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Normale Ansicht

Fetz the Hungry Dragon

Jon said I’d probably like Fetz, because it’s a lying game. It is true that many of the games I design have some form of deceit. I like that kind of psychological play. I like having a bit of gaming the people in games and not only problem solving. Fetz is a game from Thailand and it is the best party game winner of the 2026 Thailand Board Game Awards.  The game

boardgaming in photos: games from Indonesia, Lah Lah Land event, boardgames as a teaching tool

At the Asian Board Games Festival in Penang in August, I did a game exchange with Vito of Homp, an Indonesian game design studio. I still have not managed to play some of the games, but they look good and I want to showcase them. Sultan Spices was inspired by a children's book called Sultan Kecil Mencari Rempah (Little Sultan Hunts for Spices).  Back of the box

Pocket Empires

Pocket Empires is a 2-player card game from Indonesia by Nomas Kurnia. It is a minimalistic 18-card game that can be played in 10 minutes. The basic game contains six different civilisations. The game has now been expanded to have more civilisations. A solo game has also been developed.  In Pocket Empires you and your opponent will build your respective 3x3 grid of

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

Von: Grant
01. Oktober 2026 um 14:00

September has been really, really busy for me. We attended the Gaming the American Revolution Camden 250 Event in Camden, South Carolina and work was pretty busy as well. As such, I just feel like I have been unable to really give this post the time needed to make it as good as it can be. Don’t get me wrong…I am still writing it but I am not spending as much time searching this month. I also was unable to find a sponsor for the post so we are foregoing that this month as well.

This month, I was able to find 15 games to share. I was also able to find 5 games being offered on Crowdfunding through Kickstarter.

If you missed the September Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/09/01/wargame-watch-whats-new-upcoming-september-2026/

Pre-Order

1. Battlegroup Clash: Baltics 2nd Printing from Sapper Studio

James Buckley is a name we all know in the wargaming space. He has worked with publishers like PHALANX and Nuts! Publishing and also is now a burgeoning designer as he published his first game in 2025 called Battlegroup Clash: Baltics from his new publishing company called Sapper Studio. The game has already sold out and they are currently offering up a 2nd Printing on pre-order

From the game page, we read the following:

Battlegroup Clash: Baltics is a two-to six-player tactical land warfare game that plays in two to three hours. It is a commercially-adapted version of a game recently developed for the British Army to help train its junior officers.

The game is set in Estonia and covers a hypothetical near-future Russian invasion of the country, and attempts by NATO land forces to repulse it. Each side has a maximum force size equivalent to a reinforced battalion, with individual unit sizes being platoons or sections.

It comes with six scenarios and has three play modes and optional rules, allowing for players to
vary the level of realism and complexity of play. The Basic mode of play is equivalent to a light
complexity commercial wargame. The Standard and Advanced modes are equivalent to a
medium-light complexity game.

While the game mechanics and components will be familiar to anyone that has played a hex
and counter wargame, there are several unique features about Battlegroup Clash: Baltics:

Preparation & Planning – In the Standard and Advanced modes of the game players will need
to draft Orders for their forces. This happens at the start of the game. These Orders drive the
actions individual units take in the game. This is a simplified version of the type of planning that
would occur in real life. It presents both a challenge and opportunity to players, and greatly
enhances the immersion of the game.

Drones and Electronic Warfare – Events in Ukraine have shown how much the use of drones
has changed the modern battlefield. Reflecting this, in the game players use UAS drones for
reconnaissance and FPV (‘kamikazi’) drones to attack enemy units. Each side can intercept
their opponent’s electronic transmissions to improve targeting, and apply tactical Electronic
Warfare effects such as jamming the enemy’s drone assets or crippling their GPS navigation.

Real World Mapping – The four maps in the game are based on satellite imagery from key
locations in Estonia. Using computer aided design, that imagery has been turned into a highly
realistic map. There are no hexes, just grid lines, the same as a real world map. Players must
read the map terrain to determine key locations and terrain features, and assess how they fit
into their battleplan and objectives.

We published an interview with the designer James Buckley and you can read that on the blog at the following link: https://theplayersaid.com/2025/09/02/interview-with-james-buckley-designer-of-battlegroup-clash-baltics-from-sapper-studio/

If you are interested in Battlegroup Clash: Baltics 2nd Printing, you can pre-order a copy for £69.00 ($92.38 in US Dollars) from the Sapper Studio website at the following link: Battlegroup Clash: Baltics (2nd printing) | Sapper Studio

2. VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020 from GMT Games

I love a good geopolitical wargame as well as a good multi-player wargame. And when these 2 are mixed, it can really make for a very interesting gaming experience with diplomacy, alliances, asymmetry and the like. This past month, GMT offered a game that have both in VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020 that takes a look at the ongoing struggle between the United States, Russia, and China. for influence and control in Central Asia. The game is designed by a new designer named Kyle Farrell so I am very interested in connecting with him to discuss the design and get more information about how it plays and what his vision and basis are for the game.

From the game page, we read the following:

VEKTYR is a 2-3 player geopolitical wargame that simulates the ongoing struggle for influence in Central Asia between the United States, Russia and China.

The game takes players from 1991 after the newly independent Central Asian nations – Kazakhstan, Kyrgyzstan, Tajikistan, Turkmenistan, and Uzbekistan – emerged from the collapse of the Soviet Union through 2020 when multiple international crises accelerated the global shift towards a multipolar world.

The extensive action deck covers over 120 distinct historical occurrences that have shaped Central Asia’s relationship with three global powers – the United States, Russia and China – as well as the rest of the world.

Over the five turns of the game, each player will have to bend history to their will in order to establish influence throughout Central Asia as well as periphery territories in the Caucasus, Türkiye, and Afghanistan. Your mission is to win hearts and minds, catch the ears of the region’s presidents, invest in critical industries and showcase your power’s prowess through military assistance.

In VEKTYR, players will accrue victory points by playing “Scoring” cards, playing event cards that award VP’s, or building pipelines for VP payouts. The game consists of 5 turns: 3 turns within the Post Independence epoch from 1991-2016 and 2 turns within the Central Asian “Renaissance” epoch from 2016-2020. Each turn consists of 6 rounds.

At the start of each turn, each player draws up to a hand size of 7 cards and plays one round in succession until every player has played 6 rounds. All of VEKTYR‘s cards have a dial in their upper left corner noting which global power the card’s event pertains to. Some cards are fully-neutral cards meaning any power can play them, others can be played by 2 of the 3 powers, and others still can only be played by a single power. Whenever a rival plays a card with an event pertaining to you, you’ll have the opportunity to resolve the event during your rival’s round. A delightful mechanic that keeps the game dynamic even when it’s not your go!

Every round, players either use their card’s event or action points to lay influence on the board, seize the ear of the region’s presidents, invest in industries, provide military assistance or build pipeline infrastructure. Much of the game centers around your ability to build influence in the Central Asian provinces as well as periphery countries. Players will use events and action points to gain a strategic foothold in these wide stretches of Eurasia. But how effective will your soft power be in fending off your rivals’ similarly enticing offers?

Also, what have you done for me lately? One of the mechanics that keeps the board fresh in VEKTYR is called “atrophy” and mimics the ephemerality of political popularity. Under this mechanic, at the end of every Turn, each player removes some of their influence from the board, opening up new possibilities for their opponents as they are forced to abandon specific countries or provinces.

I am very much interested in this title and would like to learn more about how it works and how it tries to simulate the complex situation and politics involved.

If you are interested in VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020, you can pre-order a copy for $59.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1261-vektyr-the-geopolitical-struggle-for-central-asia-1991-2020.aspx

3. Empire of the Sun: China Expansion from GMT Games

Empire of the Sun is Mark Herman’s card driven design that takes a strategic level look at the entirety of World War II in the Pacific from the attack on Pearl Harbor until the surrender of Japan and is the first card driven game (CDG) to move the system closer to a classic hex and counter wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Recently, GMT announced an expansion to the game that deals with the China Theater and the action that took place there between the combatants. The game comes with a new replacement map that will replace the China Front Track as well as some new cards. The game was dreamed up by a few Chinese designers, and fans of Empire of the Sun, named Ji So and Liu Zhijun.

From the game page, we read the following:

Empire of the Sun examines the China theater as a frontline ‘piston’ model that reprises its historical role as an Allied resource need based on the level of Japanese offensive efforts to force its surrender. We are now releasing a new expansion for the core game, which you will need to play this expansion that adds all of the ground and air forces to open up a path not really taken to include the eventual Soviet invasion of Manchuria.

About two years ago, two Chinese gamers contacted me that they had developed a China expansion for Empire of the Sun. I was certainly interested and what you hold in your hands is the product of my collaboration with Ji So, Liu Zhijun, and my developer Francisco Colmenares. What has changed is my original piston model China Front track has been replaced with a map and counters. There are a host of rules to handle this unique theater of operations, but what I have found at their core is how well we have gotten the new module to perform to history and the original track.

