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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #81: Baron von Steuben Trains the Continental Army from Washington’s War from GMT Games

Von: Grant
09. Juni 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.

#81: Baron von Steuben Trains the Continental Army from Washington’s War from GMT Games

Washington’s War is a war game, make no mistake about that. But, it is virtually impossible to win the game by focusing only on the field of battle. For that to happen, the Patriots need to completely drive the British forces out of the 13 colonies or the British need to wipe the American forces off the map. Both are extremely difficult and I would be surprised if any more than 1 out of 30 games ended in such a way. Rather, the ultimate goal of the game is to have political control of the colonies. If at the end of the game the Patriots control 7 colonies, while holding the British to control of less than 5, they win. If not, the British win. Simple as that. So, you can see that battle is not the main goal but control is. And more importantly political control.

I really like this about the design and feel that the real core of the American Revolution was the groundswell of patriotism and the desire to live free from the shackles of an overseas monarch who cared little for the American way of life. This desire led great men of the time to sacrifice themselves, their livelihood and their families to further the true cause of liberty and build a truly free and democratic nation where individual liberty and freedom was prioritized over anything else. And yes, I realize that this nation was not perfect, not without contradiction but the concept of liberty helped to form a country that would lead to the ultimate freedom of all people.

Washington’s War is a Card Driven Game, and as such, relies on cards to provide to players the actions needed to play the game. The cards contain OPS Points which can be used to drive various actions, including such things as activating leaders, who in turn will then move with forces to attack, and also contain written text in the form of events. These events can be played only by the side they are intended for and if drawn and played by the opposing side, they can only be thrown away while granting a few possible actions, such as placing or removing Political Control markers.

In today’s entry, I have chosen this card to showcase one of my favorite events from the history of the American Revolution. The card for today is called Baron von Steuben Trains the Continental Army and has a dual focus. It will add Combat Units or CU’s to go along with General Washington but most importantly changes the balance of the game for battles. The card text reads “May be played by the American player in any Strategy Phase. He immediately places two CU’s with George Washington. The British Regulars’ Advantage combat DRM is permanently lost”. Now don’t get me wrong, gaining a free injection of 2 CU’s worth of fighting forces is a nice bonus for the Patriots but the real benefit of the card is that it changes the game. At the start of the game, the British receive a +1 Dice Roll Modifier (DRM) in all battles until what is called the British Regulars’ Advantage is lost. The British Regulars’ Advantage will be lost immediately if the British lose 3 or more CU’s in a single battle and of course, the British may also lose the British Regulars’ Advantage as a result of the play of this card. I very much like this card and it is very important for the hopes of the rebellion. I have found that the +1 DRM is really difficult to overcome for the Patriots and I found that my hopes in combat at the beginning of the game are almost always a 50/50 proposition. But once this card is played, that changes and I feel like the Patriots can better go on the offensive and openly hunt down and attack the British with confidence.

I have always been impressed with the Patriot effort to bring in professional soldiers from Europe to assist them in training and leading the Continental forces. Names like Marquis de Lafayette (France), Baron von Steuben (Prussia), Casimir Pulaski (Poland), Tadeusz Kościuszko (Poland) and Baron de Kalb (Bavaria) to name just a few. These European Generals had experience and knowledge, which were commodities that the Patriots didn’t have a lot of.

Friedrich Wilhelm August Heinrich Ferdinand Fresher von Steuben was a Prussian-born army officer who played a leading role in the American Revolutionary War by reforming the Continental Army into a disciplined and professional fighting force. His contributions marked a significant improvement in the performance of Patriot troops and he is consequently regarded as one of the fathers of the United States Army.

Born into a military family, Steuben was exposed to war from an early age; at 14 years old, he observed his father directing Prussian engineers in the 1742 siege of Prague. At age 16 or 17, he enlisted in the Prussian Army, which was considered the most professional and disciplined in Europe. During his 17 years of military service, Steuben took part in several battles in the Seven Years’ War, rose to the rank of captain, and became aide-de-camp to King Frederick II of Prussia, who was renowned for his military prowess and strategy. Steuben’s career culminated in his attendance at Frederick’s elite school for young military officers, after which he was abruptly discharged from the army in 1763, allegedly by the machinations of a rival.

In 1775, as the American Revolution had begun, Steuben saw a reduction in his salary and sought some form of military work; unable to find employment in peacetime Europe, he joined the Patriot war effort through mutual French contacts with American diplomats, most notably ambassadors to France Silas Deane and Benjamin Franklin. Due to his military exploits, and his willingness to serve the Americans without compensation, Steuben made a positive impression on both Congress and General George Washington, who appointed him as temporary Inspector General of the Continental Army.

Appalled by the state of Continental forces, Steuben took the lead in teaching soldiers the essentials of military drills, tactics, and discipline based on Prussian techniques. He wrote Regulations for the Order and Discipline of the Troops of the United States, which remained the army’s drill manual for decades, and continues to influence modern U.S. army manuals. Steuben also addressed widespread administrative waste and graft, helping save desperately needed supplies and funds. As these reforms began bearing fruit on the battlefield, in 1778, on Washington’s recommendation, Congress commissioned Steuben to the position of Inspector General with the rank of major general. He served the remainder of the war as Washington’s chief of staff and one of his most trusted advisors.

Baron von Steuben drilling American recruits at Valley Forge in 1778 by Edwin Austin Abbey.

According to Peter Stephen Du Ponceau, Steuben’s personal secretary and interpreter, “The Baron loved to speak of…his sans culottes (radical partisans, urban laborers, and common people of the lower classes during the French Revolution), as he called us. Thus the denomination was first invented in America…when, it could not be foreseen, that the name which honoured the followers of Washington would afterwards be assumed by the satellites of a Marat and a Robespierre”.

After the war, Steuben was made a U.S. citizen and granted a large estate in New York in reward for his service. In 1780, he was elected a member of the American Philosophical Society, a learned society that included many of the nation’s most prominent Founding Fathers.

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

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

-Grant

Interview with Larry Pinkerton Designer of And the War Came: American Civil War 1861-1865 from Pinkerton Games

Von: Grant
08. Juni 2026 um 14:00

While attending Buckeye Game Fest this spring, we were gifted a copy of a newly published game called And the War Came: American Civil War 1861-1865 from Pinkerton Games, which is published by Blue Panther LLC and Steve Jones. The designer and owner of Pinkerton Games Larry Pinkerton had been their earlier but had to leave due to some other pressing business and we were unable to meet but were very grateful for the game. Upon returning home, I reached out to Larry to see if he would give us a bit of an inside look at the design and he was more than willing to discuss the game.

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

Larry: Grant and Alex, first, thanks for the opportunity to tell you about myself, and my game, And The War Came. I’m a lifelong resident of southwest Ohio, from the Dayton area. I’ve got three great adult kids, each working on their families and/or careers. I’m now retired from both my civilian job, and my almost 34 years as a traditional Ohio National Guard member-last duty assignment as an Air Defense Brigade Commander-so now more time for hobbies. 

Now that And The War Came is finally done, I enjoy hanging with my kids, playing music, and traveling. I still do part time contract work in support of US Army training events, which I enjoy as well. And I hope to find more time for playing other wargames too!

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

Larry: I’ve always been interested in the American Civil War, and many years ago it came to me that a block style game and a strategic level treatment of that war would make a great game-one that didn’t really seem to be available, at least for what I was looking for. I’ve really enjoyed developing the game, adopting, changing or dropping processes, seeking to get at the right balance of playability, workable mechanics and good history. It took a while, but I’m happy with the results.  

Grant: What is your upcoming game And the War Came about?

Larry: And the War Came is a strategic level American Civil War game, focused on the southeastern United States. It started life as a block game, but when I decided to self-publish, I switched to rotatable counters due to cost. But play is similar-it’s area movement and card driven, so those familiar with Columbia style block games will recognize some of the mechanics.

Grant: What does the title mean in relation to the history of the American Civil War?

Larry: I bounced so many title ideas and finally settled on And The War Came, which is a sentence in Lincoln’s 2nd inaugural address (March 4, 1865). I felt that line summarized how the United States stumbled and staggered into civil war. And the wonderful Carte de Visite Collection images from the US Library of Congress I chose for the game box spotlight who the actual participants really were.

Grant: What games gave you inspiration for your design?

Larry: Columbia Game’s Hammer of the Scots and Victory Game’s The Civil War 1861-1865 were by far the strongest influences.

Grant: What is important to model or include in a game about the American Civil War?

Larry: Above all, I think it is leaders and leadership at the corps and army level. Any discussion of ACW campaigns seems to hit on the “what ifs” of senior leaders. There were simply so many generals I could have chosen to model in the game, but I finally settled on 22 Union and 19 Confederate leaders that did or could have risen to army or independent command. The formations on both sides were so similar, in my opinion it was the leadership that was truly decisive.

Grant: What challenges did you encounter in the design? How have you overcome them?

Larry: Wow, there were a lot; game flow, simple but historically accurate mechanics, relative strength and play balance, rail and naval capacity, re-playability, map scale-all had to be refined through trial and error, playtesting and compromise. And countless rulebook edits! Rules concepts I thought made perfect sense in my head and on the page drew several questions when reviewed by others. But I think it’s a pretty good final product.

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

Larry: Regional area movement, and seasonal turns, representing three months. The map is bounded by eastern Kansas to eastern Texas on the western edge, New Jersey to northern Florida along the Atlantic Coast, lower Midwest on the northern edge, and Gulf of Mexico on the southern. Most states contain 4 to 10 areas-states with better road networks tend to have less areas. But there is more territory than units to control it. Fortress cities (i.e. Washington, D.C.), major railroads, navigable rivers, and mountains and swamp areas are also portrayed on the map. Rail and naval support capacity change each year.

Units represent infantry or cavalry corps, with a strength of from 1 to 4 divisions, or forts representing 1 to 4 installations. Unit count is: Union-33 Infantry counters, 10 Cavalry counters, 5 Fort counters, Confederate-26 Infantry counters, 8 Cavalry counters, 8 Fort counters.

Grant: What is the counter anatomy?

Larry: Very straightforward if familiar with Columbia style block wargames-a mechanic I have always admired for simple and clean fog of war, step reduction, and ranged or initiative combat. \Counters are square with strength point symbols (divisions) arrayed along each edge, plus movement and combat ratings. Infantry has a combat value of C2 with a move allowance of 1. Cavalry has a combat value of B1 with a move allowance of 3. Forts have a combat value of A1 with a move allowance of 0-they are stationary. There are also corps insignia (Union) or battle flags (Confederate) just to add historical flavor, and the branch insignia of the period for infantry, cavalry or forts. Ultimately, I chose to give similar units of both sides the same combat or movement ratings (since both Union and Confederate formations grew from the same organizational foundations and traditions), but those ratings can be modified by the leaders who command them, both at corps and army levels, and/or the battlefield terrain.

Grant: What does it mean the “game is We Go turn based”?

Larry: Most functions are conducted by both players at the same time. For example, in the Administration Step, both players recruit (buy) their new units/strength points, enter new or recovered from wounds generals, or administratively move/transfer generals already on the map to new assignments/commands. When both players are done, they go to the next step, (Operations), with Action Phases where each plays a card to determine who moves first, they complete their moves and then resolve any battles that result from movement. The Logistics Step and Victory check complete a turn.

Grant: What type of experience does this approach create?

Larry: It minimizes down time for one. Actions in the Administration Step, Operations Step, Logistics Step happen simultaneously. Only in the Operations Steps’ Action Phase (or depending on the season, phases) does movement happen sequentially. This limits the action/reaction dynamic to operations, where maneuver happens in small chunks due to the seasonal card play. Neither side is able to make big sweeping moves, while the other side can only watch-the mechanic enables campaigns like Gettysburg or Vicksburg, although they may not necessarily occur during the course of play.

Grant: How does the game use cards?

Larry: Cards list the number of “orders” you can issue to units in order to conduct movement or other actions. There are also cards with both events and orders where players must choose which to use. And most cards have a bonus action (improved combat, movement, or leader promotion) to spice things up. The season determines the number of cards each player receives that turn. The Winter season/turn, each player receives only one card-in the single Action Phase, each player compares their card to the other player’s to determine who moves first (initiative), then second, then resolve any combats. This makes for a short turn. In both Spring and Fall seasonal turns, players receive two cards each, then play their cards against each other in each of the two Actions Phases, conducting moves and combat. In the Summer seasonal turn, three cards are dealt to each player-thus there are three Action Phases that turn.

Grant: What type of cards are included? Can you share a few examples?

Larry: There are 30 cards in the common game deck (there are not separate unique decks for Union or Confederate players). The deck includes 22 orders cards, each card with a value of 1, 2, 3, 4 or 5 orders. The orders determine how many units (corps) or commands (see Leaders below) can be moved with that card-a card with only one order allows the movement of only one unit, etc. Orders can also be used to promote generals or repair rail roads, etc. Again, most, but not all of these 22 cards also have a bonus that improves movement, or combat for a unit, or gives a free general promotion.

There are also 8 cards that include a combination of orders and events such as blockade impacts, partisan activities, native uprisings, surprise attacks, diplomatic incidents, immigrant or native recruits, or spy activity-each event with favorable impacts for themselves, or negative impacts for the opposing player. I chose for the event cards to be generic in nature and usable for both sides, verses specific events (i.e. Trent Affair) scripted events. For these 8 cards, players have the option to play the event and still have two orders to move other units, or not play the event at all, and have all three orders for movement.

The entire deck is reshuffled at the start of a new year. Since each player only receives 8 cards in a four season/turn year, only 16 of the 30 cards are played each year-some cards may not get played during the entire war, while others may reappear several times.

Grant: How does combat work?

Larry: Again, similar to other Columbia style block games.

Paraphrased from the rulebook:

Units Fire or Retreat in a combat round. The sequence of combat is A class units fire/retreat first, before B class units, followed by C class units which fire/retreat last. If both sides units are the same class, the defender has the advantage, and fire/retreat before attacking units of the same class. A general’s initiative rating may change who has the first shot advantage. To Fire, roll as many dice as the unit’s current strength points (SP). A hit occurs for each die roll equal to, or less than the unit’s combat number rating. Hits on the enemy take effect as they happen, each hit immediately reducing the enemy unit strength point count by one. Say a 3 division (SP) infantry corps has a combat rating of C2-that corps rolls 3D6 dice and every “1” or “2” rolled is a hit, reducing enemy strength and effectiveness when returning fire. In a battle between a B1 cavalry unit and a C2 infantry unit, the B1 rolls first, but only scores a hit for each 1 rolled. The C2 rolls second and scores a hit for each 1 or 2 rolled. One round of combat is complete when each unit fires or retreats.

Some unit strength may be recovered at the end of combat if the unit is not destroyed-with this recovery rule I’m trying to account for after the battle return to duty wounded, stragglers, local prisoner exchanges, etc. I was aiming for about 20% casualty rates in combat.

Grant: How do Leaders work? How are they killed or wounded?

Larry: Leaders are used to command corps or armies (units under the command of a general are actually called “commands”, i.e. Sherman’s command). A leader imparts his initiative (A, B, or C class) and tactical ratings to the unit or units he commands. In Sherman’s case, he changes a C2 infantry corps under his command to a B2. A leader’s initiative and tactical ratings may change at different ranks. And I’ve added optional rules to randomize when leaders enter the game, and their ratings.

Leader counters also rotate-they all enter the game as a one star general. They may be promoted to two or three star rank. Grant and Sherman can even be promoted to four star (GEN) rank as they historically became army group commanders. A one star general (BG) controls one corps counter; a two star (MG) may command one or two corps.

The only way a leader can be promoted to three stars (LTG) rank is to take command of one of the 5 named armies: Potomac, Cumberland, and Tennessee for the Union; Northern Virginia and Tennessee for the Confederacy. Named armies may contain four or more corps, depending on the army. And only named armies may have subordinates of one or two star rank. If a three star army commander is relieved of command, there is a political cost, and the leader reverts to one or two star rank.

Leaders also represent staffs and logistics trains, so commanded units may engage in two rounds of combat, whereas corps without a commander may only initiate one round of combat-so even lower quality leaders can be beneficial since they allow you to fight an additional round. Most leaders also increase the movement allowance for infantry to 2 instead of the base 1.

And yes, leaders may be wounded, killed or captured. At the end of each combat which involved leaders, a leader casualty assessment is rolled-lower ranked leaders are more likely to be casualties. If assessed as a casualty, another D6 is rolled for severity of wound. Rolls of 1 through 5 indicate the leader is out for that many turns. A roll of 6 means the leader is killed. And if a commanded unit is destroyed but the leader is not killed or wounded, the leader is captured. Captured leaders may be exchanged as prisoners.

Grant: How does the design create fog of war and uncertainty?

Larry: The counter covers hide counter information until opposing units engage in combat. Of course, leader losses will occur, which adds to uncertainty. The cards also provide for a lot of variability in maneuver. And the strength replacement recruiting is a combination of fixed values for the year, plus a die roll for variable recruits each season. Recruitment strengths diminish for both sides over the course of the game. There’re several optional rules that address the Emancipation Proclamation, Drafts, Leader randomization, etc. to add historical flavor or variability to the game.

Grant: Who is the artist for the game?

Larry: I did the artwork…in MS PowerPoint. Whew, not the easiest thing to do! But I’m happy with the results. I used public domain art and was able to generate nice graphic quality with the tools available. And I found you can only go so far in development before you have to start addressing production concerns. And the War Came is definitely a game on a budget!

Grant: How is victory achieved?

Larry: Quite simply, players must accomplish more than their historical counterparts in the same period, for example the 1862 scenario, when the Border States, most of Tennessee and New Orleans were in Union hands by year’s end. So, victory usually means holding more territory, but there are also war weariness and political factors that contribute to, or detract from, victory. Examples are the midterm elections of 1862, Presidential elections of 1864, and weariness of the northern population.

Grant: What do you feel the game models well?

Larry: The overall ebb and flow of the conflict-using corps formations on a large area map just works well. And although there are abstracted naval and logistics rules that function well, I chose to focus on the senior commanders and Lincoln’s and Davis’s struggles to find effective military leadership for their troops at corps and army levels. And I think I’ve got the right level of political factors that contributed to the War’s outcome factored in. It’s hard for the CSA to win, but if the USA sits on it’s hands to build strength and perfect its leadership, the USA will lose. The USA must take the fight south early and often-and that’s a lot of territory to cover.  

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

Larry: There’s so many classic ACW titles out there that cover the entire scope of the war in great detail, and yet I think And the War Came fills a niche. For those familiar with board wargames, it’s not overly complex and it plays fairly quickly. I like the unknowns and fog of war, and think the re-playability is there. The historical framework is solid. I tried to not model for effect, so historical campaigns and outcomes are certainly possible, but not preordained. I wanted an interesting beer and pretzels game, one that both those familiar and unfamiliar with the ACW could enjoy. Again, I’m satisfied with the results.  

Grant: What other designs are you contemplating or already working on?

Larry: I think if there’s another one in me, it’ll be a strategic treatment of the American Revolution-but to model that conflict will take some work, initially just to get the scope right, and factor in the interrelationship with the wider Anglo-French conflict.

Oh, and I must add a hearty thanks to Blue Panther Games, for their great production and distribution support! I just couldn’t nail down a publisher-but after consulting with Steve Jones (BPG) I realized I could partner with Blue Panther and do it myself! I would recommend them to any aspiring designer who’s interested in self-publishing.

If you are interested in And the War Came: American Civil War 1861-1865 from Pinkerton Games, you can order a copy for $65.00 from the Blue Panther LLC website at the following link: https://www.bluepantherllc.com/products/and-the-war-came

-Grant

Video Review: Line of Fire: Burnt Moon from Osprey Games

Von: Grant
07. Juni 2026 um 14:00

A group of black-hat hackers known as POSIWID plots to hijack the moon Io and hold the entire Jovian power grid to ransom. Standing in their way are the ultra-corporate LFA, the constructors of the lunar energy facilities. Both sides have engaged a fleet of ROV – advanced remotely-operated robots — to battle across the treacherous landscape.

The machines are activated. Initiate combat sequence. The battle for Io has begun.

Line of Fire: Burnt Moon is a standalone 2-player card game that fuses the lean deck-building of the award-winning Undaunted Series with fast-paced lane battling. Sharp decision-making and clever positioning combine in a nail-bitingly tense, endlessly replayable, and lightning-fast experience.

