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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #101: Constantinople Sends Aid Core Event from The Shores of Tripoli from Fort Circle 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.

#101: Constantinople Sends Aid Core Event from The Shores of Tripoli from Fort Circle Games

I have never played a historical wargame on the First Barbary War, which if you didn’t know was one of the first major wars the young United States of America participated in that was situated far outside their sphere of influence in North and South America. Shortly after the end of the American Revolutionary War, commercial vessels of the United States were being attacked and raided by the pirates of the Barbary coast in the Mediterranean Sea. In 1801, newly inaugurated President Thomas Jefferson was eager to put an end to this threat and sent a “squadron of observation” to the Mediterranean to deal with the threat. The Shores of Tripoli covers this conflict and does so using a card driven game mechanic that works really well in this instance. The game is a little deceiving, as at first it appears to be pretty introductory with simple rules and mechanics, but the depth for the game lies in the strategy for each side and the fact that their victory conditions are asymmetric.

There are two decks of cards in the game and each is unique for the side that is using it. The American Card Deck is blue-backed with a picture of President Thomas Jefferson and the Tripolitan Card Deck is red-backed
with a picture of Yusuf Qaramanli. Each deck consists of a total of 27 cards and this is divided up between 21 Event Cards and 6 Battle Cards. The Tripolitan Deck also includes 3 additional cards that are used only for solitaire play. There are three different types of Event Cards included in the decks. These include Core Events, Unique Events, and Common Events. Each player has the same number of each of these type of cards with the only difference being that the Americans have only 10 Common Events and 2 special cards that are called Victory Event Cards.

Core Event Cards begin the game face-up in front of the player and do not count against the eight-card hand limit. Core Cards may be played in place of a card in hand at any time during the player’s turn for their event and then are permanently removed from the game. The Constantinople Sends Aid Core Event Card has a condition that must be met in order to be played and that is that Hamet’s Army has captured the city of Derne. This means that this card will have to wait to be played until at least after the Spring of 1804 or even later as the American player must play their Hamet’s Army Created Core Event Card and then invade Derne which will take a turn or two after the Core Event Card is played. This card is a last ditch effort to stop the Americans as they make their eventual drive on Tripoli. The addition of 1 Tripolitan Frigate and 2 Corsairs will beef up the naval defense of the port and the addition of the 2 Tripolitan Infantry in the city of Tripoli will aid in staving off Hamet’s Army.

The Constantinople Sends Air Core Event Card is somewhat of an ahistorical event, meaning that it was possibly available if necessary but the anticipated invasion of Tripoli Harbor by the forces of Hamet never occurred. Following the fall of Derne, Hamet Karamanli’s forces held the city and planned to press onward toward Tripoli, which put immense psychological and political pressure on the ruling Bashaw Yusuf Karamanli. But, before a full-scale assault on Tripoli could take place, U.S. Consul General Tobias Lear negotiated and signed a peace treaty with Yusuf Karamanli in June 1805 effectively ending the First Barbary War. The treaty secured the release of American hostages from the USS Philadelphia in exchange for a ransom, ending the military campaign. U.S. forces secretly evacuated Derne, abandoning Hamet Karamanli’s push to take Tripoli and returning him to exile.

Lieutenant Presley O’Bannon at Derne. Painting by Charles Waterhouse.

In the next entry in this series, we will take a look at Austrian Leader Klemens von Metternich from Congress of Vienna from GMT Games.

-Grant

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Interview with Stephen L. Kling, Jr. Designer of The Road from Disunion: The American Civil War, 1861-1865 from Blue Panther

A few years ago, we played a very interesting game designed by Stephen Kling of The Historical Game Company called Road to Independence: The American Revolution, 1775-1783. The game covers the entirety of the American Revolutionary War, including the various campaigns and skirmishes on the frontier, and uses custom battle dice. That game was the 2nd volume in that series and recently I heard that Stephen was working on the next volume set in the American Civil War called Road from Disunion: The American Civil War, 1861-1865. We reached out to the designer and he was more than willing to take the time to answer our questions on the game.

Grant: Stephen welcome back to our blog and thank you for being interested in sharing. What is your upcoming game The Road from Disunion about?

Stephen: The Road from Disunion: The American Civil War, 1861-1865 is an introductory level wargame covering the American Civil War using the system I designed and used for several previously published games, which were dice rolling games of conquest using special dice, including The French and Indian War published by The Historical Game Company and Road to Independence published by Blue Panther. The game is a strategic level look at the American Civil War and covers all of the major theaters of the war from its outbreak in 1861 to its conclusion and Lee’s surrender at Appomattox Courthouse in 1865.

The map contains 42 different locations, some of which count toward meeting victory conditions. Custom dice are rolled matching symbols on the dice with those required to conquer each location and its defenses. Event cards are also included that add in some of the historical elements to the conflict and vary play from game to game. This is a follow up game to Road to Independence and uses similar concepts and game mechanics.

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

Stephen: I have always had an interest in the American Civil War particularly at a strategic level. It is a massive contest, and I wanted to see if I could design a fun, easy to play game covering the entire war from 1861-1865.

Grant: You are utilizing the same system you have used for 2 games in the past on the French & Indian War and the American Revolution. How did you change the system to take into account the American Civil War?

Stephen: The American Civil War posed some special challenges as I wanted to incorporate concepts like the naval war and what constituted a rebel victory. Special rules were developed for the naval aspects in the game utilizing ironclads for the Rebel player and naval combat for the Union player before an attack by naval move can occur if an Ironclad is located in the Port Location. There are some special rules reflecting the historical constraints as well. As discussed in the design notes, I took a cue from one of the experts who summarized the rebels’ ability to win the war as making it last long enough with enough casualties for the Union to seek peace. A number of these ideas for changes and some others discussed below came about through playtesting.

Grant: What was your design goal with the game?

Stephen: As with the other games in the system, my main goal was to create a light, fun game that could be played in one setting with sufficient political theming. Of course, factoring in rolling special custom dice was always a goal as well.

Grant: What elements do you feel are most important to model or include from the history of the American Civil War?

Stephen: I wanted to allow players to explore various strategic options. There are a number of different strategies the Union player can develop for victory. The Rebel player has the problem of primarily developing a defensive strategy while taking advantage of opportunities to take or retake Union controlled locations to make it more difficult for the Union player to win.

Grant: What major design challenges did you encounter and how did you overcome them?

Stephen: Simply re-skinning the system from the prior games just was not going to work for this design. I wanted to include the ironclads as their role is interesting and could have had a more pronounced effect on the war. Doing that in a way to not add a lot of complexity went through several variations. Integrating some of the aspects of the Eastern Theater and Western Theater ended up in the event cards and simplifying the far west ended up in a Western Territories Location with some benefits based on card play. Simply put, there was just a whole lot of history I wanted to pack into the game without adding a significant amount of complexity. The game also begged for some additional chrome which ended up in some advanced optional rules covering elite units, commerce raiders and Union ironclads.

Grant: What sources did you consult for the historical details? What one must-read source would you recommend?

Stephen: I have a “Further Reading” list in the rules which includes Battles and Leaders of the Civil War in 4 volumes and The Blue and the Gray in 2 volumes for good reading on the entire war. But two of the 8 books in the Further Reading section cover the naval aspects of the war. On that note, I was able to correspond with one of the experts, Professor Neil Chatelain, who gave me some good information on ironclads and in particular the Laird Ironclads building in Great Britain for the rebels and how those ironclads were intended to be used. Of course, it was such an interesting back story, they ended up as a possibility in the game with potential use following their intended use.

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

Stephen: The scale is strategic and somewhat abstract. There are no specific army sized units. The entire war is displayed on an 11” x 17” map. There are individual ironclad counters and some strategic defense counters which are essentially garrisons plus control markers. In the advanced rules, there are new “campaign counters” each named for a unit that was elite during the war that can be used for a placement on a Location card to satisfy or help satisfy a required roll, one per theater each turn with a few others depicting further aspects of the naval war and blockade runners. For example, playing one of the blockade runner campaign counters by the Rebel player can result in the loss of 1 attack for the Union player the following turn. The advanced rules not only include the permanent loss of such units if the attack is not successful but the permanent loss of strategic defense counters too if an attack is successful.

Grant: What is the makeup of the various unit counters?

