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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

La Der des Ders – The War to End War from Hexasim – Action Point 6

Von: Grant
08. April 2026 um 14:00

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.

In Action Point 1, we looked at the Game Board, discussing the Collapse Tracks, Trade Tracks, Russian Revolution Track and Naval Control Table and other various on-board tables and offensive spaces. In Action Point 2, we covered the Technology Phase and the Technology Tree and Technological Improvement Boards. In Action Point 3, we examined the Event Cards and how they inject the historical narrative into the gameplay and also alter the conditions of the game. In Action Point 4, we walked through an example of an Offensive and took a look at the combat procedure. In Action Point 5, we reviewed the Victory Conditions. In this Action Point, which is the final entry in the series, we will give an overview of the “Athena” solitaire bot and how it works.

Athena

La Der des Ders – The War to End War is designed as a 2-player game but it does have a dedicated solitaire bot called Athena that can be used to simulate an opponent to play against. This Athena bot, named after the Greek goddess of strategy, can be used to play as either the Entente or as the Central Powers and is focused on the use of special cards referred to as Cornflower Cards. There are 12 of these Cornflower Cards and these are used to determine the various actions taken by the Athena bot during their turn. A solitaire play uses the usual rules for the 2-player game, with just a few exceptions.

The Cornflower Cards are multi-use cards that are divided into 3 different sections to be used at different points of the Sequence of Play in a solitaire game. They are drawn and referred to during the Technology Development Phase, the Reinforcement Phase and the Offensive Phase. Let’s take a look at the anatomy of these cards. In the above picture, you will notice that there are 3 main categories listed at the top of the card including Technologies at the top, Reinforcements in the middle and Offensives on the bottom of the card. During the appropriate phase, the player will draw 1 Cornflower Card for the Athena AI.

If it is the Technology Development Phase, the player will refer to the top of the card where there are listed the 6 different technologies that can be pursued. Under each of these categories will show the number of Resource Points that will be spent by Athena in order to attempt to unlock a new level in each of the technologies. If there is an X in that space, that means that Athena will not attempt to gain a level of that technology during this phase. If there is a 2 listed, this means that 2 RP will be spent and the roll for the technology will gain a +1 DRM. Keep in mind though, that if the technology shown is not available yet because the year it is available has not yet arrived, then the bot will not spend a resource to attempt that technology. If Athena doesn’t have enough Resource Points to make all the attempts shown on the card, she will spend as much as possible to attempt these technologies. Athena never re-rolls the die for these attempts by discarding a Technological Research Cube for previous failed attempts. One of the differences for Athena during this step is that if a success is earned in unlocking a level of technology, she will get to advance all cylinders of the corresponding technology in all sectors under Athena’s control. This means all of the countries of the alliance as well as the active minors. These technological improvements cost no Resource Points.

If it is the Reinforcement Phase, Athena will attempt to reinforce sectors that have suffered losses in previous turns according to the following priority order:

  1. The sector which suffered the most losses or in other words the sector whose cube is furthest from its maximum;
  2. The sector with the second most losses and then the sectors in the following order, ignoring the sectors already covered above:
  3. France, Russia, Italy, Serbia, Romania, Middle East, Africa, Greece (Entente), Germany, Austria-Hungary, Bulgaria, Ottoman Empire (Central Powers).

When you have chosen what sector is to receive reinforcements based upon the priority described, the player will draw as many Cornflower Cards as there are spaces separating the Sector Cube from the space with the red value. After drawing the cards, the player will count the instances of cards that have the name of that sector shown on them. If you look at the 3 cards shown above, if doing reinforcements for Germany they would move their Sector Cube up only 1 space on the Collapse Track as once Germany is listed in the middle of the card under Reinforcements. Very simple. Athena will also have to spend the required Resource Points from their total to actually move the Sector Cube up and if they cannot afford all of the reinforcements shown by the cards, they will move and pay for what they can afford. This phase ends when Athena no longer has enough Resource Points, or when all the sectors have been able to try to obtain reinforcements.

