Trench Raid is a single-player game set on the Western Front in World War One. The player assembles a group of 10 raiders and plots their course on a map towards the enemy lines on the other side of No Man’s Land. With 12 different raid objectives and 20 random events that can take place during the crossing, no two playthroughs will be exactly the same.
The game also includes rules for campaign play — whether their raid was successful or not, the soldiers who make it back to their trench lines relatively unscathed will steadily get better at raiding, learning through experience how to survive.
I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.
*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication.Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.
History Behind the Cards – Checkpoint Charlie from GMT Games – Card #9 Daily Military Train
This is one of the cards I added to Checkpoint Charlie based on conversations with my local coffee shop spy, John (see Card #7). I had assumed most significant traffic from West Germany to Berlin used the autobahn corridor from Checkpoint Alpha at Helmstedt, across East Germany, to Checkpoint Bravo in Berlin. However, the military trains, of which there were three – American, French and British – ran every day, back and forth along roughly the same corridor as the automobile traffic. The US Military Duty Train, which my friend John rode, let out at the station in Charlottenburg and is the basis for this Event Card. It was primarily used by US military personnel, but other people associated with the military could get permission to ride.
Cars full of East German police, or vopos, kept vigilant watch over the autobahn access route, but it was more difficult to keep track of the train and whether western passengers were jumping off illegally somewhere in East Germany, or East German citizens were boarding the train as it slowed for one of its scheduled stops along the way, getting free passage into West Berlin. To solve this problem, all doors on the train were chained and padlocked for the duration of the four-hour journey across East Germany. In Checkpoint Charlie, the Daily Military Train Event assumes that the KGB has been tipped off to the arrival of some interesting person or item on the next train and move to intercept. Charlottenburg Safehouse is placed under surveillance and the Nugget Marker, already detected, is placed there. This can be a useful diversion for your assets, or it can draw KGB agents right into the center of your mission.
The Berlin Military Train operated by the Royal Corps of Transport.
In the next article in this series, we will take a look at Moscow Rules.
In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#99: Truman Doctrine from Twilight Struggle: The Cold War, 1945-1989 from GMT Games
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.
The map is a world map of the period, where players abstractly move units and exert influence through the placing of Influence Markers in an attempt to build local support and gain allies and control for their superpower. The beauty of the CDG system used here is that each decision of whether to use a card for the event or the operations value is a struggle as if it is the other side’s event, it might go off hurting you very badly. There are mechanics to allow for the ignoring or cancelling of some of the best cards for your opponent in a side game within the game called The Space Race as well as nuclear tensions, with the possibility of game-ending global thermonuclear war (Shall we play a game, anyone?). I have played TS about 30 times and love it more and more with each sitting. The game makes me sweat, cringe, jump with joy and bite my fingernails. To me, a game that can do all of that in one sitting is worth the price.
The Truman Doctrine is an Early War U.S. 1 Op Event Card that removes all Soviet Influence from a single country in Europe where the U.S. has presence. This means that the U.S. at least has 1 Influence in a space and the space must be uncontrolled. I think that players should be judicious and patient with this card and do not rush to play early in the game on Turn 1 or Turn 2 if Europe is stable and the USSR has minimal presence there. The best way to use the card is to wait for a window where you can do the most damage in a key Battleground space where each side has been fighting for control by placing Influence there such as in France or West Germany on the last action round of a turn or playing the card during the Headline Phase to wipe out stacked Soviet Influence as a precursor to bumping up your own Influence there for control. The Truman Doctrine card is such a nice booby trap in many ways and the proper use of it can be very efficient and give you a leg up in Europe.
The Truman Doctrine was a United States foreign policy established by President Harry S. Truman on March 12, 1947, which pledged that the U.S. would provide political, military, and economic assistance to democratic nations threatened by external or internal authoritarian forces. President Harry S. Truman asked for $400 million in military and economic assistance for Greece and Turkey. “It must be the policy of the United States to support free peoples who are resisting attempted subjugation by armed minorities or by outside pressures,” Truman declared. “If we falter in our leadership, we may endanger the peace of the world — and we shall surely endanger the welfare of our own nation.”
In asserting that the U.S. would intervene in faraway conflicts, President Truman dramatically reoriented U.S. foreign policy. The writing of this ground-breaking message went through multiple stages. In his memoir, Truman noted that the State Department’s first draft of the speech “was not at all to my liking.” Rather than asserting a new foreign policy doctrine, the State Department writers had “made the whole thing sound like an investment prospectus.” Truman returned the draft to Secretary of State Dean Acheson “with a note asking for more emphasis on a declaration of general policy.”
The State Department complied, and included a general policy statement in the next draft. But Truman was not satisfied. “It seemed to me half-hearted,” he recalled. President Truman “scratched out” what he deemed equivocations. For example, Truman replaced “should” with “must” in a key sentence that read “I believe that it should be the policy of the United States…” According to Truman, “I wanted no hedging in this speech.” Because this speech “was America’s answer to the surge of expansion of Communist tyranny,” it “had to be clear and free of hesitation or double talk.” A total of eight drafts of Truman’s speech to Congress are featured on the Truman Library’s website. Many include handwritten comments and corrections. Combined, they give readers a sense of the tremendous effort that went into drafting the Truman Doctrine as well as the importance a single word can make when crafting foreign policy.
Truman delivered his address on March 12, 1947. Over the next several weeks, Congress debated the merits of Truman’s proposed foreign policy. On April 22nd, the Senate approved the legislation to provide assistance to Greece and Turkey. The House followed suit, approving the bill on May 9th. On May 22, 1947, Truman signed the bill into law. According to President Truman, the enactment of his bill “served notice that the march of Communists would not be allowed to succeed by default.”
Strategic level American Civil War on a postcard. The map of the Confederacy is divided into areas. The U.S player must strangle the Confederacy and reduce their will to continue fighting. Players use a standard deck of playing cards to activate armies (three Confederate and up to six Union) for movement and combat. Units can fight enemy armies in the same area. Combat is done by rolling 1D6, adding combat strength (for the Union) or Resistance Level (for the Confederates) and comparing results. Highest result wins. Losses are taken in retreats or in step losses. There are up to eight turns, each of which is six months. The key mechanic is the Confederate Resistance Level (CRL). As Union armies occupy areas, the CRL falls. If the CRL falls to zero before the end of turn 8, the Union player wins, otherwise the Confederate player wins.
Morgan’s A’ Comin’ is the fourth game in the Pocket Battle Games Series from LPS, Inc.
Rebel raider John H. Morgan defies orders, crossing the Ohio River in the summer of 1863 to bring war to the Yankees! All across the Midwest his incursion results in numerous alarms, property damage, and Union fears that he will link up with Robert E. Lee. While the raid succeeds in diverting a small Union army away from Bragg, the fierce pace and determined Union resistance wears the invaders away to little more than a small band, all being captured in the end. Could Morgan have tipped the balance on not one, but two fronts?
During the summer of 2019, we were introduced to Maurice Suckling and his very interesting design Freeman’s Farm 1777 from Worthington Publishing and really enjoyed the mechanics and how they all came together to create an interactive and interesting look at the Battle of Saratoga during the American Revolution. I was very impressed with Maurice and his appraoch to design and we have followed him every since and played many of his great designs. including Hidden Strike: American Revolution, Chancellorsville 1863 and 1565 Siege of Malta and Crisis: 1914. In this entry in the Best 3 Games with…Series I wanted to highlight the games of Maurice Suckling and share those that I have had the best experience with.
3. Freeman’s Farm 1777 from Worthington Publishing
Freeman’s Farm 1777 is the first in the Battle Formations Series from Worthington Publishing that are designed for both solitaire and two players. The focus of the system is on the individual formations that appeared on the battlefield and places the players in the role of overall commander to make decisions about which formations to activate and how to use those formations to position themselves to attack the enemy. The key to these decisions is the morale of those formations as each command utilizes one of their levels of morale and if pushed too far, through attacking or being attacked, the formation will be forced to take a morale test to see if it will break.
There are a couple of things that I really liked about this one as I felt it told the story of the style of fighting of the time and incorporated some elements that were very important. This series has centered the focus on formations and how they can interact with each other on the battlefield. It simply looks at how the relative positioning of the formations opens up opportunities for attack or provides advantages or disadvantages to one side or the other. If you are above an enemy formation on high ground or have a superior firing angle on a formation in battle, shouldn’t you gain an advantage? And furthermore, if you are relatively inexperienced green forces and are facing the smoking gun barrels of your enemy’s cannons, don’t you think that your attempts to return fire will be less effective than if firing with hardened troops from cover? This spatial element is a major inclusion in the design and really feels right and makes your choices as commander that much more difficult as you decide how to activate your troops to take advantage of the situation. I really have enjoyed this spatial relationship during my plays of the game and think that the approach is very novel.
