❌

Normale Ansicht

Castelnuovo 1539 from Draco Ideas – Action Point 4

Von: Grant
21. Oktober 2026 um 14:00

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

In Action Point 1, we took a look at the beautiful Game Board and its area movement scheme. In Action Point 2, we examined the units available to both sides and compared their relative strengths and weaknesses. In Action Point 3, we took a look at the different types of Command Cards and discussed how they are used. In this Action Point, we will take a look at the 2 different types of rounds including a Siege Round and an Assault Round and how they differ.

In Castelnuovo 1539 there are 2 different types of rounds within the structure of the game including Siege Rounds and Assault Rounds. This 2 type approach is designed to reflect the different preparations and phases of a sustained siege on a fortified location. The Ottoman player is allowed to choose the type of round for the upcoming turn during the Reinforcement Phase, which is the last phase in any round. In this structure, the Ottoman player has the chance to review the previous round, consider their losses and gains on the battlefield, identify their goals and set themselves up for success in the coming round.

Siege Rounds reflect the necessary preparations, concentration of resources of both men and materiel, the progress of mine works and siege trenches and represent 3 or 4 days of the siege. During this time there are small combats and skirmishes, probing of the enemy lines and reconnoitering but no major frontal assaults. In this type of round, each player draws only 4 cards reflecting the slower and more deliberate planning phases of a siege. The first round of the game is always a Siege Round in the main scenario. There also is another mechanic that is added to the Siege Rounds as the Ottoman player can choose to rest during only a Siege Round and no cards are played and the player also places all of their Azab and Sipahi Blocks on the board at full Strength. This reflects the buildup and preparation for the upcoming assault and is a key decision for the Ottoman player who is pushing against time and must complete the siege in their favor before time expires.

Assault Rounds represent moments of decisive assault, with a great amount of movement and activity on both sides. The action is fast and furious and each turn represents only 1 days worth of combat. In this type of round, the hand of both players increases to 7 cards in order to provide the fuel needed to sustain a planned attack. There is a price to pay for the prosecution of an Assault Round though as each time the Ottoman player declares their intention to assault, the Ottoman Casualty Track will be advanced 1 space.

The decision opportunity for an Assault Round versus a Siege Round comes at the end of the Spanish Action Phase. Before drawing any cards, the Ottoman player chooses which type of round to play next. If an Assault Round is chosen and the player has more than 4 cards in their hand, no new cards will be drawn and the player will discard down to 4 cards. One of the key decision points at this time is the makeup of the Ottoman player’s hand. If they have good cards, such as the necessary Order Cards to initiate attacks as well as a Combat Card or 2 to supplement those attacks and make them more effective, the choice is pretty simple. If their hand of cards is not necessarily setup and beneficial for a siege, they may want to move to an Assault Round where they will draw the maximum 7 cards and can continue their preparations for the next round while still engaging in smaller attacks and bombardments to weaken the defenses and demoralize and reduce the defending Spanish Tercios.

I was very impressed by this distinction in the 2 types of rounds in the design but at first had difficulty making the connection to the history and the design choice. But a siege is a very different and particular case in warfare and has some very interesting nuances that must be taken into consideration. As the game is basically decided by the mounting casualties of both sides, the presence of artillery batteries, the obsolete medieval fortifications of the city and the modern earthen fortifications built by the Spanish to reinforce them, casualties are a reality and the Ottoman player needs to be cognizant of this and take it seriously. There has to be a deliberate and planned attack on the city with the proper and measured construction of siege trenches by the Ottomans to realize the benefit of their usefulness in reducing the casualties of the besiegers.

A good Ottoman commander will play a well balanced game with a consistent pattern of incremental movement upon the city, all the while building their siege lines to form a tightening encirclement of the walls like the coils of an anaconda, inching closer and closer to the walls, using their artillery to weaken and break the defenses and create breaches where close-range assaults can be launched that will ultimately decide the outcome. Digging trenches should be one of the Ottomans first tasks, as they must protect their blocks as they are in the open field, an easy target for attack. Once the blocks are protected with trenches, there is a need to plan the advance and bring these trenches and batteries closer to the Spanish fortifications so that they can breached. Once there are open breaches, it is necessary to throw caution to the wind and take the city by assault as the Spanish attempts to repair the walls and build internal fortifications will continue to hinder the Ottoman’s progress. But, the Spanish player must keep in mind their advantages, including the well known Spanish ‘camisado’ attacks (encamisadas in Spanish) to sally forth and inflict damage upon the besieging forces to weaken their strength. The Spanish leaders are better and will provide great benefits to these attacks that should inflict maximum damage and break the will of the Ottoman as they continue the slow and arduous advance on the city. But the understanding of how to use this Siege/Assault process will take a few plays to understand but once you master the rules, you will see that these fortresses were not defended passively, but rather are in the pattern of an active defense that makes calculated sorties to hinder the work of the attackers by destroying artillery batteries and not giving the Ottomans any rest or respite from the action a vital part of the process.

