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Published — 11. Januar 2026 ⏭ Clio's Board Games

Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

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

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

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

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

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

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

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

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

©Sound of Drums.

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

4 players, 60-120 minutes

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

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

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

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

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

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

2 players, 150-180 minutes

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

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

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

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

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

1-3 players, 30-45 minutes

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

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

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

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

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

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

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

1-4 players, 120-180 minutes

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

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

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

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

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

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

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

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

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

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

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

©Fort Circle Games.

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

1-2 players, 30-45 minutes

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

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

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

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

©Legion Wargames.

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

1-4 players, 60-480 minutes

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

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

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

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

Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

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

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

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

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

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

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

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

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

©Sound of Drums.

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

4 players, 60-120 minutes

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

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

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

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

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

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

2 players, 150-180 minutes

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

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

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

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

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

1-3 players, 30-45 minutes

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

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

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

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

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

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

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

1-4 players, 120-180 minutes

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

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

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

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

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

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

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

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

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

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

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

©Fort Circle Games.

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

1-2 players, 30-45 minutes

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

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

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

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

©Legion Wargames.

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

1-4 players, 60-480 minutes

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

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

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

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

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

Farewell 2025 – Historical Games!

29. Dezember 2025 um 17:07

Games + History = Life.

Here are the three that gave me most life this year!

You can read all of the Farewell 2025 posts here:

©Rodger B. MacGowan.

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

I love a good ancient game. The Greeks and Romans provide not only ample literary and archaeological sources (which are the basis for any decent scholarship, and consequently, for games which take their history seriously), but also the right touch of drama to go with it. Yet while everyone know about the drama of the Greeks defying the Persian Empire or Rome’s struggle with Hannibal, late antiquity gets short shrift in popular media, games included. Time of Crisis does its part to remedy that, shedding light on the crisis of the third century in the Roman Empire which saw no fewer than 19 emperors in the fifty years the game covers (with several dozen co-emperors, emperors of secessionist empires, and anti-emperors who never gained legitimacy on top).

My red legions have moved into Italia and proclaimed me emperor. I am directly threatened by Blue’s strong army in Gallia, and might also get in conflict with Green which has invested into the infrastructure of Macedonia and Thracia. Yellow has been playing their own game, carefully building a large, but thinly defended dominion on the southern shores of the Mediterranean. From the implementation on Rally the Troops!

Time of Crisis is by no means a simulation. However, it does give you an idea of the sheer chaos of civil war, external invasions, social and economic upheaval, and quasi-constant usurpation… and it does so in a very entertaining way, daring you to wreck the Roman Empire in an enjoyable short evening.

©Columbia Games.

Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games)

Did I say I love ancient games? Here’s exhibit B.

Julius Caesar takes two players to the final years of the Roman Republic, when Caesar and Pompey struggled for mastery of Rome. While the rules are the same for both sides, they play very differently: Caesar commands high-quality veterans of his Gallic campaigns, concentrated in Gaul (both transalpine and cisalpine), whereas Pompey’s more numerous, but greener troops are spread out all over the Mediterranean. Caesar will thus have an edge attacking… and attack he must, as the initial score (measured by control of objective cities) is 7-1 in Pompey’s favor.

Caesar has successfully taken Italy, Egypt, and parts of the Greek east. Now Pompey must threaten Massilia (on the southern coast of Gaul) or Byzantion and Antichia in the east. From the implementation on Rally the Troops!

That does not mean, though, that Pompey is only digging in. Pre-emptive movements to take victory cities and move to more defensible positions are indispensable, and the edge of Caesar’s attacks can often be blunted by spoiling attacks or distractions elsewhere… and should Caesar take the lead, Pompey must take more risks and go on the offensive anyway. Either way, Julius Caesar is always a thrilling experience.

And my favorite historical game of the year was…

©Rodger B. MacGowan.

Here I Stand (Ed Beach, GMT Games)

Here I Stand is no newcomer to these lists. In fact, it has been on there a record five times already, winning in 2018 and 2020. I guess that means that Here I Stand is doing a few things right… for example:

  • Accessibility: Yes, I know. The game has a 48-page rulebook and takes all day. But for all that, as long as you have one person knowing the rules well, newbies can be eased into the game because the first turn is a bit of a “try out the mechanics of your faction” phase and there are several powers whose field of operations (geographical and thematical) is limited in the beginning (the Protestants, England, and the Ottomans). I played a six-player game early this year in which there were three newbies and they competed just fine.
  • Diplomacy: A tricky thing in games. Some games only let you do all kinds of non-binding deals (and then people normally don’t do them because the stakes for betrayal are so high). Others only allow very specific, strictly binding things, which also restricts diplomacy a lot. Here I Stand has found the happy middle ground of making some things binding, but not others, and giving most powers something they can trade to any other power (sometimes only a juicy card event played in their favor).
  • Ratching Up Tension: It’s no rocket science, but I love the way that Here I Stand makes the game tenser with every round. You need 25 VP to win, and most of them come from the control of “keys” (that is, objective cities) – so, whenever you gain one, another player loses one. Yet there are also other victory points which are permanent (ranging from winning a war over discovering something in the New World to disgracing an opponent debater)… and thus the overall VP count rises and rises, until “The Papacy might score 25 VP this round, let’s hold them back” has given way to “England, the Protestants, and the Ottomans might score 25 VP this round, and the Hapsburgs threaten a military auto-win”. It is exhilarating!
  • The Big Picture: Here I Stand has a thousand little pieces (literally and figuratively) – Tyndale, the translator of the English bible, the conquest of the Incas, the corsairs of Algiers. Yet all these little stones form a magnificent mosaic. Playing the game you will realize how things that you never connected in your mind influenced each other – for example, if Tyndale holds his own in the difficult early stages of English Protestantism, that might encourage the Papacy and the Hapsburgs to end the intra-Catholic war with France. The Hapsburgs might then invest more in the New World, and a successful conquest might give them the means to take the offensive in the Mediterranean against the corsairs and fleets under the banner of the Ottoman sultan. I love when a game makes these connections.
The yellow Hapsburg fleets converge on Barbarossa, the Sultan’s admiral.

And what were the historical board games that you most enjoyed this year? Let me know in the comments!

Farewell 2025 – Historical Games!

29. Dezember 2025 um 17:07

Games + History = Life.

Here are the three that gave me most life this year!

You can read all of the Farewell 2025 posts here:

©Rodger B. MacGowan.

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

I love a good ancient game. The Greeks and Romans provide not only ample literary and archaeological sources (which are the basis for any decent scholarship, and consequently, for games which take their history seriously), but also the right touch of drama to go with it. Yet while everyone know about the drama of the Greeks defying the Persian Empire or Rome’s struggle with Hannibal, late antiquity gets short shrift in popular media, games included. Time of Crisis does its part to remedy that, shedding light on the crisis of the third century in the Roman Empire which saw no fewer than 19 emperors in the fifty years the game covers (with several dozen co-emperors, emperors of secessionist empires, and anti-emperors who never gained legitimacy on top).

My red legions have moved into Italia and proclaimed me emperor. I am directly threatened by Blue’s strong army in Gallia, and might also get in conflict with Green which has invested into the infrastructure of Macedonia and Thracia. Yellow has been playing their own game, carefully building a large, but thinly defended dominion on the southern shores of the Mediterranean. From the implementation on Rally the Troops!

Time of Crisis is by no means a simulation. However, it does give you an idea of the sheer chaos of civil war, external invasions, social and economic upheaval, and quasi-constant usurpation… and it does so in a very entertaining way, daring you to wreck the Roman Empire in an enjoyable short evening.

©Columbia Games.

Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games)

Did I say I love ancient games? Here’s exhibit B.

Julius Caesar takes two players to the final years of the Roman Republic, when Caesar and Pompey struggled for mastery of Rome. While the rules are the same for both sides, they play very differently: Caesar commands high-quality veterans of his Gallic campaigns, concentrated in Gaul (both transalpine and cisalpine), whereas Pompey’s more numerous, but greener troops are spread out all over the Mediterranean. Caesar will thus have an edge attacking… and attack he must, as the initial score (measured by control of objective cities) is 7-1 in Pompey’s favor.

Caesar has successfully taken Italy, Egypt, and parts of the Greek east. Now Pompey must threaten Massilia (on the southern coast of Gaul) or Byzantion and Antichia in the east. From the implementation on Rally the Troops!

That does not mean, though, that Pompey is only digging in. Pre-emptive movements to take victory cities and move to more defensible positions are indispensable, and the edge of Caesar’s attacks can often be blunted by spoiling attacks or distractions elsewhere… and should Caesar take the lead, Pompey must take more risks and go on the offensive anyway. Either way, Julius Caesar is always a thrilling experience.

And my favorite historical game of the year was…

©Rodger B. MacGowan.

Here I Stand (Ed Beach, GMT Games)

Here I Stand is no newcomer to these lists. In fact, it has been on there a record five times already, winning in 2018 and 2020. I guess that means that Here I Stand is doing a few things right… for example:

  • Accessibility: Yes, I know. The game has a 48-page rulebook and takes all day. But for all that, as long as you have one person knowing the rules well, newbies can be eased into the game because the first turn is a bit of a “try out the mechanics of your faction” phase and there are several powers whose field of operations (geographical and thematical) is limited in the beginning (the Protestants, England, and the Ottomans). I played a six-player game early this year in which there were three newbies and they competed just fine.
  • Diplomacy: A tricky thing in games. Some games only let you do all kinds of non-binding deals (and then people normally don’t do them because the stakes for betrayal are so high). Others only allow very specific, strictly binding things, which also restricts diplomacy a lot. Here I Stand has found the happy middle ground of making some things binding, but not others, and giving most powers something they can trade to any other power (sometimes only a juicy card event played in their favor).
  • Ratching Up Tension: It’s no rocket science, but I love the way that Here I Stand makes the game tenser with every round. You need 25 VP to win, and most of them come from the control of “keys” (that is, objective cities) – so, whenever you gain one, another player loses one. Yet there are also other victory points which are permanent (ranging from winning a war over discovering something in the New World to disgracing an opponent debater)… and thus the overall VP count rises and rises, until “The Papacy might score 25 VP this round, let’s hold them back” has given way to “England, the Protestants, and the Ottomans might score 25 VP this round, and the Hapsburgs threaten a military auto-win”. It is exhilarating!
  • The Big Picture: Here I Stand has a thousand little pieces (literally and figuratively) – Tyndale, the translator of the English bible, the conquest of the Incas, the corsairs of Algiers. Yet all these little stones form a magnificent mosaic. Playing the game you will realize how things that you never connected in your mind influenced each other – for example, if Tyndale holds his own in the difficult early stages of English Protestantism, that might encourage the Papacy and the Hapsburgs to end the intra-Catholic war with France. The Hapsburgs might then invest more in the New World, and a successful conquest might give them the means to take the offensive in the Mediterranean against the corsairs and fleets under the banner of the Ottoman sultan. I love when a game makes these connections.
The yellow Hapsburg fleets converge on Barbarossa, the Sultan’s admiral.

And what were the historical board games that you most enjoyed this year? Let me know in the comments!

Farewell 2025 – Historical Non-Fiction!

27. Dezember 2025 um 17:07

History is about people. And so, my three favorite historical non-fiction reads were all biographies – but of very different kinds.

