Normale Ansicht

Grant’s Top 10 Solitaire Wargames of 2025!

Von: Grant
16. April 2026 um 14:00

As I have done with my Top 10 Wargames of each year list I am going to do the same with the Top 10 Solitaire Wargames/Games that I played that were published in 2025. I played a total of 17 new published solo games in 2025 so take this list with a grain of salt as I didn’t play all the titles released in 2025 nor even all of the games that I purchased this past year. The games that I played include the following:

  • Okinawa: The Last Battle of WWII from Solo Game of the Month
  • Iwo Jima 1945 from Worthington Publishing
  • The Pursuit of John Wilkes Booth from Blue Panther
  • Operation Dragoon Travel Game from Worthington Publishing
  • Crusaders: The Siege of Acre 1291 from Art of Wargames and Blue Panther
  • SPQR: The Battle of Alesia 52 BC from Art of Wargames and Blue Panther
  • Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame
  • War In The Pacific: A WW2 Roll & Write from Solo Wargame
  • Fields of Fire Deluxe 2nd Edition from GMT Games
  • Europe at War 1940 Solitaire from Worthington Publishing
  • Shogun Solitaire from Worthington Publishing
  • Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937 from White Dog Games
  • Empire of Grass from White Dog Games
  • Onoda from Salt & Pepper Games
  • Iwo Jima: Hell on Earth from Neva Game Press
  • La Der de Ders – The War to End War from Hexasim
  • Thermopylae: Last Stand from Solo Wargame

I have really grown to love my solo wargaming and it is partly because there are plenty of well designed and engaging games out there that continue to feed my curiosity and hunger for a tough challenge. Here I present to you my list of the Top 10 Solitaire Wargames of 2025!

10. Crusaders: The Siege of Acre 1291 from Art of Wargames and Blue Panther

A new solitaire game is always welcome on my table…and if that game is about the Crusades, even better! Earlier this year, Blue Panther released a new game designed by Joe Fernandez called Crusaders: The Siege of Acre 1291. The game is what I would call a lite dice-chucker with some very interesting aspects of a siege baked into the game. There are tracks on the board that track the condition of the outer wall, inner wall and accursed tower and the Crusader Knights, including Templars, Hospitallers and Teutonic Knights, inside the city of Acre have to defend against the Mamluk siege for 13 turns.

The game has a random event that kicks off each turn that will do damage to the city walls, kill knights and advance the Mamluk miners who are attempting to tunnel under the walls. There is just one event that if rolled can do a loss to the attackers but this occurs only on a roll of 3 on a 10-sided die.

The rules are very simple clocking in at 5 pages and are easy to understand and once read the game can be played only from the excellent player aid. I very much enjoyed the Deus Vult actions that are special actions that can be used to do things like repair a wall, reverse a Mamluk mining action or sally out of the city to offensively attack the besieging units. But, these actions can be nullified if certain conditions occur so you should use them while you have them and not wait too long or they might disappear.

I feel like this game really scratches that quick playing, easy to get into but intense and difficult game itch. The Crusaders have an uphill battle for sure as they really don’t have as many options or choices as I would like to see but what is there makes sense, is full of historical flavor and plays well. I have not been that successful with the game, meaning that I haven’t won very often, but despite that I still want to come back play after play and that should tell you something about the game and what it is. If your dice luck is really bad, this one can snowball quickly ending in a catastrophic defeat. I think that the other real attractive part of the game is that it is quick to set up, has good rules and plays quickly. This one will not blow your socks off but it is good for what it is and it comes in a small box that is very portable. In fact, I played it first while attending a work conference.

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Crusaders: The Siege of Acre 1291, you can order a copy for $35.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/crusaders-the-siege-of-acre-1291

9. Shogun Solitaire from Worthington Publishing

Staying in the small, travel sized wargame department is Shogun Solitaire from Worthington Publishing. I say wargame, but it is probably more of a strategy card game with a war theme being set in the period of the Sengoku Jidai. Shogun Solitaire is a card based dedicated solitaire game where the player is leading a coalition of four clans to unite feudal Japan. These clans are one of 4 different colors in the game including green (Hōjō), purple (Takeda), red (Katō) and blue (Amago). Each of the clans must secure 3 objectives within their territory to achieve unification under a single Shogun including the port, village and castle of that region. To accomplish this, you’ll need to deploy armies in the form of cards in strategic combinations to gain control of those objectives. These cards are built up in the players tableau and you must get a run of 3 same colored cards (not the same type of soldiers although you cannot play 2 of the same soldiers consecutively) played in order to win the next objective. But, there are Enemy cards colored black or gray that represent assassins, Ronin and raids. There are also neutral Envoy cards that are bronze colored that act as dead space in your tableau and represent the court responsibilities and diplomacy of the Shogun with allied clans and if you ever build up too many of them in the area you will have to take a breath and wipe the slate clean by sending them home.

The really great part of this game is that each of the different types of cards have different special abilities and you must deploy them properly in order to gain the greatest advantage before the 102 card deck runs out. There are six types of Shogun cards that represent the available forces that can be deployed to seize objectives. Samurai can protect and will cancel enemy cards before they can do damage. The Ninjas allow the player to search the top 4 cards of the deck and then reorder them in order to finish a run of the same color cards before bad things can happen. And one of the most important cards is that of the Leaders which act as a wild card that can be played like any Shogun card of its color. I found that trying to utilize these cards to their highest effect was very fun and tense and I found myself really trying to utilize each ability at the right time.

This game is fast playing, playing in 20-30 minutes, and is very fun. But it can be very luck dependent as when you draw bad cards a few hands in a row, there is not much that you can do and the game begins to pound you down and it can come to an end very quickly. But, this game is very good and well designed for what it is; a lite, card based, quick playing travel sized game that is also very beautifully produced with gorgeous period art, thick cards and a fantastic board that flips over to show a

A look at a very lucky win! Notice the back of the board turned over the reveal the beautiful art!

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Shogun Solitaire, you can order a copy for $35.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/shogun-solitaire

8. Iwo Jima 1945 from Worthington Publishing

A few years ago, Worthington Publishing published their first game in the Island Fight Series called Tarawa 1943. That game was awesome and was truly difficult to win, as it should be. Now, they have published the 2nd volume in the series called Iwo Jima 1945 that covers the only island assault during the Pacific war that the attacking US forces would suffer worse casualties than the Japanese defenders. On February 19, 1945 the USMC would land 30,000 marines on the island against a Japanese defensive force that numbered roughly 21,000 Japanese soldiers. Facing a Japanese commander who had learned valuable lessons from the losses on other Japanese islands, the USMC would eventually land over 70,000 marines and suffer over 25,000 casualties during the 36 day campaign.

In this solitaire game, the player takes on the role of the USMC commander leading the invasion of Iwo Jima. The game system, driven by cards, will simulate the strategies of the Japanese defenders, often referred to as the Japanese AI, adding a layer of historical authenticity to your gaming experience. If you have played Tarawa 1943, you will be familiar with the system.

Iwo Jima’s play deck is larger than that of Tarawa’s, which provides a bit of breathing room in the game but doesn’t necessarily change the difficulty appreciably. There are also added mountain positions on the island where the attacking USMC will roll 1 less attack dice making it very challenging to overtake several of the key positions and that will need the player to use special cards to assist. The USMC player is allowed to play any number of the cards from their hand during their turn as opposed to just 3 from the previous entry in the series. The other rules are almost all the same, and you can begin playing with just a brief read of them.

I have played this one about 10 times and have not even come close to winning. It is tough and the way the dice system for combat works it is truly difficult for the Marines to score hits quickly enough to make significant progress, which is how it should be. But, the game is fun, tactically challenging as you have to manage your Cohesion as well as decide when to deploy and replace front line troops with fresh troops and plays pretty quickly. I have never had a bad play of this system and very much look forward to other entries in the series.

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Iwo Jima 1945, you can order a copy for $75.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/iwo-jima-1945

7. Onoda from Salt & Pepper Games

I am always on the lookout for an interesting and different type of historical game. And when that game is solitaire and allows the player to experience and gain insight into the life of a tragic figure then I am very interested. A few years ago, I came across this very interesting looking solitaire game designed by Francisco Gradaille called Onoda from Salt & Pepper Games. Onoda follows the tragic life of Hiroo Onoda who was a Japanese soldier who wouldn’t believe that Japan had lost World War II and stayed at his post on the island of Lubang in the Philippines from 1945-1974 when he finally surrendered after a visit from his commanding officer. I have played this one several times and can say the game is very interesting, educational and also gives the player an opportunity to learn and gain insight into the life of this person who is remembered as an insane criminal and a story of tragedy.

During 6 rounds of variable duration, the player has to obtain a number of resources represented by rice that will
allow them to finish the round without suffering penalties, such as reduced health and morale. In each round, the player will have to undertake a series of missions, earning honor points for accomplishing them. During the game, the player will get to experience some of the events that the real-life Onoda had during his stay in Lubang as well as some of the tragedies. The missions includes things like sabotaging key infrastructure, gathering equipment and other useful items all the while trying to evade detection and capture. But the game goes deeper than that as the crux of the game is the management of morale and the level of insanity in the mind of the soldier due to paranoia, death of comrades or illness.

During these missions, the player will have to draw tokens from a draw bag that represent the level of alarm that is present on the island due to his shenanigans. Each time that a player has to perform a check to accomplish a mission or to avoid danger from the random events, the player must take a Resource/Resolution token from the bag and check its number side against the relevant level of alarm or paranoia in the are where the operation is being undertaken. These Checks are successfully passed when the token’s number is higher than the Alarm or Paranoia level so keeping these low and also moving around the island stealthily will spread out the alarm level and keep Onoda safer and more able to accomplish these missions. Failure will lead to negative effects and lost opportunities as the game has only 6 turns.

I very much enjoyed this game and also loved it because it made me think about this tragic “hero” and his motivations and life those 30 years on the island. What commitment he must have had as well as derangement and you have to respect that or at least give it some thought. Just a great little narrative generator with some very gamey mechanics that create an interesting experience.

Here is a link to my playthrough video:

Here also is a link to my video review:

Also, in case you missed it, we published an interview with the designer Francisco Gradaille on the blog and you can read that at the following link: https://theplayersaid.com/2024/11/06/interview-with-francisco-gradaille-designer-of-onoda-from-salt-pepper-games-coming-to-gamefound-november-7th/

If you are interested in Onoda, you can order a copy for $39.00 from the All Play website at the following link: https://www.allplay.com/board-games/onoda

6. Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called Black Skin Black Shirt: Ethiopia vs. Fascist Italy 1935-1937 from White Dog Games uses the States of Siege Series System and delves into pre-WWII conflict in Africa.

First off, this game is very challenging, as is to be expected as the Ethiopians are desperately outmanned and outgunned by the Fascists as they invaded to take over the oil rich area for their own purposes and I have not done well at it at all in my few plays. I normally would have played it a few more times before adding to the list but I just had such a good experience with it and the history that I felt that I needed to add it to the list. It uses the States of Siege Series but in a bit of a different layout as there are not tracks per se but there are paths that lead through various regions of the country of Ethiopia as they converge on the capital of Addis Ababa.

The game is chit pull and the chits that are pulled give instructions about the actions of the AI Italians as they move on each path. The player will also gain a number of action points that can be used to take actions such as attacking to drive back the invaders. I very much like the concept of support of the Fascist invasion as they have the ability to place their support focused bases on the map as they advance and this leads to the player no longer being able to drive them back to beyond that point so the pressure really ratchets up as the game goes along.

As is the case generally with these games, Black Skin Black Shirt is an easy-to-play, straightforward solitaire game that creates a very interesting historical narrative about how the conflict plays out. There are really lots of tough choices and the game is about the management of your resources and assets, such as your Ras warlords who can go out and make devastating ambush attacks but can also be killed in action and removed from the game, The game forces the player to take charge of the defenses, by calling up troops and marshalling resources as well as attempting to call on the League of Nations for aid and support.

Here is a link to my unboxing video:

If you are interested in Black Skin Black Shirt: Ethiopia vs Fascist Italy 1935-1937, you can order a copy for $56.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/ethiopia

5. The Pursuit of John Wilkes Booth from Blue Panther

A few years ago, while attending the WBC, I had the chance to meet Wes Crawford who was demoing his upcoming game Engine Thieves. He was a very nice guy and his game was pretty interesting as well. Since that time, he has another game that has been released designed in partnership with Ryan Heilman in The Pursuit of John Wilkes Booth published by Blue Panther. I had a chance to play the game solitaire (with Wes overseeing the game and giving me guidance and pointers) at WBC in 2024 and have since played the game on my own several times and had a really great time with it. Great little solo game with several other modes where the player uses resources like police and detectives to search for clues in the hunt for Lincoln’s assassin after the events at Ford’s Theater on the evening of April 14, 1865. Definitely not a subject that has been gamed before and it is really refreshing to be able to experience this history in an interesting and engaging game. There really is a lot to like with the way that clues are found and chits are blindly drawn to verify clues from a bag. There is also a great little movement mechanic with police and detectives to try to acquire more clues.

I know that this is not a traditional wargame but the topic is just so very interesting and the variety of modes you can play in is also very cool. I think that this one is a game that will stay in my collection for years to come and I think that you will enjoy the chit pull, use of your special Stanton Cards that give special events or actions and the way that the movement, searching and raiding works when you find Booth.

We were able to post an interview with Wes Crawford on the blog and you can read that at the following link: https://theplayersaid.com/2024/12/03/interview-with-wes-crawford-designer-of-the-pursuit-of-john-wilkes-booth-from-blue-panther/

Here also is a link to our video interview after playing the game with Wes at WBC:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in The Pursuit of John Wilkes Booth, you can order a copy for $70.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/pursuitofjwb

4. Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame

Until a year or so ago, I had literally never heard of the concept of a Roll & Write game. But, I started seeing these things pop up on Kickstarter from a new company called Solo Wargame and I was immediately intrigued as the topics for the games were so interesting and varied that I thought that there just might be something worth looking into. Since that time, I have played 2 of these Roll & Write games from Solo Wargame and really found that Siege Works: A Napoleonic Siege Roll & Write was my favorite. I say my favorite because who doesn’t like a siege game and a game set during the Napoleonic Wars is always fun! 

Roll & Write Games are typically small and portable games, some are even Print ‘n Play games like Siege Works, that involve the player rolling dice and then marking the results on sheets of paper or sometimes erasable boards. These markings can mean several different things including goals being met, pre-requisites being completed or enemies defeated. The genesis or archetype for these Roll & Write Games is Yahtzee, where players roll a handful of dice looking for various combinations of results to mark off on their sheet that then score points in the end. But recently that game genre has started to include a bit more player agency and choice about how they go about reaching goals including dice selection from those that are rolled, choosing results that are needed at the time but may be less than optimal in the long run and in completing certain goals that will open the door for additional future beneficial options for the player. Don’t get me wrong. A Roll & Write Game is very simple and is not a traditional style of wargame with hexes, counters and Combat Results Tables. But the game tells a story of a siege and how it works. So I was initially skeptical about this form of game and just had to give it a try to see what it was about. I have actually played 2 of them and found them to be lite, fun and interesting. And Siege Works is a solitaire Roll & Write Game so I have played it by myself on my gaming table and had a good time with them.

The biggest plus to the game is the simple rules, easy setup and fast onboarding with learning and being able to get the game played. You can play this easily with a simple read of the rules and a bit of review of the Game Sheet before playing. The sequence of play is very good and easy to follow as well and I found that the game is pretty intuitive. My only issue with the rules was that I found that they sometimes needed just a few more words or an additional sentence for clarity. But this is combated somewhat by the fact that the rules contain a lot of good play examples for the different actions in the game.

Here is a link to my First Impressions post that appeared on the blog and you can read that at the following link: https://theplayersaid.com/2025/09/16/first-impressions-siege-works-a-napoleonic-siege-roll-write-from-solo-wargame/

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Siege Works: A Napoleonic Siege Roll & Write, you can order a print and play copy for $8.00 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/530416/siege-works-a-napoleonic-siege-roll-write

3. La Der de Ders – The War to End War from Hexasim

La Der des Ders – The War to End War from Hexasim is a 1-2 player slightly abstracted strategic level look at World War I. The game allows the players to relive the First World War at a strategic level, with each player controlling one of the 2 sides either the Entente, consisting of France, England, Russia, Serbia and other minor nations or the Central Powers including Germany, Austria-Hungary, the Ottoman Empire and a few minors. La Der des Ders can also be played solo, with a dedicated solitaire bot called “Athena” who utilizes special Cornflower Cards to make decisions about what technologies to invest in, where to undertake offensives and how to utilize limited resources and reinforcements. Each turn, players gain an amount of Resource Points dependent on what nations are in the war, which they can allocate to different areas to guide their overall strategy. Victory is achieved by launching offensives that drain the morale of enemy nations, forcing them out of the conflict through collapse.

One of the best parts of La Der de Ders, and typically the best part of any strategic level wargame, is the Technology Phase and the player’s ability to spend their limited resources on various types of technologies to improve their performance on the battlefield and in the economic war. But, keep in mind that there is a risk here as resources are limited and you have to pay to develop these technologies and there is no guarantee of success as it is up to a dice roll, albeit a modified one at that. Each of the players has their own Technology Tree board that is used to track their technological progress over the course of the game. There are a total of 6 different Technologies that can be researched including Attack, Defence, Artillery, Aviation, Naval, and Air Raid.

The process of taking Offensives is really pretty simple as players take turns to activate one of their sectors that has not yet been activated this turn. The sector chosen will then be activated and must launch an Offensive against an adjacent enemy sector. There is a cost to the launching of Offensives though as the player will have to pay the appropriate cost by first choosing the size of their Offensive, which in game turns means the number of dice they will pay to roll in the Offensive. The size of the Offensive must be at least 1 and can be up to the current Operational Value of the attacking sector. The player launching the offensive then spends as many Resource Points as the size of the Offensive. Dice rolling is fun and the real key here is how to plan for an prioritize your chosen Offensives as you cannot just do one each turn or you will risk collapse and will be unable to do other things such as invest in technology development.

