In early 2024, Worthington Publishing announced a unique 2-pack of games on Kickstarter that were marketed as easy to play travel friendly solitaire games. And you know that I love a good solitaire wargame! And when I heard that these games were small, even portable, then I was even more interested. One of the games covered the Pacific Theater of WWII called Pacific War 1942 Solitaire and the other covers the War of 1812 called (you guessed it) War of 1812 Solitaire. These games are designed by Mike and Grant Wylie and each game has 4 pages of rules, a beautiful mounted board and double sided counters. I played both and really very much enjoyed the experience.
La Der des Ders – The War to End War from Hexasim is a 1-2 player slightly abstracted strategic level look at World War I. The game allows the players to relive the First World War at a strategic level, with each player controlling one of the 2 sides either the Entente, consisting of France, England, Russia, Serbia and other minor nations or the Central Powers including Germany, Austria-Hungary, the Ottoman Empire and a few minors. La Der des Ders can also be played solo, with a dedicated solitaire bot called “Athena” who utilizes special Cornflower Cards to make decisions about what technologies to invest in, where to undertake offensives and how to utilize limited resources and reinforcements. Each turn, players gain an amount of Resource Points dependent on what nations are in the war, which they can allocate to different areas to guide their overall strategy. Victory is achieved by launching offensives that drain the morale of enemy nations, forcing them out of the conflict through collapse.
In Action Point 1, we looked at the Game Board, discussing the Collapse Tracks, Trade Tracks, Russian Revolution Track and Naval Control Table and other various on-board tables and offensive spaces. In Action Point 2, we covered the Technology Phase and the Technology Tree and Technological Improvement Boards. In this Action Point, we will take a look at the Event Cards and how they inject the historical narrative into the gameplay and also alter the conditions of the game.
Event Cards
La Der des Ders has used the vehicle of Event Cards to inject the historical events and happenings of World War I into the game. This choice makes a lot of sense and plays into some of the game’s mechanics such as the Air Raid Technology that we discussed in the last post. At the outset of each turn, the players will be instructed to draw 3 Event Cards from the Event Deck. These are the 3 cards that will be in effect for this portion of the year as each of the years are divided into 3 separate turns representing roughly 4 months, with the exception of 1914 which represents the period of August through end of December that year. At setup, the player will divide the Event Cards by year to make 5 piles (1914, 1915, 1916, 1917 and 1918). Then they will take the 1914 Deck, shuffle it and place it on the game board, in its dedicated box. Place the other decks on the right of the game board, near their respective boxes on the Turn Track.
The 4 Event Cards for 1914.
Some of the Events are applied immediately when drawn, while others take effect later in the turn. This is all typically based upon the color of the symbols found on the cards in the bottom right hand corner and the symbol that coincides with a specific phase, such as the Resource Phase or Offensives Phase. In the picture below, you can see different examples of these cards and their color and symbols. These are Event Cards from 1914 on the left all the way through 1918. Also, some of the Events are only applicable in 1914. These Events will be marked with a blue corner. In the picture above you can see the 4 different 1914 Event Cards and their blue corners. Some Events have effects that apply until the end of the game, while others until they are cancelled. The text found on the cards is generally self-explanatory and I only found maybe 1 instance where I had to really think over what the card was trying to tell me to do. If you need additional information about the meaning of the cards and to find a bit of clarity, you can refer to the Events List in the rule book for more information.
Blue corners mean that the effect is no longer applicable after the year 1914. Red corners mean that this card can never be cancelled by using the Air Raid Technology. I found that this was the thing that I missed the most in my plays. Green corners mean this card may be cancelled with the Air Raid Technology but only under certain conditions. Most of the Event Cards do things like allow for additional Offensives that turn at no cost, add a +1 DRM to Offensive rolls, or make Offensives cause more losses (but at a cost as that Offensive will cause you to lose troops as well) and the like. They are not game breaking but do inject some very interesting bonuses into the mix that will cause you to think about your plan for the use of of your Resource Points for that turn.
One final thing that I want to point out about some of the Event Cards. Some of the Events will instruct the player to place out a marker onto the board. On the board, there are several dashed boxes with small white numbers printed in them in specific locations. These are the Event Boxes and act as a reminder of the effects of various Event Cards when they are pulled. When Event Cards happen, some will provide the players with a counter that should be placed in these boxes to remind them of the effects of the historical events. These act as an mnemonic device and are very helpful.
These include the introduction of specific characters from history, special Events that occurred that changed the course of the war or had an effect on countries and their allegiance or that simply allow one of the many minor nations on the board, such as Italy, Romania, Bulgaria and Greece, to join either the Entente or the Central Powers. Here is a list of those special Events:
• #6 – Von Lettow in Africa • #10 – The Lusitania Torpedoed • #15 – Major German Defeat (Battle of Jutland) • #16 – Wilson Intervenes! • #23 – Unrestricted Submarine Warfare • #24 – Zimmermann Telegram • #35 – Unified Command • #36 – Louis Franchet d’Espèrey • #41 – Pariser Kanonen
I mentioned the characters that are introduced by Event Cards and one of my favorite is the Von Lettow in Africa Event Card. This card refers to Paul von Lettow-Vorbeck who was a German General who commanded the Schutztruppe (colonial forces) in East Africa. Leading a small force of 3,000 Germans and 11,000 African Askari, he fought a brilliant guerrilla campaign against superior Allied forces (up to 300,000 men), never losing a battle and surrendering only after the 1918 armistice. The effects of this Event are that any Offensives by the Central Powers undertaken in Africa will not cost any Resource Points. This card will not appear until 1915 but can be a real boon to the CP player as they can continue hammering on the African Entente trying to get them to Collapse and no longer contribute their Production Value to the Entente war effort.
One of the major events that are covered by the Event Cards include the likes of the sinking of the Lusitania by the German U-Boats. On May 7, 1915, a German U-Boat torpedoed and sank the British ocean liner RMS Lusitania off the Irish coast. The ship sank in just 18–20 minutes, killing 1,198 of the 1,959 people on board, including 128 Americans. The attack spurred international outrage and shifted U.S. public opinion against Germany, contributing to the eventual American entry into the war. The effects of the is card include the placement of the Lafayette Marker above the Merchant Navy Track and indicates the number of additional Resource Points awarded to the Entente for the current turn. This support was basically from the United States of America as their citizens were killed in the tragedy and can be a very tough pill to swallow for the Central Powers as it is a death knell due to additional resources to bring more troops and focus more attention on Technology and the launching of Offensives.
The Event Cards are a key part of the game and really make it different from play to play as events might come out in a different order giving the player new opportunities to exploit or new dilemmas to plan for and deal with.
In Action Point 4, we will go through an example of an Offensive and take a closer look at the combat procedure.
I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed topic such as espionage or intelligence. And this past month, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. I have reached out to Russell and he was more than willing to provide some great insight into his design.
*Keep in mind that the design is still undergoing playtesting and development and that any details or component pictures shared in this interview may change prior to final publication as they enter the art department.
Grant: Russ welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?
Russell: Happy to be here to talk about Checkpoint Charlie! My wife and I live in a lovely town called Waukesha, just outside Milwaukee. I retired a little early from a career as a software developer and went back to the University of Wisconsin to study creative writing. That led to my main hobby, which is writing science fiction novels. On most days, I leave my house, walk to downtown Waukesha, and write at a local university library or public library or down at my favorite coffee shop. Basically, I’m livin’ the dream.
Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?
Russell: I’ve done a lot of freelance writing for tabletop RPG publishers, but what got me interested in historical game design was solitaire bots. A couple years ago, I found a bot for Command and Colors: Ancients created by Paulo Miranda, and I had a blast playing against it. I expanded it for Samurai Battles and had fun with that. I decided to create a full bot, with no decisions made by the player, for one of my favorite games, Here I Stand. It took months, but I ended up with deck-based bots for each power that had their own personality and did some basic negotiating with the players and the other bots. In my last game against them, as France, I came in fourth. After that, I made full bots for Talon and Combat Commander: Europe. The next step was to develop a solitaire game from scratch, and the idea of a game about espionage in Berlin had been bouncing around in my head for decades. What have I enjoyed most about the experience? The answer is strange, but I think I actually miss being a programmer. Game development uses those same parts of my brain. It’s very different than writing novels.
Grant: What is your upcoming game Checkpoint Charlie about?
Russell:Checkpoint Charlie is about managing British Secret Intelligence Service espionage missions in early 1960’s Berlin. You play as a case officer, a mastermind if you will, not an individual agent. It’s inspired as much by the fictional works of authors like John le Carré as it is by accounts of actual espionage operations. If you’re familiar with le Carré’s novels, you play as George Smiley, not one of his field agents.
Grant:What games have you used as inspiration for your design?
Russell: That’s a tough one. I struggled to find a game mechanic that evokes the feel I want, a lack of complete control over agents and the situation. I’ve probably been more inspired by computer games with simultaneous movement, maybe something like RimWorld, than by any particular boardgame.
Grant: What is important to model or include in a game about the British Secret Intelligence Service?
Russell: The first question is, who is the player supposed to be? I didn’t want to model the experience of an individual field agent. What fascinated me most about accounts of these missions, including faithful fictional accounts, is the way all the assets work together and adapt to a changing situation. I want the player to experience that, all within the context of secrecy, of trying to not be discovered and compromised. To fully experience that, the player has to be a case officer, a person leading and coordinating the mission. What that means, however, is that the player doesn’t have full control of every individual action taken by every agent.
Grant: What challenges did the subject cause for the design? How have you overcome them?
Russell: I’ll limit my answer to what I think were the two biggest challenges. The first was creating a game in which the player doesn’t have complete control, but still has enough agency to successfully complete a tough mission and feel like they did something amazing. We’re working on an article about this for the Inside GMT blog, but the solution mostly comes down to the card draw movement mechanic. Most of the movement and actions that take place on the map of Berlin happen based on which card the player chooses from the draw area. That one choice triggers the movement of up to five assets and KGB agents and also affects where surveillance and intel appear on the map. The second challenge was making a game about missions taking place in secret over hours or days, with fictional agents, feel at least somewhat historical. I hope we accomplished this by using actual locations on the map and including historical events to anchor the missions in this period.
Grant: What type of missions do players undertake?
Russell: I hope Checkpoint Charlie will be perceived as a “toolkit” game. For me that means there are enough components there, and enough interacting mechanics to be able to create many different missions that feel unique. Specifically, there are missions that are basically pick up and deliver with a KGB agent on your tail, missions where you set a trap for a KGB agent by planting a piece of tempting intelligence, a mission where you have to cross the Berlin Wall to deliver instructions to a dissident Russian scientist, and a mission where you have to protect a Soviet defector and get him safely to the airport with identification papers in hand. If you play Checkpoint Charlie in campaign mode, you’ll uncover evidence of a mole in your station and run another mission to get them to expose themselves. Every mission requires you to worry about the basics of moving assets around on the map, but beyond that each mission is unique. There are twelve missions included, and so far, we haven’t run out of interesting ways to combine all the elements provided in the game.
Grant: How does the game work in its cooperative mode?
Russell: When playing solitaire, the player has four cards in their hand. With two players, each player gets three cards, and with three players, only two. However, each player contributes one of their cards to a shared hand available to all players. In this way, each player always has four cards to choose from. This also helps reduce the issue of a player holding a card that’s important for the mission, but it isn’t their turn when it’s needed. The game also includes optional secure communications rules, where players cannot discuss plans or strategy or future game states except when they exhaust a meeting token to pause the game and have a discussion.
Grant: How do players work together?
Russell: The players are all working toward the same mission objectives, taking turns going through the turn sequence. They work together by having the same plan so they’re not working against each other. They work together by being smart about which cards they contribute to the shared hand. In secure communications mode, players have to save their meeting tokens for those critical moments when they’re presented with a new challenge or it’s clear that the existing plan has gone off the rails. The cards contributed to the shared hand are even more important in secure communications mode, because they can signal basic agreement on a plan without having to call a meeting.
Grant: As a solitaire game how does the bot work? What are its priorities and how does it make decisions?
Russell: The opposition basically emerges from two mechanics in the game. The first is the surveillance pawns placed in locations around the map. These appear when a surveillance card is drawn from the mission deck and they are placed based on which cards are showing in the draw area. When an asset moves into a location under surveillance and fails a save roll, they become detected, along with any items they carry. The second mechanic is the movement of KGB agents on the map. They move around based on which card the player takes from the draw area, in the same way that the player’s asset’s move. Running into a KGB agent almost guarantees an asset will be detected. In addition, when an asset or item is detected, every KGB agent gets a free move every turn and converges on that asset or item. If a detected asset or item is ever in the same location as a KGB agent at the end of a player turn, they are compromised and removed from the mission. There are some very simple priority rules governing which location KGB agents will move to if they have a choice, but otherwise the logic of how they move is the same as for the player’s own assets.
Grant: What type of experience does the game create for players?
Russell: I think the word is “constrained,” or maybe “desperate.” The game is designed to make players feel like they don’t have much control of the situation, when in fact they do have enough to successfully complete the missions. Toward the end of a mission, when the players look at the cards in their hands and the draw area and see that there is a path to victory, despite the fact that their key agent has been detected and KGB agents are closing in, I want them to breathe out and realize they haven’t truly relaxed for thirty minutes.
Grant: What decision points face players?
Russell: Good question. Players will feel, with good reason, that the most important decision they make each turn is which of the two cards they take from the draw area. That decision effects so many parts of the game, and often involves making difficult tradeoffs. But players also make many other decisions each turn. When assets and KGB agents move, they often have a choice of two destination locations, and the player can usually decide between them. The player also must decide which card to play at the start of their turn, and this can significantly impact the outcome of everything that follows. The player can spend Intel cubes to look ahead at the next card, or to improve the odds of a detection save. They decide when an asset picks up or drops an item. In a multi-player game, they choose cards to add to the shared hand and decide when it’s necessary to call a secret meeting.
Grant: What is the layout of the board?
Russell: First, I need to point out that this is all just my own prototype artwork for playtesting. The two most important areas on the board are the map of Berlin and the card draw area. The map is roughly a five by four grid of iconic locations connected by travel lines. It’s made up of sixteen locations in West Berlin and four in East Berlin, on the other side of the Berlin Wall. The player’s assets will move around this map, gathering intel, interacting with items and other assets to complete the mission, and hopefully avoiding detection. The KGB agents also move around this map and are the players’ primary adversaries. Below the map is the card draw area, a row of five face-up cards representing locations, items or assets. Above each card location is a spot for a chit representing one of the moving tokens on the map – the assets and KGB agents. The draw area is the core mechanic of the game, determining where assets and KGB agents move, where surveillance and intel cubes are placed, and even where some historical events take place. In addition to these two areas, the board also contains locations for intel collected by either side, as well as unused surveillance pawns available to the KGB.
Grant: Why was a point to point layout of locations your choice for the board?
Russell: Checkpoint Charlie evolved from a smaller card game in which the player built up the map of Berlin by placing cards in a grid, so I think that led to a point to point map. It’s also important for the paths between locations to be immediately clear and easy to process for the players, since they’re often calculating which is the shortest path between two locations. Perhaps the main reason we’ve stuck with this layout, instead of say, going to an actual map of the city divided into regions, is that it allows us to highlight iconic locations Instead of entire neighborhoods. Assets move from Checkpoint Bravo to the Berlin Hilton, or from Café Adler to the Tiergarten. It allowed us to give the whole game a more narrative feel.
Grant: What is the purpose of the draw area at the bottom of the board?
Russell: The basic mechanic is that players can only draw one of the two cards on the ends of this row of five cards, and then all the other cards shift before refilling the empty position. No card stays in the same location from turn to turn. This is important, because these cards are used to determine where tokens move on the map. Each card location can have a chit above it corresponding to an asset or KGB agent on the map, and every turn, after the cards shift, that asset or KGB agent moves toward the location, item, or asset depicted on the card below their chit. In this example, the Dentist token will move to Mehringplatz, because that’s the card below her chit. Jester will move one location closer to Checkpoint Charlie, and Svetlova, the KGB agent, will move one location closer to the 1958 Rambler item currently at RAF Gatow. In addition to their role in moving tokens on the map, each card also has an effect printed on the bottom that applies whenever that card is showing in the draw area. As cards are drawn and new cards replace them, these effects come and go and can have significant impacts on the mission. Finally, the five cards in the draw area are also used to determine where surveillance pawns and intel cubes are placed.
Grant: How does the game use cards?
Russell: Cards are used for a few different systems in the game. When they are showing in the draw area, they determine where assets and KGB agents move, apply special effects to their depicted location, item or asset, and are used to place surveillance and intel. When a card is in a player’s hand, or in the shared hand in a cooperative game, they are only used for the played effect printed at the top of the card. There are also cards in the mission deck used to trigger historical events and the placement of surveillance pawns and intel cubes.
Grant: What types of cards are included?
Russell: The three most important types of cards, and the only cards that will ever end up in the draw area or a player’s hand, are location, item, and asset cards. The draw deck for the mission, referred to as the mission deck, contains one card for each of the twenty locations on the map, plus one card for each asset and item involved in the mission. The mission deck will also include a variable number of surveillance cards, intel cards and event cards, depending on the mission.