Stephen: Attack counters, strategic defense counters (garrisons), control markers, ironclad counters and a slew of special campaign counters. There are some variant counters too representing armies and navies of England and France.

Grant: What advantages does each side have? How does this change over the course of the game?

Stephen: The Union player has some slightly better Event Cards and gets an additional die upon the occurrence of the Emancipation Proclamation but has the burden of conquering enough victory points and important locations by the end of the game. The Rebel player has enough good cards to muster a good defense and make opportunistic attacks aided by the ability to work on interior lines. The naval game is sort of a mini game within the game which can alter strategy. So, for example, does the Rebel player preselect naval benefit Event Cards and put more emphasis into protecting ports? Too little port protection can trigger a Union special rule whereby the Rebel player loses one attack each turn as long as the specified number of ports are under Union control.

Grant: What is the function of Location Cards?

Stephen: The Location Cards pair with individual areas on the game map but are used primarily for dice rolling and conquest. While the game map is smaller, we added information of the defenses on each Location Card on the corresponding area of the game map to ease analysis for attack considerations.

Grant: Can you show us a few examples and explain how they work?

Stephen: Each of the Location Cards has various icons and numbers in black which indicate the defenses that have to be rolled (conquered) during combat. See below for an in-depth description of how combat works. The Rebel flag in red in the upper left hand corner denotes an important Location for victory. As you can see the icons include things such as Artillery (field cannon), a Fortress (building), Cavalry (with a saber in the center of the image and a horse) and Infantry (with a hat and musket). These symbols coincide with the symbols found on the custom combat dice and the player attacking must roll these results on a certain number of dice to conquer or take the Location Card.

Once a Location is attacked and defeated, the physical Location Cards will be collected from the opponent and added to the tableau in front of the attacking player. Then, the player will add their Control Marker to the Location on the Game Board, unless it is one of their starting Locations, at which point no Control Marker is necessary as it is shown in the Location Box.

There are a total of 42 different Locations and each is assigned value shown in the bottom left hand corner for victory purposes and are named after key and important strategic cities during the American Civil War.

Grant: How does combat work?

Stephen: Land combat is a function of rolling special dice against each Location selected for attack each turn. The Location must have a connection to a friendly Location unless it is a naval attack against a port Location by the Union player. Naval combat is a bit different and simpler. Here is a graphic from the rules that shows an example of combat.

Grant: What is the makeup of the custom combat dice?

Stephen: There are 17 dice, 7 regular die for each player, an Emancipation Proclamation regular die, 1 Rebel Ironclad Availability die and 1 Union Naval Move die.

Grant: How do Ironclads work? Why were they important to include?

Stephen: Ironclads help protect Port Locations from attack by the Union player by naval move. There can be up to 2 ironclads per Port Location. They are all named for important ironclads, and if eliminated, cannot return to play. They enter play by roll of the Rebel Ironclad Availability die each turn and by Event Cards and are placed by the Rebel player at any available Port Location. They can be eliminated by Union die rolls but if they are not, the attack by the regular die cannot happen and the Union attack is a failure. So, they can make Union naval attacks more difficult. Things like the Union Naval Superiority Event and some Event Cards can soften things up for the Union player as the game progresses. I really wanted this aspect of the war included as it was important and is so interesting.

Grant: What is the makeup of the Event Cards? Can you share a few examples?

Stephen: These Event Cards do things such as affect attacks and combat in terms of bonuses or penalties and are usually based on historical events. Here are examples of 2 such Event Cards including 1 for the Rebel player and 1 for the Union player.

Grant: I see where players can preselect a few Event Cards. Why was this important to include?

Stephen: It really added to allowing more strategic decisions. Do you select Event Cards that provide benefits in one theater over another, do you select cards that give naval benefits or the possibility of foreign intervention or concentrate on land attacks, etc.

Grant: What is the role of the Emancipation Proclamation and Union Naval Superiority Events?

Stephen: The occurrence of the Emancipation Proclamation Event allows the Union player an additional regular die representing the addition of men of color to the Union army. The Union Naval Superiority Event guarantees a minimum number of naval moves irrespective of the outcome of the Naval Move die roll and a bonus when combating ironclads. These Events are not guaranteed to happen and only happen in the later part of the game if a successful die roll is made on the first and following turns when eligible. There is also a Union Naval Superiority Rule which allows the Union player to cause the Rebel player to lose one attack each turn as long as the Union player controls 6 of the 8 Rebel Port Locations.

Grant: What are Campaign Counters?

Stephen: This is something entirely new. These counters represent elite units, commerce raiders and Union ironclads. One can be chosen for each theater for each game turn. For land combat, they can only be used for 1 Location attack and can satisfy a required die roll (or part of a required roll if multiple infantry are needed) on the Location’s defense. The commerce raider counters can limit Union attacks, and the Union ironclads can aid in naval combat. These units can be lost in game play, so they have to be used judiciously. These counters are optional along with some other rules like Foreign Intervention Counters and are available in the advanced rules. I think they really add to game play and I am in the process of redoing the French and Indian War game in this system adding applicable elements of the underlying concept.

Grant: What area does the map cover? What are the different theaters and how did you decide to split them up in this way?

Stephen: The map covers pretty much the area of the entire American Civil War. As there were differences in the objectives and the way the war was fought, the map was divided into theaters which are mostly important for where certain Event Cards apply. The division was somewhat arbitrary but made to work the best with the Event Cards.

Grant: What do you feel the design excels at?

Stephen: While this game is a bit more complex than its predecessors, most of the additional pages cover the advanced rules and a more detailed section of design notes. I hope this game provides a fun, thematic experience of gaming the American Civil War. My play testers seem to like the ease of play and the dice rolling making it a wargame but one you can enjoy without a big investment of time and learning the rules. In particular, I hope it provides a lot of strategic options and decisions of the type arising in the war while being able to do it in a few hours. Lastly, I hope it encourages players to learn more about this history.

Grant: What other designs are you currently working on?

Stephen: As you guys know, I have an extensive line of battle/siege games. I just released 2 new ones on the Siege of Ayutthaya and the Siege of Santiago. The Siege of Plevna should be out by the end of the year and an upgrade or second edition of the French and Indian War using the Road from Disunion enhancements is also in the works. Also, my friend Ed Lengel just published a book entitled Atlas: France’s Wars for Empire and Resistance in North Africa, 1827–1934. I had previously published a game on the Battle of Isly from this period, but his book inspired me to bring my design on the Siege of Constantine to the front of the line which should also be out by year end. My game production has been a bit limited with the publication of my latest book, being the guest curator for the Louisiana State Cabildo Museum for the “Gálvez and Louisiana in the American Revolution” exhibition based on my latest book and being extensively interviewed for a documentary on Spain’s role in the American Revolution, as well as related book and exhibition presentations.

Thank you for the look inside this very cool game on the American Civil War. I can feel your passion for the game and its history and believe that this will shine through in the game play experience. Keep up the good work and we look forward to talking with you about your future upcoming game projects.

-Grant

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San Diego Historical Games Convention (SDHistCon) 2026 Daily Debrief Series – Day 3

All good things must come to an end and here we are at the end of our 3 days of gaming at SDHistCon. We had a great time and ended up playing a total of 8 games, with some being full plays and others just having been several turns. But we gamed a lot and that is what we do. Play games!

One thing from last night that I wanted to mention was the Night Market, which allows small indie publishers to get their games out for sale. The inaugural Night Market featured 10 different independent designers selling limited-print-run, self-published historical board games and we had a look around and ultimately purchased Throw Down That Flag: The 1st Minnesota at Gettysburg designed by Liz Davidson and David Thompson. The game is a solo game that centers on the 1st Minnesota Volunteer Infantry Regiment during 2 pivotal days of the Battle of Gettysburg July 2 and July 3, 1863. I very much enjoyed this event and wish that I could have bought more but I didn’t have any more room in my luggage.

Now onto today’s events. The 3rd day started with a nice chat with Saul Sanchez from Mexican publisher Malinche Games. Saul is a great guy and we became acquainted with him in 2021 when they launched their first Kickstarter for Patria Libre: The Struggle for Mexican Independence 1810-1821. They are currently working on a reprint of their most popular title Tierra Y Libertad: The Mexican Revolution which I believe will be the 3rd Printing.

I love these small boutique publishers who have these special passion projects that cover lesser known history and allow them to demonstrate their pride for their country. And it’s always great to put a face to a name as we corresponded multiple times over the past 5 years. I wish Saul the best of luck moving forward and encourage you to give their games a look.