You can read all of the Farewell 2025 posts here:

Betina Anton: Hiding Mengele

Josef Mengele’s life can be neatly divided in two parts. The first saw him rise to prominence in Nazi Germany for his medical research on “racial hygiene” and his subsequent human experiments at the Auschwitz concentration camp. After 1945, Mengele faded into obscurity, living a simple, but comfortable and unperturbed life in South America. Betina Anton covers both from a multitude of perspectives, including a plethora of interviews with the survivors of Mengele’s cruel experiments as well as those who knew him in Brazil, and even a documentary find of Mengele’s private letters. The book thus adds especially to the under-researched second half of Mengele’s life, giving a full picture of the casual and organized support for Nazis in hiding.

Mengele’s quiet life in South America contrasts starkly (and purposefully) with the continued suffering of his victims and their dependents, as well as with his own much more dramatic life before the end of the war, making you ask yourself how the world could allow such a man to go scot-free.

Geoff Mortimer: Wallenstein. The Enigma of the Thirty Years’ War

I have written a lot about Wallenstein this year. Obviously, that means I have also read a lot about him, and no book better than Geoff Mortimer’s biography. Despite its subheading, the book is concerned with dispelling the Wallenstein myth, created by his opponents after his death and re-interpreted (affirmatively or negatively) by historians for centuries. Instead, Mortimer presents Wallenstein as a not uncommon man of his time whose actions were rooted in his concern for the safety of his estate, and, when it came to choosing sides, his imperial-Catholic loyalty. Wallenstein was thus tied to the emperor, but needed peace to have his fiefs (gained from emperor Ferdinand’s expropriations in Bohemia and Mecklenburg) confirmed for good. When Ferdinand lost trust in Wallenstein, he was turned from a beneficiary to a victim of the same method – murdered and expropriated.

And my favorite historical non-fiction read of 2025 was…

Christopher Duffy: Frederick the Great. A Military Life

Frederick II of Prussia remains of the most fascinating historical personalities to me – as a politician, a writer, and, of course, as a general. Duffy’s biography focuses on this last aspect and does so in admirable depth and clarity. Of course, Frederick’s wars are covered (on a tactical, operational, and strategic level), but also his activities as a military administrator and organizer. It is in these latter fields where Duffy finds most fault with Frederick, whom he credits with having inherited the finest military force in Europe upon his accession and leaving his own successor a mediocre army. While Duffy thus does not shy away from pointing out Frederick’s mistakes and oversights, he also presents him as a very capable commander, whose battle plans were both daring and practical, whose rapid marches allowed him to contend with three great-power foes at the same time, and whose strategic resilience made him last long enough until his enemies’ exhaustion forced them to make peace with him – all of this in smooth, flowing prose, and with 50 detailed maps of all major battles and campaigns.

What were your favorite history books read in 2025? Let me know in the comments!

Farewell 2025 – Historical Non-Fiction!

27. Dezember 2025 um 17:07

History is about people. And so, my three favorite historical non-fiction reads were all biographies – but of very different kinds.

You can read all of the Farewell 2025 posts here:

Betina Anton: Hiding Mengele

Josef Mengele’s life can be neatly divided in two parts. The first saw him rise to prominence in Nazi Germany for his medical research on “racial hygiene” and his subsequent human experiments at the Auschwitz concentration camp. After 1945, Mengele faded into obscurity, living a simple, but comfortable and unperturbed life in South America. Betina Anton covers both from a multitude of perspectives, including a plethora of interviews with the survivors of Mengele’s cruel experiments as well as those who knew him in Brazil, and even a documentary find of Mengele’s private letters. The book thus adds especially to the under-researched second half of Mengele’s life, giving a full picture of the casual and organized support for Nazis in hiding.

Mengele’s quiet life in South America contrasts starkly (and purposefully) with the continued suffering of his victims and their dependents, as well as with his own much more dramatic life before the end of the war, making you ask yourself how the world could allow such a man to go scot-free.

Geoff Mortimer: Wallenstein. The Enigma of the Thirty Years’ War

I have written a lot about Wallenstein this year. Obviously, that means I have also read a lot about him, and no book better than Geoff Mortimer’s biography. Despite its subheading, the book is concerned with dispelling the Wallenstein myth, created by his opponents after his death and re-interpreted (affirmatively or negatively) by historians for centuries. Instead, Mortimer presents Wallenstein as a not uncommon man of his time whose actions were rooted in his concern for the safety of his estate, and, when it came to choosing sides, his imperial-Catholic loyalty. Wallenstein was thus tied to the emperor, but needed peace to have his fiefs (gained from emperor Ferdinand’s expropriations in Bohemia and Mecklenburg) confirmed for good. When Ferdinand lost trust in Wallenstein, he was turned from a beneficiary to a victim of the same method – murdered and expropriated.

And my favorite historical non-fiction read of 2025 was…

Christopher Duffy: Frederick the Great. A Military Life

Frederick II of Prussia remains of the most fascinating historical personalities to me – as a politician, a writer, and, of course, as a general. Duffy’s biography focuses on this last aspect and does so in admirable depth and clarity. Of course, Frederick’s wars are covered (on a tactical, operational, and strategic level), but also his activities as a military administrator and organizer. It is in these latter fields where Duffy finds most fault with Frederick, whom he credits with having inherited the finest military force in Europe upon his accession and leaving his own successor a mediocre army. While Duffy thus does not shy away from pointing out Frederick’s mistakes and oversights, he also presents him as a very capable commander, whose battle plans were both daring and practical, whose rapid marches allowed him to contend with three great-power foes at the same time, and whose strategic resilience made him last long enough until his enemies’ exhaustion forced them to make peace with him – all of this in smooth, flowing prose, and with 50 detailed maps of all major battles and campaigns.

What were your favorite history books read in 2025? Let me know in the comments!

Farewell 2025 – Non-Historical Games!

25. Dezember 2025 um 16:59

On to the next category – non-historical games! This year, we see a mix of the new(-to-me) and a very old favorite.

You can read all of the Farewell 2025 posts here:

©Nerdlab Games.

Agent Avenue (Christian Kudahl/Laura Kudahl, Nerdlab Games)

One of my more recent discoveries… and it is all about discovery itself: You want to discover the other player’s secret identity, which you do by catching up to them on the circular track. Of course, your opponent wants the same, and so both of you try to go as fast as they can by enlisting the most helpful of your suburban neighbors (all of which are anthropomorphic animals) to your cause. Yet you must always select two cards from your hand for recruiting, place one of them face-up and the other face-down – and then your opponent gets to select one of them (and discover if they made the right choice).

The numbers on the cards signify how many steps you take according to how many copies of the card you have – the Sentinel (Aufpasser) starts slow, but is great with 3+ copies, for the Double Agent (Doppelagentin), 2 copies is the sweet spot, and while the Daredevil (Draufgänger) might be helpful initially, enlisting the third of them will lose you the game.

Can you bait them with the great face-up card and take the even better face-down card for yourself? Or can you trick them into thinking that this is just what you want them to do, so they select the face-down card which turns out to be utter trash? Such are the thoughts of retired agents.

Let’s not even get into the intricacies of the instant victory (by enlisting enough codebreakers) or instant defeat (by enlisting too many daredevils), or the special equipment you can buy from the black market in the advanced version. Agent Avenue has you outwit, outbluff, and sometimes outluck your opponent in 10 to 20 breezy minutes.

©Days of Wonder.

Heat: Pedal to the Metal (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)

I have sung Heat’s praises in general in the farewell post on new-to-me games. Here, let me expand on the Schwerpunkt of its mechanics – heat management. Heat represents the strain on your car. In game terms, that’s heat cards clogging up your hand. They cannot be played (ugh) and not even discarded (double ugh), thus costing you both raw power and flexibility. The only way to get rid of them is to shift down and let your machine recover in low speeds… while watching everybody else get ahead of you.

While you can crash your car (from stress rather than heat), the upturned yellow car was the doing of a player with the flair for the dramatic.

So, should you avoid heat at any cost? – No! You will to take a certain amount of it to win. Sometimes you need to crank up your speed quickly, sometimes you want to boost a movement to put yourself in a position where you can slipstream past opponents. If you have a low-gear stretch soon after taking on the heat, you might be able to shed the heat before it did any damage. The intriguing gamble of how much heat you can incur and how to get rid of it without sacrificing speed is the heart of Heat.

And my favorite non-historical game of the year was…

I refuse to use the ugly cover of the English edition. ©KOSMOS.

Catan Card Game (Klaus Teuber, KOSMOS)

The Catan Card Game has a special place in my heart. It was the first board game I ever played with my friend F., and after F.s death left only M. and me as two sides of our original Magical Triangle, the Catan Card Game turned into a mainstay of our meetings. We used to play the Expanded Basic Game but tried the Tournament Game this year – which means instead of having all the cards from the base game and potential expansions at your (aleatory) disposal, players use a pre-constructed deck of 33 cards.

My university deck could not pick up steam quickly enough against the raw productive and commercial power of my opponent’s deck.

That provides plenty of personalization. We used a university-based deck and one which aims for fast city construction and trade dominance – two very different approaches which both worked well (one victory per deck). And the joy of playing is complemented with the joy of deck construction. I already have some ideas on my mind for a future deck.

And what were your favorite non-historical games this year? Let me know in the comments!

Farewell 2025 – Non-Historical Games!

25. Dezember 2025 um 16:59

On to the next category – non-historical games! This year, we see a mix of the new(-to-me) and a very old favorite.

You can read all of the Farewell 2025 posts here:

©Nerdlab Games.

Agent Avenue (Christian Kudahl/Laura Kudahl, Nerdlab Games)

One of my more recent discoveries… and it is all about discovery itself: You want to discover the other player’s secret identity, which you do by catching up to them on the circular track. Of course, your opponent wants the same, and so both of you try to go as fast as they can by enlisting the most helpful of your suburban neighbors (all of which are anthropomorphic animals) to your cause. Yet you must always select two cards from your hand for recruiting, place one of them face-up and the other face-down – and then your opponent gets to select one of them (and discover if they made the right choice).

The numbers on the cards signify how many steps you take according to how many copies of the card you have – the Sentinel (Aufpasser) starts slow, but is great with 3+ copies, for the Double Agent (Doppelagentin), 2 copies is the sweet spot, and while the Daredevil (Draufgänger) might be helpful initially, enlisting the third of them will lose you the game.

Can you bait them with the great face-up card and take the even better face-down card for yourself? Or can you trick them into thinking that this is just what you want them to do, so they select the face-down card which turns out to be utter trash? Such are the thoughts of retired agents.

Let’s not even get into the intricacies of the instant victory (by enlisting enough codebreakers) or instant defeat (by enlisting too many daredevils), or the special equipment you can buy from the black market in the advanced version. Agent Avenue has you outwit, outbluff, and sometimes outluck your opponent in 10 to 20 breezy minutes.

©Days of Wonder.

Heat: Pedal to the Metal (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)

I have sung Heat’s praises in general in the farewell post on new-to-me games. Here, let me expand on the Schwerpunkt of its mechanics – heat management. Heat represents the strain on your car. In game terms, that’s heat cards clogging up your hand. They cannot be played (ugh) and not even discarded (double ugh), thus costing you both raw power and flexibility. The only way to get rid of them is to shift down and let your machine recover in low speeds… while watching everybody else get ahead of you.

