Normale Ansicht

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #77: Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Von: Grant
12. Mai 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.

#77: Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Here I Stand: Wars of the Reformation 1517-1555 is an experience packaged in a game that attempts to boldly cover the political and religious conflicts of early 16th Century Europe. The game focuses on the struggle of religious reformers such as Martin Luther, John Calvin and Ulrich Zwingli as they battle the Papacy for changes in their views of God and religion. But it is more than just the Holy War as it deals with the other European countries involved in the affairs of the time including France, England, the mighty Hapsburg Empire and the Ottoman Empire in the east. They all played a role in the process of the Reformation and the design brilliantly weaves this all together into an interesting and engaging experience. The game also covers other plot lines and events of the period, including wars, marriages and ascendancies to thrones, using a unique Card Driven Game (CDG) system that models both the political and religious conflicts of the period.

Today, I want to take a look at a very interesting Mandatory Event card that really shakes things up for the Protestant player in the Schmalkaldic League. This Mandatory Event basically transforms the Protestant player and changes their focus slightly as they now become somewhat of a military power. I use the term “military power” here lightly as they really are not that powerful and this event is really more of a wet blanket thrown onto their spiritual bonfire as they now will have to worry about gearing up for attacks from their neighbors to try and take away their victory points through wresting control of their Electorates from them, which grant extra Victory Points. The Schmalkaldic League Mandatory Event is only triggered when the Protestant has religious influence in 12+ spaces from Turn 2 on, or if not, then automatically by the end of Turn 4.

The Protestant player gaining the ability to create and command military units, including both regulars and mercenaries, is somewhat of a boon as you can now move your troops around the board gaining additional dice for Conversion attempts if those units are adjacent and also the electorates under Protestant religious control, specifically those marked as Protestant home spaces, instantly come under Protestant political control and grant 2 VP for each Electorate up to a maximum of 12 VP total if all 6 are under control. Talk about a turning point…albeit a turning point with some difficulties. The leaders granted to the Protestants are also not very good and do not gain extra dice during combat and frankly cannot command large armies. These leaders include John Frederick and Philip of Hesse.

John Frederick I of Saxony by Lucas Cranach the Younger.

Frankly, I try my best to hope and pray that the Schmalkaldic League card doesn’t come out during the first 4 turns and then will be triggered only during the Winter Phase of Turn 4. This gives the Protestant player some time to expand and attempt to get all of those important VP generating Electorates under their control to set themselves up nicely. But once it happens you will find that you are spending your scarce resources in the form of Command Points on things like recruiting units, moving those units and preparing for attacks. This takes away from your ability to focus solely on spreading the faith and can be a real drag on that effort. But, you take the good with the bad in this game and I have learned to deal with it over the years and turn it into something that benefits me.

The Schmalkaldic League was a military alliance of Lutheran principalities and cities within the Holy Roman Empire during the mid-16th century. It received its name from the German town of Schmalkalden, where the group was founded in 1531. Although created for religious motives soon after the start of the Reformation, its members later came to have the intention that the League would replace the Holy Roman Empire as their focus of political allegiance. While it was not the first alliance of its kind, unlike previous formations, such as the League of Torgau, the Schmalkaldic League had a substantial military to defend its political and religious interests.

The League’s members agreed to provide 10,000 infantry and 2,000 cavalry for their mutual protection. They rarely provoked the Holy Roman Emperor Charles V directly but confiscated church land, expelled bishops and Catholic princes and helped spread Lutheranism throughout northern Germany.

Martin Luther planned to present to the League the Smalcald Articles, a stricter Protestant confession, during a meeting in 1537. He attended the critical meeting in 1537 but spent most of his time suffering from kidney stones. The rulers and princes even met in the home at which Luther was staying. Though Luther was asked to prepare the articles of faith that came to be known as the Smalcald Articles, they were not formally adopted at the time of the meeting, but in 1580, they were included in the Book of Concord.

In the next entry in this series, we will take a look at Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #76: Military Uprising from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

Von: Grant
05. Mai 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.

#76: Military Uprising from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

The Republic’s Struggle is a thematic Card Driven Game that tells the story of the historical events that took place in Spain after the resignation to the throne of King Alfonso XIII, and the proclamation of the II Spanish Republic in 1931. With the creation of the new regime, the struggle for power between the different social, political and ideological sectors increased, which gave rise to continuous changes of political power, alterations of public order, armed uprisings and violent acts, carried out by the numerous ideological factions of the moment; which culminated in 1936, in a failed military uprising. The failure of this coup d’état was the origin for the Spanish Civil War.

