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

Von: Grant
03. August 2026 um 14:00

As this month’s Wargame Watch posts on the blog, I will have just come back from attending the World Boardgaming Championships in Seven Springs, Pennsylvania where I was able to spend 5 1/2 days of fabulous gaming. I bring that up because this month I just didn’t have the time to do the deep dive that I normally do and only was able to find 27 games (including a new game from our sponsor Nuts! Publishing). I was also able to find 3 games to share being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the July Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/07/01/wargame-watch-whats-new-upcoming-july-2026/

This month we have a sponsor for the Wargame Watch feature in Nuts! Publishing. Founded in 2011, Nuts! Publishing is a French tabletop and board game publisher established by four wargaming and history enthusiasts. While initially famous strictly for historical and tactical wargames, the company has expanded its catalog to include cooperative, sci-fi, and family-friendly board games, while maintaining a strict selection process for those games they do publish. They are well known for developing popular original titles like Mini Rogue, Diluvium, and 300: Earth & Water, which is a part of their unique small format wargame series called Combat Rations that recently released the 3rd volume in the series called Guerre Eclair. The “Combat Ration” Series is a line of highly accessible, compact wargames designed to be played in about an hour including the 2 previous titles of 300: Earth & Water that delves into the Persian invasion of Greece in 492BC, and Port Arthur that retells the story of the 1905 Russo-Japanese War. 

But, they also have a full line of more beefy traditional wargames including such titles as Urban Operations, Saigon 75, Stalingrad Roads, This War Without an Enemy, We Are Coming, Nineveh and Phantom Fury.

In addition to their own unique games, they also hold licenses to translate and distribute highly acclaimed international games for the French market, such as One Deck Dungeon, War of the Ring and the Undaunted Series.

Their newest wargame release is called Guerre Eclair designed by Yasushi Nakaguro and is a part of the Combat Rations Series. Guerre Eclair is a remake of the 2019 game called The Rise of Blitzkrieg from Bonsai Games and is a card-driven game for 2 players lasting around 45 minutes. The setting is World War II in 1940 as the Germans unleashed their new Blitzkrieg tactic to invade France. The attacking Germans hide their intentions by choosing a conquest goal of either taking the Maginot Line, conquering Paris or controlling the ports at Dunkirk. Dice are rolled for combat and the highest 2 dice totals determine the outcome and if doubles are rolled losses to units will be inflicted. The French and British really cannot afford to lose many units as they don’t have a lot but neither can the Germans. The game is simple but very meaty with lots of decision points and we had a great time with it.

Here is what Florent had to share on their upcoming slate of games:

In May, we released Guerre Eclair the third game in the Combat Rations series and work on the next titles in the line is well underway (specifically Norway 40, followed by Bulge 20 – Yes, by Joe Miranda previously published by Victory Point Games). Urban Operations 2nd Edition is now available in stores worldwide. Please note that an upgrade kit is available on our website for owners of the 1st Edition.

Upcoming releases in early 2027 include The Coldest Winter, a card-driven game about the 1939–40 war between Finland and the Soviet Union (designed by Timo Pohja; art by Nils Johanssen), followed by Supremacy 2050, in which the world’s four major powers clash between 2020 and 2050 (designed by Pierre Razoux; art by Domhnall Hegarty).

Finally, we will launch two crowdfunding campaigns in 2027. The first will be for the second edition of Sword of Rome, covering the rise of Roman power in the 3rd and 4th centuries BC (designed by Wray Ferrell; art by Nicolas Roblin and Gabriel Pardon). The second will feature Nemto a cooperative sci-fi wargame (designed by Hermann Luttman; art by Nicolas Roblin and Christian Benavides).

Quite a variety of eras and gameplay styles!

Here is a link to an interview we did with one of the owners, designer and main bottle washer Florent Coupeau while attending Essen Spiel 2025:

Here also is an older video we did with Florent while attending SDHistCon 2024 where we discussed the excellent Combat Rations Series and Guerre Eclair (recently released) and the upcoming Norway 40:

Nuts! Publishing really has a lot of great games and you can check those out by visiting their website at the following link: https://www.nutspublishing.com/eshop/index.php

But now onto the games for August!

Pre-Order

1. Pacific Fleet: Rise & Fall of the Japanese Empire from VUCA Simulations

VUCA Simulations is a newer company on the scene the last several years (really since 2021) and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest pre-order offerings is called Pacific Fleet: Rise & Fall of the Japanese Empire designed by Hiroyuki Inose. I love a good Pacific Theater WWII game and this one looks pretty great.

From the game page, we read the following:

The Pacific War was unlike any other conflict of the Second World War. Vast oceans, isolated island chains, carrier task forces, long-range bombers, amphibious invasions, and industrial warfare all combined into one of history’s most complex military campaigns.

Pacific Fleet: Rise & Fall of the Japanese Empire places you in command of this global struggle. Lead the Imperial Japanese forces in their quest to establish dominance across Asia and the Pacific, or direct the Allied war effort as overwhelming industrial power gradually turns the tide. Every carrier strike, convoy, amphibious landing, and production decision shapes the course of the war.

This is not merely a naval game—it is a complete grand-strategic simulation where sea, air, and land warfare are seamlessly integrated into one operational system.

Fight from the opening attacks of December 1941 through the climactic campaigns that determined the fate of the Japanese Empire. Unlike many Pacific games that focus on individual battles, Pacific Fleet presents the entire theatre as one interconnected campaign where logistics, production, intelligence, and operational planning are equally important.

If you are interested in Pacific Fleet: Rise & Fall of the Japanese Empire, you can pre-order a copy for $107.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/pacific-fleet-rise-fall-of-the-japanese-empire

2. Modern Tactics: Afghanistan – British Forces Expansion from VUCA Simulations

We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design with VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan. That was announced on pre-order a while ago and has since been delivered but there is now an expansion of sorts to the game called Modern Tactics: Afghanistan – British Forces Expansion but it is being designed by another designer named Kenneth Tee of People Power from GMT Games fame.

From the game page, we read the following:

The war in Afghanistan was fought village by village, compound by compound, and patrol by patrol. Every operation demanded careful planning, disciplined infantry, close cooperation with allied forces, and constant vigilance against an elusive insurgency.

Modern Tactics: Afghanistan – British Forces Expansion places you in command of the British Army, Royal Marines, Special Air Service, and supporting Afghan forces during Operation Herrick. Experience thirteen new scenarios inspired by real operations fought throughout Helmand Province between 2001 and 2012, introducing new units, mechanics, and tactical challenges to the Modern Tactics system.

Whether conducting a night raid with the SAS, leading Gurkhas into hostile villages, defending isolated platoon houses, or escorting Afghan National Army units through dangerous territory, every mission presents unique tactical and operational decisions.

If you are interested in Modern Tactics: Afghanistan – British Forces Expansion, you can pre-order a copy for $39.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/modern-tactics-british-forces-expansion

3. Thirty Years of Misery: The Thirty Years War 1618-1648 from VUCA Simulations

A couple of years ago, I came across a new designer named Brian Asklev and have done interviews with him covering Baltic Empires from GMT Games and 1812 – Napoleon’s Fateful March from VUCA Simulations. Brian is a pretty sharp designer and I very much like his approach to design as well as the choices in designs that he is doing. His new game is called Thirty Years of Misery: The Thirty Years War 1618-1648. The cover art is amazing, the topic looks great and the approach that he is taking seems to be very novel.

From the game page, we read the following:

Between 1618 and 1648, Europe was consumed by one of the longest and most destructive conflicts in its history. What began as a rebellion in Bohemia soon engulfed the Holy Roman Empire and drew nearly every major European power into a struggle over religion, dynastic ambition, and political supremacy. Millions perished as armies marched across Central Europe, cities were besieged, alliances shifted, and entire regions were devastated.

Thirty Years of Misery places you in command of the major powers that shaped this conflict. Lead the Imperial Habsburgs, the Catholic League, Sweden, or France as you fight to reshape Germany through military campaigns, religious influence, political maneuvering, and strategic diplomacy.

Victory requires more than battlefield success. You must secure electorates, protect your heartlands, influence the religious landscape of the Empire, and achieve your faction’s unique historical ambitions before peace is finally negotiated at Westphalia. Rather than recreating individual battles, Thirty Years of Misery captures the entire strategic conflict across three decades of war.

Every campaign combines:

  • Military operations
  • Religious conflict
  • Political objectives
  • Coalition warfare
  • Historical events
  • Dynamic diplomacy

Each round features a randomized turn order, ensuring that no two campaigns unfold the same way. Players must continually adapt to changing circumstances, unexpected interventions, and opportunities created by both allies and enemies.

If you are interested in Thirty Years of Misery: The Thirty Years War 1618-1648, you can pre-order a copy for $79.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. Iwo Jima: Hell on Earth Revised Edition from Neva Game Press

Neva Game Press (formerly Neva Wargames) is a new publisher who appeared on the scene 2+ years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their first release called Iwo Jima: Hell on Earth, which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 at the end of WWII, was both commercially and critically successful and has sold out and now they are bringing back a revised edition for pre-order.

From the game page, we read the following:

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

In Iwo Jima: Hell on Earth, your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days.

Victory is determined at the end of Turn 9 by calculating your Victory Points. You earn VP’s by: Eliminating Japanese units, Capturing key objectives on time and Japanese surrender. You can lose VP’s if: You play too many Special Orders and/or you suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP).

I think that a new company selling out their first release is probably pretty rare in our hobby but Neva did it and it is partly because a good solitaire game is always in demand and their focus on quality, in both game play and components, speaks to wargamers and word will spread fast once it is out. So what is different in this new Revised Edition?

Because we are heading back to the printers, we saw the perfect opportunity to integrate our community feedback directly into the game. The Revised Edition will feature:

  • Upgraded Map: A minor visual tweak where hill hex frames are slightly thicker, making them much easier to identify during intense gameplay.
  • Box Art Variant: A fresh, slight variation of the original box art (while keeping the classic spirit of the original design).
  • Fully Integrated Updates: All components from our Update Kit (detailed below) will come standard inside the box!

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

If you are interested in Iwo Jima: Hell on Earth Revised Edition, you can pre-order a copy for €44.75 ($51.13 in US Dollars) from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth-revised-edition/

The game should be shipping Q4 of 2026.

5. Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter

About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has already launched on Kickstarter.

From the game page, we read the following:

Rebels Against Rebellion is a card-driven war game designed by award-winning designers, David Thompson and Trevor Benjamin. The cards in your deck represent the units and locations under your control. Each turn you will play cards to perform actions on the board and to add, remove, and improve the cards in your deck. The player who most successfully spreads their control across Scott County is the winner.

Tennessee’s role in the American Civil War and the Secession Crisis was marked by significant internal divisions between its eastern, middle, and western regions. In early 1861, when South Carolina became the first state to secede from the Union, Tennessee’s legislature resisted the idea. However, following the attack on Fort Sumter in April 1861, Tennessee was forced to readdress its position. On June 8, 1861, a state referendum resulted in a decisive vote to secede.

Despite this formal decision, Tennessee remained divided. In the eastern part of the state, loyalist sentiment was strong. East Tennessee had overwhelmingly voted against secession in the 1861 referendum, while West and Middle Tennessee overwhelmingly supported secession. 

As tensions escalated, residents of East Tennessee found themselves forced to take sides, often leading to violent confrontations. Loyalist- and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. The establishment of local militia groups known as the home guard sought to defend loyalists. These small militias acted in secret, launching surprise attacks on Confederate soldiers and secessionist raiders, but they also faced constant threats from the Confederate army and local secessionist groups. 

Of the thirty-one counties in East Tennessee, none voted against succession by a higher margin than Scott County. With a vote of 521 to 19 in favor of rejecting secession, the county’s stance was clear. Local residents so opposed the Confederacy that later in 1861, the county court approved a protest resolution declaring the county’s secession from the State of Tennessee and the creation of a “Free and Independent State of Scott.” 

This is the story of the Free and Independent State of Scott during the Civil War.

If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:

Because I know that many of you will be paying this one solitaire, Denver did an overview video of the solitaire mode and you can watch that at the following link:

If you are interested in Rebels Against Rebellion, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

As of August 1st, the Kickstarter campaign has funded and raised $24,531 toward $10,000 funding goal with 450 backers. The campaign will conclude on Tuesday, August 18th at 12:00pm EDT.

6. Lee’s War: The War in Virginia 1861-65 from Worthington Publishing Currently on Kickstarter

One of the subjects that Worthington Publishing does really well is the American Civil War. They have their Civil War Brigade Battle Series that we have enjoyed and they really have a way of making these ACW games playable yet integrating some of the most important historical aspects to keep them grounded in history. Their newest series is focused on the Strategic Level and is supposed to be a 3 volume series. The first entry in the series is called Lee’s War: The War in Virginia 1861-65 and is currently on Kickstarter.

From the game page, we read the following:

Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War. It is meant to show the difficulties each side faced during the war. There is no plan currently for a full war campaign scenario. Players are given scenarios based on the campaigns and complete years of the war. I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 

If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864. Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.

The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of certain rules such as Dice Differential and combat die rolls.

Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 – 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.

Here is the current 14 scenario list:

  • First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)
  • The Peninsula Campaign / 10 turns (April 1 –  June 15, 1862)
  • The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)
  • Second Manassas / 7 turns (July 14  – August 31, 1862)
  • Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)
  • Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)
  • The 1862 Campaigns / 30 turns (April 1 – November 1, 1862)
  • Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)
  • Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)
  • Mine Run Campaign / 6 turns (November 15 – December 31, 1863)
  • The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)
  • Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)
  • The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)
  • The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)

If you are interested in Lee’s War: The War in Virginia 1862-1865, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865

As of August 1st, the Kickstarter campaign has funded and raised $27,212 toward its $1,861 funding goal with 304 backers. The campaign will conclude on Saturday, August 15th at 4:00pm EDT.

7. Warfighter: The WWII Eastern Front Special Forces Card Game from Dan Verssen Games Currently on Kickstarter

The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see that they are doing this WWII Eastern Front offering as I think that it will offer a new and interesting view of the history.

From the game page, we read the following:

Warfighter WWII Eastern Front recreates the brutal skirmishes fought across the vast Soviet battlefields of World War II, where Soviet Red Army and German forces clashed for shattered cities, strategic strongholds, and hard-won ground in some of the harshest climactic conditions of the war. You will face fierce resistance from enemy troops, but the battlefield itself, from deep snow and choking mud to bitter cold and broken terrain, can prove equally deadly. 

Do you have what it takes to defend the Rodina and drive the invader from our soil?

Warfighter WWII Eastern Front is the latest title in the Warfighter WWII Series, which includes other core sets for the Europe, Pacific, Mediterranean and North Africa Theatres of Operation. The Eastern Front has been an area of interest which we have been discussing for a time, and we began research and design work in January 2025. Now, the game design is complete, and we are ready to present it for crowdfunding support.

A key part of the game is squad building and mission planning. You decide which soldiers go on the mission, and which skills, weapons and gear to equip them with, best suited for the objective you are attacking. You control their actions and resolve all combat against hostiles and events encountered, but do not take too long, as the timer is counting down!

As a solitaire wargame, the game’s hostile response system handles all the enemy decisions and actions which will oppose your squad and thwart your mission plans. You will have to respond to the unexpected events and hostile attacks, as well as challenging weather and terrain, to make it to the objective and complete the victory conditions. Glory for the Motherland! Slava Rodina!

Along with the Eastern Front Core Box, there are seven Expansions which will allow you to extend your gameplay to include more armed forces and battles. The expansions offered with the Eastern Front core box feature Penal Battalions, Airborne, Partisans, as well as the Soviet Winter, Soviet Winter Vehicles and the Raid on Peenemünde. 

We have also created the Critical Hit Deck pack, a new type of expansion which introduces critical hits to Soldiers and Hostiles alike, to add some cinematic flair and drama to your stories. All expansions are designed to be playable with the core set, and they add new Soldiers, Missions and Objectives, Gear, Skills, Locations, Hostiles and Events to your gameplay.

If you are interested in Warfighter: The WWII Eastern Front Special Forces Card Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-warfighter-wwii-eastern-front

As of August 1st, the Kickstarter campaign has raised $24,469 toward its $20,000 funding goal with 151 backers. The campaign will conclude on Monday, August 3rd at 3:00pm EDT.

8. Lee Moves North: Campaigns of Antietam and Gettysburg from GMT Games

Several years ago, Mark Herman designed a 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 and Volume II being Army of the Potomac. Mark has now advanced the series with the upcoming Volume III called Lee Moves North: Campaigns of Antietam and Gettysburg that was announced this past month by GMT Games.

From the game page, we read the following:

Lee Moves North is a standalone game that covers the Confederate invasions that led to the battles of Antietam and Gettysburg. Lee Moves North is the third volume in Mark Herman’s Civil War Heritage Series that began with the Charles S. Roberts Award winning Rebel Fury (Best American Civil Wargame of 2024).

Lee Moves North is a low-complexity, grand tactical simulation that won the James F. Dunnigan Award for Playability and Design. Its unique combat system generates a detailed narrative that perhaps for the first time allows you to fully experience the risk calculus of a Civil War Army General.

If you know how to play Rebel Fury or Army of the Potomac, you can play the one map battles of Antietam and Gettysburg right out of the box. The game comes with 13 scenarios, 7 of which are played on one map to include 4 DOG (the four days of Gettysburg) with the remainder using all or some number of its EIGHT grand tactical maps, plus a standalone Theater scenario. The thirteenth bonus scenario covers Jubal Early’s 1864 invasion that led to the battle of the Monocacy River.

Through Lee Moves North you will experience these famous battles in a way that you have not seen them before. The grand tactical level is about maneuver combinations prior to and during a battle but make no mistake you will also see the brutal nature of Civil War combat. As the general leading an army, you will have player agency over when, where, and how often to attack using the unique Rebel Fury combat system. Following the combat narratives that are in every book that you have ever read on the Civil War you will experience the frustration of seeing your assaults fail more often than they succeed yet the better general is the one whose plans turn this historical reality into victory.

While we have not yet played Army of the Potomac, we have very much enjoyed the system and its first volume Rebel Fury. Here is a look at our video review for Rebel Fury:

If you are interested in Lee Moves North: Campaigns of Antietam and Gettysburg, you can pre-order a copy for $82.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1253-lee-moves-north.aspx

9. Rowing to Hades: Fast Playing Naval Battles of the Ancient World from GMT Games

Ancients games are always a good time and if that game has naval units, including triremes, Greek fire ships and the like sign me up. This past month, GMT announced this new game from designer Jason Walonoski called Rowing to Hades: Fast Playing Naval Battles of the Ancient World. Jason is a newer designer with his first game called Epipolae: The Athenian Expedition in Sicily, 415-413 BCE, which is a part of the Levy & Campaign Ancients Series. I share that because he knows something about Ancients and I also think that he is a good designer with a good approach.