While you can crash your car (from stress rather than heat), the upturned yellow car was the doing of a player with the flair for the dramatic.

So, should you avoid heat at any cost? – No! You will to take a certain amount of it to win. Sometimes you need to crank up your speed quickly, sometimes you want to boost a movement to put yourself in a position where you can slipstream past opponents. If you have a low-gear stretch soon after taking on the heat, you might be able to shed the heat before it did any damage. The intriguing gamble of how much heat you can incur and how to get rid of it without sacrificing speed is the heart of Heat.

And my favorite non-historical game of the year was…

I refuse to use the ugly cover of the English edition. ©KOSMOS.

Catan Card Game (Klaus Teuber, KOSMOS)

The Catan Card Game has a special place in my heart. It was the first board game I ever played with my friend F., and after F.s death left only M. and me as two sides of our original Magical Triangle, the Catan Card Game turned into a mainstay of our meetings. We used to play the Expanded Basic Game but tried the Tournament Game this year – which means instead of having all the cards from the base game and potential expansions at your (aleatory) disposal, players use a pre-constructed deck of 33 cards.

My university deck could not pick up steam quickly enough against the raw productive and commercial power of my opponent’s deck.

That provides plenty of personalization. We used a university-based deck and one which aims for fast city construction and trade dominance – two very different approaches which both worked well (one victory per deck). And the joy of playing is complemented with the joy of deck construction. I already have some ideas on my mind for a future deck.

And what were your favorite non-historical games this year? Let me know in the comments!

Farewell 2025 – Historical Fiction!

23. Dezember 2025 um 17:55

On to the next post in my Farewell series! Today, it’s all about works of historical fiction. Here are the three I liked best this year.

You can read all of the Farewell 2025 posts here:

Antony and Cleopatra (Colleen McCullough)

Long-time readers of this blog know my infatuation with Colleen McCullough’s Masters of Rome series. I have been reading the series since 2018 at the appropriately epic pace of one book per year (and last year, I skipped). Masters of Rome reading was always a highlight of my literary year – the high drama, the broad historical canvas painted with a myriad of characters, events, and microplots, and, most of all, McCullough’s readiness to engage the ancients on their own terms, with ever so many pages dedicated to this legislation or that campaign.

McCullough had planned to end the series after the sixth instalment (The October Horse, which covers the years 44 to 42 BCE). Only her fans’ pleas convinced her to write Antony and Cleopatra. Maybe that shows a little bit – the book takes a long time (say, the first 200 pages) to hit its stride, and never quite reaches the heights of previous instalments. Yet that mostly shows how good these books were (peaking with novel #5, Caesar), as this conclusion to the drama of the late Roman Republic was still one of my favorite historical novels in 2025.

Clarissa Oakes (Patrick O’Brian)

I’m continuing my re-read of the Aubrey-Maturin series, that delightful panorama of life at sea (and land!) during the Napoleonic Wars. Among the Aubrey-Maturin novels which I read this year, my favorite was #15 – Clarissa Oakes.

Jack Aubrey and Stephen Maturin want just one thing: Leave New South Wales and its mixture of brutal government (instigating clashes between the officers and men) and anti-Irish fervor (which gets Stephen into trouble). However, when the ship is out at sea, they realize that one of the younger officers has smuggled out a convict from the penal colony – an enigmatic young woman, who is bound to attract the attention of several of the men. No other book in the series makes so good on the premise of the characters being confined to a small ship, unable to avoid each other. And Clarissa, the escapee, is not just a plot device, but a complex and compelling character in her own right.

And my favorite historical novel of this year was…

A Gentleman in Moscow (Amor Towles)

„Where is it now?“, asks the poem which kicks off the book – “it” being purpose. Having been written after the failed Russian revolution of 1905, the poem is widely seen as a call to action and inspires Russia’s revolutionaries… and thus they do not sentence the aristocratic author Count Alexander Rostov to death when he returns to Russia after the October Revolution. Under house arrest at the Hotel Metropol in Moscow, he will spend the next thirty years rethinking and rediscovering his purpose. It will not count as a spoiler that he finds it in putting his abilities to good use and connecting with his fellow human beings – of course he does. Yet the point of the book is not the goal, but the winding way there, told with grace, nuance, and originality.

While the ending might be a bit kitschy, the unique protagonist, the cast of intriguing side characters and the delightful prose made this my favorite historical fiction read of the year.

Have you read any of these books – and, if so, what did you think? And what were your favorite historical novels of the year? Let me know in the comments!

Farewell 2025 – Historical Fiction!

23. Dezember 2025 um 17:55

On to the next post in my Farewell series! Today, it’s all about works of historical fiction. Here are the three I liked best this year.

You can read all of the Farewell 2025 posts here:

Antony and Cleopatra (Colleen McCullough)

Long-time readers of this blog know my infatuation with Colleen McCullough’s Masters of Rome series. I have been reading the series since 2018 at the appropriately epic pace of one book per year (and last year, I skipped). Masters of Rome reading was always a highlight of my literary year – the high drama, the broad historical canvas painted with a myriad of characters, events, and microplots, and, most of all, McCullough’s readiness to engage the ancients on their own terms, with ever so many pages dedicated to this legislation or that campaign.

McCullough had planned to end the series after the sixth instalment (The October Horse, which covers the years 44 to 42 BCE). Only her fans’ pleas convinced her to write Antony and Cleopatra. Maybe that shows a little bit – the book takes a long time (say, the first 200 pages) to hit its stride, and never quite reaches the heights of previous instalments. Yet that mostly shows how good these books were (peaking with novel #5, Caesar), as this conclusion to the drama of the late Roman Republic was still one of my favorite historical novels in 2025.

Clarissa Oakes (Patrick O’Brian)

I’m continuing my re-read of the Aubrey-Maturin series, that delightful panorama of life at sea (and land!) during the Napoleonic Wars. Among the Aubrey-Maturin novels which I read this year, my favorite was #15 – Clarissa Oakes.

Jack Aubrey and Stephen Maturin want just one thing: Leave New South Wales and its mixture of brutal government (instigating clashes between the officers and men) and anti-Irish fervor (which gets Stephen into trouble). However, when the ship is out at sea, they realize that one of the younger officers has smuggled out a convict from the penal colony – an enigmatic young woman, who is bound to attract the attention of several of the men. No other book in the series makes so good on the premise of the characters being confined to a small ship, unable to avoid each other. And Clarissa, the escapee, is not just a plot device, but a complex and compelling character in her own right.

And my favorite historical novel of this year was…

A Gentleman in Moscow (Amor Towles)

„Where is it now?“, asks the poem which kicks off the book – “it” being purpose. Having been written after the failed Russian revolution of 1905, the poem is widely seen as a call to action and inspires Russia’s revolutionaries… and thus they do not sentence the aristocratic author Count Alexander Rostov to death when he returns to Russia after the October Revolution. Under house arrest at the Hotel Metropol in Moscow, he will spend the next thirty years rethinking and rediscovering his purpose. It will not count as a spoiler that he finds it in putting his abilities to good use and connecting with his fellow human beings – of course he does. Yet the point of the book is not the goal, but the winding way there, told with grace, nuance, and originality.

While the ending might be a bit kitschy, the unique protagonist, the cast of intriguing side characters and the delightful prose made this my favorite historical fiction read of the year.

Have you read any of these books – and, if so, what did you think? And what were your favorite historical novels of the year? Let me know in the comments!

Farewell 2025 – New-to-Me Games!

21. Dezember 2025 um 18:42

As the year comes to a close, I’ll do my usual end-of-year posts: My personal top three in a range of categories. As tradition commands, we’ll begin with the games that I played for the first time this year. Here are the best three.

You can read all of the Farewell 2025 posts here:

On the box: A close finish! ©Days of Wonder.

Heat: Pedal to the Metal (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)

I’m not much of a Formula 1 fan – from my point of view, nothing much happens during the races (after the start, that is), and in many years, even the championship as such is a bore because one driver/car combo is just too dominant. (This year has been excitingly different in that regard.)

In the box: Another close finish!

Heat, however, takes just the exciting parts of racing and puts them together in an enthralling package of evocative mechanisms – downshifting before corners (and upshifting afterward), and the delicate balance of how to deal with the psychological stress on the driver and the physical stress on the car (the eponymous heat). And as the main planning phase is done simultaneously, there’s minimal downtime even with the full six players.

I love the warm yellow which is so evocative of southern India. ©GMT Games.

Vijayanagara (Cory Graham/Mathieu Johnson/Aman Matthews/Saverio Spagnolie, GMT Games)

I’m excited to learn new things from and with games. One topic I knew next to nothing about is the 14th century in India. That, however, has changed a bit now due to Vijayanagara, a COIN-lite treatment of the collapse of the Delhi Sultanate’s hegemony under the challenge of invasion from the north (Timur’s Mongols) and centrifugal forces in the south (the nascent Bahmani Kingdom and Vijayanagara Empire). Every game of Vijayanagara tells a variation of that story.

The Delhi Sultanate (black) is under heavy pressure from the Vijayanagara Empire (yellow) and the Bahmani Kingdom (turquoise). From the implementation on Rally the Troops!

I was happy to play several games of this intriguing debut design with my fellow board game bloggers Dave from Dude! Take Your Turn and Michal from The Boardgames Chronicle.

And my favorite new-to-me game of the year is…

A classic Rodger B. MacGowan cover. ©Rodger B. MacGowan.

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

Chaos – some games hate it, others, like Time of Crisis, embrace it. Whoever wants to be Roman emperor in the tumultuous third century must be prepared to deal with a whole whirlwind of challenges: Angry mobs want to drag your governors into the gutter, Barbarian tribes stand ready to cross the border into your provinces, and, worst of all, the rest of the Roman elite wants to be emperor, too, and will gleefully take whatever you possess.

Red has declared himself emperor! Yet Yellow runs a compact dominion in the east, ready to move into Italy or break away from the empire. From the implementation on Rally the Troops!

I have been thwarted in my imperial aspirations by my fellow bloggers Alexander and Grant from The Players’ Aid as well as Dave and Michal, and have been loving every minute of it. Time of Crisis has been my most-played game overall this year (with 14 individual plays of it), and rightly takes the crown in this category.

What were your favorite new-to-me games this year? Let me know in the comments!

Farewell 2025 – New-to-Me Games!

21. Dezember 2025 um 18:42

As the year comes to a close, I’ll do my usual end-of-year posts: My personal top three in a range of categories. As tradition commands, we’ll begin with the games that I played for the first time this year. Here are the best three.

You can read all of the Farewell 2025 posts here:

On the box: A close finish! ©Days of Wonder.

Heat: Pedal to the Metal (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)

I’m not much of a Formula 1 fan – from my point of view, nothing much happens during the races (after the start, that is), and in many years, even the championship as such is a bore because one driver/car combo is just too dominant. (This year has been excitingly different in that regard.)

In the box: Another close finish!

Heat, however, takes just the exciting parts of racing and puts them together in an enthralling package of evocative mechanisms – downshifting before corners (and upshifting afterward), and the delicate balance of how to deal with the psychological stress on the driver and the physical stress on the car (the eponymous heat). And as the main planning phase is done simultaneously, there’s minimal downtime even with the full six players.