The Republic’s Struggle is based on Twilight Struggle from GMT Games and uses the same concepts of area control while adding in some actual combat with units represented on the board. During the game, the Republican player and the National player, will be able to recreate events of the period to increase their popularity in the localities by carrying out political propaganda, recruiting troops or militias, generating revolts or assaults, establishing diplomatic relations or carrying out bombardments. All this will be done by playing their hand of cards in an alternative way, either by using the events or by playing the action points or icons to perform any of the other actions available to the players.

One of the interesting parts of the design is that each player has what is referred to as a Special Card that is included in their hand from the start of the game and can be played during their turn. These cards don’t count towards the maximum number of cards that each player can have in their hand at the beginning of each turn. The 2 cards are Military Uprising, which is given to Nationalist player and Proletarian Revolution, which is given to the Republican player. These cards are single-use event cards and can only be used during the first 4 turns of the game, or in other words during the period referred to as Phase 1 – The Republic. If, after this phase, these cards have not been played, they must be discarded and removed from the game. Both players can choose to use their Special Card in an Action round, instead of using one of the cards from their hand. These cards are played like the rest of the Operation Cards either using their Operations Value or applying the effects of the printed Event. Once played, the card will be removed from the game so it is use it or lose it.

Both cards are very powerful but have some fairly difficult criteria that must be met to fully realize the value of the printed Event. In the case of our featured card Military Uprising, the top part of the card first gives the player the chance to downgrade the European Status Quo Track by 2 levels. The European Status Quo Track allows players to appeal to and in some ways manipulate the stance of the other European Nations regarding their view on the Spanish Civil War. It also the determining factor in how Victory Points are awarded for the crucial Armed Actions aspect of the game. At the end of each turn, if the number of Armed Actions carried out by a player equals or exceeds the current level of the European Status Quo, that player will score 3 Victory Points. Also, as long as the European Status Quo Track is set on level 2, players cannot carryout any action using the Operations Points of cards played to advance in the Diplomatic Relations Track. So this is another tied result to the card as if the level is 1, no cards can be played to advance the Diplomatic Relations Track.

But, remember I said that to fully realize the effects of the card, the Nationalist player would need to control Barcelona, Madrid, Valencia and every Naval Base Location or every Air Base Location. If this is the case when the card is played, then the Nationalist player will earn an automatic victory. Frankly, this is next to impossible, but has a sliver of possibility depending on how diligent and attentive the Republican player is as well as the hand of cards that are drawn by the Nationalist player. If they draw certain other events, as well as have a hand full of higher Operations Point value cards, they can make a run at this but it is not necessarily recommended. The card also has a very useful secondary use as if the condition isn’t met, they will get to place out on the board 1 combatant cube, representing one of their combat units, and also remove all of the influence of the Republican player in Morocco and Galicia and gain 2VP. In order for the card to be used in this manner though the Nationalist player will have had to previously play the El Director card.

Either way this is a very good card and a shrewd Nationalist player can make some significant headway in their efforts to push the Republican out of power in Africa and northwest Spain as well as add combat strength to areas that they wish to conduct future Armed Operations.

In 1934 there was widespread labor conflict and a bloody uprising by miners in Asturias that was suppressed by troops led by General Francisco Franco. A succession of governmental crises culminated in the elections of February 16, 1936, which brought to power a Popular Front government supported by most of the parties of the left and opposed by the parties of the right and what remained of the center.

Spanish Civil War
Spanish Civil War Republican troops manning a machine gun during the Spanish Civil War, 1937.

A well-planned military uprising began on July 17, 1936, in garrison towns throughout Spain. By July 21st, the rebels had achieved control in Spanish Morocco, the Canary Islands, and the Balearic Islands (except Minorca) and in the part of Spain north of the Guadarrama Mountains and the Ebro River, except for Asturias, Santander, and the Basque provinces along the north coast and the region of Catalonia in the northeast. The Republican forces had put down the uprising in other areas, except for some of the larger Andalusian cities, including Seville), Granada and Córdoba. The Nationalists and Republicans proceeded to organize their respective territories and to repress opposition or suspected opposition. Republican violence occurred primarily during the early stages of the war before the rule of law was restored, but the Nationalist violence was part of a conscious policy of terror. The matter of how many were killed remains highly contentious; however, it is generally believed that the toll of Nationalist violence was higher. In any event, the proliferation of executions, murders, and assassinations on both sides reflects the great passions that the Spanish Civil War unleashed.

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

In the next entry in this series, we will take a look at Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #75: The Second Funnel from The Hunt from Salt & Pepper Games

Von: Grant
28. April 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.

