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Best 3 Games with…Designer R. Ben Madison!

Von: Grant
14. Januar 2026 um 14:00

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the historical events into the framework of his chosen system, which is usually the States of Siege Series…but not always. He has designed 24 games to date, with most of those being solitaire games, dealing with all types of history including the American Revolutionary War, World War I, World War II, the American Civil War, Ancient Egypt, the pre-Columbian Indian “mound builder” cultures that dominated eastern North America, the Falklands, Napoleonic Wars and many, many more and I frankly have never played one of his that I didn’t like.

A few years ago, I did a video showcasing many of Ben’s games on our YouTube Channel and you can check that out at the following link:

In this entry in the Best 3 Games with…Series, we will take a look at some of favorites games by Ben.

3. Jeff Davis: The Confederacy at War from White Dog Games

I love a really hard and involved solitaire wargame and I found a really good one in Jeff Davis: The Confederacy at War. The player takes on the role of President of the Confederacy Jefferson Davis, and you have to manage the Confederate government and the Southern war effort during the American Civil War. The choices help determine the fate of armies and the struggle between Robert E. Lee and Ulysses S. Grant. The game uses the States of Siege Series model with a central point being defended from advancing forces on 5 different tracks.

One of the more interesting design choices in this one was the inclusion of slaves held by the South. Their focus in the game is as a resource to advance and assist the war effort through their labor. These human resources are used to take extra actions for the Confederate States of America, as the noose of the Union closes around them, they will be starved for Action Points as their factories and railroads are taken over by the advancing Federal Troops. I truly appreciate this focus in the game to give a glimpse into the political and social issues that contributed to the start of the American Civil War. I think that all too often our wargames sanitize and whitewash history of all of the darker and less desirable aspects but I think that including this element into the game was a wise choice by the designer.

The game also uses a very interesting method of determining your per turn funds as you have to run blockades against the Union to get funds to supply armies, move your troops and invest in actions to build defenses. You can also use the Slave tokens as a sort of currency to take actions but then those tokens are used up and cannot be reused. I have really enjoyed this one although it is a full 3 hour game as you have to get through 40+ chits to survive to the end. Lots of tough choices, lots of interesting side issues, such as dealing with slaves in the southern economy and keeping politicians happy. This is a great solo game!

You can check out our unboxing video to get a good look at the components:

2. Mound Builders from Victory Point Games

Mound Builders from Victory Point Games is a solitaire States of Siege game that to me has a very intriguing theme that hasn’t been gamed very often and really caught my eye. In Mound Builders, you represent the two largest pre-Columbian Indian “mound builder” cultures that dominated eastern North America from before the time of Christ until the coming of the European colonists in the 17th century. Your empire represents the earlier Hopewell culture and the later Mississippian culture that derived from it.

The game plays in two distinct sections or modules. The first module deals with the Hopewell culture, which is the earlier of the two cultures in the game. During this phase of the game, your goal is to simply expand the influence of your empire across the land, trading with various chiefdoms and trying to incorporate their dominions into your own in order to increase your economic power through the accumulation of various types of resources. As time passes, your empire will grow and regress due to various factors including warfare, disease and drought, but more often than not, the real threat to your culture is simply that of the existence of other ways of life and beliefs that will ultimately mix with your own culture.

During the second phase of the game, you will be beset on all sides by competing tribes as well as the nasty Spaniards and will watch as the empire that you worked so hard to build during the Hopewell Era simply disappears from history. Each turn, a card will be drawn that tells you which of the 5 opposing cultures will move into your lands along a siege track. Sometimes only 1 will move but up to 3 can all move at once, and some can be moved more than once each turn. If you do not attack those cultures when they occupy one of your chiefdoms by the end of your turn and chase them off, your resource will be taken from you and you will no longer be able to produce or trade for that type of good, thereby weakening your economy. This States of Siege system is so very cool and has been replicated in may other additions to the series (such as Ottoman SunsetDawn of the Zeds and Hapsburg Eclipse but also has spawned, or at least inspired several other designers to create equally cool and interesting simulations (Pavlov’s House and Castle Itter). I have definitely reaped the benefits of this States of Siege Series and love me a good solo game with this cool mechanic.