From the game page, we read the following:

Rowing to Hades is a squadron-level naval wargame set in the ancient era. The era of oars, not sails. Rams, not broadsides.

Inspired by classics such as War Galley (GMT), Trireme (Avalon Hill) and the Commands & Colors system, it will appeal to gamers who want to enjoy quick naval battles at a different scale and complexity level.

A single battle can be completed in 30-60 minutes. There are scenarios for the Greco-Persian and the Peloponnesian Wars as well as a campaign system to link multiple battles together in an afternoon.

A key design goal was to create a fun quick-playing game, not a simulation. Many details are abstracted, while maintaining historical flavor.

Combat is simple and quickly resolved. After all units have moved, they may Ram. If units have not moved, they may conduct Melee.

Attackers roll a base number of dice determined by the unit type (different types of units roll different numbers of dice for ramming and melee), with the number of dice increasing or decreasing for factors like attacking from the rear, using a special maneuver card, or the enemy formation (for example, line abreast, line ahead, or kyklos).

I am very much interested in this one. Tactical level naval combat is something that is very appealing and this one looks to be on the lighter side of the spectrum but offers enough depth that it should be a very interesting experience.

If you are interested in Rowing to Hades: Fast Playing Naval Battles of the Ancient World, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1252-rowing-to-hades.aspx

10. Commands & Colors: Ancients 8th Printing from GMT Games

Commands & Colors: Ancients depicts warfare from approximately 3,000 BC to the opening of the Middle Ages in 400 AD, which is quite a spread across time encompassing different strategies, tactics and even technology. CC: Ancients uses the standard card activation system which identifies a number of units that can take actions in one of three areas on the board, including the Left, Center and Right. This card system is standard to the series and really keeps the game light and fun as you sometimes simply cannot control take the actions you need to in order to win the game.

One of the reasons that I like Ancients and how it implements the system is that the scale changes during each of the battles represented. This means that some of the scenarios will have an Infantry unit representing an entire legion of fighters, while in other scenarios a unit may just represent a few warriors. This flexibility makes the game really interesting and you have to learn how best to use each of your units in each of the settings. This really adds to the replayability factor as well because you are learning from each scenario.

CC Ancients Units

The unit variety in this one is interesting as compared to other games in the series such as Battle Cry and Memoir ’44 as each of those volumes had just three types of different units. In Ancients though there are multiple different types or classes of Infantry. Units are rated according to their makeup and in some ways their tactics and are placed in three neat and tidy categories including Light, Medium and Heavy. In the ranks of the Light Infantry, there are the standard Light Infantry, Auxilia, Light Bow and Light Sling for example. In looking at the other types of units there are Cavalry, Chariots, War Machines, Leaders, and the best part Elephants. The game comes with very clear and well done player aids that outline the different abilities of each type of unit and help you with an understanding of their movement, combat dice and any special abilities.

The final best thing about the game is the number of different engagements portrayed and how each of them uses different units and will require you to think on your toes about how best to utilize your assets. The battles covered include Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama. All in all, I find Ancients to be a simple yet fulfilling gateway to the series and would recommend it heartily to anyone interested in getting on board.

From the game page, we read the following:

Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?

Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.

Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.

CC Ancients Elephants

If you are interested in Commands & Colors: Ancients 8th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1250-commands-colors-ancients-8th-printing.aspx

11. Commands & Colors: Napoleonics 6th Printing from GMT Games

I will be honest with you, when we first played Commands and Colors, I was really leaning toward Ancients as my favorite one. But that all changed once we got the grand daddy of them all on the table in Napoleonics. To me, I really enjoy the added layers of depth to this one. It has six expansions for a reason as they have tried to capture the intricacies of each nation and their unique abilities and fighting styles to make for very highly stylized game.

Of all the C&C games this one is on the richer end of the scale, especially as you add in the expansions. The little bits of chrome make the combats more tactical. You can put your infantry into square formation to counter cavalry charges, but that comes with it’s own sub set of limitations. Each nation has their own special ability, and then each of their units have their own characteristics. An example of which are the Spaniards’ Infantry being straight up not as good as others. They roll dice equal to their number of blocks -1 for example. Each faction has strengths and weaknesses which gives you a little more to think about. Again, nothing overwhelming, and nothing you can’t handle but Napoleonics just has that extra richness and detail that brings the game to life and makes each play feel different from the last.

C&C Napoleonics Units

There are a few new differences in this one. Leaders play a very important role on the battlefield. They don’t add to attack but keep units in formation and from breaking. You must try to keep the Leaders away from the front line because they can become casualties but you need them to keep order on the battlefield as they will allow units to ignore some symbols.

Another major difference is in how units do when they are reduced. In all previous versions of the C&C system, the number of remaining blocks in a unit was not factored into the strength of that unit’s attack. If they had three units left, they would still roll their maximum 2 dice. But now that has changed and I really like this one. The basic attack strength of a unit is equal to the number of its blocks.

The color and the pageantry of a Napoleonics battle is hard to ignore and this one has a lot of substance to the game that the other volumes don’t approach. I will play Napoleonics at any time and relish the chance to learn new strategies and try out new tactics with the multitude of different units found in each expansion.

C&C Napoleonics Unit Bag

In the end, Commands and Colors is a fantastic system that has a little bit of everything that will appeal to any wargamer’s taste. I recently played Tricorne and man was that a fascinating experience. We also played the new one from GMT from 2019 Medieval and enjoyed it, and actually really liked some of the new additions, but just were let down by the theme. If you haven’t tried C&C yet, what are you waiting for? Pick a historical period you like and give it a try. You won’t be disappointed!

From the game page, we read the following:

The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor. 

For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.

  • The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
  • In combat, a unit’s battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
  • An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
  • Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
  • As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
  • When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.

The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon. 

If you are interested in Commands & Colors: Napoleonics 6th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1251-commands-colors-napoleonics-6th-printing.aspx

12. Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing from GMT Games

Both Alexander and I love Empire of the Sun and really enjoy Mark Herman designs. Now I know that Pacific War is not EotS but it definitely was a precursor and led to its design and development. Unfortunately, I did not play the original Pacific War as I was 12 years old and focused on other things (baseball, football) and other games (mainly Dungeons & Dragons and other role playing in my teens). So, this one interests me because it will be a new experience for me.

From the game page we read the following:

Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.

Strategic wargame that covers the entirety of the Pacific Theater of World War II…pretty big game, both in scale and distance. For a game to cover the entire theater, it has to be deep and have various systems to cover all of the different types of actions. Here is an answer on this aspect frog the game page:

For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game’s basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions.

As this game is a reprint and updating of a classic, the first thing I thought about was what has changed in the design? Mark answered this question very well in the game write up on the game page:

So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon .

The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game’s reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It’s unlikely (to date I have only done it three times). However, Pacific Waris an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario.

No cards, as this one is not a Card Driven Game, and lots of counters with 9 counter sheets listed. This is going to be blast and I hope that we get around to playing this game so that I can get a view of the original work from one of my favorite designers.

If you are interested in Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing you can pre-order a copy for $99.00 from the GMT Games website at the following link:  https://www.gmtgames.com/p-1249-pacific-war-the-struggle-against-japan-1941-1945-2nd-printing.aspx

New Release

1. Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622 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 new series of games covering the Thirty Years War called Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622.

From the game page, we read the following:

Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20th, 1622 is a game with 2 battles and both battles were part of the so called “Bohemian Phase” of the Thirty Years War and were one the result of the other. The first took place when the Catholic forces of Tilly and Cordoba surprised the smaller force of George Fredrick of Baden who was trying to cross the river Neckar near Wimpfen. Even if the Protestant forces made their best in the battle, thanks to a favorable uphill position, theywere defeated.

A month and an half later, another part of the Protestant troops moving around the Rhineland, the part commanded by Christian of Brunswick, was stopped by the same catholic army under Tilly and Cordoba near Hochst, while trying to cross the river Main. The ensuing battle was a sort of a draw, as at least a part of the catholic army was able to join the other catholic force under Mansfeld, but at so high a cost in losses, that the Palatinate theatre of the war was de facto closed.

If you are interested in Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/bohemia.html

2. La Conqueste: The French and Indian War 1754-1763 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called La Conqueste: The French and Indian War 1754-1763 from White Dog Games uses the States of Siege Series System and dives into the French & Indian War.

From the game page, we read the following:

Over 270 years ago, France controlled most of North America east of the Mississippi River. The British had colonized only along the Atlantic Coast and wanted to expand further west. Conflict between these two great powers in the New World was inevitable. The immediate issue in the new World was whether the upper Ohio River valley was to be a part of the British Empire, and therefore open for trade and settlement by English colonists, or part of New France. When, in 1754, war broke out between France and England in Europe, it quickly spread to the New World, where it was called the French and Indian War, and where two of the most famous generals in history fought one another: Wolfe and Montcalm.

​​In this exciting game of that titanic struggle in America designed by R. Ben Madison, you control the forces of New France against England and the British colonies as the epic nine-year long French and Indian War breaks out. 

If you are interested in La Conqueste: The French and Indian War 1754-1763, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/french-and-indian-war

3. Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD from White Dog Games

Another new solitaire States of Siege Series offering this month from White Dog Games takes us to ancient Persia and Iran in the Sasanian Era covering the years of 224-651 AD. This one is also designed by R. Ben Madison and looks to be very interesting.

From the game page, we read the following:

Fortress of Oblivion is an exciting solitaire game by designer Ben Madison that puts the player in the role of the ancient Shahs of Iran during the Sasanian Era, 224-651 AD – or even later, if you survive! You will use the economic, military, and social resources of the Iranian Empire, called “Persia” in the west, to defend your realm against invading foreign armies from the west (Armenians and Romans, later called Byzantines), the east (China, Central Asian nomads, and the mighty empires and petty states of India), and marauding Himyarites and Ethiopians from the south, soon to be routed by your greatest foe: the giant Arab Caliphate!

If you are interested in Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/fortressofoblivion

4. Santa Cruz 1797 Reprint from Bellica 3rd Generation

One well recieved wargame from 2017 was called Santa Cruz 1797 from Bellica 3rd Generation which was designed by Iván Cáceres. The game covers the British amphibious assault on the fortress at Santa Cruz de Tenerife in Spain and is a card driven siege game. Bellica 3rd Generation is now reprinting this game which has been out of stock pretty much everywhere with a new edition.

From the game page, we read the following:

Early morning on July 25, 1797…A squadron of His Britannic Majesty under the command of Lord Admiral Horatio Nelson set out to assault the fortifications of Santa Cruz de Tenerife. The fight would be desperate and the first light of day would find the

On this occasion, in addition, Nelson lost his right arm due to an impact from a cannon (“El Tigre”) that is still preserved in the Museum of the Castle of San Cristobal, in Tenerife.

Santa Cruz 1797 is a game for two players in which each player has a well-defined role: the British must storm the city and occupy its key points while defeating the Spanish military forces, the Spanish must wait to see where his opponent lands and then launch into a tenacious and aggressive defense to defeat him.

The game is a block wargame and works with a card engine that allows players to act on the opponent’s turn and creates a situation of unparalleled tension and uncertainty until the end of the game.

If you are interested in Santa Cruz 1797 Reprint, you can purchase a copy for 50,00 € ($57.00 in US Dollars) from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/santa-cruz-1797/

5. Lone Panther from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Lone Panther and can be downloaded from Wargame Vault. I do know that typically these games are sold on Amazon but I have not seen this offering make it there as of yet.

From the game page, we read the following:

The German front in the Italian Po Valley is collapsing. Months of retreat, shattered divisions, and dwindling fuel have left the once‑proud Panzerwaffe reduced to scattered pockets of armour fighting desperately to hold back the Allied advance. In this flat, misty landscape of farms and villages, marshland, narrow roads and orchards, tanks are no longer committed in massed formations. Instead, single vehicles are thrown forward to plug gaps, delay Allied spearheads, or hold a vital crossroads.

You command one such machine, a Panther Ausf. G, operating alone, cut off from its parent battalion and reliant on its crew. Allied forces push north with growing momentum. British armour probes ahead, infantry screens advance through the fields, and fighter‑bombers circle overhead searching for targets of opportunity.

In this final phase of the Italian campaign, a Lone Panther can still shape the battlefield – if its Commander keeps his nerve.

Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events.

This game is designed to be easy to learn and good fun to play.

This is a solitaire wargame. You play the game, and the enemy is controlled by the game (or the Artificial Intelligence or ‘AI’). You will need at least 7, but preferably 9, standard six-sided dice (not included). There are 10 very replayable missions included with full colour maps and clear instructions.

It is highly recommended that the counters provided on the final page of the game are used to play this game. Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel. The easiest way to make these counters is to print or copy them onto an A4 printer label, leave the ink to dry completely, then peel the back and stick to 1-2mm card. Alternatively, any standard paper glue will do such as PVA. You can also find ‘Instructional Playthrough’ videos on the Mike Lambo Games YouTube Channel to see how the game plays.

If you are interested in Lone Panther, you can order a print and play copy for $9.99 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/575355/lone-panther-a-solitaire-wargame?

6. Great War Battles Volume 2: Tankschlacht: Cambrai, 1917 from Revolution Games

World War I is always an interesting war to game. We have played our fair share of WWI games and pretty much enjoyed them all. The Great War Battles Series from Revolution Games is a wargame system designed by Kerry Anderson that simulates World War I engagements at the brigade and regimental level and the newest offering in the series is called Tankschlacht: Cambrai 1917, which is now available for purchase.

The Battle of Cambrai was a massive British offensive on the Western Front in France during World War I and was fought between November 20 and December 7, 1917. The battle is legendary for marking the first large-scale, effective use of massed tanks in warfare.

From the game page, we read the following:

Tankschlacht is the second game in the Great War Battles Series; the first being Death of an Army: Ypres, 1914Tankschlacht is a brigade/regimental simulation of the Battle of Cambrai, November 20 – December 3, 1917. A two player game where players assume the role of the German and Allied troops as they desperately fight for the valuable position in the line. 

If you are interested in Great War Battles Volume 2: Tankschlacht: Cambrai, 1917, you can order a copy for $70.00 ($55.00 for a Ziplock edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/tankschlacht-cambrai-1917-boxed-edition/

7. Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 from Revolution Games

Blind Swords is a series that most all wargamers have heard of and played at least a few games that use the system. We have played several of these games including Shiloh: The First Day and Gettysburg: The First Day in the series from Revolution Games. Recently, they announced a new title in the series called Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 designed by Mike Wimple.

From the game page, we read the following:

The Confederate’s 1864 Maryland Campaign, led by Lieutenant General Jubal Early, was designed to draw Union forces away from the siege of Petersburg, Virginia and pose a possible threat to Washington. On the morning of July 9, 1864 Early was in Frederick Maryland, ready to cross the Monocacy River and drive toward a lightly defended Washington. Opposing him was Union General Lew Wallace. Wallace put together a hurried defense using any available troops who delayed the Confederate offensive towards Washington long enough that battle hardened forces from Grant’s Army were able to reach the city and bolster its defenses. These additional forces proved sufficient to repel the threat to the city. Thus, the ensuing Battle of Monocacy Junction has been referred to by many historians as “The battle that saved Washington”.

Early Threatens Washington includes one introductory and two full battle scenarios. The all-day full battle scenario allows players to try various strategies for clearing the Georgetown Pike. Do you try Early’s plan of forcing his way across the Wooden and Railroad bridges while feigning interest in the other crossings or some other, more clever method? The half-day full battle scenario allows players to play out Early’s plan as it actually unfolded, ignoring the morning actions, and focusing on the afternoon climax of the battle. Even though the Union is outnumbered by the Confederates, the situation is balanced and offers tough choices for both players. The thirteenth game in Revolution Games’ popular Blind Swords system, Early Threatens Washington provides an immersive experience of tactical American Civil War combat without a heavy rules load. The game can be enjoyed solitaire, two-player or multi-player.

If you are interested in Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864, you can order a copy for $70.00 ($55.00 for a Ziploc edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/early-threatens-washington-boxed-edition/

8. Stalingrad: Advance to the Volga, 1942 from Revolution Games

I love a good solitaire wargame. And if that game covers the famous Battle of Stalingrad mores the better! A few years ago, they released the first volume in a new Solitaire Area Movement Series called Stalingrad: Advance to the Volga, 1942 designed by Mike Rinella. Mike has done a slew of area movements games, such as Patton’s Vanguard and Last Battle, Ie Shima, and his designs are always interesting and playable.

I have played this one quite a few times, and have also played the follow up version called Manila: The Savage Streets, and the AI and the overall design itself really worked well to create a very interesting and challenging game. In fact, after 4 or 5 plays, I have yet to taste victory. I really have enjoyed my experience with Stalingrad: Advance to the Volga, 1942 as the game is well put together, well thought out and frankly just works. They now have reprinted the game and you can get a copy now after the game was out of print for a year or so.

From the game page, we read the following:

There can be little question Stalingrad was one of the bloodiest and most decisive battles of the
entire Second World War. The campaign by the German 6th Army to crush the Soviet 62nd
Army and capture the city has been the subject of numerous two-player designs. It is a
situation known to most gamers but is presented here in a new and exciting SOLITAIRE format,
the first in a series of single-player area movement games by publisher Take Aim Designs.
Stalingrad: Advance to the Volga, 1942 puts the player in charge of the attacking and far more
mobile German side while the game system handles the defending and largely static Soviet
side. No two games will ever be the same. Each turn presents new and unique challenges for
the player in the form of random events, uncertain supply deliveries, and unknown Soviet area
strengths and defensive strategies.

The primary game is a nine-turn campaign covering the first great German assault on the city
during September 1942. The deeper German forces advance, from the city’s less developed
periphery to its urban and industrial core, the greater Soviet resistance becomes. The number
of German units bled white, effectively out of action, mounts. German determination to secure
a rapid victory, represented as “morale” in the game, gradually decreases. The player wins by
equaling or exceeding historical German gains and loses if they fail to do so, or if morale falls
too low.

Also included is a five-turn “Factory District Scenario” representing the second great German
effort in October 1942. The challenge is now even greater: the player must capture all of
Stalingrad in order to release divisions in time to cover the German flanks outside the city
against the coming Soviet winter offense, which was not far off. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Stalingrad: Advance to the Volga, 1942 will appeal to every level of player, from the novice to the grognard.

