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Anthropic cracks down on AI game cloning as risk of unauthorised digital copies, reskins grows

03. November 2026 um 12:27

AI giant Anthropic has introduced new restrictions which attempt to stop its Claude coding software from recreating existing games, amid generative AI providing the capability to quickly spin up unauthorised digital clones and reskins.

The changes were spotted in Claude Code’s instructions around October 27, with two new sentences telling the software: “Do build original games, games in a genre, and games from the user’s own designs and assets”, and “Don’t build a recreation of a specific existing game, even if it is renamed or called original”.

Anthropic technical staff member Addy Osmani confirmed the changes in a post on X, saying the company had introduced the restrictions because using Claude to infringe intellectual property rights was already against its usage policy.

Board games are vulnerable to AI-generated imitations because their underlying gameplay mechanics generally cannot be protected by copyright – while generative AI also makes it easier to reproduce those systems digitally, and create alternative imagery and text without directly copying the original game’s protected material.

The potential danger to tabletop publishers was highlighted last year when US software development company Sembit used Claude Code to produce a browser-based version of Catan within four minutes – although that rapidly-assembled version suffered from significant bugs and some non-functioning gameplay features.

Unauthorised online versions of board games are not a new phenomenon, with publishers having faced challenges controlling digital recreations of their titles long before AI coding tools became widely available. But generative AI potentially makes such recreations much easier to produce, lowering the technical expertise, time and cost needed to turn an existing tabletop game into a playable digital version.

Colonist.io, which was launched in 2017 as Katan.io before rebranding in 2019, openly markets itself as a free alternative to Catan, closely reproducing the original game’s rules, gameplay and visual layout while using different artwork. The platform reported 60 million games played and 3.6 million active players across 2025.

Colonist.io states clearly on its website that it has no association with Catan, and argues that its game is legal under US law, citing guidance from the US Copyright Office that gameplay methods cannot be protected by copyright.

The Colonist.io homepage

A 2022 study published in the Iowa Law Review highlighted the Catan rights holders’ apparent decision not to pursue legal action against Colonist.io, contrasting it with an earlier incident in which an Android imitation called Island Settlers was withdrawn following a cease-and-desist notice from Catan’s lawyers in 2011.

Companies which have taken action against unauthorised digital adaptations include Disney, which prompted the closure of the unofficial Disney Lorcana simulator Pixelborn in 2024 over its use of the game’s protected card imagery. Pixelborn creator Pavel Kolev said more than 6.5 million games had been played on the platform before it was shut down.

Anthropic’s new intervention follows controversy over AI-generated video game clones, including cases where developers have withdrawn public demonstrations over concerns that their games could be copied before release.

The new restrictions have already affected attempts to recreate published tabletop games, including a Claude Code user who reported being refused help to build a private online version of an unnamed, commercially released co-op board game.

The user wanted to create a password-protected version allowing friends to play remotely, including one unable to attend in-person sessions, and to introduce AI-controlled players to study the game’s strategy.

Claude refused despite the user specifying that the adaptation would not be publicly distributed, instead offering to help develop an original game using similar co-op and limited-information mechanics.

A separate complaint came from wargame publisher Raymond Weiss, whose Conflict Simulations business has released around 30 tabletop titles since 2017- including three nominees for the Charles S Roberts Awards, one of the longest-running awards honouring conflict-focused tabletop games.

Weiss says he has been using AI-assisted coding to create unlicensed digital versions of other publishers’ wargames for paying customers, calling them private, “personalized builds” for people he says already own the physical version of games which do not already have a digital adaptation. He charges between $400 and $800 per project, according to his website.

He reported on GitHub that Claude Code had begun refusing to continue work on adaptations it previously supported, although he acknowledged that he did not hold licences from the publishers whose games were being adapted.

The restrictions are, of course, limited to Anthropic’s own software. In a November 2 blog post, Weiss said he had already resumed the work interrupted by Claude’s refusals using rival AI coding tools OpenAI Codex and Kimi.

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Unboxing Video: Empire of Grass: The Conquests of Genghis Khan from White Dog Games

Von: Grant
18. Oktober 2026 um 14:00

Empire of Grass: The Conquests of Gengis Khan is a solitaire card-wargame of the Mongol invasion of Eurasia in the twelfth century under Genghis (Chinggis) Khan. You play the Great Khan, commanding his armies as he conquers territories, recruits other nomads into his army, and either garrisons or razes cities.

The map of your conquests is made through placing cards which represent the regions of Eurasia that the Mongols conquered (or tried to). As you expand you have to take care as neighbouring kingdoms may appear to challenge you and your allies can desert or even rebel. An optional game allows for an uncertain world with the cards randomised.

We posted an interview with the designer David Kershaw and you can read that at the following link: https://theplayersaid.com/2025/09/08/interview-with-david-kershaw-designer-of-empire-of-grass-the-conquests-of-genghis-khan-from-white-dog-games/

-Grant

CMON to give up The Adventurers ownership to get delayed project delivered as it works to stabilise finances

06. Oktober 2026 um 20:31

CMON has found a route to getting one of its delayed projects into customers’ hands without having to fund the remaining costs itself, as the financially-troubled publisher continues its attempt to recover from almost $23m of losses across 2024 and 2025.

Long-time CMON manufacturing partner Top Games has agreed to take ownership of The Adventurers in exchange for covering the remaining production and fulfilment costs for the pre-order title, with CMON continuing to “provide support”, a joint statement from the pair said.

They added that production of The Adventurers had now been completed, with finished games packed at the factory and ready for shipment.

Copies of The Adventurers ready for shipment || Photo Credit: CMON / Top Games

CMON said in January that IP sales and licensing deals were among the routes it was pursuing to secure fulfilment of its large backlog of outstanding projects, as part of its efforts to stabilise its finances.

Those undelivered projects comprise eight crowdfunding campaigns which raised more than $14m, including DC Super Heroes United, DCeased and Massive Darkness: Dungeons of Shadowreach, and four pre-order campaigns including The Adventurers.

CMON warned in the summer that its core business was suffering a “prolonged structural downturn” and was still consuming more cash than it generated, despite a drastic restructuring which has seen the company halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

But the publisher received a major financial boost last month by completing a $19m capital raise – having entered August with just $368,000 in bank and cash balances.

That new funding is needed for far more than clearing its project backlog, however. About 40% has been earmarked for “working capital” over the coming 12 months, including staff costs, royalties, shipping and distribution, while another 20% is set to go towards repaying borrowings and other liabilities.

Another 25% of the new money is slated for expansion in existing and new markets, while 15% will go towards potential acquisitions as part of a push into digital gaming.

Top Games has been a major manufacturing partner for CMON over the years, working on more than a dozen of its games including Cthulhu: Death May Die – Fear of the Unknown, Massive Darkness 2: Hellscape and Zombicide: Undead or Alive, as well as Project: ELITE, Munchkin Dungeon and Starcadia Quest.

Its team has worked in tabletop manufacturing since 2009, and the Chinese company established its own plastics manufacturing facility in Dongguan in 2018.

Cthulhu: Death May Die – Fear of the Unknown || Kickstarter image

Top Games stressed in the announcement that manufacturing will remain the foundation of its business, and said its involvement with The Adventurers had the specific goal of getting the project completed and delivered to customers.

The Adventurers is CMON’s revival of the adventure game series from Guillaume Blossier and Frédéric Henry, which began with The Adventurers: The Temple of Chac in 2009 – originally published by AEG and Dust Games. That title was followed by followed by Dust Games and Fantasy Flight Games’ The Adventurers: The Pyramid of Horus in 2011.

CMON launched a Gamefound pre-order in March 2025 featuring new editions of both games alongside a new entry in the series, The Adventurers: Tomb of the Pirate Queen, with delivery of the project estimated for December that year.

Just a month later, however, the publisher announced it was laying off staff and halting new game development and campaign launches, citing the ongoing unpredictability in US tariffs.

A week after that, CMON revealed it had slumped to a loss of more than $3m in 2024 – a figure subsequently dwarfed by the publisher’s 2025 losses, which spiralled to nearly $20m.

Those losses are almost 5.5-times the company’s profits from the preceding nine years combined – although the company’s recent restructuring efforts have seen its losses for the first half of 2026 narrow sharply, to just over $2m.

CMON’s revenue has fallen dramatically from its pandemic-era highs, dropping to $9.9m in 2025 from between $37m and $45m in each of the previous four years.

The company has blamed that decline on factors including a slowdown in crowdfunding, weaker consumer demand and disruption from US tariffs, leaving it trying to cut costs and reshape a business built around significantly higher sales.

Massive Darkness: Dungeons of Shadowreach, which completed a $2.85m crowdfund on Gamefound early last year, was CMON’s last before it scrapped its future crowdfunding plans two months later.

The company has pivoted in the interim to releasing several smaller-box games direct to retail, including Collect!, Peanuts Talent Show, Fairy Perfume, Rocket Punch and Yokai Carnival.

Its 2026 releases continue that trend via Renier Knizia design KumoKumo Park and Atrah from Jérémy Ducret and Johannes Goupy, while the company has also highlighted Grow Sky as another release it says is ‘coming soon’.

KumoKumo Park, designed by Reiner Knizia || Photo Credit: CMON

The company has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but did manage to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

CMON said in March that it planned to resume crowdfunding in the second half of 2026 – although its latest financial report stopped short of repeating that commitment, saying instead that new titles would be launched selectively depending on market conditions, available financial resources and project readiness.

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CMON succeeds with $19m capital raise in major boost to financially-troubled publisher’s turnaround

24. September 2026 um 14:40

Financially-troubled board game publisher CMON has secured a $19m injection of new capital as it battles to turn around years of heavy losses and dwindling cash reserves – which had left it with just $368,000 in bank and cash balances at the start of August.

The huge investment from new shareholders gives the crowdfunded board game giant much-needed financial breathing room, as it continues its attempt to recover from losses of almost $23m across 2024 and 2025.

CMON warned in the summer that its core business was suffering a “prolonged structural downturn” and was still consuming more cash than it generates, despite a drastic restructuring which has seen the company halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

Those efforts dramatically reduced its losses, with the company reporting a loss of just over $2m for the first half of this year, compared to almost $7m for the same period in 2025.

But CMON’s balance sheet remained under pressure at the end of June, with $7.34m more in short-term liabilities than short-term assets, up from $6.89m at the end of 2025.

A significant part of CMON’s liabilities relates to eight crowdfunded games whose campaigns raised $14m from backers, but which the company has yet to deliver – including DC Super Heroes United, which raised more than $4.4m, and DCeased, which brought in over $2.5m.

DC Super Heroes United, designed by Andrea Chiarvesio || Crowdfunding image

CMON’s directors in its H1 report that the liabilities position had caused the company’s directors to give “careful consideration to the future liquidity and performance of the group and its available sources of financing in assessing whether the group will have sufficient financial resources to continue as a going concern”.

The directors added that they believed CMON would be be able to continue operating – but central to that assessment was the success of the planned share sale, which was designed to raise up to HK$150.5m, or about $19m.

Existing shareholders agreed to buy just 7.76% of the new shares offered to them by the August deadline, leaving CMON looking to raise more than $17.5m from other investors through the rights issue – a figure approaching 2.5-times the valuation of the entire company implied by its last share sale in February this year.

But the company has now revealed that placing agent Yuen Meta managed to sell every remaining share on offer, giving the business the full $19m it had been seeking – a significant mark of belief in the beleagured business.

That capital injection is more than 50-times CMON cash balance from early August, and almost double the $9.9m in revenue CMON generated across the whole of last year, although it pales in comparison to the $37m to $45m revenues it posted each year between 2021 and 2024.

CMON said it plans to use 40% of the newly-raised money to fund its day-to-day operations across the next 12 months, including staff costs, royalties, shipping and distribution, professional fees and other administrative and operating expenses.

Of that slice, about 30% – which works out to $2.28m – was set to go towards staff costs including salaries, bonuses and allowances, 30% towards selling and distribution expenses, and 35% towards general administrative and operating expenses, including its sales operation, utilities, insurance, government registration and filing fees, listing fee, repairs and maintenance. The the final 5% was earmarked for paying professional fees

That news could provide some relief to the tens of thousands of backers still waiting for their games via CMON’s heavily-delayed crowdfunding campaigns – although the publisher has not specified exactly how much of the capital will be used to deliver the overdue titles, or whether the capital is enough to ensure all eight will be fulfilled.

Zombicide: White Death

CMON has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but did manage to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

Four other pre-order titles: Assassin’s Creed Role Playing Game, The Adventurers, The Dead Keep and Super Fantasy Brawl Reborn, all remain undelivered, although the first of those is currently slated for completion in Q3.

GameAmount raised
Number of backers
Fundraise completedInitial delivery estimateLatest delivery estimate (as of September 24, 2026)
Mordred$669,9765,687July 2023August 2024Q4 2026
Masters of the Universe: The Board Game – Clash for Eternia$719,6644,182January 2024November 2024Q1 2027
DCeased$2,564,78912,787December 2023April 2025Q1 2027
DC Super Heroes United$4,478,98914,040August 2024August 2025Q1 2027
God of War$832,9454,388May 2024June 2025Q2 2027
Massive Darkness: Dungeons of Shadowreach$2,854,5539,842February 2025March 2026Q3 2027
A Song of Ice & Fire: Tactics$1,886,5096,406February 2024February 2025Q3 2027
Degenesis: Clan Wars$339,7421,232June 2024July 2025n/a
Total Dollars$14,347,167

About 20% of CMON’s newly-raised capital is earmarked for repaying debts and other outstanding liabilities, including $2.46m owed to a CMON director and $385,000 of unsecured advances from employees, as well as outstanding production, shipping, royalty and other operating costs.

CMON has slated 25% of the new money for expansion in existing and new markets, including strengthening the company’s presence in Europe through marketing and potential attendance at events including Spiel Essen and Cannes, as well as targeting growth in Japan and the Philippines.

The company added that it plans to put 15% of the new capital towards potential acquisitions as part of a push into digital gaming, although said it had not yet identified any targets.

CMON said it intends to look for between one and three businesses, primarily in Asia-Pacific, valued at between about $1.3m and $2.5m each, which could help it develop digital adaptations of its existing games, companion apps and other digitally-enabled features.

The publisher stressed that it intends to retain physical tabletop games as its core business, with the digital push designed to complement rather than replace them.

CMON’s capital raise has also radically reshaped the ownership of the company, with chairman and CEO Ng Chern Ann ceasing to be the largest shareholder after his overall stake was diluted down from about 20% to just over 5%.

The capital raise has made investor Yip Ka Ki Cherry CMON’s largest disclosed shareholder with a roughly 19% stake, personally and via her investment holding company Legend One.

Yip was already an investor in CMON before the rights issue, with a stake of about 4.8%. Her other previous investments through Legend One include Japanese entertainment business TryHard Holdings.

CMON has also strengthened its board following the capital raise, appointing two new independent non-executive directors – veteran financial management, corporate governance and audit executive Chan Ka Kit, and corporate communications, marketing and investor relations specialist Claire Luk.

The post CMON succeeds with $19m capital raise in major boost to financially-troubled publisher’s turnaround first appeared on .

The Beautiful Boards of Wargaming! – Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing

Von: Grant
23. September 2026 um 14:00

Continuing along in this series devoted to the best looking boards found in the wargaming world where I will highlight the art and layout of a different board in a wargame that we have played to show you the various talents of the artists and graphic designers involved. In my humble opinion, a well designed and attractive board can make all the difference in the world to me enjoying a wargame. Don’t get me wrong, the game has to be good, but if it’s also good looking it always is a better experience. A board can draw me in. Can make me feel that I’m there. Can set the stage for the thematic immersion that we all crave. And I have found many of these type of boards and I want to make sure that I share them with you.

In this entry in the series, we will be taking a look at the fantastic looking board for Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing. The board is illustrated by the very talented Charlie Kibler whose work on the Great Campaigns of the American Civil War Series dates back to its creation in 1992. He has done a ton of great looking boards including The Battle for Normandy (2009) from GMT Games, The Day Was Ours: First Bull Run (2021) from Revolution Games, Border Reivers (2023) from GMT Games recently as well as a slew of Advanced Squad Leader boards stretching back through the years and a lot of series games for GMT Games such as Great Battles of the American Civil War and Great Battles of the American Revolution. We have already highlighted a few of his boards in the past like Storm Over Jerusalem from MMP and Battles of the American Revolution Volume II: Brandywine from GMT Games. He is very effective at creating great looking terrain and weaving in very nice details to highlight the main functions of the board and I very much like the simplicity and accurateness of his boards.

The board consists of 2 separate 22″x 32″ full-color map sheets that when combined create a large playing surface. The borders of the board include off-board information that is related to the geography and locations in and around Vicksburg. When I first saw this, I wasn’t really quite sure how to take it but after playing and also thinking about this decision, I really like how it was used to frame up or provide a significant visual contrast to the main game board. The brown coloring really contrasts well with the colorful terrain features and create a clear distinction for the players. I initially thought this was a poor decision and felt that it was a missed opportunity but it works really well.

Here is a closeup of this part of the board so you can get a good feel for what I am talking about.

I always like to look at the game title box/area of the board and find these to be really great insights into the mindset and approach of the artist. On the board for Thunder on the Mississippi, we see Charlie used a washed out period look map for the background of this area. The really interesting part is how it transitions from the non-colored portion of the board title box to the game board itself. There is no connection between the 2 and the elements found on the board are not carried over or connected to the period map. I would maybe have liked to see there be a connection for an immersive approach but I understand that this was not the purpose of the use of the period map.

In Thunder on the Mississippi, there are 2 new terrain features unique to the Vicksburg region introduced including loess hills and coastal bluffs. Loess has not been featured before in GCACW Series games. Each loess hex is depicted with many small tan dots superimposed on an olive base color. This stippling gives it a sandy feel and I think really works well as loess is a fine-grained, powdery soil, a wide belt of which runs on the east side of the Mississippi on a southwest – northeast axis. Because loess is highly susceptible to erosion, it is marked by sharp, irregular ravines, many of which were so overgrown with vegetation as to be nearly impassable to military units.

In the game, loess hexes are identical to woods hexes in terms of Movement Point costs and MP penalties to enter a friendly-occupied hex. Also, loess hexsides untraversed by roads or railroads exert a restricted ZOC the same as woods hexsides similarly untraversed. I think that the type of terrain, and what it does to the units that enter, really mimics the soft soil type as it is always hard to run in sand. I very much like the color used as well and it serves to set this specific terrain type apart from the rest of the board. Here is a look at the western portion of the West Map that is up against the Mississippi River.

The other new terrain feature is that of coastal bluffs, which has also not been featured before in the series. Each coastal bluff hexside has a downhill side in which the light brown bluff line-pattern is uneven and an uphill side in which the bluff line-pattern is smooth. I know that it might be a bit hard to see in the below picture but the downhill side is found on the left side while the uphill side is on the right. Think of it this way…the uphill is simply a straight line border while the downhill side reflects the ravines from erosion and is made up of multi-length lines pointing out. I very much like this new terrain and also think that Charlie did a great job with the distinction even though it is a bit hard to distinguish from afar.

And that brings me to the portion of the board that I think is my favorite. Not because it is some revolutionary technique but because of the power and permanence that is offers the board, acting as an anchor and a framing of the action to be played out on it, and that is the Mississippi River itself. There is no real use of stylized marks or special features shown on the board but it is just a thick and dark blue line that meanders through the countryside. But the dark blue really gives a sense of size and scope and I very much feel that it is important to the board and what is to transpire on it.

I also very much like how Charlie decided to keep in the exact layout of the river and shows its many twists and turns and oxbows that are found along its length.

The board for Thunder on the Mississippi is really a visual masterpiece. It provides great transition from terrain type to terrain type, frames up the board itself very well and uses very smart and poignant color choices, including the loess terrain color and the dark blue of the Old Man, all to create a fantastic canvas upon which to play out this titanic struggle and key turning point of the American Civil War.

If you are interested, here is a link to our video review:

The next board that we will take a look at in the series is The Marianas Campaign: Volume One: Saipan – The Bloody Rock from Compass Games.

Here are links to the previous entries in the series:

Kekionga!: A Dark and Bloody Battleground, 1790 from High Flying Dice Games

Campaigns of 1777 in Strategy & Tactics Magazine #316 from Decision Games

Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games

From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 from Dissimula Edizioni

This War Without an Enemy: The English Civil War 1642-1646 from Nuts! Publishing

Holland ‘44: Operation Market-Garden, September 1944 from GMT Games

Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames

Imperial Struggle: The Global Rivalry – Britain & France 1697-1789 from GMT Games

Stilicho: Last of the Romans from Hollandspiele

Nevsky: Teutons and Rus in Collision, 1240-1242 from GMT Games

A Most Fearful Sacrifice: The Three Days of Gettysburg from Flying Pig Games

Donnerschlag: Escape from Stalingrad from VUCA Simulations

Keep Up the Fire!: The Boxer Rebellion Deluxe Edition from Worthington Publishing

Liberty or Death: The American Insurrection from GMT Games

Lanzerath Ridge: Battle of the Bulge from Dan Verssen Games

Salerno ’43: The Allied Invasion of Italy, September 1943 from GMT Games

Bayonets & Tomahawks: The French and Indian War from GMT Games

Undaunted: Normandy from Osprey Games

Traces of War from VUCA Simulations

SCS Ardennes II from Multi-Man Publishing

Almoravid: Reconquista and Riposte in Spain, 1085-1086 from GMT Games

Walking a Bloody Path: The Battle of Fallen Timbers, August 20, 1794 from High Flying Dice Games

All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918 from GMT Games

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

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Iron, Blood, Snow & Mud from PHALANX

North Africa ’41: The Western Desert, March to December, 1941 from GMT Games

Battles of the American Revolution Volume II: Brandywine from GMT Games

Ardennes ’44: The Battle of the Bulge from GMT Games

Gandhi: The Decolonization of British India, 1917-1947 from GMT Games

Battles of Napoleon: Volume I – Eylau 1807 from Sound of Drums

Tattered Flags No. 01 – Into the Whirlpool from Blue Panther

Alliance: Multiplayer Napoleonic Wargame from Columbia Games

Phantom Fury: Iraq, November 9, 2004 The Second Battle for Fallujah 2nd Edition from Nuts! Publishing

Almost a Miracle!: The Revolutionary War in the North in Against the Odds Magazine #51 from LPS, Inc.

