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Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

Happy new year, everybody! I hope it will bring you much joy. I also hope it will bring you board games (which is basically the same thing). The question is, however: Which games? – Here are a few 2026 releases which look most intriguing to me. Long-time readers of this blog will notice that this year’s list is a bit longer than usual – there are just so many fascinating games scheduled for release this year!

As always, don’t take this as a shopping list (neither for you nor for me). Your taste in games and your discretion how many new games you want to chase decide what will end up in your shelf (and, hopefully, on your table)!

After that reminder, on to the games. As all of them are set in human history, they are ordered from most ancient to most recent.

P500 banner for Triumvir (not final art). ©GMT Games.

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

Once the greatest Roman politician-generals outgrew to confines of the republican power-sharing agreement, the Republic was bound to fall. Yet it was not predestined that it would fall to Caesar. In fact, two of his associates/rivals, Pompey and Crassus, might as well have taken the diadem… if they had played their cards better.

Triumvir casts its players as the three mightiest power brokers of the last years of the Roman Republic. They will attempt to parlay their wealth, popularity, and military force into political success (in an adaptation of the negotiation mechanic from Engelstein’s and Herman’s previous cooperation Versailles 1919). Whoever settles the issues in the senate in their favor and deals best with the challenges in the rebellious provinces is poised to become the First Man in Rome…forever.

You can still pre-order Triumvir at the P500 price of $60.00 (regular price: $101.00). Release is expected for March.

©Sound of Drums.

Neither King Nor God (Limited Pilot Edition) (Uwe Walentin, Sound of Drums)

4 players, 60-120 minutes

I have a fondness for the early modern period, this time when so many old certainties in Europe were shattered by revolutionary new developments – from the printing press over the discovery of America to the Reformation.

Neither King Nor God focuses on the struggle over military, religious, and commercial supremacy in Western Europe, with the Pope, the Holy Roman Emperor, and the Kings of England and France as the four protagonists. The players will send their courtiers to the big cities of Europe. These courtiers range from merchants over generals to assassins, each with their own action, forming a neat stack in each city. Once all courtiers are placed, each city’s courtier stack is resolved top to bottom – so, the last courtier placed is the first one to resolve! There are a lot of tactical considerations involved in which courtier you’d like to trigger early or late, and as they are placed face-down, also a good deal of bluffing.

I had the opportunity to play Neither King Nor God at last year’s SPIEL in Essen. Our Holy Roman Emperor attempted to spread Protestantism in Germany and waged war against the Pope for control of Venice, while France and England expanded their commercial networks on the continent and clashed over Normandy. Everyone had a great time!

The limited pilot edition of Neither King Nor God can be ordered for € 69.00 and will be shipping in mid- or late January. Sound of Drums aims to have the full epic edition ready for SPIEL in October 2026.

P500 banner for 1848 (not final art). ©GMT Games.

1848: The Springtime of Nations (Jules Félisaz, GMT Games)

2 players, 150-180 minutes

The European revolutions of 1848/49 are generally considered failures. After all, the ancient régimes had returned to power everywhere but in France, and even there the Second Republic was soon overthrown by Louis-Napoleon Bonaparte. Yet for months it looked like all of Europe could shed the old order in favor of liberalism, nation-states, and maybe even – gasp! – democracy. And even when the revolutionaries were defeated, they had changed the way the game was played: From then on, politics was conducted in public, with parliaments, parties, and newspapers, and the forces of liberalism and nationalism had to be taken into consideration by even the most conservative of monarchical governments.

Despite the impact of the revolutions, barely any games have covered them. Jules Félisaz’s 1848 seeks to rectify that in an ambitious manner, covering the political, military, intellectual, and social dimensions of the revolutions in all of Europe. Félisaz relies on a mix of tried-and-true CDG mechanics – the “mandatory opponent events” from Twilight Struggle, the spatial layout of societal groups from 1989, and the escalation through decks from Paths of Glory, adding its own twists where appropriate (for example, overlapping scoring regions based on nationality (German, Polish, Italian…) and empire (Russian, Prussian, Austrian).

You can still pre-order 1848 at the P500 price of $46.00 (regular price: $72.00). Release is expected for March.

The imperialist as peace dove. There is no final box cover for Peace 1905 yet.

Peace 1905 (Nathaniel Berkley/S.P. Shaman/Maurice Suckling/Bill Sullivan, Fort Circle Games)

1-3 players, 30-45 minutes

Let us not say there are only wargames on this list. Look, here’s a peace game!