-Grant

Unboxing Video: Small Wars: Mohicans from Wisdom Owl

Von: Grant
06. Juni 2026 um 14:00

Small Wars: Mohicans is the first game of the Small Wars Series and covers the French & Indian War of the mid-18th century, and is based on a popular 1983 Canadian boardgame called Mohawk. Mohicans starts in 1754 and continues to 1760, which historically was the year after the conquest of Quebec by British forces (a founding event in the creation of modern Canada).

In Mohicans, the powerful regular forces of Britain fight for control of north-eastern North America against the mixed regular and irregular forces of the French and their local allies. The forces of both sides are bolstered by local militia units and other irregular forces, such as the famous French Couriers des Bois or British Rangers, and the arrival each year of more regular reinforcements from Europe.

While the British have the edge in firepower and numbers, the French have better mobility and their Indigenous allies can make effective use of terrain, particularly the massive forests that covered eastern North America at the time. The British are also more vulnerable to having their supply lines cut off.

Both sides seek to curry favour with the powerful but neutral Iroquois Confederacy, as an alliance with them is an enormous strategic advantage. With each major victory on the battlefield, one of the six tribes of the Iroquois will offer its support to the winning side. Get the support of all six tribes, and the Iroquois will join the fight.

To win the game, the British must hold three of the French cities and towns of Louisbourg, Frontenac, Duquesne, Montreal and Quebec (and at least one must be Montreal or Quebec). If they don’t do this by 1760, the French win by default.

The French can also win by holding the British cities of Albany and either New York, Boston or Philadelphia. This will be a tall order for the French but they can take comfort in the fact that the British, like NATO 250 years later have the watches, but the French have the time…

Combat occurs at the different locations, after the seasonal movement has been processed. It covers different battles, such as ambushes in woods, landings, raids on enemy villages and towns, field battles or forts assaults.

During the Winter between each of the 7 years of the war, reinforcements are received, militias and Indians are mustered and forts can be built.

-Grant

April 2026 Monthly Debrief Video – Operational Level Wargames

Von: Grant
05. Juni 2026 um 14:00

The April 2026 Monthly Debrief Video, which is the 4th episode in Season 6 of this series, saw us discussing Operational Level Wargames to fill out our video trilogy on Tactical (November 2024 Season 4 Episode 11), Operational and Strategic (July 2023 Season 3 Episode 7) games.

Also, as usual, we covered the games we played in April as well as the games we plan to play in May.

We will remind you here that we are fortunate to be continuing our relationship with Noble Knight Games as the sponsor for our Monthly Debrief Video series. In case you don’t know, Noble Knight Games specializes in hard to find games but also carry all the new releases. But what makes them truly unique is that you can find some of the rarest games, long out of print games, hand made games, imported games from overseas, etc. Thanks to them for their sponsorship and we hope that you will consider them first when looking for the games we cover.

-Grant

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation – Action Point 3

Von: Grant
04. Juni 2026 um 14:00

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation is a block wargame that recreates the First Carlist War in the North of Spain which was a civil war between the Carlists who supported the succession of the late king’s brother Carlos de Borbón and the progressive and centralist supporters of the regent Maria Christina acting for Isabella II of Spain who were referred to as the Liberals. The game uses blocks representing units but also includes counters and uses cards. I was able to play the game about a month or so ago with Francisco Ronco who owns the publishing company Bellica Third Generation and very much enjoyed the game and how it represented this interesting struggle.

In Action Point 1, we took a look at the Game Map, discussing the point-to-point movement configuration, the various spaces and the delineation of the Carlist versus the Liberal Zones, as well as explained the use of the Rest of Spain smaller map. In Action Point 2, we examined the units available to both sides and covered the importance of Supply. In this Action Point, we will take a look at the Carlist Uprising Phase and what it means for the game.

Carlist Uprising Phase

The map of the Regions of Spain, or Rest of Spain Map as it is referred to in the rules, is smaller and simpler than the Game Map itself and is a separate board that plays along side the main board. It consists of 9 large regions that cover large territories of Spain. This map’s purpose is to record the spread of the Carlist Uprisings, to enable Carlist expeditions to operate and for the Liberal player to chase and hunt these expeditions down. The Rest of Spain Map is divided into regions and each region has a Carlist Uprising Level of between 0-3. Also, there are 2 regions, including Valencia-Murcia and Catalonia, where the Carlist Uprising Level cannot fall below 1, reflecting the intensity of Carlism in these regions. The Carlist Uprising Level cannot ever be less than 0 (or less than 1 in Valencia-Murcia and Catalonia which is the printed value on the Rest of Spain Map) or more than 3. Any effects that change the Carlist Uprising Level below or above these numbers is simply ignored.

The Carlist Uprising Phase begins with a roll on the Carlist Uprising Table to determine any effects that will be carried out this turn. Then, if there is an existing active Carlist Expedition on the Rest of Spain Map, the Carlist player may attempt to increase the Carlist Uprising level in its region. This increasing of the Uprising Level is like a wave. A wave that starts out small with presence of unrest being only in a few spaces on the Rest of Spain Map, but it will soon get out of control and turn into a tidal wave that can crush the Liberal player if they have not being paying attention to the situation on the board.

The Carlist player will roll 2D6, sum the result of both of the dice, and then will consult the Carlist Uprising Table found on the Rest of Spain Map to find and then apply the result. If you know anything about the probability of the outcome of this 2D6 roll, the most likely outcome is 7. There are 36 total possible combinations when rolling 2D6 and there are 6 different ways to get to a result of 7 including 1+6, 2+5, 3+4, 4+3, 5+2, and 6+1. So generally your spread will be around that 5-8 range, which according to the Carlist Uprising Table means that you will see the Uprising Level increase in places like Castile-León (result of 5), no increase (result of 6), Valencia-Murcia (result of 7) and Catalonia (result of 8). But it is also important to remember that the highest a region can attain is 3 and if it is rolled then the Carlist player will choose to increase the Carlist Uprising Level in 1 adjacent region.

The next step of this phase is the Expedition portion. If there is any active Expedition on the Rest of Spain Map then the Carlist player can attempt to increase the Uprising Level in each region where there is an Expedition, as long as there are more Carlist units than Liberal units there. The number of Liberal Infantry and Cavalry units in the region is subtracted from the number of Carlist Infantry and Cavalry units forming the Expedition. The Carlist player then rolls a die, and if the result is equal to or less than this number, the Uprising Level increases by +1. An Expedition cannot increase the Uprising Level in a region where the level is already 3 and there is no adjacent spill over of this furor.

The units of the Liberal player can move on this map at all times. The units of the Carlist player cannot enter the Rest of Spain Map before 1835. It is important to keep in mind the Carlist player can only have a single active Carlist Expedition on the Rest of Spain Map in 1835, and a maximum of 2 Expeditions from 1836 onwards.

So why is this part of the game important? Uprisings can provide Victory Points to the Carlist player. In addition to VP’s, Uprisings provide replacements for Carlist Expeditions and feeds the spread of rebellion on the Rest of Spain Map. There is a track on the map where the Carlist player keeps an accounting of the the Carlist Prestige marker to gain VP’s. If the amount of regions with an Uprising Level of 3 is at 3 or 4 regions, the Carlist player will gain 1 VP. If there are 5 or more, the Carlist player will receive +2 VP’s.

But there are other benefits to the players that come as a result of the Uprising Level on the Rest of Spain Map. For the Liberal player, at the end of each year for each region that is empty of Carlist Expeditions and has an Uprising Level of 0 or 1 (no 2’s or 3’s), they gain 1 Replacement Point in 1834-1835 and 2 Replacement Points in 1836-1837. Think of it this way. If there are no Carlist troops threatening the local Liberal supporting public, they are more willing to provide their sons to the military to fight the rebellion. But, if the Carlist fire of uprising has spread and there are active Carlist troops in the streets there will be less support for the Liberal cause.

Also for the Carlist player, if at the start of their turn there is an Expedition on the Rest of Spain Map and there are 5 or more regions with an Uprising Level of 2 or 3, they will gain +1 Action Point that can only be used to move or recruit Expeditions. Once again, if the groundswell of support is leaning toward the Carlist, the local populace are more in favor or supporting these Expeditions and expelling the Liberal from the region.

As you can see, there are a great deal of benefits for both players from the Uprising Level but there seem to be more impactful benefits for the Carlist player. If they can control the Rest of Spain Map, and dot the landscape with support and uprisings, they can win the game handily. But don’t worry, the Liberal player has an action available to them for combating and reducing the Carlist Uprising level in a region. This action is called Suppress Uprising.

Suppress Uprising is where the Liberal player can attempt to reduce the Carlist Uprising Level in a region by spending 1 Action Point and rolling 1D6. If there are no Liberal Infantry or Cavalry unit in the region, or if no
unit takes part in the action, if the result is equal to or less than the Carlist Uprising level, then the attempt has no effect. If the result if higher than the Carlist Uprising Level, then the level is reduced by -1. If there is at least 1 Liberal Infantry or Cavalry unit in the region that takes part in the action, for each Liberal Infantry or Cavalry unit after the first that participates in the action, the Liberal player adds +1 to the roll. But there are possible losses that come with using your troops in this manner.

If the result is less than the Carlist Uprising Level, then the attempt has no effect. If the result is equal to the Carlist Uprising Level, then the level is reduced by -1, and one Liberal Infantry or Cavalry unit loses 1 strength point. If the result is 6 or more, then the Uprising Level is reduced by -2. So there is incentive to make sure you use your troops in this action. A bit risky but useful and definitely worth the risk.

An Impossible War is a fantastic design that attempts to capture the historical aspects of this titanic struggle for the throne of Spain in the mid 19th century. Historically, the Carlist forces who were defenders of traditional monarchy, regional privileges, and the Catholic Church, were a minority faction fighting an overwhelmingly larger, richer liberal government. The uprising phase reflects how the Carlists compensated for this disparity by forcing the Liberal government to fight on multiple fronts and suffer from logistical nightmares across hostile terrain. The Carlist Uprising Phase, and the use of its auxiliary Rest of Spain regional map, forces some really tough dilemmas on the Liberal player. They must attempt to divide their forces between the main Game Map and the Rest of Spain Map to prevent the opposition Carlist forces from overwhelming the home territory in the north. It serves as a vital strategic balancing act for the Liberal player that cannot be ignored and must be dealt with systematically and somewhat evenly. Too much focus on the Rest of Spain Map and the situation on the Game Map will quickly snowball and they will lose control. Focus on the situation on the Game Map and the protection of Cities and Towns and the Carlist Expeditions will gain momentum and turn the countryside red. While the primary war centers on the rugged terrain of northern Spain (Navarre and the Basque Provinces), the uprising mechanic abstractly models scattered insurgencies across the rest of the country. And as you know, insurgencies can be very unpredictable and difficult to contain. You stamp out one area only to see a fire start in another. The Liberal player must divert troops and supply resources to the secondary map to quell these localized rebellions and hunt down Carlist expeditions originating from the north. And, the important thing for the Carlist player and the expansion of the uprisings and the success of their expeditions is the possible generation of generation of Prestige and Victory Points, which is really crucial to their path to victory.

In Action Point 4, we will take a look at the activation system and the use of Action Point Markers.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #80: Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Von: Grant
03. Juni 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.

#80: Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games is a Card Driven Game for two players set during the final hundred plus years of the Western Roman Empire as the Barbarian tribes in the north came down with a vengeance as they clashed with civilization and carved out their place amongst it. The time period covered in the game is from the death of Constantine the Great (337 AD) to the deposition of the last Western Roman Emperor by Odoacer in 476 AD. The Roman player will command the Roman Legions loyal to the failing central authority and those Germanic peoples who have settled peacefully inside the Roman Empire, while the Barbarian player leads Usurper Emperors, and controls the migrations of the Germanic peoples, who are the Barbarians at the Gates. This game is really quite good and feels very much like a wargame even though it is a Card Driven Game. There are lots of opportunities for troop movement, combat and maneuver. And I really liked that. The game is a Card Driven Game and the use of cards is all important and very well done. Each player has their own unique deck of cards that are used and these cards are sometimes removed from those decks when played for an event and also new cards will be added to the deck after each turn. The cards played during a player’s impulse which are not used for the Event are then used for their Operation Points value. These Operation Points can be used for many purposes including Activating a leader, Forced Marches, Raiding, Reinforcement, Migration and Successful Usurpation.

The real trick to the cards is to plan out how you are going to use them to your advantage but also how best to use them. Activating Leaders is very important as you can then move them to attack, defend, change control of areas and other actions. Activating a leader depends on their strategy rating (the lower the strategy rating, the better). When a leader activates from a card, they receive a number of Action Points which can be used for movement (1 over highway, 2 over rough or river connections, 3 over strait or for naval movement), continuation after battle (a kind of advance after combat), changing control over unfortified spaces and sieges of fortified spaces. But the cards also are very mean spirited. What do I mean by this? Well, in our first play, I was carefully using my cards to build up my armies to fend off the initial attacks of the Barbarian hordes. I also had begun to build somewhat of a super stack as well to attempt to foray into England and take on the Barbarians there. As I did this building up, I was unaware of the nasty nature of some of the cards. Some of the cards, both for the Barbarians and Romans, allow a play that will turn a single leader and their entire stack into either a Usurper or a Pacified Barbarian Settlement. Both are equally nasty and you have to keep in mind that you can have your best armies simply taken from you and turned to your enemy.

And this concept of taking your best armies away from you, either as the Roman player or the Barbarian player, is well demonstrated with the play of the Rome Offers Settlement card. This card literally allows the Romans to resettle a Barbarian Tribal Marker, along with any combat units with the marker to a Loyalist Provincial Capital. The play of this card at the right (or wrong) time can lead to serious issues on the front lines. Playing the Rome Offers Settlement card simulates foederati diplomacy, allowing the Roman player to integrate migratory tribes into the empire and to gain access to additional manpower to defend the frontier. The mechanical effects include that the selected Tribe will now be aligned with Rome and becomes allied to the Romans. This will lead to the Barbarian Control Marker being removed from the target tribe’s space on the Tribal Alignment Track. The real benefit is that the Roman armies don’t have to risk loss and time in fighting the Barbarians targeted but also provides somewhat of a defensive buffer as the settled tribes will serve as a guard on the frontier, protecting specific Roman provinces and providing a strategic military advantage against other hostile invaders. This card is very important and can be considered essential for the Roman player, as allying with these tribes limits barbarian raiding opportunities and provides crucial resources needed to survive later waves of invasions. Also the preservation of army strength gives an immediate benefit to other ongoing campaigns against other invading tribes. I love this card and the concept from history that it attempts to inject into the gameplay.

Foederati were peoples and cities bound by a treaty, known as foedus, with Ancient Rome. During the Roman Republic, the term identified the socii, but during the Roman Empire, it was used to describe foreign states, client kingdoms or barbarian tribes to which the empire provided benefits in exchange for military assistance. The term was also used, especially under the empire, for groups of barbarian mercenaries of various sizes who were typically allowed to settle within the empire.

The term foederati had its original usage and meaning extended by the Romans’ practice of subsidizing entire barbarian tribes such as the Franks, Vandals, Alans, Huns and the Visigoths, the last being the best known, in exchange for providing warriors to fight in the Roman armies. Alaric I began his career leading a band of Gothic foederati. At first, the Roman subsidy took the form of money or food, but as tax revenues dwindled in the 4th and the 5th centuries, the foederati were billeted on local landowners properties, which became identical to being allowed to settle on Roman territory. Large local landowners living in distant border provinces on extensive villas, which were largely self-sufficient, found their loyalties to the central authority, which were already conflicted by other developments, further compromised in such situations. As loyalties wavered and became more local, the empire then began to devolve into smaller territories and closer personal fealties.

A 20th-century depiction of Alaric parading through the streets of Athens after conquering the city in 395 AD.

Here is a look at our unboxing video:

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

I also wrote a First Impressions post on the game and you can read that at the following link: https://theplayersaid.com/2022/11/08/first-impressions-barbarians-at-the-gates-the-decline-and-fall-of-the-western-roman-empire-337-476-from-compass-games/

In the next entry in this series, we will take a look at Baron von Stueben Trains the Continental Army from Washington’s War from GMT Games.

-Grant

Interview with Petter Schanke Olsen Designer of Crown & Courage from Tompet Games

Von: Grant
02. Juni 2026 um 14:00

We have played 2 of Tompet Games previously released games with the only not having been played called Kill the King from 2016. First was Donning the Purple, which is an asymmetrical king of the hill game with a bit of worker placement that deals with the players managing the glory of wealthy and powerful Roman families, and their second game called Halls of Hegra, which is a solitaire-only wargame in the same vein as Euro-based games such as Robinson CrusoeThis War of Mine and Dead of Winter. The mechanics include worker placement, bag building, and area control/tower defense and the goal of the game is to survive wave after wave of German troops as they assault the secluded mountain fortress at Hegra.

Both of these games are excellent and they are now embarking on their fourth game called Crown & Courage that tells the story of the German invasion of Norway in 1940 and the royal family’s defiance and ultimate escape from the country to avoid capture and funding of the German war machine. We asked the designer Petter Schanke Olsen if he would be up for one of our interviews and he was more than happy to share.

If you are interested in Crown & Courage, you can learn more about the project and back it on the Kickstarter page at the following link: https://www.kickstarter.com/projects/tompet/crown-and-courage

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

Petter: Thank you for having me. It’s an honor to be featured here. I have been a big fan of The Player´s aid for many years. 

I’m a 40 year old geek from Norway. I’m very interested in history. Mainly WWII and Ancient Rome. So I try my best to make games from those eras.

During my day job I work for the government, making educational material for kids who are deaf or hard of hearing. My main area is video production. 

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

Petter: I have always liked to make things. One day, many years ago, I was thinking about flanking on medieval battlefields and thought that would make an interesting game mechanic. I made a small prototype for a boardgame based around that called Kill the King. 6 months later I ran a small but successful Kickstarter for it and I have never looked back. The feeling of seeing random people enjoying a game I have made is very rewarding.

Grant: What is your upcoming game Crown & Courage about?

Petter: Crown & Courage is a solo game where you step into a desperate race against time as Norway collapses under the pressure of the German invasion during the early days of WWII. Your goal is to guide the King and the royal family to safety while evacuating as much of the nation’s gold as possible. 

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

Petter: When I was 18 I spent a year in the royal guard here in Norway and during that period we learned a lot about these events. I have always wanted to make a game about this subject but I have been skeptical about doing games based on Norwegian history because it is a little known story internationally. After seeing the international success of our previous game, Halls of Hegra, I realized that I don’t need to worry about that so here we go! 

Grant: What is your design goal with the game? 

Petter: My design goal for this game is the same as all my other games. I want the player to feel the same level of stress and weight of making the right decisions with limited resources as the real people in history. In Donning the Purple for example, a game about being the roman emperor, I wanted the players to feel the burden of everyone trying to kill you so they could be the new emperor. In Crown & Courage I want the player to feel the pressure of seeing the Germans advance through Norway, trying to capture you and occupy the towns while you have to make hard decisions about what to do next.  

Grant: What from the German invasion of Norway in 1940 was most important to model?

Petter: It was important to model how poorly prepared and equipped the Norwegian army was for an invasion. The Norwegian troops in the game for example, can only defend and not counter attack. But they were good at slowing down the enemy by sabotage, and that is a big part of the game (and also one of my favorite mechanics)!

Grant: What sources did you consult about the details of the history? What one must read source would you recommend?

Petter: I have read several books about the topic and biographies of King Haakon. But I would actually recommend watching a movie about the same topic called The King’s Choice. It’s great!

Grant: What is the goal of the game?

Petter: To reach safety with the royal family at the northern part of the map. And at the same time successfully evacuate Norway’s gold reserves. Historically the evacuated gold was used to fund the government in exile and the Norwegian trade fleet.

Grant: What is the layout of the board? 

Petter: The two main components of the board are the map over southern Norway and the grid where you place your actions. There are also other minor tracks and systems. I also try to include much of the rules on the board itself so you don’t have to look in the rulebook all the time. This aids the players in playing the game.

Grant: How important are the cities and what happens when they become German occupied?

Petter: The cities are very important. If all of them are occupied you lose the game! Every time a city is occupied you have to resolve everything that is revealed on the Occupation Track, and that becomes increasingly bad as each new city is occupied.

Grant: How do the Norwegian troops defend against the Germans?