I love the warm yellow which is so evocative of southern India. ©GMT Games.

Vijayanagara (Cory Graham/Mathieu Johnson/Aman Matthews/Saverio Spagnolie, GMT Games)

I’m excited to learn new things from and with games. One topic I knew next to nothing about is the 14th century in India. That, however, has changed a bit now due to Vijayanagara, a COIN-lite treatment of the collapse of the Delhi Sultanate’s hegemony under the challenge of invasion from the north (Timur’s Mongols) and centrifugal forces in the south (the nascent Bahmani Kingdom and Vijayanagara Empire). Every game of Vijayanagara tells a variation of that story.

The Delhi Sultanate (black) is under heavy pressure from the Vijayanagara Empire (yellow) and the Bahmani Kingdom (turquoise). From the implementation on Rally the Troops!

I was happy to play several games of this intriguing debut design with my fellow board game bloggers Dave from Dude! Take Your Turn and Michal from The Boardgames Chronicle.

And my favorite new-to-me game of the year is…

A classic Rodger B. MacGowan cover. ©Rodger B. MacGowan.

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

Chaos – some games hate it, others, like Time of Crisis, embrace it. Whoever wants to be Roman emperor in the tumultuous third century must be prepared to deal with a whole whirlwind of challenges: Angry mobs want to drag your governors into the gutter, Barbarian tribes stand ready to cross the border into your provinces, and, worst of all, the rest of the Roman elite wants to be emperor, too, and will gleefully take whatever you possess.

Red has declared himself emperor! Yet Yellow runs a compact dominion in the east, ready to move into Italy or break away from the empire. From the implementation on Rally the Troops!

I have been thwarted in my imperial aspirations by my fellow bloggers Alexander and Grant from The Players’ Aid as well as Dave and Michal, and have been loving every minute of it. Time of Crisis has been my most-played game overall this year (with 14 individual plays of it), and rightly takes the crown in this category.

What were your favorite new-to-me games this year? Let me know in the comments!

Immersive Weimar Playlist (Board Game Playlists, #1)

14. Dezember 2025 um 16:45

You love board games. You probably also like music. Let’s combine the two into an immersive playlist for Weimar: The Fight for Democracy (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx). Have it gently play in the background during your next session of Weimar for the full period immersion!

First things first: Here’s the playlist!

Before we dive into the content of the playlist, some general observations:

  • All of the songs in the playlist were popular during the Weimar Republic (1918—1933). Yet as music recording was still in its infancy at that time, many of the songs in the playlist are later recordings (and some rare ones were recorded even before 1918!).
  • As the playlist is only 2:21 hours long, your Weimar game will probably last longer (if you don’t crash the republic on the first or second round), but there’s no reason not to listen to these songs two or three times – they’re fascinating historical documents.
  • The playlist is thematically sorted. That helps you find similar songs, but makes for somewhat monotonous listening (until you come to the next group of songs). I therefore recommend you turn shuffle on.

Now, what awaits you in the playlist?

#1: The National Anthem

It seems like a no-brainer to include the German national anthem of the time, yet it’s not so simple: The Lied der Deutschen (Song of the Germans) had been written in 1841, but had since then only been a patriotic song among many – until the first president of the republic, Friedrich Ebert, declared it the national anthem in 1922. The song’s three stanzas were variedly popular: Ebert favored the third stanza with its liberal ideals of unity, justice, and freedom, his right-wing opponents preferred the “Deutschland über alles” (Germany Above Everything) first stanza. I have included an instrumental version. If you feel patriotic, you can sing along.

Another controversial national symbol: The Black-Red-Gold flag of the Republic, hearkening back to the 1848 democratic movement, was shunned by the right which preferred the Black-White-Red of the empire. Image ©Capstone Games/Skellig Games/Spielworxx.

#2-9: The Old World

The Weimar Republic did not come into existence in a vacuum. It inherited German cultural traditions like folk songs (“Wem Gott will rechte Gunst erweisen” (Whom God Wants to Favor), song #2).

The folk traditions – including music – remained especially pervasive in rural regions. ©Capstone Games/Skellig Games/Spielworxx.

And, of course, the Weimar Republic succeeded the German Empire with its national feeling (“Die Wacht am Rhein” (The Guard on the Rhine), song #2), dominant Protestantism (Martin Luther’s classic “Ein feste Burg ist unser Gott” (A Mighty Fortress Is Our God), song #5), and monarchy (“Heil dir im Siegerkranz” (Hail to Thee In the Victor’s Crown), song #7 – the quasi-anthem of the German Empire).

The republic’s midwife was the First World War – whose experience shaped its veterans and provided the cultural context even for those who had not been adults during the war yet (“Wildgänse rauschen durch die Nacht” (Wild Geese Rush Through the Night), song #8, written in 1916, was immensely popular among the Weimar Republic youth movement). The war also cast its shadow over Weimar Germany as many had lost their husbands, sons, fathers, brothers, and friends in the war (“Ich hatt’ einen Kameraden” (I Had a Comrade), song #9, the traditional German soldiers’ lament).

Millions of young men trained in armed violence returned from the fronts after the armistice of November 1918. What could go wrong? Image ©Capstone Games/Skellig Games/Spielworxx.

#10-15: Satirical Coping

The liberal republic proved fertile ground for satirical treatments of the new developments: Otto Reutter made fun of the big and small war profiteers with “Seh’n Sie, darum ist es schade, dass der Krieg zu Ende ist” (See, that’s why it’s a pity that the war is over, song #10), and Claire Waldoff called for replacing the men in power with women in “Raus mit den Männern aus dem Reichstag” (Kick the Men Out of Parliament, song #11), playing on masculine anxieties after the introduction of women’s suffrage.

Women’s suffrage upset the traditional gender hierarchy of politically active men and forcibly domestic women. Image ©Capstone Games/Skellig Games/Spielworxx.

#16-25: Pop!

Even in a time and place as politically charged as the Weimar Republic, not everything was politics. The average Hans and Gretel may have cared less about their preferred ideology and more about how to have good time on a Saturday night… and the new cultural scene, especially in the big cities like Berlin, provided ample opportunities.

If you wanted to have fun in a daring, iconoclastic way in the 1920s, there was no better place for you in the world than Berlin. Image ©Capstone Games/Skellig Games/Spielworxx.

The more sophisticated artists like the Comedian Harmonists succeeded with witty wordplay and erudite vocal harmonies. Others played on the classics – alcohol (“Wir versaufen unser Oma ihr klein’ Häuschen“ (We Blow Grandma’s Little House on Booze, song #19) and sexual innuendo („Fräulein, Woll’n Sie nicht ein Kind von mir“ (Miss, Don’t You Want a Child By Me, song #22). There was even the equivalent of a (generalized) diss track: “Du bist als Kind zu heiß gebadet worden” (You Have Been Bathed Too Hot As a Child, song #23) indicates that this neglect of bath safety led to lasting brain damage in the interlocutor.

#26-33: Film, Theater, and Opera Music

The Weimar Republic’s vibrant cultural scene led to cross-pollination between diverse forms of artistic expression. The new medium of film was pioneered in Germany, and once it had left its silent infancy behind, movie songs became hits. Marlene Dietrich, starring in The Blue Angel, enticed with “Ich bin von Kopf bis Fuß auf Liebe eingestellt (I’m Set to Love From Head to Heel, song #26), but warned “Nimm dich in Acht vor blonden Frau’n“ (Beware of Blonde Women, song #27).

Marlene Dietrich, Weimar Germany’s greatest movie star, in the scene of The Blue Angel in which she sings “Ich bin von Kopf bis Fuß auf Liebe eingestellt”. ©Capstone Games/Skellig Games/Spielworxx.

More traditional art forms like the theater also adapted. Die Dreigroschenoper (The Threepenny Opera)’s acerbic critique of capitalism would not have been as successful without its catchy songs, the most famous of which is the “Moritat of Mackie Messer” (Ballad of Mack the Knife, song #31).

The Threepenny Opera was the greatest dramatic success of the Weimar era… and further stagings promptly prohibited when the Nazis took power. ©Capstone Games/Skellig Games/Spielworxx.

Even the most classic and highbrow form of entertainment modernized: “Jonny spielt auf” (Jonny Plays It Big, song #33) introduced jazz into the world of the opera… which brings us to our next category.

#34-41: Jazz and Blues

Traditionally, the United States had received and emulated European fashions, not the other way around. Yet by the early 20th century, America had become the largest economy in the world, its war entry in 1917 tipped the scales of the war further in favor of the Allies, and the increased presence of Americans in Europe meant that the United States turned from an importer to an exporter of culture. Jazz took Europe by storm – both in the form of American (and nascent European) bands and by the new medium of the music record. The Weimar Republic was no exception. Jazz fueled the parties in any larger city of 1920s Germany.

Louis Armstrong was one of the first stars of jazz and had his fans in Weimar Germany as well. ©Capstone Games/Skellig Games/Spielworxx.

Of course, not everyone loved jazz, and the controversy over its unorthodox dissonances, the more expressive, individualistic, and eroticized dancing style accompanying the music, and, of course, the race of its performers entered the contemporary culture wars – exemplified by Weimar’s double use of Louis Armstrong, illustrating both the SPD’s “The New Rhythm” and the DNVP’s “Nicht Deutsch” (“Not German”) event cards.

…and he had his detractors. ©Capstone Games/Skellig Games/Spielworxx.

The “Tiger Rag” (song #41) is also used in The Tin Drum, German writer Günter Grass’s epic about the rise, fall, and persistence of Nazism: The youthful protagonist Oskar Matzerath who always carries his eponymous tin drum plays the Tiger Rag at a NSDAP rally in his hometown Danzig. The mesmerizing rhythm has the audience sway and dance, exposing the Nazis to ridicule.

#42-47: Workers’ Songs

The aggressive ethno-nationalism of Nazism was one of the two most dynamic political movements of the Weimar Republic (at least once the 1929 crash had plunged vast parts of the German population into a crisis of material and identity). The other was the workers’ movement, both in its reformist Social Democratic and its revolutionary Communist form. As the workers had been traditionally excluded from the public in imperial Germany, dominated by aristocracy and bourgeoisie, they created their own political parties (SPD, later USPD and KPD), economic associations (the trade unions), and social and cultural associations – from workers’ sport clubs to workers’ singing societies. Their milieu was bound together not only by their shared economic experience, but also by this cultural connection, of which the workers’ songs formed an important part.

The workers’ social milieu was all-encompassing – from work over leisure to private life. ©Capstone Games/Skellig Games/Spielworxx.

Classics from imperial times like “Die Internationale” (The Internationale, song #42) remained important, but the movement also adopted new songs written by the numerous socialist poets and composers like Bertolt Brecht, Hanns Eisler, or Ernst Busch. Whereas some of these became new classics (like the “Solidaritätslied” (Solidarity Song, song #46), others aged badly: “Der Marsch ins Dritte Reich” (The March to the Third Reich, song #47) poked fun at the alleged inability of the Nazis to take power after their electoral setback at the Reichstag election of November 1932. First recorded in December 1932, the song was horribly overtaken by events just a month later when Hitler was elected chancellor in January 1933.