Grant: Can you provide us with a few examples of the cards and explain their uses?
Russell: Certainly. Let’s start with the location card for Checkpoint Bravo. On the map you’ll find the Checkpoint Bravo location at the bottom left. In reality, this was the main entry point for road traffic coming into West Berlin from West Germany, and it was actually a much busier crossing than Checkpoint Charlie. The name and the image on the card make it easy to match it to its corresponding location on the map. At the top of the card is the played effect. This is what happens when the player plays the card at the start of their turn, and it generally isn’t optional. At the bottom of the card is another printed effect. This is the active effect and applies as long as the card is showing in the draw area. The Checkpoint Bravo card is actually quite powerful. It moves a KGB Agent of the player’s choice one location closer to Checkpoint Bravo. The active effect of this card is very good, as well. As long as the card is showing in the draw area, the player may spend an intel cube to make a detected asset entering Checkpoint Bravo become undetected.
Next let’s look at the Papers card, arguably one of the most important items in the game. This card will only appear on missions that include the Papers item marker. If a detected asset has picked up this item and is carrying it, playing this card can make them undetected. For some missions, the active effect at the bottom of this card is even more important. Dotted travel lines on the map cross over the Berlin Wall and assets normally can’t traverse them, but while this card is showing in the draw area, an asset carrying this item can cross into East Berlin, or back.
Finally, let’s look at an event card. This is the Powers Abel Exchange card. It represents the 1962 CIA prisoner exchange of Soviet spy Rudolph Abel for captured U.S. U-2 aircraft pilot Francis Gary Powers at Glienicke Bridge, as depicted in the movie Bridge of Spies. When this card is drawn, it has the printed effect and then is set aside for reference. Event cards never stay in the draw area or go into a player’s hand.
Grant: What types of missions confront the players?
Russell: I’ve mentioned a few, but others include transferring intelligence documents through a dead drop to throw off enemy agents, making sure a West German Stasi agent finds evidence that the KGB has infiltrated the West German secret police, using radio receivers and any means necessary to gather intel from East Berlin, and planting a bug on the other side of the Berlin Wall.
Grant: What happens when a mission fails or succeeds?
Russell: If you’re playing a single mission, completing the objectives of the mission means you’ve won. There are no victory points, just success or failure. If you’re playing through missions as part of the campaign, then whether you win or lose a mission may determine which missions you’re assigned in the future. If you successfully deliver instructions to the dissident Russian scientist, then at some point you’ll be assigned a mission to cross into East Berlin and extract him to the West. If you failed to deliver the instructions, you’ll be assigned a different mission. Most importantly, your score in the campaign game is based on how many of your eight missions you complete successfully. Losing a mission also typically implies that one or more of your assets were compromised, which may limit their availability for future missions.
Grant: How is victory obtained in the game?
Russell: Each mission has one or more specific objectives that must be completed. As soon as those conditions are satisfied, the players immediately win. Conversely, there are one or more conditions that immediately end the mission in failure. In the campaign game, the player is rated based on how many missions they completed successfully.
Grant: What role do intel cubes play? How are they acquired and what do they offer?
Russell: Intel cubes represent intelligence available in the city that is pertinent to the mission. This could be coded signals, special documents, or known informants. Missions typically start with a couple intel cubes already on the map, and every time an intel card is drawn from the mission deck, an intel cube is placed on the location represented by the rightmost card in the draw area. Whenever one of the player’s assets moves into a location with an intel cube, the cube is collected and can be spent by any player during their turn for various benefits. For example, spending a cube allows the player to look at the next card in the mission deck. When a KGB agent enters a location with an intel cube, that cube is placed in the next box of the numbered KGB Intel track, and mission-specific events are triggered when specific numbers are filled. For instance, a mission may specify that another KGB agent is added to the map when the KGB Intel track reaches space 3.
Grant:What role does surveillance play?
Russell: Each time a surveillance card is drawn during a mission, a location in the draw area is placed under surveillance, signified by a red surveillance pawn. This means KGB surveillance resources have been allocated to that location. Some card effects remove surveillance pawns, while others place locations under surveillance. Each mission has a limited number of surveillance pawns, so when surveillance is added in one location, it may be removed from somewhere else. When an asset moves into a location under surveillance, they must roll a 10-sided die and pass a save or become detected. Some locations improve this roll, as do some items, and some assets are just better at avoiding detection. Some event markers, like demonstrations, also affect this save. As I mentioned earlier, once an asset is detected, KGB agents will move toward them and they will soon find themselves compromised and removed from the mission.
Grant:How does the campaign system work?
Russell: Players undertake eight of the twelve missions and are rated based on how many are successful. The set of missions assigned depends on success or failure of some of the earlier missions. Some of the intel cubes gathered during one mission may carry over to the next, and compromised assets may have to sit out a mission or two. Any historical events that occur are also removed from the campaign so they’re not repeated in later missions.
Grant: What do you feel the game models well?
Russell: I think Checkpoint Charlie shows that the mission is going to move forward one way or another. You have to guide it and use what resources you have to nudge it back on track when it strays. You can try to force it by drawing cards that always move your favorite asset to their best location, but that probably means your other assets are going to stumble into a KGB agent, or the KGB agents are going to gather too much intel and trigger some unwanted event. This is a game about making intelligent tradeoffs and using what control you do have to mitigate the bad effects when there aren’t any good choices.
Grant: What has been the experience of your playtesters?
Russell: The pleasant surprise for me has been how quickly they adapt to the way their assets and the KGB agents move. Compared to other games with movement points or action points or an activation system, Checkpoint Charlie is very different. They’ve figured out the whole draw, shift, move process within a couple turns. It is different, but it’s actually fairly simple. It has also been fun to see them view the components of the game, and particular card events, as part of a narrative. The game is telling a story.
Grant: What are you most pleased about with the design?
Russell: I’ve played this game a lot, in all of its iterations. I’ve been through all of the missions many times, and then played through them all again to make sure we didn’t break them after we adjusted some rule or changed the effects on a couple cards. What pleases me most is that when I play this game, even after playing it all those times, I still really enjoy it.
Grant: What other designs are you contemplating or already working on?
Russell: I’m working on solitaire bots for Virgin Queen and for Combat Commander: Pacific. I have three board game designs in various stages. The first and farthest along is Allied Advance, a small, one-hour solitaire game where the player commands allied forces in Europe from the capture of Monte Cassino to the fall of Berlin. The second is Gilgamesh, a three-player game of Mesopotamia’s Early Dynastic Period, where the winner is the ruler whose reign inspires the most memorable epic. The third is Bletchley Park, a two-player game that spans all of World War II in Europe, with one player as the axis commanders encoding the details of large military operations, and the other as allied observers and codebreakers trying to undermine those operations without revealing which codes they’ve broken. It’s going to be a lot of fun figuring out the bot for that one.
Thank you. I’m grateful that I had this chance to answer your questions.
In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am so glad that this topic is being covered here and look forward to playing this one day soon.
La Der des Ders – The War to End War from Hexasim is a 1-2 player slightly abstracted strategic level look at World War I. The game allows the players to relive the First World War at a strategic level, with each player controlling one of the 2 sides either the Entente, consisting of France, England, Russia, Serbia and other minor nations or the Central Powers including Germany, Austria-Hungary, the Ottoman Empire and a few minors. La Der des Ders can also be played solo, with a dedicated solitaire bot called “Athena” who utilizes special Cornflower Cards to make decisions about what technologies to invest in, where to undertake offensives and how to utilize limited resources and reinforcements. Each turn, players gain an amount of Resource Points dependent on what nations are in the war, which they can allocate to different areas to guide their overall strategy. Victory is achieved by launching offensives that drain the morale of enemy nations, forcing them out of the conflict through collapse.
In Action Point 1, we looked at the Game Board, discussing the Collapse Tracks, Trade Tracks, Russian Revolution Track and Naval Control Table and other various on-board tables and offensive spaces. In this Action Point, we will cover the Technology Phase and the Technology Tree and Technological Improvement Boards.
Technology Phase
One of the best parts of La Der de Ders, and typically the best part of any strategic level wargame, is the Technology Phase and the player’s ability to spend their limited resources on various types of technologies to improve their performance on the battlefield and in the economic war. But, keep in mind that there is a risk here as resources are limited and you have to pay to develop these technologies and there is no guarantee of success as it is up to dice roll, albeit a modified one at that. Each of the players has their own Technology Tree board that is used to track their technological progress over the course of the game. There are a total of 6 different Technologies that can be researched including Attack, Defence, Artillery, Aviation, Naval, and Air Raid.
The Entente Technology Tree.
Each of the different technologies are important and the failure to develop them can lead to a quick and ignominious defeat. I also really like the concept of keeping up with your enemy as sometimes you are simply investing not to gain ground but just not to lose it! This is particularly the case with the Attack and Defence Technologies as if one side gets too far ahead that +1 or -1 difference can make a huge impact on attacks and can lead to significant losses which creates a whole new problem and a sink for those scarce resources.
The Central Powers Technology Tree.
As you look at the Technology Trees you will see that each box on the Tree represents a level of technology. Each level contains important information about its name, the available date when the technology can be researched, the target number needed to unlock it denoted as a number with a + that means equal to or greater than the number and the bonus that is granted when it is discovered. Each time a level of technology is unlocked, the player will move their Technology marker to the box corresponding to that level. Each level of technology provides a specific bonus which only applies to sectors that have implemented that level. Implemented means having paid for the implementation as you actually pay first to discover the technology and then must spend resources to grant its ability to your different nations.
In addition to the Technology Tree Boards, each player has a board with Improvement Tracks that indicate which sectors or nations belong to their side. For each sector, the tracks correspond to Attack, Defence, Artillery, and Aviation technologies. When a level of Technology is unlocked on the Technology Tree, the relevant side can implement it in the sectors of its choice so that these sectors can benefit from the bonuses this level provides. This will require the expenditure of Resource Points and then the Technological Improvement cylinder on the Improvement Track is then moved accordingly.
Keep in mind that it is possible to attempt to unlock a level of technology only if the year shown on that technology’s row has been reached. The dates that each of the Technologies is available is shown on the outer edges of the level of Technology in large black letters. It can be overlooked from time to time so check during each of the Technology Phases to makes sure you can spend resources on the tech you desire. Also, an attempt to unlock the Technology may only be attempted if the previous level of Technology has been unlocked during a previous turn’s Technology Phase. And finally, keep in mind that for each of the various Technology types, only one level can be unlocked per turn.
Now let’s take a look at ways to improve your chances when rolling the dice to unlock the Technologies. The cost for each attempt at unlocking a Technology is 1 Resource Point. But there is a key decision point at this time as before rolling the die to unlock a level of Technology, the player may decide to spend additional Resource Points. Each additional 1 Resource Point spent provides a +1 bonus for this attempt. This can be very important during the game as it can be the difference between getting the Technology needed to push you over the top for the turn or not and this decision is very important. The more Resource Points you spend on Technology, the fewer you will have to move forward with Offensives to weaken your opponent and break them or even the less Reinforcements you will be able to afford to shore up your defenses.
Machine Guns are unlocked by the Entente in 1914 with a die roll of 4. The Machine Guns grant a -1 DRM to enemy Attack rolls.
If the attempt is failed, the player receives a Technological Research Cube which they will place in the box of the level they just tried to unlock. On future attempts this white cube will grant a +1 DRM to die roll per cube accumulated through failed rolls. Ultimately, you will unlock these Technology levels, either through blind luck, your persistence or due to the over expenditure and over commitment of Resource Points. But that is what makes this part of the game so good as it is all about choices and the management of risk along with your resources. You cannot do everything that you wish to each turn and you will have to manage these things as best as you can to taste victory.
The Technological Research Cubes grant a +1 DRM per cube to an unlock attempt. In this case, a die roll of 3 would normally fail to unlock the Heavy Artillery advancement for the Artillery Technology but the +2 DRM makes it a 5 which is a success.
In my opinion, the 3 most important Technologies are the first 3 listed on the Technology Tree being Attack, Defence and Artillery. This game is mostly about the planning and execution of Offensives to weaken and ultimately break the will of your opponent by causing their nations to reach collapse on their Collapse Track. Attack gives a positive modifier to each of the attack dice rolled. Typically a nation must roll a 4 (Germany), 5 (France, Russia, the Ottoman Empire, Middle East, Romania, Bulgaria, Africa both sides and Serbia) or a 6 (Greece) and this +1-+3 for attacks will make a huge. A lot of the times though having a good Attack modifier will be lessened our counteracted due to a good Defence value but this is where keeping up the pace with the enemy is a key decision. The Artillery dice are a special animal. For each level of the Artillery Technology, typically each nation will gain an additional Artillery Die (black) to roll along with their Attack Dice (white). These Artillery Dice are not modified by the Attack Technology but are an additional free chance to score a hit. These dice can also be rerolled through the Aviation Technology which will allow for an Artillery Die reroll per level shown on the Technology Tree.
The Naval Technology and Air Raid Technology represent these 2 important miliary advancements in the struggle for the economic aspect of the war. The Naval Technology will for the Central Powers moves the Naval Control Cube one space to the right on its track. With the exception of Level 1, each level of Technology unlocked by the Entente moves the Naval Control Cube one space to the left. As mentioned in Action Point 1, the Naval Control Table is used to represent the efforts of the German U-Boat attacks on commerce and mimic the associated receipt of foreign support by the Entente from the United States of America. At the outset of each turn, a die is rolled and the table referred to in order to determine a possible number of lost Resource Points. There are 2 rows on the table, 1 being the U-Boat for the Central Powers and the other the effects of the Blockade for the Entente.
The Table located under the Naval Control Table indicates the modifier that will be applied to the Central Powers’ Naval Control die rolls. It takes into account the Naval Technology levels of the Central Powers and that of the Entente. At the start of the game, only the Central Powers can carry out a Naval Control die roll. You may notice the small gray box with a lock linked to the Naval Control Table that indicates that the Entente cannot carry out a Naval Control die roll yet. Only once it has unlocked Naval Technology Level 1, can the Entente perform Naval Control die rolls.
And finally, the Air Raid Technology allows the Central Powers player (and them alone) to influence the course of Events, depending on the difference with the Entente’s level of Air Raid Technology. This advantage will allow the CP to cancel an event or more that is beneficial to their enemy or that will harm their efforts.
The Air Raid Technology is based on the difference between the Technology level of the CP as compared to the level of the Entente.
I feel that the inclusion of the Technology Advancement in La Der de Ders was a stroke of genius and I very much like how the designer Arnauld Della Siega made it have a Press Your Luck aspect to it. This forces some very critical decision points on the players but also keeps the game a game and gives it a really nice feel of hope.
In Action Point 3, we will take a look at the Event Cards and how they inject the historical narrative into the gameplay and also alter the conditions of the game.
Anticipation! Something that we feel for things that we are interested in, whether it be family trips, sporting events, time off, holidays or hobbies. Anticipation keeps our minds focused on something that we feel and hope will be a good thing that brings us great joy. I feel anticipation each year for the new wargames that we are going to get to play many of which we will have been waiting upon….sometimes for years. Each year since year 3 of the blog (having been started in 2016), I have posted this list highlighting my most anticipated wargames for the upcoming year. The list has grown each year with the first entry consisting of 11 games in 2018, then growing to 12 games in 2019 and 2020, ballooning to 18 games in 2021 and then settling on just 10 games in 2022, 2023 and 2024 and then 11 games in 2025. This year, I will focus on 15 games because I cannot help myself! In case you missed my post from last year, you can read that here: Most Anticipated Wargames of 2025!
Once again the same as I did last year, I wanted to put this caveat out there. The games chosen for this list might not fit your definition of a wargame. I feel that historical and wargames are somewhat interchangeable terms because of the quote from Clausewitz “war is a mere continuation of politics by other means”. Wargames to me are a broad category not simply relegated to hexes, counters and a CRT. Don’t get me wrong. I really like hexes, counters and a CRT. But wargames can include none of these three things and be considered wargames to me. But that is probably a debate for another time. Once this post is shared, I expect many comments and questioning statements from you our audience and I have come to actually “anticipate” reading these. So sit back, relax and get ready to have your paradigm about what a wargame is shifted!
Battle Commander: Volume I – Napoleon’s Italian Campaigns from Sound of Drums
I have been following this project for the past couple of years after it had a very successful Gamefound campaign in November 2024. I just really like the way the game looks to be laid out and executed and frankly anything designed by Carl Paradis has been good such as the No Retreat Series. Another tactical Napoleonics game sounds like something that I am very much in need of and am hotly anticipating this title. Battle Commander: Napoleon’s Italian Campaigns is at the Brigade/Division scale, is supposedly very playable, with no downtime or complex computations or mechanics. Because it is being published by Sound of Drums, the package will be super-deluxe, using a very large box, allowing the 2-sided mounted maps to be folded only once, game pieces will be painted-on wood blocks of different shapes, so no annoying stickers to apply, you’ll have a couple dozen blocks per side in a game, often less. Also, no dice, almost no markers, and the emphasis is on the gameplay!