In Action Point 5, we will delve into an example of combat and bombardment.

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

-Grant

Castelnuovo 1539 from Draco Ideas – Action Point 3

Von: Grant
14. Oktober 2026 um 14:00

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

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

Command Cards

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Grant

Best 3 Games with…Sieges!

Von: Grant
16. September 2026 um 14:00

One of the more interesting topics to play a wargame on is that of a sustained siege. I am not talking about a game that has a siege mechanic that is used over the course of the game but a game that is based wholly around a specific historical siege. A siege requires a lot of different takes to be included in a wargame to make it work including things such as supplies, manpower, defenses such as walls, trenches and other fortifications, siege engines, morale and the ability and will to continue the fight. I really have very much enjoyed the siege based wargames that I have played over the years and I wanted to share 3 of my favorites in this post. So, without further adieu, here are my Best 3 Games with…Sieges!

I want to make one thing clear. I love the States of Siege Series of games and have played dozens of them. But I don’t consider those games in the same vein as these siege focused games that I am sharing.

*The image used as the featured image for this post is called Lifting of the Siege of Malta painted by Charles-Philippe Lariviere.

3. Freedom! from PHALANX

Freedom! is a card driven siege game that pits the Greek freedom fighters and the besieging imperial forces of the Ottomans against each other. The siege is of the Greek Holy City of Messolonghi during the Greek War of Independence in 1825-1826. Freedom! features asymmetrical play with the goal of the invading forces being to manage to get inside the city before the end of the game or to force the citizens to abandon the cause by dropping their morale to zero while the defenders, on the other hand, try to withstand the siege and protect the city long enough for the invaders to abandon their attempt either by deciding to leave on their own or by having their morale dropped to zero. The actions of the players are driven by the cards in their hands, which highlight actual events and personalities of that time, while the combat is dice-driven to allow for quick and exciting game-play.

The rebel player is largely focused on grinding out a victory by surviving over the course of 6 rounds and are simply trying to hang on, unless of course they can somehow reduce the morale of the besieging units enough to where they give up and go home. However, nothing about this is a grind for the defending player and that is a problem that can be endemic with siege games. You as the defender, are as much a part of the action and must try to follow your own plan whenever possible to get a win. In other asymmetric siege games, the defender is often just reacting to the aggressor’s moves. As the insurgents, it never feels like you are simply reactionary and just along for the ride.

The really interesting thing about this one is that that there are actually two maps that are used to play the game. One of the maps shows the actual city and the forces involved in the siege while the other shows the surrounding areas, highlighting the support that each of them provides to both players. The art is gorgeous and this one is a game that we had a really good experience with. There also is a solitaire module that you have to buy separately but it works very well and provides an opportunity to play this game when you can’t find an opponent.

Players will find that they are competing for a number of nearby Greek regions on the board and there will be a tug-of-war played out by using various support actions that are focused on cutting off your opponent’s supplies. This is what I liked most about Freedom! It’s not just a continual back and forth trying to knock out your enemy’s units but there are multiple paths to victory, and all of them seem to be viable. By lowering your opponent’s morale and cutting them off from the supplies they need, you completely change their plans. Of course, there is nothing to stop you from pushing aggressively against the enemy’s walls.

Each side of the conflict really gives a different feel to the game and creates a new experience once you switch sides. As the Ottomans, you are generally going to undertake aggressive maneuver and attacks in an attempt to push forward and put pressure on the defenders and their walls of security. But when you play the Greeks there is a real feeling unpleasant feeling of desperation, which only gets worse with the arrival of Turkish reinforcements.

