Das Erste, was man von einem Spiel sieht, ist das Cover. Bei Rollympics von Julia Schneider und Robert Heller (Spiel das) sticht ein rennender gelber Würfel mit dünnen Armen und…
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. We reached out to Brian to get some answers to our questions and he was more than interested in working with us.
Grant: Brian welcome back to the blog. What is your new upcoming game Napoléon 1870 about?
Brian: Thanks – Its nice to be back As the title hints at its about the Franco-Prussian War of 1870-71, and covers the opening weeks of that war.
Grant: Why was this a game that you wanted to design?
Brian: As a Frenchman and a Dane, Fred Serval (my co-designer) and I talked about how the wars of German unification (vs. Denmark in 1864, Austria in 1866 and France in 1870) are massively overlooked in our hobby, and we decided to go about to fix this.
I am a sucker for conflicts which had a decisive impact on history as well as wars where the belligerents have very asymmetric strengths and weaknesses at both the tactical and operational levels so 1870 fits this bill perfectly. The 2nd Schleswig War in 1864 would also fit this bill but is a far less interesting topic for a game due to its static nature. This leaves out 1866 and I might just return and do that campaign in this series
Grant: What does the subtitle “The Collapse of the Second French Empire” mean?
Brian: The opening battles in August 1870, which led to most of the French army being trapped and besieged at Metz, was a crippling blow to the French Second Empire under Napoleon III (nephew to the way more famous Emperor of the First Empire, Napoléon Bonaparte). His attempts to salvage the situation led to the remaining part of the army and the emperor himself being trapped at Sedan and France becoming a republic again on September 4th.
Grant:Why does TheConquerors Series work for this battle in the Franco-Prussian War of the 1870’s?
Brian: It’s a very flexible system so it can easily be adapted to different periods. Its fatigue system and uncertain movement system is perfectly suited to show some of the difference between the French and Prussian armies in this campaign
Grant:What unique challenges to this well-tried and highly acclaimed campaign system are explored here?
Brian: We have added Objective Cards which allow each player to secretly draw one of their sides 5 Objective Cards before play begins. This card then lists some additional ways of earning VP’s for your side and thus you will play differently in each game depending on what you are trying to achieve besides the usual VP’s for losses and controlling specific locations.
In addition, Event Cards allowed us to add some aspects, such as logistics, which we felt was underrepresented in previous games in the series. As the Event Card use in the system is so flexible we could add this without any additional rules to the series as such.
Grant:Who is your co-designer on this effort? What has their experience brought to the table?
Brian: Fred Serval of Red Flag over Paris and A Gest of Robin Hood fame. We work very well together and find it easy to build upon the ideas of the other as well as stop those ideas that only worked well in our heads In addition, he has a lot of knowledge about the period as well as being able to read and understand French sources.
Grant: What was the division of labor between the 2 of you?
Brian: The design started when we lived in the same town and saw each other regularly, so it was easy for us to have brainstorming sessions and test ideas so we only divided the labor between us for the design of the various scenarios once we were sure the main scenario and the decks worked as we wanted them to. Besides this we decided it would be best if Fred did the translation into French
Grant:How does designing a game in an established system work? Any constraints on your thoughts for the battle?
Brian: I love designing in established series as I have a solid framework from the start and can do all my reading and thinking from the perspective of the series ruleset. This was also how I started as a designer (with GMT´s Musket & Pike Series). In many ways I am probably more of a tinkerer than a designer as I always start with one or more established systems as my basic framework and then expand, merge and tweak those gradually until I end up with something that is very different from my starting point.
If a suitable system is chosen for the conflict the designer seeks to model there should be few constraints apart from the basic parameters of the series in terms of what it does, and what it does not, focus on. One of my only critiques of The Conquerors Series is the lack of logistics and supply rules as I really like such rules both as a player and as a designer (as anyone who has played 1812: Napoleon´s Fateful March will know). Luckily, The Conquerors Series is very flexible and as noted above, we could easily represent the logistic challenges of the war by the inclusion of Event Cards.
Grant:What did you need to make sure to model from the Franco-Prussian War?
Brian: We needed to include and highlight the asymmetry of both of the armies involved: The French had a massively superior rifle called the Chassepot that in and of itself could have won them the war, while the Prussians had far superior artillery. In addition, the French command was very chaotic and disorganized while the Prussians were remarkably well organized and planned considering they were technically the defending side in the war.
Grant: What sources did you consult to get the historical details correct? What one must-read source would you recommend?
Brian: Fred and I consulted several sources, with Fred having the major advantage here of being French speaking. We actually made our own draft versions of the decks and then compared to see where we agreed and where we differed in our choice of focus. To me this was my favorite part of the design process as its very enlightening to see how another person interprets the same source info into card effects and special rules. I would recommend Geoffrey Wawro´s The Franco-Prussian War as a good one-volume book on the conflict.
Grant: What is your overall design goal and thesis with the game?
Brian: My main design goal is always to produce a game that is a solid model of the historical conflict, show players their historical counterpart´s objectives as well as the restrictions they operated under, while being capable of producing plausible alternative outcomes.
When designing in an existing series I naturally adopt that series’ focus and design philosophy, so here we have a system that excels at showing a lot of the friction of war that commanders have little control over and must continually adapt their plans to. Movement rates and combat performance are never certain and both sides have plenty of events that interfere in the operations and capabilities of the other side as well as Must-Play events that can upset the plans of both sides. Historically everything went badly for the French as they were horribly unprepared for the war they started. Within a few days it was obvious that they had to change their overall plan from one of advancing into Germany to one of saving their army from destruction.
I wanted the game to represent this and give the French a chance of winning a sudden death victory by advancing into Germany and repelling their advance forces (and thus shaking up the internal cohesion of the Prussian alliance with the other German states), so the Prussian player is forced to act with some caution in the early phase.
Poor French planning & coordination (represented by initial fatigue levels, pesky Prussian Event Cards and low movement values on their cards) will then often create a situation where the French are in danger of being outmaneuvered and encircled and this next phase in the game will often see the French army trying to fall back in good order and utilize its defensive advantages.
Grant: How does combat work in the design?
Brian: Combat in this series is simple, smooth and elegant. Each side draws a number of cards from their deck and checks the symbols in the bottom corner to see how many losses and fatigue points they cause to the opponent. The number of cards you draw depend on the number of units you have present, their strength and their Fatigue levels. Good defensive terrain as well as unit specific bonuses (clearly shown with icons on the units) may increase the number of cards you draw as well. The two decks are intentionally different. The French deck causes more losses to represent the effect of their Chassepot rifle while the Prussian deck causes more fatigue to represent their superior breechloading artillery.
Grant: What is the area covered by the board? What strategic challenges does it present?
Brian: The game covers only the first phase of the war and thus covers the area of France from (and a bit beyond) the border to Prussia in the east to the area just west of Metz. The fortress of Metz is a key terrain feature on the map and a lot of the late game revolves around it. In game terms it is impassable for the Prussians who have to go around it and control the areas behind it to besiege it. But Metz is not the only VP area on the map and the Prussians have to advance along several axis as well as prevent the French from advancing into their rear and capturing the VP areas inside Prussia. Depending on the Objective Cards drawn for each side some areas may have their VP value further increased, which will make them more important.
Grant:What role does Fatigue play in the design? How do you track this aspect?
Brian: Fatigue is a critical aspect of the system and each unit´s Fatigue Level is tracked on an off-map display which also serves to track its current strength. The Fatigue Track goes from 1 to 8. If a unit´s Fatigue Level goes beyond 4 you draw one less card for the unit in battle, and at the end of the turn if will lose a strength point. If Fatigue reaches 8, the Cohesion of the unit collapses completely and it is eliminated. Players can discard cards at the end of the turn to recover 1 or 2 Fatigue Levels on a unit and units that do nothing for a full turn get to remove all their Fatigue at the end of the turn.
Grant: How does the game use cards? Can you share a few examples with us and explain how they work?
Brian: The series uses cards for movement, combat, Fatigue recovery and for events during your own and the opponents turn, so it is very much a card driven system
Whenever you wish to move a stack you declare who is moving and then draw a card – the number in the upper-right corner is the stacks movement points (with some modifiers from leader presence and the size of the stack)
The icon in the upper left corner show when a card´s event (the text in the middle) is playable:
Cards with a sabre icon are battle events that are (as the name implies) playable during battles.
Cards with your side´s flag are playable when its your turn to move units while cards with the opposing side´s flag are playable in their turn.
Cards with their title in a blue box are played at the start of the turn and generally add reinforcements or effects that last throughout the turn.
Cards with their title in a red box are played immediately and usually represent bad stuff, outside the control of the historical commanders, happening. This could be bad weather but also logistical problems.
The icons in the lower right section show how many fatigue points you get to remove from a unit if you discard this card at the end of the turn while the icons in the lower left section shows how many losses and fatigue points you cause if this card is drawn to resolving a battle.
Disclaimer: The cards below are low-resolution images from the pre-proofreading so they contain small errors that have already been corrected. Blue background cards are from the French Deck while grey background cards are from the Prussian Deck.
Grant: How is victory obtained?
Brian: Victory is obtained by capturing VP cities and causing losses as in the other games in the series. In addition to that we, as mentioned above, added Objective Cards that give players options for scoring additional VP’s by fulfilling the conditions on them.
Grant: What are some general strategies for each of the sides?
Brian: The French are definitely the weaker side in this campaign and will be fighting to prevent their army from being destroyed and the Prussians from placing Metz under siege. But on a unit-on-unit basis the French are usually superior, especially when defending, and in the early game have a chance to inflict enough losses on the Prussians to win a sudden death victory. So the Prussians are on a tight schedule and have a lot to do – but also have to be careful in how they to it.
Grant:What different scenarios are included?
Brian: The main scenario covers the period from the start of the war up to encirclement of Metz and then we have a short scenario covering the battles on the border in the opening days of the war and a short scenario covering the battle of Mars-la-Tour and Gravelotte.
Assuming we reach all the stretchgoals, there will also be a hypothetical scenario covering the same period as the main scenario but assuming the French command and logistics were better planned and organized. All the scenarios come in a fixed setup version and a free setup version.
Grant: What do you feel the design excels at?
Brian: I think we achieved our goal of showing the different strengths and weaknesses of the two armies. The French, with their accurate and long-ranged Chassepot rifles, will usually cause more losses than they suffer but be forced to fall back to prevent their units’ cohesion from collapsing under the weight of the effective artillery and superior numbers of the Prussians.
Grant:What other designs are you currently working on?
Brian: WAY too many!
I am working on a new Operational level game series with Fred Serval which will include little gamed topics on a vide variety of conflicts in the 1900-1990 time frame. Once we launch this series, we will likely be able to put out titles quickly as we already have several games that are ready to go now.
I am both designer and developer on 3 new games in VUCA Simulation’s Marshals & Quartermasters Series, which currently only consists of 1812: Napoleon´s Fateful March but will soon include games on the 1813 German campaign (by me), 1814 invasion of France (by Pete Manning), 1796 in Italy (by Antonello Salvatucci) and 1812 in Iberia (by me).
For Academy Games I am (hopefully) finalizing games in the Birth of Series on the Vietnam War and the 2nd Punic Wars. The latter is a co-design with Jose Rivero.
I am also working on new games in VUCA Simulation’s War Chronicles Series I started with Thirty Years of Misery that is just coming out now. One of these will also be a co-design with Jose Rivero on Al-Andalus (medieval Spain).
Lastly, I am also doing final testing on The 38th Parallel in Bellica 3rd Generation’s criminally overlooked Campaign Commander Series
If you want to learn more about the game, you can watch this preview video put together by co-designer Fred Serval for the Kickstarter page:
Grant Morrison ist für radikale Umbrüche in der Geschichte der X-Men verantwortlich: Er brachte über Hundert Schüler an Xaviers Institut und machte einen Genozid an Mutanten zum Thema. Wir stellen euch ein paar der spannendsten Figuren vor, die er erfunden hat: Beak, Quentin Quire, die Stepford Cuckoos und Dust.
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.
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.
If you are interested in Battlegroup Clash: Baltics2nd 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.
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.
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.
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!
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.
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.
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.
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
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.
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:
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.
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.
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.
The August 2026 Monthly Debrief Video, which is the 8th episode in Season 6 of this series, saw us discussing American Revolution Wargames. As you may know, I really enjoy the history of the American Revolutionary War. I have read dozens of histories on the subject, with my favorite being Robert Leckie’s George Washington’s War: The Saga of the American Revolution, and it never ceases to amaze me how a group of ragtag rebels were able to best an entire global Empire in open rebellion. The reason for that was the patriots resolve and their ability to run away when outmatched to fight another day when they had a better advantage and not necessarily because they were better armed, or drilled or disciplined. I think that their desire to truly be free was the main difference but that is up for speculation. I love the games on this subject and have played nearly 20 and I was surprised at the number when we had this discussion.
Also, as usual, we covered the games we played in August as well as the games we plan to play in September and had a short discussion of our plans to attend the Gaming the American Revolution Camden 250 Event in Camden, South Carolina sponsored by GMT Games.
We will remind you here that we are fortunate to be continuing our relationship with Noble Knight Games as the sponsor for our Monthly Debrief Video series. In case you don’t know, Noble Knight Games specializes in hard to find games but also carry all the new releases. But what makes them truly unique is that you can find some of the rarest games, long out of print games, hand made games, imported games from overseas, etc. Thanks to them for their sponsorship and we hope that you will consider them first when looking for the games we cover.
Vor 30 Jahren, als Grunge, Videospiele und MTV populär wurden, brachte Marvel ein neues Mutanten-Team um Jubilee heraus. Es umfasste neue Figuren wie Penance, M, Synch, Husk oder Chamber, die trotz schlechter redaktioneller Entscheidungen zu Fanlieblingen wurden. Erkunden wir gemeinsam die Geschichte der Generation X.
They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and I reached out to my contact there Kevin Talley who acts as one of the Developers on the team for his input into the design to give us a better picture of how this new game plays.