The crux of the game engine will be the deck of event cards, that will also take care of all the combat results and other dice functions and the cube-pull mechanism, that will manage player unit activations, but also turn end, when combat and rally happens, and other similar game happenstances. It’s all a very granular affair. The whole package has a definite “Kriegspiel” look, with all the graphics done in a contemporary Napoleonic style, with a very different way of maneuvering units on the field of battle compared to other Napoleonic games.
From the game page, we read the following:
Battle Commander intends to recreate historical 18th-19th century battles. It features a fresh framework focused on providing two key aspects: command decision and maximum playability.
In Volume I, you act as Army Commander in a series of six dramatic Battles fought during Napoleon’s two Italian campaigns. Volume II will cover engagements of the Second and Third Coalitions, including Austerlitz and the Battle of the Pyramids.
In Battle Commander, you struggle against the chaos of battle, making meaningful high-level decisions, not micro-managing your troops: that’s your colonels’ job! Good card play is paramount for Battle success, but make no mistake: this is not a card-driven, but a card enhanced game.
Cube-pull activation is used to manage game phases (movement, combat, rally, card draws etc.), and cards for the interactive combat system and events, allowing for a myriad of possibilities and solitaire-friendly gaming. No dice, no complex odds counting, no markers, no play downtimes, no sure thing!
A persona card represents each Commander, his specific abilities and your Army’s resources; the all-important Subordinate Leaders are integrated in an innovative multi-role card system.
Morale and troop skill are a core mechanic: demoralizing the enemy goes a long way towards winning the fight, with Armies slowly degrading in performance, until the breaking point! Casualties are managed effortlessly, and a correct “Battlefield Look” maintained at all times. With a game piece count similar to Chess, you’ll be able to assess your going in one quick “coup d’oeuil”.
This one looks to be interesting! And Carl Paradis is a very good designer as we have played lots of his No Retreat! Series games and enjoyed them.
I am 100% confident that Battle Commander Volume I: Napoleon’s Italian Campaigns will be out this year and I am very much looking forward to playing it.
Valiant Defense Series Volume V: Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 from Dan Verssen Games
The Valiant Defense Series originally designed by David Thompson has been one of my favorite solitaire wargame series of the past 8 years. Each of the volumes in the game addresses very specific situations and always have a very interesting take with fun mechanics, great art and fantastic production. The torch for the series though appears to be passing to a new designer in Vincent Cooper. He has been working on Guadalcanal: The Battle for Henderson Field, Oct 23-26 1942 for the past few years and it had a successful Kickstarter campaign in July 2024.
From the game page, we read the following:
Valiant Defense Series Volume V: Guadalcanal: The Battle for Henderson Field (Oct 23-26, 1942) from Dan Verssen Games is a solitaire wargame where players command US forces defending a fixed perimeter against waves of Imperial Japanese Army troops. It focuses on the pivotal four-day battle, utilizing card-driven AI to simulate intense, often nocturnal, combat, similar to Pavlov’s House.
Players will command the 1st Marine Division and the 164th Infantry Regiment, defending the Lunga perimeter against the Japanese 17th Army’s major October offensive. Similar to Pavlov’s House, you manage multiple layers of defense, including the Cactus Air Force (Wildcats and SBD’s), supply lines from Task Force 62, and the 11th Marine Artillery Regiment. The game emphasizes the “Night” setting of Guadalcanal’s jungle warfare, utilizing unique card illustrations to show Japanese columns advancing through the dense foliage toward your perimeter.
This all started about 3 1/2 years ago when I first played Pavlov’s House. I say played. I ‘played’ the game for about 10 minutes…and then I sat there in stunned disbelief at how a game could be sooooo good!!!! By the time I finished there were two very clear ideas for games fully formed. I contacted DVG to see if there was any interest and they put me in touch with David Thompson. I didn’t hold much hope. There was no reason for him to trust his IP to me, a person he didn’t know.
But I gave it a try and David, it turns out, is one of the nicest people you can ever come into contact with. After some back and forth, the idea for Guadalcanal – The Battle for Henderson Field was born (not, in fact, one of the original ideas, but we’ll see what the future holds for them…).
Art by the supremely talented Nils Johansson
Thank you to all the play testers, and in particular Glenn Saunders, Shane Freshwater and Martin Fenwick Charlesworth Much more to come from out design team in the near future!!!
The most recent update on this one’s progress says that the game was sent to the printer in December 2025 and that this process could take “months”. With that being said, my guess is that this will shipping in the spring, probably around April.
Volume II Civil War Heritage Series – Army of the Potomac: Campaigns of 1862 & 1864 from GMT Games
Several years ago, Mark Herman designed a very unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has been working on the follow-up to that game and we finally will get it with Army of the Potomac.
From the game page, we read the following:
Army of the Potomac: Campaigns of 1862 & 1864 is the second volume in the Civil War HeritageSeries and the follow-up game to the innovative and acclaimed Rebel Fury. Army of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.
Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs. Lee), including the prelude Seven Pines (McClellan vs. Johnson) when Johnson’s wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnson). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.
I think that one of the most interesting parts is that this new game can be played with Rebel Fury as also included are two bonus scenarios to allow owners of Rebel Fury to fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map.
While attending the WBC last summer, me sat down with Mark Herman and he gave us an overview and insight into the game and its focus. You can watch that interview at the following link:
If you are interested in Volume II Civil War Heritage Series Army of the Potomac: Campaigns of 1862 & 1864, you can pre-order a copy for $49.00 from the following link: https://www.gmtgames.com/p-1108-army-of-the-potomac.aspx
The most recent update from GMT Games from late January was that Army of the Potomac is currently at the printer but doesn’t have an expected shipping date as of yet. My guess is this one will be on our tables sometime in early summer.
First Man in Rome – Strategikon Book II: The Civil War and the Fall of the Republic from Thin Red Line Games
If you are a monster wargame fan then you are probably familiar with Thin Red Line Games and the genius behind the madness Fabrizio Vianello. They are a small but passionate publisher and my favorite thing about them is that Fabrizio speaks in his military jargon so fluently that it is such a thematic boost to the games they produce. Over the past couple of years, we have posted interviews with Fabrizio covering their Cold War Gone Hot games called Die Festung Hamburg and In a Dark Wood as well as the first game in a new Ancients series called The Fate of All: Alexander’s Campaign Against the Persian Empire. Following along in that Strategikon Series is the new volume called First Man in Rome that was announced during the fall of last year.
From the game page, we read the following:
Citizens, the creation of the great mosaic depicting the beleagured civil war between Caius Iulius Caesar and Cneo Pompeius Magnus continues!
As already discussed in the Senate, we intend to represent the entire civil war, from the crossing of the Rubicon in 49BC to the defeat of the last Pompeian forces in Spain in 45BC. So it’s not just a glimpse of this epic confrontation, but the whole struggle for the greater good of the Res Publica.
I can now share some details on the map, almost at its conclusion. The map will be probably divided in six parts, each one with the size of a “standard” map. Due to the enormous extension of the conflict, the scale has been increased from 30km to 60km per hex, and the rules will be adjusted accordingly.
If you are interested in First Man in Rome– Strategikon Book II: The Civil War and the Fall of the Republic, you are encouraged by the designer to reserve a copy immediately by writing a votive tablet (email) to info@TRLGames.com! Don’t miss your chance to join the Legions and defend the Res Publica!
Rising Dragon: Platoon Level Combat in 2034 from Flying Pig Games
Several years ago, we played a very fresh and innovative wargame called Armageddon War, which is a platoon level scenario based game set in the near future. The game focuses on the Mid-East, pitting Israelis, Russians, and Americans against age-old adversaries. The game felt very fresh and new as it adds a few new tricks to a tried and true hex and counter tactical wargame system. And Flying Pig Games pulled out all of the stops on production with huge hexes, beautifully large counters and custom dice. Now, finally, Flying Pig Games and Greg Porter are unveiling the next volume in this series called Rising Dragon: Platoon Level Combat in 2034 and it looks awesome!
From the game page, we read the following:
October 1, 2034 marks the beginning of the conflict that unfolds in Rising Dragon, a standalone game and campaign setting for the Armageddon WarSystem. With the United States turning inward in the wake of the catastrophic ‘Armageddon War’, China seizes the moment to assert its territorial claims, letting the world know that it is now the unchallenged power in the region. This sets the stage for a military showdown that spans East Asia, with Taiwan at the epicenter.
Platoon Level
Scale of 150 meters per hex
15 minutes per turn
Continuous Chit-pull Activation
18 stamped dice for combat resolution
Naval, amphibious, and urban conflicts
Age: 14+
Players: 2
Playing Time: 1-3 Hours
Scenario based
The game introduces cutting-edge technologies, including hypersonic missiles, advanced amphibious operations, and features detailed maps that bring the battlegrounds of Taiwan and the wider region to life. Scenarios include the Chinese invasion of Taiwan, where hypersonic missile systems like the PRC Heaven Sword devastate Taiwanese defenses.
OPLAN 5027 Supplement
OPLAN 5027 expands the conflict further, introducing North and South Korean hostilities, where players can engage in both the defense and offense of Korea’s border zones. With Rising Dragon, players can immerse themselves in a fast-paced, near-future conflict, where technological advancements and strategic decision-making determine the fate of East Asia.
Gameplay is continuous and fluid. There are no turns, just continuous activations. The intensity of a unit’s close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover or returning fire. The number of dice and the color of dice rolled, determine the number of hits.
Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When only one chit remains in the cup, the two leftmost chits are returned to the draw cup. Simple, continuous.
I am unsure if this title will be ready this year but am hoping that it it. The Kickstarter campaign was funded in November and I see no reason why this cannot be fulfilled by the end of the year.
Rebel Tide: The American Civil War, 1861-1865 from Compass Games
There is no secrete that we really enjoy Gregory M. Smith designs and we also count him as a close friend so take that for what it is worth. He is a great designer and has put together some of our favorite narrative-driven solitaire wargames, such as Silent Victory, The Hunters and The Hunted, but also has done some great 2-player strategic level games on various historical periods including Imperial Tide, covering WWI, and Pacific Tide, taking on the Pacific Theater of WWII. His new game in the system deals with the American Civil War and is called Rebel Tide.
From the game page, we read the following:
Rebel Tide: The U.S. Civil War, 1861-1865 is a two-player strategic level game that places you in command of either the USA (Union) or CSA (Confederacy) during the Civil War. Each turn consists of a year, during which multiple card plays occur. These give the players movement, combats, entrenchments, and other actions. At the end of each year, players must make critical decisions on which cards to re-buy in an attempt to win the war outright or to win by placing the other side in a disadvantageous position by 1865. Rebel Tide is based on the popular, action-packed Imperial Tide/Pacific Tidegame system by Gregory M. Smith, with many combat and strategic decisions to challenge players in just a single evening’s game.
The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for blockades and blockade runners) and decide which cards they need for the upcoming year. Cards not only provide for reinforcements, but allow for movement, combat, and entrenchment. Which cards to rebuy is without question one of the key decisions the player must make to prepare for next year’s operations.
The game has infantry units for all of the major participants, cavalry, and artillery units. Naval operations are mainly abstracted, although the Confederate player must worry about Farragut invading a port from the sea. Besides the focus on card play, the game features a small footprint (one standard map) and also is designed to be played in just a single evening – estimated at 3 hours for experienced players to fight the entire war.
But don’t worry because the game is not just a reskin of the same system used in those other two games, although the system is really interesting, but instead attempts to create new mechanics and elements to tell the proper story of the struggle for the soul of the country in the 1860’s.
One new mechanic in Rebel Tide is the Political Track, which is an abstract measure of the support of England and/or France to the Confederacy. If this track reaches the maximum early in the war, it can trigger an early CSA victory.
Another new key mechanic in the game system is the addition of historical Leaders, who range in ability from excellent (5) to poor (2). Bad leaders may be “sacked” and removed from the game and randomly replaced by the expenditure of a movement action. Leaders are vital in advancing after combat and also can add strength to an attack’s total combat power.
While attending WBC a few summers ago, we had a chance to sit down with Gregory M. Smith to cover a few of his upcoming designs and Rebel Tide was included in that discussion. Here is a look at our video interview with Greg:
As of February, Rebel Tide was the 4th next game to be published according to Compass Games website so I would think that this will be in our hands early summer.
Brandywine 1777 – A Time for Heroes from Les 3 Zouaves
As you know, I love a good game about the American Revolution and last fall (September) month I noticed a new game going to Gamefound on the Battle of Brandywine Creek on September 11, 1777. The game is from a new company that I don’t know much about called Les 3 Zouaves but looks really great.
From the game page, we read the following:
The smoke of musket fire hangs in the air. The Brandywine River glistens behind your lines. Across the field, redcoats are on the move — and one bold decision could tip the balance of the entire Revolution.
You hold command.
Will you outwit your enemy? Will you strike with daring precision, or hold the line against impossible odds?
Play as General Howe or General Washington in a tense, card-driven clash of minds.
Every decision matters. Every move could rewrite history.
And only one can emerge victorious.
Brandywine 1777 is more than a battle: It’s your chance to prove you are a true tactician… a hero of the Revolutionary Wars.
In Brandywine 1777, you assume the role of George Washington, facing a bold and elusive enemy. Activation Cards are your principal tool —used to commit your forces at just the right moment… if you can anticipate the British plan.
But it’s never that simple. Each card lists several potential formations—some real, some misleading—and you’ll never have enough activations to do everything you need to do. Choose wisely, bluff cleverly, and stay one step ahead.
You’ll be balancing:
Major activations – few in number, but vital,
Minor activations – flexible but limited,
And Bonus activations, which cost precious cohesion but can turn the tide when used effectively.
This one is a stretch to add to this post but once again I am being optimistic.
Limits of Glory Campaign V: Donning the Sacred Heart from Form Square Games
A few years ago, we became acquainted with Andrew Rourke through his Coalitions design from PHALANX that went on to a successful crowdfunding campaign and is a game that I am very much looking forward to and have been since that time. He has since been a busy guy with starting his own publishing company called Form Square Games and also publishing the first 3 designs in a new series called Limits of Glory that will take a look at the campaigns of Napoleon and other contemporary conflicts. In Campaign I, which is called Bonaparte’s Eastern Empire, the game is focused on the campaign of the French in Egypt between 1798 and 1801. Campaigns II, III and IV are Maida 1806 and Santa Maura & Capri. Last year, they ran a successful crowdfunding campaign for the fifth campaign and volume in the Limits of Glory Series and it is set during the French Revolution and the Civil War in the Vendée in 1793 and is called Donning the Sacred Heart. I very much have enjoyed our plays of this series with its use of Glory and chance in managing your leaders and their inherent elan and leadership.
From the game page, we read the following:
The French Revolution was not welcomed by all in France. The staunchly Catholic and Royalist leaning Vendée Militaire was a region unwilling to sacrifice its youth to the voracious appetite of the Republic’s military conscription machine, and the people of the Vendée were prepared to fight to defend their beliefs. Donning the Sacred Heart covers the vicious Civil War in the Vendée from March until December, 1793. All combatants and significant commanders are included and the game causes Multiple strategic decisions every turn. Your decisions will decide victory or defeat, the easy to play mechanics produce a subtle game with full player agency. Complete player engagement throughout.
Tension builds as the Event Clock drives the game, neither player being able to depend on events going their way, or knowing when the game will end.
I would expect this one to be fulfilled in late summer as the most recent update in late January was that the games would be shipping soon.
An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica 3rd Generation
A few years ago, we did an interview with David Gómez Relloso covering his well thought of Crusade and Revolution: The Spanish Civil War, 1936-1939 from Compass Games that was getting a deluxe edition and on Kickstarter at the time. Since that time, we have played the game and really enjoyed it. Recently, I spoke with Francisco Ronco and he informed me that his company Bellica 3rd Generation was doing a new game by David called An Impossible War. That game covers The First Carlist War in the North of Spain and is currently in the process of being fulfilled so it won’t be long now.
From the game page, we read the following:
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.
If you are interested in An Impossible War: The First Carlist War in the North, 1834-1838, you can order a copy for 120,00 € from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/una-guerra-imposible/
This game just recently became available and I actually own a copy and am in the process of doing an unboxing video0 and learning the rules to play it with Francisco Ronco (owner of Bellica 3 G) at the end of the month.
Song for War: Mediterranean Theater from Invicta Rex Games
While attending Buckeye Game Fest in the spring of 2022, we met two new designers who had a very cool looking prototype copy of their new game setup in the War Room called Song for War: Mediterranean Theater. Chris Helm and Seth Stigliano were really nice guys who obviously had put a ton of time into their game and it was immediately evident that this was going to be a different experience. Unfortunately, because of our crazy schedule of events and already committed to games at the convention, we were unable to sit down and play the game but did get a quick overview and crash course into the design as well as a good look at the awesome components.
The game was funded on Kickstarter in 2025 and we have been told that the game will be available by the end of 2026.
