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Wargame Watch – What’s New & Upcoming – August 2026

Von: Grant
03. August 2026 um 14:00

As this month’s Wargame Watch posts on the blog, I will have just come back from attending the World Boardgaming Championships in Seven Springs, Pennsylvania where I was able to spend 5 1/2 days of fabulous gaming. I bring that up because this month I just didn’t have the time to do the deep dive that I normally do and only was able to find 27 games (including a new game from our sponsor Nuts! Publishing). I was also able to find 3 games to share being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the July Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/07/01/wargame-watch-whats-new-upcoming-july-2026/

This month we have a sponsor for the Wargame Watch feature in Nuts! Publishing. Founded in 2011, Nuts! Publishing is a French tabletop and board game publisher established by four wargaming and history enthusiasts. While initially famous strictly for historical and tactical wargames, the company has expanded its catalog to include cooperative, sci-fi, and family-friendly board games, while maintaining a strict selection process for those games they do publish. They are well known for developing popular original titles like Mini Rogue, Diluvium, and 300: Earth & Water, which is a part of their unique small format wargame series called Combat Rations that recently released the 3rd volume in the series called Guerre Eclair. The “Combat Ration” Series is a line of highly accessible, compact wargames designed to be played in about an hour including the 2 previous titles of 300: Earth & Water that delves into the Persian invasion of Greece in 492BC, and Port Arthur that retells the story of the 1905 Russo-Japanese War. 

But, they also have a full line of more beefy traditional wargames including such titles as Urban Operations, Saigon 75, Stalingrad Roads, This War Without an Enemy, We Are Coming, Nineveh and Phantom Fury.

In addition to their own unique games, they also hold licenses to translate and distribute highly acclaimed international games for the French market, such as One Deck Dungeon, War of the Ring and the Undaunted Series.

Their newest wargame release is called Guerre Eclair designed by Yasushi Nakaguro and is a part of the Combat Rations Series. Guerre Eclair is a remake of the 2019 game called The Rise of Blitzkrieg from Bonsai Games and is a card-driven game for 2 players lasting around 45 minutes. The setting is World War II in 1940 as the Germans unleashed their new Blitzkrieg tactic to invade France. The attacking Germans hide their intentions by choosing a conquest goal of either taking the Maginot Line, conquering Paris or controlling the ports at Dunkirk. Dice are rolled for combat and the highest 2 dice totals determine the outcome and if doubles are rolled losses to units will be inflicted. The French and British really cannot afford to lose many units as they don’t have a lot but neither can the Germans. The game is simple but fairly meaty with lots of decision points and we had a great time with it, as we have had with the other games appearing in the series.

Here is what Florent had to share on their upcoming slate of games:

In May, we released Guerre Eclair the third game in the Combat Rations series and work on the next titles in the line is well underway (specifically Norway 40, followed by Bulge 20 – Yes, by Joe Miranda previously published by Victory Point Games). Urban Operations 2nd Edition is now available in stores worldwide. Please note that an upgrade kit is available on our website for owners of the 1st Edition.

Upcoming releases in early 2027 include The Coldest Winter, a card-driven game about the 1939–40 war between Finland and the Soviet Union (designed by Timo Pohja; art by Nils Johanssen), followed by Supremacy 2050, in which the world’s four major powers clash between 2020 and 2050 (designed by Pierre Razoux; art by Domhnall Hegarty).

Finally, we will launch two crowdfunding campaigns in 2027. The first will be for the second edition of Sword of Rome, covering the rise of Roman power in the 3rd and 4th centuries BC (designed by Wray Ferrell; art by Nicolas Roblin and Gabriel Pardon). The second will feature Nemto a cooperative sci-fi wargame (designed by Hermann Luttman; art by Nicolas Roblin and Christian Benavides).

Quite a variety of eras and gameplay styles!

Here is a link to an interview we did with one of the owners, designer and main bottle washer Florent Coupeau while attending Essen Spiel 2025:

Here also is an older video we did with Florent while attending SDHistCon 2024 where we discussed the excellent Combat Rations Series and Guerre Eclair (recently released) and the upcoming Norway 40:

Nuts! Publishing really has a lot of great games and you can check those out by visiting their website at the following link: https://www.nutspublishing.com/eshop/index.php

But now onto the games for August!

Pre-Order

1. Pacific Fleet: Rise & Fall of the Japanese Empire from VUCA Simulations

VUCA Simulations is a newer company on the scene the last several years (really since 2021) and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest pre-order offerings is called Pacific Fleet: Rise & Fall of the Japanese Empire designed by Hiroyuki Inose. I love a good Pacific Theater WWII game and this one looks pretty great.

From the game page, we read the following:

The Pacific War was unlike any other conflict of the Second World War. Vast oceans, isolated island chains, carrier task forces, long-range bombers, amphibious invasions, and industrial warfare all combined into one of history’s most complex military campaigns.

Pacific Fleet: Rise & Fall of the Japanese Empire places you in command of this global struggle. Lead the Imperial Japanese forces in their quest to establish dominance across Asia and the Pacific, or direct the Allied war effort as overwhelming industrial power gradually turns the tide. Every carrier strike, convoy, amphibious landing, and production decision shapes the course of the war.

This is not merely a naval game—it is a complete grand-strategic simulation where sea, air, and land warfare are seamlessly integrated into one operational system.

Fight from the opening attacks of December 1941 through the climactic campaigns that determined the fate of the Japanese Empire. Unlike many Pacific games that focus on individual battles, Pacific Fleet presents the entire theatre as one interconnected campaign where logistics, production, intelligence, and operational planning are equally important.

If you are interested in Pacific Fleet: Rise & Fall of the Japanese Empire, you can pre-order a copy for $107.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/pacific-fleet-rise-fall-of-the-japanese-empire

2. Modern Tactics: Afghanistan – British Forces Expansion from VUCA Simulations

We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design with VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan. That was announced on pre-order a while ago and has since been delivered but there is now an expansion of sorts to the game called Modern Tactics: Afghanistan – British Forces Expansion but it is being designed by another designer named Kenneth Tee of People Power from GMT Games fame.

From the game page, we read the following:

The war in Afghanistan was fought village by village, compound by compound, and patrol by patrol. Every operation demanded careful planning, disciplined infantry, close cooperation with allied forces, and constant vigilance against an elusive insurgency.

Modern Tactics: Afghanistan – British Forces Expansion places you in command of the British Army, Royal Marines, Special Air Service, and supporting Afghan forces during Operation Herrick. Experience thirteen new scenarios inspired by real operations fought throughout Helmand Province between 2001 and 2012, introducing new units, mechanics, and tactical challenges to the Modern Tactics system.

Whether conducting a night raid with the SAS, leading Gurkhas into hostile villages, defending isolated platoon houses, or escorting Afghan National Army units through dangerous territory, every mission presents unique tactical and operational decisions.

If you are interested in Modern Tactics: Afghanistan – British Forces Expansion, you can pre-order a copy for $39.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/modern-tactics-british-forces-expansion

3. Thirty Years of Misery: The Thirty Years War 1618-1648 from VUCA Simulations

A couple of years ago, I came across a new designer named Brian Asklev and have done interviews with him covering Baltic Empires from GMT Games and 1812 – Napoleon’s Fateful March from VUCA Simulations. Brian is a pretty sharp designer and I very much like his approach to design as well as the choices in designs that he is doing. His new game is called Thirty Years of Misery: The Thirty Years War 1618-1648. The cover art is amazing, the topic looks great and the approach that he is taking seems to be very novel.

From the game page, we read the following:

Between 1618 and 1648, Europe was consumed by one of the longest and most destructive conflicts in its history. What began as a rebellion in Bohemia soon engulfed the Holy Roman Empire and drew nearly every major European power into a struggle over religion, dynastic ambition, and political supremacy. Millions perished as armies marched across Central Europe, cities were besieged, alliances shifted, and entire regions were devastated.

Thirty Years of Misery places you in command of the major powers that shaped this conflict. Lead the Imperial Habsburgs, the Catholic League, Sweden, or France as you fight to reshape Germany through military campaigns, religious influence, political maneuvering, and strategic diplomacy.

Victory requires more than battlefield success. You must secure electorates, protect your heartlands, influence the religious landscape of the Empire, and achieve your faction’s unique historical ambitions before peace is finally negotiated at Westphalia. Rather than recreating individual battles, Thirty Years of Misery captures the entire strategic conflict across three decades of war.

Every campaign combines:

  • Military operations
  • Religious conflict
  • Political objectives
  • Coalition warfare
  • Historical events
  • Dynamic diplomacy

Each round features a randomized turn order, ensuring that no two campaigns unfold the same way. Players must continually adapt to changing circumstances, unexpected interventions, and opportunities created by both allies and enemies.

If you are interested in Thirty Years of Misery: The Thirty Years War 1618-1648, you can pre-order a copy for $79.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. Iwo Jima: Hell on Earth Revised Edition from Neva Game Press

Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2+ years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their first release called Iwo Jima: Hell on Earth, which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 at the end of WWII, was both commercially and critically successful and has sold out and now they are bringing back a revised edition for pre-order.

From the game page, we read the following:

Iwo Jima: Hell on Earth is a hex & counter wargame based on this iconic battle. This challenging solitaire wargame puts you in command of US Marine Regiments as they battle entrenched Japanese Battalions during the iconic 36-day Operation Detachment. Each game turn represents approximately four days, condensing the intense conflict into nine turns of strategic decision-making. 

In Iwo Jima: Hell on Earth, your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days.

Victory is determined at the end of Turn 9 by calculating your Victory Points. You earn VP’s by: Eliminating Japanese units, Capturing key objectives on time and Japanese surrender. You can lose VP’s if: You play too many Special Orders and/or you suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP).

I think that a new company selling out their first release is probably pretty rare in our hobby but Neva did it and it is partly because a good solitaire game is always in demand and their focus on quality, in both game play and components, speaks to wargamers and word will spread fast once it is out. So what is different in this new Revised Edition?

Because we are heading back to the printers, we saw the perfect opportunity to integrate our community feedback directly into the game. The Revised Edition will feature:

  • Upgraded Map: A minor visual tweak where hill hex frames are slightly thicker, making them much easier to identify during intense gameplay.
  • Box Art Variant: A fresh, slight variation of the original box art (while keeping the classic spirit of the original design).
  • Fully Integrated Updates: All components from our Update Kit (detailed below) will come standard inside the box!

We published an interview with the designer José Manuel Neva and you can read that at the following link: https://theplayersaid.com/2025/03/31/interview-with-jose-manuel-neva-designer-of-iwo-jima-hell-on-earth-from-neva-wargames/

If you are interested in Iwo Jima: Hell on Earth Revised Edition, you can pre-order a copy for €44.75 ($51.13 in US Dollars) from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth-revised-edition/

The game should be shipping Q4 of 2026.

5. Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter

About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has already launched on Kickstarter.

From the game page, we read the following:

Rebels Against Rebellion is a card-driven war game designed by award-winning designers, David Thompson and Trevor Benjamin. The cards in your deck represent the units and locations under your control. Each turn you will play cards to perform actions on the board and to add, remove, and improve the cards in your deck. The player who most successfully spreads their control across Scott County is the winner.

Tennessee’s role in the American Civil War and the Secession Crisis was marked by significant internal divisions between its eastern, middle, and western regions. In early 1861, when South Carolina became the first state to secede from the Union, Tennessee’s legislature resisted the idea. However, following the attack on Fort Sumter in April 1861, Tennessee was forced to readdress its position. On June 8, 1861, a state referendum resulted in a decisive vote to secede.

Despite this formal decision, Tennessee remained divided. In the eastern part of the state, loyalist sentiment was strong. East Tennessee had overwhelmingly voted against secession in the 1861 referendum, while West and Middle Tennessee overwhelmingly supported secession. 

As tensions escalated, residents of East Tennessee found themselves forced to take sides, often leading to violent confrontations. Loyalist- and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. The establishment of local militia groups known as the home guard sought to defend loyalists. These small militias acted in secret, launching surprise attacks on Confederate soldiers and secessionist raiders, but they also faced constant threats from the Confederate army and local secessionist groups. 

Of the thirty-one counties in East Tennessee, none voted against succession by a higher margin than Scott County. With a vote of 521 to 19 in favor of rejecting secession, the county’s stance was clear. Local residents so opposed the Confederacy that later in 1861, the county court approved a protest resolution declaring the county’s secession from the State of Tennessee and the creation of a “Free and Independent State of Scott.” 

This is the story of the Free and Independent State of Scott during the Civil War.

If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:

Because I know that many of you will be paying this one solitaire, Denver did an overview video of the solitaire mode and you can watch that at the following link:

We recently posted an interview on the blog with one of the designers David Thompson and you can read that at the following link: https://theplayersaid.com/2026/08/04/interview-with-david-thompson-codesigner-of-rebels-against-rebellion-from-flying-pig-games-coming-to-kickstarter-soon/

If you are interested in Rebels Against Rebellion, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

As of August 1st, the Kickstarter campaign has funded and raised $24,531 toward $10,000 funding goal with 450 backers. The campaign will conclude on Tuesday, August 18th at 12:00pm EDT.

6. Lee’s War: The War in Virginia 1861-65 from Worthington Publishing Currently on Kickstarter

One of the subjects that Worthington Publishing does really well is the American Civil War. They have their Civil War Brigade Battle Series that we have enjoyed and they really have a way of making these ACW games playable yet integrating some of the most important historical aspects to keep them grounded in history. Their newest series is focused on the Strategic Level and is supposed to be a 3 volume series. The first entry in the series is called Lee’s War: The War in Virginia 1861-65 and is currently on Kickstarter.