Grant: What is the focus of your new upcoming game called The Great Anglo-Boer War?
Kevin:The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902.
Grant: Who is the designer and what is their goal with the game?
Kevin: As with all of our designs, R.J. Mills is the designer. He has always been fascinated with the Boer War and the goal was to make a really good hex-and-counter wargame to cover the whole conflict.
Grant: What is important to model from the history of the Anglo-Boer War?
Kevin: Well, the Boer War was very unique. It began as an asymmetric conventional contest in 1899 between the relatively small citizen militia forces of the two Boer Republics (they had no standing professional armies) and nearly the entire army of the British Empire! Then, once the Empire had captured both Boer capitals in 1900, the Boers refused to surrender and instead decided to fight a guerrilla war (and that went on for 2 more years). So, given the dynamics of this truly unique conflict, making a realistic game presented some serious design challenges. The design had to accurately simulate the conventional period, where the fractional Boer forces soundly defeated the British in several key battles during the early months, and it also had to credibly represent the guerrilla phase of the war, where very small numbers of Boers roamed (often unseen) and raided (always with surprise) throughout a vast area nearly twice the size of Texas. For this phase, the Empire forces had 250,000 troops deployed unsuccessfully trying to defeat 20,000 guerrillas! It all ended (finally) 31 May, 1902, with the Treaty of Vereeniging.
Grant: What other games inspired this design?
Kevin: We had not intended to make a Boer War game here at Cadet until after we started seeking a good grand-strategic/operational game about the Boer War to play. We got the “Boer War bug” playing Geoff Noble’s Redver’s Reverse: The Battle of Colenso, 1899 from Legion Games and decided we wanted to play a game of the whole war. We had pledged the KS Campaign for Joseph Miranda’s The Boer War from Canvas Temple Publishing and were hopeful, but it wasn’t what we’d hoped for in the end. Then we tried all the other Boer War games out there, or at least those we knew about, but there just wasn’t a good, realistic, strategic level/operational game of the whole war – especially not with the kind of depth we were looking for. We wanted something more like Nick Karp’s Vietnam: 1965-1975 from Victory Games – but for the Boer War – something with that kind of simulative value, historical chrome and especially guerrilla war operational mechanics. The closest thing we found was the old 3W game from 1991 (Eric Faust and Lew Fisher) called The Boer War. It had a lot of what we were looking for, but it was under-developed, errata-riddled and had too many issues to list. Still, that game had some brilliant design ideas, so we decided to start with that framework and make our own game. We were surprised that this topic didn’t have more published games already.
Grant: How did warfare change during the Victorian Age? How did you capture these changes?
Kevin: The British Army was fighting in drill book formations all the way through the 19th century. Consider that, just a year before in 1898 at Omdurman, the infantry stood in close order (just like in the movie Zulu), easily repelling the 50,000-strong army of the Khalifa with Lee-Metford volleys, Maxims and quick-firing breech loading artillery. This all worked very well when the enemy had swords, spears or primitive firearms. But the Boers had Mausers. And Krupps. And Maxims! Tactics had to evolve to meet this new level of lethality and the British Army was not initially prepared to face an enemy that was equipped with the same weapons as they. And an enemy that chose trenches and concealment – inflicting severe losses on British troops in drill formations. The combat system in the game realistically models the advantages of entrenchments, terrain, unit formation posture, night marches and even artillery effects. The Boers on defense can be very tough. A typical attack will be costly. Best to use open order and artillery to great effect – even better to use maneuver and avoid the prepared defense altogether. It took the British some time to learn their lessons.
Grant: What sources were consulted for the historical details?
Kevin: The bibliography for the game is included in section 26 of the rulebook. We used 20+ books on the topic to get the information for the design, and of course those include all the most important works published about the war: Rayne Kruger, Pakenham, Farwell, Arthur Conan Doyle (who was there), Barthorp, Reitz (a famous Boer Journal of the war), Maurice’s official history, Amery (Times history) and more. Someone who has researched the war and knows the historiography will truly appreciate this game.
Grant: What is the scale of the game? Force structure of units?
Kevin: The map scale is 9 miles to a hex. The map is huge. 34″ x 44″ on the table. The unit scale can be as little as a half battalion on the Empire side (500 men) and a single commando element of as few as 333 for the Boers. But the system is so flexible that a single leader’s counter in a hex on the map could represent as many as 30,000 Empire soldiers (with supporting artillery) and up to 13,320 Boers with several batteries of their guns as well. The game scale works for both large conventional battles (early war) and small guerrilla actions (later war).
Grant: What is the layout and anatomy of the counters?
Kevin: The counters are the typical ½” variety, printed on both sides. There are Entrenchment markers that, when flipped, double as “Scorched Earth” markers; Rail markers (early war) that also double as Blockhouse Line markers (guerrilla phase); Boer Control markers that can also be used as Strength Point counters; Number markers that flip to various increments; dozens of Empire Detachment markers which flip to show either Infantry or Cavalry or Artillery Strength Points (and the rotated position of these markers indicates the detachment strength in the hex); Armoured Train unit counters; Supply Wagon unit counters; Unit Status markers for multiple conditions like Retreated, Disordered, Demoralized, Invasion VP’s and more; and of course the Empire and Boer Leader counters, which are the basic units of maneuver in the game.
Grant: What different types of units are available to both sides?
Kevin: A Leader counter on the map typically indicates a ‘Force’ (which is a leader and the Strength Points of soldiers and artillery in their command) for both sides. These Forces are the maneuver units that move around on the map. There are also Detachments, which are Strength Points of soldiers and artillery without a leader (these secure and patrol an area, with a ZOC but without the counter moving). The Empire Strength Points can be Infantry, Cavalry or Artillery, with each point equating to 500 soldiers or a battery of field guns. The Boers are basically all mounted infantry militia, with each Strength Point representing 333 Boers or one battery of their artillery. The Empire also has Armoured Train units (we kept the English spelling), which function as ‘line of communication’ forces that police Empire-controlled rail lines. The Boers also have their Republic Presidents (Steyn and Kruger) and their small government staffs, which serve to score Victory Points by avoiding capture and maintaining their presence as head of state, either in their capitals or out on the veldt.
Grant: What is the off-map Arrow/Wheel used for?
Kevin: There are “Unit Displays” for both sides. These typically show a small picture of the Leader next to a pair of Strength Point numbered ‘wheels’. The players use counters with little arrows on them to indicate on the ‘wheels’ how many SP’s of soldiers are in a Leader’s Force, with any artillery batteries indicated by using a number marker. This keeps the counter-density on the map low, since the battalions, regiments, batteries or commandos are indicated using these off-map strength displays, and only the Leader’s counter moves on the map.
Grant: What was the inspiration for this mechanism?
Kevin: This came from the 3W game. Some players dislike this method for managing unit strength, and it took some getting used to, but we eventually decided it was the best mechanic we had seen in any design for this aspect of the game. Now we love it. Especially because of the flexibility it allows once the war changes from conventional to guerrilla. Historically the forces changed from divisions and brigades fighting large Boer commandos to much smaller columns of Empire troops chasing small Boer units of a few hundred all over the map.
Grant: How does it show the importance of Leaders in the game?
Kevin: I think this whole method of organizing the armies of both sides by each “Leader’s Force” really works perfectly to simulate the Boer War. It matches the real history. Everything a Force does boils down to the influence and command capabilities of the Leader. And forces of widely varying strength and unit composition were assigned to different leaders on both sides at different times throughout the conflict.
Grant: What is the Leader specific initiative rating system? How does it aid in your telling of the Anglo-Boer War?
Kevin: A Leader has to ‘roll for initiative’ to do most actions. Each Leader has an initiative rating which either helps or hurts their odds of a successful die roll, and the ratings are based on the historical performance of that Leader. This represents more than simply a Leader’s tendency to act decisively or not, but also his relative command influence for scarcity of resources, typical Victorian-era officer rivalries, orders and communications variables, bad intelligence and other typical “frictions” of war. The history of the war is full of instances where orders didn’t get communicated, sometimes weren’t given at all, or were ignored. Battles were lost many times because this leader or that failed to act on their own initiative or had some other priority override their commander’s intent. There are some Leaders whose rating is so good, they can nearly always do anything the player wants (and those are almost exclusively Boers). Other Leaders are reliably ineffective, and special care must be taken by the players to choose the right missions for these people. The realism of the design is greatly enhanced by this aspect – a player might have a great plan, but there is no guarantee that their Leaders will enact it. As Lord Roberts said after the battle at Poplar Grove, “In war you can’t expect everything to come out right.”
Grant: What is the layout of the game board?
Kevin: The Game Map contains almost all of the area of the war, from the eastern Transvaal and much of Swaziland and Zululand all the way to the Kalahari desert in the west; from 150 miles west of Port Elizabeth on the coast all the way up past Durban in Natal – and all of the mountains, ridges, rough and veldt of South Africa contained therein. It is a very large area and the map scale is 9 miles per hex. Using .625 hexes (for standard ½” counters), the map is 34″ x 44″ on the table.
Grant: What key terrain features are included and how do they affect maneuver and tactics?
Kevin: The terrain types for hexes include mountain, rough and veldt. Special hexside types can be ridge or river, bridge or rail. The mountain ranges are all there, as are the ridgelines and heights, rivers and rail, towns, ports and capitals. Even the passes and “neks” are indicated. The actual escarpment of the Drakensberg are all mountain hexes, but the Biggarsberg north of Ladysmith, as an example, is treated as ridge-type hexsides with rough terrain hexes. There is a real distinction between mountains and typical rough country/hills. The geography of South Africa was a serious factor in the conduct of the war and the terrain effects for both movement and combat are significant in the game.
A Force attacking across a river hexside is reduced by 50%; a Force attacking across a ridge or into mountains is reduced by 25%; a Force defending in mountain terrain is doubled; a Cavalry Force crossing a river pays 2 extra movement points to do so, while an Infantry Force pays 3; a veldt hex costs 1 point to enter, a rough hex 2, a mountain hex 4, and crossing a ridge hexside adds 2 points. Geography is key. Often, the only way to effectively dislodge an enemy Force from a position is to maneuver them out of it, because the odds for a successful attack are slim based on the terrain. The Tugela River line in Natal is a famous example of a natural fortress, and so it is with the game. To get past a competent Boer defense there, it will take an Empire player who understands the map and the combat system (plus some good dice and a card or two).
Grant: What type of cards are included? Can you share a few examples.
Kevin: The cards are great. Mostly they modify the combat odds or DR’s by providing for an odds-column shift or a DR mod for one of the many on the Battle Board (the Empire Attack Scouting Effect, the Artillery Effect or the actual combat DR). But there are also many cards that influence very specific game actions – like evasions or recruiting, siege surrender extensions or supply situations, armoured trains or movement or initiative effects. Some cards influence the unit formation or entrenchment posture during a battle, while some may determine the outcome of night marches. Some are related to intelligence and reveal hidden enemy units or prevent unknown strength in a combat event. Others influence scouting and observation, signals and orders, escapes and ambushes…I could go on.
All the cards were created based on actual events that happened during the war. Here is an excerpt from the Campaign language and the “design notes” section of the rulebook: “The game cards are designed to build historic realism into the game, especially for the combat system. As in all wars, small instances of chance – moments of decisive leadership (or not) – a thunderstorm – an oil-less signals lamp – a wire fence – a flooded drift – a poorly drawn map – a mistaken guide – an enemy surprise…all these historic events and elements of chance are represented in our design by game cards for both sides. We think this adds to the design immensely, since these can account for odds column shifts and DR mods that the players cannot anticipate. Like their historical counterparts, the players cannot know exactly what their odds are until the battle is joined and the card(s) are revealed!”
Grant: How does combat work?
Kevin: The combat system uses an odds-based CRT and a combat die roll to determine battle results, so it is fairly typical of a hex-and-counter wargame. What gives the system the right depth is that combat can happen during the movement as well as the combat phases. Combat can also be initiated by the non-phasing player using a reaction mechanism – so it isn’t nearly as simple or predictable as “I go / You go”. Based on the history, we felt the combat system (even at this scale) needed to incorporate strength ratios, unit tactical formations, weather, visibility, unknown Boer strength, artillery strength and effects for both sides, leadership, scouting and intelligence, terrain, night march outcomes, unit morale, “dummy” defensive positions, entrenchments and more.
Grant: How does the Battle Board work?
Kevin: There are so many effects and modifiers that contribute to the combat system that we decided the only way to keep everything straight was to have a Battle Board. For example, an Empire attack vs. a defending Boer Force would look like this: First, the Force attacking commits their desired number of Strength Points to the battle using the Attacker’s SP display, then the defending Boer unit’s SPs are indicated on their display. Any unit status particulars (Disordered, Demoralized, Retreated) are also indicated. The next step is to see how many unknown Boer SPs there are, so a die is rolled and that number goes on the Board (usually the Empire player cannot know their exact combat odds until after they commit their SPs to the attack because of this “unknown SP” die roll). Then any terrain or supply state modifiers are applied (there are markers for these) for both sides to establish the initial combat odds, and a counter for that ratio is placed in the appropriate box on the odds track (always rounded in favor of the defender). Next, any factors that modify the combat odds are noted and applied (entrenchments, the Empire Attack Scouting Effect DR, any other enemy units in the attacker’s ZOC, a Demoralized defender, any cards – attacker first). Now a marker is placed for the final combat odds on the final odds track. The last bit is to calculate what modifier (if any) is going to apply to the combat DR. The Artillery Effect is determined with a DR, if the Empire is using a night march there is another DR, the Empire Force’s Leader combat rating is applied, if the attack is made from a rail-move ZOC it matters, and finally any cards that modify the DR – attacker first. Once the Battle Board has been completely and correctly configured, the combat die is rolled and the CRT consulted to determine the result. The Battle Board is really essential to keep track of all of it.
Grant: What role does scouting and intelligence play in the game?