Petter: The battle system is kind of like our first game Donning the Purple. The Germans only move forward into battle if they have more strength than you. You can however spend action cards to boost your strength. You can also choose to spend extra morale in each battle to make a valiant defense and take out more German soldiers.

Grant: Can you talk about the grid system in the game called the Order Grid?

Petter: This is the main mechanic of the game. You choose an order tile and place it into a space on the 3×3 grid. This is your primary order this turn. Now you must choose the horizontal or vertical line that intersects with the chosen primary order. If the line you choose has other order tiles you will also resolve them. This makes your turns more powerful over time and can make for some interesting combos. Some of the orders you can choose among are Evacuate, Rest, Inspire, Sabotage, Upgrade and Strategize.

Grant: What are the difficulties the player must deal with in the form of Stress, Morale and Threats?

Petter; Stress is something that the King will gain throughout the game. When the Stress Level is too high you will lose Willpower. Willpower is used to decline demands from the Germans each round. If the Willpower runs out you lose the game. After you lose Willpower the Stress Marker resets but it can never be lower than the current Threat Level, so it might not reset as low as before. Morale reflects the morale of your troops and population. You can also use morale to draw extra cards or be more efficient in your defense

Grant: How does the player manage these?

Petter: Stress is reduced by taking the Rest Order. Morale is increased by the Inspire Order and Threat is lowered by Discarding Cards.

Grant: What are the German Demands?

Petter: At the end of each round the Germans will send demands. They will for example demand that the King resign. You can choose to ignore this at an increasing cost or decline the demands but that costs Willpower and is a diminishing resource. Historically, Germany demanded that Norway cease all resistance and submit to a German military occupation. Specifically, they demanded that the Norwegian government allow German troops to land unopposed to establish naval bases, secure vital Swedish iron ore shipments, and prevent the Allies from using Norway as a battlefield.

Grant: How does the German bot work?

Petter: The Germans are controlled by the grid system. Their actions are placed around the 3×3 grid. When you choose and place your primary order the Germans will resolve their actions (which is framing the grid system) that intersect with the primary actions. Each action will resolve 1 time per revealed German symbol on the grid. It is a pretty cool system and I’m pretty pleased with it.

Grant: What type of challenge does it create?

Petter: Lots of challenges! Basically, when you place your orders you are deciding which actions you AND the Germans will take. It is quite a puzzle.

Grant: How is victory achieved?

Petter: You win by getting the King to freedom in the northern part of the map. This is the main goal. If, as part of the Evacuate action, you move the King into the space marked Freedom, you win the game. You must still complete the entire Evacuate action before you win the game though. Keep in mind that the game is very difficult to win, but if you do manage it and want to gauge your success, your score is equal to the number of Gold Reserve cards you have successfully evacuated.

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

Petter: I like to think it creates a stressful but thematic experience where you are making tough decisions while exploring the Norwegian countryside!

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

Petter: I’m most pleased about the Grid Order system! But the Evacuation and Sabotage mechanics are pretty cool as well. 

Grant: What other designs are you working on?

Petter: I have several WWII themed designs in various stages but it is too early to say what will happen next.

We were able to play a prototype copy of the game and very much enjoyed it. We played it cooperatively, even though the design is a solitaire game, and had a great time strategizing and considering our options together and were very impressed with the maturation of the game mechanics and flow of the game. Here is a link to our preview video from that experience:

If you are interested in Crown & Courage, you can learn more about the project and back it on the Kickstarter page at the following link: https://www.kickstarter.com/projects/tompet/crown-and-courage

-Grant

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

Von: Grant
01. Juni 2026 um 14:00

So many games, but so little time! That is the way that I feel each and every month when I get to putting this Wargame Watch feature together. I am just always salivating at the possibilities and know that I can only play a few games out of the many that are offered. But, which ones are best? Well, that is not for me to decide for you. I just connect you with the information and you get to choose. This month for the Wargame Watch, I was able to find 28 games (including the 2 games from our sponsor Draco Ideas). I was also able to find 4 games being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the May Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/05/01/wargame-watch-whats-new-upcoming-may-2026/

This month we have a sponsor for the Wargame Watch feature in Draco Ideas. Over the past several years, we have played several of their games including 1212 Las Navas de Tolosa, Tetrarchia 2nd Edition and most recently HISPANIA designed by Miguel Marqués and have had coverage on the blog for multiple other games including Normandy: The Beginning of the End and Help Arrives! both designed by Nicolás Eskubi, ONUS! Traianus and its expansion ONUS! Under the Eagle designed by Luis Álvaro Hernández and SCOPE Panzer designed by Juan Nácher.

They make really good quality and very playable games and really have a lot to offer to wargamers.

They also this month have a new Gamefound campaign kicking off that is sure to be a main stay on my table particularly at conventions where I need a few friends to play large multi-player games. This campaign is actually a 2 for 1 as its headliner game is called Dark Kingdoms but it also offers another game in the same series in a 2nd Edition called Reconquista. You can read more information in the Pre-Order section below.

They have a lot of great looking games and you can check those out by visiting their website at the following link: https://dracoideas.com/editorial/en/home/

But now onto the games for June!

Pre-Order

1. Dark Kingdoms / Reconquista 2nd Edition from Draco Ideas Coming to Gamefound June 2nd

I love Ameritrash games, which includes lots of area control/area influence/dudes on a map style games and some of the classic wargames that we grew up on in the Gamemaster Series such as Axis & Allies. I just love the easy flow of these games and also love the direct player interaction with attacks, negotiation, alliances and some backstabbing as well. Plus these games typically have lots of shiny bits, great looking custom dice and are always well produced so I feel as if I have got value for my dollar. Recently, I heard about a new game coming from Draco Ideas called Dark Kingdoms, which takes a look at the chaos following the Roman withdrawal from Britannia in the early 5th century and the power vacuum being filled by various tribes. And it looks really good!

From the game page, we read the following:

After the Roman withdrawal in the early 5th century, Britannia was plunged into chaos. Saxons, Angles, Jutes, and Britons fought over land, resources, and glory. In this relentless struggle, only one people would emerge victorious and raise their banner over the island.

Dark Kingdoms is a strategy and conquest game for 2 to 4 players, set in 5th-century Britannia, at the height of the clash between the Celtic peoples and the Germanic invasions.

 Each player leads a faction with its own king or leader:

  • The Saxons of Cerdic, in the south.
  • The Angles of Eomer, in the east.
  • Hengist’s Jutes in the north.
  • Vortigern’s Britons, the legitimate rulers in decline.

Build settlements, fortifications, and fleets, recruit troops, and expand your domain. Manage your resources wisely (wood, iron, stone, wheat, and gold) and face your rivals in battles, raids, and sieges.

In Dark Kingdoms, it’s not enough to resist: you must prove your power by accumulating Victory Points through conquest, fame, and construction.

But the campaign also features a new edition of another classic Ameritrash style wargame called Reconquista 2nd Edition from the same designer Marco Antonio del Campo. This game is equally as beautiful as Dark Kingdoms but covers the wars between Muslims and Christians in 11th-century Spain where each player assumes the role of one of the four kingdoms in competition to control the Iberian Peninsula: Castilla y León, Aragón, Sevilla or Zaragoza.

I am reaching out to the designer to get an interview going for the blog and hope to have that up in the next few weeks. These 2 games just look great and are sure to fill that lower complexity, dudes on a map style 90-120 minute gaming experience. I am going to back both of these games and look forward to carrying them to conventions to get them played.

If you are interested in Dark Kingdoms and Reconquista 2nd Edition, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/draco-ideas/dark-kingdoms?refcode=IjBUUzYiR0io9E7pHP5q-A

The Gamefound campaign is set to launch on Tuesday, June 2nd.

2. Crown & Courage from Tompet Games Coming to Kickstarter June 2nd

We have played 2 of Tompet Games previously released games with the only one we haven’t playing being their first games called Kill the King from 2016. First was Donning the Purple, which is an asymmetrical king of the hill game with a bit of worker placement that deals with the players managing the glory of wealthy and powerful Roman families, and their second game called Halls of Hegra, which is a solitaire-only wargame in the same vein as Euro-based games such as Robinson CrusoeThis War of Mine and Dead of Winter. The mechanics include worker placement, bag building, and area control/tower defense and the goal of the game is to survive wave after wave of German troops as they assault the secluded mountain fortress at Hegra.

Both of these games are excellent and they are now embarking on their fourth game called Crown & Courage that tells the story of the German invasion of Norway in 1940 and the royal family’s defiance and ultimate escape from the country to avoid capture and funding of the German war machine.

From the game page, we read the following:

The Germans have invaded Norway. The royal family must escape across the rugged countryside, evading capture at every turn. Will the king defy German demands for surrender, or will he find a way to escape, inspiring hope for Norway’s freedom?

Crown & Courage is a solitaire-only game, bringing clever, low-randomness Eurogame-inspired mechanisms together with a fresh, new perspective provided by the best wargamer traditions of illustrating history’s unique challenges through evocative gameplay.

Step into a desperate race against time as Norway collapses under the pressure of the German invasion. Your goal is simple but brutal: guide the King to safety while evacuating as much of the nation’s gold as possible. 

Balance bold actions like evacuation, sabotage, and mobilization against the relentless advance of German forces. But every decision comes at a cost: stress rises, morale falters, and the enemy grows stronger. The game constantly forces you into difficult trade offs where survival often means accepting the lesser of two disasters.

German counterattacks and demands push you closer to collapse. Resources and manpower are scarce. Every turn feels like a narrow escape, and only through clever planning, sacrifice, and a bit of courage can you carve a path to freedom.

The game engine is an Order Grid which is a 3 square by 3 square box where the player will choose and place orders that come up randomly to take actions to defend against the invading German troops, move the king away from the advancing Germans, improve their orders by upgrading them and also ambushing the invaders. Such as clever and amazing way to deal with the way the player plays the game. The experience is a very tough one with lots of odds stacked against the player but their is hope as good planning, proper placement of orders on the grid and manipulation of the outcome with sabotage of German infrastructure and forces can allow the king to slip away and stay one step ahead of his pursuers.

We played a prototype copy of the game cooperatively, even though it is designed as a solitaire wargame, and were very impressed with the maturation of the game mechanics and flow of the game. Here is a link to our preview video from that experience:

If you are interested in Crown & Courage, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/tompet/crown-and-courage

The Kickstarter campaign is set to launch on Tuesday, June 2nd.

3. Advanced Company Scale System Game One: Anzio: A Lost Opportunity from Bring It On Games

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

From the game page, we read the following:

The Battle of Anzio, commencing in January 1944, was akin to forcefully opening a doorway onto Italy’s western coast. Operation Shingle, as it was designated, sought to outflank the German Gustav Line and swiftly dismantle Axis defenses. The Allies landed on seemingly tranquil beaches, almost eerily unopposed, as if the land itself was holding its breath. Despite this opportunity for a bold thrust inland, the Allies succumbed to caution, forfeiting the chance to capitalize on the situation. The beachhead, broad and flat, became both a refuge and a trap. Open fields offered no shelter from the impending storm unleashed by the Germans.

Welcome to ACSS: Anzio. A Lost Opportunity, the inaugural game in the Advanced Company Scale System (or ACSS)

The game has a ton of content and also has a ton of different scenarios including the following:

Scenarios included with the final project:
Introductory Scenarios (all played on one 8 1/2” by 11” map):
Operation Mr. Black
Operation Mr. Green
The Rock
The Battle for the Factory

Beginner Scenarios (all played on one 17” by 22” map):
Could, Woulda, Shoulda
The British are Coming, the British are Coming
The US Calvary has Arrived

Intermediate Scenarios (all played on one 22” by 34” map)
Keep Moving!
Gotta Get Through Faster!
Here They Come!
Darby’s Gamble

Advanced Scenarios (all played on one 22” by 34” map)
The Battle for the Thumb
The Ace of Spades
Take Campoleone!

Expert Scenarios (all played on two 22” by 34” maps)
They are Everywhere!
Operation Fischfang
Operation Seitensprung
Kesselring’s Final Roll of the Dice
A Killer Whale

Campaign Games (played on all the maps)
Operation Buffalo
Operation Shingle
The Campaign for Anzio

I did notice that you can download the rules and the scenario booklet from an online OneDrive and you can also get a Vassal mod to try the game out. Here is the link to the OneDrive: OneDrive Link to Rules and Scenario Booklet

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $300.00 from the Bring It On Games website at the following link: https://bringitongames.com/shop/p/anzio-a-lost-opportunity

4. Solo Command: Market Garden from Multi-Man Publishing

Ooooh! A solitaire Operation Market Garden game….yes please…and twice on Sundays! This month, Multi-Man Publishing has several new offerings up on pre-order but none as interesting to me as Solo Command: Market Garden designed by Tetsuya Nakamura. This one originally appeared on the Japanese wargame magazine called Game Journal Magazine as Monty’s Melancholy. There is not a lot of information on the game page but more is coming and I am going to attempt to work with the designer on an interview.

From the game page, we read the following:

A new solitaire game covering OPERATION MARKET GARDEN!

Solo Command: Market Garden allows you to take command of XXX Corps and the Allied paratroopers as you try to drive your armor over the bridges and into Arnhem. Will you get there in time, or will the German reinforcements overwhelm the airborne units in the ever increasingly desperate situation?

An innovate card mechanism, which uses the decision column of the previously played card, determines which units can activate with each play of the cards, and controls the actions of the German units as they move relentlessly to try and close down the highway and prevent XXX Corps from reaching its goal.

Originally published in Japan in Game Journal Magazine as Monty’s Melancholy this solitaire game gives you the opportunity to try and capture Arnhem and control all the bridges, in a quick playing game with low complexity rules.

Aside from the box back, they did have this picture of the board on the website as well as some of the counters (not shown).

If you are interested in Solo Command: Market Garden, you can pre-order a copy for $36.75 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/solo-command-market-garden-p-461

5. Advanced Squad Leader (ASL) Action Pack #22: A World At War from Multi-Man Publishing

For those of you out there that are hopelessly addicted to Advanced Squad Leader and building your ever growing collections for one of the most highly thought of tactical WWII combat systems out there, here is a new module or Action Pack that offers a ton of newly designed scenarios by Jim “The Bishop Sez” Bishop and Gary “Fort” Fortenberry for release at a tournament. These scenarios appears to be varied and cover many different theaters of World War II to offer players new and interesting experiences within the established system. The Action Pack also comes with 3 new geomorphic and back compatible maps along with 12 totally new scenarios. I also thought it was interesting that they stated that this product was “designed for the [ASL] aficionado” so if you are one you will probably know exactly what this product is.

From the game page, we read the following:

A World at War, the 22nd Action Pack for Advanced Squad Leader, contains an eclectic mix of small unit actions from 1941 to 1945, ranging across many different theaters of World War II. Scenarios span the globe from the forested highlands of Ethiopia to the jungles of Papua, New Guinea, from the steppes of the Soviet Union to the snowy forests of the Ardennes. These 12 scenarios were designed by Jim “The Bishop Sez” Bishop and Gary “Fort” Fortenberry for release at a tournament and are intended to offer movement options and tough choices for both sides. Play times are designed for a typical tournament round, with the largest best used for the last round of the day. Three double-sided 11″ × 16″ maps, each designed by Fort and painted by Charlie Kibler, round out the package. These boards are completely geomorphic and fully compatible with previous ASL mapboards, allowing new and unique terrain configurations.

Action Pack #22: A World at War contains:

✧ three 11˝ × 16˝ double-sided geomorphic mapboards (27a/b, 28a/b, 29a/b)

✧ 12 ASL scenarios:

• AP237 Andiamo – 6½ turns, 4 March 1941, Chakara River, near Dembecha, Ethiopia (Ethiopian vs Italian)

• AP238 Italian Crescendo – 6 turns, 28 September 1941, Petrykivka, Ukraine (Russian vs Italian)

• AP239 Buna Mission – 6½ turns, 31 December 1942, Buna Mission, Papua New Guinea (Allies vs Japanese)

• AP240 The Army It Had – 6½ turns, 1 March 1943, Sevsk, Russia (Russian vs Hungarian/RONA)

• AP241 Moreh Melee – 6½ turns, 22 March 1944, Moreh, India (Commonwealth vs Japanese)

• AP242 Seton Block – 5½ turns, 2 June 1944, Kamaing, Mogaung Valley, Burma (Chinese vs Japanese)

• AP243 Hell’s Comin’ – 6½ turns, 10 July 1944, Hauts-Vents (American vs German)

• AP244 Heavy Metal Noise – 5½ turns, 13 August 1944, Oględów, Poland (Russian vs German)

• AP245 Villains at Ville-sur-Illon – 6½ turns, 13 September 1944, Ville-sur-Illon, France (Free French vs German)

• AP246 Stumbling In Place – 6½ turns, 19 November 1944, Apweiler, Germany (American vs German)

• AP247 General’s Orders – 5½ turns, 22 December 1944, Stoumont, Belgium (American vs German)

• AP248 Black Devils of Bure – 5½ turns, 6 January 1945, Bure, Belgium (Canadian vs German)

Designed for the aficionado, Action Pack #22: A World at War is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.

If you are interested in Advanced Squad Leader (ASL) Action Pack #22: A World At War, you can pre-order a copy for $36.75 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-action-pack-22-a-world-at-war-p-460

6. Advanced Squad Leader (ASL) Rulebook 2nd Edition from Multi-Man Publishing

As you know, the Bible of ASL has had several overhauls over the years including small changes, errata fixes and better organization and they even put the voluminous rules into a binder to make for their carrying around easier (although this 2nd Edition offering doesn’t contain the binder, charts nor the handy dividers). They are now getting a 2nd Edition of these rules with the announcement of the Advanced Squad Leader (ASL) Rulebook 2nd Edition that was put up on pre-order in early May.

From the game page, we read the following:

Back in print, now also including Chapters F, G, and W, with all rules updated through January 2026.

410 hole-punched, 8.5” x 11” pages, intended to be supplemented with additional and replacement pages as future changes may require.

Chapter Dividers with charts and a three-ring binder are both available separately or in a combined package with the rules.

World War II Tactical Level Combat ASL. The premier game system of tactical-level World War II combat uniquely combines soundness of design with attention to detail and ease of play. Built on the popular Squad Leader system, ASL has long been the ultimate in tactical wargaming. Now, ASL has just gotten better with the introduction of the ASL RULES 2nd Edition. Not only are the Rules back in full color, but the 2nd Edition also benefits from all the fine-tuning accumulated over the past 15 years. The 2nd Edition also contains material not previously included in the basic Rules, such as: more examples of play throughout, the advanced rules of Chapter E (night, weather, boats, planes, skis, convoys, etc.), the beginner’s Training Manual in Chapter K, an expanded Index, and widely-acclaimed playing aids such as the Offboard Artillery Player’s Aid and the Overrun Flowchart.

Each chapter is in a larger font for ease of reading. And all without changing how this great game is played. The fruits of 15 years of “playtesting” can be seen here in the ASL RULES 2nd Edition which incorporates all previous errata and questions & answers. Great care has been taken to clear up ambiguities in the rules while keeping the game the same.

Although the ASL RULES 2nd Edition is not a complete game by itself, when combined with its add-on modules it allows the armchair warrior to simulate practically any small-unit action from 1935-1945, opening the gateway to hundreds of unique battles spanning the globe. Combined with the Beyond Valor game module, for instance, the Rules allow you to simulate battles between Finns, Germans, Russians, and partisans from 1939 to the capture of Berlin. Furthermore, ASL’s “Design Your Own” system helps you create “what-if” battles with forces and terrain of your own choosing. The Chapter H notes on vehicles and ordnance (German and Russian notes are included) are one of the best single sources of information on the armor, vehicles, and guns actually used in battle in World War II. Other game modules separately available bring you the complete orders of battle for U.S. Army and Marines, British, Italian, Japanese, Chinese, and French forces, as well as the Minor nations that fought with the Allies or the Axis. Hand-painted mounted geomorphic mapboards are available, providing innumerable terrain configurations. Historical modules use the Rules to simulate battles and special Campaign Games on map sheets depicting the actual terrain fought over.

If you are interested in the Advanced Squad Leader (ASL) Rulebook 2nd Edition, you can pre-order a copy $38.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-rules-2nd-edition-2026-p-462

7. Advanced Squad Leader (ASL) Chapter Dividers from Multi-Man Publishing

For those who are interested in the whole enchilada with their rulebook, this is how you can add to or even complete it with the purchase of the ASL Chapter Dividers. Remember, if you are purchasing the new Advanced Squad Leader (ASL) Rulebook 2nd Edition you will need to also purchase these Chapter Dividers as they will not be included with that product but are a separate purchase. As I looked at this offering, I would think that you would really want these nicer, thick printed accessories to help organize your ruleset and to aid in game play with the included charts.