Here is a look at my full First Impressions post on the blog which you can read at the following link: https://theplayersaid.com/2023/04/11/first-impressions-stalingrad-advance-to-the-volga-1942-from-revolution-games-take-aim-designs/

Here also are links to several Action Point posts I wrote and you can read those on the blog at the following links:

Action Point 1 – Board

Action Point 2 – Soviet Defenders and their different Defensive Strategies

Action Point 3 – How Combat Works and how Support Units are used

Action Point 4 – Focus on Supply and Management of German Morale

Action Point 5 – Strategy Points

You can watch my playthrough video to get a feel for how the game plays:

Here also is a look at my video review:

If you are interested in Stalingrad: Advance to the Volga, 1942, you can order a copy for $55.00 from the Revolution Games website at the following link: https://stores.revolutiongames.us/stalingrad-advance-to-the-volga-1942/

9. Drive on Voronezh, June 28-July 27, 1942 from Legion Wargames

I love Legion Wargames. They are just a solid publisher and Randy Lein is such a great guy. Recently, they started shipping a new game designed by John Theissen called Drive on Voronezh, June 28-July 27, 1942 that deals with combat on the East Front of World War II.

From the game page, we read the following:

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year.  The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.

The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad. 

Drive on Voronezh covers this opening move in the Fall Blau offensive.  The scale of the game is nine miles per hex and two days per turn.  The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians.  The game uses a basic I Go – You Go system but also includes special event chits that allow players to augment certain combat and movement situations.

If you are interested in Drive on Voronezh, June 28-July 27, 1942, you can order a copy for $46.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DOV.html

10. Bear Trap: The Soviet-Afghan War, 1979-1989 from GMT Games

A few years ago, GMT announced a very cool looking game designed by Paul Daniels covering the Soviet-Afghan War from 1979-1989 called Bear Trap. The game was described as a block wargame that used a similar system to what was used in the design for Sekigahara: The Unification of Japan

From the game page, we read the following:

Bear Trap is a quick-playing, low-complexity 2-player block wargame covering the Soviet-Afghan War (1979-1989).

In the Soviet–Afghan war, Insurgent groups—including the mujahideen—fought a guerrilla war against the Soviet 40th Army and the Democratic Republic of Afghanistan (DRA) government. The game begins shortly after “Operation Storm-333” was executed at the end of 1979—in this coup, Hafizullah Amin (General Secretary of the People’s Democratic Party of Afghanistan) was killed, and Babrak Karmal, a Soviet loyalist, replaced him. By putting the Brezhnev Doctrine into practice, the Soviets sought to prop up the sympathetic local government and “solve the Russian Ice-lock Problem” while the Insurgents sought to expel the secularist government and foreign invaders.

Although the two sides in this conflict were fundamentally different in a variety of ways, they also faced some parallel challenges. For instance, they struggled to maintain loyalty. For the Soviets and the DRA, the DRA armed forces merely offered an opportunity for a paycheck, and there were cases where conscripts in the Soviet Army defected to the Mujahideen (e.g. Kazbek Hudalov). For the Insurgents, propaganda, threats, and promises to family drew would-be combatants away, as did injuries suffered from landmines and attacks on villages. Both sides also struggled to puncture the fog of war, not being able to secure reliable intel about force deployment and strength. And both faced various challenges around supply, communication, and coordination. Both sides needed to react to shifting strategies and developments over this decade long Cold War proxy war, where the landscape upon which it was fought presented many unique challenges.

Bear Trap is a spiritual successor to Sekigahara—building on the same core system. In both games, each player has their own deck of cards; players spend cards from their hand to activate areas or in combat to commit units to battle. This means fans of Sekigahara will find learning Bear Trap easy, but the feel and experience of the games are highly divergent. In addition to the difference in topics covered, other differences include:

  • In Bear Trap, forces are represented by blocks, stickered side hidden from the opponent, and the orientation of a block determines its disposition (i.e. the orientation of a block dictates whether it’s mobilized, fortified, disordered, poised to offer fire support to a battle initiated by friendly units, or ready to ambush enemy units). The orientation of a block also determines which battles it can join, whether card play is required to commit it to battle, and whether it can be moved or activated.
  • Bear Trap features an area-based map, rather than the point-to-point style found in Sekigahara.
  • The sequential combat system popularized in Sekigahara is utilized in Bear Trap, adapted to suit the setting. This includes the use of ‘loyalty challenges,’ making Bear Trap simulate the proneness of (for instance) Afghan forces to defect.
  • Bear Trap is, like Sekigahara, first and foremost a 2-player game—but Bear Trap includes a unique solo mode, built around a card assisted flowchart bot.
  • Bear Trap has fewer blocks than Sekigahara, and each player has fewer card types (‘suits’) in their decks.
  • Bear Trap introduces ‘strategy’ cards—powerful event cards. Although it would be misleading to label Bear Trap a deck-building game, players will add 2 cards from a pool specific to their side each time they reshuffle their deck.

Bear Trap  is not a “clone” of Sekigahara—they are very different games with differences in topic, feel, and mechanism, despite having an underlying shared game system. Bear Trap is also a more asymmetric game than Sekigahara. Although Bear Trap is a slight step up in complexity (relative to Sekigahara), the mechanics remain simple, and Bear Trap can be completed in 2-3 hours.

We published an interview with the designer Paul Daniels on the blog and you can read that at the following link: https://theplayersaid.com/2022/04/18/interview-with-paul-daniels-designer-of-bear-trap-the-soviet-afghan-war-1979-1989-from-gmt-games/

If you are interested in Bear Trap: The Soviet-Afghan War, 1979-1989, you can order a copy for $93.00 ($59.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-war-1979-1989.aspx

11. Fields of Despair: France 1914-1918 2nd Printing from GMT Games

Fields of Despair: France 1914-1918 is a medium weight 2 player hex-based strategic level block war game set on the Western Front of World War I. Players take control of either the Allies, including France, England, Belgium, the United States and an abstracted Russia or the mighty Central Powers fighting the war not only on land, but also at sea, and most importantly and probably one of the better and more interesting parts of the game, in the air all while having to focus on and make tough decisions about your economic and technological progression.

Fields of Despair uses a very unique and revolutionary block system designed to maintain the confusion and uncertainty of the Fog of War throughout the entire game. The reason that I consider this system revolutionary is that in most block games, the combat values of individual blocks usually range from one to four, so as you scan the battlefield and after a quick calculation in your head you can come up with a pretty good guesstimate of what force power is arrayed against you, while in FoD the combat value of blocks ranges from zero (dummy blocks) all the way to a maximum of twenty. This difference in value ranges alone has completely changed the block wargame and has created a very strategic game that can be quite deceptive and difficult to play well. The reason for this deception is that you can build up one block in a hex to 20 when in other block games this would require 4 or 5 blocks that have tipped your hand and help your opponent to gauge your strategy and react more effectively to counter that. But, this deception does have its limits as air reconnaissance, one of the best parts of the design, allows players to scout out the strength of units and remove that deception. But, you cannot simply scout with no opposition as your opponent can place their air units in that hex you are scouting to initiate aerial dogfights that will ruin your recon attempt.

Movement in the game is also very straightforward and simple and can be used as a deceptive tool as well in addition to the use of dummy blocks. Players are allowed to “make change” during the movement phase, which means a larger block can be broken apart into 2 separate blocks or can even be done in reverse by consolidating a few smaller blocks into a larger force.  So after the movement phase, you will not be 100% confident in your enemy’s strength and will have to sometimes just throw your hesitancy out the window and attack. The Fog of War also isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land to attack.

I love that this game is so unique with the Strategic Reorganization element as well as the continuous battle for reconnaissance with the airplanes. I have played several block wargames and the way this is handled is very revolutionary and I am sure will be replicated in future block wargame designs. I also am very impressed with the tightness of the rules and how easy they were to understand and apply. For an ambitious wargame covering the entirety of the Western Front of World War I, a 24 page rule book was a shocker. But it is done very well and has very few rules problems.

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

We published an interview with the designer Kurt Lewis Keckley and you can read that at the following link: https://theplayersaid.com/2017/02/11/interview-with-kurt-lewis-keckley-designer-of-fields-of-despair-france-1914-1918-by-gmt-games/

I also wrote a full review piece on the blog and you can read that at the following link: https://theplayersaid.com/2017/04/04/not-your-grandfathers-dreary-trench-warfare-a-review-of-fields-of-despair-france-1914-1918-by-gmt-games/

If you are interested in Fields of Despair: France 1914-1918 2nd Printing, you can order a copy for $108.00 ($69.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-686-fields-of-despair-2nd-printing.aspx

12. Small Battles of the American Revolution Volume I: The Battle of Cowpens from GMT Games

While attending the World Boardgaming Championships 2 years ago, I was able to meet up with Dave Stiffler (acting as Developer on the project) and Bruno Sinigaglio who is the designer to get an early look at the upcoming debut release in the Small BoAR Series called The Battle of Cowpens.

I didn’t get any pictures because they didn’t have the components along to show but learned a lot about the design and how it changes the Battles of the American Revolution Series from GMT Games. First off, the scale is the major difference as it is 1/8th of the scale used in the normal series. This means 25 yard hexes and 2-3 men per counter. They also have included both rifle fire and musket fire which is a change as musket fire is simply an abstracted part of the close combat mechanic in BoAR. They also have added some new mechanics to account better for things like morale and being shaken or even shattered.

I have known about this game for a few months, actually nearly a year or so, but am very excited to see this one added to the P500 and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.

From the game page, we read the following:

Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume IThe Battle of Cowpens, puts players directly into the milieu of this decisive contest.

The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.

Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.

I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.

Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:

  • The ability to designate cavalry units in reserve
  • Artillery Fire conducted both offensively and defensively
  • Simultaneous ranged musket Fire as a complement to ranged rifle fire
  • A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
  • And Opportunity Card Management

As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:

If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 ($48.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx

13. Twilight Struggle 20th Anniversary Hall of Fame Edition from GMT Games

As if you don’t know but Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.

I remember my first impressions of Twilight Struggle was that it needed some graphic design improvements and the game just didn’t grab me visually but that was all erased the first time we played as the topic and the mechanics just really spoke to me. This game was our gateway to the CDG mechanic and I still have a real soft spot in my heart for it. Well, this month I got my wish and this new edition of TS with upgraded art is now on the P500.

From the game page, we read the following comments and a bit about the history of Twilight Struggle on the new offering:

Twilight Struggle is my all-time favorite gameIt is a brilliant first design by the team of Jason Matthews and Ananda GuptaIt takes the card-driven genre of games like We The People, Hannibal: Rome vs. Carthage, and Wilderness War to its highest peak. Every game is different and the game gets better and better as you become more familiar with the individual cards. You are surprised as hidden combos are revealed game after game. Every turn is filled with tension as you try to figure out the best way to play the hand of cards you’ve been dealt. Gaming simply doesn’t get any better than this”. – Alan R. Moon

That quote from legendary designer Alan Moon, spoken not long after Twilight Struggle was released in 2005, helped sell out the game’s first print run and introduced thousands of gamers to Twilight Struggle. Fortunately, they mostly shared Alan’s opinion of the game and they told their friends. Soon, a groundswell of play and support for the game ran rampant across the gaming community as tens of thousands of players immersed themselves in the tense competition and compelling storytelling of Twilight Struggle. As a result, Twilight Struggle was the #1 ranked game on BGG for over five years, something no other game has achieved.

Soon there was a digital version of the game for Steam and tablets, introducing hundreds of thousands of additional gamers to GMT’s most commercially and critically successful all-time game and supporting a total of twelve sold-out versions of the boardgame. And over those years, the awards rolled in, reflecting the joy and challenge that Twilight Struggle brought to so many gamers: BGG Golden Geek Game of the Year, IGA Game of the Year, Charles Roberts Awards, and more.

Then, in the summer of 2024 at its Origins convention, GAMA (Game Manufacturers of America) bestowed on Twilight Struggle its most prestigious award, inducting Twilight Struggle into the GAMA Hall of Fame. Designers Ananda Gupta and Jason Matthews attended the awards ceremony and jointly accepted the honor on their behalf and for all of the Twilight Struggle team at GMT.

As we now approach the 20th anniversary of the game’s release, and in light of the recent Hall of Fame honor, we are thrilled to announce a new edition of our most successful game. We invite you to check out Twilight Struggle 20th Anniversary Hall of Fame Edition.

So what exactly is new and different about this edition:

Twilight Struggle 20th Anniversary Hall of Fame Edition adds even more beauty and play options to the original game. Here are some of the additions you’ll see in this new Edition:

  • A brand new game box by the incomparable Terry Leeds
  • A double sided map with a new Terry Leeds map on the front and the familiar Deluxe Edition Mark Simonitch map on the back
  • The Turn Zero and Alternative Space Race variants included.
  • A new alt-history scenario, “Red Sun Rising” with new cards.
  • A collection of promotional cards including the Kickstarter Promo Packs #1 and #2 and a selection of promo cards from foreign editions of Twilight Struggle
  • A background booklet including retrospective essays from the designers

We cannot think of a better way to commemorate the Cold War, this vital piece of world history, than with our freshest and richest version of Twilight Struggle to date.

Here is a comment from Gene Billingsley about this game offering:

We’re really proud of Jason and Ananda and what they and their brilliant game have meant to GMT over these past 20 years—and for all of the TS team that helped to make their design vision a reality. And we’re so honored and really happy that Twilight Struggle was inducted into the GAMA Hall of Fame at Origins this past summer. That is a rare honor. So, to celebrate both the 20th Anniversary of Twilight Struggle and it’s HoF induction, we are adding a new Twilight Struggle 20th Anniversary Hall of Fame Edition to our P500 list this month. As you can see from the artwork, this is a beautiful new edition, featuring a new box and mounted map from Terry Leeds (with the Mark Simonitch map on the back side) as well as all new card fronts (we’re keeping the backs standard so there’s no problem mixing in cards from other versions). It’s also chock-full of a lot of new or hard-to-find play value, with a new scenario and a variety of cards and other game add-ons all in one new package.

With the recent advances in art and production, I have often longed for GMT to retouch some of their best games and give them the art and components that they deserve. It looks like this might be the first step in that direction and I would argue there are other great games that deserve a similar treatment including Here I StandLabyrinthWilderness War and others.

If you are interested in Twilight Struggle 20th Anniversary Hall of Fame Edition, you can order a copy for $94.00 ($60.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1138-twilight-struggle-20th-anniversary-hall-of-fame-edition.aspx

14. Falling Crescent: The British Offensive: September-October 1918 from Compass Games

More WWI is never a bad thing. Particularly when that game focuses on a front that doesn’t get a lot of love in the wargaming world. But Falling Crescent is such a game that focuses on the British offensive against the Turks in Palestine in the fall of 2018.

From the game page, we read the following:

Falling Crescent is an operational-level game of the British offensive of September-October 1918 against the Turks in Palestine. One player controls the Turkish, German, and Bedouin forces, and the other, British, French, and Arab guerilla forces. A three-player version, commanding the Arabs separately is also included.

After lasting for centuries, the Ottoman Turks’ hold on Palestine is at risk. British forces and Arabs in revolt threaten to bring down the Ottomans and their Crescent flag. The game is one of skill, in which it is entirely possible to change the course of history. This game proves to be an interesting challenge as modifications to the design, such as strategic and operational cards, bring a new feel to the classic model also built-in!

In designing Falling Crescent, designer Roger Nord brought out the flavor of encirclement and surrender, of charging cavalry and elusive Arab guerillas. The Palestine campaign is one of history’s last great cavalry actions. In this fluid scene, local plans can often go astray unforeseen developments may hinder or even alter command plans. The players’ cards, new to this edition, add their part to the fortunes of war with reactive tactics and shifting events.

The game’s pace is swift, and we believe players will enjoy it as a World War I game devoid of attrition and stalemate. Especially in the use of cavalry and air, they will see a hint of things to come in 1939-1940, when a later war will no longer be fought with horses and canvas biplanes, but with treaded armor and screaming dive bombers.

I am very much looking forward to this one. Games on this subject and with this scale are pretty rare and the comment in the description about “one of history’s last great cavalry actions” definitely has my attention!

If you are interested in Falling Crescent: The British Offensive: September-October 1918, you can pre-order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/falling-crescent-pay-now/

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 Nuts! Publishing!

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 6

Von: Grant
31. Juli 2026 um 05:20

I am nearing the end of my time here at WBC and I’m starting to get a bit sad. I have tomorrow but I will be leaving 1 day early on Saturday and just am not ready for it to be over. I have had a great time, played a lot of games, 13 by my count, and also seen old friends and made new ones. I have also done 6 videos but have had some technical difficulties with the camera as the batteries keep prematurely dying even though they have been fully charged. Bit I have made great memories and I am happy with that.

Today, we got in a full 6-player game of the excellent Imperial Elegy from VUCA Simulations. Imperial Elegy: The Road to the Great War 1850-1920 is a card driven game that blends diplomacy, warfare, and statecraft and feels a bit akin to games like Here I Stand and Virgin Queen from GMT Games. Grand scale sweeping epics that play multiplayers and take a day to play. Players play as 1 of 6 unique major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire.

The game is somewhat of a sandbox style game as you have so many options and choices about what to do during the course of the game. Obviously, your faction has some direction about what you should be doing but really it is up the player to spend their resources how they will to accomplish their ultimate goals and score Victory Points. I truly love that aspect about this game and as we played we saw that sandbox and the asymmetry between the various factions. Particularly at the start, each country has some specific goals that they have drawn from the National Goals Deck that are a source of Victory Points, in fact a major source of Victory Points, and players will need to prioritize these cards and decide which ones to attempt to go after from the start. With only 7 turns, they will have to make progress on these National Goals if they have any hope of actually achieving them.

I have now played 3 times and very much like the grand scale of the game. It is a tad long, todays game took us about 11 hours to play, and I am starting to have concerns with the ability of France and Germany to team up and dominate the game and the Great War. I played as France today and did fairly well scoring 9 VP’s from my National Goals and doing really well in Africa and Asia with colonies as well as breaking into Mexico. I was getting 8 cards near the end of the game because I had done well in my colonial keys and my stability. This gave me lots of options with my cards and I also built up a sizeable army with 5 full Armies on the board and 5 reserve armies with 5 squadrons on the high seas and several naval bases in the east, Africa and the Mediterranean.

I think the game is a tad bit long. This is because players have at least 5-7 cards each and the Battles are very long and are their own little sideshow with a war budget and multiple movements and attacks allowed. I like the game. Love it in fact but am beginning to think it is just going to be hard to get to the table often. Here I Stand is similar in scope and scale and uses the same system but can be played in 6-9 hours versus 10-14 hours for IE.

In the end, France, Germany and the Ottomans were teamed in the Triple Entente while UK and Russia formed the Triple Alliance even though Austria and Italy were left out in the cold. The TE won the game as they just had too much muscle. I look forward to the next time I can play but it might be a while.

