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

Von: Grant
22. Oktober 2026 um 14:00

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

Castelnuovo 1539 from Draco Ideas – Action Point 3

Von: Grant
14. Oktober 2026 um 14:00

In 1539, a small Spanish garrison of troops numbering 3,500 men held the Albanian village of Castelnuovo for 22 days against the massive Ottoman army consisting of over 54,000 Turk soldiers. This siege took place as a part of the Ottoman-Habsburg struggle for control of the Mediterranean Sea in July 1539 at the walled town of Castelnuovo, which is the location of present-day Herceg Novi, Montenegro. After days of open trench warfare and more than a month of smaller combats, skirmishes, assaults and bombardments from the Turkish navy, the last Spanish defenders fell ending the siege. Castelnuovo 1539 is a wargame that focuses on this siege designed by Francisco Ronco. The defenders are safe behind sturdy walls and battlements but time and continual shelling from the Ottomans will lead to assaults over the walls. The battle is hopeless for the defenders but they can win the game by doing enough damage to the Ottomans to end their campaign and stop them from invading further into the Albania and then onto Spain and the rest of Europe. The game is very well produced using wooden blocks for soldiers, stylized walls, siege trenches and cannon along with ships and the board is also beautifully illustrated. The game is a block wargame where the strength of units are hidden from the opponent and plays pretty quickly in less than 90 minutes and really is a great representation of the battle and its history.

In Action Point 1, we took a look at the beautiful Game Board and its area movement scheme. In Action Point 2, we examined the units available to both sides and compared their relative strengths and weaknesses. In this Action Point, we will take a look at the different types of Command Cards and discuss how they are used.

Command Cards

In Castelnuovo 1539, there are 72 Command Cards with 36 unique cards per player side that are used to drive the tactical asymmetry of the siege. Players will draw hands of 4 cards during Siege Rounds or 7 cards during high-intensity Assault Rounds to be used for maneuvers around the board, bombardments and various special events. The Spanish and Ottoman factions utilize distinct and asymmetrical decks meaning that their available action options differ to reflect historical realities of the forces and their roles. I have already said this in previous posts on this game but the asymmetry is so very well done in this game and each side truly feels different from one another which creates a really interesting tactical challenge as players have to understand not only their own deck and its capabilities but those of their enemy to be able to effectively prosecute or defend against the siege.

There are 5 distinct types of Command Cards in the game, which include Action Cards, Order Cards, Combat Cards, Reaction Cards and Immediate Effect/Event Cards. Each has their own purpose and place in the game and I very much like the way the cards create opportunities for each player. Let’s take a bit of a deeper look into the types of cards, give a bit of a background on their general use and provide some examples.

First off are Action Cards, which are used by the players to execute specific actions such as engineering, trench-digging or board-manipulation tasks, such as generating Trench Points to advance through or destroy Spanish bastions. The cards basic purpose is to activate units to take actions on the board.

Order Cards typically dictate the movement, repositioning and coordination of military units, marches, and artillery batteries across the board. These are the most common of the card types and are frankly the most important as you cannot use the other cards to attack until you are in position to do so.

Combat Cards are the force multiplication cards and are played during combat resolution to enhance striking power, modify dice roll or trigger pre-combat attacks like the specialized Ottoman volley actions. These Combat Cards are best used as a hold in your hand to use them when they most benefit the player. This can be challenging as holding too many will mean you are not drawing the Order Cards that you need to advance on the enemy.

Reaction Cards are played out of turn during your opponent’s Action Phase to counter maneuvers or provide mid-combat support for engaged troops. These cards can be lifesavers and are important to any good strategy.

Finally, there are Immediate Effect/Event Cards that are used to inject the historical narrative into the game and to replicate the historical action. These cards can also be focused on environmental factors such as the faith of the defenders/attackers, fire devices or the like that will change the flow and pace of the battle instantly.