What you will find is if the Japanese play cards into China offensives, they will likely capture and control the rail lines plus the coastal ports. Achieving more is possible, and everyone is likely to try, but it is hard to get forward momentum as long as the Allies put some equivalent effort into defending Chungking. This is exactly how the original track worked, but what is very interesting is you more clearly see the connection between the China-Burma-India (hereafter CBI) theater and mainland China. In my various opposed playtests, I have found that in half the games there is some action in China and in others not much happens. I have also found that if the Japanese army strategy is followed, the US makes quicker progress across the Pacific. What this will give you is more control over how you decide to prosecute the war from the Japanese perspective. That said, every so often I have had spectacular success with a surprise Chinese offensive. More options, more strategy, and for me, more interesting game play.

Empire of the Sun: China Expansion comes with 33 new cards (18 Allied and 15 Japanese), a 22”x34” paper map (original map art with the China theater shown in detail), one counter sheet featuring new US, Nationalist Chinese, Communist Chinese, Japanese, and Soviet air, ground, and naval units, replacement player aids with the new rules added for China, PLUS an integrated rulebook with all rules integrated into the original core system. Empire of the Sun: China Expansion is now available for the low, low, low, low price of $35.

If you are interested in Empire of the Sun: China Expansion , you can pre-order a copy for $35.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1264-empire-of-the-sun-china-expansion.aspx

4. Pax Romana & Genesis Dual Pack Reprint Edition from GMT Games

I very much love these Deluxe Edition Multi-Packs from GMT Games. They are an insane value with multiple games included in the same box, typically with new components, updated rules and sometimes additional scenarios. A newly announced pack is the Pax Romana & Genesis Dual Pack, which contains 2 classic Ancients games in Pax Romana and Genesis designed by Richard Berg.

From the game page, we read the following:

GMT is proud to bring back into print Richard Berg’s Pax system games, Pax Romana and Genesis in a dual pack format. This printing of Pax Romana will be identical to the 2nd edition published in 2015 with all known errata incorporated along with additional editing where necessary to improve clarity. Similarly, this printing of Genesis will be identical to the 1st edition with the exception that Kingdom Displays will be enlarged to 8 ½ “ x 11”. All known errata will be addressed with additional editing where necessary to improve clarity. The games will share a back-printed mounted map and come in a 3” box.

Components

Pax Romana

  • One 22″ x 34″ back printed full-color mounted map board shared with Genesis
  • Three full-color die-cut counter sheets (1/2” counters, 280 counters per sheet) 
  • One smaller full-color die-cut counter sheet (5/8” counters)
  • One smaller full-color die-cut counter sheet (round counters)
  • 55 Event Cards
  • Four 8 ½ ” x11″ Player Mats 
  • Two 11” x 17”  Player Aid Cards (four sets of the two PACs)
  • Rule Book
  • Play Book
  • Two six-sided dice

Genesis

  • One 22″ x 34″ back printed full-color mounted map board shared with Pax Romana
  • Three full-color die-cut counter sheets (840 1/2” counters)
  • 55 Event Cards
  • Two 11” x 17”  Player Aid Cards (five sets of the two PACs)
  • Five 8 ½” x 11” Kingdom Display Cards 
  • Rule Book
  • Play Book
  • Two six-sided dice

Pax Romana

How did Rome get to be Rome? Why did the Glory That Was Greece fade? What stopped Carthage from making an empire of the Mediterranean? Could the Seleucids really have conquered the western world? 

These are a few of the questions you can explore in Pax Romana, designed for play by all levels of gamers, from the competition-oriented, one sitting players to the Let’s Recreate History on a grand scale afficionados.

Pax Romana covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four possible empires. And it does so with a scale and system that is filled with decision-making tension but also highly accessible and easy to play. The emphasis is on strategic operations, from raising armies to colonizing outlying areas, to fighting barbarian incursions, to maintaining political stability at home.

Pax uses a unique marker-oriented play sequence that provides surprise and opportunity, plus a deck of unusual cards that provide the historical background of events and calamities within which the players must operate. Each turn represents 25 years, with the movement of forces and the shifting of power occurring at a proportionately very large scale. Combat takes place throughout the game, but they, too, represent ongoing conflict as much as individual battles. But even here, subtleties are built-in: force composition matters – armies overbalanced by cheap light infantry suffer penalties, while cavalry can single-handedly make the difference between winning and losing – and knowing when and where to make a stand and when to withdraw to safer places can literally decide the fate of a power for an entire generation. And at this scale, of course, the best-laid plans frequently go awry. 

Most important for gamers, though, is the wide variety of scenarios Pax provides, from fast-playing, one-sitting two-player games to vivid recreations of the entire era with four players. The game works well with 2, 3 or 4 players, and is designed to be playable solitaire for those interested in the historical view it provides. Scenarios range from The Punic Wars, through the Eastern Med conflicts between the Greeks and the Seleucids, all the way up to the entire 10 turn game, covering 300 years of history. In addition, there are two versions of Pax: the Standard Game, designed for fast play, and the Advanced version, which adds in much tangential history and allows for a more introspective examination of the era.

Genesis

Genesis is a campaign-level game covering the turbulent Late Bronze Age in the Middle East, where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western Civilization. Much like its ancestor game, Pax Romana, Genesis is a game that provides the players with the historical dramatis personae and allows them to forge their own empires. It also has a great emphasis on the control of the important trade routes and commercial centers and the building of the spectacular monuments these civilizations left for posterity and wonder. 

All the “high”-points of this era are included: lots of gods that have major effect on play (Astarte, Baal, Dagon, Marduk, et al), the rise of chariot warfare … peasants, slaves, and a host of historical kings:  Thutmose, Akhenaten, Suppiluliuma, Mullatawi, Tushratta, Hammurabi, Agum III, Shalmaneser, Shamsi-Adad , and many more. . . even Sargon the Great (the world’s first great conqueror (2270-2215 BCE) … along with Sea Peoples, independent kingdoms (Canaanites, Arzawans) and pirates, and guys with great beards (see below):

There are several two-player scenarios for short-time play, an introductory scenario to get you into the system (featuring Sargon), and the big, 5-player multi, included all the major players – Egypt, The Hittites, the Mitanni, Assyria and Babylon – more color than a Crayola Factory and more fun chrome than a ‘57 Chevy. The main scenario can also be played with 3 or 4 players. 

Of course, there are the cards (the game is not card-driven but card-augmented), such as:

The Begat Effect: Independent Expansion (2): The card player may move a Peasant unit from a friendly City space to any unoccupied independent City space within 4 spaces of where that Peasant starts. This card may be held in Hand until played.

Baal (2): It’s Time to Pay Baal … and all those priests running those temples. For every Monument he has in a Home Kingdom City, the card player must pay 2$.  If he cannot pay, the player must remove the Monuments that he cannot pay for. 

The Akhenaten Effect: If you are Egypt and your Pharaoh/King is Akhenaten, you do not pay anything; you simply remove all Monuments in your Home Kingdom cities. This card must be played when drawn.

If you are interested in Pax Romana & Genesis Dual Pack Reprint Edition, you can pre-order a copy for $85.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1262-pax-romana-genesis-dual-pack-reprint-edition.aspx

5. Enemy Coast Ahead: The Dambuster Raid Mounted Map from GMT Games

One of my complaints about wargames is that that boards that you play the games on are paper. These are generally flimsy, have severe folds on them that disfigure the beauty of the boards and also are a bitch to get to lay flat without having humps in them that act as steep terrain and make it hard for me to line up my units. Now, once again, I want to say that I generally am ok with paper maps for multi-map hex and counter wargames where having a nice thick mounted map, or in the case of many maps, is infeasible for storage purposes. But, when the game is a different kind of game, such as Waro (Euro focused wargame), I very much like having a solid mounted mapboard. One of the offerings this month is a step in the right direction to fix a great game with a new Mounted Map for Enemy Coast Ahead.

From the game page, we read the following:

Based on positive feedback to our mounted mapboard releases, we are continuing to offer mounted maps for several of our most popular games as P500 items.  

We are now offering a 22 x 34″ mounted map for Jerry White’s Enemy Coast Ahead: The Dambusters Raid. This is intended to ship separately along with the game’s 2nd printing. But note that it will work with either 1st or 2nd printing, so this will work just fine for those of you who want to get a mounted map for your original game. Enjoy!

If you are interested in Enemy Coast Ahead: The Dambuster Raid Mounted Map, you can pre-order a copy for $25.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1260-enemy-coast-ahead-the-dambuster-raid-mounted-map.aspx

6. In the Desert 1940–1943: WW2 in North Africa from Dissimula Edizioni Currently on Kickstarter

Several years ago, Sergio Schiavi broke onto the scene with his new company called Dissimula Edizioni with their first Kickstarter called Radetsky’s March: The Hundred Hours Campaign and that game was then followed a few years later by From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 and their third game called Give Us Victories: The Chancellorsville Campaign. They also have a line of smaller, simpler games that started with 1943-1945 from a few years ago that dealt with the war for Italy during WWII. That game was fantastic and they have now worked on the 2nd entry in that series called In the Desert 1940–1943: WW2 in North Africa that is currently on Kickstarter.