We only played 1 single game today but it was a big and long 5-hour experience as we took on The Other Side of the Hill 2nd Edition from NAC Wargames. So what is this game? Well it’s definitely something and is a bit controversial for some because of the subject matter. But it is a card focused board game designed by Carlos Márquez that attempts to simulate World War II from the perspective of internal political and military members and generals of the German High Command. The game starts in 1939 and at this early phase of the war things are pretty good fur the German war machine as they have plenty of resources and men to fight and annex territory to the east to restore Germany to its pre-WWI state and also develop satellite armies and governments in the Balkans, Italy, North Africa, Norway, Finland and the eastern bloc. But as the game wears on and the western Allies organize and enter the war they will attack in North Africa and Italy and then the Soviets will begin pushing back in the east. This will put a strain on resources and production capabilities as the effects of bombing campaigns and strategic warfare will impact production capabilities.

The players represent different political factions inside the Wehrmacht and must struggle for legitimacy and power as the war goes well earning the approval of the Hugh Command and Hitler earning Prestige Points. Germany after all cannot win World War II in the game. Instead, the central question is how long the regime can hold out against the advancing Soviet and Western Allied forces, and which player will come out best during the collapse.

Players will promote and assign historical German generals to different fronts on the board to use their special abilities to win battles and take territory. Victory in battle will earn Prestige, but a single defeat can result in a general’s dismissal. As the fortunes of Germany turn and the war turns sour, players will attempt to fulfill secret Agenda cards representing various factions, such as the Old Guard, Professionals or anti-Nazi Dissidents/Sympathizers. Players must balance cooperating against the Allies with sabotaging or undercutting each other to advance their faction’s hidden goals.

I very much like the thesis of this one and the unique approach to the subject matter. But in practice the game is very long. Almost too long and involved and really gets caught up in so much minutiae that it seems to be an exercise in following the steps of the sequence of play and trying to keep it all moving without missing things or making mistakes rather than a grand strategic look at the decisions of the High Command and the operation of the war. It’s just a lot and to me seemed to be a bit overwhelming. Now this was our first play and we only made it through a few turns in the 5 hours we played but I’m just not sure I’m going to get back to it.

The rules were fine but there were some lacking details and more clarity needed. I think the biggest problem with the components was the size of the text. It was very small and damn near unreadable. Now part of that is I’m old and I need my glasses but these were obviously put together by someone who didn’t have this problem.

Overall the game just seemed a bit much and I am afraid might not be worth the effort. Now I am willing to give it another try but am not sure when that will be.

I did very much like the internal competition and petitions of the players to have their particular generals included in the battles as this was a great opportunity to get victories and gain favor. But this changed as a few battles were lost and several generals were dismissed (probably by pistol shot to the head) and the war grew old. There didn’t seem to be as much interest in putting themselves out there and taking the risks. I very much liked this and with the right group this can be a very rewarding part of the game.

In the end we gave up and had a long discussion about the outcome and experience. I think that everyone agreed there was something there but maybe it was too deeply hidden and mired in the due process of the game.

We then went around and stated our goodbyes to friends and compatriots and it was bitter sweet. We are planning to come back next year and we will see them all again but I didn’t want this year to be over. Thank you to SDHistCon and their volunteers. A special thanks to Harold Buchanan as the main organizer and visionary for the con and for his friendship. And thank you to those we played games with over the 3 days. And finally thanks to you all for following along.

-Grant

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San Diego Historical Games Convention (SDHistCon) 2026 Daily Debrief Series – Day 2

Today was a very busy game filled day. I’m tired tonight so I’m not sure how long this post will be but here goes. We played a total of 4 games today including 1943: Race to Rabaul from PHALANX, Checkpoint Charlie from GMT Games, Coast Watchers from GMT Games and Thirty Years of Misery from VUCA Simulations.

So here is a quick summary of each.

1943: Race to Rabaul is designed by Volko Ruhnke and is a part of Keep ‘Em Rolling Series of logistics focused wargames that includes titles such as 1944: Race to the Rhine and 1941: Race to Moscow. We have played both of the other games in the series but this one is deeper and more involved than the previous volumes. It also feels very much more like a wargame.

The fighting takes place across the South Pacific with the twists that there are 2 teams of players who are fighting each other but also have to contend fur the same pool of supplies and men and have to manage sea, air and land operations.

The Japanese must use Convoys and have to deal Allied Convoy Strikes that eliminate them and the supplies they are trying to deliver. The Allies have it easier as they have an abundance of transports and can move supplies more easily under Air Cover. The problem is that they must take ground and build Air Bases to extend that Air Cover and Convoy Strike range.

Each side has cards that include operations as well as units and these are played to take actions and can be used in battle to increase strength.

The ultimate goal is to reach a total of 12 medals which come from taking key areas for the Allies and taking Japanese units in battle and for the Japanese preventing the Allies from reaching the Bismarck Barrier and the Japanese causing Allied losses. This one is very well done and we very much enjoyed the experience.

We published an interview with Volko and you can read that at the following link: https://theplayersaid.com/2026/06/15/interview-with-volko-ruhnke-designer-of-1943-race-to-rabaul-from-phalanx/

Next up was a look at a prototype game called Checkpoint Charlie with designer Russell Brown and is a solitaire or cooperative game of British Secret Intelligence Service (SIS) espionage missions in Berlin in the early 1960’s.

The game is scenario-based, and players must manage a tableau of 5 cards to move their assets and spies around a board showing various locations in Berlin.

Each turn players will draw 1 of the 2 cards on the ends of this row of 5 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 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.

This is a very good game where players have to plan but these plans are imperfect as you are at the mercy of the lineup of cards. You have to be patient and try to move away from the KGB before your assets are discovered and captured.

We had a great time with this one as we played cooperatively and I think this will be a huge winner.

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

Then we played Coast Watchers from GMT Games with Volko taking us through the game and teaching us. This one was great and I’m looking forward to playing more in the future.

The game is intelligence operations focused with hidden coast watcher units trying to find out information on enemy build-up, movements and to report this information to Allied operations in the South Pacific. The hidden information is via status blocks, secret markers for Japanese movements, blind draw chit cups (Patrol and Delivery) that test success rather than dice and asymmetric objectives.

The game uses cards as well in the firm of missions and assets and players have to choose their cards carefully to be able to have the capabilities and benefits to perform their operations.

I very much enjoyed this one and am still thinking about it several hours later. I think that this one is going to really be a great series as the other games deal with intelligence in different wars and time periods. Just fantastic!

We published an interview with Volko and you can read that at the following link: https://theplayersaid.com/2024/11/04/interview-with-volko-ruhnke-designer-of-coast-watchers-allied-field-intelligence-in-the-south-pacific-1942-1943-from-gmt-games/

At this point we were tired and enjoyed the USMC birthday celebration and had cake that was cut by a Marine saber. We then played a very short learning game of Thirty Years of Misery from VUCA Simulations.

Th game covers the Thirty Years War of 1618-1648 and plays up to 4 players with 2 teams of 2. Players on the same side, the Imperials or the Protestants, must coordinate and work together to win the war, but the victory conditions only allow a single faction within the alliance to win the game.

The game is card driven and is based on the Birth of America Series from Academy Games. Random chit pull determines turn order and combat resolution uses different custom dice fur each nation.

This is a fun one and it is designed to be very approachable. Simple movement and combat but there is depth here as you have the religious struggle as players can convert spaces and then can lose them later. Lots of fun and we ended up playing just 3 rounds. We will look for a chance to play more in the future.

Tomorrow is our last day and we have a game of The Other Side of the Hill from NAC Wargames planned. See you tomorrow evening!

-Grant

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San Diego Historical Games Convention (SDHistCon) 2026 Daily Debrief Series – Day 1

After a pretty rough day of travel yesterday, our plane landed in San Diego around 11:45pm. By the time we got to the rental car center to get our car and made it to the air bnb it was 12:30am. I only got about 5 hours of sleep due to a combination of the room having no curtains, an early sunrise and the time difference. But we made it out of the accommodations around 7:30am and ate breakfast at the very popular Point Break Cafe where we saw plenty of gamers, designers (David Thompson and Liz Davidson), content creators (ZillaBlitz and Grant Linneberg with Pushing Cardboard) and friends we had a fantastic Southern California breakfast and arrived at the S.E.S. Portuguese Hall of San Diego at 8:30am and began setting up for our first game of the day Baltic Empires from GMT Games. 