Finally, if it is the Offensive Phase, each side launches an offensive in turn starting with the side that has the initiative. When it is Athena’s turn to attack, the player will draw one Cornflower Card and refer to the bottom portion of the card, which will indicate the sector Athena is attacking. The sector to be attacked will be the one on the left of the card if Athena is playing the Entente, and the one on the right if she is playing as the Central Powers. The sector indicated on the card must always be attacked by the sector that has the best chance of inflicting damage. This usually means the sector with the highest current Operational Value and that has not yet launched an Offensive this turn. In the event of a tie, preference should be given to the sector least likely to be able to attack elsewhere during a later card draw in the turn. The size of the Offensive will be equal to the current Operational Value of the attacking sector only if the number of Resource Points Athena has remaining will allow for it. Otherwise the Offensive is reduced to the number of remaining RP. Once Athena’s Resource Points have been spent, the dice rolled and any losses applied, the player will then take their own turn to launch an Offensive or decide to pass. Then Athena will draw a new Cornflower Card to determine their next
Offensive. If there are ever 3 Cornflower Cards drawn by Athena without having the ability to attack because of sector availability or Offensives by adjacent sectors have already been taken, the Offensive Phase will come to an end.

That is all there is to the Cornflower Cards and the Athena bot. 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, as described above with Offensives, 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.

The Athena bot works very well as a playable solitaire experience for La Der Des Ders. The Cornflower Cards are a stroke of genius and really are easy to use, which makes playing the game a much better experience. I found that the bot actually holds its own in the game, even though they are not in total control of their own actions like a human player would be. The changes also made in the Sequence of Play as well as to the way Technology Investments work more than make up for the lack of true intelligence by the system and will definitely give the player a run for their money. I have played the game about 5 times solitaire, both as the Entente and as the Central Powers, and have won just 2 out of 5 tries. But the experience was easy, enjoyable and pretty seamless. The game really is a great example of a slightly abstracted strategic level look at World War I and I would wholeheartedly recommend this game to anyone who has an interest in The Great War.

I shot a playthrough video for the solitaire system and you can watch that at the following link (beware as I did make a few errors but I have found errors make viewers understand the rules of the game better):

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

Thank you for allowing me to share this game with you through this series of posts over the past several months. I have very much enjoyed doing these and I hope that you find them helpful.

-Grant

Interview with Clint Warren-Davey Designer of Reformation: Fire and Faith from Neva Game Press

Von: Grant
16. März 2026 um 13:00

Neva Game Press is really exploring the space of wargame publishing and have games that are being worked on spanning all of history including modern and ancient. They also are looking at non-traditional topics to cover such as the Reformation. Their newest pre-order offering is called Reformation: Fire and Faith and is designed by Clint Warren-Davey. I am keenly interested in this one and have been working with Clint on this interview and maybe a series of other articles on strategies.

Grant: Welcome back to the blog Clint. With 4 published games to your credit what lessons have you learned about the design process and been able to put into practice?

Clint: Thanks for having me back guys! Yes I have learned a lot. Mainly, my iterative loop has become faster. I use mainly digital prototypes on PowerPoint and can get a prototype up and running pretty fast. This means I don’t need to print components and then reprint when things change. I also have a larger “toolbox” of ideas to draw from as I’ve played a wider variety of games. I still have a core design philosophy though – I want games that give players lots of meaningful decisions and a minimum of busywork, plus I generally prefer a high level of player interaction and interdependence.

Grant: How do you pitch games to publishers? What is your approach?

Clint: First I make sure the game is ready. I play-test the game myself a minimum of 20 times. Then I give it to external play-testers (basically my followers on Twitter/X). I keep refining it and make sure all the rules are nailed down. Once I have a fully functional and viable digital prototype, I send an email to a lot of different publishers to see who wants the game. So far, I’ve usually found at least one publisher who will accept each game. 