This is a link to a video unboxing of the game showing off the great components but unfortunately we have never done any other videos on this game:

1. Kaiserkrieg! The Great War 1914-1918 from White Dog Games

Kaiserkrieg! is simply fantastic! A solitaire treatment of The Great War using the States of Siege Series model but with a change to a horizontal rather than vertical layout of spaces where enemy forces can build up and perform an “Over the Top” move if you don’t destroy their troops before then. The player takes the side of the Central Powers and must deal with events that replicate the history of the period and the tumult of various revolutions, threats and opportunities. Well done game by Ben Madison that uses chit pull to activate the enemies and cause events. Lots of chaos. Lots of tough choices. Lots of history. And it always seems to come down to the very end. The only draw back to the game though is that it is long, taking 2-3 hours to play through an entire game. Each chit drawn has lots of information and there are always lots of things to do each turn with your very limited actions.

One of my favorite parts is the use of Blockade Runners to gain your funds for the turn. During the Naval/Air Warfare Phase, the player will place out their available Blockade Runners on various seas zones numbered 1a, 1b, 2a, 2b, 2c, 3 and 4 in order to attempt to break Allied blockades and deliver goods and funds to Germany to fuel the war effort. Each of these numbered sea zones will provide a haul of Reichsmarks based on the number of the sea zone if they are able to evade the British Cruisers. This is determined by rolling 2d6 and consulting the British Cruisers Table to find out in what sea zones the available British Cruisers will be placed. If there is a Blockade Runner in the determined sea zone, it will be destroyed and placed in the Neutral Ports box where it will wait to be built later at a cost of 2 RM. If the rolled sea zone contains a Blockade Runner and the High Seas Fleet marker, the British Cruiser will be unable to destroy the Blockade Runner and a naval combat will ensue.

In the above picture, the Central Powers defeat the British Cruiser with the High Seas Fleet and the 3 Blockade Runners placed in seas zones 2b, 3 and 4 bring home a cash haul of 9 Reichsmarks that will be used to take actions and push back the amassing Entente forces in the various staging areas to avoid an Over the Top chit from being placed and prevent the built up forces there attacking into Germany. This process of gaining income is very interesting and unique and it really feels correct as you are trying to do your best to avoid and destroy the British Cruisers so that you have your choice of the best producing sea zones without the fear of Entente intervention.

You can check out our unboxing video to get a good look at the components:

Here is a link to my video review:

Well there you have my 3 favorite games from R. Ben Madison. There are so many good titles to choose from making this exercise very difficult but the 3 that I chose were very enjoyable to play. What are your favorite Ben Madison designs?

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #61: Mobile Vulgus Time of Crisis: The Age of Iron and Rust Expansion from GMT Games

Von: Grant
13. Januar 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#61: Mobile Vulgus from Time of Crisis: The Age of Iron and Rust Expansion from GMT Games

I really love Time of Crisis from GMT Games. This is a very light, introductory wargame that is just plain fun to play. I have been playing it a ton on the Rally the Troops! online platform and really enjoy it no matter what the outcome of those games are. One card that I enjoy using is called Mobile Vulgus, which is a 3 value Populace Card that really can be a devious way to usurp your enemies. This card was added to the game in The Age of Iron and Rust Expansion and is one of those cards that is very situational but very good.

As you know, Time of Crisis is a back and forth game that sees players pitted against each other for the control of provinces and ultimately a change in the player who wears the purple robes of Emperor and sits on the throne in Italia. This process is carried out as players play Populace cards to garner Influence points that are then used to Replace a sitting Governor. The problem with the process is the dice. Now, I know what you are saying. Typically, as long as you roll a 2+ on a d6 it is considered a success and garners you a vote but my luck dictates that I will roll multiple 1’s on a roll where you are looking for a number higher than 1. So, if you can somehow get the dice out of the equation, you are better off. Along comes the fantastically powerful card Mobile Vulgus.