-Grant

Interview with Adam Starkweather Designer of Advanced Company Scale System Game One: Anzio: A Lost Opportunity from Bring it on Games

Von: Grant
14. September 2026 um 14:00

We have played several games designed by Adam Starkweather in his Company Scale System (CSS). These games are really good solid chit draw systems that really puts some unknown in what groups of units can activate and even when they will activate. There are also events and if the chit cup runs dry before all of the units can activate due to the end round chit then you are just sore out of luck. You have to prepare for this inevitability and I love the concept of prioritizing your activations and making sure you activate what you absolutely have to before doing those units that would be beneficial to activate. Now Adam has created his own publishing company called Bring it on Games and they have announced their first pre-order game in a new system called Advanced Company Scale System Game One: Anzio: A Lost Opportunity. This is a huge wargame and includes 10 large maps, 20 counter sheets and tons and tons of charts, tables and player aids. This is a MONSTER wargame…no doubt about it but it looks really good. I reached out to Adam to see if he could provide us some additional insight into the game and he was more than willing to discuss with us.

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $350.00 from the Bring it on Games website at the following link: Shop — Bring it on Games

Grant: Adam welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?

Adam: First off, my hearty thanks to The Players’ Aid crew for giving me the opportunity to introduce myself and tell you about my new adventure.

As my waistline will attest, my hobbies and interests are decidedly sedentary. I love watching basketball and baseball (go Knicks – had a great year). And several years ago, I decided to rekindle – ha! – my love of reading. For many years, for work, I read non-fiction. But now, every night before I crash, I read for fun for a half hour.  Currently, I’m reading both for work and for fun as I am journeying through Stephen King’s multiverse with a goal of making a game on it. I have an inside to get to King, and I’m hoping I can get him to glance at it and spark some interest. It will be decidedly war gamey in its presentation.

Believe it or not, for over 20 years, I have been blessed that wargame design has been my main gig and what I do for work. With over 50 titles that I’ve designed, developed, or project managed, it has been a productive period for me in the hobby.

Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far? What have you learned about design over the years?

Adam: A day I remember well. 3 friends and I were playing SPI’s Highway to the Reich, and it just fell apart while we were playing it. Things were happening that just didn’t make sense, and it wasn’t balanced. Once that suspension of disbelief is done, we wargamers just bail on a game. We thought we could do better. All four of us started making a Market-Garden game, but only I kept with it, and my first design The Devil’s Cauldron, was the result 7 years later. As for enjoying what I do, there are occasional hiccups, of course, but I have a dream job. I’m like a professional NBA player – doing something that is tons of fun, and I get paid to do it. I’m the luckiest man in the world.

As for what I’ve learned, of course, I’ve learned how to design – often under tremendous time pressure, but if I had to name one thing, it is knowing what I’m good at and when I need help. I’m great at coming up with new concepts and innovative mechanics, but I can’t research worth a damn nor do I have the patience to rewrite rules again and again. With my new company Bring it on Games, I have both the time and assets to attack my weaknesses and focus on what I do well – and love doing. I have dedicated researchers, dedicated rules editors, and dedicated playtesters. I finally have the time to do a game the right way.

Grant: What is your upcoming game ACSS Anzio about?

Adam: My first game for my new company is on the Battle of Anzio. It is at company level and at 500 meters a hex. It has two campaign games in the box – one for Operation Shingle (the landing and advance inward to the furious German counterattack) and Operation Buffalo – the final breakout and advance to Rome. The middle months in which a World War One type situation happened is not in the game. Two massive campaign games and some 20 smaller scenarios are included.

Grant: What does the subtitle “A Lost Opportunity” represent from the history?

Adam: It is likely for such a famous operation that most people reading this know that Anzio presented an opportunity to end the Italian Front with an aggressive approach to the battle.  Instead, the General in charge (Lucas) was tentative and did not advance with the aggression needed. In all my research, I have found that it wasn’t entirely his fault, but it wasn’t a time to be tentative. In the Campaign game, you can try and defeat the Germans with the hand you were historically dealt, or there is an alternative scenario (aptly called “Killer Whale”) where the restrictions on your aggressiveness are removed, and perhaps you can end the Italian battle in two weeks.

There were also missed opportunities in the second campaign in the box. The Allies went for the glory to capture Rome but allowed the Germans to retreat from the Gothic Line mostly intact. The war in Italy was allowed to continue, but again, it didn’t have to be that way. As with Operation Shingle, there is an alternative campaign game in which glory is set aside for a few weeks, and you as the Allies attempt to cut off the German forces and end the war in Italy.

“We were hurling a wild cat on the shore, but all we got was a beached whale.” -Winston Churchill

Grant: Why was this a subject that drew your interest?

Adam: Why Anzio? As is often the case, the subject matter of a game is about work that has already been done.  Why start from scratch if months of work have already been done? My historian worked on a game for another designer several years ago and had a great Order of Battle for the game. There was plenty of game in the battle, so Anzio it became. Utah Beach is likely next up for my company as I’ve already made the Grand Tactical Series game on the battle. So I have a complete order of battle and map already made. After that, or before that, might be Salerno. A gamer has already made the game using another system, but the conversion would be easy enough. And of course, a game for ACSS will be on Market-Garden. I have already made a game at this scale.  Years of work have already been done. This also gives me time to start fresh on new topics like Omaha Beach or Gela – they become the game with work already done and join the conga line.

Grant: What is your design goal with the game?

Adam: Oh that’s easy. I want to finally be able to make the best company level game I can make. GTS was made when I was a novice and CSS was made when I was under tremendous time pressure. I have both the expertise and the time to do it right this time.

Grant: How have you modified the Company Scale System to become “Advanced”? 

Adam: I started work on this a few years back and called it ACSS. The name stuck with me, and I kept it. It keeps Eric Smith’s brilliant combat system and is a chit pull, but much has also been improved and changed. I think I answer much of the realism issues of both systems with ACSS.

I have the rules available online for anyone to read – simply go to rules and you can read it and see where we are at. 3-4 more edits still to go, but it is more complete than anything I’ve made before, even as it sits now.

As for new stuff and mechanics that my playtesters have said they’ve never seen in a game before – I have two standouts. Situational Awareness matters in this game as does an orders system that influences what and how you do things. They are in the above rules so I won’t go deeply into it – but it has a novel way of presenting Fog of War but still allows for solitaire play. There is much, much more that is new – but those two are mentioned by my playtesters the most.

Grant: What elements do you feel are most important to model from World War II and the Allied invasion of Italy?

Adam: I make wargames, so to me, the most important aspect is to get the history correct and honor those that fought and risked their lives to make a better world for me and my children to live. So the history has to be right and fully immersive. In addition, playing a game on a battle is a different, albeit as involved as reading a book on the battle – but it is also a game. It should have decisions and fun aspects in it to make it fun to play.

Grant: What sources did you consult for the historical details?

Adam: If you go to my website at https://bringitongames.com/, you’ll find everything you need to play an introductory scenario using my system – but if you have a look at the end of the scenario book you can download, you’ll see the extensive bibliography for the game. As an aside, over the last 25 or so years of game design, it is really interesting to see how the web has become indispensable in researching military topics.

Grant: What one must-read source would you recommend?

Adam: I asked this very question of my historian a few months ago.  He suggested:

Anzio 1944, The beleaguered beachhead, Osprey Publishing Campaign #155, Steven J. Zaloga, 2008, ISBN 978-1-84176-913-4

Although I’m partial to:

Fatal Decision, Anzio and the Battle for Rome, Carlo D’Este, 2008, ISBN 978-0-06-057649-3

A more involved read and perhaps not as great for wargamers as the Osprey volume, but I think the added effort is worth the trouble.

Grant: What is the scale of the game? Force structure of units?

Adam: As with my other company level systems, ACSS is 500 meters a hex, mostly company level units, and each turn is 2 hours. It is a scale I’ve used for two decades and I’m comfortable at this level. In addition, I fell in love with this scale because it offers both tactical mechanics but you can play an entire battle (although you’ll need space and time of course).

The system uses a chit-draw method to activate units and this is at division level. You draw a chit and do things with an entire division and then move to the next chit.

Grant: What are the differences between the playable factions of the Allies and Axis powers?

Adam: At this level of company actions, the difference between the two armies is quite evident. The Germans have fantastic equipment but are brittle, while the Allies have so much firepower at their disposal. To show one example of what you can show at this scale: the Germans based their tactical dogma on their excellent MG 42 machine gun, while the Americans based their tactics on the excellent Garand rifle. They each operated differently – and I can show this at this scale. Many other aspects from more effective counter-battery fire to specialized tactics are also there. Check out the rulebook above and you’ll see.

Grant: What is the layout of the board?

Adam: Almost all monster games focus on the campaign game, and the scenarios are snippets of the larger campaign game. That is certainly true of my large games. For me at least, it was always a matter of speed. I could test scenarios while I tested the campaign game. My scenarios often started when the campaign game started.  There are a few exceptions to this where the scenarios are the primary game, and the campaign game is the added bonus. Games like Pacific War by Victory Games are like this. 

I, however, want to have both scenarios and the campaign games have equal importance. Each scenario has its own counter set and its own map. The map size goes from 8 1/2 inches for the introductory scenarios, to one map for the majority of intermediate and advanced scenarios, to two maps for a larger game experience. Finally, there are the two full campaign games, which each have 4 full-sized maps and two half maps – a total of 5 maps.  But there are some ten double-sided maps in the game (a total of 20 maps) – this is a map for each scenario and a campaign game map.

“The Rock” Scenario map.

Grant: How are units activated? Why do you feel chit-pull is such an effective method?

Adam: I love chit-pull as a mechanic and have used it for decades. It has the advantage of being great for solo play. There is the drawback that if you have a lot of players, you might have to wait for your turn to come up – although there are ways around this that I talk about in the rulebook, I find the great advantage of board games over computer games is the social aspect of playing them.

Grant: What is the general Sequence of Play?

Adam: A great question. When I first open a game, there are two things I look at first. The Sequence of Play and the victory conditions. They tell me more about the general concepts behind the game than anything else. Of course, a far more complete Sequence of Play is in the rulebook that you can download, but the basic SoP that is used in the VASSAL module is:

But check out the rules for a much more exhaustive Sequence of Play.

As for victory conditions, I blatantly steal from great designers that have great victory conditions – in concept. Some designers just know how to make victory conditions that drive a game and allow for incredible excitement in play. There are some 21 scenarios in the game, and I use different types of victory conditions in each and every one. I did the same thing to a lesser degree in my Greatest Day game. But whatever type of game you like, I’ll have you covered in one or more of the scenarios and the campaign game.

As for how the basic mechanics work, I have a ton of examples in the game for you to have a read and see how things work. Check them out.

Grant: Tell me about Bring it on Games. How are you different from other game companies?

Adam: I changed The Players’ Aid’s last question to talk about this a bit. I take the slogan “A Game Company run by Gamers” seriously. As we have aged, what we expect from games has changed. The games are expensive, but while we all, hopefully, have more money now, we have less time and less patience. I used to love reading rules, but now it is like pulling teeth – it is painful to get into a game. This game and all that follow are about making the games convenient and easy to approach. It is expensive for sure for all of this added stuff that you haven’t seen before – but again, we have more money but less time. You’ll see things here that will make you wonder why all the companies don’t do this.

Also, I don’t want to be GMT or MMP. I want to make games. I won’t have a warehouse, so only orders will be printed. Once I go to press, the game will be out of print. I’ll also limit the total number of orders I will accept. I like making the games. I don’t want to spend my time with all the company stuff. Trust me when I tell you that the owners of all the game companies aren’t having as much fun in the hobby as you are – they are busy running a company, tracking inventory, and all that stuff. I don’t enjoy that very much. So I’ll give up selling games after they print and keep having fun.

I hope you’ll go to my website at www.bringitongames.com and download the sample rules and Vassal set – and see if it’s your thing. I’d love your support. You can also subscribe to my newsletter. And I apologize in advance if you, as more than a few gamers have said to me, “you’ve ruined GTS and CSS for me”.

If you have any questions or comments, you can reach me at:

Email: adam@bringitongames.com

Discord: https://discord.gg/tRSUe2Tr

Facebook: https://www.facebook.com/groups/843702163901347

BGG: https://boardgamegeek.com/boardgame/470818/anzio-a-lost-opportunity

Comsimworld: https://talk.consimworld.com/WebX?14@@.1de55d9f/60

Thanks so much for your time in answering our questions Adam. I am very much looking forward to this system and wish you the best of luck in bringing it across the finish line. I have very much enjoyed my experience with the Company Scale System (Saipan: The Bloody Rock and The Enemy is at the Gates: Battle for Berlin, 1985 both from Compass Games) as well as the Grand Tactical Series (Devil’s Cauldron and Where Eagle’s Dare both from Multi-Man Publishing) and very much enjoy the feel of the game and the combat system.

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $350.00 from the Bring it on Games website at the following link: Shop — Bring it on Games

-Grant

CMON warns of ‘prolonged structural downturn’ as it seeks up to $17.5m from investors

09. September 2026 um 17:37

CMON has warned that its core business is suffering a “prolonged structural downturn” and is still consuming more cash than it generates, despite a drastic restructuring which has seen the board game crowdfunding major halve its workforce, sell off some of its biggest game IPs and halt new crowdfunding campaigns.

The warning comes amid an extraordinary period of upheaval for one of tabletop gaming’s biggest crowdfunding publishers, which suffered losses of almost $23m across 2024 and 2025 and is still working to deliver a string of heavily-delayed campaigns that raised more than $14m from backers.

CMON has spent the past 18 months attempting to stabilise its finances by cutting staff and other costs, selling high-profile IP including Zombicide, Blood Rage and Cthulhu: Death May Die, divesting its Singapore office and raising fresh money from investors.

Those efforts have now dramatically reduced its losses, CMON’s newly-released H1 financial report shows – with the company reporting a loss of just over $2m for the first half of this year, compared to almost $7m for the same period in 2025.

CMON’s revenue also rose more than 7% year-on-year in H1, up to $3.68m from $3.43m in the first six months of 2025, while its selling and distribution expenses more than halved from $1.83m to $859,000, and its general and administrative expenses fell from $4.37m to $2.37m.

But that improvement has failed to make the underlying business self-sustaining. CMON’s cash reserves, which stood at $3.9m at the end of 2022, had fallen to $2.1m by the end of 2024, and slipped again to just over $900,000 by June 2025.

CMON revealed last month that it had about $368,000 in bank and cash balances as of August 4, which it described as enough to cover less than a month of its daily operating expenses.

Crowdfunding Commitments

Despite the sharp reduction in its losses, CMON’s balance sheet remained under pressure at the end of June – with $7.34m more in short-term liabilities than short-term assets, up from $6.89m at the end of 2025.

A significant part of CMON’s liabilities relates to eight crowdfunded games whose campaigns raised $14m from backers, but which the company has yet to deliver.

They include DC Super Heroes United, which raised more than $4.4m, and DCeased, which brought in over $2.5m. Both of those campaigns were initially due to be delivered last year, but fulfillment has been pushed back several times since and both are now scheduled for the first quarter of 2027.

CMON has not completed fulfillment of a crowdfunding project since Zombicide: White Death in mid-2025, but has managed to deliver pre-orders for Cthulhu: Dark Providence, Marvel United: Witching Hour and Dune: Desert War in the first half of this year.

Four other pre-order titles: Assassin’s Creed Role Playing Game, The Adventurers, The Dead Keep and Super Fantasy Brawl Reborn, all remain undelivered, although the first of those is currently slated for completion in Q3.

Funding Push

CMON said in its H1 report that the liabilities position had caused the company’s directors to give “careful consideration to the future liquidity and performance of the group and its available sources of financing in assessing whether the group will have sufficient financial resources to continue as a going concern”.

Those directors believe CMON will be able to continue operating – but central to that assessment is a major share sale designed to raise up to HK$150.5m – about $19m.

CMON first announced the rights issue fundraise in June, proposing to offer existing shareholders the opportunity to buy three new shares for every share they already owned in an attempt to raise the capital.

The plan was approved by shareholders in late July and the formal offer opened in mid-August – but existing shareholders took up just 7.76% of the new shares offered to them by the August deadline.

That leaves CMON looking to raise more than $17.5m from other investors through the rights issue – a figure approaching 2.5-times the valuation of the entire company implied by its last share sale in February this year.

CMON said it plans to use 40% of the money raised to fund its day-to-day operations for roughly the next year, including staff costs, royalties, shipping and distribution, professional fees and other administrative and operating expenses.

Another 20% is earmarked for repaying debts and other outstanding liabilities, including $2.46m owed to a CMON director and $385,000 of unsecured advances from employees, as well as outstanding production, shipping, royalty and other operating costs.

CMON has earmarked 25% for expansion in existing and new markets, including strengthening the company’s presence in Europe through marketing and potential attendance at events including Spiel Essen and Cannes, as well as targeting growth in Japan and the Philippines.

Digital Ambitions

The company added that it plans to put 15% of the new capital towards potential acquisitions as part of a push into digital gaming, although said it had not yet identified any targets.

CMON said it intends to look for between one and three businesses, primarily in Asia-Pacific, valued at between about $1.3m and $2.5m each, which could help it develop digital adaptations of its existing games, companion apps and other digitally-enabled features.

The publisher stressed that it intends to retain physical tabletop games as its core business, with the digital push designed to complement rather than replace them.

That announcement comes just a few weeks after CMON terminated its planned $2.1m investment in NFT video game maker Blissful Link, an investment it had previously said formed part of a digital shift necessary to remain “relevant” in the games industry and expand its revenue stream.

That plan had included transitioning the company’s titles such as Massive Darkness and Super Fantasy Brawl Reborn into “high-quality digital assets” – with CMON saying the group would “continue to supplement this digital transformation as physical games would still offer a ‘screen break’ for individuals as well as foster direct face to face interaction”.

The proposed investment would have valued Blissful Link at more than $95m. Blissful Link made a loss of about $197,000 in 2024, on revenues of just over $408,000, and had net liabilities of about $889,000, according to unaudited figures provided by CMON in April. It did not include finances for 2025.

CMON said in the rights issue offer, “Under prevailing high-interest lending conditions, traditional bank borrowings and debt financing carry heavy interest and securing such financing would severely strain the group’s remaining liquidity.

“Accordingly, equity financing via the rights Issue is the most viable strategic path to recapitalize the group’s capital base without increasing debt distress.”

The directors’ assessment that CMON can remain a going concern also takes into account continued financial support from some of its directors, progress fulfilling its outstanding contract liabilities and further restructuring aimed at reducing cash outflows.

Revenue Collapse

CMON’s latest figures also reveal the scale of the collapse in its North American and European revenues over the past five years, transforming the geographical make-up of what remains of its business.

North America alone generated more than $8.6m for CMON in the first half of 2021, making up 57% of its roughly $15.1m H1 revenue. By the first half of this year, however, revenue from North and South America combined had fallen to just $642,000.

Europe has undergone a similarly dramatic contraction, with revenue from the region falling from about $4.5m in the first half of 2021 to just $982,000 in the latest six-month period.

Asia has consequently become CMON’s largest market by a considerable margin, generating more than $2m in the first half of this year and accounting for about 55% of its total revenue, compared with less than 10% in the same period of 2021.

That reversal has not been driven by Asian growth, however. CMON generated $3.22m from Asia in the first half of 2022, marking a roughly 37% decline since – but a far more resilient performance than the steep falls recorded in North America and Europe over the same period.

The publisher said in its H1 2026 report, “The group intends to continue developing its distribution and market presence in Asia while supporting its established markets in Europe.

“The group will also continue to monitor trade and tariff conditions affecting the US market, and maintain a prudent approach to allocate resources to markets and projects.”

CMON said in March this year that it intended to resume crowdfunding in the second half of 2026, but its latest interim results stop short of repeating that commitment, saying instead that new titles will be developed and launched selectively depending on market conditions, available financial resources and project readiness.

The final result of the rights issue is due to be announced on September 15.

The post CMON warns of ‘prolonged structural downturn’ as it seeks up to $17.5m from investors first appeared on .

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

Von: Grant
01. September 2026 um 14:00

The year is quickly fading as we are nearing the start of the 4th quarter of 2026. Man the year has just gone by so quickly and I still have so many great games awaiting us to give them the attention they deserve. But there are always new games and they are also equally deserving. This month, I was able to find 19 games to share (including 6 games from our sponsor). I was also able to find 3 games being offered on Crowdfunding through Kickstarter and Gamefound.

If you missed the August Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/08/03/wargame-watch-whats-new-upcoming-august-2026/

Again this month, we have a sponsor for the Wargame Watch post in Neva Game Press. This is Neva’s 3rd time sponsoring this post and they are very busy as they have a ton of new games upcoming. Neva Game Press is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games!

Big Experiences, Small Footprint: New from Neva Game Press

At Neva Game Press, we believe great games don’t require massive boxes. Our ‘Hardcover Book’ box policy delivers premium components and deep, innovative mechanics in a shelf-friendly format—without compromising playability. We recently rebranded from Neva Wargames to Neva Game Press to reflect our expansion into thematic titles, though our commitment to wargaming remains stronger than ever.

End-of-Year Releases

We are closing 2026 on a high note with two major releases. After the rapid sell-out of Iwo Jima: Hell on Earth—the first volume of our Blind Valor Series—we are thrilled to bring it back as a Revised Edition, and we are grateful for the community’s support. We are also releasing an Iwo Jima: Hell on Earth Update Kit for owners of the original 1st Edition. Finally, we are launching our new tactical wargame, Peking: 55 Days of Fury—the first volume in our Breach Point Series.

Peking immerses 1–2 players in the 1900 Boxer Rebellion for a tense, 90-minute experience. Whether defending the International Legations or leading the attack, you’ll need to master our unique fog-of-war mechanic and hybrid system (featuring event cards and operation points split into two phases) to secure victory.

You can pre-order these titles via our Pre-orders section at the following link: https://nevagamepress.com/pre-order/

Looking Ahead to 2027

Our commitment to the community continues with an ambitious slate for 2027, featuring: Valls: Battle of the Goi Bridge, Spartacus: Rome under Threat, 1806: The Elbe Campaign and Reformation: Fire and Faith.

Discover all the details on our Upcoming Releases page: https://nevagamepress.com/upcoming-releases/

Pre-Order

1. The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in Vietnam, Linebacker II: The Historic B-52 Strikes Against North Vietnam, Armies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and appears to be a very important addition to the many games on the period.

From the game page, we read the following:

The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902. The Boers were armed like no other adversary the Empire had ever faced. By October 1899, war had become inevitable—and both sides were equipped for the first ‘modern’ conflict. Both sides had rifled breech-loading artillery, machine guns, bolt-action magazine rifles, trenches, barbed wire, and more.