From the game page, we read the following:

Between 1940 and 1943, North Africa was the theater of a war fought between the Axis forces and the British Commonwealth; numerically limited armies faced each other in a long sequence of offensives, retreats, and counterattacks. The clashes often took place in the desert, where mobility and the ability to maintain supply lines were as decisive as the strength of the weapons.

Behind the front loomed Malta, a strategic British base and a constant threat to the vital supplies heading toward Tripoli…

The game system used in In the Desert 1940–1943: WW2 in North Africa is derived from 1943–1945, but features significant differences. The game lasts eight turns, during which players alternate their operations by spending Supply Points (SP). Each activation requires careful decisions: commit your forces immediately or preserve them for later operations? Supply is essential: without a clear line to their own bases, units risk remaining engaged and vulnerable. Meanwhile, control of Malta constantly threatens Axis supplies. Special events allow players to alter the situation on the battlefield, recover forces, strengthen attacks, or create new strategic opportunities.

This system really is very good and the game truly is an interesting look at combat in WWII. I wrote a fairly in-depth First Impressions style post on the first game in the series called 1943-1945 and you can read that at the following link: https://theplayersaid.com/2025/02/20/first-impressions-the-soft-underbelly-1943-1945-from-dissimula-edizioni/

If you are interested in In the Desert 1940–1943: WW2 in North Africa, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/guv/in-the-desert-0

As of October 1st, the Kickstarter campaign has funded and raised $5,461 toward its $3,643 funding goal with 156 backers. The campaign will conclude on Wednesday, October 7th at 4:25am EDT.

7. Napoléon 1870: The Collapse of the Second French Empire from Shakos Currently on Kickstarter

I do love a good Napoleonics wargame and The Conquerors Series from Shakos is really very good as we have played a few games over the years. They have a new volume in that series on Kickstarter that is designed by a tandem of great designers in Brian Asklev (Baltic Empires from GMT Games and 1812: Napoleon’s Fateful March from VUCA Simulations) and Fred Serval (A Gest of Robin Hood and Red Flag Over Paris from GMT Games as well as A Very Civil Whist from PHALANX) called Napoléon 1870: The Collapse of the Second French Empire from Shakos. This game is set in a different period but uses the same system to tell the story of the collapse of the Second French Empire during the Franco-Prussian War of the 1870’s.

From the game page, we read the following:

In 1870, Napoleon III’s Second Empire was on the brink of collapse. After hastily declaring war on Bismarck’s Prussia, the French armies were overwhelmed and surrounded at Metz.

This is your opportunity to write something different.

Napoléon 1870 is the fourth instalment in the Napoleon Series, a series devoted to the great strategists of history. Following on from Napoléon 1806, Napoléon 1807 and Napoléon 1815, Napoléon 1870 brings its own unique challenges to this well-tried and highly acclaimed campaign system.

In Napoléon 1870, two players, assume the role of Napoleon III or Bismarck, making the key decisions that will shape the fate of Europe. In the role of Napoleon, will you manage to escape the trap set by your opponent and avoid being trapped in Metz, or, like Bismarck, will you succeed in taking the French armies by surprise and outflanking them? A variety of scenarios, lasting from 40 minutes to 2 hours and a half, will allow you to rewrite the battles along the borders right up to the final assault on Metz.

Napoléon 1870 is aimed at both seasoned grognards as well as enthusiastic young conscripts keen to understand how history is made. Thanks to a set of simple rules that remain faithful to historical reality, all the key aspects of the campaigns of the Napoleonic era are recreated so that players can engage with them. As events unfold, there will be scope for both subtle bluffing and the brutal use of overwhelming force.

Napoléon 1870 follows the rules of the Napoleon Series (also referred to as the Conquest Series) created by Denis Sauvage, but two designers wellknown to the general public have teamed up to produce this new installment:

•       Fred Serval, a specialist in the Second Empire and author of Red Flag over Paris and A Gest of Robin Hood from GMT Games.

•       Brian Asklev, an expert in Napoleonic strategy and operations, author of 1812: Napoleon’s Fateful March from VUCA Simulations.

If you are interested in Napoléon 1870: The Collapse of the Second French Empire, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/shakos/napoleon-1870-the-collapse-of-the-second-french-empire?

As of October 1st, the Kickstarter campaign has funded and raised $32,894 toward its $17,079 funding goal with 294 backers. The campaign will conclude on Tuesday, October 13th at 2:00pm EDT.

8. Band of Brothers BLACK BULL: British 11th Armoured Division Bull from Worthington Publishing Currently on Kickstarter

There are some series out there that people really love and enjoy playing. This love leads to the series selling well and then expanding as the market is able to continue supporting the games. Band of Brothers from Worthington Publishing is such a series. A tactical level squad based game set in World War II, the series has expanded into several different theaters and has multiple stand-alone expansions. Recently, I saw news that there would be a new volume coming to Kickstarter called Black Bull, which focuses on the exploits of the British 11th Armoured Division during World War II.

From the game page, we read the following:

The Band of Brothers Series returns to Europe with BLACK BULL: British 11th Armoured Division, a new standalone game focusing on one of the British Army’s best-known armoured formations of World War II.

The British 11th Armoured Division was formed in 1941 and adopted the distinctive Charging Bull as its divisional emblem.

The game includes 14 scenarios following the 11th Armoured Division through its campaign in Northwest Europe.

The scenarios put the British player in command of the infantry, tanks and supporting weapons of the Black Bull against German forces in a variety of tactical situations.

If you are interested in Band of Brothers Black Bull, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/band-of-brothers-black-bull?

As of October 1st, the Kickstarter campaign has funded and raised $19,020 toward its $500 funding goal with 267 backers. The campaign will conclude on Saturday, October 10th at 4:00pm EDT.

9. Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions from Mr. B Games Currently on Kickstarter

A classic reborn is how I would classify the newest edition of Ace of Aces. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981. The newest edition include a look at 2 games in Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions.

From the game page, we read the following:

We’re back with two more Ace of Aces books! We are giving our deluxe treatment to two more books, Ace of Aces: Flying Machines and Ace of Aces: Handy Rotary. We promised these during our Powerhouse Series Kickstarter campaign, and we’re excited to bring them to you now. Just as with our Ace of Aces: Powerhouse Deluxe Edition, these will both be redone in full color with the same slipcase design as the Powerhouse edition.

The Ace of Aces family of games uses two books to simulate a duel in the skies between two fighters in World War I. Using Alfred Leonardi’s innovative matrix system, players choose maneuvers in their book. Each maneuver leads to a page in the book that matches the first-person perspective of the pilot. Players maneuver to line up their planes so they can unload their guns on their opponent. Take too many shots, and you go down in flames!

Each of the Ace of Aces sets includes two books; these are the dogfighting books, as well as a rulebook and chart book, all in a beautiful slipcase! The slipcase also has an extra drawer to store dice and chips.

We’ve updated all the interior graphics with all new artwork. All in full color! These aren’t the final pages, but they are pretty close

If you are interested in Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mrbgames/ace-of-aces-handy-rotary-and-flying-machines-deluxe-editions?

As of October 1st, the Kickstarter campaign has funded and raised $162,075 toward its $50,000 funding goal with 1,335 backers. The campaign will conclude on Thursday, October 8th at 6:00pm EDT.

10. Afrika Korps 41 from Trafalgar Editions Currently on Kickstarter

Who doesn’t love a good North Africa wargame? No one says me and I am excited to share with you this new upcoming game called Afrika Korps 41 from Trafalgar Editions. The game is currently on Kickstarter and really looks to be pretty good.

From the game page, we read the following:

The North African desert, 1941. The armored columns of Rommel’s Afrika Korps and the British 8th Army clash in a brutal war of movement for strategic control of the Mediterranean theater.

Afrika Korps 41 puts you in supreme command of this legendary campaign. Featuring an intuitive, deeply challenging, and highly immersive gameplay system, it delivers the true grit and tactical depth of historical conflict—without the dense complexity of traditional wargames.

There are several games that recreate the North Africa campaign in World War II, but Afrika Korps 41 offers a unique experience thanks to its balance between accessibility and strategic depth.

  • Simple Rules, complex decisions – Unlike other denser wargames, here the rules are easy to learn, but mastering the game requires planing and efficient resource management
  • Area-based system – Forget about hexes. Movement and territorial control are resolved intuitively with clearly defined strategic areas. 
  • Innovative combat chart – We’ve designed a combat resolution system that moves away from the traditional, offering dynamic and realistic results without relying on complex tables.
  • Clean map with integrated aids – Key information is incorporated directly onto the game board, facilitating quick reference and speeding up gameplay.
  • Three difficulty levels – From an introductory mode ideal for new players to advanced levels that will challenge even the most experienced.
  • Flexible experience – You can play the full campaign or choose between three historical scenarios of 30-40 minutes, in addition to the option of starting the campaign from different key moments of the conflict.
  • Solo mode – Perfect for those who want to enjoy the game without needing an opponent.
  • Larger counters (17 mm) – Greater comfort and visibility on the battlefield.