#75: The Second Funnel from The Hunt from Salt & Pepper Games

I have played several hidden movement games over the years and enjoyed them all. Some of these titles have included wargames such as They Come Unseen from Osprey GamesSniper Elite: The Board Game from Rebellion Unplugged and Bomber Command from GMT Games as well as a few board games including Hunt for the Ring from Ares Games. The concept of moving cautiously, attempting to evade pursuers, all while trying to locate and acquire or destroy objectives makes for a very interesting gaming experience. These situations can make for some really tense games that cause your head to ache and your wits to be tested. But they rely on some bluffing as well. Trying to force your opponent to anticipate where they think you should be and then trying not to be there. A really great mechanic in board games but not always easy to pull off and make for a very playable and interesting game. In 2022, we played a new design from Matthias Cramer and Engin Kunter that took this hidden movement concept and put it into a historically based game about the struggle over control of the South Atlantic between the British Royal Navy and the German Kriegsmarine during the early years of World War II called The Hunt from Salt & Pepper Games.

The Hunt is a Card Driven Game where the German player has to attempt to stay hidden while trying to sink merchant shipping as the Royal Navy hunts for them throughout the South Atlantic. The players each have asymmetric actions to use to accomplish their missions and each has a tough time doing what they have to do. But, if they manage their cards wisely, using them as effectively as possible, they can successfully either evade their pursuer or catch their prey.

In today’s post, we will take a look at the very useful The Second Funnel. The Second Funnel is a 5 Ops card, which makes it a very important card in the German deck as it allows for the taking of 2-3 actions in a single turn, but for which there is an even more important use as an interrupt to foil a successful British Search by playing it as a Reaction. If the British player ever searches for the Admiral Graf Spee, and The Second Funnel is played as a reaction, the British successful Search will be treated as unsuccessful and the German player will get to move the Graf Spee 1 space away from the space where the Search action was taken. This movement can be into any adjacent space so could be used to also reposition the Graf Spee into a space where a Freighter is located. Such a tasty surprise card for the German player! I know that when I play as the British, I have to always keep in the back of my mind that this card exists and that my efforts might be futile. But, as the British, I would rather that the German play this as the event. These Reaction cards are one of the elements that makes this game so good.

Picture of the Graf Spee taken in 1939 shows the second funnel mounted behind the aircraft catapult at the rear of the ship.

The “second funnel” on the Admiral Graf Spee was a fake structure installed by the crew in late November 1939, during its 1939 Atlantic raid, to alter the ship’s silhouette and disguise its true identity. The dummy funnel, along with a fake gun turret on the bridge, was constructed behind the aircraft catapult to make the German “pocket battleship” look more like a different ship, specifically a British or French warship, to Allied merchant ships. By appearing as a different vessel, the Graf Spee hoped to create confusion and avoid immediate detection and engagement by Allied naval forces while it targeted merchant shipping. The disguise was removed before the Battle of the River Plate in December 1939, so it would not interfere with the ship’s combat operations. The ship’s crew, under the leadership of Captain Hans Langsdorff, often undertook such modifications during its patrol in the southern Atlantic to maintain the surprise of their commerce-raiding mission.

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

We also published an interview on the blog with the designers Matthias Cramer and Engin Kunter and you can read that at the following link: https://theplayersaid.com/2023/03/13/interview-with-matthias-cramer-and-engin-kunter-designers-of-the-hunt-from-salt-pepper-games-coming-to-gamefound-march-15th/

In the next entry in this series, we will take a look at Military Uprising from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames.

-Grant

Matt Carlson: Review of 20 Strong – Tanglewoods

28. April 2026 um 03:31
In 20 Strong Tanglewoods, one takes on the role of their favorite fairytale protagonist in this solo dice-rolling game of adventure. Gamers looking for a card-based, solo, lightweight dungeon crawling experience should check it out. 20 Strong is a series … Continue reading

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #74: Open Borders from 2040: An American Insurgency from Compass Games

Von: Grant
22. April 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.

#74: Open Borders from 2040: An American Insurgency from Compass Games

2040: An American Insurgency is a card driven game that attempts to simulate a near future US civil war in the 21st century. In this 2-player game that plays in less than 3 hours, the blue team is the Federals representing agents of the government in Washington. The red team are the Rebels including militia groups trying to seize control of states, highways, and cities. The conflict spreads across the entire continental US, from Miami to Seattle and from Los Angeles to New York.

This game is not perfect and it has some issues and the graphics are not that great frankly. As I played the game, I actually felt like it was a pretty decent game, with some very interesting mechanics covering an interesting topic. I know it isn’t perfect and in some ways the designer was so careful not to offend anyone in the game that he really didn’t get to say anything about the situation and its causes, and the game somewhat suffers from that. But it was interesting and I believe that we are about the only ones who played the game.