The war started as a conventional contest but morphed into the first modern guerrilla war of the 20th century. In the end, the Empire overwhelmed the Boers, but by 1910 all of South Africa (including the contested republics of 1899) was granted self-government as a Crown Dominion, with Louis Botha as the Prime Minister. The Boers can be said to have lost the war but won the peace. A fascinating bit of history but an even more interesting study in military history.

The game places you in the position of the military commanders of both armies. Political events are largely beyond your control, but may influence what you are allowed to do. There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. The full campaign is THE ULTIMATE BOER WAR EXPERIENCE – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between. Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game. If you know about the war – this is the one you’ve been hoping someone would make, and if you are learning about it – this IS THE GAME for that. With a 44×34 map at 9 miles/hex scale, monthly game turns and an accurate order of battle, this is a game that truly does justice to the topic.

We published an interview with one of the developers named Kevin Talley and you can read that at the following link: https://theplayersaid.com/2026/08/31/interview-with-kevin-talley-developer-for-the-great-anglo-boer-war-the-battle-for-south-africa-1899-1902-from-cadet-games-currently-on-kickstarter/

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war?

As of September 1st, the Kickstarter campaign has raised $7,389 toward its $12,900 funding goal with 86 backers. The campaign will conclude on Tuesday, October 20th at 1:38pm EDT.

2. Combat! Vietnam from Compass Games

This month we had another pretty big downloading of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. This one was not their normal 6-10 new titles but there were 4 new games offered and they all looked very good. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat where typically each of the counters on the board represent a single soldier. They have focused exclusively on World War II previously but now they have announced this new game set during the Vietnam War called Combat! Vietnam. I have yet to play any of the previous volumes in the series, even though I own 4 of them, but they are high on my want to play list and I am very much interested in this system because I love Tactical level games, very much enjoy man to man combat in games and also enjoy games that are set in during the Vietnam War.

From the game page, we read the following:

Combat! Vietnam is a stand-alone solitaire game of man-to-man combat in the Vietnam War, covering the years from 1965 to 1972. This game depicts the countless small actions that were fought during those years, with the player commanding a squad of American, Communist, or South Vietnamese soldiers. In the 11 scenarios, the fighting rages across the widely varied terrain of Vietnam, from dense jungles to city streets.

The comprehensive Random Scenario Generator (and Campaign Game) further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Vietnam.

Combat! Vietnam also includes Armor rules, allowing the player to relive iconic scenes such as T-54 tanks charging south during the Easter Offensive or Marine Patton tanks battling through Hué.

If you are interested in Combat! Vietnam, you can pre-order a copy for $105.00 from the Compass Games website at the following link: https://www.compassgames.com/product/combat-vietnam-pay-later/

3. Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games

The 2nd game from Compass Games today is a good one. And I know that because I have played it. But, our friend Gregory M. Smith is a solitaire game designing genius and has done many of these solo, narrative driven style wargames that we have all enjoyed for hours on end while we have been unable to find an opponent or just because we want to play a game on our timeline. We have interviewed him many times for his games such as Zeppelin Raider, Interceptor Ace, The Hunted, Western Front Ace, Amerika Bomber, Defending America, American Tank Ace, British Tank Ace, Rebel Tide, Sinking Yamato and most recently for a magazine wargame called B-52D Linebacker II. But Greg is a versatile designer and also has done many great 2-player games as well. He always has something cooking in his game design kitchen and recently we spoke with him about his new design with Kevin McPartland called Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games. I was able to play this 1-4 player game while at the World Boardgaming Championships last month and you can read about my experience at the following link: https://theplayersaid.com/2026/07/27/world-boardgaming-championships-2026-daily-debrief-series-day-3/

From the game page, we read the following:

Viking Dawn is a low-complexity strategic game, with rules for two, three, or four players, each controlling a faction of Vikings (Norse, Swede, Dane, and optionally Geat). Inspired by SPI’s game Conquistador! from the 1970’s, Viking Dawn has exploration, trade (both internal and external), and minor leaders. The game also contains rules for solitaire play with the Danes or Norse.

Faction descriptions:

Norse – closest to the New World, they have the additional advantage of two Explorers, Erik the Red and Leif Eriksson.

Danes – closest to the lucrative raiding and settlement targets of England, they also have the advantage of having several early leaders.

Swedes – although further from England, they are closest to several Russian settlement areas, and river portage routes to the east and Constantinople.

Geats – ostensibly the weakest faction, as they must pay tribute to the Swedes for protection, they have the best trading advantage in the game.

Players compete to raid lucrative settlements and explore the world with longships and warbands. Each faction has named historical leaders, who have an impact on combat and exploration. Players may trade with each other or nonplayer-controlled areas and establish settlements. Includes rules for settlements gaining independence, leader burials, and establishment of the Varangian Guard.

We published an interview with Greg Smith on the blog and you can read that at the following link: https://theplayersaid.com/2026/08/24/interview-with-gregory-m-smith-designer-of-viking-dawn-a-game-of-viking-exploration-expansion-800-1040-a-d-from-compass-games/

If you are interested in Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D., you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/viking-dawn-pay-later/

4. Tunnel Rats: The Vietnam War Underground from Compass Games

Game 3 in this month’s mini-Pre-Order Palooza from Compass Games is another very interesting looking game set during the Vietnam War called Tunnel Rats: The Vietnam War Underground. This game is a solitaire game, which I think makes a lot of sense historically and thematically and actually gets me very excited for the possibilities, and I very much look forward to seeing how this one works. I have great hope for this one. The designer is Lisa Smedman who has done several recent popular solo games including Trench Raid.

From the game page, we read the following:

Tunnel Rats is a single-player game set during the Vietnam War. You will control two American “tunnel rats” who have been tasked with exploring an underground tunnel complex created by the Viet Cong. This complex is made up of tiles representing tunnels and underground rooms in which the enemy may be lurking. In this claustrophobic environment, the tunnel rats need to be as quiet as possible to avoid alerting the enemy. Tense firefights and hand-to-hand combat feature a unique initiative system, and encounters are fast and furious.

With a procedurally generated map, nine tunnel rat characters to choose from, and a variety of weapon and equipment load-outs, each “run” will provide a new and dynamic challenge. Your team’s objective will vary, shifting the focus of play depending upon which lieutenant is in command of the team. Tunnel Rats also includes rules for campaign play, allowing surviving tunnel rats to gradually hone their skills over time – if they survive.

Be on your guard, as the tunnel rats never know what they will encounter down in “the black”. It might be a hidden punji stake pit, a Viet Cong command center filled with valuable documents, a venomous snake slithering along a tunnel, or a water trap they must swim through without drowning!

If you are interested in Tunnel Rats: The Vietnam War Underground, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/tunnel-rats-the-vietnam-war-underground-pay-later/?sfw=pass1788184209

5. Against the Reich Deluxe Edition from Compass Games

Game 4 from the Compass Games mini Pre-Order Palooza is a classic hex and counter operational level wargame set in World War II called Against the Reich Deluxe Edition designed originally by Joseph Balkoski.

From the game page, we read the following:

In June of 1944, the world held its breath as land and naval forces of six Allied nations launched the largest amphibious assault ever attempted. The long-awaited second front, the Western Front, was finally open. The Allies had to force the unconditional surrender of Nazi Germany by crossing the great Rhine River into the Reich itself. Adolf Hitler was confident that the battered but undefeated Wehrmacht could hold two enormous fortified zones (the Atlantic and Westwalls) and repulse any attempt to cross into the German homeland. Against the Reich is the first game in years to cover the entire Western Front campaign. The players are in the positions of Eisenhower and Hitler, making the grand decisions that control the course of the campaign.

  • A Quick-Playing Simulation: Designer Joseph M. Balkoski, whose specialty is the Western Front, has provided an accurate, realistic simulation that plays like a game. With short and long campaign games, you can choose the length of the simulation.
  • Headquarters and Supplies are Realistically Linked: Players must decide where to concentrate their resources. Limited supplies make the placement of headquarters and depots a critical factor in the campaign.
  • Choice of Invasion Sites: The Allied player must decide where to invade – do you strike a lightly defended area and accept a long, grinding ground campaign, or strike close to the Rhine and risk quick destruction?
  • Historical Overview: Russel F. Weigley, author of Eisenhower’s Lieutenants, the definitive history of the Western Front, has analyzed the strategic options facing Eisenhower and Hitler – and the players.
  • Loaded with other Features: A short “Battle of the Bulge” scenario, Second Invasion, Flooding Holland, Port Repair, The Roer Dams, Rail Movement, Mediterranean Front Reinforcements, Amphibious and Airborne Assaults, and much more.

If you are interested in Against the Reich Deluxe Edition, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/against-the-reich-deluxe-edition/

6. Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 from GMT Games

One of my favorite parts about historical wargaming is that I get exposed to and am able to learn about some of the more obscure parts of our world’s history. Now you might be saying to me that the subject of power politics in Eastern Europe form 1725-1795 is not obscure and I think that you would be correct if I was from Eastern Europe. But as I am from the United States, this is not a period or locale that we learned much about in grade school. That being said, I am very much interested in this concept and history and am glad to see Brian Asklev taking another crack at a topic that focuses on some of the history from his neck of the woods. When Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 was first announced a few weeks ago, I was immediately interested because I do love games where several nations have to compete economically, politically, diplomatically and through force of arms. I also recently played Brian’s Baltic Empires at WBC and very much enjoyed that game and this one appears to be in a similar style and uses the very interesting Dramatis Personae cards to inject historical characters with their abilities into the game play.

From the game page, we read the following:

Enlightenment Empires is an approachable 2-5 player strategy game about conflicts between the states of Central and Eastern Europe region during the Enlightenment era, a transformative period of political upheaval, large-scale warfare, and constant struggles for power. Players will have to develop their economy, decide their internal policies on the ideas of individual liberty and effective governance, secure trade deals and financial assistance within the context of the global rivalry between Britain and France, and finally build armies to become the dominant power of Central and Eastern Europe. Russia, Poland-Lithuania, Prussia, Austria, and the Ottoman Empire will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

Building on the solid foundation provided by Baltic Empires, highlights of Enlightenment Empires include:

  • Five new asymmetric factions with unique abilities and objectives, including a new “Constitution” objective reflecting the pinnacle of Enlightenment political ideals.
  • Another highly thematic deck of historical Dramatis Personae to constitute your royal court, now also including random events that can disrupt players’ plans…or present them with new opportunities.
  • A simplified, yet still deep and political, economic system that forces players to make tough decisions regarding their state’s internal policies (serfdom, noble privileges, and military spending) and its diplomatic relations to the superpowers of the period, England and France.
  • The same streamlined battle system based on custom dice per unit type, now modified by military reforms.
  • More detailed minor powers that players may form alliances with.
  • Variable player counts (from 2 to 5 players), with scenarios ranging from a tight duel to a tense multiplayer conflict replete with alliances and betrayals.

If there is a word that could define the whole of 18th century, it would be the Enlightenment. The philosophical thought that applied reason to all spheres of life guided the social and political developments of the 1700s, and intellectuals, scientists, politicians, and rulers alike acted either in support of it or against it. And while in Western Europe the republican ideals of enlightenment brought about the French Revolution, in Central and Eastern Europe enlightenment became a tool for state-building for the absolutist monarchs, including the Holy Roman Emperor and Archduke of Austria Joseph II, King Frederick II of Prussia, or Empress Catherine the Great of Russia. The mid-18th century period was formative for these powers, with Prussia and Russia continuing to struggle to establish their dominance in the region, while Austria and the Ottoman Empire fought to preserve their status, and the weakened state of Poland-Lithuania struggled to reform its constitution before meeting an unlucky demise. Three of the traditional “pentarchy“ of Great European Powers (namely, Russia, Prussia, and Austria) were Eastern powers that achieved this status during the 18th century. Their dominance in the region was forged by the work of bureaucrats and reformers, as much as by the soldiers and generals on the fields of the Seven Years‘ War.

Keep in mind that these type of games can sometimes be very complex and have lots of moving parts. And I am not saying that this doesn’t have them but Brian has said that the game is very approachable.

Enlightenment Empires presents these political and military conflicts in a fun and accessible format, while also doing justice to the fascinating history of the region during this period. The game features five asymmetric factions with different strengths, internal political conditions, military forces, and historical objectives, along with the capacity to develop their states by conducting reforms along (or against) Enlightenment ideals, investing in economic infrastructure, and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

If you are interested in Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1256-enlightenment-empires-power-and-politics-in-eastern-europe-1725-1795.aspx

7. The Last Hundred Yards Volume 6: The Forgotten Hell from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time to complete missions as well as the casualties incurred. Really an excellent system with lots of crunch and potential! Now, even though there are a total of 5 other volumes that have been released, Mike Denson has forged ahead with the next entry in the series which gives us a look at the operations in New Guinea and the Northern Solomon Islands during WWII with The Last Hundred Yards Volume 6: The Forgotten Hell.

From the game page, we read the following:

The Last Hundred Yards: The Forgotten Hell is Volume 6 in The Last Hundred Yards Series. This game examines the Allied campaigns against Japan in 1942, focusing on U.S. operations on Guadalcanal and Australian fighting in Papua New Guinea. 

In New Guinea, Australian militia and the Australian Imperial Force troops fought a brutal and desperate delaying campaign along the Kokoda Track from Port Moresby to Buna, Battling through jungle, mountains, rain, mud, hunger, disease, and exhaustion, they resisted repeated Japanese advances and flanking attacks. Their stubborn defense slowed the enemy, shielded Port Moresby, and eventually helped reverse the campaign. At Milne Bay, Australian forces pushed the Japanese back and shattered the belief that the Imperial Japanese Army was invincible. 

On Guadalcanal, U.S. Marines and Army troops fought equally savage battles, destroying Ichiki’s force at Alligator Creek and later assaulting entrenched Japanese positions around Mount Austen. There, the enemy used caves, rocky ridges, and concealed strongpoints to prolong the struggle.

Together, these engagements reveal the intensity of jungle warfare in the Southwest Pacific, where endurance, small-unit leadership, and relentless attacks under terrible conditions shaped the early Allied offensive against Japan. These actions also showed how terrain, logistics, and morale could decide campaigns as surely as firepower across the battlefields of the Solomons and New Guinea alike.

If you are interested in The Last Hundred Yards Volume 6: The Forgotten Hell, you can pre-order a copy for $47.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1255-the-last-hundred-yards-volume-6-the-forgotten-hell.aspx

8. Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 (Stonewall in the Valley and Sheridan in the Shenandoah) from Multi-Man Publishing

A BIG and well respected American Civil War operational system is what Great Campaigns of the American Civil War (GCACW) is and the newest volume in the series is called Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864. One of the things that I very much appreciate about this system is the fact that they use some of the best art out there for their covers.

From the game page, we read the following:

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 is the latest design in the award-winning Great Campaigns of the American Civil War (GCACW) Series. It contains both a complete redesign of the Stonewall in the Valley (SIV) game covering Stonewall Jackson’s 1862 valley campaign and a completely new game module Sheridan in the Shenandoah that depicts Sheridan’s 1864 valley campaign. The game is designed by Joe Balkoski (the original GCACW Series creator) and Chris Withers. The original SIV game maps have been upgraded to contain the latest GCACW map features, with map design executed by artist Charlie Kibler—whose work on the series dates to its creation in 1992.

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 uses the latest version of the GCACW Standard Basic Game Rules, which also apply to all other games in the series, and these rules are now printed at an increased 11-point font size instead of 9-point. After more than a quarter-century of refinement, these rules are extremely well organized and relatively easy to learn, even for series newcomers. The Advanced Game rules cover situations specifically applicable to these unique campaigns such as “The Burning” that depicts the desolation of the valley by Union cavalry in 1864.

Stonewall in the Valley includes one new Basic Game scenario, the four original Basic Scenarios rebalanced, and the original Advanced Game campaign scenario extensively revised:

  • The Battle of Kernstown (March 23, 1862; 1 turn): Introductory scenario on the battle of Kernstown – ideal for beginners.
  • My Last Council of War (March 10 to March 23, 1862; 14 turns): Heavily outnumbered, Jackson moves south from Winchester thru Strasburg to Mt. Jackson. A Union force of three divisions follows to Strasburg while sending two divisions out of the Valley to reinforce McClellan. Jackson races back north and attacks the remaining Union division at Kernstown but loses the battle.
  • God Blessed Our Arms at McDowell (April 30 to May 11, 1862; 12 turns): Historically, Jackson moves west from Staunton and causes the Union force at McDowell to retreat north to Franklin. He briefly pursues them but then returns to the Valley. This scenario postulates what might have happened had Ewell’s division and Banks’ two divisions become involved in the McDowell campaign instead of holding fast in their camps in the south of the Valley.
  • Rebel Blitzkrieg (May 21 to June 2, 1862; 13 turns): Jackson and Ewell advance north on the Luray Pike and surprise the small Union force at Front Royal. A Union division entrenched at Strasburg to the west belatedly discovers it is in danger of being cut off and just beats Jackson north to Winchester. Jackson defeats the Union at the first battle of Winchester and pursues to Harpers Ferry. Meanwhile strong Union forces are moving in behind Jackson from both the east and the west. Jackson turns south, marching to Strasburg and then Mt. Jackson and barely avoids the trap.
  • Our Beautiful Valley Will be Cleansed (June 6 to June 11, 1862; 6 turns); Two Union columns, separated by the Shenandoah River, pursue Jackson south from Strasburg. Fremont’s force engages the Confederates at Harrisonburg and then two days later battles them at Cross Keys. Meanwhile Shields’ division advances into Jackson’s rear and almost captures his wagon train. Jackson turns his army from Fremont to Shields and defeats Shields in the battle of Port Republic causing both Union forces to pull back north.
  • Jackson’s Shenandoah Valley Campaign (March 7 to June 19, 1862; 105 turns): The entire Valley campaign is covered in this scenario. Both sides typically have forces moving all over all three maps in exciting maneuvers and with forces coming and going due to external events. The scenario plays quite fast due to lulls where sets of 5 turns are skipped. The original advanced rules have been simplified, and the scenario has been extensively playtested and re-balanced.

Sheridan in the Shenandoah includes twelve Basic Game scenarios and two Advanced Game campaign scenarios, all extensively playtested:

  • Second Winchester (June 13 to June 15, 1863; 3 turns): Ewell’s corps leads the Confederate army thru the Valley to invade Pennsylvania and routed the Union division at Winchester. The Rebels cut off the Union retreat and captured most of the Union division. The route was now clear for Lee’s invasion of the north.
  • The Battle of New Market (May 15, 1864; 1 turn): Introductory scenario on the battle of New Market – ideal for beginners.
  • Piedmont (June 4 to June 6, 1864; 3 turns): Picking up the after Sigel’s debacle at New Market, Union General David Hunter marches south from Winchester. With Breckinridge, Confederate hero of New Market, aiding Lee at Cold Harbor, defense of the Valley falls to a ragtag collection of troops that are rushed to the area under General W. E. “Grumble” Jones. The forces battle at Piedmont, Jones is killed, the Rebels are routed, and the Union captures Staunton.
  • In the Valley Again (July 23 to August 5, 1864; 14 turns): Early’s army moved back into the Valley in mid-July after retreating from the outskirts of Washington, D.C. On July 23, Confederate scouting revealed that Early was only opposed by Crook’s forces and not the VI and XIX corps, which had returned to D.C. Early attacked Crook at Kernstown and routed the Union forces which retreated across the Potomac. Confederate infantry destroyed the B&O RR at Martinsburg and threatened to invade north. Two Confederate cavalry brigades advanced north towards Chambersburg, burned it, and were chased by 2 Union cavalry divisions. Meanwhile, the VI and XIX corps had been recalled to the Valley, but then along with Crook’s force, moved east to protect against an assumed invasion again by the Confederates. The Union force soon countermarched back to Harpers Ferry and the Confederates retreated south.
  • Second Kernstown (July 24, 1864; 1 turn): A simple scenario covering the second battle of Kernstown – ideal for beginners.
  • Sheridan Takes Command (August 10 to August 14, 1864; 5 turns): Sheridan took command of all forces in the region on August 7th. His orders were “wherever the enemy goes let our troops go also”. The plan was to trap the Confederate infantry in the northern valley, but Early knew the danger and moved south just ahead of the Union. Both sides marched rapidly south until the Confederates setup a strong line at the Fisher’s Hill. Sheridan prepared to attack but halted his plans when a strong force under Anderson entered the Valley at Front Royal.
  • You Must Be Cautious (August 17 to August 21, 1864; 5 turns): With the Union infantry camped along Cedar Creek and the Confederates entrenched in a strong line at Fisher’s Hill just to the south, Sheridan learned of the approach of Kershaw’s division. This elicited a new directive from Grant warning Sheridan he “must be cautious and act on the defensive until movements … force them to detach” troops. Therefore, Sheridan conducted a night march to Winchester. From there the Union briefly defended at Berryville and then at Charlestown. The Confederates pursued and eventually tried to bring on a battle at Charlestown. However, Sheridan was cautious and followed the new defensive strategy and disengaged to retreat into a strong, compact line at Halltown, just in front of Harpers Ferry.
  • Third Winchester (September 19, 1864; 1 turn): This scenario depicting the third battle of Winchester is only one turn but still features lots of maneuver and combat.
  • From Winchester to Fisher’s Hill (September 19 to September 22, 1864; 4 turns): This scenario encompasses two significant battles in the valley campaign. The Union army attacked the Confederate defensive line just east of Winchester and eventually drove the Rebels back to Winchester. This final Confederate line collapsed, and they retreated south all the way to a formidable defensive position at Fisher’s Hill, just south of Strasburg. The Union pursued and then rolled the west flank of this line and routed the Confederates.
  • Early’s About Played Out (September 23 to September 26, 1864; 4 turns): After the battle of Fisher’s Hill the Confederates retreated south. The Union pursued with their entire army, but the action for the next few days was limited to cavalry and rear-guard skirmishes. The Confederates safely made it to Brown’s Gap, while the Union infantry stopped at Harrisonburg and Union cavalry started burning the countryside.
  • Tom’s Brook (October 9, 1864; 1 turn): This solitaire scenario is filled with cavalry action and is an excellent learning scenario for beginners.
  • The Battle of Cedar Creek (October 19, 1864; 1 turn): While this is only a 1-turn scenario it is filled with the action that took place in the battle of Cedar Creek. The Confederate player starts with a Night March and a Surprise Attack. The Union responds with a special “Sheridan’s Ride” action to enable counterattacks.
  • Sheridan Moves South (September 19 to October 20, 1864; 32 turns): This scenario spans the battles in the campaign from when Sheridan attacked the Confederates at Winchester, to when the Confederates were defeated at the battle of Cedar Creek. This campaign can be easily played in a weekend.
  • The Last Valley Campaign (July 21 to October 20, 1864; 92 turns): This scenario encompasses the entire campaign from when Early’s army returned to the Valley after his raid on Washington, to when he was defeated at the battle of Cedar Creek. There is maneuver and combat all over all three maps in this scenario. The action often starts with a Confederate offensive and advance to the Potomac. The Union then gets significant reinforcements to launch counteroffensives.