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

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

One of my favorite parts about the game was that each turn, 5 Dramatis Personae Cards are randomly drawn from the deck and become available for purchase by the players in the Production phase. These cards have a wide variety of effects, but can be broadly divided into 4 types: those that have permanent effects, those that have one-time effects, those that affect victory conditions and those that provide a special leader unit. These cards are excellent fun and really create somewhat of a race to purchase the best cards before others can acquire them. Now after having said that our draws of cards for the first 2 turns were not good and hardly anyone invested in them but that changed later.

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

Alexander’s Poland ran away with it with a Hegemonic superiority victory (Hegemony leader for Mercantile, Production and Military). Great lite wargame similar to Mare Nostrum from Academy Games.

Our next game was a bit deeper and more involved in The Weimar Republic. The game is a Card Driven Game of political struggle in interwar Germany where 4 unique factions compete for dominance including the democratic Coalition, the Soviet-backed Communist Party, Hitler’s National Socialists and the far-right Radical Conservatives. The game covers the Interwar Years between 1919-1933 and represents all of the different fighting factions trying to gain control in Germany’s regions and major cities, to maneuver the political landscape of the Republic, and to dominate through a combination of propaganda, parliamentary elections, street violence and economic influence. This situation sets itself up perfectly for a game to explore the various parties involved.

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

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

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

I very much like what I was doing but need to continue to learn the rules so I know what I should be doing. We had a good time and I look forward to another play in the near future. I was able to pull a victory out as the Coalition, which I understand is generally pretty difficult.

Our final game of the evening was a look at a new and as-of-yet unannounced collaboration between Mark Herman and Mark Simonitch called Caesar: Rome vs Rome. This game is a CDG and uses the same system found in Caesar: Rome vs. Gaul from GMT Games but covers the Roman Civil War where Caesar confronted the Republic and the forces of Pompey.

The game really is focused on the struggle for political control of the empire as players will play events, move armies and fight in order to control the minds of the people.

Battles are commons and a major part of the game but the game is very snappy and only lasts 5 turns.

I think that this one is going to be a winner and I very much appreciated Mark Herman showing us the game. I have been told that it will be announced on the P500 in December.

That was our day! 3 big games and lots of good times were had by all. Tomorrow we have an early morning game of Thirty Years of Misery from VUCA Simulations and I also hope to sit down with Russell Brown to get a look at Checkpoint Charlie from GMT Games and possibly Coast Watchers from GMT Games with Volko. See you tomorrow evening for a synopsis of Day 2.

-Grant

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San Diego Historical Games Convention (SDHistCon) 2026 Daily Debrief Series

Good morning our faithful readers! As this post uploads this morning, we will be preparing to make our way out west to attend SDHistCon 2026 held in sunny San Diego, California at the best little historical games convention on the West Coast! We will not depart until later today on a 3:45pm flight departing Indianapolis and should arrive in San Diego at around 5:30pm on the West Coast. We will be attending the mixer that evening and get settled into our short term rental. We also are taking along The Players’ Aid Wives (Kelly and Paisley) as well as 2 of our children in Marin (my daughter) and Atticus (Alexander’s son) and are excited to spend time with them in the beautiful southern California weather! This convention will include 3 days filled with gaming, designer interviews, looks at new prototypes, visiting with friends, publishers and designers.

This will be our 3rd trip to SDHistCon and we appreciate the constant prodding and encouragement from our friends Harold Buchanan and Andrew Bucholtz to get us out there and I am really excited about attending as we had such a great time the last 2 times we have attended! The San Diego Historical Games Convention is set to be held from November 6th through 9th at the S.E.S. Portuguese Hall of San Diego. The convention is about 2 blocks from the San Diego harbor, just a few miles from the San Diego airport, and is surrounded by delicious restaurants and fairly affordable hotels and other accommodations.

The mission of SDHistCon is to create a diverse and supportive gaming community dedicated to playing, discussing, designing and promoting historically-based board games. Through this commitment, SDHistCon seeks to serve both the existing historical board gaming community as well as grow it through the addition of new voices and perspectives. Recent events run by SDHistCon include this same convention last year, the 2025 Summit Award (given to War Story: Occupied France designed by David Thompson and Dave Neale), an online convention called SDHistCon Winter Quarters in January 2026, and SDHistCon North in Minneapolis/Saint Paul, Minnesota this past July.

At the end of each day, I will be putting together a short summary of what we did that day at the convention. I would like to keep this to just a few paragraphs with several pictures to give you an idea of the games we played that day, people we talked with and other activities we participated in. We will still work on doing multiple videos as well that will be released on the YouTube Channel over the next few months but this coverage will supplement the videos. This summary will most likely not be posted until after 1:30am EST each night, if not a bit later, so you might be checking it out the next morning which is fine.

One of the new things they will be offering this year at the convention is the Skunkworks Event. The idea of the event is similar to publisher speed dating events at other conventions, but it’s intended for more than just publishers. This event, on Friday, November 6th, will feature up-and-coming designers set up at their own tables, where they can give a 5-minute pitch on a single game to other convention attendees, who may be publishers, designers, reviewers or content creators, or others curious about what’s in the works. The Skunkworks Event will be scheduled on the Friday night of the convention to allow participants to schedule follow-up meetings or playtests later in the convention with people particularly interested in their game.

We have at least a few things planned that are official including several multi-player wargames like Baltic Empires: The Northern Wars of 1558-1721 from GMT Games, The Weimar Republic: Political Struggle in Germany, 1919-1933 from GMT Games, The Other Side of the Hill from NAC Wargames and Thirty Years of Misery from VUCA Simulations. We also will most likely be getting in a game of Virgin Queen but have not been able to get that finalized as of yet. We have been invited to participate in the Skunkworks event and I am very much looking forward to what we will see. We are also looking forward to taking a look at other “as of yet unreleased” games that are in design including Foxes and Lions: Renaissance City-States in the Age of Machiavelli from GMT Games, Painkillers from Hawk & Dove Games and Checkpoint Charlie from GMT Games in addition to some others. Should be a ton of fun!

If you are looking for gaming opportunities while attending, please check out the following GeekList that I created on Board Game Geek: https://boardgamegeek.com/geeklist/385692/gaming-opportunities-at-sdhistcon-2026-november-6

There have been multiple games setup on this list since its creation in early October and we are nearing full capacity so check it out and add your name if you are interested in gaming with us. Happy gaming!

Finally, if you are at SDHistCon please feel free to find us and say hello. I believe that we are very friendly and accessible (well at least I am as sometimes the Brit is a bit crusty and gruff!) and love to make connections with our fans and followers. In fact, we have TPA buttons and stickers to give away so just ask. We also would like to take a picture with you so we can document it in our writings.

-Grant

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History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #10: Moscow Rules

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

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

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #10 Moscow Rules

“Moscow rules meant watch your back. London rules meant cover your arse.”

This quote from Mick Herron’s book, Slow Horses, may be what many people think of when the term Moscow Rules is used today, but there’s a bit more to it than that. Moscow rules were an unwritten set of procedures – spycraft protocols – to keep in mind when operating on the KGB’s home turf. Moscow Rules may have also been used as a cautionary declaration, a spy’s call to arms. In John Le Carrè’s spy novels, George Smiley lets his colleagues know that exceptional caution is warranted just by saying, “Moscow Rules.”

Moscow Rules could include communicating with extra caution, or in code. It could mean keeping a better eye out for someone following you, or being ready to defend yourself. But at its core, it meant that you were effectively operating in enemy territory and could no longer trust the people and places you once took for granted.

In Checkpoint Charlie, the Moscow Rules Event Card puts all of your assets on high alert, giving them a Tradecraft Marker if they don’t already have one. It also adds the Papers Item to the Mission, assuming that your assets dig deeper into their resources, perhaps pulling out old false identities reserved for emergencies. If you’re playing the campaign game, the Moscow Rules Card is not removed when it occurs, so it can show up on almost any mission.

In the next article in this series, we will take a look at ________.