From the game page, we read the following:

Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War. It is meant to show the difficulties each side faced during the war. There is no plan currently for a full war campaign scenario. Players are given scenarios based on the campaigns and complete years of the war. I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 

If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864. Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.

The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of certain rules such as Dice Differential and combat die rolls.

Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 – 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.

Here is the current 14 scenario list:

  • First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)
  • The Peninsula Campaign / 10 turns (April 1 –  June 15, 1862)
  • The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)
  • Second Manassas / 7 turns (July 14  – August 31, 1862)
  • Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)
  • Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)
  • The 1862 Campaigns / 30 turns (April 1 – November 1, 1862)
  • Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)
  • Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)
  • Mine Run Campaign / 6 turns (November 15 – December 31, 1863)
  • The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)
  • Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)
  • The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)
  • The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)

If you are interested in Lee’s War: The War in Virginia 1862-1865, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865

As of August 1st, the Kickstarter campaign has funded and raised $27,212 toward its $1,861 funding goal with 304 backers. The campaign will conclude on Saturday, August 15th at 4:00pm EDT.

7. Warfighter: The WWII Eastern Front Special Forces Card Game from Dan Verssen Games Currently on Kickstarter

The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see that they are doing this WWII Eastern Front offering as I think that it will offer a new and interesting view of the history.

From the game page, we read the following:

Warfighter WWII Eastern Front recreates the brutal skirmishes fought across the vast Soviet battlefields of World War II, where Soviet Red Army and German forces clashed for shattered cities, strategic strongholds, and hard-won ground in some of the harshest climactic conditions of the war. You will face fierce resistance from enemy troops, but the battlefield itself, from deep snow and choking mud to bitter cold and broken terrain, can prove equally deadly. 

Do you have what it takes to defend the Rodina and drive the invader from our soil?

Warfighter WWII Eastern Front is the latest title in the Warfighter WWII Series, which includes other core sets for the Europe, Pacific, Mediterranean and North Africa Theatres of Operation. The Eastern Front has been an area of interest which we have been discussing for a time, and we began research and design work in January 2025. Now, the game design is complete, and we are ready to present it for crowdfunding support.

A key part of the game is squad building and mission planning. You decide which soldiers go on the mission, and which skills, weapons and gear to equip them with, best suited for the objective you are attacking. You control their actions and resolve all combat against hostiles and events encountered, but do not take too long, as the timer is counting down!

As a solitaire wargame, the game’s hostile response system handles all the enemy decisions and actions which will oppose your squad and thwart your mission plans. You will have to respond to the unexpected events and hostile attacks, as well as challenging weather and terrain, to make it to the objective and complete the victory conditions. Glory for the Motherland! Slava Rodina!

Along with the Eastern Front Core Box, there are seven Expansions which will allow you to extend your gameplay to include more armed forces and battles. The expansions offered with the Eastern Front core box feature Penal Battalions, Airborne, Partisans, as well as the Soviet Winter, Soviet Winter Vehicles and the Raid on Peenemünde. 

We have also created the Critical Hit Deck pack, a new type of expansion which introduces critical hits to Soldiers and Hostiles alike, to add some cinematic flair and drama to your stories. All expansions are designed to be playable with the core set, and they add new Soldiers, Missions and Objectives, Gear, Skills, Locations, Hostiles and Events to your gameplay.

If you are interested in Warfighter: The WWII Eastern Front Special Forces Card Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-warfighter-wwii-eastern-front

As of August 1st, the Kickstarter campaign has raised $24,469 toward its $20,000 funding goal with 151 backers. The campaign will conclude on Monday, August 3rd at 3:00pm EDT.

8. Lee Moves North: Campaigns of Antietam and Gettysburg from GMT Games

Several years ago, Mark Herman designed a unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns and Volume II being Army of the Potomac. Mark has now advanced the series with the upcoming Volume III called Lee Moves North: Campaigns of Antietam and Gettysburg that was announced this past month by GMT Games.

From the game page, we read the following:

Lee Moves North is a standalone game that covers the Confederate invasions that led to the battles of Antietam and Gettysburg. Lee Moves North is the third volume in Mark Herman’s Civil War Heritage Series that began with the Charles S. Roberts Award winning Rebel Fury (Best American Civil Wargame of 2024).

Lee Moves North is a low-complexity, grand tactical simulation that won the James F. Dunnigan Award for Playability and Design. Its unique combat system generates a detailed narrative that perhaps for the first time allows you to fully experience the risk calculus of a Civil War Army General.

If you know how to play Rebel Fury or Army of the Potomac, you can play the one map battles of Antietam and Gettysburg right out of the box. The game comes with 13 scenarios, 7 of which are played on one map to include 4 DOG (the four days of Gettysburg) with the remainder using all or some number of its EIGHT grand tactical maps, plus a standalone Theater scenario. The thirteenth bonus scenario covers Jubal Early’s 1864 invasion that led to the battle of the Monocacy River.

Through Lee Moves North you will experience these famous battles in a way that you have not seen them before. The grand tactical level is about maneuver combinations prior to and during a battle but make no mistake you will also see the brutal nature of Civil War combat. As the general leading an army, you will have player agency over when, where, and how often to attack using the unique Rebel Fury combat system. Following the combat narratives that are in every book that you have ever read on the Civil War you will experience the frustration of seeing your assaults fail more often than they succeed yet the better general is the one whose plans turn this historical reality into victory.

While we have not yet played Army of the Potomac, we have very much enjoyed the system and its first volume Rebel Fury. Here is a look at our video review for Rebel Fury:

If you are interested in Lee Moves North: Campaigns of Antietam and Gettysburg, you can pre-order a copy for $82.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1253-lee-moves-north.aspx

9. Rowing to Hades: Fast Playing Naval Battles of the Ancient World from GMT Games

Ancients games are always a good time and if that game has naval units, including triremes, Greek fire ships and the like sign me up. This past month, GMT announced this new game from designer Jason Walonoski called Rowing to Hades: Fast Playing Naval Battles of the Ancient World. Jason is a newer designer with his first game called Epipolae: The Athenian Expedition in Sicily, 415-413 BCE, which is a part of the Levy & Campaign Ancients Series. I share that because he knows something about Ancients and I also think that he is a good designer with a good approach.

From the game page, we read the following:

Rowing to Hades is a squadron-level naval wargame set in the ancient era. The era of oars, not sails. Rams, not broadsides.

Inspired by classics such as War Galley (GMT), Trireme (Avalon Hill) and the Commands & Colors system, it will appeal to gamers who want to enjoy quick naval battles at a different scale and complexity level.

A single battle can be completed in 30-60 minutes. There are scenarios for the Greco-Persian and the Peloponnesian Wars as well as a campaign system to link multiple battles together in an afternoon.

A key design goal was to create a fun quick-playing game, not a simulation. Many details are abstracted, while maintaining historical flavor.

Combat is simple and quickly resolved. After all units have moved, they may Ram. If units have not moved, they may conduct Melee.

Attackers roll a base number of dice determined by the unit type (different types of units roll different numbers of dice for ramming and melee), with the number of dice increasing or decreasing for factors like attacking from the rear, using a special maneuver card, or the enemy formation (for example, line abreast, line ahead, or kyklos).

I am very much interested in this one. Tactical level naval combat is something that is very appealing and this one looks to be on the lighter side of the spectrum but offers enough depth that it should be a very interesting experience.

If you are interested in Rowing to Hades: Fast Playing Naval Battles of the Ancient World, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1252-rowing-to-hades.aspx

10. Commands & Colors: Ancients 8th Printing from GMT Games

Commands & Colors: Ancients depicts warfare from approximately 3,000 BC to the opening of the Middle Ages in 400 AD, which is quite a spread across time encompassing different strategies, tactics and even technology. CC: Ancients uses the standard card activation system which identifies a number of units that can take actions in one of three areas on the board, including the Left, Center and Right. This card system is standard to the series and really keeps the game light and fun as you sometimes simply cannot control take the actions you need to in order to win the game.

One of the reasons that I like Ancients and how it implements the system is that the scale changes during each of the battles represented. This means that some of the scenarios will have an Infantry unit representing an entire legion of fighters, while in other scenarios a unit may just represent a few warriors. This flexibility makes the game really interesting and you have to learn how best to use each of your units in each of the settings. This really adds to the replayability factor as well because you are learning from each scenario.

CC Ancients Units

The unit variety in this one is interesting as compared to other games in the series such as Battle Cry and Memoir ’44 as each of those volumes had just three types of different units. In Ancients though there are multiple different types or classes of Infantry. Units are rated according to their makeup and in some ways their tactics and are placed in three neat and tidy categories including Light, Medium and Heavy. In the ranks of the Light Infantry, there are the standard Light Infantry, Auxilia, Light Bow and Light Sling for example. In looking at the other types of units there are Cavalry, Chariots, War Machines, Leaders, and the best part Elephants. The game comes with very clear and well done player aids that outline the different abilities of each type of unit and help you with an understanding of their movement, combat dice and any special abilities.

The final best thing about the game is the number of different engagements portrayed and how each of them uses different units and will require you to think on your toes about how best to utilize your assets. The battles covered include Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama. All in all, I find Ancients to be a simple yet fulfilling gateway to the series and would recommend it heartily to anyone interested in getting on board.

From the game page, we read the following:

Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?

Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.

Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.

CC Ancients Elephants

If you are interested in Commands & Colors: Ancients 8th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1250-commands-colors-ancients-8th-printing.aspx

11. Commands & Colors: Napoleonics 6th Printing from GMT Games

I will be honest with you, when we first played Commands and Colors, I was really leaning toward Ancients as my favorite one. But that all changed once we got the grand daddy of them all on the table in Napoleonics. To me, I really enjoy the added layers of depth to this one. It has six expansions for a reason as they have tried to capture the intricacies of each nation and their unique abilities and fighting styles to make for very highly stylized game.

Of all the C&C games this one is on the richer end of the scale, especially as you add in the expansions. The little bits of chrome make the combats more tactical. You can put your infantry into square formation to counter cavalry charges, but that comes with it’s own sub set of limitations. Each nation has their own special ability, and then each of their units have their own characteristics. An example of which are the Spaniards’ Infantry being straight up not as good as others. They roll dice equal to their number of blocks -1 for example. Each faction has strengths and weaknesses which gives you a little more to think about. Again, nothing overwhelming, and nothing you can’t handle but Napoleonics just has that extra richness and detail that brings the game to life and makes each play feel different from the last.

C&C Napoleonics Units

There are a few new differences in this one. Leaders play a very important role on the battlefield. They don’t add to attack but keep units in formation and from breaking. You must try to keep the Leaders away from the front line because they can become casualties but you need them to keep order on the battlefield as they will allow units to ignore some symbols.

Another major difference is in how units do when they are reduced. In all previous versions of the C&C system, the number of remaining blocks in a unit was not factored into the strength of that unit’s attack. If they had three units left, they would still roll their maximum 2 dice. But now that has changed and I really like this one. The basic attack strength of a unit is equal to the number of its blocks.

The color and the pageantry of a Napoleonics battle is hard to ignore and this one has a lot of substance to the game that the other volumes don’t approach. I will play Napoleonics at any time and relish the chance to learn new strategies and try out new tactics with the multitude of different units found in each expansion.

C&C Napoleonics Unit Bag

In the end, Commands and Colors is a fantastic system that has a little bit of everything that will appeal to any wargamer’s taste. I recently played Tricorne and man was that a fascinating experience. We also played the new one from GMT from 2019 Medieval and enjoyed it, and actually really liked some of the new additions, but just were let down by the theme. If you haven’t tried C&C yet, what are you waiting for? Pick a historical period you like and give it a try. You won’t be disappointed!

From the game page, we read the following:

The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor. 

For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.

  • The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
  • In combat, a unit’s battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
  • An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
  • Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
  • As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
  • When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.

The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon. 

If you are interested in Commands & Colors: Napoleonics 6th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1251-commands-colors-napoleonics-6th-printing.aspx

12. Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing from GMT Games

Both Alexander and I love Empire of the Sun and really enjoy Mark Herman designs. Now I know that Pacific War is not EotS but it definitely was a precursor and led to its design and development. Unfortunately, I did not play the original Pacific War as I was 12 years old and focused on other things (baseball, football) and other games (mainly Dungeons & Dragons and other role playing in my teens). So, this one interests me because it will be a new experience for me.

From the game page we read the following:

Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.

Strategic wargame that covers the entirety of the Pacific Theater of World War II…pretty big game, both in scale and distance. For a game to cover the entire theater, it has to be deep and have various systems to cover all of the different types of actions. Here is an answer on this aspect frog the game page:

For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game’s basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions.

As this game is a reprint and updating of a classic, the first thing I thought about was what has changed in the design? Mark answered this question very well in the game write up on the game page:

So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon .

The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game’s reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It’s unlikely (to date I have only done it three times). However, Pacific Waris an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario.

No cards, as this one is not a Card Driven Game, and lots of counters with 9 counter sheets listed. This is going to be blast and I hope that we get around to playing this game so that I can get a view of the original work from one of my favorite designers.

If you are interested in Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing you can pre-order a copy for $99.00 from the GMT Games website at the following link:  https://www.gmtgames.com/p-1249-pacific-war-the-struggle-against-japan-1941-1945-2nd-printing.aspx

New Release

1. Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622 from High Flying Dice Games

Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a new series of games covering the Thirty Years War called Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622.