From the game page, we read the following:

ASL Chapter Dividers 2026 includes all the chapter dividers and charts for the ASL Rules (updated with all the latest changes through January 2026 and including Chapter W) in an 8.5” x 11” spiral bound booklet.

Along with the ASL rules themselves, these charts are required to play ASL and are available separately or in a combined (discounted) bundle with the 8.5”x11” hole-punched rules and a three-ring binder.

Dividers & charts are included for Chapters A, B, C, D, E, F, G, H (German/Russian), & W (Korea), plus a Quick Reference Data Chart (QRDC), OBA Player Aid, and Overrun Flowchart, as well as the counter examples from the inside of the three-ring binder.

Printed on quality cardstock and carefully spiral bound, the ASL Chapter Dividers 2026 booklet is a comprehensive and handy table-side supplement to the core rules that no devoted ASL player should be without.

If you are interested in the Advanced Squad Leader (ASL) Chapter Dividers, you can pre-order a copy $15.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-chapter-dividers-2026-p-464

8. Advanced Squad Leader (ASL) Binder from Multi-Man Publishing

And for the true completionist out there you can also get the Advanced Squad Leader (ASL) Binder on this pre-order.

From the game page, we read the following:

Back in print to accompany the updated, hole-punched, 8.5” x 11” ASL Rules 2026, this rugged three-ring binder includes counter examples on its inside covers.

Available separately or in combination with the Rules and Chapter Dividers.

Need someplace to store all of Chapter H? The rules chapters for Historical modules? Just want a spare? The ASL Rules Binder is for you.

If you are interested in the Advanced Squad Leader (ASL) Binder, you can pre-order a copy $15.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-rulebook-binder-2026-p-463

And finally, there’s the full ASL Rulebook bundle, which combines all three of the above for the preorder price of $60 (MSRP is $80). https://mmpgamers.com/asl-rulebook-2nd-edition-2026-p-465

9. Vae Victis Magazine – Last Glories 1813 (Dernières Gloires) from Cérigo Editions

One of the better wargame magazines out there is Vae Victis Magazine from French publisher Cérigo Editions. This month, there are offering a new magazine that includes a game called Last Glories 1813 (Dernières Gloires) designed by Frédéric Bey. I have perused the site and it looks really great! There is an English rules edition so make sure that you choose this option or you may have to learn French quickly to play once you get your copy.

From the game page, we read the following:

Last Glories brings together three battles from the 1813 German campaign, the 48th, 49th, and 50th in the Days of Glory Series. In terms of card size and number of counters, it is the largest volume in the entire series.
Note: this game is a special edition and is not included in the subscription packages.

If you are interested Vae Victis Magazine – Last Glories 1813 (Dernières Gloires), you can pre-order the magazine and game for €44.63 ($51.88 in US Dollars) from the Vae Victis website at the following link: https://www.vaevictismag.fr/fr/1er-empire/290-dernieres-gloires.html?utm_source=brevo&utm_medium=email&utm_campaign=Prcommande%20dernires%20gloires

10. Combat Commander: Adversary from GMT Games

As you know, I am quite fond of Combat Commander. I have played all of the base games including Combat Commander: Europe, Combat Commander: Pacific and Combat Commander: Mediterranean as well as scenarios from several of the Battle Packs and absolutely love the narrative that the game creates. I love the cards and how they are used for combat, there are no dice in CC, activations and events. The system is just full of chaos and fun. But, I have often wanted to play the game alone with a fully dedicated solitaire system and now I am going to get that opportunity as GMT Games has announced their Solitaire System for the game called Combat Commander: Adversary. The solitaire system is designed by Francis K. Lalumière and I cannot wait to get this one to the table in the future.

From the game page, we read the following:

Combat Commander: Adversary is a solo system that allows a human player to fight their way through any of the 24 scenarios provided with the 20th Anniversary Edition of Combat Commander against a completely automated opponent – the adversary. (The adversary works just as well with all previous editions of Combat Commander: Europe and Combat Commander: Mediterranean.)

Through a combination of control logic and guided randomness, the adversary sets up its own forces (on any map you throw at it), activates units, determines targets, advances into melees, rushes towards objectives, and certainly won’t hesitate to interrupt your turn with opportunity fire or the play of an inconvenient wire.

The system was designed with a care towards maintaining the ebb and flow – the feel – of a typical CC engagement: simple action resolutions and quick turnarounds, with surprises galore. The adversary acts logically, implementing tactics that produce results without turning into a predictable automaton. Underestimate that guy at your own peril.

The beating heart of Combat Commander has always been the Fate Deck, and this addition to the game proves no different. The adversary sits at the table (on the table, if we’re getting technical) with one of six nation-specific Fate Decks of 72 tarot-sized cards, making it possible for you to face not only an American or British adversary, but also a French adversaire, a German Widersacher, a Russian противник, or an Italian avversario.

Not only does the adversary adopt a different play style according to its nationality and the Fate Deck on which it runs, it also prioritizes different battlefield elements depending on its posture and the game state. So while you can expect the adversary to display a penchant for forming fire groups while on the attack (and, conversely, prefer to fire individual units in the role of the defender), you can’t take anything for granted.

Flip the top card of the adversary deck: If the Order is applicable – according to a specific set of conditions – place it in the green row of the adversary playmat and resolve that Order (see below). If, on the other hand, the Order is not applicable, then place it in the red row of the playmat and do nothing. Keep revealing cards and resolving Orders until a) the green row holds a number of cards equal to the adversary’s Order limit, or b) you’ve placed on both rows of the playmat a total number of cards equal to the adversary’s hand size – at which point the adversary’s turn is over. Wipe the playmat clean of any cards and other military detritus, and let the human player take a shot. (I mean, you could conceivably watch two adversaries go at each other for a while, but product enjoyment is not currently being tested within those parameters.)

The adversary will never discard per se, but it sometimes spends an entire turn unable to play any Order, hence doing nothing – which, for all intents and purposes, achieves the same effect. And yes, that’s when you whip out a Hidden Unit or Demolitions, and catch the adversary with its mechanical pants down.

Once an Order is in play, unit activation (if required, of course) always follows the same path: Reveal an additional adversary card and look at the stack of gray boxes under the ‘Ordered Unit(s)’ header. The criteria found in the box that corresponds to the Order under consideration (Advance, Fire or Move) are then fed into a simple flowchart that sets one or more units in action, often forming groups under a Leader’s command.

Now take a look at the colored box matching the adversary’s posture – red for Attack, yellow for Recon, blue for Defend – on the played Order card: those criteria are in turn fed into their own flowchart in order to yield a destination or a target. As with most solo systems, flowcharts quickly become second nature over repeated plays and familiarity with the game itself.

Other Orders are handled in a similar manner, with the simpler ones, such as Recover and Rout, requiring no more than an ordered sequence of resolution.

When it comes to Actions, the system affords the adversary several ‘reaction windows.’ Those are specific moments (including when a player unit is moving…) at which the fighting is paused and the top adversary card revealed. If the Action listed on that card applies to the situation, it is implemented and the next adversary card is revealed, and so on, until an Action is revealed that is not applicable – at which time the reaction window closes and regular play resumes.

Itching for more? The adversary system dovetails into the Combat Commander random scenario generator without a snag, promising endless action against a tireless opponent.

I am very keenly interested in this offering and am going to do some more research and plan to reach out to the system designer Francis K. Lalumière to do one of our interviews to share.

If you are interested in Combat Commander: Adversary, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1236-combat-commander-adversary.aspx

11. Dinant ’40 from GMT Games

The ’40X Series is not a formal series or category of games from GMT Games. However, typically the term is used to refer to a collection of games sharing certain key characteristics such as operational level WWII campaigns that have key concepts and mechanics such as the Zone of Control Bond or ZOC Bond, Desperate Defense and a few other aspects. Typically, these are designed by Mark Simonitch and some of the games included in this category are France ’40Holland ’44Ardennes ’44Normandy ’44Salerno ’43 and North Africa ’41 to name just a few. The system is really solid and are highly playable hex and counter wargames. We have played most of them, with the few holdouts being France ’40 and Ukraine ’43 as well as theas of yet unreleased titles including North Africa ’40. This past month, GMT announced the newest entry in the series called Dinant ’40, which is designed by Michael Gustavsson (designer of FAB: Golan ’73) and tells the story of the 1940 German invasion of France during WWII.

From the game page, we read the following:

On May 12th, two days after the start of Fall Gelb (Case Yellow), Guderian’s, Reinhardt’s, and Hoth’s Panzer Corps reach the Meuse River. The most northern of the Panzer Corps (Hoth’s) is composed of the 5th Panzer Division and Rommel’s 7th Panzer Divisions. They have reached the Meuse River near the town of Dinant. The French are caught by surprise by the rapid advance of the German Army through the Ardennes and the river is lightly defended.

The situation is set. Can you as the German player cross the Meuse and start the race across France? Or as the Allied player stop the enemy juggernaut?

Dinant ’40 is a simulation game covering the first 4 days of this critical battle. Rommel’s crossing at Houx and his subsequent dash across France was immensely helpful to Guderian’s breakthrough at Sedan further south and the breaking of the French army

Dinant ’40 uses the same game system as Mark Simonitch’s Ardennes ’44 including the use of Traffic markers and DCB’s for terrain effects. Most units are battalions with a sprinkling of regiments and companies. Each turn represents approximately 6 hours with 4 turns per day (Dawn, AM, PM, and Night). Special rules include: Night Turns, Rommel, Bridging Units, Hilltops, and Tank Ratings.

I am very much looking forward to a new entry to the series and am glad to see other designers carrying the torch of these classic systems like the ‘40X Series. I will be reaching out to Michal Gustavsson for an interview after having interviewed him in 2017 for his Fast Action Battle Series #4: Crusader North Africa 1941.

If you are interested in Dinant ’40, you can pre-order a copy for $41.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1234-dinant-40.aspx

12. Great Battles of History Volume VII: War Galley Deluxe Edition from GMT Games

The Great Battles of History Series is a very playable (especially if you use the Simple GBoH Rules) Ancients series designed by one of the best duos in the business in the late Richard Berg and Mark Herman and I am glad to see one of these classic entries into the series getting a Deluxe Edition. This past month, GMT announced that War Galley would be getting a new Deluxe Edition and it has already made the cut with over 500 P500 orders to date.

From the game page, we read the following:

We are proud to bring War Galley back into print in a new and expanded deluxe edition featuring 37 scenarios covering the entire Trireme era. This Deluxe Edition will include the scenarios from the Salamis module and the War Galley scenarios originally published in C3I magazine with new versions for some. As a bonus, the deluxe version will also include a new thematic module featuring all the major naval battles from the Peloponnesian War!

The War Galley 3rd edition rules have been enhanced with additional examples and an Extended Example of Play and brought to the new standards in the recent Great Battles of History reprints. We plan on two scenario books: one with the original, War GalleySalamis, and C3I scenarios and one dedicated to the new Peloponnesian War scenarios with new historical commentary.

The original War Galley maps will be reprinted with updated art with the original Salamis map separated into two half-sized maps for ease of play. The new Peloponnesian War module will add three full size back printed maps featuring Syracuse’s Great Harbor, Pylos Harbor, and other key battle locations.

War Galley Deluxe will have 10 counter sheets with roughly 8 sheets of 1” galley counters and 2 sheets of ½” counters for Squadron Commanders and information markers. The generic Red/Green background colors will be replaced with eight different background colors to simplify setup and enhance visual appeal. The galley counters will be redesigned with new art to improve readability and utility.

Rounding out the package are two 11” x 17” Player Aid Cards (one for each player), one Victory Point/Game Turn Track Display, two six-sided dice and one ten-sided dice

The expanded War Galley Deluxe scenario book includes following 23 Ancient Naval battles:

  • Alalia, 535 BCE (New) – new version of the C3I scenario of the same name
  • Lade, 494 BCE (WG)
  • Artemisium, 480 BCE (Salamis)
  • Salamis, 480 BCE (Salamis)
  • Cumae, 474 BCE (New) – new version of the C3I scenario of the same name
  • Catana, 397 BCE (WG)
  • Cyprian Salamis (Cyprus), 306 BCE (WG)
  • Mylae, 260 BCE (C3I #11)
  • Cyprian Salamis (Cyprus), 306 BCE (WG)
  • Tyndaris, 257 BCE (C3I #11)
  • Ecnomus, 256 BCE (WG)
  • Drepanum, 249 BCE (WG)
  • Aegates Islands, 242 BCE (WG)
  • Ebro, 217 BCE (C3I #12)
  • Cape Pachynus, 212 BCE (C3I #17)
  • Sapriportis, 210 BCE (C3I #13)
  • Clupea, 208 BCE (C3I #12)
  • Chios, 201 BCE (WG)
  • Side, 190 BCE (WG)
  • Myonessus, 190 BCE (WG)
  • Tauris, 47 BCE (WG)
  • Naulochus, 36 BCE (WG)
  • Actium, 31 BCE (WG)
  • Ben Hur, circa 30 CE (C3I #11)

The new Peloponnesian War module booklet includes the following 14 battles:

  • Sybota Island, 433 BCE
  • Patras, 429 BCE
  • Naupactus, 429 BCE
  • Sybota Island (Corcyra), 428 BCE
  • Pylos, 426 BCE
  • Syracuse I, 413 BCE
  • Syracuse Great Harbor (4 battles), 413 BCE
  • Cynossema, 411 BCE
  • Abydos, 411 BCE
  • Cyzicus, 410 BCE
  • Lesbos, 409 BCE
  • Notium, 407 BCE
  • Arginusae, 406 BCE
  • Aegospotami, 405 BCE

That is a great deal of remastered content, in addition to some new content and the inclusion of other source content such as the scenarios from C3i Magazine, to keep any Ancients fan busy for a while.

If you are interested in Great Battles of History Volume VII: War Galley Deluxe Edition, you can pre-order a copy for $75.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1237-war-galley-deluxe-edition.aspx

13. MBT Expansion Tri-Pack from GMT Games

Ok. We didn’t have a great experience with MBT when we played it several years ago. But, since that time, I think that we have increased our wargaming knowledge and experience from 100’s of games and also matured in our understanding and familiarity with key concepts. So, I am willing to give this system another look and go in the future. But, in the meantime, they have announced a new Tri-Pack for the series including the 3 released and out of print expansions MBT: BAoR, MBT: FRG and MBT: 4CMBG. This Tri-Pack does not include the base MBT game though so you either have to own it or find a copy on the open market.

From the game page, we read the following:

Because all three of the MBT expansions are sold out and have been for some time, we are offering this Tri-Pack which includes all of the maps, counters, player aids, and rules for the three expansions. It’s everything you need, given that you own the base MBT game, to enjoy LOTS more MBT content.

Details on the three expansions included in this Tri-Pack are below:

Expansion 1: The British Army of the Rhine. The British Army of the Rhine (BAOR) was formed at the conclusion of World War II from various units of the British 21st Army Group. Positioned on the North German Plain, it is the command element of NATO’s Northern Army Group (NORTHAG). BAOR has command authority over the British 1st Corps, as well as the West German 1st Corps, US III Corps, and the French, Belgium and Dutch contingents to NATO.

This MBT expansion focuses on BAOR’s armored and mechanized forces. Battle it out in 10 new scenarios. Combine the 4 new double-sided geomorphic maps with the MBT base game maps and even the MBT FRG Expansion for more exciting battles.

Includes detailed TO&Es for the British Forces.

Expansion 2: FRG. Poised in defense of the Fatherland from the looming Soviet invasion, the West German Army’s panzer and panzergrenadier divisions are not just ghosts of their World War II namesakes. This time it is Leopard tanks, Marder infantry fighting vehicles and Jaguar tank destroyers filling out their ranks. Its 1st Corps makes up part of NATO’s Northern Army Group (NORTHAG) along with BAOR while its 2nd and 3rd Corps stands alongside the US 7th Army in NATO’s Central Army Group (CENTAG). 

This MBT expansion focuses on FRG’s armored and mechanized forces. Battle it out in 10 new scenarios. Combine the 4 new double-sided geomorphic maps with the MBT base game maps and even the MBT BAOR Expansion for more exciting battles.

Includes detailed TO&Es for the West German Forces.

Expansion 3: 4CMBG. The 4th Canadian Mechanized Brigade Group (4CMBG) is the forward element of Canadian Forces Europe. Positioned at Lahr in Southern West Germany, the brigade is poised to support VII (US) Corps and II (FRG) Corps against incursions from Soviet GSFG or CGF forces.

This MBT expansion focuses on Canada’s armored and mechanized forces. Battle it out in new scenarios and combine the 2 new double-sided geomorphic maps with the MBT base game maps and the BAOR and FRG Expansions for exciting battles.

Includes detailed TO&E for the Canadian Brigade.

IMPORTANT NOTE: In order to play this expansion, the MBT basic game is required.

If you are interested in MBT Expansion Tri-Pack, you can pre-order a copy for $77.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1233-mbt-expansions-tri-pack.aspx

14. Ukraine ’43 3rd Edition Mounted Map from GMT Games

One of my complaints about wargames is that sometimes once you put your counters into a nice tray after punching and clipping them, you can never fit the whole thing back in the box. This is especially true when those games come in just a 2″ box and also have thick mounted map boards. One of the offerings this month from GMT Games may not solve this problem for one of the ’40X Series games but a mice sturdy beautiful mounted mapboard is never a bad thing and there is now an option for one for Ukraine ’43 3rd Edition.

From the game page, we read the following:

Based on player requests, we are offering mounted maps for Mark Simonitch’s Ukraine ’43, 3rd Edition. Enjoy!

This ziplock package will include two 18.25 x 34 mounted maps. 

If you are interested in Ukraine ’43 3rd Edition Mounted Map, you can pre-order a copy for $35.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1235-ukraine-43-3rd-edition-mounted-maps.aspx

15. Napoleon’s Defiance: The Final Campaigns 1814 from Europa Simulazioni

Big Napoleonic Era wargames are always a bit of fun. They have it all, and we get to ride and march along in the footsteps of one of the greatest battlefield generals in history Napoleon Bonaparte. There is a series of games called Napoleon’s Defiance that is published by Europa Simulazioni and they have announced the final entry to the series called Napoleon’s Defiance: The Final Campaigns 1814 and frankly it looks good but also is a bit surprising how cheap it is.

From the game page, we read the following:

It is the Winter of 1813. Defeated at Leipzig in October, the “Corsican Ogre” is on the run. The war is not yet over, however. Only by bearding the Ogre in his lair, the sacred soil of France, can the Allies achieve final victory. This will not be easy. Even though the Allies have overwhelming numerical superiority, they are a Coalition plagued by political machinations and mistrust. Facing them, a reinvigorated Napoleon is still the most brilliant commander of the age and, although a shadow of its former self, La Grande Armée is unwaveringly courageous and loyal.

The Final Campaigns 1814 allows players to explore one of the most fascinating campaigns in History. Like their historical counterparts, the Allied player must hold the Coalition together and maneuver its huge armies to crush the over-stretched French forces; while the French player must make the best use of meagre resources by defending strategic locations and launching stinging counter-attacks to shake the Coalition whenever the opportunity presents itself. This is a game to be studied as well as played.

The Final Campaigns 1814 is the third volume of a projected series of games at the same scale, covering all the major campaign of the Napoleonic Wars at a strategic level.

This installment benefits from all the feedback received during the years by gamers worldwide. Basic rules can retrofit previous games. Furthermore you can link it with the previous games for an exceptional longest campaigns.

If you are interested in Napoleon’s Defiance: The Final Campaigns 1814, you can pre-order a copy for 35 Euros ($41.94 in US Dollars) from the Europa Simulazioni website at the following link: https://italianwars.net/NewSite/1814_napoleons_defiance.html

16. The Great War Volume IV: Monte Grappa 1917, The Sacred Mountain from Europa Simulazioni

One more great looking pre-order game from Europa Simulazioni this month was The Great War Volume IV: Monte Grappa 1917 – The Sacred Mountain, which covers the retreat of the Italian Fourth Army after the fight at Caporetto.