The other element that I really enjoyed was the concept of morale. The design has the player controlling several different Formation Cards that represent their troops on the battlefield and each has their own set of actions they are able to take. The key for these Formation Cards is that each time they are activated through the play of the corresponding Activation Card they have to pay for this activation. The payment comes in the form of paying 1 point of Morale from the Morale Track by moving the cube marker down one space. The formation may also lose Morale as they attack and are attacked throughout the game. The moment that a formation’s morale reaches 5 on the Morale Track they have to conduct a Morale Test to see if they will break and leave the field. This Morale Test is conducted by rolling a single d6 with any modifiers from Tactics Cards that the player controls and then comparing that result to the current Morale of the formation (i.e. where the Morale marker is currently on the Morale Track). If the die roll is higher than the marker location, the formation has failed the test and becomes broken. If the roll is equal to or less than the marker location, the formation passes the test and remains on the battlefield. Each successive reduction in the Morale of that formation will trigger another test which will be harder and harder to pass as the number decreases. Soldiers spend their strength and will to fight in each skirmish and as they are pushed more and more, and in the face of losses and exhaustion, reach a point where their will to fight is gone and they break. I like how the design dealt with this issue and it feels right.
The game uses wooden cubes, disks and sticks to mark formations on the board and it looks like those pictures in text books showing the location of troops during these historical battles. This was a nice thematic touch for me and helped me to get into the mind set of a Revolutionary War battle.
I wrote a series of Action Point posts covering the various aspects of the game. You can read those at the following links:
Action Point 1 – Game board that represents the locations and roles of both sides’ formations as well as their relative positions on the battlefield.
Action Point 2 – Formation Cards and how the Activation Cards are used to command and how Morale Tests work.
Action Point 3 – Momentum Cubes and how they are used to purchase the all important Tactics Cards.
Action Point 4 – Examples of combat and discuss the way the dice are used.
Here is a look at our video review of the game:
2. Chancellorsville 1863 from Worthington Publishing
While the next game on this list uses the same system, this entry in the series is definitely improved and matured and I very much liked the blind movement aspect which was added. Chancellorsville 1863 covers the Battle of Chancellorsville during the American Civil War using a similar system to Freeman’s Farm1777.
At the start of the game some units on each side are visible, which is mostly because they are adjacent (units adjacent to enemy units are always visible on the main map.) Other units are hidden, placed on spaces on their respective mini map hidden behind a screen, in one of a variety of spaces. The mini map is a smaller representation of the main map, with the same movement arrows and nexus points but with the same scale for ‘spaces’ so the same blocks fit on both maps. Each side has their own mini map. If units move into a space on the mini map that is adjacent to a space occupied by a unit on the main map, that unit becomes visible and is transferred to the main map.
There are also some spaces found deep inside the enemy’s lines of communication and moving onto those spaces on the mini map compels an immediate transfer to the main map. In addition, there are some spaces where the lead Union units are visible. This represents Jeb Stuart’s cavalry tracking the Union advance on the Confederate left. This added aspect really makes the game and creates a sense of tension for the players as they simply don’t know where all of the enemy units are located and have to play for those units coming up on their rear even as they are engaged in major battles along the front lines.
Activations are also slightly different from the Freeman’s Farm game as each side only has 15 activations per game but each activation card identifies at least 2 commanders to activate and move. This is very necessary because the Union side has more units to move, and farther to move them to put pressure on objective locations. This has been balanced with the addition of fortifications that allow the defender to set one die per combat at the number desired. This makes for some very interesting decisions about whether to attack or not and how. I have really enjoyed this one as the system is obviously evolving and introducing new elements. I am glad that the designer has decided to take the system to the next level as there are lots of opportunities and applications to various battles for the system.
Crisis: 1914 is a game of international brinkmanship meaning if you back down too soon, you lose. If you back down too late you lose. But you have hawks and doves in your cabinet and in your government, and out of these conflicting views you must somehow formulate a coherent response to the crisis to win the day and prevent war. The game is played with players building a tableau of event cards that will score them a certain number of points, some building off of each of the type of cards played, with some of the cards increasing the Tension level of Europe at the time. If the Tension gets too high The Great War will break out and the player causing it by the play of a card will lose with the others winning based on their total Prestige Points. It sounds really simple, and the game is not overly complex, but there is a lot of strategy to how you play your cards, when you play them and how are you are willing to push your luck each round.
There are 3 concepts at the heart of Crisis: 1914 including Prestige, Tension and Diplomatic Pressure. Diplomatic Pressure is how you score Prestige and reflects the skill at which you play your cards to keep your faction moving ahead of the others while simultaneously balancing the level of Tension. Tension is how you lose. Every card has a DP value and you apply DP by playing cards. The player with the most Diplomatic Pressure at the end of a turn earns Prestige points. There are other ways of scoring Prestige points too, but this is the most important one. Prestige is how you win. The player with the most Prestige at the end of the game is the winner.
I have played this one 3 times now and and I cannot wait for the next opportunity to play. It is best with 5-players so make sure you get the right group and give yourselves a chance to really learn the game as each faction’s deck is completely asymmetrical and repeated plays will help you understand each faction’s strengths and strategies. While this game is not necessarily a wargame, but more of a war themed Euro game with a bit of negotiation and tension as you build your tableau of cards, we had a great time with it and really feel that the game is a bit under the radar of folks and should be one of those games that is played at conventions as it seats up to 5 players and is really quite good.
Here is a link to a RAW video we did after our 2nd play while attending Buckeye Game Fest in 2024:
There you have it. My Best 3 Games with…Designer Maurice Suckling! He has done so many good games and the narrative and historical immersion of all of them are top notch. He is definitely a designer to keep an eye on and I know that he has multiple games currently in design including Rebellion: Britannia from GMT Games, Peace 1905 from Fort Circle Games (we played a prototype of this one at SDHistCon a few years ago and it is top notch) and The Emperor’s Choice from Worthington Publishing (I played a short game of this at WBC and it is very good).
What are your favorite games from Maurice Suckling?
Der Zweite Weltkrieg hat sich festgefahren und die Atombombe soll die Wende für die United States bringen. Risse in der Realität waren dabei nicht eingeplant. Welche Macht aus diesen Rissen entweicht, ist zunächst nicht klar. Doch was sich dann ereignet, kann nur göttliche Fügung sein.
A review copy of Zenith was kindly provided by Hachette Boardgames UK. Thoughts & opinions are my own. Zenith is a tight, hugely enjoyable head-to-head duel that’ll have you trying to do all-too-many things at once. It’s an exercise in plate-spinning that I think most people will really enjoy and wish they’d tried sooner. VERDICT players 2-4 | playing time 25-35 mins…
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#98: The Balkan Wars from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations
Imperial Elegy: The Road to the Great War 1850-1920 is a massive card driven game that blends diplomacy, warfare, and statecraft and feels a bit akin to games like Here I Stand and Virgin Queen from GMT Games, which are both grand scale sweeping epics that play multiplayers and take a day to play. Players play as 1 of 6 major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire. The game is quite grand and ambitious as it covers 70 years near the end of the Victorian Era and the Progressive Ear and sees quite a lot of global change and competition between the great powers of the time. The game is a Card Driven Game and uses Action Cards as a type of currency to spend for their Command Points or the printed event to take actions such as recruiting armies and navies, industrialize, moving fleets and armies around the globe, influencing minor powers and establish colonies in Africa, India and the Pacific Ocean. The cards are all tied to the history of the period but the game can be played very much as a sandbox allowing players to explore strategies by trailblazing new horizons or following history.
Before we dive into today’s chosen card The Balkan Wars, I want to first make sure you know about Mandatory Event Cards in the game and how they work as they work slightly differently from normal Action Cards. Mandatory Event Cards are all lime green colored and bear a large block “M” just under the CP Value listed in the upper left hand corner. Mandatory Events, as the name suggests, must be played for their events. However, when playing a Mandatory Event Card, players trigger the event and also receive the CP to spend on various actions. The events on Mandatory Event Cards are always resolved first before the CP are utilized. If a Mandatory Event Card is discarded, the event will immediately trigger. There is no way around these cards and they are included in the game to drive the action historically and interject the various special circumstances that drove the rise and decline of these Victorian Age empires. The player that discarded the card resolves the event as if they were the active player. If two such Mandatory Event Cards are discarded in the same impulse the events are resolved in turn order.
Some of the events that occurred historically prior to 1914 were ultimately precursors to The Great War in many ways. The Balkan Wars were two conflicts fought in 1912 and 1913 that stripped the Ottoman Empire of almost all its remaining European territory and directly set the stage for World War I. The Balkan Wars saw similar levels of carnage as machine guns and artillery equipped with hydraulic recoil mechanisms were used in large numbers. Politically, they highlight the volatile nature of international politics in the Balkan Peninsula and are included as a Mandatory Event to ultimately drive up the World Tension Track on a path toward the outbreak of World War I. When played, the World Tension Track will increase by +1 and if the Ottoman player controls any territory in the Balkans other than Istanbul, or has Diplomatic Influence with countries, they will have a chance to lose their control there as a result of the chaos of the First and Second Balkan Wars. If these checks fail, and they will incur a -1 DRM for each Ottoman Army that is located anywhere in the Balkans, non-player armies will be placed in those locations and will increase the difficulty for the Ottomans to gain a foothold in this area. According to the designer Michael Lorino, mechanically this event causes all kinds of trouble in the Balkans, as intended. Similar to the Mandatory Event Card Empire of the Sun, the original event was a bit more involved and had players fight an actual war. In an effort to keep the game in the playable zone, he decided to abstract these wars through a die roll.