Why exactly do I consider this card so good? Well, you don’t have to rely on rolling dice to get what you want…simple as that. The power is maybe not as efficient as I would like it to be, as you will have to take a Replace Governor Action later to seat your Governor, but it is guaranteed. First off, the card allows you to target a province in which you wish to Replace the current sitting Governor. You normally would play Populace cards to create a number of Influence Points that you would then use to roll 1d6 per point. With Mobile Vulgus you simply play a certain amount of Populace cards to create a total amount of Influence that allows you to overcome their current support level. In the picture above, you can see that the current support level for the Blue Governor in Gallia is at 2. You will also notice though that the Blue General is located in the Provincial Capital with a sizeable army. This army will add to the number of Influence points you will have to spend to reduce that support.

As we examine the Blue General’s stack of forces, we see that he has 3 units under his control, 2 full strength Legions (XIV Gemina and X Gemina) as well as a lone Militia. These 3 units will add to the amount of Populace Influence points that must be spent to effect the support level of the province. Because there are 3 units, we will add those 3 units to the current support level of 2 to bring our target to reduce to 5. In simpler terms 2 for the current support level + 3 for the units in the provincial capital. This then successfully reduces the support level to 1. Remember, that if using a normal Replace Governor action, you would have been rolling 5 dice (1d6 per Populace Influence point spent) and would have needed to roll 2+ and garner 7 votes (calculated by doubling the current support level and then adding in +1 vote needed for each unit in the capital). You couldn’t have possibly done that using only the two cards shown and would have had to play at least one more Populace card with at least 2 Influence points to get to roll 7 dice!

Mobile Vulgus is a Latin phrase that means “the fickle crowd”, referring to the changing nature, opinions and reactions of the general public or an audience, which is a derivation of the English word “mob”.  It literally denotes a movable public, or the unstable crowd and recognizes the inconstancy of popular taste and the ease with which clever politicians can influence the great mass of voters. In game terms, the support of the people can sometimes falter as easily as it can be encouraged.

If you are interested, I wrote a full review for Time of Crisis and you can read that at the following link: https://theplayersaid.com/2017/09/04/the-most-recent-fruits-of-wargame-hybridization-a-review-of-time-of-crisis-the-roman-empire-in-turmoil-235-284-ad-from-gmt-games/

We also posted a full review video and you can watch that at the following link:

In the next entry in this series, we will take a look at Romanian Autonomy from Twilight Struggle: Red Sea – Conflict in the Horn of Africa from GMT Games from GMT Games.

-Grant

Interview with Matt White Designer of Saving Angels WWII Solitaire Wargame Print and Play Currently on Kickstarter

Von: Grant
12. Januar 2026 um 14:00

Several years ago, we posted an interview with Matt White, who is a very talented graphic artist and budding game designer, that focused on his artistic talents and love of tanks. He has since designed several very interesting small scale wargames, with his most recent series being a World War II tactical wargame series for 1-2 players pitting the British Airborne versus the German Wehrmacht called Until the Bitter End. He then designed the next entry in that series called Until the Bitter End – US Airborne followed by Until the Bitter End – Tanks. He has also done a few others including Would Be Aces, Operation Biting and Today Another Battle that have done very well. Recently, a new game appeared on Kickstarter from Matt called Saving Angels WWII Solitaire Wargame Print and Play, which is a wargame based on the American and guerrilla raid of the Japanese held Los Baños prison camp in World War II. We reached out to Matt and he was more than willing to share on the project.

If you are interested in Saving Angels WWII Solitaire Wargame Print and Play, you can back the project on the Kickstarter website at the following link: https://www.kickstarter.com/projects/1564988876/saving-angels-ww2-solitaire-wargame?

Grant: What is your new project on Kickstarter?

Matt: My new Solitaire game is called Saving Angels and it covers the bold US Airborne and allies, raid of the Japanese held Los Baños prison camp during WWII.

Grant: What was your inspiration for the name? What do you want it to convey about the design?