Victory in the game is well done and I very much like the concept of only calculating the value for those countries who have not Collapsed and who are still in the war when the end game is triggered. We all know that it is easier to negotiate a peace that is favorable to your side when you are still a threat and if too many nations of either side have collapsed then their Prestige Points will reflect this as those countries won’t contribute to the final value. And I also like the simplicity of the scoring system. If certain key countries like France and Germany surrender, then that equates to a victory for the side causing the surrender and if the game continues to grind on through the final turn, then there is this calculation that is really pretty simple and gives importance to each goal with a different value that can be earned. Just a solid method for determining victory that makes sense and fits with the historical aspect of the outcome of the Great War.

The Athena bot is the solitaire mode of the game and it is not just tacked on but is very well done and creates an interesting and challenging game. It is a really well designed system that removes most of the work by the player when playing solitaire. There will be times when you have to make a decision, such as the priority of how Offensives occur from the non-player side, but these decisions are easy and the hard work is done by the simple flipping of a card. I do want to point out one final thing. The sequence of play differs slightly from the 2-player game as it rearranges when the Athena bot does a few of the steps during the Spend Resource Points Phase as shown below. The human player will start by doing their Reinforcements first followed by their Technology investment. Athena will then go and do their Technology investment first followed by Reinforcements. Both players will then move into the Offensive Phase and the player with initiative as shown on the turn track will take the first Offensive of the turn.

I wrote a series of Action Point posts on the game and you can read those at the following links:

Action Point 1 – Game Board

Action Point 2 – Technology Phase and Technology Tree

Action Point 3 – Event Cards

Action Point 4 – Example of an Offensive

Action Point 5 – Victory Conditions

Action Point 6 – Overview of the “Athena” Solitaire Bot

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in La Der de Ders – The War to End War, you can order a copy for $50.00 from the GMT Games website (they have a contract with Hexasim to sell their games in the United States) at the following link: https://www.gmtgames.com/p-1222-la-der-des-ders-the-war-to-end-war-english-version.aspx

2. Iwo Jima: Hell on Earth from Neva Game Press

Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Recently, they released their first game called Iwo Jima: Hell on Earth which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 during the end of WWII.

Iwo Jima: Hell on Earth is the first game in their Neva Skirmish Line and it is a hex and counter wargame with some interesting mechanics for combat and a combination of secondary mechanics to keep the game fresh and replayable. This solitaire game lets you play as the U.S. Marines during Operation Detachment. It offers a challenge for both intermediate and experienced wargamers and is really very, very good. I have only played the game 1 time all the way through but as the year is getting away from me already I had to finish up and decided that this was a very good experience deserving of the position on this list. I hope to play again very soon and put together some video content to share more about the game.

One of the things that I really liked was the focus on the hidden Japanese units that play a significant role in the game. Collecting intelligence for the U.S. as they move up the beaches and onto the mainland ensures more strategic planning and greater success of attacks. Additionally, hidden units, combined with a randomized initial Japanese unit setup, enhance the game’s fog of war and replayability. No play will be the same and I think that is a good way to design a solitaire game. U.S. intelligence has some information about potential Japanese defenses, but it is important to verify on the map that there are actual units at those locations. Additionally, more information about those units should be gathered by revealing them to see their actual composition and plan a better attack. Units can be revealed through successful bombardment, combat or reconnaissance. Making a better attack means that the player has access to different type of weapons and attacking a tank unit with a heavy weapon will give modifiers that will not be gained if the asset is not present.

If you attack a hidden unit or if a hidden unit is supporting the attacked Japanese unit, you will draw Intelligence Chits that provide information about the unit and their combat support value. While attacking hidden units can be risky in certain situations, it is essential to continue advancing to achieve timely victory. Understanding when to attack hidden units or gather intelligence through reconnaissance actions is crucial for success and one of the better parts of the game.

Combat is varied and there is a lot of choice about how to go about attacking the defenders. A unit can engage in combat through Direct Attack, Indirect Attack, or a combination of both. In a Direct Attack (with a maximum of 2 U.S. units adjacent to the target), the combat factor value of these units is utilized. For an Indirect Attack (with a maximum of 3 U.S. units if conditions are met), the units’ combat support type and value are used to participate in the combat. Units involved in a Direct Attack may also be used for Indirect Attacks as needed. The next step of combat involves comparing the combat ratio to determine the appropriate table column for checking the die result. Die Roll Modifiers must then be determined, based on factors such as the type of Japanese defense units, which could include Trenches, Pillboxes, or Caves, the comparison between the combat support from the U.S. player and the Japanese side, and terrain effects. The combat is very crunchy and fairly involved and I will definitely classify this one as a good hex and counter wargame experience.

I need to get this one back to the table soon but this is a keeper and I cannot wait to play again.

If you are interested in Iwo Jima: Hell on Earth, you can order a copy for $53.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth/

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

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

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

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

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

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII, you can order a Print and Play copy from the Best with 1 website at the following link: https://bestwith1.com/product/okinawa-pnp/

There you have it. My list of the best solitaire wargames/games that I played in 2025! What a year. There were just so many great games but unfortunately only so much time. There were other games that I was unable to get played that I had acquired and I regret not getting to but there is only so much time.

What were your favorite solitaire wargames from 2025?

-Grant

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

Von: Grant
01. April 2026 um 14:00

April is one of my favorite months due to Easter and the warming of the weather. And this month we got a good amount of newly baked wargames, still warm some of them because they are so new, for you to choose from. This month for the Wargame Watch I was able to find 28 games (including the 7 games from our sponsor VUCA Simulations). Interestingly though this was a cooler month for crowdfunding as I only found 4 different campaigns, which did contain a total of 6 games as one was a triple feature, featured on Kickstarter or Gamefound.

If you missed the March Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/03/02/wargame-watch-whats-new-upcoming-march-2026/

This month again we have a sponsor for the Wargame Watch in VUCA Simulations. VUCA Simulations is a newer German publisher that is really crushing it with their graphics and production. Their games are also very good and we have really enjoyed several of their titles including Donnerschlag: Escape from StalingradTraces of War and most recently New Cold War.

But I also want to point your attention to their In Development Section of their website to show you all of the great projects that they are currently working on. Here there are 7 different games listed with pictures of the beautiful covers and a description of the game itself. These titles include Thirty Years of Misery designed by Brian Asklev, Pacific Fleet designed Hiroyuki Inose, The Far Seas designed by Martin Anderson, In Fours to Heaven designed by Grzegorz Kuryłowicz, Gateway to Falaise designed by Andrew Glenn, 1916 – Prelude to Blitzkrieg designed by Paul Hederer and Saint-Lô – The Capital of Ruins designed by Clemm.

VUCA is really doing a great job with their games and we recently played one of their newest games in Imperial Elegy: The Road to the Great War 1850-1920 and it was a sublime experience. We only played 1 full hand with a full table of 6 players, but very much enjoyed what it was that we were trying to do and the production is just fantastic. Can’t wait to get this one back to the table soon!

But now onto the games for April!

Pre-Order

1. Company of Heroes – Desert Warfare Expansion + Reprint from Bad Crow Games Currently on Gamefound

Glitz. Bits. Content. Miniatures. If these things appeal to you and you like a tactical wargame experience then this is your chance. The well regarded Company of Heroes System has a Gamefound campaign for a new expansion called Company of Heroes – Desert Warfare Expansion and they are also offering the base game 2nd Edition as an add-on as you need it to play.

From the game page, we read the following:

The Company of Heroes – Desert Warfare Expansion + Reprint on Gamefound brings the Deutsches Afrika Corps (DAK) to the 2nd Edition board game, featuring high-mobility, mechanized, and elite units. This expansion enhances solo/co-op play with improved AI, offering a fast-paced, tactical tabletop experience with armored, hit-and-run tactics. The Deutsches Africa Corps adds specialized, agile desert combat forces with a focus on armored vehicles, Italian alliance units, and fast, bold maneuvers. The expansion includes a sophisticated AI for solo or cooperative play, featuring an AI commander, HQ board, action deck, and target selection priority cards. The AI is described as aggressive, frequently seizing objectives. The expansion includes new maps, units, and components to expand the core game experience. The campaign also offers a reprint of the 2nd Edition core box, required to play, featuring streamlined rules and high-quality components.

I am going to be honest here. I played the 2nd Edition. We enjoyed it but it wasn’t necessarily as amazing as I thought it would be. I mean the systems are interesting but it feels more Euro game like than wargame like and it is also extremely expensive. Now it is gorgeous and the miniatures, terrain and maps are very well done but I am not sure that this game lives up to the hype. Just my humble opinion.

If you are interested in Company of Heroes – Desert Warfare Expansion + Reprint, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/companyofheroes/dak

As of April 1st, the Gamefound campaign has funded and raised $948,465 toward its $100,000 funding goal with 1,928 backers. The campaign will conclude on Thursday, April 16, 2026 at 12:00am EST.

2. T-34 Leader: The World War II Ground Combat Solitaire Strategy Board Game from Dan Verssen Games Currently on Kickstarter

A good solitaire game is always very much welcome on my table. I usually start these entries about solitaire gaming by saying I am not a solitaire gamer. Well, after playing the Leader Series from DVG for the first time about 8 years ago, that statement no longer applies. I used to really only play solitaire games when I had no other choice or available opponents. But, when I put these games on the table, my whole opinion has changed. The Leader Series is a solitaire gaming system that recreates modern combat, including ground combat, air warfare and even submarine warfare and sees the player creating, managing and outfitting a group of soldiers/boats/planes over the course of a variable length campaign. Some of the games offer individual combat systems that are included in the overall game and each handles their theater with specific rules and equipment used historically. Originally, all of the games were designed by Dan Verssen but more recently other designers have been taking up the reigns of the series. Such is the case with their newest offering in the series T-34 Leader designed by Vincent Cooper.

From the game page, we read the following:

You are the commander of a Soviet army combat group in World War II. You will take command in the hardest fought campaigns from Operation Barbarossa (1941) to the Battle of Berlin (1945).

Each of your Campaigns involve both operational and tactical decisions. At the start of a Campaign, you select the Units and Commanders to make up your force. During each Week of the Campaign, you decide which Enemy Battalions to attack, which of your forces to allocate, and then resolve each Battle using the Tactical Battlefield. Your Commanders gain Experience with every Battle, but they also suffer Stress. Each Week you must decide how hard to push your men to achieve Victory. T-34 Leader is a great game for both experienced strategy gamers, as well as new players. Each Campaign takes around 30 minutes to set-up, and each Battle can be resolved in 15 to 30 minutes.

T-34 Leader has been designed from the ground up as a Solitaire wargame. It is not an adaptation of a 2-player wargame and the rules have been specifically designed for the solo player. As a Solitaire wargame, you can play whenever you have time, at your own pace. T-34 Leader is the latest Tank Leader game from DVG, following Tiger Leader and Sherman Leader.

With that look, I will let you know that I very much love Sherman Leader and the ground combat for me is where it is at and I would think that T-34 Leader will be more of the same but on the East Front. I have played Sherman Leader the most in the series, using both short and long campaigns, and really enjoy its systems, the structure of the AI and the management of your units and Commanders. Really engaging and enjoyable experience of ground combat in World War II.

Here is a link to my video review for Sherman Leader that you can view at the following link:

If you are interested in T-34 Leader: The World War II Ground Combat Solitaire Strategy Board Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-t-34-leader

As of April 1st, the Kickstarter campaign has funded and raised $38,484 toward its $30,000 funding goal with 148 backers. The campaign will conclude on Tuesday, April 7, 2026 at 3:02pm EDT.

3. Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games

We met Akar Bharadvaj while attending SDHistCon in 2023 and played his award winning design Tyranny of Blood: India’s Caste System Under British Colonialism, 1750-1947 and very much enjoyed the experience and talking with him about game design. Since that time, he has been working on another designer called Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games, which was recently announced on their P500. Chalice of Poison is the first volume in a new series that models complex conflicts not only as clashes between adversaries in the air, land, and sea, but also as political struggles within the regimes and military forces fighting it.

From the game page, we read the following:

In 1980, Saddam Hussein’s Iraq invaded Iran, hubristically expecting to achieve a quick victory in a few weeks. Instead, the war became a brutal slog that lasted eight years. During the war, both countries had to choose between political and military objectives, balancing between the power of their military forces and the stability of their regimes. In Chalice of Poison you will play as the heads of two very different authoritarian regimes that have structured their militaries to be excellent at forestalling internal threats…but less effective at fighting foreign adversaries. Can you reform your military so that it’s effective enough to win the war, without accidentally creating a force that threatens your power?

A unique game on the Iran-Iraq War, the longest conventional war of the 20th century, and a historically important conflict underexplored in tabletop gaming.

Designed by Zenobia Award-winning designer Akar Bharadvaj, and inspired by Dr. Caitlin Talmadge’s academic research on the fundamental weakness of so-called “strong-man” authoritarian regimes.

Simple mechanics create a tense, dynamic, and meaningful decision space with an exciting narrative, capturing the dilemmas faced by regimes faced with both internal and external threats.

A two-player game that also plays well with four players on competing teams.

Includes two solitaire modes: A simple-to-operate “Al-Jazari” bot that offers a challenging non-player opponent. A more complex “Kissinger mode”—inspired by Mark Herman’s Peloponnesian War—in which the solitaire player represents both sides in the conflict. This mode abstractly models the international community, which cynically supported both sides in the conflict, ensuring a lengthy war in which neither country could win a decisive victory.

“At its most interesting, Chalice of Poison simulates warfare as a social battle as much as one involving tanks and bullets…This might sound complicated, but Bharadvaj presents these fluctuating power levels with refreshing clarity…Even at this early stage it’s an impressive and ambitious plaything. And its critique is unexpectedly timely, highlighting how strongman governments weaken their nations in the name of strengthening their regimes.” ~ Dan “Space-Biff” Thurot

If you are interested in Chalice of Poison: The Iran-Iraq War, 1980-1988, you can pre-order a copy for $69.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1225-chalice-of-poison-the-iran-iraq-war-1980-1988.aspx

4. Pericles: The Peloponnesian Wars 460-400 BC 2nd Printing from GMT Games

We are admitted Mark Herman fanboys! I am not ashamed of that statement as he is a very good designer and such an interesting person. He has designed a series of games called The Great Statesman Series and there are such fantastic mechanics at play that create a very interesting non-traditional wargame feeling such as Churchill. The 2nd game in the series is called Pericles, unlike Churchill, pits 2 sides, the Athenians and the Spartans against one another. The real game-changer is that each side is made up of two factions. As such it plays best with 4 players, each working to not only have their side win, but to have their faction within that side end with the most honor, and thus be victorious overall. The good news for most of us, is that there’s bots for solitaire, or 3 player games and there’s a fascinating 2 player variant, where each player plays a faction on each side. GMT just put a 2nd Printing up on their P500 and I am so very glad that this game will get some more attention as it is a really great game.

From the game page, we read the following:

Pericles is a ‘sandbox’ (unscripted) wargame that covers the ENTIRE period of conflict described in Thucydides classic history on the Peloponnesian wars. Pericles is a 4-player game, where two teams of Athenian and Spartan factions fight for Hegemony in 5th Century Greece. Each team of two represents a faction vying for control of their City States, strategy, and honor. Athens sees the Aristocrats debate issues with their opposing Demagogues, while in Sparta House Agiad and House Eurypontid contend for royal dominance.

Pericles uses elements from the Golden Geek best Wargame of 2015, Churchill, to simulate war as the extension of politics by other means. In the War portion of the game, it is US versus THEM (Athens versus Sparta), where each team implements their collective strategy to dominate Theaters of War, build economic strength, and fight battles to win Honor. In the respective Political assemblies, it is ME versus YOU (faction versus faction), where the battle for government control has to be balanced by your common interests in a series of wars that must be won, or all is lost.

Pericles uses an Issue Queue preplanning mechanic that the play testers have described as ‘insanely fun’. After your Political assembly has debated and won issues, these issues (military, league, diplomatic, oracle) are secretly placed on the military map in one of the twenty Theaters of war. If you or your opponents place a second issue into a Theater, it creates a queue of issues. Once all issues are placed, they are revealed and resolved one at a time. The order of issues in the queues and the order in which they are resolved across all Theaters tells YOUR story of the Peloponnesian wars.

Strategy in Pericles unfolds in how you create combinations of issues to achieve the historical narrative. Do you want to conduct a Periclean raiding strategy? Then you would play two military issues into a Theater to first move forces into position, then raid. Do you want to build a base in the enemy homeland (historically Pylos or Decelea)? Then you would conduct a military expedition, followed by a league issue. Do you want to raise an opponent’s ally in rebellion? Then you would deploy a diplomatic mission, and sow treachery for immediate or future advantage. It is in the placement, order, and resolution of the issues that the game allows you to explore and experience the broad range of historical situations without a script. 

What would a game of Hoplites and Triremes be without a battle mechanic? Battle in Pericles is based on armies and fleets being led by the classic generals of yore, represented as Strategos tokens. During the Political assembly, each faction uses historical personalities to acquire Strategos tokens. Use the Spartan general Brasidas and gain four Strategos tokens, while Epitadas only generates one. Strategos tokens can be thought of as military capital that is spent in the war to lead and move forces. If you send forces to a Theater with enemy forces, a land or naval battle will occur. All players then secretly commit Strategos to the battle. Then, the commanding general of the military expedition and their teammate reveal their Strategos commitment and move wooden land and naval units to the battle. Now the defensive commitment of Strategos is revealed, each side then reveals a random battle card value, and the winner is decided. The winner of the battle now has the option to fight a subsequent naval or land battle. The outcome of these tactical decisions determines if any fortified bases are destroyed by assault or siege. Then the next issue is resolved. Winning battles awards and reduces honor.

Here is a link to our video review that was created when we were younger, had more hair and were not very polished in any part of what we were doing:

If you are interested in Pericles: The Peloponnesian Wars 460-400 BC 2nd Printing, you can pre-order a copy for $71.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1223-pericles-the-peloponnesian-wars-460-400-bc-2nd-printing.aspx

5. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition 2nd Printing from GMT Games

We have had a great experience playing Silver Bayonet a few times over the years and I am glad that it is now getting a 2nd Printing of the 25th Anniversary Edition. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition is a revamping of their first ever game released all the way back in 1990.