From the game page, we read the following:

Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20th, 1622 is a game with 2 battles and both battles were part of the so called “Bohemian Phase” of the Thirty Years War and were one the result of the other. The first took place when the Catholic forces of Tilly and Cordoba surprised the smaller force of George Fredrick of Baden who was trying to cross the river Neckar near Wimpfen. Even if the Protestant forces made their best in the battle, thanks to a favorable uphill position, theywere defeated.

A month and an half later, another part of the Protestant troops moving around the Rhineland, the part commanded by Christian of Brunswick, was stopped by the same catholic army under Tilly and Cordoba near Hochst, while trying to cross the river Main. The ensuing battle was a sort of a draw, as at least a part of the catholic army was able to join the other catholic force under Mansfeld, but at so high a cost in losses, that the Palatinate theatre of the war was de facto closed.

If you are interested in Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/bohemia.html

2. La Conqueste: The French and Indian War 1754-1763 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called La Conqueste: The French and Indian War 1754-1763 from White Dog Games uses the States of Siege Series System and dives into the French & Indian War.

From the game page, we read the following:

Over 270 years ago, France controlled most of North America east of the Mississippi River. The British had colonized only along the Atlantic Coast and wanted to expand further west. Conflict between these two great powers in the New World was inevitable. The immediate issue in the new World was whether the upper Ohio River valley was to be a part of the British Empire, and therefore open for trade and settlement by English colonists, or part of New France. When, in 1754, war broke out between France and England in Europe, it quickly spread to the New World, where it was called the French and Indian War, and where two of the most famous generals in history fought one another: Wolfe and Montcalm.

​​In this exciting game of that titanic struggle in America designed by R. Ben Madison, you control the forces of New France against England and the British colonies as the epic nine-year long French and Indian War breaks out. 

If you are interested in La Conqueste: The French and Indian War 1754-1763, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/french-and-indian-war

3. Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD from White Dog Games

Another new solitaire States of Siege Series offering this month from White Dog Games takes us to ancient Persia and Iran in the Sasanian Era covering the years of 224-651 AD. This one is also designed by R. Ben Madison and looks to be very interesting.

From the game page, we read the following:

Fortress of Oblivion is an exciting solitaire game by designer Ben Madison that puts the player in the role of the ancient Shahs of Iran during the Sasanian Era, 224-651 AD – or even later, if you survive! You will use the economic, military, and social resources of the Iranian Empire, called “Persia” in the west, to defend your realm against invading foreign armies from the west (Armenians and Romans, later called Byzantines), the east (China, Central Asian nomads, and the mighty empires and petty states of India), and marauding Himyarites and Ethiopians from the south, soon to be routed by your greatest foe: the giant Arab Caliphate!

If you are interested in Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/fortressofoblivion

4. Santa Cruz 1797 Reprint from Bellica 3rd Generation

One well recieved wargame from 2017 was called Santa Cruz 1797 from Bellica 3rd Generation which was designed by Iván Cáceres. The game covers the British amphibious assault on the fortress at Santa Cruz de Tenerife in Spain and is a card driven siege game. Bellica 3rd Generation is now reprinting this game which has been out of stock pretty much everywhere with a new edition.

From the game page, we read the following:

Early morning on July 25, 1797…A squadron of His Britannic Majesty under the command of Lord Admiral Horatio Nelson set out to assault the fortifications of Santa Cruz de Tenerife. The fight would be desperate and the first light of day would find the

On this occasion, in addition, Nelson lost his right arm due to an impact from a cannon (“El Tigre”) that is still preserved in the Museum of the Castle of San Cristobal, in Tenerife.

Santa Cruz 1797 is a game for two players in which each player has a well-defined role: the British must storm the city and occupy its key points while defeating the Spanish military forces, the Spanish must wait to see where his opponent lands and then launch into a tenacious and aggressive defense to defeat him.

The game is a block wargame and works with a card engine that allows players to act on the opponent’s turn and creates a situation of unparalleled tension and uncertainty until the end of the game.

If you are interested in Santa Cruz 1797 Reprint, you can purchase a copy for 50,00 € ($57.00 in US Dollars) from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/santa-cruz-1797/

5. Lone Panther from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Lone Panther and can be downloaded from Wargame Vault. I do know that typically these games are sold on Amazon but I have not seen this offering make it there as of yet.

From the game page, we read the following:

The German front in the Italian Po Valley is collapsing. Months of retreat, shattered divisions, and dwindling fuel have left the once‑proud Panzerwaffe reduced to scattered pockets of armour fighting desperately to hold back the Allied advance. In this flat, misty landscape of farms and villages, marshland, narrow roads and orchards, tanks are no longer committed in massed formations. Instead, single vehicles are thrown forward to plug gaps, delay Allied spearheads, or hold a vital crossroads.

You command one such machine, a Panther Ausf. G, operating alone, cut off from its parent battalion and reliant on its crew. Allied forces push north with growing momentum. British armour probes ahead, infantry screens advance through the fields, and fighter‑bombers circle overhead searching for targets of opportunity.

In this final phase of the Italian campaign, a Lone Panther can still shape the battlefield – if its Commander keeps his nerve.

Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events.

This game is designed to be easy to learn and good fun to play.

This is a solitaire wargame. You play the game, and the enemy is controlled by the game (or the Artificial Intelligence or ‘AI’). You will need at least 7, but preferably 9, standard six-sided dice (not included). There are 10 very replayable missions included with full colour maps and clear instructions.

It is highly recommended that the counters provided on the final page of the game are used to play this game. Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel. The easiest way to make these counters is to print or copy them onto an A4 printer label, leave the ink to dry completely, then peel the back and stick to 1-2mm card. Alternatively, any standard paper glue will do such as PVA. You can also find ‘Instructional Playthrough’ videos on the Mike Lambo Games YouTube Channel to see how the game plays.

If you are interested in Lone Panther, you can order a print and play copy for $9.99 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/575355/lone-panther-a-solitaire-wargame?

6. Great War Battles Volume 2: Tankschlacht: Cambrai, 1917 from Revolution Games

World War I is always an interesting war to game. We have played our fair share of WWI games and pretty much enjoyed them all. The Great War Battles Series from Revolution Games is a wargame system designed by Kerry Anderson that simulates World War I engagements at the brigade and regimental level and the newest offering in the series is called Tankschlacht: Cambrai 1917, which is now available for purchase.

The Battle of Cambrai was a massive British offensive on the Western Front in France during World War I and was fought between November 20 and December 7, 1917. The battle is legendary for marking the first large-scale, effective use of massed tanks in warfare.

From the game page, we read the following:

Tankschlacht is the second game in the Great War Battles Series; the first being Death of an Army: Ypres, 1914. Tankschlacht is a brigade/regimental simulation of the Battle of Cambrai, November 20 – December 3, 1917. A two player game where players assume the role of the German and Allied troops as they desperately fight for the valuable position in the line. 

If you are interested in Great War Battles Volume 2: Tankschlacht: Cambrai, 1917, you can order a copy for $70.00 ($55.00 for a Ziplock edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/tankschlacht-cambrai-1917-boxed-edition/

7. Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 from Revolution Games

Blind Swords is a series that most all wargamers have heard of and played at least a few games that use the system. We have played several of these games including Shiloh: The First Day and Gettysburg: The First Day in the series from Revolution Games. Recently, they announced a new title in the series called Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 designed by Mike Wimple.

From the game page, we read the following:

The Confederate’s 1864 Maryland Campaign, led by Lieutenant General Jubal Early, was designed to draw Union forces away from the siege of Petersburg, Virginia and pose a possible threat to Washington. On the morning of July 9, 1864 Early was in Frederick Maryland, ready to cross the Monocacy River and drive toward a lightly defended Washington. Opposing him was Union General Lew Wallace. Wallace put together a hurried defense using any available troops who delayed the Confederate offensive towards Washington long enough that battle hardened forces from Grant’s Army were able to reach the city and bolster its defenses. These additional forces proved sufficient to repel the threat to the city. Thus, the ensuing Battle of Monocacy Junction has been referred to by many historians as “The battle that saved Washington”.

Early Threatens Washington includes one introductory and two full battle scenarios. The all-day full battle scenario allows players to try various strategies for clearing the Georgetown Pike. Do you try Early’s plan of forcing his way across the Wooden and Railroad bridges while feigning interest in the other crossings or some other, more clever method? The half-day full battle scenario allows players to play out Early’s plan as it actually unfolded, ignoring the morning actions, and focusing on the afternoon climax of the battle. Even though the Union is outnumbered by the Confederates, the situation is balanced and offers tough choices for both players. The thirteenth game in Revolution Games’ popular Blind Swords system, Early Threatens Washington provides an immersive experience of tactical American Civil War combat without a heavy rules load. The game can be enjoyed solitaire, two-player or multi-player.

If you are interested in Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864, you can order a copy for $70.00 ($55.00 for a Ziploc edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/early-threatens-washington-boxed-edition/

8. Stalingrad: Advance to the Volga, 1942 from Revolution Games

I love a good solitaire wargame. And if that game covers the famous Battle of Stalingrad mores the better! A few years ago, they released the first volume in a new Solitaire Area Movement Series called Stalingrad: Advance to the Volga, 1942 designed by Mike Rinella. Mike has done a slew of area movements games, such as Patton’s Vanguard and Last Battle, Ie Shima, and his designs are always interesting and playable.

I have played this one quite a few times, and have also played the follow up version called Manila: The Savage Streets, and the AI and the overall design itself really worked well to create a very interesting and challenging game. In fact, after 4 or 5 plays, I have yet to taste victory. I really have enjoyed my experience with Stalingrad: Advance to the Volga, 1942 as the game is well put together, well thought out and frankly just works. They now have reprinted the game and you can get a copy now after the game was out of print for a year or so.

From the game page, we read the following:

There can be little question Stalingrad was one of the bloodiest and most decisive battles of the
entire Second World War. The campaign by the German 6th Army to crush the Soviet 62nd
Army and capture the city has been the subject of numerous two-player designs. It is a
situation known to most gamers but is presented here in a new and exciting SOLITAIRE format,
the first in a series of single-player area movement games by publisher Take Aim Designs.
Stalingrad: Advance to the Volga, 1942 puts the player in charge of the attacking and far more
mobile German side while the game system handles the defending and largely static Soviet
side. No two games will ever be the same. Each turn presents new and unique challenges for
the player in the form of random events, uncertain supply deliveries, and unknown Soviet area
strengths and defensive strategies.

The primary game is a nine-turn campaign covering the first great German assault on the city
during September 1942. The deeper German forces advance, from the city’s less developed
periphery to its urban and industrial core, the greater Soviet resistance becomes. The number
of German units bled white, effectively out of action, mounts. German determination to secure
a rapid victory, represented as “morale” in the game, gradually decreases. The player wins by
equaling or exceeding historical German gains and loses if they fail to do so, or if morale falls
too low.

Also included is a five-turn “Factory District Scenario” representing the second great German
effort in October 1942. The challenge is now even greater: the player must capture all of
Stalingrad in order to release divisions in time to cover the German flanks outside the city
against the coming Soviet winter offense, which was not far off. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Stalingrad: Advance to the Volga, 1942 will appeal to every level of player, from the novice to the grognard.

Here is a look at my full First Impressions post on the blog which you can read at the following link: https://theplayersaid.com/2023/04/11/first-impressions-stalingrad-advance-to-the-volga-1942-from-revolution-games-take-aim-designs/

Here also are links to several Action Point posts I wrote and you can read those on the blog at the following links:

Action Point 1 – Board

Action Point 2 – Soviet Defenders and their different Defensive Strategies

Action Point 3 – How Combat Works and how Support Units are used

Action Point 4 – Focus on Supply and Management of German Morale

Action Point 5 – Strategy Points

You can watch my playthrough video to get a feel for how the game plays:

Here also is a look at my video review:

If you are interested in Stalingrad: Advance to the Volga, 1942, you can order a copy for $55.00 from the Revolution Games website at the following link: https://stores.revolutiongames.us/stalingrad-advance-to-the-volga-1942/

9. Drive on Voronezh, June 28-July 27, 1942 from Legion Wargames

I love Legion Wargames. They are just a solid publisher and Randy Lein is such a great guy. Recently, they started shipping a new game designed by John Theissen called Drive on Voronezh, June 28-July 27, 1942 that deals with combat on the East Front of World War II.

From the game page, we read the following:

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year.  The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.

The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad. 

Drive on Voronezh covers this opening move in the Fall Blau offensive.  The scale of the game is nine miles per hex and two days per turn.  The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians.  The game uses a basic I Go – You Go system but also includes special event chits that allow players to augment certain combat and movement situations.

If you are interested in Drive on Voronezh, June 28-July 27, 1942, you can order a copy for $46.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DOV.html

10. Bear Trap: The Soviet-Afghan War, 1979-1989 from GMT Games

A few years ago, GMT announced a very cool looking game designed by Paul Daniels covering the Soviet-Afghan War from 1979-1989 called Bear Trap. The game was described as a block wargame that used a similar system to what was used in the design for Sekigahara: The Unification of Japan. 

From the game page, we read the following:

Bear Trap is a quick-playing, low-complexity 2-player block wargame covering the Soviet-Afghan War (1979-1989).