Afrika Korps 41 is designed to offer an immersive, strategic, and dynamic experience, with innovative mechanics that differentiate it from other games about the same campaign.

And the game comes designed with a fully functioning solitaire game mode for those that either prefer to play solitaire or have difficulty finding opponents.

Afrika Korps 41 features an advanced Artificial Intelligence (AI) system designed to deliver the full gameplay experience in solo play, allowing you to command either side (the Axis or the Allies). Both the full campaign and individual scenarios are completely playable without a human opponent, ensuring a tactical challenge that is as tense as it is dynamic.

Forget predictable automation. Our AI makes strategic decisions based on the actual, real-time context of the board. By evaluating the map situation and vital objectives, the system dynamically shifts between two core mentalities:

  • ⚔ Offensive Posture (Attacker Mode): The AI aggressively seeks to breach your lines, pushes relentlessly toward strategic objectives, and exploits every single tactical blunder you make.
  • 🛡 Defensive Posture (Defender Mode): The enemy digs in smartly, focusing on consolidating key positions, containing your advances, and efficiently deploying their reinforcements.
  • Infinite Replayability: Thanks to this adaptive behavior, no two solo games will ever play the same. The system immerses you in a war of attrition where your ability to counter the AI’s unpredictable maneuvers is your only path to victory.

If you are interested in Afrika Korps 41, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/1615432558/afrika-korps-41?

As of October 1st, the Kickstarter campaign has funded and raised $12,704 toward its $7,932 funding goal with 151 backers. The campaign will conclude on Friday, October 16th at 6:00am EDT.

New Release

1. Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942 from Three Crown Games

Three Crown Games is a great little company and their games really cover some great historical topics and also look the part as they are well produced, even though they are poly bag and not boxed games and are just plain desirable. This month, I noticed that they were shipping one of their new games called Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942 and I very much wanted to share it with you.

From the game page, we read the following:

Colossus Stumbled is the title of the game that handles the first 12 intensive days of the second Battle of Kharkov (nowadays Kharkiv), 12 to 23, May 1942. On 12 May 1942, Soviet forces launched an offensive against the German 6th Army from a salient established during the winter counter-offensive. After a promising start, the offensive was stopped on 15 May by massive airstrikes and the Axis started their counter-offensive ‘Operation Fredericus’, in the region around Kharkov. Its objective was to eliminate the Izium bridgehead over Seversky Donets or the “Barvenkovo bulge” which was one of the Soviet offensive’s staging areas.

If you are interested in Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942, you can order a copy for 49,50 € ($57.30 in US Dollars) from the Three Crown Games website at the following link: https://www.threecrownsgames.com/product-page/colossus-sumbled

2. Medieval Command: Battle of Varna, 1444 Print & Play from Solo Wargame

Martin Melbardis began his design career with Campaign: Fall Blau from Catastrophe Games. This was a very interesting little dice chucking solitaire game on Operation Barbarossa during WWII. Since that time, he has started his own independent wargame company called Solo Wargame and has designed 10 different and very interesting roll and write wargames on a plethora of subjects including World War I (Trench Tactics), World War II (Operation Barbarossa, Lone Wolf: U-Boat Command and War in the Pacific), Napoleonic Wars (Siege Works) and Ancient Rome (Rome Must Fall). His newest game called Medieval Command: Battle of Varna, 1444 starts a new series and is focused on the Crusade Battle of Varna and looks really interesting.

From the game page, we read the following:

On the fog-shrouded morning of 10 November 1444, the fate of southeastern Christendom hangs by a fraying thread as your heavily outnumbered Crusader army stands before the terrifying mass of Sultan Murad II’s Ottoman host near the Black Sea port of Varna. You are outnumbered nearly two to one; however, your heavy cavalry advantage can make the difference. Medieval Command: Battle of Varna 1444 is a solo Print & Play wargame that simulates the epic last ditch crusade attempt to free the Balkans from Ottoman rule. As the solo player, you play the role of Crusader, while the BOT handles your opponent, the Ottomans. You must master a tight dice-drafting system where GREEN dice power Ottoman attacks and Crusader defenses, while WHITE dice fuel your own offensives. Because you cannot win a war of attrition against these odds, your only hope is to tactically bank your dice to unleash devastating Boosted Actions like a thunderous, multi-die cavalry charge to smash the elite Janissary Wall before your lines crumble and the young King Władysław III is slain in the mud.

Here is a link to a playthrough video from the designer:

If you are interested in Medieval Command: Battle of Varna, 1444 Print & Play, you can order a copy for $6.00 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/583118/medieval-command-battle-of-varna-1444?src=newest_recent

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 order a copy for $89.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. The Far Seas: German Cruiser Operations at the Onset of WWI from VUCA Simulations

Another new order game from VUCA Simulations this month is The Far Seas: German Cruiser Operations at the Onset of WWI and I am always in for a naval focused wargame. I have not played that many and frankly not that many of the ones that I have played are that good but this one does look intriguing. I have also always been interested in the German efforts to solidify their place around the globe navally and with the founding of colonies in Africa and the South Pacific. So this one looks to fill that niche and looks to be really very interesting.

From the game page, we read the following:

At the outbreak of World War I, eight German cruisers were scattered across the globe—isolated, outnumbered, and cut off from home. What followed was a daring campaign of commerce raiding, evasion, and naval warfare that forced the British Empire to divert vast resources in pursuit.

The Far Seas puts you in command of this asymmetric naval struggle.

Take control of the German raiders or the Allied fleets in a tense operational-level game of hidden movement, search, and decisive engagements.

  • German player: Plan secretly, strike where the enemy is weak, raid merchant shipping, disrupt supply lines, and attempt the long journey home.
  • Allied player: Coordinate a superior fleet, protect trade routes, and hunt down elusive cruisers across the world’s oceans.

Every decision matters—overextend, and you risk destruction; hesitate, and the enemy slips away.

The system is built for fast turns, high tension, and meaningful choices:

  • Hidden movement and intelligence gaps create constant uncertainty
  • Elegant search and encounter mechanics lead to dynamic engagements
  • Combat resolves quickly but carries lasting consequences
  • Modular rules allow you to scale complexity to your preference

The core experience is accessible, yet layered with strategic depth for experienced players.

Beyond the core system, the game integrates historical realities that shaped naval warfare in 1914:

  • Coaling constraints force long-term planning
  • Convoy systems create high-risk, high-reward targets
  • Colonial operations add strategic pressure points
  • Special events introduce uncertainty and narrative moments

These elements enhance realism while preserving smooth gameplay.

If you are interested in The Far Seas: German Cruiser Operations at the Onset of WWI, you can order a copy for $99.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/the-far-seas

5. In Fours to Heaven: The Invasion of Poland 1939 from VUCA Simulations

Last year, while trolling the interwebs, I came upon the In Development section of the VUCA Simulations website and saw a very interesting looking operational level wargame on the German invasion of Poland in 1939 to kickoff World War II called In Fours to Heaven. The subject caught my eye, the title caught my eye and the cover caught my eye and I am very much interested in this one. I know that this campaign is seen as very one sided and that the outcome was predetermined as there was really no way for the Polish army to stand against the might of the German war machine but this one takes a look at the situation and makes it a gameable effort.

From the game page, we read the following:

In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.

Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns?
Will you delay the inevitable—or collapse under pressure?

This is not a scripted retelling. It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.

  • The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.
  • The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.

Unlike traditional wargames:

  • No fixed battle sequence
  • No guaranteed outcomes
  • No predetermined history

Every campaign evolves differently.

We published an interview with the designer Grzegorz Kuryłowicz on the blog and you can read that at the following link: https://theplayersaid.com/2025/06/30/interview-with-grzegorz-kurylowicz-designer-of-in-fours-to-heaven-the-invasion-of-poland-1939-from-vuca-simulations/

If you are interested in In Fours to Heaven: The Invasion of Poland 1939, you can order a copy for $239.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/in-fours-to-heaven

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.