From the game page, we read the following:

Silver Bayonet recreates the pivotal November 1965 battle between a full North Vietnamese Army Division and the US 1st Air Cavalry Division in the Ia Drang Valley. NVA expertise in lure and ambush tactics resulted in significant US casualties. US mobility and the ability to bring massive amounts of firepower to bear quickly virtually destroyed the attacking NVA division and forced a change in NVA tactics.

This re-issue of GMT Games’ 1990 CSR Award winning title that started it all keeps the original operational system, but streamlines to it to include innovative combat resolution integrating maneuver combat, close assault, artillery bombardment, and support from gunships and air sorties. 

Increased accessibility to primary and secondary source material has made it possible to make changes to more accurately represent both sides’ unique capabilities without significantly altering or breaking the base game system. The major changes involve patrols, ambushes, landing zones, and the 1st Cav Brigade HQ, while minor changes tweak movement, combat, and coordination game mechanics to showcase radically different strengths and weaknesses the FWA and NVA force brought to the battles in the Ia Drang Valley.

If you are interested in Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition 2nd Printing, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1224-silver-bayonet-25th-anniversary-edition-2nd-printing.aspx

6. I, Napoleon 2nd Edition Update Kit from GMT Games

As you probably know, normally Ted Raicer designs hard core hex and counter wargames such as The Dark Valley: East Front Campaign, 1941-45The Dark Sands: War in North Africa, 1940-42 and The Dark Summer: Normandy, 1944. These games are fantastic experiences that are true wargames. But, he also has an eclectic side to him and has designed one of the classic card driven games on the subject of World War I in Paths of Glory. So when I heard that he had designed an interesting looking card based historical role-playing game the first thought that came to my mind was “How is he going to accomplish this feat?” Last year, I played I, Napoleon and did enjoy what it was doing even though it felt like it fell a bit short of its ultimate claim. But there is more of the game now and they are doing this Update Kit in case those who want to the updated cards don’t wish to order the Limits of Glory Expansion.

From the game page, we read the following:

For our customers who own the 1st Printing of I, Napoleon and want to upgrade to the 2nd Printing without purchasing the Limits of Glory Expansion, we’re providing an Update Kit.

This Kit includes:

  • 60 Updated Cards
  • 2 Divider Cards (1 New, 1 Adjusted)
  • Rulebook
  • Playbook
  • 8.5″x11″ Player Aid
  • Sticker Sheet (4 stickers to update the Game Board)

NOTE: The Limits of Glory Expansion includes the updated Cards, Divider Cards and Sticker Sheet, as well as a Rulebook, Playbook and Player Aid that can be used with both the expansion and base game.

I wrote a fairly in-depth First Impression style post on the game and you can read that at the following link: https://theplayersaid.com/2024/10/16/first-impressions-i-napoleon-from-gmt-games/

I also did a review video and you can watch that at the following link:

If you are interested in I, Napoleon 2nd Edition Update Kit, you can pre-order a copy for $21.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1226-i-napoleon-2nd-edition-update-kit.aspx

7. Paper Wars Magazine Issue #116: Roma Invicta: The Roman Republic 400-50BC from Compass Games

Wargame magazines can be a bit hit and miss with their games. But, Paper Wars seems to really pick some great topics and systems to highlight in their pack-in games and this month there is a new pre-order for a game called Roma Invicta: The Roman Republic, 400-50 BC designed by Paul Kallia who did Roma Victrix: Campaigns of the Roman World from Compass Games.

From the game page, we read the following:

Roma Invicta: The Roman Republic & the Western Mediterranean by Paul Kallio is a 2-player, scenario-based design depicting several historic conflicts that occurred in and around the Roman Republic between 400 and 50 BC. This is a systemic brother design to Paul Kallio’s Roma Victrix boxed game. Each game turn represents one year. Infantry unit types include legions, heavy infantry, auxiliaries, and barbarians, and represent about 5,000 men each.

BONUS GAME MATERIAL:  This issue will include two new scenarios for play with WWII Campaigns: 1940, 1941, and 1942. For 1941, we have Festung Stalingrad. It covers the German counteroffensive to try to save the Sixth Army trapped in Stalingrad in December 1942. For 1940, we have the Operation Matador variant scenario by David Meyler.

Article highlights include previews of Rise to Glory and Iberian Tide, a work-in-progress report on Island Infernos, a Bitter Woods AAR, an alternate start scenario for Desert Tide, and a new optional fuel dump rule for The Last Gamble.

If you are interested in Paper Wars Magazine Issue #116: Roma Invicta, you can pre-order a copy for $41.95 from the Compass Games website at the following link: https://www.compassgames.com/product/issue-116-magazine-game-roma-invicta/

8. Limits of Glory: Campaigns VI & VII – Jersey New Jersey and A Strong War: The Conflict for North America 1755-60 from Form Square Games Coming to Gamefound April 7th

A few years ago, we became acquainted with Andrew Rourke through his Coalitions design from PHALANX that went on to a successful crowdfunding campaign and has recently been delivered. He has since been a busy guy with starting his own publishing company called Form Square Games and also publishing the first 5 designs in a new series called Limits of Glory that will take a look at the campaigns of Napoleon and other contemporary conflicts. In Campaign I, which is called Bonaparte’s Eastern Empire, the game is focused on the campaign of the French in Egypt between 1798 and 1801. Campaigns II, III and IV was Maida 1806 and Santa Maura & Capri. Campaign V was Donning the Sacred Heart which covers the Vendee Civil War and just recently fulfilled as I have my copy sitting on my gaming table awaiting and unboxing video.

And now, recently, he has announced came out about the next entry in the series which is a two-fer with Campaigns VI and VII called Jersey New Jersey and is set during the American Revolutionary War but also a 2nd game called A Strong War set during the French & Indian War. I think that these games are well timed with this year being the 250th Anniversary of the signing of the Declaration of Independence and I look forward to playing and exploring both of these games. I have also reached out to Andrew to see about him as well as the design duo of Mark Kwasny and John Kwasny for A Strong War doing another interview to give us a look inside the design and get more information for you to digest before the campaign kicks off on April 7th. But at this point the games look great and I love the art and the covers are very eye catching for sure!

From the game page, we read the following:

For the 2 games in the Limits of Glory Series:

Two exciting games in one box, Jersey covers the little known 1781 invasion by the French of the Island of Jersey as part of the American Revolutionary War. The game examines the impact of luck on events and challenges the skill of players to use their commanders to influence these events.

New Jersey covers the famous crossing of the Delaware and the battles of Trenton and Princeton using the same Limits of Glory System to test players ability to mitigate what luck throws at them by the skillful use of commanders and troop positioning.

Limits of Glory represents military campaigns at the highest command level, players take the role of theater commander and must manage their resources of men, material and skill to emerge victorious.

And for the other game in the offering called A Strong War: The Conflict for North America 1755-60:

The title, A Strong War, refers to the type of war the Abenaki Nation threatened to unleash on the land-grabbing British in 1753. The sparks of war, ignited in 1754 near Fort Duquesne by an obscure colonel of Virginia militia, George Washington, spread quickly; soon, flames engulfed the entire globe as England and France vied for control of empire. Over the next 5 years, Regular regiments from the French and British armies, American and French-Canadian provincial units, and Native warriors all fought in a chaotic and violent series of campaigns and frontier raids that culminated in the British conquest of French Canada and the defeat of the Native Nations (most of which had sided with the French).

A Strong War brings this war to life in a simple, fast-playing game. The map (covering the region stretching from Louisbourg to Alexandria, and from New York to Lake Erie) uses point-to-point connections to highlight the key locations that were targeted during the war. Using wooden cubes to represent the different types of forces used (French and British Regulars, British Colonials, French-Canadian Marines, French Bush Rangers, and Native American warriors), each player has only a few pieces (maximum 13 for the British and 10 for the French) to use each turn (one turn = one year, so there are 6 turns/years total).

The heart of the game is the unique combat system where players can deploy forces to a chosen battle and then commit them one by one; or they can call off the battle if it goes badly and save some of those forces for use later in the year. The types of forces committed also play a critical role in combat – the British want to mass their Regulars but the French want to bring in a mixed force to take advantage of the different skill sets each provides. Thus, tension is created in trying to decide if/when (or where) it is best to commit one’s forces: do you avoid combat completely; do you call off a combat that is going badly; or, do you go all in and commit your entire force? But if you lose a battle, initiative then swings to your opponent who may then launch an offensive.
Each player has several paths to victory, leading to a “different” game each time, and forcing players to choose between different strategies each turn. Finally, it is a quick game, taking just a couple of minutes to set up, and usually taking less than an hour to play to completion. The game also plays well solitaire, though there is no dedicated solitaire system.

If you are interested in Jersey New Jersey and A Strong War, you can learn more about the project on the Gamefound preview page at the following link: https://gamefound.com/en/projects/form-square-games/jersey-new-jersey–a-strong-war

9. Campaign: Operation Bagration from Catastrophe Games Currently on Kickstarter

A few years ago, I played and very much enjoyed a cool little solitaire WWII card-driven game called Campaign: Fall Blau from Catastrophe Games and designer Martin Melbardis where the player attempted to breach the Soviet defenses on the East Front in the pivotal German summer campaign of 1942. The game system is very playable and simple, but has some strategic depth to it as the player has to make a lot of choices about what to go after, how to manage their scarce resources (fuel) and what generals to use to take advantage of their special abilities to amass enough VP to claim victory over the Soviet Union. They now have the counter punch of that game in a new entry in the series called Campaign: Operation Bagration and it is currently being offered on Kickstarter.

From the game page, we read the following:

Campaign: Operation Bagration is the follow-up to Campaign: Fall Blau, the acclaimed solo experience of trying to seize Stalingrad and the prized oil fields beyond. In this game the shoe is on the other foot, as you will be pushing the Red Army to retake the center of the occupied Soviet Union, setting up the capture of Berlin. Stalin is expecting fast results though, so once again you will be racing against the clock trying to achieve enough objectives before your supplies (and Stalin’s patience) runs out.

Campaign: Operation Bagration is a solitaire wargame that takes place during WWII and puts the player in charge of the Soviet summer offensive of 1944 against Army Group Center, code named operation Bagration. Pick your three generals and use your resources wisely in order to obtain your campaign’s objectives.

One month turns. Decide which card (objective) to go after, each with a unique set of Soviet defenses. Manage supplies required for each offensive, or choose to take an operational pause. Receive random event cards that are mostly beneficial but a few are Soviet counterattacks that can throw a serious monkey-wrench into your plans. Play continues until fall begins, and you must report to Stalin with your success or failure.

In order to meet Stalin’s expectations you need to be relentless, while carefully marshalling your troops and material. Drive too hard, and the Germans will crush one of your wings, and your push will stall out. But if you move too slow you know you will be summoned to a special meeting with Stalin, and that is a grim fate.

If you would like to learn more about how the game plays you can read through the rules document found on Board Game Geek at the following link: https://boardgamegeek.com/filepage/317786/draft-rules-as-of-feb-26

Also, by way of comparison, you can check out our preview video for the first game in the series called Campaign: Fall Blau:

We also published an interview with the designer Martin Melbardis and you can read that at the following link: https://theplayersaid.com/2022/10/24/interview-with-martin-melbardis-designer-of-campaign-fall-blau-from-catastrophe-games-on-kickstarter-october-25th/

If you are interested in Campaign: Operation Bagration, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/campaign-bagration

As of April 1st, the Kickstarter campaign has funded and raised $1,138 toward its $500 funding goal with 14 backers. The campaign will conclude on Monday, April 20, 2026 at 8:51pm EDT.

New Release

1. VaeVictis Magazine Issue #185 Game Edition: Storm on the Ménez Hom 1944 from VaeVictis

VaeVictis is a very fine wargame magazine and they always have very interesting looking pack-in games on various subjects. This month, they have featured a scenario involving the 1944 attack on the Ménez-Hom peak on the Crozon peninsula in a game called Storm on the Ménez Hom 1944. But there is more as the magazine features articles on various wargames including Hubris from GMT Games, La Der des Ders from Hexasim, Thunder on the Mississippi from Multi-Man Publishing, Italia 1917-1918 from Nuts! Publishing, New Cold War from VUCA Simulations, Werwolf from Legion Wargames and many more.

From the game page, we read the following:

During the siege of Brest, the coastal batteries on the Crozon peninsula, on the southern shore of the harbor, were hindering the advance of the US Army. It was therefore crucial to silence them. To achieve this, the barrier closing off the peninsula had to be breached: the Ménez-Hom peak, rising to 330 meters. This mission was entrusted to the FFI-FTP battalions of central Finistère. It took three weeks, from August 12th to September 1st, 1944, and the reinforcement of a US cavalry brigade to finally defeat the German, Russian, and Caucasian defenders.

If you are interested in VaeVictis Magazine Issue #185 Game Edition: Storm on the Ménez Hom 1944, you can order a copy for €16.50 ($19.12 in US Dollars) from the VaeVictic website at the following link: https://www.vaevictismag.fr/en/special-game-issue/287-vaevictis-185-game-issue.html

2. The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 from Operational Studies Group

Large Napoleonic wargames are always interesting. Operational Studies Group does some big games on the subject and their newest offering is called The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 and deals with four different battles including Jena-Auerstadt, Pultusk/Golymin, Eylau and Friedland.

From the game page, we read the following:

These four games explore the major battles of 1806–07, where the French Army encountered two different opponents with different capabilities, from the leadership-challenged Prussians in Saxony to the chaotic battle conditions in winter against the Russians. Based on OSG’s Special Studies, which provide a turn-by-turn narrative of the four battles. Each game shows the approach to the battlefield on the day before battle. The Jena-Auerstadt game has both battlefields on one map and allows both sides to redeploy before battle.

We are offering a new edition, with new maps—not too much different in detail—but rendered in Charles Kibler’s naturalistic style. TCS2 will be updated to use the Universal Deck and latest series rules (deck not included). With few exceptions, the counters will be identical to the first edition.

This is a very popular series of games amongst Grognards and I have heard many people recommend these titles to both of us. We have yet to take the plunge and get one but one day we will…one day!

If you are interested in The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807, you can order a copy for $140.00 from the Operational Studies Group website at the following link: https://napoleongames.com/products/the-coming-storm-ii

3. The Maid Ascendant: The Siege of Orleans, October 1428-May 1429 from High Flying Dice Games

Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a game on the Siege of Orleans and I do like siege games! The game is called The Maid Ascendant and really looks pretty interesting and is definitely a unique subject for a game.

From the game page, we read the following:

The Maid Ascendant is an introductory level wargame on the siege of Orleans. The siege marked the debut of Joan of Arc as a military commander, and a campaign that would see the English eventually evicted from France and the end of the Hundred Years War.

“Begone, or I will make you go!” – Jeanne d’Arc’s command to English and Burgundian troops besieging Orleans.

If you are interested in The Maid Ascendant: The Siege of Orleans, October 1428-May 1429, you can order a copy for $16.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/maid.html

4. Mr. Lincoln’s War from Compass Games

You can’t have enough good American Civil War games and Compass Games has been working to bring out a new edition of a classic called Mr. Lincoln’s War designed by Mark McLaughlin.

From the game page, we read the following:

Mr. Lincoln’s War is a historical game which captures the epic struggle of the American Civil War. From their first major battle at Bull Run in 1861, through the campaigns of Vicksburg, Gettysburg and Atlanta and until the final days at Appomattox in 1865, the armies of the Union and the Confederacy raged across America wreaking havoc and bloodshed on a scale never before or since witnessed in the New World.

This box set is organized into two sub-games, “Army of the Tennessee,” which deals with the war in the western theater, and “Army of the Potomac,” which deals with the war in Virginia. Each has four short scenarios that recreate the maneuvers and battles of Shiloh, Gettysburg, Atlanta, and other monumental Civil War contests. Campaign games enabling the players to fight the war in the West or East are provided with each sub-game. They may be combined to play the Mr. Lincoln’s War grand campaign that simulates the entire Civil War, on both fronts.

If you are interested in Mr. Lincoln’s War, you can order a copy for $99.00 from the Compass Games website at the following link: https://www.compassgames.com/product/mr-lincolns-war/

5. Volume II Civil War Heritage Series Army of the PotomacCampaigns of 1862 and 1864 from GMT Games

Several years ago, Mark Herman designed a very unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has long mentioned working on the follow-up to that game and we finally are getting it with Army of the Potomac.

From the game page, we read the following:

Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War Heritage Series and the follow-up game to the innovative and acclaimed Rebel FuryArmy of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.

Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs. Lee), including the prelude Seven Pines (McClellan vs. Johnson) when Johnson’s wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnson). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.

I think that one of the most interesting parts is that this new game can be played with Rebel Fury as also included are two bonus scenarios to allow owners of Rebel Fury to fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map.

Last summer, while attending WBC in late July, we sat down with Mark Herman and did an interview/overview of Army of the Potomac and you can watch that video at the following link:

If you are interested in Volume II Civil War Heritage Series Army of the Potomac: Campaigns of 1862 and 1864, you an order a copy for $77.00 from the following link: https://www.gmtgames.com/p-1108-army-of-the-potomac.aspx

6. Baltic Empires: The Northern Wars of 1558-1721 from GMT Games

This one is very much anticipated by me and I feel like I have been waiting in it forever since its announcement in 2022. Baltic Empires is a grand looking game that focuses on the conflicts between the states of the Baltic region during the early modern era. The wait is now over as they game is set to ship on April 17th.

From the game page, we read the following:

Baltic Empires is an approachable 2-5 player strategy game about conflicts between the states of the Baltic region during the early modern era, a transformative period of religious conflict, large scale warfare, and constant struggles for power. Players will have to develop their economy, strengthen their administration, secure trade hubs, and finally build armies to become the dominant power of the Baltics. Denmark-Norway, Sweden, Russia, Poland-Lithuania, and Prussia will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

During the 16th & 17th centuries, religious conflicts between Protestants and Catholics swept Europe, vast colonies were established by the maritime powers, and a series of wars were fought against Louis XIV’s Kingdom of France to maintain the balance of power, eventually culminating in the War of Spanish Succession. While this history might be familiar to many, the related conflicts around the Baltic Sea that took place during these centuries are less well-known.