If you are interested in Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864, you can pre-order a copy for $75.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/shenandoah-jackson-and-sheridan-in-the-valley-1862-1864-p-470

9. Okinawa: The Last Battle of WWII Reprint from Best with 1

I love a new and interesting way to tell the story of a key battle and I found a very interesting one called Okinawa: The Last Battle of WWII from Best with 1 earlier this year. This is a solitaire only game and for each game the player will draw four objectives from a possible 12 that you must survive and capture before time runs out. On your turn, the player will roll special dice and then spend those to take actions such as movement, attack and take special actions from different unit action cards that will be set up in a square from from 1 to 10. The numbers coincide with the dice of the attacking Japanese and as the player moves through the rondel they will be able to activate and use their different soldiers to attack the Japanese defenders or use their special abilities to gain tokens that can be used for rerolls or healing of wounds

I think that the best part of the game is the concept of resource management as you have to use the dice appropriately to move and fight and also to manage your troops as you can upgrade certain cards as you pass the midway point of the round as well as when special actions are granted via the special resource chits. Upgrading units is very important as this will unlock things like heavy weapons in the form of bazookas, a Sherman tank and planes to be able to take out the Japanese armor units defending the island. The game is about efficiency of movement and doing the most with what you have. The dice determine what you can and can’t do and movement is optional as you don’t have to move unless you feel it is advantageous. But remember, that you have to defeat the defenders and the various objectives to be able to advance to your final objective and sitting in one space too long is not advisable.

The different units have various functions including attack, such as the Rifleman, Machine Gun Team and Sniper but also have secondary functions to remove the fog of war, heal your damaged units or gain additional resources. The Japanese defenders are well hidden and also have various defenses such as pill boxes and caves that will require the player to defeat these before moving to attack the units located inside.

In the end the game is about defeating the Japanese defenders while doing so in a set amount of revolutions around the rondel setup. This can be as few as 2 times around or as many as 4 and knowing when to use your resources to reroll your dice, as you either didn’t get the run of consecutive numbers you were looking for or just need a specific number, you will run out of resources quickly and you must plan them out as best you can to win the game. This one is really fun and I have played it about a dozen times winning about 70% of the time. The game plays in about an hour and the action is fast and furious and you are immediately beset by the staunch Japanese defenders and must act quickly.

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII Reprint, you can pre-order a copy through the Hero Bound Gamefound Campaign on the Add-Ons page found at the following link: https://gamefound.com/en/projects/gabe-barrett/herobound-solo-game-of-the-month#/section/addons

You do not have to buy the Hero Bound game but can order the game as an Add On.

10. Tank Clash: Eastern Front from Ameba Games

I love to highlight these little campaigns that I find on Kickstarter and this month there is a new company, or at least that I am not familiar with, called Ameba Games that is offering a small game called Tank Clash: Eastern Front. This games appears to be the 2nd game in the series with the 1st being called Tank Clash: Western Front.

From the game page, we read the following:

Tank Clash is back with new iconic World War 2 tanks!

The Red Army is spearheaded by the powerful Soviet armoured units like the T34, SU100 and IS2. Germany pins its hopes on the last of the panzer divisions to halt the Soviet advance. The Wehrmacht fields its fearsome tanks like the Stug III, Nashorn and Tiger II for the coming battle.

The stage is set for the largest clash of late-war heavy armour.

Tank Clash: Eastern Front is a standalone tactical tank warfare game for 2 players, designed for both newcomers and seasoned strategists. Easy to learn yet rich in tactical choices, it combines its signature checkers-style armour tracking system with dice rolling and hand management for intense skirmish battles.

Already own Tank Clash: Western Front?  

Built with modularity in mind, Eastern Front is fully compatible with its predecessor. Combine both games to command 12 unique tank types across expansive battlefields with up to 4 players. Eastern Front’s new features – including new missions, battlefield tokens, event cards and enhanced gameplay elements can also be incorporated into Western Front for an even richer combat experience.

I know what you might be thinking, as the art is a bit cartoony, but I am going to give this one a chance. I think that any wargamer likes to use tanks and this one appears to be focused on these metal monsters and I am going to give it a go. Plus the components are really nice, including some very well made poker chips that are used on the board, and frankly the price of $40 is probably worth what you re getting.

If you are interested in Tank Clash: Eastern Front, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/ameba/tank-clash-eastern-front

As of September 1st, the Kickstarter campaign has funded and raised $9,054 toward its $3,928 funding goal with 108 backers. The campaign will conclude on Wednesday, September 16th at 9:00pm EDT.

New Release

1. A Hellish Fight: The Battle of Fort Sumter – 1863 from High Flying Dice Games

I love lesser gamed subjects. Or even sometimes games that have never seen the light of day and never touched certain subjects. It is always nice to play something unique and interesting while learning new parts of history. High Flying Dice Games does this exceptionally well as they have made their living on doing lesser (or even totally) unknow battles in their small format games. This month they have released a game that focuses on the 2nd siege of Fort Sumter in Charleston, South Carolina in 1863 called A Hellish Fight: The Battle of Fort Sumter – 1863. This one looks pretty interesting and appears to focus on the iron clad battles and bombardment of the ruins of the fort that were still held by the Confederates.

From the game page, we read the following:

Following the capture of Fort Wagner on September 7th, and the protracted bombardment of Fort Sumter by the Union navy’s ironclads as well as army land batteries, an assault to take the fort’s ruins was planned. Admiral Dahlgren and General Gilmore both felt that securing Fort Sumter’s capture would not only lead to Charleston’s surrender, but send a clear signal that the Confederacy’s days were numbered.

If you are interested in A Hellish Fight: The Battle of Fort Sumter – 1863, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/sumter.html

2. Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 from Dan Verssen Games

The Valiant Defense Series designed by David Thompson has been one of my favorite solitaire wargame series of the past nearly 10 years. Each of the volumes in the game address very specific situations and always have a very interesting take with fun mechanics, great art and fantastic production. The torch for the series though has been passed to a new designer in Vincent Cooper. He has designed Volume 5 Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 and it has finally fulfilled off of Kickstarter.

From the game page, we read the following:

Take command of the valiant Marines of the 1st Marine Division, supported by Soldiers of the 164th Infantry Regiment, desperately defending Henderson Field against waves of Japanese troops. Guadalcanal: The Battle for Henderson Field is a solitaire and cooperative tactical wargame published by Dan Verssen Games (DVG) as Volume V in the Valiant Defense Series.

Here is a bit of a designer diary/commentary from the designer Vincent Cooper:

This all started about 3 1/2 years ago when I first played Pavlov’s House. I say played. I ‘played’ the game for about 10 minutes…and then I sat there in stunned disbelief at how a game could be sooooo good!!!!

By the time I finished there were two very clear ideas for games fully formed. I contacted DVG to see if there was any interest and they put me in touch with David Thompson. I didn’t hold much hope. There was no reason for him to trust his IP to me, a person he didn’t know.

But I gave it a try and David, it turns out, is one of the nicest people you can ever come into contact with. After some back and forth, the idea for Guadalcanal – The Battle for Henderson Field was born (not, in fact, one of the original ideas, but we’ll see what the future holds for them…).

The game has been through various stages of development and now stands ready to KS!! 🙂 I will be giving more details in the future about the various variant play options, but have no fear: This will keep you scratching your head looking for the right decision for MONTHS!!

Art by the supremely talented Nils Johansson 🙂 🙂 🙂

Thank you to all the play testers, and in particular Glenn Saunders, Shane Freshwater and Martin Fenwick Charlesworth 🙂 🙂 Much more to come from out design team in the near future!!!

We published an interview with the designer Vincent Cooper on the blog and you can read that at the following link: https://theplayersaid.com/2024/07/29/interview-with-vince-cooper-designer-of-valiant-defense-series-volume-v-guadalcanal-the-battle-for-henderson-field-oct-23-26-1942-from-dan-verssen-games-coming-to-kickstarter-july-30th/

If you are interested in Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942, you can order a copy for $79.99 from the Dan Verssen Games website at the following link: https://dvg.com/products/guadalcanal?_pos=1&_psq=Guadalcanal&_psid=70d962a51&_ss=e

3. Road to the Rhine from Compass Games

A few years ago, Road to the Rhine designed by Frank Chadwick was announced and it is now ready to ship.

From the game page, we read the following:

In the cataclysmic battle of the Falaise Pocket, the Allied forces defeated the German army and drove them back across France in disorder. In the south of France, American and French troops of the 6th Army Group have stormed ashore and driven the remnants of the German 19th Army north toward the border.

Road to the Rhine covers the Allied pursuit of the German Army following the Normandy breakout through fierce fighting at the West Wall and bridging the Rhine River. The campaign game covers the period from September 1944 through April 1945, while separate shorter scenarios include Operation Market-Garden and the Battle of the Bulge. The game includes two battle games (one-turn scenarios), two longer scenarios, and one full campaign game. The game also includes extensive designer notes from original game designer Frank Chadwick and a historical play-through of the Bulge battle game.

Road to the Rhine is another classic by Game Designers’ Workshop, re-mastered by Compass Games. Originally designed by Frank Chadwick, this edition pays tribute to the classic by honoring the original game system while introducing many enhancements for gameplay purposes. In terms of presentation, we upgraded all components, including completely new full-color maps, new reinforcement and new unit displays, expanded turn and supply tracks, enhanced charts, a rulebook with incorporated errata, and larger counters.

This one does have two 22″x34″ maps but with only 2 countershafts so it is large in scope but not necessarily in scale as it appears to be fairly low counter density. One to keep an eye on though as it is designed by Frank Chadwick and is a remastering of the classis GDW release in 1979.

If you are interested in Road to the Rhine, you can order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/road-to-the-rhine/

As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.

Finally, thanks once again to this month’s sponsor Neva Game Press!

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #91: DoD Contractors from Andean Abyss: Insurgency and Counterinsurgency in Colombia from GMT Games

Von: Grant
25. August 2026 um 14:00

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.

#91: DoD Contractors from Andean Abyss: Insurgency and Counterinsurgency in Colombia from GMT Games

The first game in the COIN Series called Andean Abyss is a 1-4 player multifaction treatment of the campaign for control of Colombia with different factions such as the the Government, FARC (Fuerzas Armadas Revolucionarias de Colombia), AUC (Autodefensas Unidas de Colombia) and the Cartels. The game focuses on all of the facets of the conflict including guerrillas and police, kidnapping and the drug war, military sweeps and terror. The factions deploy distinct capabilities and tactics to influence Colombian affairs and achieve differing goals. Andean Abyss creates an opportunity to get a feel for this model of insurgency and counterinsurgency in Colombia.

In this entry, we will take a look at the interesting and fairly powerful DoD Contractors. The card pays homage to the efforts by the Department of Defense to pay independent contractors to provide pilots for crop spraying over FARC-held territory and for reconnaissance flights to pinpoint the locations of guerrillas and their bases of operation. Patrolling FARC guerrillas in 2003 shot down one such flight along the western slopes of Caquetá and took three US personnel hostage, setting off a Colombian Army manhunt. The event gives the Government player the opportunity in a single Department to Activate all underground Guerillas and also to remove all Cartels Bases. Typically, to perform this type of action is a multi-turn investment with the Government having to mobilize and move Troops and Police into a Department and then perform a Sweep operation to uncover them. Then on a following turn, they can Assault and do things likes Air Strikes to attempt to eliminate these units. But this is very hard to do as the FARC and Cartel player can just use their next action to send their units back Underground or to Rally additional units in the space to safeguard their assets and Bases. On the other side, the Insurgents can use the event to remove up to 3 Government Troop Cubes and also mark both the Government and FARC ineligible through the next turn which means they will lose a turn. This effect is tied to the manhunt by the Government looking for the downed hostages as their resources and efforts are tied up preventing them from taking their normal actions. This can be really powerful and allow the insurgents to recover and get their units on the move or bring in more. Depending upon the time of the game that this is played, and around whatever circumstances are going on, this can really be a powerful card either way and I love how it reflects the US efforts to smoke out these drug lords in their war on drugs.

In 1978, Baton Rouge pilot Barry Seal, who flew commercial jets for TWA, is recruited by CIA case officer Monty Schafer. He asks Seal, who has been smuggling Cuban cigars into the country to make a little money, to fly reconnaissance missions over Central America using an Aerostar 600, outfitted with aerial surveillance cameras. Seal accepts the job, but hides it from his wife, Lucy.

In the 1980’s, Schafer asks Seal to act as a courier between the CIA and General Noriega in Panama. During a mission, the Medellín Cartel picks Seal up and asks him to fly cocaine on his return flights to the US. Seal accepts and flies the cartel’s cocaine to Louisiana, airdropping the drug in the countryside.

The CIA turns a blind eye to the drug smuggling, but the DEA tracks Seal down. To avoid the authorities, Seal and his family relocate to Mena, Arkansas and his wife comes to accept the wealth generated by his side job. The small town becomes wealthy as the hub of US cocaine trafficking.

Later, Schafer asks Seal to run guns to the Nicaraguan Contras in Honduras. Realizing the Contras are not serious about the war and just want to get rich, Seal starts trading the guns to the cartel. The CIA sets up a Contra training base in Mena and Seal flies the Contras in, but many of them escape as soon as they arrive.

Seal makes so much money he buries it in suitcases in the backyard. The FBI catches wind of the sudden exuberance on the streets of Mena. Eventually, the CIA shuts down the program and abandons Seal, who is arrested by the FBI, DEA, ATF and Arkansas State Police simultaneously.

Seal escapes prosecution by making a deal with the White House, which wants evidence of the Sandinistas being drug traffickers. They ask him to get photos that tie the Medellín Cartel to the Nicaraguan Sandinistas. Seal manages to get them, but the White House releases them as propaganda against the Sandinistas. Seal is prominently shown in the pictures, which leads to his indictment by the crusading state attorney general and the cartel plotting revenge.

Seal is convicted but sentenced to only 1,000 hours of community service. Moving from motel to motel making video recordings detailing his experiences, Seal expects an explosion any time he starts his car. As his community service is performed at the same Salvation Army building every night, Seal cannot hide from the cartel and is shot dead by an assassin. The CIA destroys all evidence connecting them to Seal and continues smuggling, instead using Iran to get guns to the Contras, as proposed by Schafer.

While this example is a bit more than crop dusting, the operation is part of the same deal and shows the US Government’s reliance on private commercial aircraft pilots during the war on drugs.

In the next entry in this series, we will take a look at Castelnau and Voie Sacrée from Verdun 1916: Steel Inferno from Fellowship of Simulations.

-Grant

“Our attempts to do things ‘different from the others’ came back to bite us”: Plaid Hat’s Colby Dauch on The Monolith’s Kickstarter failure and rapid turnaround

19. August 2026 um 20:30

Plaid Hat Games launched its Kickstarter for The Monolith in June with a trio of successful crowdfunding campaigns under its belt – only to pull the project three days after launch when pledges unexpectedly ground to a halt, despite quickly beating its $20,000 goal. Less than two months later the revamped campaign is back, and has already pulled in almost four-times the amount the cancelled campaign managed in the same amount of time. In this first-person piece for BoardGameWire, Plaid Hat founder and CEO Colby Dauch explains why The Monolith exposed flaws the publisher’s previous campaigns had masked, what he believes it got wrong, and why the changes made for the relaunch appear to be working.

Plaid Hat Games is relatively new to crowdfunding and we’ve experience our first major setback in that arena. We launched our fourth ever crowdfunding campaign back in June, this time for a new game called The Monolith.

By the second day of the campaign the pledges had fully stalled out. It was self-evident that we had made mistakes, so we pulled the campaign with the intention to relaunch it after analyzing what had gone wrong, and doing what we could to address it.

As I write this article, I don’t know if our hunches will turn out to be correct. This article is scheduled to be posted as we relaunch the campaign, so I suppose we are all going to find out together! I’m more than a little nervous. Allow me to provide some background essential in understanding how we’ve come to make the choices we’ve made.

Plaid Hat founder and CEO Colby Dauch

We’ve been around since 2009 and watched from the sidelines as crowdfunding took hold and grew into a large part of the board game industry.

For many years we swore off crowdfunding. Internally we were critical of it for a number of reasons. My biggest reservation was that it felt dishonest to me that an established company would tell its customers “we need your help to make this product”, when they had already proven previously that they were capable of putting together the funding necessary to launch a new product onto the market, without requiring the customer to buy said product a year or more in advance of its release.

However, things have changed over the years in more ways than one and honestly, it has been a bad business decision to hold out on the crowdfunding model for as long as I have.

When we did finally enter the crowdfunding space a couple of years ago I told myself, and others, that there was clearly no longer an expectation that the companies going to crowdfunding needed to be there. I believed it to be understood that it was more akin to a pre-order system and that the consumer knows that. I even said as much in the article I was interviewed for on this very site, posted on June 30th, about us pulling the Monolith from Kickstarter. It’s not true. I had only convinced myself that it was.

I’m in the midst of reflecting on every decision I’ve made that led to a failed campaign, and what that failure means for my company, the people I employ and my family, if I’m not able to correct course. The reality is that we moved to crowdfunding because the things that made us successful in the past aren’t working anymore and we were growing desperate for a solution.

Getting attention on a board game release announcement isn’t free anymore. It’s not news. At best it’s a bullet point on a long list of new release announcements for the week. The traditional method we’ve long employed of selling to distributors who sell to retailers who sell to players, sadly seems to be falling apart for us, and I suspect for most publishers.

So we found ourselves trying to incorporate crowdfunding into our business model while simultaneously telling ourselves we could do it different – better. Our approach:

  • We will severely limit the use of exclusives. We don’t want people feeling like they HAVE to buy the product now or they will be missing out.
  • We aren’t seeking to punish the people who have long supported their local board game shop by purchasing our products through them.
  • Most of all we don’t want to manipulate our customers by preying on their fear of missing out.
  • We will reduce the long wait between the time you back a game and the time you get that game by being fully ready to go to production at the time of the Kickstarter.

There were flaws in this approach. Flaws that I believe were masked in our first three campaigns because they all had something else big going for them.

Wandering Galaxy was the latest installment in a series of games we had released that had gotten a lot of attention for their amazing storytelling and voice acting (in a companion app).

Ashes Ascendency was a reinvigoration for a game that has ten years worth of glowing reviews to put in front of people and a dedicated fanbase.

Super Auto Pets Card Battle was based on an amazing and charming digital game, and we were able to rely on the attention of fans from that.

The Monolith had no predecessor.

The Monolith || Kickstarter image

This is why I believe our attempts to do things ‘different from the others’ has come back to bite us:

We wanted to limit FOMO.

A crowdfunding campaign must be compelling beyond the presentation of the game itself. You are asking the customer to pay for a game long before they can expect to have it in their hands. We need to give them a compelling reason to do that.

In the Super Auto Pets Card Battle campaign, the most popular pledge was by far the ALL-IN pledge, because it was the most compelling. You got all of the sets, all of the add-ons and in a storage box that would organize it all and only be available during the campaign.

I took away the wrong lesson. What I decided was that what those results were telling me was just that people want all the stuff, so with The Monolith let’s just make the core product all of the stuff.

We wanted to reduce the wait time on the game.

This is the one where I really messed up with The Monolith. As I established, the reality is that we needed to make changes to how we were doing things and I allowed myself to miss out on a key advantage to crowdfunding: measuring demand.

In an effort to shorten the window on how quickly we could deliver on a campaign, and further spurred on by a yearning to have a line at our booth for a new game release at GenCon or Essen (that feeling is the highest of highs), I started having plastic molds for the game well before the campaign so that they wouldn’t delay production – and remember this game was going to have all the upgrades packed in, so it was a lot of plastics and a lot of mold costs.

Further compounding the issue was that the mold costs were so high, to get the cost per unit down, I felt like I needed to be prepared to produce 10,000 copies. And like the molds, I got that production started before the campaign even started.

It was the exact kind of risk we had always needed to take when producing a game, but crowdfunding should have given me a chance to mitigate that risk, and in doing so really been a fulfillment of the core concept of crowdfunding to begin with: Asking the player to help be a part of bringing the game to the market.

So here is what we are doing differently with the relaunch of The Monolith campaign to try to address what went wrong with the initial campaign:

  • Creating a 1-2 player mini-expansion.
  • Lowering the retail price of the game and offering a larger discount on that already lower price for backers.
  • Creating a 6th shaman character add-on.
  • Creating glass blood tokens add-on.
  • Creating a metal first player and surge tokens add-on.
  • Creating an All-In tier with all of the add-ons included at a lower price than purchasing them separately.
  • Different marketing partner and strategy.

Finally, here are my take aways for how we will do campaigns differently in the future:

  • When possible, create a version of the game that focuses on lower price and a version that focuses on maximum bling.
  • Be more willing to compete with the price point that we and everyone else knows online retailers are going to put on our games.
  • Give the campaign a chance to communicate what the demand is. We will still be production ready, but I won’t be putting the cart directly in front of the horse again.
  • Better leverage the community-based systems that already exist to support crowdfunding.

Follow Up

As I write THIS bit, the campaign has relaunched about 24 hours ago and is doing much better this time!  By a large margin, backers are opting for the pledge level that includes all the add-ons. So I believe this supports the theory that the add-ons were essential for a successful campaign. 

It is hard to quantify exactly how much each of our changes contributed to the better result, but overall, the adjustments seem to be working.  I’m so grateful to everyone who has backed.

The Kickstarter for The Monolith, which is designed by Phil Gross, is set to run until September 17.

The post “Our attempts to do things ‘different from the others’ came back to bite us”: Plaid Hat’s Colby Dauch on The Monolith’s Kickstarter failure and rapid turnaround first appeared on .

New York in History and Board Games, #3

09. August 2026 um 21:04

Back to the history of New York City! We have begun with the city’s origin before the founding of the United States and left off in the 1880s in the last post – when New York was undeniably the economic and cultural center of the United States. Today, we are covering New York in its most iconic form as a moloch of steel, concrete, and millions of people. A chronological narrative will not help us here. Instead, we adopt a thematic approach and look the economy, construction, infrastructure, and culture which made New York from the late 19th to the mid-20th century the model city of high modernity.

