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

Von: Grant
01. Januar 2026 um 14:00

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

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

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

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

Here is some updated information on both of these projects:

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

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

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

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

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

One-Page Bulge 2nd Edition

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

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

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

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

Norad 3

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

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

But now onto the games for January!

Pre-Order

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

3. On To Berlin! from Multi-Man Publishing

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

Volume I Contents

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

 Volume II Contents

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

Here is a link to our video review:

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

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

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

From the game page, we read the following:

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

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

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

Here is a link to my review:

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

Here is a link to my review:

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

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

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

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

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

Object of the Game

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

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

HISTORICAL BACKGROUND

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

New Release

1. Rattenkrieg! from Tiny Battle Publishing

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

From the game page, we read the following:

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

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

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

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

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

2. Cuba Libre Calixto Bot Update Pack from GMT Games

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

Turn Order & Player Count

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

Following

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

The Cards

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

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

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

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

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

We also posted the following video review:

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

6. Iwo Jima: Hell On Earth from Neva Wargames

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

-Grant

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

Farewell 2025 – Best on the Blog!

31. Dezember 2025 um 11:08

Now the year truly comes to a close. Let’s look back at the eighth full year of this blog.

You can read all of the Farewell 2025 posts here:

The overall blog statistics are pretty meaningless – both last year and this year are skewed by WordPress sending my Farewell 2024 – Historical Fiction! post out to a bajillion people (from Dec 26 to Jan 8), which makes it easily the most popular post of each year (providing more than a fourth of my total views this year). If you factor that out, 2025 has been a good year on the blog, but slightly behind the (organic) record of 2023.

The posts doing particularly well have been the usual suspects, that is, the Most Anticipated Historical Board Games post in January, and the evergreen strategy posts for several games published over the last year. It was nice to see that a few of my research-intensive posts in the American Revolution and the Wallenstein series also did well.

Most of my readers come from the United States (also skewed by the Historical Fiction anomaly, but not entirely), as well as other Anglophone (UK, Canada, Australia) or European (Germany, the Netherlands, Spain, and France) countries. Especially the Dutch have made a leap up… maybe because of my post on the history of Amsterdam? Welkom, anyway.

New arrivals in the top 10 of the countries from which most views stem are Sweden and Poland in a joint Baltic effort.

If you compare views with population numbers, there are possibly no more loyal readers of this blog than the fine people of Ireland, closely followed by Hong Kong, whose views eclipse those of huge countries like Japan, Brazil, or India. The Irish have been devoted to history, board games, and history in board games for some years now, for which I am grateful. The Hongkongers are new in their excitement for the blog – welcome! If you are from Hong Kong, leave a comment below!

I can only speculate what brought people to this blog (but maybe you can enlighten me with a comment, especially if read this blog, but don’t comment often or ever). Here is, however, what I think was the finest which I published this year – as per usual, with six instead of three entries, and without crowning a winner. Let’s go!

“Give Me Liberty, or Give Me Death!” (American Revolution, #2)

Most of the history articles on this blog are about what people in the past did – the politicians, merchants, soldiers of times past. Yet I also like to dwell on what they thought, and thus I’m very happy to have written this post on the political philosophy of the American Revolution, its core value of liberty, and the promise and limitation of that idea. It was also an opportunity to engage with the still-compelling documents of the Revolution – Common Sense and the Declaration of Independence.

Tariffs, Onshoring, and the Board Game Industry

It’s been a wild year politically. Almost forgotten by now is the Great Tariff Rollercoaster of April 2025, in which the American federal government announced tariffs on imports from almost all other countries and then engaged in a flurry of raising, lowering, and holding off on them that made everyone’s head spin. By now, the 145% tariff on Chinese goods imported by US buyers is long gone, but at the time it seemed like an existential threat to US board game companies manufacturing their games in China (so, almost all of them), and given that the current US administration will still be in office for another three years, one worth revisiting.

Wallenstein: Rise

This blog often gives me the opportunity to learn about new subjects. Wallenstein was one of them. I approached the post about his life with not more than a general knowledge about his role in the Thirty Years’ War… and then was sucked into a research rabbit hole in which I read over 2,000 pages about the guy. The result is a four-part series and the longest, most detailed board game assisted biography I have ever written about anyone.