From the game page, we read the following:

November 1917, three weeks have passed since the German and Austrian breakthrough at Caporetto. The Italian Fourth Army was to the left of the Italian front and had to fight its way back to avoid being cut off by the Austro-German troops advancing on its right. Now, the Italian forces still able to fight are forming a line of resistance on the Piave River. It is just the Fourth Army that must connect the Piave line with the Asiago Plateau, and it must do so on the Monte Grappa massif. Behind it lies the Veneto plain, giving in would lead to catastrophe.
After two weeks of fierce fighting in the mountains surrounding Monte Grappa, amidst fog and the first snowfalls, the Italians held firm. The best German and Austrian troops failed to prevail. As the German General von Dellmensingen acknowledged at the end of his report, the Italians can rightfully declare Monte Grappa a sacred mountain to the homeland.

Driven by player feedback, this evolving game system focuses on the dynamic interplay of action and reaction between opposing brigades and regiments. It’s a deep, interactive experience that rewards strategic planning; though it may seem daunting at first glance, the depth is well worth the effort. Mastery of artillery and a keen eye on troop morale—which wavers under the strain of battle and exhaustion—are the keys to victory.

Monte Grappa 1917, The Sacred Mountain has three scenarios:

  • The first scenario is the battle of November 1917. The initial situation has only Italian units on the map, scattered but able to build a defense in depth in the mountains. Austro-German forces enter from the northern edge of the map and must pursue the Italians, preventing them from organizing. It is a battle of movement, in which both sides must ration and make the best use of their scarce resources.
  • The second scenario concerns the battle that, from December 11th to 18th, saw the Germans and Austrians in a final attempt to break through after advancing and positioning their artillery. But ammunition was still low, the Italians had significantly strengthened their forces, and winter had already arrived with its heavy snowfalls at high altitude.
  • The third scenario, an introductory one-turn scenario, depicts the reconquest of Mount Tomba by the French Alpine Hunters, during their active participation in the battle of Mount Grappa.

If you are interested in The Great War Volume IV: Monte Grappa 1917 – The Sacred Mountain, you can pre-order a copy for 55 Euros ($64.09 in US Dollars) from the Europa Simulazioni website at the following link: https://italianwars.net/NewSite/1814_napoleons_defiance.html

17. Imjin War: The Japanese Invasion of Korea 1592-1593 from Serious Historical Games Coming to Kickstarter June 6th

In 2022, I became aware of a new French publisher called Serious Historical Games and one of the games in particular caught my eye in Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai. We purchased a copy and played it and really enjoyed the system, including the combat, the gorgeous cover and the fantastic counter graphics. That same publisher has published a few other games such as Lace Wars Series: Volume I The Wars of the Sun King 1648-1713 and now has a new game called Imjin War: The Japanese Invasion of Korea that is going to Kickstarter soon.

From the game page, we read the following:

Imjin War relates the story of one of the toughest conflicts in the end of the 16th century, depicting the invasion of the Joseon Kingdom of Korea by the Japanese. The Japanese must capture possibly the whole of the peninsula from their Busan foothold in the South. The Korean player must repel the invasion with the help of China…

The Japanese have very numerous land forces at the start of the game, but their navy, although numerous, is weak and poorly led and their goal is to conquer all of Korea in order to reach – and conquer – China.
The Korean player must first hold desperately against the initial invasion and superior enemy troops, waiting for Chinese reinforcements, counting on local rebellion, and most of all his powerful navy to alter the course of events.

Seizing the main areas, winning land and naval battles, gaining allies will prove the decisive factor in winning this war.

The game events and tactical chits allow full replay ability thanks to the numerous various situations that their create on the diplomatic, military.

Scale: One combat unit counter represents 500 (samurais) to 2,000 men (soldiers and civilian servants) or cavalry on its front (full side) and half that on its back (reduced side).

One artillery/fire wagon/siege weapon counter represents about ten guns/rocket launcher/towers and half that on its back.

One naval unit counter represents 10 light ships, 5 medium ships or one heavy or super-heavy ship and half that or reduced on its back.

Turn length: One month in fair weather (March–October); two months in inclement periods (November–February).

There isn’t a lot of additional information out there right now, nor have I found a Kickstarter preview page to point you toward, but I will update this entry once I find that.

The Kickstarter campaign is supposed to start on Saturday, June 6th.

New Release

1. Midway Solitaire from Worthington Publishing

Over the past few years, Worthington Publishing has come out with these very cool, compact and interesting solitaire travel wargames. I have played several of them and very much love their strategic depth, interesting choice laden but random and dice relying games. One that just was published and began shipping was Midway Solitaire that covers the American carrier task forces in June 1942 in the lead up to the climactic Battle of Midway.

From the game page, we read the following:

Relive the pivotal carrier battle that turned the tide of the Pacific War. Command fleets, manage aircraft strikes, and anticipate the enemy’s next move. Every die roll could change history. Midway Solitaire places you in command of the American carrier task forces in June 1942. You’ll face an automated Japanese BOT representing the Imperial Navy. Your objective is to achieve your mission goals before Japanese invasion convoys reach their destinations — Midway, the Aleutian Islands, or Hawaii — and establish forward bases threatening the American homeland.

Your decisions—and your risks—determine whether Midway becomes a historic victory…or a disastrous defeat. This is a compact, fast-playing solo wargame designed for meaningful strategic play in just 15 to 30 minutes. 

If you are interested in Midway Solitaire, you can order a copy for $30.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/midway-solitaire

2. Pacific War 1942 Solitaire 2nd Edition from Worthington Publishing

I have very much enjoyed my plays of Pacific War 1942 Solitaire and War of 1812 Solitaire and truly love these games for what they are. Easy to setup, portable, fast playing and difficult to win solitaire games. And I encourage you to get a copy before they sell out…again. The new 2nd Edition has some minor changes including the addition of order cards for the Japanese rather than the chart and seems to be greatly improved from that points.

From the game page, we read the following:

Pacific War 1942 places you in command of the Allied naval and land forces in the Pacific during World War II.  The Japanese AI tries to expand its empire early in the game and overwhelm the Allies.  As the Allied player you must hold and then push the Japanese back to Japan.  Both sides command armies and navies throughout the entire war in the Pacific.  Further, control of the sea areas greatly influences land battles and progress in the Pacific.

The first edition of this great game sold out quickly. This is the second edition. It replaces the Japanese Action Chart with Japanese Action Cards and the rules sheet with a rules booklet. The second edition box is slightly different and the game board uses an Australian flag in Australia.

I wrote a fairly in-depth First Impressions style post on the blog and you can read that at the following link: https://theplayersaid.wordpress.com/wp-admin/post.php?post=108233&action=edit

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

And a follow-up review video with my thoughts on the game:

If you are interested in Pacific War 1942 Solitaire 2nd Edition, you can order a copy for $30.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/pacific-war-1942-2nd-edition

3. Tarawa 1943 Solitaire from Worthington Publishing

The final game that I am highlighting this month from Worthington Publishing is Tarawa 1943 Solitaire. This game is a travel sized version of the original CDG Tarawa 1943 and I very much love that game. This game though is a bit simpler and quicker to play but still retains the same difficult choices and tough Japanese bot.

From the game page, we read the following:

Tarawa 1943 Solitaire is a travel size version of the board game classic Tarawa 1943Tarawa 1943 Solitaire will come with counters instead of the wooden blocks and a revised map. The game still comes with the same challenging game play and full size cards!

Tarawa 1943 Solitaire is a card driven game on the invasion of Japanese controlled Tarawa by the 2nd Marine Division. Join the 2nd Marine Division as you storm the beaches of Tarawa. Japanese commander Shibazaki and his men have had a year to prepare for this moment in time. 

We posted an interview with the designer Grant Wylie on the blog and you can read that at the following link: https://theplayersaid.com/2021/01/25/interview-with-grant-wylie-designer-of-tarawa-1943-from-worthington-publishing-currently-on-kickstarter/

If you are interested in Tarawa 1943 Solitaire, you can order a copy for $30.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/tarawa-1943-solitaire-travel-game

4. Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943 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 battles for the Treasury Islands during World War II called Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943. This one really looks pretty interesting and is definitely a unique subject for a game.

From the game page, we read the following:

Operation Goodtime is a moderate complexity level solitaire play game on the battle for the Treasury Islands. The player takes on the role of the commander of the New Zealand forces seeking to wrest control of key points of Mono and Stirling Islands. These islands were key to the Allied offensive in the Solomon Islands and isolating the Japanese fortress of Rabaul. Tasked with securing these islands was the 8th New Zealand Infantry Brigade. Their amphibious assault in late October 1943 was the first conducted by that nation’s military since the 1915 Gallipoli landings in WWI. The rules govern the actions and counterattacks taken by the Japanese defenders. As the New Zealand commander, you will be challenged in taking the islands as the Japanese forces fight in terrain well suited for the defense, and as possible reinforcements gather. Can you do as well or better?

If you are interested in Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/good.html

5. YAAH! Magazine Issue #16 (including ’83 Urgent Fury – A Squad Battles Starter Kit Game) from Flying Pig Games

YAAH! Magazine (I still have no idea how to say it) is back with a new issue with #16 that is full of great articles, various scenarios for published games as well as an original game called ’83 Urgent Fury – A Squad Battles Starter Kit Game. If you don’t know, the Squad Battles Series includes great games like ’65: Squad Level Combat in the Jungles of Vietnam and ’85: Graveyard of Empires.

From the game page, we read the following:

We’re back baby! Yaah! is back by popular demand and ready to dazzle your senses with some classic topics; wargaming, board games, and of course an included game with purchase, and some new topics never before broached; history, states of the industry, and multi-generational learning. Fear not dear readers, you will not be disappointed by the changes. 

The featured piece for this issue is “Pass It On” by the always wonderful Clay Meyer. How do we get kids to look up from their phones for a little bit and maybe play a game or two with folks from different generations? Can history be cool? We’ve always wondered. Find out with Clay in this unique piece from your friends at Flying Pig Games

Speaking of history; we’ve got that this go-around too! Providing some context for FIVE, count ‘em, FIVE bonus scenarios for everyone’s favorite Gettysburg wargame, A Most Fearful Sacrifice, certified civil war geek, Nick Musgrave has a beautiful piece on the 1st Minnesota. Hopefully these guys packed some hotdish because that’s quite a haul from the Land of 10,000 Lakes to Pennsylvania. Somehow we’ve got callouts to professional wrestling in this one as well, God bless the USA.

Our final cover article is from long-time contributor Norm Lunde. Littoral Commander: The Baltic gets an in-depth review from Mr. Lunde. Historic battles need to be balanced out by futuristic battles, right? Diving into the Baltic, you get a look at the specific Red Dawn scenario where Russia invades Estonia…again. 

Other futuristic articles and scenarios include Greg Porter’s review of Rising Dragon, what if China actually invaded Taiwan? Read Greg’s review and just imagine what you would do with this board in front of yourself. You too can play through an almost certain precedent for World War III! Rising Dragon’s forebear, Armageddon War gets a new scenario from Mr. Porter as well.

The featured game for this edition of Yaah! is Urgent Fury: A Squad Battles Starter Kit

Ever wanted to take a Caribbean vacation? Take in the colonial architecture, enjoy the beach, lose yourself in the leisure of island time. Unfortunately, Urgent Fury does not let you do any of that. But, you do get to engage Cuban militants in some pretty sick combat during the height of the Cold War. Brought to you from the minds of Mark H. Walker and Dr. Arrigo Velicogna PhD. 

Whew! That’s a lot right? Well guess what, THERE’S MORE. 

In addition to the cover items for this issue, Nick O’Neil takes us to the tumultuous first four decades of the twentieth century with Hapsburg Eclipse and V Sabotage. Interestingly enough, neither of these games are your typical wargame. V Sabotage has the player attempting to sneak around and only engage enemies when totally necessary. Think Inglorious Basterds with fewer f-bombs. A few decades earlier, Hapsburg Eclipse puts you in the driver’s seat of the Austro-Hungarian Empire during its last few years of existence. The Hapsburg Dynasty ruled in Europe for almost nine centuries. With a general consensus that the house was established in 1020 CE, its dissolution in 1918 CE might even make you root for the Central Powers! Wouldn’t 900 years have been neat?

During the same decades we have another great review from Roger Leroux. Bell of Treason is a unique game focused on diplomacy, politics, and screaming nationalists. With no focus on direct tactics instead the player must wade into the world of public opinion, international cooperation (or lack there-of), and gasp the media. After a few playthroughs, who knows, maybe you’ll think blowing things up is more effective public policy. Wrapping up our traditional reviews we have Dr. Velicogna and Mr. Lunde reviewing Die Festung Hamburg and Spruance Leader respectively. Lob shots from different sides of the iron curtain on land or at sea. 

With her debut piece “Failing Forward,” Flying Pig Games’ own Denver Walker discusses the frustrations and excitement of launching Relic Wars in 2025. We’re trying again in 2026, keep your browsers open and hearts attuned folks. Reflecting on the state of the industry, those familiar will have a ball reading this perspective. 

Dear readers, would you believe there is still more? Papa Yaah is coming to town, because THERE IS!

In addition to Armageddon War and A Most Fearful Sacrifice we have three additional scenarios from the Walker Clan. ‘65 Squad Battles‘85 Graveyard, and The Long Road all get tasteful reimaginings in Yaah! 16

A new contributor and standing in for Peter Perla’s constant column, Brant Guillory of Armchair Dragoon’s fame will be releasing his first column under the new Yaah! banner (shoutout to Aaron Wood for this reimagining). 

Y’all are in for a treat. Thanks for the continued support. Hitting the shelves in November 2025 and your hearts forever. We are so back, folks. 

Also included in the magazine is ’83 Urgent Fury a Squad Battles Starter Kit game that includes:

1 x 17×22′ MOUNTED Game Board Who does mounted game boards in their magazine games? We do!

1 x sheet of thick, 1″ square die-cut counters

1 x Deck of 54 cards to drive the game

1 x Rules and Player Aid in the magazine

Also this issue includes featured scenarios for the following games:

A Most Fearful Sacrifice 

Armageddon War

The Long Road

’85 Afghanistan: Graveyard of Empires

’65: Squad Level Combat in the Jungles of Vietnam….and more!

If you are interested in YAAH Magazine #16, you can order a copy for $54.00 from the Flying Pig Games website at the following link: https://flyingpiggames.com/shop/ols/products/yaah-16

6. Old School Tactical V5: Battle for France 1940 from Flying Pig Games

Old School Tactical from Flying Pig Games is a tactical combat system that focuses on World War II to date. The game focuses on the simulation of small unit combined arms engagements where historical units, weapons, armor and vehicles will duke it out on a beautifully crafted board full of hexes. During a turn, players will go back and forth using an Impulse Point System to activate units to either Move, Assault Move or Fire. The players will play through a predetermined amount of rounds and at the end, victory points and casualty points will determine which side is the victor.

The first volume in the series was Old School Tactical Volume 1 Eastern Front 1941/1942 and focused on battles between the Russians and Germans. Old School Tactical Volume 2 West Front 1944/1945 was a follow-up effort and focused on the titanic struggle in Europe following the D-Day landings in 1944 with battles between the Americans and Germans. Then came Old School Tactical Volume 3 Pacific 1942/1945 which includes battles between the Japanese and their Special Naval Landing Force and the American Marine Corps as well as Volume 4: The Italian Theater and now Volume 5 will cover the German invasion of France during 1940.

From the game page, we read the following:

OST V5 drops you into the early days of World War II when the German blitzkrieg shattered the illusions of the Allied armies.

It isn’t about the sweeping historical maneuvers, it’s about the granular, boots-on-the-ground chaos of small unit combat. Every hex is a decision, and every decision can mean life or death your troops.

The French side commands Regular army as well as Colonial troops. Also some of the best early war tanks, such as the Char B1bis and Somua S35, are under their control.

The German opposition fields highly mobile Motorcycle troops and armored cars, as well as an allotment of early panzers

This is war the ‘Old School’ way – fast turns, tight maps and brutal outcomes.

Each box includes:

3 sheets of unit, weapon, vehicle, and condition counters including Panzer II, II, IVC, French Char B1 bis, Hotchkiss H39, infantry, colonial troops, and much more.

A large (We are talking larger than the local diner’s tables) 30″ x 41″ mounted game map, hexes are 1″
27 luck cards, such as One More Time, Duck, and Vive la France

36 unit data cards

Full-color Playbook with 14 scenarios, including Bonne Chance – retreating French skirmish with German armor from the 2nd Panzer, Unstoppable – Char B1 bis tanks battle a variety of German panzers, and A Question of Honor – German motorcycle troops versus a shaken French ambush force.

2 x player aid cards

Color rule book

Dice

Massive box drops you into the early days of World War II when the German blitzkrieg shattered the illusions of the Allied armies.

If you are interested in Old School Tactical V5, you can order a copy for $125.00 from the Flying Pig Games website at the following link: https://flyingpiggames.com/shop/ols/products/old-school-tactical-v5-battle-for-france-1940

7. Old School Tactical V5: First to Fight Poland 1939 Expansion from Flying Pig Games

And if you just want more to play with there is an expansion for the base OST Volume 5 game called First to Fight Poland 1939 Expansion. This does look really great though and adds some very interesting looking units and challenges for players.

From the game page, we read the following:

This is an expansion, you must own Old School Tactical V5 to play First to Fight!

First to Fight – Battle for Poland 1939

In September 1939, the uneasy peace in Europe was shattered when Nazi Germany crossed the border into Poland.

First to Fight thrusts OST players into the early days of World War II, where disciplined Wehrmacht units face off against the valiant Polish army. This game captures the struggle for survival in the fields, forests and destroyed towns as the two militaries clash in a baptism of mechanized warfare.

Poland counters the fast, mechanized forces of the Germans with their own light armour as well as their mobile horse cavalry and even armoured trains.

Whether you’re leading the Wehrmacht’s rapid advance or orchestrating Poland’s fierce resistance, every turn in First to Fight captures the urgency and tension on World War II’s first battleground.

Includes:

  • Full Color Scenario Book(14 Scenarios)
  • 2 sheets for a total 204 Counters(Including the RKM wz28 Light Machine Gun, the Bofors wz37 Troop Transport, the 75mm M1897 Gun, and more!)
  • A 30″ x 41″ Map
  • Unit Data Cards

If you are interested in Old School Tactical V5: First to Fight Poland 1939 Expansion, you can order a copy for $65.00 from the Flying Pig Games website at the following link: https://flyingpiggames.com/shop/ols/products/old-school-tactical-v5-first-to-fight-poland-1939-expansion

8. 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 new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has mentioned working on a follow-up to that game for years and a few years ago we finally got 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.

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

9. 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 the game is shipping.

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

10. 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

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 Draco Ideas!

-Grant

Preview Video: Crown & Courage from Tompet Games Coming to Kickstarter June 2nd

Von: Grant
28. Mai 2026 um 14:48

We have played 2 of Tompet Games’ previously released games with the only not having been played called Kill the King from 2016. First was Donning the Purple, which is an asymmetrical king of the hill game with a bit of worker placement that deals with the players managing the glory of wealthy and powerful Roman families, and their second game called Halls of Hegra, which is a solitaire-only wargame in the same vein as Euro-based games such as Robinson CrusoeThis War of Mine and Dead of Winter. The mechanics include worker placement, bag building, and area control/tower defense and the goal of the game is to survive wave after wave of German troops as they assault the secluded mountain fortress at Hegra.

Both of these games are excellent and they are now embarking on their fourth game called Crown & Courage that tells the story of the German invasion of Norway in 1940 and the royal family’s defiance and ultimate escape from the country to avoid capture and funding of the German war machine.

The Kickstarter campaign is set to launch on Tuesday, June 2nd and you can learn more about the project by visiting the Kickstarter game page at the following link: https://www.kickstarter.com/projects/tompet/crown-and-courage

-Grant

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation – Action Point 2

Von: Grant
27. Mai 2026 um 14:00

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation is a block wargame that recreates the First Carlist War in the North of Spain which was a civil war between the Carlists who supported the succession of the late king’s brother Carlos de Borbón and the progressive and centralist supporters of the regent Maria Christina acting for Isabella II of Spain who were referred to as the Liberals. The game uses blocks representing units but also includes counters and uses cards. I was able to play the game about a month or so ago with Francisco Ronco who owns the publishing company Bellica Third Generation and very much enjoyed the game and how it represented this interesting struggle.