Kevin: The British generals were famously ignorant of the Boer dispositions in the early battles, for they had almost no intelligence organization in their army corps and they were especially short on mounted troops for effective scouting. The Empire Attack Scouting Effect is built into the combat system to reflect this. If the “E.A.S.E.” DR is greater than the number of Cavalry SP’s in the attacking Force, there is an odds-column shift to the left for the combat on the CRT. Later in the guerrilla phase, there is a “mystery movement” dynamic which keeps the Empire player guessing about which Boer commando markers are real units and which are only decoys. Some of the game cards confer valuable intelligence by allowing the Empire player to reveal a “mystery” commando of their choice (and native spies can help both sides).
Grant: How is artillery used?
Kevin: There is an Artillery Effect Track on the Battle Board which compares the arty strength of the two sides in a battle – whomever wins this comparison gets a modifier that applies to the combat DR. The Boers get a DR to add to their battery count, so even an Empire Force with 8 batteries of guns might not win the Arty Effect Bonus if there are 3 Boer batteries (if they roll a 6, they have 9). This “Boer Arty Effect” DR does not necessarily represent additional unknown batteries/guns, but more simulates the Boer tendency to use superior artillery tactics, multiple prepared positions, gun re-positioning during a battle, indirect fires and hidden gun positions with range and target fire preparation. In addition, the British firepower was often wasted against cunningly prepared “dummy” trenches and positions such that seemingly impressive preparatory fires were completely ineffective. The Boer Arty DR serves to simulate both aspects. The Empire has far greater potential weight of fire, but qualitatively the Boer Arty is superior (as with the historical truth). There are cards for both sides that impact the Artillery Effect for a battle.
Grant; What is the role of Scorched Earth?
Kevin: As the Boers turned more towards guerrilla tactics, the Empire forces began burning farms and killing or confiscating livestock (and especially horses) as reprisals for Boer attacks and to destroy potential shelter and supply sources for the guerrillas. This often resulted in the re-settlement of the Boer women and children in concentration camps, where thousands perished from disease and hunger. There are several game mechanics during the guerrilla phase that simulate this aspect of the war, and one is the “Scorched Earth” program. If the Empire player chooses, they may assign Forces during a game turn to “Scorch” one or more district areas in the Boer Republics. A marker is placed, and Boer movement point costs in that district are doubled, while guerrilla recruiting is halved. Once “Scorched”, a district can no longer provide Boer VP’s during the District Control segment of the VP interphase. But there is a potential cost to this kind of “scorched earth” policy: every turn this is done the Boer rolls a die – if the result is equal to or less than the number of newly “scorched” districts for the turn, the Boers get 5 VP for each. These VP’s reflect negative public opinion, parliamentary outrage and press coverage back in England, as well as increased Boer resentment and dedication to fight to the bitter end to avenge the destruction of their homes and families. The Empire player must balance the military benefits against the possible consequences of the policy (and be careful).
Grant: How does the Attrition Phase work?
Kevin: There is a lot going on during the Attrition and VP interphase. Hundreds of the Boers in just about every Force will simply leave to go home (they are all volunteer militia, not regulars); The Empire may have thousands of losses to typhoid (it was a big deal during the war); Boer family deaths in the concentration camps may cause desertions in the commandos (and uproar back in Britain); Besieged Empire garrisons may suffer losses or surrender; Railheads may advance or be pushed back: Forces might entrench; Unit statuses (like Demoralized units) get updated; VP’s for the game turn are tallied and losses counted, and the totals for the war (or scenario) are arrived at. It gets even busier if a Boer capital has been captured during the turn, as this can drastically increase the number of Boers who choose to “take leave” and go home (low morale). At the end of the phase, the players advance the game turn marker and start the next month of the war.
Grant: How is victory determined?
Kevin: Victory Points are awarded to both sides for all kinds of events. Mostly major or minor battle victories, but also for siege outcomes (relief or surrender), Boer invasions of Empire territory, capture of Leaders and capitals, control of districts, consequences from the scorched earth policy and concentration camps, and even penalties for over-stacking. There is a VP table on the back of the rulebook so the players can double-check during the VP interphase, and there are handy player-turn and interphase record sheets to use as well. Whoever has the most VP’s at the end of the scenario wins, unless an automatic victory for either side ends the contest early.
Grant: What different scenarios are included in the design?
Kevin: There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. Here’s an excerpt from the Campaign language: “The full campaign is the ultimate Boer War experience – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between: Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game.”
Grant: What does the game do well in modeling the Anglo-Boer War?
Kevin: We feel the game succeeds in modeling just about every aspect of the war, but there are a few particulars. Again, from the Campaign language: “For our design, we wanted a more granular scale of both movement and combat than any other strategic-level Boer War game yet published. Rayne Kruger, in chapter 23 of his “Good-Bye Dolly Gray” pointed out that, perhaps more than any other Boer advantage, the Empire was fighting “a war against space.” We ended up having two 22″ x 34″ map sections at 9 miles/hex to pull this off. A very large game on the table – but very typically “Cadet.” As it goes here, bigger is better. More hexes = more realism.”
Also, the Empire forces during the war were especially dependent on the rail lines for supply, while the Boer forces were far less dependent on any supply system to keep their forces in the field. The supply rules in the game really do justice to history, as everything the Empire player wants to do will be substantially constrained by their proximity to a rail line. In fact, some remote districts simply cannot be effectively garrisoned by Empire forces or detachments, because those units will be out of supply. Moreover, the scarcity of draft animals (oxen and mules) during the war meant only a handful of supply wagon units were available to extend an Empire LOS away from any rail line, and so it is with the game. These few substantial wagon convoys are also prime targets for the marauding Boers (as with countless examples from the war).
Grant: What has been the experience of playtesters?
Kevin: The game plays very well, indeed, but there were a few unexpected outcomes from the initial design, especially the combat system. In our first run of the conventional war scenario, we discovered that the “Boer unknown SP DR” mechanic needed a change. The Boers simply fought too well. Every time the Empire committed SP’s to an attack, the Boers would essentially be ‘reinforced’, owing to their unknown SP die roll. It always added SP’s to the Boer Force, since it wasn’t designed to subtract them. True, this kept the Empire player uncertain as to the combat odds until the forces were joined, but it had the effect of representing the Boers as ahistorically disciplined regular troops – prepared to fight to the death and hold their ground even when attacked by 15, 20, or even 30,000 British with 50+ field guns. The Boers just didn’t do that. There are far more examples of the Boer volunteers fleeing in droves from large Empire forces (in spite of exhortations and even threats by their leaders and even presidents) than examples where they stood their ground. In many ways this tendency served to preserve their forces and denied the Empire the showdown battles they hoped for during the second phase of the conventional war. A small rearguard of hardcore Burghers (farmers) would usually hold off the exponentially larger Empire forces, allowing their thousands of fleeing comrades to make their escape. They traded ground for time and blood, almost always avoiding any decisive loss.
So, we amended the rule so the DR can go either way, depending on the size of the attacking Empire force and on another DR modified by the Boer Leader rating of the defending force. This solution made a huge difference and resulted in the historical outcomes we wanted. If you attack Botha with a large Empire Force, he will likely motivate several hundred more Burghers to join the defense. Attack Prinsloo, though, and he’s likely to have several hundred of them (or more) run away before the battle is joined. There is a card in the Empire deck that prevents the unknown SP DR altogether, and now freshly retreated or Demoralized defenders don’t roll either.
Grant: When can we expect the game to be fulfilled?
Kevin: We are optimistic that the community will support our Campaign for this one (gotta get successfully funded first), and we will start the production sample and the rest of the process immediately afterward. Our anticipated timeline is to have the games shipping to the backers by August of next year.
Grant: What projects are in the near future for Cadet Games?
Kevin: We would really like to get our Hamburger Hill game produced. The design is 100% done and it is a really detailed sim of that famous battle. We ran it on Gamefound back in 2025 but it didn’t hit the goal. So, we will likely run that one again to see if we can’t get that produced here sometime soon. We have a ton of other projects in the works, one of which is a solo design covering the Mayaguez incident and the battle for Koh Tang Island from May, 1975. We have been really immersed in the Boer War since the middle of last year, so this one has had almost all of our attention (and still does for now, since we are playing through multiple rounds of the guerrilla phase and all of its intricacies)! We also have Barbarossa ’41 on deck for our Armies & Alliances Series of WWII ‘miniatures and monster map’ designs. Thanks again for helping us get the word out about our passion for military history and wargames!
Thank you for your time in answering our questions Kevin and for the great care you guys are taking with these games to tell a fun and interesting part of history.
Mit ROLLYMPICS haben wir wieder ein Spiel über die Ziellinie gebracht! Die vorbestellten Spiele sind bereits unterwegs, wer noch keins hat, kann direkt hier bei uns, zuschlagen. 🥳 Wir arbeiten mit Hochdruck daran, dass ROLLYMPICS in den kommenden Tagen auch im Einzelhandel und auf anderen Online-Plattformen verfügbar ist.
"ROLLYMPICS" ist ab sofort verfügbar!
Sooooooo viele Spiele warten auf Euch!
Da ist einiges drin für Challenges in der Familie oder in der Spielerunde mit Freund:innen!
Was erwartet euch?
Bei ROLLYMPICS tretet ihr in sechs verrückten Challenges gegeneinander an – in einer Olympiade mit Würfeln, bei der es gar nicht so sehr auf das Würfelglück ankommt! Stellt eure Geschicklichkeit, euer Timing und manchmal auch eure Nerven auf die Probe, sammelt Applaus und kämpft um den Sieg. Jede Challenge bringt neue Aufgaben, jede Menge Gelächter und spannende Wettkämpfe. Doch Vorsicht: Im großen Finale kann sich alles noch einmal wenden!
Mit bis zu 5 Personen erlebt ihr die spannenden Wettkämpfe. Das farbenfrohe Spielmaterial und die leichten Regeln sorgen für Spielspaß bei der ganzen Familie – und das nicht nur für Würfelfans!
"ROLLYMPICS" für 3-5 Spielende ab 8 Jahren und hat eine Spielzeit von ca. 20 Minuten. Preis: 19,90 EUR
… und immer auf dem Laufenden!
Folge uns in den sozialen Netzwerken und verpasse keine Neuigkeiten!
Diesen Monat haben wir wieder einige spannende Comics für euch unter die Lupe genommen: Cable reist in eine Zukunft, die durch den techno-organischen Virus verseucht ist, Spider-Man bekommt es während seines Studiums mit einem mysteriösen Buch zu tun und Iron Man muss verhindern, dass junge Talente von A.I.M. entführt werden.
Im Jahr 1995 wagte Marvel etwas Neues: Sämtliche X-Men-Reihen wurden eingestellt und durch neue Titel in einer Parallelwelt ersetzt. Die Zeit der Apocalypse hatte begonnen und wirkt bis heute nach. Wir stellen euch den namensgebenden Schurken, den Auslöser und die berühmtesten Überlebenden der dystopischen Zeitlinie vor.
Gute Story, tolle Charaktere, schöne Grafik und eingängiges Gameplay? Das alles bietet euch Eriksholm - The Stolen Dream. Wer hier allerdings ein Spiel für knallharte Taktiker*innen sucht, wie Commandos oder Shadow Tactics, sollte seine Erwartungen zurückschrauben. Eriksholm punktet auf andere Weise.
As this month’s Wargame Watch posts on the blog, I will have just come back from attending the World Boardgaming Championships in Seven Springs, Pennsylvania where I was able to spend 5 1/2 days of fabulous gaming. I bring that up because this month I just didn’t have the time to do the deep dive that I normally do and only was able to find 27 games (including a new game from our sponsor Nuts! Publishing). I was also able to find 3 games to share being offered on Crowdfunding through Gamefound and Kickstarter.
This month we have a sponsor for the Wargame Watch feature in Nuts! Publishing. Founded in 2011, Nuts! Publishing is a French tabletop and board game publisher established by four wargaming and history enthusiasts. While initially famous strictly for historical and tactical wargames, the company has expanded its catalog to include cooperative, sci-fi, and family-friendly board games, while maintaining a strict selection process for those games they do publish. They are well known for developing popular original titles like Mini Rogue, Diluvium, and 300: Earth & Water, which is a part of their unique small format wargame series called Combat Rations that recently released the 3rd volume in the series called Guerre Eclair. The “Combat Ration” Series is a line of highly accessible, compact wargames designed to be played in about an hour including the 2 previous titles of 300: Earth & Water that delves into the Persian invasion of Greece in 492BC, and Port Arthur that retells the story of the 1905 Russo-Japanese War.
But, they also have a full line of more beefy traditional wargames including such titles as Urban Operations, Saigon 75, Stalingrad Roads, This War Without an Enemy, We Are Coming, Nineveh and Phantom Fury.
In addition to their own unique games, they also hold licenses to translate and distribute highly acclaimed international games for the French market, such as One Deck Dungeon, War of the Ring and the UndauntedSeries.
Their newest wargame release is called Guerre Eclair designed by Yasushi Nakaguro and is a part of the Combat Rations Series. Guerre Eclair is a remake of the 2019 game called The Rise of Blitzkrieg from Bonsai Games and is a card-driven game for 2 players lasting around 45 minutes. The setting is World War II in 1940 as the Germans unleashed their new Blitzkrieg tactic to invade France. The attacking Germans hide their intentions by choosing a conquest goal of either taking the Maginot Line, conquering Paris or controlling the ports at Dunkirk. Dice are rolled for combat and the highest 2 dice totals determine the outcome and if doubles are rolled losses to units will be inflicted. The French and British really cannot afford to lose many units as they don’t have a lot but neither can the Germans. The game is simple but fairly meaty with lots of decision points and we had a great time with it, as we have had with the other games appearing in the series.
Here is what Florent had to share on their upcoming slate of games:
In May, we released Guerre Eclair the third game in the CombatRations series and work on the next titles in the line is well underway (specifically Norway 40, followed by Bulge 20 – Yes, by Joe Miranda previously published by Victory Point Games). Urban Operations 2nd Edition is now available in stores worldwide. Please note that an upgrade kit is available on our website for owners of the 1st Edition.