From the game page, we read the following:
Song for War is a tabletop strategy game based in the contested regions of southern Europe, north Africa, and the Mediterranean Sea during World War II. Representing one of four nations, players must work together as the Allies (US or Great Britain) or Axis (Germany or Italy). Players have the option to set strategy, move units, attack and defend as individual nations or simultaneously as the Allied or Axis team. Innovative mechanics allow players to deploy their land, sea, and air units strategically as combined forces, with faster units moving first and more often, followed by heavy units with stronger firepower. Take strategic objectives, control shipping lanes and resupply, deploy new technologies and units, and recreate historical events to defeat the enemy and win the day.
One of the best parts is the asymmetry built into the design for each of the nations. This gives the game some feeling of reality versus everyone just having the exact same units with the exact same abilities. I also am really interested in each nations’ special units and want to see how these things work and feel as the game is played.
Fellow content creator Zilla Blitz did a preview for the game in 2023 and you can check that out at the following link:
If you are interested in Song for War: Mediterranean Theater, you can pre-order the game at the Invicta Rex Games website at the following link: https://www.invictarex.com/songforwar
The Lions of El Alamein from VentoNuovo Games
Last year, while perusing the internet, I found mention of an upcoming block wargame on the battles in and around El Alamein in World War II from VentoNuovo Games. The game covers the Axis and Commonwealth Forces clash in the North African Theater in Egypt during 1942 and really looks to be pretty interesting. The game is called The Lions of El Alamein and was successfully funded on Kickstarter.
From the game page, we read the following:
What is The Lions of El Alamein? North Africa, 1942.The Battles of El Alamein were a series of battles fought in Egypt between Axis and Commonwealth forces between July and November 1942.
The terrain of El Alamein, close to the Qattara Depression, was chosen by the British after the Tobruk rout because it was the only geographical segment that could offer a defense in depth capable of protecting the Nile Delta and the Suez Canal. The game offers five scenarios to play all the battles fought at El Alamein from July to November 1942.
A turn is made of Impulses and each turn represents a month of real time. Each hex represents a distance of about six kilometers from side to side. Units vary from brigades to battalions, most of them HQ’s, armored, artillery, motorized, or infantry. The game employs the newly developed SLIT engine.
Complexity depends on the scenario played and the optional modules applied, thus varying from 2 to 4 out out of 5. Average game duration is less than a hour for the short battles, and about 1-4 hours for the three major battles.
There was supposed to be a series of these small interviews in a run up to the Kickstarter but there was a language misunderstanding (that I still cannot figure out) and I believe that I offended the parties involved and the series was cut short after just one entry. Shame really as I was liking what I was seeing and hoping to bring more of it to you!
I recently received a shipping notice on that one and would expect it to arrive by the end of February.
Model’s Counterattack: The Battle of Radzymin and Bagration’s End from Dissimula Edizioni
A few years ago, Sergio Schiavi broke onto the scene with his new company called Dissimula Edizioni with their first Kickstarter called Radetsky’s March: The Hundred Hours Campaign and that game was then followed a few years later by From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 and then their third game called Give Us Victories: The Chancellorsville Campaign. Now, they have launched a very interesting looking East Front wargame during the summer of 1944, after Soviet forces launched a series of offensives that annihilated much of the German army but Field Marshal Model rallied some intact forces and counterattacked managing to halt temporarily the Soviet forces. This game is called Model’s Counterattack: The Battle of Radzymin and Bagration’s End and is currently available.
From the game page, we read the following:
In the summer of 1944, Soviet forces launched a series of offensives that annihilated much of the German army. During their advance they went as far as the Vistula, arriving near Warsaw. Field Marshal Model, by rallying some relatively intact forces and counterattacking, managed to halt, at least temporarily, the Soviet forces. While all this was happening east of the Vistula, the city of Warsaw rose up behind it…
The game lasts a total of ten turns; during each turn both players, altering each other, move and fight with their forces on the map, trying to conquer or defend key positions. During the course of the game some particular historical events may occur such as the arrival of reinforcements or the Warsaw uprising. At the end of the game, the victory conditions are checked and victory is awarded to the player who scores the most points.
Each hex on the map represents a distance of approximately two kilometers, side to side. Each turn represents one day of real time; units vary from brigades to battalions. The map represents the area where the main bales took place, east of Warsaw. Above it is printed a hexagonal grid which serves to regulate some aspects of the game. Warsaw is considered as a single area, an area where only German forces can transit or mass. Tables and tracks are printed on the map and are used to record and regulate some game functions:
Game Turn Track
Track for the Warsaw Uprising
Track for the allocation of German forces in Magnuszew
If you are interested in Model’s Counterattack: The Battle of Radzymin and Bagration’s End, you can purchase a copy for 59 € on the Dissimula Edizioni website at the following link: https://www.dsimula.com/model
COIN Series Multi-Pack IIThe Guerrilla 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, he is working 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.
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.
In the most recent GMT Games update from January, the game was listed as being at sea, meaning that it has been printed and is in transit to the warehouse. Hoping that this one sees our table in April/May.
Small Battles of the American Revolution, Volume I: The Battle of Cowpens
While attending the World Boardgaming Championships in July 2024, I was able to meet up with Dave Stiffler (acting as Developer on the project) and Bruno Sinigaglio who is the designer to get an early look at the upcoming debut release in the Small BoAR Series called The Battle of Cowpens.
I didn’t get any pictures because they didn’t have the components along to show but learned a lot about the design and how it changes the Battles of the American Revolution Series from GMT Games. First off, the scale is the major difference as it is 1/8th of the scale used in the normal series. This means 25 yard hexes and 2-3 men per counter. They also have included both rifle fire and musket fire which is a change as musket fire is simply an abstracted part of the close combat mechanic in BoAR. They also have added some new mechanics to account better for things like morale and being shaken or even shattered.
I have known about this game for a while now, actually nearly a few years or so, but am very excited to see this one see the light of day and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.
From the game page, we read the following:
Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.
The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.
Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.
I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.
Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:
The ability to designate cavalry units in reserve
Artillery Fire conducted both offensively and defensively
Simultaneous ranged musket Fire as a complement to ranged rifle fire
A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
And Opportunity Card Management
As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:
If you are interested in Small Battles of the American Revolution, Volume I: The Battle of Cowpens, you can pre-order a copy for $48.00 from the P500 game page at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx
In the most recent GMT Games update from January, the game was listed as going through final art and proofreading so production should be in the next few months and possibly this one will be ready in the fall.
Imperial Borders – The Congress of Vienna from Nightingale Games
Put this game in the expensive, overproduced, huge, Ameritrashy wargame section if you are looking for a categorization of what it is but Imperials Borders: The Congress of Vienna from Nightingale Games is designed by Larry Harris (he of Axis & Allies fame) and is somewhat of an alternative history game that includes a system of written orders that is really very cool as we played this system with War Room a few years ago. The game is nearing finalization and shipping after successful Kickstarter campaign last year.
From the game page, we read the following:
Imperial Borders – The Congress of Vienna is an alternative historical board game designed by Larry Harris (designer of Axis & Allies) that lasts about 4 to 6 hours.
PREMISE – What if the Congress of Vienna failed to establish peace? 2 to 6 players control the major nations of Europe during the aftermath of war with Napoleon. Establish a dominating presence of power and wealth through clever diplomacy and strategic warfare…
THE HEART OF THE GAME – Establish a dominating presence of power and wealth through clever diplomacy and strategic warfare…Plotting, scheming, deal-making, and backstabbing are fundamental to winning the game. The timing of exactly when to make your play for domination of Europe is a most challenging dilemma.
HOW TO WIN – Each Nation’s final score is their sum of Prestige points gained gradually over the entire game and the value of all their controlled Territories and Elite Forces in the last Game Round. The highest total score wins the game.
END GAME – Starting in the 5th Game Round, the Congress of Vienna convenes. A blind vote is held as to whether to settle for peace or to continue the conflict. Each subsequent Game Round the results are weighted more heavily towards peace.
This game is very highly produced, with hundreds of plastic miniature units (including infantry, cavalry, artillery and ships of the line) and an absolutely huge and stunning looking board. This one is for sure going to become a game we play at conventions and with large groups of friends. We backed the game and are very much looking forward to playing it!
If you are interested in Imperial Borders: The Congress of Vienna, you can pre-order the game from the Nightingale Games website at the following link: https://www.nightingale-games.com/imperial-borders
With a quick look at their website, it appears that they are readying the game for delivery and then retail sale this summer. You will want to keep your eye out on that page to get information and learn more about the game.
Whew! I am wiped out now. I hope that you have enjoyed reading this list (I know I had a good time writing it!) and I hope that you have a good financing plan to purchase all the gaming goodness coming soon. Let me know what games you are looking forward to in 2026 as I always like to hear your thoughts. With so many good games upcoming it is really hard to cover them all!
Hexasim has really been stepping up their game recently with some great looking wargames. Late last year, they announced their newest game called La Der des Ders – The War to End War, which focuses on World War I and is designed by Arnauld Della Siega. We reached out to Arnauld and he was more than willing to provide us some insight into the design.
Grant: Arnauld welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?
Arnauld: Hello, everyone. Despite my Italian-sounding name, I am French. My hobbies? Gaming, of course. Formula 1. American football and flag football – I am assistant coach for my youngest son’s team. Oh, and I play badminton. And when I had a little more time, astronomy. Add Motörhead and Lovecraft to that, and I think you’ll have a pretty good idea of who I am. My real job? I’ve been working for Hexasim for three years. I mainly handle communication and game development (clarity of the rules, layout of the rulebook, some of the graphics).
Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?
Arnauld: I think this is true of many designers, but my brain is constantly buzzing, whether I’m writing stories or inventing game systems. I wanted to create something to give shape to the ideas swirling around in my head. Then, and perhaps most importantly, to leave something behind for my descendants. Creating is more frustrating than rewarding, but seeing your game released is a bit like the birth of a child. A culmination.
Grant: What is your upcoming game La Der des Ders about?
Arnauld: La Der des Ders is the story of the First World War in its entirety, from the early stages to 11 November (and even a little beyond). It follows the timeline of the war and focuses on technological developments. La Der des Ders is a grand-strategy game in which you control sectors. You decide how to allocate your resources between recruiting new soldiers to rebuild your forces, technological research and preparing offensives. La Der des Ders is a revised and corrected version, with greatly improved artworks, ergonomics and rules, published in VaeVictis Magazine #145.
A look at the game found originally in VaeVictis Magazine #145.
Grant: What is the translation of this French phrase La Der de Ders?
Arnauld: La Der des Ders means « the last of the last ». You may translate it by « The War to End War ». I asked my testers and Boardgame Geek whether to use a French or English title. The players unanimously opted for a French one.
Grant: Why was this a subject you wanted to create a game on?
Arnauld: After creating No Man’s Land – Trench Warfare1914-1918 from Ludifolie Editions, I had acquired a good amount of knowledge about the First World War at a tactical level. I thought it would be a good idea to take a step back and look at the First World War from a different angle. That’s how La Der des Ders came about.
Grant: What are the unique features with the system used for the game?
Arnauald: It depends on what we mean by ‘unique’. Are there any truly unique games? When it was released in 2019, La Der des Ders was, to my knowledge, the only solo game covering the entire First World War. What makes it unique is its focus on technology (the game includes 41 levels of technology). It is also this abstraction, which facilitates the narrative without distorting it. This is particularly evident in the Collapse Tracks (which will be discussed later), which manage the erosion of the belligerents.
Grant: What is your design goal with the game?
Arnauld: What I look for above all else in a game is elegance. I like it when a lot of thought has gone into it, both in terms of the ergonomics and the gameplay. For La Der des Ders, I wanted to create a game that was easy to learn, designed for solo play, and with engaging mechanics. A game made to be played and able to learn more about the historical WW1.
Grant: What unique elements from WWI did you feel important to model in the game?
Arnauld: I think that sometimes a game is less about ‘what is important to model’ than ‘what the designer wants to model’. I like the ‘technical’ side of conflict. For this reason, 1914 interests me much less than 1918. I love all the technologies that abound. It was the shape of those funny steampunk-style tanks that made me love WW1 (basically, I’m more into Francis I, the Assyrians and the like).
Grant: As a Strategic Level wargame, what economic or political elements are included?
Arnauld: The entry of neutral countries into the war is managed by events. I did not want countries to be able to adopt a stance different from their historical one. That would have had too much of an impact on historicity. Neutral countries will therefore certainly enter the war in the same year as historically, but players do not really know on which turn (1 turn = 4 months).
The economy is managed by Resource Points awarded each turn. These Resource Points are the heart of the system, as they act somewhat like Action Points. Each sector contributes to the overall amount of Resource Points. The British and American navies also contribute an ever-increasing number of resources. The Naval Control Table simulates the war between merchant ships and U-boats.
Grant: How does the Collapse Track work?
Arnauld: The Collapse Track represents both a sector’s willingness to fight and its military potential. With each loss, a cube moves to the right, towards surrender. These losses also reduce the number of Attack dice a sector can roll during an offensive. Spending resources allows you to counteract this slow erosion and regain power.
Grant: What technologies can be developed?
Arnauld: There are six categories of Technology (Attack, Defense, Artillery, Air, Naval and Raid). Each category is divided into several levels, specific to each side.
Once unlocked, Technology levels grant bonuses in attack or defense, Artillery dice, rerolls, bonuses during the Naval Control Phase (which reduces the number of Resource Points available to the opponent), or the ability to cancel some events.
Grant: How does the game use cards?
Arnauld: There are two types of cards. Cornflower Cards are used to manage the solitaire bot.
The other cards are Events. Three are drawn at the beginning of each turn, and the effects are applied. Events are classified by year, and one card remains at the end of each year when the new year’s deck is brought into play. This adds variety to the game without sacrificing historical timeline.
What I am most proud of with these cards are the top banners. I made sure to copy the headlines from newspapers of the time, even going so far as to put a credible date and, above all, a number that, unless I am mistaken, should be correct. Yes, I had a lot of fun.
Grant: What different types of cards are included? Can you provide a few examples?
Arnauld: There are several types of Event Cards. Blue cards, such as the Schlieffen Plan, are only available in 1914. Red cards are Pivotal Cards that cannot be cancelled. These include cards that bring countries into the war, such as Lusitania and Zimmermann Telegram. Finally, green cards, which are the most numerous, allow players to obtain Resource Points, additional bonuses by attacking a particular country, but sometimes penalties. I looked for the most important events of the conflict, thought about their impact on the course of the war, and then translated that into game terms. A little tip: each color has a specific design, which means that color-blind players are not at a disadvantage.
Grant: How does combat work?
Arnauld: Combat is referred to as ‘offensives’. A single sector can only launch one offensive per turn, and a single sector can be attacked by multiple sectors. The player chooses the attacking sector and designates its target. They spend a number of Resource Points equal to the number of dice they wish to roll. This number cannot exceed the current Operational Value of the attacking sector (indicated by the position of the cube on the Collapse Track). To inflict a loss on the enemy, the player must obtain a certain value (often 5+). However, the dice roll is modified according to the technologies unlocked by the attacker or defender.
Artillery technology is important, as it allows black dice to be rolled that will not be modified. This highlights the power of artillery during conflict.
Grant: How are historical events handled?
Arnauld: By drawing three cards at the beginning of each turn. The cards do not go into the players’ hands. They are applied during the current turn. Some are applied immediately, others during offensives, and a few during the Resource Collection Phase. Some cards remain in play for several turns, such as Von Lettow, which allows the Germans to launch free offensives in Africa until the end of the war.
Grant: What variants are included?
Arnauld: The Fast Play variant speeds up games by bringing this version closer to the original version published in VaeVictis, removing the two new Technology categories and not charging sectors for implementing unlocked technology levels. I don’t really like it when a designer offers variants. It makes me think that they haven’t taken responsibility and are leaving it up to the player to figure it out.
You know what? I’m going to offer your fellow readers a great variant. This variant is for use in 1 vs 1 games, if you find it too difficult to win with the Entente.
Here it is:
Countries that are still neutral do not pay to implement an unlocked technology. Once the sector is at war, they must pay as normal.
You can consider this variant official. It has been tested.
Grant: How does the solitaire mode work? How are the Cornflower Cards used?
Arnauld: For each phase (Reinforcements, Technological Research, Offensives), the player draws a card and refers to what is indicated on the card.
It’s very simple to set up and effective. No need for endless dice rolls, referring to multiple tables, or having to make decisions for your opponent. Everything is indicated on the card. It’s elegant. Players seem to love this simplicity and the relevance of the decisions made by the bot.
Grant: How is victory achieved?
Arnauld: Victory can be achieved in several ways. Either by forcing France or Germany to surrender, or by earning 6 Victory points (obtained by forcing the enemy sectors to surrender), or at the end of the game (triggered when the Peace Negotiations Card is drawn) when the side with the most Prestige Points (calculated according to the position of the cubes on each of the Collapse Tracks).
Grant: What do you feel the game models well?