The solidarity of the working class was splintered in the 1930s – the economic pressures after the 1929 crash weakened the unions, the KPD’s “Social Fascism” theory had it identify the SPD as its main antagonist, and many workers aligned themselves with the Nazis. ©Capstone Games/Skellig Games/Spielworxx.

Thus, we conclude our playlist. It contains the traditional and the modern, entertainment and politics, left and right – except for the very right, but I don’t want to listen to Nazi songs while playing board games, and I’m sure that neither do you.

Do you like to play music in the background while playing board games? What’s your favorite song from this playlist? Let me know in the comments!

Immersive Weimar Playlist (Board Game Playlists, #1)

14. Dezember 2025 um 16:45

You love board games. You probably also like music. Let’s combine the two into an immersive playlist for Weimar: The Fight for Democracy (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx). Have it gently play in the background during your next session of Weimar for the full period immersion!

First things first: Here’s the playlist!

Before we dive into the content of the playlist, some general observations:

  • All of the songs in the playlist were popular during the Weimar Republic (1918—1933). Yet as music recording was still in its infancy at that time, many of the songs in the playlist are later recordings (and some rare ones were recorded even before 1918!).
  • As the playlist is only 2:21 hours long, your Weimar game will probably last longer (if you don’t crash the republic on the first or second round), but there’s no reason not to listen to these songs two or three times – they’re fascinating historical documents.
  • The playlist is thematically sorted. That helps you find similar songs, but makes for somewhat monotonous listening (until you come to the next group of songs). I therefore recommend you turn shuffle on.

Now, what awaits you in the playlist?

#1: The National Anthem

It seems like a no-brainer to include the German national anthem of the time, yet it’s not so simple: The Lied der Deutschen (Song of the Germans) had been written in 1841, but had since then only been a patriotic song among many – until the first president of the republic, Friedrich Ebert, declared it the national anthem in 1922. The song’s three stanzas were variedly popular: Ebert favored the third stanza with its liberal ideals of unity, justice, and freedom, his right-wing opponents preferred the “Deutschland über alles” (Germany Above Everything) first stanza. I have included an instrumental version. If you feel patriotic, you can sing along.

Another controversial national symbol: The Black-Red-Gold flag of the Republic, hearkening back to the 1848 democratic movement, was shunned by the right which preferred the Black-White-Red of the empire. Image ©Capstone Games/Skellig Games/Spielworxx.

#2-9: The Old World

The Weimar Republic did not come into existence in a vacuum. It inherited German cultural traditions like folk songs (“Wem Gott will rechte Gunst erweisen” (Whom God Wants to Favor), song #2).

The folk traditions – including music – remained especially pervasive in rural regions. ©Capstone Games/Skellig Games/Spielworxx.

And, of course, the Weimar Republic succeeded the German Empire with its national feeling (“Die Wacht am Rhein” (The Guard on the Rhine), song #2), dominant Protestantism (Martin Luther’s classic “Ein feste Burg ist unser Gott” (A Mighty Fortress Is Our God), song #5), and monarchy (“Heil dir im Siegerkranz” (Hail to Thee In the Victor’s Crown), song #7 – the quasi-anthem of the German Empire).

The republic’s midwife was the First World War – whose experience shaped its veterans and provided the cultural context even for those who had not been adults during the war yet (“Wildgänse rauschen durch die Nacht” (Wild Geese Rush Through the Night), song #8, written in 1916, was immensely popular among the Weimar Republic youth movement). The war also cast its shadow over Weimar Germany as many had lost their husbands, sons, fathers, brothers, and friends in the war (“Ich hatt’ einen Kameraden” (I Had a Comrade), song #9, the traditional German soldiers’ lament).

Millions of young men trained in armed violence returned from the fronts after the armistice of November 1918. What could go wrong? Image ©Capstone Games/Skellig Games/Spielworxx.

#10-15: Satirical Coping

The liberal republic proved fertile ground for satirical treatments of the new developments: Otto Reutter made fun of the big and small war profiteers with “Seh’n Sie, darum ist es schade, dass der Krieg zu Ende ist” (See, that’s why it’s a pity that the war is over, song #10), and Claire Waldoff called for replacing the men in power with women in “Raus mit den Männern aus dem Reichstag” (Kick the Men Out of Parliament, song #11), playing on masculine anxieties after the introduction of women’s suffrage.

Women’s suffrage upset the traditional gender hierarchy of politically active men and forcibly domestic women. Image ©Capstone Games/Skellig Games/Spielworxx.

#16-25: Pop!

Even in a time and place as politically charged as the Weimar Republic, not everything was politics. The average Hans and Gretel may have cared less about their preferred ideology and more about how to have good time on a Saturday night… and the new cultural scene, especially in the big cities like Berlin, provided ample opportunities.

If you wanted to have fun in a daring, iconoclastic way in the 1920s, there was no better place for you in the world than Berlin. Image ©Capstone Games/Skellig Games/Spielworxx.

The more sophisticated artists like the Comedian Harmonists succeeded with witty wordplay and erudite vocal harmonies. Others played on the classics – alcohol (“Wir versaufen unser Oma ihr klein’ Häuschen“ (We Blow Grandma’s Little House on Booze, song #19) and sexual innuendo („Fräulein, Woll’n Sie nicht ein Kind von mir“ (Miss, Don’t You Want a Child By Me, song #22). There was even the equivalent of a (generalized) diss track: “Du bist als Kind zu heiß gebadet worden” (You Have Been Bathed Too Hot As a Child, song #23) indicates that this neglect of bath safety led to lasting brain damage in the interlocutor.

#26-33: Film, Theater, and Opera Music

The Weimar Republic’s vibrant cultural scene led to cross-pollination between diverse forms of artistic expression. The new medium of film was pioneered in Germany, and once it had left its silent infancy behind, movie songs became hits. Marlene Dietrich, starring in The Blue Angel, enticed with “Ich bin von Kopf bis Fuß auf Liebe eingestellt (I’m Set to Love From Head to Heel, song #26), but warned “Nimm dich in Acht vor blonden Frau’n“ (Beware of Blonde Women, song #27).

Marlene Dietrich, Weimar Germany’s greatest movie star, in the scene of The Blue Angel in which she sings “Ich bin von Kopf bis Fuß auf Liebe eingestellt”. ©Capstone Games/Skellig Games/Spielworxx.

More traditional art forms like the theater also adapted. Die Dreigroschenoper (The Threepenny Opera)’s acerbic critique of capitalism would not have been as successful without its catchy songs, the most famous of which is the “Moritat of Mackie Messer” (Ballad of Mack the Knife, song #31).

The Threepenny Opera was the greatest dramatic success of the Weimar era… and further stagings promptly prohibited when the Nazis took power. ©Capstone Games/Skellig Games/Spielworxx.

Even the most classic and highbrow form of entertainment modernized: “Jonny spielt auf” (Jonny Plays It Big, song #33) introduced jazz into the world of the opera… which brings us to our next category.

#34-41: Jazz and Blues

Traditionally, the United States had received and emulated European fashions, not the other way around. Yet by the early 20th century, America had become the largest economy in the world, its war entry in 1917 tipped the scales of the war further in favor of the Allies, and the increased presence of Americans in Europe meant that the United States turned from an importer to an exporter of culture. Jazz took Europe by storm – both in the form of American (and nascent European) bands and by the new medium of the music record. The Weimar Republic was no exception. Jazz fueled the parties in any larger city of 1920s Germany.

Louis Armstrong was one of the first stars of jazz and had his fans in Weimar Germany as well. ©Capstone Games/Skellig Games/Spielworxx.

Of course, not everyone loved jazz, and the controversy over its unorthodox dissonances, the more expressive, individualistic, and eroticized dancing style accompanying the music, and, of course, the race of its performers entered the contemporary culture wars – exemplified by Weimar’s double use of Louis Armstrong, illustrating both the SPD’s “The New Rhythm” and the DNVP’s “Nicht Deutsch” (“Not German”) event cards.

…and he had his detractors. ©Capstone Games/Skellig Games/Spielworxx.

The “Tiger Rag” (song #41) is also used in The Tin Drum, German writer Günter Grass’s epic about the rise, fall, and persistence of Nazism: The youthful protagonist Oskar Matzerath who always carries his eponymous tin drum plays the Tiger Rag at a NSDAP rally in his hometown Danzig. The mesmerizing rhythm has the audience sway and dance, exposing the Nazis to ridicule.

#42-47: Workers’ Songs

The aggressive ethno-nationalism of Nazism was one of the two most dynamic political movements of the Weimar Republic (at least once the 1929 crash had plunged vast parts of the German population into a crisis of material and identity). The other was the workers’ movement, both in its reformist Social Democratic and its revolutionary Communist form. As the workers had been traditionally excluded from the public in imperial Germany, dominated by aristocracy and bourgeoisie, they created their own political parties (SPD, later USPD and KPD), economic associations (the trade unions), and social and cultural associations – from workers’ sport clubs to workers’ singing societies. Their milieu was bound together not only by their shared economic experience, but also by this cultural connection, of which the workers’ songs formed an important part.

The workers’ social milieu was all-encompassing – from work over leisure to private life. ©Capstone Games/Skellig Games/Spielworxx.

Classics from imperial times like “Die Internationale” (The Internationale, song #42) remained important, but the movement also adopted new songs written by the numerous socialist poets and composers like Bertolt Brecht, Hanns Eisler, or Ernst Busch. Whereas some of these became new classics (like the “Solidaritätslied” (Solidarity Song, song #46), others aged badly: “Der Marsch ins Dritte Reich” (The March to the Third Reich, song #47) poked fun at the alleged inability of the Nazis to take power after their electoral setback at the Reichstag election of November 1932. First recorded in December 1932, the song was horribly overtaken by events just a month later when Hitler was elected chancellor in January 1933.

The solidarity of the working class was splintered in the 1930s – the economic pressures after the 1929 crash weakened the unions, the KPD’s “Social Fascism” theory had it identify the SPD as its main antagonist, and many workers aligned themselves with the Nazis. ©Capstone Games/Skellig Games/Spielworxx.

Thus, we conclude our playlist. It contains the traditional and the modern, entertainment and politics, left and right – except for the very right, but I don’t want to listen to Nazi songs while playing board games, and I’m sure that neither do you.

Do you like to play music in the background while playing board games? What’s your favorite song from this playlist? Let me know in the comments!

Süddeutsche Spielemesse 2025

30. November 2025 um 15:52

Before the fall fair and convention circuit is coming to an end, I had the opportunity to attend Süddeutsche Spielemesse (Southern German Game Fair) in Stuttgart. As when I went last time, it was a pleasant, laid-back experience.

The game fair is part of a conglomerate of hobby and leisure related fairs which are all held over the same long weekend in neighboring fair halls. As the ticket covers all fairs, you are free to explore everything. That’s great if you go as a group or family with differing interests: Your creative-minded daughter can get all inspired at the arts & crafts fair, your animal-loving son will try to make friends with the cats, rabbits, and camels at the animal fair, your gourmet spouse samples their way through the food fair, and then everybody meets at the game fair because you all love board games. Right?

These folks will go to the board game fair later and play Camel Up.