Where did the French, English, and Dutch acquire the materials they needed to build and maintain their vast navies that won them their colonial empires? Where did they acquire the food they needed to feed their sailors and growing populations? Where did the Swedish juggernaut that suddenly emerged and changed the course of the Thirty Years War come from, and why didn’t its great power status last? How did the Russian and Prussian Empires that became so powerful in later periods first emerge on the European stage? The Baltic region was crucial to the history of Europe, and the conflict for influence over the Baltic Sea was closely intertwined with the balance of power in Western Europe. The outcome of the wars and societal transformation in the Baltic region, from the collapse of the Teutonic Order in Livonia in 1558 to the end of the Great Northern War in 1721, shaped European and world history up until the present day.

Baltic Empires presents these less well-known conflicts in a fun and accessible format, while also doing justice to the fascinating history of the Baltic Sea region during this period. The game features 5 asymmetric factions with different strengths, forces, and historical objectives, along with the capacity to develop their states by investing in economic infrastructure and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

We published an interview on the blog with the designer Brian Asklev and you can read that at the following link: https://theplayersaid.com/2022/03/28/interview-with-brian-asklev-designer-of-baltic-empires-the-northern-wars-of-1558-1721-from-gmt-games/

We also did a series of History Behind the Cards with Brian and you can read those posts at the following links:

#41 Tsar Boris Godunov and #33 Corfitz Ulfeldt

#29 Joachim Frederik Blumenthal and #6 Bohdan Khmelnytsky

#27 King Sigismund III Vasa and #9 Maurice of Nassau

#28 Thomas Roe and #37 Markus Fugger

#10 Janusz & Boguslav Radziwill and #12 Louis de Geer

#17 Georg von Derfflinger and #8 The False Dmitrys

#2 Tsar Peter the Great and #48 Tycho Brahe

If you are interested in Baltic Empires: The Northern Wars of 1558-1721, you can order a copy for $104.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-954-baltic-empires-the-northern-wars-of-1558-1721.aspx

7. Three Days of Gettysburg Deluxe Edition from GMT Games

A very popular series featuring one of the most gamed battles of the American Civil War! Quite the combination. And to add to that, a Deluxe Edition treatment with new counters, some new rules, new and updated maps and lots of scenarios. This is a great value for any gamer who wants to game one of the most iconic battles of the American Civil War.

From the game page, we read the following:

GMT Games and the GBACW design team are proud to announce Three Days of Gettysburg Deluxe Edition, the ultimate edition of the definitive game on the Battle of Gettysburg. First published in 1995, 3DoG has stood the test of time as one of the most popular games of the Great Battles of the American Civil War Series.

This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game—Terrible Swift Sword (SPI)—designed by Richard Berg in 1976. Under GMT, the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the often-chaotic nature of the 19th Century battlefield at the regimental level.

Three Days of Gettysburg Deluxe Edition will include ten plus scenarios. They range from small Skirmisher contests on half sized maps to the ultimate Gettysburg experience on four full full-sized maps depicting the entire battle, including the East Cavalry Battlefield! Other scenarios will depict both the first and second day of the struggle. Experienced players will be able to play many of the scenarios in one sitting. The 3DoG Deluxe Edition will include many exclusive rules to represent the special situations at Gettysburg, including new Skirmisher rules. However, many of the rules are optional, allowing players to decide for themselves what level of complexity they want.

New components and exclusive rules include new cavalry counters, CSA dismounted cavalry counters, corrected artillery types, two types of skirmisher units, artillery sections for some scenarios (Calef’s battery on the first day!), and artillery overshoot. The new maps continue to use Mark Simonitch’s beautiful artwork but include stonewalls, the Devil’s Den, and sloping hexes to better represent the unique terrain at Gettysburg. The large rock formations are represented differently from earlier editions, and artillery will find moving up the slopes of Little Round Top as difficult in the game as it was in the battle.

And just take a look at this big beautiful map of the game….by the talented Mark Simonitch!

If you are interested in Three Days of Gettysburg Deluxe Edition, you an order a copy for $108.00 from the following link: https://www.gmtgames.com/p-1057-three-days-of-gettysburg-deluxe-edition.aspx

8. Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s from Red Sash Games

Red Sash Games have a reputation for very large, very long playing games that are focused on interesting historical events. This month, they announced their newest offering with their printing partner Blue Panther and it is an expansion to their Seeds of Empire game focused on the wars in South & Central India during the 1730’s through the 1750’s. The game is called Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s and really looks to be pretty interesting.

From the game page, we read the following:

Seeds of Empire is the second in a series of operational war games covering conflict in India during the 18th Century, using Red Sash Games’ LaceWars™ rules. SOE extends the environment of Dreams of Empire to include the whole of Central India (the Deccan) and extends the timeline into the 1750s to cover the Second Carnatic War.

The expansion includes several new Powers, divides the Marathas into Clans, and adds Factions for the two — not one, but two — major succession crises simultaneously taking place in the Deccan and Carnatic. This is the period when John Company, the British East India Company, finally got involved in the geopolitics of the Subcontinent. It was the highwater mark of the French presence, and a watershed for the Maratha Confederacy, while for the Mughal Empire it was a period of steep decline.

Seeds of Empire offers eight unique scenarios:

  1. The Second Carnatic War: this scenario uses only the original map set (most of the action took place in a very confined area). Featuring the return of Chanda Sahib and Governor Dupleix, with Bussy-Castelneau, Clive of India, Stringer Lawrence (Father of the Indian Army), and above all, Mohammad Ali Khan.
  2. “Early Start”: An ‘early start’ variant of the same scenario in which Chanda Sahib has the opportunity to slay Anwar ud-Din (or vice versa). Historically the death of Anwar kicked off the Second Carnatic War.
  3. “Capture of Devikotta”: An even earlier start that allows the players to simulate the EIC‘s capture of Devikotta from Tanjore under the guise of restoring the Raja.
  4. “French in the Deccan”: A ‘French in the Deccan’ scenario using only the new maps, focusing on the war for control of the Viceroyalty of the Deccan and the activities of the various Maratha clans.
  5. “Deccan + Dreams of Empire”: A 1740s Deccan sandbox scenario matching the timeline of the original DOE Campaign Game, showing what the Marathas were getting up to.
  6. “Full Territory”: A Campaign Game for the Second Carnatic War that combines the maps.
  7. “Both Carnatic Wars”: A Campaign Game for the 1740s combining the original DOE Campaign with the 1740s Deccan scenario. This scenario can be extended to create a Grand Campaign covering the period of both Carnatic Wars.
  8. “Malabar War”: A small scenario set in Malabar, showcasing the continued expansion of Travancore against Cochin and its allies.

Like Dreams of EmpireSeeds of Empire assigns the various Powers to the players as and when they Activate. However, the Second Carnatic War also creates semi- permanent Alliances, with the French on one side and the British on the other, though only acting as ‘auxiliaries’ to the great Indian lords.

To help the players cope with the material, the original rules, scenarios, charts, and (some) displays have been duplicated, with the new material from Seeds of Empire inserted into the relevant places. The expansion also includes errata and small fixes to the game system.

This is not a complete game and will requires ownership of Dreams of Empire to play.

If you are interested in Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s, you can order a copy for $240.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/seeds-of-empire

9. Ace of Aces: Powerhouse Series Deluxe Edition from Mr. B Games

A classic reborn is how I would classify the next offering on this list. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981.

From the game page, we read the following:

Ace of Aces: Powerhouse is an exciting game of World War 1 aerial dogfighting. Each player is the pilot of a fighter plane in the skies over France trying to shoot down their opponent. The players each have a book that shows the position of their opponent, and what maneuvers they can perform to line up their machine guns on their target. Through an innovative matrix system, the players can fly through the sky and attempt to drive away their enemy. Each game takes 15-20 minutes to complete!

The mechanic used in this series is a very cool little flip book called a Dogfighting Book that has various pictures representing the maneuvers of your plan and the enemies. These flip books are nicely crafted and there is one for both the German Fokker DVII and the British SPAD XIII.

If you are interested in Ace of Aces: Powerhouse Series Deluxe Edition, you can order (but it does still say pre-order) a copy for $99.99 from the Mr. B Games website at the following link: https://www.mrbgames.com/products/pre-order-ace-of-aces-powerhouse-series

10. Commander: Romans v Dacians – A Solitaire Wargame from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Commander: Romans v Dacians – A Solitaire Wargame and can be downloaded from Wargame Vault.

From the game page, we read the following:

In the rugged hills and forests of ancient Dacia (today located in the European country of Romania) Rome fights a war unlike any it has faced before. The legions advance into a land of ridges, valleys and fierce tribal resistance, where every skirmish can turn the tide of battle. You command a small Roman force consisting of legionaries, praetorian guard, cavalry, archers, and spearmen, tasked with holding the line, breaking the enemy, or seizing vital ground before the Dacian horde overwhelms you. Opposing you are the warriors of King Decebalus – swift, unpredictable, ferocious and deadly. Cavalry smash into formations with startling power, warriors surge forward in wild charges, swordsmen hold the line with grim resolve, and archers and falxmen harass and surprise from the rear. Each battle unfolds differently as both armies are drawn at random, events disrupt your plans, and reinforcements arrive to mix things up.

This is a tense solo wargame of tactical decision making and battlefield chaos. Every turn demands adaptation and every clash counts. No two battles will ever play the same, and victory is never guaranteed until it is achieved.

In the game, the Player will be commanding the units of the Roman Empire as they battle a seemingly endless stream of fierce Dacian fighters.

This game is a solitaire wargame. You play the game, and the enemy is controlled by the game (or ‘AI’). You will need three standard six-sided dice to play. It is recommended that the counters provided on the final page of the game are used to play this game (especially for the units). Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel.

If you are interested in Commander: Romans v Dacians – A Solitaire Wargame, you can order a print and play copy for $11.99 from Wargame Vault at the following link: https://www.wargamevault.com/en/product/562242/commander-romans-v-dacians-a-solitaire-wargame

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

Finally, thanks once again to this month’s sponsor VUCA Simulations!

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Von: Grant
31. März 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.

#71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Here I Stand: Wars of the Reformation 1517-1555 is an experience packaged in a game that attempts to boldly cover the political and religious conflicts of early 16th Century Europe. The game focuses on the struggle of religious reformers such as Martin Luther, John Calvin and Ulrich Zwingli as they battle the Papacy for changes in their views of God and religion. But it is more than just the Holy War as it deals with the other European countries involved in the affairs of the time including France, England, the mighty Hapsburg Empire and the Ottoman Empire in the east. They all played a role in the process of the Reformation and the design brilliantly weaves this all together into an interesting and engaging experience. The game also covers other plot lines and events of the period, including wars, marriages and ascendancies to thrones, using a unique Card Driven Game (CDG) system that models both the political and religious conflicts of the period.

Today, I want to take a look at a very interesting Response card in The Wartburg. Response cards in Here I Stand are event cards that can be played out of turn to interrupt the actions of an opponent or provide immediate reactions to specific game events. Response cards are often used to negate, mitigate, or enhance events and combats, and they may be played during an opponent’s impulse, provided the text allows for this asynchronous timing. These cards also tend to have specific pre-requisites that must be met in order to play the card and The Wartburg states that the card is “only playable by Protestants, and Luther must be alive”. The card itself allows the Protestant player to cancel the play of a card as an event but cannot cancel a Mandatory Event. The card however can cancel the play of the Papal Bull or Leipzig Debate Papal Home Cards, which is probably the way that the card will mostly be used. The card will not only cancel the play of the event but will also end the impulse of the player playing the card. This can be very powerful and when played at the right time can be a game saver for the Protestant player.

For example, in our most recent play at Buckeye Game Fest, I was playing as the Protestants and Bill Simoni as the Papacy. After the forming of the Schmalkaldic League and the Protestants changing into a military power, the focus of the other players turned toward me as I was doing well and near victory. They all then decided to declare war on the Protestants and began to advance upon and attack my fortified Electorates to take away VP I had earned by having both religious and political control in 5 of the 6 as the League was formed. As we came into turn 5, I was at 24 VP and ultimately came up shy of a victory by 1 point at the time. I had been able to take over the entirety of England and change every space and also get about 5-6 spaces in France, but now the Papal Bull came to play and Bill fought me back and forth with him taking over 3-4 spaces followed by me reclaiming 3-4 spaces. It was a beautiful game of back and forth and I used every tool at my disposal to fight him including The Wartburg card to stop the untimely excommunication of Zwingli before he could attempt to embarrass him in a debate. That card play at that very time saved me or most likely he would have used Eck who is his best debater against Zwingli who is just average and I would have lost leading to him being burnt at the stake giving him VP or by allowing him to turn over a few of my hard fought converted spaces back to Catholicism.

The only problem with this card is that it commits Luther so he will be unavailable to be chosen directly to debate during the rest of the turn. But this was a small price to pay at that time and ultimately led to me being able to hold on through the end of Turn 6 where I won a Protestant victory on the tie breaker with England.

Martin Luther stayed at Wartburg Castle from May 1521 to March 1522 under the alias “Junker Jörg” (Knight George) to hide from papal and imperial authorities. During these 300 days of protective custody, he translated the New Testament into German in just 11 weeks, wrote numerous theological works, and grappled with spiritual turmoil. His greatest accomplishment at Wartburg Castle was his translating of the New Testament from Koine Greek into German, which laid the foundation for a unified German language and made the Bible accessible to ordinary people. He also wrote numerous works, including Against Latomus and several tracts. He began his attack on monastic vows during this time, arguing they were contrary to faith. Luther used his time in exile for intense study and writing, referring to his stay as his “Patmos”, referring to the Apostle John’s exile to the Island of Patmos in 95AD. While here though he also experienced significant psychological distress and temptation. According to legend, he threw his inkwell at the devil during a confrontation, leaving a stain on the wall. His exile was organized by Frederick the Wise after the Diet of Worms and the stay was designed to keep Luther safe from those looking for him, ensuring the survival of his reform movement.

In the next entry in this series, we will take a look at Commodus from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele.

-Grant

Marvel Monthly: Fantastic Four, Spider-Man und Daredevil

17. März 2026 um 09:00

Doctor Doom gibt Ben Grimm von den Fantastic Four sein menschliches Aussehen zurück, Spider-Man startet mit einer ganz neuen Serie und Daredevil erlebt als alter Mann einen kalten Tag in der Hölle. Letzteres erinnert an Die Rückkehr des dunklen Ritters, doch kann es mit dem Klassiker mithalten?

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

Broccoli and Sulfur Pizza

10. März 2026 um 23:28

I really just needed to show off that I've vacuumed my floor recently.

I like small games. No, smaller. Smaller. Small enough that I can fit at least three of them in my hand at once, comfortably, without even stretching. Today we’re looking at three such titles, all of which are, and I’m quoting my offspring now, “Huh! Not bad!” That’s high praise coming from a six-year-old critic.

Oh, and not a one of them is a trick-taker. Take that, tricksters.

Me. I'm the pervert.

What pervert lurks among us?

Pizza Roles

Designed by Thomas Mathews, Pizza Roles is a game about dressing a pizza, debating toppings while your pal is on the phone with the pizza place right now, and trying to conceal that all you’re in the mood for is pepperoni. It’s maybe the most relatable a board game premise has ever been.

It begins with a secret. The titular pizza role, in fact. Everybody has a hidden set of preferences. Maybe you, as Fishy Fin, want to pack your pizza with anchovies, maybe with some sausage and mushrooms, but definitely anchovies. Oh, and absolutely not any pineapple or olives. Or maybe you’re more of a purist: Picky Pete, wanton lover of pepperoni, olives, and onions, but anchovies, ham, and mushrooms belong at the bottom of a composter, not anywhere near your Italian delicacy.

You can see the problem. Everybody wants something different. Sometimes those wants might overlap, but the chances of them aligning entirely are rarer than any syzygy. (Yes, this was all a ruse to use the word “syzygy.”)

What follows is an extended discussion. By which I mean a five-minute discussion, because like the pizza delivery place down the block, Pizza Roles is nothing if not speedy. Everybody has a hand of cards, each representing a different adjustment to the shared pizza you and your flatmates are ordering. Perhaps you’ll propose a topping, moving it on or off the pizza. Maybe you’ll double down on something, flipping it to its extra side. This doubles the points it’s worth, both positive and negative.

Doubling is the first of a few clever touches. The next is that certain cards encourage some minor social deduction even though this isn’t one of those hidden role games where you strictly need to figure out everybody’s stance on who to feed to the village werewolf tonight. For example, your demure pizza lover might instead select somebody else at the table to suggest a topping. If you have their preferences pegged, all the more likely that they’ll select something you also like. Or you might harbor strong feelings for somebody in the room. A crush. A grudge. Either way, these will net you points for fulfilling (or anti-fulfilling) that person’s needs. Or perhaps you just have social anxiety. These cards can’t be played at all, but they net an extra point at the end of the game.

We're cool with hate crimes against fat Italians, right

The cards are cute. Especially when you’re harboring a secret crush.

Okay, anchovies first: sometimes these cards mean you won’t have much to do. It’s entirely possible you’ll begin with a hand that only favors other players, expresses deep apprehensions that really ought to become the topic of your next therapy session, or, sure, dominate the round with powerful moves like throwing a temper tantrum to ensure everybody has to endure limp mushrooms on the dish they’re cost-splitting.

But these cards also inject a tremendous deal of uncertainty into what is otherwise a fairly rote experience. There’s no guarantee anyone will use their entire hand! In fact, it’s pretty common to go around the table a couple times, then experience a certain degree of silence. Is the pizza done? Have we done the impossible by ordering the pizza in less time than it will take to deliver? Then, uh oh, somebody raises their hand. Actually, about those olives…

There’s a cooperative mode as well. Here the goal is to ensure that everybody gets something they want across two pizzas. It’s fine, as these things go, but Pizza Roles is at its sharpest when it’s forcing confrontations. Not open confrontations, mind you. Snitty confrontations. Suggestions and scowls. Little surprises and reversals. It doesn’t always work, to be clear. Sometimes it ends before anybody starts a back-and-forth over some contentious addition.

Most of the time, it works great. It helps that this is one of those multi-victor games that have been slowly gaining momentum around the hobby’s edges. As long as the pizza earns you at least one point, you’re a winner. Maybe not as much a winner as the next fella, but a winner still. Which is to say, yeah, the taste, mouthfeel, and delivery time of Pizza Roles are all in its favor.

honestly, I prefer drone shows

Lights and colors.