Making peace is generally a complex business, and so it was in the case of the Russo-Japanese War (1904/05): The Japanese, emboldened by their military success on land and sea, demanded a large financial indemnity as well as the cession of Sakhalin. The Russian tsar refused to consider either. Yet with revolution rampant in Russia and the Japanese government close to financial collapse, both sides needed to end the war. Their delegates at the US-mediated peace conference of Portsmouth had to figure out how to balance peace, national interest, and saving face.

In the classic two-player mode, the opponent players represent the delegates of Japan and Russia at Portsmouth who negotiate over Japan’s demands. Their hands of cards represent diplomatic approaches – listening or emphasizing, acquiescing or threatening. More aggressive stances are more likely to carry the day on any given issue, but the more lopsided a round of negotiations is, the more tensions will rise on the side of the loser. If they are pushed too hard, they will resort to war – and the other side will bear the blame for not being ready to compromise.

Other player counts see US president Theodore Roosevelt join as either as a third player or the solo role. In either case, Roosevelt is an “honest broker” whose goal it is to find an equitable resolution to the conflict.

Peace 1905 awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

P500 banner for Hammer and Sickle (not final art). ©GMT Games.

Hammer and Sickle: Hunger and Utopia in the Russian Civil War, 1918-1921 (Alex Knight, GMT Games)

1-4 players, 120-180 minutes

Hammer and sickle are, of course, the symbols of communism. Yet ideology aside, they speak of the material basis of modern societies – the food that everyone needs to eat, and the industrial production that is required for everything from building houses to waging war.

This economy underlies Hammer and Sickle, a multiplayer treatment of the Russian Civil War after the October Revolution: The industrial cities (mostly in the north and west of the collapsing Russian empire), marked by hammers, produce Firepower – provided that their workers are fed with Food (from the sickle-marked rural provinces in the south). Otherwise, the workers start to rebel.

The result is a delicate balance between Food and Firepower, exacerbated by the factions’ asymmetries: The Bolsheviks, for example, have easy access to a lot of hammers, but might find themselves short of sickles; but the opposite might be true for the White Army operating from the south. In addition to the game’s (loose) two alliances of Revolutionaries (Bolsheviks and Anarchists) and Counter-Revolutionaries (White Army and New Nations), new alignments might develop…

Alex Knight has shown his ability to turn a complex political-military struggle into a compelling board game with the Spanish Civil War in the intriguing Land and Freedom. I’m sure he’ll do the same with Hammer and Sickle.

You can pre-order Hammer and Sickle at the P500 price of $62.00 (regular price: $97.00). Release is expected not before the third quarter of 2026… which might turn into 2027, but I wanted to include the game here anyway because it just seems so fascinating.

P500 banner for Lenin’s Legacy. ©GMT Games.

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

Matthias Cramer has got the range. He has designed great epics like Weimar: The Fight for Democracy, but he is also a master of the short form. His Watergate is a knife fight in a phone booth… and Lenin’s Legacy promises to be cut from the same cloth.

Vladimir Ilyich Lenin was the dominant figure of the new Bolshevik government of Russia, but his health started to fail him soon after the October Revolution. Behind the scenes, his lieutenants jockeyed for position to succeed him – and the two likeliest candidates were Leon Trotsky and Joseph Stalin. While they differed in their politics – Trotsky wanted to advance the “world revolution”, Stalin advocated for “socialism in one country” – and their power bases – Trotsky was the creator of the Red Army, Stalin controlled the Communist Party – they had one thing in common: Their drive to take power.

Lenin’s Legacy lets its players fill their shoes and struggle over the army, the party, and the regions and politicians of the Soviet Union in a card-driven game with a twist: Almost all cards are selected from an open market. The players hold only one card each… but they can gamble on playing the opponent’s card (without knowing what it is)!

You can still pre-order Lenin’s Legacy at the P500 price of $37.00 (regular price: $59.00). Release is expected for March.

©Fort Circle Games.

Night Witches (Liz Davidson/David Thompson, Fort Circle Games)

1-2 players, 30-45 minutes

Many of the games in this post are very zoomed-out, grand strategic affairs. The counters you push move armies, the cards you play shake nations. Yet there is also something very charming about games operating on the micro level, and you get exactly that with Night Witches.