Upcoming releases in early 2027 include The Coldest Winter, a card-driven game about the 1939–40 war between Finland and the Soviet Union (designed by Timo Pohja; art by Nils Johanssen), followed by Supremacy 2050, in which the world’s four major powers clash between 2020 and 2050 (designed by Pierre Razoux; art by Domhnall Hegarty).
Finally, we will launch two crowdfunding campaigns in 2027. The first will be for the second edition of Sword of Rome, covering the rise of Roman power in the 3rd and 4th centuries BC (designed by Wray Ferrell; art by Nicolas Roblin and Gabriel Pardon). The second will feature Nemto a cooperative sci-fi wargame (designed by Hermann Luttman; art by Nicolas Roblin and Christian Benavides).
Quite a variety of eras and gameplay styles!
Here is a link to an interview we did with one of the owners, designer and main bottle washer Florent Coupeau while attending Essen Spiel 2025:
Here also is an older video we did with Florent while attending SDHistCon 2024 where we discussed the excellent Combat Rations Series and Guerre Eclair (recently released) and the upcoming Norway 40:
1. Pacific Fleet: Rise & Fall of the Japanese Empire from VUCA Simulations
VUCA Simulations is a newer company on the scene the last several years (really since 2021) and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest pre-order offerings is called Pacific Fleet: Rise & Fall of the Japanese Empire designed by Hiroyuki Inose. I love a good Pacific Theater WWII game and this one looks pretty great.
From the game page, we read the following:
The Pacific War was unlike any other conflict of the Second World War. Vast oceans, isolated island chains, carrier task forces, long-range bombers, amphibious invasions, and industrial warfare all combined into one of history’s most complex military campaigns.
Pacific Fleet: Rise & Fall of the Japanese Empire places you in command of this global struggle. Lead the Imperial Japanese forces in their quest to establish dominance across Asia and the Pacific, or direct the Allied war effort as overwhelming industrial power gradually turns the tide. Every carrier strike, convoy, amphibious landing, and production decision shapes the course of the war.
This is not merely a naval game—it is a complete grand-strategic simulation where sea, air, and land warfare are seamlessly integrated into one operational system.
Fight from the opening attacks of December 1941 through the climactic campaigns that determined the fate of the Japanese Empire. Unlike many Pacific games that focus on individual battles, Pacific Fleet presents the entire theatre as one interconnected campaign where logistics, production, intelligence, and operational planning are equally important.
2. Modern Tactics: Afghanistan – British Forces Expansion from VUCA Simulations
We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design with VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan. That was announced on pre-order a while ago and has since been delivered but there is now an expansion of sorts to the game called Modern Tactics: Afghanistan – British Forces Expansion but it is being designed by another designer named Kenneth Tee of People Power from GMT Games fame.
From the game page, we read the following:
The war in Afghanistan was fought village by village, compound by compound, and patrol by patrol. Every operation demanded careful planning, disciplined infantry, close cooperation with allied forces, and constant vigilance against an elusive insurgency.
Modern Tactics: Afghanistan – British Forces Expansion places you in command of the British Army, Royal Marines, Special Air Service, and supporting Afghan forces during Operation Herrick. Experience thirteen new scenarios inspired by real operations fought throughout Helmand Province between 2001 and 2012, introducing new units, mechanics, and tactical challenges to the Modern Tactics system.
Whether conducting a night raid with the SAS, leading Gurkhas into hostile villages, defending isolated platoon houses, or escorting Afghan National Army units through dangerous territory, every mission presents unique tactical and operational decisions.
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.
4. Iwo Jima: Hell on Earth Revised Edition from Neva Game Press
Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2+ years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their first release called Iwo Jima: Hell on Earth, which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 at the end of WWII, was both commercially and critically successful and has sold out and now they are bringing back a revised edition for pre-order.
From the game page, we read the following:
Iwo Jima: Hell on Earth is a hex & counter wargame based on this iconic battle. This challenging solitaire wargame puts you in command of US Marine Regiments as they battle entrenched Japanese Battalions during the iconic 36-day Operation Detachment. Each game turn represents approximately four days, condensing the intense conflict into nine turns of strategic decision-making.
In Iwo Jima: Hell on Earth, your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days.
Victory is determined at the end of Turn 9 by calculating your Victory Points. You earn VP’s by: Eliminating Japanese units, Capturing key objectives on time and Japanese surrender. You can lose VP’s if: You play too many Special Orders and/or you suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP).
I think that a new company selling out their first release is probably pretty rare in our hobby but Neva did it and it is partly because a good solitaire game is always in demand and their focus on quality, in both game play and components, speaks to wargamers and word will spread fast once it is out. So what is different in this new Revised Edition?
Because we are heading back to the printers, we saw the perfect opportunity to integrate our community feedback directly into the game. The Revised Edition will feature:
Upgraded Map: A minor visual tweak where hill hex frames are slightly thicker, making them much easier to identify during intense gameplay.
Box Art Variant: A fresh, slight variation of the original box art (while keeping the classic spirit of the original design).
Fully Integrated Updates: All components from our Update Kit (detailed below) will come standard inside the box!
5. Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter
About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has already launched on Kickstarter.
From the game page, we read the following:
Rebels Against Rebellion is a card-driven war game designed by award-winning designers, David Thompson and Trevor Benjamin. The cards in your deck represent the units and locations under your control. Each turn you will play cards to perform actions on the board and to add, remove, and improve the cards in your deck. The player who most successfully spreads their control across Scott County is the winner.
Tennessee’s role in the American Civil War and the Secession Crisis was marked by significant internal divisions between its eastern, middle, and western regions. In early 1861, when South Carolina became the first state to secede from the Union, Tennessee’s legislature resisted the idea. However, following the attack on Fort Sumter in April 1861, Tennessee was forced to readdress its position. On June 8, 1861, a state referendum resulted in a decisive vote to secede.
Despite this formal decision, Tennessee remained divided. In the eastern part of the state, loyalist sentiment was strong. East Tennessee had overwhelmingly voted against secession in the 1861 referendum, while West and Middle Tennessee overwhelmingly supported secession.
As tensions escalated, residents of East Tennessee found themselves forced to take sides, often leading to violent confrontations. Loyalist- and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. The establishment of local militia groups known as the home guard sought to defend loyalists. These small militias acted in secret, launching surprise attacks on Confederate soldiers and secessionist raiders, but they also faced constant threats from the Confederate army and local secessionist groups.
Of the thirty-one counties in East Tennessee, none voted against succession by a higher margin than Scott County. With a vote of 521 to 19 in favor of rejecting secession, the county’s stance was clear. Local residents so opposed the Confederacy that later in 1861, the county court approved a protest resolution declaring the county’s secession from the State of Tennessee and the creation of a “Free and Independent State of Scott.”
This is the story of the Free and Independent State of Scott during the Civil War.
If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:
Because I know that many of you will be paying this one solitaire, Denver did an overview video of the solitaire mode and you can watch that at the following link:
As of August 1st, the Kickstarter campaign has funded and raised $24,531 toward $10,000 funding goal with 450 backers. The campaign will conclude on Tuesday, August 18th at 12:00pm EDT.
6. Lee’s War: The War in Virginia 1861-65 from Worthington Publishing Currently on Kickstarter
One of the subjects that Worthington Publishing does really well is the American Civil War. They have their Civil War Brigade Battle Series that we have enjoyed and they really have a way of making these ACW games playable yet integrating some of the most important historical aspects to keep them grounded in history. Their newest series is focused on the Strategic Level and is supposed to be a 3 volume series. The first entry in the series is called Lee’s War: The War in Virginia 1861-65 and is currently on Kickstarter.
From the game page, we read the following:
Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War. It is meant to show the difficulties each side faced during the war. There is no plan currently for a full war campaign scenario. Players are given scenarios based on the campaigns and complete years of the war. I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command.
If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864. Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.
The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of certain rules such as Dice Differential and combat die rolls.
Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 – 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions. The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.
Here is the current 14 scenario list:
First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)
The Peninsula Campaign / 10 turns (April 1 – June 15, 1862)
The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)
Second Manassas / 7 turns (July 14 – August 31, 1862)
As of August 1st, the Kickstarter campaign has funded and raised $27,212 toward its $1,861 funding goal with 304 backers. The campaign will conclude on Saturday, August 15th at 4:00pm EDT.
7. Warfighter: The WWII Eastern FrontSpecial Forces Card Game from Dan Verssen Games Currently on Kickstarter
The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see that they are doing this WWII Eastern Front offering as I think that it will offer a new and interesting view of the history.
From the game page, we read the following:
Warfighter WWII Eastern Front recreates the brutal skirmishes fought across the vast Soviet battlefields of World War II, where Soviet Red Army and German forces clashed for shattered cities, strategic strongholds, and hard-won ground in some of the harshest climactic conditions of the war. You will face fierce resistance from enemy troops, but the battlefield itself, from deep snow and choking mud to bitter cold and broken terrain, can prove equally deadly.
Do you have what it takes to defend the Rodina and drive the invader from our soil?
Warfighter WWII Eastern Front is the latest title in the Warfighter WWII Series, which includes other core sets for the Europe, Pacific, Mediterranean and North Africa Theatres of Operation. The Eastern Front has been an area of interest which we have been discussing for a time, and we began research and design work in January 2025. Now, the game design is complete, and we are ready to present it for crowdfunding support.
A key part of the game is squad building and mission planning. You decide which soldiers go on the mission, and which skills, weapons and gear to equip them with, best suited for the objective you are attacking. You control their actions and resolve all combat against hostiles and events encountered, but do not take too long, as the timer is counting down!
As a solitaire wargame, the game’s hostile response system handles all the enemy decisions and actions which will oppose your squad and thwart your mission plans. You will have to respond to the unexpected events and hostile attacks, as well as challenging weather and terrain, to make it to the objective and complete the victory conditions. Glory for the Motherland! Slava Rodina!
Along with the Eastern Front Core Box, there are seven Expansions which will allow you to extend your gameplay to include more armed forces and battles. The expansions offered with the Eastern Front core box feature Penal Battalions, Airborne, Partisans, as well as the Soviet Winter, Soviet Winter Vehicles and the Raid on Peenemünde.
We have also created the Critical Hit Deck pack, a new type of expansion which introduces critical hits to Soldiers and Hostiles alike, to add some cinematic flair and drama to your stories. All expansions are designed to be playable with the core set, and they add new Soldiers, Missions and Objectives, Gear, Skills, Locations, Hostiles and Events to your gameplay.
As of August 1st, the Kickstarter campaign has raised $24,469 toward its $20,000 funding goal with 151 backers. The campaign will conclude on Monday, August 3rd at 3:00pm EDT.
8. Lee Moves North: Campaigns of Antietam and Gettysburg from GMT Games
Several years ago, Mark Herman designed a unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns and Volume II being Army of the Potomac. Mark has now advanced the series with the upcoming Volume III called Lee Moves North: Campaigns of Antietam and Gettysburg that was announced this past month by GMT Games.
From the game page, we read the following:
Lee Moves North is a standalone game that covers the Confederate invasions that led to the battles of Antietam and Gettysburg. Lee Moves North is the third volume in Mark Herman’s Civil War Heritage Series that began with the Charles S. Roberts Award winning Rebel Fury (Best American Civil Wargame of 2024).
Lee Moves North is a low-complexity, grand tactical simulation that won the James F. Dunnigan Award for Playability and Design. Its unique combat system generates a detailed narrative that perhaps for the first time allows you to fully experience the risk calculus of a Civil War Army General.
If you know how to play Rebel Fury or Army of the Potomac, you can play the one map battles of Antietam and Gettysburg right out of the box. The game comes with 13 scenarios, 7 of which are played on one map to include 4 DOG (the four days of Gettysburg) with the remainder using all or some number of its EIGHT grand tactical maps, plus a standalone Theater scenario. The thirteenth bonus scenario covers Jubal Early’s 1864 invasion that led to the battle of the Monocacy River.
Through Lee Moves North you will experience these famous battles in a way that you have not seen them before. The grand tactical level is about maneuver combinations prior to and during a battle but make no mistake you will also see the brutal nature of Civil War combat. As the general leading an army, you will have player agency over when, where, and how often to attack using the unique Rebel Fury combat system. Following the combat narratives that are in every book that you have ever read on the Civil War you will experience the frustration of seeing your assaults fail more often than they succeed yet the better general is the one whose plans turn this historical reality into victory.
While we have not yet played Army of the Potomac, we have very much enjoyed the system and its first volume Rebel Fury. Here is a look at our video review for Rebel Fury:
If you are interested in Lee Moves North: Campaigns of Antietam and Gettysburg, you can pre-order a copy for $82.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1253-lee-moves-north.aspx
9. Rowing to Hades: Fast Playing Naval Battles of the Ancient World from GMT Games
Ancients games are always a good time and if that game has naval units, including triremes, Greek fire ships and the like sign me up. This past month, GMT announced this new game from designer Jason Walonoski called Rowing to Hades:Fast Playing Naval Battles of the Ancient World. Jason is a newer designer with his first game called Epipolae: The Athenian Expedition in Sicily, 415-413 BCE, which is a part of the Levy & Campaign Ancients Series. I share that because he knows something about Ancients and I also think that he is a good designer with a good approach.
From the game page, we read the following:
Rowing to Hades is a squadron-level naval wargame set in the ancient era. The era of oars, not sails. Rams, not broadsides.
Inspired by classics such as War Galley (GMT), Trireme (Avalon Hill) and the Commands & Colors system, it will appeal to gamers who want to enjoy quick naval battles at a different scale and complexity level.
A single battle can be completed in 30-60 minutes. There are scenarios for the Greco-Persian and the Peloponnesian Wars as well as a campaign system to link multiple battles together in an afternoon.
A key design goal was to create a fun quick-playing game, not a simulation. Many details are abstracted, while maintaining historical flavor.
Combat is simple and quickly resolved. After all units have moved, they may Ram. If units have not moved, they may conduct Melee.
Attackers roll a base number of dice determined by the unit type (different types of units roll different numbers of dice for ramming and melee), with the number of dice increasing or decreasing for factors like attacking from the rear, using a special maneuver card, or the enemy formation (for example, line abreast, line ahead, or kyklos).