Grant: What is your new game upcoming game Reformation: Fire and Faith about?

Clint: It’s about the wars and religious struggles that tore Europe apart during the Reformation, from 1517 (Martin Luther nailing the 95 Theses to the door of Wittenberg cathedral) to 1555 (the Peace of Augsburg). This is during the “pike and shot” era, which I love. It also includes a lot of political, religious and military conflict that is fascinating on multiple levels. It’s the perfect setting for an asymmetric wargame.

Grant: What image and feeling did you want to convey to players with the subtitle “Fire and Faith”?

Clint: Well this subtitle was decided by my publisher, Jose Neva of Neva Game Press. He wanted to convey both religious and military struggle in the title of the game, hence fire and faith. Before that the game title was undecided – it was either going to be just “Reformation” or “One Hour Reformation”  – though upon further development it was clear this game doesn’t really fit with my other “One Hour” games.

Grant: Why was this a game you were inspired to design?

Clint: I am fascinated by the Reformation – both from a religious and a historical perspective. When I converted to Christianity about 10 years ago I had to choose which church to join, which forced me to read more on this time period, and read the arguments put forward by Protestant and Catholic apologists, then and now. I should state here that although I decided upon Catholicism, I hold no ill-feeling towards Protestantism and I understand the impetus behind it.

I was also drawn in by the fascinating geopolitics and tactical level military transformations of the time. The struggles between the French, Habsburgs, English, Ottomans, Venice, Scotland, Hungary, the Papacy and many other much smaller states were kaleidoscopic in their complexity but endlessly entertaining. To take one example of the political maneuvering of the time – the French lost the battle of Pavia to the Habsburgs, partially because 5,000 of their Swiss mercenaries just left and went home to defend their own cantons from rampaging German Landsknechts. Losing Pavia meant that King Francis I was captured. This in turn meant the English sensed weakness and struck in north-eastern France.

Seeking allies against this double threat, the French turned to the one great power that might help them – the Islamic Ottoman Empire! This outraged the Habsburg Emperor Charles V, who had his hands full containing the spread of Protestantism in Germany. The Saxons, Hessians and Brandenburgers following Luther’s lead would be much better used to help defend Vienna from the Turks, but instead both the Pope and the Emperor found themselves facing a full-scale religious revolt at the same time as renewed Ottoman offensives in the Balkans and the Mediterranean. This was all taking place against the backdrop of a military revolution in which pike and shot, and artillery, were replacing feudal levies of armoured knights.

Grant: What other Reformation games did you study for inspiration?

Clint: The complexity of this time period, and the sensitivity of religion as a topic, has meant that few game designers have been willing to tackle it. The exception is Here I Stand, the classic 6-player card-driven game by Ed Beach. This game is a well-renowned and even genre-defining title that managed to cram tons of inter-faction dynamics and historical chrome into the CDG system invented by Mark Herman (who made the first such CDG – We the People). It is absolutely brilliant in so many ways. Baroque, intricate, full of theme. It is almost like a historical equivalent of Twilight Imperium – one of my other favorite games.

The problem? It takes way too long to play for most gamers. Ever since playing Here I Stand many years ago, I had kept the idea of a simplified version at the back of my mind. Then, when I started teaching religious history at a Catholic school, I found myself teaching the Reformation. A classroom game on the topic would sure come in handy. So, in 2024 I made one. The images below give an idea of this, including my very basic graphics made in PowerPoint and Word. In 2025, I revisited the idea and thought it might be worth making into a serious game, still using the basic concepts and inter-faction dynamics borrowed from Here I Stand.

Early prototype version of the board.

Grant: What is your design goal with the game?