I very much enjoy the concept of a Mandatory Event, although they are never convenient for someone at the table as they typically have negative effects for at least 1 faction. But I very much like the approach taken here with The Balkan Wars with the -1 DRM for control of a territory and its thematic connection with the Ottoman Empire’s presence in the region generating tension and setting off these Balkan Wars.
A Bulgarian postcard depicting the Battle of Lule Burgas.
The Balkan Wars were two conflicts that took place in the Balkan states in 1912 and 1913. In the First Balkan War, the four Balkan states of Greece, Serbia, Montenegro and Bulgaria declared war upon the Ottoman Empire and defeated it, in the process stripping the Ottomans of their European provinces, leaving only Eastern Thrace under Ottoman control. In the Second Balkan War, Bulgaria fought against the other four combatants of the first war. It also faced an attack from Romania from the north. As a result of these wars, the Ottoman Empire lost the bulk of its territory in Europe. Although not involved as a combatant, Austria-Hungary became relatively weaker as a much enlarged Serbia pushed for union of the South Slavic peoples. The Balkan Wars set the stage for the July Crisis of 1914 and was a prelude to the First World War.
We have put out several pieces of content covering Imperial Elegy and find it to be a fantastic game. These include written posts and videos. You can visit those by following the links below:
Unboxing Video:
Video Review:
Summary of Solitaire Bots presented by our friend James:
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:
I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.
*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication.Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.
History Behind the Cards – Checkpoint Charlie from GMT Games – Card #8: Loudspeaker Wars
The Berlin Wall in the 1960’s was an interesting place. When approaching from the west (actually the south if you were at Checkpoint Charlie), you could walk right up to the wall and peer over. There are stories of East Berliners parking their cars against the wall because a small strip on the western side was actually still in Soviet Territory, and the West Berlin police couldn’t give them a parking ticket. If you were an East Berliner, approaching within fifty meters of the wall would probably get you shot. In either case, if you were close enough to the wall to see over it, you were likely to see propaganda from the other side. Most of this was billboards and banners on the eastern side, but the west had its fair share of slogans supporting democracy and the allies.
The Loudspeaker Wars card commemorates the times when this war of propaganda became audible as well as visual. An ongoing battle between vans equipped with high-powered speakers began when East Germany rolled them up to the wall and began blasting propaganda at deafening volumes. When formal complaints failed, the west responded with their own loudspeakers at the wall, making it almost impossible to carry on a conversation anywhere near them. This became known as the “Noise Offensive,” or the “Loudspeaker Wars.” It continued, on and off, for years.
In Checkpoint Charlie, this card makes intelligence operations at the wall very difficult (removing all Intel Cubes there) and also attracts a crowd of gawkers in the form of a Demonstrations Marker. In addition, if Mayor Brandt is active in the mission, he immediately moves to the wall to take part in the back and forth.
In the next article in this series, we will take a look at Daily Military Train.
In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#97: Prudence from 1989: Dawn of Freedom from GMT Games
1989: Dawn of Freedom is a fast paced game simulating the end of the Cold War in 1989 as the Berlin Wall fell under pressure from the people as during this year a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle. I have really very much enjoyed my plays of 1989 and those plays are increasing as the game has been placed on the very cool and user friendly online platform Rally the Troops!
Any game that has cards is focused somehow on attacking those cards or at least minimizing access to them or to taking a turn away from your opponent by causing them to have to discard one of their cards or to do something else with that card. But there are some type of cards that will limit your opponent’s cards and their effectiveness by imposing a penalty on them. That is the case with our next card in this series from 1989: Dawn of Freedom called Prudence. The card is very simple as it imposes a -1 Ops penalty on all cards played by your opponent for the Operations Points for the remainder of the turn. All cards still will retain at least a 1 Op value but others will be reduced. The play of this card as an Event or for the juicy 4 Ops that it conveys is a real choice and players need to understand the value in the card. If played as the first card play of a turn, the penalty can impose up to a -6 Ops loss to your opponent over the course of the turn. So you have to somewhat do a cost-benefit analysis when you play the card and decide if it is best played for the Event or for the Ops. The later the turn goes, the less impact and utility the Event will have and you must gain a return from this valuable card if used for the Event. 4 Ops cards are rare and you must come out on top or your game will suffer.
President George H.W. Bush frequently used the word “prudence” to describe his cautious, restrained approach to foreign policy during the historic collapse of the Soviet bloc and the end of the Cold War. Prudence meant calculating risks and weighing long-term consequences rather than reacting with flashy, immediate emotion. When the Berlin Wall fell in 1989, Bush famously refused to publicly dance on the wall or gloat, despite pressure from political rivals like Senator George Mitchell. This was a measured and conscious choice to deescalate the tensions and fall out from the fall of the Berlin Wall as Bush feared that openly humiliating Soviet leaders or the Soviet military might provoke a hardline backlash or cause Moscow to halt troop withdrawals from Eastern Europe.
As you may know, comedian Dana Carvey popularized a famous caricature of George H.W. Bush on Saturday Night Live, using the catchphrase “Not gonna do it. Wouldn’t be prudent” to lampoon the President’s cautious speech patterns and deliberate style. While critics sometimes mocked his caution as a lack of a grand vision and understanding of his place as the Leader of the free world, historians often credit his prudent diplomacy with managing a peaceful transition out of the Cold War.
I very much enjoy the thematic connection of this card with the Event. The play of this card, which is a choice as it has a 4 Ops value and could be used in a different manner to forward the player’s interests on the game board, mimics the restraint and choices before President Bush. I think that in today’s world, this type of restraint is sorely lacking and if present at the time of the fall of the Berlin Wall, could have sparked further decades of struggle as the Cold War would have continued to freeze the 2 Super Powers into an ongoing and pointless ideological fight.
We posted a full review video and you can watch that at the following link:
A new series, and we have seen how well series have done at GMT Games, a new designer and a new concept to wargaming (lane battler), I think that this game has great potential and it happens to be focused on one of my most favorite wars to game – the Vietnam War. Iron Triangle: Search and Destroy Operations in the Vietnam War is designed by Darren McGuire and takes a look at the struggle between the United States military and the Viet Cong insurgents as they fight over control of three key “lanes” or regions. I am very much excited about this one and reached out to designer Darren McGuire for some additional information.
*Note: The pictures used in this interview showing the various components and cards, are still in the design and development process and as such rules,event effects and text might still change prior to final development and publication.Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.
Grant: Darren welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?
Darren: Hi Grant, I live not too far from Glasgow in Scotland, which is a board gamer’s delight, by which I mean, plenty of rainy days and dark evenings. By day, I work as a Quantity Surveyor (Cost Engineer) on major water infrastructure projects, dealing with cost control, commercial management and contractual disputes, so it’s excitement all round! Away from work, my wife and four children keep me more than busy.
As you may have guessed, my main hobby is board gaming, which has now expanded into board game design. Unfortunately, my best ideas seem to arrive in the middle of the night rather than at my desk. When I’m not thinking about games, you’ll usually find me following Glasgow Celtic, the best football (soccer) team in the world…well, Scotland at least. Other interests include noodling away on my guitar and getting out for the occasional hike.
Grant: What motivated you to break into game design? What have you enjoyed the most about the experience thus far?
Darren: I am relatively new to board gaming, having played regularly for only four or five years. My growing interest in historical games was sparked by Rodney Smith’s discussion of Cuba Libre in the Discovering the COIN series. After learning and playing the game, and later watching a documentary on the Cuban Revolution, I became fascinated by how game mechanics can represent the political, military and social dimensions of historical events.
This experience led me to appreciate game design not just as entertainment but as a way of communicating history. My interest in creating games developed further through roleplaying games, particularly the Basic Roleplaying system, which inspired me to write and run a Second World War-themed scenario. Seeing others enjoy something I had created was highly rewarding and encouraged me to pursue game design more seriously.
What I enjoy most about design is the iterative process, watching an idea evolve through testing, refining it based on feedback, and carrying lessons learned from one project into the next.
Grant: What is your upcoming Game Iron Triangle about?
Darren: Iron Triangle is a 2-player card battler game about the struggle between US and Viet Cong forces in the III Corps region of South Vietnam during the Vietnam War. Players compete across a series of Operations while also managing the wider military, political and social factors that shaped the conflict.