Each of the 5 different type of Command Cards have a unique color coded icon to assist the players in understanding the capabilities of the card and the appropriate phase to use the card in. These 5 icons are as follows:

Keep in mind though that several of the Command Cards will have 2 icons listed which means that they belong to either of the types and can be played as either during a play. You cannot play the same card again and use its other icon though. This duality provides the players with a bit more flexibility and creates a more engaging and free flowing game. In my opinion, sometimes games which rely on cards to activate units for moves or attacks can suffer from poor draws. While that can still be an issue in Castelnuovo 1539, the dual icon cards make this a bit less of a problem.

Here is a look at the makeup of the Command Cards by type per faction. Keep in mind that dual icon cards will count double in the categories they represent.

As you can see, the Spanish have more icons represented on their 36 cards than the Ottomans demonstrated by the Total Type of Card icons for the Spanish being 50 (1.39 icons per card) as compared to only 44 (1.22 icons per card) for the Ottomans. This is not a huge difference but does give the Spanish player a bit more flexibility in their cards draws and they will be able to be a bit more nimble than the attacking Ottomans. The Spanish have the advantage in the number of Action icons of 18 to 16. Remember that Action Cards are typically used for specific actions such as engineering, trench-digging or board-manipulation tasks. The Ottomans have the advantage in Order icons which means they have more move and march cards than the Spanish. Keep in mind that the onus to attack lies with the Ottoman player as they will have to move their units on the board to be able to attack the Spanish defenders. Also keep in mind the Bombard is an Order and the Ottoman has more of these type of card icons than the Spanish player 5 vs. 3. One of the most glaring differences is the high number of Reaction icons that the Spanish player has. These type of cards are used in response to your opponent’s card play and include things like Counterattacks, Arquebusiers, which gives a free attack when Ottoman units come adjacent to any Arquebusier unit on the board or Friendly Fire, which allows free rolls against Ottoman units located in between their firing artillery and the Spanish.

Another key card for the Spanish include Cheveaux de Frise, which allows the Spanish player to place a chevaux-de-frise cube in a Wall area or a Bastion. Each cube allows the Spanish player to ignore 1 hit in combat. These cubes are not destroyed by absorbing the hit. In addition, if a combat is tied in an area with these cubes, the Spanish player wins the battle. This card is a huge advantage for the Spanish and these should be played as soon as possible in order to minimize the damage taken from the Ottoman onslaught. If the Ottomans occupy an area with chevaux-de-frise and no enemies, the cubes are automatically destroyed. Another very important card for the Spanish player is Comisado. This Action Card can be used as a normal attack or, during a Siege Round, to make a special attack called the Camisado. The Camisados were night raids carried out by the Tercios troops in reduced numbers, specifically intended to sabotage and attack the Ottoman camps, trying to eliminate the enemies while they slept and to inflict material damage to the camp. The Spanish player selects a group of Spanish units, which may include the Leader Sarmiento, and these units can attack an area that is a maximum of 2 areas away from the selected group. This is a hit and run type of attack that gives the Spanish the powerful opportunity to sally forth from the walls to enact damage and then retreat back to safety.

The Ottomans have their own tricks with special cards including For the Faith. This card can only be played in combat if there is at least 1 Azab unit involved. When used, all dice rolled by Azab units (not Janissaries or Sipahi) in combat have a +1 bonus to hit, but at the end of the battle, the Ottoman player must eliminate 3 points of strength from the Azab units. This card is a tradeoff but the price paid can be very much worth it if the dice are kind.

Both sides have access to cards that perform special attacks or provide bonuses like Fire Devices which is a Combat Card that allows the player to roll 3d6 against enemy units at the start of Combat, when the card is revealed. Any result of 5 or 6 counts as 1 hit, to be assigned by the opponent. It can only be played in areas that contain, or are adjacent to, Walls or Bastions built by the Spanish player. These type of cards are very important to the game and its combat system as the weaker units are the fewer dice they will roll and the chances of hits are lessened.