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

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

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

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

Card #3: Demonstrations

Card #4: Faceoff with the Soviets

Card #5: Berlin Film Festival

Card #6: General Clay Steps In

Card #7: Ich Bin Ein Berliner

Card #8: Loudspeaker Wars

Card #9: Daily Military Train

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

-Grant

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Interview with Philip duBarry Designer of The Great Escape from Sound of Drums Currently on Gamefound

I have known about this game’s existence for a while now. In fact, I saw a prototype last fall while attending Spiel Essen, but recently it was officially announced on Gamefound with a campaign kickoff of October 20th. The game is called The Great Escape and is designed by Philip duBarry, the designer of one of my favorite cooperative historical games in Black Orchestra. The Great Escape is based on a true story and shares the account of the escape attempt by Allied soldiers from the infamous Stalag Luft III POW Camp during WWII. The game is a cooperative or solitaire experience for 1-5 players. We reached out to Philip to see if he would answer some questions and he was more than willing.

If you are interested in The Great Escape, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/sound-of-drums-gmbh/the-great-escape

Grant: Philip welcome back to our blog. What is your upcoming game The Great Escape about?

Philip: Thanks for having me back! The Great Escape tells the story of the most famous prison break during WWII. A group of 76 POW’s managed to dig under the fence of Stalag Luft III and escape into the country side. While the Germans eventually recaptured all but three, the episode wasted many hours and struck a blow against German morale.

Grant: What is your design goal with the game?

Philip: I wanted to make another WWII co-op game in the vein of Black Orchestra. I want players to experience some of the drama and intensity of the real historical event.

Grant: What elements do you feel are most important to model from the period?

Philip: I especially want to convey the cat-and-mouse dynamic of prisoners and captors trying to outwit each other. I want players to feel the tension of the risk involved in hiding contraband items, as well as the sheer difficulty of putting together such a massive operation with limited resources and opportunity.

Grant: I understand that the team has worked closely with the Stalag Luft 3 Museum in Poland. What assistance have they provided?

Philip: The museum has provided a wealth of background information. They will also be contributing a short historical summary of the events in the game.

Grant: How do you go about creating an overarching feeling of tension and difficulty?

Philip: A lot of the tension comes from some push-your-luck elements. Each turn, the guards will be patrolling through the camp. Periodically (and somewhat randomly) they will conduct searches of nearby huts (or barracks / barracken), so where you locate your various stashes of contraband is crucial. Another aspect is the timing of when to make the attempt. Finally, everything must be done before the SS/Gestapo take full control of the camp and prevent further attempts through more draconian means.

Grant: How has the artist team of Marc Von Martial and Wouter Schoutteton assisted you in creating the mood you wanted for the game?

Philip: The team at Sound of Drums has been phenomenal! They have produced a beautiful and atmospheric experience for players. The art style strikes just the right tone for the game.

Grant: What major design challenges did you encounter and how did you overcome them?

Philip: This project has taken quite a long time. I made the first prototype about nine years ago! The first few iterations of the game were a bit of a mess. I included way too many details: phases of the moon, seasons, weather, physical distances, a grid system of movement, and many other elements were all jammed into one multi-hour package. Since then, we have been able to streamline and edit significantly. Another tricky part was how to track the trouble (called the Trouble Track) that the prisoners were in. Multiple complicated tracks became one simple track. Adding guard movement and behavior was another big step forward. Finally, getting the balance right also took a good deal of time and testing. Over the course of the game’s creation, I worked with multiple publishers (some of whom contributed some key elements to the final product). Sound of Drums helped me get over the final hurdle!

Grant: As a cooperative game how do the players work together?

Philip: The players are “officers” in the camp. They direct all the actions and jobs needed to affect a successful escape. As players, you will be working on 1-3 escape plans, pooling resources, positioning the other prisoners, digging tunnels, all the while distracting guards and throwing them off the scent.

Grant: What actions can they take?

Philip: The main actions involve moving around the camp (distracting the guards is necessary to allow this), digging tunnel sections and disposing of sand, producing the various escape materials (clothing, papers, food, tools, etc.), and taking a few special actions scattered around the board and on cards.

Grant: How is the success or failure of these actions determined? How can players improve their chances?

Philip: Most of the actions are open; however, many upgrades are available in the deck of Prisoner Cards. The final escape attempt is resolved by rolling some dice (in Black Orchestra fashion). There are several ways to influence this roll as well.

Grant: How are Tunnel Tiles used? What information is located on these tiles?

Philip: The Tunnel Tiles represent sections of the tunnel being dug. The goal is to connect a few barracks with a main tunnel leading under the fence and out the compound. Normally, each tunnel section requires two non-player prisoners led by a player officer.

Grant; How does the game utilize cards?

Philip: The cards provide special abilities to the players, as well as additional resources and opportunities. Some of the cards also deal setbacks to the players.

Grant; What different types of cards are included?

Philip: There are three decks. The Prisoner Deck contains upgrades for players, as well as access to new escape plans. The Search Deck controls the guards each turn, sometimes confiscating your materials and sending prisoners to the “Cooler” (the brig inside the camp). Finally, the Event Deck tracks various historical moments (or representative of historical moments) encountered by the real inmates. Most of these provide new challenges but a few offer a bit of relief.

Grant: What is the anatomy and layout of these cards?

Philip: Because there are several different types, they are all laid out differently. Some fit into your player board tableau. Others fit alongside the board, while the Search and Event Cards are resolved and discarded.

Grant: Can you share a few examples and explain how they are used?

Philip: The Search Cards are especially interesting. Each one lists a specific barrack (or sometimes another location). If no guards are walking by that building, nothing much happens. However, if a guard is adjacent to the building, they will inspect it. If they find it completely empty or too crowded, they will become even more suspicious, possibly setting off the alarm, discovering your supplies, and maybe even uncovering your tunnels. Eventually, the barracks begin to be shut down, restricting your options further as the game nears its conclusion.

Grant: What characters do the players play as? What unique abilities does each bring?

Philip: Fans of the famous movie version of the story might be a little disappointed to find some of their favorite characters missing. This is because we have chosen to feature only real, historical figures. Some of these include: Roger “Big X” Bushell (in charge of X Organization—the escape committee), Walley Floody (a tunnelling expert), “Des” Plunckett (a brilliant map-maker), John Bigelow Dodge (nicknamed “The Artful Dodger” for his many escape attempts), and British Air Commodore, Herbert Massey. There are something like twelve in all…so far.

Grant: What is the layout of the board?

Philip: The board is a somewhat-historical map of the northern section of Stalag Luft III. Originally, this was built to house British air force POW’s, but airmen from many other nations were soon placed there as well. There are 11 barracks (barracken), the Cooler, the guardhouse, a theatre, and two sports fields (a great place for getting rid of excess sand). There is also a fire pool in the middle, which also provided some entertainment to the prisoners.

Grant: What do you feel the design models well from history?

Philip: I hope that players will be left with a better understanding of what went on in the camp. We have had to simplify and condense things, but the general flow should come through. There are playful moments and tense moments, as these brave men fought their own private war from behind barbed wire.

Grant: What type of experience does the game create for players?

Philip: I would like players to feel that they had confronted some of the issues faced by the historical prisoners. There should be stretches of working out a logistical puzzle punctuated by the terror of knowing that the guards are right outside your window waiting for the one Search Card to ruin your plans.

Grant: What has been the feedback of your playtesters?

Philip: Playtester feedback has been overwhelmingly positive. Even when the game needed lots of tweaks and wholesale changes, the basic tensions and historical flavor was present from early on.

Grant: What other designs are you currently working on?

Philip: I’m also working on expansions for Citizens of the Spark and Snowcrest, as well as a larger space-themed game coming from APE Games in 2027. I’m also working on a special project about cobalt mining in the Congo, partnering with a charity in the region to help raise awareness of the plight of child miners. Thanks for asking!

Thank you for your time with this interview Philip. I really appreciate the fact that you responded quickly and provided the answers in very short order.

If you are interested in The Great Escape, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/sound-of-drums-gmbh/the-great-escape

-Grant

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

Big month of games incoming! I was able to easily find games to share with you and I am excited for you to get this one in your inboxes. This month, I was able to find 37 games to share (including the 3 from our sponsor PHALANX and with 1 entry including 2 games), with 20 of those being newly announced pre-orders and 14 being new releases. I was also able to find 5 games being offered on Crowdfunding platforms Gamefound and Kickstarter.