The US player must balance military success with the need to maintain stability and support for the South Vietnamese government. The VC player, meanwhile, seeks to undermine government authority through guerrilla warfare, hidden infrastructure, and the careful preparation of the Tet Offensive. While battles are fought over individual Operations, success ultimately depends on how effectively players manage resources, control territory, influence Public Opinion and pursue their broader strategic objectives.
Rather than focusing solely on military confrontation, Iron Triangle aims to capture the asymmetrical nature of the war, where political legitimacy could be just as important as success on the battlefield. The result is a fast-paced experience in which decisions can have consequences beyond the immediate fight.
Grant: Why was this a subject that drew your interest?
Darren: I have always been fascinated by David versus Goliath conflicts, where a seemingly weaker side challenges a much stronger opponent. The Vietnam War particularly captured my interest because it was a conflict I initially knew very little about. Like many people, my early perceptions were shaped largely by Hollywood films, but after becoming interested in historical conflict through board gaming, I began to realize there was far more nuance and complexity to the war than popular culture suggests. The more I explored the subject, the more intrigued I became by the political, military and human factors that shaped the conflict.
Grant: What is your design goal of the game?
Darren: My goal is to create a fun and engaging game that feels thematic within what is traditionally quite an abstract genre. I want the mechanics and player decisions to reflect the realities of the conflict, so that the theme is expressed through gameplay rather than simply through artwork or historical flavor text.
Beyond providing an enjoyable experience, I hope players come away with a greater appreciation of the unique challenges faced by both sides in this part of the Vietnam War. The conflict was not decided solely by battlefield success. Political support, public opinion, hidden infrastructure and competing strategic priorities all played important roles. Capturing these tensions within an accessible and entertaining game has been one of the central objectives of the design.
Grant: What from Search and destroy missions in Vietnam was most important to model?
Darren: Two aspects were at the forefront of my mind. The first was capturing the cat-and-mouse nature of search and destroy operations through the card play. These missions were rarely straightforward engagements; instead, they involved a constant struggle to locate, pursue and evade the enemy.
Equally important was ensuring that the tactical outcomes of these operations were connected to their wider political and societal consequences. In Vietnam, success on the battlefield did not always translate into strategic success. Capturing that tension between military achievement and its broader impact on public opinion, political will, and the course of the war was therefore a key design objective.
Grant: What sources did you consult about the details of the history? What one must read source would you recommend?
Darren: The principal sources I consulted were:
The Vietnam War: An Intimate History by Geoffrey C. Ward and Ken Burns
Vietnam: An Epic Tragedy, 1945-1975 by Max Hastings
The Tunnels of Cu Chi by Tom Mangold and John Penycate
Of these, I would recommend The Tunnels of Cu Chi as essential reading. The book argues that the Cu Chi tunnel network became one of the most powerful symbols of Viet Cong resilience and ingenuity, demonstrating why overwhelming American military superiority alone could not guarantee victory. That theme had a significant influence on the design of the game. Mechanics such as tunneled cards, Tunnel Bases, and the creation and use of caches are intended to reflect the hidden infrastructure that enabled the Viet Cong to survive, recover and at times overwhelm a conventionally stronger opponent. Capturing this asymmetry between military power and insurgent resilience was one of the central goals of the design.
Grant: What is the goal of the game?
Darren: The VC player seeks to undermine the local population’s trust in the South Vietnamese government. To achieve this, they must win Operations, carefully manage their resources, and, most importantly, plan and execute a successful Tet Offensive.
The US player, meanwhile, has two paths to victory. The first is through attrition, exposing and neutralizing enemy forces. The second is through pacification, placing pacification chits on regional tracks to strengthen government influence. Whichever strategy they pursue, they must contend with the fallout of scorched-earth tactics, maintain control of pacified areas and disrupt the enemy’s Tet Offensive preparations whenever possible.
Grant: What is the layout of the board?
Darren: The operations are divided across three regions, with players contesting one operation in each region during every round. Running alongside these battles is a strategic layer represented on the board, which tracks the overall situation across the theatre. This includes the level of control within each region, regional stability, public opinion, and refugee generation. As a result, success in individual operations can have far-reaching consequences, forcing players to balance short-term military objectives against their broader strategic and political impact.
Grant: What are the “lanes” and how do they work?
Darren: The three lanes represent the key operational regions north of Saigon: War Zone C, War Zone D and the Iron Triangle. Each lane contains a dedicated deck of Operation Cards representing historical Search and Destroy missions conducted in that region during the period.
During each round, players will contest one Operation from each region, fighting simultaneous battles across all three lanes. The outcome of these Operations will influence the wider conflict, affecting the various tracks and areas of the main board. Success on the battlefield can shift regional control, impact public support, alter available resources and shape each side’s broader strategic objectives.
Grant: How does the game use cards? How are the player decks asymmetrical?
Darren: Each player commands a unique deck of cards representing the units, tactics and capabilities available to their side. These cards are committed to Operations, where players compete for control and the rewards those Operations provide. Every card has a strength value and a special action that can be utilized when played.
The game’s real asymmetry lies in how the VC player can deploy their cards. VC cards may be played in one of three states: Exposed (face-up), Concealed (face-down) or Tunnelled (face-down and rotated). This system forces the VC player to balance protection against flexibility. A Tunnelled card, for example, is much harder for the US player to expose and inflict attrition upon, but it requires additional effort from the VC player to reveal and activate its ability.
These mechanics give the VC player multiple strategic options. They can bluff with hidden forces, launch surprise attacks, prepare units for future engagements or hide powerful cards for the decisive end-of-round reveal. The US player, meanwhile, is rarely certain of the strength or composition of the forces they are facing, creating a constant risk that an attack may not go as planned.
To counter this uncertainty, the US player can resort to scorched-earth tactics, exposing and neutralising enemy forces through attrition. However, this approach has consequences. Such actions generate refugees, a resource that can ultimately be exploited by the VC player to advance their own objectives.
The card system is therefore central to how the game’s theme is reflected in its mechanics. Through hidden information, bluffing and the constant tension between searching for the enemy and avoiding detection, it captures the cat-and-mouse nature of the conflict and the uncertainty faced by US forces throughout the war.
Grant: What different type of cards are included?
Darren: There are several types of cards in the game. The Operation Decks form the core of the conflict, with each card detailing the rewards available for successfully completing that mission. These rewards can include gaining regional control, destroying enemy caches or bases, reducing public opinion or generating refugees, all of which contribute to the wider strategic situation on the main board.
Each faction also has its own unique deck containing units and tactics, with cards featuring different strength values and special abilities. These decks reflect the contrasting approaches employed by the US and VC forces and provide players with meaningful tactical decisions throughout the game.
Currently in development are Commander Cards, which can be employed throughout the course of the game. Each commander provides powerful advantages but also introduces specific drawbacks, requiring players to carefully consider who is best suited to lead their forces at any given stage of the conflict.
Also in development is a dedicated solo mode, being designed by Joe Dewhurst. This system includes a bespoke bot deck for each faction, aiming to deliver a challenging and thematic opponent that captures the strategic priorities and character of both sides.
Grant: Can you show us a few examples of cards and describe how they work?
Darren: Here are a few examples that highlight the key decisions and interactions players will encounter during a round.
Operation Cards
Players battle over three Operation cards during each round. The rewards gained depend on the final Strength differential between the opposing sides.
For example, on the Operation shown above, if the VC player ends the round with a Strength differential of 3 or more, they move the control marker on the Warzone C Region Track one space toward Saigon and remove one US Firebase.
Action Cards
Infrastructure symbols indicate that the Operation takes place in a populated area. When the US player uses Scorched Earth actions, such as Zippo Raids, Refugees are generated as a result of the destruction.
In this example, the Zippo Raids Card generates two Refugees for each Infrastructure symbol shown on the Operation Card and allows the US player to destroy two Caches from the VC supply.
The card also gives the US player the option of playing it rotated to its lower-strength Pacification side. When played this way, the US player may place one Pacification chit on a Region Track if the Tet Offensive has not yet occurred, or two Pacification chits if it has.
This creates an important strategic decision for the US player. They can use the card’s high Strength value to help win the Operation, potentially generating Refugees that the VC can later exploit, or they can focus on Pacification to reduce the effectiveness of VC Tax actions and move closer to their alternative victory condition.
The Ambush Card from the VC Deck illustrates the different states in which a card can be played. It may be played face-down (Concealed or Tunnelled) or face-up (Exposed).
The Attrition symbol represents a key objective for the US player, who seeks to expose and exploit these cards as part of their Attrition victory condition. The US Activation symbol indicates that the card’s action may also be triggered when it is exposed by a US card effect.
This gives the VC player meaningful agency. They can play the card face-up to gain the action immediately, play it face-down and activate it later in the round, or use it as a bluff to lure the US player into exposing it.
These are just a few examples of how the decks interact. The game includes numerous ways for players to influence and counter each other’s cards. K9 Units can negate the US Activation effect, Hueys can move cards and place Firebases, Tunnel Rats can flush out Tunnelled cards and locate Caches, Booby Traps can eliminate Tunnel Rats and Supply cards can place Caches on Operations to increase Strength.