You are on the Eastern Front of World War II, serving in the all-women 588th Night Bomber Regiment of the Soviet Air Forces. You have no more than two biplanes at your command in every mission… and they are old, slow, and vulnerable. Still, your goal is to harass the invading German forces with these low-flying, hard-to-detect, and hard-to-engage craft every night, do damage as much damage as you can (or, at least, wear the enemy out with constant nocturnal attacks), and make it back safe.

You can play each mission separately or in a ten-mission campaign which allows you to carry over upgrades, and either solo or as a two-player cooperative effort.

Night Witches awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

©Legion Wargames.

The Berlin Airlift (John Poniske/Terry Simo, Legion Wargames)

1-4 players, 60-480 minutes

This game has been long in the making. I’ve referenced it as ready for pre-order eight years ago, and have been intrigued by its premise since then. The Berlin Airlift was the largest airborne logistics operation ever, and for it to render the Berlin Blockade (on the ground) void, hundreds of planes had to arrive every day in Berlin with fuel, food, spare parts, and medical supplies, notwithstanding the limited infrastructure, the often rough weather, and every so often, Soviet interference.

This immense logistical task fell to the US Air Force and the Royal Air Force, each of which is represented by two “squadrons” (players) in the game. The players strive to contribute the most to the effort with their squadron, but their internal competition sometimes has to take the backseat when a joint effort is required to confront Soviet interference or keep the morale of the Berlin population up.

John Poniske’s original design has been taken on by Terry Simo. The Berlin Airlift is now ready for production. It can still be pre-ordered here at the reduced price of $55.00 (later MSRP estimated $75.00). Publication is expected for the third quarter of 2026.

And which 2026 games look most exciting to you? Let me know in the comments!

Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

Happy new year, everybody! I hope it will bring you much joy. I also hope it will bring you board games (which is basically the same thing). The question is, however: Which games? – Here are a few 2026 releases which look most intriguing to me. Long-time readers of this blog will notice that this year’s list is a bit longer than usual – there are just so many fascinating games scheduled for release this year!

As always, don’t take this as a shopping list (neither for you nor for me). Your taste in games and your discretion how many new games you want to chase decide what will end up in your shelf (and, hopefully, on your table)!

After that reminder, on to the games. As all of them are set in human history, they are ordered from most ancient to most recent.

P500 banner for Triumvir (not final art). ©GMT Games.

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

Once the greatest Roman politician-generals outgrew to confines of the republican power-sharing agreement, the Republic was bound to fall. Yet it was not predestined that it would fall to Caesar. In fact, two of his associates/rivals, Pompey and Crassus, might as well have taken the diadem… if they had played their cards better.

Triumvir casts its players as the three mightiest power brokers of the last years of the Roman Republic. They will attempt to parlay their wealth, popularity, and military force into political success (in an adaptation of the negotiation mechanic from Engelstein’s and Herman’s previous cooperation Versailles 1919). Whoever settles the issues in the senate in their favor and deals best with the challenges in the rebellious provinces is poised to become the First Man in Rome…forever.

You can still pre-order Triumvir at the P500 price of $60.00 (regular price: $101.00). Release is expected for March.

©Sound of Drums.

Neither King Nor God (Limited Pilot Edition) (Uwe Walentin, Sound of Drums)

4 players, 60-120 minutes

I have a fondness for the early modern period, this time when so many old certainties in Europe were shattered by revolutionary new developments – from the printing press over the discovery of America to the Reformation.

Neither King Nor God focuses on the struggle over military, religious, and commercial supremacy in Western Europe, with the Pope, the Holy Roman Emperor, and the Kings of England and France as the four protagonists. The players will send their courtiers to the big cities of Europe. These courtiers range from merchants over generals to assassins, each with their own action, forming a neat stack in each city. Once all courtiers are placed, each city’s courtier stack is resolved top to bottom – so, the last courtier placed is the first one to resolve! There are a lot of tactical considerations involved in which courtier you’d like to trigger early or late, and as they are placed face-down, also a good deal of bluffing.

I had the opportunity to play Neither King Nor God at last year’s SPIEL in Essen. Our Holy Roman Emperor attempted to spread Protestantism in Germany and waged war against the Pope for control of Venice, while France and England expanded their commercial networks on the continent and clashed over Normandy. Everyone had a great time!

The limited pilot edition of Neither King Nor God can be ordered for € 69.00 and will be shipping in mid- or late January. Sound of Drums aims to have the full epic edition ready for SPIEL in October 2026.

P500 banner for 1848 (not final art). ©GMT Games.