Matt: I came across the history of this subject, whilst researching the Operation Biting game (which is also an Airborne raid, only British) and the name refers to the US 11th Airborne Division, as they were described by the prisoners, who they rescued.

The main element of the design is that you command the paratroopers and guerrillas on this daring rescue mission. With most wargames, the mission is often defeat the enemy or hold a point, etc., but with this design the rescuing of the prisoners is your objective.

Grant: What about this historical event made you want to create this game?

Matt: The main inspiration really was the story, but from the prisoners point of view. They had been treated terribly, for the most part, from their captors. The prisoners were from all walks of life, civilians rather than soldiers who had been captured. I felt it was important to cover this story from WWII, which has not really been covered before. 

Grant: What research did you do on the subject?

Matt: I read a lot of history subject books so naturally I read as much as I could on the subject. There are also a few really good videos on YouTube that are also well worth watching.

Grant: Is this the start of a new series of games?

Matt: This is my third game in my Raid Series – the other games covering the British paratroopers, with this one being the first game in that series featuring US forces and where the main objective is the rescue.

Grant: What games have inspired your design?

Matt: To be honest, the biggest inspiration really is the history side rather than other wargames. I think also the first two games in the series was a natural source.

Grant: I know the design is a Print and Play offering. Why do you feel this model is best suited for your designs?

Matt: I like making print and play games as it forces you, as the designer, to make every component count and making the most of the physical space on a sheet of paper. I find that challenge one of the most interesting parts of the creative process.

Grant: I know you are not only the designer but you do the art as well. Please show us a few examples of your great art.

Matt: Here are several different pieces from the game.

Grant: How do you create your art? What is the process and what graphics tools do you use?

Matt: I use a variety of tools such as Sketchbook and Photoshop. I pretty much draw in a traditional method, just using a Wacom pen and laptop.

Grant: What difficult decisions do players have to make in the game?

Matt: The player must try and maximize their units to the best of the counter’s abilities. Each unit will have strengths and weaknesses so coordinating your units is crucial for success.

Grant: What dangers and threats meet the players with their airborne and amphibious landings?

Matt: As the player pushes towards the prison they may encounter Japanese enemy threat but also the risks associated with such landings.

Grant: What objectives does the player have to accomplish?

Matt: The player’s goal is to get to the camp, free the prisoners and then escort them back to the pick-up zone to make good their escape. This was a daring mission as the Japanese defended the area and the player will have to fend off Japanese reinforcements as the player makes good on their escape.

Grant: What is the purpose of the 2 different maps?

Matt: The game comes complete with 2 maps. The first map is for the approach to the Prison Camp and features both Airborne and amphibious landings. The second map is the Prison Camp itself where the player must locate and rescue the prisoners before escaping back across the first map.

Approach map.
Prison camp map.

Grant: How do players control these units and give commands?

Matt: During the game’s turn the player controls movement of their Units whilst the game’s AI will control the enemy Japanese.

Grant: What is the goal of the game?  How is victory obtained?

Matt: Get to the camp, rescue the prisoners and escape, whilst fending off the Japanese enemy. It will take co-ordination of the player’s units, using them to the best of their abilities and a bit of luck!

Grant: What are you most pleased about with the design?

Matt: I really wanted to create the strong narrative experience, that’s quite tense, of having multiple objectives (with rescuing all the prisoners) whilst dealing with an unrelenting enemy.

Grant: What kind of an experience does the game create?

Matt: For me, the game creates the idea that sometimes you have to be bold, push your luck and try and achieve success by utilizing the resources you have to the best of their abilities.

Grant: What other designs are you currently working on?

Matt: I have a plate of other games I am working on, mostly WWII! I’d like to cover more of these historical daring raids whether they are land, sea or air. 

Thanks to Matt for his time in answering our questions and for his great little print and play games. I love it when one of these new games is brought to light as I get to oodle over the art and see what new things he has created!

If you are interested in Saving Angels WWII Solitaire Wargame Print and Play, you can back the project on the Kickstarter website at the following link: https://www.kickstarter.com/projects/1564988876/saving-angels-ww2-solitaire-wargame?

-Grant

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