I was then able to watch a few minutes of play of the new upcoming Here I Stand Series game called The Night Watch: European Global Conflicts 1618-1648 from GMT Games, which focuses on the Thirty Years War. Just a prototype of the game but it looks epic and those playing seemed to enjoy it!

I was able to then go down to the vendor hall and bought quite a few games including The Alamo from Art of Wargames (solitaire), Sails at War from B2M Games, Year of the Rat Vietnam 1972 Deluxe Edition from Decision Games, Fortress of Oblivion from White Dog Games (solitaire), Le Conqueste from White Dog Games (solitaire), Model’s Counterattack from Dissimula Edizioni, On To Berlin from Multi-Man Publishing and Strike Counter Strike from Multi-Man Publishing. I was gifted a new copy of Assault Red Horizon ‘41 Revised Edition from Assault Games. Lots of great stuff to explore over the next several months.

I then met up with Bob Tkach designer of the upcoming Above the Trenches: The Fokker Scourge 1915-1917 from Flying Pig Games coming to Kickstarter this fall. This is a 2-player aerial dogfighting wargame that combines tactical, operational, and strategic elements of World War I air combat on the Western Front into a fast playing and fun game. The game focuses on the early years of WWI aerial warfare and the German-versus-British air battles.

The players will have to deal with the strategic board that has sector based objectives that will provide Victory Points and then place out their air units on the operational board where they will focus on height and positioning of observation balloons and fighters to protect them and finally will duel using cards on the innovative and very interesting combat wheel system for tactical positioning.

The players will draw a hand of technology cards, maneuver cards, speed cards and ace cards that all have numbers and some written events and will then play them to move the plane counter around the wheel and its various areas to take shots with front or rear based guns, avoid contact by maneuvering out of harms way and then starting over until one side or the other wins.

This game is not just about the dogfighting but players will be faced with the management of their squadrons, taking out of service planes to upgrade and repair them, give training to pilots to learn new skills and also to build new and upgraded planes.

A very fun and exciting game. As I was playing, I could really fell the excitement and tension building and very much loved what this one was trying to do. After playing, I was able to shoot a 30 minute video with the designer Bob and his developer Rich and I could feel their passion for the subject and the game.

After finishing up, I then met up with Uwe Wallentin from Sound of Drums to get a look at their upcoming lineup of games which includes many great looking titles such as Neither King Nor God Expanded Edition, No Retreat! The Russian Front Designer’s Edition, Battles of Napoleon Volume II: QUATRE BRAS 1815 / WARTENBURG 1813, Iron Cross Army Group North and Iron Cross Kharkov.

Uwe is a great guy and Sound of Drums is doing a great job of designing playable games with fantastic graphic design and artwork. I very much enjoyed our chat and we did a 30 minute video that’ll be up later on the channel.

That was it and I landed in bed around 10:30pm and need to get some rest for our final day tomorrow where we are playing Here I Stand from GMT Games.

Hope to see you back tomorrow night!

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 5

Von: Grant
30. Juli 2026 um 04:43

Rinse and repeat with the after gaming sleeping and eating of breakfast. I was very tired this morning when the alarm went off at 7:30am. I knew I had a big day and hoped that I’d have the energy to do all that I had planned.

First up was a learning game of the brand new The Weimar Republic from GMT Games. The Weimar Republic is a Card Driven Game of political struggle in interwar Germany where 4 unique factions compete for dominance including the democratic Coalition, the Soviet-backed Communist Party, Hitler’s National Socialists and the far-right Radical Conservatives. The game covers the Interwar Years between 1919-1933 and represents all of the different fighting factions trying to gain control in Germany’s regions and major cities, to maneuver the political landscape of the Republic, and to dominate through a combination of propaganda, parliamentary elections, street violence, economic influence and ideological zeal. This situation sets itself up perfectly for a game to explore the various parties involved. I was able to get into a game with the Hoosier Herd gaming group from Bloomington, Indiana.

The game appears to be a COIN Series like game as each faction has their own unique abilities and powers but also win in their own way. The game also visually looks like a COIN game as it uses multi-colored wooden cubes to represent influence in the various districts of pre-WWII Germany.

A major focus of the game is the concept of Elections. Each Era has a number of Election Cards (based on the historical number of Elections) that are shuffled into the Event Card decks. When an Election Card is played, both a Regional and a General Election is held at the end of that round. Election scoring is based on players’ Dominance over spaces and Regions, with modifiers such as Middle Class Sympathies, Cadres, military Supremacy, etc. Regional Elections gives Parliamentary Control over the game’s Regions while a General Election can potentially end the game – if anyone but the Coalition wins a General Election, that player also immediately wins the game.

Players draw a hand of cards for each Era and use their AP to conduct Actions. You don’t chose between AP and Event as when you play an Event Card the Event always takes place, unless there are some requirements that aren’t met. You don’t need to play a card every turn – in fact you can’t, as there are fewer cards in a hand than turns in an Era and you may only play one Event Card per turn. However, you always have a basic 1 AP that may be used by itself or in combination with any Event Card played, so during some turns you will be using only that basic point. You can also pass which allows you to discard a card and draw a new one.

I very much like what I was doing but need to grok the rules so I know what I should be doing. We had a good time and I look forward to another play in the near future.

Next up I sat down with Greg Smith to play the upcoming Korean Tide from Compass Games. I took Greg to the woodshed with the Chinese and had a great time with the game. This one is a very good addition to the Tide Series and adds in some new tricks.

One of the things that I liked was the addition of new Divisional Displays which hold the strength points and assets of each division. The player will track the strength points as they are lost and gained but also will keep track of their reserves which is a new concept. Reserves can be used to force a reroll of your opponents dice during combat or to reroll your dice. The reserves are created by reducing the division’s strength points by 1. There are also tank counters that are attached to units, particularly the North Korean units at the start of the game which add a single strength point but also cause the defender to retreat after being attacked regardless of outcome. Both of these additions are very nice changes.

Greg and I played for the first 2 years of the war including 1950 and 1951 and I was able to break his units and destroy several American divisions. But the real thorn in Greg’s side was my 6th KPA unit who was dug in and just wouldn’t die. I was able to continually feed them reinforcements and their combat rolls were amazing inflicting 2-3 losses on the UN forces while taking no more than 1 loss. Such an interesting system and I very glad that I was able to play it.

Next up was a game of Baltic Empires from GMT Games. Baltic Empires covers the tumultuous period in the Baltic region from the collapse of the Teutonic Order in 1558 to the end of the Great Northern War in 1721. The game really focuses on representing both the mercantilist economic thinking of the time, the very limited resources at hand on the state/ruler level and the destructive nature of warfare and its effects on the local economy. When war occurs in spaces infrastructure can be destroyed and it is very expensive to keep replacing units that just die on the battlefield.

The game has 5 factions including Denmark-Norway, Sweden, Poland-Lithuania, Prussia-Brandenburg and RussiaEach power has 2 common victory conditions and 1 or 2 that are specific to that power. The shared victory conditions are either control of 2 custom houses or being the hegemon on all 3 tracks at the same time.

One of my favorite parts was that each turn, 5 Dramatis Personae Cards are randomly drawn from the deck and become available for purchase by the players in the Production phase. These cards have a wide variety of effects, but can be broadly divided into 4 types: those that have permanent effects, those that have one-time effects, those that affect victory conditions and those that provide a special leader unit.

These cards are excellent fun and really create somewhat of a race to purchase the best cards before others can acquire them.

I loved the game and was doing quite well with Sweden as I had captured Riga and Kurland in the Baltics and had built up quite the nice economic engine.

The economic system is simple, but manages to capture a lot of key elements of this periodEach province has between 0 and 3 resource icons and between 0 and 2 city icons. If a workshop marker is present on a resource icon the province produces 1 of that type of resource and if a city marker is present on a city icon the province produces 1 thaler (the currency of the game). There is one twist though, as provinces under noble control will contribute a maximum of 1 of the resources and 1 of the thalers produced in it to the central administration while the rest is discarded as it goes into the coffers of the local nobility. Only provinces where royal control has been imposed will contribute their full income to the player. In addition to this there are 3 trade center provinces on the map, and these generate extra income for their controlling player as they are able to tax the trade there. Just a great little game that I hope to explore further later.

My final game of the evening was a look at The Emperor’s Voice and The Emperor’s Choice coming to Kickstarter soon from Worthington Publishing. I was able to sit down with Wes Crawford to play his game The Emperor’s Voice which covers midnight until noon on August 15, 1945 when an attempted Army coup occurred against the Emperor of Japan in order to stop the surrender. The Emperor’s Choice is about the week leading up to the attempted coup, where the Imperial Cabinet debated over the issues concerning the ultimate decision by the Emperor to surrender. The two games may be joined together to create one longer legacy game that may be played in about two hours, although each may be played separately as a complete game, too.

I played The Emperor’s Voice as the Honor player who is trying to convince the Emperor to call off the surrender. The game is played with each player having a set type of action cards with things like move, plot, force commit, attack and persuade. Each of these actions is used to move into position to influence key figures and generals to sway them to your side with the draw of random chits and event cards to overcome your opponents total influence of the figures.

It’s all very tense and planning is key as you only have a few turns of 4-5 card plays to sway the generals, find the recording to destroy it, pressure the emperor and take out resistance against you. It all works well to create a very interesting and thematic game. I was able to win the game by convincing several of the key generals to my side and then successfully moved the emperor. I ended with 11 total cubes or VP’s to 5 for Wes.

I also played 1 round of The Emperors Choice where players are moving 1 of 6 issues up a track to their side to score VP’s and to gain special abilities from the won issues to assist in their next turn.

Both are great fun and will be coming to Kickstarter in the 4th quarter.

I had a great time today and got in a total of 5 games. I’m a bit beat and my mind is mush but I’m really looking forward to tomorrow as we have a full 6-player game of Imperial Elegy from VUCA Simulations planned and a look at an upcoming WWI aerial dogfight game called Above the Trenches from Flying Pig Games.

See you tomorrow night!

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 4

Von: Grant
29. Juli 2026 um 05:06

Another early morning and we met John Sy to have some breakfast before heading to our scheduled game of World Order from Hegemonic Project Games. We met friends Tom and Tim and they had played the game and prepared to teach Mike and I.

World Order is a strategic level 2-4 player Euro-style board game that focuses on geopolitical influence in 7 different regions. Players are the United States, China, Russia, or the European Union in the year 2010 and compete for global hegemony by earning victory points through economic power, diplomacy, and regional control.

Game at setup. You can see the card market where players build up their deck through improved actions.

This game is played over 6 turns and players have a hand of 6 cards with various actions such as trading goods, influencing countries to become your ally, building military bases and placing influence. Each of the regions will score at the end of turn 3 and 6 and players will have to scramble to gain influence to get the most Victory Points in each region with lesser VP awarded for 2nd through 5th place. But each turn you only play 4 cards fur the actions and then use your remaining 2 cards to earn money and gain research points to purchase new upgraded and more efficient actions.

The game features asymmetric factions representing each superpower’s unique strengths and starting resources. Players will have to choose 1 of 3 Focus each round included my domestic, diplomatic or military, which grants specialized bonuses for that turn.

I loved this one. What a game! My Chinese won with 114 points as I was able to control 3 regions but also weasel my way into 3 others to gain lesser points. This one has a lot of moving parts but plays fairly quickly once people know what they are doing. I very much want to play again.

I next got into a 4-player game of Coalitions: Realpolitik from PHALANX designed by Valdemar Gumienny and Andrew Rourke.

Realpolitik is an area-control board game that features action selection cards where players have to play a card for 1 action that turn including taxing controlled areas, mobilizing new forces and battle cards, moving into battles, scoring victory points or then picking up your already played cards. It’s a very smart and slick little game that sees players competing for control of mid-19th-century German and Italian unification wars.

Combat is lite and fun and uses battle cards that add values of 1-5 to your combat totals but each played unit also has unique abilities that can change the battlefield such as destroying a played unit, adding +1 if the Barrie occurs in an area you control. The goal is to get to 25 victory points first and the game is very quick playing 60+ minutes with lots of strategy, creating alliances and working toward your goal of dominating key areas. Just a very fun and interesting game. I was able to guide my Prussians to victory scoring 25 VP first and it came down to the very end as Italy was also close on my heals. I liked it so much that I’m going to get a copy and hope to play the game with our local gaming group. Thanks to Ric Mann fur teaching and for the members of the Hoosier Herd gaming group for playing.

I then met up with Mark Miklos to chat about his newest upcoming volume in the Battles of the American Revolution Series called The Battle of Green Spring. We did a fairly lengthy video interview covering the game and its history as well as discussing his upcoming book called Liberty.

The Battle of Green Spring was the largest field battle fought in Virginia during the American Revolution with over 10,000 combatants. In addition to being noteworthy for its scope, this battle was Lord Cornwallis’s final victory in North America and served as the immediate precursor to the Siege of Yorktown.

I ended Day 3 playing The Adventures of Conan from Gale Force Nine, which is an asymmetric, semi-coop dice game of exploration, sorcery and combat set in the Hyborian age of Conan. We bounced off this one hard. Poor rules, lack of structure and little clarity, which is a shame. The art is fantastic, great components with custom dice but I felt like we had no idea what we were doing or how we were supposed to reliably get things done. We will try to watch a video out there to get an idea about what we are supposed to do and then maybe give it another try.

That was a long day and I’m very tired. I don’t have a lot on the schedule tomorrow but will find something to get into. I do get a chance to meet with Wes Crawford tomorrow night to play his new design coming to Kickstarter soon called The Emperor’s Voice from Worthington Publishing and might get in another play of China’s War from GMT Games or maybe Bretwalda from PHALANX. We shall see.

Tomorrow night then.

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 3

Von: Grant
28. Juli 2026 um 04:09

The morning dawned early and I was up and ready to go by 8:30am. I had a muffin in my room and a trusty diet Mountain Dew for breakfast and we were on our way to the Winterberry Room to get going on our continued game of GTS.

We jumped right back into GTS Where Eagles Dare and The Devil’s Cauldron from MMP. I was assigned to command the area around Eindhoven/Best/Son and to eliminate the few pockets of German resistance remaining there and then move our armor north to cut off possible German reinforcements from the east. We jumped back in at the 1100 turn and played into the 1700 turn although I had to leave shortly after lunch to meet up with Gregory M. Smith. This system is just so solid and is really great fun.

And I also very much enjoy the deep historical immersion into the event and its incorporation of things like heroes and artillery parks as well as the gorgeous production values with amazing counters, a very detailed and beautiful board and the way it portrays company-level combat. I will say that there is a fairly steep learning curve and rules overhead and while I feel the combat system works it is very involved and bits can be forgotten. But it really is a solid operational level portrayal of WWII combat. I very much can’t wait to play it again in the future and we actually have the reprint of The Devil’s Cauldron on pre-order and I have heard it might be out by the end of the year. I need to find me a copy of Where Eagles Dare as well although I most likely will never get the full combined games together on the table at the same time.

After 14 hours of pushing counters, I am now a follower of this system and want to thank Joe and Matt, as well as my friend Mike Heckman, for teaching me.

After lunch I found my friend John Sy from the Philippines and said hello but he had a gift he had brought for me. It was Japanese occupation currency in the form of Philippine pesos from WWII. What a very cool and thoughtful gift and upon my return home I will be placing it in a frame and hanging it in my game room. Thanks John!

I then was able to meet up with my friend and fantastic designer Gregory M. Smith as well as Kevin McPartland to get a look at a few games that they are designing together, including Viking Dawn from Compass Games and Star Spangled Tide: The War of 1812 from Compass Games.

Me, Greg Smith and Kevin McPartland.

We first got a play in of Viking Dawn and had a great time with the game. It is a light, beer and pretzels style game based on the SPI Conquistadors designed by Richard Berg where players control 1 of 4 Viking clans and are trying to build longboats, train war bands, develop explorers and lead them to explore, settle, raid and conquer Europe from Russia in the east, to Iceland and Newfoundland in the west, the Mediterranean and parts of North Africa. When leaders die you must bury them with silver gaining VP’s or if you can’t afford it bury them with nothing and lose VP’s. The main mechanic is a press your luck exploration mechanic where you must roll for the destruction of your fleets based upon how far they have traveled that year. You might lose all of your ships or may get lucky and lose none, you can mitigate this be investing in the journeys with additional supplies and tech to ensure better offs but the dice are cruel and you might just lose not only your fleets but also the booty they have collected from raiding.

It’s a very fun and lite take on this chaotic time in history and I very much enjoyed it. The game is nearly complete and should be printing and ready for shipping in early 2027. I think that this one is a perfect convention game and is sure to see more plays on my table.

We then shot a video with both designers together and then broke off with just Greg to talk about 6 of his other in-design projects. These included the following Korean Tide (next entry in the Tide Series covering the Korean War 1940-1953), Rifle Platoon (tactical level squad based solitaire game using the American Tank Ace Series), Project Z (what if bombing game where Japan won at Midway and began to run bombing operations against the United States mainland and Australia similar to Amerika Bomber), Western Desert Ace (solitaire Ace Series game focused in North Africa), B-52D Linebacker II (solitaire Vietnam War bombing game in 1972) and then finally a scoop on a joint design from Kevin McPartland and Greg Smith called Star Spangled Tide. It was a great discussion and I’m very much looking forward to all of these games.

To end the video, Greg spoiled his upcoming Lone Banner game which is a 1-4 player dungeon crawler set in the fantasy world of Kalar from Burning Banners from Compass Games. This one is going to be fun and I got a look at the characters, spells and weapons and also saw the dungeon tiles that will be laid out as players move through the dungeon encountering traps, monsters and bosses to fight. This looks great but it is a ways off as Greg said he has only been designing it for a month or so.

I then got to play the new The Great Hunger from Compass Games with designer Kevin McPartland. In The Great Hunger players represent families of tenant farmers and field hands. At first, when the potatoes are plentiful your clan will grow, using the events on the top half of cards to help your family expand across the map moving into counties, working on estates and in factories. When the potatoes blight arrives, you’ll use the events on the bottom half to save as many as you can, finding them aid or employment in Ireland, or scrambling to ports to secure passage to America. 

The game is a very light Euro style game of survival and is well done as it’s rooted in history and teaches about the struggles of the Irish. I am glad to have played the final production copy as I got to play a prototype copy a few years ago at WBC. This one will catch some heat from people for it’s dark topic and will just not be for everyone but it has something to teach about history and I have Irish ancestry and am interested as to what happened to cause my ancestors to leave their home to come to America.