Clint: To make a game with 6 asymmetric factions that shows the inter-factional dynamics and key decisions of the period, all with mechanics that are simple enough to be used in a high school classroom AND simple enough for non-wargamers to pick up. Also, a game that players of Here I Stand would enjoy – especially when they are pressed for time. I believe I have succeeded in this goal but time will tell.

Grant: What main mechanics are used in the design?

Clint: The core gameplay loop is very simple. Each faction has a list of actions to choose from. Each turn, each faction will choose two actions. That’s it. But these vary greatly. They include everything from exploring the New World to translating the Bible to raising armies to piracy and everything in between.

All the factions have some actions in common – like Recruit (placing military units) and Campaign (moving and fighting). The two religious factions – the Protestants and the Papacy – are set apart from the others by having most of their actions focus on non-military functions.

Early prototype version of the Papacy Player Board.

The Protestants are trying to convert people to their new faith (or rather, in their terms, restore an older and more purified form of the Christian religion). As such, their overriding focus is placing Followers on the map. As a rough approximation, each Follower piece represents 5-10% of the population converting to Protestantism. What the Protestant faction is aiming for is gaining a majority, or a near-majority, in the countries of Europe. So, their main way of earning Victory Points is by having 5 or more Followers in as many spaces as possible. Now, the Reformation did not initially take hold everywhere. Geographically it was concentrated in Germany above all, then England, then in scattered pockets throughout France. In the game this is basically where the Protestants will be focusing all of their efforts. They start with only 1 Follower on the map in Germany – this represents Martin Luther and the nascent reform movement that started to gather around him in 1517. From this humble beginning, I wanted the Protestants to build up and expand, sometimes rapidly, across the map.  

To speed up their placement of Followers, the Protestants can translate the Bible into local languages – German, English and French. This is an idea I took directly from Here I Stand and of course from the actual history of the Reformation. Having the Bible in the vernacular language, and spread by the printing press, was key to the spread of Luther’s ideas. Bible translation is a simple, two-step process in the game. First you need to accumulate “Knowledge” through the Study action and then use the Translate action to place Knowledge markers on the three Bible language spots on the Protestant faction sheet. Initially, this was the only purpose of Knowledge. But then I expanded it to other uses – especially the Debate action, which is a competitive bid against the Papacy that can score a valuable “Issue” token worth a precious VP. These Issue tokens represent the points of dispute in the Reformation, like the role of Scripture, Tradition and authority of the Magisterium. I liked the idea of carefully studying to build up knowledge in preparation for a debate – it’s a case of the game language matching the theme.  

Near final look at the board and player boards.

The Papacy works in a similar way to the Protestants – but in reverse. The Pope is trying to remove Protestant Followers, through Preach and Debate actions. Every 3 Protestant Followers is minus 1 Victory Point for the Papacy, so they are incentivized to contain the spread of the Reformation. The Papacy also has ways of building up their own points, through Churches. This general term refers to all the infrastructure of the Catholic religion – not just beautiful cathedrals (like St. Peter’s, which was being built during the Reformation) but also schools, Jesuit universities, seminaries, monasteries, trained clergymen and church councils. I was originally going to have a track or chart on the Papacy faction sheet to measure this but later decided to have it as pieces on the map – the Churches you see in the game.

This was because I wanted the Papacy to have some of physical presence on the map like the other factions. This was loosely inspired by the building tokens in games like Root or the resources placed on the map in Scythe. It has the advantage of opening up the Papacy’s primary victory metric to attacks from the other factions. Just like Protestant Follower pieces, papal Church pieces can be attacked and removed. This represents iconoclasm and persecution of Catholic clergy, as well as periodic waves of destruction like the Sack of Rome in 1527. Unlike Protestant Followers, I had the Papacy’s Churches cost Wealth. This Wealth is gained entirely through the Tithe action – which takes money from any nations that are still Catholic. Early in the game this includes three out of the six factions: Habsburgs, England and France. But England and France might convert to Protestantism, and a greedy Pope constantly demanding their money might hasten this on! 