In the Soviet–Afghan war, Insurgent groups—including the mujahideen—fought a guerrilla war against the Soviet 40th Army and the Democratic Republic of Afghanistan (DRA) government. The game begins shortly after “Operation Storm-333” was executed at the end of 1979—in this coup, Hafizullah Amin (General Secretary of the People’s Democratic Party of Afghanistan) was killed, and Babrak Karmal, a Soviet loyalist, replaced him. By putting the Brezhnev Doctrine into practice, the Soviets sought to prop up the sympathetic local government and “solve the Russian Ice-lock Problem” while the Insurgents sought to expel the secularist government and foreign invaders.

Although the two sides in this conflict were fundamentally different in a variety of ways, they also faced some parallel challenges. For instance, they struggled to maintain loyalty. For the Soviets and the DRA, the DRA armed forces merely offered an opportunity for a paycheck, and there were cases where conscripts in the Soviet Army defected to the Mujahideen (e.g. Kazbek Hudalov). For the Insurgents, propaganda, threats, and promises to family drew would-be combatants away, as did injuries suffered from landmines and attacks on villages. Both sides also struggled to puncture the fog of war, not being able to secure reliable intel about force deployment and strength. And both faced various challenges around supply, communication, and coordination. Both sides needed to react to shifting strategies and developments over this decade long Cold War proxy war, where the landscape upon which it was fought presented many unique challenges.

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

  • In Bear Trap, forces are represented by blocks, stickered side hidden from the opponent, and the orientation of a block determines its disposition (i.e. the orientation of a block dictates whether it’s mobilized, fortified, disordered, poised to offer fire support to a battle initiated by friendly units, or ready to ambush enemy units). The orientation of a block also determines which battles it can join, whether card play is required to commit it to battle, and whether it can be moved or activated.
  • Bear Trap features an area-based map, rather than the point-to-point style found in Sekigahara.
  • The sequential combat system popularized in Sekigahara is utilized in Bear Trap, adapted to suit the setting. This includes the use of ‘loyalty challenges,’ making Bear Trap simulate the proneness of (for instance) Afghan forces to defect.
  • Bear Trap is, like Sekigahara, first and foremost a 2-player game—but Bear Trap includes a unique solo mode, built around a card assisted flowchart bot.
  • Bear Trap has fewer blocks than Sekigahara, and each player has fewer card types (‘suits’) in their decks.
  • Bear Trap introduces ‘strategy’ cards—powerful event cards. Although it would be misleading to label Bear Trap a deck-building game, players will add 2 cards from a pool specific to their side each time they reshuffle their deck.

Bear Trap  is not a “clone” of Sekigahara—they are very different games with differences in topic, feel, and mechanism, despite having an underlying shared game system. Bear Trap is also a more asymmetric game than Sekigahara. Although Bear Trap is a slight step up in complexity (relative to Sekigahara), the mechanics remain simple, and Bear Trap can be completed in 2-3 hours.

We published an interview with the designer Paul Daniels on the blog and you can read that at the following link: https://theplayersaid.com/2022/04/18/interview-with-paul-daniels-designer-of-bear-trap-the-soviet-afghan-war-1979-1989-from-gmt-games/

If you are interested in Bear Trap: The Soviet-Afghan War, 1979-1989, you can order a copy for $93.00 ($59.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-war-1979-1989.aspx

11. Fields of Despair: France 1914-1918 2nd Printing from GMT Games

Fields of Despair: France 1914-1918 is a medium weight 2 player hex-based strategic level block war game set on the Western Front of World War I. Players take control of either the Allies, including France, England, Belgium, the United States and an abstracted Russia or the mighty Central Powers fighting the war not only on land, but also at sea, and most importantly and probably one of the better and more interesting parts of the game, in the air all while having to focus on and make tough decisions about your economic and technological progression.

Fields of Despair uses a very unique and revolutionary block system designed to maintain the confusion and uncertainty of the Fog of War throughout the entire game. The reason that I consider this system revolutionary is that in most block games, the combat values of individual blocks usually range from one to four, so as you scan the battlefield and after a quick calculation in your head you can come up with a pretty good guesstimate of what force power is arrayed against you, while in FoD the combat value of blocks ranges from zero (dummy blocks) all the way to a maximum of twenty. This difference in value ranges alone has completely changed the block wargame and has created a very strategic game that can be quite deceptive and difficult to play well. The reason for this deception is that you can build up one block in a hex to 20 when in other block games this would require 4 or 5 blocks that have tipped your hand and help your opponent to gauge your strategy and react more effectively to counter that. But, this deception does have its limits as air reconnaissance, one of the best parts of the design, allows players to scout out the strength of units and remove that deception. But, you cannot simply scout with no opposition as your opponent can place their air units in that hex you are scouting to initiate aerial dogfights that will ruin your recon attempt.

Movement in the game is also very straightforward and simple and can be used as a deceptive tool as well in addition to the use of dummy blocks. Players are allowed to “make change” during the movement phase, which means a larger block can be broken apart into 2 separate blocks or can even be done in reverse by consolidating a few smaller blocks into a larger force.  So after the movement phase, you will not be 100% confident in your enemy’s strength and will have to sometimes just throw your hesitancy out the window and attack. The Fog of War also isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land to attack.

I love that this game is so unique with the Strategic Reorganization element as well as the continuous battle for reconnaissance with the airplanes. I have played several block wargames and the way this is handled is very revolutionary and I am sure will be replicated in future block wargame designs. I also am very impressed with the tightness of the rules and how easy they were to understand and apply. For an ambitious wargame covering the entirety of the Western Front of World War I, a 24 page rule book was a shocker. But it is done very well and has very few rules problems.

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

We published an interview with the designer Kurt Lewis Keckley and you can read that at the following link: https://theplayersaid.com/2017/02/11/interview-with-kurt-lewis-keckley-designer-of-fields-of-despair-france-1914-1918-by-gmt-games/

I also wrote a full review piece on the blog and you can read that at the following link: https://theplayersaid.com/2017/04/04/not-your-grandfathers-dreary-trench-warfare-a-review-of-fields-of-despair-france-1914-1918-by-gmt-games/

If you are interested in Fields of Despair: France 1914-1918 2nd Printing, you can order a copy for $108.00 ($69.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-686-fields-of-despair-2nd-printing.aspx

12. Small Battles of the American Revolution Volume I: The Battle of Cowpens from GMT Games

While attending the World Boardgaming Championships 2 years ago, I was able to meet up with Dave Stiffler (acting as Developer on the project) and Bruno Sinigaglio who is the designer to get an early look at the upcoming debut release in the Small BoAR Series called The Battle of Cowpens.

I didn’t get any pictures because they didn’t have the components along to show but learned a lot about the design and how it changes the Battles of the American Revolution Series from GMT Games. First off, the scale is the major difference as it is 1/8th of the scale used in the normal series. This means 25 yard hexes and 2-3 men per counter. They also have included both rifle fire and musket fire which is a change as musket fire is simply an abstracted part of the close combat mechanic in BoAR. They also have added some new mechanics to account better for things like morale and being shaken or even shattered.

I have known about this game for a few months, actually nearly a year or so, but am very excited to see this one added to the P500 and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.

From the game page, we read the following:

Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.

The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.

Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.

I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.

Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:

  • The ability to designate cavalry units in reserve
  • Artillery Fire conducted both offensively and defensively
  • Simultaneous ranged musket Fire as a complement to ranged rifle fire
  • A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
  • And Opportunity Card Management

As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:

If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 ($48.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx

13. Twilight Struggle 20th Anniversary Hall of Fame Edition from GMT Games

As if you don’t know but Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.

I remember my first impressions of Twilight Struggle was that it needed some graphic design improvements and the game just didn’t grab me visually but that was all erased the first time we played as the topic and the mechanics just really spoke to me. This game was our gateway to the CDG mechanic and I still have a real soft spot in my heart for it. Well, this month I got my wish and this new edition of TS with upgraded art is now on the P500.

From the game page, we read the following comments and a bit about the history of Twilight Struggle on the new offering:

“Twilight Struggle is my all-time favorite game. It is a brilliant first design by the team of Jason Matthews and Ananda Gupta. It takes the card-driven genre of games like We The People, Hannibal: Rome vs. Carthage, and Wilderness War to its highest peak. Every game is different and the game gets better and better as you become more familiar with the individual cards. You are surprised as hidden combos are revealed game after game. Every turn is filled with tension as you try to figure out the best way to play the hand of cards you’ve been dealt. Gaming simply doesn’t get any better than this”. – Alan R. Moon

That quote from legendary designer Alan Moon, spoken not long after Twilight Struggle was released in 2005, helped sell out the game’s first print run and introduced thousands of gamers to Twilight Struggle. Fortunately, they mostly shared Alan’s opinion of the game and they told their friends. Soon, a groundswell of play and support for the game ran rampant across the gaming community as tens of thousands of players immersed themselves in the tense competition and compelling storytelling of Twilight Struggle. As a result, Twilight Struggle was the #1 ranked game on BGG for over five years, something no other game has achieved.

Soon there was a digital version of the game for Steam and tablets, introducing hundreds of thousands of additional gamers to GMT’s most commercially and critically successful all-time game and supporting a total of twelve sold-out versions of the boardgame. And over those years, the awards rolled in, reflecting the joy and challenge that Twilight Struggle brought to so many gamers: BGG Golden Geek Game of the Year, IGA Game of the Year, Charles Roberts Awards, and more.

Then, in the summer of 2024 at its Origins convention, GAMA (Game Manufacturers of America) bestowed on Twilight Struggle its most prestigious award, inducting Twilight Struggle into the GAMA Hall of Fame. Designers Ananda Gupta and Jason Matthews attended the awards ceremony and jointly accepted the honor on their behalf and for all of the Twilight Struggle team at GMT.

As we now approach the 20th anniversary of the game’s release, and in light of the recent Hall of Fame honor, we are thrilled to announce a new edition of our most successful game. We invite you to check out Twilight Struggle 20th Anniversary Hall of Fame Edition.

So what exactly is new and different about this edition:

Twilight Struggle 20th Anniversary Hall of Fame Edition adds even more beauty and play options to the original game. Here are some of the additions you’ll see in this new Edition:

  • A brand new game box by the incomparable Terry Leeds
  • A double sided map with a new Terry Leeds map on the front and the familiar Deluxe Edition Mark Simonitch map on the back
  • The Turn Zero and Alternative Space Race variants included.
  • A new alt-history scenario, “Red Sun Rising” with new cards.
  • A collection of promotional cards including the Kickstarter Promo Packs #1 and #2 and a selection of promo cards from foreign editions of Twilight Struggle
  • A background booklet including retrospective essays from the designers

We cannot think of a better way to commemorate the Cold War, this vital piece of world history, than with our freshest and richest version of Twilight Struggle to date.

Here is a comment from Gene Billingsley about this game offering:

We’re really proud of Jason and Ananda and what they and their brilliant game have meant to GMT over these past 20 years—and for all of the TS team that helped to make their design vision a reality. And we’re so honored and really happy that Twilight Struggle was inducted into the GAMA Hall of Fame at Origins this past summer. That is a rare honor. So, to celebrate both the 20th Anniversary of Twilight Struggle and it’s HoF induction, we are adding a new Twilight Struggle 20th Anniversary Hall of Fame Edition to our P500 list this month. As you can see from the artwork, this is a beautiful new edition, featuring a new box and mounted map from Terry Leeds (with the Mark Simonitch map on the back side) as well as all new card fronts (we’re keeping the backs standard so there’s no problem mixing in cards from other versions). It’s also chock-full of a lot of new or hard-to-find play value, with a new scenario and a variety of cards and other game add-ons all in one new package.

With the recent advances in art and production, I have often longed for GMT to retouch some of their best games and give them the art and components that they deserve. It looks like this might be the first step in that direction and I would argue there are other great games that deserve a similar treatment including Here I Stand, Labyrinth, Wilderness War and others.

If you are interested in Twilight Struggle 20th Anniversary Hall of Fame Edition, you can order a copy for $94.00 ($60.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1138-twilight-struggle-20th-anniversary-hall-of-fame-edition.aspx

14. Falling Crescent: The British Offensive: September-October 1918 from Compass Games

More WWI is never a bad thing. Particularly when that game focuses on a front that doesn’t get a lot of love in the wargaming world. But Falling Crescent is such a game that focuses on the British offensive against the Turks in Palestine in the fall of 2018.

From the game page, we read the following:

Falling Crescent is an operational-level game of the British offensive of September-October 1918 against the Turks in Palestine. One player controls the Turkish, German, and Bedouin forces, and the other, British, French, and Arab guerilla forces. A three-player version, commanding the Arabs separately is also included.

After lasting for centuries, the Ottoman Turks’ hold on Palestine is at risk. British forces and Arabs in revolt threaten to bring down the Ottomans and their Crescent flag. The game is one of skill, in which it is entirely possible to change the course of history. This game proves to be an interesting challenge as modifications to the design, such as strategic and operational cards, bring a new feel to the classic model also built-in!

In designing Falling Crescent, designer Roger Nord brought out the flavor of encirclement and surrender, of charging cavalry and elusive Arab guerillas. The Palestine campaign is one of history’s last great cavalry actions. In this fluid scene, local plans can often go astray unforeseen developments may hinder or even alter command plans. The players’ cards, new to this edition, add their part to the fortunes of war with reactive tactics and shifting events.