Arnauld: You can really feel the Entente gaining strength, with more and more resources at their disposal thanks to British and American support, and Germany’s obligation to finish the war as quickly as possible before the task becomes insurmountable.
But I also particularly like the story that the game tells, which is very close to the actual historical timeline.
Grant: What are you most pleased about with the design?
Arnauld: I like the fact that it is both simple and interesting. I like the fact that Dad can play with Junior. I like that players learn things while playing. I like the way it looks. And I like the price: we decided to make this game as affordable as possible so that more people could enjoy it. Games should not be a luxury item.
Grant: What other designs are you contemplating or already working on?
Arnauld: I have several projects in mind, mostly solo games. Some are well advanced, but I feel like I’m at a crossroads. I mean… there are too many games coming out. Designers need to learn to restrain themselves and, rather than flooding the market with games that are sometimes barely finished, take the time to polish them as much as possible and perfect the rulebook (which is often really awful). Given the price of games, I believe we should respect players and offer them flawless products. Fewer games, but higher quality. And that’s good, because that’s exactly Hexasim’s credo. If sales of La Der des Ders are fantastic, we can plan a sequel, perhaps World War II, to please as many people as possible, and/or fantasy. The ratings received on Boardgame Geek will decide.
This year has been a bit of a blur for me with work, personal commitments and family matters and I just feel like I have not been giving much attention to the blog. But, I am back now and ready to get right back to it with the next entry in our Wargame Watch feature. This month, I was able to find 18 games to highlight! Of that total, 3 games were offered on Crowdfunding.
Founded by industry veterans Ryan Heilman and Wes Crawford, Wharf Rat Games is a Baltimore-based publisher dedicated to high-quality, light-to-medium-weight games. Our mission is to deliver engaging historical, sci-fi, and fantasy themes that can be played in under 90 minutes, making them accessible to both casual and experienced players.
Featured Title:A Forlorn Hope by Hermann Luttmann
Wharf Rat Games is thrilled to announce their debut title, a revitalized vision from legendary designer Hermann Luttmann.
The History: Originally pitched over a decade ago as the mechanical precursor to the hit In Magnificent Style, this game returns to Hermann’s original vision of WWI trench warfare. Here is a link to the Rat Chat show where Hermann discusses the history of In Magnificent Style:
The Gameplay: A solo or 1–3 player cooperative experience using a tense push-your-luck mechanic. Players command a regiment charging across No Man’s Land, balancing bold advances against the threat of becoming pinned under relentless enemy fire.
The Content: Features six scenarios covering iconic battles such as The Somme, Verdun, and The Lost Battalion.
Wharf Rat Games is gearing up to launch their Backerkit campaign on February 10th. Early Bird Special: Back the game on the first day to get it for just $69, a savings of $20 off the MSRP!
You can connect with Wharf Rat Games on the following social media outlets:
1. A Forlorn Hope from Wharf Rat Games Coming to Backerkit on February 10th
Wharf Rat Games is a new publisher recently started by the dynamic duo of Ryan Heilman and Wes Crawford. I have interviewed both of these guys a few times for their own designed games and also hung out with them quite a bit at conventions including Buckeye Game Fest in April 2024 and the World Boardgaming Championships in August 2024. I am really happy for them that they have taken this plunge and created their own publishing company. I know they know games. Have been in the industry for a while now and also have great connections with many designers and would be designers and I am sure that they will bring many quality offerings to our tables over the next decade plus.
But there is more than just their introduction here as they have signed their first game and it is from a designer we all know and love – Hermann Luttmann. A Forlorn Hope places solo players or up to three cooperative players in command of a battalion charging across No Man’s Land to capture enemy trenches during World War I. Success requires careful balancing of bold advances and timely retreats to avoid casualties, maintain cohesion, and keep troops from becoming pinned under relentless enemy fire. Over a decade ago, Hermann pitched a groundbreaking design to Alan Emrich at Victory Point Games—a push-your-luck mechanic within a wargame framework, originally set in the WWI trenches. While the concept was well-received, Alan suggested a Civil War theme instead, leading to the creation of In Magnificent Style, based on Pickett’s Charge at Gettysburg. This game went on to be published by Victory Point Games and later by Worthington Publishing.
From the game page, we read the following:
A Forlorn Hope is an abstract simulation wargame of a typical trench assault, modeling those attacks that were conducted during the First World War (1914-1918). The player represents an attacking regiment of troops consisting of three battalions, with each battalion made up of two or three assault companies (depending on the number of players).
The game uses a “press-your-luck” design philosophy that will challenge you with tough decision-making and risk-taking throughout the game. The goal is for the player(s) to drive their forces across No Man’s Land in the quickest and most efficient manner possible to achieve the best level of victory.
A Forlorn Hope is designed both for solitaire and multiplayer co-operative play. Numerous scenarios are included, starting with a basic assault scenario (which is ideal for learning the intricacies of the game system), then adding multiple historically-based scenarios simulating actual battles from World War I that offer a slightly more complex and layered gaming experience. Each scenario features singular aspects of the historical battle it is simulating, and each will therefore be a unique gaming experience.
The project is set to launch on Tuesday, February 10th.
2. Napoleon at War Deluxe Edition from Decision Games
Over the past couple of years, Decision Games has been going back through their catalog and doing these Deluxe Editions of several of their games including Red Dragon Green Crescent Deluxe Edition in 2024 and Blue & Gray Deluxe Edition in 2025. They now have tabbed several more games for this game treatment and the first that I will share is Napoleon at War Deluxe Edition.
From the game page, we read the following:
Napoleon at War Deluxe Edition reprints the original SPI QuadriGame consisting of four separate battles, each among the most important of the Napoleonic Wars: Marengo, Jena-Auerstadt, Wagram, and the Battle of Nations at Leipzig. This new deluxe edition has a full-color instruction booklet, new counter and map artwork, with 9/16” counters, two back printed 22” x 25.5” mounted game boards, and new player aid cards. The basic rules to all four games in the Napoleon at War Series are standardized. Each game has its own exclusive rules, which include historical set up and reinforcements, special rules, player’s notes, and commentary by the game’s designer. The game mechanics used in this series are based on the popular Borodino-Napoleon at Waterloo game system. The scale of each game ranges from 400 to 800 meters per hex, while each game turn represents between one and two hours of real time. Units range in size from demi-brigades through divisions, with each strength point representing between 250 and 350 men or an equivalent amount of artillery.
Movement is sequential and single-phased. Zones of control are rigid, and combat is mandatory between adjacent opposing units. Stacking is limited to one unit per hex. The Combat Results Table is relatively uncertain, with odds of 4 to 1, or better, necessary to ensure at least a “Defender Retreat” result. Terrain ranges from the Austrian parade grounds south of Wagram to the rough and forested battlegrounds of Jena-Auerstadt. Game length varies from the five-turn First Day Scenario of the Battle of Nations to the 20 game turn Grand Battle Scenario of that same game which simulates the entire three- and one-half-day Battle of Leipzig, the largest battle of the Napoleonic Wars.The games, though graphically enhanced from the originals, remain the same. Now enhance your enjoyment with this new deluxe edition of another SPI classic!
3. Year of the Rat Vietnam 1972 Deluxe Edition from Decision Games
The 2nd game that is being offered up for pre-sale with a new Deluxe Edition is Year of the Rat Vietnam 1972, which was originally designed by John Prados and now redesigned by Joseph Miranda.
From the game page, we read the following:
On 30 March 1972 the North Vietnamese Army (NVA) launched its “Easter Offensive” into South Vietnam, attempting to either win the war decisively or improve the North’s negotiating position at the Paris Peace Talks. Surprised by the large-scale attack, the Army of the Republic of Vietnam (ARVN) rallied, and supported by US airpower, launched counterattacks into the fall, finally repulsing the Communist offensive.
Year of the Rat Deluxe Edition recreates that decisive campaign. Powerful NVA divisions operate alongside Viet Cong regiments and decoys, evading the ARVN while striking quickly at vital towns and bases. ARVN elite airborne, ranger, and marine units respond, creating a tense asymmetrical contest of big unit battles and hard-fought sieges, with increasing American airstrikes and worsening NVA supply capabilities.
This Deluxe Edition enhances the original, acclaimed SPI game design (published during the campaign) with a half-century of research and analysis, providing updated orders of battle and terrain analysis. Three scenarios and fifteen order of battle variants cover a wide range of game options, including operations into Laos and Cambodia.
Additional features include:
• New graphics on enlarged maps and counters
• Expanded Allied airmobile operations and units
• NVA divisional reorganization and tank regiments
• Full 1971–72 US order of battle
• Australian, Royal Thai, Cambodian, and Khmer Rouge forces
• Vietnamese and US Navy riverine units
• ARVN base camps and regional forces
• Extensive optional rules
Year of the Rat Deluxe Edition offers you the opportunity to explore and make decisions in a campaign that changed the course of war and peace.
4. 1812: The Campaign of Napoleon in Russia Deluxe Edition from Decision Games
The third and final game getting a facelift from Decision Games is 1812: The Campaign of Napoleon in Russia Deluxe Edition.
From the game page, we read the following:
Napoleon invaded Russia with 600,000 troops of which only about 110,000 escaped in organized formations. The largest factor in this enormously deadly campaign was supply. The ability of a Napoleonic army to supply itself depended heavily on the surrounding countryside. Areas were stripped of resources to supply the army, which had to move or starve within a very short period. 1812 Deluxe Edition treats this difficulty of command as a central point, through the game’s area depletion system.
1812 Deluxe Editionupgrades the original SPI 1812 Strategic Area Map Game with a full-color rulebook and player aid cards, new artwork, larger counters and an enlarged map on a mounted game board.
Players must battle attrition, supply, and enemy forces to win. 1812 offers three scenarios, starting in June, late August, and early October, each with free and historical set-up options. Optional rules add leaders and fortresses, while new variant rules provide additional leaders, battle plans, and elite guard forces. Other than adding the variant rules, and incorporating clarifications and known errata, no major changes have been made to the original SPI rules.
1812 Deluxe Edition provides you the opportunity to see if Russia falls to Napoleon’s conquest, or survives, spelling the eventual doom of the Napoleonic Empire. Open this new deluxe edition and see if you can change history.
I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed topic such as espionage or intelligence. And this month, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s.
From the game page, we read the following:
Checkpoint Charlie is a solitaire or cooperative game of British Secret Intelligence Service (SIS) espionage missions in Berlin in the early 1960s.
West Berlin is an isolated outpost of the Western Powers in the center of the German Democratic Republic (East Germany). East Berlin, on the other side of the Berlin Wall, is a base of operations for Soviet KGB agents and the Stasi secret police. This is a city of spies, a focal point of worldwide espionage in the growing Cold War. In this game, you send your assets (agents) on missions and use your influence and foresight to help them complete objectives before they are detected and compromised by KGB agents. As you play through these missions, you will:
Ensure that an important defector gets safely out of the city.
Make contact with a dissident Russian scientist on the other side of the Berlin Wall.
Gather intelligence in East Berlin and return safely to the West
Entrap a troublesome KGB agent with tempting intelligence.
Sow distrust between KGB and Stasi agents.
Identify a Soviet mole among your SIS agents and wait for them to reveal themselves.
Can you accomplish all of this in secret, as the very public events of the Cold War change the political landscape of Berlin itself?
This is a game about your assets staying one step ahead of the KGB and completing missions without being detected. Each mission starts with a different cast of assets and KGB agents, a set of items that may help complete the mission, and multiple historical events that can change the situation. Victory conditions are specific – getting an asset out of the city, making contact with a new source, or even crossing the Berlin Wall to gather important intelligence and returning without getting caught. There are no victory points or turn limits in Checkpoint Charlie, just objectives your assets must complete before they are compromised or overwhelmed by the growing web of KGB surveillance. The game map includes iconic locations like Checkpoint Charlie, Glienicke Bridge (the “Bridge of Spies”), and the notorious Berlin Hilton, each with unique game effects. You will manage a hand of cards that represent assets, items, and locations on the map. On your turn, you’ll play a card to influence the situation, and when you take a card from the Draw Area to refill your hand, every SIS asset and KGB agent in the city will move and take actions based on which card you chose. New Intel may appear on the map, locations may be placed under KGB surveillance, and Event cards may affect specific locations.
In Checkpoint Charlie, you are not a field agent. You are a planner, a director monitoring the situation but limited in how much you can directly intervene. That sense of influencing the situation but often just having to watch as events unfold is created by the core mechanic of Checkpoint Charlie: the Draw Area below the map. This area contains five face-up location, asset, or item cards. Chits representing each of the tokens on the city map (your SIS assets and the KGB agents) are placed above each of the cards in the Draw Area. After playing a card from your hand, you will draw a card from either end of the Draw Area, and then the remaining four cards will shift left or right to fill the empty position before a new card is drawn to fill the row. In this way, every card in the Draw Area shifts one space whenever you draw a card. This is important because every token in Berlin then moves closer to the location, asset, or item on the card directly below their chit. In the example below, the cards have shifted and the empty spot has been filled. Now the Dentist will move to Mehringplatz. Jester will move one location closer to Checkpoint Charlie, and KGB Agent Svetlova will move toward the 1958 Rambler at RAF Gatow.
This game looks extremely interesting and I am very much excited to learn more about it. I am going to reach out to the designer Russ Brown to get some more information to share.
6. Here I Stand 500th Anniversary Reprint Edition 3rd Printing from GMT Games
Here I Stand is one of the greatest Card Driven Games I have ever played, and we have played a lot in our time. I have played this game more than 10 times and found each experience to be simply sublime, even though it takes 10-12 hours to play. The game now has a 3rd Printing of the Deluxe 500th Anniversary Edition and you need to get you a copy and find someone to play with.
From the game page, we read the following:
Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map. There are six main powers in the game, each with a unique path to victory.
If you own the original (non-500th Anniversary edition) Here I Stand, here are the upgrades you will find in the deluxe 500th anniversary edition. Enhancements include: 6 brand new cards added to the deck, including Thomas More, Thomas Cromwell, Rough Wooing, and Imperial Coronation. Revisions to over 15 existing cards including Copernicus, Master of Italy, and Machiavelli to allow for more exciting in-game play and additional possibilities for diplomatic deals. A new Chateau construction table is now used to resolve France’s Patron of the Arts home card plays. Several Virgin Queen rule updates are incorporated back into Here I Stand, affecting minor power activation, piracy, space trading, and foreign wars.
There also is included the special 2-player variant which pits the Protestants versus the Catholics in a modified form of the game. But it is still good and this is how we first played the game.
7. Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country from GMT Games
If you didn’t know we really enjoyed The Last Hundred Yards very much as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time and casualties. Really an excellent system! Now, even though there are 5 total volumes that have been released, including most recently Volume 5 For King & Country, Mike Denson has forged ahead with an interesting expansion called a Special Component Pack.
From the game page, we read the following:
We are offering this Special Pack for players who purchased The Last Hundred Yards Volume 5: For King & Country because the necessary modules to play all the missions are not currently available. This pack includes all components (German counters and maps) necessary to make Volume 5 a Stand-Alone Game. With this Pack, players will be able to play every mission included in the module.
Components included in the for King and Country Special Zip Lock Pack:
7 double-sided geomorphic maps (14 maps total)
1 full color Rules booklet (latest edition) (44 pgs.)
8. Dice in the Dirt: A Tactical Print and Play Skirmish Game from Michael Shane Mecham Currently on Kickstarter
Recently, I have really been enjoying several Print and Play solitaire wargames. They are inexpensive, easy to create and setup and then most of them have some really engaging and interesting gameplay. This month, I came across a new offering called Dice in the Dirt: A Tactical Print and Play Skirmish Game designed by Michael Shane Mecham and I jumped on it pretty quickly.
From the game page, we read the following:
Dice in the Dirt is a fast, tactical print-and-play skirmish game for two players.
Each player commands a six-soldier squad fighting over a dense, modular battlefield where pressure, positioning, and timing matter more than raw firepower. The game uses blind-bag activation, suppression mechanics, and standard dice to create tense, unpredictable engagements.
Dice in the Dirt is not about killing fast—it’s about pressure. Suppression locks soldiers in place. Actions are scarce. Timing matters more than firepower. Victory comes from forcing your opponent to waste precious moments under fire.
This is a complete, digital-only release designed for quick setup and focused play.
It really seems pretty interesting and the best part about these Print and Play games is that the cost of entry is so low that it is worth taking a chance on. I am a backer and look forward to playing this one.
As of February 1st, the Kickstarter campaign has funded and raised $521.00 toward its $100.00 funding goal with 32 backers. The campaign will conclude on Friday, February 6, 2026 at 9:57am EST.
9. Battle Decisions: Kriegsspiel from Catastrophe Games Currently on Kickstarter
Catastrophe Games is a small publisher who just really puts out interesting games. I have played several of their games and enjoyed them all. Recently, they announced a new game called Battle Decisions: Kriegsspiel designed by Paul LaFontaine.
From the game page, we read the following:
Battle Decisions: Kriegsspiel is a basic Kriegsspiel kit in a box. You will have everything you need to play a game of Kriegsspiel: a map and counter sheet for the umpire and two players, along with a very basic resolution system.