If you want to read more posts like this – for example, the next instalment in the New York series – I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

Economy: Transformation

New York had been America’s most dynamic hub for trade and manufacturing for decades. Yet the city’s riches had been shared unequally, just like the risks in producing them. In the late 19th and early 20th century, New York’s working class grew more assertive and found more political support to improve their lives: For example, the three Tenement House Acts of 1867, 1879, and 1901 mandated such luxuries as windows in every apartment and toilets in every building.

The 1909/1910 textile worker strikes led to improved pay and shorter hours. Just one year later, the Triangle Shirtwaist Factory in Lower Manhattan burned down and 146 garment workers died – many of them unable to escape through the staircase because management kept the doors locked during shifts. The fire catastrophe led to a public outcry against such practices and New York state introduced better workplace and fire safety regulations.

The garment workers were in some ways emblematic for the New York working class – most of them were young immigrants (especially Jewish and Italian). In another, they represented a shift – almost all of them were women, and their struggle for better working conditions mirrored the force of the American women’s movement in the political arena.

In one way, however, they represented New York’s present, but not its future: The industrialization of the 19th century had turned New York into the largest manufacturing hub of the world. Yet manufacturing, the physical production of goods, ran out of steam when the improved productivity provided most people in the United States with most of their basic needs. Eager customers were thus not to be taken for granted anymore. Instead, they had to be wooed and their desires – for items of whose existence they had recently been still ignorant – awakened. New York became a hotbed for the growing advertisement industry (with which Madison Avenue is synonymous until today) as well as for shopping (here, Fifth Avenue is the symbolic street). Our age of trends, shopping as a leisure activity, and overconsumption cannot be imagined without New York.

Fifth Avenue (Wilko Manz, Ravensburger) draws on both business development and skyscraper construction… more on the latter below. Image ©Ravensburger.

In the 19th century, foreign capital had funded the expansion into the American West, but now the capital flows reversed: American capital was instrumental in financing the Allies’ Great War effort. At the end of the Great War, America was for the first time a net creditor nation. Its role in the international financial system expanded after the war as American loans enabled defeated Germany to pay its reparations to the Allies (who, in turn, paid off their American war loans). At the same time as New York took London’s place as the premier finance hub in the world, America at large withdrew from the world under a renewed isolationism and the xenophobia which came with the Red Scare after the Bolshevik Revolution.

Political upheaval did not stop the investment craze of the 1920s: When a bomb exploded in Wall Street in 1920 and killed 30 people, stock trading resumed normally the next day – much in contrast to 1920 Wall Street (Perepau Llistosella, Looping Games), where the bombing marks the end of the game (and players hope to have made all their profits by then).

One of these hands is not like the others. Cover of 1920 Wall Street, ©Looping Games.

The New York-based financial system was robust enough to withstand such external shocks, but it collapsed under its own contradictions: The stock market boom of the 1920 led to ever more capital pouring into the New York Stock Exchange (at the expense of all other forms of investments, for example the American overseas loans on which the global financial system was now based). The spectacular gains fueled a debt-based speculation bubble which burst in October 1929. The inadequate response by central banks which did nothing to combat the contraction of the monetary supply led to an extended, global economic crisis – the Great Depression.

Unemployment and poverty plagued New York much like the rest of the world in the 1930s. The city bounced back through ambitious public works initiated by the energetic new mayor Fiorello LaGuardia (many of them funded by New Deal funds in a cross-party cooperation between the Republican LaGuardia and the Democratic president Franklin D. Roosevelt). Still, New York’s economy only recovered when demand for manufactured goods skyrocketed because of World War II: The industrial giant rose one last time. One example of New York’s awesome productive capacity may suffice: From 1941 to 1945, the New York Navy Yard built more warships than all of Japan combined. The United States won World War II because of their industrial productivity, and New York was the beating heart of it.

Construction: Upwards

New York had always grown. From the 1880s on, the city grew in a heretofore barely used dimension – upwards. The twin innovations of the elevator and steel frame construction allowed for building heights which had been considered impractical, if not impossible, before. While New York was not the pioneer of these technologies – that merit belongs to Chicago – they were accepted in Manhattan on a scale not known before. Ever more “skyscrapers”, as the tall buildings were soon to be known, sprang up between the Hudson and the East River, giving the city a characteristic look from far away. New York’s skyline has been continually changing, but since then, it has always been dominated by skyscrapers – as has been the image of the city in the public imagination.

I always love when board game art draws inspiration from the period styles – as this art deco cover of Flatiron. ©Ludonova.

Board games are no exception. No theme is as prevalent in games about New York as the construction of skyscrapers. Some are specific, like Flatiron (Isra C./Shei S., Ludonova) which has players build the eponymous Flatiron Building together, but many could be set in any city with tall buildings – but as they are about tall buildings, their designers and publishers think they fit best for a New York setting: Manhattan (Karl-Heinz Koch, Fagus) is a variant of Acquire (Sid Sackson, Avalon Hill) to which the third dimension is added. New York City (Stefan Feld, Queen Games) is a remake of Rialto (Stefan Feld, TMG) – just that the struggle for majorities in Venetian districts of the original, fought with councilmembers, has been replaced by a struggle for majorities in New York boroughs, fought with – you guessed it – skyscrapers.

The covers agree: Manhattan or…
…New York City are places full of skyscrapers. Images ©Fagus, Queen Games.

The skyscrapers got ever taller: The first steel frame buildings in the 1880s and 1890s were well below 100 meters. In 1909, the Singer Building (187m) was the first structure in New York to exceed the height of Europe’s church spires – the first time that the world’s tallest building stood in New York. The city would retain that honor until the 1970s with a succession of ever taller skyscrapers.

The most iconic one was the Empire State Building whose construction was begun in October 1929 – just weeks before the stock market crash. It became the most visible sign of the economic crisis: Even five years after its completion in 1931, half of the Empire State Building’s office space remained empty. Like the rest of New York, it recovered by the 1940s. It would remain the world’s tallest building until it was overtaken by another New York icon in 1973 – the twin towers of the World Trade Center.

Infrastructure: Transport and Leisure

New York did not only grow vertically. Originally, the city had been confined to Manhattan Island and gradually expanded into what became the Bronx. In 1898, New York merged with its neighbor Brooklyn (itself America’s third-largest city at the time) as well Queens county and Staten Island to become a massive metropolis of more than three million inhabitants.

This sprawling moloch, however, was initially still centered on Manhattan, as most people worked there and thus couldn’t live too far away: In 1900, more than half of New Yorkers lived in Manhattan. That changed with the construction of the New York subway from 1900 on. New York was late to embark on such a project (London had started in the 1860s), but it was undertaken with the characteristic boldness of the city and soon became the largest in the world.

Thus, the geography of the city changed: New Yorkers could work in Manhattan, but commute every day from one of the other boroughs. As land there was a lot cheaper, a residential construction boom set in, and by the 1920s, Brooklyn had become the most populous borough of New York.

Sticking to the greatest hits: “New York” means “Midtown and Lower Manhattan plus one stop in Brooklyn” here. Promotional material for Ticket to Ride: New York (Alan R. Moon, Days of Wonder).

The growth of the city required its transport and leisure infrastructure to keep up. One man would become synonymous with it from the 1920s on: Robert Moses, starting out on the Long Island State Park Commission in 1924, became responsible for all kinds of parks, beaches, roads, bridges, and tunnels for both the state and the city of New York over the next decades.

These projects shaped the face of New York: The parks, both in the center and on the outskirts, provided very real benefits in one of the largest, most densely settled cities in the world. And the transport projects took inspiration from the new trend of motorized individual transport – and reinforced it.

Large-scale engineering projects like these go beyond the mere technical aspects. Moses’s creations were shaped by his ideas about how society should look like. For example, already his very first project – Jones Beach State Park on Long Island – outlined his ideal: It provided New Yorkers with a beautifully designed leisure park on the seashore. They arrived there after a pleasurable drive on the new parkways through lush greenery – by car, as no train or subway station was built in Jones Beach, and the bridges crossing the parkway were too low for buses to pass through. This lack of public transport meant that Jones Beach was exclusively accessible for the middle classes.

An even more striking example is Riverside Park in Manhattan along the Hudson River. Around a third of the park is in the predominantly Black neighborhood of Harlem, two thirds in the predominantly White Morningside Heights and the Upper West Side. These southern two thirds were liberally sprinkled with dozens and dozens of playgrounds, the third in Harlem only received one – and here, the iron lattice at the toilets was “decorated” with little ape sculptures.

As you can see, Robert Moses was not quite a nice guy. We’ll see more of him in the next post in this series!

Culture: Roaring Twenties

America’s new, more assertive role in the world after World War I also increased global interest in the country’s cultural output. American literature developed a new confidence, and American jazz became the hottest new music around the world. New York as America’s cultural center both attracted established artists (like the jazz musicians Duke Ellington and Louis Armstrong who both made the city their home in 1923) and produced its own original creations (like the Harlem Renaissance, which marked the first time that a movement of Black American writers and visual artists left their imprint on the wider American cultural consciousness).

Some of the artists in 1923 Cotton Club, taken from the rulebook of the game. ©Looping Games.

One of the institutions of the 1920s New York cultural scene has gotten its own board game: 1923 Cotton Club (Pau Carles, Looping Games). The historical Cotton Club was founded in Harlem in 1923 and soon became the venue to see many of the finest jazz musicians – an attraction not only for regular New Yorkers, but also for the celebrities of the time. That, in turn, made the club even more attractive… well, not for everyone. While the performers on stage were Black, the club would not admit Black patrons (except for the rare Black celebrity). That is not explicitly addressed by the board game, but attentive players will notice that the almost all of the artists which can perform at the players’ clubs are Black, almost all of the celebrities which may attend the club (and are the chief source of points) are White – as are the gangsters.

…and some of the celebrities, also from the rulebook of 1923 Cotton Club, ©Looping Games.

“Gangsters?” you may ask. “In a game about running a nightclub?” Yes, as we are in the age of the prohibition of alcohol in the United States. This fleeting episode (1920 to 1933), and the massive expansion of organized crime which came with it, is almost as irresistible to board game designers as the construction of skyscrapers. Sometimes, it is only the corollary to another activity (like in 1923 Cotton Club).

Another beautiful art deco cover! In the center, we see a fashionable lady at a party… but this party only gets running by work, creativity, and violence (figures on the sides). Cover of Speakeasy, ©Eagle-Gryphon Games.

At other occasions, it takes center stage: Speakeasy (Vital Lacerda, Eagle-Gryphon Games) is all about building a crime empire in Manhattan based on the distribution of illegal alcohol. Frankly, there is a mafia game set in New York for all kinds of gaming tastes: Speakeasy caters to heavy euro gamer, The Godfather: Corleone’s Empire (Eric M. Lang, CMON) to those who love miniatures.

A man who loves cats cannot be a bad person. ©CMON.
A New York map with all five boroughs! We even get a slice of New Jersey as a bonus. Board of Blood Feud in New York, ©Eagle-Gryphon Games.

Blood Feud in New York (Kyle Weinandy, Eagle-Gryphon Games) is for combat-oriented gamers, and Nutty Business (Alain Rivollet, Studio H) for those who don’t want to take their game so seriously: Gangs of squirrels try to dominate the nut-smuggling business in Central Park, 1925.


“You say, ‘Don Squirleone, give me justice.’ But you don’t ask with respect. You don’t offer friendship. You don’t even think to call me Nutfather.” ©Studio H.

Of course, all these mafia games could be set elsewhere. After all, alcohol was prohibited everywhere in the United States. New York, however, is irresistible as the biggest city, where presumably also the biggest crimes are committed. It is no coincidence that both Superman and Batman, those heroes of the Golden Age of Comics, fight their mastermind criminal enemies in fictionalized versions of New York (Metropolis and Gotham, respectively). Apropos: Age of Comics: The Golden Years (Giacomo Cimini/Sónia Gonçalves, Lirius Games) allows players to run a comic book publisher, develop ideas, print, and sell comic books… and of course, they do so in New York.  

If you do a game about comic books, your art better be in a comic book style as well! Note the view to the Chrysler Building. ©Lirius Games.

New York’s status as leading America in culture and crime will feature in our next (and last) instalment of this series. Watch this space!

Games Referenced

Fifth Avenue (Wilko Manz, Ravensburger)

1920 Wall Street (Perepau Llistosella, Looping Games)

Flatiron (Isra C./Shei S., Ludonova)

Manhattan (Karl-Heinz Koch, Fagus)

Acquire (Sid Sackson, Avalon Hill)

New York City (Stefan Feld, Queen Games)

Rialto (Stefan Feld, TMG)

Ticket to Ride: New York (Alan R. Moon, Days of Wonder)

1923 Cotton Club (Pau Carles, Looping Games)

Speakeasy (Vital Lacerda, Eagle-Gryphon Games)

The Godfather: Corleone’s Empire (Eric M. Lang, CMON)

Blood Feud in New York (Kyle Weinandy, Eagle-Gryphon Games)

Nutty Business (Alain Rivollet, Studio H)

Age of Comics: The Golden Years (Giacomo Cimini/Sónia Gonçalves, Lirius Games)

Further Reading

For a concise introduction, especially focused on local politics, see Lankevich, George J.: New York City. A Short History, New York University Press, New York City, NY/London 1998.

If you want a treatment which is both more in-depth and more journalistic (and lavishly illustrated) and don’t mind its history practically ending around 1970, see the book version of the 17-hour PBS documentary from 1999: Burns, Ric/Sanders, James/Ades, Lisa: New York. An Illustrated History, Knopf, New York City, NY 2001.

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

Von: Grant
03. August 2026 um 14:00

As this month’s Wargame Watch posts on the blog, I will have just come back from attending the World Boardgaming Championships in Seven Springs, Pennsylvania where I was able to spend 5 1/2 days of fabulous gaming. I bring that up because this month I just didn’t have the time to do the deep dive that I normally do and only was able to find 27 games (including a new game from our sponsor Nuts! Publishing). I was also able to find 3 games to share being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the July Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/07/01/wargame-watch-whats-new-upcoming-july-2026/

This month we have a sponsor for the Wargame Watch feature in Nuts! Publishing. Founded in 2011, Nuts! Publishing is a French tabletop and board game publisher established by four wargaming and history enthusiasts. While initially famous strictly for historical and tactical wargames, the company has expanded its catalog to include cooperative, sci-fi, and family-friendly board games, while maintaining a strict selection process for those games they do publish. They are well known for developing popular original titles like Mini Rogue, Diluvium, and 300: Earth & Water, which is a part of their unique small format wargame series called Combat Rations that recently released the 3rd volume in the series called Guerre Eclair. The “Combat Ration” Series is a line of highly accessible, compact wargames designed to be played in about an hour including the 2 previous titles of 300: Earth & Water that delves into the Persian invasion of Greece in 492BC, and Port Arthur that retells the story of the 1905 Russo-Japanese War. 

But, they also have a full line of more beefy traditional wargames including such titles as Urban Operations, Saigon 75, Stalingrad Roads, This War Without an Enemy, We Are Coming, Nineveh and Phantom Fury.

In addition to their own unique games, they also hold licenses to translate and distribute highly acclaimed international games for the French market, such as One Deck Dungeon, War of the Ring and the Undaunted Series.

Their newest wargame release is called Guerre Eclair designed by Yasushi Nakaguro and is a part of the Combat Rations Series. Guerre Eclair is a remake of the 2019 game called The Rise of Blitzkrieg from Bonsai Games and is a card-driven game for 2 players lasting around 45 minutes. The setting is World War II in 1940 as the Germans unleashed their new Blitzkrieg tactic to invade France. The attacking Germans hide their intentions by choosing a conquest goal of either taking the Maginot Line, conquering Paris or controlling the ports at Dunkirk. Dice are rolled for combat and the highest 2 dice totals determine the outcome and if doubles are rolled losses to units will be inflicted. The French and British really cannot afford to lose many units as they don’t have a lot but neither can the Germans. The game is simple but fairly meaty with lots of decision points and we had a great time with it, as we have had with the other games appearing in the series.

Here is what Florent had to share on their upcoming slate of games:

In May, we released Guerre Eclair the third game in the Combat Rations series and work on the next titles in the line is well underway (specifically Norway 40, followed by Bulge 20 – Yes, by Joe Miranda previously published by Victory Point Games). Urban Operations 2nd Edition is now available in stores worldwide. Please note that an upgrade kit is available on our website for owners of the 1st Edition.

Upcoming releases in early 2027 include The Coldest Winter, a card-driven game about the 1939–40 war between Finland and the Soviet Union (designed by Timo Pohja; art by Nils Johanssen), followed by Supremacy 2050, in which the world’s four major powers clash between 2020 and 2050 (designed by Pierre Razoux; art by Domhnall Hegarty).

Finally, we will launch two crowdfunding campaigns in 2027. The first will be for the second edition of Sword of Rome, covering the rise of Roman power in the 3rd and 4th centuries BC (designed by Wray Ferrell; art by Nicolas Roblin and Gabriel Pardon). The second will feature Nemto a cooperative sci-fi wargame (designed by Hermann Luttman; art by Nicolas Roblin and Christian Benavides).

Quite a variety of eras and gameplay styles!

Here is a link to an interview we did with one of the owners, designer and main bottle washer Florent Coupeau while attending Essen Spiel 2025:

Here also is an older video we did with Florent while attending SDHistCon 2024 where we discussed the excellent Combat Rations Series and Guerre Eclair (recently released) and the upcoming Norway 40:

Nuts! Publishing really has a lot of great games and you can check those out by visiting their website at the following link: https://www.nutspublishing.com/eshop/index.php

But now onto the games for August!

Pre-Order

1. Pacific Fleet: Rise & Fall of the Japanese Empire from VUCA Simulations

VUCA Simulations is a newer company on the scene the last several years (really since 2021) and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest pre-order offerings is called Pacific Fleet: Rise & Fall of the Japanese Empire designed by Hiroyuki Inose. I love a good Pacific Theater WWII game and this one looks pretty great.

From the game page, we read the following:

The Pacific War was unlike any other conflict of the Second World War. Vast oceans, isolated island chains, carrier task forces, long-range bombers, amphibious invasions, and industrial warfare all combined into one of history’s most complex military campaigns.

Pacific Fleet: Rise & Fall of the Japanese Empire places you in command of this global struggle. Lead the Imperial Japanese forces in their quest to establish dominance across Asia and the Pacific, or direct the Allied war effort as overwhelming industrial power gradually turns the tide. Every carrier strike, convoy, amphibious landing, and production decision shapes the course of the war.

This is not merely a naval game—it is a complete grand-strategic simulation where sea, air, and land warfare are seamlessly integrated into one operational system.

Fight from the opening attacks of December 1941 through the climactic campaigns that determined the fate of the Japanese Empire. Unlike many Pacific games that focus on individual battles, Pacific Fleet presents the entire theatre as one interconnected campaign where logistics, production, intelligence, and operational planning are equally important.

If you are interested in Pacific Fleet: Rise & Fall of the Japanese Empire, you can pre-order a copy for $107.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/pacific-fleet-rise-fall-of-the-japanese-empire

2. Modern Tactics: Afghanistan – British Forces Expansion from VUCA Simulations

We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design with VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan. That was announced on pre-order a while ago and has since been delivered but there is now an expansion of sorts to the game called Modern Tactics: Afghanistan – British Forces Expansion but it is being designed by another designer named Kenneth Tee of People Power from GMT Games fame.

From the game page, we read the following:

The war in Afghanistan was fought village by village, compound by compound, and patrol by patrol. Every operation demanded careful planning, disciplined infantry, close cooperation with allied forces, and constant vigilance against an elusive insurgency.

Modern Tactics: Afghanistan – British Forces Expansion places you in command of the British Army, Royal Marines, Special Air Service, and supporting Afghan forces during Operation Herrick. Experience thirteen new scenarios inspired by real operations fought throughout Helmand Province between 2001 and 2012, introducing new units, mechanics, and tactical challenges to the Modern Tactics system.

Whether conducting a night raid with the SAS, leading Gurkhas into hostile villages, defending isolated platoon houses, or escorting Afghan National Army units through dangerous territory, every mission presents unique tactical and operational decisions.

If you are interested in Modern Tactics: Afghanistan – British Forces Expansion, you can pre-order a copy for $39.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/modern-tactics-british-forces-expansion

3. Thirty Years of Misery: The Thirty Years War 1618-1648 from VUCA Simulations

A couple of years ago, I came across a new designer named Brian Asklev and have done interviews with him covering Baltic Empires from GMT Games and 1812 – Napoleon’s Fateful March from VUCA Simulations. Brian is a pretty sharp designer and I very much like his approach to design as well as the choices in designs that he is doing. His new game is called Thirty Years of Misery: The Thirty Years War 1618-1648. The cover art is amazing, the topic looks great and the approach that he is taking seems to be very novel.

From the game page, we read the following:

Between 1618 and 1648, Europe was consumed by one of the longest and most destructive conflicts in its history. What began as a rebellion in Bohemia soon engulfed the Holy Roman Empire and drew nearly every major European power into a struggle over religion, dynastic ambition, and political supremacy. Millions perished as armies marched across Central Europe, cities were besieged, alliances shifted, and entire regions were devastated.

Thirty Years of Misery places you in command of the major powers that shaped this conflict. Lead the Imperial Habsburgs, the Catholic League, Sweden, or France as you fight to reshape Germany through military campaigns, religious influence, political maneuvering, and strategic diplomacy.

Victory requires more than battlefield success. You must secure electorates, protect your heartlands, influence the religious landscape of the Empire, and achieve your faction’s unique historical ambitions before peace is finally negotiated at Westphalia. Rather than recreating individual battles, Thirty Years of Misery captures the entire strategic conflict across three decades of war.

Every campaign combines:

  • Military operations
  • Religious conflict
  • Political objectives
  • Coalition warfare
  • Historical events
  • Dynamic diplomacy

Each round features a randomized turn order, ensuring that no two campaigns unfold the same way. Players must continually adapt to changing circumstances, unexpected interventions, and opportunities created by both allies and enemies.

If you are interested in Thirty Years of Misery: The Thirty Years War 1618-1648, you can pre-order a copy for $79.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. Iwo Jima: Hell on Earth Revised Edition from Neva Game Press

Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2+ years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their first release called Iwo Jima: Hell on Earth, which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 at the end of WWII, was both commercially and critically successful and has sold out and now they are bringing back a revised edition for pre-order.

From the game page, we read the following:

Iwo Jima: Hell on Earth is a hex & counter wargame based on this iconic battle. This challenging solitaire wargame puts you in command of US Marine Regiments as they battle entrenched Japanese Battalions during the iconic 36-day Operation Detachment. Each game turn represents approximately four days, condensing the intense conflict into nine turns of strategic decision-making. 