In Action Point 1, we took a look at the Game Map, discussing the point-to-point movement configuration, the various spaces and the delineation of the Carlist versus the Liberal Zones, as well as explained the use of the Rest of Spain smaller map. In this Action Point, we will examine the units available to both sides and cover the importance of Supply.

Units

Units in the game represent Carlist (red) and Liberal (blue) armed forces, as well as the logistics needed for these troops to operate in hostile territory. Most of the units are wooden blocks including Infantry, Cavalry, and Supply Trains but there are also cardboard counters representing Artillery, both Field and Mountain, and Knapsack units, which are limited and temporary supplies that are transported by the soldiers themselves.

Let’s first take a look at the scale of the game and the units. With Infantry, a single Strength Point is roughly equivalent to a battalion consisting of between 500 to 800 fighting men. The only difference in the Infantry scale between the sides is a Carlist Partida unit, which represents a variable number of local guerilla fighters who are loosely organized in the amount of about a hundred men. For Cavalry, a Strength Point is equivalent to a squadron consisting of about 100 horsemen. For Artillery, a Strength Point is equivalent to 1 or 2 batteries made up of between 4 to 12 cannons of different calibers. The Supply units for the game are a very interesting and granular approach to supply and I very much enjoyed the juggle of keeping these units in good shape and with large moving armies. A Supply Train, which is represented by a block unit with the picture of a pack horse on it, represents a group of carts and pack animals that transport the needed supplies to keep an army in the field including food, munitions, and baggage. On a smaller scale are the Knapsacks that represents the food and munitions carried by the soldiers themselves.

As a Block Wargame, the Infantry and Cavalry Blocks used have various dots located along the edges of the blocks. Some blocks have 4 steps while others have less but usually no less than 3 steps. The exception to this general rule is the Partida units that only have 1 step. The current combat strength of the units determines how many 6-sided dice will be rolled in combat. During combat, for each hit that a unit receives, its strength is reduced by 1, which is shown by simply rotating the block 90 degrees counterclockwise. If a block is reduced below 1 strength then it will be eliminated.

Supply Train Blocks also have pips located on the block which represent the units ability to provide supply to other units. When the Supply unit provides supply to friendly units located in its space, its strength will be reduced by 1 pip by rotating the block 90 degrees counterclockwise. If the block is reduced below 1 strength then it is eliminated. No dice are rolled for a Supply Train in combat as it is solely a logistics unit rather than a combat unit. Supply Capacity is indicated on the units by the letter “S” and a number, such as S6 or S2. The number is the amount of friendly Infantry and Cavalry units that a Supply Train or Knapsack can supply during the Supply Check. A Supply Train with S6 can supply up to 6 friendly Infantry and Cavalry units in its space. A Knapsack with S2 can only supply a maximum of 2 units

Artillery counters show the current strength with the number of pips on the visible side of the counter. The strength determines how many dice are rolled in a Skirmish and how many points of Artillery it will contribute to
a Battle. Artillery units do not receive hits in combat, but they can be eliminated or captured if their side is defeated.

Now that you know the makeup of the units and the various forces represented, let’s take a very quick look at the statistics of each side’s combatants. Before we go any further, I am very hesitant to provide these details as I have gone over them about 10 times and am sure that I miscounted or left out certain units and their abilities. But, this look should give you an overall feel for the differences between the units and their general fighting abilities.

Carlist Units

The Carlist player will have access to a total of 26 units. These include 4 Cavalry, 21 Infantry, amongst this number are a total of 3 Partida units, and 1 Supply unit. The Effectiveness Rating for these units, which as described above equates to their fighting prowess with the higher the number the more likely they are to hit in combat, are shown in the below table with 5 units with an ER1 (20.0%), 16 units with an ER2 (64.0%) and just 4 units with an ER3 (16.0%). Keep in mind that Supply units do not have an ER as they are non-combatants.

Liberal Units

The Liberal player will have access to a total of 48 units. These include 10 Cavalry, 35 Infantry and 3 Supply units. The Effectiveness Rating for these units, which as described above equates to their fighting prowess with the higher the number the more likely they are to hit in combat, are shown in the below table with 12 units with an ER1 (26.6%), 29 units with an ER2 (64.4%) and just 4 units with an ER3 (8.9%). Keep in mind that Supply units do not have an ER as they are non-combatants.

By way of comparison, you can see that the Liberal Units have a slightly better average Effectiveness Rating (1.82 per unit) as compared to the Carlist Units (1.64). This difference is a bit deceiving though as the Carlist player actually has the same amount of ER3 units (4 for the Carlist player vs 4 for the Liberal player) but as a percentage of their total units they have 16.0% of their units as ER3 as compared to just 8.9% ER3 units for the Liberal player. This means that the Carlist units are a bit better and will generally have better units making up their forces than the Liberal player in any given battle.

The real comparison, and where the difference between the 2 sides stands out, is in the area of Morale. Morale is indicated by the letter “M” on the units and is shown as a number, such as M7, M8 or M9. This Morale number is the maximum result of the sum of 2d6 that gives a success in a morale roll. Each time during an activation that a unit receives 1 or more hits, it must then roll a Morale check. Morale checks are only made in Battle and never in a Skirmish, Assault, Pursuit, or Rout. If the Morale check fails, the failing unit will immediately be moved to the Demoralized Units Box. Morale is also key for Infantry that are being charged by Cavalry as they will make a Morale check and if they succeed they can initiate a counter charge. If they succeed the check then the attacking Cavalry will be spent and do no damage but if failed the attacking Cavalry unit fires and adds +1 to its Effectiveness Rating.

The Liberal player has an Average Morale value of their 45 units of 7.97 as compared to the Carlist player Average Morale value of their 25 units of 8.76. While not a huge difference, this slight edge to the Carlist player means that their units will be able to more often counter charge and stay on the battlefield as they will not break and become Demoralized as often.

Also, if you remove the 3 lowest value Carlist units, the 3 Partida units who each have a Morale Value of 7, this average becomes much higher at a 9.0 and really starts to show the significance of the Carlist advantage in Morale. In my play with Franciso Ronco, I felt like he definitely had the advantage on the battlefield, at least value wise in the area of Morale, but all it really took was for 1 of his better units to be demoralized and the odds became much more even.

The other advantage that the Carlist units hold is that they are typically fighting on their home turf and supply is much less stringent on their forces. The Liberal player must make consistent campaigns in the Carlist Zone of the board and this will require them to invest more into Supply units such as Supply Trains and Knapsacks.

I very much enjoyed the asymmetry between the Carlist and Liberal forces. It made for a very interesting tactical challenge for both sides as they have to play to their strengths and not get too overly concerned with the numbers. The Carlists will be much more mobile in their defense and look to exploit every gap in a supply line to move around and stay away from the numerically superior Liberal forces, whereas the Liberal player will have to move more methodically to take outlying towns and settlements to be able to shore up their lines and create less opportunities for end arounds by the Carlists. The disparity in the forces was a very interesting choice by the designer David Gómez Relloso and I am sure is reflective of the historical reality of the First Carlist War.

If you are interested, we posted an interview on the blog with the designer and you can read that at the following link: https://theplayersaid.com/2025/07/14/interview-with-david-gomez-relloso-designer-of-an-impossible-war-the-first-carlist-war-in-the-north-1834-1838-from-bellica-3rd-generation/

I also was able to shoot a fairly short video summary of my game play with Francisco Ronco who is the owner of Bellica Third Generation and you can watch that at the following link:

In Action Point 3, we will take a look at the Carlist Uprising Phase and what it means for the game.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #79: Culper Ring from Liberty or Death: The American Insurrection from GMT Games

Von: Grant
26. Mai 2026 um 17:13

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.

#79: Culper Ring from Liberty or Death: The American Insurrection from GMT Games

In case you didn’t know, I love Liberty or Death: The American Insurrection! This is my 2nd favorite volume in the COIN Series and is such a fantastic game filled with the history of my favorite historical period the American Revolutionary War. Liberty or Death was the COIN Series’ first foray into non-modern warfare and takes us to the 18th Century and the days of the Brown Bess musket, the 18 pound siege cannon and nice and tidy formations better suited for a gentleman’s war. The focus of the game is the struggle of the American Patriots against their mother British government as they have made their intentions clear to become independent with the Declaration of Independence. The game is a multi-faction treatment of the American Revolution, which includes the Patriots and their allies the French against the British and their reluctant allies the Indians.

Liberty or Death is a 1 to 4 player game focused on all aspects of the struggle including financing operations with Rabble Rousing, infiltrating British held cities to Skirmish, blockading major cities with the mighty French fleet, Raiding the frontiers with the Indian nations, the spread of propaganda to build support for the revolution, fort building and small scale battles. So, with this short description you can see that this game is not a “traditional” wargame but does contain some armed conflict. So a game about the American Revolution that isn’t focused on battle you say? How can that be? Well, I will tell you that this game is probably a perfect representation of the multifaceted struggle that wasn’t necessarily decided on the field of combat, but by the little actions of many behind the scenes characters. Yes battle will decide the control of major areas of the board and decide the fate of troops as they must be concerned about being in supply through a network of forts but the game is so much more than just rolling some dice and consulting a CRT!

In today’s entry, we are going to take a look at a very interesting card called Culper Spy Ring. I very much enjoy the connection of this card to the history of the American Revolution as it deals with one of the more important aspects of the war being that of reconnaissance and spying to gain intel on the enemy’s plans and the makeup and disposition of their forces. The Culper Spy Ring card allows the British/Indian players to Activate 3 Patriot Militia pieces anywhere on the board. These pieces do not have to be located together in the same space but can be in 3 different spaces if the players chooses. This is a very powerful event as the Patriot Militia are generally only able to perform their actions if they are Underground meaning hidden from the British. Typically their Commands and Special Activities for things such as Rabble Rousing (create Opposition to Crown rule), Persuasion (get Resources) and Partisans (attack Royalist pieces), require at least 1 Underground Militia piece be in the space and typically requires that they be Activated or turned face up with their embossed star icon showing. The process of turning up these Militia pieces normally involves a British March Command into a space with Underground Militia but the process of removing them requires an additional step by taking either a Skirmish Special Activity or a Battle Command. This card allows for these turncoats to be discovered and then removed in a later action. If you also read the card above the action description you will notice that it says “Hercules Mulligan arrested”. Hercules Mulligan was an Irish-American tailor, spy, and founding member of the Sons of Liberty. Operating in British-occupied New York City, he used his high-end tailor shop to befriend British officers, gather critical intelligence, and covertly pass military secrets to General George Washington. Mulligan is credited with twice saving General Washington from capture or ambush. He sent secret messages, often via his trusted assistant Cato, warning Washington of planned British traps. I love the history here and am very glad that the design and development team gave a shout out to this little known American hero who risked his life to perform these spy activities in New York City.

The bottom half of the event is for the Patriot/French player and has an immediate powerful effect that can change the odds of an upcoming Battle or wrest control of a key province from the British at an inopportune time. The event simply allows the removal of 3 British Cubes from the board, consisting of British Regulars or Tories, and then placing them into the Casualties Box. This is a key action because it can cause the shifting of the delicate balance for the British between Combined Rebellion Casualties (CRC) versus Combined British Casualties (CBC). This difference is 1 of the 2 parts of the British Victory Condition and the CRC must be higher than the CBC. I also love the text above this benefit as it states “Spies reduce British effectiveness”. This is an homage to the critical work of these spy rings as they often lead to more beneficial and favorable Patriot outcomes to Battles as they were better prepared or knew the British plans before the battle event took place.

Major Benjamin Tallmadge.

The Culper Spy Ring was an American intelligence network established in 1778 by Major Benjamin Tallmadge and General George Washington. Operating primarily in British-occupied New York City and Setauket, Long Island, the ring provided vital reconnaissance on British troop movements, notably exposing Benedict Arnold’s treasonous plot to surrender West Point. The network utilized a chain of trusted individuals rather than trained military spies from all walks of life. Some of the more famous spies in this vital ring included:

Agent 355: An anonymous female member within the ring whose true identity remains unknown, though she is credited with providing crucial insights

Benjamin Tallmadge (alias “John Bolton”): The spymaster and director of intelligence who managed the flow of information.

Abraham Woodhull (alias “Samuel Culper Sr.”): The primary gatherer of intelligence in Setauket, who oversaw the ring’s daily operations.

Robert Townsend (alias “Samuel Culper Jr.”): A Manhattan merchant and journalist who operated within British circles, collecting firsthand intelligence on the enemy.

Caleb Brewster: A daring whaleboat captain who transported the messages across the treacherous Long Island Sound.

Austin Roe: A Setauket tavern keeper who acted as the primary courier, frequently riding the 55 miles between Setauket and New York City.

The Culper Spy Ring is widely considered one of the most successful intelligence networks of the American Revolution. Its greatest achievements included preventing a surprise British ambush on incoming French forces in Rhode Island and securing the intelligence that led to the capture of British spy master John André. The secrecy maintained by Tallmadge was so effective that the true identities of the spies were not discovered by historians until the 20th century.

This Culper spy network was the feature of a television series on AMC called TURИ: Washington’s Spies that aired from April 2016 through August 2017 and spanned a total of 40 episodes.

The story of the drama covers events from 1776 to 1781 and features a farmer from Setauket, New York and his childhood friends who form an unlikely group of spies called the Culper Ring, which eventually helps to turn the tide during the American Revolutionary War. The series begins in October 1776, shortly after British victories, including the recapturing of Long Island and the Port of New York for the Crown, leaving General George Washington’s army in dire straits. The first episode opens with the following introductory text:

Autumn 1776. Insurgents have declared war against the Crown. Following a successful naval landing, His Majesty’s Army has forced Washington’s rebels into the wilderness. New York City serves as a military base of operations for the British. The Loyalists of nearby Long Island keep vigilant watch out for sympathizers and spies.

I very much enjoyed the tv show and loved watching each episode to see the hidden historical details of the Culper Spy Ring be revealed that have been discovered over the past few hundred years since the events of the American Revolution. Just an amazing example of a grass roots and loosely organized group of Patriots who risked their lives and families to ensure that the cause of Liberty prevailed.

In the next entry in this series, we will take a look at Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games.

-Grant

Interview with Hermann Luttmann Designer of A Hell So Terrible: Verdun 1916 from GMT Games

Von: Grant
25. Mai 2026 um 14:00

Hermann Luttmann is a great designer and I just love his solitaire takes on historical battles. His newest design is a solitaire game called A Hell So Terrible: Verdun 1916 from GMT Games that focuses on the German assault on the city of Verdun in 1916 during World War I. Keep in mind that Hermann is a very creative designer and uses lots of very interesting and chaotic design elements to create a very interesting and satisfying gaming experience. Also, most of his games are just that, with very engaging gameplay and a lot of the unknown that will hit you in the face from time to time! I just love his games. We reached out to Hermann and as always he was more than willing to share more about the design.

*Keep in mind that the design is still undergoing playtesting and development and that any details or component pictures shared in this interview are for prototype purposes and will definitely change prior to final publication as they enter the art department.

Grant: Hermann welcome back to the blog. What is your upcoming game A Hell So Terrible about?

Hermann: Thanks so much for having me back again! This is getting to be a bad habit. 😉 A Hell So Terrible is currently on the GMT P500 list and covers the German assault on Verdun during World War I. The offensive was launched on Feb. 21, 1916, and its ultimate goal was, as Chief of Staff Erich von Falkenhayn infamously stated, to “bleed France white”. This design sets up the solitaire player commanding the German army at Verdun. The player must push the various German Corps forward along nine different tracks across three main sectors, all of which converge on the city of Verdun and its last ring of fortresses. But the player only has a limited amount of time to close the noose around Verdun, as at the start of July, the Allies will be launching their huge offensive along the Somme River and vital German resources will need to be diverted to defend that front. So, this game design combines a little bit of push-your-luck with a little bit of tower-offense (reverse States of Siege, if you will), and a dab of historically-weighted chaos, to give you a nice flavorful stew of military simulation and game play fun.

Grant: What is the meaning of the title? What did you hope to convey about the game to the players?

Hermann: We actually went through a number of different titles, and I had this one neat quote I found:

“Humanity is mad! It must be mad to do what it is doing. What a massacre! What scenes of horror and carnage! I cannot find words to translate my impressions. Hell cannot be so terrible. Men are mad!”— Second Lieutenant Alfred Joubaire in his diary during the Battle of Verdun (May 23, 1916).

The BBC also used a version of this quote for the Verdun chapter of their special Great War TV series – “Hell Cannot Be So Terrible”. Gene Billingsley came up with the final, truncated version for the game’s title. I take great pride in my game’s titles, and this is no exception. I want the titles to be poetic, artistic, and memorable and thus are usually portions of famous quotes, book chapter titles, etc. By doing so, the title has a meaning and conveys to the player a hint of what the game is about. In this case, as you may surmise, it is supposed to be a bit depressing and gloomy, preparing the player for a difficult Great War grind. The player will experience, in abstract and harmless form of course, the tough slog and frustrating pace of a WWI offensive against an entrenched enemy.

Grant: I see that you described it as a “tower offense” game. What does this mean?

Hermann: This clever twist on the “tower defense” label was created by the game’s developer, Marco Poutre, and I just love it. A tower defense game traditionally means that a player is located in the relative center of the game board, and they are required to defend that center from a foe advancing from multiple directions. Lose the center and lose the game. A Hell So Terrible flips that dynamic around 180 degrees. You are the approaching German attacker moving along multiple axes of advance and the French enemy “bot” is the central defender, trying desperately to keep you away from Verdun.

A prototype copy of the board with counters. Not final art.

Grant: Furthermore, the player takes on the role of the attacker. How did this change your design focus? 

Hermann: Primarily, the game design must provide the player with strategies of offense and exploitation, rather than that of defense and blocking. The game’s mechanics are structured to offer ways and means for the Germans to conduct actions against the enemy, rather than offer just reactions to enemy moves. You are the instigator and thus drive the action with your play. But that’s not to say that the French “bot” sits idly by…it will counterattack and it will generally do that in the spot which least suits you and your plans.

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

Hermann: Well, as you may or may not know, World War I has always been a primary interest of mine. It is just so rich with gaming opportunities because there are so many interesting fighting fronts featuring many different armies. The war is loaded with fairly obscure yet fascinating battles and campaigns and making them each “gameable” is a real challenge. Designing a playable game out of trench warfare was one of my earliest self-inflicted gaming challenges and that all lead directly to the In Magnificent Style push-your-luck style system, which has now come full circle to A Forlorn Hope from Wharf Rat Games (which actually does cover trench warfare). In the A Hell So Terrible game design, that aspect of pushing your troops ”against the wind” of enemy fire (but at an operational scale now) seemed to fit really well with what a game about Verdun should simulate. 

Grant: What is your ultimate design goal with the game?

Hermann: Simply, to provide the player with as much angst and anxiety as possible! 😊 This operation is perfect for the push-your-luck and tower offense approach. The player is placed under a severe time constraint, so the requirement to not only keep moving forward (even when it seems unwise to do so) but also the need to harbor the few resources you have available in the game (more on that later) is a perfect combination of game play juggling. The player must pick the best spots to attack, when to attack, and with what expenditure of assets. And to keep all these moving parts in a playable, accessible format that doesn’t overstay its welcome is the design goal.

Grant: What from trench warfare during WWI and the numerous attacks on Verdun was most important to model?

Hermann: Well, there are quite a few factors that I really wanted to get into the design to make it feel right. Obviously, the French defensive positions are deep, layered, and unpredictable. There are multiple chains of trenches, forts, and terrain features that must be overcome. How do you, as the attacking Germans, go about penetrating these defenses and inflicting as many casualties as you can on the defending French? Well….planning, logistics, bombardment, flanking, reconnaissance, and determination are the tools to overcome those traditional WWI obstacles. Using a design-for-effect principle, there are simple mechanics built into the game that allow the player access to each of those tools, but at the same time, they are not always available and certainly aren’t limitless.

The player must assess each phase of the game and play it to their best ability, utilizing these historic tools to pry loose the French defenses. So, all these factors are important to model to get the best full experience of attacking in WWI.

One other critical thing I wanted to model is the unknown. What I mean is, the French defenses were mostly hidden and they were deep. Though the player can see the French units on the game board, their strengths are unknown until engaged and even the effect of your artillery bombardments is unknown until you actually have units enter those spaces. This is a huge aspect to WWI trench warfare – you are just never sure what the enemy is doing nor what kind of shape they are in. This fog of war really creates a high level of tension and requires the player to try their luck sometimes, even when it might not seem advisable. And the game will constantly be changing the state and makeup of the French defenses, including allowing them to hit back at unexpected times with counterattacks. All these aspects of WWI warfare are critical to include to give the proper experience, and they are all found in this game. 