I am very much interested in this one. Tactical level naval combat is something that is very appealing and this one looks to be on the lighter side of the spectrum but offers enough depth that it should be a very interesting experience.
If you are interested in Rowing to Hades: Fast Playing Naval Battles of the Ancient World, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1252-rowing-to-hades.aspx
10. Commands & Colors: Ancients 8th Printing from GMT Games
Commands & Colors: Ancients depicts warfare from approximately 3,000 BC to the opening of the Middle Ages in 400 AD, which is quite a spread across time encompassing different strategies, tactics and even technology. CC: Ancients uses the standard card activation system which identifies a number of units that can take actions in one of three areas on the board, including the Left, Center and Right. This card system is standard to the series and really keeps the game light and fun as you sometimes simply cannot control take the actions you need to in order to win the game.
One of the reasons that I like Ancients and how it implements the system is that the scale changes during each of the battles represented. This means that some of the scenarios will have an Infantry unit representing an entire legion of fighters, while in other scenarios a unit may just represent a few warriors. This flexibility makes the game really interesting and you have to learn how best to use each of your units in each of the settings. This really adds to the replayability factor as well because you are learning from each scenario.
The unit variety in this one is interesting as compared to other games in the series such as Battle Cry and Memoir ’44 as each of those volumes had just three types of different units. In Ancients though there are multiple different types or classes of Infantry. Units are rated according to their makeup and in some ways their tactics and are placed in three neat and tidy categories including Light, Medium and Heavy. In the ranks of the Light Infantry, there are the standard Light Infantry, Auxilia, Light Bow and Light Sling for example. In looking at the other types of units there are Cavalry, Chariots, War Machines, Leaders, and the best part Elephants. The game comes with very clear and well done player aids that outline the different abilities of each type of unit and help you with an understanding of their movement, combat dice and any special abilities.
The final best thing about the game is the number of different engagements portrayed and how each of them uses different units and will require you to think on your toes about how best to utilize your assets. The battles covered include Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama. All in all, I find Ancients to be a simple yet fulfilling gateway to the series and would recommend it heartily to anyone interested in getting on board.
From the game page, we read the following:
Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?
Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.
Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.
11. Commands & Colors: Napoleonics 6th Printing from GMT Games
I will be honest with you, when we first played Commands and Colors, I was really leaning toward Ancients as my favorite one. But that all changed once we got the grand daddy of them all on the table in Napoleonics. To me, I really enjoy the added layers of depth to this one. It has six expansions for a reason as they have tried to capture the intricacies of each nation and their unique abilities and fighting styles to make for very highly stylized game.
Of all the C&C games this one is on the richer end of the scale, especially as you add in the expansions. The little bits of chrome make the combats more tactical. You can put your infantry into square formation to counter cavalry charges, but that comes with it’s own sub set of limitations. Each nation has their own special ability, and then each of their units have their own characteristics. An example of which are the Spaniards’ Infantry being straight up not as good as others. They roll dice equal to their number of blocks -1 for example. Each faction has strengths and weaknesses which gives you a little more to think about. Again, nothing overwhelming, and nothing you can’t handle but Napoleonics just has that extra richness and detail that brings the game to life and makes each play feel different from the last.
There are a few new differences in this one. Leaders play a very important role on the battlefield. They don’t add to attack but keep units in formation and from breaking. You must try to keep the Leaders away from the front line because they can become casualties but you need them to keep order on the battlefield as they will allow units to ignore some symbols.
Another major difference is in how units do when they are reduced. In all previous versions of the C&C system, the number of remaining blocks in a unit was not factored into the strength of that unit’s attack. If they had three units left, they would still roll their maximum 2 dice. But now that has changed and I really like this one. The basic attack strength of a unit is equal to the number of its blocks.
The color and the pageantry of a Napoleonics battle is hard to ignore and this one has a lot of substance to the game that the other volumes don’t approach. I will play Napoleonics at any time and relish the chance to learn new strategies and try out new tactics with the multitude of different units found in each expansion.
In the end, Commands and Colors is a fantastic system that has a little bit of everything that will appeal to any wargamer’s taste. I recently played Tricorne and man was that a fascinating experience. We also played the new one from GMT from 2019 Medieval and enjoyed it, and actually really liked some of the new additions, but just were let down by the theme. If you haven’t tried C&C yet, what are you waiting for? Pick a historical period you like and give it a try. You won’t be disappointed!
From the game page, we read the following:
The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor.
For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.
The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
In combat, a unit’s battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.
The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon.
12. Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing from GMT Games
Both Alexander and I love Empire of the Sun and really enjoy Mark Herman designs. Now I know that Pacific War is not EotS but it definitely was a precursor and led to its design and development. Unfortunately, I did not play the original Pacific War as I was 12 years old and focused on other things (baseball, football) and other games (mainly Dungeons & Dragons and other role playing in my teens). So, this one interests me because it will be a new experience for me.
From the game page we read the following:
Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.
Strategic wargame that covers the entirety of the Pacific Theater of World War II…pretty big game, both in scale and distance. For a game to cover the entire theater, it has to be deep and have various systems to cover all of the different types of actions. Here is an answer on this aspect frog the game page:
For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game’s basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions.
As this game is a reprint and updating of a classic, the first thing I thought about was what has changed in the design? Mark answered this question very well in the game write up on the game page:
So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon .
The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game’s reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It’s unlikely (to date I have only done it three times). However, Pacific Waris an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario.
No cards, as this one is not a Card Driven Game, and lots of counters with 9 counter sheets listed. This is going to be blast and I hope that we get around to playing this game so that I can get a view of the original work from one of my favorite designers.
1. Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622 from High Flying Dice Games
Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a new series of games covering the Thirty Years War called Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622.
From the game page, we read the following:
Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20th, 1622 is a game with 2 battles and both battles were part of the so called “Bohemian Phase” of the Thirty Years War and were one the result of the other. The first took place when the Catholic forces of Tilly and Cordoba surprised the smaller force of George Fredrick of Baden who was trying to cross the river Neckar near Wimpfen. Even if the Protestant forces made their best in the battle, thanks to a favorable uphill position, theywere defeated.
A month and an half later, another part of the Protestant troops moving around the Rhineland, the part commanded by Christian of Brunswick, was stopped by the same catholic army under Tilly and Cordoba near Hochst, while trying to cross the river Main. The ensuing battle was a sort of a draw, as at least a part of the catholic army was able to join the other catholic force under Mansfeld, but at so high a cost in losses, that the Palatinate theatre of the war was de facto closed.
If you are interested in Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/bohemia.html
2. La Conqueste: The French and Indian War 1754-1763 from White Dog Games
I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called La Conqueste: The French and Indian War 1754-1763 from White Dog Games uses the States of Siege Series System and dives into the French & Indian War.
From the game page, we read the following:
Over 270 years ago, France controlled most of North America east of the Mississippi River. The British had colonized only along the Atlantic Coast and wanted to expand further west. Conflict between these two great powers in the New World was inevitable. The immediate issue in the new World was whether the upper Ohio River valley was to be a part of the British Empire, and therefore open for trade and settlement by English colonists, or part of New France. When, in 1754, war broke out between France and England in Europe, it quickly spread to the New World, where it was called the French and Indian War, and where two of the most famous generals in history fought one another: Wolfe and Montcalm.
In this exciting game of that titanic struggle in America designed by R. Ben Madison, you control the forces of New France against England and the British colonies as the epic nine-year long French and Indian War breaks out.
If you are interested in La Conqueste: The French and Indian War 1754-1763, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/french-and-indian-war
3. Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD from White Dog Games
Another new solitaire States of Siege Series offering this month from White Dog Games takes us to ancient Persia and Iran in the Sasanian Era covering the years of 224-651 AD. This one is also designed by R. Ben Madison and looks to be very interesting.
From the game page, we read the following:
Fortress of Oblivion is an exciting solitaire game by designer Ben Madison that puts the player in the role of the ancient Shahs of Iran during the Sasanian Era, 224-651 AD – or even later, if you survive! You will use the economic, military, and social resources of the Iranian Empire, called “Persia” in the west, to defend your realm against invading foreign armies from the west (Armenians and Romans, later called Byzantines), the east (China, Central Asian nomads, and the mighty empires and petty states of India), and marauding Himyarites and Ethiopians from the south, soon to be routed by your greatest foe: the giant Arab Caliphate!
If you are interested in Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/fortressofoblivion
4. Santa Cruz 1797 Reprint from Bellica 3rd Generation
One well recieved wargame from 2017 was called Santa Cruz 1797 from Bellica 3rd Generation which was designed by Iván Cáceres. The game covers the British amphibious assault on the fortress at Santa Cruz de Tenerife in Spain and is a card driven siege game. Bellica 3rd Generation is now reprinting this game which has been out of stock pretty much everywhere with a new edition.
From the game page, we read the following:
Early morning on July 25, 1797…A squadron of His Britannic Majesty under the command of Lord Admiral Horatio Nelson set out to assault the fortifications of Santa Cruz de Tenerife. The fight would be desperate and the first light of day would find the
On this occasion, in addition, Nelson lost his right arm due to an impact from a cannon (“El Tigre”) that is still preserved in the Museum of the Castle of San Cristobal, in Tenerife.
Santa Cruz 1797 is a game for two players in which each player has a well-defined role: the British must storm the city and occupy its key points while defeating the Spanish military forces, the Spanish must wait to see where his opponent lands and then launch into a tenacious and aggressive defense to defeat him.
The game is a block wargame and works with a card engine that allows players to act on the opponent’s turn and creates a situation of unparalleled tension and uncertainty until the end of the game.
If you are interested in Santa Cruz 1797Reprint, you can purchase a copy for 50,00 € ($57.00 in US Dollars) from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/santa-cruz-1797/
5. Lone Panther from Mike Lambo
Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Lone Panther and can be downloaded from Wargame Vault. I do know that typically these games are sold on Amazon but I have not seen this offering make it there as of yet.
From the game page, we read the following:
The German front in the Italian Po Valley is collapsing. Months of retreat, shattered divisions, and dwindling fuel have left the once‑proud Panzerwaffe reduced to scattered pockets of armour fighting desperately to hold back the Allied advance. In this flat, misty landscape of farms and villages, marshland, narrow roads and orchards, tanks are no longer committed in massed formations. Instead, single vehicles are thrown forward to plug gaps, delay Allied spearheads, or hold a vital crossroads.
You command one such machine, a Panther Ausf. G, operating alone, cut off from its parent battalion and reliant on its crew. Allied forces push north with growing momentum. British armour probes ahead, infantry screens advance through the fields, and fighter‑bombers circle overhead searching for targets of opportunity.
In this final phase of the Italian campaign, a Lone Panther can still shape the battlefield – if its Commander keeps his nerve.
Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events.
This game is designed to be easy to learn and good fun to play.
This is a solitaire wargame. You play the game, and the enemy is controlled by the game (or the Artificial Intelligence or ‘AI’). You will need at least 7, but preferably 9, standard six-sided dice (not included). There are 10 very replayable missions included with full colour maps and clear instructions.
It is highly recommended that the counters provided on the final page of the game are used to play this game. Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel. The easiest way to make these counters is to print or copy them onto an A4 printer label, leave the ink to dry completely, then peel the back and stick to 1-2mm card. Alternatively, any standard paper glue will do such as PVA. You can also find ‘Instructional Playthrough’ videos on the Mike Lambo Games YouTube Channel to see how the game plays.
6. Great War Battles Volume 2: Tankschlacht: Cambrai, 1917 from Revolution Games
World War I is always an interesting war to game. We have played our fair share of WWI games and pretty much enjoyed them all. The Great War Battles Series from Revolution Games is a wargame system designed by Kerry Anderson that simulates World War I engagements at the brigade and regimental level and the newest offering in the series is called Tankschlacht: Cambrai 1917, which is now available for purchase.
The Battle of Cambrai was a massive British offensive on the Western Front in France during World War I and was fought between November 20 and December 7, 1917. The battle is legendary for marking the first large-scale, effective use of massed tanks in warfare.
From the game page, we read the following:
Tankschlacht is the second game in the Great War Battles Series; the first being Death of an Army: Ypres, 1914. Tankschlacht is a brigade/regimental simulation of the Battle of Cambrai, November 20 – December 3, 1917. A two player game where players assume the role of the German and Allied troops as they desperately fight for the valuable position in the line.
7. Blind Swords Series Volume 13Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 from Revolution Games
Blind Swords is a series that most all wargamers have heard of and played at least a few games that use the system. We have played several of these games including Shiloh: The First Day and Gettysburg: The First Day in the series from Revolution Games. Recently, they announced a new title in the series called Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 designed by Mike Wimple.
From the game page, we read the following:
The Confederate’s 1864 Maryland Campaign, led by Lieutenant General Jubal Early, was designed to draw Union forces away from the siege of Petersburg, Virginia and pose a possible threat to Washington. On the morning of July 9, 1864 Early was in Frederick Maryland, ready to cross the Monocacy River and drive toward a lightly defended Washington. Opposing him was Union General Lew Wallace. Wallace put together a hurried defense using any available troops who delayed the Confederate offensive towards Washington long enough that battle hardened forces from Grant’s Army were able to reach the city and bolster its defenses. These additional forces proved sufficient to repel the threat to the city. Thus, the ensuing Battle of Monocacy Junction has been referred to by many historians as “The battle that saved Washington”.
Early Threatens Washington includes one introductory and two full battle scenarios. The all-day full battle scenario allows players to try various strategies for clearing the Georgetown Pike. Do you try Early’s plan of forcing his way across the Wooden and Railroad bridges while feigning interest in the other crossings or some other, more clever method? The half-day full battle scenario allows players to play out Early’s plan as it actually unfolded, ignoring the morning actions, and focusing on the afternoon climax of the battle. Even though the Union is outnumbered by the Confederates, the situation is balanced and offers tough choices for both players. The thirteenth game in Revolution Games’ popular Blind Swords system, Early Threatens Washington provides an immersive experience of tactical American Civil War combat without a heavy rules load. The game can be enjoyed solitaire, two-player or multi-player.