Grant: What are the playable factions? How did you differentiate them?

Clint: There are 6 factions in the game: Protestants, Papacy, Habsburgs, England, France and Ottoman Empire. Each one has a faction sheet, like the one below, which summarizes their victory conditions and available actions.

The Protestants and Papacy are religious-focused factions. They do have military forces, but they are relatively few in number and are not the main priority. The Protestants are trying to build up their knowledge of the Bible and translate it into vernacular languages, preach to the masses and debate the Catholics to spread their ideas. Their main goal is getting their Followers on the map. The Papacy is trying to contain the spread of Protestant Followers and remove them from the map as much as possible, plus place their own Churches. Both Churches and Followers are immobile and do not count as military units. But they can be attacked and persecuted off the map.

The other factions – the Habsburgs, England, France and the Ottomans – function more like the nations in a wargame. Amassing armies and fleets, fighting battles, aiming for control of spaces on the map. There are plenty of differences though. The English, French and Habsburgs have the option of Explore action – sending their Atlantic Fleets to explore the New World, gaining varying amounts of Wealth or a valuable New World colony (at the risk of losing the Fleet). This provides a great way for factions to gamble early on in the game in a high-stakes race for colonies. Two tweaks were made to the Explore action during the design process. First, my co-designer Ed Farren suggested that New World colonies should provide extra income during the Trade action if the owner has a Fleet in the Atlantic.

I loved this idea and implemented it immediately. I later thought that the Habsburgs should have a distinct advantage in exploring the New World, what with Hernan Cortez and Francisco Pizarro active during this time. I gave the Habsburgs a way to boost their Explore action with “Conquistadors” – effectively tripling their chance of finding a colony at the cost of an additional action. This means the Habsburgs will be raking in more money. But there are a lot of ways for the other factions to steal it! The English, French and Ottomans can all use the Piracy action to get that Spanish silver, and the Ottomans can also Raid on land if their Armies make it through to Austria.   

The relationship between the military/political factions and the religious factions is also fascinating. I kept the Habsburgs as a staunchly Catholic faction – they can’t change their allegiance and will act as the strong right arm of the Holy See throughout the game. But England and France are a different story. England needed a historically-rooted incentive to convert to Protestantism, and this was solved in two ways. First, if England officially converts, they will earn 1 VP if England itself contains at least 5 Protestant Followers. This also gives 1 VP to the Protestant player, so there would be strong reasons for both players to work together in the conversion for England. I also wanted some of the high drama of Henry VIII and his wives without an entire sub-system and chart like Here I Stand. This became the “Dynasty” action – a simple die roll to gain a VP by producing a viable heir to the throne.

If England is Catholic, they need a 6 for this. But converting to Protestantism offers success on a 5 or a 6, as Henry can start divorcing his infertile wives. England can therefore grab 2 VP quite easily by ushering in the Anglican faith, which is handy because their opportunities for expansion on the continent are quite limited. France can also earn VP by converting to Protestantism and having at least 5 Protestant Followers in France. For both England and France, converting to the new faith costs an action – which Ed quite appropriately labelled “Reform”. This could be a wasted action if Protestantism doesn’t end up spreading in that nation or if the Dynasty action still fails. But it’s a live issue. Among experienced players, I expect that the Papacy player and the Protestant player will spend a lot of their table talk trying to convince England and France to side with them in religious terms.  

Grant: What is the layout of the board?

Clint: I made the map as simple as possible. There are 7 land spaces: Spain, France, Germany, England, Austria, Italy and the Ottoman Empire. There are 2 sea spaces: the Atlantic and the Mediterranean. And that’s it! But you will find that this still provides plenty of interesting strategic choices, as there are 6 factions crammed into these 9 spaces. So, like the proverbial “knife fight in a telephone booth,” players are stuck in fierce competition from the very beginning. For example, the Papacy, France and Habsburgs all have some presence in Italy in the game’s set up. Plus, there are pieces from neutral nations there – like Venice and Florence. So inevitably there be some conflict there!