With that setup, Süddeutsche Spielemesse’s target audience is broad, from the hobbyist to the very casual gamer. Consequently, you’ll find a lot of games outside of the hobby board game niche – from classics like chess and go over sports games to role-playing games. The exhibitors are usually either vendors (game test opportunities are rare), clubs looking for new members (like many of the role-playing clubs), or, my favorite, the big gaming island run in the middle where you can just borrow a game and play it free of charge which gives Süddeutsche Spielemesse a certain convention feel.

At this point, it is tradition that the gaming island remains open until 10pm on Friday, allowing for a beautiful evening of gaming. I met with a friend there and we played three different two-player games:

Rival Cities (Andreas Steding, Pegasus)

Northern German cities Hamburg and Altona try to outdo each other – yet while the usual victory point collecting occurs, these only matter if the game runs its full seven rounds. And it is much more likely that one of the cities will decisively outdo the other in one of the four areas of competition (alliances, ships, lawsuits, and prestige) and score an instant victory. With such a plethora of instant victory conditions, you will always feel the thrill of chasing one yourself and being threatened with another by your opponent.

Yes, that’s a concrete floor… all tables were taken already. I report that I am still young and springy enough for this kind of gaming (at least for 45 minutes).

In our game, we both started conservatively, getting a little bit of everything. Then my friend made a play for the alliances and was only one of them short of victory… but I could stave off defeat and counter-punch with ship dominance. I guess more experienced players would be at each other’s throat from the get-go which should make for exciting gaming and high replayability (at a very moderate complexity).

Solstis (Bruno Cathala/Corentin Lebral, Frosted Games)

Two players chart their path up a mountain built from a shared supply of tiles, each of which has a unique combination of a color (indicating its row) and number (indicating its file). Thus, you always know that a tile you took cannot be accessed by your opponent – and vice versa. This kind of very abstract game with almost-perfect information is usually not up my alley, and Solstis proved no different. We were both unenthused by its mix of logical planning and high randomness in the rare case of placing a nature spirit. However, each play only took 10 minutes, so we didn’t spend much time to gain the valuable knowledge of what’s not our jam.

Table time! That’s a pretty solid path up the mountain, and you can see a lot of nature spirits in the middle – but one of them (the red one) is the evil spirit of vengeance.

Agent Avenue (Christian Kudahl/Laura Kudahl, Nerdlab Games)

Maybe our highlight of the fair: Agent Avenue pits its two players against each other as retired secret agents trying to catch each other. To unveil the other’s identity, they enlist their suburban neighbors, all of which are anthropomorphic animals, from daredevil wolves over codebreaker owls to double agent vixens. The recruitment comes by “I cut, you choose” – but as one of the two cards the active player offers to their opponent is face-up, the other face-down, there is a spy-appropriate amount of bluffing and deduction. Pair this with a varied, but not overwhelming amount of instant victory/defeat conditions and card effects, and you have a light, but tense contest which resolves in no time at all (we played three times in 40 minutes).

My green figurine is being pursued by the blue one. So far, my crew of agents is decidedly sub-par – the double agent on the left is only effective when you have two of them (numbers on the left), the sentinel on the right also kicks in at two and three, whereas the daredevil in the middle will lose you the game once you collect three of them.

Any games of these that sound like your cup of tea? Have you attended any cool local conventions or fairs recently? Let me know in the comments!

How to Win at Imperial Struggle (Three Basic Tips, #15)

16. November 2025 um 15:48

Back to the strategy posts – this time in the tried-and-true fashion of giving three basic tips which new and intermediate players can easily remember. Today, we’re going for one of the most anticipated historical games of the last few years: Imperial Struggle (Ananda Gupta/Jason Matthews, GMT Games). Its pedigree recommended it to many gamers, but it plays very differently from its spiritual predecessor Twilight Struggle – so, mastery of the one will not help you much with the other.

Here’s how to play Imperial Struggle successfully: Get advantages, initially prioritize board position over victory points, and use initiative wisely. Let’s go!

Get Advantages

Now this may sound a bit basic. Of course you want advantages! Yet when you’re planning what to do with your investment tile, you might often be tempted by other things – shiny prestige spaces, or simply spaces with a lower cost which help you gain the majority in the region. Advantages, however, are often the better choice: A well-chosen advantage can gain you another space (or deny it to your opponent) not only once, but several times over the course of a game. If your opponent is smart, they will often try to counteract your gaining of an advantage by unflagging the space which gave you the advantage, or at least gaining a similar advantage, which means you are acting and they are reacting.

France and Britain are fighting hard for the two spaces adjacent to the Baltic Trade advantage. You can see on the French player mat in the background that France has gained the Algonquin Raids and Mediterranean Intrigue advantages.

Some of my favorite advantages: The Indian alliances with Mysore, Nizam, or the Marathas which allow you to drown your opponent in a sea of conflict markers, the Asiento advantage whose discount on fleets gains you a cheap military edge – and spaces – which can be flexibly moved around, and, best of all, Baltic Trade whose debt reduction amounts to two free wild points every turn. Get it or at least deny it to your opponent!

Board Position First, VPs Second

Advantages are long-term benefits. In the same spirit, I advise you to prioritize the long-term benefits of a sound board position over the short-term gains of winning this regional or that global demand scoring. If your board position is good – if you have the right alliances, military outposts, and advantages – you will put pressure on your opponent, win wars, gain spoils, and the VPs will come rolling in anyway.

Both players have done their homework and placed a flag on a fort (hexagonal spaces) in North America – Britain in Halifax, France in Louisbourg.

A key investment in that sense is a turn 1 fort in North America. That’s the only theater which is active in all four wars, so the fort will give you a military benefit four times (a strength point and the conquest line) in addition to controlling its surroundings (which makes unflagging harder and removing enemy conflict markers easier), and, of course, it’s a space which counts for regional scoring.

Use Initiative Wisely

If your opponent scores a few more VPs than you early on, that is not only bearable, but might even be to your advantage, as the player behind in VPs has the initiative and decides who goes first in a turn. That’s a weighty decision, as going first gives you a better choice of the investment tiles, but going last allows you to mess with your opponent’s plans and they have no chance to repair the damage before scoring.

If this were the first turn – would you choose to go first or second as the player with initiative?

My rule of thumb is: I go last, unless there’s an odd number of investment tiles with a major action in the dimension that will be crucial (early on, that’s often diplomatic), or an odd-and-low number of investment tiles that allow you to play an event.

Which strategies and tricks do you use to win at Imperial Struggle? Let me know in the comments!

Frederick the Great. A Military Life / Friedrich (Book & Game, #4)

21. September 2025 um 17:22

It’s been a minute three years since we last had a book & game pairing on this blog!

Today, we’re looking at Prussia in the Seven Years’ War (1756—1763). Our book & game for this topic are Frederick the Great. A Military Life (Christopher Duffy) and Friedrich (Richard Sivél, Histogame).

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

The Book & Game

Frederick the Great. A Military Life was published in 1985 by Routledge. It is a biography of Prussian king Frederick II (the Great, 1712—1786) dedicated to the military dimension of his life – not only his wars (on a tactical, operational, and strategic level), but also his activities as a military administrator and organizer.

Friedrich was published in 2004. Richard Sivél’s first published board game is a highly abstracted operational treatment of the Seven Years’ War in central Europe, focusing on Prussia’s desperate struggle for survival against the overwhelming odds of the Austrian-Russian-French alliance, personified by the eponymous king (Friedrich is the German form of Frederick). Five years later, a prequel on the War of the Austrian succession was published which uses the same basic system: Maria (Richard Sivél, Histogame).

Connections & Conclusions

My first contact with Duffy’s book was via Friedrich – it is one of the books referenced in the bibliography contained in the rulebook. A good choice, as it is the first treatment of the military dimension of Frederick’s life since imperial German times (and remains the definitive work on the subject until today).

Obviously, the book is more encompassing – after all, it treats not only the Seven Years’ War, but the entire 74-year life of Frederick. Yet the chapter on the Seven Years’ War makes up almost half of the book – testament to the importance of the war for Frederick (whom it turned from an energetic man in his prime into a hollowed out, aged king who had lost most of his pleasures along with many personal friends). The toll the war took on Frederick is showcased in many anecdotes both in the book and in the “small events” in the game.

Glum times for Frederick! Other event cards show him as energetic and decisive, but this one embodies his worst impulses.

Frederick represents a watershed in history. On the one hand, he expanded and modernized the Prussian bureaucracy which is so symbolic for the modern, often impersonal state. On the other, he was a roi-connétable, a king-warlord, one of the last monarchs to personally lead his troops into battle – those after him who did so had usually used their military success to also take political power which was then based on their continued martial prowess (like Napoleon). Yet in an age when the kings of Britain, France, or Russia remained at court and sent their generals to fight whichever war needed fighting, Frederick rode at the head of his main army, entrusting detachments to his generals only because he could not be everywhere at once.

And Frederick did his best to be everywhere. One of the most striking characteristics of Frederick’s campaigns is his masterful use of the interior lines, on which he performed sweeping forced marches from one theater of the war to another. The most impressive example is found late in the campaign of 1757: After Frederick’s offensive in Bohemia had failed, and France’s victory over the Hanoverian army in northwestern Germany opened the way for a French invasion of Prussia. Frederick marched his army to western Saxony, where he beat a combined French/Imperial army at Roßbach on November 5. The Austrians had used the opportunity to invade Silesia which had only been held by secondary Prussian detachments and were in the possession of almost the entire province… until Frederick’s army showed up, having marched 400 kilometers in a month, and expelled the Austrians from Silesia at Leuthen, the site of his greatest tactical victory.

Frederick’s forced march from Roßbach (battle on November 5, 1757) to Leuthen (December 5, 1757) on the Friedrich map.

These sweeping operational and tactical maneuvers are detailed by around 50 maps in Duffy’s book. Whoever is interested in the wars of Frederick will pore over them for a long time during the read and probably flick back and forth between the map section and the text to follow a battle description. While Friedrich prizes maneuver, it has to scale down the distances covered – the march from Roßbach to Leuthen would take five turns on the map (an entire game typically takes around 20 turns).

Operational map of the forced march from Roßbach to Leuthen (top) and tactical map of the battle of Roßbach (bottom right) in Frederick the Great. A Military Life. I’d love to say the book is in this slightly banged up condition because I read it so often, but the unromantic fact is that I bought it used at a library sale (at the bargain price of four bucks).

Thus, there is a certain disconnect between general Friedrich [the pieces are all named in the German fashion] moving on the map and the player role of Frederick: The general Friedrich is much less important than the historical Frederick-the-general. His piece starts in Saxony, which makes it likely that he will only ever do battle with Austria and their minor ally, the Imperial Army, but never venture far enough to fight against France or even Russia and its ally Sweden. If he remains in Saxony and Prussia elects to focus its defense against Austria in Silesia, Frederick might command only a small detachment, avoiding battle while pinning down Austrian forces and taking unglamorous retreats if he is engaged.

Friedrich (Frederick) is keeping Karl von Lothringen (Charles Alexander of Lorraine) busy in Saxony while the main forces of Prussia and Austria, stacked to impressive height, face off in Silesia.