-Grant

Durian Smuggler (Game 2)

Durian Smuggler is a small box card game from Indonesia. Well, from both Indonesia and Germany. The designer Simon Schmieder is from Germany but lives in Indonesia. The game has two modes, one best with three or four, and one best with two. These two modes are very different, and at the moment I have only played one of them, the one mainly for two players, but can also be

Upside Town

When you were little, did you enjoy playing with magnets? Now you get to play with magnets under the guise of a strategic boardgame. Upside Town is designed by Singaporean designer Quentin Quek and published by PlayByDesign. Quentin comes from a product design background, and it shows in how well put together Upside Town is. This is not a game with a gimmick. The

108 Outlaws

108 Outlaws is a game from Daryl Chow of Origame. It is based on the Chinese classic novel Water Margin. I have been designing games based on the four Chinese classics, including Water Margin, so I was certainly interested in seeing Daryl's take on the topic.  108 Outlaws is a tableau building game. All 108 characters of Water Margin are in the game. They are

Bangkok International Game Festival (BIGF) 2026

28 - 30 Aug 2026 was the Bangkok International Game Festival (BIGF) in Thailand. This was my third time exhibiting in Thailand. I first exhibited at the Thailand Boardgame Show (TBS) in 2024, and I went to TBS too in 2025. This year I wanted to try the other main boardgame event in Bangkok. Choon Ean of LUMA was at BIGF last year, and she helped me sell my games. Sales was great. So

Vietnam’s Road to Essen board game design contest back for second year, with longer runway aimed at turning publisher interest into deals

24. August 2026 um 13:23

Road to Essen, a competition designed to showcase Vietnam’s burgeoning tabletop design scene at the world’s biggest board game fair, has returned for its second year – with organisers changing things up in the hope of helping turn publisher interest into commercial deals.

The contest was launched last year by Vietnamese board game publisher Everjoy Publishing and its global arm Everjoy Global, in an attempt to help designs from Vietnamese creators break out internationally.

Entrants receive access to workshops and playtesting, while later-stage contestants receive mentoring and jury feedback, with selected games ultimately presented to the international industry at the giant Spiel Essen board game fair in Germany.

Thinh LeHuu’s co-operative card game July, themed around Vietnam’s seventh lunar month and its Hungry Ghost festival, was named the inaugural champion last year from about 160 entries – winning over a judging panel that included Cascadia designer Randy Flynn with its “clever gameplay, polished design and cultural message”.

The 2026 competition is now under way with a theme of ‘Vietnamese Culture’, encouraging designers to draw on areas including the country’s history, legends, beliefs, festivals, folk arts, cuisine, crafts and architecture.

Rulebook cover for July, designed by Thinh LeHuu

But there is a significant change to the timetable this time around: rather than taking the winner to Spiel just weeks after the competition concludes, organisers have scheduled their next international showcase for Spiel Essen 2027.

Claire Ton, head of the organising committee for Road to Essen 2026, told BoardGameWire, “It’s a deliberate decision to give the work its best possible shot.

“A winner chosen in late 2026 can’t have a polished, publisher‑ready game on the Essen floor a few weeks later – and a rushed debut serves the designer least of all.

“Aiming this edition at SPIEL 2027 gives the winning team close to a full year to develop the game, act on the judges’ feedback, line up a publishing or distribution partner, and arrive ready to actually do business.

“It also lets us plan the Vietnamese presence at the fair properly. Getting a Vietnamese game to Essen was never really the goal – getting it there ready to sell is.”

The extra development period addresses one of the main barriers Road to Essen was created to tackle: getting games from Vietnam’s rapidly-growing community of local designers into a form that can be presented effectively to publishers and distributors outside the country.

Everjoy Global co-founder and CEO Ionah Nguyen told BoardGameWire in 2025 that Vietnam had experienced a roughly 400% increase in locally-designed games entering its market in just two years – but said designers continued to face a lack of international publishing and distribution connections, language differences, unfamiliarity with global supply chains and the cost of attending overseas shows.

Almost a year later, Ton told BoardGameWire, “The first edition did exactly what a first edition should: it put Vietnamese design in front of the world and proved there’s real appetite for it.

“We brought the games to SPIEL Essen 2025 and the response was genuinely exciting – our winning title, July, drew particular attention.

“That interest is now powering the next stage. Most of our finalists are deep in development, sharpening their games with everything they took from our international judges and from the fair floor.

“We’re building deliberately for lasting outcomes rather than quick headlines – the first publishing deals to come out of Road to Essen should be the right ones, and we’d rather bring a title to market ready to succeed than rush it out early.

“There’s a lot moving beneath the surface, and the next year is where it starts to show.”

Ton added, “We’re in the relationship‑building phase, and it’s an encouraging one. A lot of conversations were sparked at Essen – publishers wanting to understand the scene, see what’s emerging from Vietnam, and stay close to what comes next.

Thinh LeHuu collects his champion award at the Road to Essen competition in 2025

“What’s promising is that this feels less like one‑off interest in a single title and more like the early groundwork of lasting partnerships, which is exactly what a young design ecosystem needs to grow.

“The titles generating the most conversation share a clear profile: culturally distinctive, visually striking, and easy to pick up and play. Our focus this year is turning that momentum into concrete meetings and, ultimately, deals.”

That intermediary role directly addresses one of the problems Nguyen identified when Road to Essen launched: many Vietnamese designers lacked direct connections to international publishers and distributors.

She told BoardGameWire last year, “There’s no shortage of creativity in Vietnam. What we lack are bridges.”

But there are signs outside the competition that Vietnamese designers are beginning to find international publishing routes.

Vietnamese designer Huy Pham’s Yotei has been picked up by Rebirth publisher Mighty Boards, which launched a Kickstarter for the game in April before demoing it at Gen Con this summer.

Mighty Boards edition of Yotei, designed by Huy Pham

Meanwhile Bunny 100 – designed by Hoang Vo and originally published by Everjoy Publishing – has secured a European release through Italian publisher DV Games.

Those developments come as designers elsewhere in Asia have had a striking 12 months in achieving recognition in the European market.

Japanese designer Hisashi Hayashi’s Bomb Busters won the Spiel des Jahres in 2025, while Indonesian designer Martin Ang’s JinxO – published as Dito! in Germany by Game Factory – scooped the award this year, becoming the first Southeast Asian-designed game to win the prize.

Ton said Vietnamese games’ biggest sales numbers nevertheless remain overwhelmingly driven by the country’s domestic market rather than exports, telling BoardGameWire research suggested Vietnam’s board game market reached about $100m last year at a roughly 10% growth rate.

She said, “Importantly, more of that is original Vietnamese design rather than imports, supported by a fast‑growing creator community and better retail distribution.”

Several Vietnamese-designed games are now reporting sales in the tens or hundreds of thousands of copies – like Bunny 100, Zodiac Rush and Galactic Super Beasts – thanks to the snowballing domestic market.

Ton told BoardGameWire, “The vast majority of those numbers come from Vietnam itself – and I’d argue that’s the most important part of the story, not a limitation.

“It proves there’s a large, real domestic market here: a home audience big enough to make original Vietnamese design commercially viable on its own. That’s the foundation everything else is built on.

“Export is the newer chapter – Bunny 100 into Europe through DV Games and across several Asian markets – and it’s growing, but the headline sales figures today are a signal of domestic strength first.”

This year’s contest will have an overall prize pool of about 500 million Vietnamese Dong – roughly $20,000 – split between the winner and a set of other award finalists.

They include awards for fan favourite board game, best visual design, most innovative board games, the game with most commercial potential, and best cultural representation – as well as categories for best junior creator (aged six to 15) and outstanding teen designer (ages 15 to 18).

The submission period for this year’s awards end on November 15, with the grand prize winner receiving full sponsorship to attend Spiel Essen 2027, along with an exclusive publishing opportunity with Everjoy Publishing.

The post Vietnam’s Road to Essen board game design contest back for second year, with longer runway aimed at turning publisher interest into deals first appeared on .

Bangkok International Game Festival 2026

  Bangkok International Game Festival (BIGF) is happening in Bangkok 28 - 30 August 2026. Cili Padi Games will be there. The new game I am bringing is Pilgrim Poker. I have exhibited in Thailand before, twice, at a different event - the Thailand Boardgame Show. This year I want to try going for a different event. It is my first time at BIGF. Let's see what it's like. I hope to be

Restoration (Phuc Dung)

This is a game I am very excited to talk about. Restoration is a game from Vietnam, designed by Plum Tran and Toan Nguyen, and published under Ngu Hanh Games. It is a strategy game about restoration of the Kien Trung Palace. You play the role of artists and craftsmen. This is a worker placement game. It uses a rondel mechanism, and it has area majority competition. 

Play Play Asia opens for business!

We have a new physical boardgame store in downtown Kuala Lumpur! Play Play Asia is located in GMBB Mall, which is a local hub for arts. The shop specialises in Asian games, with much focus on South East Asian titles. This is a collaboration between Origame from Singapore and LUMA from Malaysia. You will see many Singaporean and Malaysian game titles at the shop. Can you spot my games Malaysian

Asian Board Games Festival - Malaysia 2026 - what I saw

The Asian Board Games Festival (Malaysia) was 7 - 9 Aug 2026. This was the third time it was held, and I have been exhibiting there every year so far. It was at the same venue - 1st Avenue Mall in Penang. Here's my experience at ABGF this year.  Three of us - Jon, Buddhima and I - travelled together in the same car from Kuala Lumpur to Penang on Thursday, a day before the event

Dirty Work

Dirty Work is a party game from Thailand. This is a simultaneous action selection game, and it is very much about guessing your opponents’ intentions. You are all miners mining gold, contributing to a stash of gold, one nugget at a time. Sooner or later someone will be tempted to steal from the stash. However such thieves can be caught by miners who decide to play guard. So these are the

JinxO wins 2026 Spiel des Jahres, Rebirth secures historic triple for Reiner Knizia

13. Juli 2026 um 16:11

Word association party game JinxO has been crowned the winner of this year’s hugely influential Spiel des Jahres award, on a night which also saw legendary game designer Reiner Knizia make history with his Kennerspiel award win.