1848: The Springtime of Nations (Jules Félisaz, GMT Games)

2 players, 150-180 minutes

The European revolutions of 1848/49 are generally considered failures. After all, the ancient régimes had returned to power everywhere but in France, and even there the Second Republic was soon overthrown by Louis-Napoleon Bonaparte. Yet for months it looked like all of Europe could shed the old order in favor of liberalism, nation-states, and maybe even – gasp! – democracy. And even when the revolutionaries were defeated, they had changed the way the game was played: From then on, politics was conducted in public, with parliaments, parties, and newspapers, and the forces of liberalism and nationalism had to be taken into consideration by even the most conservative of monarchical governments.

Despite the impact of the revolutions, barely any games have covered them. Jules Félisaz’s 1848 seeks to rectify that in an ambitious manner, covering the political, military, intellectual, and social dimensions of the revolutions in all of Europe. Félisaz relies on a mix of tried-and-true CDG mechanics – the “mandatory opponent events” from Twilight Struggle, the spatial layout of societal groups from 1989, and the escalation through decks from Paths of Glory, adding its own twists where appropriate (for example, overlapping scoring regions based on nationality (German, Polish, Italian…) and empire (Russian, Prussian, Austrian).

You can still pre-order 1848 at the P500 price of $46.00 (regular price: $72.00). Release is expected for March.

The imperialist as peace dove. There is no final box cover for Peace 1905 yet.

Peace 1905 (Nathaniel Berkley/S.P. Shaman/Maurice Suckling/Bill Sullivan, Fort Circle Games)

1-3 players, 30-45 minutes

Let us not say there are only wargames on this list. Look, here’s a peace game!

Making peace is generally a complex business, and so it was in the case of the Russo-Japanese War (1904/05): The Japanese, emboldened by their military success on land and sea, demanded a large financial indemnity as well as the cession of Sakhalin. The Russian tsar refused to consider either. Yet with revolution rampant in Russia and the Japanese government close to financial collapse, both sides needed to end the war. Their delegates at the US-mediated peace conference of Portsmouth had to figure out how to balance peace, national interest, and saving face.

In the classic two-player mode, the opponent players represent the delegates of Japan and Russia at Portsmouth who negotiate over Japan’s demands. Their hands of cards represent diplomatic approaches – listening or emphasizing, acquiescing or threatening. More aggressive stances are more likely to carry the day on any given issue, but the more lopsided a round of negotiations is, the more tensions will rise on the side of the loser. If they are pushed too hard, they will resort to war – and the other side will bear the blame for not being ready to compromise.

Other player counts see US president Theodore Roosevelt join as either as a third player or the solo role. In either case, Roosevelt is an “honest broker” whose goal it is to find an equitable resolution to the conflict.

Peace 1905 awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

P500 banner for Hammer and Sickle (not final art). ©GMT Games.

Hammer and Sickle: Hunger and Utopia in the Russian Civil War, 1918-1921 (Alex Knight, GMT Games)

1-4 players, 120-180 minutes

Hammer and sickle are, of course, the symbols of communism. Yet ideology aside, they speak of the material basis of modern societies – the food that everyone needs to eat, and the industrial production that is required for everything from building houses to waging war.

This economy underlies Hammer and Sickle, a multiplayer treatment of the Russian Civil War after the October Revolution: The industrial cities (mostly in the north and west of the collapsing Russian empire), marked by hammers, produce Firepower – provided that their workers are fed with Food (from the sickle-marked rural provinces in the south). Otherwise, the workers start to rebel.

The result is a delicate balance between Food and Firepower, exacerbated by the factions’ asymmetries: The Bolsheviks, for example, have easy access to a lot of hammers, but might find themselves short of sickles; but the opposite might be true for the White Army operating from the south. In addition to the game’s (loose) two alliances of Revolutionaries (Bolsheviks and Anarchists) and Counter-Revolutionaries (White Army and New Nations), new alignments might develop…

Alex Knight has shown his ability to turn a complex political-military struggle into a compelling board game with the Spanish Civil War in the intriguing Land and Freedom. I’m sure he’ll do the same with Hammer and Sickle.

You can pre-order Hammer and Sickle at the P500 price of $62.00 (regular price: $97.00). Release is expected not before the third quarter of 2026… which might turn into 2027, but I wanted to include the game here anyway because it just seems so fascinating.

P500 banner for Lenin’s Legacy. ©GMT Games.