The player role of Frederick, however, oversees the entirety of the Prussian war effort (as well as that of Prussia’s minor ally Hanover, ruled in personal union by the king of Britain). The player has control over the maneuver of their generals of which Frederick could only have dreamt: News of a victory or defeat in East Prussia would have reached his army camp in Bohemia only weeks after the event, whereas in Friedrich the player can position the general in charge of defending East Prussia exactly where they want and have him surrender, retreat, or fight for his life according to the overall strategic plan.

Maximilian Ulysses von Browne has moved boldly in the first turn… and might face Friedrich/Frederick’s wrath (and superior power) in the second.

Nonetheless, the game is very effective at conveying Friedrich’s psychological state: In the early game, the player might be elated by their power and success. As Frederick moves and draws cards first in the round, an aggressive player can attack their foes with overwhelming force – for example, a second-round attack on Austria means that Prussia has drawn its seven cards per round twice already (so, fourteen in total), whereas Austria has only drawn its five cards per turn once. This corresponds with the quality advantage of the Prussian troops early in the war which Duffy notes frequently. Yet Duffy also argues that this advantage was lost by the heavy casualties the Prussian army endured in 1757 and would never be regained. (Duffy contends that Frederick inherited the finest military force in Europe upon his accession to the throne, but left his own successor a mediocre army – this long-term criticism of Frederick is, of course, beyond the scope of the game.)

Correspondingly, the Frederick player will soon find that the time to play defense has come (if it hasn’t been from the beginning of the game). And as their once-impressive card hand dwindles under the repeated attacks from all foes, elation will give way to gloom. Whenever an anecdote is read as the end-of-round event, showing the historical Frederick at turns defiant, melancholy, or self-pitying, the Frederick player will be able to relate – as they will as Austria’s allies, one after another, falter and peace is made. Frederick might have won the game, but it will surely have taken a toll.

Prussia barely holds on to the last Austrian and Russian objectives… let’s hope for Frederick that the Tsarina dies soon!

In that sense, Frederick the Great. A Military Life and Friedrich are a perfect match – the analytic and the immersive, the intellectual and the emotional. Give both a try!

Published — 23. Februar 2025 ⏭ Clio's Board Games

Friedrich Ebert (German President Ratings, #2)

23. Februar 2025 um 16:10

We’ve been assessing the merits of political leaders in (more or less) democratic countries on this blog for a few years now – UK prime ministers, US presidents, German chancellors. Today, we’re returning to German presidents, looking at Friedrich Ebert. And which game could be more appropriate for him than Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx)?

The Rating System

Some caveats ahead: The presidents will be rated by the knowledge of their time. If they or their contemporaries could not have known about the effects of something, I will not use my hindsight to mark it as a mistake of theirs. The assessment is focused on their conduct as president.

Now, to the system itself: There are three policy field categories (foreign, domestic, and economic policy) and three more general ones (vision, pragmatism, integrity). A president can earn from one to five stars in each category (for a total sum of up to 30). In detail, the president is assessed as follows:

Foreign policy: Did the president increase German influence in the world and the security of Germans at home? Did the president wield German power responsibly and with positive results for the regions affected?

Domestic policy: Did the president increase the liberty of Germans to express themselves and to participate in the political process? Did the president promote domestic security and shape the framework for fair justice dealing with offenses?

Economic policy: Did the president facilitate the prosperity and economic security of Germans (including in the mid- and long-term)? Was the president’s economic policy based on mutual benefit of those involved or did it unduly burden one side?

Vision: Did the president have an idea of what Germany and Europe (the latter counting for more in times of German influence being great) should look like beyond the immediate future? Did the president’s policies steer Germany (and, if applicable, Europe) in this direction?

Pragmatism: Did the president succeed in seeing their policy through from inception to completion? How well did the president manage the support from parliament, society, the administration, the media?

Integrity: Did the president understand the office as a means to benefit themselves, special interest groups, the entire country, or another community? Did the president respect the boundaries of the office?

Note: If you have read my UK prime minister or US president ratings, you will remember that I rated them on the global impacts of their vision as well. As the rating system is only really applicable to democratic leaders and no democratic German leader ever had the chance to conduct a truly global policy, I only assess their vision on national and European grounds.

In all other ratings (UK prime ministers, US presidents, German chancellors) the subject’s life after holding the office is also assessed (for they are still seen as ex-office holders, but as a secondary consideration). This does not apply here, as – spoiler! – both Weimar Republic presidents died in office.

In Ebert’s special case, I will not only assess his conduct as president, but also as chancellor before, as he held the post at a time when Germany did not have a head of state.

Ebert’s Life

From Saddler to Chancellor

Friedrich Ebert was born on February 4, 1871, as the son of a tailor. He learned the trade of a saddler and became involved with the workers’ movement during his journeyman years. In 1891, he settled down in Bremen, where he ran a pub while working for the trade union. Ebert’s political work in the trade union and the Social Democratic Party (Sozialdemokratische Partei Deutschlands, SPD) assumed ever more importance. He was elected to the Bremen city council (1899) and became a full-time trade union secretary. In the following years, Ebert rose to national prominence: He was elected to the SPD national party committee (1905) and to the Reichstag, the national parliament of Germany (1912). One year later, he became one of the leading Social Democrats in Germany when he was elected co-chairman of the SPD.

The Social Democrats faced their crucible at the outbreak of World War I. Ebert successfully advocated supporting the government’s war efforts (instead of attempting to forge an international workers’ coalition against the war). In the later years of the war, more and more Social Democrats took up a strict anti-war stance, forming up as Independent Social Democrats (Unabhängige Sozialdemokratische Partei Deutschlands, USPD). Ebert maintained his previous stance and kept most of his allies within the party (now known as Majority Social Democrats (Mehrheitssozialdemokratische Partei Deutschlands, MSPD), yet tried to mediate between workers protesting and striking against the war and the government (notably during the January Strike of 1918).

When the military situation looked grim for Germany in fall 1918, de facto military dictator Erich von Ludendorff resigned and pushed for a new government to assume responsibility for the impending defeat. Ebert joined a parliamentary government and became its interim chancellor on the day that emperor William II was forced to abdicate. Two days later, Germany and the Allies agreed on the Armistice which ended the fighting on the Western Front.

The Armistice at Compiègne serves as Weimar‘s setup card: The new government will have to deal with a lot of threats, from poverty and unrest to the British blockade and Communist agitation in Munich. ©Capstone Games/Skellig Games/Spielworxx.

Chancellor in the Revolution

Many socialists, especially from the USPD, now pressed for a full-scale political and social revolution based on the workers’ and soldiers’ councils sprouting up everywhere. Ebert, who abhorred the Russian Revolution, wanted to bring about gradual change which would transform Germany into a democracy by parliamentary means. The sweep of revolution brought MSPD and USPD together in an uneasy government alliance. The opposition between moderate and radical socialists provides the basis for the SPD and KPD (Kommunistische Partei Deutschlands – Communist Party of Germany) players’ relationship in Weimar (all forms of radical socialism are subsumed under the umbrella of the KPD (which was historically only founded in January 1919) in the game). The USPD is a minor party in the game which can be aligned with either SPD or KPD (starting in the latter’s camp) and which provides more gumption for actions in the street and sizable parliamentary bonuses in the early game.

The USPD gives additional seats in parliament in the first four rounds of the game as well as a bonus point in the reserve each round (on the board to the left of the card). If the SPD can wrest the party away from KPD control early, that usually results in a large democratic majority under SPD leadership.

In the heady first days of the revolution, MSPD co-chairman Philipp Scheidemann proclaimed the German Republic (Ebert had opposed it and wanted Germany to become a parliamentary monarchy). The new government also proclaimed wide-ranging individual liberties and promised sweeping economic and social reforms (ranging from the eight-hour work day over housing programs to social security) as well as democratic elections in which both men and women would have the right to vote – here Ebert and the USPD agreed in substance, yet not in process: The USPD regarded the consent of the workers’ and soldiers’ councils as enough legitimation; Ebert insisted to carry out the reforms through a parliamentary process. Ebert outfoxed the USPD by having the Reich Councils’ Congress agree to hold parliamentary elections at the earliest possible date.

While Ebert outmaneuvered his rivals on the left, he also secured his right flank. Millions of German soldiers streamed back from the frontlines after the armistice. They needed to be demobilized in an orderly fashion, and, most of all, the threat of a military coup against the nascent republic needed to be warded off. Ebert thus struck a bargain with the army’s conservative leadership: The army would not act against the republic. In return, the new government would forgo the democratization of army structures. The deal already paid off for Ebert by December 1918: When the conflict of the government with the left-leaning People’s Naval Division over outstanding pay and the choosing of its commander escalated, Ebert had the Division dissolved by armed force. The same fate awaited the singularly ill-prepared Spartacus Uprising of January 1919.

A revolution makes for strange bedfellows: Social Democrat Ebert is inspecting German troops in the illustration of the “Pact with the Old Powers” event card. The event is extremely powerful under the right circumstances. Note that the SPD player could also use it to suppress a right-wing insurgency!

When the National Assembly had been elected in January 1919, Ebert’s MSPD was by far the strongest party. Its allies, the Catholic Zentrum (Center), and the progressive-liberal DDP (Deutsche Demokratische Partei, German Democratic Party) also fared well at the ballot box. Due to the armed unrest in Berlin, the National Assembly was convened in the quiet provincial town of Weimar, thus providing the common name for the first German republic (and, consequently, also for the alliance of SPD, Zentrum, and DDP – the “Weimar Coalition”). The Assembly elected Ebert the first president on February 11, 1919.

The Parliamentary President

The National Assembly established wide-ranging rights for the president in the constitution. Yet Ebert interpreted these as powers to be used in emergencies. In his view, the president was a steward whose role was to guard the constitution and integrate the nation. Thus, Ebert only rarely got involved in the day-to-day business of the cabinet, now headed by Philipp Scheidemann – for example, when the Allies presented Germany with the Treaty of Versailles, Ebert remained publicly non-committal.

Even when the republic as such was threatened, the president was not always the first to respond: The right-wing power grab by Wolfgang Kapp and Walther von Lüttwitz was stopped by a general strike. While Ebert’s name appeared on the pamphlet calling for the strike, it is likely that he was in fact not involved in the move. Ebert’s main contribution to the failure of the coup was of a different kind: When the coup leaders occupied Berlin, the federal civil service refused to do their bidding. Even though most of the civil servants had been hired under the emperor and felt attached to the monarchy, they had come to respect Ebert and would not enable the coup against his lawful government.

Symptomatic: It is the KPD as the stand-in for radical organized labor which is best positioned to stave off the Kapp-Lüttwitz Coup in Weimar, not the parties of the Weimar Coalition. ©Capstone Games/Skellig Games/Spielworxx.

The 1920 parliamentary elections dealt the (M)SPD and its allies a heavy blow. They lost their parliamentary majority. Ebert advocated for a “grand coalition” which would include not only the parties of the Weimar Coalition, but also the pro-business, national liberal DVP (Deutsche Volkspartei, German People’s Party). His counsel was not heeded. Instead, Zentrum and DDP formed a bourgeois minority government.

Ebert was the most imposing political figure of the early Weimar Republic. While his integrative approach did much to wed the more moderate workers to the Republic (they would remain its most steadfast defenders till the very end), his suppression of revolutionary activities also alienated the more radical workers… thus the “Red Emperor” event card (showing Ebert at his presidential desk) can cut both ways, placing either an SPD- or a KPD-aligned worker marker on the society track.