In this post, I will be taking a look at a Neutral Card called Open Borders. Remember, that each event is either friendly, enemy, or neutral. Friendly events help you; enemy events help your enemy while Neutral events can help either player. Gray cards such as Open Borders have no identifying side’s markings in the bottom right corner and when you play a Neutral Card, you may choose to do the Ops or the Event. Open Borders is a very good Neutral Card because it is a 3 Ops card and can be used to take various standard operations, such as raising
troops, fundraising and attacking. The card also is identified as a Momentum Card, which means that if played as the event, the effect will persist until a time specified in the text of the Event or, if none, until the end of the game. With Open Borders, the spaces of Mexico and Canada become playable areas on the board. These areas typically become a way for the Rebels to build and develop bases from which they recruit fresh insurgent units and then cross over the Open Borders to attack those States that border these areas eroding their Order and creating chaos and Revolt. The Open Borders Card allows this but also allows the Federal player to respond by crossing over the border and attempting to squash these recruiting centers.

The other effects of the Event provides both sides with a bonus when they take certain actions such as Tax for the Federals and Recruit for the Rebels. When the card has been played and is in effect, the Federal Tax Action will provide an additional $4 worth of income from the action. This is an effect of open borders and the unrestricted use of free trade and cross border commerce creating new jobs, providing additional sources of income and employing workers who ultimately pay income taxes on those improved wages. The Rebel Recruit Action will gain an additional Militia unit per space where taken. This reflects the stoking of anger at home as illegals and other bad actors are able to pour across the borders unfettered. I very much like this card for its game effect but also for the questions and concerns that it raises in this debate. Such an interesting economic spin on this issue through the game and I think is a very well done part of the design.

The concept of open borders highlights a fundamental tension between national security, economic openness, and civil liberties. Post-9/11, critics argue that porous or “open” borders allow terrorists to exploit security gaps, while proponents of open borders emphasize that excessive restrictions hurt economic freedom and that security should be managed through intelligence rather than isolation. The biggest concern regarding open borders is that unvetted, irregular migration through porous borders can be exploited by extremists to enter countries and perform acts of terrorism, sedition or general mayhem. To manage the tension between security and economic openness, many nations have turned to the concept of biometric borders. This involves using risk profiling and digital identity such as fingerprints and facial recognition to separate “civilized” business travelers from “illegitimate” and bad actors. This use of these high tech instruments in surveillance, data tracking and technology to distinguish between legitimate travel and potential threats has raised more concerns with civil liberty and privacy. This debate often pits “secure borders” against “open doors,” with officials grappling with protecting citizens without sacrificing the democratic principles of open societies. In one of the most famous quotes from history about privacy, Benjamin Franklin stated “Those who would give up essential liberty, to purchase a little temporary safety, deserve neither liberty nor safety“. Where do you land on this issue of Open Borders?

Here is a link to our unboxing video showing the components:

Here also is a link to our full video review:

I also posted an interview with the designer Edward Castronova on the blog and you can read that at the following link: https://theplayersaid.com/2023/04/04/interview-with-edward-castronova-designer-of-2040-an-american-insurgency-from-compass-games-currently-on-kickstarter/

In the next entry in this series, we will take a look at The Second Funnel from The Hunt from Salt & Pepper Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #73: Russian Leader Tsar Alexander I from Congress of Vienna from GMT Games

Von: Grant
15. April 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.

#73: Russian Leader Tsar Alexander I from Congress of Vienna from GMT Games

Congress of Vienna from GMT Games is a diplomatic card driven wargame based on Churchill and is the 4th game in the Great Statesmen Series. The game is set during the years of 1813-1814 and sees players take on the role of the main characters of the struggle between the Napoleonic Empire and the coalition of Russia, Austria, and Great Britain with their Prussian, Spanish, Portuguese, and Swedish allies. Congress of Vienna has two different but related phases including the conference table where players first debate over the control of issues germane to the factions and the period of the war and second these issues are then used on the battlefield to recruit units, attack and take overall command of battles. The players will be playing cards from their hands to “debate” over the various issues that were placed on the table, which include all types of things such as Military Operations, Recruitment, who will lead the combined Coalition forces (Generalissimo), Future of French Government, British Financial Aid, Liberalism vs. Absolutism, Austrian Neutrality and several other issues, and then later the players will use their accumulated Resources gained from the issues to enact action on the Military Map and do things like mobilize troops, place Military Support Markers and the ultimately to conduct warfare.

The game relies on cards and cards can be used to negotiate, i.e. move an issue to your National Track. Cards can provide a particular issue with positive and negative DRM’s depending on which nation plays them and can also be traded with another player during the Diplomacy Phase. Certain cards are better than others for debating an issue moved by another player; and finally, if they are saved for the War Phase, staff cards can be used to modify dice rolling in battles. These are very versatile cards and the players will have to learn them and their benefits in order to be effective at the game.