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

Matthias Cramer has got the range. He has designed great epics like Weimar: The Fight for Democracy, but he is also a master of the short form. His Watergate is a knife fight in a phone booth… and Lenin’s Legacy promises to be cut from the same cloth.

Vladimir Ilyich Lenin was the dominant figure of the new Bolshevik government of Russia, but his health started to fail him soon after the October Revolution. Behind the scenes, his lieutenants jockeyed for position to succeed him – and the two likeliest candidates were Leon Trotsky and Joseph Stalin. While they differed in their politics – Trotsky wanted to advance the “world revolution”, Stalin advocated for “socialism in one country” – and their power bases – Trotsky was the creator of the Red Army, Stalin controlled the Communist Party – they had one thing in common: Their drive to take power.

Lenin’s Legacy lets its players fill their shoes and struggle over the army, the party, and the regions and politicians of the Soviet Union in a card-driven game with a twist: Almost all cards are selected from an open market. The players hold only one card each… but they can gamble on playing the opponent’s card (without knowing what it is)!

You can still pre-order Lenin’s Legacy at the P500 price of $37.00 (regular price: $59.00). Release is expected for March.

©Fort Circle Games.

Night Witches (Liz Davidson/David Thompson, Fort Circle Games)

1-2 players, 30-45 minutes

Many of the games in this post are very zoomed-out, grand strategic affairs. The counters you push move armies, the cards you play shake nations. Yet there is also something very charming about games operating on the micro level, and you get exactly that with Night Witches.

You are on the Eastern Front of World War II, serving in the all-women 588th Night Bomber Regiment of the Soviet Air Forces. You have no more than two biplanes at your command in every mission… and they are old, slow, and vulnerable. Still, your goal is to harass the invading German forces with these low-flying, hard-to-detect, and hard-to-engage craft every night, do damage as much damage as you can (or, at least, wear the enemy out with constant nocturnal attacks), and make it back safe.

You can play each mission separately or in a ten-mission campaign which allows you to carry over upgrades, and either solo or as a two-player cooperative effort.

Night Witches awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

©Legion Wargames.

The Berlin Airlift (John Poniske/Terry Simo, Legion Wargames)

1-4 players, 60-480 minutes

This game has been long in the making. I’ve referenced it as ready for pre-order eight years ago, and have been intrigued by its premise since then. The Berlin Airlift was the largest airborne logistics operation ever, and for it to render the Berlin Blockade (on the ground) void, hundreds of planes had to arrive every day in Berlin with fuel, food, spare parts, and medical supplies, notwithstanding the limited infrastructure, the often rough weather, and every so often, Soviet interference.

This immense logistical task fell to the US Air Force and the Royal Air Force, each of which is represented by two “squadrons” (players) in the game. The players strive to contribute the most to the effort with their squadron, but their internal competition sometimes has to take the backseat when a joint effort is required to confront Soviet interference or keep the morale of the Berlin population up.

John Poniske’s original design has been taken on by Terry Simo. The Berlin Airlift is now ready for production. It can still be pre-ordered here at the reduced price of $55.00 (later MSRP estimated $75.00). Publication is expected for the third quarter of 2026.

And which 2026 games look most exciting to you? Let me know in the comments!

Harry S. Truman (Presidential Ratings, #2)

11. Dezember 2022 um 22:00

Last year, 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 an American president and a German chancellor. Today’s subject is another US president – Harry S. Truman, the first Cold Warrior in the White House. And which game could be more appropriate for him than Twilight Struggle (Ananda Gupta/Jason Matthews, GMT 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?

Truman’s Life

Harry S. Truman was born on May 8, 1884 as the son of Missouri farmers. He took a few classes at a local business school, but remains the only US president of the 20th and 21st century to not have attended college. After a few years of odd jobs, he returned to help on his parents’ farm. As he had political ambitions, he joined the National Guard in 1905 and volunteered for service during World War I.

Back from the war, Truman opened a haberdashery (which went bankrupt in 1921) and was elected county judge (in 1922). His political career was tied to Tom Pendergast’s political machine. Over the course of the following years, he struggled both economically and politically. His fortunes only improved when he was named Missouri’s director for the Federal Re-Employment program (which got him in touch with important people from Franklin D. Roosevelt’s New Deal programs) in 1933 and was elected senator in 1934.