The Command Cards are very well done and truly create the setting for the asymmetry of the game. These cards serve as a highly effective, dual-purpose engine of the game’s dynamic card driven design and I think that the designer did a fantastic job in creating a very balanced and playable game that provides an opportunity for “victory” for both players. The Command Cards are highly effective because they completely abstract command and logistics into a tight tactical choice with units only moving or initiating combat when activated by a card.

In Action Point 4, we will take a look at the 2 different types of rounds including a Siege Round and an Assault Round and how they differ.

If you are interested, I was able to shoot the following review/overview/summary video with the designer Francisco Ronco after playing the game earlier this year:

-Grant

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

Von: Grant
08. Oktober 2026 um 14:00

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

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #7: Ich Bin Ein Berliner

Von: Grant
17. September 2026 um 14:00

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 #7: Ich Bin Ein Berliner

In the summer of 1963, the Berlin Wall had been in place for almost two years, the reality of a city split between east and west, between Soviet and Western influence, was impossible to deny. Politicians, military leaders, and the people living day-to-day in Berlin continued to argue about the lack of forceful response from the west, particularly the Americans, when the wall went up. Other than a modest buildup of US forces within and around the city, there had been precious little action to re-assure the people of Berlin that the west hadn’t abandoned them.

In June of that year, President Kennedy hoped to change that perception by personally visiting this western city in the center of Soviet-controlled East Germany. He received the reception and the reaction he was hoping for, driving through the city to crowds of cheering West Berliners, and giving his famous speech on the steps of the Rathhaus Shöneberg to a gathered crowd of over one hundred thousand. In a calculated risk, he referred to the city as West Berlin, officially acknowledging the split created by the wall. He introduced his “Fellow Americans” and at the mention of General Clay (Card #6), the crowd interrupted the speech for some heartfelt cheering for the man that saved their city during the Berlin Airlift. Kennedy’s famous line of solidarity, “Ich bin ein Berliner,” — I am a Berliner — came at the end of the speech and may have been a bit off-script.

So how would Kennedy’s speech affect a mission in Checkpoint Charlie? I’m going to answer that with a story.

I spend a lot of time at a wonderful coffee shop near my home, so much time that my iPhone has labeled the location as my “work.” The baristas there know me, and one day one of them asked me what I was working on. “Right now,” I said, I’m working on a board game about spies in Berlin in the 60’s.”

He laughed. “Have you met John?” He pointed to an older customer at one of the tables. “He was a spy in Berlin in the 60’s.”  It was true.

Since then, I’ve had many conversations with John about his time in Berlin. He was Army Intelligence, keeping track of what was going on in the city. He was there when the wall went up. He interviewed the refugees that, for a time, still managed to find a way into West Berlin. And he was there during Kennedy’s speech.

I asked him about the speech and said that in the game it resulted in crowds (a Demonstrations marker) near Tempelhof. He shook his head. “Everywhere. Crowds everywhere. All over the city.”

I’m sorry to report that I’ve restrained the effects of this card and the speech for gameplay reasons, but I haven’t ignored John in every case. The Daily Military Train event (Card #9) exists solely because of his stories, and after removing the Refugees event (Card #13) from the game because I assumed the flow of refugees disappeared after the wall went up, I put it back in because John assured me that they were still coming – he had met and interviewed hundreds of them.

In the next article in this series, we will take a look at the ongoing propaganda efforts from both sides of the Berlin Wall with Loudspeaker Wars.

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

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

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #6: General Clay Steps In

Von: Grant
03. September 2026 um 14:00

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 #6: General Clay Steps In

US General Lucious D. Clay was appointed as military governor of the United States zone of Berlin from 1945 until 1949. He was best known, especially to the people of Berlin, as the person responsible for the Berlin Airlift, which fed and supplied the people of Berlin from the air when the Soviets cut off all access to the city for eleven months, from June 1948 to May 1949. Without the airlift, the west would have been left with two terrible options – allow West Berlin to be starved into submission and annexation, or invade East Germany to open a supply corridor, almost certainly starting an all-out war with the Soviets.