This game benefits from hundreds of hours of face to face and online playtesting, with the system refined to allow an experienced umpire to launch and complete a simple scenario in just over an hour.
The scenario book runs scenarios across time: while most of the scenarios focus on the 19th century, it also shows how to run modern skirmishes (WW2) while allowing ancient battles as well (Alexandria versus the Persian Empire)
But wait, you might ask, how can you run so many and various scenarios off one central Europe map? What Paul did was take the central element of the battle and found a location on the map that most represents the fight. This is an elegant way to allow a single map to be used for multiple battles.
Kriegsspiel began as a past time for Prussian nobles. Eventually a version was presented to their king who then required its use for training Prussian officers. Many attribute some of the Prussian success in the 1870 Franco-Prussian war to the widespread use of the Kriegsspiel amongst the Prussian officer corps.
After the war Kriegsspiel games were used by many nations to train their leaders. Now the descendants of the original Kriegsspiele live on in the form of software driven exercises for staffs at various levels. However the focus on command and control is still the key factor in these modern games.
Battle Decisions: Kriegsspiel offers players a chance to return to form of the original games, with simple counters and maps, allowing players to forge their own tactics and plans.
As of February 1st, the Kickstarter campaign has funded and raised $3,313.00 toward its $500.00 funding goal with 55 backers. The campaign will conclude on Monday, February 2, 2026 at 7:00pm EST.
10. Operation Overlord from VUCA Simulations
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 pre-order a copy for €107,99 ($118.79 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord
11. Kawanakajima 1561: Battles of the Sengoku Jidai from Serious Historical Games
A few years ago, a new company called Serious Historical Games released the first in a new series of games focused on the Sengoku Jidai period and the battles of the time. This game was called Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai and it is part of the Age of the Warring States Series. Since that time they have released Volume 2 and now are getting Volume 3 ready for pre-sale, which focuses on the battle of Kawanakajima in 1561. These games are excellent and overall, the quality of the production is amazing, especially the counters and the colors used for the various clan banners.
From the game page, we read the following:
Kawanakajima 1561, the most epic battle of Sengoku Jidai, is the third volume in the Sengoku Jidai series. The game features a one-sided area map measuring 23.1 × 33.1 inches (59.4 × 84 cm), 216 beautifully illustrated counters, and a 24-page bilingual rulebook (English & French). It also includes two player aids and two scenarios: one historical and one alternative.
The scale represents 300–400 meters per area, 30 minutes per turn, and 500–1,000 men per counter. A full game lasts 2 to 4 hours and is ideally suited for two players. Kawanakajima 1561 is an area-movement wargame designed to deliver intense, fast-paced engagements.
Prepare for swift and brutal battles, where maneuver, timing, and tactical decisions are the keys to victory.
The Battle of Kawanakajima (1561) was fought between the armies of Uesugi Kenshin and Takeda Shingen, the Fourth Battle of Kawanakajima is one of the most famous clashes of Japan’s Sengoku period. Renowned for its daring maneuvers, sudden attacks, and legendary duels, it epitomizes the art of war practiced by rival daimyo at the height of samurai warfare.
If you are interested in Kawanakajima 1561, you can pre-order a copy for 60,00 € ($71.46 in US Dollars) from the Serious Historical Games website at the following link: Kawanakajima 1561 – Serious Historical Games
New Release
1. They Came In Threes! The Final Word in Solo Sci-Fi Madness from Tiny Battle Publishing
I love a good Sci-Fi solo game and have played quite a few over the years. But one that still sticks out in my mind is Attack of the 50 Foot Colossi! from Tiny Battle Publishing, which is designed by Hermann Luttmann. Recently, I saw where Tiny Battle Publishing was offering a multi-pack of these Sci-Fi games and I wanted to share it with you. The multi-pack is called They Came In Threes! The Final Word in Solo Sci-Fi Madness that contains 3 full solo games including Space Vermin from Beyond!, Invaders from Dimension X! and the aforementioned Attack of the 50 Foot Colossi!.
From the game page, we read the following:
They came from beyond time, beyond reason… and they brought friends.
Strap in, Commander—this is the ultimate solo sci-fi slugfest! They Came In Threes! cranks the chaos to maximum warp. For the first time ever, three of designer Hermann Luttmann’s bizarre, brain-busting solo science fiction games are gathered in one battle-scarred box. Lead brave Galactic Marines against interdimensional horrors, titanic biomech monstrosities, and insectoid swarms that shouldn’t exist—but definitely do.
This deluxe package includes:
• Invaders from Dimension X! – A reality-warping solo game where your foes don’t follow logic… or sanity.
• Attack of the 50 Foot Colossi! – Massive, rock-like entities stomp across a doomed world. Can you outwit their merciless programming?
• Space Vermin from Beyond! – Bugs. Big ones. Hungry ones. And they’re coming for your outpost in waves.
• A Slick New FAQ & Scenario Book – Includes 3 scenarios, 8 counters for Invaders from Dimension X and an FAQ for each title.
Each game offers fast, intuitive solo play with unpredictable enemies, evolving scenarios, and that signature “what the heck just happened?” flavor. Whether you’re repelling alien warlords, dodging titanic footfalls, or holding the last line against a tide of teeth and slime, They Came In Threes! delivers old-school thrills in glorious technicolor terror. Three games. One box. Unlimited weirdness.
Attack of the 50 Foot Colossi!
I have played the Attack of the 50 Foot Colossi! game and have done the following Action Point posts on the blog:
2. Field Commander: Robert E. Lee from Dan Verssen Games
I have had various communications on social media with a fledgling designer named Vince Cooper over the past few years as he has embarked on a design odyssey for a few different wargames. Both he and I share an affinity for the designs of David Thompson and especially for the Valiant Defense Series. Through these online communications, I became aware of Vince’s first design called Field Commander: Robert E. Lee. I have played several of the games in the series including Field Commander: Alexander and Field Commander: Rommel and enjoyed them both. So my interest has been immediately sparked for this game. The game had a successful Kickstarter campaign last year and is now shipping and available for purchase.
From the game page, we read the following:
Field Commander – Robert E. Lee builds on the design and gameplay of Field Commander – Napoleon (currently ranked #97 in the Wargames category on BGG!!) to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.
The game includes 5 campaign and to keep the campaigns decision-heavy and focused on the critical aspects, some of the dates for the games noted may be different to the historical dates of a longer campaign. The campaigns include:
3. Battle Hymn Vol. 2 – Shiloh and Bentonville from Compass Games
We really enjoyed our play experience with Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games in 2019. The rules were very approachable with lots of good details that were based in history, a good combat system that keeps the battle interesting and engaging but is simply withering and the game evokes a lot of emotions. I played as the CSA and it was heart breaking knowing the outcome and seeing what those men would have encountered going against those formidable Union defenses as they had the high ground and were not going to give it up easily. The newest volume in this series is now out and is called Battle Hymn Volume 2 – Shiloh and Bentonville.
From the game page, we read the following:
Battle Hymn Volume 2 is the long-anticipated sequel game release to Volume 1 and includes two complete games: Shiloh and Bentonville. Battle Hymn is the new brigade-level system based upon the latest research into Civil War combat. This new entry introduces an extension map for Gettysburg (Volume 1) for a complete alternative history of the entire battle. Designed by Charles S. Roberts Award-winning designer Eric Lee Smith.
Shiloh: The First Great Battle depicts the two-day battle of Shiloh. (4 Scenarios & 1 Full Campaign)
On April 7th and 8th of 1862, the Battle of Shiloh was fought in Tennessee along a sluggish river and centered on a church called Shiloh. America would never be the same. The first day of battle harvested more casualties than all of America’s previous wars combined. It got worse. While the Confederates caught Grant’s army off guard, he stood his ground; reinforcements arrived, and he counter-attacked and won the battle. As a reward, he was demoted. But Lincoln spared Grant his career, and the result is history.
Bentonville: The Last Great Battle simulates the final major battle of the war. (4 Scenarios)
Outside Goldsboro, North Carolina, on March 19th, 1865, Confederate forces under General Joseph Johnston made one last desperate attempt to destroy one wing of Sherman’s army. The Confederates caught them by surprise, and it was a close-run thing for an afternoon, but it ended in tragedy and defeat for Joe Johnston. It was the last major battle of the war and a needless pity.
Gettysburg 1862 is pure conjecture and simulates a completely hypothetical battle. (1 standalone Scenario, 2 new Scenarios combining Vol 2 with Vol 1)
The lost order was never lost, Antietam never happened, and the Confederates entered Gettysburg a year early, facing George McClellan rather than George Meade. Stonewall Jackson is alive; the cavalry for both sides are there, and the meeting engagement happens along different lines.
Also includes rules to modify existing scenarios to add the new map to Vol 1 Scenarios & Full Campaign.
4. Sensuikan: Japanese Fleet Submarines, 1941-45 from Compass Games
Another solitaire game…..from Gregory M. Smith? Wow, he is a machine! Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take their submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses.
From the game page, we read the following:
A fascinating historical addition to Sensuikan is three new modules: the Aircraft Module, the Midget Sub Module, and the Kaiten (suicide torpedo) Module. These modules facilitate play if a player is assigned to a submarine that is equipped with one of these special capabilities. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. These include:
Types A, B, C
Junsen (3 classes)
Kirai-Sen Class
Kaidai (5 classes)
Type B. 3 and Type C. 3
Sen-Toku and Sen-Taka Classes
Type A (Modified)
The different classes have historical equipment, sometimes including aircraft in watertight hangars, midget submarines, and later in the war, suicide torpedoes. You may be assigned to special missions based on your class’s capabilities – perhaps a midget submarine attack on Pearl Harbor or Australia, the bombing of the U.S. west coast, or possibly even an attack on the Panama Canal.
But, as with Greg’s best solitaire games, this game doesn’t just focus on the hardware you use to complete missions but the crew also plays a pivotal role as they have skills and can advance with experience throughout the campaign.
…the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur.
5. A Distant Plain: Insurgency in Afghanistan 4th Printing from GMT Games
As you may know from my previews and reviews, I love the COIN Series of games by GMT Games. They are a fantastic vehicle to allow me personally to engage in the struggles throughout history between great powers and those that are considered rebels or traitors. Each of the volumes that I have personally played is a highly enjoyable delve into the time period depicted. The game mechanics are so well designed, that I am allowed to totally immerse myself not only in the theme, but actually in the philosophy, mindset, motivations and direction of each of the factions. A Distant Plain is no different for me and I am truly pleased with this game and love it. And am not surprised at all that it has now had a 4th Printing as it really is just that good.
From the game page, we read the following:
Afghanistan—scene of tribal, ethnic, colonial, and Cold War conflict across the ages. Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it. A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so. In their sanctuary across Pakistan’s border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path, and many others.
A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency:
As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy? Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small: how will you stabilize this complex country and get out?
As the Government, how can you run the country when your foreign partners continually redirect your war effort? You can reshape Afghanistan’s human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction. But they are unsteady, and your war chest is not your own: how will you keep your allies’ firepower in-country long enough to ensure that you are the top dog once they leave?
As the Taliban, how will you come back against the potent forces arrayed against you? Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy. But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain: can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself?
As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban? You profit from the country’s lucrative opium crop, and your money can talk loudly to the Government’s venal officials. But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban: how will you block this latest cast of combatants from unifying the country and imposing their rule on you?
Afghanistan is not Colombia!
A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include:
Coalition-Government joint operations.
Volatile Pakistani posture toward the conflict.
Evolution of both COIN and insurgent tactics and technology.
Government graft and desertion.
Coalition casualties.
Afghan returnees.
Pashtun ethnic terrain.
Multiple scenarios.
A deck of 72 fresh events.
As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu.
6. Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines from GMT Games
There are some systems that are just very playable. They are well designed, cover an interesting historical period or happening and have very interesting mechanics to boot. Such a series is the Men or Iron Series designed by Richard Berg. We played the new Tri-Pack in 2020 and really enjoyed the system. It was just really playable and ultimately created some great narratives. Since that time, we got a copy of Volume V Norman Conquests but have yet to play it (I am actually clipping the counters right now). This new volume is set in Italy and looks to be really good!
From the game page, we read the following:
The struggle between monarchs in Europe, particularly between the Holy Roman Emperor and the Pope, would spawn well over a hundred years of conflict in Italy. The Investiture Controversy caused a split between the Italian city states and even the people within the city states. Guelph was the name given to those who supported the Papacy—while the Ghibellines were the supporters of the Holy Roman Empire. Guelph cities tended to be farther away from the Papal States and closer to the Holy Roman Empire, and Ghibelline cities tended to be farther away from the Holy Roman Empire and closer to the Pope’s temporal power.
Battles raged across Italy from the mid-1100’s to the mid-1300’s with both sides ending up on top at one time or another. This sixth Men of Iron game (Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines) covers some of those battles: beginning with Frederick Barbarossa trying to recapture rebelling provinces in Italy in the late 12th century, taking a spin through the 13th century with a few battles that spelled the end of direct Hohenstaufen rule of Italy, and ending with a war that myth says was fought over the theft of a bucket from one city by another!
The battles include: Legnano 29 May 1176 – Frederick Barbarossa fights the Lombard League for control of northern Italy.
Cortenuova 27 November 1237 – Frederick II, grandson of Barbarossa, tangles with the second Lombard League for control of northern Italy.
Montaperti 4 September 1260 – Florence and Sienna fight one of the bloodiest battles in medieval Italy—as seen on TV, or in GMT’s Inferno!
Benvento 26 February 1266 – Manfred, King of Sicily, dies in battle in southern Italy against Charles I, King of France, earning Charles I the title King of Sicily.
Tagliacozzo 23 August 1268 – Conradin III, King of Jerusalem, is captured and executed after a battle in southern Italy against Charles I, King of France and Sicily.
Campaldino 11 June 1289 – Florence and Arezzo fight in northern Italy. Famous Italian poet Dante Alighieri fought in the battle. Later, his brand of Guelph would lose power in Florence, and he would be forced into exile.
Zappolino 15 November 1325 – Modena and Bologna fight, not over an oaken bucket stolen from a well, but over a long standing feud replete with raids and reprisal that had occurred almost a century.
7. Infernal Machine: Dawn of Submarine Warfare from GMT Games
Jerry White is one of our favorite designers. He focuses on mostly solitaire wargames but he is very good at what he does and has a real talent for making a playable game out of any historical situation. Over the past couple of years, titles likes Atlantic Chase, Storm Above the Reich and Skies Over Britain have been released by GMT and are simply fantastic games that tell a great narrative. A few years ago, his newest title was announced that covers the development of submarine warfare during the American Civil War and is in partnership with Ed Ostermeyer called Infernal Machine: Dawn of Submarine Warfare. This game looks great and I am very much looking forward to playing it.
From the game page, we read the following:
Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war.
Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?
To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.
While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know?
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 Wharf Rat Games!
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#63: Militia from Stilicho: Last of the Romans from Hollandspiele
Stilicho: Last of the Romans is a very well designed and interesting solo experience that plays in 60-90 minutes. But, due to the unforgiving nature of the random card draws and its reliance on dice luck, that admittedly can be mitigated through cagey card play and proper decisions, the game can be over very quickly. In fact, my very first play a few years ago lasted only 2 rounds and was over in about 15 minutes. Remember that the historical Stilicho only made it to Round 3! The cards are at the heart of the game here and make it a very tense and decision filled experience. Having to analyze each card, measuring its utility against the board state and what pressing matters the player must address while also fretting over having to discard a good Event Card that just isn’t useful at this point in time to take an action can be really agonizing. I think that this design works even better than its predecessor Wars of Marcus Aurelius.
The cards are a form of multi-use cards, as most Card Driven Games are, as they can either be used for the printed events on the cards or simply to be discarded to take one of a number of actions available to the player. It is important to read every aspect of the card thoroughly as some cards have multiple effects, differing effects depending on what the state of the game is or whether one Barbarian has surrendered or may have several prerequisites to that card being allowed to be played.
There are some events that are too important to your efforts to ever discard to take an action as they provide you with such great benefit and are more efficient than taking individual actions. Don’t get me wrong though the playability of a card is always dependent on when in the course of the game the card is drawn. An example of what I am talking about is the Militia Roman Card.
During the game, some cards will cause Unrest Markers to be placed on the various tracks that wind their way through the provinces. These Unrest Markers represent the erosion and weakening of Roman control, the spread of fear throughout the populace due to the threat of usurpers and ultimate civil war as well as the logistical difficulties of defending against barbarian incursions. They act as a critical, accumulating threat that, if left unchecked, can lead to widespread revolts, which are one of the primary ways a player loses the game. Unrest Markers are placed in Dioceses when specific enemy cards (particularly the Vandals) are activated or reach the end of their movement tracks. If a Diocese already contains an Unrest Marker when a new one is triggered, it indicates increasing instability, requiring the player to flip an existing, lower-level Unrest Marker to its “Revolt” side. Unrest/Revolt Markers increase the difficulty of battles in that province. When attacking or defending in a affected Diocese, the marker adds to the enemy’s strength. Also, a major loss condition in the game is having too many Revolt Markers on the board simultaneously. Managing and removing these markers is essential for survival. Unrest Markers are placed in a specific order across the board—starting from Hispania and moving through Gallia to Italia—which dictates the geographic spread of the crisis. Players must spend valuable actions (usually by discarding cards) or use specific Event Cards such as the Militia card to remove these counters from the board.