As the government had no parliamentary majority, the president might have assumed a greater role. Ebert, however, maintained his interpretation of the presidency as a stewardship, detached from party politics and the day-to-day decisions of the cabinet. In economic and social matters, Ebert retained his representative role, mediating at times in collective bargaining struggles. In foreign policy, the president’s constitutional role was larger, and while Ebert generally supported the general foreign policy of the bourgeois minority governments, he was left out of the actual decision-making. In the meantime, Ebert tirelessly lobbied for cooperation among all democratic parties. It took a plunge into catastrophe for the young republic to heed his counsel.

When Germany reduced the reparation payments to the Allies in January 1923, France occupied the industrial heartland on the Ruhr. The German government called on the workers of the Ruhr not to collaborate with the occupation force in extracting the reparations in kind (“passive resistance”). That required the government to pay out ersatz wages to millions of people, accelerating inflation to a ludicrous degree. By August 1923, prices compared to January had multiplied by 100 (!), and France was still occupying the Ruhr. With Ebert’s support, all democratic parties from the SPD to the DVP formed a grand coalition under chancellor Gustav Stresemann.

Stresemann ended the ruinous passive resistance. While economically sound, this blow to German national sentiment caused backlash: The Bavarian state government declared a state of emergency, aiming to build a new authoritarian system in Bavaria (equivalent to the establishment of a right-wing regime in Weimar) and then exporting it to the Reich as a whole. In response, SPD-KPD state governments formed in Saxony and Thuringia (both in the path for a “March on Berlin” from Munich).

Once more, Ebert suppressing a leftist challenge to the republic. The Reichsexekution placed Saxony and Thuringia under federal control.

Ebert used the constitutional emergency powers granted to the president to depose the Saxon and Thuringian state governments. Federal troops quelled the unrest there before any uprising had even materialized. Yet while the army would march against leftist challenges to the republic, it was notoriously unwilling to confront right-wing movements (as Ebert knew from the Kapp-Lüttwitz coup). Thus, while Ebert formally put the army’s commander Hans von Seeckt in charge of Bavaria, he did not order any concrete action. In the end, the authoritarian government of Bavaria was overthrown from the fringe of the right-wing movement – Germany’s erstwhile military dictator Ludendorff and an ambitious demagogue named Adolf Hitler took the key government players captive and called for a march on Berlin. It was stopped within its first kilometer by 130 policemen. After that, the authoritarian government collapsed. The republic had been saved.

Lots to deal with: The Weimar Republic was close to collapse in 1923 – in game terms, approaching its seventh threat marker in the Deutsches Reich box.

While the Weimar Republic stabilized, Ebert fought for the dignity of his office. He had been smeared by enemies of the republic from the beginning of his term. When Ebert had visited a beach town in 1919, a local photographer had snapped a picture of him in swimming trunks. The monarchists bought that picture and kept circulating it, often contrasting the half-naked president with one of the emperors of the old Germany in full regalia.

The nationalist DNVP begins the game as the weakest of the four parties. One strategy for them is to erode the democratic majority – for example, by attacking the SPD’s parliamentary standing with the President in Swimming Trunks event.

Ebert’s detractors also attacked his conduct. Most famously, they attacked him for his role in the January Strike in 1918. A court found those calling Ebert a “traitor to his country” for his participation in the strike guilty of defamation, but added that they were factually correct – symptomatic for the monarchist leanings of the Weimar courts, still staffed with jurists from the ancien régime. The court’s ruling was only overturned in 1931. Ebert would not live to see it. He had put off surgery for appendicitis due to the trial and died of the resulting peritonitis on February 28, 1925. He was only 53 years old.

As not all Timeline Cards will be dealt in a game of Weimar, it is possible that Ebert will remain alive until the end of the game (so, up to 1933). A delicious historical what-if! Otherwise, chances are that the SPD will not be able to retain the presidency. ©Capstone Games/Skellig Games/Spielworxx.

Ebert’s death is a watershed moment in a Weimar game. As long as the Ebert token occupies the Reichspräsident spot, the presidency is neutral, and nobody gains any benefits from it. When Ebert dies, an election is held in which the parties’ popularity with the voters is measured. Each party fields a candidate. The two candidates with the most votes advance to the second round, in which the two parties whose candidates have been eliminated can pledge their votes to any of the remaining candidates. That is a crucial moment to make deals, to forge alliances, to exact promises in return for the votes, and, more often than not, to pivot away from an ally who has become too strong. (I have seen my Social Democratic candidate defeated by a very grand coalition of the other three parties – Nationalists, Conservatives, and Communists.) From then on, the party holding the presidency can play a card both for the event/actions and for a debate once per round, effectively giving the party one more party card (which, as you typically only draw three of them per round, is huge). This less restrained approach to the presidency reflects the presidential activism of Ebert’s successor Paul von Hindenburg.

The four contenders (clockwise from top left): Ernst Thälmann (KPD), Otto Braun (SPD), Paul von Hindenburg (DNVP), Wilhelm Marx (Zentrum). ©Capstone Games/Skellig Games/Spielworxx.

The Rating

Foreign Policy

Even though foreign policy was the area in which the president’s role was constitutionally confirmed, Ebert followed rather than led. While he – much like his head of government Philipp Scheidemann –  personally found the terms of the Versailles Treaty unacceptable, he stayed on when Scheidemann resigned, displaying a keen sense of duty and order. Ebert supported the various governments in their unpopular, but necessary fulfilment of the stipulations of the Versailles Treaty and their orientation toward the western powers. At times, he was entirely sidelined, as when chancellor Joseph Wirth and foreign minister Walther Rathenau forged the Treaty of Rapallo with the Soviet Union.

Rating: 3 out of 5.
An agreement between the two pariahs of Europe – Weimar Germany and the Soviet Union. In the game, the Treaty of Rapallo is most beneficial to the DNVP: Not only does the party get two bases (as it typically does for Foreign Policy actions), the added army units can also be “turned to the dark side”, i.e., become aligned with the DNVP which is otherwise often short of units. ©Capstone Games/Skellig Games/Spielworxx.

Domestic Policy

Ebert’s achievements in this realm lie during his tenure as chancellor. His Proclamation (Nov 12, 1918) ushered in an unprecedented era of personal liberty and social equity, exemplified in the commitment to freedom of the press and women’s suffrage. Ebert’s integration of the army into the new republic avoided a civil war. Later, his uneven use of force dealing with the uprisings of 1923 was pragmatically understandable, but failed to conciliate the political right with the republic or make the army more accountable to the political leadership.

Rating: 4 out of 5.
Women’s Suffrage is a typical Weimar party card composed of several effects (a very beneficial society marker and small bonuses to party bases and public opinion). While the sum of these effects is very nice, you will often be tempted to play the card for actions/debate in order to use its points concentratedly in one area (for example, to deal with a threat like a local uprising). ©Capstone Games/Skellig Games/Spielworxx.

Economic Policy

The Proclamation of November 12, 1918 laid the foundation for the eight-hour work day, a milestone for the working population of Germany. An overlooked contribution of Ebert’s to economic development is his advocacy for the “grand coalition” – only this broad alliance could bring about the far-reaching currency reform which ended hyperinflation in 1923. That Ebert’s calls to alleviate the social hardships which came as a side effect to the currency reform went unheeded by the bourgeois minority government which followed the grand coalition is symptomatic for the limited power of the presidency in the realm of economic and social policy.

Rating: 4 out of 5.
The currency reform to end inflation comes at the price of poverty (and a reduced trust in the government). ©Capstone Games/Skellig Games/Spielworxx.

Vision

Ebert has often been criticized from the left as too cautious, not able or not willing to dream big. And indeed, in hindsight his thought and practice seems much less imaginative than his critics’ utopias of socialist republics based on grassroots councils. Yet in 1918, the thought of a liberal, parliamentary Germany – the realization of the dream of 1848 – was revolutionary, and, most importantly, it was achievable. Ebert helped to bring about the German democracy and guided it into calmer waters during his tenure.

Rating: 5 out of 5.
If Ebert (pictured in the background of the election poster) played Weimar, he’d select this agenda card every round.

Pragmatism

Ebert made it possible for the bourgeois politicians, the army, and the civil service to get along with a Social Democratic government. While this was an impressive feat in itself, his pleas for cooperation were often not heeded – neither from his own party nor from those he sought as allies. His natural inclination to compromise veils his deft handling of his political opponents: The USPD joined the provisional government on equal footing in November, yet ended up entirely outmaneuvered by January – its moderates falling in with Ebert’s call for elections as soon as possible, its radicals reduced to a singularly ill-advised attempt at armed uprising.

Rating: 4 out of 5.
The Council of People’s Deputies was a collective body, but Ebert (second from the right) dominated it from the start. As the USPD’s bonuses are better in the early game, playing this card for the event on the first round can be huge! ©Capstone Games/Skellig Games/Spielworxx.

Integrity

Ebert is the rare politician who, presented with the opportunity to make wide-reaching decisions with a free hand, refused it. His belief that a freely elected parliament must make the important choices guided him during the revolution. Later, Ebert understood himself as a steward of the republic, a president of all Germans, and was unwilling to use his office for the gain of particular individuals or groups. He used the wide-ranging emergency powers assigned to the president in the constitution only when presented with a grave crisis. His thoughtful wielding of power becomes ever more apparent in comparison with his successor’s liberal use of the emergency powers which contributed to the fall of the republic.

Rating: 5 out of 5.
Opposite approaches: Ebert was a parliamentary president, his successor Paul von Hindenburg tried everything to sideline parliament and rule by executive orders. ©Capstone Games/Skellig Games/Spielworxx.

Overall

Friedrich Ebert took on the highest duty in tumultuous times. He wielded power responsibly, with the best of intentions, and remarkable success. His restraint and willingness to compromise were admirable in themselves, but sometimes emboldened the enemies of the republic he had helped to create.

  1. Abraham Lincoln 28/30
  2. Franklin D. Roosevelt 25/30
  3. Friedrich Ebert 25/30
  4. Winston Churchill 25/30
  5. Robert Walpole 24/30
  6. Willy Brandt 23/30
  7. Konrad Adenauer 22/30
  8. Harry S. Truman 21/30
  9. John F. Kennedy 17/30
  10. Hermann Müller 17/30
  11. Wilhelm Marx 17/30
  12. Ludwig Erhard 12/30
  13. Paul von Hindenburg 10/30

How would you rate Ebert? Let me know in the comments!

Further Reading

For a short introduction to Ebert (and all other German chancellors in history), see: Sternburg, Wilhelm von (ed.): Die deutschen Kanzler. Von Bismarck bis Merkel [The German Chancellors. From Bismarck to Merkel], Aufbau, Berlin 2007, pp. 187—210 [in German].

The standard scholarly biography remains Mühlhausen, Walter: Friedrich Ebert. 1871—1925. Reichspräsident der Weimarer Republik [Friedrich Ebert. 1871—1925. Reichspräsident of the Weimar Republic], Dietz, Bonn 2007 [in German].

For the broader context, see: Herbert, Ulrich: A History of Twentieth-Century Germany, Oxford University Press, Oxford 2019.

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