The game’s pace is swift, and we believe players will enjoy it as a World War I game devoid of attrition and stalemate. Especially in the use of cavalry and air, they will see a hint of things to come in 1939-1940, when a later war will no longer be fought with horses and canvas biplanes, but with treaded armor and screaming dive bombers.

I am very much looking forward to this one. Games on this subject and with this scale are pretty rare and the comment in the description about “one of history’s last great cavalry actions” definitely has my attention!

If you are interested in Falling Crescent: The British Offensive: September-October 1918, you can pre-order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/falling-crescent-pay-now/

As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.

Finally, thanks once again to this month’s sponsor Nuts! Publishing!

-Grant

From Cover to Cover: The Napoleonic Wars: A Global History – Alexander Mikaberidze

Von: Grant
24. Juli 2026 um 14:25

We have an ongoing video series on our YouTube Channel called From Cover to Cover where we read a book on a subject and then pair that with a discussion of the book while covering a few games also on the subject. In this 14th entry in the series, Alexander takes a look at The Napoleonic Wars: A Global History by Alexander Mikaberidze. He then discusses a few games on the subject including Congress of Vienna from GMT Games, Imperial Struggle from GMT Games, Alliance from Columbia Games, Commands & Colors: Napoleonics from GMT Games and The Napoleonic Wars from GMT Games. amongst many others

-Grant

X-Men X-plained: X-Force

24. Juli 2026 um 09:00

Artikelbild-X-MenAnfang der 90er formte Cable aus den New Mutants eine paramilitärische Einsatztruppe. Er gab dem Team den Namen X-Force. Sogleich wurden neue Mutanten rekrutiert und alte Bekannte gingen. Wir wollen euch dieses Team hier genauer vorstellen und erklären, welchen Zweck der Zeitreisende damit verfolgte.

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

Video Review: Congress of Vienna from GMT Games

Von: Grant
17. Juli 2026 um 14:00

A few years ago, after playing all of the games in the Great Statesmen Series, we heard of a new game in the series from a designer not named Mark Herman and I was immediately interested and intrigued as we have had so much fun with Churchill, Pericles and Versailles 1919. 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. We played the game twice last year at Buckeye Game Fest and at the World Boardgaming Championships and absolutely were amazed at the changes and innovations to the system introduced by the designer Frank Esparrago.

I posted a fairly in-depth overview of the game in my First Impression post and you can read that at the following link: https://theplayersaid.com/2025/08/06/first-impressions-congress-of-vienna-from-gmt-games/

-Grant

Half-Year Gaming Report, 2026

12. Juli 2026 um 17:36

2026, what a year. Here’s what my board gaming looked like in the first half of it.

Let’s start with a statistical overview (as of June 30):

  • I’ve played 20 different games (slightly down compared to last year at this point).
  • Only 3 of them were new to me (massively down compared to last year’s 9).
  • These 23 games resulted in a total of 57 plays (slightly up compared to last year)
  • The month in which I played most games was June (with 16 plays), the months with the fewest plays April and May (5 each).
  • Of the 23 different games, 8 are historical. These account for 29 of the plays (half the games, around three quarters of the plays compared to last year).
  • 7 of the plays were solo (up from last year’s single play).
  • 31 of the 57 plays were digital, continuing the strong digital bent of 2025.

The changes are partially due to a changed event schedule – I did not attend any conventions this year, so I played fewer new and fewer historical games.

Here are some of the games I enjoyed most this year so far:

Pax Pamir (Cole Wehrle, Wehrlegig Games)

As said, I didn’t play a lot of new games this year. But among them, Pax Pamir is the absolute standout. Cole Wehrle’s first design is a thoughtful exploration of the roles of small power brokers having to deal with big ones, skillfully seizing opportunities and avoiding pitfalls, using loyalty and betrayal as necessary tools in their struggle for security and power. It is also an incredibly clever game blending planning, chaos, and negotiation into a tight, low-scoring affair which usually sees several players reaching for victory until the very end.

End of the game: British Dominance has been warded off (which would have given the victory to either Orange or Gray), Russian Dominance as well (which would have put Red in play). Instead, my Blues have found a way to thread the imperial needle and emerge victorious! From the implementation on Rally the Troops!

At eight plays, Pax Pamir is my most-played game so far this year. I predict a few more plays will follow – facilitated by the excellent digital implementation at Rally the Troops!

Imperial Struggle (Ananda Gupta/Jason Matthews, GMT Games)

New discoveries are great. So are re-discoveries. I was enamored with Imperial Struggle in 2022, getting it to the table (and to Vassal) a few times. Since then, however, I hadn’t played it a single time… until it came to Rally the Troops! this year.

With that, I got in no fewer than seven plays. I delight in the diplomatic, economic, and military opportunities all over the globe and despair when my opponent snatches a key advantage. I carefully plan out the investment tile selection, but sometimes I go with my intuition about what’s the area of contest in which my play will have the biggest impact. And I love both the sheer might of the French juggernaut and the plucky resilience of the British underdog.

British dominance in India has not been enough to outweigh French advantages in the western hemisphere… nor has the almost-complete wipeout of British alliances in Europe helped. From the implementation on Rally the Troops!

If you have also started (or re-started) playing Imperial Struggle and need some strategic pointers, have a look at my strategy post! And if you need the right music to play in the background, here’s my immersive playlist of period tunes.

Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games)

A game which I had only played online (also on Rally the Troops!) before… but finally, I had the chance to break out my physical copy! I must say, it is a very different experience – the perfect documentation of the digital implementation allows for a lot more analytic play. On the board, you need to rely on your memory – and on your intuition, which suits the bluffing-heavy style of the game anyway.

Caesar’s concentrated forces are ready to strike.

In our game, I led the Caesarian forces against the Pompeians of a newcomer. Antony and Pompey clashed aggressively in Italia; Scipio and Caesar in Asia. All four leaders barely survived their initial battles. After Antony had chased Pompey out of Italia, he rested on his laurels… but old Pompey still had some fight in him and returned with a fresh legion and some elephants to retake Rome! When the Caesarian advance in Hispania was turned into a rout by Jupiter’s divine intervention, Pompey won after only three years of civil war – also proving how accessible the game is to new players who are not burdened with too much rules overhead and can just focus on their schemes and ruses!

The Legends of Andor: The Eternal Frost (Michael Menzel, KOSMOS)

Games are fundamentally about people. Legends of Andor is a great series of cooperative games, but I am under no illusions that its main staying power for me comes from with whom I’ve been playing it: My good friends F. and M. started the Andor base game with me in 2014, and since then, it has become one of the mainstays for the three of us – and, since F. died in 2020, for M. and me. We have been steadily playing through the main series and have just finished the fourth big box instalment The Eternal Frost – the first one which M. and I played entirely without F. Legends of Andor is a game, but it is also a celebration and commemoration of our friendship. I can’t wait to start the next instalment: Legenden von Andor: Das ferne Land (The Distant Land – as far as I know, there won’t be an English edition).

Gaming against the heatwave: While we dispelled the eternal frost from Andor, the outside temperatures reached 38°C.

What was remarkable about your 2026 gaming so far? Let me know in the comments!

Vorverkauf startet: ROLLYMPICS

07. Juli 2026 um 11:53
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Vorverkauf startet: ROLLYMPICS

, 7. Juli 2026

2 Minuten

Im Sommer wartet eine Neuheiten darauf von euch entdeckt zu werden! Ab sofort in unserem Shop vorbestellbar - also schnell zuschlagen!

Rollympics, ein Würfelspiel bei dem ihr nicht nur würfelt - ihr baut, blufft, orakelt und sammelt jede Menge Applaus!

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Der nächste Partyhit aus dem SPIEL DAS! Verlag
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Über 20 Aufgaben warten auf Euch!
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Buntes Material für verrückte Challenges!

Vorbestellung ab sofort! 

21 Challenges und eine Menge gute Laune; endlich eine Olympiade für Kinder, Familien und Freunde!

Mit bis zu 5 Personen erlebt ihr die spannenden Wettkämpfe. Das farbenfrohe Spielmaterial und die leichten Regeln sorgen für Spielspaß bei der ganzen Familie – und das nicht nur für Würfelfans!

Schaut am besten direkt in unserem Shop vorbei und sichert euch dieses verrückte Spiel.

ROLLYMPICS

Spielidee: Julia Schneider und Robert Heller

Grafik: Christian Schaarschmidt

3 bis 5 Personen ab 8 Jahren

Spieldauer: ca. 20min

UVP: 19,90€

… und immer auf dem Laufenden!

Folge uns in den sozialen Netzwerken und verpasse keine Neuigkeiten!

Der Beitrag Vorverkauf startet: ROLLYMPICS erschien zuerst auf SPIEL DAS! Brettspielverlag.

Ne mélangeons pas tout!Let’s not mix everything up

Il y a deux mois de cela, le monde du livre a été secoué par la décision d’un grand nombre d’auteurs de quitter Hachette, la maison d’édition contrôlée par Vincent Bolloré. La raison n’était pas le positionnement politique, très très à droite, de Vincent Bolloré, mais l’éviction d’Olivier Nora, qui avait dirigé Grasset pendant plus de vingt ans. Les partants voyaient, certainement avec raison, une volonté de contrôle politique sur les publications, une mise au pas d’un homme trop indépendant. Preuve que ce n’étaient pas seulement les positions politiques de Vincent Bolloré qui justifiaient leur départ, les écrivains qui ont ainsi quitté le groupe Hachette ne sont pas tous de gauche, et l’on y trouve même quelques figures très à droite, comme Frédéric Beigbeder. Il s’en est suivi aussi quelques mouvements de solidarité dans le milieu du cinéma, que j’ai moins suivis parce que cela m’intéresse moins.

Quel rapport avec le jeu de société ? Le groupe Hachette n’est entré qu’il y a quelques années dans ce petit monde, mais, rachat après rachat, il en est rapidement devenu un acteur majeur. En font partie aujourd’hui une dizaine d’éditeurs français et canadiens, Gigamic, Studio H, Funnyfox, Le Scorpion Masqué, Sorry We Are French, Catch Up Games, La Boite de Jeu, Randolph, Blanc Manger Coco, et deux distributeurs incontournables, Blackrock et Gigamic. J’en oublie sans doute. Cela représente une bonne partie des jeux que vous pouvez trouver en boutique. J’ajoute qu’un autre acteur essentiel, avec lequel je travaille beaucoup, Iello, appartient à un groupe plus discret, Média Participations, contrôlé par Vincent Montagne, moins à droite que Bolloré mais tout aussi catho.

Croyant bien faire, quelques « influenceurs » du monde ludique ont, ces derniers jours, lancé une petite campagne sur les réseaux sociaux suggérant d’éviter les jeux publiés par les éditeurs du groupe Hachette, voire même tous les jeux distribués par Gigamic et Blackrock – en gros, on ne devrait plus acheter que chez Asmodee. Leurs discours relèvent de ce que les américains appellent le « virtue signaling », des prises de position motivées non par leur efficacité mais par une sorte de « posture morale », par le souci de monter que l’on est du bon côté. Je pense que c’est absurde.

Comme je l’ai expliqué plus haut, c’est par solidarité avec Olivier Nora, et parce qu’ils assistent à la mise en place d’un contrôle politique éditorial, que des auteurs ont quitté Hachette. Rien de tel ne s’est produit chez Blackrock ou Gigamic, et je suis bien certain que rien de tel ne se produira, ne serait-ce que parce qu’un jeu de société ne peut pas porter un discours politique avec la même subtilité et la même efficacité qu’un livre ou un film.

Et puis, surtout, Studio H, Gigamic, Blackrock, Scorpion Masqué, ce sont d’abord des gens que je connais bien, depuis longtemps, qui étaient là bien avant que Hachette ne rachète tout ça, et qui sont parfois très à gauche. Ce sont donc des amis avec qui j’ai plutôt envie de continuer à travailler. Je préfèrerais qu’ils ne soient pas chez Bolloré, ne serait-ce que parce que je n’aurais pas à écrire ce texte, mais je ne vais pas en faire une montagne.

De toute façon, quand vous achetez une boîte de Bellavista, la dernière grosse boîte de Studio H, vous faites gagner un peu d’argent à Bruno Cathala et Andrea Mainini, les auteurs, à Hicham et sa petite équipe, l’éditeur, et vraiment pas grand-chose à Vincent Bolloré, qui est bien au-delà de tout ça.

Je suis un homme de gauche. J’ai récemment repris, même si je ne fais guère que payer sagement ma cotisation tous les ans, ma carte du parti socialiste. Je ne soutiens en rien les positions identitaires de Vincent Bolloré, mais cela ne m’empêche pas de continuer à travailler avec des équipes que j’aime bien, que je connais parfois depuis vingt ans, et dont le boulot ne relève absolument pas du discours politique. Ils étaient tous à Etourvy le mois dernier, où l’on a d’ailleurs un peu parlé de cette situation. Je leur ai encore laissé des prototypes. Je serai aussi la semaine prochaine à Boulogne, avec tout le petit monde du jeu, à la fête d’anniversaire de Gigamic.

J’ajoute que je me méfie de plus en plus des discours annonant que « tout est politique ». C’est bien sûr un peu vrai, mais à force de le répéter, on en oublie que certaines choses le sont bien plus que d’autres, et on finit par se perdre dans des combats un peu ridicules et, pour cette raison, contre-productifs.