In this entry, we are going to take a look at the Russian Leader Tsar Alexander I card. The fist thing that you may notice about this Leader Card is that is that it has no benefit for military operations, meaning that Tsar Alexander is watching the war from the sidelines and not directly involved like Napoleon, but does have a potential negative effect if used on certain Issues. But his power lies in the ability to utilize his 7 value to influence issues significantly on the Negotiating table. Particularly, Tsar Alexander I is an ardent believer in the philosophy of Absolutism and wants to retain his crown as the leader of Russia. This concept is played out in the game between the great powers of the time, including Russia and Austria for Absolutism, and the more democratic players including Britain and France for Liberalism. On the board appears this Liberalism/Absolutism Track, which provides the players an opportunity to debate over the Liberalism/Absolutism Issue and gain various advantages and Victory Points from the track. On this Liberalism/Absolutism Track, Europe’s post-war governing philosophy is fought over. This is a double track in green and red with a common At Start area for the use of 2 pawns. Tracks for Liberalism (red: Britain/France) and Absolutism (green: Russia/Austria) each have four boxes and an assigned total Victory Point amount. In order to score the VP from this track though, the player scoring must have their philosophical leaning portion of the track occupying a space at least 1 box ahead of their opponent. Also, if they want to score the maximum Victory Points listed at the top, they have to occupy the top box and their opponent cannot occupy theirs. For the Russia player, this should be a huge part of their strategy as 5VP is nothing to sneeze at in this game. But, in order to do that they will most likely have to try to go first and use Tsar Alexander and his 7 value to try and move that Issue up the track to end under their control. If an Issue every reaches a Track’s Seat, meaning the 7th space, or more after any declared debate is calculated in, then that Issue is considered to be secured and can no longer be moved through negotiation during future rounds. This reminds me a bit of the way that I always plan to use Joseph Stalin in Churchill, to go first and then bring the hammer down on the A-Bomb Research Issue. Getting control of this Absolutism/Liberalism Issue at least 4 times is very important for the Russian player and they will need to utilize this ability as much as possible. But remember that there is a penalty called the “Meddling Tsar” Rule where if Tsar Alexander is used for the negotiation of the British Financial Aid, Liberalism/Absolutism or the Generalissimo Issues, it will inflict a -2 DRM on all battles involving 1 or more Russian units during the upcoming War Phase. This is quite a cost and the player should carefully consider if and when they use the ability throughout the game. If the turn is expected to contain little to no combat for Russian units, then it is safe to use but if France is being aggressive and pushing on Poland and Prussia you might want to consider not going after the Liberalism/Absolutism Issue this turn and instead focus on Recruitment and Military Operation Issues.

The other part of this ability is that if Tsar Alexander I is used to move the Liberalism/Absolutism Issue then Napoleon cannot be used to Debate that movement. I would say that this is not an issue though as typically the France player will be using Napoleon on the battlefield for his DRM abilities.

I also like the historical and personality connection between this card and the game. At the top of the card you will notice that if you use Tsar Alexander I to negotiate the Peace Congress, Future Government of France, Bavaria or Poland Issues, that you will gain a -2 on his value bringing it from a 7 down to a 5. I think that this ability really highlights the philosophy and view of the Tsar regarding the time. He doesn’t believe that France should get to continue to exist as a main player in the power structure of the time and definitely doesn’t want to see France become more democratic. But, he also has a feeling that Bavaria and Poland are Russian vassals and should not be allowed to be turned to any other side’s allegiance. If he has to be used in this manner to defend or negotiate these issues I feel like the -2 Value penalty really shows that leaning in his thinking and probably causes him to be more brunt and less diplomatic thereby losing some of his influence in the court of opinion. Ultimately, Tsar Alexander I thought that monarchy is a noble and viable alternative to the crude and materialistic mob mentality of republicanism and the abilities of his Leader Card definitely cement that view.

After playing now a few times, I am here to say that Congress of Vienna is probably my favorite game in the Great Statesmen Series. I believe that this game has matured the system and made it something that is more than where it started. Congress of Vienna is very much more like a true wargame and was extremely interesting. We are still learning and need to keep playing this one but I did enjoy what it was that we were doing.

Alexander I, nicknamed “the Blessed”, was Emperor of Russia from 1801, the first King of Congress Poland from 1815, and the Grand Duke of Finland from 1809 to his death in 1825. He ruled Russia during the chaotic period of the Napoleonic Wars.