One final thing I want to show you is the lineup of games that GMT has staged in the main gaming area. These are all of their newest arrivals and they are just gorgeous. I’m most interested in Coast Watchers designed by Volko Ruhnke and The Weimar Republic designed by Gunnar Holmbäck.

That was it for Day 3 and I’m off to bed with an early start tomorrow with a few games on the docket including World Order from Hegemonic Games Project and Coalitions: Realpolitik from PHALANX.

See you tomorrow night!

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 2

Von: Grant
27. Juli 2026 um 03:35

Day 2 dawned early with me getting up at 6:20am due to the sunlight beaming into our window as we had not carefully drawn the blinds together tightly. We got ready and left the room fur breakfast and arrived in the Winterberry Room at 8:30 ready to dive into the Grand Tactical Series.

As we approached the table, I was absolutely blown away by the size and scale of it and the multiple boards laid out on it with plexiglass and secured with binder clips and tape. The boards combined measure 17’ of wargaming good and include The Devil’s Cauldron: The Battles for Arnhem and Nijmegen and Where Eagles Dare: The Battle for Hell’s Highway from Multi-Man Publishing.

The game state is actually a continuation of a game that started at WBC last year. Joe and Matt took pictures of the game board and also of each of the formations and their position from last year’s game and had set it up in that state to play over the next week.

Here is a look at those carefully taken pictures. Such detail and care given to the game. How am I not going to love this experience?

There were a total of 6 of us playing the game and we were loosely assigned a few formations to be in charge of. Actually we were told we were in command and were to make plans and then discuss those with the CIC’s to get approval and then execute that plan. A lot of autonomy and ability to go about it individually.

Over the span of 10 hours we played and finished the 0700 and 0800 turns for September 19th. This system is very fun and crunchy but also involved. When attacks are made there is very structured procedure but that isn’t overly complex. Company bonus checks initiate the action and the player will have to roll less than or equal to their troop quality number to gain a +2 to their combat value. Typically this troop quality ranges from a high of 7 to as low as 2 for artillery. Once completed, this bonus is added to their combat factor and then is reduced for the terrain defensive bonus and any defense shown in the enemy counter. Typically you are targeting following under a 7 for good units and a 2 for lesser units. Sometimes these modifiers make it so only a roll of a 0 on a d10 will hit. A 0 is not a 10 in this game. But there is always a chance. Hits are then referred to the CRT which uses the rolled value to refer to the type of Fire to determine results. Types of Fire include indirect, HE or small arms and results include a Cohesion Hit, with multiple Cohesion Hits leading to step losses, step losses of 1, elimination or suppression. There is also limited opportunity fire and assaults that require a bravery/morale checks. At first it seemed over the top but once I picked it up was really fairly simple.

Activation is chit pull and works very well. A formation activating gets to do something with each unit but then can spend Command Points to take additional moves or attacks. Just a very solid system that reminds me a lot of the Company Scale System also designed by Adam Starkweather. The system focuses heavily on how well division and regimental HQ’s can coordinate their sub-units and handle combat stress. I liked it very much and look forward to playing a few more hours tomorrow before moving into some other games.

I also wanted to show off the ingenuity and commitment of these Grognards and their setup for GTS.

First off the lighting. They have light poles that provide above the board light which makes a huge difference in visibility of the game and its counters.

They also have magnetized the chits and when they are drawn are posted on a board for all to see who has activated and who is up. There are chits drawn early but that are hidden on the board to allow for the next player to begins planning to speed game play.

The table they use is also custom made and is modular to fit the various games in the series. The bases are sturdy and they appear to be solid but are assembled quickly.

They use 1/4” thick plexi that is quite thick and has somewhat of a magnifying effect. It is very well done and made playing the game more enjoyable.

While playing, there was another nearby big in-design East Front wargame being played by Antony Birkett, Chip Saltsman and Curtis Baer. If you didn’t know, all 3 have been involved with, designing and developing several volumes in the Operational Combat Series from MMP. Tony has designed several volumes including The Third Winter, The Forgotten Battles and Crimea.

The system is called the Operational Warfare System and its first game is called After Stalingrad designed by Antony Birkett. Think modern mechanics being brought to the Operational Combat System in Tony’s words.

The system is focused on maneuver and command and control and uses HQ’s with different amounts of Action Points used to activate units. The game play is back and forth and interactive and it was said there is little downtime. They hope to use this system to tell the study of other WWII battles in North Africa, the Mediterranean and Western Fronts, as well as the tried and true East Front.

The fame has been in designer and development over the past 6 months and is being made ready due extensive play testing. They are currently shopping the design to publishers and hope that it is published in 2027.

I was able to shoot a 15 minute interview with these guys and had some really good discussions about their goals with the game and the system highlights.

I also met at different times of the day several fans of the channel. I met 2 first time attendees this year who both watch our videos named Jason and Bill who were both class acts.

Jason.
Bill.

This is probably a bit personal but Bill told me that our videos helped during a time when his now deceased wife was sick and he was in a dark place. That was very touching to me and I appreciated that we somehow assisted him through that difficult time.

That was it for Day 2 and I’m actually going to get to bed tonight by 10:30pm. Tomorrow, we have more GTS and I also sit down with my friends Gregory M. Smith and Kevin McPartland to look at their projects and play some games. Both of them are providing us with a “scoop” and I’m excited about what I might get to show you.

See you tomorrow!

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 1

Von: Grant
26. Juli 2026 um 05:10

I was supposed to wake up at 6:50am this morning but due to the fact that I was so excited to get going I actually woke up at 5:15 and was unable to get back to sleep. So I just got up and got ready early and was able to leave my house at 7:15, which was about 45 minutes earlier than I expected. Ultimately this was a good thing as it allowed me to drive a bit more leisurely and stop to go to the restroom and get more soda to keep me going. I drove 5 1/2 hours to the Pittsburgh Airport to pick up my friend Mike Heckman who had flown in from St. Louis. His flight left about 20 minutes later than scheduled but they must have made up some time as they arrived only 10 minutes past his scheduled arrival time.

I’m ready to get going.

It’s a bit lonely driving by myself but I had some good tunes and the time went quickly. It was nice though to have Mike in the car to chat and that made the final 90 miles to Seven Springs fly by. We arrived at the resort at around 3:30 and got checked in and unloaded the car and were in the room getting organized pretty quickly. We then tried to decide what game to start the convention with and I had brought For the People from GMT Games so we made our choice and headed down to the main gaming area.

It took us about 30 minutes to setup and get the rules overview done and we jumped right into it with the campaign game.

I own the 25th Anniversary Edition which is absolutely gorgeous with beautiful cover art done by Donal Hagerty and a double sided mounted map board with the original on one side and a redesigned map by Terry Leeds on the other.

If you don’t know, For the People is a Strategic level Card-Driven board-wargame covering the whole 4+ years of the American Civil War. We played 5 full turns in about 4 hours which included dinner, talking with several people and chatting about our experience with the game.

My initial opinion is that there is a lot to like here but the game is fairly rules-heavy and complex. I didn’t find the players aid all that helpful and we just seemed to bounce off of the rules. I also found that the strategy is very challenging, as would be expected with my first play of the game, and I had a great deal of trouble getting the required 3 Ops cards to activate my generals. In fact, in 5 turns I was only able to activate about 5 times. I just kept drawing a lot of 1 and 2 Ops cards.

This truly felt like the Union generals, especially McClellan, were afraid to be aggressive and this element is demonstrated by this friction and lack of lower activation Generals. Burnsides and Pope were my only early Generals with a 2 and they were able to do a bit more until Pope was killed in battle (of course). Through the game and its mechanics, I can see why Lincoln would get frustrated with their lack of aggression and ultimately would make leadership changes. Is this a prime example of design for effect? I think it actually felt historically well done but from a playability perspective makes it tough. Would reserve points be a good addition to this like in games such as Labyrinth where you can play a 1 Ops card to then later add to a 2 Ops card to get to 3? Just a thought I had that kept rolling through my head. I liked what I was doing but I didn’t like it while I was doing it. Does that make sense?

I will also say that the CSA generals are comparably much, much better and typically activate on 2’s which makes it much easier to do anything with them. I think that I just had bad luck but once the CSA got Lee and the Army of Northern Virginia was created he was literally a demolition crew annihilating my Union armies. In fact outside of 3 victorious battles, I lost about 7-8 times and was really getting rocked. The only real saving grace for me was that I drew the Frederick Douglas card in my first hand that gave me 5 Strength points of troops to place out to protect Washington from attacks. Had that card not been drawn I think that Washington might have fallen.

I very much enjoy the political control markers and the initial battle for control of the Border States of Kentucky, West Virginia and Missouri. This was a nice part of the game and I can see the connection between other games from Mark Herman such as Washington’s War.

Overall I want to explore the game more. I have some issues but I think that a few more plays will change my opinion as I learn the strategy. Overall a good intro to the game and I am intrigued.

Well that’s it for day 1. Short and sweet with a lot of travel. And I am simply exhausted. Got up very early. And now it’s late. I’m going to sleep well…I hope. Tomorrow we will be in a major game of Grand Tactical Series The Devil’s Cauldron: The Battles for Arnhem and Nijmegen and Where Eagles Dare: The Battle for Hell’s Highway from Multi-Man Publishing. I’m very much looking forward to it.

-Grant

World Boardgaming Championships 2026 Daily Debrief Series

Von: Grant
25. Juli 2026 um 14:00

Good morning faithful readers and wargaming enthusiasts! At the time this post uploads to the blog at 8:00am on Saturday morning, July 25th, I will already be on the way to the World Boardgaming Championships held at the beautiful Seven Springs Mountain Resort in Seven Springs, Pennsylvania. This year, unfortunately, Alexander will not be with me as he is visiting family in the south of France for a reunion. This is now the 2nd time in the past 3 years that I have flown solo to WBC but this time I am more prepared and more ready to take on the convention and its coverage. I will miss my friend and partner Alexander but will have a blast anyway. I am leaving earlier than I have ever left before for the convention and plan to make a pit stop in Pittsburgh, PA to pick up a friend Mike from the airport on Saturday afternoon to travel down together. We should arrive at WBC around 3:00pm on Saturday, July 25th and I plan to be at the convention for a total of 6 1/2 days leaving on Saturday, August 1st to come back home.

Only the essentials including games, diet Mountain Dew, victuals and of course something healthy in apples!

I already have a lot of plans laid out and will have 6 1/2 days filled with gaming, designer interviews, looks at new prototypes, visiting with friends, publishers and designers.

Here are my scheduled games as of today:

Sunday-Monday – Grand Tactical Series The Devil’s Cauldron: The Battles for Arnhem and Nijmegen and Where Eagles Dare: The Battle for Hell’s Highway from Multi-Man Publishing. I will be playing this one with Mike Heckman and a few others. I am very much looking forward to my first exposure to the Grand Tactical Series.

Monday – sit down with designer Gregory M. Smith and maybe a play of his Viking Dawn and a look at a new surprise Burning Banners offering (I won’t talk….yet!). But what I can say is that you will be able to play tactical battles in Kalar. We will also discuss his other in-process designs.

Tuesday – World Order from Hegemonic Games Project taught by our friend Tom and Coalitions: Realpolitik from PHALANX taught by Ric Manns from Southern Indiana.

Wednesday – The Emperor’s Choice and The Emperor’s Voice coming from Worthington Publishing designed by Wes Crawford and Maurice Suckling. I am very much excited about seeing these games and getting to play them.

Thursday – Imperial Elegy from VUCA Simulations. This will be my 3rd play and is sure to be epic!

Friday – Here I Stand from GMT Games. Our standard play of one of the best games in the hobby. Always look forward to this.

Plus I am trying to schedule a game of Small BoaR: The Battle of Cowpens from GMT Games with designer Bruno Sinigaglio, A Forlorn Hope from Wharf Rat Games, Above the Trenches: The Fokker Scourge 1915-1917 from Flying Pig Games with designer Bob Tkach and a sit down with Uwe Wallentin to get a look at Sound of Drums upcoming games. Already a full schedule and that isn’t even accounting for the opportunities that will present themselves. Should be an exhausting blast!

This year will be my 8th trip to WBC (2018, 2019, 2021, 2022, 2023, 2024 and 2025) and this is by far the best of all the different conventions that we attend! WBC is an event put on by the Boardgame Player’s Association (BPA), which is a non-profit corporation established to support the shared interests of board game players everywhere. This is a membership organization and I have been a member since 2019.

At the end of each day, I will be putting together a short summary of what I was able to do that day at the convention. I would like to keep this to just a few paragraphs with several pictures to give you an idea of the games I played that day, designers I was able to speak with and other activities I found my way to participate in. I am still planning on doing some videos that will be released on the YouTube Channel over the next few months but this written coverage will supplement the videos and be a real-time look at my time at the convention. This summary will most likely not be posted until after 11:30pm EST each night, if not a bit later, so you might be checking it out the next morning which is fine.

If you might be interested in attending WBC in the future, here is a look at their schedule for the next few years.

Finally, if you are at WBC please feel free to find me and say hello. I love to meet people, discuss gaming and catch up so don’t hesitate. I will also have plenty of TPA buttons and stickers to give away so just ask. I also would like to take a picture with you so I can document it in our writings. As is usual at our convention attendance, I will be looking to get in some bigger multi-player games so hit me up if you are interested. Thank you and here is to a successful trip to WBC!

-Grant

From Cover to Cover: The Napoleonic Wars: A Global History – Alexander Mikaberidze

Von: Grant
24. Juli 2026 um 14:25

We have an ongoing video series on our YouTube Channel called From Cover to Cover where we read a book on a subject and then pair that with a discussion of the book while covering a few games also on the subject. In this 14th entry in the series, Alexander takes a look at The Napoleonic Wars: A Global History by Alexander Mikaberidze. He then discusses a few games on the subject including Congress of Vienna from GMT Games, Imperial Struggle from GMT Games, Alliance from Columbia Games, Commands & Colors: Napoleonics from GMT Games and The Napoleonic Wars from GMT Games. amongst many others

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #87: Proletarian Revolution from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

Von: Grant
23. Juli 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.

#87: Proletarian Revolution from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

The Republic’s Struggle is a thematic Card Driven Game that tells the story of the historical events that took place in Spain after the resignation to the throne of King Alfonso XIII, and the proclamation of the II Spanish Republic in 1931. With the creation of the new regime, the struggle for power between the different social, political and ideological sectors increased, which gave rise to continuous changes of political power, alterations of public order, armed uprisings and violent acts, carried out by the numerous ideological factions of the moment; which culminated in 1936, in a failed military uprising. The failure of this coup d’état was the origin for the Spanish Civil War.

The Republic’s Struggle is based on Twilight Struggle from GMT Games and uses the same concepts of area control while adding in some actual combat with units represented on the board. During the game, the Republican player and the National player, will be able to recreate events of the period to increase their popularity in the localities by carrying out political propaganda, recruiting troops or militias, generating revolts or assaults, establishing diplomatic relations or carrying out bombardments. All this will be done by playing their hand of cards in an alternative way, either by using the events or by playing the action points or icons to perform any of the other actions available to the players.

One of the interesting parts of the design is that each player has what is referred to as a Special Card that is included in their hand from the start of the game and can be played during their turn. These cards don’t count towards the maximum number of cards that each player can have in their hand at the beginning of each turn. The 2 cards are Military Uprising, which is given to the Nationalist player and Proletarian Revolution, which is given to the Republican player. These cards are single-use event cards and can only be used during the first 4 turns of the game, or in other words during the period referred to as Phase 1 – The Republic. If, after this phase, these cards have not been played, they must be discarded and removed from the game. Both players can choose to use their Special Card in an Action round, instead of using one of the cards from their hand. These cards are played like the rest of the Operation Cards either using their Operations Value or applying the effects of the printed Event. Once played, the card will be removed from the game so it is use it or lose it.

Both cards are very powerful but have some fairly difficult criteria that must be met to fully realize the value of the printed Event. In the case of our featured card Proletarian Revolution, the top part of the card first gives the player the chance to downgrade the European Status Quo Track by 2 levels. The European Status Quo Track allows players to appeal to and in some ways manipulate the stance of the other European Nations regarding their view on the Spanish Civil War. It also is the determining factor in how Victory Points are awarded for the crucial Armed Actions aspect of the game. At the end of each turn, if the number of Armed Actions carried out by a player equals or exceeds the current level of the European Status Quo, that player will score 3 Victory Points. Also, as long as the European Status Quo Track is set on level 2, players cannot carryout any action using the Operations Points of cards played to advance in the Diplomatic Relations Track. So this is another tied result to the card as if the level is 1, no cards can be played to advance the Diplomatic Relations Track.

But, remember I said that to fully realize the effects of the card, the Republican player would need to control Barcelona, Madrid, Valencia and every Naval Base Location or every Air Base Location. If this is the case when the card is played, then the Republican player will earn an automatic victory. Frankly, this is next to impossible, but has a sliver of possibility depending on how diligent and attentive the Nationalist player is as well as the hand of cards that are drawn by the Republican player. If they draw certain other events, as well as have a hand full of higher Operations Point value cards, they can make a run at this but it is not necessarily recommended. The card also has a very useful secondary use as if the condition isn’t met, they will get to place out on the board 1 combatant cube, representing one of their combat units, and also remove all of the influence of the Nationalist player in the Catalonia and Valencia Regions. This literally means all of the Nationalist influence in these regions which each has several locations. In order for the card to be used in this manner though the Republican player will have had to previously play the Defense Committees card.

The proletarian revolution in the Spanish Civil War refers to the widespread social revolution that erupted in the summer of 1936. Triggered by the failed military coup of July 17, workers spontaneously armed themselves, taking control of factories, collectivizing agriculture, and establishing anti-fascist militias primarily in Catalonia, Aragon, and Andalusia. When General Francisco Franco and conservative military officers attempted to overthrow the democratically elected Second Spanish Republic, the working class retaliated by launching a massive wave of grassroots social reorganization. This proletarian movement aimed to permanently dismantle capitalist structures and the influence of the conservative elite and the Catholic Church.

In major industrial hubs like Barcelona, workers’ committees seized factories, transport networks, and public utilities, shifting control directly to the trade unions. In the countryside, particularly in the region of Aragon, peasants seized large agricultural estates. They abolished private property and reorganized land into self-sustaining collectives operating under libertarian socialist or communist principles. Instead of relying on a traditional military hierarchy, fighting forces were formed as democratic workers’ militias led by trade unions and political parties like the CNT (anarcho-syndicalist) and the POUM (Marxist).

The suppression of the revolutionary movement divided the Republican forces. Deprived of its radical grassroots momentum and lacking support from Western democracies, the Republican cause lost ground to Franco’s well-equipped Nationalist army (which was heavily backed by Nazi Germany and Fascist Italy). The Spanish Revolution was ultimately defeated in 1939, leading to the collapse of the Second Republic and the beginning of Franco’s 36-year dictatorship.