Together, these layered interactions ensure that every card choice can have lasting consequences, creating a tense and highly interactive contest between the US and VC players.
Grant: How are the cards concealed by the VC player? What does this represent?
Darren: VC cards feature symbols indicating whether they can be played face up, face down, or either. Face-down cards represent concealed forces, while rotated cards represent units operating through tunnel networks.
The VC player must use Action Cards, such as Manoeuvre, to flip or rotate cards already committed to a lane. This creates a constant balancing act between revealing powerful effects, such as Ambushes and Night Raids, and protecting the valuable Attrition symbols contained on those cards.
These mechanics also enable bluffing. For example, a low-value Booby Trap Card can be tunnelled, encouraging the US player to believe it is a high-strength Support Card with significant Attrition potential. The uncertainty forces the US player to carefully consider where to commit resources and when to challenge concealed threats.
The VC player must also decide whether to play a card face up and immediately benefit from its effect but exposing it to US attack, or instead commit it face down from the outset and save its reveal for a decisive moment later in the round. This flexibility reflects the hidden nature of VC operations and rewards careful planning and deception.
Grant: What challenges for the US are created by this concealment?
Darren: Attrition is a key US victory path, but many VC Attrition symbols remain hidden on concealed or tunnelled cards. To succeed, the US player must reveal and engage these forces while making difficult decisions with incomplete information, risking costly overcommitment if hidden threats prove stronger than expected.
Military operations can expose VC units, destroy bases and uncover caches, but they often generate Refugees, which the VC can exploit to gain cards, add Tet tokens or reduce Regional Stability. As a result, the US player must constantly balance immediate military success against longer-term political consequences. These mechanics create a tense contest of information and deception, with the VC concealing their strength while the US works to uncover and eliminate hidden assets before they can affect the wider war.
Grant: What is the Tet Offensive draw bag? How is it built?
Darren: The Tet Offensive was the watershed moment of the Vietnam War. Although it did not bring the conflict to an immediate end, it fundamentally altered US strategy and set the conditions for the gradual withdrawal of American forces. Capturing the importance of this moment was a key design goal.
The Tet Bag is one of the most important systems in the game. Following recent design changes, it no longer acts as a simple end-game decider but instead serves as a mechanism that can greatly influence the course of the war. At the start of each round, the VC player secretly decides whether to launch the Tet Offensive by selecting one of two cards: one commits to the Offensive and the other acts as a bluff. This creates uncertainty from the outset of the round, as the US player must react without knowing whether a major offensive is truly imminent. The VC player may retract their decision during the round, but doing so becomes increasingly expensive as the cost in Caches rises with each turn that passes.
The bag begins with three US tokens and two VC tokens, but its contents constantly evolve throughout the game. The VC can add tokens through Infiltrate actions and by exploiting Refugees created by US operations. The US player, meanwhile, can remove tokens through Round-Up actions and through Attrition in an attempt to limit the impact of any future Offensive.
The primary way for the VC to influence the draw is through the accumulation of Caches. These can be generated through Tax Actions or received as end-of-round supply from the North. When the offensive is launched, the number of available Caches determines how many Tet tokens can be added to the bag, while Tunnel Bases deployed to region tracks act as multipliers, increasing the number of tokens generated from those Caches. Control of key regional spaces provides additional opportunities, with certain track positions allowing a player to add Tet tokens at the end of a round if the Offensive is launched.
If the VC player commits to the Tet Offensive, the appropriate tokens are added to the bag at the end of the round and five tokens are drawn at random. Each VC token drawn reduces Public Opinion by one step, while each US token drawn increases Attrition by one step. This can create a dramatic swing in the strategic situation. Even if neither victory condition is immediately met, the outcome of the draw can significantly alter the state of the war and shape the decisions available to both players in subsequent rounds.
The timing of the Offensive is therefore a critical consideration. The VC player must decide whether to launch early with limited preparation or delay in order to strengthen the bag’s odds while risking discovery or disruption. The US player, meanwhile, must balance efforts to contain the insurgency on the ground against the need to manage the growing threat represented by the Tet Bag. This creates a constant strategic tension that mirrors the historical conflict.
Grant: What is Public Opinion? How is it changed?
Darren: Public Opinion represents the local population’s perception of the South Vietnamese Government and, by extension, the effectiveness of the US-backed war effort. Managing Public Opinion is crucial, as it forms one of the key strategic battlegrounds in the game.
The primary driver of Public Opinion is Regional Stability, which is determined by the position of Control markers on the regional tracks. As the VC expands its influence and gains control across a region, Stability declines, reflecting a population that increasingly doubts the government’s ability to maintain order and security. Conversely, government control and stability reinforce confidence in the existing regime.
Beyond regional control, both players have additional means of influencing Public Opinion. The VC can erode support for the government by achieving decisive victories in key Operations, demonstrating its strength and undermining confidence in official authority. A successful Tet Offensive can also significantly damage Public Opinion, representing the political shock caused by the scale and visibility of the attacks.
The US player is not without tools of their own. Through Pacification actions, they can improve conditions within contested areas, securing spaces on the regional tracks and creating opportunities to increase Public Opinion. By achieving key objectives and restoring Stability, the US player can demonstrate progress and strengthen support for the South Vietnamese Government.
Grant: What is urban infiltration?
During the build-up to the Tet Offensive, the Viet Cong infiltrated towns and cities across South Vietnam, embedding cadres among the local population. These operatives remained hidden until called upon to conduct terror attacks, sabotage missions, or support the wider offensive once it began. Their ability to operate covertly within urban areas was a key factor in the scale and surprise of the 1968 Tet Offensive.
This aspect of the conflict is represented in the game through a dedicated VC Action card. When played, the card allows the VC player to add a Tet token to the Tet Bag, reflecting the gradual preparation and expansion of the underground network in advance of the Offensive. While the immediate effect may seem modest, repeated use of these actions can significantly alter the balance of the eventual draw.
Grant: How are bases used and what benefits do they bring?
Darren: Bases are another important asymmetrical element of the game. While both factions use bases to influence control of the battlefield, there are significant differences between VC Tunnel Bases and US Fire Bases that reflect their distinct approaches to the war.
In general, bases are deployed to a Regional Track adjacent to a Control marker through the use of Action Cards. Once in play, they allow a player to either reinforce their position or exploit success in an Operation.
A base can be placed defensively on a Region Track between the player and the Control marker. In this position, it acts as a buffer against enemy advances. If the opposing player wins an Operation and would move the Control marker towards their side of the track, the base absorbs one of those control shifts before being removed and returned to its home space. This allows players to protect hard-won gains and makes regional control more difficult to reverse.
Alternatively, a base can be deployed aggressively between the Control marker and an opponent’s side of the track. This represents a player anticipating success and positioning assets to exploit a breakthrough. If the Operation is won, the Control marker effectively leapfrogs the base, allowing it to advance further than it otherwise would. In this role, the base accelerates territorial gains, helping a player press their advantage.
When a VC Tunnel Base is used offensively, it is flipped to its exposed side, representing increased activity and a greater risk of detection. Exposed bases are significantly easier for the US player to locate and destroy.
This creates an important strategic dilemma for the VC player. Tunnel Bases are not only valuable for influencing regional control but also contribute to the Tet Offensive system by acting as multipliers for Tet tokens generated through Caches. Committing them aggressively can produce short-term gains on the board, but doing so risks losing assets that could have a major impact on a future Tet Offensive. The VC player must therefore balance the need to consolidate territorial gains against the benefits of preserving their network for a decisive political strike later in the war.
Grant: What role do refugees play in the game?
Darren: Refugees represent one of the key consequences of the counterinsurgency strategies employed during the war. Population displacement was frequently used to separate the VC from the rural population and disrupt their support networks, creating both military opportunities and political challenges.
The US player has access to powerful Scorched Earth Action Cards. These are high-strength cards that can be used to destroy VC Caches and generate Attrition, helping the US pursue one of its victory conditions. However, such operations can also displace civilians, creating Refugees as local communities are caught up in the fighting.
When a Scorched Earth Card is played, Refugees are generated based on the concentration of the local population in the targeted area, represented by infrastructure symbols on the Operation cards. For each Refugee generated, a Refugee token is placed in Saigon.
While these operations can successfully disrupt VC activity, the resulting Refugees create opportunities for the VC player. On their turn, Refugee tokens can be spent in several ways:
Recruit – Draw additional cards,
Infiltrate – Add a Tet token to the Tet Bag, helping prepare future offensives.
Destabilise – Reduce Regional Stability, further undermining confidence in the South Vietnamese Government.
This creates a difficult strategic dilemma for the US player. Aggressive operations may achieve important military objectives by destroying enemy resources and inflicting Attrition, but they can also generate conditions that the VC can exploit for political and organisational gain.
To counter this, the US player has access to Resettlement Action Cards, which reduces the number of Refugees in Saigon. These actions represent efforts to restore stability, provide support for displaced civilians, and mitigate the wider consequences of military operations.