In the early 1960’s, US President Kennedy turned to the now retired General Clay and called on him to deal with serious issues that arose in Berlin, like the faceoff between tanks at Checkpoint Charlie (card #4). Clay understood Berlin and had the respect of its people, so Kennedy brought him along on his famous visit to the city, during which the president gave his “Ich bin ein Berliner” speech (card #7).

The General Clay Steps In card in Checkpoint Charlie represents the retired general being sent by Kennedy to resolve issues in West Berlin. Playing the card removes an event marker from the city and is the only way many of the event markers can be removed during a mission. It is especially useful for removing the Faceoff marker or a troublesome Stasi Stakeout.

In the next article in this series, we will take a look at Ich bin ein Berliner Speech by President John F. Kennedy.

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

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

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #5: Berlin Film Festival

Von: Grant
20. August 2026 um 14:00

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 #5: Berlin Film Festival

Every summer since 1951, Berlin had hosted the international Berlin Film Festival (the Berlinale) and awarded the Golden Bear to the best film in each of five categories. Venues in both East and West Berlin were used for screening of films. As summer approached in 1962, Berlin found itself cut in two by the Berlin Wall amid growing tensions between East and West. It seemed there were any number of events that could trigger a war over the city. And yet, the Film Festival was held, entirely in West Berlin this time. The festival drew thousands of visitors to the city, including Hollywood stars like Jimmy Stewart and Tony Curtis. Screenings took place in venues throughout the city and, we can assume, brought a much-needed sense of normalcy and continuity to the residents of West Berlin and perhaps a sense of what was lost to those in the east.

The festival took place every year throughout the Cold War, and after reunification it once again began film screenings in the former East Berlin. The festival continues and this year the Golden Bear award for best film went to “Yellow Letters.”

The Berlin Film Festival card in Checkpoint Charlie assumes the Berlin Hilton is full up with visitors and cannot function as a Honey Trap. The card also assumes that the extra traffic in the city, including thousands of additional pedestrians trying to get a glimpse of celebrities, negates any Ongoing Card Effects that allow additional movement during the Movement step.

In the next article in this series, we will take a look General Clay Steps In as he is appointed by President Kennedy to resolve issues in West Berlin.

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

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

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #89: Frederick Douglas from For the People 25th Anniversary Edition from GMT Games

Von: Grant
11. August 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#89: Frederick Douglas from For the People 25th Anniversary Edition from GMT Games

For the People is a strategic level Card-Driven wargame about the whole 4+ years of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end of the war at Appomattox Court House. Players take on the role of either President Abraham Lincoln or President Jefferson Davis and command armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.

As a Card Driven Game, For the People includes a deck of strategy cards that are used for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States and issue the Emancipation Proclamation. The cards are used in the classic sense of a CDG for either the Operations Points to fuel various actions or for the printed event. According to the designer Mark Herman, “The cards are designed to present the player with his political and operational options. The use of Strategy Cards as political instruments will slow the operational tempo of military operations. The converse is also true. Both sides spent the first year of the war, 1861, mobilizing and organizing their war efforts.

The game is extremely interesting and I recently had my first experience with it and very much enjoyed what it was that I was doing even though I really had little idea about my proper strategy for the Union and what it is that I should be focused on in the game.

The Frederick Douglas card from For the People really is a bit misnamed. While Frederick Douglas was a major influence for abolitionist activities as well as progressive thinking amongst the politicians of the North, the card really should have been named for the Negro soldiers who gave so much, their lives, their backs and their families, to volunteer and fight on the side of the Union during the American Civil War. The card’s text reads “Union receives five SP’s for raising freemen Negro troops. The SP’s can be placed in any single Union controlled space with an LOC in NJ, DE, PA or Washington, D.C. that does not contain Confederate SP’s or a fort”. This card gives a huge boost to the Union side especially if it comes up early in the game as Union SP’s on the board are spread out and defense of Washington is not as stout as it needs to be. In my recent play, I got this card in my opening hand and was able to place the 5 SP into Frederick, Maryland to add to the already existing 5 SP there. Along with the Army of the Potomac and its SP stationed in Washington, D.C. this effectively discouraged the CSA from invading the North and attempting to go for a capture of the capital. You will notice that the card is a 3 OP’s card, which is very valuable in and of itself, as most of the Union Generals at the start of the game, with the exception of Burnside, have a 3 Strategy Rating and require a 3 OP’s card to activate.