The eldest son of Emperor Paul I and Sophie Dorothea of Württemberg, Alexander succeeded to the throne after his father was murdered. As prince and during the early years of his reign, he often used liberal rhetoric but continued Russia’s absolutist policies in practice. In the first years of his reign, he initiated some minor social reforms and in 1803–04 major liberal educational reforms, such as building more universities. Alexander appointed Mikhail Speransky, the son of a village priest, as one of his closest advisors. The over-centralized Collegium ministries were abolished and replaced by the Committee of Ministers, State Council, and Supreme Court to improve the legal system. Plans were made, but never consummated, to set up a parliament and sign a constitution. In contrast to his westernizing predecessors such as Peter the Great, Alexander was a Russian nationalist and Slavophile who wanted Russia to develop on the basis of Russian rather than European culture.

In foreign policy, he changed Russia’s position towards France four times between 1804 and 1812, shifting among neutrality, opposition, and alliance. In 1805 he joined Britain in the War of the Third Coalition against Napoleon, but after suffering massive defeats at the battles of Austerlitz and Friedland, he switched sides and formed an alliance with Napoleon in the Treaty of Tilsit and joined Napoleon’s Continental System. He fought a small-scale naval war against Britain between 1807 and 1812 and took Finland from Sweden in 1809 after Sweden’s refusal to join the Continental System. Alexander and Napoleon hardly agreed, especially regarding Poland, and the alliance collapsed by 1810. Alexander’s greatest triumph came in 1812 when Napoleon’s invasion of Russia descended into a catastrophe for the French. As part of the winning coalition against Napoleon, he gained territory in Poland. He formed the Holy Alliance to suppress the revolutionary movements in Europe, which he saw as immoral threats to legitimate Christian monarchs.

During the second half of his reign, Alexander became increasingly arbitrary, reactionary, and fearful of plots against him; as a result, he ended many of the reforms he had made earlier on in his reign. He purged schools of foreign teachers, as education became more religiously driven as well as politically conservative. Speransky was replaced as advisor with the strict artillery inspector Aleksey Arakcheyev, who oversaw the creation of military settlements. Alexander died of typhus in December 1825 while on a trip to southern Russia. He left no legitimate children, as his two daughters died in childhood. Neither of his brothers wanted to become emperor. After a period of great confusion (that presaged the failed Decembrist revolt of liberal army officers in the weeks after his death), he was succeeded by his younger brother, Nicholas I.

We have done 2 videos on this game including the following RAW Video after out 1st play at Buckeye Game Fest in May 2025:

We then did the following full Review Video after our 2nd play at WBC last July:

In the next entry in this series, we will take a look at Open Borders from 2024: An American Insurgency from Compass Games.

-Grant

Interview with Martin Melbardis Designer of Campaign: Operation Bagration from Catastrophe Games Currently on Kickstarter

Von: Grant
13. April 2026 um 14:00

A few years ago, I played and very much enjoyed a cool little solitaire WWII card-driven game called Campaign: Fall Blau from Catastrophe Games and designer Martin Melbardis where the player attempted to breach the Soviet defenses on the East Front in the pivotal German summer campaign of 1942. The game system is very playable and simple, but has some strategic depth to it as the player has to make a lot of choices about what to go after, how to manage their scarce resources (fuel) and what generals to use to take advantage of their special abilities to amass enough VP to claim victory over the Soviet Union. They now have the counter punch of that game in a new entry in the series called Campaign: Operation Bagration and it is currently being offered on Kickstarter.

If you are interested in Campaign: Operation Bagration, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/campaign-bagration

Grant: Welcome back to the blog Martin. What is your current game Campaign: Operation Bagration?

    Martin: Thanks for having me back! Campaign: Operation Bagration is the long-awaited successor to my very first published game, Campaign: Fall Blau and tells the story of the Soviet offensive in 1944 to take back the occupied center of Russia gained by the Germans during Operation Barbarossa and is based on the successful Campaign: Fall Blau game system.

    Grant: What was your design goal with the game?

      Martin: My design goal for Campaign: Operation Bagration was to switch perspectives to the Soviet side using my tried-and-tested Campaign Game System. I wanted players to take command of the Soviets during one of the most devastating offensives of the war….Operation Bagration, which tore through German Army Group Center in 1944. From a design standpoint, I found it very rewarding to adapt new game mechanics and ideas to fit this pivotal WWII Campaign on the Eastern Front, while keeping the core of the system intact.

      Grant: What are the hallmarks of this solitaire Campaign Series?

        Martin: I’d say a minimalist approach to wargaming. Very streamlined, using only cards, dice, and cubes, with a 6–7 page rulebook. These are light solitaire wargames designed to be fast and furious with no extra fat or bloat, especially when compared to more traditional hex-and-counter wargames that can take hours to play.

        Grant: As a follow up to Campaign: Fall Blau, what do you believe you have improved in the gaming experience?