Pyrotechnics

I don’t know why the inclusion of tokens makes me feel like Pyrotechnics is cheating. I noted that these were little games, not that they were tokenless games. But there it is. Tokens is cheating. Even if only in my head.

Designed by Michael Byron Sprague, Pyrotechnics is a race between two players to empty their hand of cards. Those cards, it so happens, are fireworks, while the tokens (the little cheaters) are the sparks that fill the rockets. Sparks? I know, I know, the sparks aren’t in the fireworks. That would be potassium nitrate and aluminum powder and other toxic accelerants. But maybe this is fancy fireworks talk. Just go with it.

Anyway, Pyrotechnics blends resource conversion and hand management. On a turn, I pick a card from my hand to use for its research value. Usually this earns a basic spark, one of the primary colors, or maybe lets me blend two basic sparks into an advanced color. Easy enough. But now I pick a firework from the center row. This I either also use for its income — using a different portion of the card this time — or exchange the necessary sparks to set it off. Either way, the card I played from my hand is now shifted into the marketplace, while the card that previously sat in the middle either goes in front of me as a finished product or shifts into my hand.

It’s simpler than it sounds, especially after one quick hand. The main takeaway is that everything is always in motion. Your sparks, which are always being alchemized into different sparks, or even stolen outright by your uppity firework rival, but the cards in your hand and/or market as well. Anything in the middle can be used by your opponent, but it’s inevitable that something you’re holding will eventually become more valuable in the middle than taking up space in your hand. Thus your cards move in and out of public circulation, in and out of safety.

There’s probably a chemistry lesson in there. Something about change.

this weight loss program has been great at reducing the plumpness of my thenar eminence

My hand is getting thin. That’s a good thing.

Pyrotechnics is a tidy little game, especially once you realize it’s about managing your opponent as much as it is about swapping colors. Successfully becoming a Feuerwerksmeister means keeping an eye on your opponent: which sparks they’re holding, which fireworks they’re intent on launching, even the cards that circulate into their hand. This isn’t strictly necessary; it’s possible to play as poorly as you like. But since this is a race, every detail is valuable information.

Especially since there’s room for low-key sabotage. Extremely low-key, but still. There’s nothing stopping you from hoarding certain colors, picking up a card one turn before your opponent launches it, or leaning into the “steal a spark” powers. These become sharper as both players empty their hands, leaving more of the card-share on the table. These ever-tightening constraints turn the back half into a frantic dash for the last few essential powers.

If there’s any one problem for Pyrotechnics, it’s that the entire thing is too tidy, with exchanges that are a little too bankable to permit truly cunning plays. Sprague avoids the common newbie pitfall of making the game too balanced; here there are plenty of card effects that are twice as powerful as others. But the action economy is tight enough, and the actions similar enough, that most moves struggle to distinguish themselves from those sitting to their right and left. For a game filled with sparks and fireworks, it wouldn’t have been a bad thing to permit the occasional chemical reaction.

On the whole, though, Pyrotechnics is a successful two-player race. It’s colorful, pleasant, and encourages constant trade-offs. Also, the tokens are fine. (Shudder.)

why is the broccoli on the left trying to have sex with me

Happy broccolis.

Don’t Botch the Broccoli

Unlike the previous two titles in today’s steamer, Don’t Botch the Broccoli isn’t a freshman outing. I covered Mark McGee’s previous title, the perspective-altering Tether, just a couple years back. The unfortunate side-effect is that this particular batch of broccoli left me colder (and limper, and more sulfurous) than expected. Perhaps that isn’t fair. At a certain level, Don’t Botch the Broccoli is hyper-competent at what it sets out to do.

The idea is simple enough. This is one of those games where everybody plays a card hoping nobody will play its duplicate. The problem is that cards have a range of values, from a score-erasing negative one all the way up to positive four. Obviously, you’re going to play the four. Obviously. But then somebody else will also play the four, and that’s the batch botched.

Or, well, that’s how it would normally go. McGee is too clever for that. Instead, matching numbers are all added to your “steamer,” a face-up stack of cards in front of you. Then, and only then, the lowest remaining number finishes cooking, moving both that card and every single card in its owner’s steamer to their scoring pile. All other cards botch, moving them and their steamer’s contents back into their owner’s hand.

In other words, you want to get high numbers into your scoring pile, but you also want to play low cards in order to finish cooking everything. This encourages some interesting behaviors. For once, high cards are somewhat poisonous, at least when it comes to steaming. But the more you add to your steamer, the more information you’ve sputtered onto the table. Now everyone else can try to sabotage your cookery.

DON'T BOTCH should be a metal band

Don’t Botch is easy to play with kids. Take that as you will.

Does this have anything to do with broccoli? I don’t think so, and I’ve charred my share of the cruciferous bastards. But as a psychological game, Don’t Botch the Broccoli comes across as the Platonic Ideal of the form, stripped of every extemporaneous flourish.

Turns out, I like those flourishes. At least I like some of them. There’s a certain emptiness to Don’t Botch the Broccoli that prevents me from wanting to spend more time in its presence. Too often, I feel like the strongest play might as well be to select randomly from my hand. And, look, I know that isn’t the case. There are considerations to be made, inferences to draw, guesses that are better informed than ignorant. But it doesn’t always feel that way.

Or maybe that’s because my six-year-old keeps winning. To the game’s credit, everyone in my household can play with equal adroitness. To its diminishment, even the kiddos don’t think much of it. When I last dragged it out, both girls asked if we could instead play anything else. Those were their exact words: “Anything else.” Ouch. (Also, they’re lying. There are games they despise with white-hot rage. It’s just that I know better than to produce those games during family time.)

Anyway, that’s the final title in this particular steamer. Sadly, it’s a bitter irony that Don’t Botch the Broccoli was the one that got botched.

 

Complimentary copies of Pizza Roles, Pyrotechnics, and Don’t Botch the Broccoli were provided by their respective designers.

(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read about which films I watched in 2025, including some brief thoughts on each. That’s 44 movies! That’s a lot, unless you see, like, 45 or more movies in a year!)

X-Men X-plained: Outback X-Men

08. März 2026 um 11:29

Die X-Men sind tot! Das war, was die Marvel-Welt Ende der 80er glaubte. In Wirklichkeit zogen sie sich in das australische Outback zurück und gingen verdeckt gegen globale Bedrohungen vor. Zu diesem Zeitpunkt waren mit Rogue, Psylocke, Dazzler und Longshot auch einige Neuzugänge dabei, die wir euch hier vorstellen.

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

X-Men X-plained: Excalibur

08. Februar 2026 um 11:00

Artikelbild_ExcaliburUm in Europa die Verkäufe anzukurbeln, erschuf Marvel einst das X-Men-Spinoff Excalibur. Mit beliebten Figuren wie Kitty Pryde, Nightcrawler und Rachel Summers wurden Mutantenfans angesprochen. Captain Britain und Meggan brachten englische Folklore ins Spiel. Bald war das Team im ganzen Multiversum aktiv. Wir stellen euch hier die wichtigsten Figuren vor.

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

Deadpool/Batman und New Gods 1: DC im Crossover-Modus – (DC RoundUp)

05. Februar 2026 um 09:00

BatPool_NG - BannerBatman gehört zu DC, Deadpool zu Marvel… und doch treffen die beiden in Deadpool/Batman und Batman/Deadpool aufeinander! Zum ersten Mal seit 21 Jahren gibt es ein Crossover der beiden größten US-Comicverlage – mehr als Grund genug, hineinzuschauen. Währenddessen verbindet New Gods 1: Die Prophezeiung kosmische Comic-Action mit Manga-Einflüssen. Gelingt das Experiment?

Dieser Beitrag wurde von Paul Menkel geschrieben

Video Review: Alliance: Multiplayer Napoleonic Wargame from Columbia Games

Von: Grant
30. Januar 2026 um 14:36

As you know, we very much enjoy multi-player wargames and anytime there is a new multi-player game coming out we very much sit up and take notice. In early 2024, Columbia Games launched a Kickstarter for a game on the Napoleonic Wars called Alliance: Multiplayer Napoleonic WargameAlliance is billed as a 1-7 player strategic level game of diplomacy and warfare in the Napoleonic Era with a Columbia Block System twist. The game is huge and plays best with more players. The players take on the roles of different nations during the time and you can play as Austria, England, France, Prussia, Russia, Spain, or the Ottomans. We recently played a full 7-player game and had a grand old time. While the game is not perfect, and there are some quirks that you must get past, the game is really pretty fun and interesting and could be one of those main staples at gaming conventions where you need a lot of players. 

I also wrote a fairly in-depth First Impressions post and you can read that at the following link: https://theplayersaid.com/2025/03/06/first-impressions-alliance-multiplayer-napoleonic-wargame-from-columbia-games/

-Grant

Wer ist eigentlich Wonder Man?

27. Januar 2026 um 09:00

Artikelbild Wonder ManZum Start der neuen Serie von Disney+ fragen sich viele: Wer ist dieser Wonder Man? Statt die Serie zu spoilern, erzählen wir euch, wer Simon Williams in den Marvel-Comics ist, wie er dort als Schurke startete, Teil der Avengers wurde, als Schauspieler Karriere machte und welche Kräfte er besitzt.

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #62: Romanian Autonomy from Twilight Struggle: Red Sea – Conflict in the Horn of Africa from GMT Games

Von: Grant
20. Januar 2026 um 14:45

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.

#62: Romanian Autonomy from Twilight Struggle: Red Sea – Conflict in the Horn of Africa from GMT Games from GMT Games

We all love Twilight Struggle….and if you say you don’t, you really do but just want to be different or are a contrarian! The game is phenomenal and has done very well for GMT Games with 8 Printings as well as the Turn Zero Expansion and now a series of smaller geographically focused spin off games starting with Twilight Struggle: Red Sea – Conflict in the Horn of AfricaTwilight Struggle: Red Sea deals with just two regions located in the Horn of Africa including Africa and the Middle East. The game uses the familiar Twilight Struggle formula of Cards with both Events and Operations Points that can be used by players to perform Coups, do Realignment Rolls or place Influence in an effort to gain control of the most Countries in the Regions to score Victory Points and win the game. The game is fast, furious and only lasts 2 hands of cards (unless you choose to play the special 3 Turn variant) so there isn’t a lot of time to mess around and players must be focused on what they are trying to accomplish. The best thing about the game is that it plays in 45 minutes as compared to 3-4 hours for Twilight Struggle.

The next card we will take a look at in this series is the special Romanian Autonomy, which is a unique card that doesn’t play from the deck but starts with the US player and resembles one of the classic cards from the original Twilight Struggle called The China Card. And if you have played Twilight Struggle, you know about the China Card. The China Card is a 4 Ops Value Card that can be held by the player in addition to their hand limit thereby giving them an extra card to use. But the card also has a special ability where if the player uses the card for 4 Ops to place Influence only in Asia, it will grant the player +1 Ops Value to use in placing one additional Influence. The China Card also grant’s the player who holds the card at the end of Turn 10 a +1 VP bonus.

In Twilight Struggle: Red Sea, the China Card has been replaced by the Romanian Autonomy Card. This card is not as powerful as the China Card but definitely creates some new opportunities and challenges for the player playing the card. The Romanian Autonomy Card can effect their Ops Value from cards by +1 during the Turn that they play it if they are behind on the Victory Point Track and also grants +1 VP to the player holding the card during Final Scoring. I think this is a really interesting concept and I think was included as a sort of catchup mechanic due to the short nature of the game. I look forward through more plays to seeing how its addition changes things and whether it is overpowered or just right. Once again, a small and subtle change to the game to create a new and interesting experience for the avid fan of Twilight Struggle or players who are new to the system.

Nicolae Ceaușescu visiting Africa during the Cold War.

During the Cold War, particularly under Nicolae Ceaușescu (1965–1989), Romania maintained a distinct, active presence in Africa, including the Horn of Africa, as part of a strategy to distance itself from Soviet influence, gain international prestige, and foster economic exchanges. While major powers like the Soviet Union and Cuba directly intervened in regional conflicts (such as the Ogaden War), Romania focused on building “fraternal” socialist relations through diplomatic, economic, and technical assistance, often operating with a degree of autonomy from the Warsaw Pact. Romania’s actual African strategy in the Horn of Africa, outlined in its 2023 Africa Strategy, emphasizes partnership, peace, development, education, and security cooperation, not territorial autonomy. Romania aimed to be a bridge between Europe and Africa, strengthening ties through cultural exchange, economic projects, and increased diplomatic presence in strategic capitals like Addis Ababa and Nairobi. Under its former communist regime, Socialist Republic Romania pursued economic independence and influenced African nations, but this was distinct from seeking autonomy within Africa. The phrase “Romanian autonomy in the Horn of Africa” is a game term with strategic implications within the game, while Romania’s real-world engagement with Africa is about broader diplomatic and economic partnerships

In the next entry in this series, we will take a look at Militia fromStilicho: Last of the Romans from Hollandspiele.

-Grant

Marvel Monthly: Ultimate Wolverine und Ultimate Spider-Man

08. Januar 2026 um 09:00

MM-W-S - BannerDer Winter Soldier des Ultimativen Universums ist Wolverine. Er wird von der Eurasischen Föderation als Waffe eingesetzt. Kann er der Kontrolle durch Colossus und Magik entkommen? Währenddessen wird Spider-Man gemeinsam mit Green Goblin von Kraven gefangen gehalten. Auch er versucht zu entkommen und seine Familie und Kinder zu retten.

Dieser Beitrag wurde von Kai Frederic Engelmann geschrieben

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

Von: Grant
01. Januar 2026 um 14:00

Its the New Year! 2026 is here and I am very much looking froward to what we will discover this year. This month, I was able to find 17 games to highlight plus an additional 3 games that were mentioned by our sponsor Lombardy Studios (so really we are talking about 20 games)! Of that total, 4 games were offered on Crowdfunding.

If you missed the December Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2025/12/01/wargame-watch-whats-new-upcoming-december-2025/

This month, we have a sponsor for the Wargame Watch in Lombardy Studios. Lombardy Studios is a publishing company founded by Dana Lombardy, a designer and editor with extensive experience in historical books and games. The studio publishes history-themed products, ranging from accessible games to in-depth research materials, and has been involved in many successful projects and television appearances. Dana Lombardy, a member of the Charles S. Roberts wargaming Hall of Fame, started his career in 1972 and Lombardy Studios was officially founded in 2010. Dana has designed many classic wargames including titles such as Streets of Stalingrad, which has a special updated edition called Streets of Stalingrad Reborn that is coming to Kickstarter in 2027, MacGowan and Lombardy’s The Great War Card Game which recently had a successful 2nd Edition Kickstarter campaign, and Russia’s Great War – 1914.

Lombardy Studios also has done 2 other recent Kickstarter/BackerKit campaigns for One-Page Bulge 2nd Edition – Special 80th Anniversary Edition and Bloody Omaha: D-Day Amphibious Assault.

Here is some updated information on both of these projects:

Big Red One Project: 2 books, 2 posters, 1 board game

The Big Red One D-Day Project was on BackerKit and included several things including 2 books, featuring the art of Keith Rocco, 2 large posters and a 2-player and solitaire wargame called Bloody Omaha: D-Day Amphibious Assault. That crowdfunding ended so interested gamers should go to LombardyStudios.com for more information and to order a copy of the game. Here is the link to the web page for images, details, and ordering (includes information on the game): https://lombardystudios.com/ddayshop/

We also published an interview covering the game with Dana on the blog and you can read that at the following link: https://theplayersaid.com/2024/07/08/interview-with-dana-lombardy-designer-of-bloody-omaha-d-day-amphibious-assault-from-lombardy-studios-currently-on-backerkit/

The 2-player version of Bloody Omaha: D-Day Amphibious Assault is not Americans versus Germans. Instead it is a competition between the Big Red One (1st Infantry Division) and the 29th Infantry Division with attached Rangers to see which player can capture the most area on the game map in 10 turns.

The latest update on the production from Dana as of December 2025 is as follows: The files for the game components are going through one final proofreading and will be sent to the printer in January.

One-Page Bulge 2nd Edition

The iconic game One-Page Bulge 2nd Edition by Hall of Fame designer Steve Jackson is a new edition of the solo and 2-player version of the original game published by Steve Jackson Games. The Kickstarter campaign has ended, but gamers can still pledge on the Kickstarter page and order a copy of the solo and 2-player versions, the illustrated historical guidebook, and double-blind components.

Dana has been posting updates on progress with the development of the book and game on the Kickstarter page.

We published an interview covering the game with Dana on the blog and you can read that at the following link: https://theplayersaid.com/2024/10/30/interview-with-dana-lombardy-one-page-bulge-2nd-edition-special-80th-anniversary-edition-from-lombardy-studios-currently-on-kickstarter/

Here is the link to the web page for images, details, and ordering (includes information on the game): https://lombardystudios.com/one-page-bulge-2nd-edition/?srsltid=AfmBOoqls5Unh2E20q1z6zudtCJ3WSeeOci89Pr-FmYHE6Y6Sg1v3Q2F

Norad 3

Not often does a game get a 3rd Edition printing! But, sometimes the classics are given this treatment and the games are well received and even much anticipated. Well, the classic NORAD designed by Dana Lombardy has been recently given a 3rd Edition treatment in the Japanese language wargame magazine Banzai. This new 3rd Edition game can be purchased from the Lombardy Studios website minus the magazine.

We published in interview with Dana on the blog and you can read that at the following link: https://theplayersaid.com/2025/09/22/interview-with-dana-lombardy-designer-of-norad-3-from-lombardy-studios/

But now onto the games for January!

Pre-Order

1. Queen of Spies from Salt & Pepper Games Currently on Gamefound

From the dynamic duo of David Thompson (Undaunted SeriesValiant Defense Series, General Orders Series and more!) and Liz Davidson (budding designer and operator of Beyond Solitaire YouTube Channel), comes the second game in their collaborations called Queen of Spies. Queen of Spies deals with the operation of a spy ring during World War I set in occupied Belgium. It looks very interesting and I am very eager to see more of this one!