Two months ago, the French literary scene has been violently shaken when many well-known writers decided to leave Hachette, the publishing group controlled by the far right media mogul Vincent Bolloré. The reason was not Bolloré’s political convictions, but the fact that he had sacked Olivier Nora, the head of Grasset for twenty years. The leaving writers considered, probably rightly, that this sacking was the first step towards a political control on publications, something Olivier Nora has always avoided. The leaving were not all leftist, and there was even among them few very right wing authors, like Frederic Beigbeder. IN the following weeks, there has been also some ripple effect in the movie world, but I’m less interested in it and didn’t follow the details.  

What does all of this has to do with boardgames ? Hachette has been in the French boardgaming world for a few years now, and has quickly become a major player. It now controls a dozen French and Canadian publishers, Gigamic, Studio H, Funnyfox, Le Scorpion Masqué, Sorry We Are French, Catch Up Games, La Boite de Jeu, Randolph, Blanc Manger Coco and two major distributors, Blackrock and Gigamic. This means a good chunk of the games you can buy in French gameshop. Furthermore, another major player on the French boardgaming scene, Iello, who published several games of mine, has been take over by another more discreet group, media-participations, owned by another less known media mogul, Vincent Montagne, who is less on the right than Bolloré, but as catholic as him, if not more.

Believing they were doing the right thing, a few French boardgame influencers have, these last days, suggested on social network that gamers avoid all games published by studios in the Hachette group, or even all the games distributed by Gigamic and Blackrock. Basically, this means buying only what’s sold by Asmodee. I think this virtue signaling is absurd, and may be counter-effective.

As I have explained before, the writers who left Hachette did it by solidarity with Olivier Nora, and because they were afraid of a political editorial control. Nothing like this happened at Blackrock or Gigamic, and I am confident nothing like this will happen because a boardgame cannot carry a deep and effective political message like a novel or a movie does.

And, most of all, Studio H, Gigamic, Blackrock, Scorpion Masqué, these are people I know for some time, who were there long before Hachette went in, and some of them are even dedicated leftists. They are friends with whom I have enjoyed working and hope to keep on working. Of course, I would have preferred them not to be in the Bolloré group, if only because I would not have to write this blogpost, but I can make do with it.

And anyway, when you buy a copy of Bellavista,  Studio H’s last big box game, you are giving some money to Bruno Cathala and Andrea Mainin, the designers, to Hicham and his small team, the publisher, and almost nothing to Vincent Bolloré, who doesn’t need it anyway.

I am a leftist. I am in the French Socialist Party, even when I don’t do much more than paying my yearly subscription. I am as far as one can be from Vincent Bolloré far right identity politics, but this doesn’t prevent me from keeping on working with people I like, with teams I know sometimes for twenty years and whose work is not really political.  They were all last month in Etourvy, and there was some discussion about this issue. I’ve given them prototypes, as usual. And I will be next week at the Gigamic 35th birthday party, with most of the French small boardgaming world.

I am more and more wary of people stating that “everything is political”. There is some truth in it, of course, but when we say it over and over about everything, we end up ignoring that some things are much more political than others, and we lose ourselves in ridiculous and often counterproductive fights.

New York in History and Board Games, #2

14. Juni 2026 um 18:00

Back to the history and board games of New York City! Last time, we’ve looked at the city’s humble beginnings all the way to the destruction wrought on the city by the Revolutionary War. Today, we’ll cover the first century of New York City as a city in the United States – how it established its primacy in the country, how it was at the same time very attractive and a horrible place to live in, and how it took shape as a modern metropolis. As always, board games will guide us.

American Capital

When Britain had recognized American independence in 1783, the young country gave itself a constitution – the Articles of Confederation. The United States were organized on strictly confederative principles. New York City became the capital. The advocates of broad independence for the states and minimal federal government, however, lost ground over the next few years as the United States struggled to deal with the post-war challenges, chiefly the states’ tremendous debt. Thus, over ferocious public debate, a new constitution was adopted in 1787, and according to it, a strong chief magistrate elected – George Washington, the first president, who was inaugurated in 1789 at City Hall, New York.

One of the fiercest proponents of a strong federal government was New Yorker Alexander Hamilton who became the nation’s first secretary of the treasury. In this role, Hamilton advocated for further government centralization, especially in regards to financial and economic affairs, based on his experience in the commercial hub New York. Hamilton succeeded in having the federal government take over the remaining states’ debts, but his opponents – chiefly rural southerners – demanded a price: The federal capital would move away from New York. Philadelphia would fill the role temporarily, before a new capital to be constructed in a southern swamp would be ready – the future Washington, D.C.

Even though New York City ceased to be America’s capital, it was still the prime center of American capital. In 1792, the New York Stock Exchange was founded. Its location – Wall Street – is synonymous with finance until today. The city’s booming harbor also attracted more and more commerce. By 1804, New York City had overtaken Philadelphia as the largest city in the United States at around 70,000 inhabitants. As growth did not slow down, the city’s leadership embarked on a scheme which must have seemed megalomaniac at the time: In 1811, they adopted a development plan which laid a regular grid of avenues and perpendicular streets over Manhattan Island, encompassing areas large enough to house a million people at the contemporary population density. That was the blueprint for modern New York City.

New York’s growth, however, was not pre-ordained. It relied chiefly on the city’s status the nation’s premier port. Yet as the United States grew westward, New York lay farther and farther away from many of the new towns and states. Goods could only flow to or from the Great Lakes or the Great Plains by arduous land journeys – or down the Mississippi. New Orleans, located at the mouth of the great stream, seemed poised to take over New York’s role as America’s port. That’s when the governor of New York state, DeWitt Clinton, proposed an ambitious engineering scheme: Nature might not have connected New York City with the great inland waterways of America. But men could. The 350-mile Erie Canal, completed in 1825, connected the Hudson River with Lake Erie and thus allowed uninterrupted ship transport from New York all the way to the western frontier states.

1842 – a good year to do business in New York. Cover of Packet Row, ©White Goblin Games.

Packet Row (Åse Berg/Henrik Berg, White Goblin Games) is set in the bustling port of New York in the 1840s. Players need to find the right combination of trade goods (so, supply), contracts (demand), and ships to grow rich as merchants. Money alone will not be enough for victory: The game embodies the ethos of the magnates of the 19th century, which held that wealth came with responsibility for the community. Thus, the money earned in Packet Row needs to be spent on projects which benefit the city (say, the university) for victory points.

When the Erie Canal was completed in 1825, 89% of New Yorkers had been born in the United States. By 1860 that number had fallen to less than half. Let’s take a look at this great social and political transformation.

Immigration, Death, and Politics

New York’s status as America’s port made it incredibly attractive for immigrants: Its booming trade hungered for willing workers, and even if immigrants had different dreams – say, farming on the wide prairie – they would probably arrive by ship in New York. In the mid-19th century, an astounding 70% of all European immigrants to the United States entered the country through New York. The absolute numbers are even more breath-taking: In the decade after the Great Famine, a million Irish alone arrived in New York, along with German, English, and Scottish immigrants.

Despite this massive population influx, New York City had only around 800,000 inhabitants by 1860. That was partly because many immigrants moved on further inland, but also because of the astonishing mortality: For example, during the year 1856, 4% of all adults and 20% of all children in New York City died. The cramped living quarters in which most immigrants found themselves and the inadequate medical infrastructure made New York a fertile breeding ground for all kinds of epidemics, while the high cost of living forced the immigrants into long working hours at often dangerous jobs.

Under these circumstances, it is no surprise that the immigrants turned to anyone who promised them a helping a hand. And as they were so many (and usually gained citizenship after two years of residence), courting them became a viable electoral strategy. Fernando Wood became the first New York mayor whose election had been largely achieved by his success with Irish-American and German-American voters. His recipe for success – mobilizing various immigrant communities – would be copied for decades by his successors in Tammany Hall, the local Democratic Party’s political machine which traded patronage for votes.

The mapboard of Tammany Hall breathes the spirit of 19th and 20th century maps and public education campaigns. ©Pandasaurus.

Tammany Hall (Doug Eckhart, Pandasaurus) is centered on this political strategy: The basic move which players take is to select one immigrant token (Irish, German, English, or – inspired by the later 19th century – Italian) and place it in one of the wards of New York. That gives the player both some influence with the respective immigrant community and some potential strength on the ground in that ward, come the next election. Whichever player wins most wards in an election round becomes mayor of New York and thus gets to dole out City Hall jobs to their allies.

Tammany’s success in the 1850s was based on organizing various disparate communities. The Civil War brought ruptures to this alliance: Mayor Wood called for New York City to secede from the Union and become a “free city” in order to maintain trade relations with the treasonous southern states. The majority of Tammany Democrats, however, were staunchly in favor of the Union, but less enthusiastic about the cause of abolitionism. Thus, many of the German immigrants (often veterans of the 1848/49 revolution) abandoned the party in favor of the Republicans, and the German-Irish voting bloc split (although it would remain firmly united in its opposition to the temperance movement).

The split caused a Republican-led fusion ticket to win the mayoral election of 1862. It would be a short break from Tammany rule, as the new mayor faced growing racial tensions: On July 13 1863, protests against the continued draft erupted in violence. For the next three days, a mob (mostly consisting of Irish-Americans from the Lower Manhattan slums) rampaged through the city, targeting Black neighborhoods. The Draft Riots would only be put down once regiments returning from Gettysburg reached the city. Many Black New Yorkers left the city afterward, so that they amounted to barely over one percent of New York City’s population in 1865.

Event card “Draft Riots in New York” from For the People (Mark Herman, GMT Games): Even though For the People is a political game at heart, the effect is strictly military here (the Union player removes some strength points (units), presumably to deal with the riots in NYC) – speaking to the unlikeliness of the riots effecting some kind of political sea change in New York (let alone the Union). Image ©GMT Games.

Tammany rule was restored in the 1864 mayoral election… not that it mattered much who exactly the mayor was, as long as he was a loyal follower of the Tammany machine. The unbridled access to power allowed the Tammany leader William “Boss” Tweed to become one of the richest men in New York – and public money also lined the pockets of many public servants and private contractors (especially in the construction business). The most outrageous example of this corruption was the construction of the County Courthouse. Tweed himself bought a quarry to supply the marble for the project at egregious prices, and the subcontractors had a field day, too, billing amounts like $360,000 for one carpenter’s month of labor or $7,500 per individual thermometer. The Courthouse’s final cost ran up to $13 million – almost twice the price of the contemporary Alaska Purchase!

Tweed, however had cranked the levers one too many times. Even New York Democrats (at least those set aside by him) distanced themselves from him. A court found Tweed guilty of embezzlement and sentenced him to a year in prison. He escaped and made his way to Spain, but was discovered and extradited to the United States, where he would die in prison. Tammany would rule New York politics for almost another century due to the machine’s continued ability to organize new immigrants (Italians and Eastern European Jews in the late 19th and early 20th centuries), but the worst excesses of its corruption ended with Boss Tweed. Indeed, for a 20th century New Yorker, it would be almost impossible to imagine how political office could be mostly sought to enrich a few powerful individuals and their willing helpers.

The Dawn of the Modern Age

New York City in the mid-19th century was squalor and corruption, but it was also the place where the innovations of the modern metropolis first took shape. The explosive population growth and the crowded living conditions were countered with a massive park development – Central Park, until today New York’s finest place to breathe fresh air and surround yourself with the peace of grass and trees. Construction lasted from 1857 to 1876.

Tesla vs. Edison: War of Currents (Dirk Knemeyer, Artana) is not only about engineering projects, but also about stock market investments… a very New York-coded game! Image ©Artana.

New technology also sprung from New York – literally and figuratively. When Thomas Edison looked for the first city in which to broadly distribute electricity, New York was the obvious choice. And the transformational impact of the railroad on America would not have been possible without the finance hub New York raising and directing the capital for the investments. So, all of you 18XX gamers, you can thank New York!

Mapboard of 1846: The Race for the Midwest (Tom Lehmann, GMT Games): On the left part, you see a box called “Stock Market”. It might as well be called New York.

Finally, in 1886, New York City received its most iconic landmark: The people of France gifted the United States a large statue, symbolizing liberty, the chief value of the American Revolution. Once the Americans had succeeded at funding the pedestal for the statue – encouraged by campaigns of the New York newspapers – the Statue of Liberty was proudly displayed in New York harbor, welcoming newcomers and promising them a free life. In the words of Emma Lazarus, whose poem adorns the a plaque inside the pedestal of the statue:

Not like the brazen giant of Greek fame,

With conquering limbs astride from land to land;

Here at our sea-washed, sunset gates shall stand

A mighty woman with a torch, whose flame

Is the imprisoned lightning, and her name

Mother of Exiles. From her beacon-hand

Glows world-wide welcome; her mild eyes command

The air-bridged harbor that twin cities frame.

“Keep, ancient lands, your storied pomp!” cries she

With silent lips. “Give me your tired, your poor,

Your huddled masses yearning to breathe free,

The wretched refuse of your teeming shore.

Send these, the homeless, tempest-tost to me,

I lift my lamp beside the golden door!

The Statue of Liberty is such an icon that it got its own promo card in 7 Wonders: Duel (Antoine Bauza/Bruno Cathala, Repos Production) – even though your definition of antiquity must be very wide to include the Statue of Liberty. But nothing is impossible in board games!

Great statues of the ancient world: Zeus, Colossus, Liberty. Image ©Repos Production.

In the years after the Statue of Liberty was erected, New York shape-shifted… upwards. The age of the skyscraper began, and nowhere more so than in Manhattan. But that’s a story for next time!