Frederick the Great. A Military Life / Friedrich

…and this blog also allows me to re-visit topics and games with which I have engaged for years (and sometimes decades) now. Frederick II of Prussia is such a person, and Friedrich (Richard Sivél, Histogame) such a game. Reflecting on their insights on Frederick’s campaigns, the command and control exercised, and Frederick’s psychology was a delight.

Amsterdam in History and Board Games

Amsterdam is one of the iconic cities of the world. It is a symbol of art, commerce, and progress, and unique in its canal-structured urban layout. Unsurprisingly, these characteristics have also inspired board game designers. I have told Amsterdam’s 750-year history through the lens of the many board games set in Amsterdam – which gives a glimpse into what the city stands for in the popular imagination. As both this and my earlier Venice post were so much fun to write, I should do more city histories!

Immersive Weimar Playlist

One of my brighter new ideas was to link historical board games to period music. Of course, that works particularly well from the 20th century on – the age of the music record. I started with an immersive playlist for your next game of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), full of everything that was hot at the time – from traditional songs to jazz, from movie tunes to workers’ songs. It will surely not remain the only such playlist.

And thus concludes the year 2025 on this blog. I hope you had as much fun reading it as I had writing.

I wish you all an excellent year 2026, full of joy, health, and success!

The Legacy of Robert Moses – A Cross Bronx Expressway Review

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

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

24. August 2025 um 18:04

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

You can read all posts in the series here:

Wallenstein’s Death

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

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

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

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

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

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

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

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

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

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

Wallenstein’s leader counter in Cuius Regio.

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

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

Twilight of the Thirty Years’ War

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

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

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

Afterlife

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

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

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

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

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

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

Games Referenced

Cuius Regio (Francisco Gradaille, GMT Games, forthcoming)

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

Further Reading

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

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

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

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

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

Wallenstein: Rise (The Life & Games of Wallenstein, #1)

13. Juli 2025 um 15:07

We haven’t had a game-assisted biography on this blog for two years! Let’s rectify that with one of the most legendary and mysterious generals of all time – Wallenstein, the emperor’s chief commander in the first half of the Thirty Years’ War. Wallenstein, the mercenary. Wallenstein, the astrology addict. Wallenstein, the traitor. …or was he all of these things? We’ll find out!

In this first part, we’ll cover the fundamental conflicts in Wallenstein’s world, his own youth, and his meteoric rise at the beginning of the Thirty Years’ War. Let’s go!

You can read all posts in the series here:

The Conflicts of the Time

The early 17th century was a time of barely contained tension in Europe. Four fundamental conflicts would provide the spark, the oxygen, and the fuel for the great conflagration of the Thirty Years’ War:

  • Since Luther’s 95 Theses had brought forth a new interpretation of the Christian faith, Protestantism, the Catholic church and Catholic princes had aimed to extinguish it. The denominations had reached a tenuous compromise in the mid-16th century based on the principle that the princes could set the religion for their dominions (cuius regio, eius religio). Yet shifts in the balance of religious power since then – mostly in favor of the Catholic counter-reformation, with the notable exception of the lands of the Crown of Saint Wenceslas (Bohemia, Moravia, and Silesia), where the Protestant nobles forming the estates gained in power – threatened the compromise.
  • The Holy Roman Empire had traditionally been a state where power was shared between the emperor and the princes (most importantly, the seven electors which, as the name indicates, elected the emperor). Other states Spain, France, and England saw a centralization of power around their respective kings. Such a centralization – a true monarchy – also appealed to the emperor.
The Holy Roman Empire in 1618 with its many principalities (note the many coats-of-arms on the map). Bohemia, Moravia, and Silesia are in the center-east. Map of Holy Roman Empire (Mark McLaughlin, 3W).
  • In the north, the Holy Roman Empire bordered the Baltic Sea. Whoever controlled its shorelines, liberally dotted with merchant cities which had gotten rich in the trade with timber, grain, fish, and many other valuable commodities, would hold the dominium Maris Baltici – the command of the Baltic Sea. The chief contenders in the early 17th century were the Polish-Lithuanian Commonwealth, the Kingdom of Denmark-Norway, and the Kingdom of Sweden… yet others would surely be interested, if only they could gain a foothold on the shores of the Baltic Sea.
The Baltic Sea and its surroundings. Note the “Habsburg Lands” in the southwest – not adjacent to the Baltic Sea, but just one determined campaign away! Playtest map (not final art) of Baltic Empires: The Northern Wars of 1558-1721 (Brian Berg Asklev Hansen, GMT Games, forthcoming).
  • The emperor came from the House of Habsburg (or Hapsburg, as it is sometimes spelled in English). Half a century before Wallenstein’s birth, Emperor Charles V had ruled not only the Habsburg possessions in the Holy Roman Empire (including Austria and the Crown of Saint Wenceslas), but had also been King of Spain and held extensive territories in Italy and Burgundy (in modern-day France and the Benelux countries). Charles had split the Habsburg holdings between his brother Ferdinand who succeeded him as Holy Roman Emperor and his son Philip who had inherited all the lands and titles in Spain, Italy, and Burgundy (as well as Spain’s overseas colonies). Individually, the two Habsburg branches were powerful. And together, they were on the verge of European hegemony.

Bohemian, Noble, Soldier, Convert

Wallenstein was born on September 24, 1583, in the Bohemian village Heřmanice, as Albrecht von Waldstein, a scion of an old, but poor Bohemian noble family. While the family name (in either the original Waldstein or Wallenstein’s own preferred Wallenstein spelling) may sound Germanic, Wallenstein’s native tongue was Czech. However, his education in Silesia and Franconia taught him German and Latin, his subsequent European tour as a young man Italian as well as a dose of French and Spanish.

Wallenstein had been orphaned at the age of eleven. As a young nobleman and landholder, he had to chart his own path in life. His lands were neither extensive enough for a comfortable income nor to command his full attention. For a fruitful ecclesial career, Wallenstein was too lowborn. Instead, he resorted to the third suitable career paths for nobles – war – and enlisted in the imperial army for two years in the Long Turkish War.

Wallenstein returned from the war aged 23. Over the next years, he made several momentous decisions. The most important – and least understood – is his conversion. Wallenstein had been raised Protestant like most Bohemians, but converted to Catholicism around the end of his military service. While we cannot search Wallenstein’s heart for his religious convictions, we know that he never displayed particular religious zeal later – and he was remarkably tolerant of other faiths, and regularly entrusted Protestants with important positions under him. From a more worldly perspective, Wallenstein’s conversion isolated himself from most of his Bohemian peers. It was in that regard, though, that his conversion proved fruitful a few years later: When the wealthy Catholic widow Lucretia of Víckov sought to remarry, Wallenstein was one of the few eligible Catholic nobles in the region. He thus came to manage her extensive holdings in Moravia, and, when she died in 1614, the inheritance turned him into one of the richest landholders sworn to the Crown of Saint Wenceslas.

Finally, these years saw another event which would be of great importance to Wallenstein’s biographers (but not so much to him): Following the fashions of the time, he requested a horoscope from the leading astronomer of the time, Johannes Kepler. As horoscopes go, it foretold some things which would happen (albeit at different times than predicted, like his marriage to a wealthy woman), others which wouldn’t (an interest in alchemy and sorcery), and a good deal of vague fluff which could be applied to most people.

Rise in the Conflagration

In 1617, Wallenstein went to war again. This time, he paid out of his own pocket for a cavalry company to join the war against Venice commanded by Ferdinand of Habsburg, Emperor Matthias’s appointed successor. Soon after Wallenstein had joined the fray, Matthias fell seriously ill and Ferdinand was recalled to ensure a smooth transition of power as both the Crown of Saint Wenceslas and the imperial crown were elective. Despite Ferdinand’s reputation as an ardent Catholic counter-reformer (he had forced the conversion of his Protestant subjects in Styria and Carinthia as one of his first acts as an adult ruler), the Protestant-majority Bohemian estates elected Ferdinand king in an act of doubtful strategic vision.

Ferdinand was careful not to violate Protestant rights too flagrantly, yet the estates soon found out that he retained his counter-reformatory spirit when he decided any arising small property disputes in favor of Catholic claimants. Redoubling on their strategic ineptitude, the Bohemian estates now defied the king they had accepted as legitimate just one year before: They threw three of Ferdinand’s counselors out of a window (all of them miraculously survived the fall) on May 23, 1618, and rose in armed rebellion. As their new king they chose Frederick V, elector of the Palatinate and the son-in-law to King James I of England. When Matthias died in 1619, Frederick would be the only of the seven electors not voting for Ferdinand II to become Holy Roman Emperor – a devastating setback for the Bohemians who had hoped that Frederick’s second vote as King of Bohemia would be acknowledged, and that the Protestant electors of Saxony and Brandenburg would also support Frederick.

The Bohemian estates (blue) had a mobilization advantage over the imperial forces and their Catholic German allies (yellow) in 1618. The westernmost blue stack is led by Frederick V in his native Palatinate, the easternmost (in Moravia) by Count Thurn, ready to threaten Vienna (Wien), the seat of Habsburg power in the Holy Roman Empire. Setup for the campaign game of Cuius Regio: The Thirty Years War (Francisco Gradaille, GMT Games, forthcoming) – playtest art.

Wallenstein had been born in Bohemia, but the estate inherited from his wife lay in Moravia. The Moravian estates delayed their commitment to the Bohemian cause which suited Wallenstein well – he had no sympathy for the rebellion. As one of the chief military officials of Moravia, he raised a cavalry regiment which he offered to Ferdinand. Push came to shove when one of the Bohemian armies under Count Matthias of Thurn marched into Moravia in 1619 to rouse the Moravians into supporting the Bohemian rebellion. Wallenstein attempted to spirit his regiment away (knowing the soldiers’ and officers’ sympathies for their Bohemian neighbors). When the major in charge of logistics attempted to swing the regiment in favor of the rebellion, Wallenstein slew him on the spot with his saber. Then he brought the regiment to the emperor’s seat Vienna, and with it, the war chest of the Moravian estates – a welcome present to the always cash-strapped emperor.

While the Palatinate and Hungary supported Bohemia in the rebellion (blue), Moravia initially remained loyal to the emperor (yellow). From the setup of the campaign game of Thirty Years War: Europe in Agony, 1618-1648 (David A. Fox/Michael Welker, GMT Games).

Wallenstein had gained the emperor’s favor. While he was not personally involved in the decisive imperial victory over the Bohemian forces at White Mountain (albeit some of his soldiers served under the commander of the Catholic League’s army, Johann Tserclaes, Count of Tilly), that favor gave him access to the inevitable spoils of victory. And here his genius first showed.

Wallenstein became a part of the imperial coin consortium tasked to supply silver and mint debased coins to pay for the emperor’s war efforts. That was a mildly profitable endeavor in itself, but more importantly, it got Wallenstein in touch with men of finance, chiefly the Dutch banker Hans de Witte. Wallenstein used his new-found access to credit to take out huge loans with which he purchased vast estates in Bohemia confiscated from the defeated rebels, and as so much land was auctioned at the same time by the imperial crown, Wallenstein paid bargain prices to became one of the chief Bohemian magnates.

The loans still needed to be repaid. Wallenstein expended most of his energy on developing his estates in the following years, and turned them into an efficiently administered, wealthy domain, for which he was granted the title of Prince of Friedland. Wallenstein’s activities as a landed aristocrat are represented in the most famous game featuring him, Wallenstein (Dirk Henn, Queen Games), which has up to five players (one of them Wallenstein) build markets, churches, and palaces in their holdings… and make some war on the other players should good opportunities arise.

Wallenstein as typically depicted (based on the Anthonis van Dyck/Pieter de Jode copper engraving from 1645/1646): High forehead, pointy beard, determined gaze, wearing a cuirass. The map to which he is pointing is based on the game board, reinforcing the allure of the game “putting the player in Wallenstein’s shoes” by giving both Wallenstein and the player the same interface (map) through which to navigate strategic challenges. Behind Wallenstein, we see a wooded hill (alluding to his name, “Waldstein” meaning “wooded rock”), rich fields and a city symbolizing rich holdings – but also the tent of an army camp with its implied threat of war. Cover of Wallenstein, ©Queen Games.

Wallenstein remarried in 1623. His wife Isabel was the daughter of the imperial count Karl of Harrach from the emperor’s inner circle of advisors, giving Wallenstein access to inner workings of the imperial court. Yet despite his successes, Wallenstein was anxious.

His holdings were not secure as long as the exiled Bohemian rebels had hopes of recovering them. Wallenstein thus needed peace, peace on the Emperor’s terms. Yet while the imperial armies had won one victory after another, not only crushing the Bohemian rebels but also invading the Palatinate homeland of their erstwhile King Frederick, the emperor did not know how to make peace. He found himself unable to deal with the roaming armies of Protestant warlords like Ernst of Mansfeld or Christian of Halberstadt. And instead of extending an olive branch to the princes fearing imperial domination, he deposed Frederick and gave the title of elector to his ally Maximilian, Duke of Bavaria – an unthinkable breach of princely privileges.

As Ferdinand also seemed on the verge of rolling back Protestantism in central and northern Germany, the Protestant princes and the powers of the Baltic Sea grew concerned. King Christian IV of Denmark was anxious on both accounts. If he opposed Ferdinand, he could certainly count on the Protestant warlords and Bohemian exiles, and he sounded out eventual allies

  • among the northern German princes,
  • the Protestant Dutch (embroiled in their own struggle with for independence from the Spanish Habsburgs),
  • the English (whose King James I resented the snub to his son-in-law Frederick), and even
  • Denmark’s rival Sweden, a rising Protestant power in the north.

Nobody knew how big the Protestant intervention from the north would be. Yet it was almost certain that it would come. And the imperial region closest to Denmark was Bohemia. Wallenstein despaired over the emperor’s lack of preparation (caused both by the eternally empty imperial coffers and Ferdinand’s anxiety that raising an army would cause the Protestants to take measures of their own, thus causing the war he wanted to avoid). Wallenstein became convinced that he needed to take the security of his principality into his own hands. He offered to raise and equip an army for the emperor, paying for it up front. After long delaying, Ferdinand accepted his offer.

Ferdinand made Wallenstein chief imperial general in the Holy Roman Empire (contrary to the traditional title of lieutenant general based on the fiction that the actual commander was the monarch himself), created him Duke of Friedland lest he be outranked by other aristocratic commanders, and tasked him to raise his army. Wallenstein would apply himself to the task with his characteristic energy… in the next instalment of this series.

Games Referenced

Holy Roman Empire (Mark McLaughlin, 3W)

Baltic Empires: The Northern Wars of 1558—1721 (Brian Berg Asklev Hansen, GMT Games, forthcoming)

Cuius Regio: The Thirty Years War (Francisco Gradaille, GMT Games, forthcoming)

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

Wallenstein (Dirk Henn, Queen Games)

Further Reading

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

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

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

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

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

You’ll find a short discussion of the various origins of the war in Gutmann, Myron P.: The Origins of the Thirty Years‘ War, in: Journal of Interdisciplinary History 18, 4, 1988, p. 749—770, online here (free registration required).

Half-Year Gaming Report, 2025

29. Juni 2025 um 16:38

2025 is in the distant future, right? …nope, that’s right now. Actually, it’s halfway over already. So here are some snapshots from my board gaming in the first six months of this year.

The Raw Numbers

Let’s start with a statistical overview (as of June 29):

  • I’ve played 23 different games (slightly up compared to last year at this point).
  • 9 of them were new to me (also slightly up).
  • These 23 games resulted in a total of 52 plays (lower than last year, but higher than 2023)
  • The month in which I played most games was January (with 17 plays), the months with the fewest plays March and April (4 each).
  • Of the 23 different games, 17 are historical. These account for 43 of the plays (twice the games, three times the plays compared to last year).
  • Just one of the plays was solo (utterly collapsing from last year’s 17).
  • 32 of the 52 plays were digital, which makes for a digital majority for the first time since getting out of the pandemic in 2022.

The overall trend this year for me has been more digital and more historical gaming – or, from the other side, less on-the-table casual gaming. There are a few reasons for that, including me being mostly homebound for several months taking care of our cat which requires medication twice daily.

Most importantly: She continues to live a happy cat life (except for the few minutes in the morning when she has to take a pill that tastes very bitter)!

Besides that, I’m happy for the gaming I got so far this year. Here are some highlights.

BochumCon

Very early this year, I did in fact go to a convention – and what a convention it was! BochumCon is a small invite-only convention focusing on longer, more complex games (often with a historical theme) organized by designer Matthias Cramer. I got to play (among other things) two games of Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx), one of Here I Stand (Ed Beach, GMT Games), and the very clever Heat (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)… and I got to chat, connect, and laugh with a lot of nice people!

Ottomans at Vienna!
Monarchists in Essen!
Cars on the race track!

Rally the Troops!

I play more digitally these days because I lack some face-to-face opportunities, but I also play more digitally because the offers have gotten very good. My main platform is the admirable Rally the Troops! which allows you to play a variety of historical board games (especially block and card-driven games) in a visually appealing, rules-enforcing manner in your browser for free. I’ve used it to get back to old favorites like 1989 (Jason Matthews/Ted Torgerson, GMT Games) or Maria (Richard Sivél, Histogame) as well as to try out games about which I’ve heard my friends rave for years… for example, the game which I’ve played most often this year so far.

Austria (white) has recovered and is pressing Prussia (blue) hard in Silesia (east) as well as in the western reaches of Prussia proper. From the Maria implementation on Rally the Troops!

Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games)

One of my discoveries of last year – so much strategy and bluffing with so little rules overhead!

Pompeius (gold) holds Spain, Africa, and Sicily; but Caesar’s (red) march through the east all the way to Egypt proved decisive. From the implementation on Rally the Troops!

The struggle between Caesar and Pompeius for mastery of the Roman Republic requires sharp wits, calm nerves, and a little bit of luck when you cast the die crossing the Rubicon. The games are dynamic and play out in a variety of ways – sometimes, your armies stalk each other in the east, sometimes, you slug it out in bloody battles in Spain, and sometimes, amphibious landings turn erstwhile quiet regions into sudden flashpoints. May the gods favor you… but not too much.

I’ve played Julius Caesar around a dozen times since December last year, and it hasn’t lost its charm.

And, to finish this post, here are two new discoveries of mine on Rally the Troops!:

Vijayanagara (Cory Graham/Mathieu Johnson/Aman Matthews/Saverio Spagnolie, GMT Games)

I’m excited to learn new things from and with games. One topic I knew next to nothing about is the 14th century in India. That, however, has changed a bit now due to Vijayanagara, a COIN-lite treatment of the collapse of the Delhi Sultanate’s hegemony under the challenge of invasion from the north (Timur’s Mongols) and centrifugal forces in the south (the nascent Bahmani Kingdom and Vijayanagara Empire).

My yellow Vijayanagara Empire has a few strongholds in the south, and, with the Delhi Sultanate (black) currently busy fending off the Mongols (red) in the north, will have some breathing space… yet the Bahmani Kingdom (turquoise) might fill the power vacuum. From the implementation on Rally the Troops!

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

Chaos – some games hate it, others, like Time of Crisis, embrace it. Whoever wants to be Roman emperor in the tumultuous third century must be prepared to deal with a whole whirlwind of challenges: Angry mobs want to drag your governors into the gutter, Barbarian tribes stand ready to cross the border into your provinces, and, worst of all, the rest of the Roman elite wants to be emperor, too, and will gleefully take whatever you possess. I have been thwarted in my imperial aspirations by my fellow bloggers Dave, Grant, and Michal, and have been loving every minute of it.

My (red) emperor sits in Italia, yet the yellow pretender empire seems to be the most dynamic faction right now. From the implementation on Rally the Troops!

What have the first six months of 2025 brought to you in gaming? – Let me know in the comments!

Games Referenced

Weimar (Matthias Cramer, Capstone Games/Skellig Games/Spielworxx)

Here I Stand (Ed Beach, GMT Games)

Heat (Asger Harding Granerud/Daniel Skjold Pedersen, Days of Wonder)

1989 (Jason Matthews/Ted Torgerson, GMT Games)

Maria (Richard Sivél, Histogame)

Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games)

Vijayanagara (Cory Graham/Mathieu Johnson/Aman Matthews/Saverio Spagnolie, GMT Games)

Time of Crisis (Wray Ferrell/Brad Johnson, GMT Games)

Game Design Trends for 2025 with Jamey Stegmaier

20. März 2025 um 10:25

In this episode, Jamey Stegmaier and I chat about the various trends we’re seeing in the current game design landscape. We talk about solo and 2-player games, open worlds, licensed IPs, and more!

The post Game Design Trends for 2025 with Jamey Stegmaier appeared first on Board Game Design Lab.

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Game Design Trends for 2025 with Jamey Stegmaier

20. März 2025 um 10:25

In this episode, Jamey Stegmaier and I chat about the various trends we’re seeing in the current game design landscape. We talk about solo and 2-player games, open worlds, licensed IPs, and more!

The post Game Design Trends for 2025 with Jamey Stegmaier appeared first on Board Game Design Lab.

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My new book will help you find the FUN

20. März 2025 um 10:15

My game design book, Find the Fun, recently came out, and in this episode, I do a brief synopsis and give you the audio version of the first three chapters.

To check out Find the Fun on Amazon, go here: https://amzn.to/4hmxseU

The post My new book will help you find the FUN appeared first on Board Game Design Lab.

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My new book will help you find the FUN

20. März 2025 um 10:15

My game design book, Find the Fun, recently came out, and in this episode, I do a brief synopsis and give you the audio version of the first three chapters.

To check out Find the Fun on Amazon, go here: https://amzn.to/4hmxseU

The post My new book will help you find the FUN appeared first on Board Game Design Lab.

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The design process of one of the world’s best designers, Corey Konieczka

26. Februar 2024 um 10:15

In this BGDL rewind from June of 2020, Corey Konieczka breaks down his entire design process.

Corey has several games ranked in the top 100 games of all time, and it was incredibly insightful to learn about how he brings a game to life. We chat about his path into the industry, his prototyping process, the challenges of working on IPs like Star Wars, when to walk away from a design, and more!

The post The design process of one of the world’s best designers, Corey Konieczka appeared first on Board Game Design Lab.

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The design process of one of the world’s best designers, Corey Konieczka

26. Februar 2024 um 10:15

In this BGDL rewind from June of 2020, Corey Konieczka breaks down his entire design process.

Corey has several games ranked in the top 100 games of all time, and it was incredibly insightful to learn about how he brings a game to life. We chat about his path into the industry, his prototyping process, the challenges of working on IPs like Star Wars, when to walk away from a design, and more!

The post The design process of one of the world’s best designers, Corey Konieczka appeared first on Board Game Design Lab.

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How to Design Games that Tell Stories with Ignacy Trzewiczek

11. Februar 2024 um 22:19

In this BGDL rewind from April of 2020, Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories.

We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.

The post How to Design Games that Tell Stories with Ignacy Trzewiczek appeared first on Board Game Design Lab.

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How to Design Games that Tell Stories with Ignacy Trzewiczek

11. Februar 2024 um 22:19

In this BGDL rewind from April of 2020, Ignacy Trzewiczek, founder of Portal Games and designer of Robinson Crusoe, discusses his company’s motto: Games that tell stories.

We go in-depth into Ignacy’s design process, talk about his most popular games, and get to the heart of what it looks like to create games that have players leaving the table with a story to tell.

The post How to Design Games that Tell Stories with Ignacy Trzewiczek appeared first on Board Game Design Lab.

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Board Game Design Productivity Hacks with Gabe Barrett

09. November 2023 um 21:30

In this episode, I break down some game design productivity hacks that have been helping me lately, and I’m specifically talking about a concept called “habit fields.”

This was a presentation I gave recently for Board Game Design Pro, so if you find it useful and want more helpful content like it, be sure to check out BGDP here. You’ll find all sorts of skill sessions on designing, crowdfunding, and publishing games!

And if you use coupon code “33today” you’ll receive 33% off the membership price 🙂

The post Board Game Design Productivity Hacks with Gabe Barrett appeared first on Board Game Design Lab.

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Board Game Design Productivity Hacks with Gabe Barrett

09. November 2023 um 21:30

In this episode, I break down some game design productivity hacks that have been helping me lately, and I’m specifically talking about a concept called “habit fields.”

This was a presentation I gave recently for Board Game Design Pro, so if you find it useful and want more helpful content like it, be sure to check out BGDP here. You’ll find all sorts of skill sessions on designing, crowdfunding, and publishing games!

And if you use coupon code “33today” you’ll receive 33% off the membership price 🙂

The post Board Game Design Productivity Hacks with Gabe Barrett appeared first on Board Game Design Lab.

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Do this BEFORE designing a game | Leo Taylor

03. November 2023 um 06:49

In this episode, Leo Taylor, designer of games in the Risk, Clue, and D&D universes, breaks down his “key pillars of game design” as we chat through the many questions designers should think through as they dive into a new game design.

You can download a PDF of the key pillars HERE.

The post Do this BEFORE designing a game | Leo Taylor appeared first on Board Game Design Lab.

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