If you missed the October Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/10/01/wargame-watch-whats-new-upcoming-october-2026/

Again this month, we have a sponsor for the Wargame Watch post in PHALANX, who is the maker of fantastic wargames such as U-BOOT, Hannibal & Hamilcar, Freedom!, Purple Haze, Total Domination, Iron, Blood, Snow and Mud, A Very Civil Whist, 1944: Race to the Rhine, Fire in the Sky and more. We have really never had a bad experience with any of their games and have really loved many of them!

They have a lot of great games upcoming and in the pipeline and are always developing new titles for pre-order or funding on Gamefound.

One of their more exciting recent offerings is a group of similar subject games set in the Pacific Theater of Operations during World War II. I personally love PTO wargames and these both look extremly interesting. These include 2 separate titles 1943: Race to Rabaul and Tora Tora Tora!. We did an interview with Volko Ruhnke who designed 1943: Race to Rabaul earlier this summer and you can check that out on the blog at the following link: https://theplayersaid.com/2026/06/15/interview-with-volko-ruhnke-designer-of-1943-race-to-rabaul-from-phalanx/

Both of these games are beautiful and look very good and you are in luck as both can still be pre-ordered on the Gamefound page listed in the interview or by clicking the picture to the right.

They also have Sovereign: Shōgun, which is a new game in the Sovereign Series that includes one of my favorites in Bretwalda. This game was funded on Gamefound earlier this year and is a massive undertaking with a ton of content and add-ons that can create a massive game, both in its playability and replayability as well as its options for players. You can also still pre-order on the Gamefound page by clicking the picture below.

They have several other projects in the works including Independence, Saga, Lords of the North, Dust in the Wind and Lords of Heaven all planned for near future pre-order/crowdfunding campaigns or fulfillment.

One more thing before we get to this month’s games. Bill Molyneaux does this fundraising calendar of the Battlefield museums and historical sites on the East Coast for Toys for Tots and I wanted to share that with you so you can look at buying one.

If you are interested in the Goober The Traveling Bear Calendar 2027, you can order a copy for $10.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/goober-calendar-2027

Pre-Order

1. The Great Escape from Sound of Drums Currently on Gamefound

If you like historical themed games that focus on challenging objectives, cooperative play and teamwork then I have a great game to introduce you to this month. I have known about this game’s existence for a while now. In fact, I saw a prototype last fall while attending Spiel Essen, but recently it was officially announced on Gamefound with a campaign kickoff of October 20th. The game is called The Great Escape and is designed by Philip duBarry, the designer of one of my favorite cooperative historical games in Black Orchestra. The Great Escape is based on a true story and shares the account of the escape attempt by Allied soldiers from the infamous Stalag Luft III POW Camp during WWII. The game is a cooperative or solitaire experience for 1-5 players and is just beautifully produced.

From the game page, we read the following:

On the moonless night of March 24, 1944, Allied prisoners emerged from a tunnel ending outside the fence of Stalag Luft III. They silently crawled the remaining feet over frozen ground to the cover of the surrounding forest. The men who escaped wore carefully-tailored civilian clothes and carried suitcases, intricate identification papers, German money to purchase train tickets, and several days of food.

76 prisoners escaped before the German guards sounded the alarm. A furious effort to recapture the prisoners ensued, and all but three were found. In an unprecedented move and in clear violation of the Geneva Conventions, Hitler ordered 50 of the recaptured prisoners to be secretly executed. The escape cost the Germans hundreds of thousands of man hours and countless resources meant for the war, delivering a devastating blow to German morale.

Now the wire waits again. The ground is stark and cold, the guards are watchful, and the forest beyond the fences offers both salvation and deadly risk. Will you dig far enough, plan carefully enough, and seize the right moment before the alarm sounds?

Behind the barbed wire of Stalag Luft III, time is measured in whispered plans, and the constant threat of discovery. In The Great Escape, you and your fellow Allied air force officers must organize the camp, gather scarce materials, craft civilian clothes and forged papers, dig secret tunnels beneath the perimeter, invent ingenious devices, and carefully time your escapes—all while guards conduct ever-more-ruthless searches and the Gestapo tightens its grip. Draw on the unique skills of legendary officers, trade with compromised guards, execute daring Escape Plans, and keep the tunnels hidden. Every action risks drawing Trouble. If the Gestapo locks down the camp before twelve soldiers slip into the forest under cover of night, the attempt has failed. Outsmart the search parties. Carry on the war from behind the wire. Help twelve men escape, and you will have struck a blow that echoes far beyond the fences of Stalag Luft III.

The Great Escape is a cooperative board game for 1–5 players, designed by Philip duBarry. Play time is 60–90 minutes and is recommended for ages 12 and up.

We published an interview with designer Philip duBarry on the blog and you can read that at the following link: https://theplayersaid.com/2026/11/03/interview-with-philip-dubarry-designer-of-the-great-escape-from-sound-of-drums-currently-on-gamefound/

If you are interested in The Great Escape, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/sound-of-drums-gmbh/the-great-escape

As of November 1st, the Kickstarter campaign has funded and raised €34,416 ($38,601 in US Dollars) toward its €12,500 ($13,942 in US Dollars) funding goal with 598 backers. The campaign will conclude on Monday, November 9th at 6:00pm EDT.

2. Fix Bayonets! Volume III: 1806: Auerstädt from Tactical Workshop Currently on Gamefound

Last year, I became aware of a new edition of a very interesting looking Napoleonics game series called Fix Bayonets! designed by Frederic Delstanches. That game was 1811: Albuera Second Edition from Tactical Workshop, which was originally released in 2020. Since that time, Frederic has been busy and designed the 2nd volume in that series called 1809: Talavera. Due to the success of these efforts, Tactical Workshop now is embarking on a new project in the series called 1806: Auerstädt that covers the Battle of Jena–Auerstädt fought on October 14, 1806, near Jena and Auerstädt, Germany being the decisive engagement of the War of the Fourth Coalition.

From the game page, we read the following:

1806: Auerstädt is a tabletop wargame that allows you to recreate this astounding asymmetrical battle of the War of the Fourth Coalition, face to face with another player or as a solitaire experience.

Take command of the French III Corps under Maréchal Davout, one of Napoléon’s best commanders, and attempt to reproduce his astounding victory against a vastly superior force! If you like a challenge, you can instead lead the Prussian Royal Army and rewrite history, overcoming your poor leadership and frail morale, by overwhelming an opponent half your size with your mighty manpower and cavalry superiority.

I want you know the backstory of this new boutique publisher and will share that here:

Tactical Workshop is a small, family owned and operated entity that started as non-profit and that we expanded into a small business last year with the success of 1811: Albuera. We are established as a LLC in Orlando, Florida and have an antenna in Yokohama, Japan. We started using the “print on demand” model in 2019 by publishing play aids for various other games then designing our first two boxed games: 1811: Albuera and 1810: Bussaco. Despite good reviews, the games were not selling well due to the very high prices required by the model. The only way to expand was to produce our games using a professional game printer. We successfully launched and funded 1811: Albuera Second Edition in 2025 and 1809: Talavera here on Gamefound. This is our third professionally printed game in the series.

I own the first 2 volumes in the series, and while I have yet to play them because we just received them, I can attest to the production quality and the great amount of components that come in the box.

If you are interested in Fix Bayonets! Volume III: 1806: Auerstädt, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/tactical-workshop/1806-auerstadt

As of November 1st, the Kickstarter campaign has funded and raised $8,553 toward its $6,000 funding goal with 145 backers. The campaign will conclude on Monday, November 30th at 12:00am EDT.

3. Aces & Armor – Spitfire: Battle of Britain & North Africa from PKB Games Currently on Kickstarter

A few years back, we backed a very interesting looking miniatures based board game set in World War II called Aces & Armor from PKB Games. We played it last year and very much enjoyed the combat system as well as the way units gain experience and become more effective. That game did very well on Kickstarter and PKB Games is back with a new addition to the series called Aces & Armor – Spitfire: Battle of Britain & North Africa that is currently on Kickstarter.

From the game page, we read the following:

Aces & Armor – Spitfire: Battle of Britain & North Africa is a tactical World War II strategy game set across Britain, France, and the North African desert. Players command combined forces of aircraft, tanks, and infantry, including iconic units such as the Supermarine Spitfire, and must use the strengths of their different units and the battlefield terrain to their advantage.