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 National American Woman Suffrage Association from Votes for Women from Fort Circle Games.

-Grant

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #3: Demonstrations

Von: Grant
22. Juli 2026 um 14:00

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #3: Demonstrations

West Berlin, and West Germany as a whole, spawned a number of large, very active student demonstration organizations in the late 1960’s. These were generally in response to a perceived return to very traditional German authoritarian government, and specifically as a reaction to former members of the Nazi party, like Chancellor Kiesinger, serving in the Bonn government.

However, during the slightly earlier time period of Checkpoint Charlie (early 1962 to late 1963), demonstrations were not as organized. They were spontaneous and in response to specific events, like the Speigel Affair (Card #16) and President Kennedy’s Visit (Card #7). As with those later, more organized movements, they consisted primarily of young Germans, and the universities acted as catalysts and staging areas. Even during the period of this game, marches and demonstrations were common enough to warrant an event card.

As a side note, Chancellor Keisinger, who’s Nazi affiliation spawned some of those later protests, was replaced as Chancellor of West Germany in 1969 by Willie Brandt, who was mayor of West Berlin during the period of Checkpoint Charlie. Mayor Brandt has his own token in the game and plays a role in a few of the missions.

The Demonstrations Event Card places a special Demonstrations marker in one of the West Berlin locations on the map. Demonstrations could last for hours, or even days, so this marker generally remains on the City Map for the rest of the mission. East Berlin locations are not eligible because the Stasi secret police, along with the confinement imposed by the Berlin Wall, had effectively suppressed any open opposition in the East. In game terms, the Demonstrations marker provides some cover for assets, increasing their chances of passing both detection and compromise saves.

In the next article in this series, we will take a look at Faceoff with the Soviets when East German police placed barbed wire barriers to stop East Germans from defecting.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

You can catch up on the posts in this series to date by following the below links:

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

June 2026 Monthly Debrief Video – Nostalgia

Von: Grant
21. Juli 2026 um 14:00

The June 2026 Monthly Debrief Video, which is the 6th episode in Season 6 of this series, saw us discussing Nostalgia and its effects on the wargaming hobby. I think that nostalgia is generally a good thing but it definitely can be something that holds the hobby back. Too much nostalgia tends to keep us away from new and emerging games and systems and in general can be a suppressor of innovation and progression.

Also, as usual, we covered the games we played in June as well as the games we plan to play in July.

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

Interview with Akar Bharadvaj Designer of Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games

Von: Grant
20. Juli 2026 um 14:00

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

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

Akar: Thanks, Alex and Grant! It’s great to be here. I live in sunny Arlington, Virginia, just across the river from our nation’s capital. Besides board games, I enjoy travel, museums, graphic design, bad movies, comedy shows, and nice meals. As for my day job, I work as professional wargame designer. I work on teams that make analytic games and tabletop exercises to help policymakers think through challenging issues related to international relations. That said, Chalice of Poison is solely a personal project, and does not reflect my day job or the views of my employer.

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

Akar: I’ve always enjoyed board games since I was a kid, and have gotten into historical games in the last 15 years or so. I flirted with the idea of designing my own for years, but then I actually decided to design one in 2020 when I heard about the Zenobia Award, which is a competition and mentorship program for historical games on underrepresented topics. I was looking for a good project to distract me from the ongoing pandemic, so I entered the contest on a lark, not expecting it to go anywhere. But Zenobia did a great job of helping me walk gradually through the game design process, and before I knew it, I was hooked. When the award project finished, I learned that I had won first place. But more importantly, I had discovered a new passion.

My two favorite things about game design are the creative process and the people. I find the creative process immensely satisfying. I get to analyze systems, experiment, and iteratively solve problems and improve a process, and there’s few consequences to failing! If I find that a design doesn’t work, I can just move on to another one, and hopefully return at some point in the future. It’s a beautiful process, and one that actually feels a lot like playing a game.

I also love the people I’ve met through game design. I’ve made lots of designer friends through various cons, and it’s always a delight playing games with them, talking about game design, and just chatting. I always leave cons full of inspiration and ideas, and it’s largely due to all the great people in this field.

Grant: What was it like winning the 2021 Zenobia Award for Tyranny of Blood? Where does this game stand at the present time?

Akar: Winning the award was one of the greatest moments of my life. As I mentioned earlier, I started designing the game just to see what it was like, and I didn’t expect it to go anywhere. (If I knew there would eventually be interest, I would’ve designed a simpler game as my first one!) So, I was pleasantly surprised when I learned that I won, and was excited at how much interest it received.

For those who do not know, Tyranny of Blood is about changes to the Indian social structure under British colonialism, through the lens of the caste system. I designed a fully playable game during the Zenobia Award process, but like so many first designs, it had a bit of a “kitchen sink” approach, and had far too many layers placed on top of each other.

I realized that the game had lots of great elements, but it had some flaws at its core, and so I needed to redesign lots of it. The topic is a difficult one, both ethically and in terms of complexity, so I needed to get the game right to do justice to the subject matter and avoid creating something offensive. On top of all that, the rapid prototyping during the Zenobia process left me exhausted (in a good way). So, I decided to take a break from it, and work on other games in the meantime to improve my game design skills before I can return to Tyranny. Now that Chalice is in development, I can return to that project. That said, it’s been a while, so I need to read through my notes and remember all the nuances of the topic.

While attending SDHistCon in November 2023, we played Tyranny of Blood with Akar and had a great time. We shot the following video interview at the time and you can watch that at the following link:

Grant: What is your upcoming game Chalice of Poison about?

Akar: Chalice of Poison is about the Iran-Iraq War, which took place in the 1980’s. The game focuses on the interplay between external conflict and internal regime stability. You play as one of the two countries, and you are trying to improve your military effectiveness so that you can win the war, without making your military so effective that it becomes a threat to your own regime. Players can win the game if they capture certain objectives in the war, or they can lose if their regime collapses due to political challenges.

The actual combat resolution and prosecution of the war is only one part of the game; the other part is managing your regime and ensuring it does not fall to internal threats, whether that be generals who instigate a coup d’etat or dissident groups fighting against your government. 

Grant: What should the name convey to players about the history of the Iran-Iraq War?

Akar: The phrase “chalice of poison” comes from a quote from Iran’s then-Supreme Leader Ayatollah Ruhollah Khomeini. When he signed the ceasefire agreement in 1988 that ended the war, without any major concessions despite all the bloodshed, he described it as “more deadly than drinking from a chalice of poison.”

Additionally, I found the evocative phrase to be an appropriate name for a game about accepting risk and making sacrifices to achieve objectives. The game is full of hard decisions that seem enticing at first, but end up doing internal damage.

On a lighter note, ever since Tyranny of Blood, I’ve been trying to give each of my designs a name that sounds like a heavy metal album.

“Taking this decision is more deadly than drinking from a chalice of poison.”
~ Ayatollah Khomeini, on accepting the ceasefire that ended the Iran-Iraq War

Grant: What is the new series called? What type of games might be included?

Akar: I haven’t been able to find that perfect name yet, despite coming up with a long list of ideas. So, the series doesn’t yet have a name. If anyone has an idea, I would love to hear them! Please sound off in the comments.

The system best models historical conflicts where major dynamic changes occurred within the halls of state power and the military command structure, rather than with territorial exchanges on the battlefield. So, future games in the series could model other conflicts where weak states fought each other while dealing with significant internal tensions. There are no shortage of those throughout history, from the modern Middle East to 1960’s Vietnam to Ancient Rome.

Grant: What games have you used as inspiration for your design?

Akar: I tend to prefer historical games that include strong political dynamics over straightforward wargames. So, a major point of inspiration has been the Great Statesmen Series, to include Congress of Vienna, Versailles 1919, and Churchill. Those games do an excellent job of demonstrating the interplay between peace negotiations and warfare, and it inspired a lot of the ideas I had about war being played in two phases, and how the two interact with each other. Instead of the connection between fighting war and negotiating peace, I focused on the connection between fighting war and improving military effectiveness. From a purely user experience perspective, I enjoy the tactile feel of placing cubes on cards that was in Versailles 1919, and the mechanic seemed to work well in this game.

Additionally, the war mechanics are loosely based on the States of Siege Series, though with a lot of complexity added. That system offers a simple push-pull model for combat, which I employed for a 2-player tug-of-war. I needed a fairly simple mechanism at the core, so that I could layer many other mechanics on top of it without overwhelming players.

Lastly, one of the solitaire modes is inspired by Mark Herman’s Peloponnesian War, a genius solitaire game where players face off against a bot, but if they begin to defeat the bot by too much, they then switch sides and have to fight against everything they set up in previous turns.

Grant: How have you used and followed the academic research of Dr. Caitlin Talmadge?

Akar: Dr. Talmadge’s 2015 book The Dictator’s Army explores the question of why some authoritarian regimes, especially so-called “strongman regimes,” are ironically so bad at fighting war. Her research delves deeply into 2 case studies: Iran versus Iraq, and North versus South Vietnam.

Her argument is that the factors that reduce the threat of coups also reduce military effectiveness at fighting adversaries. The ideal military promotes based on merit, trains troops robustly, incentivizes open and honest communication, and empowers junior officers to improvise within reason. Conversely, strongman regimes tend to do the opposite: promoting based on sycophancy, avoiding training, incentivizing lies and secrecy, and making all decisions through an inefficient centralized command structure. These traits help dictators feel more secure, but they make militaries less flexible to deal with changing circumstances.

This argument underpins the core argument of Chalice of Poison. The main thrust of the game is reforming your military to improve each of those four factors, but at a cost to your own political power.

Grant: What is important to model or include in a game about the Iran-Iraq War?

Akar; A game on the Iran-Iraq War needs to provide a very specific incentive structure, by which players feel the hubris of thinking a quick victory is possible, but also a deep sense of desperation when things go poorly. It also requires mechanics for dealing with internal stability within each country, and being able to affect stability in the adversary’s country. Lastly, such a game must afford players the latitude to take a wide variety of actions; the story of the Iran-Iraq War is two countries quickly falling into a stalemate, and then experimenting with a large number of strategies and unsavory steps to break the stalemate and achieve victory.

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

Akar: I had to design the game carefully to reflect some misperceptions that the actual historical figures had. We know now that the Iran-Iraq War was an enormous catastrophe for both countries, but the game had to give players some false hope that the game could end at any turn. As such, I had to implement a variable game length, with victory conditions that contract as the game progresses. I had to pace the game well so that players always feel like they’re on the verge of victory (or collapse), and I think the game is nearly there.

The early iterations for the game were very mathy, with a lot of dice roll modifiers and additions to provide bonuses for military reform. It wound up not being fun; either players would have their eyes glaze over due to the excessive math, or they would try to calculate every little decision and descend into analysis paralysis. Instead, I replaced all the bonuses with card play mechanisms, which thematically worked, because it gave players more flexibility to deal with bad situations. I replaced most of the math with a simple card color-matching system.

The game has a unique action costing system that requires players to push their luck, carefully budgeting their political power or else risk losing it all (and the game). I learned that most players instinctually spend their full action allotment, so if I give them 10 points, they want to spend 10 points! So, I had to add in some “brakes” to stop new players from losing the game immediately.

I had 2 additional in-game challenges that I needed to solve. One was how to depict the more unsavory aspects of the conflict, such as chemical weapons and human wave attacks, which were historical atrocities, but necessary to tell the story of this conflict. Typically, a game would have a penalty or cost for doing such things, but in the actual historical case, neither country actually suffered a penalty for these actions until well after the war. Additionally, I needed to balance the game a bit more, to give the losing side a chance. I quickly realized that both of these challenges could actually solve each other. I created a “Desperate Measures” mechanic that allows the losing side to catch up a bit, but at a moral cost.

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

Akar: The game plays at the political and strategic level, so it is pretty abstract. It models the conflict along up to six fronts: the air, three or four different ground fronts, and the naval front. Each one has an abstracted military strength represented by zero to six wooden chevrons. Each side has one air force, one navy, and three different ground forces: the elite guard, the regular army, and the paramilitary. Each of these five forces has a commander in charge of it. That is as complex as the game’s force structure gets; it does not model more specific units or officer ranks.

Grant: What is each player’s overall goal in the game? What does this mean?

Akar: Each player is trying to win the war while preserving their regime.

Winning the war means capturing a certain amount of territory. Most spaces on the map contain stars representing the relative importance of that space. A player advances on the War Progress Track one space for each star captured. Additionally, the War Progress Track includes an Objective counter that starts at 10, but decreases as the game goes on, representing war-weariness and a reduction in expectations for what players define as “victory.” If a player’s War Progress meets or exceeds the current Objective, that player wins the war (and the game). Of note, a player can potentially win even with zero points, which reflects what happened in real life.

Preserving the regime means holding onto political power cubes within the Regime pool on the board. If the Regime pool has zero cubes in it, the player’s regime falls and that player loses. Cubes move out of the Regime pool when players reform their military, improve their commanders, face problems with dissidents, or fight against a coup d’etat. The fewer cubes in the Regime pool, the higher the risk of internal problems erupting.

Grant: How do players go about developing a professional army that values competence and skill?

Akar: Players start with a “coup-proof” military that is pretty ineffective at fighting, but they can expend political power, and thereby accepting risk to their regimes, to make reforms. 

Grant: What actions are available to players to reform their military?

Akar: Players have four major actions they can take. They can coordinate to allow commanders to communicate openly with each other and their underlings, empower their forces in the field to make decisions for themselves, promote commanders based on competence instead of personal loyalty or family ties, and train existing commanders to be better at fighting. Each of these actions has four different levels; players can upgrade the actions to improve their effectiveness, but at a cost of political power.

Grant: What are the costs of this process? How do players manage these threats?

Akar: The costs of each action comes in political power cubes. Each action starts at level zero, which does not cost anything, but is not very useful. Players can make reforms, which essentially upgrades each of these actions one step at a time, up to level four. Upgrading to a higher level requires placing that number of cubes on that card. Actually taking actions usually has an additional cost in power cubes.

Players need to “push their luck” to best achieve reforms gradually. Doing too much too fast is a recipe for disaster. Players can spend a large number of cubes each turn, but they will not necessarily get them all back at the end of the turn. Reforming too quickly can threaten regime stability. To protect against these threats, players will need to go slow, keeping enough political power behind to stabilize their regimes, but inaction can also be risky if it means losing the war.

Grant: What is the Turn Sequence?

Akar: The game has up to 9 turns, each representing a year from 1980 to 1988. Each turn has 4 phases:

  1. In the Planning Phase, players issue hidden orders for six fronts to carry out this turn.
  2. In the Action Phase, players reform their militaries so that they can improve the likelihood that these orders are successful.
  3. In the Battle Phase, players resolve orders, change territorial control, fight dissident groups, and learn lessons for future battles.
  4. Finally, in the Unrest Phase, players face internal threats, to include popular outcry, dissident groups, and coup attempts.

Grant: How are hidden orders issued?

Akar: Each front has a space for an order tile, which players place face-down during the Planning Phase, so that they are secret from the other player. Each order tile has four options, which are chosen by how players rotate their tile:

  1. Attack allows players to start a battle against the adversary, and to advance into their territory if they have a stronger force after the battle.
  2. Defend allows players to fight against an attacker at an advantage, and to bring in a small amount of reinforcements, but does not permit advancement.
  3. Subjugate (Air and Ground only) allows players to fight a battle against dissidents.
  4. Attack Tankers (Navy only) allows players to threaten the adversary’s political power.
  5. Regroup allows players to bring in a large amount of reinforcements, but not to fight in any battle that occurs.

Air and Naval forces have one order tiles each, but Ground forces have three different order tiles, representing the three different ground forces in the game: the Guard, Regular Army, and Paramilitary. The more elite the ground force, the earlier it gets to execute its order and deal damage, which gives it a slight advantage in combat.

Grant: How is combat handled?

Akar: Combat strength is a function of 3 different factors:

  1. The Order tile, which represents orders from on high, determines whether a battle occurs, and if it does, which order the forces use to deal damage.
  2. The Commander card, which represents high-level military leadership, determines the damage the front will do that turn. Each commander has a hit value for each of three battle suits: Fervor, Discipline, and Leadership.
  3. The Battle card, which represents forces in the field, determines which suit on the Commander is used to deal hits on the opposing force. A new Battle card is drawn during each battle.

For each hit defined in the previous step, players remove one military strength, represented by wooden chevrons, from that front. If an attacking front is stronger than the opposing front, it may advance and capture enemy territory, for some bonuses.

In each battle where one side deals more damage than the other, the active Commander learns a lesson about how to fight, which changes his stats. Of note, not every lesson is a good one; some lessons can actually make the Commanders worse at fighting; for instance, if it makes them complacent or arrogant.

Grant: What elements of unrest confront the players? How do they handle these challenges?

Akar: Unrest comes in 3 forms, during the Unrest phase:

  1. Public outcry occurs if a player does not attack in a given turn. This removes a political power cube from the game.
  2. Dissidents represent groups that threaten the regime’s power. The strongest dissident group on the map each turn has a massive negative effect, the second strongest has a moderate penalty, and the other three have a slight penalty. If left unchecked, the dissident groups can cause major chaos, but any troops dedicated to fighting dissidents are necessarily not fighting the adversary, so balance is important.
  3. Coup attempts may break out if a commander has more political support than the regime. Each commander has a number of cubes on the card, which corresponds to his risk to the regime and typically corresponds with his competence. If a commander (or a group of commanders allowed to coordinate) has more cubes than the regime, a coup attempt may break out, and then the player will have to fight battles against the rebellious commander(s).

Grant: How does the design use cards?

Akar: The game has 4 types of cards:

Action cards allow players to choose from among four different military changes each turn, as listed above. Players can “reform” or upgrade these actions to have more of an effect, at the cost of political power.

Personnel cards represent the major figures involved in the conflict. They are dual use cards:

  1. When horizontal, they are Commander cards, meaning that the person on the card now Commands forces. These Commanders each have different strengths across three suits (discipline, fervor, and leadership), which dictate how much damage they do each turn.
  2. When vertical, they are Battle cards, meaning that they are forces in the field who are actually fighting the enemy. Battle cards dictate which suit on the Commander deals damage in a given fight. 
  3. Dissident cards represent the negative penalties from the five dissident groups that are in the game. Each turn, during the Unrest phase, players draw one of these cards, which determines what effect they have. The strongest dissident group this turn has a major penalty, the second-strongest has a moderate penalty, and the other three groups have a small penalty.

Grant: What is the layout of the board? What do the point to point tracks represent?