From the game page, we read the following:

Queen of Spies is a solo, story-driven board game of espionage and daring missions set in occupied Belgium during the First World War.

You play as Alice — a former journalist turned spymaster — who runs a secret network from the quiet town of Saint-François de Sales. From the shadows, you’ll recruit courageous operatives, train them in specialized skills, and deploy them across enemy lines to gather intelligence, disrupt plans, and complete critical missions before time runs out.

The game is told through several independent stories, each divided into three tense chapters. Each chapter takes around 20 minutes to play, and completing a full story provides a thrilling, hour-long narrative experience — perfect for solo players who want cinematic tension in a flexible format.

Your decisions shape how each story unfolds: who you recruit, where you strike, and how you adapt when things go wrong. Every mission carries risk, every operative is valuable, and the fate of your entire network may depend on a single move. Will you stay hidden long enough to turn the tide of war — or will the enemy close in before your mission is complete?

We posted an interview with one of the 2 designers Liz Davidson and you can read that at the following link: https://theplayersaid.com/2025/12/08/interview-with-liz-davidson-co-designer-of-queen-of-spies-from-salt-pepper-games-currently-on-gamefound/

If you are interested in Queen of Spies, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/saltandpepper/queen-of-spies

As of January 1st, the Gamefound campaign has raised €35,537 ($40,763 in US Dollars) toward its €7,000 ($8,159 in US Dollars) funding goal with 1,366 backers. The campaign will conclude on Wednesday, January 7, 2026 at 10:00am EST.

2. Tiger Wings: WWII Tactical Air Combat Over East Asia in Against the Odds Magazine Campaign Study No. 2 from LPS Publishing Currently on Kickstarter

I love air war games! They are always supremely interesting and I really like the tactical nature of maneuvers and positioning. A few years ago, we covered the Buffalo Wings Reprint and recently saw an announcement about a new volume in the Fighting Wings Series called Tiger Wings.

From the game page, we read the following:

Five years ago, Against the Odds Magazine provided an “entry ramp” to the joys and realism of the Fighting Wings System of air combat with our own Buffalo Wings. While fully compatible with everything else in Flying WingsBuffalo Wings included intro and “quick start” rules, so that players not familiar with the complexities of FW could have “training flights” of a sort, enjoying the game and adding more details as they went along. The idea worked, and Buffalo Wings pretty quickly sold out. Gamers have asked for a reprint, but we’ll go one better– we will put the spirit of Buffalo Wings into a whole new situation – the mostly ignored air campaigns of east Asia and the Pacific in WWII. Outside the Flying Tigers not much is gamed from this period/theater and there is much to be explored! 

So Tiger Wings will take us to Burma, Malaya, the Dutch East Indies, and–yes– China, for the Flying Tigers. You’ll enjoy the challenge of pitting the P-40 against the Zero, but you’ll also learn the strengths and weaknesses of lessor-known planes, like the Oscar, Nate, and Nick fighters versus the Hawk, the P-35, and–yes– even some Buffalo fighters (very different from what the Finns were using!).  

But we want to include the bombers too! Of course, the Japanese Betty and Sally will be included, but also the lessor-known Nell, Lilly, and the Sonia attack plane.

For the Allies, the veritable Blenheim can appear in several forms, as does the B-17, but you’ll also work with the Hudson, the Dutch “WH-3”, and even the Vickers Vildebeest! Check out Update #4 for a complete list of planes. 

We are working on an interview with the designer J.D. Webster and that should be up on the blog in the next week or so.

If you are interested in Tiger Wings: WWII Tactical Air Combat Over East Asia in Against the Odds Magazine Campaign Study No. 2, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/atomagazine/tiger-wings?ref

As of January 1st, the Kickstarter campaign has raised $42,501 toward its $8,000 funding goal with 447 backers. The campaign will conclude on Tuesday, January 13, 2026 at 12:01pm EST.

3. On To Berlin! from Multi-Man Publishing

I really do like it when a company reissues a well thought of magazine wargame from the past. Sometimes these pack-in magazine wargames are take it or leave it but sometimes they hit the mark and have one that is just really good. I think that On To Berlin! is one of these good solid games that Multi-Man is now looking to release as a full boxed wargame.

From the game page, we read the following:

Covering all of the European Theater and North Africa from 1939 to 1945, On to Berlin! allows players to be in total control of their forces and decide the strategy to use throughout the war.

By selecting cards to play each turn, the players decide how they will pursue victory or thwart their opponent.

Will you use Diplomacy to get friendly nations to join you in the war?
Will you Develop new weapons to destroy your opponent?
Will you build up their military strength by Mobilizing new armies?
Will you launch devastating Blitzkrieg attacks against your enemies?
Will you destroy your enemies’ resources through Strategic Bombing?

You get to make the choices that will lead your forces to glorious victory or ignominious defeat.

Originally published in Japan in Game Journal Magazine using the same card-play mechanics as “What Price Glory?” this fast-playing game allows for the entire war to be played out in an evening, with tremendous replayabilty as players get to try different strategies. What would happen if German invades France instead of Poland? Can the British convince the USA to join the war before 1942?

I am trying to dig into this one a bit more and get some additional insight to share. I also want to reach out to the designer Tetsuya Nakamura to see if we can do a designer interview.

If you are interested in On To Berlin!, you can pre-order a copy for $36.75 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/on-to-berlin-p-454

4. Commands & Colors: Napoleonics, Combined Edition Vol. I – The War in Spain from GMT Games

The Commands and Colors Series is a simplified and introductory wargaming system designed by Richard Borg. The system is fairly simple and uses a deck of Command Cards, which can be classified as Section cards and Tactics cards, that are used to take actions with various groups of units on a hex board that is divided into 3 sections, including the Left, Center and Right. There are also custom Battle Dice that represent hits, retreats and special actions. The units on the field of battle are made up of figures or blocks. The series have volumes representing various different historical periods, including both modern and ancient, and I have found that there is something to like in the series for anyone’s taste. My favorite of the series is Napoleonics because it has a level of granularity and asymmetry that really is interesting and takes the series to the next level. Recently, GMT announced that they are going to be doing multi-game reprints of the older now out of print volumes in a new Combined Edition Series. In December, they announced the first 2 volumes with Volume I being The War in Spain.

From the game page, we read the following:

The Commands and Colors: Napoleonics system from Richard Borg has long been a favorite with players, largely because it combined a colorful, iconic period of history with a popular gaming system. While the rules at first glance may seem more complex than other Commands & Colors games, if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor.

With this new Combined Edition of Commands & Colors: Napoleonics, GMT is changing nothing in the existing C&C Napoleonics game system, but we are combining the first six games of the series into two larger volumes. The impetus for the change is to bring down the overall cost of these first six games by eliminating redundancy in components. All scenarios and units appearing in the first six games remain intact in the two new volumes.

We can now offer the two volumes at a lower cost than purchasing all six of the original games separately, while also making them easier to keep in stock. Here is the financial comparison:

Volume I Contents

  • The mounted mapboard
  • Rules for the original base game, Spanish Army expansion and Generals, Marshals & Tacticians (GMT)
  • Scenario book containing 39 scenarios
  • Three card decks (the basic 70 blue-back card command deck, the 80 green-back card GMT command deck and the 50 red-back card GMT tactician deck)
  • 2 copies each of the French, British, Spanish/Portuguese national unit cards, terrain effects cards and card lists
  • Wood blocks (including spare blocks):
    • 330 18mm x 18mm x 8mm blocks
    • 181 22mm x 22mm x 8mm blocks
    • 84 22mm x 28mm x 6mm blocks
    • sticker sheets for all units
  • Terrain tile, national square displays and miscellaneous counter sheets
  • 16 custom 18mm silk screen dice (8 per side)

If you wish to play only the base game, Volume I allows you to do this, but it also gives you the option to play with the advanced command and tactician cards which provide greater detail. Adding Volume II vastly expands the universe of Napoleonic battles which can be fought, bringing in new opponents for the French which offer their own unique strengths and weaknesses.

I own all of the volumes and am really glad to see this new offering as it will simply make it more accessible to the wargaming masses and create new opportunities for recruits to the fold.

Here is a link to our Commands & Colors Series ranking video:

If you are interested in Commands & Colors: Napoleonics Combined Edition Vol. I – The War in Spain, you can pre-order a copy for $139.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1206-commands-colors-napoleonics-combined-edition-vol-i-the-war-in-spain.aspx

5. Commands & Colors: Napoleonics, Combined Edition Vol. II – Napoleon’s Continental Enemies from GMT Games

Volume II in this new Combined Edition Series of Commands & Colors Napoleonics is called Napoleon’s Continental Enemies.

From the game page, we read the following:

With this new Combined Edition of Commands & Colors: Napoleonics, GMT is changing nothing in the existing C&C Napoleonics game system, but we are combining the first six games of the series into two larger volumes. The impetus for the change is to bring down the overall cost of these first six games by eliminating redundancy in components. All scenarios and units appearing in the first six games remain intact in the two new volumes. 

We can now offer the two volumes at a lower cost than purchasing all six of the original games separately, while also making the games easier to keep in stock. Here is the financial comparison:

 Volume II Contents

  • Rules for the Russian, Austrian and Prussian Army expansions
  • Scenario book containing 72 scenarios
  • 2 copies each of the Russian, Austrian and Prussian national unit cards
  • Wood blocks (including spare blocks):
    • 386 18mm x 18mm x 8mm blocks
    • 222 22mm x 22mm x 8mm blocks
    • 105 22mm x 28mm x 6mm blocks
    • sticker sheets for all units
  • Terrain tile, national square displays and miscellaneous counter sheets

If you wish to play only the base game, Volume One allows you to do this, but it also gives you the option to play with the advanced command and tactician cards which provide greater detail. Adding Volume Two vastly expands the universe of Napoleonic battles which can be fought, bringing in new opponents for the French which offer their own unique strengths and weaknesses.

If you are interested in Commands & Colors: Napoleonics, Combined Edition Vol. II – Napoleon’s Continental Enemies, you can pre-order a copy for $125.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1208-commands-colors-napoleonics-combined-edition-vol-ii-napoleons-continental-enemies.aspx

6. Simple Great Battles of the American Civil War 4-Pack from GMT Games

Complexity in wargames can be a significant barrier to people interested in playing hex and counter wargames. Complexity is not a bad thing though and typically is associated with detail and historical accuracy in these combat simulation games. I for one do enjoy a good deep game and don’t mind putting in the time and effort required to read through rules, set up the counters, push them around and through trial and error become comfortable with the game and its mechanics. But, this does keep many out of the hobby and I am always glad when a publisher understands that and issues a simplified or modified system for those that want to ease into the more difficult designs. GMT Games has done this before with their Simple Great Battles of History Series and I am glad that they are continuing that effort with the Great Battles of the American Civil War Series. This month they announced the expansion of the introduced Simple Great Battles of the American Civil War Series that was introduced in the Three Days of Gettysburg game with a 4-Pack.

From the game page, we read the following:

Simple Great Battles of the American Civil War (Simple GBACW or the Simple Version), introduced in the soon to be published Three Days of Gettysburg – Deluxe Edition, allows players to fight many of the battles of the American Civil War covered by GMT’s Great Battles of the American Civil War (GBACW) Series using a faster playing, more accessible ruleset. The 16-page Simple Version rules are an alternative to the GBACW Series Rules and are designed both for players new to GBACW who do not want to commit to mastering the Series Rules and for GBACW grognards looking to play and finish the larger scenarios in a quicker time. The Simple GBACW rules have been designed for smooth gameplay without sacrificing the fidelity to history or the game experience.

This Simple GBACW 4-Pack extends Simple GBACW back through several of the previously-published GBACW games: Cedar Mountain (included in Twin Peaks), Death Valley, Battles for the ShenandoahInto the Woods, and By Swords & Bayonets. The Simple GBACW 4-Pack allows players access to over 50 new Simple Version scenarios, in addition to the eleven included in Three Days in Gettysburg – Deluxe Edition.

Included in the Simple GBACW 4-Pack are six Simple Version Battle Books replace the Series Rules’ Battle Books for Cedar MountainDeath Valley 1862Death Valley 1864Battles for the ShenandoahInto the Woods, and By Swords & Bayonets. Each Simple Version Battle Book contains all of the set up and game specific information required to play with the Simple Version rules; there is no need to consult the Series Rules’ Battle Books. The Series Rules’ Battle Book rules are converted to the Simple Version rules to retain the history that each designer included to give each battle its own unique feel.

Simple Version Player Aid Cards (PAC’s) are included to replace those found in the original games. Each 8.5”x11” doubled-sided PAC contains all of the charts and tables needed to play Simple GBACW, keeping all of the relevant information at the players’ fingertips. Two copies of each PAC are included for convenience during face-to-face play.

Marker use is kept to a minimum in Simple GBACW. SP Losses are tracked at the brigade level, allowing players to accurately assess the on-map situation at a glance. A few other markers may also be stacked with leaders, but markers for units are removed at the end of their activation.

Simple Version, homogeneous artillery battery counters give players the option to play with single gun type batteries instead of the multi-counter batteries often present in the battle. This option simplifies play and reduces the number of tall stacks of counters.

Bonus counters include Simple Version brigade and division leaders with only the relevant leader rating and additional unit counters for Death Valley so units do not have to be shared among multiple battles.

Note: A copy of at least one of the following games is required to use the Simple GBACW 4-PackCedar MountainDeath ValleyBattles for the ShenandoahInto the WoodsBy Swords & Bayonets. The Simple GBACW 4-Pack is not a stand-alone game but uses the map, counters, and other components found in the above games as published.

If you are interested in Simple GBACW 4-Pack, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1203-simple-gbacw-4-pack.aspx

7. The Last Hundred Yards Volume 2: Airborne Over Europe 2nd Printing from GMT Games

If you didn’t know, we loved The Last Hundred Yards! In fact, I loved it so much that it made the top spot in my Top 10 Games of 2019! post. Great game, with some really interesting and unique elements, and I feel that it is becoming one of my favorite tactical games. Not better than Combat Commander in my opinion, but it really gives it a run for its money! In the August 2019 Monthly Update from GMT GamesThe Last Hundred Yards Volume 2: Airborne Over Europe was announced and added to the P500. Since that time, it has done well, as has the entire The Last Hundred Yard Series with several expansions and reprints. And now, they are doing a 2nd Printing of Airborne Over Europe.

From the game page, we read the following:

The Last Hundred Yards Volume 2: Airborne Over Europe is the second game in Mike Denson’s Last Hundred Yards series. It includes two major campaigns featuring numerous missions covering small unit actions conducted by US airborne forces in the Normandy and Market Garden operations.

In the Operation Overlord campaign, follow the elements of the American 82nd and 101st Divisions beyond the Normandy beachheads. After being scattered over a large area in Normandy on the night of June 6th, they struggle to assemble and secure their objectives to support the advance of the American units landing at Utah Beach. Later missions feature them defending against the inevitable German reaction and counterattack. Follow Lt. Dick Winters as he leads his platoon in taking out the artillery battery at Brecourt Manor near Ste. Marie-du-Mont and then faces a counterattack from elements of Col. Von Der Heydte’s 6th Fallschirmjäger Regiment.

In the Operation Market Garden campaign, follow the 82nd Airborne Division after landing south of Nijmegen in the early afternoon hours of September 17th as they race to secure critical bridges over the Waal and Maas rivers, as well as those over the canal between them. Follow Lt. Foley and his men as they defend Devil’s Hill against German counterattacks on the Eiesenborne Ridge Groesbeek Heights, a mere 2-3 miles from the German Border.

While the 82nd lands around Nijmegen, the 101st Airborne Division lands north of Eindhoven and begins its own race to secure its assigned bridges over the river Dommel in Eindhoven, the Wilhelmina canal in Son and Best, and the bridges over the Zuid-Willemsvaart and river AA in Veghel. Experience the counterattack by the German Kampfgruppes Hüber and Walther as they cut the main highway near Veghel. It took two critical days of hard fighting for units of 101stAirborne and British XXX Corp to reopen the corridor.

This game will introduce airdrop and night rules, as well as new terrain to the series. Successfully landing airborne troops at night, assembling them from a dispersed condition, and advancing against unknown enemy resistance to secure your objectives will prove a thrilling challenge in this new game. You don’t want to miss it!

Here is a link to our video review:

If you are interested in The Last Hundred Yards Volume 2: Airborne Over Europe 2nd Printing, you can pre-order a copy for $47.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1205-the-last-hundred-yards-volume-2-airborne-over-europe-2nd-printing.aspx

8. Berlin: Fall of the Reich, 1945 from Revolution Games

I have really enjoyed the Solitaire Area Movement Series designed by Mike Rinella and published by Revolution Games/Take Aim Designs. The first 2 volumes, including Stalingrad: Advance to the Volga, 1942 and Manila: The Savage Streets, 1945 are just superb solitaire wargames. The game play is superb and I had a really great time with these games having to manage my troops, as losses mount and morale degrades, and also having to fight for the supply points needed to provide those troops with artillery and air support as well as to bring on reinforcements as the game wears on. The newest volume has been announced called Berlin: Fall of the Reich, 1945 and is currently on pre-order but should ship in early January.

From the game page, we read the following:

Berlin: Fall of the Reich, 1945 is the third game in the Solitaire Area Movement Series. Building on the well received Stalingrad: Advance to the Volga, 1942 and Manila: The Savage Streets, 1945; Berlin puts you in the hands of the Soviet Army trying to finish off the dying Third Reich. 

I am a big fan of this series and have done videos for both of the first 2 entries.

Here is a link to my playthrough of Stalingrad: Advance to the Volga, 1942:

Here is a link to my review:

Here is a link to my playthrough of Manila: The Savage Streets, 1945:

Here is a link to my review:

If you are interested in Berlin: Fall of the Reich, 1945 you can pre-order a copy for $50.00 from the Revolution Games website at the following link: https://stores.revolutiongames.us/berlin-fall-of-the-reich-1945/

9. Merville Battery: D-Day, 6 June 1944 from Dan Verssen Games Coming to Kickstarter January 6th

I have long loved the Valiant Defense Series from Dan Verssen Games designed by David Thompson. In fact, it was one of the few solitaire wargames that really allowed me to gain an appreciation for the genre and I have played all of them many, many times. Vincent Cooper is a new designer that has caught onto the series with his first entry called Volume V: Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942. But now, Vince is turning this series around a bit and going on the offensive with his new entry called Merville Battery: D-Day, 6 June 1944, which is coming to Kickstarter January 6th.