Grant: What sources did you consult about the details of the history? What one must read source would you recommend?

Hermann: The Price of Glory by Alistair Horne is my “must read” source.

Verdun 1916: They Shall Not Pass from Osprey Publishing.

Verdun: The Longest Battle of the Great War from Oxford University Press by Paul Jankowski.

And in addition to published books, I reviewed various online articles and video documentaries.

Grant: What other games did you draw inspiration from?

Hermann: Honestly, none. I know you guys have covered a number of the other Verdun games and I know that there are some really good ones. But A Hell So Terrible is, I feel, a unique wargame approach to this campaign and as such, I don’t like to be influenced by other games when I begin a design. That goes for most of my other designs as well, by the way. Again, that’s not to say that other game designs aren’t great games – most are. But I don’t want to allow myself to be subconsciously swayed one way or the other by another designer’s approach, unless I’m actually using an operating system as my core engine (like States of Siege, for example). That’s not to say that I won’t read the background and historical information that is contained in other games or read the associated historical articles in a game magazine. But for the most part, I do not consult other games to get design ideas.

Grant: What are the Activation dice and how do they work?

Hermann: One of the driving inspirations for this game’s design approach was the idea of using an activation dice mechanic in a wargame. This is a relatively new game mechanic, at least in my experience, and I first encountered it in the Claustrophobia game series. I’ve come to appreciate the fact that it is an almost perfect blend of randomization and player decision making, all in one simple mechanic. You roll a bunch of dice – the random part – and you must then assign those dice to particular tasks – the decision part. My twist on that concept is that I marry that idea with the ability to change the kind of dice you roll and then apply the entire push-your-luck concept on top of that. There are two types of dice – Movement and Casualty – and after all dice are rolled, one of each is assigned to an activated unit. This will tell you how far a unit can move and how many casualties it will suffer just from moving (i.e., representing the constant enemy “wall of fire”). 

Grant: How has the dice activation streamlined the game? Why does this work so well?

Hermann: The dice activation system not only tells you how you can move your units but also resolves the persistent enemy fire without needing the player to resolve a dozen separate combats. There are two categories of activation dice – Movement and Casualty. The Movement dice come in two types – Advance (green dice) and Infiltration (black dice) while the Casualty dice also come in two types – Friction (orange dice) and Suppression (red dice).

The Advance die allows normal movement results and is the default movement die unless the player opts to spend Command Points to upgrade one or more of these dice to Infiltration dice. The Infiltration dice represent the deployment of Stosstruppen, highly skilled and specially equipped assault troops, and as such these dice allow more movement. Because Command Points are a limited resource, the player must make that critical decision whether to spend those points to get the more efficient Infiltration dice.

The Friction die is assigned to a unit to represent the amount of enemy fire it is receiving and it is the default die unless the assigned unit has its Support marker (representing the supply trains and supporting local artillery) nearby. If the marker is with or adjacent to the activated unit, the player may automatically substitute the Suppression die for the Friction die. The Suppression die represents the tactical artillery (present with the Support marker) bombarding the enemy and thus suppressing the enemy troops and their defensive fire. The problem is that Support markers are hard to move and rarely are able to keep pace with their associated German unit.

Thus, the player is left with some interesting command decisions, even though a unit’s movement and vulnerability is randomly determined by a simple die roll.

Grant: What time pressure is felt by the player?

Hermann: Like all game designs that have any kind of push-your-luck aspect to them, time has to be of the essence. If there is no time pressure, there is no reason to push and take chances. In this game, each turn is half-a-month and the player must accomplish the German goals by the end of the 10th Game Turn, which is the end of June, 1916. The Somme offensive starts at the beginning of July and this marks the point where the Germans must have achieved a victory at Verdun in order to compromise that offensive. The player will find that it is a long slog to capture the ring of French fortresses and get to the outskirts of Verdun in time. So, they will be compelled to push hard and take risks to get to the inner sanctum before the end of the game.

Grant: What type of experience does this create? What are the toughest decisions forced on the players?

Hermann: The experience will hopefully be, as I said before, one of anxiety and fun all mixed into one package! And despite the random events and numerous dice rolls, there is a parade of tactical and strategic decision-making the player must navigate each and every turn. Just to list the toughest and most critical…

  • Which Activation dice do you assign to which unit?
  • In what order do you activate the units? This matters because you can maneuver your units to create flank attack benefits.
  • How do you spend your limited Command Points?
  • Where do you place your Bombardment and Big Bertha markers?
  • How far do you push your combat units forward before you have to slow them down to allow the Support markers to catch up?
  • Do I spend precious time to do a Reconnaissance before attacking?

Grant: How does the solitaire bot for the French function? How does the AI prioritize its decisions?

Hermann: The French bot works mostly through the Event Cards, though as stated before the French firepower is also inherent in the Casualty dice effect. The events are almost all based on things that actually happened or could have happened during the Battle of Verdun and though they won’t occur in exactly the same order chronologically, many are weighted to have different effects depending on the month in which the card is drawn. The French are always tenaciously defending, but the cards dictate when reinforcements arrive, the deployment of fighter aces, the bombarding of German units, the appearance of random patrols, and the launching of counterattacks. And the location of many of those counterattacks is often influenced by how much progress German units are making on their tracks… r in other words, how close they are to Verdun itself.

Grant: What is the flow of the game?

Hermann: Each Game Turn begins with the draw of an Event Card and this card can affect any position or area across the game board. The player determines if they receive any additional Command Points and then resolve a dogfight procedure to determine which side has Air Superiority this turn. Then the player conducts any desired Artillery Bombardment, placing such markers face down on French units. The player selects which of three sectors to activate – left, center, or right. Before activating units in each sector, another Event Card is drawn and often, its effects apply just to the chosen sector (but not always). Units of the chosen sector move and fight until all are Spent for the turn. Then another eligible sector is chosen, another Event Card is drawn, and its units move and fight until Spent. Once all units on the map are Spent, the player calculates any Victory Points earned, and resets for the next turn.

Grant: What are the Events that start a turn? What are some examples of these events?

Hermann: The Event Card that is drawn to start the turn (during the Initial Event Phase) is the same as the others – they all come from the same deck. But this first card may affect the game differently. If it does, it will say so right at the top of the card. So, for example, the “Shell Shock & Attrition” card is especially devastating if drawn as the Initial Event. If drawn at the start of a Sector activation, it requires the German units of that Sector (only) to each take an immediate Morale Test (which could result in their becoming Spent before they even get to activate). If this card is drawn during the Initial Event Phase, it affects all the German units on the game map and every unit must take an immediate Morale Test!

Grant: How are Command Points used? How are they earned?

Hermann: Command Points (CP) are the currency with which the player can do some really cool bonus actions or get gameplay benefits. Using CP to the best of your ability is a key to winning the game. The player gets 15 CP to start the game and then earns some more each turn, but fewer and fewer as the game progresses. This is an abstract way to simulate the breakdown of communications between German headquarters and the troops, as well as reflecting the degrading of confidence in the operation, especially by Crown Prince Wilhelm himself. Certain Event Cards also grant additional CP. Command Points are used throughout the game to do a number of special actions, including purchasing Infiltration dice, re-rolling combat dice, replacing losses, using Attack Momentum (see below), redeploying units, etc. All powerful tools when used at the right moment in the game.

Grant: What is the need for the dogfighting step? How does this play out?

Hermann: The Dogfight Step is a part of the Air Campaign Phase, which just generally reflects what is happening in the skies above the Verdun battlefield.

The Dogfight is a simple competitive dice roll, with the side who has Dogfight Advantage at the time (as listed on the Turn Record Track) getting to roll two dice and use the higher roll. The winner gets to bump the Air Superiority marker one box in their direction. Who has Air Superiority at any point in the game can affect some events, but most importantly for the player, if the Germans have Air Superiority, they have more Bombardment and Big Bertha markers available to use in the turn (simulating that the German Drachen – balloons – are free to fly to observe and guide artillery fire). Again, a simple thematic mechanic that reflects a complex issue.

Grant: How does heavy bombardment work?

Hermann: During the Heavy Artillery Bombardment Phase, the player deploys a certain number of Bombardment and/or Big Bertha markers onto the game map. At the very start of the game, there is a special step called the Trommelfeuer Step which allows the player to place 20 Bombardment and 5 Big Bertha markers around the map. This is to simulate the massive preliminary barrage the Germans conducted before the assault. During all the other game turns, the player gains a certain number of Bombardment Points, based on where the Air Superiority marker is located. Bombardment Points are spent to purchase Bombardment and Big Bertha markers to place face down on French units or into the special Voie Sacree (Sacred Way) area, which was the logistical lifeline for the French forces. The markers each have variable effects on their back sides, ranging from no effect to utter destruction. But these markers are randomized and the player does not know what effect applies to the targeted French units until a German unit enters their space for combat or the player takes the time to conduct a Reconnaissance action to reveal and apply the marker immediately. A Big Bertha marker placed in the Voie Sacree area can interdict that area and delay French supplies and reinforcements, which is enacted by nerfing certain Event Cards.

Grant: What is the layout of the board?

Hermann: The boards shows the entire area around the Verdun fortress complex. There are nine movement tracks and each track has a dedicated German unit and Support marker. Each of these tracks are made up of a series of eight spaces. Most spaces have a terrain feature associated with them – clear, forest, hills, fortress, or trench. There are also a number of landmark spaces that have special game effects (ex: Fort Douaumont). The tracks are also divided into three Sectors, each representing a major segment of the German army attack zone. The left Sector has only two tracks, the center Sector is the main attack zone with four tracks, and the right Sector has three tracks and is the left bank of the Meuse River, which was manned by the Bavarian Corps. Every German unit starts in its own trench area and must move up the track toward Verdun, encountering and hoping to defeat French units along the way.

A prototype copy of the board. Not final art.

Grant: What dangers are present for the advancing Germans?

Hermann: My goodness…there’s a myriad of dangers for the German player. The French can not only offer a stubborn defense of their trenches and forts, causing you casualties and loss of time, but they can also bombard your units and whittle them down from afar. Logistical considerations are numerous, as the player needs to carefully use the Command Points in the right spots and must have the Support markers keep a steady pace to support their associated German fighting units. The air war has to be won consistently to maximize artillery bombardment. The player is going to be severely curtailed by Event Cards and coping with those while also taking advantage of the few good Event Cards is essential. Finally, the most dangerous factor of all is the passing of time. The player only has ten turns to accomplish a lot and every minute lost during those ten turns can make all the difference between victory and defeat.

Grant: How does Fog of War work? Why was this important to include?

Hermann: Well, as with most of my games, I love dabbling with the three F’s of War…the Fog of War, the Friction of War, and the Fortunes of War. And this design has all those elements in it. The player of course has to deal with the uncertainty of the Activation dice rolls and the unknown of the combat dice rolls (see below). Along with that, the Event Cards are always throwing a new, unexpected wrench into the works. In fact, the player does not even know definitively how effective their artillery bombardment has been! On top of all that, French units are deployed face down and their exact strengths are not revealed until contact is made or until the player spends time to scout out the units with the Reconnaissance action. These are all important elements to include in the game because these are exactly the same challenges the German army and its commanders had to face at Verdun. And as with all games that lean on the historically-weighted chaos theory of design, having this level of Fog of War in a game design not only makes it more realistic, but it makes it a more fun game as well.

Grant: How does combat and losses work?

Hermann: Combat in this game is pretty straightforward. Each side in a combat totals up their SP and rolls a D10 which is added to their SP to get a Combat Score. The French get an extra die to roll (using the higher result) and/or additions to their Combat Score if located in certain terrain. The German units can get re-rolls and/or an extra die if they are using an Infiltration die for their activation, or spend a Command Point, or have a flanking unit. Some Event Cards can affect combat as well. Each side gets a total Combat Score and inflicts Hits on the opponent based on that score…the higher the score, the more casualties are inflicted. This yields interesting combat results as both units scoring high means huge casualties for both sides, regardless of who wins. Then the side with the higher score wins the combat, and the opponent must retreat. The actual difference in scores can affect units differently. For example, if a German unit wins a combat by only one point, it will hold the position as the winner but it will become Spent, meaning it is done for the turn! Too many of these kinds of wins can spell doom for the German player. A large margin win will allow the German unit to choose pursuing the enemy and continuing forward or consolidating and bringing its Support marker up one space. Tough choices!

Grant: What is the concept of Attack Momentum?

Hermann: Ah, that’s my sly little “gamey” mechanic for this design. I wanted to add another twist to the Activation dice assignment mechanic that also acts as a mitigation against bad luck – or in this case, technically a mitigation for good luck. So, the idea is that if the player assigns two good Activation dice to a unit, instead of having to re-roll those dice the next Game Turn, the player can instead spend a Command Point and keep those dice with that unit but must count down each die by one number. So, for example, if you assign a “6” Movement die and a “5” Casualty die for a unit, you could spend a CP and activate that unit again with a “5” Movement die and a “4” Casualty die (assuming the unit was not Spent during its first activation). So, good dice stay with the unit, but lose their potency over time. Historically, this simulates a commander seeing a unit performing well and then directing assets and leadership to that unit to exploit their superior performance.

Grant: How do you model German Command Efficiency?

Hermann: Well, in games where there is significant dice rolling, I do like to use the “doubles = something special” mechanic, because you know that the odds will produce a certain number of doubles rolls during the course of the game. As such, I like to make something special happen when they are rolled that the player can exploit, and in this game the use of a doubles Activation dice roll is actually more in the control of the player because the doubles can be “created”. What do I mean? For example, if you are rolling Activation dice for the right Sector (three tracks, so three German units), you’ll roll a total of six dice – three Movement dice (Advance and/or Infiltration) and three Casualty dice (Friction and/or Suppression). This creates a pool of dice results from which you will assign two dice per German unit – one Movement and one Casualty die for each. Thus, if you have two matching dice, you can grab those two and create a doubles result for that unit. An assigned doubles result triggers German Command Efficiency and it allows you some options for activating that unit. You have one of three options you can apply – increase the Movement result by one type (ex: change the result from Move 1 to Move 2); reduce the strength point loss from the Casualty die by one; or move the unit’s Support marker up one space. The chosen benefit is applied, along with the normal dice roll results, when the unit is activated. Again, a simple bonus to reflect the superior abilities of the German officer corps.

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

Hermann: I’m hoping that the game creates an intense gaming experience. One in which the player can exercise tactical and strategic options in an effort to carry out a particular plan, but coupled with the excitement of the unexpected challenges by – and sometimes, assistance from – the Gods of War. This should be a gaming experience of tough decisions and of taking calculated risks. And ultimately, I think this will inevitably come down to a nail biting ending.

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

Hermann: I’m really proud of the fact that I think I got almost every crucial element of simulating the early stages of the Battle of Verdun down to workable and accessible mechanics. The game’s core mechanics and use of historically-based Event Cards drives a narrative that draws the player directly into this era and into the drama of this particular battle. To be able to do that and still keep the game accessible and easily playable is, for me, the ultimate goal and I think A Hell So Terrible  achieves that goal.

Grant: What other designs are you working on?

Hermann: My, my… t’s a busy year for sure! Here we go:

  1. They March Against Us: Leipzig 1813: This is the first game in the Bonaparte’s Sword Series, which will essentially be Napoleonic Blind Swords. Roger and Richard at Revolution Games are playtesting it right now and so far, so good. It should be available this year.
  2. A Forlorn Hope: This game is Wharf Rat Games’ first published design and just finished a very successful crowdfunding campaign. We’re now working on getting it all finished up and designing the stretch goals that were achieved. This one is going to be a real beauty and I can’t wait until people actually get to play it.
  3. Dawn of the Zeds: Designer Edition: Yes, Dawn of the Zeds is back and this is the newly redesigned version of the classic. I’ve updated the mechanics, especially the combat system. It will have the traditional map layout and characters of the previous three editions, but I’ve also added a ton of new stuff as well. This is published by Blue Panther and I think (hope) will be a huge hit.
  4. A Primitive Madness: Antietam 1862: The third Black Swan Series game by Flying Pig Games will indeed cover the Battle of Antietam. This one will be a bit different, as the scale has changed to accommodate the smaller battlefield. This will have the same huge maps and elite production of the other games.
  5. At Any Cost: Metz 1870: This game will be republished by Hexasim sometime this year. I am reviewing the original game and probably updating a chunk of mechanics to allow the game to play more smoothly and quickly. And it will have all new artwork.
  6. Kill All Fermitians!: A republication of an older game (Volters Lead the Way!), this is going to be published by Flying Pig Games as a deluxe push-your-luck science fiction game. The new artwork with this one is amazing!
  7. Nemto: A big, multiplayer, cooperative science fiction wargame that will be published by Nuts Publishing. This is going through all original artwork right now and even some professional background story telling to add to the game. It tells the story of human mercenary companies sent to an alien planet to lay claim to its powerful natural element – pinnaclium.
  8. More Brains!:  Have you ever wanted to play as a zombie? Of course you have! Well, here’s your chance. Another new company, Jackl Games (run by Randy Lein from Legion Wargames) is going to publish this multiplayer game that I co-designed with Ryan Heilman. Each player controls a team of Alpha Zeds, zombies who are accumulating brain power and with each new brain, a new skill. Very different and very fun.

Thanks so much to Grant and Alex for allowing me to write about A Hell So Terrible! I hope gamers enjoy it. All the best! Hermann

As always it was a pleasure speaking with you Hermann. I am very excited about this one as it sounds very interesting and is a gaming subject that I have a great interest in as you mentioned. I am looking forward to our next opportunity to meet up and play some games!

If you are interested in A Hell So Terrible: Verdun 1916, you can pre-order a copy for $75.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1192-a-hell-so-terrible-verdun-1916.aspx

-Grant

Unboxing Video: Roma Victrix: Campaigns of the Roman World from Compass Games

Von: Grant
24. Mai 2026 um 14:00

Roma Victrix is a grand strategic, moderate complexity wargame covering a time period ranging from 218 BC to 533 AD in twenty separate historical and hypothetical scenarios.

Roma Victrix is a game which endeavors to re-create the conflicts between Rome and her neighbors to achieve and maintain that dominance. A simple interactive sequence of play guides each player through the process of revenue collection, recruiting and maintaining military forces, conducting land and naval operations, diplomacy, field battles and sieges. Special rules are included to emphasize the importance and effects of leadership, cavalry superiority, mobility and attrition. Random events are also represented, adding an element of unpredictability to even the best laid plans and the likelihood that no scenario will ever play the same.

We posted an interview on the blog with the designer Paul Kallio and you can read that at the following link: https://theplayersaid.com/2022/05/23/interview-with-paul-kallio-designer-of-roma-victrix-campaigns-of-the-roman-world-from-compass-games/

-Grant

Solitaire Playthrough Video: Crusaders: The Siege of Acre 1291 from Blue Panther

Von: Grant
23. Mai 2026 um 14:00

“In Signo Hoc Vinces”. Dive into history and heroism with Crusaders: The Siege of Acre 1291, a Tactical level Solitaire-Only board-wargame that immerses you and lets you experience the last stand of the Knights Templar and the Crusaders in the Holy Land. Relive the courageous stand of some 15,000 Crusader soldiers, Knights Templars, Teutonic Knights, and Hospitallers as they defend Acre, the critical port city in the Holy Land, against a massive Mamluk army of some 80,000 soldiers armed with siege engines and catapults during the Ninth Crusade.

Crusaders is a dice rolling, tower defense, solitaire game. Players take the role of Crusaders and try to defend Acre from the Mamluk attackers. Players win or lose depending on if the walls are breached and enough defenders survive.

-Grant

Unboxing Video: The Pursuit of John Wilkes Booth from Blue Panther

Von: Grant
22. Mai 2026 um 14:00

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.

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:

-Grant

Video Review: Black Orchestra from Starling Games

Von: Grant
21. Mai 2026 um 15:03

Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).

But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.

On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling “Conspire” action allows players to make bold moves when most needed.