Here is a look at our unboxing video so you can get a good look at the components: 

Here is our video review used for the Kickstarter campaign so you can understand our thoughts on the game:

If you are interested in Freedom!, you can purchase a copy for €69,00 ($80.00 in US Dollars) from the PHALANX website at the following link: https://phalanx.co.uk/games/freedom-board-game/

2. Storm Over Jerusalem: The Roman Siege from Multi-Man Publishing

The Storm Over Area Impulse Series has been around for a while and includes games such as Storm Over Arnhem (1981) from The Avalon Hill Game Company, Storm Over Stalingrad (2006) from Multi-Man Publishing and Storm Over Dien Bien Phu (2014) from Multi-Man Publishing amongst several others. The hallmark of the series is relatively low complexity for a wargame and a very simple combat system that calculates total attack versus total defense and adds a roll of 2d6. The losses from combat can be absorbed by either retreating from the attacked areas or destroying units. The game system has mostly been used to model more modern wars including the Franco-Prussian War, World War II and the French conflict at Dien Bien Phu in Vietnam.

Storm Over Jerusalem: The Roman Siege is a 2-player wargame that simulates the Roman siege of Jerusalem during 70 AD. One player controls the mighty Roman forces, who are truly master of siege warfare with their siege towers, ballista, battering rams and onagers, and the other player controls the Judean forces, which are divided into 2 separate factions with different leaders. The game is 8 turns long, but can be shortened by the play of a few event cards, at the end of which time the winner is determined by calculating victory points that come from overall losses, holding of certain VP areas and keeping the Romans out of the city.

We were very impressed by the game and its overall clarity of rules, quality components and interesting tactical choices and really had a good time learning and playing it. The Judeans are obviously outclassed by the powerful and skilled Roman Legions but they have several of their own tricks to use to hold out long enough to win the day. There is a lot to like here and I am really glad that we decided to give the system a try. There were some changes specially made to introduce the style of Ancient sieges to the Storm Over Series and this is where the game really shines. The Siege Towers were an evolution of the trenches found in Storm Over Dien Bien Phu game and are very important to the Roman efforts. The walls historically were such a physical presence in the city, and were a major impediment to the Roman efforts, that they had to come up with rules to cover them. The walls provide a defensive modifier against Roman Attacks and Assaults. This Defense Value starts at +4 and can be reduced over time by successful Roman Assaults. Since Judean units have a defense of 7 or 8 the bonus provided by the walls of +4 really helps hold onto areas. Once a wall is damaged from a successful attack though, the defensive modifier can be rebuilt by the Judean player but can never be increased to its full value of +4.

The Roman player also has specific cards (Catapult, Onager, and Battering Rams) that can be used to damage or breach the walls. Once breached, the walls don’t provide any defensive bonus and allow Roman troops to flood into the city. We found that the Romans tried to focus on a specific area of the walls and made their attacks there first in order to bring the maximum attacks possible each round to force the Judean player to have to spend their time and actions on fixing the walls and bringing up reinforcement to replace those lost in retreats. To repair a wall section, the Judean player can discard a card and use the Repair Value of that card to repair walls in an area. This action though requires a fresh unit in that area to be flipped to spent to complete the repair. Walls can only be repaired back up to +3, not the original +4. You can’t rebuild them completely.

I really enjoyed our play of Storm Over Jerusalem. The game was beautifully put together, with fantastic components, but also had some really amazing details and depth to the gameplay. This one is a winner and really has me interested in the other games in the series. I know that this game had a siege focus, which is not necessarily in each of the other games, but I really liked the simple combat system, great card play and very interesting tactical choices that were there for players to have to make.

Here is a link to our full unboxing showing off the beautiful components:

Here also is a link to our full video review:

If you are interested in Storm Over Jerusalem: The Roman Siege, you can order a copy for $86.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/index.php?main_page=product_info&products_id=355

1. Dien Bien Phu: The Final Gamble from Legion Wargames

Dien Bien Phu: The Final Gamble from Legion Wargames is a 2-player wargame about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina War but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh, the communist/nationalist independence movement of Vietnam. This game is not a traditional wargame and has different victory conditions than normal and also some unique and interesting supply rules. The Viet Minh win by forcing the French troops to surrender and France wins by not surrendering.

The board covers the former village of Dien Bien Phu and surrounding areas. There is a small submap of the French strongpoint Isabelle further south in the valley. There are several groups of French strongpoints scattered around the map, each one with a female name, which are all named after the commander de Castries’ mistresses, according to lore. The map is divided into three divisional sectors. Each sector has several zones that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game, but historically, it ended after 19 game turns with a Viet Minh victory. The scale allows stacking of three French units in a hex, but there are no stacking limits for Viet Minh battalions, which creates a chess like feel.