In Iwo Jima: Hell on Earth, your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days.

Victory is determined at the end of Turn 9 by calculating your Victory Points. You earn VP’s by: Eliminating Japanese units, Capturing key objectives on time and Japanese surrender. You can lose VP’s if: You play too many Special Orders and/or you suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP).

I think that a new company selling out their first release is probably pretty rare in our hobby but Neva did it and it is partly because a good solitaire game is always in demand and their focus on quality, in both game play and components, speaks to wargamers and word will spread fast once it is out. So what is different in this new Revised Edition?

Because we are heading back to the printers, we saw the perfect opportunity to integrate our community feedback directly into the game. The Revised Edition will feature:

  • Upgraded Map: A minor visual tweak where hill hex frames are slightly thicker, making them much easier to identify during intense gameplay.
  • Box Art Variant: A fresh, slight variation of the original box art (while keeping the classic spirit of the original design).
  • Fully Integrated Updates: All components from our Update Kit (detailed below) will come standard inside the box!

We published an interview with the designer José Manuel Neva and you can read that at the following link: https://theplayersaid.com/2025/03/31/interview-with-jose-manuel-neva-designer-of-iwo-jima-hell-on-earth-from-neva-wargames/

If you are interested in Iwo Jima: Hell on Earth Revised Edition, you can pre-order a copy for €44.75 ($51.13 in US Dollars) from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth-revised-edition/

The game should be shipping Q4 of 2026.

5. Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter

About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has already launched on Kickstarter.

From the game page, we read the following:

Rebels Against Rebellion is a card-driven war game designed by award-winning designers, David Thompson and Trevor Benjamin. The cards in your deck represent the units and locations under your control. Each turn you will play cards to perform actions on the board and to add, remove, and improve the cards in your deck. The player who most successfully spreads their control across Scott County is the winner.

Tennessee’s role in the American Civil War and the Secession Crisis was marked by significant internal divisions between its eastern, middle, and western regions. In early 1861, when South Carolina became the first state to secede from the Union, Tennessee’s legislature resisted the idea. However, following the attack on Fort Sumter in April 1861, Tennessee was forced to readdress its position. On June 8, 1861, a state referendum resulted in a decisive vote to secede.

Despite this formal decision, Tennessee remained divided. In the eastern part of the state, loyalist sentiment was strong. East Tennessee had overwhelmingly voted against secession in the 1861 referendum, while West and Middle Tennessee overwhelmingly supported secession. 

As tensions escalated, residents of East Tennessee found themselves forced to take sides, often leading to violent confrontations. Loyalist- and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. The establishment of local militia groups known as the home guard sought to defend loyalists. These small militias acted in secret, launching surprise attacks on Confederate soldiers and secessionist raiders, but they also faced constant threats from the Confederate army and local secessionist groups. 

Of the thirty-one counties in East Tennessee, none voted against succession by a higher margin than Scott County. With a vote of 521 to 19 in favor of rejecting secession, the county’s stance was clear. Local residents so opposed the Confederacy that later in 1861, the county court approved a protest resolution declaring the county’s secession from the State of Tennessee and the creation of a “Free and Independent State of Scott.” 

This is the story of the Free and Independent State of Scott during the Civil War.

If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:

Because I know that many of you will be paying this one solitaire, Denver did an overview video of the solitaire mode and you can watch that at the following link:

We recently posted an interview on the blog with one of the designers David Thompson and you can read that at the following link: https://theplayersaid.com/2026/08/04/interview-with-david-thompson-codesigner-of-rebels-against-rebellion-from-flying-pig-games-coming-to-kickstarter-soon/

If you are interested in Rebels Against Rebellion, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

As of August 1st, the Kickstarter campaign has funded and raised $24,531 toward $10,000 funding goal with 450 backers. The campaign will conclude on Tuesday, August 18th at 12:00pm EDT.

6. Lee’s War: The War in Virginia 1861-65 from Worthington Publishing Currently on Kickstarter

One of the subjects that Worthington Publishing does really well is the American Civil War. They have their Civil War Brigade Battle Series that we have enjoyed and they really have a way of making these ACW games playable yet integrating some of the most important historical aspects to keep them grounded in history. Their newest series is focused on the Strategic Level and is supposed to be a 3 volume series. The first entry in the series is called Lee’s War: The War in Virginia 1861-65 and is currently on Kickstarter.

From the game page, we read the following:

Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War. It is meant to show the difficulties each side faced during the war. There is no plan currently for a full war campaign scenario. Players are given scenarios based on the campaigns and complete years of the war. I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 

If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864. Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.

The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of certain rules such as Dice Differential and combat die rolls.

Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 – 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.

Here is the current 14 scenario list:

  • First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)
  • The Peninsula Campaign / 10 turns (April 1 –  June 15, 1862)
  • The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)
  • Second Manassas / 7 turns (July 14  – August 31, 1862)
  • Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)
  • Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)
  • The 1862 Campaigns / 30 turns (April 1 – November 1, 1862)
  • Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)
  • Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)
  • Mine Run Campaign / 6 turns (November 15 – December 31, 1863)
  • The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)
  • Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)
  • The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)
  • The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)

If you are interested in Lee’s War: The War in Virginia 1862-1865, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865

As of August 1st, the Kickstarter campaign has funded and raised $27,212 toward its $1,861 funding goal with 304 backers. The campaign will conclude on Saturday, August 15th at 4:00pm EDT.

7. Warfighter: The WWII Eastern Front Special Forces Card Game from Dan Verssen Games Currently on Kickstarter

The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see that they are doing this WWII Eastern Front offering as I think that it will offer a new and interesting view of the history.

From the game page, we read the following:

Warfighter WWII Eastern Front recreates the brutal skirmishes fought across the vast Soviet battlefields of World War II, where Soviet Red Army and German forces clashed for shattered cities, strategic strongholds, and hard-won ground in some of the harshest climactic conditions of the war. You will face fierce resistance from enemy troops, but the battlefield itself, from deep snow and choking mud to bitter cold and broken terrain, can prove equally deadly. 

Do you have what it takes to defend the Rodina and drive the invader from our soil?

Warfighter WWII Eastern Front is the latest title in the Warfighter WWII Series, which includes other core sets for the Europe, Pacific, Mediterranean and North Africa Theatres of Operation. The Eastern Front has been an area of interest which we have been discussing for a time, and we began research and design work in January 2025. Now, the game design is complete, and we are ready to present it for crowdfunding support.

A key part of the game is squad building and mission planning. You decide which soldiers go on the mission, and which skills, weapons and gear to equip them with, best suited for the objective you are attacking. You control their actions and resolve all combat against hostiles and events encountered, but do not take too long, as the timer is counting down!

As a solitaire wargame, the game’s hostile response system handles all the enemy decisions and actions which will oppose your squad and thwart your mission plans. You will have to respond to the unexpected events and hostile attacks, as well as challenging weather and terrain, to make it to the objective and complete the victory conditions. Glory for the Motherland! Slava Rodina!

Along with the Eastern Front Core Box, there are seven Expansions which will allow you to extend your gameplay to include more armed forces and battles. The expansions offered with the Eastern Front core box feature Penal Battalions, Airborne, Partisans, as well as the Soviet Winter, Soviet Winter Vehicles and the Raid on Peenemünde. 

We have also created the Critical Hit Deck pack, a new type of expansion which introduces critical hits to Soldiers and Hostiles alike, to add some cinematic flair and drama to your stories. All expansions are designed to be playable with the core set, and they add new Soldiers, Missions and Objectives, Gear, Skills, Locations, Hostiles and Events to your gameplay.

If you are interested in Warfighter: The WWII Eastern Front Special Forces Card Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-warfighter-wwii-eastern-front

As of August 1st, the Kickstarter campaign has raised $24,469 toward its $20,000 funding goal with 151 backers. The campaign will conclude on Monday, August 3rd at 3:00pm EDT.

8. Lee Moves North: Campaigns of Antietam and Gettysburg from GMT Games

Several years ago, Mark Herman designed a unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns and Volume II being Army of the Potomac. Mark has now advanced the series with the upcoming Volume III called Lee Moves North: Campaigns of Antietam and Gettysburg that was announced this past month by GMT Games.

From the game page, we read the following:

Lee Moves North is a standalone game that covers the Confederate invasions that led to the battles of Antietam and Gettysburg. Lee Moves North is the third volume in Mark Herman’s Civil War Heritage Series that began with the Charles S. Roberts Award winning Rebel Fury (Best American Civil Wargame of 2024).

Lee Moves North is a low-complexity, grand tactical simulation that won the James F. Dunnigan Award for Playability and Design. Its unique combat system generates a detailed narrative that perhaps for the first time allows you to fully experience the risk calculus of a Civil War Army General.

If you know how to play Rebel Fury or Army of the Potomac, you can play the one map battles of Antietam and Gettysburg right out of the box. The game comes with 13 scenarios, 7 of which are played on one map to include 4 DOG (the four days of Gettysburg) with the remainder using all or some number of its EIGHT grand tactical maps, plus a standalone Theater scenario. The thirteenth bonus scenario covers Jubal Early’s 1864 invasion that led to the battle of the Monocacy River.

Through Lee Moves North you will experience these famous battles in a way that you have not seen them before. The grand tactical level is about maneuver combinations prior to and during a battle but make no mistake you will also see the brutal nature of Civil War combat. As the general leading an army, you will have player agency over when, where, and how often to attack using the unique Rebel Fury combat system. Following the combat narratives that are in every book that you have ever read on the Civil War you will experience the frustration of seeing your assaults fail more often than they succeed yet the better general is the one whose plans turn this historical reality into victory.

While we have not yet played Army of the Potomac, we have very much enjoyed the system and its first volume Rebel Fury. Here is a look at our video review for Rebel Fury:

If you are interested in Lee Moves North: Campaigns of Antietam and Gettysburg, you can pre-order a copy for $82.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1253-lee-moves-north.aspx

9. Rowing to Hades: Fast Playing Naval Battles of the Ancient World from GMT Games

Ancients games are always a good time and if that game has naval units, including triremes, Greek fire ships and the like sign me up. This past month, GMT announced this new game from designer Jason Walonoski called Rowing to Hades: Fast Playing Naval Battles of the Ancient World. Jason is a newer designer with his first game called Epipolae: The Athenian Expedition in Sicily, 415-413 BCE, which is a part of the Levy & Campaign Ancients Series. I share that because he knows something about Ancients and I also think that he is a good designer with a good approach.

From the game page, we read the following:

Rowing to Hades is a squadron-level naval wargame set in the ancient era. The era of oars, not sails. Rams, not broadsides.

Inspired by classics such as War Galley (GMT), Trireme (Avalon Hill) and the Commands & Colors system, it will appeal to gamers who want to enjoy quick naval battles at a different scale and complexity level.

A single battle can be completed in 30-60 minutes. There are scenarios for the Greco-Persian and the Peloponnesian Wars as well as a campaign system to link multiple battles together in an afternoon.

A key design goal was to create a fun quick-playing game, not a simulation. Many details are abstracted, while maintaining historical flavor.

Combat is simple and quickly resolved. After all units have moved, they may Ram. If units have not moved, they may conduct Melee.

Attackers roll a base number of dice determined by the unit type (different types of units roll different numbers of dice for ramming and melee), with the number of dice increasing or decreasing for factors like attacking from the rear, using a special maneuver card, or the enemy formation (for example, line abreast, line ahead, or kyklos).

I am very much interested in this one. Tactical level naval combat is something that is very appealing and this one looks to be on the lighter side of the spectrum but offers enough depth that it should be a very interesting experience.

If you are interested in Rowing to Hades: Fast Playing Naval Battles of the Ancient World, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1252-rowing-to-hades.aspx

10. Commands & Colors: Ancients 8th Printing from GMT Games

Commands & Colors: Ancients depicts warfare from approximately 3,000 BC to the opening of the Middle Ages in 400 AD, which is quite a spread across time encompassing different strategies, tactics and even technology. CC: Ancients uses the standard card activation system which identifies a number of units that can take actions in one of three areas on the board, including the Left, Center and Right. This card system is standard to the series and really keeps the game light and fun as you sometimes simply cannot control take the actions you need to in order to win the game.

One of the reasons that I like Ancients and how it implements the system is that the scale changes during each of the battles represented. This means that some of the scenarios will have an Infantry unit representing an entire legion of fighters, while in other scenarios a unit may just represent a few warriors. This flexibility makes the game really interesting and you have to learn how best to use each of your units in each of the settings. This really adds to the replayability factor as well because you are learning from each scenario.

CC Ancients Units

The unit variety in this one is interesting as compared to other games in the series such as Battle Cry and Memoir ’44 as each of those volumes had just three types of different units. In Ancients though there are multiple different types or classes of Infantry. Units are rated according to their makeup and in some ways their tactics and are placed in three neat and tidy categories including Light, Medium and Heavy. In the ranks of the Light Infantry, there are the standard Light Infantry, Auxilia, Light Bow and Light Sling for example. In looking at the other types of units there are Cavalry, Chariots, War Machines, Leaders, and the best part Elephants. The game comes with very clear and well done player aids that outline the different abilities of each type of unit and help you with an understanding of their movement, combat dice and any special abilities.

The final best thing about the game is the number of different engagements portrayed and how each of them uses different units and will require you to think on your toes about how best to utilize your assets. The battles covered include Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama. All in all, I find Ancients to be a simple yet fulfilling gateway to the series and would recommend it heartily to anyone interested in getting on board.

From the game page, we read the following:

Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?

Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.

Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.

CC Ancients Elephants

If you are interested in Commands & Colors: Ancients 8th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1250-commands-colors-ancients-8th-printing.aspx

11. Commands & Colors: Napoleonics 6th Printing from GMT Games

I will be honest with you, when we first played Commands and Colors, I was really leaning toward Ancients as my favorite one. But that all changed once we got the grand daddy of them all on the table in Napoleonics. To me, I really enjoy the added layers of depth to this one. It has six expansions for a reason as they have tried to capture the intricacies of each nation and their unique abilities and fighting styles to make for very highly stylized game.

Of all the C&C games this one is on the richer end of the scale, especially as you add in the expansions. The little bits of chrome make the combats more tactical. You can put your infantry into square formation to counter cavalry charges, but that comes with it’s own sub set of limitations. Each nation has their own special ability, and then each of their units have their own characteristics. An example of which are the Spaniards’ Infantry being straight up not as good as others. They roll dice equal to their number of blocks -1 for example. Each faction has strengths and weaknesses which gives you a little more to think about. Again, nothing overwhelming, and nothing you can’t handle but Napoleonics just has that extra richness and detail that brings the game to life and makes each play feel different from the last.

C&C Napoleonics Units

There are a few new differences in this one. Leaders play a very important role on the battlefield. They don’t add to attack but keep units in formation and from breaking. You must try to keep the Leaders away from the front line because they can become casualties but you need them to keep order on the battlefield as they will allow units to ignore some symbols.

Another major difference is in how units do when they are reduced. In all previous versions of the C&C system, the number of remaining blocks in a unit was not factored into the strength of that unit’s attack. If they had three units left, they would still roll their maximum 2 dice. But now that has changed and I really like this one. The basic attack strength of a unit is equal to the number of its blocks.

The color and the pageantry of a Napoleonics battle is hard to ignore and this one has a lot of substance to the game that the other volumes don’t approach. I will play Napoleonics at any time and relish the chance to learn new strategies and try out new tactics with the multitude of different units found in each expansion.

C&C Napoleonics Unit Bag

In the end, Commands and Colors is a fantastic system that has a little bit of everything that will appeal to any wargamer’s taste. I recently played Tricorne and man was that a fascinating experience. We also played the new one from GMT from 2019 Medieval and enjoyed it, and actually really liked some of the new additions, but just were let down by the theme. If you haven’t tried C&C yet, what are you waiting for? Pick a historical period you like and give it a try. You won’t be disappointed!

From the game page, we read the following:

The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor. 

For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.

  • The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
  • In combat, a unit’s battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
  • An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
  • Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
  • As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
  • When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.

The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon. 

If you are interested in Commands & Colors: Napoleonics 6th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1251-commands-colors-napoleonics-6th-printing.aspx

12. Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing from GMT Games

Both Alexander and I love Empire of the Sun and really enjoy Mark Herman designs. Now I know that Pacific War is not EotS but it definitely was a precursor and led to its design and development. Unfortunately, I did not play the original Pacific War as I was 12 years old and focused on other things (baseball, football) and other games (mainly Dungeons & Dragons and other role playing in my teens). So, this one interests me because it will be a new experience for me.

From the game page we read the following:

Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.

Strategic wargame that covers the entirety of the Pacific Theater of World War II…pretty big game, both in scale and distance. For a game to cover the entire theater, it has to be deep and have various systems to cover all of the different types of actions. Here is an answer on this aspect frog the game page:

For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game’s basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions.

As this game is a reprint and updating of a classic, the first thing I thought about was what has changed in the design? Mark answered this question very well in the game write up on the game page:

So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon .

The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game’s reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It’s unlikely (to date I have only done it three times). However, Pacific Waris an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario.

No cards, as this one is not a Card Driven Game, and lots of counters with 9 counter sheets listed. This is going to be blast and I hope that we get around to playing this game so that I can get a view of the original work from one of my favorite designers.

If you are interested in Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing you can pre-order a copy for $99.00 from the GMT Games website at the following link:  https://www.gmtgames.com/p-1249-pacific-war-the-struggle-against-japan-1941-1945-2nd-printing.aspx

New Release

1. Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622 from High Flying Dice Games

Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a new series of games covering the Thirty Years War called Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622.

From the game page, we read the following:

Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20th, 1622 is a game with 2 battles and both battles were part of the so called “Bohemian Phase” of the Thirty Years War and were one the result of the other. The first took place when the Catholic forces of Tilly and Cordoba surprised the smaller force of George Fredrick of Baden who was trying to cross the river Neckar near Wimpfen. Even if the Protestant forces made their best in the battle, thanks to a favorable uphill position, theywere defeated.

A month and an half later, another part of the Protestant troops moving around the Rhineland, the part commanded by Christian of Brunswick, was stopped by the same catholic army under Tilly and Cordoba near Hochst, while trying to cross the river Main. The ensuing battle was a sort of a draw, as at least a part of the catholic army was able to join the other catholic force under Mansfeld, but at so high a cost in losses, that the Palatinate theatre of the war was de facto closed.

If you are interested in Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/bohemia.html

2. La Conqueste: The French and Indian War 1754-1763 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called La Conqueste: The French and Indian War 1754-1763 from White Dog Games uses the States of Siege Series System and dives into the French & Indian War.

From the game page, we read the following:

Over 270 years ago, France controlled most of North America east of the Mississippi River. The British had colonized only along the Atlantic Coast and wanted to expand further west. Conflict between these two great powers in the New World was inevitable. The immediate issue in the new World was whether the upper Ohio River valley was to be a part of the British Empire, and therefore open for trade and settlement by English colonists, or part of New France. When, in 1754, war broke out between France and England in Europe, it quickly spread to the New World, where it was called the French and Indian War, and where two of the most famous generals in history fought one another: Wolfe and Montcalm.

​​In this exciting game of that titanic struggle in America designed by R. Ben Madison, you control the forces of New France against England and the British colonies as the epic nine-year long French and Indian War breaks out. 

If you are interested in La Conqueste: The French and Indian War 1754-1763, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/french-and-indian-war

3. Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD from White Dog Games

Another new solitaire States of Siege Series offering this month from White Dog Games takes us to ancient Persia and Iran in the Sasanian Era covering the years of 224-651 AD. This one is also designed by R. Ben Madison and looks to be very interesting.

From the game page, we read the following:

Fortress of Oblivion is an exciting solitaire game by designer Ben Madison that puts the player in the role of the ancient Shahs of Iran during the Sasanian Era, 224-651 AD – or even later, if you survive! You will use the economic, military, and social resources of the Iranian Empire, called “Persia” in the west, to defend your realm against invading foreign armies from the west (Armenians and Romans, later called Byzantines), the east (China, Central Asian nomads, and the mighty empires and petty states of India), and marauding Himyarites and Ethiopians from the south, soon to be routed by your greatest foe: the giant Arab Caliphate!

If you are interested in Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/fortressofoblivion

4. Santa Cruz 1797 Reprint from Bellica 3rd Generation

One well recieved wargame from 2017 was called Santa Cruz 1797 from Bellica 3rd Generation which was designed by Iván Cáceres. The game covers the British amphibious assault on the fortress at Santa Cruz de Tenerife in Spain and is a card driven siege game. Bellica 3rd Generation is now reprinting this game which has been out of stock pretty much everywhere with a new edition.

From the game page, we read the following:

Early morning on July 25, 1797…A squadron of His Britannic Majesty under the command of Lord Admiral Horatio Nelson set out to assault the fortifications of Santa Cruz de Tenerife. The fight would be desperate and the first light of day would find the

On this occasion, in addition, Nelson lost his right arm due to an impact from a cannon (“El Tigre”) that is still preserved in the Museum of the Castle of San Cristobal, in Tenerife.

Santa Cruz 1797 is a game for two players in which each player has a well-defined role: the British must storm the city and occupy its key points while defeating the Spanish military forces, the Spanish must wait to see where his opponent lands and then launch into a tenacious and aggressive defense to defeat him.

The game is a block wargame and works with a card engine that allows players to act on the opponent’s turn and creates a situation of unparalleled tension and uncertainty until the end of the game.

If you are interested in Santa Cruz 1797 Reprint, you can purchase a copy for 50,00 € ($57.00 in US Dollars) from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/santa-cruz-1797/

5. Lone Panther from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Lone Panther and can be downloaded from Wargame Vault. I do know that typically these games are sold on Amazon but I have not seen this offering make it there as of yet.

From the game page, we read the following:

The German front in the Italian Po Valley is collapsing. Months of retreat, shattered divisions, and dwindling fuel have left the once‑proud Panzerwaffe reduced to scattered pockets of armour fighting desperately to hold back the Allied advance. In this flat, misty landscape of farms and villages, marshland, narrow roads and orchards, tanks are no longer committed in massed formations. Instead, single vehicles are thrown forward to plug gaps, delay Allied spearheads, or hold a vital crossroads.

You command one such machine, a Panther Ausf. G, operating alone, cut off from its parent battalion and reliant on its crew. Allied forces push north with growing momentum. British armour probes ahead, infantry screens advance through the fields, and fighter‑bombers circle overhead searching for targets of opportunity.

In this final phase of the Italian campaign, a Lone Panther can still shape the battlefield – if its Commander keeps his nerve.

Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events.

This game is designed to be easy to learn and good fun to play.