Martin Ang’s design won over the judges ahead of Corey Konieczka’s Cozy Stickerville and Markus Slawitscheck’s Morty Sorty Magic Shop, becoming only the fourth word-focused game to win the 47-year-old prize after Barbarossa, Codenames and Just One.

JinxO’s win brings an end to a three-year run of cooperative games taking home the Spiel des Jahres prize, in the shape of Dorfromantik: The Board Game, Sky Team and Bomb Busters.

Indonesia-based Ang’s victory underscored the growing internationality of the venerable German award, which until last year’s triumph by Hisashi Hayashi’s Bomb Busters had never been won by an Asian designer.

The 2026 ceremony also delivered a historic first for veteran designer Reiner Knizia, whose tile-laying title Rebirth claimed the higher complexity Kennerspiel des Jahres prize.

JinxO designer Martin Ang with his Spiel des Jahres award || Photo Credit: Spiel des Jahres

That win made Knizia the first designer in history to complete the full set of Spiel des Jahres, Kinderspiel des Jahres and Kennerspiel des Jahres wins, having previously picked up awards for Keltis and the children-focused Whoowasit? in 2008.

Morty Sorty Magic Shop designer Markus Slawitscheck narrowly missed matching that feat this year after finishing runner up to JinxO, following his 2023 Kennerspiel victory with Challengers! and 2024 Kinderspiel win for Magic Keys.

Rebirth contended with Michael Palm and Lukas Zach design Boss Fighters QR and Donald X Vaccarino’s Moon Colony Bloodbath in the final for this year’s Kennerspiel.

The children-focused Kinderspiel award this year was won by Florian Sirieix’s Mooki Island, ahead of his co-design with Benoit Turpin, Boo Party, and Verflixt Verzaubert, a localisation of Thomas Dagenais-Lespérance’s Mimose & Sam et le Voleur de Fruits.

Winning the Spiel des Jahres can transform the fortunes of games, designers and publishers alike, with Pegasus Spiele co-founder Karsten Esser previously telling BoardGameWire the award can increase sales by 10 to 20 times in the months following the ceremony, thanks to huge exposure in Germany’s mainstream retail market ahead of Christmas.

Receiving his trophy at the ceremony in Berlin, Ang thanked Swiss publisher Game Factory “for really believing in Dito! [the German-language localisation of JinxO] and in us”.

JinxO || Photo Credit: Tabletoys Games

He dedicated the victory to supporters across Asia, adding: “Thank you also to all the friends and publishers from Asia, especially from southeast Asia… finally we made it, and this is all for you also.”

Speaking separately during the ceremony, Ang said the game’s origins lay in Indonesia’s enthusiasm for social games.

“We made a party game because in Indonesia people really love to play party games,” he said. “It’s really famous in Indonesia right now and a lot of people like it, even the gamers also like it.”

Spiel des Jahres Association chairman Harald Schrapers said Ang’s success reflected the awards’ increasingly international reach.

He said, “We have had nominees from Japan and New Zealand in past years, but we always had a blind spot on the world map. We have never had a nominated author from the global south here on stage, and we are very proud of our Indonesian game author.

“Maybe there will also be a game from Africa or South America in the future. That is the great thing about playing – we play the same games here in Germany as they play in Indonesia.”

That geographic expansion has not been similarly reflected in the gender of nominated designers, however, with non-male designers once again heavily underrepresented.

The Spiel des Jahres jury looked at a record 571 games for this year’s awards – but just 2.3% of those games were from women designers, with male creators making up 94% of the cohort, and the rest being designed by mixed teams.

That figure has barely moved in recent years, having stood at 2% in 2025 and 2.6% in 2024 – an ongoing lack of diversity highlighted in great detail in this excellent feature by Wargamer’s Mollie Russell earlier this year.

The 440 titles reviewed across the Spiel and Kennerspiel categories was up 14% on last year, while the 92 games considered for the Kinderspiel marked a roughly 50% rise compared to the 61 from 2025. Another 39 titles were considered by judges across both the Spiel and Kinderspiel awards.

Number of games reviewed in recent Spiel des Jahres years – red is Spiel and Kennerspiel, blue is Kinderspiel, and purple is games which span both segments

JinxO’s victory marked a milestone for Zurich-based publisher Game Factory, which claimed its first Spiel des Jahres 18 years after being founded.

Game Factory previously won the Kinderspiel category with Magic Keys in 2024, and was also shortlisted for this year’s Kinderspiel through Verflixt Verzaubert.

The publisher had picked up a nominated for the Kennerspiel last year with viking-themed resource gathering game Looot.

Reiner Knizia’s win with Rebirth provided Germany publisher Frosted Games back-to-back Kennerspiel victories, having triumphed last year with its localisation of Endeavor: Deep Sea.

Accepting the award, Knizia – dressed in a kilt and tartans to reflect the Scottish map in Rebirth – paid tribute to his wife Margaret, whom he described as “the love of my life” and thanked for “giving me the space to fill my life with games”, before highlighting the importance of playtesters in modern game development.

Rebirth designer Reiner Knizia || Photo Credit: Spiel des Jahres

“Developing games, you cannot do alone,” he said. “You can’t develop games without playing them. No matter how much experience you have, you have to play, play, play.”

He added that his Munich testing group had made “a very significant contribution” to the game, saying playtesters should not be underestimated because “without them nothing is possible”.

Knizia also praised Rebirth’s graphic designers, who he said made a major contribution to designing the game – “it is about haptics, it is about the visuals” – and the game’s original, Malta-based publisher Mighty Boards.

He said, “We are not publishers, we create one handmade prototype, and then we need somebody who puts this into practice very professionally and who makes the game even better.

“And now you will ask me, ‘why do you then pick a publisher on Malta? What can they sell on Malta?’ Well, today things are different, today we have many localisation partners across the world – that said, it doesn’t really matter where the original publishing house is located.”

Knizia closed his long speech by urging players not to overlook the other nominees.

“In the end, it doesn’t matter who wins, because we carry the message about good games out to the people,” he said.

“There has to be one on top, but the top is amongst equals… Buy the other games, play them and honour the authors and all the contributors as much as the winners.”

The 2025 Spiel des Jahres Awards longlists:

Spiel des Jahres

WINNER: JinxO – designed by Martin Ang (Published by Game Factory / Tabletoys Games)

Nominated: Cozy Stickerville – Corey Konieczka (Unexpected Games)
Nominated: Morty Sorty Magic Shop – Markus Slawitscheck (Schmidt Spiele)

Recommended
Hot Streak by Jon Perry (Strohmann Games / CMYK)
Meister Makatsu by Reiner Knizia (Amigo)
Take Time by Alexi Piovesan and Julien Prothière (Libellud)
Toriki by Wojciech Grajkowski (Mirakulus / Lucky Duck Games)
Toy Battle by Paolo Mori and Alessandro Zucchini (Repos Production)
Wilmot’s Warehouse by David King, Ricky Haggett and Richard Hogg (CMYK)

Kennerspiel des Jahres

WINNER: Rebirth – Reiner Knizia (Frosted Games / Mighty Boards)

Nominated: Boss Fighters QR – Michael Palm and Lukas Zach (Pegasus Spiele)
Nominated: Moon Colony Bloodbath – Donald X Vaccarino (Alea / Rio Grande Games)

Recommended
Artengarten (Sanctuary) by Mathias Wigge (Feuerland / Capstone Games)
Frosted Blooms by Bruno Cathala and Ludovic Maublanc (Elznir Games / Synapses Games)
Grundstein von Metropolis (Foundations of Metropolis) by Emerson Matsuuchi (Kobold Spieleverlag / Arcane Wonders)
Tag Team by Gricha German and Corentin Lebrat (Kosmos / Scorpion Masqué)

Kinderspiel des Jahres

WINNER: Mooki Island – Florian Sirieix (Kosmos / Scorpion Masqué)

Nominated: BOO PARTY -Florian Sirieix and Benoit Turpin (Loki)
Nominated: Verflixt verzaubert – Thomas Dagenais-Lespérance (Game Factory / Locomuse)

Recommended
Kleiner Stinker (Little Stinker) by Elan Lee, Ken Gruhl and Quentin Weir (Kitten Games)
Magische Spiegel (Half-and-Seek) by Kseniya Kuznetsova (Ravensburger / Red Cat Games)
Paleolino by Marco Teubner and Peter Rustemeyer (Hans im Glück)

The post JinxO wins 2026 Spiel des Jahres, Rebirth secures historic triple for Reiner Knizia first appeared on .

designer diary: Malaysian Holidays

Malaysia is a country which has many public holidays. We have three major ethnicities and many minor ones. We have different religions and traditions. We have national holidays as well as many state specific holidays. Every year towards the end of the year, I see infographics on social media helping people strategise when to apply for annual leave in the following year. For

John F. Kennedy (Presidential Ratings, #3)

12. November 2023 um 17:46

Two years ago, I have inaugurated a new irregular series on my blog assessing the merits of UK prime ministers (illustrated through the lens of a single board game each). The rating system seemed robust enough to apply it to other countries/leaders (at least if they are more or less democratic). Thus, we branched out to American presidents and a German chancellor. Today’s subject is another US president – John F. Kennedy, an almost mythological figure despite – or because? – his short tenure. And which game could be more appropriate for him than 13 Days: The Cuban Missile Crisis (Asger Harding Granerud/Daniel Skjold Pedersen, Jolly Roger Games)?