Games Referenced

Packet Row (Åse Berg/Henrik Berg, White Goblin Games)

Tammany Hall (Doug Eckhart, Pandasaurus)

For the People (Mark Herman, GMT Games)

Tesla vs. Edison: War of Currents (Dirk Knemeyer, Artana)

1846: The Race for the Midwest (Thomas Lehmann, GMT Games)

7 Wonders Duel: Statue of Liberty Promo Card (Antoine Bauza/Bruno Cathala, Repos Production)

7 Wonders: Duel (Antoine Bauza/Bruno Cathala, Repos Production)

Further Reading

For a concise introduction, especially focused on local politics, see Lankevich, George J.: New York City. A Short History, New York University Press, New York City, NY/London 1998.

If you want a treatment which is both more in-depth and more journalistic (and lavishly illustrated) and don’t mind its history practically ending around 1970, see the book version of the 17-hour PBS documentary from 1999: Burns, Ric/Sanders, James/Ades, Lisa: New York. An Illustrated History, Knopf, New York City, NY 2001.

Nächste Neuerscheinung: ROLLYMPICS

11. Juni 2026 um 15:47
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Nächste Neuerscheinung: ROLLYMPICS

, 11. Juni 2026

2 Minuten

Es wird sportlich im SPIEL DAS! Verlag! Im Sommer habt ihr die Chance auf jede Menge Applaus. 😉 Denn mit  ROLLYMPCS kündigen wir euch voller Vorfreude unsere zweite Neuerscheinung für 2026 an!🤩 Damit gibt es nach der Veröffentlichung von "Ninja Academy" (2022) endlich wieder einen neuen Spiele - Party - Hit mit verrückten Challenges und jeder Menge Würfel.

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Erdacht von kreativen Köpfen aus unserem Verlag!
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Bunte Würfel und verrückte Aufgaben - perfekt für euren Spieleabend.

Mit Würfeln jede Menge Applaus sammeln!

In sechs ganz unterschiedlichen Challenges erwartet euch ein spannender Wettkampf. Mal müsst ihr stapeln, mal Türme zum Einsturz bringen oder Tore schießen! Doch auch für Freunde der schnellen Reaktionsspiele ist gesorgt, wenn ihr passende Farben schnappen oder Würfel platzieren müsst.
„Rollympics“ ist ein Partyspiel für 3-5 Spieler:innen ab 8 Jahren. Die Dauer des familientauglichen Partyspiels liegt bei etwa 20 Minuten, Ende August wird es erscheinen. Weitere Infos findet ihr bereits hier auf unserer Website. 😊

… und immer auf dem Laufenden!

Folge uns in den sozialen Netzwerken und verpasse keine Neuigkeiten!

Der Beitrag Nächste Neuerscheinung: ROLLYMPICS erschien zuerst auf SPIEL DAS! Brettspielverlag.

Hermann Müller (Weimar Chancellor Ratings, #1)

17. Mai 2026 um 17:04

We’ve been assessing the merits of political leaders in (more or less) democratic countries on this blog for a few years now. Today, we’re returning to German chancellors… but not the way you know it. After a few chancellors from the Federal Republic of Germany (founded in 1949), we’re assessing for the first time a chancellor from the Weimar Republic, Germany’s first attempt at parliamentary government – Hermann Müller. And which game could be more appropriate for him than Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx)?

The Rating System

Some caveats ahead: The chancellors will be rated by the knowledge of their time. If they or their contemporaries could not have known about the effects of something, I will not use my hindsight to mark it as a mistake of theirs. The assessment is focused on their conduct as chancellor.

Now, to the system itself: There are three policy field categories (foreign, domestic, and economic policy) and three more general ones (vision, pragmatism, integrity). A chancellor can earn from one to five stars in each category (for a total sum of up to 30). In detail, the chancellor is assessed as follows:

Foreign policy: Did the chancellor increase German influence in the world and the security of Germans at home? Did the chancellor wield German power responsibly and with positive results for the regions affected?

Domestic policy: Did the chancellor increase the liberty of Germans to express themselves and to participate in the political process? Did the chancellor promote domestic security and shape the framework for fair justice dealing with offenses?

Economic policy: Did the chancellor facilitate the prosperity and economic security of Germans (including in the mid- and long-term)? Was the chancellor’s economic policy based on mutual benefit of those involved or did it unduly burden one side?

Vision: Did the chancellor have an idea of what Germany and Europe (the latter counting for more in times of German influence being great) should look like beyond the immediate future? Did the chancellor’s policies steer Germany (and, if applicable, Europe) in this direction?

Pragmatism: Did the chancellor succeed in seeing their policy through from inception to completion? How well did the chancellor manage the support from parliament, society, the administration, the media?

Integrity: Did the chancellor understand the office as a means to benefit themselves, special interest groups, the entire country, or another community? Did the chancellor respect the boundaries of the office?

Note: If you have read my UK prime minister or US president ratings, you will remember that I rated them on the global impacts of their vision as well. As the rating system is only really applicable to democratic leaders and no democratic German leader ever had the chance to conduct a truly global policy, I only assess their vision on national and European grounds.

Müller’s Early Life

Hermann Müller was born in Mannheim (in the southwest of Germany) on May 18, 1876. His father ran a small sparkling wine company, but died when Hermann was still a teenager. Thus, instead of taking over the company or going to university, the young Hermann Müller trained to become a clerk. He soon became involved with the socialist movement and joined the Social Democratic Party of Germany (SPD) in 1893. After some years working for social democratic newspapers, he was elected to the leadership board of the SPD in 1906. Müller was often charged with liaisons to other socialist parties in Europe – including a doomed trip to Paris in July 1914, trying to negotiate a joint refusal of French and German socialists to support their respective countries’ impending war with each other.

Müller was elected to Imperial Germany’s parliament in a by-election in 1916. Soon after, the German Social Democrats split between the Majority Social Democrats (MSPD, including Müller) who supported the war effort, and the Independent Social Democrats (USPD), who did not. When the war was lost in November 1918 and the monarchy swept away by revolutionary soldiers and workers, the MSPD soon took control of the revolution and steered a moderate course towards parliamentary democracy.

The Compiègne card (referring to the armistice between Germany and the Allies on November 11, 1918) contains the setup instructions for Weimar. Look at all the orange crisis tokens to be placed! Image ©Capstone Games/Skellig Games/Spielworxx.

The New Republic

The revolution of 1918/1919 transformed the (M)SPD from the pariah party of Imperial Germany to the most important pillar of the new republic. As the Social Democrats were no longer barred from the positions of power, they needed scores of cadres to fill them. The general upswing also brought a promotion for Müller, who was elected co-chairman of the MSPD in 1919. Government came with its own challenges: The lost war, the ongoing Allied naval blockade, and the weak position of the new government made it imperative to conclude a peace treaty with the Allied powers. The provisions of the Treaty of Versailles, with which the Allies presented Germany, seemed unacceptable to most Germans – including many Social Democrats. Chancellor Philipp Scheidemann resigned rather than take responsibility for the treaty. He was succeeded by Gustav Bauer (also SPD) whose new administration Müller joined as foreign minister in June 1919. In this role, it fell to him to sign the treaty. From there, Müller sketched the outlines of a new foreign policy – one in which Germany would cooperate with the Allies, use its economic and cultural rather than its military strength to influence world events, and thus overturn the harsh provisions of the Treaty of Versailles.

The Treaty of Versailles is not too attractive for the first government parties in Weimar, as it strengthens their nationalist (DNVP) rivals (black icons)… but at some time, you will have to bite the bullet to remove the Allied blockade which might otherwise topple the republic. Image ©Capstone Games/Skellig Games/Spielworxx.

The Bauer administration resigned after the Kapp-Lüttwitz coup of March 1920. Müller took over the chancellorship as a caretaker – elections were scheduled for June 1920. He was unable to tackle most of the many challenges which beset Germany (chiefly the agreement with the Allies on the details of the German reparations, the tensions over the German-Polish border, and the threat of right-wing terrorism and insurgency (as in the Kahr coup in Bavaria)). The only crisis which was dispelled during his time in office was the dissolution of the Red Ruhr Army, a left-wing militia which had formed in opposition to the Kapp-Lüttwitz coup and, after its failure, had continued their struggle for a council republic on the Ruhr. Their uprising was put down by army and Freikorps units and over a thousand workers (with more or less connection to the uprising) summarily executed.

The Red Ruhr Army can give the Communists a powerful push in the game… and make the Republican parties more forgiving of the Nationalists taking over army units (black units in Essen).

The first one and a half years of democratic government in Germany had proven a disappointment for many voters, including those who generally were in favor of the new republic. The three government parties (the SPD, the Catholic Center (Zentrum), and the liberal German Democratic Party (DDP)) all suffered heavy losses in the 1920 election. The SPD was particularly hard hit, as its handling of the Kapp-Lüttwitz coup and the Ruhr Uprising disenchanted many left-leaning workers. Both the USPD and the pro-business, conservative-liberal German People’s Party (DVP) gained a lot of votes.

With the majority for the government coalition lost, Müller attempted to broaden the government by including the USPD. Due to his handling of the aftermath of the Kapp-Lüttwitz coup, he was brusquely rebuffed. As he did not see potential to cooperate with the DVP, he led the SPD into opposition.

The Opposition agenda card in Weimar strengthens the SPD in parliament and allows the party to (re-)gain a minor ally (the USPD or DDP).

Opposition and Return to Government

Müller’s own inclination was to return to government responsibility, but he prioritized first the reunification of the SPD with the USPD (concluded in 1922) and then the prevention of another rupture. However, the SPD supported the bourgeois minority government (Zentrum, DDP, and DVP) in matters of foreign policy, which was conducted by the guidelines which Müller had laid out as foreign minister and chancellor in 1919 and 1920.

The reparations issue, however, remained unresolved. As tensions over it with the Allies heated up, France occupied the Ruhr again, to which the government responded with encouraging the population of the Ruhr to cease cooperation with the occupiers. This “passive resistance” relied on the national government funding the livelihood of millions of people and thus fueled inflation. As these interconnected crises escalated, it became clear that the government did not have the parliamentary and public support to deal with them. Government needed to rest on a broad basis. The first “Grand Coalition”, led by DVP chancellor Gustav Stresemann and including SPD, Zentrum, DDP, and DVP was inaugurated in August 1923. Four Social Democrats became ministers. Hermann Müller, however, was none of them as he was deemed indispensable to maintain control of the fractious SPD parliamentary group (whose vote to join the government had been on the narrowest of margins).

Stresemann’s re-roll ability makes him an excellent ally in any kind of crisis – coups, foreign policy, presidential elections.

While the Stresemann government successfully ended both the passive resistance (and French occupation) and the inflation crisis, the way there was rocky. It included challenges from both the left wing in Saxony and Thuringia (which were put down by the armed forces once the Communist Party entered a parliamentary government) and the right wing (a nationalist power grab in Bavaria was left unanswered as the loyalty of the army to the republic seemed suspect; an attempt to radicalize Bavaria even further led by a young demagogue named Adolf Hitler collapsed when it met resistance by the nationalist authorities). This uneven treatment convinced the SPD to leave government after only three months. Stresemann, thus without a majority, soon was toppled as chancellor, but remained foreign minister.

The SPD, despite being the largest party in parliament (and being confirmed in this status in 1924), would spend the next five years in opposition. Attempts to form another Grand Coalition failed in 1924 and 1925 (because the DVP preferred to cooperate with the nationalist DNVP and the new, monarchist, president Paul von Hindenburg), and in 1926, because Müller’s SPD engaged in the fool’s quest of pursuing a plebiscite to expropriate the former princes – the plebiscite failed to meet the quorum as expected, but it set the SPD on a path of confrontation with the bourgeois parties which ruled out any cooperation with them.

“Fürstenenteignung” (Princes’ Expropriation) is a Communist card in Weimar, reflecting that it was the KPD which initiated the plebiscite. Should the SPD player get too embroiled in it, it might damage their relationship with the Zentrum. Image ©Capstone Games/Skellig Games/Spielworxx.

That did not mean that cooperation was impossible: The SPD continued to back the cooperative-revisionist foreign policy of the government, and also supported budget compromises. Thus, the party agreed to a budget for the year 1928 which included a first payment for new armored cruisers to modernize the navy. It then campaigned for the March 1928 elections on the slogan “Meals for Children instead of the Armored Cruiser”. The electorate returned the SPD with its best showing since 1919. Müller was able to form a government (once more including Zentrum, DDP, and DVP) and was elected chancellor for the second time.

Müller at work in his preferred arena – that of parliamentary debate, not of street action. His event often allows the SPD player to shift the issues decisively in their favor.

The Second Chancellorship

The contradiction between parliamentary action and campaign promises immediately backfired for Müller. The budget for the new fiscal year was due, and as agreed, included funds for the naval modernization. Müller belatedly realized that the decision had been made already, that the SPD had agreed to it, and that his government partners would expect the SPD to stick to its previous course. While Müller and the SPD ministers voted in favor of the budget in cabinet, the SPD parliamentary group revolted against the budget and forced them to vote against it in parliament. It did the rebels no good, as they could not find another majority for an alternative budget, but the revolt was a catastrophe for Müller’s authority.

The Armored Cruiser event/issue is likely to sow discord between Zentrum and SPD. Only a very trusting partnership between the two can allow each to shine. Image ©Capstone Games/Skellig Games/Spielworxx.