Grant: Why did you feel area movement was the best approach? What strategic decisions are forced upon the players by the layout?

Clint: Honestly, I didn’t want this to be game about operational level maneuver, more about strategic level decisions and inter-faction dynamics. The map is very heavily abstracted. But you can see it this way. Every faction has a “homeland” space. The Habsburgs, being the hegemon of Europe, have two (Spain and Austria). Each faction will usually be aiming to keep its homeland secure while pushing into 1 or 2 other spaces. Taking control of a space is a big deal and will involve good timing, negotiation and applying just enough force. Some spaces – like Germany and Italy – will usually become battleground spaces with multiple factions vying for control.

Grant: What is the counter anatomy? What different units are included?

Clint: Like the map, the counter anatomy is as simple as possible. There is really no information on the counters other than their type. There are Armies and Fleets – which are the only military units in the game. There are also two religious “units” – Churches for the Papacy and Followers for the Protestants. These don’t fight and can’t move, but they are essential for the two religious factions to build up their influence and victory points. There are also counters for many other things – New World Territories, the Royal Heir for England, the Issues that can be won in a Debate, Knowledge, Wealth and a few other things.

Grant: What is the scale of the game?

Clint: There’s no specific ground or time scale as many things have been heavily abstracted. But very roughly you could say that each turn represents about 2-3 years and each army piece represents 5,000-10,000 men.

Grant: What actions do players have each turn? 

Clint: Players can choose two actions per turn. As explained above, they are different for each faction. But there are some similarities. I will give a list of the actions for each faction.

Protestants: Recruit, Campaign, Diplomacy, Preach, Study, Translate, Debate.

Papacy: Recruit, Campaign, Diplomacy, Preach, Study, Debate, Tithe, Build.

Habsburgs: Recruit, Campaign, Diplomacy, Conquistadors, Explore, Trade, Persecute.

England: Recruit, Campaign, Diplomacy, Explore, Trade, Dynasty, Reform, Persecute, Piracy.

France: Recruit, Campaign, Diplomacy, Explore, Trade, Reform, Persecute, Piracy.

Ottomans: Recruit, Campaign, Diplomacy, Janissaries, Piracy, Trade.

Many of these are self-explanatory but I will explain some of my favourite ones. Diplomacy means getting a Minor Nation on your side, or pulling one away from an enemy. These Minor Nations include Venice, Florence, Genoa, Hungary and Scotland and they have their own Armies or Fleets or both.

Piracy means using your Fleets to steal money from the enemy. Explore means trying to find a valuable New World Territory – worth VP and more income during Trade actions if you have a Fleet in the Atlantic.

The Persecute action means placing or removing Protestant Followers. The Reform action – available only to England and France – means officially converting your nation to Protestantism.

Dynasty is unique to England and represents Henry VIII trying to get an Heir (worth a VP). It’s a dice roll, but it’s easier when you’re Protestant to represent Henry being able to divorce and try with a different woman.

Janissaries is unique to the Ottomans and gives them a valuable +2 bonus in battle that turn. Conquistadors is unique to the Habsburgs and gives them a bonus on their Explore rolls – making it more likely that they will grab a New World Territory.

Grant: How does combat work in the design?

Clint: Very simple – add up your Armies/Fleets, add a D3 roll, the highest score wins. If there were a total of 7 or more units in the battle, the winner suffers 1 loss and the loser suffers 2 losses. Otherwise, the loser suffers 1 loss.

Clint: How do players obtain victory?