This is a solitaire wargame. You play the game, and the enemy is controlled by the game (or the Artificial Intelligence or ‘AI’). You will need at least 7, but preferably 9, standard six-sided dice (not included). There are 10 very replayable missions included with full colour maps and clear instructions.

It is highly recommended that the counters provided on the final page of the game are used to play this game. Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel. The easiest way to make these counters is to print or copy them onto an A4 printer label, leave the ink to dry completely, then peel the back and stick to 1-2mm card. Alternatively, any standard paper glue will do such as PVA. You can also find ‘Instructional Playthrough’ videos on the Mike Lambo Games YouTube Channel to see how the game plays.

If you are interested in Lone Panther, you can order a print and play copy for $9.99 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/575355/lone-panther-a-solitaire-wargame?

6. Great War Battles Volume 2: Tankschlacht: Cambrai, 1917 from Revolution Games

World War I is always an interesting war to game. We have played our fair share of WWI games and pretty much enjoyed them all. The Great War Battles Series from Revolution Games is a wargame system designed by Kerry Anderson that simulates World War I engagements at the brigade and regimental level and the newest offering in the series is called Tankschlacht: Cambrai 1917, which is now available for purchase.

The Battle of Cambrai was a massive British offensive on the Western Front in France during World War I and was fought between November 20 and December 7, 1917. The battle is legendary for marking the first large-scale, effective use of massed tanks in warfare.

From the game page, we read the following:

Tankschlacht is the second game in the Great War Battles Series; the first being Death of an Army: Ypres, 1914. Tankschlacht is a brigade/regimental simulation of the Battle of Cambrai, November 20 – December 3, 1917. A two player game where players assume the role of the German and Allied troops as they desperately fight for the valuable position in the line. 

If you are interested in Great War Battles Volume 2: Tankschlacht: Cambrai, 1917, you can order a copy for $70.00 ($55.00 for a Ziplock edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/tankschlacht-cambrai-1917-boxed-edition/

7. Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 from Revolution Games

Blind Swords is a series that most all wargamers have heard of and played at least a few games that use the system. We have played several of these games including Shiloh: The First Day and Gettysburg: The First Day in the series from Revolution Games. Recently, they announced a new title in the series called Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 designed by Mike Wimple.

From the game page, we read the following:

The Confederate’s 1864 Maryland Campaign, led by Lieutenant General Jubal Early, was designed to draw Union forces away from the siege of Petersburg, Virginia and pose a possible threat to Washington. On the morning of July 9, 1864 Early was in Frederick Maryland, ready to cross the Monocacy River and drive toward a lightly defended Washington. Opposing him was Union General Lew Wallace. Wallace put together a hurried defense using any available troops who delayed the Confederate offensive towards Washington long enough that battle hardened forces from Grant’s Army were able to reach the city and bolster its defenses. These additional forces proved sufficient to repel the threat to the city. Thus, the ensuing Battle of Monocacy Junction has been referred to by many historians as “The battle that saved Washington”.

Early Threatens Washington includes one introductory and two full battle scenarios. The all-day full battle scenario allows players to try various strategies for clearing the Georgetown Pike. Do you try Early’s plan of forcing his way across the Wooden and Railroad bridges while feigning interest in the other crossings or some other, more clever method? The half-day full battle scenario allows players to play out Early’s plan as it actually unfolded, ignoring the morning actions, and focusing on the afternoon climax of the battle. Even though the Union is outnumbered by the Confederates, the situation is balanced and offers tough choices for both players. The thirteenth game in Revolution Games’ popular Blind Swords system, Early Threatens Washington provides an immersive experience of tactical American Civil War combat without a heavy rules load. The game can be enjoyed solitaire, two-player or multi-player.

If you are interested in Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864, you can order a copy for $70.00 ($55.00 for a Ziploc edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/early-threatens-washington-boxed-edition/

8. Stalingrad: Advance to the Volga, 1942 from Revolution Games

I love a good solitaire wargame. And if that game covers the famous Battle of Stalingrad mores the better! A few years ago, they released the first volume in a new Solitaire Area Movement Series called Stalingrad: Advance to the Volga, 1942 designed by Mike Rinella. Mike has done a slew of area movements games, such as Patton’s Vanguard and Last Battle, Ie Shima, and his designs are always interesting and playable.

I have played this one quite a few times, and have also played the follow up version called Manila: The Savage Streets, and the AI and the overall design itself really worked well to create a very interesting and challenging game. In fact, after 4 or 5 plays, I have yet to taste victory. I really have enjoyed my experience with Stalingrad: Advance to the Volga, 1942 as the game is well put together, well thought out and frankly just works. They now have reprinted the game and you can get a copy now after the game was out of print for a year or so.

From the game page, we read the following:

There can be little question Stalingrad was one of the bloodiest and most decisive battles of the
entire Second World War. The campaign by the German 6th Army to crush the Soviet 62nd
Army and capture the city has been the subject of numerous two-player designs. It is a
situation known to most gamers but is presented here in a new and exciting SOLITAIRE format,
the first in a series of single-player area movement games by publisher Take Aim Designs.
Stalingrad: Advance to the Volga, 1942 puts the player in charge of the attacking and far more
mobile German side while the game system handles the defending and largely static Soviet
side. No two games will ever be the same. Each turn presents new and unique challenges for
the player in the form of random events, uncertain supply deliveries, and unknown Soviet area
strengths and defensive strategies.

The primary game is a nine-turn campaign covering the first great German assault on the city
during September 1942. The deeper German forces advance, from the city’s less developed
periphery to its urban and industrial core, the greater Soviet resistance becomes. The number
of German units bled white, effectively out of action, mounts. German determination to secure
a rapid victory, represented as “morale” in the game, gradually decreases. The player wins by
equaling or exceeding historical German gains and loses if they fail to do so, or if morale falls
too low.

Also included is a five-turn “Factory District Scenario” representing the second great German
effort in October 1942. The challenge is now even greater: the player must capture all of
Stalingrad in order to release divisions in time to cover the German flanks outside the city
against the coming Soviet winter offense, which was not far off. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Stalingrad: Advance to the Volga, 1942 will appeal to every level of player, from the novice to the grognard.

Here is a look at my full First Impressions post on the blog which you can read at the following link: https://theplayersaid.com/2023/04/11/first-impressions-stalingrad-advance-to-the-volga-1942-from-revolution-games-take-aim-designs/

Here also are links to several Action Point posts I wrote and you can read those on the blog at the following links:

Action Point 1 – Board

Action Point 2 – Soviet Defenders and their different Defensive Strategies

Action Point 3 – How Combat Works and how Support Units are used

Action Point 4 – Focus on Supply and Management of German Morale

Action Point 5 – Strategy Points

You can watch my playthrough video to get a feel for how the game plays:

Here also is a look at my video review:

If you are interested in Stalingrad: Advance to the Volga, 1942, you can order a copy for $55.00 from the Revolution Games website at the following link: https://stores.revolutiongames.us/stalingrad-advance-to-the-volga-1942/

9. Drive on Voronezh, June 28-July 27, 1942 from Legion Wargames

I love Legion Wargames. They are just a solid publisher and Randy Lein is such a great guy. Recently, they started shipping a new game designed by John Theissen called Drive on Voronezh, June 28-July 27, 1942 that deals with combat on the East Front of World War II.

From the game page, we read the following:

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year.  The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.

The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad. 

Drive on Voronezh covers this opening move in the Fall Blau offensive.  The scale of the game is nine miles per hex and two days per turn.  The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians.  The game uses a basic I Go – You Go system but also includes special event chits that allow players to augment certain combat and movement situations.

If you are interested in Drive on Voronezh, June 28-July 27, 1942, you can order a copy for $46.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DOV.html

10. Bear Trap: The Soviet-Afghan War, 1979-1989 from GMT Games

A few years ago, GMT announced a very cool looking game designed by Paul Daniels covering the Soviet-Afghan War from 1979-1989 called Bear Trap. The game was described as a block wargame that used a similar system to what was used in the design for Sekigahara: The Unification of Japan. 

From the game page, we read the following:

Bear Trap is a quick-playing, low-complexity 2-player block wargame covering the Soviet-Afghan War (1979-1989).

In the Soviet–Afghan war, Insurgent groups—including the mujahideen—fought a guerrilla war against the Soviet 40th Army and the Democratic Republic of Afghanistan (DRA) government. The game begins shortly after “Operation Storm-333” was executed at the end of 1979—in this coup, Hafizullah Amin (General Secretary of the People’s Democratic Party of Afghanistan) was killed, and Babrak Karmal, a Soviet loyalist, replaced him. By putting the Brezhnev Doctrine into practice, the Soviets sought to prop up the sympathetic local government and “solve the Russian Ice-lock Problem” while the Insurgents sought to expel the secularist government and foreign invaders.

Although the two sides in this conflict were fundamentally different in a variety of ways, they also faced some parallel challenges. For instance, they struggled to maintain loyalty. For the Soviets and the DRA, the DRA armed forces merely offered an opportunity for a paycheck, and there were cases where conscripts in the Soviet Army defected to the Mujahideen (e.g. Kazbek Hudalov). For the Insurgents, propaganda, threats, and promises to family drew would-be combatants away, as did injuries suffered from landmines and attacks on villages. Both sides also struggled to puncture the fog of war, not being able to secure reliable intel about force deployment and strength. And both faced various challenges around supply, communication, and coordination. Both sides needed to react to shifting strategies and developments over this decade long Cold War proxy war, where the landscape upon which it was fought presented many unique challenges.

Bear Trap is a spiritual successor to Sekigahara—building on the same core system. In both games, each player has their own deck of cards; players spend cards from their hand to activate areas or in combat to commit units to battle. This means fans of Sekigahara will find learning Bear Trap easy, but the feel and experience of the games are highly divergent. In addition to the difference in topics covered, other differences include:

  • In Bear Trap, forces are represented by blocks, stickered side hidden from the opponent, and the orientation of a block determines its disposition (i.e. the orientation of a block dictates whether it’s mobilized, fortified, disordered, poised to offer fire support to a battle initiated by friendly units, or ready to ambush enemy units). The orientation of a block also determines which battles it can join, whether card play is required to commit it to battle, and whether it can be moved or activated.
  • Bear Trap features an area-based map, rather than the point-to-point style found in Sekigahara.
  • The sequential combat system popularized in Sekigahara is utilized in Bear Trap, adapted to suit the setting. This includes the use of ‘loyalty challenges,’ making Bear Trap simulate the proneness of (for instance) Afghan forces to defect.
  • Bear Trap is, like Sekigahara, first and foremost a 2-player game—but Bear Trap includes a unique solo mode, built around a card assisted flowchart bot.
  • Bear Trap has fewer blocks than Sekigahara, and each player has fewer card types (‘suits’) in their decks.
  • Bear Trap introduces ‘strategy’ cards—powerful event cards. Although it would be misleading to label Bear Trap a deck-building game, players will add 2 cards from a pool specific to their side each time they reshuffle their deck.

Bear Trap  is not a “clone” of Sekigahara—they are very different games with differences in topic, feel, and mechanism, despite having an underlying shared game system. Bear Trap is also a more asymmetric game than Sekigahara. Although Bear Trap is a slight step up in complexity (relative to Sekigahara), the mechanics remain simple, and Bear Trap can be completed in 2-3 hours.

We published an interview with the designer Paul Daniels on the blog and you can read that at the following link: https://theplayersaid.com/2022/04/18/interview-with-paul-daniels-designer-of-bear-trap-the-soviet-afghan-war-1979-1989-from-gmt-games/

If you are interested in Bear Trap: The Soviet-Afghan War, 1979-1989, you can order a copy for $93.00 ($59.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-war-1979-1989.aspx

11. Fields of Despair: France 1914-1918 2nd Printing from GMT Games

Fields of Despair: France 1914-1918 is a medium weight 2 player hex-based strategic level block war game set on the Western Front of World War I. Players take control of either the Allies, including France, England, Belgium, the United States and an abstracted Russia or the mighty Central Powers fighting the war not only on land, but also at sea, and most importantly and probably one of the better and more interesting parts of the game, in the air all while having to focus on and make tough decisions about your economic and technological progression.

Fields of Despair uses a very unique and revolutionary block system designed to maintain the confusion and uncertainty of the Fog of War throughout the entire game. The reason that I consider this system revolutionary is that in most block games, the combat values of individual blocks usually range from one to four, so as you scan the battlefield and after a quick calculation in your head you can come up with a pretty good guesstimate of what force power is arrayed against you, while in FoD the combat value of blocks ranges from zero (dummy blocks) all the way to a maximum of twenty. This difference in value ranges alone has completely changed the block wargame and has created a very strategic game that can be quite deceptive and difficult to play well. The reason for this deception is that you can build up one block in a hex to 20 when in other block games this would require 4 or 5 blocks that have tipped your hand and help your opponent to gauge your strategy and react more effectively to counter that. But, this deception does have its limits as air reconnaissance, one of the best parts of the design, allows players to scout out the strength of units and remove that deception. But, you cannot simply scout with no opposition as your opponent can place their air units in that hex you are scouting to initiate aerial dogfights that will ruin your recon attempt.

Movement in the game is also very straightforward and simple and can be used as a deceptive tool as well in addition to the use of dummy blocks. Players are allowed to “make change” during the movement phase, which means a larger block can be broken apart into 2 separate blocks or can even be done in reverse by consolidating a few smaller blocks into a larger force.  So after the movement phase, you will not be 100% confident in your enemy’s strength and will have to sometimes just throw your hesitancy out the window and attack. The Fog of War also isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land to attack.

I love that this game is so unique with the Strategic Reorganization element as well as the continuous battle for reconnaissance with the airplanes. I have played several block wargames and the way this is handled is very revolutionary and I am sure will be replicated in future block wargame designs. I also am very impressed with the tightness of the rules and how easy they were to understand and apply. For an ambitious wargame covering the entirety of the Western Front of World War I, a 24 page rule book was a shocker. But it is done very well and has very few rules problems.

Here is a link to our video review of the game:

We published an interview with the designer Kurt Lewis Keckley and you can read that at the following link: https://theplayersaid.com/2017/02/11/interview-with-kurt-lewis-keckley-designer-of-fields-of-despair-france-1914-1918-by-gmt-games/

I also wrote a full review piece on the blog and you can read that at the following link: https://theplayersaid.com/2017/04/04/not-your-grandfathers-dreary-trench-warfare-a-review-of-fields-of-despair-france-1914-1918-by-gmt-games/

If you are interested in Fields of Despair: France 1914-1918 2nd Printing, you can order a copy for $108.00 ($69.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-686-fields-of-despair-2nd-printing.aspx

12. Small Battles of the American Revolution Volume I: The Battle of Cowpens from GMT Games

While attending the World Boardgaming Championships 2 years ago, I was able to meet up with Dave Stiffler (acting as Developer on the project) and Bruno Sinigaglio who is the designer to get an early look at the upcoming debut release in the Small BoAR Series called The Battle of Cowpens.

I didn’t get any pictures because they didn’t have the components along to show but learned a lot about the design and how it changes the Battles of the American Revolution Series from GMT Games. First off, the scale is the major difference as it is 1/8th of the scale used in the normal series. This means 25 yard hexes and 2-3 men per counter. They also have included both rifle fire and musket fire which is a change as musket fire is simply an abstracted part of the close combat mechanic in BoAR. They also have added some new mechanics to account better for things like morale and being shaken or even shattered.

I have known about this game for a few months, actually nearly a year or so, but am very excited to see this one added to the P500 and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.

From the game page, we read the following:

Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.

The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.

Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.

I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.

Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:

  • The ability to designate cavalry units in reserve
  • Artillery Fire conducted both offensively and defensively
  • Simultaneous ranged musket Fire as a complement to ranged rifle fire
  • A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
  • And Opportunity Card Management

As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:

If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 ($48.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx

13. Twilight Struggle 20th Anniversary Hall of Fame Edition from GMT Games

As if you don’t know but Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.

I remember my first impressions of Twilight Struggle was that it needed some graphic design improvements and the game just didn’t grab me visually but that was all erased the first time we played as the topic and the mechanics just really spoke to me. This game was our gateway to the CDG mechanic and I still have a real soft spot in my heart for it. Well, this month I got my wish and this new edition of TS with upgraded art is now on the P500.

From the game page, we read the following comments and a bit about the history of Twilight Struggle on the new offering:

“Twilight Struggle is my all-time favorite game. It is a brilliant first design by the team of Jason Matthews and Ananda Gupta. It takes the card-driven genre of games like We The People, Hannibal: Rome vs. Carthage, and Wilderness War to its highest peak. Every game is different and the game gets better and better as you become more familiar with the individual cards. You are surprised as hidden combos are revealed game after game. Every turn is filled with tension as you try to figure out the best way to play the hand of cards you’ve been dealt. Gaming simply doesn’t get any better than this”. – Alan R. Moon

That quote from legendary designer Alan Moon, spoken not long after Twilight Struggle was released in 2005, helped sell out the game’s first print run and introduced thousands of gamers to Twilight Struggle. Fortunately, they mostly shared Alan’s opinion of the game and they told their friends. Soon, a groundswell of play and support for the game ran rampant across the gaming community as tens of thousands of players immersed themselves in the tense competition and compelling storytelling of Twilight Struggle. As a result, Twilight Struggle was the #1 ranked game on BGG for over five years, something no other game has achieved.

Soon there was a digital version of the game for Steam and tablets, introducing hundreds of thousands of additional gamers to GMT’s most commercially and critically successful all-time game and supporting a total of twelve sold-out versions of the boardgame. And over those years, the awards rolled in, reflecting the joy and challenge that Twilight Struggle brought to so many gamers: BGG Golden Geek Game of the Year, IGA Game of the Year, Charles Roberts Awards, and more.

Then, in the summer of 2024 at its Origins convention, GAMA (Game Manufacturers of America) bestowed on Twilight Struggle its most prestigious award, inducting Twilight Struggle into the GAMA Hall of Fame. Designers Ananda Gupta and Jason Matthews attended the awards ceremony and jointly accepted the honor on their behalf and for all of the Twilight Struggle team at GMT.

As we now approach the 20th anniversary of the game’s release, and in light of the recent Hall of Fame honor, we are thrilled to announce a new edition of our most successful game. We invite you to check out Twilight Struggle 20th Anniversary Hall of Fame Edition.

So what exactly is new and different about this edition:

Twilight Struggle 20th Anniversary Hall of Fame Edition adds even more beauty and play options to the original game. Here are some of the additions you’ll see in this new Edition:

  • A brand new game box by the incomparable Terry Leeds
  • A double sided map with a new Terry Leeds map on the front and the familiar Deluxe Edition Mark Simonitch map on the back
  • The Turn Zero and Alternative Space Race variants included.
  • A new alt-history scenario, “Red Sun Rising” with new cards.
  • A collection of promotional cards including the Kickstarter Promo Packs #1 and #2 and a selection of promo cards from foreign editions of Twilight Struggle
  • A background booklet including retrospective essays from the designers

We cannot think of a better way to commemorate the Cold War, this vital piece of world history, than with our freshest and richest version of Twilight Struggle to date.

Here is a comment from Gene Billingsley about this game offering:

We’re really proud of Jason and Ananda and what they and their brilliant game have meant to GMT over these past 20 years—and for all of the TS team that helped to make their design vision a reality. And we’re so honored and really happy that Twilight Struggle was inducted into the GAMA Hall of Fame at Origins this past summer. That is a rare honor. So, to celebrate both the 20th Anniversary of Twilight Struggle and it’s HoF induction, we are adding a new Twilight Struggle 20th Anniversary Hall of Fame Edition to our P500 list this month. As you can see from the artwork, this is a beautiful new edition, featuring a new box and mounted map from Terry Leeds (with the Mark Simonitch map on the back side) as well as all new card fronts (we’re keeping the backs standard so there’s no problem mixing in cards from other versions). It’s also chock-full of a lot of new or hard-to-find play value, with a new scenario and a variety of cards and other game add-ons all in one new package.

With the recent advances in art and production, I have often longed for GMT to retouch some of their best games and give them the art and components that they deserve. It looks like this might be the first step in that direction and I would argue there are other great games that deserve a similar treatment including Here I Stand, Labyrinth, Wilderness War and others.

If you are interested in Twilight Struggle 20th Anniversary Hall of Fame Edition, you can order a copy for $94.00 ($60.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1138-twilight-struggle-20th-anniversary-hall-of-fame-edition.aspx

14. Falling Crescent: The British Offensive: September-October 1918 from Compass Games

More WWI is never a bad thing. Particularly when that game focuses on a front that doesn’t get a lot of love in the wargaming world. But Falling Crescent is such a game that focuses on the British offensive against the Turks in Palestine in the fall of 2018.

From the game page, we read the following:

Falling Crescent is an operational-level game of the British offensive of September-October 1918 against the Turks in Palestine. One player controls the Turkish, German, and Bedouin forces, and the other, British, French, and Arab guerilla forces. A three-player version, commanding the Arabs separately is also included.

After lasting for centuries, the Ottoman Turks’ hold on Palestine is at risk. British forces and Arabs in revolt threaten to bring down the Ottomans and their Crescent flag. The game is one of skill, in which it is entirely possible to change the course of history. This game proves to be an interesting challenge as modifications to the design, such as strategic and operational cards, bring a new feel to the classic model also built-in!

In designing Falling Crescent, designer Roger Nord brought out the flavor of encirclement and surrender, of charging cavalry and elusive Arab guerillas. The Palestine campaign is one of history’s last great cavalry actions. In this fluid scene, local plans can often go astray unforeseen developments may hinder or even alter command plans. The players’ cards, new to this edition, add their part to the fortunes of war with reactive tactics and shifting events.

The game’s pace is swift, and we believe players will enjoy it as a World War I game devoid of attrition and stalemate. Especially in the use of cavalry and air, they will see a hint of things to come in 1939-1940, when a later war will no longer be fought with horses and canvas biplanes, but with treaded armor and screaming dive bombers.

I am very much looking forward to this one. Games on this subject and with this scale are pretty rare and the comment in the description about “one of history’s last great cavalry actions” definitely has my attention!

If you are interested in Falling Crescent: The British Offensive: September-October 1918, you can pre-order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/falling-crescent-pay-now/

As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.

Finally, thanks once again to this month’s sponsor Nuts! Publishing!

-Grant

The Woman’s Hour / Votes for Women (Book & Game, #5)

08. März 2026 um 18:15

It’s Women’s Day! A great opportunity to look pair a book and a game on the American women’s suffrage struggle: The Woman’s Hour (Elaine Weiss) and Votes for Women (Tory Brown, Fort Circle).