-Grant

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

Von: Grant
20. Mai 2026 um 14:00

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

In this entry in the series, we will be taking a look at the fantastic looking board for Almost a Miracle!: The Revolutionary War in the North found in Against the Odds Magazine #51 from LPS, Inc. The board is illustrated by the very talented Mark Mahaffey whose board from Stilicho: Last of the Romans we have already covered in this series. Now typically, Magazine Wargames are nothing special. Both in their game play but also in their component quality and in the area of art and graphic design. But LPS takes great pride in the games found in their flagship magazine Against the Odds. And Almost a Miracle is such a beautiful example of great graphic design and art but also the board is absolutely a piece of art worthy of being framed and hung on a wall.

The board is illustrated by Mark Mahaffey who is a very accomplished full time artist who has done art for nearly 200 games including Celles: The Ardennes, December 23-27, 1944 (2012) from Revolution Games, The Dark Valley (2013) from GMT Games and Stilicho: Last of the Romans (2020) from Hollandspiele to name just a few. I think that Mark has a real talent for making a board coherent, easy to reference upon first glance and pleasing to look at during play, but I would not say that a lot of his boards are over the top beautiful but that is definitely the case with his effort for Almost a Miracle!.

The board represents mostly the Northern Theater of the American Revolutionary War but also includes Virginia and Maryland in addition to Pennsylvania, New Jersey, Delaware, New York and an area identified as New England which encompasses Massachusetts, New Hampshire and Connecticut. Canada is also represented at the top of the board. The map comes in 2 separate parts that join together in New England and that measures 22″ x 51″ total when combined. The interesting thing about these 2 maps is that one is significantly smaller than the other one. I would say about 75% of the playable board is found on the larger of the 2 sections with the northern tier only covering 25%.

My only real issue with the 2 parts of the board is that they join together fine but the way the map was folded created a really defined white seam in the board that really stands out. You can see it located to the right of the words New England and it runs from Penobscot to the top of the board ending in Canada around the top of Acadia. Not a huge issue but more of a distraction from the beauty that the board offers.

But the board is really quite beautiful and really provides a fantastic backdrop for the game itself. As you can see, the color palette chosen focuses on various shades of green and brown and they really give the game a natural and wild feel to it. With these American Revolutionary War games, I always keep in mind that the majority of the area of each colony, outside of a few larger population centers such as New York City, Baltimore and Philadelphia, are farmland and wilderness timber. Not a lot of development and definitely a land rich in natural resources in the form of wild game, furs, fish, lumber and ore. This “natural” color scheme of greens and browns really sets the tone of the period and provides a ready conduit into the theme and setting of the war.

Let’s focus on the southern portion of the board that includes Virginia, Maryland, Delaware, Pennsylvania and New Jersey. First off, I very much love the inclusion of the title box in the bottom left hand corner of the board with the game title and the various contributors including the designer David Jones and Mike Joslyn (who designed Tarleton’s Quarter which covers the Southern Theater) and the graphic design and art teams. These additions are always nice as they feel period to me and almost as if I am looking at a map of the region created at the time.

One thing that I want to point out is the use of lines to mark the various counties in each of the colonies. These lighter dotted lines are not as prominent as the other more important colony boundaries, roads and rivers. You will also notice that each of the colony boundaries are a different color because they touch and are easier to differentiate with the use of colors. Pennsylvania’s boundary is pink as it comes into contact with New York, New Jersey, Maryland and Virginia. Then the boundary of New Jersey is gray and New York is brown as they both touch Pennsylvania. This was a very nice touch and is important to understand the colony boundaries for recruitment and reinforcement purposes. This visually aids in distinguishing the various locations and to assist in grounding you in the geography.

Foraging is also a major part of the game and when troops are out campaigning they rely on baggage trains and supply depots for food and ammunition but also can forage the countryside which is hit or miss. These foraging results are found on a table and are influenced by the terrain type that the troops are located in. So knowing what the terrain in any given area is important and these colors quickly identify the type.

The other very nice feature on the board is the use of lines to mark the shorelines of the various bodies of water including lakes, bays and oceans. In the picture below, we get a look at the shoreline of New Jersey, Delaware, Maryland and Virginia and you can see the deft use of these horizontal dark lines to mark the water as it comes in contact with the shoreline. I also really like the small islands that are sprinkled in the midst of these lines and they add some real depth to the feature. You can also see in this picture the names of each of the counties in each of the colonies. You may also notice the nice use of the silhouettes of soldiers on the boards in some of these counties. These are the starting positions for your forces and I very much like the way they did this.

You may also notice the blue crown icons found on the board near major cities. In this picture you can see the blue crown icon at several places including: Wilmington in Delaware and Annapolis in Maryland. These blue crown icons denote the capitals of each of the colonies and some of the larger ones have multiple capitals. This has to do with victory at the end of the game for the British as if they control the colony capitals and there are no Colonial Regulars or Militia present in the colony they can then place the Colonial Governor and declare “the King’s Peace” in at least 2 colonies to end the campaign game.

As we move to the north of the map, and enter the less populated and definitely more wild areas of the colonies, including northern Massachusetts and the wilderness of Canada, the board changes quite a lot as there are less roads, less markings and frankly more green on the board. It still looks really good and the use of lines for water features is continued particularly in several of the larger lakes in the area.

In the picture above, you can see a good example of the Holding Boxes for troops in the larger metropolitan areas. Here we get a look at the Montreal Holding Box and I very much like the way that they have drawn the outline of the city itself with some of the streets, buildings and homes. This is a very nice touch to the board itself and there are several of these Holding Boxes found on the board including those shown in the picture below such as the Newport Holding Box, New York Holding Box and Staten Island Holding Box. These are very nice additions to the board itself and they look really good and add a layer of depth as well as playability to the game.

The game aids and tracks that are printed directly onto the board are very useful and well done. These use calligraphy like cursive writing that really feels period and adds to the thematic immersion of the player into the American Revolutionary War period. These boxes include the Continental Baggage Train Box and the British Baggage Train Box and shows the game’s focus on Supply. In these boxes, there is an available and an expended section that are used. There also is a Prisoners of War Track that is very period as well as these pitched battles were never fights to the death but represented the fighting style of the period which lead to many different forms of losses including deaths, injuries and prisoners taken.

Finally, there are Captured Boxes for Continental and British Leaders that aid the players in playing the game. These administrative aids are very well done from a graphics standpoint but I love that this game included them on the very large board as it eases play and cuts down on the need to continually refer back to the rules.

Almost a Miracle! was a game chosen for our Shelf of Shame Dust-Off Event in 2024 and we very much enjoyed the game and the history. The game is focused on the American Revolutionary War in the North and is named Almost a Miracle! because when asked about it years after the war ended, George Washington said that the American victory was “little short of a standing miracle.” Almost a Miracle! uses the Tarleton’s Quarter! System as a game engine starting point to bring the Northern “half” of the American Revolution into play.

I think that the best part of this game though is the board. It is just gorgeous and is an odd shape to take into account the entire northern colonies. I think that one of the strengths of this game is that it truly shows the difficulty of maneuvering armies around the colonies and the terrain as well as having to search for forage to feed those armies.

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

The next board that we will take a look at in the series is Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing.

Here are links to the previous entries in the series:

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

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

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

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

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

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

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

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

Stilicho: Last of the Romans from Hollandspiele

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

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

Donnerschlag: Escape from Stalingrad from VUCA Simulations

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

Liberty or Death: The American Insurrection from GMT Games

Lanzerath Ridge: Battle of the Bulge from Dan Verssen Games

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

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

Undaunted: Normandy from Osprey Games

Traces of War from VUCA Simulations

SCS Ardennes II from Multi-Man Publishing

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

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

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

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

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

Iron, Blood, Snow & Mud from PHALANX

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

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

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

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

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

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

Alliance: Multiplayer Napoleonic Wargame from Columbia Games

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

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #78: Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games

Von: Grant
19. Mai 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.

#78: Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games

The COIN Series uses cards in a very different way from other CDG’s. These cards are not necessarily the driver of the action but more assistive to the actions of the players by setting eligibility and also providing powerful events. The Event Cards are more often than not, very powerful. They either give you a continuing bonus on future Operations and Special Activities (as in the case of the volumes that include the various Capabilities) or allow you to take Operations and Special Activities more times that round than you would normally have been able to had you not chosen the Event and more often than not, at no cost! Also, because of the power of the cards and their ties to one or more factions, you can take the Event which allows you a huge advantage, only to see that very powerful Event reversed with the next Event or with a regular Operation. This is very frustrating but is one of the major reasons that I love the card-assisted element of the COIN Series. Today we are going to take a look at the Hamburger Hill Event Card.

But first an aside. Along with the movie Platoon, my introduction to the fierce fighting in the Ashau Valley of Vietnam was mainly from the movie Hamburger Hill starring Dylan McDermott as Lt. Frantz and Courtney Vance as Doc. The images from this movie will be forever burned in my mind and with the recent passing of the anniversary of the battle’s start on May 13th I thought it would be a perfect time to cover this card.

The Hamburger Hill Event Card has a top event and a bottom event, which is the case with all cards found in the decks of COIN Series games. The top event benefits the US/ARVN players while the bottom benefits the NVA/VC players. The top event allows the US player to move 4 US Troop Cubes from any spaces on the board to any Highland space, which are the brown colored regions representing less forgiving elevated terrain and mountainous areas. It then goes onto allow the removal of any NVA or VC base there, even if the base is currently Tunneled. This is a very powerful event as normally moving units requires an Air Lift Special Activity or a Train Operation to place new units into a space. Also, removing a Base, and especially a Tunneled Base, requires multiple turns and a focused approach of Patrol, Sweep and Assault to uncover hiding Insurgent pieces and then to destroy them allowing for a Base to be removed.

The Insurgent half of the event allows them to place a new Tunneled Based into a Highland space as well as remove 3 US Troop Cubes to Casualties. The Casualties Box is where these “dead” cubes are stored until the Coup Round where they will have negative effects on the United States player and then be available again for use in the next turn. This event is very powerful and is a major boon for the Insurgent player in taking control of and maintaining their presence in the Highland Provinces.

I also very much like the historical connection to the Battle of Hamburger Hill and think that the designers did a great job of creating this event with real game effects related to the battle and consequences that are felt from the play of the card. This Hamburger Hill Event is one that will be played by both sides often rather than taking their Operations and Special Activities. The effects are just too efficient and powerful to pass on unless the timing of the game dictates differently.

The Battle of Hamburger Hill was a major battle that lasted from May 13–20, 1969 was fought by United States Army and Army of the Republic of Vietnam (ARVN) forces against People’s Army of Vietnam (PAVN) forces during Operation Apache Snow of the Vietnam War. Though the heavily fortified Hill 937, a ridge of the mountain Dong Ap Bia in central Vietnam near its western border with Laos, had little strategic value, US command ordered its capture by a frontal assault, only to abandon it soon thereafter. The action caused a controversy among both the US armed services and the public back home, and marked a turning point in US involvement in Vietnam.

The battle was primarily an infantry engagement, with the US troops moving up the steeply sloped hill against well-entrenched troops. Attacks were repeatedly repelled by the PAVN defenses. Bad weather also hindered operations. Nevertheless, the Airborne troops took the hill through direct assault with heavy use of artillery and airstrikes, causing extensive casualties to the PAVN forces.

Local Degar tribesmen call the mountain Ap Bia, which means “the mountain of the crouching beast.” Official histories of the engagement refer to it as Hill 937 after the elevation displayed on US Army maps, but the US soldiers who fought there dubbed it “Hamburger Hill,” suggesting that those who fought on the hill were “ground up like hamburger meat.”

The quote was attributed to Sgt. James Spears who said, “Have you ever been inside a hamburger machine? We just got cut to pieces by extremely accurate machine gun fire…”.

US Army photographers climb Hill 937 at Dong Ap Bia after the battle, May 1969.

In the next entry in this series, we will take a look at Culper Ring from Liberty or Death: The American Insurrection from GMT Games.

-Grant

Interview with Mike Nagel Designer of Dawn of Battle: Epic Combat! Expansion from Blue Panther

Von: Grant
18. Mai 2026 um 14:00

A few years ago, Worthington Publishing released a new game called Dawn of Battle designed by Mike Nagel. The game was HUGE size wise containing dozens of playable historic scenarios. The game allows players to refight various historical battles from 1500 BC to 1500 AD or a range of 3,000 years of combat. Players take the roles of the great commanders of history, including Xerxes, Alexander the Great, Julius Caesar, Saladin, and William Wallace. Since that time, Blue Panther has agreed to print the game in a new Designer’s Edition and also have added some new content to an already large amount of scenarios and counters. Recently they announced a new Scenario Pack Expansion, which includes MORE scenarios, called Dawn of Battle: Epic Combat! and well it appears to be pretty EPIC! We reached out to Mike to get some inside information about the expansion.

Grant: Mike welcome back to the blog. What is your new expansion Dawn of Battle: Epic Combat!?

Mike: I’m always happy to contribute. Thanks for the opportunity!

Dawn of Battle: Epic Combat! is the only true expansion for Dawn of Battle: Designer’s Edition. By that I mean that it comes with another map as well as more counters and terrain tiles. It’s likely the only expansion that the game is going to get as it fulfills the vision that I have for the game system. Beyond this, it’s all scenario packs…many, many scenario packs.

Grant: For those not familiar, what are the hallmarks of the Dawn of Battle Series?

Mike: Dawn of Battle is a game system of low to moderate complexity that allows players to recreate any battle from roughly 1500 BCE to 1500 CE, although I have strayed a bit further in both directions. As Alan Emrich described the game when he was helping me develop it, it covers everything from guts to gunpowder. The game was derived from my previous design Ancient Battles Deluxe (which Alan published with Victory Point Games). That game was inspired by the old Bill Banks game Ancients (published by Good Industries and 3W). While designing this latest iteration, I had several critical factors in mind. The first was accessibility. The game had to be relatively easy to get into in terms of rules density as well as setup time. The second was accuracy. Despite the scope of the game requiring a certain amount of abstraction, I still wanted to ensure that identifiably historical results could be achieved. The third was portability. The game, which is something of a “hobby in a box,” needed to be able to be pulled off a shelf and easily transported to a game club or convention. The fourth was relative affordability. Given the economic pressures of the day, I wanted to ensure that players really got their money’s worth. Finally, of course, the game has to be appealing and above all, fun to play. I believe I’ve nailed every factor with Dawn of Battle.

Grant: What do you hope to add to the series with the Epic Combat! Expansion?

Mike: One thing that Dawn of Battle cannot do out of the box are the massive battles you see teams of folks playing at conventions. It’s a 2-player game. The goal of Epic Combat! is to present both an option to play Dawn of Battle with up to eight players at a time, but also challenge two players to successfully fight out massive battles as well. Epic Combat! provides the components and structure to do that.

Grant: Why do you feel the system needs this addition?

Mike: A couple of reasons. First, and likely the most expected, is that an epic battles option is available for Richard Borg’s Command & Colors Series. Since Dawn of Battle is similar in scope and scale (but light years away in design and play), it makes sense to offer an option as well. The other reason is that the addition of additional units and terrain tiles allows for greater flexibility in scenario design for those who want to give their own favorite battles a whirl.

Grant: As a team focused game, how do teammates work together? What is the division of leadership between the players in this team approach?

Mike; Let’s assume a maximum load of four players per team. Three of the players are field commanders, represented on the map with their own leader unit. The fourth player acts as the commanding general. Each field commander gets his own action point during a turn to do with as he pleases. Any additional points are granted to the field commanders by the commanding general. The field commanders may not offer suggestions to other field commanders during play. The commanding general allow this, but at a cost.

Grant: What is the new map included in the expansion? What type of terrain is included?

Mike: The map is the same as the map in the base game. The two are mated along a short end to form the epic playing surface. If players ever wondered why one edge of the map had half-hexes rather than a pretty border, now you know. This was the plan from the outset. The terrain tiles are more of the same: woods, hills, rough, and enough rivers and streams to cross the entire length of two maps.

Grant: There are also additional counters. Are these more and different units or just more of those in the base game to create larger battles?

Mike: The counters are also more of the same, beefing up the inventory with a couple of twists. First is the addition of an ‘e’ indicator on each counter, which serves two purposes. One is to distinguish the expansion counters from those from the base game. The other is to allow these counters to be used in a different manner than their counterparts, according to a scenario special rule. Say a variety of Heavy Infantry that might be more mobile than other HI. This adds even more flexibility to scenario design. The second twist is the inclusion of several errata counters that correct misprints from the early printings.

Grant: What is the upgraded command system?

Mike: The command system is much the same, with action points being used to activate formations to perform specific tasks or enhance combat or die results. Where things differ a bit is in how command range works, since there are many more units spread over twice the area.

Grant: How are Command Cards used?

Mike: Command Cards are used by the commanding general. At the beginning of a battle, each commanding general can select a number of these cards to start with. The general is gambling on which cards might be the most useful. There is also a chance that additional cards may be acquired during play. Each card can be used for one of three purposes. The printed event can be used as noted, the card can be discarded as an extra action point, or it can be discarded as a “dispatch,” which allows play stop and players to confer (this is the only time field commanders can interact).

Grant: Can you share with us an example of these Command Cards and explain their layout and anatomy?

Mike: Pretty straightforward.

Grant: What are courageous heroes? How do they work?

Mike: Heroes are the solution to the real estate problem. With so many more units and space, how do you keep them under control? It seemed too clumsy to simply state that command radii were doubled. This made some leaders really strong while not making weaker leaders strong enough. What heroes do is extend a leader’s printed command radius so long as the hero is within that radius. Say a leader with a radius of 2 positions a hero two hexes away (still within the leader’s radius). The hero now inherits a command radius of 2, thus extending the leader’s radius out to 4 hexes. This allows leaders to manage much larger formations. A leader “spawns” a number of heroes equal to their command rating at the beginning of each turn. Heroes can also be used as individual leaders outside of a leader’s command, providing more flexibility of action during a turn.

Grant: Are these generic personas or based in history?

Grant: Like leaders, these are abstracted personalities. It’s up to the scenario background and the leader capabilities to dictate who’s who.

Grant: What epic-sized scenarios are included with this expansion?

Mike: There are 6 total epic-sized scanarios:

Qarqar, 853 BCE

Gaugamela, 331 BCE

Sentinum, 295 BCE

Raphia, 217 BCE

Pydna, 168 BCE

Pharsalus, 48 BCE

Grant: What errata corrections for cards and counters are included for the base game?

Mike: There are about a half dozen units (Light Infantry and Light Archers) that were improperly printed in the first several copies of the base game. Additionally there are about a half dozen cards that were reworded a bit for clarity, so not really errata per se, but still included. There is a chance that the replacement cards are not identical in size to the rest of the cards in the action deck, so unless the cards are sleeved, using them could be more trouble then they’re worth. Mileage may vary.

Grant: What do you feel the series models well?

Mike: I believe the series does a fantastic job at simulating ancient combat. From the clashing of shields to exploitation on the wings, it all works really well. It’s also a lot less luck-dependent than other ancient combat games. This is the game that ticks all of the proverbial boxes for me. That’s the best part of being a designer: making games I want to play!

Grant: What type of new experience does Epic Combat! create? What are you most pleased about with the expansion?

Mike: One of the things I noticed while designing and testing the expansion is that it provides even more of an (ahem) epic sweep to the battles by allowing the armies to spread out further. The heroes and Command Cards also really ramp up the command and control experience. Although I’ll mostly be sticking to standard scenario design going forward, when I want to really ramp things up and there’s space on my table, epic is a great time!

Grant: What other designs are you contemplating or already working on?

Mike: I’ve still got quite a few irons in the fire. Given its great success so far, I’ve started working on Off the Line, Volume II – Winter War that pits the Soviets against the Finns with some cool new features coming to the system. Of course, by the time this is posted, the fifth scenario pack for Dawn of Battle should be available (that’s 120 scenarios so far!). I’ve got a sci-fi skirmish game coming out soon called MASS Impact. Following that is a light dueling game called Have at You! All of these will be printed by Blue Panther. I also hope to have an ancient naval game called Navarchoi published by Legion Wargames soon(ish) and several Flying Colors games are on GMT’s pre-order list. Of course, I’ve also got several other projects on the design table, but more word on those later. I can’t give all my secrets away!

Now, back to the design table…thanks again for the opportunity to share.

Keep in mind that Dawn of Battle: Epic Combat! requires the base game of Dawn of Battle: Designer’s Edition to play, which is sold separately.

If you are interested in Dawn of Battle: Epic Combat!, you can order a copy for $50.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/dawn-of-battle-epic

-Grant

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