If you are interested in Blind Swords Series Volume 13Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864, you can order a copy for $70.00 ($55.00 for a Ziploc edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/early-threatens-washington-boxed-edition/
8. Stalingrad: Advance to the Volga, 1942 from Revolution Games
I love a good solitaire wargame. And if that game covers the famous Battle of Stalingrad mores the better! A few years ago, they released the first volume in a new Solitaire Area Movement Series called Stalingrad: Advance to the Volga, 1942 designed by Mike Rinella. Mike has done a slew of area movements games, such as Patton’s Vanguard and Last Battle, Ie Shima, and his designs are always interesting and playable.
I have played this one quite a few times, and have also played the follow up version called Manila: The Savage Streets, and the AI and the overall design itself really worked well to create a very interesting and challenging game. In fact, after 4 or 5 plays, I have yet to taste victory. I really have enjoyed my experience with Stalingrad: Advance to the Volga, 1942 as the game is well put together, well thought out and frankly just works. They now have reprinted the game and you can get a copy now after the game was out of print for a year or so.
From the game page, we read the following:
There can be little question Stalingrad was one of the bloodiest and most decisive battles of the entire Second World War. The campaign by the German 6th Army to crush the Soviet 62nd Army and capture the city has been the subject of numerous two-player designs. It is a situation known to most gamers but is presented here in a new and exciting SOLITAIRE format, the first in a series of single-player area movement games by publisher Take Aim Designs. Stalingrad: Advance to the Volga, 1942 puts the player in charge of the attacking and far more mobile German side while the game system handles the defending and largely static Soviet side. No two games will ever be the same. Each turn presents new and unique challenges for the player in the form of random events, uncertain supply deliveries, and unknown Soviet area strengths and defensive strategies.
The primary game is a nine-turn campaign covering the first great German assault on the city during September 1942. The deeper German forces advance, from the city’s less developed periphery to its urban and industrial core, the greater Soviet resistance becomes. The number of German units bled white, effectively out of action, mounts. German determination to secure a rapid victory, represented as “morale” in the game, gradually decreases. The player wins by equaling or exceeding historical German gains and loses if they fail to do so, or if morale falls too low.
Also included is a five-turn “Factory District Scenario” representing the second great German effort in October 1942. The challenge is now even greater: the player must capture all of Stalingrad in order to release divisions in time to cover the German flanks outside the city against the coming Soviet winter offense, which was not far off. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Stalingrad: Advance to the Volga, 1942 will appeal to every level of player, from the novice to the grognard.
9. Drive on Voronezh, June 28-July 27, 1942 from Legion Wargames
I love Legion Wargames. They are just a solid publisher and Randy Lein is such a great guy. Recently, they started shipping a new game designed by John Theissen called Drive on Voronezh, June 28-July 27, 1942 that deals with combat on the East Front of World War II.
From the game page, we read the following:
The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year. The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.
The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad.
Drive on Voronezh covers this opening move in the Fall Blau offensive. The scale of the game is nine miles per hex and two days per turn. The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians. The game uses a basic I Go – You Go system but also includes special event chits that allow players to augment certain combat and movement situations.
If you are interested in Drive on Voronezh, June 28-July 27, 1942, you can order a copy for $46.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DOV.html
10. Bear Trap: The Soviet-Afghan War, 1979-1989 from GMT Games
A few years ago, GMT announced a very cool looking game designed by Paul Daniels covering the Soviet-Afghan War from 1979-1989 called Bear Trap. The game was described as a block wargame that used a similar system to what was used in the design for Sekigahara: The Unification of Japan.
From the game page, we read the following:
Bear Trap is a quick-playing, low-complexity 2-player block wargame covering the Soviet-Afghan War (1979-1989).
In the Soviet–Afghan war, Insurgent groups—including the mujahideen—fought a guerrilla war against the Soviet 40th Army and the Democratic Republic of Afghanistan (DRA) government. The game begins shortly after “Operation Storm-333” was executed at the end of 1979—in this coup, Hafizullah Amin (General Secretary of the People’s Democratic Party of Afghanistan) was killed, and Babrak Karmal, a Soviet loyalist, replaced him. By putting the Brezhnev Doctrine into practice, the Soviets sought to prop up the sympathetic local government and “solve the Russian Ice-lock Problem” while the Insurgents sought to expel the secularist government and foreign invaders.
Although the two sides in this conflict were fundamentally different in a variety of ways, they also faced some parallel challenges. For instance, they struggled to maintain loyalty. For the Soviets and the DRA, the DRA armed forces merely offered an opportunity for a paycheck, and there were cases where conscripts in the Soviet Army defected to the Mujahideen (e.g. Kazbek Hudalov). For the Insurgents, propaganda, threats, and promises to family drew would-be combatants away, as did injuries suffered from landmines and attacks on villages. Both sides also struggled to puncture the fog of war, not being able to secure reliable intel about force deployment and strength. And both faced various challenges around supply, communication, and coordination. Both sides needed to react to shifting strategies and developments over this decade long Cold War proxy war, where the landscape upon which it was fought presented many unique challenges.
Bear Trap is a spiritual successor to Sekigahara—building on the same core system. In both games, each player has their own deck of cards; players spend cards from their hand to activate areas or in combat to commit units to battle. This means fans of Sekigahara will find learning Bear Trap easy, but the feel and experience of the games are highly divergent. In addition to the difference in topics covered, other differences include:
In Bear Trap, forces are represented by blocks, stickered side hidden from the opponent, and the orientation of a block determines its disposition (i.e. the orientation of a block dictates whether it’s mobilized, fortified, disordered, poised to offer fire support to a battle initiated by friendly units, or ready to ambush enemy units). The orientation of a block also determines which battles it can join, whether card play is required to commit it to battle, and whether it can be moved or activated.
Bear Trap features an area-based map, rather than the point-to-point style found in Sekigahara.
The sequential combat system popularized in Sekigahara is utilized in Bear Trap, adapted to suit the setting. This includes the use of ‘loyalty challenges,’ making Bear Trap simulate the proneness of (for instance) Afghan forces to defect.
Bear Trap is, like Sekigahara, first and foremost a 2-player game—but Bear Trap includes a unique solo mode, built around a card assisted flowchart bot.
Bear Trap has fewer blocks than Sekigahara, and each player has fewer card types (‘suits’) in their decks.
Bear Trapintroduces ‘strategy’ cards—powerful event cards. Although it would be misleading to label Bear Trap a deck-building game, players will add 2 cards from a pool specific to their side each time they reshuffle their deck.
Bear Trap is not a “clone” of Sekigahara—they are very different games with differences in topic, feel, and mechanism, despite having an underlying shared game system. Bear Trap is also a more asymmetric game than Sekigahara. AlthoughBear Trap is a slight step up in complexity (relative to Sekigahara), the mechanics remain simple, and Bear Trap can be completed in 2-3 hours.
11. Fields of Despair: France 1914-1918 2nd Printing from GMT Games
Fields of Despair: France 1914-1918 is a medium weight 2 player hex-based strategic level block war game set on the Western Front of World War I. Players take control of either the Allies, including France, England, Belgium, the United States and an abstracted Russia or the mighty Central Powers fighting the war not only on land, but also at sea, and most importantly and probably one of the better and more interesting parts of the game, in the air all while having to focus on and make tough decisions about your economic and technological progression.
Fields of Despair uses a very unique and revolutionary block system designed to maintain the confusion and uncertainty of the Fog of War throughout the entire game. The reason that I consider this system revolutionary is that in most block games, the combat values of individual blocks usually range from one to four, so as you scan the battlefield and after a quick calculation in your head you can come up with a pretty good guesstimate of what force power is arrayed against you, while in FoD the combat value of blocks ranges from zero (dummy blocks) all the way to a maximum of twenty. This difference in value ranges alone has completely changed the block wargame and has created a very strategic game that can be quite deceptive and difficult to play well. The reason for this deception is that you can build up one block in a hex to 20 when in other block games this would require 4 or 5 blocks that have tipped your hand and help your opponent to gauge your strategy and react more effectively to counter that. But, this deception does have its limits as air reconnaissance, one of the best parts of the design, allows players to scout out the strength of units and remove that deception. But, you cannot simply scout with no opposition as your opponent can place their air units in that hex you are scouting to initiate aerial dogfights that will ruin your recon attempt.
Movement in the game is also very straightforward and simple and can be used as a deceptive tool as well in addition to the use of dummy blocks. Players are allowed to “make change” during the movement phase, which means a larger block can be broken apart into 2 separate blocks or can even be done in reverse by consolidating a few smaller blocks into a larger force. So after the movement phase, you will not be 100% confident in your enemy’s strength and will have to sometimes just throw your hesitancy out the window and attack. The Fog of War also isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land to attack.
I love that this game is so unique with the Strategic Reorganization element as well as the continuous battle for reconnaissance with the airplanes. I have played several block wargames and the way this is handled is very revolutionary and I am sure will be replicated in future block wargame designs. I also am very impressed with the tightness of the rules and how easy they were to understand and apply. For an ambitious wargame covering the entirety of the Western Front of World War I, a 24 page rule book was a shocker. But it is done very well and has very few rules problems.
If you are interested in Fields of Despair: France 1914-1918 2nd Printing, you can order a copy for $108.00 ($69.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-686-fields-of-despair-2nd-printing.aspx
12. Small Battles of the American Revolution Volume I: The Battle of Cowpens from GMT Games
While attending the World Boardgaming Championships 2 years ago, I was able to meet up with Dave Stiffler (acting as Developer on the project) and Bruno Sinigaglio who is the designer to get an early look at the upcoming debut release in the Small BoAR Series called The Battle of Cowpens.
I didn’t get any pictures because they didn’t have the components along to show but learned a lot about the design and how it changes the Battles of the American Revolution Series from GMT Games. First off, the scale is the major difference as it is 1/8th of the scale used in the normal series. This means 25 yard hexes and 2-3 men per counter. They also have included both rifle fire and musket fire which is a change as musket fire is simply an abstracted part of the close combat mechanic in BoAR. They also have added some new mechanics to account better for things like morale and being shaken or even shattered.
I have known about this game for a few months, actually nearly a year or so, but am very excited to see this one added to the P500 and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.
From the game page, we read the following:
Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.
The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.
Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.
I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.
Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:
The ability to designate cavalry units in reserve
Artillery Fire conducted both offensively and defensively
Simultaneous ranged musket Fire as a complement to ranged rifle fire
A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
And Opportunity Card Management
As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:
If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 ($48.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx
13. Twilight Struggle 20th Anniversary Hall of Fame Edition from GMT Games
As if you don’t know but Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.
I remember my first impressions of Twilight Struggle was that it needed some graphic design improvements and the game just didn’t grab me visually but that was all erased the first time we played as the topic and the mechanics just really spoke to me. This game was our gateway to the CDG mechanic and I still have a real soft spot in my heart for it. Well, this month I got my wish and this new edition of TS with upgraded art is now on the P500.
From the game page, we read the following comments and a bit about the history of Twilight Struggle on the new offering:
“Twilight Struggle is my all-time favorite game. It is a brilliant first design by the team of Jason Matthews and Ananda Gupta. It takes the card-driven genre of games like We The People, Hannibal: Rome vs. Carthage, and Wilderness War to its highest peak. Every game is different and the game gets better and better as you become more familiar with the individual cards. You are surprised as hidden combos are revealed game after game. Every turn is filled with tension as you try to figure out the best way to play the hand of cards you’ve been dealt. Gaming simply doesn’t get any better than this”. – Alan R. Moon
That quote from legendary designer Alan Moon, spoken not long after Twilight Struggle was released in 2005, helped sell out the game’s first print run and introduced thousands of gamers to Twilight Struggle. Fortunately, they mostly shared Alan’s opinion of the game and they told their friends. Soon, a groundswell of play and support for the game ran rampant across the gaming community as tens of thousands of players immersed themselves in the tense competition and compelling storytelling of Twilight Struggle. As a result, Twilight Struggle was the #1 ranked game on BGG for over five years, something no other game has achieved.
Soon there was a digital version of the game for Steam and tablets, introducing hundreds of thousands of additional gamers to GMT’s most commercially and critically successful all-time game and supporting a total of twelve sold-out versions of the boardgame. And over those years, the awards rolled in, reflecting the joy and challenge that Twilight Struggle brought to so many gamers: BGG Golden Geek Game of the Year, IGA Game of the Year, Charles Roberts Awards, and more.
Then, in the summer of 2024 at its Origins convention, GAMA (Game Manufacturers of America) bestowed on Twilight Struggle its most prestigious award, inducting Twilight Struggle into the GAMA Hall of Fame. Designers Ananda Gupta and Jason Matthews attended the awards ceremony and jointly accepted the honor on their behalf and for all of the Twilight Struggle team at GMT.
As we now approach the 20th anniversary of the game’s release, and in light of the recent Hall of Fame honor, we are thrilled to announce a new edition of our most successful game. We invite you to check out Twilight Struggle 20th Anniversary Hall of Fame Edition.
So what exactly is new and different about this edition:
Twilight Struggle 20th Anniversary Hall of Fame Edition adds even more beauty and play options to the original game. Here are some of the additions you’ll see in this new Edition:
A brand new game box by the incomparable Terry Leeds
A double sided map with a new Terry Leeds map on the front and the familiar Deluxe Edition Mark Simonitch map on the back
The Turn Zero and Alternative Space Race variants included.
A new alt-history scenario, “Red Sun Rising” with new cards.
A collection of promotional cards including the Kickstarter Promo Packs #1 and #2 and a selection of promo cards from foreign editions of Twilight Struggle
A background booklet including retrospective essays from the designers
We cannot think of a better way to commemorate the Cold War, this vital piece of world history, than with our freshest and richest version of Twilight Struggle to date.