The Refugee mechanic reinforces one of the game’s central themes: success on the battlefield does not always translate into strategic success. Players must consider not only the immediate impact of their actions, but also the longer-term political and social consequences that can shape the course of the war.
Grant: How is victory achieved?
Darren: For the VC, victory is achieved by reducing Public Opinion to the bottom space of its track. This is accomplished through the rewards gained from winning Operations and by successfully planning and executing the Tet Offensive.
The US player has two possible routes to victory. The first is Attrition, achieved by exposing VC forces, revealing Attrition symbols on their cards, and capitalising on those symbols. Successfully pacifying individual regions and repelling the Tet Offensive also support this strategy.
The second route is Pacification. If the US player can fill all the spaces on the lower half of each regional track with Pacification chits, they have successfully stabilised the countryside and strengthened support for the South Vietnamese government. Achieving this level of security and political control results in a US victory.
Grant: What type of experience does the game create?
Darren: The aim is to create a fast-paced and tense experience in which both players must balance the military, political and social aspects of the conflict. While Operations provide the focus for direct confrontation, victory depends on managing a range of competing priorities rather than simply overpowering an opponent.
The game is not intended to be a straightforward tug-of-war over territory. Players must constantly weigh short-term gains against long-term objectives, deciding when to commit resources, when to accept setbacks, and when to focus on the wider strategic situation. Success comes from understanding how the different systems interact and adapting to an ever-changing battlefield, creating a game that rewards careful planning while still maintaining a constant sense of pressure and uncertainty.
Grant: What are you most pleased with about the design?
Darren: I am most pleased with how I have taken a relatively abstract style of game and made it as thematic as possible, capturing not only the military aspects of the conflict but also the political and social factors that shaped it. I am also very happy with the recent design changes, which have expanded the game’s scope and increased the decision space for both players. In particular, turning the Tet Offensive into a flexible strategic option rather than a fixed endgame event has created more meaningful choices for the VC player, while adding greater uncertainty and tension throughout the game. Overall, these changes have made for a richer and more engaging experience without losing sight of the historical themes I wanted to explore.
Grant: What other designs are you working on?
Darren: I have several other card battler designs at various stages of development, covering topics such as the Eastern Front, the Arctic Convoys of the Second World War, the Napoleonic Wars, and the Russo-Chechen War, the latter of which served as a precursor to Iron Triangle. Each design approaches its subject in a very different way, and I am hopeful that the lessons I have learned during the development of Iron Triangle will help me refine and strengthen these projects.
I’d just like to finish by saying thanks for taking the time to reach out and for the opportunity to talk about Iron Triangle.
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.
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#96: Henry Knox Continental Artillery Commander from Washington’s War from GMT Games
Washington’s War is a war game, make no mistake about that. But, it is virtually impossible to win the game by focusing only on the field of battle. For that to happen, the Patriots need to completely drive the British forces out of the 13 colonies or the British need to wipe the American forces off the map. Both are extremely difficult and I would be surprised if any more than 1 out of 30 games ended in such a way. Rather, the ultimate goal of the game is to have political control of the colonies. If at the end of the game the Patriots control 7 colonies, while holding the British to control of less than 5, they win. If not, the British win. Simple as that. So, you can see that battle is not the main goal but control is. And more importantly political control.
I really like this about the design and feel that the real core of the American Revolution was the groundswell of patriotism and the desire to live free from the shackles of an overseas monarch who cared little for the American way of life. This desire led great men of the time to sacrifice themselves, their livelihood and their families to further the true cause of liberty and build a truly free and democratic nation where individual liberty and freedom was prioritized over anything else. And yes, I realize that this nation was not perfect, not without contradiction but the concept of liberty helped to form a country that would lead to the ultimate freedom of all people.
Washington’s War is a Card Driven Game, and as such, relies on cards to provide to players the actions needed to play the game. The cards contain OPS Points which can be used to drive various actions, including such things as activating leaders, who in turn will then move with forces to attack, and also contain written text in the form of events. These events can be played only by the side they are intended for and if drawn and played by the opposing side, they can only be thrown away while granting a few possible actions, such as placing or removing Political Control markers.
In Washington’s War, the Strategy Card Deck contains several different type of cards of which one is Battle Cards. Battle Cards are special event cards that provide a powerful +2 Die Roll Modifier (DRM) during combat and allow the user to draw a replacement card at the end of the turn. All of the Battle Cards offer a +2 DRM but each of them are tied to a different historical character or event. In this instance, the card’s effects reflect the work of Henry Knox who was a prominent Continental Artillery Commander during the Revolutionary War. There are only 9 total Battle Cards in the 110-card deck with the Patriot side having 5 cards, while the British side only has 4. I also want to point out that when these cards are used, they allow the using player to draw a replacement card at the end of the active player’s turn, keeping your hand size strong and not forcing you to sacrifice a card. And due to the fact that they swing combat odds significantly and also replace themselves with a draw, they are heavily prized and typically are saved in a player’s hand for those critical campaign-deciding clashes.
Henry Knox was an American military officer, politician, bookseller, and a Founding Father of the United States. Knox, born in Boston, became a senior general of the Continental Army during the Revolutionary War, serving as chief of artillery in all of George Washington’s campaigns. Following the war, he oversaw the War Department under the Articles of Confederation from 1785 to 1789. Washington appointed him the nation’s first Secretary of War, a position which he held from 1789 to 1794. He is well known today as the eponym of Fort Knox in Kentucky.
During the siege of Boston, the idea arose that cannon recently captured at the fall of forts Ticonderoga and Crown Point in upstate New York could have a decisive impact on its outcome. Knox is generally credited with suggesting the prospect to Washington, who placed him in charge of an expedition to retrieve them even though Knox’s commission as an officer had not yet arrived. Reaching Ticonderoga on December 5, 1775, Knox commenced what came to be known as the “noble train of artillery”, hauling 60 tons of cannon and other armaments by horse-drawn and ox-drawn sleds across some 300 miles of ice-covered rivers and snow-draped Berkshire Mountains to the Boston siege camps.
The region was lightly populated and Knox had to overcome difficulties hiring personnel and draft animals. On several occasions, cannon crashed through the ice on river crossings, but the detail’s men were always able to recover them. In the end, what Knox had expected to take just two weeks actually took more than six, and he was finally able to report the arrival of the weapons train to Washington on January 27, 1776. Historian Victor Brooks writes that this was “one of the most stupendous feats of logistics” of the entire war, and Knox’s effort is commemorated by a series of plaques marking the Henry Knox Trail in New York and Massachusetts.
The cannon were immediately deployed to fortify the Dorchester Heights recently taken by Washington. The battery’s position over Boston harbor led the British to evacuate Boston for Halifax, Nova Scotia. With the siege ended, Knox undertook the improvement of defenses in Connecticut, Rhode Island and New York in anticipation of a possible British assault. In New York he became friends with Alexander Hamilton, commander of the local artillery. He also established a close friendship with Massachusetts general Benjamin Lincoln.
A team of oxen hauls captured artillery toward Boston as part of the 1775-76 “Noble train of artillery”.
Here is a link to our full video review of the game:
Day 4 was our site visiting day and we planned out an all day trip that would take us to 4 different American Revolution battlefield sites including Waxhaws (Buford’s Massacre), King’s Mountain, Cowpens and Musgrove Mill.
But first we visited the Battle of Waxhaws also known as Buford’s Massacre in Lancaster, South Carolina. The Battle of Waxhaws took place on May 29, 1780. British Lieutenant Colonel Banastre Tarleton overtook Colonel Abraham Buford’s regiment of 350 Virginian Continental troopsas they were attempting to relieve Charleston. The battle was short lived and saw over 113 Patriot soldiers killed in a brief but brutal engagement after a breakdown in surrender communications as the Patriot soldiers were attempting to give up under a white flag and the British bayoneted and sabred many of them earning Tarleton the infamous nickname “Bloody Ban”.
The site was very clean and well done with lots of landscaping and hardscape features and they had a sign board showing the timeline of improvements over time. The central ficus is the mass grave of the men who were killed there.
I very much enjoyed the various interpretive signage and especially those showing the battle lines and disposition of troops as it helps me to place the event on the site and better understand how it unfolded.
The mass grave memorial was very well done and has been improved over the years to its present day condition. The mass grave is marked by a large 10-foot tall white marble obelisk marker originally erected in 1860 and later replaced in 1955.
We then made our way to King’s Mountain and very much enjoyed this site which commemorates a Patriot victory over the British on October 7, 1780. The battle was fought on a very rocky ridge in western South Carolina, near the North Carolina border.Around 900 Patriot frontier militiamen known as the “Overmountain Men” were against an equivalent force of Loyalist militia led by British Major Patrick Ferguson.The battle lasted only65 minutes.