Before the late 2nd century BC, Rome used a citizen militia or levy of property-owning men aged 16–46, serving unpaid during summer campaigns. Organized by wealth, they formed three lines—hastati, principes, triarii—and provided their own equipment. They were crucial for seasonal defense and expansion, as well as for patrolling and safeguarding supply lines, trade routes and newly conquered territories, ultimately transitioning to a professional army after 107 BC. The citizen troops were grouped into maniples based on age and wealth, with the poorest acting as light-armed skirmishers (velites). Service was typically restricted to the annual campaign season, often ending with the Festival of the October Horse on 19 October. The militia employed a three-line, checkerboard formation to allow for tactical flexibility. Due to many reasons, the militia system was phased out after 107 BC in favor of a full-time, professional army, although conscription remained as a, mostly unpopular, option for raising forces.
I wrote a series of Action Points on the various aspects of the game and you can read those at the following links:
Action Point 1 – the Mapsheet focusing on the three Fronts down which your enemies advance, but also covering the different spaces and boxes that effect play such as the Olympius Track, Game Turn Track, Army Box, Leader Box and Recovery Box
Action Point 2 – look at the cards that drive the game and examine the makeup of both the Enemy Deck and the Roman Deck.
Action Point 3 – look into the Roman Phase and examine how cards are discarded to take one of nine different actions.
Action Point 4 – look at a few examples of Battles and how they are resolved.
Action Point 5 – look at a few points of strategy that will help you do better in the game.
I shot a playthrough video for the game and you can watch that at the following link:
I also followed that up with a full video review sharing my thoughts:
Wharf Rat Games is a new publisher recently started by the dynamic duo of Ryan Heilman and Wes Crawford. I have interviewed both of these guys a few times for their own designed games and also hung out with them quite a bit at conventions including Buckeye Game Fest in April 2024 and the World Boardgaming Championships in August 2024. I am really happy for them that they have taken this plunge and created their own publishing company. I know they know games. Have been in the industry for a while now and also have great connections with many designers and would be designers and I am sure that they will bring many quality offerings to our tables over the next decade plus.
Wharf Rat Games is a Baltimore-based board game publishing company whose mission is to produce high-quality, light-to-medium-weight board games with engaging themes in historical, science fiction, and fantasy genres. With gameplay designed to last under 90 minutes, their games aim to captivate both casual and experienced players. But there is more than just their introduction here as they have signed their first game and it is from a designer we all know and love – Hermann Luttmann. A Forlorn Hope places solo players or up to three cooperative players in command of a battalion charging across No Man’s Land to capture enemy trenches during World War I. Success requires careful balancing of bold advances and timely retreats to avoid casualties, maintain cohesion, and keep troops from becoming pinned under relentless enemy fire. Over a decade ago, Hermann pitched a groundbreaking design to Alan Emrich at Victory Point Games—a push-your-luck mechanic within a wargame framework, originally set in the WWI trenches. While the concept was well-received, Alan suggested a Civil War theme instead, leading to the creation of In Magnificent Style, based on Pickett’s Charge at Gettysburg. This game went on to be published by Victory Point Games and later by Worthington Publishing.
They are now gearing up to launch this interesting game on Backerkit and I reached out to Hermann to get some more information and understanding of the game.
Grant: What is your upcoming game A Forlorn Hope about?
Hermann: A Forlorn Hope is an abstract simulation of six different World War I trench warfare battlefields, using a push-your-luck system that allows the player to experience the tension, frustration, and futility of these trench assaults across No Man’s Land. Players will try to push their battalions to victory in six different scenarios – Neuve Chapelle, 1st & 2nd Ypres, Verdun, The Somme, Passchendaele, and the Meuse-Argonne (The Lost Battalion). Each scenario is quite different, with unique elements, mechanics, terrain features, events, and victory conditions.
Grant: What is the meaning of the title? What did you hope to convey about the game to the players?
Hermann: The dictionary definition of forlorn hope is “A persistent or desperate hope that is unlikely to be fulfilled”. There is hardly a better way to describe the madness of the four years of trench warfare during the First World War. Interestingly, a “Forlorn Hope” is also a military term for a group of soldiers who are assigned the riskiest (and potentially most suicidal) mission, often involving infiltration, ambushes, or scouting missions. For the players, we felt the title was perfectly descriptive of what to expect in the game play. These are tough, grueling scenarios that will require the player to grind out their assaults to their best ability. And yes, the friction of war in this game is a cruel, un-welcomed participant.
Grant: Who is this new publisher and how did you come to do their first game?
Hermann: The publisher is a brand new company called Wharf Rat Games. It was founded by Ryan Heilman and Wes Crawford, both fellow game designers who also became good friends of mine as we worked on other projects together and just hung out at conventions. That I was honored with the opportunity to design their first published game and it was honestly totally by accident! They were interviewing me for their Rat Chat video series and somehow my In Magnificent Style design came up in conversation. I happened to mention that the original idea for the unique push-your-luck mechanism I came up with for that game was actually a World War I trench warfare game. Victory Point Games, who published the original IMS, thought that subject matter was not an easily marketed subject for a wargame, so we changed it to Pickett’s Charge. Well Ryan and Wes asked me if I would like to fulfill my original dream for the mechanism because they really liked the idea of covering trench battles. And here you have it!
Grant: Why was this a subject that drew your interest?
Hermann: I’ve always found a particular interest in World War I, maybe because it was a subject about which I knew few details, but every time I explored it deeper, it became more fascinating. There are just so many interesting aspects to the various nations involved in the conflict and the widespread fronts where such vicious fighting occurred. It just captivated me and then even more so when I discovered there were relatively few wargames covering the war, at least in the early days of wargaming. When I got into actually designing wargames, I wanted to challenge myself to do unusual games and when looking for relatively under-gamed and obscure topics, trench warfare loomed large. So, I set out to figure a way to make trench warfare entertaining for a game player. A tough task, to be sure, but I stumbled upon the idea of doing it as a solo design with an “against the wind” type of push-your-luck approach.
Grant: What is your design goal with the game?
Hermann: Well, as with any of my game designs, my #1 goal is to make an entertaining game experience that players will want to come back to constantly. I want players primarily to have fun, but also to have some challenging decision-making to ponder, topped off with some genuine surprises. In this game design, I want players to explore the various types of historical trench assault situations, which can be quite varied. Each scenario is unique and highlights a different aspect of attacking across No Man’s Land. At the same time, I hope players learn a little something about each of these battles and then perhaps will be interested enough to want to explore a bit deeper into these fascinating engagements.
Grant: What from trench warfare during WWI was important to model?
Hermann: Actually, the near helplessness of your troops crossing No Man’s Land and the fact that you are left to fate! You can direct your men to a certain degree…pointing them in the right direction and gauging when they should “hunker down” and take shelter…but otherwise it’s “dancing through raindrops”. What I did with this design is that you do have control of the order in which you move your units and how far (unless the enemy interferes with your plans, of course). I also added the “Wave” mechanic where you want your men to remain in as long a connected line across the battlefield as possible. Not only is this realistic, but a successful wave will earn you additional Tactics Chits, which will increase your units’ abilities and help mitigate against bad luck. So, you as the player are trying to advance against the enemy’s “wall of fire” as quickly as you can, but also trying to maintain order- two opposite forces pulling you apart, and something that a commander on the Western Front had to deal with. Yes, that can be frustrating but it’s also quite fun. You cannot know or control where the enemy artillery will fall – and that’s about as realistic as you can get. You pray and hope and push…and that’s the WWI tension I want to model.
Grant: What sources did you consult about the details of the history? What one must read source would you recommend?
Hermann: Oh, boy – honestly, there is no one book I used as these scenarios cover multiple battles. I researched each battle from the various books I own, on the internet, and I watched one or more documentaries on You Tube for each of the battles. My main source to get a framework for most of the early- to mid-war battles was The Western Front 1914-1916 by Michael Neiberg. Otherwise, there are numerous books covering each of the Western Front trench battles in greater detail.
Grant: What other games did you draw inspiration from?
Hermann: None actually…other than my own. This game is closely related to In Magnificent Style, Crowbar! The Rangers at Point du Hoc, and the upcoming Kill All Fermitians! (formerly Volters Lead the Way! and is being re-published by Flying Pig Games). Some of the games that I did play in the past, and which gave me hope that I could make a decently entertaining trench game, were Landships (Clash of Arms) and Trenchfoot (GDW).
Grant: How does the game use press your luck?
Hermann: Essentially there are two aspects to the push-your-luck mechanic in this game. One is that you want to get your units to voluntarily Hunker Down before the last Cohesion Cube is lost – this is called a Catastrophic Cohesion Loss. Units that are not Hunkered Down when this happens will be made Pinned, and that makes it harder for them to activate in the next turn (as they start that turn as Shaken units). Hunkering Down in time means the unit has huddled, taken cover, and is regrouping safely. It will begin the next turn without penalty. So, the player pushes their luck by gauging how far to move a unit before Hunkering Down and ending its current turn but thereby being in good shape to start the next turn. The other aspect is that the player will be compelled to keep units in a Wave – a chain of adjacency to each other – to gain the greatest number of new Tactics Chits. Therefore, the player needs to determine how long to keep units active in order to maneuver them into a Wave, but then risking being caught in the open and thereby Pinned when cohesion is lost.
Grant: What type of experience does this create? What are the toughest decisions forced on the players?
Hermann: Well hopefully, as with all my push-your-luck game designs, a sense of constant tension and discomfort! Because of the nature of the Activation and Event Cards, you never know when things will get really rough, really fast. Artillery barrages can land directly on your units – or just miss them. These can cause units to be forced to become Pinned, ending their turn immediately and making it tough to get them going next turn. Therefore, with each decision by the player whether to push another turn or not, there is never a comfort zone where you think “all is well”. The game system will keep you on your toes and always second guessing yourself – and that’s the experience I want to see players having as they attempt to navigate No Man’s Land in WWI.
Grant: What different player counts does the game handle?
Hermann: I suspect most players will be interested in this as a solitaire game, but in fact it does accommodate two or three players as well. In these counts, players will each control one Battalion and work cooperatively with the other player(s). In the case of the 2-player game, players will alternate control of the second (middle) Battalion. Scoring remains the same, with players sharing in the victory or defeat.
Grant: How does the solitaire game function? How does the AI prioritize its decisions?
Hermann: The player draws a hand of Activation Cards each step. Every card has a theme…either Suppressed, Slog, Advance, or Rush…and a set of matching results for cohesion loss, movement, and casualties inflicted on the unit. The player assigns each card to a unit and that unit must then abide by the directions and effects on that card. Usually, the player has some agency in how that assignment can occur. But if one or more “Draw Event Card” cards is drawn, the player must immediately draw an Event Card and apply its effects before continuing on with the activation. This also has the reciprocal detrimental effect of reducing the player’s hand size for this step’s assignment. If you have fewer cards than units, then you must draw the top Activation Card and blindly assign it a unit. There are a number of ways to help mitigate bad draws and results…the player has Tactics Chits to apply if needed and Officer Cards that can be used for certain special abilities. The AI is the deck of Activation and Event Cards, and the player needs to become familiar with what the Activation deck has to offer to make better calculated decisions. In the case of the Event deck, it is mostly random effects (such as for artillery bombardments and machinegun fire) but does prioritize counterattacks and other events against the most advanced player units. There are also Scenario Event Cards in most scenarios that create events specifically tailored to the battle you are currently simulating.
Grant: What has been your most challenging design obstacle to overcome with the game? How did you solve the problem?
Hermann: Honestly, the hardest thing we struggled with was not mechanical or procedural or thematical…it was making sure that the game was balanced for the player. In other words, that the player in every scenario was sufficiently challenged with a competitive, but not impossible, game. That means gauging how severe the Event and Activation Cards are, how many Tactics Chits to allow, how many Officer cards to be made available and how strong their powers are, and how variable and deadly the combat system is. Oh yeah – and how many Victory Points to award and penalize for each victory condition. And after you’ve taken your best starting estimate of where and how these factors should fall, the only way of getting them right is through trial and error, and tons of testing and demoing. And there’s really no magic formula to solving that issue, other than to hammer through the game and constantly bend, spindle, tweak, fudge, and edit.
Grant: What is the layout of the game board?
Hermann: Gamers familiar with In Magnificent Style and Crowbar will recognize the game board immediately. On the player side is the first row, representing the home trench. Then there are a series of nine more rows extending to the far side of the map, ending in a final row representing the enemy trench. There are also nine columns, each of which is occupied by one of the nine player units. In addition, the board is segmented into three No Man’s Land Zones of rows…green (the closest to the player), blue (in the middle), and red (closest to the enemy side of the board). These zones have a number of important effects on game play. Finally, there are three Battalion Zones of columns – 1st Battalion (left side), 2nd Battalion (middle), and 3rd Battalion (right side)…into which is deployed the three units of each of the three Battalions.
Grant: What is the anatomy of the counters?
Hermann: Well, there are no unit counters used in this game! Each of the player’s nine units is represented by a unique wooden piece, showing hand-drawn artwork highlighting the typical soldiers deployed by each nation in the game (there are four armies included – German, British, American, and French). There is no other information on the standees as it is not required for gameplay. There are other numerous cardboard markers used to track information or to be used by the player to perform certain game functions.
Grant: What different type of units are available?
Hermann: There is only one type of unit, technically speaking. The unit pieces represent the generic units fielded by the army you are controlling. Some scenarios will designate if the units represent a unique type of unit. If so, the scenario instructions tell you what your units can do differently during this scenario than the typical unit.
Grant: How does combat work in the design?
Hermann: Combat is pretty straightforward and fun, using custom combat dice. There are two types of combat…Event Combat (generated by an Event Card) and Assault Combat (generated when you move a unit into the same space with an Enemy Unit or vice versa). The dice handle both types of combat resolution. Each face of the die has a letter code that is utilized when resolving Event Combat. This letter tells the player if any Hits are scored on the affected Battalion, if the unit must retreat, and if it must Hunker Down. In the case of Assault Combat, each face of the die has a number value. Both sides in an Assault Combat will roll a number of dice, depending on the value of the enemy unit (shown on its counter) or, for the player’s unit, the use of Tactics Chits, Officer abilities, and the presence of supporting friendly units. All dice are rolled at once and the number values for each side added together into an Assault Combat total. This will yield a victory for either side or a stalemate result.
Grant: How does the game use cards? Can you share a few examples of cards and explain their use?
Hermann: Activation Cards are used to move and fight with your units while Event Cards are random events that will affect your units in various ways (or not, if you get lucky). Each step, you draw a number of Activation Cards equal to the number of available activated units, plus one.
For example, you draw three cards when you have two eligible units to activate (there are only two available units in this example because the third unit is finished for the phase, due to it being Hunkered Down or Pinned). You look at the three cards and if one or more is a “Draw Event Card” card, you draw an Event Card immediately and resolve it.
If it’s the Event Card shown above, the enemy machineguns are issuing sweeping fire across your advancing forces. You check areas “A” and “B” to see which of your units are located in those areas (there could be up to six units in both areas!). You then roll one die against each such eligible unit and apply the letter result rolled on that unit.
Then you discard the “Draw Event Card” Activation Card and you now only have two Activation Cards to choose from. One card is assigned to each of the two units you have left to activate, and its instructions are applied to each unit.
For example, the above “Advance” Activation Card is read from top to bottom as follows:
The top (yellow) entry is the possible loss of cohesion. Because there is a “1” shown in the icon, this means that one Cohesion Cube (the scenario will tell you how many you start with) is discarded. If this is the last cube in your supply, there is an immediate Catastrophic Cohesion Loss and any of your units that are not Hunkered Down or already Pinned are made Pinned. This ends the turn – you count victory points earned, reset all the markers and Officer Cards, and begin a new turn, but starting with a fewer number of cohesion cubes to use.
The middle (red) entry is the number of Hits this unit’s Battalion takes. Hits are recorded by Battalion, not by unit, using a Battalion Hit Infliction Track. In this case, because there is a “2” in this icon, there are 2 Hits inflicted on the Battalion and this is immediately recorded by the player.
The bottom entry is the Movement allowance for the unit. The color of this icon and the graphic of the soldier’s posture indicate the maximum number of spaces the unit can move forward (towards the enemy only) and the manner of the move (Normal, Cautious, or Crawl). Normal is a standard move forward with no impediments; Cautious is a Normal move but only if the unit is not moving from one Zone to another (like from the Blue zone to the Red zone); Crawl is used to move a unit that is Shaken (removing the Shaken marker) and/or moving from a Shellhole. On the example card, there is a “3” in the Movement Allowance icon so the unit move up to 3 spaces using Normal movement procedures.