Truman’s first term in the Senate was unremarkable and he only barely won re-election in 1940. The following year, his career took off when he headed a special committee to investigate inefficiencies in US war production – a crucial task with war ravaging both Europe and the Pacific, which the United States would enter later that year. Truman’s reputation for honesty and efficiency recommended him to president Roosevelt who was looking for a running mate in the 1944 presidential elections. As the favorites of the two wings of the Democratic party – Henry Wallace for the liberals, James F. Byrnes for the conservatives – were anathema to the respective other wing, Roosevelt chose Truman as a non-offending alternative – the “second Missouri compromise”. Roosevelt barely met with Truman either on the campaign trail or after their successful election and kept him in the dark about his political initiatives, particularly regarding foreign policy. When Roosevelt died barely three months after the start of his term, Truman entered the presidency woefully unprepared.

His first task was the victorious conclusion of World War II. Germany surrendered only weeks after Truman’s inauguration. When soon after the first nuclear bombs were successfully tested, the United States dropped them on Japan in order to “shock” the country into surrender – a policy which Truman endorsed, but did not specifically authorize (the bomb was treated like any other weapon at the disposal of the commanders in the theater).

In the meantime, Truman grew more distant to America’s erstwhile Soviet allies. He had wanted the Soviets to join the United Nations and the war against Japan, but once they had done both, Truman took a hard line against what he perceived as Soviet expansionism. The first test of strength was Soviet refusal to leave Iran – in violation of the agreement among the Allies after their invasion of Iran in 1941, which specified that they would leave the country six months after the cessation of hostilities. Truman’s   tough stance won the day by spring 1946 – but in a pattern typical for his presidency, he did not receive the credit for it among the American public.

A common sight in the first turn of Twilight Struggle: Iran is a focal point for both players if they want to contest the Middle East and have access to western Asia. …in this case, the US player used their +2 influence boost (according to competitive play standards) in Iran – a luxury which the historical Truman did not have! From the Playdek digital adaptation of Twilight Struggle.

At home, Truman was faced with the transformation of the economy back to peace time. Increased unemployment and inflation dashed the hopes for a beautiful, carefree post-war life for many Americans. Truman’s heavy-handed handling of a railroad strike – he proposed a law that would draft strikers into the army – intimidated the strikers into submission. Yet while it antagonized labor (and questioned Truman’s commitment to constitutional practices), it did not win him support among business or the middle class. Truman’s Democrats were shellacked the 1946 midterm elections.

The electoral defeat freed Truman from his obsession to walk a middle course and please everybody. Instead, he proposed the policies that he thought were right. Domestically, that encompassed a series of ambitious bills to preserve and expand civil and economic rights which he called the “Fair Deal.” Most of them were squarely defeated by a cross-aisle conservative majority in Congress, but Truman’s activity put Congress on the defensive and no further New Deal legislation was rolled back.

After the declaration of the doctrine, no Soviet attempts at taking over western-leaning countries in Europe occurred. But was that the direct effect of the Doctrine – or were the Soviets abiding by the dividing line drawn at the end of World War II anyway? Twilight Struggle‘s Truman Doctrine event follows the former interpretation – the threat of the Truman Doctrine wiping out Soviet influence in a country typically deters the Soviets from high-profile influence contests over European countries. Card “Truman Doctrine”, ©GMT Games.

Truman’s greatest achievements belong to the realm of foreign policy. Faced with the challenge of possible Soviet inroads into the Eastern Mediterranean (from where the United Kingdom was about to withdraw), Truman countered with the promise of aid to any free nation which resisted subjugation – the Truman Doctrine. He backed this unprecedented American commitment to internationalism up with the European Recovery Program – or, as it was more popularly called, the Marshall Plan. (Truman was wise enough not to attach his own name to it, as his unpopularity in Congress would likely have resulted in a defeat of the proposal.) The ERP did not only help Europe in its recovery from the destruction of World War II, but also provided a welcome stimulus for the American economy on whose goods the money was spent, and it was a major PR success for the United States in the nascent Cold War with the Soviet Union. When the Soviets played hardball in 1948 and blockaded West Berlin, a western-controlled island within the Soviet occupation zone of Germany, Truman found a measured response in supplying West Berlin from the air – steering clear of both abandoning West Berlin and risking war.

Historically, the Soviets’ play for West Berlin backfired, resulting in increased Western cohesion. And in Twilight Struggle, this Soviet event can also be beneficial for the US – by allowing you to discard a pesky Soviet event (Socialist Governments, anyone?). Card “Blockade”, ©GMT Games.