At the time of my writing this, the published Kickstarter preview page doesn’t have much information but I was able to find the following summary of the game and the historical situation from the designer Vincent Cooper’s Facebook page:

In Merville Battery, you take control of the heroic attackers of the 9th Parachute Battalion, 6th Airborne Division in the moments just before the D-Day beach landings on 6 June, 1944, in a desperate assault against the Merville Battery. Your mission is vital. Fail and the British forces landing at Sword Beach will suffer a devastating artillery barrage as they come ashore from the heavy guns of the German 1st Battery, endangering the entire D-Day operation.

Object of the Game

The goal of Merville Battery is to assault the battery compound by passing over mines and barbed wire, withstanding small and heavy arms fire, then disabling the artillery ensconced in four casemates. Your forces must then withdraw safely before the guns of HMS Arethusa open fire on the compound. Unknown to the men of 9 PARA, Oberleutnant Steiner, the 1st Battery commander, may return at any moment from his observation post on the beach at Franceville-Plage and order the guns of the 2nd and 3rd Batteries, located close by, to fire on his own position, catching the paratroopers in the open. The crew of a roving half-track, modified to utilize an anti-aircraft weapon, seeking shelter from the pre-invasion aerial and naval bombardment of the shoreline and surrounding area, may also make a wholly unexpected and unwelcome arrival.

The actions of the defending German 1st Battery, 1716th Artillery Regiment, 716th (Static) Infantry Division are represented by a deck of cards while you make each critical decision on behalf of the British paratroopers.

HISTORICAL BACKGROUND

The Merville Battery was located in Normandy, approximately 6 miles/10 kilometers east from Sword Beach and less than 12 miles/20 kilometers north east from Caen. It lay directly east from Ouistreham and north east of Pegasus Bridge, on the eastern side of the River Orne. The battery was an important part of the Atlantic Wall. The four massive casemates were believed by British Intelligence to house 150mm guns, which were more than capable of causing massive disruption to the British landings at Sword Beach. In fact, it turned out that the artillery pieces were 75mm French howitzers dating from the First World War and captured during the occupation of France. Nevertheless, the site was identified early on in the D-Day planning as a critical target.

The RAF bombed the compound on several occasions, with one attack killing the original commanding officer, Hauptmann Wolter, on 19 May, 1944, leading to Oberleutnant Steiner replacing him. The bombs though had no effect on the casemates and just disrupted and delayed the rapid fortification of the area for short periods of time. A land-based attack was necessary to ensure the (assumed) heavy guns were fully neutralized and the task was given to Lieutenant Colonel Terence Otway and the 9th Parachute Battalion.

Otway’s plan called for the battalion to drop close by in the night of 5-6 June, form up, march to the battery and assault the base just before dawn on 6 June, 1944. Offshore, HMS Arethusa had orders to open fire on the compound if no success message was received. The plan, often criticized for being too complex, immediately went awry with the parachute landing being scattered. Of over 600 men in the battalion, Otway marched to the battery with only a quarter of that. Much of the heavy weapons and the explosives needed to destroy the guns was missing, as were all of the expert combat engineers who knew exactly how to disable the German weapons. The equipment needed to signal the HMS Arethusa had also been lost in the drop. The paratroopers therefore had to get in and out quickly before they ran the risk of being blasted by friendly fire. Given the encroaching deadline, Otway had no choice other than to order the desperate attack.

The defenders, no more than 150, of the battery were led by Oberleutnant Steiner. The men were not trained for close quarters combat and were almost entirely artillerymen or engineers. It is doubtful that few, if any, were psychologically prepared for a fire fight within the compound itself. They did however have the use of a 20mm Anti-Aircraft gun and several machine guns (the precise number is disputed). They were, in short, more heavily armed than the depleted 9 PARA. Furthermore – an event which to this day remains unexplained – a Horsa glider had crash-landed inside the perimeter during the night of 5-6 June. This was not part of any recorded operation and no one knows where the glider came from, who was in it or what the mission was. All the occupants were gunned down and this, along with the paratroopers dropping all around in the darkness had put the defenders on high alert.

If you are interested in Merville Battery: D-Day, 6 June 1944, you can follow the project on the Kickstarter preview page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-merville-battery

10. Saving Angels WWII Solitaire Wargame Print and Play from Matt White Currently on Kickstarter

A few 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.

From the game page, we read the following:

Welcome to Saving Angels, a solitaire World War II print and play wargame. Set in the Philippines during World War II, you are in command of a group of American Paratroopers (11th Airborne Division) and guerrilla forces on a daring raid on the Los Baños prison camp to rescue the Japanese held captives. 

You must lead your squads, after hopefully surviving the danger and threat of their airborne and amphibious landings, across to the camp, and engage the enemy. You must secure prisoners and escape before the enemy reinforcements arrive.

US and guerrilla units have rescued some prisoners, whilst other units keep searching. The Japanese reinforcements are entering the prison though, so hopefully the US units can rescue the last few remaining prisoners in time.

The game comes complete with two maps. in the first map you will command your forces from their landings to the camp, whilst engaging any enemy forces. Once you have arrived in the camp you will then continue play on the second map. In the second map you will search the camp, gathering together the prisoners whilst dealing with the enemy before making your escape back across the first map.

Map 1 – Unit Landing and Prison Camp Approach
Map 2 – The Prison Camp 

This is a standalone game in my series of WW2 print and play games. All of the digital PDF files are included (you simply print it out, provide yourself with a couple of regular six sided dice and a pencil). 

American and allies leave the prison camp with their rescued civilians but pursued by the Japanese

The game is quick to setup and play, with a shorter scenario taking around a hour to play and requires very little space. The longer game playing on both maps can be played comfortably in an evening.

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?

As of January 1st, the Kickstarter campaign has raised $1,331 toward its $175 funding goal with 55 backers. The campaign will conclude on Monday, January 12, 2026 at 3:00pm EST.

New Release

1. Rattenkrieg! from Tiny Battle Publishing

We love a good solitaire wargame and especially one that is designed by Gottardo Zancani. Recently, Tiny Battle Publishing released their new game, that was actually a magazine wargame found in YAAH! Magazine, called Rattenkrieg!.

From the game page, we read the following:

Rattenkrieg! is an immersive, man-to-man solitaire wargame crafted by one of the industry’s premier solitaire designers, Gottardo Zancani (Rifles in the ArdennesRifles in the ‘Nam), set against the brutal backdrop of the Battle of Stalingrad, 1942. Originally published in Yaah! #14, this UPGRADED edition (two additional scenarios, additional counters, scenario PACs, AI bot PACs, multi-color dice, boxed game) plunges players into the brutal close quarters combat that defined one of history’s most grueling urban battles. A battle that changed the tide of the Eastern Front. Rattenkrieg! captures the chaos and intensity of urban warfare, where every street corner and every manhole is a matter of life or death!

At the heart of the game is an innovative AI bot, implemented through a Player Aid Card that outlines the logic governing enemy behavior. This robust system ensures that the opposing forces act in an unpredictable and tactically cunning manner, putting players on their toes. This card recreates the thrill of a real opponent without the logistical limitations!

The game also introduces a unique movement mechanic that sets it apart from traditional grid-based wargames. Movement is determined by the physical size of the unit counters, adding a layer of strategic consideration. This feature reflects the claustrophobic reality of urban warfare where a wrong turn has real consequences.

Rattenkrieg! is a solitaire game that promises an action packed experience for hardened and casual players alike! Including 8 highly replayable scenarios where the outcome always hangs in the balance, with 28 unit counters, 60 admin counters, and 4 maps to use them on. Zancani’s masterful design makes this a standout title for players seeking a challenging solitaire experience! 

If you are interested in Rattenkrieg!, you can order a copy for $44.00 from the Tiny Battle Publishing website at the following link: https://tinybattlepublishing.com/shop/ols/products/rattenkrieg

2. Cuba Libre Calixto Bot Update Pack from GMT Games

It is no secret that I love the COIN Series. In fact, Alexander and I have played all of the volumes multiple times and had the opportunity to teach several sessions for new players at various conventions. So to see the series continue to develop these better operating bot systems to allow for improved solo play is a good thing that I think will lead to a greater appeal and reach for the system. The Cuba Libre Calixto Bot Update Pack brings the successful Jacquard Bot system to Cuba Libre. Like its predecessors in Gandhi and Fall of SaigonCalixto is quick to use and easy to implement but presents a challenge to any Cuba Libre player.

From the game page, we read the following:

When selecting Operations and Special Activities, cards are drawn from the Calixto deck—there are six cards for each Cuba Libre faction. Each card examines the current state of the game and selects the appropriate action for the active faction. A single, faction-specific table then determines where that action will occur. The same table is used to select spaces for Operations, Special Activities, and Events, minimizing the need to flip between multiple player aids.

One complaint I always have about these Bots is sometimes you can predict their actions and you don’t get a comparable experience to playing with human opponents.

Playing against Calixto feels like playing against a human opponent. It is unpredictable yet responsive to strategic needs, it goes after its enemies while keeping an eye on its ally, and makes moves until now limited to human players—like choosing a Limited Operation to block an opponent’s Event. Calixto can take the place of any faction in a Cuba Libre session and can be used in any combination of player and non-player setups.

Finally, you might be asking where the name of Calixto came from. Well, the game page provides the following:

Calixto is named after Cuban General Calixto García, who led Cuban forces during the Cuban Struggle for Independence from Spain. During the last stages of this struggle, when American forces intervened, Gen. García coordinated with American forces led by General William Shatter and successfully defeated the Spanish in the siege of Santiago de Cuba. Upon the Spanish forces’ surrender, Gen. García was denied entry to Santiago de Cuba and resigned from the Cuban army in protest. García died shortly after the end of the Spanish-American War while on a diplomatic mission to Washington D.C. In his honor, a plaque was erected reading “Dulce et decorum est pro patria mori” – “It is sweet and fitting to die for the homeland.”

If you are interested in the Cuba Libre Calixto Bot Update Pack, you can order a copy for $27.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-981-cuba-libre-calixto-bot-update-pack.aspx

3. The Plum Island Horror, 3rd Printing from GMT Games

Hermann Luttmann is a very prolific designer and frankly has designed a few of my most favorite games including In Magnificent Style: Pickett’s ChargeDawn of the Zeds and At Any Cost: Metz 1870 among others. A few years ago, he announced a new game with GMT Games that is a cooperative horror based game where the player fights against zombies (they aren’t actually referred to as that in the design, but we all know what they are!) called The Plum Island Horror. The game is very fun and very, very difficult but enjoyable and has how had a 3rd Printing which is now being shipped.

From the game page, we read the following:

The Plum Island Horror is a 1 to 4 player game featuring cooperative play that combines tactical-level unit management with a tower-defense style survival mechanic. Each player will control one of six unique factions which represent the various groups that populate Plum Island. Each of these Factions has its own strengths and weaknesses, and the system encourages you to optimize for the group’s strengths and marginalize its weaknesses. Players must coordinate with one another, and the resulting synergy will hopefully be enough to successfully evacuate a city under siege and contain the horrific outbreak that threatens to spread beyond the island itself. If the players can succeed, they will win together, and the world will most likely be none the wiser to the averted crisis. If not, they will lose together and share the blame equally for failing humankind.

Turn Order & Player Count

The Plum Island Horror features a variable turn order system accomplished by drawing Turn Order Cubes from a bag made up of four faction-activation cubes, three Horror-activation cubes, and one “Impending Doom” cube. When a player’s activation cube is drawn, they may move each of their units and then select actions to perform. If a Horrors Cube is drawn, the players must Spawn and Activate a number of Horrors units depending on a Fate Card draw. With the Impending Doom Cube, an Event Card is drawn and immediately resolved. There are always eight Turn Order Cubes in the Turn Order Bag regardless of the player count. For the solo mode, the player will simply play the 2-player version and control both Factions. The 2-player mode has each player controlling one Faction. However, each player also has two faction-activation cubes in the bag (two for each faction). In the 3-player game, each player plays one Faction, but there is a “Wild” faction-activation cube added to the bag; when it’s drawn, the players must decide which faction will take the extra activation. Finally, in the 4-player game, each player controls one Faction that receives one Turn Order Cube.

Following

The Plum Island Horror also features a “follow” mechanic, which adds an extra layer of strategy and a “push-your-luck” element that increases the game’s tension (not that it really needs more tension but making players as nervous and anxious as possible is very satisfying to me). After a faction finishes their normal activation, players have an option to Follow. If they choose not to, nothing happens—impending doom is waylaid for the time being, and the next Turn Order Cube is drawn. If a player does choose to Follow however, they may immediately conduct an out of turn Action with an eligible unit. If that sounds too good to be true, well, that’s because it is. After each Follow action, a player must draw a Fate Card. If the entry indicates “No Event,” then nothing further happens, and the next player has the option to Follow. If, however, the entry shows “Draw Event Card,” then all Hell breaks loose. First, no further Follow actions may occur during this round. Second, and perhaps the worst part, the players must draw and resolve the top Event Card, which is almost always pure evil. All of that to say, the Follow mechanic does add an integral layer of cooperative tactical strategy that keeps the whole table on the edge of their seats.

The Cards

The Plum Island Horror features three unique decks of cards that each drive the game along in different ways.

Fate Deck: The central driving force in the game is the Fate Deck. This deck of cards directs the Horrors’ actions, determines if an event occurs, and provides a random number to resolve various actions. Let’s break each of those down. First, when a Horrors Turn Order Cube is drawn, a Fate Card is drawn, and the two main boxes on the card effectively provide the Horrors’ marching orders. As can be seen in the Fate Card graphic, the top box indicates the track on which new Horrors “Spawn.” Then the second box triggers a track to “Activate,” which moves Horrors further into the heart of Greenport and regularly leads to an attack on­ players’ units. Second, all Fate Cards have an “Event” determinant which is used when Following (see above). Finally, each card has a random number listed in the lower right known as the “Fate Number.” The numbers emulate the roll of a die with numbers ranging from “1” through “6” that are evenly spread throughout the deck. Whether you are delving the wreckage of a shop for supplies, trying to steer clear of Horrors, or trying to team up with a buddy to get a key location up and running again, this deck of cards often determines the outcome.

Event Deck: These cards are almost always bad news for the players. The two main times an Event Card is drawn are when the “Impending Doom” Turn Order Cube is drawn or when a player takes a Follow action and gets the “Draw Event Card” instruction. These cards can spawn new Horrors, bring in a super-Horror, “Mutation” unit, affect the Biohazard Track, and create all sorts of other dangerous conditions.

Search Deck: Players can do a “Search” Location Action in certain designated areas. If they choose to use one of their precious action points to search, they get to draw two Search Cards and pick one to keep. These come in a variety of narrative styles—some are choices, some are tests, and others report something that just happens. They provide generally positive news for the players, and deciding on where and when a player uses an action to dip into these waters can be the difference between victory and defeat.

We published an interview with Hermann on the blog and you can read that at the following link: https://theplayersaid.com/2022/10/31/interview-with-hermann-luttmann-designer-of-the-plum-island-horror-from-gmt-games/

We also posted the following video review:

If you are interested in The Plum Island Horror, you can order a copy for $117.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1137-the-plum-island-horror-3rd-printing.aspx

4. The Plum Island Horror: More of a Bad Thing Expansion from GMT Games

The Plum Island Horror was announced in June 2021 and has done very well as it is currently on its 3rd Printing. The game is not a wargame but designed by a wargame designer who also just happens to have a knack for great designs that are cooperative such as Dawn of the Zeds. This concept and system is very fun. Plus who doesn’t like zombies? And with the success of the game they have decided to add content to make the game even better and more versatile with the announcement of The Plum Island Horror: More of a Bad Thing Expansion.

From the game page, we read the following:

Well, well, well…you just couldn’t get enough of The Plum Island Horror, could you? And now you went and asked for more “stuff.” Well, to quote AC/DC, “if you want blood, you got it.” Despite my better judgment, the GMT bigwigs have harassed, cudgeled, and shamed me into emerging from my quiet, peaceful retirement and designing more pain and agony for you to enjoy. Bang the drums and sound the trumpets! The More of a Bad Thing Expansion is here.

And this time, we’re not taking it easy on you. We’ve asked our elite research team to dig even farther into the historic archives regarding this event, and they’ve uncovered some interesting elements to the story of Plum Island that are not included in the original game (P.S. They’ve all since been fired for not uncovering this stuff for the game in the first place).

NEW FACTIONS
We’ve discovered additional anecdotes and accounts of other groups that were present at the catastrophe and who have their own unique (and quite exciting) stories. To honor them, we’re adding three new Factions for players to choose from:

Oceanside Construction Company: This faction has a personal connection to our developer, Ken Kuhn. Digging deep (pun intended) into his family history, Ken realized that his family owned a construction company on Plum Island during the event! What a coinkydink! So, he has taken the time from his busy schedule and designed this faction for the game.

Rarely does one’s line of work prepare them for an apocalyptic disaster, but once Oceanside’s Supervisor, Becky, got wind of the chaos ensuing on the Island, she steeled her nerves, channeled her favorite actor Ven Dresel, and quoted “YYY” (her favorite movie of his)—”I was born for this sh…”

As a Faction, the Oceanside Construction Company has a “control” style of play. In other words, they focus on controlling the movement of Horrors units and tend to excel in dealing with those really big Murder of Horrors stacks. As can be seen in the Faction Spoiler graphic, Ty “Tuff” Murray’s special ability fully activates when in Close Combat with a Murder of Horrors Stack that is at least seven Tiles tall.

Monkey Island Cult: Secluded on the nearby islet of Monkey Island, the Monkey Monk Cult has been living there for years in preparation for the apocalypse. Their banana-fevered brains initially convinced them that, yes, the arrival of the super-storm and resulting chaos on nearby Plum Island was the sign for which they had been waiting. Jumping aboard their numerous Gilligan’s Island-style rafts, while being escorted by their specially-trained Rhesus monkeys riding even more specially-trained dolphins, they landed on Plum Island to partake in the festivities. Unfortunately, their definition of “partaking” became somewhat fuzzy when the first monk to land on Plum Island was eviscerated by a wandering Horror. Thus, they decided instead to assist the Plum Islanders in fighting off the oncoming hordes. Unfortunately for the islanders, the cultist monks and their entourage were not very well practiced in their preferred method of fighting—the summoning of demons from the Old World.