The Patriot forces consisted of frontier militia from the Carolinas, Virginia and Georgia who had tracked Ferguson’s Loyalist force to their camp on the protected high ground. The Patriots used their hunting skills and knowledge of the terrain to surround the hill and while moving up the rocky slope, Patriot riflemen picked off the exposed Loyalists.
A painting hanging in the visitor center of the battle.
The Patriots had fewer than 100 casualties (around 28 milled and 90 wounded)while the Loyalists incurred over 1,000 total casualties, including roughly 240 killed or wounded and more than 600 captured.
The Loyalist leader Major Ferguson was shot and killed after trying to lead a desperate charge and the remaining Loyalist forces quickly surrendered.
A monument to Major Ferguson.
This one took me by surprise as the Loyalists had the high ground and superior positioning but were unable to overcome the Patriots. Just very interesting! The defeat halted the British invasion of North Carolina and forced General Charles Cornwallis to retreat from his forward positions.
Looking down from the ridge you can see the brutally steep and difficult terrain the Patriots maneuvered across.
We then made it over to Cowpens which was the battlefield that I was most interested in seeing especially since we just had played the game and were somewhat familiar with the situation.
The Battle of Cowpens occurred on January 17, 1781 near the town of Cowpens, South Carolina. A Patriot army of nearly 2,000 regulars and militia under Brigadier General Daniel Morgan defeated a force of about 1,000 British and Loyalist troops commanded by Lieutenant-Colonel Banastre Tarleton and was the worst defeat suffered by the British in North America during the conflict following the 1777 Saratoga campaign.
After playing Small BoAR Cowpens, I was anxious to see the battlefield and the terrain to see how it compared. The setup of the units was spot on to what was shown at the site and I was guard to see that.
There were 3 lines of Patriot forces including skirmishes at the front, maim Continentals in the center and reserve cavalry in the back.
Then there was the actual terrain with the barren pines being somewhat present but most importantly the elevation change that would have obscured the Patriot trap.
There also was the cane break terrain that was found at the edges of the battlefield and that was pretty cool to see as it is very thick and darned near impassable.
Cane break at the edges of the battlefield.
A very enjoyable experience and we were able to walk the entire site in about an hour.
The final site we visited was the small battle at Musgrove Mill. Here Patriot forces outmaneuvered a larger Loyalist force and setup an ambush to even the odds. On the morning of August 19, 1780 mounted Patriots arrived near Musgrove Mill, the key to the local grain supply and the site of a Tory outpost. The Patriot force consisted of Georgians under Colonel Elijah Clarke, South Carolinians under Colonel James Williams and a group of “Over Mountain Men” from present-day Tennessee commanded by Colonel Isaac Shelby.
The Patriots revealed their presence when several of their scouts clashed with a Loyalist patrol. Two Rebels were wounded in the brief clash. Falling back, the Patriots encountered a friendly farmer who informed them that, contrary to their initial intelligence, the Tory garrison had been reinforced and now consisted of 500 men.
Outnumbered, and having lost the element of surprise, the Patriots formed up on a ridge top overlooking the road to Musgrove Mill and threw up a make-shift breastwork. A small detachment under the command of Captain Shadrach Inman was dispatched to lure the enemy into an ambush.
We walked the trail that followed the action ending in what was called an Indian hill where the Patriots drew in the Loyalists and waited to fire until they were within 30 yards to devastating effect. They could wait because of the elevation of the hill and the thick trees they were hiding behind.
Although the battle only lasted for an hour, the Loyalists suffered heavy casualties while the Patriots’ losses were fairly light. Before they could follow up on their success, however, the Patriot commanders learned of Horatio Gates’s defeat at Camdenand decided to disperse their forces. The Battle of Musgrove Mill signaled that resistance to British rule had not been snuffed out.
That was it. We did a ton of stuff in just 4 days including playing 4 games, visiting a total of 6 battlefields, shooting 4 videos and enjoying our time with other wargamers. It was a great convention and my thanks go out to all those that made this possible including Mark Miklos, Gene Billingsley and GMT Games as well as the good folks of the Camden Visitor Center and the South Carolina Battlefield Preservation Trust.
What a great time we have had at this convention! 2 fulls day of gaming in a fantastic historical setting here in Camden, South Carolina. But it hasn’t just been gaming though. Today started with a 3+ hour tour of the Camden battlefield and a demonstration at the Battle of Hobkirk’s Hill as well.
Rick Wise who is the Executive Director of the South Carolina Battlefield Preservation Trust gave us a 90 minute tour and discussion on the battle fought at Camden on August 16, 1780. The Patriots led by Horatio Gates and Baron DeKalb fielded about 4,000 muskets versus around 2,200 British soldiers led by Lord Charles Cornwallis and Lord Rowdon. The battle resulted in a major British victory with Cornwallis’ force suffering just over 300 casualties while Gates’ suffered almost 2,000.
Rick had a British Brown Bess musket and a French Charleville musket used by the Patriots that we were able to see fitted with bayonets and wielded by 2 lucky volunteers. These would have been truly terrifying to stand against and when wielded by trained soldiers were deadly weapons.
He also shared with us that archaeologists discovered the skeletal remains of 14 soldiers at the battlefield alongside period artifacts like musket balls and buttons.
Forensic and artifact analysis identified 12 Continental soldiers from Maryland and Delaware, one North Carolina Loyalist militia member (who was also Native American), and one British soldier from the 71st Regiment of Foot (Fraser’s Highlanders). They also were able to reveal that some of the Continental soldiers were teenagers, including two young men aged 16 to 19. It was truly sobering to see their unmarked grave and to find out that several were so young. Honor and bravery as well as the desire for freedom knows no age and these soldiers truly gave their lives for a cause they believed in.
There also was a nice monument to the sacrifice of de Kalb who commanded the American right wing during the engagement leading the premier units of the Delawareans and Marylanders. When the left and center of the American line disintegrated, de Kalb’s force had to beat a retreat before becoming completely surrounded. During this juncture of the fighting, the Baron’s horse was shot out from under him and he was thrown to the ground. Before he could gain his feet, he was hit with three musket balls and bayoneted multiple times by approaching British soldiers. The wounds would prove to be mortal.
Captured shortly thereafter by the British, the wounded general was picked up by General Lord Charles Cornwallis on his way to the rear. The British general, upon seeing de Kalb said the following: “I am sorry, sir, to see you, not sorry that you are vanquished, but sorry to see you so badly wounded.” Showing respect to the Baron though, Cornwallis reportedly, oversaw the dressing of the German’s wounds by his own surgeons. de Kalb would die 3 days later of his wounds.
We then made our way to the site of the Battle of Hobkirk’s Hill and were instructed by a US Army artillery officer on the use of Continental cannon. I was lucky to be chosen to act as the rammer or spongeman and very much enjoyed the activity where we trained to load and fire the cannon in under 15 seconds.
Here is a video of the firing of a musket but you will have to wait for the cannon video to come out on the YouTube Channel.
Such a great experience and I was very glad we took the time to participate in the tour. We then returned to the gaming area and setup BoAR Newtown from GMT Games.
I have wanted to play this for a while now as it is a unique and specialized entry to the BoAR Series. Newtown feels quite different from standard BoAR titles mainly because it replaces traditional line-infantry tactics with combat rules for the Indians that are very different.
The Movement and Activation System simulates the decentralized, individual nature of Indian warfare, where small war parties act on their own initiative rather than rigid command structures which is represented with a chit pull mechanic. In the chit pull cup are each of the Indian formations along with a single combat chit. When formations are pulled they can move and if the combat chit is pulled only those formations that have already moved and are adjacent to Patriot units may then attack. Formations pulled after this bit can move but cannot fight. This was very chaotic and created some task challenges for Alexander.
The Indians are lined up behind fortifications at the start of the game and will await the approaching Patriot troops from the protection of these improvements.
The game also includes Opportunity cards that adds a layer of hand management and tactical unpredictabilityas the cards act as one-off events or provide bonuses. The game also includes custom rules for Indian honor, ferocity, evasion and their specific resolve when facing artillery fire and have a chance to break. Just a very interesting game and I am glad that we played it.
To end the evening we got the chance to sit down with designer Bruno Sinigaglio and play his new game called Small BoAR The Battle of Cowpens.
The aim of the Small BoAR design concept is to include small and critical battles that otherwise do not fit the scale of the Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original system. It feels very familiar to the original but takes the scale in a new direction. From 25 yard hexes vs 200 yards in BoAR, the scale change gives players the chance to try new tactics with rifle and musket fire as these are now up to 8 hexes range for rifles and 3 hexes for muskets while artillery is now up to 24 hexes.
The game also highlights the importance of cavalry and their tactics as their proper use on the battlefield can lead to devastating results.
We had a great time with this one and while we only played 5 full turns there is more to explore and we can’t wait to get our hands on a copy. We have been told it should be releasing in mid to late October.
That was it for today and we are now finished with the gaming portion of the trip. Tomorrow we are going to leave early and travel to 3 battlefields in the area on our way to Columbia and the airport in Buford’s Massacre in the Waxhaws, King’s Mountain and Cowpens.