Truman’s relationship with both wings of the Democratic Party had been uneasy through his tenure – the liberals disliked him for his handling of labor disputes and his tough stance on real and perceived Communists. As the Cold War developed, a second “Red Scare” swept the country. Truman, who personally did not believe that a large number of Communist spies had infiltrated federal institutions, nonetheless lent this conspiracy theory credence with the vain attempt to ward off more radical legislation on the matter by examining the loyalty of all federal employees – with “reasonable doubts” sufficient to be fired. Even though the past of five million federal employees was scrutinized, not a single Communist spy was found.

On the other hand, the conservatives, particularly those from the Democrats’ southern bastions, warily regarded his Civil Rights stance. Truman created a committee to make proposals for Civil Rights whose recommendations he endorsed. Yet only when the Southern Democrats abandoned him in the election year 1948 (and supported the segregationist Strom Thurmond instead) did he stick out his head and decreed the desegregation of the armed forces and the federal civil service.

Truman took to the campaign trail and vigorously attacked the Republicans for not supporting his domestic reform agenda. Against the predictions of the pollsters, Truman defeated his Republican opponent Thomas E. Dewey soundly, with Thurmond coming in a distant third (and defeated in most southern states as well). Truman’s inauguration in 1949 was the first to which Black Americans were invited as guests.

Truman’s second term was less eventful than his first – and less successful.

Foresight which Truman did not have: In Twilight Struggle, the best outcome of the Korean War for the US is nothing changing on the board – no point in crossing the 38th parallel! Card “Korean War”, ©GMT Games.

When North Korean forces crossed the 38th parallel to unite Korea by force (with Stalin’s approval), Truman faced another Cold War crisis. Truman attached an importance to it that went far beyond Korea – if such a blatant breach of the peace was not checked, it would spell doom for the rules-based peace order embodied in the United Nations. Thus, he sent in US forces to stop the Northern invasion and attained UN approval for the operation. US troops under General Douglas MacArthur blunted the offensive of the North Koreans and landed in their rear – thus throwing the entire invasion force back in disarray. As the coalition forces approached the 38th parallel, Truman disregarded Chinese warnings and authorized a crossing into North Korea. The ensuing Chinese entry into the war now caught the coalition forces off guard and forced them into an ignominious retreat. MacArthur then pressured Truman to extend the war to China – and the use of nuclear bombs. Truman refused, and as MacArthur kept defying presidential authority, relieved him of his command. For the remainder of Truman’s tenure, the Korean War would be a bloody stalemate.

Domestically, Truman did not fare better. His attempt to prevent a full-on Red Scare by the loyalty check program turned out to have failed entirely – instead Representative Joseph McCarthy levelled (unfounded) charges of Communist sympathies and activities at government officials, academics, left-leaning politicians, labor activists, and entertainers (especially in the film industry). The climate of fear which infringed on free speech also damaged the United States’ standing abroad.

One of the most devastating headlines in the entire game: The domestic paralysis and diminished foreign attractiveness of a Red Scare can wreck the American position. Card “Red Scare/Purge”, ©GMT Games.

Finally, another strike – this time in the steel industry – aroused the president’s anger. He seized the steel mills from their private owners to deal with the strike. This was deemed unconstitutional by the Supreme Court in April 1952. By the time of the Court’s decision, the deeply unpopular Truman had already announced that he would not seek re-election. The Democratic Party instead chose the governor of Illinois, Adlai Stevenson, as their nominee. Stevenson lost in a landslide against the Republican candidate Dwight D. Eisenhower, the general credited with winning World War II in Europe.

Harry S. Truman lived a relatively modest post-presidential life, devoting much of his time to writing his memoirs. He died on December 26, 1972.

The Rating

Foreign policy: Truman shifted from cooperation to confrontation with the Soviet Union with remarkable skill. He found adequate responses to most foreign policy crises – from the first test of strength in Iran over the Greek/Turkish crisis which prompted the Truman Doctrine to the Berlin Blockade and the North Korean invasion of the South. His rare misstep was the foolhardy decision to push further in Korea which drew the Chinese into the war.

Structurally, Truman’s influence is even more profound: Almost the entire modern US security architecture was founded by him – the US Air Force, the Department of Defense, the National Security Council, the Central Intelligence Agency and NATO.

Rating: 5 out of 5.