French supply is a bit of a mini-game within the game. As this battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward, through the air to the French, and through vast forests to the Viet Minh. Supplies tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo, food & bullets, fuel & spares, medicine as well as the amount of truck transport available for the French. The process for doing this supply phase is really pretty interesting and fun. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what type of supplies and how much will arrive and has to take that into account as they plan out their turns. And this is one of the best parts of the game and kept me thinking about the struggle with keeping my efforts going with the French. This one is not an easy game for either side and I think that it keeps the game very balanced and interesting to play.

Here is a link to our full video review:

If you are interested in Dien Bien Phu: The Final Gamble, you can order a copy for $54.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DBP.html

A few other games that I have played on the subject of sieges, and that I very much liked, were games such as Halls of Hegra from Tompet Games, 1565 Siege of Malta from Worthington Publishing, 414 BC Siege of Syracuse from Worthington Publishing, Keep Up the Fire! Deluxe Edition from Worthington Publishing, Castle Itter: The Strangest Battle of WWII from Dan Verssen Games, Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame, Crusaders: The Siege of Acre 1291 from Blue Panther/Art of Wargames, Castelnuovo 1539 from Draco Ideas and The Alamo Remembered from Victory Point Games.

What are your favorite siege based wargames?

-Grant

Castelnuovo 1539 from Draco Ideas – Action Point 2

Von: Grant
13. August 2026 um 14:00

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

In Action Point 1, we took a look at the beautiful Game Board and its area movement scheme. In this Action Point, we will examine the units available to both sides and compare their relative strengths and weaknesses.

Units

As a block wargame, all of the units in the game are represented by wooden blocks that have stickers affixed to them representing the fighting forces of the Spanish and the Ottomans. There are generally 3 types of units including Infantry, Cavalry and Naval. Infantry is a large category that includes Arquebusiers and Pikemen for the Spanish and Turkish Janissaries and Azab for the Ottomans. Cavalry units are fewer and include Albanian Cavalry for the Spanish and Sipahi for the Ottomans. Each Infantry and Cavalry sticker has a central icon with groups of dots printed on its sides which represent their Combat Strength and the number of dice that each unit will roll in combat. The blocks range in Combat Strength from 2 to 4 dots as not all units have the same Combat Strength. The number of dots oriented at the top of the individual block units represents the current Combat Strength of the unit and can be reduced when entering combat and taking losses. Naval units do not have dots, as they are used in a different way to Infantry and Cavalry units.

All blocks start the game at full Strength and each time a block receives 1 or more hits, it will be rotated counterclockwise so that the top of the block shows the Strength it has remaining. When a Spanish block loses its last Strength Point, it will be removed from the game permanently. The same will happen for Turkish Janissary blocks but for eliminated Ottoman Azab and Sipahi Cavalry units they will be able return to the game at the end of each round during the Reinforcement Phase.

Fleets represent the use of galleys as artillery platforms to support the land forces in their siege and to provide the opportunity to perform some amphibious landing operations with ground troops. The Fleet discs are placed on the board horizontally, unlike the other blocks, and in this way their presence is not hidden from the opponent. Fleet blocks cannot leave the sea areas and count as Artillery Batteries when playing Bombardment and Friendly Fire cards. Once placed, Fleets do not move during the game.

Let’s take a quick look at the statistical makeup of the opposing forces.

In the following table, you will see the number of different types available to each of the combatants. The Ottoman forces have a numerical superiority as they have the most Infantry units with 26, comprising 10 elite Janissaries and 16 Azab. The Spanish have just 21 Infantry, with 10 of those being Arquebusiers and 11 Pikemen. The Ottomans also have the edge in the number of Cavalry units available with 6 Sipahi as compared to just 1 Cavalry unit from the Spanish in the form of a single Albanian Cavalry. The Infantry typically are the backbone of the army and will do most of the fighting and do most of the damage while the Cavalry units will be used to move ahead quickly to seize key areas and set up defenses to allow for the Infantry who have slower movement to catch up. Each side has 2 Fleets and these are vitally important for the Ottomans as this is the means that they can bring onto shore additional units to siege Castelnuovo.