Akar: The War Map is a point-to-point map, which was a necessary design choice because the terrain along the Iran-Iraq border only allows approaches through specific narrow corridors, to avoid marshes, mountains, and other rough terrain. Additionally, the amount of land that each side managed to capture in the war was miniscule, so having a map to scale made little sense.

The map has different squares representing ground territory and sea locations. Black squares are Iraqi-controlled at game start, and red ones are Iranian-controlled. Each space has icons: stars are Victory Points, representing strategically and symbolically important areas; circles are Economy, representing oil infrastructure and sea lanes, and hexagons show the presence of dissident groups.

Beyond the map is a series of tracks representing the current turn, the strength of each country’s economy, and the current war progress (i.e., the winning side’s victory points and current objective).

Additionally, each side of the board has an area to show each regime’s current political power and active military commanders.

Grant: How is victory achieved?

Akar: The most important spaces on the board have stars on them, which represent victory points. Every time a side captures a starred space, the War Progress counter advances that many spaces. (Of note: this value is zero-sum, so only the War Progress of the winning side is marked; if the winning side flips, the counter flips to show that the other side is winning.)

Additionally, an Objective counter, marked with a dove, represents the current victory condition. The game begins with the Iraqi side having maximalist objectives, but as the game progresses, each side is willing to scale down their goals and definition of “victory.” So, the Objective counter moves left each turn, and additionally moves due to player actions.

If the War Progress counter ever meets or exceeds the Objective marker at the end of the Battle Phase, the game ends and that side is the winner! Of note, a side can even win with zero victory points, which probably was the real-world historical outcome.

Additionally, if a side ever runs out of Political Power cubes from their pool at the end of the Unrest Phase, that regime collapses and loses the game. If the other side still has cubes, then they win the game! If both regimes collapse on the same turn, then both players lose and Henry Kissinger wins the game.

Grant: What do you feel the game models well?

Akar: The game does a great job of building tension, fostering an alternating sense of hubris and desperation, and encouraging experimentation through trying different combinations of actions until one comes out ahead. All of these factors were present in the actual history, so I am excited that the game design reflects these traits.

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

Akar: I am pleased about the game’s originality. I don’t know of another game that shows the competing priorities of internal political stability and external military effectiveness quite in this way. I would be most excited if I (and eventually, other designers) could employ this system to explore other conflicts through history, or perhaps even outside of history.

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

Akar: As I mentioned earlier, I’m hoping to return to Tyranny of Blood, my game about the Indian caste system, and finally finish it. This one is the furthest along, but I have other games that I’m in the early stages of designing.

I’m hoping to adapt the Chalice of Poison system for a 3-4 game about the Vietnam War, tentatively called Riding the Tiger. My idea so far is to add some more asymmetry to the system. The South Vietnam player will likely play similarly to the two sides in Chalice, as an unstable strongman regime prone to coup attempts. The United States player will not face coup attempts, but will have to deal with popular support and an election every four turns. The North Vietnam player will have to manage its politburo, attempting to exert influence over the southern revolutionaries and balance between its Chinese and Soviet patrons (and their competing priorities for Vietnam).

I have another game concept, tentatively called Iron and Cardboard, about intra-alliance dynamics and competition among the Warsaw Pact nations as they rebuild from the destruction of WWII under Soviet domination.

Lastly, I have a concept called Pillars of Fire about competition and conflict among Iran, Iraq, and Saudi Arabia from 1979 to 1991. It will be asymmetrical, based on the 3 different systems of government (revolutionary theocracy, strongman dictatorship, and conservative monarchy), which will vie for dominance of the region. Chalice actually began as the military module of Pillars before it took on a life of its own, but I think the grand strategy of this rivalry is worth exploring in its own game.

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

-Grant

Unboxing Video: Vendée 93 from Fellowship of Simulations

Von: Grant
19. Juli 2026 um 14:00

At the beginning of 1793, after the execution of King Louis XVI, France was drawn into a war against a coalition of most European monarchies. On 24 February, the National Convention decreed the mass draft of 300,000 men to defend the eastern borders. Throughout the country, revolts broke out against this conscription, everywhere they were brutally repressed with success. However, an insurgent territory, called the “Vendée Militaire” resisted. Determined to engage in a trial of strength with the new revolutionary regime, the Vendéens gradually organized themselves until they formed a “Catholic and Royal Army”.

Vendée 93, a card driven two player wargame, takes you back to this particularly epic period in the French history, which pitted the young French Republic against the Royalist insurgents from March to October 1793.

“White” or “Blue”, choose your cause and take command of your troops! “White”: you will have to take the advantage quickly at the risk of seeing the Republican forces inexorably strengthen, forcing you into a sinister “Virée de Galerne”. “Blues”: time is on your side, resist the first assaults of the “brigands” to then be able to face the hell of the bocage in order to definitively extinguish the insurrection.

We published an interview with the designers of the game including Pascal Toupy and Jean-Philippe Barcus and you can read that at the following link: https://theplayersaid.com/2025/03/10/interview-with-pascal-toupy-and-jean-philippe-barcus-designers-of-vendee-93-from-fellowship-of-simulations-coming-to-kickstarter-soon/

-Grant

Unboxing Video: SPQR: The Battle of Alesia 52 BC from Art of Wargames

Von: Grant
18. Juli 2026 um 14:00

In SPQR: The Battle of Alesia 52 BC, you recreate the historical final battle of Alesia which took place in the year 52 B.C., during Caesar’s Conquest of Gaul. In the heart of the Gaul region, a battle unfolded that would reshape history. Julius Caesar had been carving a bloody path through the Gaul lands.

Vercingetorix, the famed and confident Celtic warrior-king, rallied the scattered tribes of Gaul into a desperate stand on a fortified hilltop in Alesia. From within the encircled settlement, he watched as a vast Gaul relief army of some 250,000 men gathered to finally crush the brutally outnumbered Romans, a storm cloud promising a final, glorious clash.

Will you lead the Roman Legions to glorious victory? Or will you face annihilation in the muddy fields of Alesia? The choice is yours…

-Grant

Video Review: Congress of Vienna from GMT Games

Von: Grant
17. Juli 2026 um 14:00

A few years ago, after playing all of the games in the Great Statesmen Series, we heard of a new game in the series from a designer not named Mark Herman and I was immediately interested and intrigued as we have had so much fun with ChurchillPericles and Versailles 1919Congress of Vienna from GMT Games is a diplomatic card driven wargame based on Churchill and is the 4th game in the Great Statesmen Series. The game is set during the years of 1813-1814 and sees players take on the role of the main characters of the struggle between the Napoleonic Empire and the coalition of Russia, Austria, and Great Britain with their Prussian, Spanish, Portuguese, and Swedish allies. We played the game twice last year at Buckeye Game Fest and at the World Boardgaming Championships and absolutely were amazed at the changes and innovations to the system introduced by the designer Frank Esparrago.

I posted a fairly in-depth overview of the game in my First Impression post and you can read that at the following link: https://theplayersaid.com/2025/08/06/first-impressions-congress-of-vienna-from-gmt-games/

-Grant

RAW Video: With the Hammer: Thomas Müntzer & The German Peasant War in Thuringia from Conflict Simulations Limited

Von: Grant
16. Juli 2026 um 14:00

With the Hammer is an asymmetric wargame covering the German Peasants War in Thuringia in 1525 along with the exploits of one of its most famous protagonists – Thomas Müntzer. With the Hammer comes with wooden pieces, counters, 2 rulebooks, and historical commentary by Professor Andrew Drummond, and a 22×17 inch map.

Each player is a peasant or a noble; the peasants win as a team, or the nobles win as a team. There is no true solitaire system, but like most wargames, it can be soloed two-handed.

We published an interview on the blog with the designer Raymond Weiss and you can read that at the following link: https://theplayersaid.com/2025/01/06/interview-with-raymond-weiss-designer-of-with-the-hammer-thomas-muntzer-the-german-peasant-war-in-thuringia-from-conflict-simulations-limited/

-Grant

On Wargame Reviews. What they are; and What they are not…at least according to TPA

Von: Grant
15. Juli 2026 um 14:00

Recently, I saw a post on X from one of my favorite designers Mark Herman. If you have to ask who then maybe this post is not for you. But he is one of the best and most prolific designers out there with nearly 100 designs to his credit. Hands down one of the best…and an amazing guy too. In fact, some of his designs are among my favorite wargames including titles like Empire of the Sun, Churchill, Pericles, Fire in the Lake, Washington’s War, Fort Sumter, Rebel Fury and more. Mark knows wargames and he knows how to tell the story of the historical event. Just a master really. The post was Mark highlighting a written review found on Board Game Geek about his newest game in the Civil War Heritage Series called Volume II Army of the Potomac: Campaigns of 1862 & 1864.

I read the review he mentioned and it is very comprehensive and well done. But this post somewhat triggered me. Why I am not sure but it did. I am not mad about it. Not hurt. Not overly concerned. And when I say triggered a more appropriate word would be caused my thinking juices to be stirred up. But I wanted to share my thoughts and opinion on what a wargame review is but also what it is not because I believe that a lot of gamers have a very different opinion about these things than I do.

When Alexander and I get together to play a game with the intent of doing some sort of review and sharing our thoughts on the design it does take a bit of preparation and time. We have to read the rules, and believe me, this can take hours, to truly get a feel for the game, its processes and the flow. But also to get an understanding of what the designers thesis is about the conflict modeled. I think that designers create games that they agree with and believe in. Not necessarily that are 100% a true modeling of the event. Their bias is inserted into the design and there really is no way around that. And I am fine with it because I know that each story of history has 2 (or more) viewpoints and perspectives. We also have to prepare the counters, which includes clipping them, sorting them and then storing them in counter trays or baggies. We then have to set up the game, and with wargames, this can take an hour or more to make sure you have the correct units, place them in the proper hexes and then check to see if there are any errata with the setup that we will need to change. Sometimes setting up the game wears me out…but then we have to give it a play.

Also keep in mind that the majority of games that we play are big wargames. These games have multiple maps, hundreds if not thousands of counters and a ton of different scenario options to choose from. Typically, a campaign game might take dozens of hours with shorter scenarios taking 6-10 hours. These are not light games that can be played in 45-60 minutes. And because of that, the reality of playing a game multiple times just isn’t feasible. We have never posited ourselves as full and thorough multiple playthrough guys. We just don’t have the time to sink that much time and effort into 1 game. Keep in mind that we only get to play 30-40 new wargames annually, which is a lot but not necessarily a lot for someone that attempts to give a good review of a game. But we always play a game until we are comfortable with the rules, understand the flow and get into a majority of the aspects of the game so we can confidently and accurately discuss them.

So, first let’s take a look at what I think that a review is not necessarily.

What They Are Not!

Full Exploration

First off, I don’t see a review, or at least our brand of reviews, as a total and full exploration of a game or the system. As I stated above, we play a game until we are comfortable with the rules, the mechanics, the thesis of the game and the general flow. This can mean that we play through an entire scenario or even sometimes the campaign but that is not necessarily the case. In fact, more often than not, that isn’t the case. We also play these wargames to see if we like the system. Liking the system is a very different thing from totally dissecting and examining the system for its flaws, strengths and proving or challenging its thesis. Our focus in reviews is generally pretty simple…sharing the feeling of the game, its accessibility, meaning the clarity of the rules, and then a focus on how the game plays. We don’t always cover every aspect or mechanic but try to give an overall feel for what the game is. This approach stems from our stated goal with the blog and YouTube Channel, which is to give an overall impression of the game and create an environment that makes the viewer or reader feel that they are at the table with us just discussing the game after playing.

Strategy Guide

I also do not believe that our reviews are in any way, shape or form a strategy guide on how to play the game…or rather how to play it well. In fact, I think that we are both not very good at general strategy for a new game. It takes some time to understand the nuances of each game and the capabilities and strengths of units to be able to form a coherent and effective strategy. I do write strategy guides from time to time on games, such as for Labyrinth: The War on Terror, 2001-? from GMT Games, Churchill: Big Three Struggle for Peace from GMT Games, Combat Commander from GMT Games (American, German, Soviets), The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele, Stilicho: Last of the Romans from Hollandspiele, Lanzerath Ridge: Battle of the Bulge from Dan Verssen Games, Stalingrad: Advance to the Volga, 1942 from Revolution Games/Take Aim Designs to name just a few. But these guides were written after multiple plays of the games and an intimate understanding of the rules, systems and processes to gain insight into how to go about winning the game. Strategy takes time and multiple plays and that is generally not what we do.

Determinations on Balance

This is a big one that we are asked about a ton with our reviews. Is the game balanced? Does each side have a real chance of winning the game? And other similar questions. The answer to this is that these games, referring to wargames, are generally a look at the history and how it played out. This means that if one side had more and better troops, they are generally going to win the game as they did historically. But a good and skilled designer, will look beyond the numbers and attempt to create some realistic and achievable victory conditions for both sides. Something that if happens, could change the course of future battles and the overall outcome of the war. There is nothing more that I dislike as much as sitting for 4 hours and getting my teeth knocked in because I really have no chance at meeting some objective to say that I won a game.

Skilled designers will attempt to create balanced wargame victory conditions by avoiding certain things, such as simple point-based kill mechanics or even reaching a particular geographically significant spot on a board. Instead, they use scenario-specific objectives and asymmetric victory conditions to ensure that each side has its own unique path to success. These rules force players to focus on historical strategy rather than just duking it out and seeing who can kill more units. But, when we play these wargames, we generally are not necessarily able to devote the time to gain a true understanding of and to uncover whether the victory conditions are balanced. We typically go off a gut feeling and observation of time and distance covered in a historical push to see if the game is reasonable to win by either side. I love Holland ’44 from GMT Games. It is one of my favorite wargames of all time and is a titanic struggle between the Allies trying to run up Hell’s Highway to reach and capture 3 bridges along the way and the German defenders who are trying to do just enough to stop their advance and hold at least 1 of the 3 bridges. I have played this game a few times and found that I have a real tough time as the Allies making the appropriate level of progress over historical results to even get to the final bridge located at Arnhem. But that doesn’t mean that the game is broken or that it is imbalanced, it means that the history is well represented here as historically the Allies failed to reach the “Bridge too Far” and had to turn back.

Expositions on Historicity

Finally, I don’t feel that reviews are about expositions of historicity. I am not a true historian. I know enough to understand the basic events of major wars such as World War I, World War II, etc. but not necessarily the full details of the battles, the maneuvers used and the outcomes. One thing that I know we are asked a lot is about the Orders of Battle (OOB’s) for these wargames. An OOB is simply the makeup of each sides troops, including their historical units, numbers of troops, type of troops and their quality generally represented with movement values, combat factors and defense factors as well as morale values. And my answer typically is that I don’t know. I ask these designers these type of questions in our Designer Interview Series but am not able to verify or check their math because I don’t have the experience or knowledge to do so. And with just a single play will be unable to comment on this aspect of the design. Remember, that wargames somewhat function as interactive experiments intended to bring history to life for key battles. History is interpretive and sometimes facts about the makeup of troops, the terrain involved or even the weather at the time of the battle is sketchy and tough to piece together. But most of these games are attempts at telling the story as accurately as possible. But, keep in mind, that a good historical simulation wargame, will attempt to challenge players with the real limits, rules, and stresses that those commanders faced. Wargames test historical ideas by turning narratives into active problems and allowing users to explore “what if” scenarios. But I cannot necessarily always comment on the plausibility of a design because I usually lack the expertise or intimate knowledge to do so.

Sometimes I know that ours will be the only review on a game. And that worries me.

I do not think that reviews are what other people believe they are. I see them as insight into a game and how it plays, what can be expected and how it feels to experience the game. Not a full and insight filled thesis paper on the historical plausibility and outcome. But I do believe that our brand of reviews is useful…at least in my humble opinion. But it sometimes does worry me that our review may be the only content out there on a particular game and I have a real fear of misrepresenting something and causing others to turn away from that game. That definitely worries me and I do make sure that I understand what it is that I am going to say about a game before I say it. But keep in mind that our reviews are our opinions and you may have a totally different take on the game. And that is fine as well because in the end your opinion is the one that matters and that will be used to make a purchase decision. Your wallet is yours to protect and I respect that.

What They Are!…

Sharings on Perspective

In the end, any review is an opinion and is something that the creator has taken the time to write down (or video) to share with others. It is about attempting to describe the experience of the game and how it plays. This does mean that each reviewer may see things differently. May focus on different aspects that spoke to them. May decide not to share each and every aspect of the game. But will focus on the experience! And then share that with us. I for one love that there are people out there that are willing and able to do these reviews. It is work and takes time. But in the end, the real treat for us as consumers of these reviews is that we get a bit of insight into the game and an understanding of what it is. This perspective is the most valuable element of a review and is worth its weight in gold. A lot of times, people consume reviews because they have already played a game, made their mind up about that game and what it is and are simply looking for someone to corroborate their feeling. They don’t really care what the person has to think and whether their stance is well reasoned and supported by evidence form the game itself. They are simply reading or watching to validate their own opinion. They want to hear their thoughts come out of someone else’s mouth.

Recently, during one of our Monthly Debrief videos, we discussed games that we disagree on. There are not many games that Alexander and I disagree on…but there are some. As a part of that discussion, we dove into our conflicting thoughts about the venerable tactical level wargame series Advanced Squad Leader. We disagree on this game. I like parts of it, and the overall experience, but Alexander does not. And that is fine. But one of our viewers told us to “put the game back on the shelf” and that listening to us was “cringe”. Well, I do agree that we are cringe but this comment proves my point. We didn’t agree with him and so we are not correct. And that is fine.

Windows into Mechanics

I think that one of the most important parts of any review though is a window into the mechanics. Does this mean a full and detailed description of each and every mechanic, how they work, why they were chosen by the designer and how they reflect history? No…absolutely not. But understanding the base mechanics of a game is critical to understanding whether the game is for you or not. If you happen to really like block wargames and are watching a review on a block wargame such as An Impossible War from Bellica 3rd Generation you would like to know how the block wargame mechanic works. If you like Chit-Pull Activation and you are consuming a review about a Chit-Pull Activation game such as with Blind Swords: Gettysburg: The First Day from Revolution Games, you want there to be some discussion about how the Chit-Pull works. A review should have at least a mention about the mechanics and what is good about their implementation.

Gauges on Complexity

Wargames are generally complex affairs. They have a lot of rules, exceptions to those rules, rules variants or optional rules and sometimes have ambiguity in their explanation of these rules. This last part is really a problem with a lot of games, wargames and other types, but a designer sometimes gets “nose blind” to their own game and takes into account a lot of assumptions about how their description and instructions for the game will be received. I like to make sure that those consuming our reviews understand how complex or difficult to learn the game rules are. I also like to focus on player aids and how they affect the learning process and play so that those who may purchase the game and attempt to give it a play can get an idea of what their learning commitment will be with the rules. And remember, complexity and rules depth doesn’t equate to a good game. If you ultimately cannot get the game played because of the learning curve or the poorly written rules, then a review will do you no good.

