spy’s call to arms. In John Le Carrè’s spy novels, George Smiley lets his colleagues know that exceptional caution is warranted just by saying, “Moscow Rules.”

Moscow Rules could include communicating with extra caution, or in code. It could mean keeping a better eye out for someone following you, or being ready to defend yourself. But at its core, it meant that you were effectively operating in enemy territory and could no longer trust the people and places you once took for granted.

In Checkpoint Charlie, the Moscow Rules Event Card puts all of your assets on high alert, giving them a Tradecraft Marker if they don’t already have one. It also adds the Papers Item to the Mission, assuming that your assets dig deeper into their resources, perhaps pulling out old false identities reserved for emergencies. If you’re playing the campaign game, the Moscow Rules Card is not removed when it occurs, so it can show up on almost any mission.

In the next article in this series, we will take a look at ________.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

You can catch up on the posts in this series to date by following the below links:

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

Card #3: Demonstrations

Card #4: Faceoff with the Soviets

Card #5: Berlin Film Festival

Card #6: General Clay Steps In

Card #7: Ich Bin Ein Berliner

Card #8: Loudspeaker Wars

Card #9: Daily Military Train

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

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History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #9: Daily Military Train

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #9 Daily Military Train

This is one of the cards I added to Checkpoint Charlie based on conversations with my local coffee shop spy, John (see Card #7). I had assumed most significant traffic from West Germany to Berlin used the autobahn corridor from Checkpoint Alpha at Helmstedt, across East Germany, to Checkpoint Bravo in Berlin. However, the military trains, of which there were three – American, French and British – ran every day, back and forth along roughly the same corridor as the automobile traffic. The US Military Duty Train, which my friend John rode, let out at the station in Charlottenburg and is the basis for this Event Card. It was primarily used by US military personnel, but other people associated with the military could get permission to ride.

Cars full of East German police, or vopos, kept vigilant watch over the autobahn access route, but it was more difficult to keep track of the train and whether western passengers were jumping off illegally somewhere in East Germany, or East German citizens were boarding the train as it slowed for one of its scheduled stops along the way, getting free passage into West Berlin. To solve this problem, all doors on the train were chained and padlocked for the duration of the four-hour journey across East Germany. In Checkpoint Charlie, the Daily Military Train Event assumes that the KGB has been tipped off to the arrival of some interesting person or item on the next train and move to intercept. Charlottenburg Safehouse is placed under surveillance and the Nugget Marker, already detected, is placed there. This can be a useful diversion for your assets, or it can draw KGB agents right into the center of your mission.

The Berlin Military Train operated by the Royal Corps of Transport.

In the next article in this series, we will take a look at Moscow Rules.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

You can catch up on the posts in this series to date by following the below links:

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

Card #3: Demonstrations

Card #4: Faceoff with the Soviets

Card #5: Berlin Film Festival

Card #6: General Clay Steps In

Card #7: Ich Bin Ein Berliner

Card #8: Loudspeaker Wars

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

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History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #8: Loudspeaker Wars

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #8: Loudspeaker Wars

The Berlin Wall in the 1960’s was an interesting place. When approaching from the west (actually the south if you were at Checkpoint Charlie), you could walk right up to the wall and peer over. There are stories of East Berliners parking their cars against the wall because a small strip on the western side was actually still in Soviet Territory, and the West Berlin police couldn’t give them a parking ticket. If you were an East Berliner, approaching within fifty meters of the wall would probably get you shot. In either case, if you were close enough to the wall to see over it, you were likely to see propaganda from the other side. Most of this was billboards and banners on the eastern side, but the west had its fair share of slogans supporting democracy and the allies.

The Loudspeaker Wars card commemorates the times when this war of propaganda became audible as well as visual. An ongoing battle between vans equipped with high-powered speakers began when East Germany rolled them up to the wall and began blasting propaganda at deafening volumes. When formal complaints failed, the west responded with their own loudspeakers at the wall, making it almost impossible to carry on a conversation anywhere near them. This became known as the “Noise Offensive,” or the “Loudspeaker Wars.” It continued, on and off, for years.

In Checkpoint Charlie, this card makes intelligence operations at the wall very difficult (removing all Intel Cubes there) and also attracts a crowd of gawkers in the form of a Demonstrations Marker. In addition, if Mayor Brandt is active in the mission, he immediately moves to the wall to take part in the back and forth.

In the next article in this series, we will take a look at Daily Military Train.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

You can catch up on the posts in this series to date by following the below links:

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

Card #3: Demonstrations

Card #4: Faceoff with the Soviets

Card #5: Berlin Film Festival

Card #6: General Clay Steps In

Card #7: Ich Bin Ein Berliner

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

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