Clint: Every faction can score Victory Points (VP) in multiple ways. The margins here are very tight – typically the winning faction will score 5 or 6 VP while second and third place will have 4-5. So, a single point really matters. Every faction can score VP for control of spaces – this is hard to pull off as you need more Armies or Fleets in the space than all other factions combined. So, you might retain control of your own homeland, but taking control of another space is hard. Aside from control, each faction has other ways of getting VP:

The Protestants earn 1 VP for translating the Bible into all 3 languages (French, English and German), 1 VP for each space on the map with 5 or more Followers, 1 VP for each Issue you win in a Debate and 1 VP for having more Knowledge than the Papacy. So the Protestants need to focus on their religious actions – studying, translating and preaching.

The Papacy earns 1 VP for each Church they have on the map MINUS 1 for every 3 Protestant Followers on the map. They also earn 1 VP for having more Knowledge than the Protestants, 1 VP for each Issue they win in a Debate and 1 VP for having more Wealth than any other faction. So, the Pope also needs to focus more on his religious goals – but can also use the Tithe action to build up Wealth (for building Churches) and maybe get a point for rolling in cash.

The Habsburgs earn VP for each New World Territory they discover – and they are better at it than other factions because of their Conquistadors. They also earn VP for having 2 or more Churches in their homelands (Spain and Austria) and can earn VP for having the most Wealth.

The English earn VP for New World Territories and for having the most Wealth. They can also earn 1 VP for producing an Heir with their Dynasty action. The Dynasty action represents Henry VIII’s efforts to produce a legitimate male heir for his throne, and is easier if England becomes Protestant. England earns 1 VP if it converts to Protestantism and has 5 or more Protestant Followers in England. If it stays Catholic, it earns 1 VP for having 2 Churches in England.

France is basically like England but doesn’t have the Dynasty action. They will focus on military action, exploration and building up Wealth. If they stay Catholic they will want the Pope to build up Churches in France, if they go Protestant they earn VP for having 5+ Protestant Followers in France.

The Ottomans are the most straightforward – they can earn 1 VP for having the most Wealth but mostly they just get VP for control of spaces – they earn 2 per space instead of 1. They are an expansionist juggernaut and don’t care about the religious squabbles in Europe.

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

Clint: I think it gives you an understanding of the key inter-factional dynamics of the Reformation era using mechanics that are simple to understand and easy to enact.

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

Clint: The asymmetry, the simplicity and the interaction between the players. I’m also really happy with the “bot” rules which allow you to play at anything from 1 to 6 players, with non-player-controlled factions run by a simple dice-based action sheet.

Grant: What has been the response of playtesters?

Clint: Very positive. Every play-tester has said the game is really fun and easy to learn, their only suggestions have been refinements to improve the balance between the 6 factions. For example, one play-tester noticed that the Debate action was under-powered and that the Protestants and Papacy were scoring fewer VP than the other factions on average. Changing the Debate action to winning “Issue” markers (worth 1 VP each) solved both problems. This is why play-testers are so valuable!

Grant: What other designs are you working on?

Clint: A lot! I will share a few of them with you.

First, there is One Hour Napoleon and One Hour WW1, sequels to my game One Hour WW2. Napoleon should be out this year, WW1 next year.

Then there is Messiah – my “Jesus COIN game” which is set in 1st century Roman-occupied Israel and lets you play as the Christians, Zealots, Pharisees or Romans. Similarly, there is “Testament” – my card drafting game on the entire Old Testament, inspired by 7 Wonders. These are still in development but they have a publisher and will certainly be made.

Anyone interested in my designs should follow me on X at @Clint_Davey1 to keep up to date with all the new releases. Thanks for having me on again!

If you have followed us for a while now, you know how we feel about Here I Stand: Wars of the Reformation from GMT Games. And, you know that we enjoy multi-player wargames. So, this one really seems to b simple and take in the concepts of negotiation and the asymmetry of each of the factions. I think that this game will be a good quick playing substitute for the longer and more involved Here I Stand experience. I cannot wait to get this one hopefully this year.

If you are interested in Reformation: Fire and Faith, you can pre-order a copy for $49.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/reformation-fire-and-faith/

-Grant

❌