During the game, players maneuver their forces, engage enemy units in combat, and develop experienced units over the course of the battle. Combat takes into account factors such as unit type, attack strength, armor, damage, experience, formation, and terrain, making the positioning and composition of an army an important part of each engagement.

I think that the most interesting part of this new entry into the Aces & Armor Series is the ability to play this entry with the original.

Spitfire can be played as a standalone game for one or two players, or combined with the original Aces & Armor to create larger battles with up to five players. Players compete or cooperate according to the chosen scenario, and win by completing its specified victory objectives before the opposing side does.

The production is also top notch and the miniatures are very well done. I will add here that there is an option to have them pre-painted so they will look that much better.

We previously published an interview with the designer Philipp K. Berger on the blog and you can read that at the following link: https://theplayersaid.com/2026/10/26/interview-with-philipp-k-berger-designer-of-aces-armor-spitfire-battle-of-britain-north-africa-from-pkb-games-currently-on-kickstarter/

If you are interested in Aces & Armor – Spitfire: Battle of Britain & North Africa, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/trench-club/aces-and-armor-spitfire

As of November 1st, the Kickstarter campaign has funded and raised $184,526 toward its $11,172 funding goal with 1,035 backers. The campaign will conclude on Thursday, November 12th at 2:59am EST.

4. Dragon Ships & Iron Knights: Three Battles from the Year 1066 from Legion Wargames

I have always loved the games that come from small boutique publisher Legion Wargames. Their offerings are always on interesting and lesser gamed topics and they always seem to have great looking art as well. I also know that when I buy one of their games, I am supporting a great guy in owner Randy Lein and also the stable of great designers that they have relationships with. This month, I saw a new pre-order game offered in their Customer Pre-Order Program called Dragon Ships & Iron Knights: Three Battles from the Year 1066, which takes a look at 3 separate battles in England and Scotland that had major impacts on the course of those countries. The game is designed by Norm Smith and is a hex and counter game that appears to be more on the tactical level.

From the game page, we read the following:

Dragon Ships & Iron Knights is set of three, 2-player, tactical level wargames covering the battles that shaped the future of England for centuries to come. The game includes the following battles:

  • The Battle of Hastings
  • The Battle of Stamford Bridge
  • The Battle of Gate Fulford

Each battle includes its own map and rulebook and comes with 3 maps measuring 17″ x 22″, 3 sheets of unit counters/markers and 3 player aids.

If you are interested in Dragon Ships & Iron Knights: Three Battles from the Year 1066, you can pre-order a copy for $53.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DGS.html

5. Traces of Tunisia from VUCA Simulations

This month we get 2 new pre-order games from VUCA Simulations. The first of these is Traces of Tunisia and I am always in the mood for a good North African Theater wargame. The games I have played on this theater are always very, very good and I love the struggle with the harsh North African terrain and the importance of supply. Traces of Tunisia is a part of the Traces of Series of operational level wargames that have included titles such as Traces of War, Traces of Hubris and Traces of Victory. This system works really well and is a chit-pull activation system that keeps you on your toes and always fretting over the order of the chits during any given round.

From the game page, we read the following:

At the conclusion of the North African campaign, German and Italian forces found themselves squeezed into the mountainous, canalized terrain of Tunisia. Facing advancing Anglo-American and Free French forces from the west and British veterans from the east, the Axis fought a desperate campaign of operational counter-strikes and delaying actions to hold the Mediterranean gateway.

Traces of Tunisia puts you in command of this critical operational struggle.

Take control of the Axis bridgehead forces or the Allied armies in a tense operational-level game of command activation, logistics tracing, and maneuvering across compartmentalized terrain.

  • Allied player: Coordinate multinational forces, leverage expanding air power, manage supply lines, and push rapidly toward Tunis and Bizerte before time runs out.
  • Axis player: Utilize inner lines, mount dangerous armored counter-offensives, destroy infrastructure, and prolong the campaign to deny the Allies an early springboard into Europe.

Every decision matters—overextend into mountain choke points without logistics, and your spearheads will be isolated; hesitate, and enemy air superiority will paralyze your operations.

The game is designed for fans of Operational level wargames, WWII North African history, chit-pull activation systems and players who value clarity of rules combined with strong thematic immersion.

If you are interested in Traces of Tunisia, you can pre-order a copy for $80.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/traces-of-tunisia

6. Gateway to Falaise – Caen-Normandy 1944 from VUCA Simulations

The 2nd new pre-order game offered this month from VUCA Simulations is another dandy. The first thing that caught my eye was the beautiful yet simple cover and the way that the smoke and other elements form a camouflage pattern. Just gorgeous! The game is called Gateway to Falaise: Caen-Normandy 1944 and is a part of the Formation Series. The game is designed by Andrew Glenn.

From the game page, we read the following:

Following the D-Day landings, the Allies faced a desperate, grinding war of attrition in the bocage and open fields of Normandy. To break the deadlock and trap the German forces, the British, Canadian, and Allied forces launched a series of high-stakes operational pushes aimed at capturing the strategic hubs of Caen and Falaise.

Gateway to Falaise puts you in command of this crucial campaign—the second installment in the Formation Series.

Command the Allied forces attempting to smash through entrenched defenses, or take control of the German defenders fighting desperately to hold the line and delay the Allied advance.

  • Allied player: Plan concentrated armored and mechanized pushes, deploy massive artillery and air support, navigate restrictive terrain, and strain the Axis defenses to force a complete breakout.
  • German player: Utilize superior tactical positions, manage precious armor and elite formations, execute timed counterattacks, and inflict maximum casualties to stall the Allied momentum.

Every decision matters—overextend into prepared anti-tank zones, and your spearhead will be wiped out; hesitate, and the opportunity to trap the enemy slips away.

Built on an engaging formation-based system, the game balances strategic planning with operational friction:

  • Dynamic formation activation keeps both players constantly engaged and simulates the uncertainty of command.
  • Combined arms warfare seamlessly integrates infantry, armor, engineering assets, heavy artillery, and air/naval support.
  • Fast-resolving combat maintains high tension while reflecting realistic unit attrition and tactical consequences.
  • Streamlined operational rules allow for swift gameplay without sacrificing historical depth.

If you are interested in Gateway to Falaise – Caen-Normandy 1944, you can pre-order a copy for $107.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/gateway-to-falaise-formation-series-2

7. Eagles of 1807 – Volume I: Winter from Fellowship of Simulations

A good Napoleonic wargame is always welcome at my table. The grandiose uniforms, fantastic cavalry charges, focus on experience of soldiers and the like are what I have always thought of first when I think about the subject. Fellowship of Simulations has a new offering this month that is a part of their Eagles of France Series called Eagles of 1807 – Volume I: Winter. This game focuses on 3 major engagements during the winter of 1807 including Pultusk, Golymin and Eylau.

From the game page, we read the following:

The Eagles of France Series is back in force! This master box covers 3 battles. Pultusk and Golymin: December 26th 1806, the two armies are struggling in a sea of mud. They collided in two locations. At Pultusk, Lannes engaged a larger force. At Golymin, the Russians played a delaying action.

Then came Eylau and the bloodbath in the snow.

The game includes these 3 battles, including historical variations and what ifs.

In addition, the full order of battle of both armies for winter 1806 is available. This will allow even more flexibility to test alternative scenarios. Also, unused counters might be used for future expansions with additional battles.

If you are interested in Eagles of 1807 – Volume I: Winter, you can pre-order a copy for €99,00 ($110.29 in US Dollars) from the Fellowship of Simulations website at the following link: https://www.fsimgames.com/en/eagles-of-1807-winter-box/

8. Peace 1905: Ending the Russo-Japanese War from Fort Circle Games

In 2023, while attending SDHistCon in San Diego, we sat down with Maurice Suckling to get a look at his new game called Peace 1905: Ending the Russo-Japanese War from Fort Circle Games. We have enjoyed many of Maurice’s designs including Hidden Strike: American Revolution, Chancellorsville 1863, 1565 Siege of Malta and Crisis: 1914 and very much enjoy how his mind takes a historical event and wraps mechanics around it to create an experience that helps players in understanding the situation. Peace 1905 deals with the negotiations between the Japanese and Russians at the end of the Russo-Japanese War. The game was very good and plays in about 30-45 minutes.