The issues of emancipation and military service were intertwined from the onset of the Civil War. News from Fort Sumter set off a rush by free black men to enlist in U.S. military units. They were turned away, however, because a Federal law dating from 1792 barred Negroes from bearing arms for the U.S. army (although they had served in the American Revolution and in the War of 1812). In Boston disappointed would-be volunteers met and passed a resolution requesting that the Government modify its laws to permit their enlistment.

The Lincoln administration wrestled with the idea of authorizing the recruitment of black troops, concerned that such a move would prompt the border states to secede. When Gen. John C. Frémont in Missouri and Gen. David Hunter in South Carolina issued proclamations that emancipated slaves in their military regions and permitted them to enlist, their superiors sternly revoked their orders. By mid-1862, however, the escalating number of former slaves, the declining number of white volunteers, and the increasingly pressing personnel needs of the Union Army pushed the Government into reconsidering the ban.

As a result, on July 17, 1862, Congress passed the Second Confiscation and Militia Act, freeing slaves who had masters in the Confederate Army. Two days later, slavery was abolished in the territories of the United States, and on July 22nd President Lincoln presented the preliminary draft of the Emancipation Proclamation to his Cabinet. After the Union Army turned back Lee’s first invasion of the North at Antietam, MD, and the Emancipation Proclamation was subsequently announced, black recruitment was pursued in earnest. Volunteers from South Carolina, Tennessee, and Massachusetts filled the first authorized black regiments. Recruitment was slow until black leaders such as Frederick Douglass encouraged black men to become soldiers to ensure eventual full citizenship. Volunteers began to respond, and in May 1863 the Government established the Bureau of Colored Troops to manage the burgeoning numbers of black soldiers.

By the end of the Civil War, roughly 179,000 black men (10% of the Union Army) served as soldiers in the U.S. Army and another 19,000 served in the Navy. Nearly 40,000 black soldiers died over the course of the war. Black soldiers served in artillery and infantry and performed all noncombat support functions that sustain an army, as well. Black carpenters, chaplains, cooks, guards, laborers, nurses, scouts, spies, steamboat pilots, surgeons, and teamsters also contributed to the war cause. There were nearly 80 black commissioned officers. Black women, who could not formally join the Army, nonetheless served as nurses, spies, and scouts, the most famous being Harriet Tubman, who scouted for the 2nd South Carolina Volunteers.

In the next entry in this series, we will take a look at Mob from Time of Crisis: The Roman Empire in Turmoil, 235-284 AD from GMT Games.

-Grant

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #4: Faceoff with the Soviets

Von: Grant
06. August 2026 um 14:00

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 #4: Faceoff with the Soviets

On August 13th, 1961, in a dramatic move to stop the flow of millions of East Germans defecting to the West, East German police placed miles of barbed wire overnight, cutting off access between East and West Berlin and catching the western powers by surprise. It wasn’t clear what the response of the west would be, and whether it would ultimately lead to the war with the Soviets that many people felt was inevitable.

For days there seemed to be no reaction. West Berlin and Mayor Willie Brandt looked to U.S. President Kennedy to respond quickly and forcefully to the wall, but U.S. troops in Berlin made no move to intervene. Instead, on August 16th, Kennedy sent Vice President, Lyndon Johnson, and General Lucious Clay (more about him on card #6) to deal with the situation. At the same time, he ordered the U.S. 18th Infantry regiment in West Germany to cross East Germany on the autobahn to Berlin, along the access corridor established by the Potsdam Conference. The troops came equipped for battle and paraded through the streets of West Berlin with Johnson and General Clay. This showed U.S. support for Berlin, but did nothing to remove the wall, which quickly turned from barbed wire to concrete.