          Martin: While the system as a whole is more or less exactly the same as Fall Blau, I injected some new ideas into the experience to better reflect the historical realities of this campaign. The core game, such as defeating Campaign Cards, the Order system and how Generals work, will remain familiar to players of Fall Blau, but the feel is distinctly different. 

          Grant: What elements from Operation Bagration did you need to model in the design?

            Martin: Operation Bagration was a completely different beast to tackle than Fall Blau. In addition to taking control of the Soviet army this time around, the mountainous regions of the Caucasus region have been replaced with the swamps of Belorussia and Poland. You’re also facing a much weaker and mostly static German Army Group Center, desperately trying to rebuild a frontline and stop the Soviet advance from swarming into their rear echelons. This is represented by the new “Rebuild Frontlines” rule, which replaces the old “Local Counter-Attacks” rule from Fall Blau. In Bagration, counter-attacks are now only triggered by Event Cards representing Panzer Divisions trying to blunt the Soviet offensive. In fact, the entire Event Deck has been changed to reflect the research I did on Operation Bagration with all sorts of cool ideas popping up on how to reflect the history, units and tactics of this Campaign.

            Grant: As a solitaire game, what type of experience does the game create? 

              Martin: The game system prides itself on being fast, easy to learn but hard to master. It creates a very similar experience to Fall Blau such as tough decisions weighing the player down each turn on how to best use your limited Orders and finding the right balance between Attacking, Advancing, or stopping for Logistics to catch up. 

              Grant: What is the goal of the player?  

                Martin: The goal is to capture enough Campaign Cards before the game ends and earn enough Victory Points from those Campaign Cards to reach the victory or even the Brilliant Victory threshold.

                Grant: How does the player go about choosing and managing their Generals? 

                  Martin: Each game starts with the player choosing three Soviet Generals. All of these generals are historically accurate, with options such as Bagramyan, Konev, Rokossovsky, and a few others. Each General has the generic “Hero of the Soviet Union” special ability plus one unique ability. Additionally, each General leads a certain type of army: either a Tank army or a regular Infantry army. Tank armies have fewer manpower cubes but benefit from added mobility, which helps them bring more Campaign Cards to the frontline when using the Advance Order. Infantry armies, on the other hand, have more “meat” and thus more manpower cubes to absorb losses. Each General also has a set number of cubes representing their starting strength in manpower and available forces. Managing your Generals comes down to picking a balanced mixture and using each general’s individual strengths (number of cubes and abilities) to maximum effect.

                  Grant: What unique abilities do the different Generals possess? 

                    Martin: As mentioned, each General has the “Hero of the Soviet Union” special ability, which allows you to discard a red cube to re-roll a single die. This represents the Soviet ability to historically take massive casualties and still push on. On top of that, each General also has a unique ability reflecting their historical traits. For example, General Bagramyan is an offensive-minded General, while Rokossovsky was known to always plan two steps ahead and this is represented by his ability to draw extra cards from the Event Deck.

                    Grant: What type of events does the Event Deck contain? 

                      Martin: In addition to the Campaign Cards, the Event Deck is really where the historical aspects of the Bagration Campaign really come to life. I made sure to only include Soviet and German units and tactics that were instrumental to the Bagration campaign. The Event Deck contains mostly cards that help you during the game, such as attached Soviet units like the 3rd Guards Cavalry Corps, which can help you exploit the flanks of the German frontline by removing adjacent defenses, or the 4th Tank Army, which grants extra attack dice when attacking a Campaign Card. These cards not only add flavor to the game but also a strong sense of historical flavor.

                      Grant: What are the different type of German effects included in the Event Deck? 

                        Martin: The Event Deck also contains cards that hurt the player, such as German Panzer divisions that trigger a counter-attack when drawn, or German reinforcement cards that add additional German cubes to active Campaign Cards on the frontlines. In addition, things like German bombers or bad weather can and will slow your progress.

                        Grant: What Actions/Orders are available to the player?  

                          Martin: There are three available Orders each turn, and you may perform one per General. The Advance Order (costs 1 supply) brings unlocked Campaign Cards to the frontline. Once a card is on the frontline, an Attack Order (also costs supplies) can be used to attack and remove any cubes (representing German formations or defenses) on that card in order to capture it and gain the VP listed on the card. Finally, the Logistics Order adds supplies and reinforces a General with a cube to replace losses.

                          Grant: How do they manage their Supplies? How can they obtain additional fuel? 

                            Martin: As mentioned, each Advance and Attack Order costs supplies, and the Logistics Order replenishes supplies as well as lost manpower cubes from attacking. Finding the right balance and knowing when to rest using a Logistics Order instead of Attacking or Advancing is very important. However, resting too long will slow your progress, as the clock is always counting down. A General who uses the Logistics Order adds two supplies to your shared supply pool and adds a single manpower cube to their card.