Domestic policy: Truman’s domestic record is mixed. While he was the first 20th century president to stick his head out for the equal treatment of Black Americans, he only turned to action after the Southern Democrats had abandoned him already. His anti-Communist loyalty checks infringed on the individual liberties of federal employees and did not achieve their goal of pre-empting more radical measures by the anti-Communist conspiracy theorists like Joseph McCarthy (and rather emboldened them). Finally, Truman’s invasive meddling in the economy – both his law to draft strikers and his seizing of the steel mills – show an instinctive preference for a security-based war presidency over individual economic freedoms.

Rating: 2 out of 5.

Economic policy: Truman faced the challenge to transform the US economy back to peace time – for which conservatives/business and liberals/labor had starkly different ideas. Truman initially attempted a middle course, but turned more liberal after his electoral victory in 1948. His Fair Deal legislation (most notably the near-doubling of the minimum wage, the expansion of Social Security to another 10 million Americans, the rural electrification programs, and the building of homes for low-income Americans) contributed to the broad prosperity of the post-war decades.

No other event in Twilight Struggle places as much influence at once as this one. It is stronger the earlier it comes out (best played as a turn 1 headline for the US) to lock up Europe before the Soviets had a chance to make any inroads. Card “Marshall Plan”, ©GMT Games.

In the end, it was Truman’s foreign policy that was most influential for the economic development of the US: The Marshall Plan had shown how a further internationalization of American businesses could be profitable for them. Truman’s turn toward the security state after the outset of the Korean War led to a quadrupling of defense spending which would never again fall to the level of the inter-war years. This perpetual state of war-readiness and the resulting military-industrial complex of the United States play a crucial role for the structure of the US economy until today.

Rating: 4 out of 5.

Vision: Nobody regarded Truman as a visionary when he entered the presidency. Yet his policies captured not only the present but also the future: The Truman Doctrine, a sharp break with the American isolationist tradition, was employed for the remainder of the Cold War. Every other Cold War presidential doctrine rested on it (and usually interpreted it for a particular region). Its basic tenet – to aid free nations against attempts to subjugate them – informs US policy until today (say, in Ukraine). In practice, the Truman Doctrine resulted in the “containment” of the Soviet Union and global Communism – another basic principle of US foreign policy for the next 40 years.

It is a bit ironic that the president pictured here is not Truman, the inventor of containment, but Eisenhower, who criticized it as too passive and sought to replace it with the more aggressive “rollback” – but ended up practising containment all the same. Card “Containment”, ©GMT Games.

Truman’s predecessor Franklin D. Roosevelt, much more a visionary in the public perception, had relied on his own personality to see through all the great breaks with political tradition. Truman, on the other hand, built the institutionalized security state which is until today the foundation of the US presidency. Despite the pivot to “security” as the new main goal of American government activity, Truman maintained the primacy of politics over the military and defeated the specter of Bonapartism when he fired MacArthur over his insubordination.

Rating: 5 out of 5.

Pragmatism: Truman’s early attempts to chart a middle path often antagonized both sides – and sometimes led to contradictions (as when he publicly endorsed both Henry Wallace’s and James F. Byrnes’s foreign policy statements which differed markedly on the matter if the Soviet Union was an ally or an opponent of the United States).

Truman was at best middling at winning public support for his initiatives. While he won the 1948 election, his Congressional allies fared badly both in 1946 and 1950, and Truman had low approval ratings through most of his tenure (excepting the honeymoon period in 1945 and his time of foreign policy glory in 1947), sometimes as low as 23%.

Despite these troubles with both Congress and the wider public, Truman could see some of his key policy initiatives through Congress despite their impulses towards isolationism and a limited role of government.

Rating: 2 out of 5.

Integrity: Truman honestly strove for the interests of the whole nation. Yet he tested the limits of the Constitution with his reaction to strikes and when he did not seek Congressional approval for the war in Korea. His appointments were often based on loyalty rather than merit (and turned out lackluster in these cases more often than not). While Truman never used the presidency to enrich himself personally, his reputation for being extraordinarily honest is rather an artifact of being compared favorably to his morally flexible successors Lyndon B. Johnson and Richard Nixon in the 1960s and 1970s.

Rating: 3 out of 5.

Overall: Despite Truman’s unassuming personality and his low popularity during his tenure, he laid the foundations for American foreign policy for decades. His many moments of foreign policy brilliance are interspersed with a mixed record at home and many individual mistakes in running the office. He was an above-average, but not great president.

  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 Truman? Let me know in the comments!

Further Reading

For a short and accessible biography, see Dallek, Robert: Harry S. Truman, St. Martin’s Press, New York City, NY 2008.

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. 243—326.

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