The sample unit from the Monkey Monk faction is their intrepid leader, Elon Monk. A former billionaire entrepreneur and inventor, he personally trained the monkeys and dolphins on the island (but he had nothing to do with those silly novice cultist monks). And his power of precognition is demonstrated by his “X-Factor” Leader Ability, which allows him to re-draw a Fate Card if adjacent to a faction unit during the Monkey Monk Cult’s Follow action. Pretty cool!

Z.Z.’s Big Top Circus: Hey, who wouldn’t welcome some friendly clowns into their boardgame, right? They’re not scary at all. Our researchers found out that the circus was in town during the catastrophe! We missed it the first time around because, well, frankly, very few people attended this rather dismal and low-budget circus (for example, they only had two rings instead of three). The Z.Z.’s Big Top Circus faction has an interesting variety of characters who will each perform their specialty acts in an effort to rid Plum Island of the Horrors as quickly as possible, so they can re-open the Big Top…to almost no one.

You’ll notice this faction has two sample units. The first is the eagle-eyed Fannie Oakley who can run and still shoot the eyebrow off of a cockroach (yes, she actually did that while fighting a hideous new Mutation unit—see below). The other unit is the faction’s Compound, the Clown Car—another Compound that can conduct movement. It has great handling and thus can dodge the Horrors niftily and has an unlimited capacity for housing Civilians Units (of course).

In addition to the additional factions, there is a new Nightmare Mode, that ratchets up the action, additional cards, new short scenarios and more. This looks like it adds a lot of additional flexibility and options to the players and options are never bad.

If you are interested in The Plum Island Horror: More of a Bad Thing Expansion, you can order a copy for $74.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1092-the-plum-island-horror-more-of-a-bad-thing.aspx

5. Depths of Courage Volume 9: Operation Source – The X-Craft Attack on Tirpitz, September, 1943 from High Flying Dice Games

Once again, High Flying Dice Games is doing their thing, delving into lesser known conflicts, and bringing us fun and playable little games from history. Paul Rohrbaugh has been working on a series of solo play format games called Depths of Courage, which revolve around small 1 and 2 man submarines and their operations during major wars including the Civil War, World War I and World War II and beyond. The newest entry in the series is Depths of Courage Volume 9: Operation Source – The X-Craft Attack on Tirpitz, September, 1943.

From the game page, we read the following:

Depths of Courage Volume 9: Operation Source is a solitaire game on the British X class mini-sub attacks against the German capital ships in Kåfjord, Norway on September 23, 1943. The main target of the raid was the powerful German battleship Tirpitz. Two other German warships were also anchored not far away; the battle-cruiser Scharnhorst and pocket-battleship Lutzow.

The active player takes on the role of the commanders of the British X class mini-submarines. You must endeavor to overcome the German defenses and night-time visibility to inflict as much damage as possible before being killed, captured or escaping, and then escaping. Can you do as well or better?

If you are interested in Depths of Courage Volume 9: Operation Source – The X-Craft Attack on Tirpitz, September, 1943, you can order a copy for $16.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/xcraft.html

6. Iwo Jima: Hell On Earth from Neva Wargames

Neva Wargames is a new publisher who appeared on the scene last year. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! The day has finally arrived and they have their first game released called Iwo Jima: Hell On Earth and it looks really good!

From the game page, we read the following:

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

The Battle of Iwo Jima, a pivotal moment in the Pacific Theater of World War II, stands as a testament to the indomitable spirit of the human will and the immense cost of victory. This brutal conflict, fought between the United States Marine Corps and the Imperial Japanese Army, unfolded on the small volcanic island of Iwo Jima, a mere 660 miles south of Tokyo.

From February 19 to March 26, 1945, American forces waged a relentless assault against a well-fortified enemy, determined to seize control of the island’s strategic airfields. Iwo Jima was crucial to the Allied war effort, serving as a vital base for fighter planes escorting long-range bombers on missions to the Japanese mainland.

The battle was marked by fierce resistance from the Japanese defenders, who had meticulously constructed a network of underground tunnels and fortifications. The Marines faced relentless attacks, as they fought their way across the island’s rugged terrain. The iconic image of Marines raising the American flag atop Mount Suribachi became a symbol of American determination and sacrifice.

The Battle of Iwo Jima was one of the bloodiest battles in Marine Corps history, with thousands of American and Japanese soldiers losing their lives. The island’s volcanic ash and the intense fighting conditions made it a grueling ordeal for both sides. Despite the heavy casualties, the Marines ultimately achieved their objective, securing Iwo Jima and bringing the United States one step closer to victory in the Pacific War.

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

If you are interested in Iwo Jima: Hell on Earth, you can order a copy for $50.00 (currently on sale) from the Neva Wargames website at the following link: https://nevawargames.com/product/iwo-jima-hell-on-earth/

7. Sea & Steel: Columbus’ Voyages from Neva Wargames

The 2nd newly released game that Neva has is called Sea & Steel: Columbus’ Voyages and this one also looks very interesting.

From the game page, we read the following:

In 1492, Christopher Columbus embarked on a historic voyage that would forever change the course of human history. Believing he had reached the Indies, he landed on a Caribbean Island, unaware that he had stumbled upon a new continent. This momentous event, later known as “The Discovery of America,” marked the beginning of an era of exploration, colonization, and cultural clash.

Sea & Steel: Columbus’ Voyages is a historical board game that immerses players in the tumultuous years following Columbus’s arrival in the Caribbean. Players take on the roles of either the Spanish conquistadors or the indigenous peoples, each with their own unique objectives and challenges.

The game spans the period from 1492 to 1505, encompassing the four voyages of discovery led by Columbus and the subsequent Spanish colonization efforts. Players will use Event Cards, to gain control in the 15 distinct Caribbean land zones. The game incorporates historical events and challenges, such as the construction of palisades, gold mining, and the maintenance of Spanish ships. Players must carefully manage their resources, deploy their units effectively, and adapt their strategies to the ever-changing game state.

We published an interview on the blog with the designer Antonio Vaquera and you can read that at the following link: https://theplayersaid.com/2025/03/04/interview-with-antonio-vaquera-designer-of-sea-steel-columbus-voyages-from-neva-wargames-coming-to-gamefound-soon/

If you are interested in Sea & Steel: Columbus’ Voyages, you can order a copy for $55.00 (currently on sale) from the Neva Wargames website at the following link: https://nevawargames.com/product/sea-steel-columbus-voyages/

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

Finally, thanks once again to this month’s sponsor Lombardy Studios!

-Grant

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!

The Legacy of Robert Moses – A Cross Bronx Expressway Review

15. Dezember 2025 um 15:49
The opening sequence of Martin Scorsese’s Taxi Driver depicts a New York with enough grit that you can feel it on your teeth. It’s a feral hour of the night. DeNiro’s sedan is cruising down a street awash in the radiant soul of the city. There’s a shot of the vehicle’s quarter panel. Beads of…

Read more →

Wallenstein: Fall (The Life & Games of Wallenstein, #4)

24. August 2025 um 18:04

Our fourth and final post in the Wallenstein series! As biographies go, this one ends with the death of the protagonist… before we take a look at the world he left behind, and round it out with a little overview of how contemporaries and later historians saw Wallenstein. Let’s go!

You can read all posts in the series here:

Wallenstein’s Death

As we have seen in the last post, Wallenstein had contrived to make many enemies. His only supporter, Emperor Ferdinand, feared to be upstaged by the seemingly all-powerful general. The news in late 1633 – Wallenstein treating with the Swedes, Wallenstein letting Thurn go free, Wallenstein not defending Regensburg and Bavaria, Wallenstein refusing to support the Spanish mission to the Netherlands – mixed with their tendentious interpretations by the Bavarian and Spanish parties at court convinced the emperor that Wallenstein planned betrayal. To forestall this, the Imperial War Council secretly decided to relieve Wallenstein of his command on December 31, 1633.

Wallenstein and his intimates did not know about the dismissal, but they sensed the shifting wind. His brother-in-law Adam Erdmann, Count Trčka, and his marshal Christian von Ilow had Wallenstein’s officers sign a statement of loyalty to their commander in his winter quarters at Plzeň on January 12. They hoped that this show of unity in the army would remind the emperor that he needed his general. The opposite was the case: Ferdinand took it as another sign of treason.

When Wallenstein had been dismissed in 1630, it had caused both the emperor and the electors immense anxiety about his possible reaction. He had taken it meekly then, but what would he do now? As the emperor and his advisors had resolved that Wallenstein was a traitor, they expected the worst – insubordination, rebellion, joining his army with the Swedes. That needed to be forestalled. A secret court found Wallenstein guilty of treason on January 24, 1634. The court reached out to three of Wallenstein’s officers which they deemed reliable – Wallenstein’s second-in-command, Matthias Gallas, the commander of the embattled left wing at Lützen, Ottavio Piccolomini, and the tenacious defender of Dessau Bridge, Johann von Aldringen. To them, they gave the delicate task of delivering Wallenstein to Vienna – dead or alive.

The three executors of the imperial sentence faced a daunting task. Wallenstein was popular with the common soldiers whose pay was guaranteed by their general, not by the emperor whose coffers were notoriously empty and whose will to pay the army notoriously limited. The officers seemed more promising, as they were honor-bound to the emperor, but they had also sworn loyalty to their commander. Gallas got in touch with those they deemed reliable and instructed them not to follow any orders from Wallenstein, Trčka, or Ilow.

By that time, Wallenstein’s health had deteriorated even more. He was barely able to leave his bed and sometimes could not even sign documents. All the while, he waited for a reply from Hans Georg von Arnim on the potential peace with the electors of Saxony and Brandenburg.

Trčka acted on Wallenstein’s behalf in the day-to-day affairs, confident in his command over the soldiers. Only deep into February did it dawn on him and Wallenstein’s other intimates that imperial agents were prising the army away from them – officer by officer, regiment by regiment.

Wallenstein in his winter quarters at Pilsen (the German spelling of Plzeň) with the three executors of the imperial will dancing around him. Cheb, to the northwest of Plzeň/Pilsen would have given Wallenstein an easy exit west in direction of the Swedish-German forces under Bernard of Weimar or north to the Elector of Saxony. From the Vassal module of Thirty Years War: Europe in Agony, 1618-1648 (David A. Fox/Michael Welker, GMT Games).

Nothing was left to Wallenstein but flight. On February 23, he and those faithful to him made away to Cheb, accompanied by a few regiments of loyal troops. They had been joined by the regiment of Colonel Walter Butler on the way and counted on the garrison of Cheb under the command of John Gordon. Both Butler and Gordon had been contacted by the three conspirators who urged them not to obey Wallenstein. For the time being, Butler and Gordon prevaricated.

As Cheb is in the northwestern corner of Bohemia, Wallenstein could easily leave Bohemia for Saxony or be joined by Swedish forces. That put time pressure on Butler and Gordon. If Wallenstein fled, they would be held responsible. If they arrested him, he would be freed again if the Swedish arrived. Thus, they resolved to murder him and his associates.

Gordon invited Trčka, Ilow, and a few more Wallenstein intimates for dinner up in Cheb’s castle on February 25th – together with Wallenstein, who declined on grounds of his constant bad health. Gordon and Butler, both present at dinner, had a group of soldiers commanded by captain Walter Devereux come in, declare for the emperor, and murder Wallenstein’s associates. With all of them dead, Devereux took his small group down to Wallenstein’s residence in the town. They found Wallenstein in bed already. As he got up, Devereux stabbed him to death.

Wallenstein’s leader counter in Cuius Regio.

Wallenstein’s death is handled in a rather detached manner in Cuius Regio (Francisco Gradaille, GMT Games, forthcoming): Like every other leader, Wallenstein has an initial and a last year of service (1625 and 1634, in his case). In the leader deployment phase before the campaigns of 1635, the player will have to remove Wallenstein. Death – be that from plague, battle, or murder – is inevitable and pre-ordained.

The Catholic player in Thirty Years War: Europe in Agony, 1618—1648 has more freedom. As we have discussed in the last two instalments of the series, Wallenstein can be dismissed and recalled in the game. And if he proves to be too influential (and comes close to the threshold at which his influence would give the Protestants a Major Victory), he can also be assassinated (and thus be removed from the game permanently). There is, however, no inevitability of Wallenstein’s death: As his influence is only raised from recruiting troops, taking cities, and successfully attacking with him, the Catholic player can just forgo those, not use Wallenstein anymore and let him live out his old age in peace. Somehow, this never occurred to the historical Ferdinand II. Implicitly, the game’s treatment of Wallenstein’s assassination posits that the active threat which Wallenstein posed in Ferdinand’s view was nothing but a fabrication of the emperor’s paranoia, and that the emperor remained firmly in command at all times.

Twilight of the Thirty Years’ War

Wallenstein had grown rich on land which had been taken from those the emperor had declared rebels. He ended up on the other side of this bargain. His estates in Bohemia and Silesia were seized (Mecklenburg was lost to the Swedes anyway). A good deal went as spoils to all the officers involved in the conspiracy against him. Gallas, Piccolomini, and Aldringen became great magnates, and those on the lower rungs of the plot did not go unrewarded either, down to an additional month’s pay for all the soldiers in the garrison of Cheb whose only contribution had been to stand by idly while Wallenstein was murdered. The rest of Wallenstein’s estates were sold by the emperor to fix some of his short-term financial problems. Wallenstein’s widow Isabelle kept nothing. Only when she pleaded mercy (instead of justice) from the emperor did she receive a small estate to live on.

Wallenstein had died when the war had already been raging for sixteen years. It would last another fourteen before peace was finally made in 1648. Any time Emperor Ferdinand II had been in a position of strength, he had not made concessions to form a lasting peace, but instead increased his demands, prompting the interventions of first Denmark, then Sweden, and finally France (shortly after Wallenstein’s death).

Ferdinand II died in 1637. At the time of peace, the new emperor Ferdinand III was mostly ruined. Protestantism survived, protected by German princes and foreign powers. Sweden controlled the Baltic Sea. Any hopes of imperial hegemony in the empire or of Habsburg hegemony in Europe were dashed. After Spain had conceded Dutch independence, it fought on against France, and lost that war, too, along with its European primacy.

Afterlife

Wallenstein remained fascinating to his contemporaries after his death, and would continue for centuries. Assessments close to his own time hewed closely to the religious beliefs of the writer: Catholics tended to see Wallenstein as a traitor (following the official account of the emperor), Protestants made him into a Machiavellian mercenary leader, often contrasted with the heroic “Lion from the North” Gustavus Adolphus.

Later treatments focused on individual aspects such as Wallenstein’s purported dependence on astrology. You will have noticed that this is the first time since our first post that astrology is mentioned – because there is no evidence that Wallenstein was more interested in it than his contemporaries, let alone that he made decisions based on horoscopes. The speculations on this issue are based in the accounts of those who bore witness against Wallenstein shortly before and after his death, taking pains to stress anything which might indicate that Wallenstein was anything but a devout Catholic. The idea of Wallenstein, the Star-Seeker, is particularly prevalent in the German mind, as playwright Friedrich Schiller dedicated a trilogy of plays to Wallenstein’s last weeks – and presents the general as an indecisive fatalist, done in by his own passivity as well as the cabals of those around him. That’s (masterful) fiction – but it hews close enough to history (Schiller had taught history at the University of Jena and even written a major book on the Thirty Years’ War) to influence anyone whose first contact with Wallenstein was through Schiller’s plays.

By the time document-based historiography had been firmly established in the 19th century, pre-established views on Wallenstein had become so solidified that historians still argued within their confines – mostly on the matter if Wallenstein had, in fact, betrayed the emperor. Slowly, the view that he had not gained ground.

Interpretations of Wallenstein in the 19th and 20th century often were inspired by current politics: Catholic German nationalists hailed Wallenstein as a proto-Greater German unifier. Czech historians like Josef Pekař adopted their compatriot as a proto-nationalist transcending the multi-national Habsburg Empire. Hellmut Diwald saw in Wallenstein the necessary authoritarian answer to overcome foreign domination of Germany (and subsequently plunged himself into New Right revisionism).

When stories of “Great Men” had decidedly fallen out of favor in academic history, Golo Mann revived the genre with his biography of Wallenstein, testing the limits of academic writing with his literary ambitions. His book dispelled some of the myths around Wallenstein and retained others.

Currently, Wallenstein’s heritage as a Bohemian, a nobleman, a (converted) Catholic, and a magnate have received more attention. History is never completed, but only enriched with more perspectives. Wallenstein’s life and its subsequent interpretations are thus also lessons in historiography.

Games Referenced

Cuius Regio (Francisco Gradaille, GMT Games, forthcoming)

Thirty Years War: Europe in Agony, 1618—1648 (David A. Fox/Michael Welker, GMT Games)

Further Reading

A recent biography which succeeds at dispelling the Wallenstein myth is Mortimer, Geoff: Wallenstein. The Enigma of the Thirty Years’ War, Palgrave Macmillan, London 2010.

For an older, more encompassing biography with literary aspirations, see Mann, Golo: Wallenstein. His Life Narrated, Holt, Rinehart, and Winston, New York City, NY 1976.

On the reception of Wallenstein and his changing image from his contemporaries all the way through the 20th century, see Bahlcke, Joachim/Kampmann, Christoph: Wallensteinbilder im Widerstreit: Eine historische Symbolfigur in Geschichtsschreibung und Literatur vom 17. bis zum 20. Jahrhundert [Conflicting Conceptions of Wallenstein: A Symbolic Figure from History in Historiography and Literature from the 17th to the 20th Century], Böhlau, Cologne/Weimar/Vienna 2011 [in German].

For a short introduction to the Thirty Years’ War, see Schmidt, Georg: Der Dreißigjährige Krieg [The Thirty Years’ War], C.H. Beck, Munich 2010 [in German].

A magisterial monography on the entire war is Wilson, Peter H.: Europe’s Tragedy. A New History of the Thirty Years’ War, Penguin, London 2009.

❌