Over the next two months, disputes arose over the rights of French, British and U.S. troops to travel in the Soviet sector of Berlin, which were also established by the Potsdam Agreement. Tensions came to a head when a U.S. diplomat was stopped at Checkpoint Charlie while crossing into East Berlin. On October 27th, after heated exchanges, mostly between the Soviet Commandant and General Clay, Clay attempted to send another diplomatic mission through Checkpoint Charlie, this time accompanied by ten jeeps full of American soldiers, with ten U.S. tanks in reserve back in West Berlin. The crossing succeeded, but the Soviets responded by sending ten of their own tanks right up to the Checkpoint Charlie crossing. The U.S. tanks moved up to face them.

The standoff lasted nearly a full day, with the tanks and soldiers facing each other, ready for battle. Kennedy and Khrushchev managed to negotiate a resolution and the Soviet tanks pulled back slightly first (presumably because they had moved up to the border first), then the U.S. tanks pulled back. This gradual retreat alternated until the faceoff was at an end and traffic through the checkpoint resumed.

The Faceoff with the Soviets card in Checkpoint Charlie places a Faceoff marker in the Checkpoint Charlie location, which prevents any assets and KGB agents from entering this location during the Movement step of the turn (though some played card effects still allow this). This marker can only be removed by the General Clay Steps In event (card #6).

In the next article in this series, we will take a look at Berlin Film Festival and how its effect caused some issues with various locations operating as Honey Traps about the city.

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

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

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #88: National American Woman Suffrage Association from Votes for Women from Fort Circle Games

Von: Grant
05. August 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

Card #88: National American Woman Suffrage Association from Votes for Women from Fort Circle Games

Votes for Women is a very interesting card-driven game that covers the American Women’s Suffrage Movement from 1848-1920, culminating in the ratification of the Nineteenth Amendment which granted women the right to vote. The game is a 2-player game, that has a fully developed solitaire mode with an “Oppobot” and offers a cooperative mode for those who don’t wish to play as they Opposition. The Suffragist player will have to push Congress to propose the Nineteenth Amendment, and then focus on campaigning to have a minimum of 36 states to ratify the Amendment. The Opposition side will try to prevent Congress from proposing the amendment and failing that to have 13 states reject the amendment.

The game uses cards in a fairly traditional CDG way as there are events that can be be taken or the cards can be played to do things like Campaign, Organize or Lobby Congress. Each card has a specific Card Era that is used to create of the each players’ Draw Decks. Late cards will be on the bottom of the deck, Middle cards will be in the middle of the deck and Early cards will be on the top of the deck. The Suffragist and Opposition decks each have one Start card that will be placed in the player’s hand at the start of the game. Some Event Cards have a prerequisite and some of the cards require a player to roll a 6-sided die and only take the the action on a roll of 3-6. Otherwise, the Event Card is discarded with no effect. The cards in this game are also steeped in historical details, from the name of the events that tie back to specific individuals or happenings, to major moments in the struggle. This game is about the history of the struggle for the right to vote and it is very good!

One of the more interesting aspects about the mechanics of the game is the use of Campaigners to go about trying to influence the attitude of the people and legislators regarding the Nineteenth Amendment through the Campaign Action. When a card is played for a Campaign Action, the player rolls a die, either a 6-sided or 8-sided die depending on what cards have been activated, for each Campaigner they have in play. The player then gets to take the dice and their results, which range from 1-8, and assign a specific die to each of their Campaigners. Each Campaigner may then place the corresponding number of cubes, matching the Campaigner’s color, in the States within the region that the Campaigner is located in. The player may spend a Button to move the Campaigner to a different region, but all of the corresponding cubes must be put into the same region. This is a great way to get a lot of influence out on the board to begin taking control of various States for the final vote in the game. This also is a very efficient way of doing this as you will be rolling 2-3 dice for your Campaigners and then spamming the States. With that in mind, today’s card is the National American Woman Suffrage Association and it provides the Suffragist player with a new Campaigner (purple) to place out specifically into the Atlantic & Appalachia Region that includes the States of Kentucky, Tennessee, West Virginia, Pennsylvania, Virginia, North Carolina, Maryland and Delaware. The card also grants the Suffragist player with 3 Buttons that can be used as described above to relocate a Campaigner from one state to another. This card is very helpful and should be played for the Event 9 times out of 10 and will make a huge difference in the outcome of the game. Once a 2nd or 3rd Campaigner is deployed, I tend to take Campaign Actions rather than some of the less intensive placement options or Events.