The Rating System

Some caveats ahead: The presidents 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 president, but includes their life after holding the office (in which they will still be regarded in the public eye as (ex-)presidents).

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 president can earn from one to five stars in each category (for a total sum of up to 30). In detail, the president is assessed as follows:

Foreign policy: Did the president increase US influence in the world and the security of Americans at home? Did the president wield US power responsibly and with positive results for the regions affected (the latter counting for a greater deal in times of US power being great)?

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

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

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

Pragmatism: Did the president succeed in seeing his policy through from inception to completion? How well did the president manage the support from Congress, society, the administration, the media (the latter counting for more in more recent years)?

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

Kennedy’s Early Life

John Fitzgerald Kennedy was born on May 29, 1917. Both his paternal and maternal ancestors had played important roles in business and politics within the community of Boston’s Catholic Irish Americans – and his grandfather John Fitzgerald and father Joseph Kennedy (Sr.) envisioned that the next generation could break out of this religious/ethnic niche onto the national stage. Their hopes, however, did not rest on “Jack,” as the family called him, but on his older brother Joseph (Jr.). While Joseph (Jr.) seemed to succeed at everything he touched, Jack developed a rebellious streak at school and suffered from frail health (particularly back and intestinal problems) from a young age on.

Jack enjoyed the opportunities his privileged background offered to him: He enrolled at Harvard University and travelled through Europe. His contacts there – his father was Franklin D. Roosevelt’s ambassador to the United Kingdom – provided him with a wealth of information on the brewing crisis in Europe, which coalesced into his senior thesis attacking British appeasement policy (finished in 1940, when World War II had already begun). One year later, Japan attacked the United States at Pearl Harbor.

Britain and France had tried to attempt Nazi Germany with the Munich Agreement. One year later, they were at war with Germany anyway. This failure of appeasement informed John F. Kennedy’s foreign policy stance through his life.

Jack, still unsure about his own path in life, had entered the United States Naval Reserve just weeks before the attack. He now zealously took up his service in the hopes that his military prowess would support Joseph (Jr.)’s later political career. While his physical state would have still prevented him from a frontline role, his father pulled some strings to have him assigned to the command of a patrol torpedo (PT) boat, one of the few parts of the Navy enjoying success against the Japanese early in the war.

From April 1943 on, Jack commanded PT-109 in the South Pacific. In August of that year, his boat collided with a Japanese destroyer and was cut in half. Jack and his crew swam to an island several miles away from the wreckage, with Jack towing one of the injured sailors by the strip of a life vest he held between his teeth. They swam out to find help in the following days, until they encountered a native with a canoe whom they entrusted with a message to bring to the American forces nearby. The stranded were rescued after seven days on the island, and the story immediately garnered lots of press attention. Jack became a war hero.

As Jack had injured his back again during the collision, he spent most of the rest of the war receiving medical treatment and was decommissioned in March 1945 already – half a year after Joseph Jr. had died flying an experimental plane in the European theater of operations. Jack was now the heir to the Kennedy ambitions.

The Congressman

After a brief stint in journalism, Jack Kennedy ran for Congress in 1946 and was elected to the House of Representatives in a working-class, Catholic Boston district. Despite these local advantages, his election made some waves – after all, Kennedy’s Democrats had received a shellacking elsewhere, owing to the unpopularity of sitting president Harry S. Truman. While Kennedy was aware that his influence in the House was limited, he used his position to travel the world and get more foreign policy experience, and – helped by his large staff, paid for with his father’s financial assistance – ingratiate himself with the local voters. The House was only to be the first step for him.

In 1952, Kennedy ran against the incumbent Henry Cabot Lodge to represent Massachusetts in the Senate. While Lodge could rely on his experience and the momentum (the Republicans would win the presidential election of 1952 both nationally and in Massachusetts), Kennedy ran the more dynamic campaign. It was a family affair: His mother and sisters organized events focusing on women voters, his younger brother Robert managed the campaign, and his father bankrolled everything. Kennedy won a close race, and, at age 34, he was a United States Senator.

Many politicians have waved and smiled, but rarely has anyone done it as charmingly as John F. Kennedy.

Once more, the Senate was only supposed to be a stepping-stone. Not least importantly for a man who wanted to become president, Kennedy got married during his time in the Senate – to the glamourous Jacqueline Bouvier (Kennedy). Jack Kennedy did not introduce any remarkable legislation during his time in the Senate (and spent a good deal of time in treatment for his worsening back, taking ever more medication, and even receiving last rites at one point). He did, however, gain some national stature and made sure the voters looked upon him favorably. When the Democrats selected their presidential ticket in 1956, Kennedy ran for Vice President, but was narrowly defeated on the third ballot by Estes Kefauver. This setback might have been to Kennedy’s advantage: Democratic presidential nominee Adlai Stevenson and Kefauver went down in the worst electoral showing for a Democratic ticket in decades. The unscathed Kennedy won his own Senate reelection with the biggest landslide in Massachusetts history two years later.

The stage was set for his presidential campaign. Once more, Robert managed the campaign and Joseph Sr. funded it. Senate Majority Leader Lyndon B. Johnson was Kennedy’s toughest opponent for the Democratic nomination, yet the Texan’s appeal outside of the South was limited. Kennedy clinched the nomination and made Johnson his running mate. They faced off against sitting Vice President Richard Nixon and Kennedy’s old rival Henry Cabot Lodge on the Republican ticket. In one of the closest races of American history (the two tickets were separated by a mere 113,000 votes nationwide), Kennedy’s charm (and funds) prevailed. At age 43, John F. Kennedy was the youngest person ever to be elected President of the United States.

Early Presidential Setbacks

Kennedy dedicated himself chiefly foreign policy – by inclination, but also because the bipartisan coalition of conservative Democrats and Republicans in Congress blocked his legislative initiatives for housing, health, and tax reforms. He had inherited several crises from his presidential predecessor Dwight D. Eisenhower. Closest to home was the Cuban revolution, during which Fidel Castro had not only deposed the US-aligned dictator Fulgencio Batista, but also nationalized the assets of US enterprises. The Eisenhower administration had started planning the overthrow of Castro by an invasion of Cuban exiles, which were to be supported by CIA and US forces if necessary. Kennedy distanced himself from the planning process, but approved the operation anyway. The results of the landing in Cuba’s Bay of Pigs were disastrous. Not only did the invasion fail, it also damaged the goodwill which the nations of Latin America held toward the new president, and made Castro actively seek Soviet support to maintain his rule.

The Bay of Pigs invasion damaged American leadership in the world and narrowed foreign policy options as the United States was now locked into hostility with Cuba.

A few months after the Bay of Pigs fiasco, Kennedy first met with Soviet leader Nikita Khrushchev in Vienna. Kennedy took a rhetorical beating (and Khrushchev threatened action over the divided city of Berlin). Yet while Khrushchev was concerned over the ongoing exodus from East German via Berlin, he did not want to risk war, and so he authorized the building of the Berlin Wall instead (to the relief of Kennedy). Kennedy signaled the willingness of the United States to secure the rights of the West Berliners, and thus strengthened American ties with its European allies. All the while, Kennedy worked on a military build-up to reduce US dependence on its nuclear arsenal – in his words, to give him a “wider choice than humiliation or all-out war,” the beginning of what would be called the “Flexible Response” doctrine.

Soviet plays for Berlin had been common since the immediate post-war era. In Khrushchev’s earthy language: “West Berlin is the testicle of the West. When I want the West to scream, I squeeze West Berlin.”

The military buildup was helped along by economic recovery. Unemployment receded and growth picked up while inflation was low. Then some of the large steel firms hiked their prices right after the unions had agreed to a very modest, non-inflationary pay raise. Kennedy met the challenge head on, having the FTC investigate the price fixing, the IRS launch a tax probe, and the Department of Defense announce that it would only buy from companies which had not raised prices. The firms quickly rescinded the price hike.