Check out my previous Book & Game posts here:

Eastern Front: Russia’s War and No Retreat! The Russian Front

Reformation Era: Four Princes and Here I Stand

The Second Hundred Years’ War: The Rise of the Great Powers 1648—1815 and Imperial Struggle

Prussia in the Seven Years’ War: Frederick the Great. A Military Life and Friedrich

The Book & Game

The Woman’s Hour was published in 2018 by Viking Press. It focuses on the campaigns for and against Tennessee to ratify the 19th Amendment which enshrined women’s suffrage in the US constitution – as the 36th, and decisive, state to do so.

Votes for Women was published in 2022. It is Tory Brown’s first published board game. The card-driven game can be played in a solo or cooperative mode with the player(s) representing the American suffrage movement from 1848 to 1920 against an automated opposition, or with two to four players facing off against each other (half of them for, the other against women’s suffrage). In either case, the suffrage players must win 36 states (either by shoring them up decisively during the game, or in the final vote on ratification of the federal amendment) to win.

Connections & Conclusions

At first look, book and game seem to have very different scopes. After all, Votes for Women sets in with the Seneca Falls Convention (at which women’s suffrage was first voiced as a political demand in the United States) in 1848 and covers the following 72 years, whereas The Woman’s Hour begins with the arrival of activists Carrie Chapman Catt, Sue White, and Josephine Pearson at the Nashville station in the sweltering summer of 1920. Yet as the narrative progresses, background stories are woven into the tapestry – on the context of the 1920 presidential election, suffragists’ previous efforts to gain voting rights for women in the states and to lobby for a federal amendment, the women’s suffrage movement’s relationship with abolitionism, and all the way back to Seneca Falls (and a little bit of Abigail Adams’s “Remember the Ladies”). If you have played Votes for Women, you will recognize many of the people and events on the cards from the early and middle periods of the game when reading The Woman’s Hour.

The Seneca Falls Convention is the Start card for the suffragist player with which any game of Votes for Women kicks off, following the tradition laid out by protagonist Elizabeth Cady Stanton that this was the starting point of the American women’s suffrage movement.

What unites book and game is their focus on procedural politics. Historical change does not simply happen, nor is momentarily decided upon. Instead, it is brought into effect by the “strong, slow drilling into hardwood boards with passion as well as sound judgment” (Max Weber). The drills used come in both cases from the toolbox of political activism:

The Woman’s Hour details how suffragists (suffs) and anti-suffragists (antis) lobbied the Tennessee lawmakers, how they organized in associations and clubs to channel their activists’ time, funds, and energy, and, of course, how they campaigned for public opinion to win the hearts and minds of the American people with newspaper articles, public speeches, great processions, and all kinds of civil disobedience.

Votes for Women makes these the three actions from which the players choose on a given turn: Lobbying (for and against the 19th Amendment in Congress), organizing (to gain the crucial buttons which are the currency for some powerful in-game effects and die re-rolls), and campaigning (which spreads influence cubes and thus eventually decides if enough states come out in favor of ratification of the 19th Amendment or not).

Early in the game: There are still a lot of orange Opposition cubes, but the women’s suffrage movement has made some inroads (yellow and purple cubes). The large round buttons represent the movement’s organizational strength, the white columns (one already placed on the track under the picture of the Capitol) the willingness of Congress to pass the women’s suffrage amendment.

As we’ve mentioned civil disobedience already: The women’s suffrage movement was no monolithic bloc. One of the great dividing lines was that of styles: The more conventional part of the movement, organized in the late 19th and early 20th century in the National American Women’s Suffrage Association (NAWSA) led by Carrie Chapman Catt, paid close attention to appear as respectable as possible (knowing full well that their demand for equal suffrage was enough of a provocation to the male public opinion of the time). Others adopted a more radical style, inspired by the British suffragettes: The Women’s Party, led by Alice Paul (and represented in Tennessee by Sue White) referred to the president as “Kaiser Wilson” in reference to the German war enemy, burned him in effigy, and (successfully) provoked the police into arresting activists over minor infractions. The dainty young women and respectable matrons who served some prison time then embodied the injustice of depriving women of their vote.

The Woman’s Hour details these fractions within the movement, as NAWSA and the Women’s Party led entirely separate campaigns for Tennessee’s ratification of the 19th Amendment. While infighting was avoided, the reader is left to wonder if the movement could have been more effective if not for these parallel structures – or if the split between a more moderate and a more radical wing was able to compel a broader spectrum of audiences by working in parallel.

Votes for Women depicts the multifaceted character of the women’s suffrage movement by splitting the suffragist player into campaigner figures and influence of cubes of two colors (yellow/gold, the traditional color of the American women’s suffrage movement, and purple, a color which Alice Paul had coopted from the British suffrage movement). As several Opposition event cards target the highest concentration of one or the other color, the Suffragist player is well-advised to aim for an even spread of colors in the individual states.

The pluralism of the women’s suffrage movement is exemplified by the two colors… and a plethora of Opposition events which target only one or the other.

Votes for Women also tackles another split in the women’s suffrage movement which is outside the scope of The Woman’s Hour – that on strategy. After the initial push for women’s suffrage as a part of a great campaign for equal suffrage regardless of sex and race had failed in the aftermath of the Civil War, the suffragists disagreed on how to proceed: Some pushed for a federal amendment to the Constitution (like the 15th Amendment had codified the voting rights of black men), others wanted to win voting rights in the individual states first. While the struggle for women’s voting rights was eventually won with the ratification of the 19th Amendment in Tennessee, the voting rights advances in the individual states had laid the groundwork: Wyoming had established women’s suffrage as early as 1869, Montana sent Jeannette Rankin as the first woman to Capitol Hill, and by 1917, women in 19 states – mostly in the West and Midwest – had won the right to vote (sometimes only in a limited fashion, like voting in local elections).

Votes for Women’s stance is that it needs both – after all, the game is lost for the suffragist player if their lobbying fails to get the federal amendment through Congress, but to win, they need the strength amassed in dozens of local campaigns to have the amendment ratified in enough states. The game, however, makes a statement about timing: While it is possible for the suffragist to have Congress pass the 19th Amendment in the mid-game already, that is a decidedly risky strategy which gives the Opposition a lot of opportunity to snatch individual states and rack up the necessary 13 rejections which mean the failure of the amendment. The ideal move for the suffragist is to build up the strength in the states as much as possible before pushing Congress into action as late as possible. While that is not without its risks (Opposition can still try to throw wrenches in the wheels of congressional action), it spreads them more evenly between federal and local action.

As mentioned above, equal suffrage spread from the American West and Midwest. It had a much harder time in the Northeast and in southern states – like Tennessee. The southern states were not only more conservative in general, suffragists also faced specific obstacles there: Many southern whites remained committed to the cause of white supremacy after the defeat of the Confederacy in the Civil War. Enfranchising women would give the right to vote to black as well as white women, and in the mind of the white supremacists, white women would be much less likely to actually exercise it (be it because they, as “proper” women, would rely on their men to represent them, or because they would not go to a polling station where they might meet with Black Americans). Others, while generally in favor of women’s suffrage, resented the method: After the Civil War, the 13th, 14th, and 15th Amendments had enshrined certain rights (including male voting) for Black Americans in the Constitution. Federal amendments were thus unpopular with many southern whites.

As The Woman’s Hour details, this provided for a lot of traction for the anti movement in Tennessee. Activists like Nina Pinckard and Josephine Pearson railed against carpet-bagging outsiders swooping down from the North to meddle with Tennessee’s affairs, warned of impending “negro domination”, and appealed to the chivalry of southern men to rescue their women from being thrown into the dirty cesspit of politics. That they themselves were knee-deep in that cesspit – after all, they were political activists! – bothered them as much as modern-day “tradwives” are bothered by the fact that their plea for women to be submissive to and dependent on their men is at odds with their often successful social media enterprises.

Somewhat counter-intuitively, many women opposed women’s suffrage on moral or political grounds. Votes for Women does a great job in showing the multi-facetedness of the anti movement beyond the male political and business establishment.

Inherent contradictions aside, the antis’ arguments needed to be countered by the suffs. Many of the white suffragists were willing to make rhetorical or substantial compromises: One of NAWSA’s most-cited statistics in the Tennessee campaign was that the number of white women in the south exceeded that of black men and women combined. Enfranchising women, so the more-or-less subtle subtext, would thus not threaten white supremacy – it might even strengthen it. In the end, the tacit agreement was like that found after the Reconstruction amendments designed to protect Black Americans’ rights in the South: The women’s suffrage amendment made its way into the constitution. Yet voting rights were overseen by the individual states, and federal institutions looked the other way about the blatant disenfranchisement of black voters in the South until the Voting Rights Act almost half a century later.

Neither The Woman’s Hour nor Votes for Women shies away from this uncomfortable part of the women’s suffrage movement: The protagonists of the movement are not portrayed as infallible saints in the book. While they held wildly progressive views for their time on women’s suffrage, their stances on issues of race and class were often more in keeping with those of their contemporaries. They also made tactical mistakes, like Carrie Chapman Catt railing against outsiders trying to influence Tennessee – a charge that was immediately turned against her, a Northerner herself, and restricted her visibility for the remainder of the campaign. And most of them were willing to make compromises for the cause of women’s suffrage – sometimes with themselves (Carrie Chapman Catt supported the US effort in World War I against her pacifist convictions lest the women’s suffrage movement be branded unpatriotic), and sometimes at the expense of others. In short, they were human.

Would the 19th Amendment have passed in Tennessee if the suffragists had been less willing to assuage the fears of southern whites about “black domination”? – Probably not – maybe another state could have become the decisive 36th then, but all likely options had been exhausted before.  Did the Black Americans in the South, men and women, suffer from the continued disenfranchisement after 1920? – Undoubtedly.

The South is notoriously tough for the suffragists. Placing a ton of cubes there (plus some additional perks) is a tempting proposition.

Suffragist players in Votes for Women face the same strategic and ethical question (of course, with infinitely lower stakes): One of the most powerful cards in the game is The Southern Strategy which places an immense amount of suffragist influence in the South (representing the union between suffragists and white supremacists). It does open the suffragist for some counter-plays from the opposition, though. Savvy suffragist players might hold the card from turn to turn to play it as late as possible, as an uncounterable stratagem in the final struggle for women’s suffrage. Victories won that way have an odd aftertaste, I assure you.

Since Votes for Women has been released, it’s been in the top 5 of games I have played most often. And while I rarely re-read books, especially non-fiction (because there are always intriguing new books to read), I have come back to The Woman’s Hour and have now both read the physical book and listened to the (excellent) audiobook production. Besides all their worthy exploration and analysis of history, that speaks to both the game and the book being excellently crafted, incredibly engaging pinnacles of their respective medium.

Buzzworthiness: 14ers

26. September 2025 um 17:00

I live in Colorado, which is home to fifty-eight 14ers. What is a 14er, you ask? It’s a mountain that rises over 14,000 above sea level. We have the most 14ers in the United States, and they’re very popular with hikers who want to test their skills. And now there’s a game about them!

image provided by designer

14ers is an upcoming 1-4 player game designed by Zach Sullivan to be published by Grazing Bear Games. It’s a card game where players are trying to build their hiker’s skills by conquering 14ers. The game is coming to Kickstarter in October.

The game comes with 60 tarot-sized. 39 of these are climb cards, each showing a different peak and divided into Classes I-IV. These are all shuffled separately, then stacked with Class I on the top, followed by Class II, then III, then IV on the bottom. Three are drawn and placed in a line next to the deck. A random accolade is chosen, which gives a scoring condition for the player who gets the most of a particular thing. Each player gets a hiker card, and you’re ready to play.

setup on TTS

On your turn, you’ll first revel a new climb from the deck so there are four to choose from. You’ll then choose one of the cards based on how many boots and axes you have versus the requirements of a card. Some cards have hazard requirements, which are just an extra condition you have to meet beyond boots and axes. You’ll then tuck your chosen card under your hiker, but you tuck it in such a way that only one side is visible.

  • If you tuck it under the bottom of your hiker, you’ll be using it as a training card, which will give you more boots and axes to use on other cards.
  • If you tuck it on the left side of your hiker, it’s now gear which gives you extra benefits and rule breaking abilities.
  • If you tuck it on the right side of your hiker, it’s now a plan that gives you extra point-scoring opportunities.
  • If you tuck it under the top of your hiker, it’s a capstone that scores a flat number of points.

If you really want a card and can’t afford it, you can always discard a previously taken card to hire a guide. This allows you to ignore one requirement of a card – either all boot and axe requirements, the hazard condition, or the current weather effect (if you’re playing with weather cards). Guides are put in a personal discard pile, because those with cameras get you an extra point at the end of the game.

The game last nine rounds, which means each player will end up taking nine cards. Then you will score – determine the winner of the accolade points, then add all the points you got from plans, capstones, and camera guides. The player with the highest score wins.

There is a variant of the game where a different weather effect takes place each round. These could make climbs harder by increase their cost, block certain sides from adding climbs, or do nothing. The game also has a solo variant with an automated hiker you’re competing against, and more advanced hiker options.

image provided by designer

As I mentioned, I do live in Colorado. I’m not a native (but, as the bumper stickers say, I got here as fast as I could). I’ve also never done a 14ers – not in NEARLY good enough shape for that. But I am really glad to see a game about these fabulous mountains, and was really excited to check it out.

My play of this game was on Tabletop Simulator rather than with a physical copy, so I can’t speak entirely to component quality. The art was nice, being provided by Hinterland Outdoors, a company that makes all kinds of gear based on the Colorado 14ers. Graphic design seemed pretty good, though it’s really hard to tell on TTS with all the zooming in you have to do. It can be a challenge to design stuff in this type of tableau building through tucking game, but I think things are laid out pretty well. The game comes with some cards that can be used to help track how many boots and axes you have available, and though these are optional, they can be helpful.

Thematically, I think the game makes a lot of sense. I think it’s important to realize that the game is not about climbing 14ers, it’s about upgrading your hiker so you can summit the harder peaks. You’re basically gaining experience with each climb, and that gives you more skills you need to finish off the Class IV beasts. The only thing that doesn’t make a whole lot of sense to me thematically is the weather variant. I’m not saying weather isn’t a factor in summiting a 14ers, because it absolutely is. I am saying that it’s a little strange that you know exactly what the weather will be for every round (which is apparently over the course of two months). Having lived in this state for nearly nine years at this point, I can say with absolute certainty that only thing predictable about Colorado weather is how unpredictable it is. This variant might be a little better thematically with a weather deck of some kind (possible expansion idea there).

The game has fairly simple mechanics. Basically, on your turn, you draft a climb card, then you tuck it somewhere on your hiker. You have to decide whether you want it to improve your hiker (training or gear), or for points at the end of the game (plans or capstones). It uses a tucking mechanism based on games like Glory to Rome and Innovation, which are two of my favorite games so I’m all for that. All four sides of the card have the potential to do something different, and where you tuck the card determines which side is visible and will activate.

With being able to include four uses of each card, the game has a very minimal aesthetic, which again is a good thematic choice – one thing I know about hikers is that they don’t want to carry any more than they absolutely need. As such, this game doesn’t take up a lot of space either on the table or in your pack. It’s a tableau builder, but not one of the sprawling ones like Race for the Galaxy. Your tableau is your hiker, and all the cards are getting tucked under him/her. Plus, you’re not going to have more than ten cards with your hiker by the end (and possibly fewer). Card count is low, with only 39 climbs included. All in all, it’s a nice small game.

Luck is going to play a role in the game as you don’t know exactly what climbs are going to come out and when. All cards are used in the four player game, but not with fewer, so you don’t know precisely which cards are in play. And because they come out in random order, it’s hard to strategize in advance. At least you know that the Class I cards will come out before the IIs, and so on, so you can work on building however you wish to prepare. Still, luck of the draw can affect things.

The game is quite light. Mechanics are easy to understand, the game plays quickly, and the strategy is fairly light. It makes sense for the kind of game it is. I do wonder about long-term replayability, but it’s a game that presents itself different depending on how the cards come out, so I don’t think that would really be an issue.

IS IT BUZZWORTHY? I enjoy 14ers as a quick and light experience. It’s really nice to have a game about some of the stunning topography in Colorado, and I think the game works very well. If you’re looking for a quick small-footprint tableau builder, I’d say check it out. The game should be going up on Kickstarter in October, so check out the page and follow to know when it goes live.

Thanks again to Zach Sullivan for guiding me through a playthrough, and thanks to you for reading!

Buzzworthiness: 14ers

26. September 2025 um 17:00

I live in Colorado, which is home to fifty-eight 14ers. What is a 14er, you ask? It’s a mountain that rises over 14,000 above sea level. We have the most 14ers in the United States, and they’re very popular with hikers who want to test their skills. And now there’s a game about them!

image provided by designer

14ers is an upcoming 1-4 player game designed by Zach Sullivan to be published by Grazing Bear Games. It’s a card game where players are trying to build their hiker’s skills by conquering 14ers. The game is coming to Kickstarter in October.

The game comes with 60 tarot-sized. 39 of these are climb cards, each showing a different peak and divided into Classes I-IV. These are all shuffled separately, then stacked with Class I on the top, followed by Class II, then III, then IV on the bottom. Three are drawn and placed in a line next to the deck. A random accolade is chosen, which gives a scoring condition for the player who gets the most of a particular thing. Each player gets a hiker card, and you’re ready to play.

setup on TTS

On your turn, you’ll first revel a new climb from the deck so there are four to choose from. You’ll then choose one of the cards based on how many boots and axes you have versus the requirements of a card. Some cards have hazard requirements, which are just an extra condition you have to meet beyond boots and axes. You’ll then tuck your chosen card under your hiker, but you tuck it in such a way that only one side is visible.

  • If you tuck it under the bottom of your hiker, you’ll be using it as a training card, which will give you more boots and axes to use on other cards.
  • If you tuck it on the left side of your hiker, it’s now gear which gives you extra benefits and rule breaking abilities.
  • If you tuck it on the right side of your hiker, it’s now a plan that gives you extra point-scoring opportunities.
  • If you tuck it under the top of your hiker, it’s a capstone that scores a flat number of points.

If you really want a card and can’t afford it, you can always discard a previously taken card to hire a guide. This allows you to ignore one requirement of a card – either all boot and axe requirements, the hazard condition, or the current weather effect (if you’re playing with weather cards). Guides are put in a personal discard pile, because those with cameras get you an extra point at the end of the game.

The game last nine rounds, which means each player will end up taking nine cards. Then you will score – determine the winner of the accolade points, then add all the points you got from plans, capstones, and camera guides. The player with the highest score wins.

There is a variant of the game where a different weather effect takes place each round. These could make climbs harder by increase their cost, block certain sides from adding climbs, or do nothing. The game also has a solo variant with an automated hiker you’re competing against, and more advanced hiker options.

image provided by designer

As I mentioned, I do live in Colorado. I’m not a native (but, as the bumper stickers say, I got here as fast as I could). I’ve also never done a 14ers – not in NEARLY good enough shape for that. But I am really glad to see a game about these fabulous mountains, and was really excited to check it out.

My play of this game was on Tabletop Simulator rather than with a physical copy, so I can’t speak entirely to component quality. The art was nice, being provided by Hinterland Outdoors, a company that makes all kinds of gear based on the Colorado 14ers. Graphic design seemed pretty good, though it’s really hard to tell on TTS with all the zooming in you have to do. It can be a challenge to design stuff in this type of tableau building through tucking game, but I think things are laid out pretty well. The game comes with some cards that can be used to help track how many boots and axes you have available, and though these are optional, they can be helpful.

Thematically, I think the game makes a lot of sense. I think it’s important to realize that the game is not about climbing 14ers, it’s about upgrading your hiker so you can summit the harder peaks. You’re basically gaining experience with each climb, and that gives you more skills you need to finish off the Class IV beasts. The only thing that doesn’t make a whole lot of sense to me thematically is the weather variant. I’m not saying weather isn’t a factor in summiting a 14ers, because it absolutely is. I am saying that it’s a little strange that you know exactly what the weather will be for every round (which is apparently over the course of two months). Having lived in this state for nearly nine years at this point, I can say with absolute certainty that only thing predictable about Colorado weather is how unpredictable it is. This variant might be a little better thematically with a weather deck of some kind (possible expansion idea there).

The game has fairly simple mechanics. Basically, on your turn, you draft a climb card, then you tuck it somewhere on your hiker. You have to decide whether you want it to improve your hiker (training or gear), or for points at the end of the game (plans or capstones). It uses a tucking mechanism based on games like Glory to Rome and Innovation, which are two of my favorite games so I’m all for that. All four sides of the card have the potential to do something different, and where you tuck the card determines which side is visible and will activate.

With being able to include four uses of each card, the game has a very minimal aesthetic, which again is a good thematic choice – one thing I know about hikers is that they don’t want to carry any more than they absolutely need. As such, this game doesn’t take up a lot of space either on the table or in your pack. It’s a tableau builder, but not one of the sprawling ones like Race for the Galaxy. Your tableau is your hiker, and all the cards are getting tucked under him/her. Plus, you’re not going to have more than ten cards with your hiker by the end (and possibly fewer). Card count is low, with only 39 climbs included. All in all, it’s a nice small game.

Luck is going to play a role in the game as you don’t know exactly what climbs are going to come out and when. All cards are used in the four player game, but not with fewer, so you don’t know precisely which cards are in play. And because they come out in random order, it’s hard to strategize in advance. At least you know that the Class I cards will come out before the IIs, and so on, so you can work on building however you wish to prepare. Still, luck of the draw can affect things.

The game is quite light. Mechanics are easy to understand, the game plays quickly, and the strategy is fairly light. It makes sense for the kind of game it is. I do wonder about long-term replayability, but it’s a game that presents itself different depending on how the cards come out, so I don’t think that would really be an issue.

IS IT BUZZWORTHY? I enjoy 14ers as a quick and light experience. It’s really nice to have a game about some of the stunning topography in Colorado, and I think the game works very well. If you’re looking for a quick small-footprint tableau builder, I’d say check it out. The game should be going up on Kickstarter in October, so check out the page and follow to know when it goes live.

Thanks again to Zach Sullivan for guiding me through a playthrough, and thanks to you for reading!

How to build a million dollar publishing company with Amy and Dusty Droz

Von: gabe
20. März 2025 um 10:30

Amy and Dusty Droz join me to talk about how they’ve built an extremely profitable publishing business in a relatively short amount of time. We talk about tariffs, fulfillment, audience, budgeting, customer service, and a whole lot more!

The post How to build a million dollar publishing company with Amy and Dusty Droz appeared first on Board Game Design Lab.

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