Grant: How is victory achieved?
Hermann: The player scores, and loses, Victory Points (VP) throughout gameplay, and at the conclusion of the scenario. Each scenario lays out exactly what conditions are needed for the player to score, and lose, VP. This is normally a combination of how much progress each of your units makes toward the enemy trenches, capturing enemy trench spaces, and the occurrence of Catastrophic Casualties (that’s when a Battalion accumulates more than 10 Hits). Each scenario may also have entirely unique ways to gain and lose VP, depending on the historical battle situation being depicted. The player totals their VP and compares that total to the narrative table that provides the level of victory or defeat and what would have happened in the battle at your level of achievement.
Grant: What type of experience does the game create for the players?
Hermann: Well, this kind of design attempts to give the players an appreciation for the frustration, sacrifice, and difficulty of conducting trench assaults during the First World War. Obviously, I can’t honestly replicate the true horror of these events, but I think playing through a tough game like this at least gives a glimpse into the absolutely brutal experience these men faced on the trench lines. Rather than focus on that death and destruction, the game abstractly attempts to give the player the feeling of commanding these troops and leading them on an almost insurmountable mission, under dire circumstances, and against nearly impossible odds. The scenarios included in this game were chosen for the drama, strategy, and historical significance offered by the battles they represent. And by boiling all these factors down to a simple push-your-luck mechanic, with the requisite amount of thematic bells-and-whistles to create the narrative, I think players will at least be challenged, intrigued, and curious about not only exploring all the scenarios and situations, but perhaps even researching the actual details of the horrific experiences of these soldiers. To that end, we’ve also included on every Activation Card an actual quote from a soldier, officer, or author who lived through these battles and hopefully conveys the horrors of trench warfare.
Grant: What are you most pleased about with the design?
Hermann: One thing I’m very pleased with is the amount of narrative detail and variety we managed to get into this design. There are six scenarios contained in this first effort, but two of the scenarios actually contain multiple games to be played, kind of mini-campaigns. And each scenario feels so different than the others. Secondly, I am so pleased by the development and production support from Wharf Rat Games … specifically, Ryan and Wes. They are not only terrific designers and developers in their own right, but they’re beginning a company here that cares about providing high-grade production quality and customer service. This entire game package will be an attractive, well-produced, comprehensive, accessible, and highly replayable product and I am very appreciative and proud of that.
Go sign up for the game’s prelaunch at Backerkit and check out the art, news, and upcoming interviews at https://www.backerkit.com/call_to_action/12a5e9bc-4ce6-4667-8f62-b2df3ccbf9fd/landing and get a free downloadable print-and-play game called A Summer in Sarajevo designed by Ryan Heilman. Can you save Franz Ferdinand from his assassins?
Grant: What other situations could this system be used in?
Hermann: This style of game play is designed for any era…even fictional ones…where one side is primarily static, on defense, and tough. The basic idea is that the player is pushing their luck against a tough defending opponent and their “wall of fire”. However, that defensive enemy is still capable of launching localized attacks of their own, so that even though a static line is being faced, the enemy can still jump out and sting the player. Any situation that fits that set of criteria can work in this system. I have ideas for more World War I battles that will fit in this series, but we’ll first see how well it is received. But I am open to suggestions as to how to convert this framework to almost any other historical era or fictional setting that will work.
Grant: What other designs are you currently working on?
Hermann: Oh boy…every time you ask me this, the list gets longer! OK…here’s what’s cooking:
GMT Games – A Hell So Terrible: Verdun 1916 (on the GMT P500 right now). Also, the More of a Bad Thing expansion for The Plum Island Horror is now out and available. I will also be working on a post-apocalyptic design called Heavy Metal Thunder that is sort of an “express” version of the Plum Island Horror engine. It is designed to give players the same kind of narrative and cooperative experience as Plum Island Horror, but in about half the time and even more accessible as far as rules weight.
Blue Panther – Dawn of the Zeds: Designer Edition. Yes – a brand new edition of the Zeds franchise with some new and better mechanics. Also, I need to work on the next Tattered Flags game (Antietam’s Cornfield) and the next Napoleonic solo game (probably on Borodino).
Revolution Games – They March Against Us: Leipzig 1813 (the first of the Bonaparte’s Swords Series…which will be Napoleonic Blind Swords).
Flying Pig Games – Kill All Fermitians! (formerly Volters Lead the Way!, a science fiction push-your-luck game). And we are beginning work on A Wild Primitive Madness, the next Black Swan Series game covering The Battle of Antietam.
Jackl Games – More Brains! (a zombie push-your-luck game).
Unknown Publisher – White Mud (a tactical wargame on the Battle of Tuyuti, fought during the War of the Triple Alliance and bloodiest battle ever fought in South America. This was called the “Waterloo of South America” and is such an interesting engagement).
Unknown Publisher – Miracle Along the Marne (a Black Swan style of wargame covering the Battle of the Marne in 1914).
You asked!
Thanks again for letting me do this! I really appreciate your support and kindness.
As always it was a pleasure speaking with you Hermann. I am very excited about this one as it sounds very interesting and is also a unique gaming subject. I have played your Press Your Luck designs (In Magnificent Style and Crowbar!) and loved them both. Great games with very tough decisions.
Manila: The Savage Streets, 1945 puts the player in charge of the attacking and far more mobile American side while the game system handles the defending and largely static Japanese side. No two games will ever be the same. Each turn presents new and unique challenges for the player in the form of random events, uncertain supply deliveries, and unknown Japanese area strengths and defensive strategies.
The primary game is a nine-turn campaign covering the American assault on the city during February and March 1945. The deeper American forces advance, from the city’s less developed periphery to its urban business district and fortress-like government buildings, the greater Japanese resistance becomes. The number of American units fought to exhaustion, effectively out of action, mounts. American determination to secure a rapid victory for Supreme Allied Commander General Douglas MacArthur, represented as “morale” in the game, gradually decreases. The player wins by equaling or exceeding historical American gains and loses if they fail to do so, or if morale falls too low.
Corvette Command is a dedicated solitaire wargame that places the player in command of a Flower class corvette, guarding desperately needed supplies being transported across the North Atlantic during the early years of the Second World War. Fighting both the harsh weather and the continual threat of German U-boat attack, mission success – and perhaps even the eventual outcome of the war – hinges on the successful passage of the transports.
This one surprised me a bit! Initially, I really had just a tad bit of interest and when I got a copy and started to play, it felt a lot like a chart flipper that can be repetitive. But, as I kept at it the game opened up and I really started to love the mechanics, the dice and how they are used, the crew development over time and then I just fell in love playing it.
I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the historical events into the framework of his chosen system, which is usually the States of Siege Series…but not always. He has designed 24 games to date, with most of those being solitaire games, dealing with all types of history including the American Revolutionary War, World War I, World War II, the American Civil War, Ancient Egypt, the pre-Columbian Indian “mound builder” cultures that dominated eastern North America, the Falklands, Napoleonic Wars and many, many more and I frankly have never played one of his that I didn’t like.
A few years ago, I did a video showcasing many of Ben’s games on our YouTube Channel and you can check that out at the following link:
In this entry in the Best 3 Games with…Series, we will take a look at some of favorites games by Ben.
3. Jeff Davis: The Confederacy at War from White Dog Games
I love a really hard and involved solitaire wargame and I found a really good one in Jeff Davis: The Confederacy at War. The player takes on the role of President of the Confederacy Jefferson Davis, and you have to manage the Confederate government and the Southern war effort during the American Civil War. The choices help determine the fate of armies and the struggle between Robert E. Lee and Ulysses S. Grant. The game uses the States of Siege Series model with a central point being defended from advancing forces on 5 different tracks.
One of the more interesting design choices in this one was the inclusion of slaves held by the South. Their focus in the game is as a resource to advance and assist the war effort through their labor. These human resources are used to take extra actions for the Confederate States of America, as the noose of the Union closes around them, they will be starved for Action Points as their factories and railroads are taken over by the advancing Federal Troops. I truly appreciate this focus in the game to give a glimpse into the political and social issues that contributed to the start of the American Civil War. I think that all too often our wargames sanitize and whitewash history of all of the darker and less desirable aspects but I think that including this element into the game was a wise choice by the designer.
The game also uses a very interesting method of determining your per turn funds as you have to run blockades against the Union to get funds to supply armies, move your troops and invest in actions to build defenses. You can also use the Slave tokens as a sort of currency to take actions but then those tokens are used up and cannot be reused. I have really enjoyed this one although it is a full 3 hour game as you have to get through 40+ chits to survive to the end. Lots of tough choices, lots of interesting side issues, such as dealing with slaves in the southern economy and keeping politicians happy. This is a great solo game!
You can check out our unboxing video to get a good look at the components:
2. Mound Builders from Victory Point Games
Mound Builders from Victory Point Games is a solitaire States of Siege game that to me has a very intriguing theme that hasn’t been gamed very often and really caught my eye. In Mound Builders, you represent the two largest pre-Columbian Indian “mound builder” cultures that dominated eastern North America from before the time of Christ until the coming of the European colonists in the 17th century. Your empire represents the earlier Hopewell culture and the later Mississippian culture that derived from it.
The game plays in two distinct sections or modules. The first module deals with the Hopewell culture, which is the earlier of the two cultures in the game. During this phase of the game, your goal is to simply expand the influence of your empire across the land, trading with various chiefdoms and trying to incorporate their dominions into your own in order to increase your economic power through the accumulation of various types of resources. As time passes, your empire will grow and regress due to various factors including warfare, disease and drought, but more often than not, the real threat to your culture is simply that of the existence of other ways of life and beliefs that will ultimately mix with your own culture.
During the second phase of the game, you will be beset on all sides by competing tribes as well as the nasty Spaniards and will watch as the empire that you worked so hard to build during the Hopewell Era simply disappears from history. Each turn, a card will be drawn that tells you which of the 5 opposing cultures will move into your lands along a siege track. Sometimes only 1 will move but up to 3 can all move at once, and some can be moved more than once each turn. If you do not attack those cultures when they occupy one of your chiefdoms by the end of your turn and chase them off, your resource will be taken from you and you will no longer be able to produce or trade for that type of good, thereby weakening your economy. This States of Siege system is so very cool and has been replicated in may other additions to the series (such as Ottoman Sunset, Dawn of the Zeds and Hapsburg Eclipse but also has spawned, or at least inspired several other designers to create equally cool and interesting simulations (Pavlov’s House and Castle Itter). I have definitely reaped the benefits of this States of Siege Series and love me a good solo game with this cool mechanic.
This is a link to a video unboxing of the game showing off the great components but unfortunately we have never done any other videos on this game:
1. Kaiserkrieg! The Great War 1914-1918 from White Dog Games
Kaiserkrieg! is simply fantastic! A solitaire treatment of The Great War using the States of Siege Series model but with a change to a horizontal rather than vertical layout of spaces where enemy forces can build up and perform an “Over the Top” move if you don’t destroy their troops before then. The player takes the side of the Central Powers and must deal with events that replicate the history of the period and the tumult of various revolutions, threats and opportunities. Well done game by Ben Madison that uses chit pull to activate the enemies and cause events. Lots of chaos. Lots of tough choices. Lots of history. And it always seems to come down to the very end. The only draw back to the game though is that it is long, taking 2-3 hours to play through an entire game. Each chit drawn has lots of information and there are always lots of things to do each turn with your very limited actions.
One of my favorite parts is the use of Blockade Runners to gain your funds for the turn. During the Naval/Air Warfare Phase, the player will place out their available Blockade Runners on various seas zones numbered 1a, 1b, 2a, 2b, 2c, 3 and 4 in order to attempt to break Allied blockades and deliver goods and funds to Germany to fuel the war effort. Each of these numbered sea zones will provide a haul of Reichsmarks based on the number of the sea zone if they are able to evade the British Cruisers. This is determined by rolling 2d6 and consulting the British Cruisers Table to find out in what sea zones the available British Cruisers will be placed. If there is a Blockade Runner in the determined sea zone, it will be destroyed and placed in the Neutral Ports box where it will wait to be built later at a cost of 2 RM. If the rolled sea zone contains a Blockade Runner and the High Seas Fleet marker, the British Cruiser will be unable to destroy the Blockade Runner and a naval combat will ensue.
In the above picture, the Central Powers defeat the British Cruiser with the High Seas Fleet and the 3 Blockade Runners placed in seas zones 2b, 3 and 4 bring home a cash haul of 9 Reichsmarks that will be used to take actions and push back the amassing Entente forces in the various staging areas to avoid an Over the Top chit from being placed and prevent the built up forces there attacking into Germany. This process of gaining income is very interesting and unique and it really feels correct as you are trying to do your best to avoid and destroy the British Cruisers so that you have your choice of the best producing sea zones without the fear of Entente intervention.
You can check out our unboxing video to get a good look at the components:
Here is a link to my video review:
Well there you have my 3 favorite games from R. Ben Madison. There are so many good titles to choose from making this exercise very difficult but the 3 that I chose were very enjoyable to play. What are your favorite Ben Madison designs?
Several 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. We reached out to Matt and he was more than willing to share on the project.
Matt: My new Solitaire game is called Saving Angels and it covers the bold US Airborne and allies, raid of the Japanese held Los Baños prison camp during WWII.
Grant: What was your inspiration for the name? What do you want it to convey about the design?
Matt: I came across the history of this subject, whilst researching the Operation Biting game (which is also an Airborne raid, only British) and the name refers to the US 11th Airborne Division, as they were described by the prisoners, who they rescued.
The main element of the design is that you command the paratroopers and guerrillas on this daring rescue mission. With most wargames, the mission is often defeat the enemy or hold a point, etc., but with this design the rescuing of the prisoners is your objective.
Grant: What about this historical event made you want to create this game?
Matt: The main inspiration really was the story, but from the prisoners point of view. They had been treated terribly, for the most part, from their captors. The prisoners were from all walks of life, civilians rather than soldiers who had been captured. I felt it was important to cover this story from WWII, which has not really been covered before.
Grant: What research did you do on the subject?
Matt: I read a lot of history subject books so naturally I read as much as I could on the subject. There are also a few really good videos on YouTube that are also well worth watching.
Grant: Is this the start of a new series of games?
Matt: This is my third game in my Raid Series – the other games covering the British paratroopers, with this one being the first game in that series featuring US forces and where the main objective is the rescue.
Grant: What games have inspired your design?
Matt: To be honest, the biggest inspiration really is the history side rather than other wargames. I think also the first two games in the series was a natural source.
Grant: I know the design is a Print and Play offering. Why do you feel this model is best suited for your designs?
Matt: I like making print and play games as it forces you, as the designer, to make every component count and making the most of the physical space on a sheet of paper. I find that challenge one of the most interesting parts of the creative process.
Grant: I know you are not only the designer but you do the art as well. Please show us a few examples of your great art.
Matt: Here are several different pieces from the game.
Grant: How do you create your art? What is the process and what graphics tools do you use?
Matt: I use a variety of tools such as Sketchbook and Photoshop. I pretty much draw in a traditional method, just using a Wacom pen and laptop.
Grant: What difficult decisions do players have to make in the game?
Matt: The player must try and maximize their units to the best of the counter’s abilities. Each unit will have strengths and weaknesses so coordinating your units is crucial for success.
Grant: What dangers and threats meet the players with their airborne and amphibious landings?
Matt: As the player pushes towards the prison they may encounter Japanese enemy threat but also the risks associated with such landings.
Grant: What objectives does the player have to accomplish?
Matt: The player’s goal is to get to the camp, free the prisoners and then escort them back to the pick-up zone to make good their escape. This was a daring mission as the Japanese defended the area and the player will have to fend off Japanese reinforcements as the player makes good on their escape.
Grant: What is the purpose of the 2 different maps?
Matt: The game comes complete with 2 maps. The first map is for the approach to the Prison Camp and features both Airborne and amphibious landings. The second map is the Prison Camp itself where the player must locate and rescue the prisoners before escaping back across the first map.
Approach map.
Prison camp map.
Grant: How do players control these units and give commands?
Matt: During the game’s turn the player controls movement of their Units whilst the game’s AI will control the enemy Japanese.
Grant: What is the goal of the game? How is victory obtained?
Matt: Get to the camp, rescue the prisoners and escape, whilst fending off the Japanese enemy. It will take co-ordination of the player’s units, using them to the best of their abilities and a bit of luck!
Grant: What are you most pleased about with the design?
Matt: I really wanted to create the strong narrative experience, that’s quite tense, of having multiple objectives (with rescuing all the prisoners) whilst dealing with an unrelenting enemy.
Grant: What kind of an experience does the game create?
Matt: For me, the game creates the idea that sometimes you have to be bold, push your luck and try and achieve success by utilizing the resources you have to the best of their abilities.
Grant: What other designs are you currently working on?
Matt: I have a plate of other games I am working on, mostly WWII! I’d like to cover more of these historical daring raids whether they are land, sea or air.
Thanks to Matt for his time in answering our questions and for his great little print and play games. I love it when one of these new games is brought to light as I get to oodle over the art and see what new things he has created!