The National American Woman Suffrage Association (NAWSA) was an organization formed on February 18, 1890, to advocate in favor of women’s suffrage in the United States. It was created by the merger of two existing organizations, the National Woman Suffrage Association (NWSA) and the American Woman Suffrage Association (AWSA). Its membership, which was about 7,000 at the time it was formed, eventually increased to 2 million, making it the largest voluntary organization in the nation. It played a pivotal role in the passing of the Nineteenth Amendment to the United States Constitution, which in 1920 guaranteed women’s right to vote.

Helen Hamilton Gardener, Maud Wood Park and Carrie Chapman Catt at Suffrage House in Washington, D.C.

Susan B. Anthony, a long-time leader in the suffrage movement, was the dominant figure in the newly formed NAWSA. Carrie Chapman Catt, who became president after Anthony retired in 1900, implemented a strategy of recruiting wealthy members of the rapidly growing women’s club movement, whose time, money and experience could help build the suffrage movement. Anna Howard Shaw’s term in office, which began in 1904, saw strong growth in the organization’s membership and public approval.

After the Senate decisively rejected the proposed women’s suffrage amendment to the U.S. Constitution in 1887, the suffrage movement had concentrated most of its efforts on state suffrage campaigns. In 1910 Alice Paul joined the NAWSA and played a major role in reviving interest in the national amendment. After continuing conflicts with the NAWSA leadership over tactics, Paul created a rival organization, the National Woman’s Party.

Here is a link to our full video review of the game:

We also published an interview on the blog with the designer Tory Brown and you can read that at the following link: https://theplayersaid.com/2020/09/07/interview-with-tory-brown-designer-of-votes-for-women-from-fort-circle-games-currently-on-kickstarter/

In the next entry in this series, we will take a look at Frederick Douglas from For the People 25th Anniversary Edition from GMT Games.

-Grant

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #3: Demonstrations

Von: Grant
22. Juli 2026 um 14:00

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 #3: Demonstrations

West Berlin, and West Germany as a whole, spawned a number of large, very active student demonstration organizations in the late 1960’s. These were generally in response to a perceived return to very traditional German authoritarian government, and specifically as a reaction to former members of the Nazi party, like Chancellor Kiesinger, serving in the Bonn government.

However, during the slightly earlier time period of Checkpoint Charlie (early 1962 to late 1963), demonstrations were not as organized. They were spontaneous and in response to specific events, like the Speigel Affair (Card #16) and President Kennedy’s Visit (Card #7). As with those later, more organized movements, they consisted primarily of young Germans, and the universities acted as catalysts and staging areas. Even during the period of this game, marches and demonstrations were common enough to warrant an event card.

As a side note, Chancellor Keisinger, who’s Nazi affiliation spawned some of those later protests, was replaced as Chancellor of West Germany in 1969 by Willie Brandt, who was mayor of West Berlin during the period of Checkpoint Charlie. Mayor Brandt has his own token in the game and plays a role in a few of the missions.

The Demonstrations Event Card places a special Demonstrations marker in one of the West Berlin locations on the map. Demonstrations could last for hours, or even days, so this marker generally remains on the City Map for the rest of the mission. East Berlin locations are not eligible because the Stasi secret police, along with the confinement imposed by the Berlin Wall, had effectively suppressed any open opposition in the East. In game terms, the Demonstrations marker provides some cover for assets, increasing their chances of passing both detection and compromise saves.

In the next article in this series, we will take a look at Faceoff with the Soviets when East German police placed barbed wire barriers to stop East Germans from defecting.

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

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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