Civil Rights and Cuban Missiles

Civil rights were the dominant domestic issue of the day. While Kennedy insisted that Black Americans were given more opportunities and visibility in public service, he was not willing to spend political capital to advance their cause outside of the federal government. On a day-to-day basis, he was mostly concerned with the problems racial discrimination presented to his foreign policy (for example, in reaching out in the new post-colonial nations of Africa) – both the discrimination itself and the protests against it, which in Kennedy’s eyes created disharmony.

Kennedy’s attention was soon to be grabbed by foreign policy anyway: Khrushchev, emboldened by Kennedy’s weak showing in Vienna, had found a willing partner in Castro to establish a strategic balance by stationing nuclear weapons on Cuba (in Khrushchev’s own colorful imagery, “planting a hedgehog in Uncle Sam’s underpants”). That would have left the United States vulnerable to Soviet medium-range missiles. When a U-2 spy plane took pictures of the missile site, the most dangerous two weeks of the Cold War began. Kennedy almost continually met with closest advisers to explore possible responses. Initially, most of them favored an unannounced airstrike on the missile sites (possibly followed by a full-scale invasion) before the missiles were ready. Kennedy thought such a course of action would not only taint the reputation of the United States (as Pearl Harbor had done for Japan), but also entail a high risk of escalating into full-scale nuclear war with the Soviet Union. Instead, he opted for a “quarantine” – ships entering or leaving Cuban waters would be stopped and searched by the US Navy. In the meantime, he and Khrushchev exchanged letters and public announcements. Tensions ran high when US ships forced Soviet nuclear-armed submarines to surface with depth charges and when an American plane was shot down over Cuba on October 27, 1962 (“Black Saturday”). Sobered by these near-brushes with nuclear war, Kennedy and Khrushchev agreed that the missiles would be removed from Cuba (in exchange for the secret removal of the older American missiles in Turkey, which Kennedy had wanted to remove anyway).

The Cuban Missile Crisis was resolved with both superpowers’ reputation intact, yet in practice Kennedy got what he wanted without giving anything away that he would have liked to keep.

After the Cuban Missile Crisis, Kennedy pursued a policy of détente with the Soviet Union. He established a direct communications connection between the White House and the Kremlin, and in summer 1963, concluded the first nuclear test ban treaty with the Soviets.

In the meantime, the Civil Rights situation became ever more urgent. Universities now turned into flashpoints of the struggle for equal rights – federal marshals and troops had to protect James Meredith’s right to enroll at the University of Mississippi as the first black student there ever; Alabama governor George Wallace personally barred the door of the enrolment office to black would-be students at the University of Alabama. The clashed between federal and state forces, Civil Rights protesters, and segregationists escalated – state police used dogs and fire hoses on peaceful Civil Rights protesters, and segregationists bombed black churches and killed protesters. Kennedy could not evade the issue any longer. Strengthened by his successful resolution of the Cuban Missile Crisis, he threw the weight of the presidency behind the Civil Rights movement (while still urging them not to act too radically): He announced a legislative program which would provide equal access to public schools as well as the ballot box.

As his Civil Rights package went into Congress, Kennedy had to deal with another foreign policy issue: The United States had taken an ever greater role in Southeast Asia as the former colonial power France withdrew from the region. By the early 1960s, the United States propped up the deeply unpopular Southern Vietnamese regime of Ngo Dinh Diem against the challenges of Communist North Vietnam to reunify the country on their terms. An ever-growing force of American “military advisers” flowed into the country – during Kennedy’s tenure alone, their number expanded from 1,000 to 17,000. As Diem grew both more authoritarian and less effective, Kennedy authorized American tacit support for a military coup against him.

While Kennedy still explored options for Vietnam (ranging from sending more troops to pulling them out entirely) and his Civil Rights legislation was far from complete, his presidential tenure ended abruptly: On November 22, 1963, John F. Kennedy was assassinated while on a trip to shore up political support in Dallas. The circumstances of the assassination remain contested. He was only 46 years old.

The Rating

Foreign policy:

Kennedy’s tenure began with the Bay of Pigs disaster and ended with the crisis in Vietnam out of which America’s greatest military defeat would develop. There were, however, no US combat forces in Vietnam when Kennedy was in office, and we can only speculate if he might have failed as abjectly in resolving the issue as his successors. In between these bookends, Kennedy’s foreign policy was successful – he made the American toolbox to deal with security crises more flexible, strengthened the relationship with the European allies and reached out to the newly decolonized nations of Africa, resolved the single greatest challenge of the Cold War (the Cuban Missile Crisis) both peacefully and advantageously for the United States, and initiated the détente with the Soviet Union which would permanently lessen the risk of nuclear war.

Rating: 4 out of 5.
Kennedy’s only summit with Khrushchev was a failure, but the young president learned from it and pursued a pretty successful foreign policy afterward.

Domestic policy:

Kennedy was a latecomer to the dominant domestic policy issue of the day. While he supported Civil Rights verbally and in the federal government, he saw it otherwise as a distraction which would drain political capital from more important tasks like foreign policy. Only when the situation in the South had made a massive federal intervention inevitable did Kennedy rise to the occasion. He was unable to pass Civil Rights legislation before his death.

Rating: 2 out of 5.
Only late in his tenure did Kennedy realize that responding to protests was not necessarily a nuisance, but could provide momentum for policymaking.

Economic policy:

As with Civil Rights, Kennedy was no successful legislator in matters of economic policy. The cross-party conservative coalition in Congress defeated his early initiatives. Yet the American economy was fundamentally sound and did not need major legislation. When presented with the biggest economic challenge – the steel price hike – Kennedy met it firmly, and the specter of inflation fueled by corporate greed was defeated.

Rating: 4 out of 5.

Vision:

Kennedy came to the presidency by personal ambition rather than ideological conviction, and his approach to the office was decidedly tentative. He held varying positions on the same topic over time – from Vietnam to Cuba – and shifted his priorities ad hoc (for example with Civil Rights). In his short tenure, he did not develop any policy hallmark – yet it is conceivable that détente with the Soviet Union might have become just that.

Rating: 2 out of 5.

Pragmatism:

Here Kennedy’s performance is ambiguous. On the one hand, Kennedy’s skill as a legislator were minimal. He never got a good grasp on Congress (despite his own fourteen years of experience there) and was unable to secure any major legislation. On the other hand, Kennedy’s winning personality ensured popular support for himself (even when his policies failed, for example the Bay of Pigs invasion). He thrived in the modern politics-media environment to whose establishment he contributed – as the winner of the first televised presidential debate as well as the inaugurator of the free-flowing, question-and-answer presidential press conference.

Rating: 3 out of 5.
Kennedy was a gifted communicator, and beloved by the electorate. He has both the highest average job approval of any US President since polling began in 1945 (70%), and the highest floor (never polling below 56% approval, which is better than most presidents’ average).

Integrity:

During the 1960 presidential election campaign, many of Kennedy’s political opponents alleged that he would be beholden to his Catholic and Irish-American brethren, or even a puppet of the Pope. None of this turned out to be true. Nonetheless, Kennedy regarded politics a little too much as a family business – naming his brother-in-law Sargent Shriver head of the Peace Corps and his brother Robert Attorney General (a practice which has since been made unlawful). 

Rating: 2 out of 5.

Overall:

In the words of Kennedy’s biographer Robert Dallek, his life was “unfinished.” So was his presidency. Public opinion, of course, is not bound by the confines of historical scholarship, and in this sphere, Kennedy lives large as the promise of a youthful, vigorous, optimistic America, not yet tainted by the disaster of the Vietnam War, or the Watergate Scandal. Historical scholarship, however, is left to assess Kennedy’s short, and sometimes contradictory time in office. Here Kennedy shows himself to be a president whose flashes of brilliant leadership (most notably during the Cuban Missile Crisis) are not the norm, but the exception in an overall solid presidency.

All leader ratings so far:

  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 Kennedy? Let me know in the comments!

Further Reading

Dallek, Robert: An Unfinished Life. John F. Kennedy 1917—1963, Little, Brown and Co., Boston, MA 2003.

As always when it comes to American presidents of the 20th century, see the respective chapter in Leuchtenburg, William E.: The American President. From Teddy Roosevelt to Bill Clinton, Oxford University Press, Oxford 2015, pp. 386-424.

For a quick introduction to the Cuban Missile Crisis, see Hershberg, James G.: The Cuban Missile Crisis, in Westad, Odd Arne/Leffler, Melvyn (eds.): The Cambridge History of the Cold War. Volume 2. Crises and Détente, Cambridge 2010, pp. 65—87.

A detailed treatment of the crisis can be found in Fursenko, Aleksandr/Naftali, Timothy: „One Hell of a Gamble“: Khrushchev, Castro, and Kennedy, 1958—1964, John Murray, London 1997.

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