And a look at total Combat Strength for each side. But, first it is important to explain the Combat Strength of each of the units for both sides. The Spanish Arquebusiers have a Combat Strength of 3 as do their Pikemen. This means that these units will roll 3 dice in combat and will be able to take 3 hits before being killed. The Ottoman Janissaries have 4 Combat Strength as do the Azab. When you simply multiply the Combat Strength by the number of blocks of each type you will get their Total Infantry Combat Strength. The Ottoman has a total of 104 Combat Strength spread out amongst their 26 Infantry units and the Spanish have a total of 63 Combat Strength among their 21 Infantry units. This can be used to get a quick idea about which side is better and has more power but this can be deceiving as the Spanish have the walls which can slow down the sieging Ottomans and absorb hits as well. The Ottomans have 49.1% more Infantry Combat Strength than the Spanish with a numerical difference of 41. A fairly significant difference and when coupled with the fact that the Ottomans can bring back killed Azab units where the Spanish Infantry are removed from the game, it is easy to see that the Spanish have the tougher time of it. Also, the Cavalry advantage is on the side of the Ottomans with Sipahi having a Combat Strength of 4 as compared to the Spanish Albanian Cavalry’s Combat Strength of 2. This gives the Ottoman the advantage in Total Cavalry Combat Strength of 24 as compared to just 2 for the Spanish.

I do want to point out that the Spanish have better Leaders and some of their units are considered elite and gain advantage on their combat rolls. The Arquebusiers Blocks have a +1 printed on them as a reminder that they have a +1 bonus to their combat roll and this is a major advantage in combat.

The other difference in combat is a unit’s priority and when they get to roll their attack dice and if hits are scored steps will be removed before lower priority units get to roll. The priority is as follows:

Pikemen go first if enemy Cavalry is present and they are fighting in clear or rough terrain.

Cavalry, if no opposing Pikemen are present and the battle is fought in clear or rough terrain.

Arquebusiers.

All other Infantry will then attack simultaneously.

Cavalry, only if there are opposing Pikemen in clear or rough terrain.

Hits are scored when players roll a modified 5 or 6 result on their 6-sided dice. Remember that Arquebusiers get a +1 to hit, which means they hit on a roll of 4-6, which is a huge advantage. Also remember that there are Leaders and certain Leaders will give a +1 bonus to specific troops that are located in their areas.

Leaders must always have blocks of their side present in their areas on the board but do not count toward the 3-block limit per area. Leaders Agi (Ottoman Janissary Leader) and Sarmiento (Spanish Leader that affects all units with him) grant benefits to the dice rolls of the units they escort. Leaders do not have to accompany specific units and as such can move with any unit in the area they are in, or they can stay there with units other than the ones they originally moved in with. But Leaders must perform the full movement with the units they started moving with as you cannot drop or pick up a Leader during movement. You can move units from where the Leader is without taking the Leader with them, but some units will need to stay behind so the Leader is not alone in the area. If during combat, all blocks accompanying the Leader are eliminated, the Leader is eliminated as well.

Artillery Batteries

Both players have Artillery Batteries at their disposal, which represent vitally important siege pieces used to both defend and attack the city walls. These Artillery Batteries are in the form of red and green cannon meeples (they are very cute) and make a huge impact on the presence of the board as when they are placed they command respect. The Batteries allow players to play cards that fire from a distance and there can never be more than 1 of these Batteries in a single area of the map. The Spanish player’s Artillery Batteries are placed at the beginning of the game and cannot be moved while the Ottoman player can install an Artillery Battery when building Trenches with any cards that allow it. They can also move the Batteries through areas connected by Trenches using those same cards.

In Castelnuovo 1539, the Spanish and Ottoman fighting forces are deeply asymmetrical. The Spanish field a small, fixed and irreplaceable garrison of elite veteran Tercios focused on defense and repairing fortifications, whereas the Ottomans possess an overwhelming, recyclable horde of Azabs, Sipahi Cavalry, and Janissaries arriving by land and sea. You will feel the asymmetry in the game and I think that it is really very well done by the designer to represent this very difficult siege from history.

We published an interview on the blog with the game’s designer Francisco Ronco and you can read that at the following link: https://theplayersaid.com/2025/06/06/interview-with-francisco-ronco-designer-of-castelnuovo-1539-from-draco-ideas-coming-to-kickstarter-june-17th/

In Action Point 3, we will take a look at the different types of Command Cards and discuss how they are used.

-Grant

❌