A Look at the Fun Factor

In the end, while I play games for many reasons, I am mainly playing a game because I want to enjoy myself. I want to have a good time with the game and its efforts to tell the story of the event and enjoy my time with my opponent. I want to be able to focus on the game and get into the strategy and not have to worry about the rules, the mechanics or the production. And a good review will provide an insight into this aspect of the game. It doesn’t take multiple plays to understand whether a game is right for you or whether it matches your tastes. You can typically see that in just a single play and that is the way we approach things. We have played a lot of games and know when a game is not for us. But, that is not always the case for others and their experience with wargames. And that is fine. But that is a key part of what a review should be.

There you have it…my thought’s on what a review is and what it is not. I know that many will not agree with these points and that is fine. These are my opinions and I have developed them over the past 40+ years of playing games and 10+ years of covering games as The Players’ Aid. What are your thoughts on what a review is? How do you think they best serve the wargaming community? What would you change about our reviews? I look forward to hearing your thoughts and opinions on this matter. Thank you.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #86: LRRP from Fire in the Lake: Insurgency in Vietnam from GMT Games

Von: Grant
14. Juli 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.

#86: LRRP 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 LRRP Event Card.

The LRRP Event Card, with LRRP standing for Long-Range Reconnaissance Patrol, allows the US player to place 3 Irregulars outside the South then conduct a free Air Strike, that also allows for the removal of Bases first. Keep in mind that Irregulars are US Special Forces pieces, which are the hexagonal shaped cylinders not ARVN Rangers. “Outside the South” means any Laos or Cambodia Provinces. Seems pretty pedestrian but it is important to note that this card changes the rules when played as normally all other units in a space must be removed before Bases can be removed. A very powerful card that typically will be played by the US player when it comes up. But keep in mind that Air Strikes are a dual edged sword as you get rid of pesky enemy pieces but it will result in shifts of Support/Opposition but can also Degrade the Trail. On the bottom of the card, the text allows the VC or NVA to ambush these LRRP”s and remove 3 Irregulars from the map to Casualties. Then it gives an added benefit of shifting each space these removed Irregulars were in 1 level toward Active Opposition.

Image courtesy of Boxxer’s Blog.

A Long-Range Reconnaissance Patrol, or LRRP, is a small, well-armed and nimble recon team that is tasked with patrolling deep into enemy territory to identify or destroy key targets and gain recon on the enemy. The concept of scouting forces such as LRRP’s dates back to ancient warfare but also has been used in more modern and contemporary wars such as the French & Indian War where specialized Rangers, such as Rogers’ Rangers, were tasked with raiding Indian settlements, disrupting supply lines and reporting back to command on troop disposition and movement.

In Vietnam, veteran or specially trained forces often augmented with Vietnamese irregulars usually carried out Long Range Reconnaissance Patrols into enemy territory. The Studies and Observation Group (SOG) was the ground element of the US air war against the Ho Chi Minh Trail as illustrated by Project Tiger that spotted for and marked enemy trail activity for elimination by US air assets.

Here is a link to a very interesting summary of an LRRP and its mission on a Vietnam veteran run blog called Boxxer’s Blog: From the seat of a motorcycle: LRRPs: “—doing the impossible for the ungrateful.”

In the next entry in this series, we will take a look at Proletarian Revolution from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames.

-Grant

Interview with John Lapham Designer of A More Perfect Union: The Struggle to Ratify the Constitution from Catastrophe Games Coming to Kickstarter Soon

Von: Grant
13. Juli 2026 um 14:00

While attending Buckeye Game Fest in spring 2024, we met with a new designer named John Lapham. John had with him a new game called A More Perfect Union and we got a chance to play the game and chat about it with him. A More Perfect Union is a 2-player card driven game that simulates the public debate over the ratification of the Constitution that took place across the United States from 1787-1789. The game uses the same system as Twilight Struggle and 1960: The Making of the President but felt very fresh and unique to the situation. Catastrophe Games is planning a Kickstarter campaign in the near future and we reached out to John to see about getting some more insight into the design and he was more than willing to share.

If you are interested in A More Perfect Union: The Struggle to Ratify the Constitution, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/a-more-perfect-union-a-game-about-the-us-constitution?

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

John: Thanks so much for having me, Grant. My main hobbies will surprise no one – gaming and history. I also enjoy hiking, cooking, and theater. As for my day job, that is in the past. I’m retired now. Before that, I had jobs in both the legal and educational professions.

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

John: I wanted a game on this topic and no one else seemed willing to oblige me—although Jason Matthews and Christian Leonhard came close with Founding Fathers. I enjoyed the beginning and end of the experience. I love historical research and pondering messy interpretive narratives and historical hypotheticals. So, I was not surprised by how much I enjoyed the front end of the design processWhat surprised me was how much I enjoyed the collaboration that occurred near the end of the project, and the practical and artistic challenges of turning an idea into an actual, physical gameI had no experience with that process and enjoyed learning about it.

Grant: What is your upcoming game A More Perfect Union about?

John: A More Perfect Union is about the political struggle to ratify the U.S. Constitution in the thirteen states from 1787-1789. The game employs the popular card-driven mechanics of such well-known games as Twilight Struggle and 1960: The Making of the President

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

John: It was the subject of some of my earliest graduate school research in the late 1980’s (yeah, don’t ask, I’ve been around the block more than a few times). As a history educator, I was drawn to less well-known stories, involving people and events that popular and school histories have neglected. This is one such story, and it is an important one that has enduring relevance for understanding much of American history and our current turbulent moment.

Grant: What is your design goal with the game?

John: I had two main goalsI wanted the game to offer a window into the history of that moment and to spark interest in the topicI also wanted it to be a fun, tense game that could be played in a couple hours but with enough complexity and variability to invite repeated plays.

Grant: What from the Constitutional Convention was most important to model?

John: Ok, that’s a hard one. I cannot give you just one. Several things were important to me.

First, I wanted the game to capture the intense war of words that occurred in the nationwide debate. America was on the leading edge of the first wave of mass media made possible by high literacy rates and the printing press. Americans of the period were highly literate, avid consumers of news, and intensely interested in politics. Ninety different newspapers and hundreds of presses across the country printed thousands of essays, letters, and pamphlets over the course of the debate.

Second, I wanted the game to capture the importance of political strategy in terms of grabbing and holding onto the initiative in the debate through the scheduling of the thirteen state conventions, as well as exploiting the momentum gained from successful outcomes in those conventions.

Third, I wanted to express the tension and uncertainty felt by the delegates during the actual conventions themselvesDelegates often went into these conventions uncertain of their outcomes.

Finally, and perhaps most importantly, I wanted players to come away with an understanding of the immense challenges faced by the new nation to come together and form a strong union that did not threaten the individual liberty that Americans prized at this time. It is in large part the work of the Anti-Federalists that delivered the country its Bill of Rights, a fact that is perhaps too often overlooked or forgotten by modern Americans.

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

John: Tremendous digital resources are available on the ratification debate thanks to the phenomenal work done by the Center for the Study of the American Constitution at the University of Wisconsin-Madison (https://csac.history.wisc.edu/). I encourage anyone interested in this topic to explore their website and the treasure trove of material available there.

For a more curated collection of primary source material, the Library of America has published an excellent two-volume collection of many of the most important essays, speeches, newspaper articles, pamphlets, and private letters, The Debate on the Constitution, which also includes a detailed chronology and biographical information on the participants in the debates.

For a single, narrative history of the entire series of events, the best choice is Pauline Maier’s Ratification: The People Debate the Constitution, 1787-1788, published in 2010. Reading that book was the last nudge that I needed to start designing the game.

Grant: What is the goal of the game? How do players go about trying to sway States to their way of thinking?

John: Fortunately for me as a designer, the main goal of the game was set out for me in the Constitution itself, which required nine states to ratify it to become binding on those statesThus, the Federalists win the game immediately if nine states ratify the constitution without recommended amendments, and conversely the Anti-Federalists need five state conventions to reject the Constitution to win immediately. If enough states thread the needle of compromise and ratify the Constitution with recommended amendments, then victory is determined by the weight of the states on each side of the ledger.

The primary tools to convince voters in the states are direct campaign efforts, which involve the use of the campaign points in particular states, and the play of publication eventsPublication events address one of three broad sets of issues that animated the debate – commerce, states rights, and individual rights. Each state in turn has a rating that reflects how important each of those sets of issues is to its voters. As a result, the effect of a publication will be more or less, depending on the state in which it appears.

Grant: What is the layout of the board?

John: The board includes several broad features – a map of the thirteen states with a state information and holding box for each state, turn and round tracks, a convention track, a state status track, and a table of information.

Grant: What information is contained in each State Box?

John: Each State Box has a number that reflects the maximum number of combined player cubes that can be present in the state, icons showing if either player starts with cubes in the state, numerical ratings for each of the publication issues, the convention value, and the momentum value of the state, and a spot for the state’s status marker, which shows if the state has scheduled or held its convention. Finally, the state boxes are color coded to show the section of the card deck in which the state’s convention card is seeded.

Grant: What are the 5 different words and corresponding values in these boxes mean? How are these elements connected to the cards?

John: The words “Commerce, States, and Individual” relate to the three publication issues and the numbers (0,1, or 2) next to them reflects the effect that a publication on that issue will have in the state – either adding or removing that number of player cubes in the state. The word “Convention” refers to the convention value of the state and the number next to that is the number of campaign points (CP) a player must expend either to call an early convention in the state or to attempt to take control of the State Status Marker through legislative maneuvering. The word “Momentum” refers to the campaign bonus a player will earn if they win the state’s convention.

The issues ratings connect directly to the publication event cards. The Convention ratings connect to the expenditure of CP gained from card play. The Momentum rating does not connect to the cards but instead relates to the outcome of the convention in the state.

Grant: What is the purpose of the State Factors Table and the State Issues Table?

John: This table summarizes in one place the information contained in the individual State Boxes, and it groups the states by their color codes to show players when they will draw the State Convention Cards over the course of the game.

Grant: What is the Back Room? What role does this play in the game?

John: Each player has a Back Room in which they can place a maximum of two cards. Cards in the Back Room are not part of a player’s hand, cannot be played during a player’s action round, and are not discarded at the end of the turn. Players can access the cards in their Back Room at three times – (1) during the card draw phase of each turn, when they can freely remove or add cards to the Back Room, (2) at the start of any convention, when they can remove, but not add, cards from their Back Room, and (3) during an action phase by playing a card for the sole purpose of adding or removing cards from their Back Room.

The Back Room plays two main roles in the game: (1) it provides a means by which players can hold onto powerful events that are not yet ripe to play – often convention events for conventions that will happen on a future turn, and (2) it provides a way to avoid playing a strong opponent’s event at an inopportune time.

Grant: How does the game use cards? 

John: This a classic Card-Driven-Game. Each player is dealt a hand of cards each turn and plays one card each round either to spend the Campaign Points provided by the card or to implement an event described on the card.

Grant: What different types of cards are there? What is the purpose of these different types?

John: There are five different types of cards: State Convention Cards, Publication Events, Convention Events, Reaction Events, and General Events.

Each state in the game has a State Convention Card, which are mandatory events that must be played in the turn in which they are drawnThey grant the player cubes in the state and control of the State Legislature, and they schedule the state’s convention by placing the state’s status marker on the Convention Track.

Publication Events publish and distribute a publication addressing a particular issue in a particular state that and a few of its neighbors. Most of these events will specify the state in which they originate and the issue that they address. A few allow the player to pick the state and/or issue for the publication.

Convention Events can be played for their event only during a convention and will have some effect on the outcome of that convention.

Reaction Events are played in response to some other game effect.

General Events are a catch-all for any other type of event.

Grant: Can you share a few examples of cards and explain their use?

John: Sure, here is an example of a State Convention Card:

Each state has one of these cards and they all work the same way.

  • These cards trigger the scheduling of State Conventions. 
  • They must be played on the same turn they are drawn and cannot be discarded or placed in a player’s Back Room.
  • They are seeded in a particular quarter of the draw deck at the start of the game, as indicated by the colored banner in the upper right corner of the card
  • When played, you move the indicated state’s Status Marker from the map to Box 1 on the Convention Track and mark it with a cube of your colorThis represents that you are in control of the state legislature and can spend CP to call an early convention in this state on a later turnIn addition, you may add or remove 2 cubes in the state.

Here is an example of a Publication Event:

These are the most involved events in the game but like the State Convention Cards they all work the same way. So, once you’ve done it a few times, it becomes straightforward. 

  • The red star identifies this card as an Anti-Federalist Event.
  • The “3” in the star shows that this card is worth 3 CP. 
  • The newspaper icon under the star shows that this card is a publication event, as do the words in the white banner running along the left side of the card.
  • When played for the event, publications are distributed in a number of states equal to the CP value of the card. In this case, that means 3 statesThe first state the publication must be distributed in is the state identified by the postal code in the title of the cardIn this case, it must be distributed in VirginiaIn addition, the publication may be distributed in two additional states that are adjacent to Virginia for a total of 3 states
  • The issue addressed by this publication is individual rights, which is indicated in text at the bottom of the cardThe issue controls how many cubes the player will add or remove from each state based on that issue’s value (from 0-2) in each state. The individual rights value in Virginia, Pennsylvania, and North Carolina is 2, but it is only 1 in MarylandThat means that this publication with add or remove 2 cubes in Virginia, Pennsylvania or North Carolina, but will only add or remove only 1 cube in Maryland.

Grant: What happens if you play an opponent’s event? What type of thinking and strategy does this create?

John: Generally, the event triggers, although the player gets to decide whether the event happens before or after they use the card for campaign points. There are two ways to mitigate powerful opponent events. They can be played during the Initiative Phase of the turn to bid for initiative without triggering the event, although doing so often reduces the player’s chance of winning the initiative for the turn, which is costly in its own right. They can also be stored in the player’s Back Room for possible play on a future turn when the event might be less damaging. This too is costly as the Back Room can hold only two cards and those spaces can also be used to save your own events for a future turn when they will be more effectiveThematically, in both instances you are spending time and energy managing a potential problem rather than advancing your own agenda.

Grant: What is the general Sequence of Play?

John: Each turn has the following phases:

Card Draw – Slightly more involved than a standard CDG because each turn you can change the cards in your backroom, which is often a challenging decision.

Initiative Phase – This phase sets the initiative and the first player for the turn.

Action Phase – The heart of the game when players alternate playing cards from their hands.

Convention Phase – State Conventions are resolved or move closer to resolution.

Voter Apathy Phase – Some voters lose interest and players remove some cubes from the map.

Grant: What is a Convention and how does it work? What is the outcome of this process?

John: A Convention is when a state makes its final decision as to whether it will ratify the Constitution. Thematically, this is the moment that elected delegates meet, debate, and vote on the Constitution. To model the drama of these events, players have a final opportunity to play cards that can affect the outcome. After that, the player’s cube totals in the state are compared. If the Federalists have the most cubes, the state ratifies the ConstitutionIf the Antifederalists have the most, the state does not ratify. If the two factions have an equal number of cubes, the state ratifies with recommended amendments.

Grant: How does Campaigning work?

John: Each state has a set number of votersThis number puts a cap on the number of combined player cubes that may be placed in that state. Players can think of it this way: the voters in each state can have one of three states of mind – undecided, Federalist, or AntifederalistAt the start of the game, most voters are still undecided, which is reflected by the fact that only a few cubes are placed on the board during setup. Campaigning involves the expenditure of Campaign Points (CP) to persuade these votes to change their mind, represented by placing or removing cubes in the statesIt costs 1 CP to place a cube in a stateIt costs 2 CP to remove a cube from a state. If a state is already at its cube limit, the player will first have to spend points to remove an opponent’s cube before they can place their own cube. Thus, to replace an opponent’s cube with one of your own costs 3 CP. Cards range in CP from 1-4. So many cards will not grant the player enough CP to replace an opponent’s cube with one of their own.

Grant: How is victory achieved?

John: The Federalists gain an immediate victory if nine states ratify the Constitution without amendments. Conversely, the Antifederalists win if five states reject the Constitution. If neither player achieves these conditions before the end of the final turn of the game, at least one state has ratified the Constitution with recommended amendments. Victory at that point is determined by comparing the values of the states in each section of the State Status Track. Each state has a value that represents its political and economic importance – the larger the state the more it is worthEach player gets full credit for each of the states in their column and the Antifederalists get partial credit (the Convention value) for each state that ratified with recommended amendmentsThematically, this represents a compromise situation, where the Constitution is ratified but with amendments. The stronger the opposition to the original Constitution, the more impactful those amendments will be. Strong amendments represent a partial victory for the Antifederalists. Historically, the Antifederalists efforts resulted in the adoption of the first ten amendments to the Constitution, including the Bill of Rights.

Grant: Which side has the tougher challenge to meet their goal?

John: The challenges faced by the two sides are different, but I hope they are roughly equal in difficulty.

Grant: What are some basic strategies the Federalist and the Anti-Federalist players?

John: The Federalists need to strive to win states quickly and build on that early momentum. They may need to consider making aggressive moves early in the game to take states off the board. They also must stay competitive is as many states as possible. They can only afford to lose four states, and the deck is stacked against them in two states – North Carolina and Rhode Island. The Antifederalist player has a wider range of strategic choices. They can focus on winning outright victory in one or two of the early states in an effort to reach the five states they need for an automatic victory, or they can build up their strength in several of the more valuable states that hold their conventions later in the game and improve their chances of winning the game on the basis of points at the end of the game. They cannot afford to compete with the Federalists in every state. They need to pick their battles carefully.

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

John: My hope is that it offers players challenging strategic and tactical decisions and creates dramatic moments of high tension where careful planning or bold action can alter the course of the game.

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

John: Overall, I am pleased with the way it models the challenges and choices faced by the historical actors. With respect to the game play, I particularly like the Initiative, Back Room, and Convention mechanisms.

Grant: What other designs are you working on?

John: I’m working on a four-player game about the labor movement in Chicago, during the late 19th-century, and a solitaire game about the Civil War in which the player takes on the role of Lincoln and has to prosecute the war as commander-in-chief, while also navigating the challenges of domestic policy and political campaigning.

While attending Buckeye Game Fest in spring 2024, we met John Lapham and shot a video interview discussing the game and its mechanics:

If you are interested in A More Perfect Union: The Struggle to Ratify the Constitution, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/a-more-perfect-union-a-game-about-the-us-constitution?

-Grant

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