Here is a comment from Gene Billingsley about this game offering:
We’re really proud of Jason and Ananda and what they and their brilliant game have meant to GMT over these past 20 years—and for all of the TS team that helped to make their design vision a reality. And we’re so honored and really happy that Twilight Struggle was inducted into the GAMA Hall of Fame at Origins this past summer. That is a rare honor. So, to celebrate both the 20th Anniversary of Twilight Struggle and it’s HoF induction, we are adding a new Twilight Struggle 20th Anniversary Hall of Fame Edition to our P500 list this month. As you can see from the artwork, this is a beautiful new edition, featuring a new box and mounted map from Terry Leeds (with the Mark Simonitch map on the back side) as well as all new card fronts (we’re keeping the backs standard so there’s no problem mixing in cards from other versions). It’s also chock-full of a lot of new or hard-to-find play value, with a new scenario and a variety of cards and other game add-ons all in one new package.
With the recent advances in art and production, I have often longed for GMT to retouch some of their best games and give them the art and components that they deserve. It looks like this might be the first step in that direction and I would argue there are other great games that deserve a similar treatment including Here I Stand, Labyrinth, Wilderness War and others.
14. Falling Crescent: The British Offensive: September-October 1918 from Compass Games
More WWI is never a bad thing. Particularly when that game focuses on a front that doesn’t get a lot of love in the wargaming world. But Falling Crescent is such a game that focuses on the British offensive against the Turks in Palestine in the fall of 2018.
From the game page, we read the following:
Falling Crescent is an operational-level game of the British offensive of September-October 1918 against the Turks in Palestine. One player controls the Turkish, German, and Bedouin forces, and the other, British, French, and Arab guerilla forces. A three-player version, commanding the Arabs separately is also included.
After lasting for centuries, the Ottoman Turks’ hold on Palestine is at risk. British forces and Arabs in revolt threaten to bring down the Ottomans and their Crescent flag. The game is one of skill, in which it is entirely possible to change the course of history. This game proves to be an interesting challenge as modifications to the design, such as strategic and operational cards, bring a new feel to the classic model also built-in!
In designing Falling Crescent, designer Roger Nord brought out the flavor of encirclement and surrender, of charging cavalry and elusive Arab guerillas. The Palestine campaign is one of history’s last great cavalry actions. In this fluid scene, local plans can often go astray unforeseen developments may hinder or even alter command plans. The players’ cards, new to this edition, add their part to the fortunes of war with reactive tactics and shifting events.
The game’s pace is swift, and we believe players will enjoy it as a World War I game devoid of attrition and stalemate. Especially in the use of cavalry and air, they will see a hint of things to come in 1939-1940, when a later war will no longer be fought with horses and canvas biplanes, but with treaded armor and screaming dive bombers.
I am very much looking forward to this one. Games on this subject and with this scale are pretty rare and the comment in the description about “one of history’s last great cavalry actions” definitely has my attention!
As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.
Finally, thanks once again to this month’s sponsor Nuts! Publishing!
We have an ongoing video series on our YouTube Channel called From Cover to Cover where we read a book on a subject and then pair that with a discussion of the book while covering a few games also on the subject. In this 14th entry in the series, Alexander takes a look at The Napoleonic Wars: A Global History by Alexander Mikaberidze. He then discusses a few games on the subject including Congress of Vienna from GMT Games, Imperial Struggle from GMT Games, Alliance from Columbia Games, Commands & Colors: Napoleonics from GMT Games and The Napoleonic Wars from GMT Games. amongst many others
Anfang der 90er formte Cable aus den New Mutants eine paramilitärische Einsatztruppe. Er gab dem Team den Namen X-Force. Sogleich wurden neue Mutanten rekrutiert und alte Bekannte gingen. Wir wollen euch dieses Team hier genauer vorstellen und erklären, welchen Zweck der Zeitreisende damit verfolgte.
A few years ago, after playing all of the games in the Great Statesmen Series, we heard of a new game in the series from a designer not named Mark Herman and I was immediately interested and intrigued as we have had so much fun with Churchill, Pericles and Versailles 1919. Congress of Vienna from GMT Games is a diplomatic card driven wargame based on Churchill and is the 4th game in the Great Statesmen Series. The game is set during the years of 1813-1814 and sees players take on the role of the main characters of the struggle between the Napoleonic Empire and the coalition of Russia, Austria, and Great Britain with their Prussian, Spanish, Portuguese, and Swedish allies. We played the game twice last year at Buckeye Game Fest and at the World Boardgaming Championships and absolutely were amazed at the changes and innovations to the system introduced by the designer Frank Esparrago.
2026, what a year. Here’s what my board gaming looked like in the first half of it.
Let’s start with a statistical overview (as of June 30):
I’ve played 20 different games (slightly down compared to last year at this point).
Only 3 of them were new to me (massively down compared to last year’s 9).
These 23 games resulted in a total of 57 plays (slightly up compared to last year)
The month in which I played most games was June (with 16 plays), the months with the fewest plays April and May (5 each).
Of the 23 different games, 8 are historical. These account for 29 of the plays (half the games, around three quarters of the plays compared to last year).
7 of the plays were solo (up from last year’s single play).
31 of the 57 plays were digital, continuing the strong digital bent of 2025.
The changes are partially due to a changed event schedule – I did not attend any conventions this year, so I played fewer new and fewer historical games.
Here are some of the games I enjoyed most this year so far:
As said, I didn’t play a lot of new games this year. But among them, Pax Pamir is the absolute standout. Cole Wehrle’s first design is a thoughtful exploration of the roles of small power brokers having to deal with big ones, skillfully seizing opportunities and avoiding pitfalls, using loyalty and betrayal as necessary tools in their struggle for security and power. It is also an incredibly clever game blending planning, chaos, and negotiation into a tight, low-scoring affair which usually sees several players reaching for victory until the very end.
End of the game: British Dominance has been warded off (which would have given the victory to either Orange or Gray), Russian Dominance as well (which would have put Red in play). Instead, my Blues have found a way to thread the imperial needle and emerge victorious! From the implementation on Rally the Troops!
At eight plays, Pax Pamir is my most-played game so far this year. I predict a few more plays will follow – facilitated by the excellent digital implementation at Rally the Troops!
New discoveries are great. So are re-discoveries. I was enamored with Imperial Struggle in 2022, getting it to the table (and to Vassal) a few times. Since then, however, I hadn’t played it a single time… until it came to Rally the Troops! this year.
With that, I got in no fewer than seven plays. I delight in the diplomatic, economic, and military opportunities all over the globe and despair when my opponent snatches a key advantage. I carefully plan out the investment tile selection, but sometimes I go with my intuition about what’s the area of contest in which my play will have the biggest impact. And I love both the sheer might of the French juggernaut and the plucky resilience of the British underdog.
British dominance in India has not been enough to outweigh French advantages in the western hemisphere… nor has the almost-complete wipeout of British alliances in Europe helped. From the implementation on Rally the Troops!
If you have also started (or re-started) playing Imperial Struggle and need some strategic pointers, have a look at my strategy post! And if you need the right music to play in the background, here’s my immersive playlist of period tunes.
A game which I had only played online (also on Rally the Troops!) before… but finally, I had the chance to break out my physical copy! I must say, it is a very different experience – the perfect documentation of the digital implementation allows for a lot more analytic play. On the board, you need to rely on your memory – and on your intuition, which suits the bluffing-heavy style of the game anyway.
Caesar’s concentrated forces are ready to strike.
In our game, I led the Caesarian forces against the Pompeians of a newcomer. Antony and Pompey clashed aggressively in Italia; Scipio and Caesar in Asia. All four leaders barely survived their initial battles. After Antony had chased Pompey out of Italia, he rested on his laurels… but old Pompey still had some fight in him and returned with a fresh legion and some elephants to retake Rome! When the Caesarian advance in Hispania was turned into a rout by Jupiter’s divine intervention, Pompey won after only three years of civil war – also proving how accessible the game is to new players who are not burdened with too much rules overhead and can just focus on their schemes and ruses!
Games are fundamentally about people. Legends of Andor is a great series of cooperative games, but I am under no illusions that its main staying power for me comes from with whom I’ve been playing it: My good friends F. and M. started the Andor base game with me in 2014, and since then, it has become one of the mainstays for the three of us – and, since F. died in 2020, for M. and me. We have been steadily playing through the main series and have just finished the fourth big box instalment The Eternal Frost – the first one which M. and I played entirely without F. Legends of Andor is a game, but it is also a celebration and commemoration of our friendship. I can’t wait to start the next instalment: Legenden von Andor: Das ferne Land (The Distant Land – as far as I know, there won’t be an English edition).
Gaming against the heatwave: While we dispelled the eternal frost from Andor, the outside temperatures reached 38°C.
What was remarkable about your 2026 gaming so far? Let me know in the comments!
Im Sommer wartet eine Neuheiten darauf von euch entdeckt zu werden! Ab sofort in unserem Shop vorbestellbar - also schnell zuschlagen!
Rollympics, ein Würfelspiel bei dem ihr nicht nur würfelt - ihr baut, blufft, orakelt und sammelt jede Menge Applaus!
Der nächste Partyhit aus dem SPIEL DAS! Verlag
Über 20 Aufgaben warten auf Euch!
Buntes Material für verrückte Challenges!
Vorbestellung ab sofort!
21 Challenges und eine Menge gute Laune; endlich eine Olympiade für Kinder, Familien und Freunde!
Mit bis zu 5 Personen erlebt ihr die spannenden Wettkämpfe. Das farbenfrohe Spielmaterial und die leichten Regeln sorgen für Spielspaß bei der ganzen Familie – und das nicht nur für Würfelfans!
Schaut am besten direkt in unserem Shop vorbei und sichert euch dieses verrückte Spiel.
Il y a deux mois de cela, le monde du livre a été secoué par la décision d’un grand nombre d’auteurs de quitter Hachette, la maison d’édition contrôlée par Vincent Bolloré. La raison n’était pas le positionnement politique, très très à droite, de Vincent Bolloré, mais l’éviction d’Olivier Nora, qui avait dirigé Grasset pendant plus de vingt ans. Les partants voyaient, certainement avec raison, une volonté de contrôle politique sur les publications, une mise au pas d’un homme trop indépendant. Preuve que ce n’étaient pas seulement les positions politiques de Vincent Bolloré qui justifiaient leur départ, les écrivains qui ont ainsi quitté le groupe Hachette ne sont pas tous de gauche, et l’on y trouve même quelques figures très à droite, comme Frédéric Beigbeder. Il s’en est suivi aussi quelques mouvements de solidarité dans le milieu du cinéma, que j’ai moins suivis parce que cela m’intéresse moins.
Quel rapport avec le jeu de société ? Le groupe Hachette n’est entré qu’il y a quelques années dans ce petit monde, mais, rachat après rachat, il en est rapidement devenu un acteur majeur. En font partie aujourd’hui une dizaine d’éditeurs français et canadiens, Gigamic, Studio H, Funnyfox, Le Scorpion Masqué, Sorry We Are French, Catch Up Games, La Boite de Jeu, Randolph, Blanc Manger Coco, et deux distributeurs incontournables, Blackrock et Gigamic. J’en oublie sans doute. Cela représente une bonne partie des jeux que vous pouvez trouver en boutique. J’ajoute qu’un autre acteur essentiel, avec lequel je travaille beaucoup, Iello, appartient à un groupe plus discret, Média Participations, contrôlé par Vincent Montagne, moins à droite que Bolloré mais tout aussi catho.
Croyant bien faire, quelques « influenceurs » du monde ludique ont, ces derniers jours, lancé une petite campagne sur les réseaux sociaux suggérant d’éviter les jeux publiés par les éditeurs du groupe Hachette, voire même tous les jeux distribués par Gigamic et Blackrock – en gros, on ne devrait plus acheter que chez Asmodee. Leurs discours relèvent de ce que les américains appellent le « virtue signaling », des prises de position motivées non par leur efficacité mais par une sorte de « posture morale », par le souci de monter que l’on est du bon côté. Je pense que c’est absurde.
Comme je l’ai expliqué plus haut, c’est par solidarité avec Olivier Nora, et parce qu’ils assistent à la mise en place d’un contrôle politique éditorial, que des auteurs ont quitté Hachette. Rien de tel ne s’est produit chez Blackrock ou Gigamic, et je suis bien certain que rien de tel ne se produira, ne serait-ce que parce qu’un jeu de société ne peut pas porter un discours politique avec la même subtilité et la même efficacité qu’un livre ou un film.
Et puis, surtout, Studio H, Gigamic, Blackrock, Scorpion Masqué, ce sont d’abord des gens que je connais bien, depuis longtemps, qui étaient là bien avant que Hachette ne rachète tout ça, et qui sont parfois très à gauche. Ce sont donc des amis avec qui j’ai plutôt envie de continuer à travailler. Je préfèrerais qu’ils ne soient pas chez Bolloré, ne serait-ce que parce que je n’aurais pas à écrire ce texte, mais je ne vais pas en faire une montagne.
De toute façon, quand vous achetez une boîte de Bellavista, la dernière grosse boîte de Studio H, vous faites gagner un peu d’argent à Bruno Cathala et Andrea Mainini, les auteurs, à Hicham et sa petite équipe, l’éditeur, et vraiment pas grand-chose à Vincent Bolloré, qui est bien au-delà de tout ça.
Je suis un homme de gauche. J’ai récemment repris, même si je ne fais guère que payer sagement ma cotisation tous les ans, ma carte du parti socialiste. Je ne soutiens en rien les positions identitaires de Vincent Bolloré, mais cela ne m’empêche pas de continuer à travailler avec des équipes que j’aime bien, que je connais parfois depuis vingt ans, et dont le boulot ne relève absolument pas du discours politique. Ils étaient tous à Etourvy le mois dernier, où l’on a d’ailleurs un peu parlé de cette situation. Je leur ai encore laissé des prototypes. Je serai aussi la semaine prochaine à Boulogne, avec tout le petit monde du jeu, à la fête d’anniversaire de Gigamic.
J’ajoute que je me méfie de plus en plus des discours annonant que « tout est politique ». C’est bien sûr un peu vrai, mais à force de le répéter, on en oublie que certaines choses le sont bien plus que d’autres, et on finit par se perdre dans des combats un peu ridicules et, pour cette raison, contre-productifs.