                            Grant: How do they manage to defeat the various Campaign Cards? 

                              Martin: After using the Advance Order to bring an unlocked Campaign Card to the frontline in front of a General’s Card, that Campaign Card then immediately deploys a number of grey cubes (listed on the card) onto itself. The card is now available to be attacked using the Attack Order. When you attack, you pay supplies then calculate the number of cubes on the attacking General’s Card and roll that many dice. You need rolls of 4+ to remove a single white (defense) or grey (German units) cube from the Campaign Card. Some Campaign Cards such as fortress cities (Festerplatz) or swamps reduce the attack dice by -1. Rolls of 1–2 result in your General losing a manpower cube (red cube). Once all German cubes are removed from the Campaign Card, it is considered captured and removed from the frontline, and you gain the Victory Points listed on the card. Capturing Campaign Cards also unlocks additional Campaign Cards.

                              Grant: How do the German forces fight back? 

                                Martin: This time around, the Germans are much more static than in Fall Blau, which better reflects the historical situation in 1944. While you may still lose manpower cubes through bad rolls on Attack Orders, counter-attacks are now only triggered through Event Cards. A Panzer Division drawn as an event will immediately counter-attack by deploying to the frontline and attacking the General directly in front of it. There’s also the Operation Doppelkopf Event Card, which is placed near the end of the Event Deck during setup and represents a large German offensive action late in Operation Bagration, designed to blunt Soviet momentum.

                                Grant: What strategy should the player use to do well? 

                                  Martin: Pick a good, balanced mixture of Generals and learn when to attack versus when to build up supplies and manpower through the Logistics Order. Using Generals with Tank Army abilities to bring multiple Campaign Cards to the frontlines helps a lot but too many Tank Generals will lower your overall manpower total. Also, optimize your use of Event Cards to either prioritize Attacks or to regain manpower cubes. Overall, calculated risk management is the single most important factor in the game.

                                  Grant: What different options are built in to make the game more of a challenge?  

                                    Martin: The game is already pretty challenging, but we are also currently planning on developing a Hard-Mode for the Kickstarter that adds 4–5 additional very difficult Event Cards to the deck for those players who love challenges or are even simply masochists.

                                    Grant: What are you most pleased about with the design? 

                                      Martin: I’m pleased with the way I’ve adapted the old Fall Blau Game System to incorporate new game mechanics and Events to reflect the different historical aspects of Bagrations’ unique Campaign. Such things such as the German’s use of blocking detachments to try to stop the Soviet steamroller with whatever they could (represented by the rebuilding the frontline mechanic), and the use of Festerplatze or Fortress cities in Belorussia to hold at all cost. Added to this is the liberal use of Soviet tactics such as mine sweeping tanks, the massive God of War bombardment to signal the start of Bagration, Maskirovka deception techniques and American lend-lease trucks to help the Offensive are all well-represented in the game through the Event Deck.

                                      Grant: What has been the response of playtesters? 

                                        Martin: Early on, I got some great and positive responses from playtesters when I initially designed the game. Later, I handed off playtesting and development to Catastrophe Games, who further developed the game and ran additional playtests. I’ve heard good things from them as well.

                                        Grant: What other historical campaigns might the series delve into?

                                          Martin: Next up, I am planning to adapt the series to either the North African or the Pacific Theaters in WWII. I also strangely find that representing the Japanese early-war successes against the Allies in the Philippines, Hong Kong, Indonesia and Singapore a very interesting twist and is a subject rarely touched upon in wargaming. This could also be a good option in the future but who really knows where my creativity can take me? 

                                          Grant: What other designs are you currently working on? 

                                            Martin: As always, I am continuing to design lighter Print & Play wargames with my own independent company, Solo Wargame. I usually release a new wargame every two months or so on Kickstarter and want to continue that trend with a WWII wargame about commanding a Soviet battalion during the Battle of Stalingrad in 1942. I also plan to release a new version of my continuing series on WW2 Roll & Write games, this time focusing on the Torch landings in North Africa in 1942–43 with new ideas about convoy interdiction, diplomacy with the Vichy government and eventually pushing the Germans all the way to Tunisia. Like most other creatives, I honestly have way too many ideas and too little time!

                                            Thanks so much once again for having me on! 

                                            If you are interested in learning more about the Campaign Series and how it works, you can watch my preview video for the Campaign: Fall Blau Kickstarter from 2022 at the following link:

                                            If you are interested in Campaign: Operation Bagration, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/campaign-bagration

                                            -Grant

                                            ❌