The economic situation was similarly unpromising: When the trade unions of the Ruhr heavy industry proposed a pay raise by 15 pennies per hour, the employers responded by pre-emptively handing hundreds of thousands of workers their notice. Unions and employers then agreed on mediation, but when the employers did not like the result, they backtracked and disputed the legality of the process. Thus, 240,000 iron workers were laid off. Müller had a second mediator make a new proposal, which was suitably employer-friendly (with pay raises ranging from one to six pennies per hour). The employers contentedly saw that playing hardball paid off. Their confrontational stance would increase with the growing unemployment after the 1929 stock market crash.

The good times are over: The 1929 stock market crash marks the beginning of the tumultuous last two rounds of Weimar. Government, once a coveted source of victory points, will now be less fruitful, and, at the same time more detrimental to the involved parties’ parliamentary strength. Image ©Capstone Games/Skellig Games/Spielworxx.

For the time being, Müller enjoyed the greatest success of his tenure: He negotiated a new reparations agreement (without Stresemann, who died in October 1929), the Young Plan (named after Owen D. Young, who represented the American side). The negotiations were a great step forward for Germany (as the reparations were much reduced and payment put on a realistic basis), but a mixed blessing for Müller: On the one hand, the agreement was very unpopular (as it stipulated German payments for the next 58 years) and thus maligned by the right wing (which campaigned against it on the slogan “Enslaved for three generations). On the other, the combination of the undoubted necessity of the negotiations and their unpopularity meant that the moderate right-wing parties held off their assault on Müller for the moment, as they wanted him to take the blame.

The combo of the Young Plan and the petition against it may place up to three new crisis markers on the board. Müller really threaded the needle by successfully negotiating the reparations agreement and then fending off the referendum against it.

It was only a short reprieve. By January 1930, the Young Plan negotiations were concluded. The same month, the DVP, not being held back by the pro-government Stresemann anymore, had secretly decided to break the coalition if the SPD did not agree to radical pro-business reforms. The party had received encouragement from president Hindenburg, who also intimated to Zentrum leader Heinrich Brüning that he would support a Brüning-led bourgeois minority cabinet with presidential executive orders.

A key legislative initiative for the SPD: The Unemployment Insurance event gives victory points in the short run and (via the Unemployment Insurance society token, yellow square) will reduce poverty over a few rounds, thus providing a major boost to the SPD’s program. Image ©Capstone Games/Skellig Games/Spielworxx.

The showdown came in March 1930 over the reform of unemployment insurance. Müller had negotiated a compromise with Paul Moldenhauer (DVP), the minister of finance. However, the DVP parliamentary group refused to accept the compromise. Müller then tasked Brüning to work out another proposal which would be acceptable to all parties in government. Brüning’s suggestion – which would have postponed the issue by another year without solving it – found agreement in the DVP, Zentrum, and DDP parliamentary groups, but, despite Müller’s urging, not that of the SPD. The second Müller administration thus ended on March 27, 1930.

The stern look of a-parliamentary government. Image ©Capstone Games/Skellig Games/Spielworxx.

Müller had hoped that president Hindenburg would support an SPD-led minority government with executive orders. Instead, Hindenburg turned to Brüning whose chancellorship began the slide into government not backed by parliamentary majorities. The SPD, however, supported Brüning on key issues of economic and foreign policy lest the president find excuses to turn even more authoritarian. It was to no avail: Hindenburg and his camarilla got tired of Brüning in 1932 and replaced him in turn with Franz von Papen and Kurt von Schleicher who enjoyed even less parliamentary support, before it seemed like a smart move to them to ally their nationalist elites to the popular movement of the Nazis in January 1933, ending German democracy altogether. Müller did not live to see his democratic republic destroyed: He had never been of strong health, had campaigned and governed against the advice of his doctors who counselled rest, and died on March 20, 1931.

The Rating

Foreign policy

Müller developed Weimar’s foreign policy in his first term in government (as foreign minister and chancellor), which aimed at proving to the Allies by faithful cooperation that Germany was willing to do its part in reconciliation (but had economic limits in what it could do) and would thus be re-admitted on an equal footing to the international community, which would allow the country to revise key portions of the Treaty of Versailles. While the theory was sound, its application ran into practical problems – for Müller as well as the other chancellors and foreign ministers of the Weimar Republic: French revisionism of the Treaty (France felt short-changed in the matters of annexations and would have liked to incorporate the entire left bank of the Rhine as under Napoleon), and the constant charges from the German right that international cooperation under the Treaty of Versailles was akin to betrayal of the nation.

Rating: 4 out of 5.
Müller’s foreign policy provided the basis for that of the Weimar Republic up to 1932… but it was always vulnerable to nationalist attacks on it. Image ©Capstone Games/Skellig Games/Spielworxx.

Domestic policy

Müller never gave much attention to the existing inequities during his two terms as chancellor. That he was aware of them is proven by his record as foreign minister, in which he massively overworked the diplomatic service (which had been almost exclusively staffed by nobles heretofore), opening it for applicants from all backgrounds. Similar reforms of the judiciary or the military, two other institutions still personally and mentally clinging to Imperial Germany, did not make it to Müller’s chancellor agenda, even though the atrocities committed on the Ruhr in 1920 while the army could not be used to deal with the Bavarian regime at all showed the necessity of these institutional changes.

Rating: 2 out of 5.
Think this might justify removing anti-democratic elements from the army? Image ©Capstone Games/Skellig Games/Spielworxx.

Economic policy

Müller’s handling of economic policy was incremental and cooperative – a bad fit to deal with his counterparts in business and the government (DVP) who wanted radical changes through confrontation. Müller’s stance may have been the more reasonable. But Müller lost.

Rating: 2 out of 5.

Vision

Müller’s vision of a Germany based on constructive parliamentary debate and government compromise, cooperating with other countries on an equal footing, is compelling. However, Müller was not always successful in advancing these goals, as he prioritized party unity over compromise with others at times.

Rating: 3 out of 5.
The illustration for the State Visit event card of the SPD is Müller’s second cabinet. Müller himself is seated, second from the left. Image ©Capstone Games/Skellig Games/Spielworxx.

Pragmatism

Müller failed to see most of his policy initiatives through. He kept neither his coalition nor his own parliamentary group in check. However, Müller prevented another rupture of his party, and as a skilled electoral campaigner, achieved the first place for the SPD in every national election with him at the helm of the party.

Rating: 2 out of 5.
The SPD was generally successful at the ballot box, but the party – and Müller – often failed to parlay this popular support into policy success. Image ©Capstone Games/Skellig Games/Spielworxx.

Integrity

Müller was fair and even-handed in his conduct as a chancellor. As a Social Democrat, he considered the workers his natural constituency, but was always willing to include the interests of other groups in the compromises he forged. His only fault was to hope for the a-parliamentary executive order minority government which, in the end, was given not to him, but Brüning.

Rating: 4 out of 5.

Overall

Hermann Müller’s chancellorship is traditionally considered a failure based on the collapse of the Weimar Republic soon after. Yet the Republic did not end with his tenure, and it was destroyed not by his actions, but by those of others. Müller’s most enduring contribution was the invention of the Weimar formula of foreign policy, his biggest weakness his inability to impose authority on his friends, partners, rivals, and foes. He failed because he was a middling chancellor in a hostile world.

  1. Abraham Lincoln 28/30
  2. Franklin D. Roosevelt 25/30
  3. Friedrich Ebert 25/30
  4. Winston Churchill 25/30
  5. Robert Walpole 24/30
  6. Willy Brandt 23/30
  7. Konrad Adenauer 22/30
  8. Harry S. Truman 21/30
  9. John F. Kennedy 17/30
  10. Hermann Müller 17/30
  11. Wilhelm Marx 17/30
  12. Ludwig Erhard 12/30
  13. Paul von Hindenburg 10/30

How would you rate Müller? Let me know in the comments!

Further Reading

For short overview essays on all German chancellors from Bismarck on, see Sternburg, Wilhelm von: Die deutschen Kanzler. Von Bismarck bis Merkel [The German Chancellors. From Bismarck to Merkel], Aufbau-Verlag, Berlin 2006 (in German).

The only full-length biography of Müller is Reichel, Peter: Der tragische Kanzler [The Tragic Chancellor], dtv, Munich 2018 (in German). Unfortunately, the book suffers from the author’s misguided attempt to assign blame for the end of the republic on the SPD for an alleged lack of willingness to compromise, which runs through the entire book.

A revisionist, but insightful short treatment of Müller is Behring, Rainer: Hermann Müller (1876—1931) und die Chancen der Weimarer Republik [Hermann Müller (1876—1931] and the Chances of the Weimar Republic], in: Brandt, Peter/Lehnert, Detlef: Sozialdemokratische Regierungschefs in Deutschland und Österreich. 1918—1983, Dietz, Bonn 2017 (in German).

For the broader context, see: Herbert, Ulrich: A History of Twentieth-Century Germany, Oxford University Press, Oxford 2019.

Gleich drei neue SPIEL DAS! Hits

22. April 2026 um 02:02
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Gleich drei neue SPIEL DAS! Hits

, 22. April 2026

4 Minuten

Wir haben in diesem Jahr noch eine Menge vor! Neben den bereits angekündigten Titeln „Hop’n’Roll“ und der Erweiterung zum Verkaufshit „Panda Royale“ kündigen wir heute drei neue Spiele an: Ob die nächste Party, den Spieleabend in der Familie oder Vielspieler:innen; hier ist für alle etwas dabei!🤩
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Vom Erfolgsautoren PAUL DENNEN
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Zwei Titel aus unserem Verlag: Mit Nachwuchsautor:innen arbeiten wir besonders gerne zusammen!

Nachschub für SPIEL DAS! Fans

Mit ROLLYMPICS erscheint der neue Partyspielhit für bis zu 5 Personen, der nicht nur alle Fans von „Ninja Academy“ begeistern wird. Diesmal stehen bei den Minispielen Würfel im Mittelpunkt. Diese werden gestapelt, gerollt, balanciert. Aber auch bluffen, schnelle Reaktion und Interaktion sind gefragt! Mit über 20 Würfeln und mehr als 20 Challenges bietet das Spiel nicht nur ansprechendes Material, sondern auch Abwechslung!

3-5 Personen ab 8 Jahren / Spieldauer ca. 20 min / voraussichtlich ab Juli

In BEST DAY EVER lädt Nachwuchsautor Jan Maier zu einem rasanten und humorvollen Tag für bis zu 6 Personen im Freizeitpark ein. Zwischen Achterbahn, Karussell und entspannten Pausen im Park plant ihr euren Tag mit möglichst vielen Attraktionen, um Zielkarten zu erfüllen. Alle spielen gleichzeitig, sodass kaum Downtime entsteht. Doch haltet auch die eigene Übelkeit und den rechtzeitigen WC-Besuch im Blick. Ein Familienspiel voller Witz und Tempo für.

2-6 Personen ab 8 Jahren / Spieldauer ca. 45 min / voraussichtlich ab Oktober

In WILD TILED WEST geht’s in den rauen Alltag des Wilden Westens! Durch geschicktes Platzieren von Landschaftsplättchen errichten die Mitspielenden ihre eigene Grenzstadt, nutzen Gebäudeeffekte und setzen sich gegen Banditen zur Wehr. Entwickelt wurde das Spiel von Paul Dennen, bekannt für erfolgreiche Titel wie „Clank!“. Es verbindet Drafting mit kniffligem Tile-Placement zu einem taktischen Erlebnis. Auf BoardGameGeek erreicht das Spiel eine Bewertung von 7,6: für Vielspieler:innen und Westernfans gleichermaßen ein Must Have!

 1-5 Personen ab 13 Jahren / Spieldauer ca. 45-60 min / voraussichtlich ab Oktober

… und immer auf dem Laufenden!

Folge uns in den sozialen Netzwerken und verpasse keine Neuigkeiten!

Der Beitrag Gleich drei neue SPIEL DAS! Hits erschien zuerst auf SPIEL DAS! Brettspielverlag.

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

The Legacy of Robert Moses – A Cross Bronx Expressway Review

15. Dezember 2025 um 15:49
The opening sequence of Martin Scorsese’s Taxi Driver depicts a New York with enough grit that you can feel it on your teeth. It’s a feral hour of the night. DeNiro’s sedan is cruising down a street awash in the radiant soul of the city. There’s a shot of the vehicle’s quarter panel. Beads of…

Read more →

Game Design Trends for 2025 with Jamey Stegmaier

20. März 2025 um 10:25

In this episode, Jamey Stegmaier and I chat about the various trends we’re seeing in the current game design landscape. We talk about solo and 2-player games, open worlds, licensed IPs, and more!

The post Game Design Trends for 2025 with Jamey Stegmaier appeared first on Board Game Design Lab.

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Game Design Trends for 2025 with Jamey Stegmaier

Von: gabe
20. März 2025 um 10:25

In this episode, Jamey Stegmaier and I chat about the various trends we’re seeing in the current game design landscape. We talk about solo and 2-player games, open worlds, licensed IPs, and more!

The post Game Design Trends for 2025 with Jamey Stegmaier appeared first on Board Game Design Lab.

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My new book will help you find the FUN

20. März 2025 um 10:15

My game design book, Find the Fun, recently came out, and in this episode, I do a brief synopsis and give you the audio version of the first three chapters.

To check out Find the Fun on Amazon, go here: https://amzn.to/4hmxseU

The post My new book will help you find the FUN appeared first on Board Game Design Lab.

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