Day 2 dawned early with a morning gathering at the Camden Revolutionary War Visitor Center to receive instruction on the days events and schedule. As you can see in the picture below, there were about 50 gamers who showed up early to get a good start on the gaming.
We entered the gaming hall and I was very surprised as it was very nice and cozy and felt roomy with lots of tables setup to choose from. We chose a corner in the back and began setting up to play Battles of the American Revolution Oriskany from the American Revolution Tri-Pack #2 from GMT Games.
There were a lot of different games being played including BoAR, Washington’s War, Liberty or Death and Common Sense as well as a BoAR Eutaw Springs tournament going on.
Bill Simoni and designer Trevor Bender playing in the Eutaw Springs tournament.
A demo of the upcoming Common Sense by designer Sam London.
Washington’s War.
Liberty or Death.
We decided to play the historical scenario for Oriskany which is a 6-turn game focusing on the August 6, 1777 ambush as General Nicholas Herkimer’s relief column is trying to make their way up the Military Road to Fort Stanwix.
The game starts with the British player having to set up their units in an ambush that has to be connecting contiguous units adjacent to the Patriots and they get an Ambush marker placed on them which will grant a 1 column shift to their attack if they can successfully make the ambush roll.
Alexander didn’t roll well so several of his units were detected and lost their element of surprise. You can see that 3 of his units lost their Ambush markers and this would prove to be a boon to the Patriots.
We spent the next 3-4 turns beating ourselves as our planned attacks were not working well and we basically rolled poorly and did damage to ourselves. Very odd but it was fun. But the best part of the system is the Tactics cards that create a bluff type of mind game.
The Tactics cards options are split into tiers with the 4 basic tactics always eligible to be chosen whereas advanced maneuvers require a commanding leader present and sometimes specific adjacent vacant hexes to execute. Common tactical choices include attacking in echelon, turning flanks, frontal assaults or attempting to withdraw. I very much enjoy this aspect because it adds a psychological tension that castes players to anticipate and bluff. Just a really neat addition to the game.
In the end, Alexander’s British and Indian allies ended up killing 2 of my leaders and also reduced 3 of my units and I was unable to advance the relief column to the point needed. He won the scenario with 4 VP to my zero. We had fun and I am glad we had a chance to play this one.
A leaderless rabble was defeated.
We then got in a game of Liberty or Death which is my 2nd favorite volume in the COIN Series.
I played as the Indians and Alexander took the French. I worked on building Villages and then started Plundering the Patriots of their resources. Meanwhile the French did a great job of getting into the war early by the end of 1777 and then worked well with the Patriots to attack the British in New York and New York City driving them out of both. This put a great deal of pressure on the Indians as I had to continually Raid into these areas trying to keep their level of Opposition low.
In the end, Alexander’s French earned victory at the end of 1779 (5th deck) with the finals scores being French -5, Indians (Grant) -10, Patriots (Shane) -10 and British (Mark) -15.
I saw something I have not seen before as my Indians got skipped multiple times on my turns due to Brilliant Stroke cards, Winter Quarters and some inopportune passing. Just weird that I lost 3-4 turns and also got into a cycle of only getting Limited Commands due to the eligibility on cards.
We next took a few minutes to walk around the grounds at the Camden site. My favorite part was the redoubt.
The British redoubt.
I was very interested in the ditch in front of the redoubt wall and its formidable defense as sharpened wooden stakes called fraises are placed horizontally projecting straight out from the earthen parapet. Their primary purpose was to prevent attacking infantry from climbing up the exterior wall.
We had a long discussion about how effective these would have been as infantry would have to run this gauntlet to get at the defenders all the while taking rifle fire and cannon fire. Just diabolical really.
Once inside there are several protected covered areas for storage of arms and supplies as well as to offer some additional protection to defenders.
Just a really cool experience being able to get inside this fortification and experience the history.
We ended the night with a group dinner at a local brewery. We sat with our friend Bill Simoni and Mike from My Own Worst Enemy.
Tomorrow we are taking part in a 3+ hour guided tour of the Camden battlefield as well as nearby Hobkirk’s Hill. We are then going to play a few games including BoAR Newtown and possibly the new Small BoAR Cowpens.
What a long day! Made up mostly of travel but I’m exhausted. We left my house this morning at 8:30am via an Uber to the airport where we made it through security and to our gate for a 10:15am flight from Indianapolis to Chicago where we transferred over with a 2-hour layover to a 1:30pm flight to Columbia, South Carolina.
We landed in Columbia at 4:30pm, grabbed our luggage and picked up our rental car to make the 35 minute drive to Camden, South Carolina on I-20.
We checked into the hotel and made our way over to the Camden Revolutionary War Visitor Center for the opening social event where we gathered with about 60 fellow wargamers who have all made the effort to travel here to play games over their weekend and also to tour the historic sites in and around Camden. If you didn’t know, Camden was pivotal to the story of the Southern Campaign during the American Revolutionary War with two battles fought within 6 miles of each other, bracketing the British occupation of the town. The Battle of Camden in 1780 was a decisive British victory that crushed the American Southern Army and brought disgrace to American General Horatio Gates. The Battle of Hobkirk’s Hill in 1781 was a British tactical victory that proved to be a strategic defeat.
Lord Charles Cornwallis’ Headquarters in Camden during the British occupation.
The British redoubt at Camden that has been restored.
We were able to catch up with lots of viewers of our videos and friends we have known for a long time as well as several designers, including Sam London and Justin Fassino. I also got a chance to chat with Gene Billingsley from GMT Games for about 30 minutes on a number of topics including gaming, publishing games, life and the event. I want to say that I took this opportunity to beg Gene to see about making a Deluxe Edition of Here I Stand as they have done with other games such as Combat Commander and For the People with new updated art, components and boards. He was not spilling any beans on the subject and wouldn’t give me an indication if it was either in the works or planned fur the future. Bummer but I made my pitch.
We then had a fantastic introduction on the event and the commemoration of America’s 250th Anniversary from Battles of the American Revolution Series designer Mark Miklos and Gene Billingsley. There were a lot of very touching and patriotic words spoken by these 2 and I truly felt great pride in our nation and the experiment that created it and has kept us strong these past 250 years.
We then were treated to a live artillery firing by local volunteers of a period 1-pounder and it was quite impressive. When it was fired, it was past sunset and quite dark and the explosion was quite impressive and very loud.
Here are 2 videos we took of the firing with one being in real speed and the other in slow motion.
That was our evening and I’m very excited for tomorrow as there is an opening ceremony at 8:30am followed by open gaming. Alexander and I will be playing Oriskany, which is a bonus game included in Newtown from the American Revolution Tri-Pack #2, followed by a 4-player game of Liberty or Death. The evening will conclude with a group dinner.
If you have been following our blog for a while now, you know of my affinity for the history of the American Revolutionary War. I am a proud American, believe deeply in the principles of our land and the Constitution that governs it and am grateful to God every single day that our country was successful in our fight for its freedom in order to create a better society and to assist all peoples with protecting their “unalienable rights” endowed by a Creator, which include “Life, Liberty and the pursuit of Happiness”. I enjoy playing wargames on the American Revolutionary War and very much enjoy learning about the history and its key battles. There are many out there that feel the same as I do and they have designed lots of these type of games and with 2026 being our 250th Anniversary of the Declaration of Independence, there are events that are planned to celebrate it.
One of which is an event put on by GMT Games and Mark Miklos called Gaming the American Revolution – Camden 250 being held in Camden, South Carolina September 24-27th. The event includes 3 days of gaming centered on American Revolutionary Wargames produced and published by GMT Games but also includes several events, gatherings and historic tours of the Camden Battlefield.
We are attending and at the time of the posting of this are already on a flight on our way to Columbia, South Carolina via a short stop in Chicago, Illinois. We are very much looking forward to the event and have plans to play at least 2 games from the Battles of the American Revolution Tri-Pack II including Newtown and Oriskany, as well as any other opportunity that presents itself. We also are going to participate in the various tours of the Camden Revolutionary War Visitor Center and nearby battlefield and also plan to drive to a few others sites on our way home to the airport namely Waxhaws and Cowpens.
At the end of each day, I will be putting together a short summary of what we did that day at the convention. I would like to keep this to just a few paragraphs with several pictures to give you an idea of the games we played that day, people we talked with and other activities we participated in. We will still work on doing multiple videos as well that will be released on the YouTube Channel over the next few months but this written coverage will supplement the videos. This summary will most likely not be posted until near midnight EST each night so you might be checking it out the next morning which is fine.
Finally, if you are at the event please feel free to find us and say hello. I believe that we are very friendly and accessible and love to make connections with our fans and followers. In fact, we have TPA buttons and stickers to give away so just ask. We also would like to take a picture with you so we can document it in our writings.
Please check back each day for a summary of the days exploits. Thanks for following along.
Because this is a wargaming blog, I am going to share below some of our content we have made regarding AmRev War games for your review: