Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
I am very tired of the cold and dreary days of winter. I want it to be warm soon but we are realistically a few months away from consistently nice weather. But, this month, even though the weather has been brutally cold, we saw a warming trend with historical wargames. This month for the Wargame Watch I was able to find 33 games (including the 3 games from our sponsor Bellica Third Generation). Interestingly though this was a cooler month for crowdfunding as I only found 4 games featured on Kickstarter or Gamefound.
This month again we have a sponsor for the Wargame Watch in Bellica Third Generation, or Bellica 3G for short, owned by designer Francisco Ronco. I asked him to write up a summary of his company and their core values and he has provided the following:
Bellica Third Generation is a group of players with many games played between them and a longstanding and deep interest in everything related to Military History. Our members come from Cadiz and Seville (Spain) and we are proud to have started this Andalusian and Spanish project in the field of strategy and simulation games.
Please let us introduce ourselves:
Francisco Ronco Poce (1969).
Game designer and producer. A Napoleonic fan for over 45 years. He is both the heart and manager of the team. And has designed the four first game series that our company will start developing shortly.
Reyes Gallardo Gutiérrez (1978)
Our newest gamer. A military history enthusiast as a hobby and teacher of physics at a secondary school by trade. She is an outstanding playtester, with a critical and analytic mind.
Ramón López Martín (1973).
An experienced gamer. Game designer and play tester. Well known for his skill eliminating all game counters in play; both his and his opponent’s…
What do we do?
Strategy and simulation games. In fact they are “cardboard simulators”. Computer and video games based on the simulation of car races, first person adventures, aircraft -or spacecraft flight- or tank driving are both widely accepted and successful. Now we propose something similar; our games strive to make the player confront the experiences that historical commanders and leaders lived. Facing the same situations, managing resources and making decisions about a hardly predictable outcome.
The main attributes of a simulation as we understand it are:
Resource management
Essential role of logistics
Game centred on decision marketing
Uncertainty and fog of war
All of them are present in every one of our games. With the firm intent of achieving this with the least possible number of rules. We do not feel that elaborate and complex rules are necessary if the internal dynamics of a game system can produce the desired effect. Likewise, it is our intention to follow an editorial line based on game SERIES, thus the players may learn a new game effortlessly having to deal with just a negligible number of new special rules. In our view, the games will contain a “Series Rulebook” dealing with all the elements forming the game system and another “Special Rulebook” containing those rules that reflect the peculiarities of a given scenario.
Our commitment is to offer the player a maximum of playability and variability for their money without an unnecessary effort or learning rules. Our simulations are fun to play, both for those who are already versed in Military History – since they are simulation models – and for the uninitiated looking for a good opportunity to learn the hobby.
After years playing war games of all kinds, periods and scales (from World War II to Ancient Rome, including XVIII century or Napoleonic tactical games) we are convinced that there are basically two different approaches to war gaming; one is game oriented while the other emphasizes simulation. To reach an equilibrium between these two tendencies is not an easy task. There are games whose mechanics and effects might equally apply to a Panzer Division or a Roman Legion. These games are usually easy to learn and are nicely presented, essentially they provide competitive play, are fun and quick paced. Others try to accurately portray a period, campaign or battle where the player must play the role of a corporal firing a machine gun and –at the same time- that of the Army Corps Commander; sometimes they have plenty of rules, exceptions and an alleged “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. We think that this approach completely misses the point; We rather see it as a question of “game” vs “simulation”.
We make games:
Rules systems that allow players to perform certain actions while forbid others; with goals that all participants may and want to reach. But our desire is to provide “simulations”; our rules try to establish a framework as close as possible to the one that historical participants faced so that the goals that players must achieve correspond to their historical counterparts, then it is up to the players to find the means.
We have produced not only in-house designs but also designs from other designers. Recently, we have released An Impossible War from David Gómez Relloso -designer of the famous Crusade & Revolution from Compass Games.
An Impossible War is a game about the decisive years of the First Carlist War in the North. Infantry and cavalry are represented by blocks, which introduce fog of war into operations. There are also artillery counters (field and mountain artillery) and logistics units (supply trains and backpacks).
The main map is a point-to-point board covering the northern theater of operations: Navarre, the Basque Country, and surrounding areas of La Rioja, Burgos, and Cantabria. In addition to provincial capitals, major towns and other localities are shown, along with primary and secondary routes of communication. There is also a smaller map of the rest of peninsular Spain, showing the regions affected by the Carlist uprising and allowing expeditions being launched from the North.
Each turn, players compete for initiative and carry out a variable number of actions. There is also a card deck for each side, including historical, operational, and tactical events. The cards add background and unpredictability to the game, helping make each session different. This is NOT a card-driven game, but one assisted by cards.
An Impossible War simulates the historical conflict, which featured numerous skirmishes, few major battles, and significant siege warfare. It is an asymmetric game in which each side has strengths and weaknesses. Players must exploit their advantages and mitigate their disadvantages to achieve victory.
The Carlist player must make use of superior mobility and unit quality to consolidate territory, wear down the enemy, and threaten cities. The Liberal player must contain and suppress the insurrection; they have more troops, but of lower quality and plagued by logistical nightmares. Additionally, they must quell uprisings and chase down Carlist expeditions across the rest of Spain.
We produced the games fully in Spanish and English versions, this game also had an Italian version.
Now we are preparing the reprint of our small but well-known Santa Cruz 1797, the forefather of Von Manstein’s Triumph and Castelnuovo 1539. And the soon to be released Volume IV of the Campaign Commander Series: White Sea, which covers the Spanish-Ottoman struggle in the Mediterranean from 1565 to 1574.
Both of these games are planned to be released later this year.
In summary, here is a look at a sampling of Bellica Third Generation’s games from their website. Many of these are out of print but can be found on the secondary market at places like Noble Knight Games. Click the image below to be taken to the Bellica Third Generation selection of games at NKG.
But now onto the games for March!
Pre-Order
1. Combat! 4: Eastern Front from Compass Games
This month we had another one of the huge downloading of a large amount of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat on the battlefields of World War II where typically each of the counters on the board represent a single soldier. This small tactical scale is one of my favorite wargaming modes as I just enjoy the decisions required regarding movement, the use of tactical strategy such as scoot and shoot, throwing smoke for cover, suppressing fire and the like. I have yet to play any of the previous 3 volumes, even though I own all 3, but they are high on my want to play list and I am very much interested in this system.
The newest volume is called Combat! 4: Eastern From and deals with the fierce fighting on the East Front of World War II during Operation Barbarossa in 1941-1943.
From the game page, we read the following:
Combat! is a solitaire game series of man-to-man combat in World War II. This is the fourth game in the series. The system uses a unique AI to make for intense combat situations as well as unlimited replayability. You will stand on the defense against a relentless foe. Can you hold on?
Combat! Eastern Front is a solitaire game of man-to-man combat on the Eastern Front in WWII. The player can command a squad of German or Soviet soldiers in various engagements. This game includes the all-new Series Rules, which have been clarified and streamlined from the original rules, and now enable players to control either nationality in this game.
There are 11 tense scenarios across 4 full-size maps ranging from forest partisan warfare, to urban fighting in Stalingrad, to desperate battles on the steppes. A comprehensive random scenario generator further expands the possibilities and will create a limitless supply of unique scenarios. In addition, the included campaign game allows the player to lead a squad of men through 10 battles.
One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:
Soviet and German OOB’s contrast the crude but determined Red Army with the efficient Wehrmacht.
City fighting with demolition charges, factories, upper stories, fortress buildings, and other forms of close-quarter fighting.
Light Mortars are long-range nuisances able to saturate an enemy position with explosives.
Weather and Fire add flavor and realism to any battle.
Artillery is now a frightful weapon with a new and accurate placement process.
Confidence rules ensure that a side will not fight to the last man, but may retreat or waver if they sustain too many casualties.
2. Man of War: Fleet Combat in the Age of Sail, 1775-1815 from Compass Games
I have only ever played a few Age of Sail games but have always been interested in the era and the concept of gaming that out on the tabletop. One of the recent pre-order offerings from Compass Games is Man of War: : Fleet Combat in the Age of Sail, 1775-1815 designed by Stephen Newberg. The game looks very interesting and I am definitely looking forward to seeing what it has to offer.
From the game page, we read the following:
Man of War is a game of naval combat between sailing ships from 1775 to 1815. Turns are of variable length and represent up to 4 minutes. Ships are represented individually, but the concentration of the game system is on actions involving a number of ships on each side, that is, squadron and fleet level actions.
Rules cover wind speed and direction, which affect movement. The firing broadsides with crews rated for their proficiency ranging from green to excellent. It is possible to board enemy ships, have them strike the colors, and take them as a prize!
You take command from the viewpoint of a fleet commander.
The game is scenario based and it offers a total of 12 historical playable scenarios as follows:
• USHANT, 27 July, 1778
• DOGGER BANK, 5 August 1781
• CHESAPEAKE BAY, 5 September 1781
• MADRAS, 17 February 1782
• THE SAINTS, 12 April 1782
• THE GLORIOUS FIRST OF JUNE, 1794
• CAPE ST. VINCENT, 14 February 1797
• CAMPERDOWN, 11 October 1797
• CABRITA POINT, 12 July 1801
• TRAFALGAR, 21 October 1805
• SAN DOMINGO, 5 February 1806
• LISSA, 14 March 1811
I think that one of the most interesting parts of the way this is designed is that there is an ability to create custom scenarios to play out “what-if” scenarios or to create larger battles with tons of ships just because you can.
As I said above, I have not had the chance to play any of the games in the Combat! Series but am interested in them and own the 1st 3 volumes. This month, Compass Games released information on their next volume following Combat! 4: Eastern Front, which was just announced as well, called Combat! Crete. Combat! Crete is a stand-along game that can be played without any other games in the series. When I saw this I was immediately taken as I have played a few smaller scale tactical games on the ground combat in Crete but was excited to see this subject come to a solitaire system. And the opportunity to play as the British Tommies against the German Fallschirmjäger is always a welcome opportunity on my gaming table!
From the game page, we read the following:
Combat! Crete is a stand-alone solitaire game of man-to-man combat in WWII. The player commands a squad of British Tommies or German Fallschirmjäger in various engagements. The included scenarios are set on the islands of Crete and Leros, but full-war OOB’s are included for both factions.
The comprehensive Random Scenario generator further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Crete or combine their game with Combat! Eastern Front and/or Combat! Tunisia & Sicily to create an even more expansive gaming experience.
In addition, the included Campaign Game allows the player to lead a squad of men through 10 battles, gaining experience along the way.
One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:
Off Board Artillery rules including air support (Stukas!).
New Terrain types including Vineyards, Weapon Pits, and an Airfield.
Parachute Drops, with a massive four map paradrop scenario.
Scenarios with Australian, New Zealand, and Maori troops.
Scenarios on Leros which feature Fallschirmjägers with FG42s.
Competitive Play rules for head-to-head battles!
Armed Cretan Civilians give the Fallschirmjägers a nasty welcome.
I have played a few games from Joe Miranda over the years and have always found them to be good and well designed games. This month, Compass released a 2-pack of a few of his interesting card driven games called Imperial Wars. This box set includes 2 games in the card-driven Imperial Wars System—Sikh War and Caucasus Campaign. Both become a contest between great powers fighting for control of regions with wider strategic implications. With multiple scenarios for each game, Imperial Wars provides you with many opportunities to alter the course of history on far-flung and lesser gamed frontiers. This box set really looks unique and I am very much intrigued and will be reaching out to Joe to see if I can get a designer interview completed to share.
From the game page, we read the following:
Sikh Wars covers the 1845-46 conflict between the British Indian Empire and the Sikh Kingdom of the Punjab. Roth powers were expanding in northwest India, and their armies clashed from the Sutlej River to the outskirts of Afghanistan. The war led to the later expansion of British India to what became the Northwest Frontier.
Caucasus Campaign has the Russian and Ottoman Empires fighting for control of the mountainous region between the Black and Caspian Seas as part of the wider Crimean War. This campaign had a considerable impact on the future of the Middle East.
Players command armies composed of regiments, brigades, and divisions, which fight using battle and skirmish combat results tables. Certain units have elite status, giving them greater resiliency in combat. The many imponderables of leadership, expeditionary warfare, and chaotic political situations are accounted for in each player’s deck of Campaign cards. Astute play of cards can decide a battle or spark an uprising deep within enemy territory.
Both games have multiple scenarios. There are also options for bringing in additional forces, which can swing the tide of a campaign. Each game becomes a contest between great powers fighting for control of regions with wider strategic implications. Imperial Wars provides the opportunity to alter the course of history on far-flung frontiers
We have played several of Adam Starkweather’s games and systems and have very much enjoyed them, particularly the Company Scale System or CSS. He is a very solid designer and his newest game coming from Compass Games is Warriors of Mexico, which deals with the Mexican-American War of 1846-1848. The game looks to be pretty good and uses the system first seen in Warriors of America and Warriors of Politics, adapted to the unique military situation that existed in 1846.
From the game page, we read the following:
Warriors of Mexico is a fast-playing game of the conflict between the United States and Mexico from 1846 to 1848, using a similar system to the one used in Warriors of America and Warriors of Politics, but adapted to the unique military situation that existed in 1846. As was the case in those times, image and perception are as important as military success. Players will navigate the treacherous waters of time and yet fulfill America’s ambitious land expansion.
6. The Battles of Burgoyne’s Campaigns from Compass Games
Several years ago, while attending Buckeye Game Fest in Columbus, Ohio, we met a new designer named Ken Repel and got a chance to take a look at a few of his games including 1812! War on the Great Lakes Frontier from Compass Games and The Battles ofBurgoyne’s Campaign that was announced this past month from Compass Games. The summer and fall of 1777 was a major turning point in the fate of the American Colonies and the Revolutionary War and this game captures the action at 3 of those key battles including the Battle of Hubbardton, the Battle of Bennington and the Battle of Freeman’s Farm.
From the game page, we read the following:
During the sweltering summer of 1777, the American Revolution reached a turning point in the rugged terrain of upstate New York where the Saratoga Campaign unfolded. Led by General John Burgoyne, the British Army marched south from Canada aiming to cleave the American colonies in two by defeating General Horatio Gates’ Continental Army, capturing the Hudson River Valley and gaining control of Albany.
The Battles of Burgoyne’s Campaign is a 2-sided historical board game with one player commanding the Gates’ Continental Army and the other player commanding Burgoyne’s British Army. The game depicts three critically important battles fought during the Saratoga Campaign of 1777, The Battle of Hubbardton, The Battle of Bennington, and The Battle of Freeman’s Farm. Each contest presents the players with a unique tactical situation: Hubbardton is a rearguard action, Bennington a surprise attack, and Freeman’s Farm a meeting engagement.
While attending Buckeye Game Fest in the Spring of 2023, we shot the following video that contains a discussion about this game. You can watch that at the following link:
I was once told that you cannot understand warfare until you under naval warfare and how important it is to the overall scope of the tactics. Well, a new game called Lords of the Seas appears to examine strategic naval warfare during the 5th Century through the 16th Century AD. The game is designed by Stephen Newberg, who has done several naval focused wargames, and is set in the Mediterranean Sea.
From the game page, we read the following:
Lords of the Seas is an uncomplicated 2-player war game centered on the naval campaigns during the era when rowed warships vied for dominance of the Great Middle Sea, the Mediterranean.
The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms.
Players take the part of the commanding leadership of opposing States in historically-based scenarios. The intent of the game is to provide a broad overview of the historical events while being fun to play.
The object of the game is for each player to use their naval forces to keep open the trade routes of their State while also controlling the coastal sea areas needed for the land forces operations of their respective States.
The specifics of these objectives are set out in each scenario, as well as the forces involved, any reinforcements arriving, and the time frame of the scenario or campaign. The time scale of the game is 2 turns per year.
Both players must obtain their objectives by deploying their naval resources into the sea areas on the map and engaging in combats that are resolved on the Battle Board.
Victory points are earned for sea areas and trade routes under their control at the end of each turn of the scenario, as well as for inflicting hits on opposing units in combat. Each represents an individual State as indicated by the scenario.
The Boer War is a conflict that I have never really played a game on. I know that there are several out there but I have just not had a chance but maybe that will change with this beauty called simply Boer War from Compass Games.
From the game page, we read the following:
The Boers, white settlers of Dutch and French descent, started to colonize the shores of what would become Cape Town in 1652. Over time, British settlers and pressure forced them inland, where they founded the Orange Free State and Transvaal, isolated areas rich in gold and diamonds. The British continued to try to subdue the Boers in the Transvaal War of 1881 and the Jameson Raid of 1895. Anticipating a third attempt by a feared invasion, the Boers decided to invade the British colonies first in October of 1899. It is here that the game begins.
Boer War is a 1-2 player game split into two phases, the Conventional War Phase and the Guerrilla Phase. It is played in 6 turns, with each player alternating between spending Action Points and playing Event Cards. With unique victory conditions and Event Cards for each phase, and the Guerrilla Phase being playable as a separate scenario, players get two games in one box. As the British try to keep up their Morale and the Boers destroy and plunder through Guerrilla warfare, who will be the one in control when no one is left standing?
9. Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937 from Multi-Man Publishing
Last year, I finally played ASL! As you may have seen, I wrote my First Impressions post about the Advanced Squad Leader Starter Kit #4: Pacific Theater of Operations after playing a scenario with a friend I had a very enjoyable time. I still have lots to learn and lots to experience but at least that first plunge is done. And I definitely want to play more! So this month, I saw that they are bringing back a few things including ASL Prelude to War: Marco Polo Bridget, 8 July, 1937.
From the game page, we read the following:
Prelude To War: Marco Polo Bridge is a Historical Advanced Squad Leader (HASL) module depicting the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.
Prelude To War: Marco Polo Bridge comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon Temple (a prominent feature east of the river), the possibility of a Japanese river assault in boats, and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. The only other ASL modules needed to play are Beyond Valor and Rising Sun.
If you are interested in Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455
10. Advanced Squad Leader Starter Kit Historical Module (HASLSK) Prelude to War: Marco Polo Bridge from Multi-Man Publishing
And along with the regular ASL Historical Module for Marco Polo Bridge, they also offered their Starter Kit version of the game on pre-order. I will be picking this one up this summer at WBC hopefully and add it to my ASL Starter Kit #4 box.
From the game page, we read the following:
Prelude To War: Marco Polo Bridge (SK) is the second Advanced Squad Leader Starter Kit Historical Module and covers the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.
Prelude To War: Marco Polo Bridge (SK) comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon King Temple (a prominent feature east of the river), and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. All the necessary counters for Chinese units are included. ASL Starter Kit #4 (Japanese) is required to play.
Prelude To War: Marco Polo Bridge (SK) contains:
one box and lid
one 22″ x 34″ map sheet
two counter sheets
five scenarios
one Campaign Game rules booklet, with all of the new rules needed to play the scenarios and the Campaign Game, including rules for rivers, railroads, bridges, hedges, roadblocks, offboard artillery, night combat, and special broad-sword equipped Chinese Volunteer units.
one page Data Chart
one reduced-size copy of the map sheet
If you are interested in Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455
11. Peking: 55 Days of Fury from Neva Game Press
Neva Games Press (formerly Neva Wargames) is a new publisher who has appeared on the scene in the past couple of years. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their next set of pre-order games is ready to launch in mid-March and the first game that I will highlight here is Peking: 55 Days of Fury that deals with the Boxer Rebellion in China in 1900.
From the game page, we read the following:
Peking: 55 Days of Fury is a tactical wargame that places players in the heart of the 1900 Boxer Rebellion. Players choose to command either the besieged Eight-Nation Alliance or the attacking Chinese forces, each with unique objectives and strategies.
The game is designed for 1-2 players and offers a tense, immersive experience lasting approximately 1.5 hours. In solo play, players take control of the beleaguered Eight-Nation Alliance.
Each turn represents roughly 11 days of the siege. The game board depicts the International Legations, divided into four main areas. Players use a combination of event cards and operation points to execute actions, such as firefights, raids, artillery attacks, and barricade repairs.
The game begins with an initiative phase, determining the order of play. The player with the initiative initiates a mandatory firefight, followed by the other player. Players then play event cards to trigger various effects, supported by additional cards if conditions are met.
Next, the eight nation alliance player must manage supplies, with shortages potentially leading to epidemics or desertions. In the operation phase, players use remaining cards as operation points to perform actions. Finally, the maintenance phase involves checking victory conditions, handling fog of war cards, and preparing for the next turn.
A distinctive fog-of-war mechanic sets this games apart. Mastering this element is key to outmaneuvering opponents.
Will you be able to withstand the siege and protect the International Legations?
Experience the intensity of the Boxer Rebellion in this tactical wargame.
I am currently working on a designer interview with the designer José Manuel Neva (who is also the owner of the company) and hope to have that out in the next few weeks.
12. Reformation: Fire and Faith from Neva Game Press
The 2nd game of Neva’s new release pre-order phase is the interesting looking Reformation: Fire and Faith designed by Clint Warren-Davey. I am keenly interested in this one and have been working with Clint to do an interview and maybe a series of other articles on strategies.
From the game page, we read the following:
Reformation: Fire and Faith is a game about the wars and religious struggles that raged in Europe from 1517 to 1555. This time saw the Protestant Reformation sparked by the renegade monk Martin Luther and the subsequent wars of religion in Germany and elsewhere, as Christianity was shaken to its core on. It saw numerous wars between the great powers of Europe regardless of religious affiliation. The Ottoman Empire was at its height and threatened the Christian world from the south-east, while at the same time new lands were discovered in the Americas that started a race for colonial expansion. In this game, 1 to 6 players will use their Armies, Fleets, Followers and Churches in an attempt to achieve their victory conditions and attain the most Victory Points (VP). It plays in about 60-90 minutes. The rules are very simple and easy to teach as the game was originally designed for use in a high school setting by the highly experienced game designer and teacher, Clint Warren-Davey. The game includes 6 unique Factions that are all competing for dominance in their own way
A few years ago, while attending SDHistCon we sat down with Sam London and played his new upcoming game called Common Sense (it was originally called Absolved from All Allegiance), which was recently announced on GMT Games P500. The game is an American Revolutionary War Strategic Level game that uses trick-taking and is a struggle over the Will to Fight Track that measures the level of commitment by both sides to the fight. We very much enjoyed playing the prototype and really could see what the design was trying to do and that it did it very well.
From the game page, we read the following:
Common Sense is an asymmetrical trick-taking card driven wargame. One player will take control of the 13 colonies in their fight for independence while the other uses the might of the British crown to quash the rebellion. The game revolves around the Will to Fight Track which tracks both sides’ willingness to continue to fight the war. As it is an asymmetrical game, both sides have different problems they will have to manage to resist the decline of their Will to Fight. The colonies are primarily concerned with morale and their ability to believe that they could potentially win their independence. Losing control of colonies and failures of the Continental Congress to galvanize the colonies will have the heaviest impact on their conviction. The British on the other hand never had hearts and minds to begin with, as the war was never popular at home. Instead, their Will to Fight represents parliament’s willingness to continue to fund the war. Poor results relative to commitment of forces as well as losses of British Regulars can spell a speedy exit from the war for them. The game will end when both player’s Will to Fight markers converge on the track, or rarely at the end of 1783, with position on the track determining much of the game’s scoring.
Common Sense is played with 2 unique 36 card decks. Each card in a player’s deck is also unique, and represents a key personality, battle, event, or concept from the American Revolution. Cards are divided into 4 suits, which are Battle, Mobilize, Recruit, and Special. Since the game is asymmetrical, while Battle, Mobilize, and Recruit serve similar purposes for both players, their actual executions vary in some ways. Battles let you engage in fights with the enemy in the same space, Mobilize lets you move your armies between spaces, and Recruit lets you bolster your forces. The Special suit on the other hand varies radically and really showcases differences between the two sides. The Colonial Special suit governs training of militia into the Continental Army as well as all interactions with the French. The British Special suit on the other hand manages native led operations as well as the might of the British navy. Each card grants a certain number of actions of a specific type, as well as a historical themed event. Events can be one off effects, powerful action modifiers for the current turn, or remain in play for multiple turns granting powerful abilities or changing core rules. Each card also has a numbered value that is used for the trick taking.
The game is played over a series of 10 card hands (each hand is considered a year of the war). Each year consists of 10 tricks, wherein the winner of the trick is given the chance to perform actions. The lead player chooses and plays a card from their hand face up. The other player then plays a card from their hand based on what their opponent played. If they have at least one card that matches the suit of the card their opponent played, they must play one of those cards. If not, they can play any card that they wish. If the card they played matched the suit of the lead player’s card and was the same value or higher, they win the trick and will get to take the turn and become the new lead player. Otherwise, the lead player gets the turn. If the responding player does not have a card of the matching suit they could also win by playing the highest value card they have of the trump suit that corresponds to the lead suit. In any case, the player who wins the trick gets to resolve the event on the card and perform the actions on the card. Alternatively, the player can always choose not to resolve the winning card to perform any one action of their choice.
Here is a link to a designer interview and discussion with Sam London regarding Common Sense at SDHistCon in 2024:
14. Iron Triangle: Search and Destroy Operations in the Vietnam War from GMT Games
A new series, and we have seen how well series have done at GMT GMT Games, a new designer and a new concept to wargaming (lane battler), I think that this game has great potential and it happens to be focused on one of my most liked wars to game – the Vietnam War. Iron Triangle: Search and Destroy Operations in the Vietnam War is designed by Darren McGuire takes a look at the struggle between the United States military and the Viet Cong insurgents as they fight over control of three key “lanes” or key regions. I am very much excited about this one and will be reaching out soon to Darren for some additional information.
From the game page, we read the following:
Iron Triangle opens the new Lines of ConflictSeries with a focused and tense asymmetric lane battler set during the Vietnam War search and destroy operations from 1966 up to the Tet Offensive in 1968. Two players assume opposing roles: the Viet Cong, leveraging concealment, mobility, and disruption, and the United States, applying sustained pressure and attritional tactics to limit insurgent influence. Across three rounds, players commit action cards to search and destroy operations along three lanes, contesting control of three key regions in III Corps: War Zone C, War Zone D, and the infamous Iron Triangle.
Each faction employs distinct tactical systems. The Viet Cong may deploy cards in three states—tunnelled (face down), concealed (face down and rotated), or exposed (face up)—and, through careful resource management, can flip and rotate these cards to conduct hit and run attacks and ambushes, lay booby traps, and establish Tunnel Bases to accelerate gains or blunt U.S. advances. The U.S. player focuses on revealing and eliminating insurgent units by exposing tunnelled and concealed Viet Cong cards with Tunnel Rats, restricting movement and concealment through tools such as Defoliation and ADSIDs (Air Delivered Seismic Intrusion Devices), or or employing more forceful measures such as napalm, saturation bombing, and zippo raids, which, while effective at disrupting Viet Cong support networks, also undermine the stability of urban areas like Saigon.
At the end of each round, players evaluate operational outcomes and their impact on control across the three areas, adjusting regional stability and tracking the resulting shifts in South Vietnamese public opinion. Players can achieve victory if the Viet Cong drives Public Opinion low enough or if the U.S. accomplishes its body count objective while stabilising the region. Otherwise, the conflict culminates in the Tet Offensive—a final chit-pull from a bag shaped by the position of control markers on the area tracks, remaining Viet Cong Tunnel Bases, and the scale of the refugee crisis—where each Tet chit drawn represents a stronger offensive that further erodes Public Opinion toward U.S failure.
I am all in on this concept and the new series and very much look forward to what might be included in future conflicts and how the series grows.
15. Levy & Campaign Ost Bot Solitaire System from GMT Games
One of the more active series out there today is the Levy & Campaign Series from GMT Games from the mind of Volko Ruhnke. The series had its start with Nevsky: Teutons & Rus in Collision, 1240-1242 and then followed that up with Almoravid: Reconquista and Riposte in Spain, 1085-1086. Since that time, there have been multiple other games published including Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261 and the most recent Plantagenet: Cousins’ War for England, 1459 – 1485. In addition to the released volumes, there are many others on the P500 with at least another dozen (or more) that have yet to be announced but are being developed and playtested. With such a popular series and with solitaire gaming becoming a mandatory part of any new wargame, I am very glad to see that GMT has prioritized this new offering and released it on the P500. The Levy & Campaign Ost Bot Solitaire System is designed by Jan Arvanitakis and Christophe Correia, who have significant experience in developing the L&C Series and I couldn’t be more excited about this offering.
From the game page, we read the following:
Introducing Ost, a solitaire system for the acclaimed Levy and Campaign Series that allows you to play 5 Volumes in the series against a non-player opponent.
The system eases the tedium of bot upkeep and simplifies the implementation of the bot’s turn so that you can concentrate on your move.
Your opponent will complete the game’s signature Levy & Campaign phases of each turn—including Arts of War, Muster, & Call To Arms. On its turn, a Non-Player Active Actions flowchart will dictate the bot’s main action—March, Siege, Storm, Sally, Tax, etc. Then, a dedicated chart for each action will briskly lead the player through a number of simple Yes/No questions until the action’s full resolution. The system thus sidesteps the need to evaluate complex priorities and check for conditions each turn.
The bot does not use any assets, such as Provender and Coin, nor Levies Capabilities, further easing the burden of bot upkeep. Yet key Capabilities are incorporated as part of the bot’s actions, Battle, & Storm. The system features special rules for automating non-player Lords’ Service shifts on the Calendar, as well as preparing the bot’s Campaign Plan.
Ost will present you with an unpredictable and challenging, yet easy to implement opponent that is responsive to your moves and the current game state. It offers a realistic simulation of the moves a human player would make—like approaching your Lords in the field, laying siege to your Strongholds, blocking Supply Routes, and marching to friendly ground before an upcoming Levy phase.
Ost is named after the service d’ost, the French feudal military service owed by vassals to a Lord. It is an allusion to one of the game’s underlying concepts. The service d’ost, or ost, often lasted around 40 days per year and was imposed on all free men, vassals, and vavasors (a vassal’s vassal).
16. Next War: Korea 2nd Edition, 2nd Printing from GMT Games
The Next War Series of wargames from GMT is very popular and also very large and detailed. We still have been unable to get our copy of Next War: Korea to the table yet but one day we will. But, for now there is a 2nd Edition being offered on the P500.
From the game page we read the following:
This reprint edition includes all known errata (including counters) as well as updated counters for the US, Chinese, Russian, and Japanese Orders of Battle. The map has changed slightly as we bring both the bridging rules from Next War: India-Pakistan back to this game, which necessitates noting which hex sides can’t be bridged, as well as defining Beaches and Invasion Hexes a la Next War: Taiwan, which actually takes us back to the original Crisis: Korea 1995 map. The Series Rules and Player Aid Cards will be brought up to the latest standards, and, of course, the Game Specific Rules will have to be changed to incorporate all of the above.
From Pyongyang in North Korea to Pusan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea. Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.
While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react to a massive US response and intervene, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance.
Next War: Korea, Game #1 in our Next War series, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.
Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty “easy to learn” by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that’s what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side’s strengths and weaknesses. For players who want a “mini-monster game” experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely “deliver.”
So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during
17. Révolutions! France 1820-1880 from Fellowship of Simulations Coming to Kickstarter Soon
We have played and enjoyed several of the games offered by Fellowship of Simulations with my 3 favorite being Verdun 1916: Steel Inferno, Wars of Religion France 1562-1598 and Napoléon’s Conquests. They recently announced their next project that deals with the French Revolution called Révolutions! France 1820-1880, which is coming to Kickstarter soon.
From the game page, we read the following:
Révolutions – France 1820-1880 is an immersive political simulation for 3, 4 or 5 players.
Get ready to relive 60 years of political conflicts, civil wars and major societal choices. Whether in the Chamber of Deputies or on the barricades, Ultras, Orleanists, Bonapartists, Republicans or Socialists clash to ensure the triumph of their ideals. Each faction has its own starting situation, objectives and assets.
You’ll need to constantly adapt your strategy to the situation at hand, and convince allies to impose your vision of society.
Each turn, players begin by taking their action cards, which represent their supporters. They use them to develop their influence in six Society zones: Songs, Newspapers, Notables, Peasants, Workers and Clergy. They can also modify Social Tensions, which determine the stability of the government.
If the regime is stable, a Chamber of Deputies is elected. Players take advantage of the influence they have acquired in the Society zones to obtain votes. These votes give access to the best seats in the Chamber. Players receive political influence tokens according to their posi¬tion. Political influence is the «currency» that enables legislative action to change the current regime.
If social tensions become too great, Paris will rise up, and a civil war will begin. Players mobilize Society zones to support the government or fuel the insurrection. If the revolution triumphs, the victorious insurgents can make more radical changes to the state.
If you are interested in Révolutions! France 1820-1880, you can learn more about the project on the Kickstarter preview page at the following link: Révolutions! by Walter Vejdovsky — Kickstarter
18. Pacific War Games (including 1943: Race to Rabaul and Tora Tora Tora!) from PHALANX
PHALANX does some really great games and they have 2 new games that have been recently placed on pre-order in a 2-pack called Pacific War Games. This package includes 1943: Race to Rabaul designed by Volko Ruhnke and Tora Tora Tora! designed by Wataru Horiba.
From the game page, we read the following:
1943: Race to Rabaul
In 1943 the Allied push across the Pacific reached a critical phase. Every step toward Rabaul demanded nerve, planning and a constant fight with the limits of supply. 1943: Race to Rabaul puts you right in the middle of that pressure.
This time the series introduces opposed play. You can play as a team or head-to-head, with one or two players commanding the Japanese side and one or two leading the Americans. Both fronts chase momentum, both struggle with logistics and both try to outthink the other before their plans run dry. The map is wide, resources are tight and every choice has weight.
The result is a game where ambition always meets resistance, and the path to Rabaul is never straightforward.
Tora Tora Tora!
Tora Tora Tora! is a two-player strategic game that presents a holistic and dynamic view of the Pacific War. Rather than focusing on individual historical battles, the game captures the broader struggle for control across the theater, emphasizing tempo, positioning, and resource management.
Players take command of either Japan or the Allies, each operating under a different economic logic. Japan pays to expand across areas of the map, while the Allies pay per unit regardless of distance. This fundamental asymmetry shapes every decision, forcing each side to approach movement, expansion, and confrontation in a distinct way.
Actions require limited resources, and battles involve hidden commitments before resolution, creating tension even before dice are rolled. Overextending can leave forces undersupplied and vulnerable, so players must constantly balance immediate gains against long-term sustainability. The game rewards careful pressure, territorial control, and forcing the opponent into inefficient responses.
The game ends after a fixed number of rounds, and victory is determined by strategic control of key areas and overall position on the map. Winning is less about a single decisive clash and more about managing tempo, preserving strength, and gradually exhausting the opponent’s options.
If you are interested in Pacific War Games (including Race to Rabaul 1943 and Tora Tora Tora!), you can pre-order one or both of the games at the Gamefound page located at the following link: Pacific War Games by PHALANX – Gamefound
19. Fix Bayonets! Volume II1809: Talavera from Tactical Workshop Currently on Gamefound
Last year, I caught wind of a new edition of a very interesting looking Napoleonics wargame getting a second edition. The game was 1811: Albuera Second Edition from Tactical Workshop, which was originally released in 2020 designed by Frederic Delstanches. Now, he is seeking crowdfunding for the next game in the series called 1809: Talavera.
From the game page, we read the following:
1809: Talavera is the second volume in the Fix Bayonets! Series of Napoleonic tactical wargames. It covers, at the battalion level, the two days of the battle with one player in charge of the Anglo-Spanish armies and the other leading the French forces. The game allows players to recreate the eponymous battle of the Peninsular War, face to face with another player or as a solitaire experience.
Take command of the French army under Joseph, Napoleon’s older brother, and shatter the nascent Anglo-Spanish Alliance standing their ground near the town of Talavera! Alternatively, you can lead the Allied armies and attempt to hold the line with your disparate force. Can you equal the tactical victory achieved by the future Duke of Wellington and his Spanish ally general Cuesta or will the bloody engagement result in the rout of your armies?
As of March 1st, the Gamefound campaign has funded and raised $7,322 toward its $7,000 funding goal with 99 backers. The campaign will conclude on April 1, 2026 at 1:00am EST.
New Release
1. 2025 Errata Counter Sheet from GMT Games
Errata is a fact of life with all publishers and all games! No matter what, a mistake will always slip through and cause us gamers a bit of angst. This is where GMT Games stands head and shoulders above the competition though as they admit to their mistakes and more importantly try to make them right. We have seen this time and time again. So they have a solution for errata found on counters in their new games this year that makes a lot of sense and makes it economically very easy to acquire: a replacement countersheet.
From the P500 page, we read the following:
We are happy to announce today that we have created a 2025 Replacement Countersheet that includes all of the counter updates that we and the designers know of as errata for games from 2025. We’re setting this up as a P500 item like we did last year—except that it’s already approved to print. We just need to know how many of you want the item. Please get your order in over the coming few weeks so we can get these in your hands by year-end.
The price for this item will be $5 for US customers and $10 for non-US customers. Note that the cost INCLUDES shipping. Clearly, we’re supplementing most of the cost on these, which we think is only fair, in that these counters represent mostly errata that we missed when we produced the games the counters belong to.
The games with counters on the sheet are:
By Swords & Bayonets
Here I Stand NOTE: These are the same as the 2024 versions but not everyone got theirs so we’re printing them again.
2. Silent Victory: U.S. Submarines in the Pacific, 1941-45 3rd Printing from GMT Games
One of my favorite movies of all time is Das Boot. I know that this is a movie about a German submarine and I am using it as the introduction to a post about American submarines but it is simply so good and really helped to give me an understanding of the absolute hell that those submariners endured in the depths in a slender metal tube being depth charged to death. I remember the scene where the Chief Machinist Johann loses it and has to be restrained. As we follow along on the patrol of the U-96, we grow to understand the difficulty with which those men had to deal as they did their job and took the punishment. As you know, the movie ends when they are in a sub base and are bombed by Allied planes and we see the Captain and most of the crew shot up and dying as they watch the U-96 slip under the water. After playing Silent Victory, where the player takes the helm of an American submarine in the Pacific Ocean during World War II, I could understand (not physically or psychologically) emotionally how they felt, just a bit, as my boat was depth charged mercilessly and I simply could not get away from the Escort. Eventually, I did get away but not before I lost a few crew to injuries and basically nearly sank myself by deciding to go past test depth to escape.
From the game page, we read the following:
Silent Victory is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations – all while remembering you have to make it home.
Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major U.S. Fleet submarine types in service. Patrols will take you to differing parts of the Pacific as time progresses in the war. The most successful commanders will be those that can manage the risks they take while prosecuting as many targets as possible.
The game engine is built upon the successful The Hunters design and has proven to be a solid, playable experience. All the major U.S. Fleet boat types are accounted for with every level of detail including period of service, armaments, crew makeup, damage capacity, and more.
As a Fleet submarine commander, you will be confronting many decisions during your patrols. To begin with, seven U.S. Fleet submarines are profiled and available for you to choose from. Patrol zones reflect the changing operational areas as the war progresses, from the Philippines to Midway, the Solomons, and even patrols to the waters just off the coast of Japan and China.
Conducting patrols is the heart of the system, as you will be resolving encounters against individual ships, convoys, or even enemy aircraft and submarines. Situations you face and decisions you make suddenly come in quick succession:
How will you engage a convoy once spotted?
Do you close the initial target range at increased risk of detection for a more lethal attack?
If your engagement is at night, will you conduct a surface attack?
Do you launch one or two fire salvos, and how many torpedoes do you fire?
Will you try to follow a convoy or ship to engage in additional rounds of combat?
How will you slip away from escorts to avoid or minimize damage?
3. The Hunters: German U-Boats at War, 1939-1943 4th Printing from GMT Games
Another fantastic solitaire submarine game designed by the incomparable Gregory M. Smith is The Hunters and they are now releasing the 4th Printing version of the game. 4 printings should tell you something about the game and how good it is!
From the game page, we read the following:
The Hunters is a solitaire tactical level game placing you in command of a German U-boat during WWII. Your mission is to destroy as much Allied Shipping and as many Capital ships as possible while advancing your crew quality and increasing your commander rank culminating in special decoration ‒ all while remembering you have to make it home.
The Hunters is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you will take command among the major German U-boat models in service during WWII, and try to complete an entire tour. If you ultimately survive all patrols from 1939 to 1943, you will be transferred to the U-boat Training Command for the remainder of the war, having successfully carried out your service for the Fatherland.
Those familiar with the classic Avalon Hill game title, B-17: Queen of the Skies, will come to enjoy the same type of gaming experience of the German U-boat War. All major U-boat models are accounted for with every level of detail including period of service, armaments, crew make-up, damage capacity, and more.
As U-Boat commander, you will be confronting many decisions during your patrol. To begin with, eight German U-Boat models are profiled and available for you to choose from. Patrol zones reflect the time period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented as missions become increasingly more difficult as your adversary makes advances in anti-submarine warfare.
Conducting patrols is the heart of the system as you will be resolving encounters against individual ships, convoys, or even enemy aircraft. Situations you face and decisions you make suddenly come in quick succession:
How will you engage a convoy once spotted?
Do you close the initial target range at increased risk of detection for a more lethal attack?
If your engagement is at night, will you conduct a surface attack?
Do you launch one or two fire salvos, and how many torpedoes do you fire?
Will you try to follow a convoy or ship to engage in additional rounds of combat?
How will you slip away from escorts to avoid or minimize damage?
What evasive maneuvers do you undertake?
The major German U-Boat models are represented and accurately profiled for the patrols you will undertake:
Type VII A
Type VII B
Type VII C
Type VII D
Type VII FlaK
Type IX A
Type IX B
Type IX C
Patrol Assignments include:
Atlantic
British Isles
Spanish Coast
Mediterranean
Norway
West African Coast
North America
Arctic
Caribbean
The game delivers an historical narrative as 350+ ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, and American ships.
4. COIN Series Multi-Pack #2 The Guerilla Generation: Cold War Insurgencies in Latin America from GMT Games
Stephen Rangazas has been active behind the scenes over the past few years with his development work on Fall of Saigon: A Fire in the Lake Expansion. He used his background and research capabilities to great effect as he did the background work on the Event cards for that game. From that experience, he has now come forward with a few of his own designs in The British Way: Counterinsurgency at the End of Empire, which was announced in 2021 as well as Sovereign of Discord announced in 2022. Now, his most recent work on a new COIN Series Multi-Pack that deals with insurgencies in Latin America during the height of the Cold War called The Guerrilla Generation is shipping.
From the game page, we read the following:
The Guerrilla Generation: Cold War Insurgencies in Latin America is the second COINMulti-Pack, containing four separate games exploring a series of thematically related insurgencies. Building on the The British Way, this new multipack allows players to explore variations in insurgent groups’ organizational structures, strategies, and relationship with civilians, across four insurgencies in Central and South America between 1968 and 1992. During this part of the Cold War era, Latin America experienced an incredible number of different insurgent groups, many inspired by the Cuban Revolution featured in Cuba Libre, ranging from popular backed rural insurgencies, flexible urban guerrillas, externally sponsored raiders, and brutal ideologically rigid groups. This multipack features a game exemplifying each of these types of insurgencies, to offer players the chance to compare different approaches to rebellion highlighted in the quote by scholar Jeremy Weinstein above. The Guerrilla Generation also offers four longer and more complex individual games than those found in The British Way, as well as an entirely different approach to the linked campaign scenario, which combines two games into a simultaneous side-by-side experience.
This Multi-Pack includes four full games in one box, which is a fantastic value that will allow players to explore four different conflicts set during the height of Cold War Latin America between 1968 and 1992. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience.
I also love these Multi-Packs because they have a small board footprint with each of the 4 games playing in under 2 hours and taking place on a single 17” x 22” board. But, the game doesn’t just treat these games as individual as they are designed to experience at least a portion of the full span of the period and be used to learn more about these insurgencies.
There is also a “Resisting Reagan” Campaign designed into the game. A linked campaign scenario allowing up to 4 players to play El Salvador and Nicaragua side-by-side, with new mechanisms to represent the Central American peace and solidarity movement’s efforts to resist the Reagan Administration’s aid to both the Salvadoran government and the Contra insurgency, by influencing Congress and American public opinion.
5. Battle of the Bismarck Sea from War Diary Publications
As I was recently trolling the internet, I came across a new solitaire game from the guys over at War Diary Publications. The game is called Battle of the Bismarck Sea and is designed by Allyn Vannoy.
From the game page, we read the following:
Battle of the Bismarck Sea is a solitaire wargame that uses individual ships and flights/squadrons of aircraft. The Player assumes the role of General George Kenney, Commander of the 5th U.S. Army Air Force, with the mission of intercepting the Japanese effort to reinforce its ground forces on the island of New Guinea. The Player must utilize the limited resources available and then determine how best to apply them within specific time constraints. The results of these efforts will be borne out in the effectiveness of air operations.
This design by Allyn Vannoy contains: one 22″ x 32″ Mapsheet, a 16-page rulebook, one Player Aid Card, and 114 oversized laser-cut counters.
6. Souls to Waste: The Battle of An Bao, May 5, 1968 from High Flying Dice Games
Paul Rohrbaugh is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. He has done a line of games dealing with different battles from the Vietnam War and always names them after popular songs of the time including games like Long Cruel Woman: The Attack on Firebase Mary Ann, March 28, 197, No Satisfaction: Operation Hump November 5-8, 1965 and As Tears Go By: Operation StarliteAugust 1965. Recently I saw one of their newest games on the Battle of An Bao called Souls to Waste and I guess it might be named after the Rolling Stone’s song Sympathy for the Devil (Souls to Waste).
From the game page, we read the following:
Souls to Waste portrays the epic fight waged between the 1st Battalion, 50th Infantry Regiment of the 173rd Airborne Brigade and tanks and the 1/69th Tank Battalion against three Battalions of the 22nd Regiment, 3rd PAVN (People’s Army of Vietnam) Infantry Division.
The NVA laid a trap in the hills to the west of three firebases maintained by the 173rd Infantry Brigade. The NVA’s 22nd Infantry Regiment was recently deployed to the area and well-armed with the latest Soviet weaponry, especially new Rocket-Propelled Grenades (RPGs) that could easily penetrate the armor of the American’s M-113 Armored Personnel Carriers (APCs), as well as mortars and heavy machine guns. The goal was to lure one of the US troop companies into an ambush, and then either inflict more casualties on any relief force that would come to their aid, or fall back and do it again at a time and place of their choosing.
Each turn represents 30 minutes of time. An inch on the map corresponds to about 100 yards in actual distance. Infantry type units are platoons, and armored units represent 1 or 2 vehicles.
If you are interested in Souls to Waste: The Battle of An Bao, May 5, 1968, you can order a copy for $22.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/anbao.html
7. Death or Glory: The Battle of Rorke’s Drift from Art of Wargames
Solitaires games are plentiful this month and another one that I found was Death or Glory: The Battle of Rorke’s Drift from Art of Wargames. This one looks pretty interesting and has some really interesting mechanics to it. Plus, it is a solitaire game on one of the most known and greatest battles of history.
From the game page, we read the following:
Dive into history and Heroism in Death or Glory: The Battle of Rorke’s Drift, a war game that immerses you in the heart of this legendary clash. Relive the valiant stand of 150 British soldiers as they defend a mission station against a Zulu “impi” numbering in the thousands, during the Anglo-Zulu War of 1879.
As the clock strikes 4:30 PM, the earth trembled with the thundering chant of “Usuthu!” – the Zulu battle cry. Masses of warriors surged forward in wave after wave, their horns echoing across the plains and their assegai spears flashing in the sun. The British defenders, entrenched in the makeshift redoubt, met the onslaught with unwavering resolve and disciplined volleys of rifle fire.
When the dust settled, the battlefield lied eerily quiet, strewn with hundreds of casualties. Eleven British heroes will be awarded the Victoria Cross for their extraordinary bravery.
8. And the War Came: American Civil War 1861-1865 from Pinkerton Games
Add this one to the publisher that I didn’t know about until now category but this game looks to be very interesting. And the War Came: American Civil War 1861-1865 from Pinkerton Games is a strategic level look at the American Civil War and looks to be well made with good solid components.
From the game page, we read the following:
Civil war came to the United States on April 12, 1861, and finally ended 4 bloody Aprils later in 1865. And The War Came is a strategic level boardgame on that conflict, the American Civil War. Play either the side of the United States, attempting to restore the Union; or the rebelling Confederate States of America attempting to gain southern independence.
The game is “We Go” turn based. In the same three-month seasonal turn, both players recruit and mobilize replacement units, promote and reassign generals, play orders cards to activate corps sized units to conduct area movement and engage in combat, and perform logistics functions.
By both land and naval movement, or successful combat actions, players gain victory points by seizing areas or taking victory points away from the enemy. Generals may command units in combat and movement, and higher ranked generals can command more units-but generals may also be killed, wounded or captured. To create fog of war and uncertainty there are covers that hide unit strength and type from the opposing side until committed to combat.
There are four short length yearly scenarios (1861 through 1864), two multi-year campaign scenarios, (1861-1863, and 1863-1865) and the entire war scenario. Select a Scenario, deploy your troops, and prepare for action!
VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great experience with them. One of their newest pre-order offerings is called Operation Overlord designed by Clem. It covers the D-Day invasion and as usual looks to be of the highest quality and production.
From the game page, we read the following:
Operation Overlord is a deep, historically grounded strategic wargame that simulates the Normandy invasion and the critical battles that followed from June to August 1944. One player commands the Allied SHAEF forces, planning and executing the largest amphibious operation in history, while the opposing player takes the role of Oberbefehlshaber West, defending the Atlantic Wall and attempting to delay the Allied advance long enough to alter the course of the war.
Rather than focusing on tactical skirmishes, Operation Overlord operates at the operational–strategic level, where timing, logistics, intelligence, and command structure are decisive. Players maneuver divisions and army corps across a detailed map of Normandy, manage supply networks and reinforcements, execute historical and fictional operations, and influence battles through doctrine, supports, and event cards.
Each month begins with high-level planning: the Allied player secretly schedules strategic and special operations, while the German player designates key cities as Festungen, to be held at all costs. Weekly turns then unfold through intelligence gathering, supply allocation, reinforcement arrivals, and alternating unit activations that combine maneuver and combat into a tense, fluid system. Fog of war is maintained through hidden unit values and simultaneous combat card reveals, ensuring constant uncertainty and meaningful decision-making.
Victory is not measured simply by territory, but by time and consequences. The German player is unlikely to drive the Allies back into the sea—but every week gained has far-reaching implications for morale, resources, and other fronts of the war. Likewise, an Allied breakthrough ahead of schedule can dramatically reshape history. Each scenario and campaign outcome includes historically reasoned consequences that frame the result within the broader context of World War II.
With multiple scenarios (June, July, August, and a full campaign), robust asymmetry, and a strong emphasis on planning and operational art, Operation Overlord offers a demanding and rewarding experience for players seeking a serious, historically informed wargame.
If you are interested in Operation Overlord, you can order a copy for €119,99 ($141.68 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord
10. Hold the Line: Hannibal from Worthington Publishing
Love me some Ancients and particularly if those Ancients include elephants! Such is the case with the newest game from Worthington Publishing called Hold the Line: Hannibal. The Hold the Line Series is a series of historical wargames by Worthington Publishing focused typically on horse-and-musket era combat, specifically the American Revolution. The game features quick-playing, tactical, hex-based scenarios and the series uses custom dice for combat.
From the game page, we read the following:
Hold the Line: Hannibal is a grand tactical two-player game covering 10 of the greatest battles of the Punic Wars. Following in the footsteps of Richard Borg’s Commands and Colors system and more directly Worthington’s Hold the Line series, Hannibal includes the same standard size map board, 13 hexes wide and 9 hexes deep. Combat is resolved with custom dice.
The scale is 300-400 meters per hex, 90 minutes per turn and units of 3-6,000 infantry, 2-4,000 cavalry and 15-25 war elephants. The units are mainly of 4-steps and include four types of infantry: elite, regular, barbarian and light; three types of cavalry: regular, barbarian and light; and, of course, war elephants. Some units have missile capability, which enhances lethality in combat.
Hold the Line: Hannibal, features 10 battles of the Punic Wars between Carthage and Rome.
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 Bellica 3rd Generation!
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Sam Healey, the veteran Dice Tower reviewer who has contributed to the channel for much of the last 20 years, has resigned after comments he made blaming Alex Pretti and Renee Good for their deaths at the hands of ICE agents began to impact the company’s annual crowdfunding pledge drive.
Healey posted on Facebook and in the comments section of the Dice Tower’s Gamefound campaign yesterday to say he was stepping down from his paid, part-time role at the business, adding that site founder Tom Vasel was “not putting me up to this”.
He said, “I do not want my friends to suffer any longer. Those of you who have cancelled your support because of my presence can feel free to back them once again. They deserve it, and you know it.
“They provide so much content, and they do a great job with everything from daily content creation to putting on no less than three conventions and a cruise each year.
“They deserve your support and with me now out of the way, you should absolutely give it to them without reservation.”
Sam Healey’s full resignation statement from his Facebook page
After sharing a post from American political commentator Armstrong Williams which questioned the judgement of Pretti carrying a concealed firearm at the protest, even though he was legally allowed to do so, Healey began responding to multiple commenters who disagreed with that view.
Replying to one comment which read, “The real issue is ICE executing American citizens on the streets”, Healey responded, “Frankly, the real issue is American citizens being told that it’s okay to illegally impede and/or obstruct legal law enforcement operations because the federal agents aren’t law enforcement officers. That’s the real problem.”
He continued, “We agree that they were needlessly shot. We disagree with where the blame and guilt lie. These two people should not have put themselves into these situations. They are tragic deaths, make no mistake about that. They could have been prevented by better choices.”
Responding to a separate comment accusing him of victim blaming, Healey wrote, “This isn’t victim blaming. I’m simply stating [Pretti] shouldn’t have been there in the first place, nor should the lady have been that he felt the need to protect.
“He made the choice to go into a volatile situation while carrying, posturing himself against law enforcement officers. From a basic conceal-carry course point of view, he screwed up. That’s not victim blaming, that’s the honest truth. We are ultimately responsible for what we choose to do.”
Many of those comments threatened to cancel or hold back support for the pledge drive until the Dice Tower took action over Healey’s public statements, which led to a pushback from other commenters supporting the Dice Tower in not addressing the situation.
The Dice Tower has not made a public statement about Healey’s views, or his resignation. When BoardGameWire contacted Tom Vasel for comment on the situation, a statement on Healey’s time with the Dice Tower, and his decision to leave, he responded, “I don’t give statements about how I deal with my employees. The situation has been dealt with.”
Long-time Contributor
Healey first appeared on the Dice Tower podcast almost exactly 20 years ago, becoming a co-host for about 100 episodes before stepping back from that role in 2009.
He began working full time at the Dice Tower in 2015 across reviews, live-plays and top ten list creation, before leaving four years later for personal reasons which required him to relocate.
He rejoined the Dice Tower part time in 2024 after the company’s pledge drive that year included his return as a late-announcement $380,000 stretch goal, which the crowdfund managed to beat by $767.
This year’s pledge drive has just passed $281,000 with about 12 hours of the campaign left to run, having cleared its $275,000 goal overnight.
Header image from the Dice Tower’s 2026 Pledge Drive, showing the total raised with 12 hours of the campaign remaining
The Dice Tower uses proceeds from its annual crowdfunding drive to pay its ten full-time employees and five part-time staff, saying it gets the majority of its funding each year from the campaign. It also brings in some money from its Patreon, and is currently sponsored by companies including Allplay and Board Game Bliss.
The reviews giant, which has more than 350,000 subscribers on YouTube and has published over 26,000 videos on the site, has been running an annual crowdfund since 2013 – with its debut campaign bringing in just over $69,000 from about 1,400 backers.
Dollars raised through the annual campaign grew steadily for a decade to reach a high of $410,000 in 2023, but fell to about $380,000 the following year and $350,000 in 2025.
Dollars raised by the Dice Tower’s annual pledge drive. 2026 figures are unfinalised, with 12 hours of the campaign left to run.
Backer numbers have also been falling since a high of nearly 8,500 in 2021, and last year had dropped to more than 40% from that peak to 4,880.
Backer numbers for the Dice Tower’s annual pledge drive. 2026 figures are unfinalised, with 12 hours of the campaign left to run.
Just over 3,640 backers have supported the campaign so far this year, with 12 hours of the crowdfund remaining. The company is using Gamefound for the crowdfund for the second year in a row, having previously run all of its campaigns on Kickstarter barring a single year on Indiegogo in 2017.
Update 31/1/26: The 2026 pledge drive closed on just over $305,000, down 13% on last year and its lowest level since 2019, while supporter numbers fell 18% to 3,999–the smallest number of backers in more than a decade.
The Dice Tower has said it plans to use some of the proceeds from this year’s pledge drive to give its employees a cost-of-living raise and improve the lighting and audio across its three studios.
Writing in a community note on the Dice Tower’s YouTube channel on January 28, company founder Tom Vasel listed the goals of the site as being to promote board games, to entertain, to inform and to support the team’s families.
He said, “We are a gaming channel, and my goal is to keep it that way. We aren’t a political, religious, philosophical, or any other type of channel.
“Talk to me in person, and I have thoughts and opinions on many subjects. But that’s not what we want on the Dice Tower channel – we want it to be singularly about gaming.
“Each year when we run our campaign, there is a lot of negative comments that levied at us. This isn’t a “real job”/we were unfair to a game/we are in the pocket of publishers, etc. Despite I feel that our work stands on its own.
“I am proud of what we’ve done, and while we are indeed imperfect people, I believe we’ve created a YouTube channel, podcast, and conventions that are fun and safe for the entire family.
“I look back at where we started twenty years ago, and I hope you can see more improvements and ways we get better.”
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Board game crowdfunding major CMON says it is exploring further IP sales and licensing opportunities in its ongoing push to fulfil over $14m of undelivered campaigns, as it continues its attempt to recover from massive losses racked up over the past two years.
CMON has now announced more IP sales could be on the way alongside making an apology for the delays to its outstanding crowdfunds – some of which are now running almost two years beyond initial delivery estimates.
The company’s remaining significant IP includes the Massive Darkness series, with the most recent instalment, Massive Darkness: Dungeons of Shadowreach, completing a $2.85m crowdfund on Gamefound early last year – a figure which rose to more than $3.7m including late pledges.
That was CMON’s final crowdfunding campaign before it put all future game development and crowdfunding plans on hold a month later, citing the rising unpredictability of the US tariffs situation.
CMON’s new announcement said its priority remains to deliver all of its unfulfilled crowdfunding campaigns, saying that it is also undertaking ‘batch delivery’ of games to allow retail sales to help fund the manufacturing of remaining products in the line.
Masters of the Universe: The Board Game – Clash for Eternia
$719,664
4,182
January 2024
November 2024
Q3 2026
DCeased
$2,564,789
12,787
December 2023
April 2025
Q4 2026
DC Super Heroes United
$4,478,989
14,040
August 2024
August 2025
Q4 2026
God of War
$832,945
4,388
May 2024
June 2025
Q4 2026
Massive Darkness: Dungeons of Shadowreach
$2,854,553
9,842
February 2025
March 2026
Q2 2027
A Song of Ice & Fire: Tactics
$1,886,509
6,406
February 2024
February 2025
Q3 2027
Degenesis: Clan Wars
$339,742
1,232
June 2024
July 2025
n/a
Total Dollars
$14,347,167
CMON said, “We want to be absolutely clear: we are not asking backers for additional money for manufacturing. The responsibility to fulfill these campaigns rests entirely with us.”
The status of one outstanding crowdfunding campaign – Degenesis: Clan Wars – remains in limbo after CMON cancelled the project last July, claiming German design studio SixMoreVodka had terminated its contract with the publisher.
SMV founder Marko Djurdjevic told BoardGameWire at the time that his company disagreed with CMON’s account “in the strongest possible terms”, adding that it was not informed about the publisher’s announcement in advance and “certainly did not expect this attempt to shift the blame for the project’s failure onto our plate”.
The latest CMON announcement does not mention whether the publisher will ask any of its campaign backers for extra contributions to cover shipping costs or further volatility in US tariffs.
Last October the publisher added extra charges for backers of its Marvel United: Witching Hour and Cthulhu: Dark Providence pre-orders, asking them to pay an extra $0.69 and $2.30 respectively to cover tariff costs it said it “cannot absorb given our current financial position”.
The company’s new announcement its first significant update for its campaign backers since the start of October last year, and only its third since summer 2025 – a situation which has drawn ire from many backers frustrated with what they see as poor communication from the publisher.
CMON acknowledged in its October 2025 update that “rumors and panic” had been spreading given its lack of communication to crowdfunding backers, which it said had “resulted in us experiencing the highest number of refund requests in CMON’s history”.
It said, “This has created a vicious cycle: The slower fulfillment is, the more refund requests we receive. The more refunds we process, the fewer resources we have to accelerate fulfillment.
“With more resources funnelled into refunds over fulfillment, fulfillment slows down even further. This cycle has snowballed and grown into one of the toughest challenges we have ever faced.”
CMON added last October that the staffing cuts it made earlier in the year had pushed its remaining team “to its limits”.
It said, “With a fraction of employees remaining, every day has been a balancing act between managing production, logistics, customer service, and financial obligations. We have been overwhelmed by the sheer volume of day-to-day tasks.”
The company has also suffered two failed attempts to bring in new shareholders to provide much-needed working capital.
It began 2025 with two new shareholders due to invest about $1.39m into the business by picking up a combined 16.66% stake in the company – but those shareholders ultimately failed to hand over the money for their stakes, and the arrangement was scrapped.
The Hong Kong-listed company had hoped to sell more than 360 million newly-created shares in a process which would have valued the company at just over $5m, with the money raised going towards developing new games, marketing and events, and general working capital.
CMON said at the time that it believed the lapsed agreement would have “no material adverse impact on the business” and added that it would continue to seek fundraising opportunities, although it did not provide specific details.
More details about CMON’s current financial situation are set to be unveiled by the end of March, with the publisher required by Hong Kong stock exchange rules to submit its annual results by that date.
The company announced last July that rather than focusing on large scale, miniatures heavy crowdfunding campaigns, it had pivoted to releasing several small-box games direct to retail, which it showed off at the Spiel Essen game fair last October.
YOKAI FOREST DUEL ist ein kleines Turnier-Duellspiel von GodotGames, das in sehr kurzer Zeit erklärt ist und trotzdem auf Entscheidungen setzt. Die Crowdfunding-Kampagne läuft auf Gamefound: https://gamefound.com/en/projects/godotgames/yokaiforest/. Das Finanzierungsziel wurde dabei sehr schnell erreicht, und die Kampagne ist sichtbar auf kurze, direkte Partien ausgelegt.
YOKAI FOREST DUEL: So wird gespielt
Im Kern ist es ein Kopf-an-Kopf-Duell. Du spielst Karten aus deiner Hand, die für Angriff, Munition, Verteidigung oder dauerhafte Verbesserungen stehen. Wichtig ist, dass du selbst auswählst, was du spielst. Dadurch geht es weniger um „was kommt als Nächstes im Deck“, sondern um Timing, Einschätzen und kleine Mindgames.
Die Duelle sind als Turnier gedacht. Bei mehr als zwei Personen laufen mehrere Duelle parallel. Eine Box ist für 2–8 Personen ausgelegt. Mit zwei Boxen kann man laut Kampagne Turniere bis 16 Personen spielen. Ein Match läuft im Best-of-3-Format, und zwischen den Duellen entwickelst du dich über Upgrades weiter. Genau dieser Teil macht den Reiz aus, weil du nicht nur den aktuellen Schlagabtausch gewinnst, sondern dich auch für spätere Runden richtig aufstellen willst.
MULTIPLAYER MAYHEM DELUXE (2–16 Personen): „2x everything“, also zwei Spiele plus Deluxe-Inhalte, 55 € (statt 88 €)
Dazu kommen optionale Add-ons, darunter Premium-Sleeves, Metallmünzen, ein Foil-Upgrade für die Upgrade-Karten sowie zusätzliche Core Games. Wer vor Kampagnenstart als Follower dabei war, bekommt die Foil-Upgrade-Karten laut Kampagne als kostenloses Geschenk dazu.
Für die Zahlung gibt es die übliche Gamefound-Logik: Während der Kampagne lässt sich der Pledge noch anpassen oder auch stornieren. Abgerechnet wird am Ende, wenn die Kampagne erfolgreich finanziert ist. Zusätzlich wird eine Ratenzahlung über StretchPay angeboten, die direkt beim Pledge als Monatsrate angezeigt wird.
Auslieferung: Als geplante Auslieferung wird September 2026 genannt. Wie bei Crowdfunding üblich kann es bei Produktion und Logistik zu Verschiebungen kommen.
Wer schnelle Duelle mag, in kurzer Zeit ein Turnier aufziehen will und auf direkte Entscheidungen statt langen Aufbau setzt, bekommt hier ein sehr fokussiertes Paket. Besonders stark ist der Ansatz, dass Upgrades zwischen den Duellen bleiben und sich die Partie dadurch wie ein echtes kleines Turnier anfühlt.
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
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.
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/
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.
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.
1. Queen of Spies from Salt & Pepper Games Currently on Gamefound
From the dynamic duo of David Thompson (Undaunted Series, Valiant 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?
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 Wings, Buffalo 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:
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.
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 SimpleGreat 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 Shenandoah, Into 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 Mountain, Death Valley 1862, Death Valley 1864, Battles for the Shenandoah, Into 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-Pack: Cedar Mountain, Death Valley, Battles for the Shenandoah, Into the Woods, By 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.
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 Games, The Last Hundred YardsVolume 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!
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:
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.
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.
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 Ardennes, Rifles 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!
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 JacquardBot system to Cuba Libre. Like its predecessors in Gandhi and Fall of Saigon, Calixto 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.”
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 Charge, Dawn 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.
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 ThingExpansion 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.
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.
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.
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!
Welcome to this week’s batch of crowdfunding campaigns. We have a variety of offerings here, so we hope you will find something that catches your eye. Also, if you want to chat with the BGQ team, join our Discord Server where we talk about games, movies, sports, and other fun stuff. Or, if Facebook is […]
Mit Micro Architects: Big City Vacation geht das Mikro-Städtebauprojekt von Thistroy Games in die nächste Runde. Statt nur Straßen, Parks und Wohnviertel zu planen, verschiebst du den Fokus auf Großstadtflair und Urlaubsstimmung. Hochhäuser, Kreuzfahrtschiffe und Insel-Auszeiten ergänzen das bekannte Stadtbrett und lassen deine Mikro-Metropole deutlich lebendiger wirken.
Micro Architects: Big City Vacation auf Gamefound
Micro Architects selbst ist ein kompaktes Städtebau-Spiel in einer kleinen Box, das mehr Material und Spieltiefe auf den Tisch bringt, als die Größe vermuten lässt. Du legst dir nach und nach deine eigene Stadt zurecht, arbeitest mit Vorgabekarten und besonderen Gebäuden und versuchst, aus begrenztem Platz möglichst viele Siegpunkte zu holen.
Big City Vacation knüpft direkt an dieses Grundgerüst an. Die Erweiterung läuft als eigene Kampagne auf Gamefound und versteht sich als neues Kapitel im Micro-Universum. Inhaltlich dreht sich alles darum, wie sich deine Stadt anfühlt, wenn sie nicht nur funktioniert, sondern auch als Reiseziel taugt.
Die Erweiterung besteht aus zwei Modulen, die du je nach Runde einzeln oder zusammen nutzen kannst. Im „Big City“-Modul ziehen Wolkenkratzer in deine Stadt ein, die mehr Platz brauchen, aber jede Runde Punkte bringen. Im „Vacation“-Modul kommt ein persönliches Inselbrett ins Spiel, auf dem du mit einem Schiff über Inseln ziehst, Boni auslöst und zusätzliche Siegpunkte einsammelst.
Wichtig: Big City Vacation ist als Erweiterung angelegt. Du brauchst das Grundspiel Micro Architects, um alle Inhalte nutzen zu können.
Pledge-Level und Inhalte
Die Gamefound-Kampagne bietet mehrere Pledge-Level, mit denen du je nach Bedarf einsteigen kannst. Als voraussichtlicher Lieferzeitraum ist bei allen Optionen November 2026 angegeben.
Grand Architect – 45,00 € Du bekommst das komplette Paket aus Grundspiel und Erweiterung:
Micro Architects [Base Game]
Big City Vacation [Expansion]
Follower Gift: Big City Landmark Token (wenn du der Kampagne vor dem Launch gefolgt bist)
Specialist – 20,00 € Dieses Level richtet sich an alle, die Micro Architects bereits besitzen und nur die neuen Inhalte möchten:
Big City Vacation [Expansion]
Follower Gift: Big City Landmark Token (wenn du der Kampagne vor dem Launch gefolgt bist)
Builder – 25,00 € Hier steigst du mit dem Grundspiel ein, ohne Erweiterung:
Micro Architects [Base Game]
Follower Gift: Big City Landmark Token (wenn du der Kampagne vor dem Launch gefolgt bist)
Urban Visionary – 60,00 € / 65,00 € Für alle, die direkt alles in einer großen Lösung möchten. Auf der Kampagnenseite ist zusätzlich vermerkt, dass der niedrigste Preis in den letzten 30 Tagen bei 60,00 € lag. Das Paket umfasst:
Micro Architects [Base Game]
Big City Vacation [Expansion]
Game Mat
Follower Gift: Big City Landmark Token (wenn du der Kampagne vor dem Launch gefolgt bist)
So kannst du dir aussuchen, ob du nur die Erweiterung, nur das Grundspiel oder direkt das gesamte Paket mit Spielmatte nimmst. Über den Follower Gift bekommen alle Unterstützenden, die der Kampagne vor dem Start gefolgt sind, zudem den Big City Landmark Token als kleine Zusatzbelohnung.
Für wen lohnt sich Big City Vacation?
Wenn du Micro Architects schon besitzt und gerne auf kleinem Raum an einer eigenen Stadt tüftelst, bringt dir Big City Vacation vor allem mehr Varianz. Die Hochhäuser verstärken den langfristigen Planungsaspekt, das Inselbrett sorgt für ein stärkeres Urlaubsgefühl und zusätzliche Wege zu Punkten.
Bist du neu bei Micro Architects, bieten sich die Pledges mit Grundspiel an. Dort bekommst du das kompakte Städtebau-Grundgerüst direkt mitgeliefert und kannst selbst entscheiden, ob du gleich mit der Erweiterung und der Spielmatte einsteigen möchtest oder erst einmal nur die Basis ausprobierst.
Und die gehören allesamt zu meinen liebsten Euro Spielen. Und auch Movers & Shakers hat das Potential dazu in diese Gruppe vorzustoßen. Ich konnte es mittlerweile schon 1-mal auf der Boardgamearena spielen, wo es derzeit noch im Alpha-Status (Nur für Alpha-Tester zugängig) spielen konnte. Aber ich denke, dass es sehr bald in den Beta-Status wechselt, da es sich dort schon vollkommen problemlos spielen läßt.
Aber was machen wir nun in Movers & Shakers? Wir sind mächtigen Eisenbahnmagnate in Bengalen, im Nordosten von Indien, im späten 19. Jahrhundert und konkurrieren um die Erfüllung von Verträgen zum Transport von Gütern zwischen Benares und der Hafenstadt Kalkutta. Dabei müssen wir den Transport der Güter so effizient wie möglich organisieren und können dabei nicht nur unsere eigenen Züge sondern auch die der Mitspielenden nutzen.
Das Spiel verläuft über 2 Runden in der wie jeweils 6 Aktionskarten auf unsere Unternehmenstableau spielen und damit Aktionen wie das Beladen und Bewegen von Güterzügen, das Beeinflussen der Märkte in Benares und Kalkutta, das Aufwerten unserer Anlagemarker, das Einrichten von Agenturen oder das Verschiffen von Handelsgütern ausführen.
Siegpunkte erhalten wir hierbei durch das Erfüllen von Verträgen, den Wert unserer gesammelten Anlagen (Anleihen, Wertgegenstände, Ressourcen und Infrastruktur), Geschäfte mit regionalen Agenturen, Investitionen und unsere Gesamtleistung (Anzahl transportierter Handelsgüter).
Spannend an dem Spiel finde ich zum einen die Aktionsauswahl mit den Karten. Jeder erhält zu Spielbeginn 4 Lade- und 4 Bewegungs-Aktions-Karten. Im Spielverlauf können wir hier weitere Karten dazu bekommen. Von diesen 8 Karten können wir jede Runde 6 ausspielen. Dabei müssen wir uns immer entscheiden ob wir zusätzlich zu der/den Aktion/en der Karte noch eine Entwicklungs- oder eine Logistikaktion als Unternehmensaktion wählen, je nachdem ob wir die Karte in der oberen oder unteren Hälfte des Slots auf unserem Tableau platzieren.
Beim Laden der Güter können wir diese auch auf die Züge der Mitspielenden laden und beim Bewegen der Züger können wir auch deren Züge bewegen. Hier hat es Ähnlichkeiten zu Panamax. Beim Bewegen von Zügen kommt es auch immer wieder vor, dass wir Züge, die sich bereits auf der Streck befinden, vor uns herschieben. Hier sind also jede Menge strategische Entscheidungen zu treffen.
Was ich auch spannend finde ist das Geldmanagement in dem Spiel. Man kann nämlich maximal 9 Rupien besitzen. Kommt man auf 10 Rupien werden diese sofort in 1 Investmentmarker umgewandelt. Diese braucht man am Rundenende, um zu investieren. Auf diesem Weg erhält man am Ende schon einen sehr großen Teil seiner Siegpunkte. Allerdings kann man Investmentmarker nicht mehr zurück in Rupien tauschen. Man muss sich also genau überlegen was man im Rundenverlauf noch an Bargeld benötigt.
Investmenttafel Quelle: BGA (Copyright by Quined Games)
Geld verdient man in erster Linie damit, dass man Handelsgüter an den Märkten von Benares und Kalkutta abliefert. Der Wert jedes Gutes wird über die Position der jeweiligen Marker auf der Markttafel bestimmt. Diese kann man auch über Aktionen nach oben bewegen und erhält dafür auch noch Boni, wenn man die 2., 4., 6. und 8. Zeile erreicht. Jeder hat hier 3 Marker: einen für Benares, einen für Kalkutta und den Finanzberater. Dieser gibt vor, auf welche Zeile die anderen beiden Marker nach Rundenende „zurückgesetzt“ werden. Man sollte somit den Finanzberater nicht außer acht lassen.
Markttafel – Quelle: BGA (Copyright by Quined Games)
Markt-Marker – Quelle Spielanleitung (Copyright by Quined Games)
Vom Komplexitätsgrad würde ich Movers & Shakers auf jeden Fall unter Nippon & Co. einordnen, also im Bereich Kennerspiele. Für mich ist das Spiel auf jeden Fall ein must have und ich freue mich schon sehr auf weitere Partien. Auf BGA und, wenn Quined seinen Zeitplan einhalten kann, in 1 Jahr mit der physischen Version.
Es soll auch in den regulären Handel kommen. Dann aber mit weniger hochwertigem Material. Einen entsprechenden Vergleich findet man unter „Comparative Chart“ auf der Gamefound-Seite.
Es gibt übrigens ein sehr gutes Video von Gaming Rules, indem die Regeln erklärt werden und im Anschluß eine komplette Partie Movers & Shakers zu dritt gespielt wird: Movers & Shakers – Tutorial & Playthrough Wem das Video zu lang ist, der kann sich das Video von Jonathan von Getting Games anschauen: Movers & Shakers – Quick Play
Und die gehören allesamt zu meinen liebsten Euro Spielen. Und auch Movers & Shakers hat das Potential dazu in diese Gruppe vorzustoßen. Ich konnte es mittlerweile schon 1-mal auf der Boardgamearena spielen, wo es derzeit noch im Alpha-Status (Nur für Alpha-Tester zugängig) spielen konnte. Aber ich denke, dass es sehr bald in den Beta-Status wechselt, da es sich dort schon vollkommen problemlos spielen läßt.
Aber was machen wir nun in Movers & Shakers? Wir sind mächtigen Eisenbahnmagnate in Bengalen, im Nordosten von Indien, im späten 19. Jahrhundert und konkurrieren um die Erfüllung von Verträgen zum Transport von Gütern zwischen Benares und der Hafenstadt Kalkutta. Dabei müssen wir den Transport der Güter so effizient wie möglich organisieren und können dabei nicht nur unsere eigenen Züge sondern auch die der Mitspielenden nutzen.
Das Spiel verläuft über 2 Runden in der wie jeweils 6 Aktionskarten auf unsere Unternehmenstableau spielen und damit Aktionen wie das Beladen und Bewegen von Güterzügen, das Beeinflussen der Märkte in Benares und Kalkutta, das Aufwerten unserer Anlagemarker, das Einrichten von Agenturen oder das Verschiffen von Handelsgütern ausführen.
Siegpunkte erhalten wir hierbei durch das Erfüllen von Verträgen, den Wert unserer gesammelten Anlagen (Anleihen, Wertgegenstände, Ressourcen und Infrastruktur), Geschäfte mit regionalen Agenturen, Investitionen und unsere Gesamtleistung (Anzahl transportierter Handelsgüter).
Spannend an dem Spiel finde ich zum einen die Aktionsauswahl mit den Karten. Jeder erhält zu Spielbeginn 4 Lade- und 4 Bewegungs-Aktions-Karten. Im Spielverlauf können wir hier weitere Karten dazu bekommen. Von diesen 8 Karten können wir jede Runde 6 ausspielen. Dabei müssen wir uns immer entscheiden ob wir zusätzlich zu der/den Aktion/en der Karte noch eine Entwicklungs- oder eine Logistikaktion als Unternehmensaktion wählen, je nachdem ob wir die Karte in der oberen oder unteren Hälfte des Slots auf unserem Tableau platzieren.
Beim Laden der Güter können wir diese auch auf die Züge der Mitspielenden laden und beim Bewegen der Züger können wir auch deren Züge bewegen. Hier hat es Ähnlichkeiten zu Panamax. Beim Bewegen von Zügen kommt es auch immer wieder vor, dass wir Züge, die sich bereits auf der Streck befinden, vor uns herschieben. Hier sind also jede Menge strategische Entscheidungen zu treffen.
Was ich auch spannend finde ist das Geldmanagement in dem Spiel. Man kann nämlich maximal 9 Rupien besitzen. Kommt man auf 10 Rupien werden diese sofort in 1 Investmentmarker umgewandelt. Diese braucht man am Rundenende, um zu investieren. Auf diesem Weg erhält man am Ende schon einen sehr großen Teil seiner Siegpunkte. Allerdings kann man Investmentmarker nicht mehr zurück in Rupien tauschen. Man muss sich also genau überlegen was man im Rundenverlauf noch an Bargeld benötigt.
Investmenttafel Quelle: BGA (Copyright by Quined Games)
Geld verdient man in erster Linie damit, dass man Handelsgüter an den Märkten von Benares und Kalkutta abliefert. Der Wert jedes Gutes wird über die Position der jeweiligen Marker auf der Markttafel bestimmt. Diese kann man auch über Aktionen nach oben bewegen und erhält dafür auch noch Boni, wenn man die 2., 4., 6. und 8. Zeile erreicht. Jeder hat hier 3 Marker: einen für Benares, einen für Kalkutta und den Finanzberater. Dieser gibt vor, auf welche Zeile die anderen beiden Marker nach Rundenende „zurückgesetzt“ werden. Man sollte somit den Finanzberater nicht außer acht lassen.
Markttafel – Quelle: BGA (Copyright by Quined Games)
Markt-Marker – Quelle Spielanleitung (Copyright by Quined Games)
Vom Komplexitätsgrad würde ich Movers & Shakers auf jeden Fall unter Nippon & Co. einordnen, also im Bereich Kennerspiele. Für mich ist das Spiel auf jeden Fall ein must have und ich freue mich schon sehr auf weitere Partien. Auf BGA und, wenn Quined seinen Zeitplan einhalten kann, in 1 Jahr mit der physischen Version.
Es soll auch in den regulären Handel kommen. Dann aber mit weniger hochwertigem Material. Einen entsprechenden Vergleich findet man unter „Comparative Chart“ auf der Gamefound-Seite.
Es gibt übrigens ein sehr gutes Video von Gaming Rules, indem die Regeln erklärt werden und im Anschluß eine komplette Partie Movers & Shakers zu dritt gespielt wird: Movers & Shakers – Tutorial & Playthrough Wem das Video zu lang ist, der kann sich das Video von Jonathan von Getting Games anschauen: Movers & Shakers – Quick Play