Two months ago, the French literary scene has been violently shaken when many well-known writers decided to leave Hachette, the publishing group controlled by the far right media mogul Vincent Bolloré. The reason was not Bolloré’s political convictions, but the fact that he had sacked Olivier Nora, the head of Grasset for twenty years. The leaving writers considered, probably rightly, that this sacking was the first step towards a political control on publications, something Olivier Nora has always avoided. The leaving were not all leftist, and there was even among them few very right wing authors, like Frederic Beigbeder. IN the following weeks, there has been also some ripple effect in the movie world, but I’m less interested in it and didn’t follow the details.
What does all of this has to do with boardgames ? Hachette has been in the French boardgaming world for a few years now, and has quickly become a major player. It now controls a dozen French and Canadian publishers, Gigamic, Studio H, Funnyfox, Le Scorpion Masqué, Sorry We Are French, Catch Up Games, La Boite de Jeu, Randolph, Blanc Manger Coco and two major distributors, Blackrock and Gigamic. This means a good chunk of the games you can buy in French gameshop. Furthermore, another major player on the French boardgaming scene, Iello, who published several games of mine, has been take over by another more discreet group, media-participations, owned by another less known media mogul, Vincent Montagne, who is less on the right than Bolloré, but as catholic as him, if not more.
Believing they were doing the right thing, a few French boardgame influencers have, these last days, suggested on social network that gamers avoid all games published by studios in the Hachette group, or even all the games distributed by Gigamic and Blackrock. Basically, this means buying only what’s sold by Asmodee. I think this virtue signaling is absurd, and may be counter-effective.
As I have explained before, the writers who left Hachette did it by solidarity with Olivier Nora, and because they were afraid of a political editorial control. Nothing like this happened at Blackrock or Gigamic, and I am confident nothing like this will happen because a boardgame cannot carry a deep and effective political message like a novel or a movie does.
And, most of all, Studio H, Gigamic, Blackrock, Scorpion Masqué, these are people I know for some time, who were there long before Hachette went in, and some of them are even dedicated leftists. They are friends with whom I have enjoyed working and hope to keep on working. Of course, I would have preferred them not to be in the Bolloré group, if only because I would not have to write this blogpost, but I can make do with it.
And anyway, when you buy a copy of Bellavista, Studio H’s last big box game, you are giving some money to Bruno Cathala and Andrea Mainin, the designers, to Hicham and his small team, the publisher, and almost nothing to Vincent Bolloré, who doesn’t need it anyway.
I am a leftist. I am in the French Socialist Party, even when I don’t do much more than paying my yearly subscription. I am as far as one can be from Vincent Bolloré far right identity politics, but this doesn’t prevent me from keeping on working with people I like, with teams I know sometimes for twenty years and whose work is not really political. They were all last month in Etourvy, and there was some discussion about this issue. I’ve given them prototypes, as usual. And I will be next week at the Gigamic 35th birthday party, with most of the French small boardgaming world.
I am more and more wary of people stating that “everything is political”. There is some truth in it, of course, but when we say it over and over about everything, we end up ignoring that some things are much more political than others, and we lose ourselves in ridiculous and often counterproductive fights.
Back to the history and board games of New York City! Last time, we’ve looked at the city’s humble beginnings all the way to the destruction wrought on the city by the Revolutionary War. Today, we’ll cover the first century of New York City as a city in the United States – how it established its primacy in the country, how it was at the same time very attractive and a horrible place to live in, and how it took shape as a modern metropolis. As always, board games will guide us.
American Capital
When Britain had recognized American independence in 1783, the young country gave itself a constitution – the Articles of Confederation. The United States were organized on strictly confederative principles. New York City became the capital. The advocates of broad independence for the states and minimal federal government, however, lost ground over the next few years as the United States struggled to deal with the post-war challenges, chiefly the states’ tremendous debt. Thus, over ferocious public debate, a new constitution was adopted in 1787, and according to it, a strong chief magistrate elected – George Washington, the first president, who was inaugurated in 1789 at City Hall, New York.
One of the fiercest proponents of a strong federal government was New Yorker Alexander Hamilton who became the nation’s first secretary of the treasury. In this role, Hamilton advocated for further government centralization, especially in regards to financial and economic affairs, based on his experience in the commercial hub New York. Hamilton succeeded in having the federal government take over the remaining states’ debts, but his opponents – chiefly rural southerners – demanded a price: The federal capital would move away from New York. Philadelphia would fill the role temporarily, before a new capital to be constructed in a southern swamp would be ready – the future Washington, D.C.
Even though New York City ceased to be America’s capital, it was still the prime center of American capital. In 1792, the New York Stock Exchange was founded. Its location – Wall Street – is synonymous with finance until today. The city’s booming harbor also attracted more and more commerce. By 1804, New York City had overtaken Philadelphia as the largest city in the United States at around 70,000 inhabitants. As growth did not slow down, the city’s leadership embarked on a scheme which must have seemed megalomaniac at the time: In 1811, they adopted a development plan which laid a regular grid of avenues and perpendicular streets over Manhattan Island, encompassing areas large enough to house a million people at the contemporary population density. That was the blueprint for modern New York City.
New York’s growth, however, was not pre-ordained. It relied chiefly on the city’s status the nation’s premier port. Yet as the United States grew westward, New York lay farther and farther away from many of the new towns and states. Goods could only flow to or from the Great Lakes or the Great Plains by arduous land journeys – or down the Mississippi. New Orleans, located at the mouth of the great stream, seemed poised to take over New York’s role as America’s port. That’s when the governor of New York state, DeWitt Clinton, proposed an ambitious engineering scheme: Nature might not have connected New York City with the great inland waterways of America. But men could. The 350-mile Erie Canal, completed in 1825, connected the Hudson River with Lake Erie and thus allowed uninterrupted ship transport from New York all the way to the western frontier states.
Packet Row (Åse Berg/Henrik Berg, White Goblin Games) is set in the bustling port of New York in the 1840s. Players need to find the right combination of trade goods (so, supply), contracts (demand), and ships to grow rich as merchants. Money alone will not be enough for victory: The game embodies the ethos of the magnates of the 19th century, which held that wealth came with responsibility for the community. Thus, the money earned in Packet Row needs to be spent on projects which benefit the city (say, the university) for victory points.
When the Erie Canal was completed in 1825, 89% of New Yorkers had been born in the United States. By 1860 that number had fallen to less than half. Let’s take a look at this great social and political transformation.
Immigration, Death, and Politics
New York’s status as America’s port made it incredibly attractive for immigrants: Its booming trade hungered for willing workers, and even if immigrants had different dreams – say, farming on the wide prairie – they would probably arrive by ship in New York. In the mid-19th century, an astounding 70% of all European immigrants to the United States entered the country through New York. The absolute numbers are even more breath-taking: In the decade after the Great Famine, a million Irish alone arrived in New York, along with German, English, and Scottish immigrants.
Despite this massive population influx, New York City had only around 800,000 inhabitants by 1860. That was partly because many immigrants moved on further inland, but also because of the astonishing mortality: For example, during the year 1856, 4% of all adults and 20% of all children in New York City died. The cramped living quarters in which most immigrants found themselves and the inadequate medical infrastructure made New York a fertile breeding ground for all kinds of epidemics, while the high cost of living forced the immigrants into long working hours at often dangerous jobs.
Under these circumstances, it is no surprise that the immigrants turned to anyone who promised them a helping a hand. And as they were so many (and usually gained citizenship after two years of residence), courting them became a viable electoral strategy. Fernando Wood became the first New York mayor whose election had been largely achieved by his success with Irish-American and German-American voters. His recipe for success – mobilizing various immigrant communities – would be copied for decades by his successors in Tammany Hall, the local Democratic Party’s political machine which traded patronage for votes.
Tammany Hall (Doug Eckhart, Pandasaurus) is centered on this political strategy: The basic move which players take is to select one immigrant token (Irish, German, English, or – inspired by the later 19th century – Italian) and place it in one of the wards of New York. That gives the player both some influence with the respective immigrant community and some potential strength on the ground in that ward, come the next election. Whichever player wins most wards in an election round becomes mayor of New York and thus gets to dole out City Hall jobs to their allies.
Tammany’s success in the 1850s was based on organizing various disparate communities. The Civil War brought ruptures to this alliance: Mayor Wood called for New York City to secede from the Union and become a “free city” in order to maintain trade relations with the treasonous southern states. The majority of Tammany Democrats, however, were staunchly in favor of the Union, but less enthusiastic about the cause of abolitionism. Thus, many of the German immigrants (often veterans of the 1848/49 revolution) abandoned the party in favor of the Republicans, and the German-Irish voting bloc split (although it would remain firmly united in its opposition to the temperance movement).
The split caused a Republican-led fusion ticket to win the mayoral election of 1862. It would be a short break from Tammany rule, as the new mayor faced growing racial tensions: On July 13 1863, protests against the continued draft erupted in violence. For the next three days, a mob (mostly consisting of Irish-Americans from the Lower Manhattan slums) rampaged through the city, targeting Black neighborhoods. The Draft Riots would only be put down once regiments returning from Gettysburg reached the city. Many Black New Yorkers left the city afterward, so that they amounted to barely over one percent of New York City’s population in 1865.
Tammany rule was restored in the 1864 mayoral election… not that it mattered much who exactly the mayor was, as long as he was a loyal follower of the Tammany machine. The unbridled access to power allowed the Tammany leader William “Boss” Tweed to become one of the richest men in New York – and public money also lined the pockets of many public servants and private contractors (especially in the construction business). The most outrageous example of this corruption was the construction of the County Courthouse. Tweed himself bought a quarry to supply the marble for the project at egregious prices, and the subcontractors had a field day, too, billing amounts like $360,000 for one carpenter’s month of labor or $7,500 per individual thermometer. The Courthouse’s final cost ran up to $13 million – almost twice the price of the contemporary Alaska Purchase!
Tweed, however had cranked the levers one too many times. Even New York Democrats (at least those set aside by him) distanced themselves from him. A court found Tweed guilty of embezzlement and sentenced him to a year in prison. He escaped and made his way to Spain, but was discovered and extradited to the United States, where he would die in prison. Tammany would rule New York politics for almost another century due to the machine’s continued ability to organize new immigrants (Italians and Eastern European Jews in the late 19th and early 20th centuries), but the worst excesses of its corruption ended with Boss Tweed. Indeed, for a 20th century New Yorker, it would be almost impossible to imagine how political office could be mostly sought to enrich a few powerful individuals and their willing helpers.
The Dawn of the Modern Age
New York City in the mid-19th century was squalor and corruption, but it was also the place where the innovations of the modern metropolis first took shape. The explosive population growth and the crowded living conditions were countered with a massive park development – Central Park, until today New York’s finest place to breathe fresh air and surround yourself with the peace of grass and trees. Construction lasted from 1857 to 1876.
New technology also sprung from New York – literally and figuratively. When Thomas Edison looked for the first city in which to broadly distribute electricity, New York was the obvious choice. And the transformational impact of the railroad on America would not have been possible without the finance hub New York raising and directing the capital for the investments. So, all of you 18XX gamers, you can thank New York!
Finally, in 1886, New York City received its most iconic landmark: The people of France gifted the United States a large statue, symbolizing liberty, the chief value of the American Revolution. Once the Americans had succeeded at funding the pedestal for the statue – encouraged by campaigns of the New York newspapers – the Statue of Liberty was proudly displayed in New York harbor, welcoming newcomers and promising them a free life. In the words of Emma Lazarus, whose poem adorns the a plaque inside the pedestal of the statue:
Not like the brazen giant of Greek fame,
With conquering limbs astride from land to land;
Here at our sea-washed, sunset gates shall stand
A mighty woman with a torch, whose flame
Is the imprisoned lightning, and her name
Mother of Exiles. From her beacon-hand
Glows world-wide welcome; her mild eyes command
The air-bridged harbor that twin cities frame.
“Keep, ancient lands, your storied pomp!” cries she
In the years after the Statue of Liberty was erected, New York shape-shifted… upwards. The age of the skyscraper began, and nowhere more so than in Manhattan. But that’s a story for next time!
For a concise introduction, especially focused on local politics, see Lankevich, George J.: New York City. A Short History, New York University Press, New York City, NY/London 1998.
If you want a treatment which is both more in-depth and more journalistic (and lavishly illustrated) and don’t mind its history practically ending around 1970, see the book version of the 17-hour PBS documentary from 1999: Burns, Ric/Sanders, James/Ades, Lisa: New York. An Illustrated History, Knopf, New York City, NY 2001.
Es wird sportlich im SPIEL DAS! Verlag! Im Sommer habt ihr die Chance auf jede Menge Applaus. 😉 Denn mit ROLLYMPCS kündigen wir euch voller Vorfreude unsere zweite Neuerscheinung für 2026 an!🤩 Damit gibt es nach der Veröffentlichung von "Ninja Academy" (2022) endlich wieder einen neuen Spiele - Party - Hit mit verrückten Challenges und jeder Menge Würfel.
Erdacht von kreativen Köpfen aus unserem Verlag!
Bunte Würfel und verrückte Aufgaben - perfekt für euren Spieleabend.
Mit Würfeln jede Menge Applaus sammeln!
In sechs ganz unterschiedlichen Challenges erwartet euch ein spannender Wettkampf. Mal müsst ihr stapeln, mal Türme zum Einsturz bringen oder Tore schießen! Doch auch für Freunde der schnellen Reaktionsspiele ist gesorgt, wenn ihr passende Farben schnappen oder Würfel platzieren müsst.
„Rollympics“ ist ein Partyspiel für 3-5 Spieler:innen ab 8 Jahren. Die Dauer des familientauglichen Partyspiels liegt bei etwa 20 Minuten, Ende August wird es erscheinen. Weitere Infos findet ihr bereits hier auf unserer Website. 😊
… und immer auf dem Laufenden!
Folge uns in den sozialen Netzwerken und verpasse keine Neuigkeiten!