From the game page, we read the following:

By August 1905 the Russo-Japanese War had been raging for 18 months, with over a million soldiers, sailors, and engineers in arms, it had cost the lives of between 100,000 to 200,000 participants and brought death and destruction to civilians. The war had seen the sinking of the Russian Pacific and Baltic fleets, and the great sieges at Port Arthur and Mukden. The world was shaken by the emphatic rise of Imperial Japan as a land and naval power. Russia had been blooded and humiliated.

But Russia was not yet done. Although both sides were financially exhausted it was Russia who continued to funnel troops into the war, while Japan’s manpower reserves were depleted. The war might yet continue, with further loss of life and property, and protracted instability in the Far East. With this would come the risk of further Russian humiliation. Both sides needed a way out. The door to that way out was opened by US President Theodore Roosevelt when he invited delegations of both sides to Portsmouth, New Hampshire – to a peace conference through August 1905. But with the sides so far apart on numerous key issues – the Russian Czar had stipulated no territorial concessions or reparation payments, and the Japanese Emperor wanted exactly those things and much more – what real hope was there that both sides could find a mutually satisfactory resolution?

In history, the answer is found in the Treaty of Portsmouth, a complex and significant diplomatic achievement, for which, for his part in facilitating and assisting, President Roosevelt was the first American to receive the Nobel Peace Prize. In Peace 1905, you – the players – will have Roosevelt’s assistance, but the work of successfully negotiating is down to you. Will you end the war, and bring a peace your governments approve of, or will the conference end in failure, and the war ignite again?

Here is a link to our interview with Maurice Suckling designer of Peace 1905 from Fort Circle Games during our trip to SDHistCon in 2023:

If you are interested in Peace 1905: Ending the Russo-Japanese War, you can pre-order a copy for $60.00 from the Fort Circle Games website at the following link: https://www.fortcircle.com/peace-1905/

9. Commands & Colors: American Civil War from GMT Games

The Commands and Colors Series is a simplified and introductory wargaming system designed by Richard Borg. The system is fairly simple and uses a deck of Command Cards, which can be classified as Section cards and Tactics cards, that are used to take actions with various groups of units on a hex board that is divided into 3 sections, including the Left, Center and Right. There are also custom Battle Dice that represent hits, retreats and special actions. The units on the field of battle are made up of figures or blocks. The series have volumes representing various different historical periods, including both modern and ancient, and I have found that there is something to like in the series for anyone’s taste. We have played every volume in the series and very much had a good time with the series and its mechanics. It is just a very solid and easy to play system for new wargamers and old. Recently, GMT announced a new entry to the series focused on the American Civil War called Commands & Colors: American Civil War designed by series mastermind Richard Borg.

From the game page, we read the following:

By design, Commands & Colors: American Civil War is not overly complex. Although this version does have slightly more detail than its earlier brothers, the Classic Battle Cry board game from 1999 or Battle Cry 150th Civil War Anniversary Edition released in 2010, yet at its heart, the game is still not overly complex. If you are already familiar with the core game from one or both of these earlier editions, you will recognize most of the rules and game play. Yet, over 25 years since the original design, we have taken the opportunity to once again enhance the game’s historical feel in order to immerse players even more fully in the experience of moving and fighting troops on a stylized American Civil War battlefield.

The game is based on the highly successful Commands & Colors game system, where the Command cards drive movement while creating a “fog of war,” and the battle dice resolve combat quickly and efficiently. Commands & Colors: American Civil War, however, introduces a number of new game concepts and has slightly modified some rule sections, all of which will add additional historical depth. All these enhancements plus the new deck of Civil War Combat cards will provide even the most veteran Battle Cry player with many new play experiences and challenges.

The scale of the game fluctuates, which allows players to effectively portray some of the larger American Civil War battles, as well as smaller size skirmish actions. In some scenarios, an infantry unit may represent an entire brigade, while in others a unit may only represent a few companies of soldiers. Still the tactics of the period that you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to Civil War Armies of the day and the battlefield terrain features on which they fought.

The battles showcased in the core game scenario battle booklet feature a stylized battlefield map that emphasizes the important terrain features and highlight the historical deployment of forces in scale with the game system. There are 70 new scenarios that complement the group of updated 30 Battle Cry scenarios previous presented.

A word of advice, if I may be so bold. Even the previously-presented scenarios, now with the rule updates and a new deck of combat cards, are totally worth revisiting.

If you are interested in Commands & Colors: American Civil War, you can pre-order a copy for $64.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1268-commands-colors-american-civil-war.aspx

10. The Napoleonic Wars 25th Anniversary Edition from GMT Games

Over the past couple of years, GMT Games has had a focus on bringing back and upgrading several of their most classic games in either Deluxe Editions or the Anniversary Editions. These are not just straight reprints and typically involved new and upgraded components, cover art, board art and rules changes, corrections or upgrades. I own and have played several including For the People 25th Anniversary Edition, SPQR Deluxe Edition and Silver Bayonet 25th Anniversary Edition. These volumes are a great way to get older classic and out of print wargames back into the hands of players both old and new. Recently, GMT announced their newest Anniversary Edition; The Napoleonic Wars 25th Anniversary Edition designed by Mark McLaughlin.

From the game page, we read the following:

The first edition of The Napoleonic Wars was published in 2002. A second edition was published six years later and a double-sized, two-cardboard-map was made available in between. Now, thanks to the tireless work of developer Gareth Williams, who GM’ed the WBC tournament for over a decade, we are ready to bring you a 25th Anniversary Edition that will put an exclamation mark on this game’s history.

Over two hundred competitive games have been analyzed to give birth to what will be the 3rd edition of the rulebook. Likewise, about a third of the cards have been edited for clarity or balance. Six brand-new cards were also added. What hasn’t changed though is the possibility to relive the epics of Napoleon’s conquests at a strategic level with up to five players, each trying to carve up a place for their nation when 1815 comes around or when the infamous Peace Roll succeeds!

A complete graphics redesign by Wouter Schoutteten brings the game to modern standards. We are pulling out all the stops and making no compromises to production quality. The goal has always been clear: this is a deluxe edition, not an overpriced collector’s edition. We want each and every one of you to be able to enjoy this Mark McLaughlin classic at its best.

The HQ Displays now include a setup visual aid on the back. Each also features a force pool with a painting of their nation’s capital, to remind players of what they are ultimately defending!

While the black and white had its charm, cards now feature full-color artwork from the painting masterpieces of the era.

Nine major leaders such as Blücher, Davout and Bagration join Napoleon and Wellington in having a unique portrait for both their counter and standee. Oh and these leader standees will now be custom-cut!

Whether you’re a veteran of The Napoleonic Wars or you have been waiting a long time for us to reprint it, don’t miss out on your chance to get this acclaimed multiplayer game! Hours of fun await rewriting history!

I am truly impressed by this version of an Anniversary Edition and very much look forward to seeing it in real life. We have played this game once and very much enjoyed it although the balance seems a bit questionable in my mind as France, understandably, is very powerful.

Here is a link to our First Impressions video:

If you are interested in The Napoleonic Wars 25th Anniversary Edition, you can pre-order a copy for $71.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1267-the-napoleonic-wars-25th-anniversary-editon.aspx

11. Commands & Colors: Ancients Expansion 1: Greece & Eastern Kingdoms 4th Printing from GMT Games

This is the 2nd entry that deals with the Commands & Colors Series and is just a straight reprint, with known errata included as well. And any wargame has made it to 4th Printing should tell you something about the quality of that game. Commands & Colors: Ancients Expansion 1: Greece & Eastern Kingdoms 4th Printing is the next entry in the venerable series to get another reprint and Ancients is one of my favorite entries.

From the game page, we read the following:

Some of you have already discovered that Commands & Colors: Ancients is much more than a game. It is an expandable game system that allows players to fight a host of historical Ancient battles.

The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander’s battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander’s successors. With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.

In this first expansion, we showcase over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles). Now, that is a lot of history, but we can do this because Commands & Colors: Ancients is, by design, a unique historical game system that will allow players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.

The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.

If you are interested in Commands & Colors: Ancients Expansion 1: Greece & Eastern Kingdoms 4th Printing, you can pre-order a copy for $58.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1265-commands-colors-ancients-expansion-1-greece-eastern-kingdoms-4th-printing.aspx

12. Commands & Colors: Napoleonics Expansion 1: The Spanish Army 5th Printing from GMT Games

My favorite volume in the Commands & Colors Series is C&C: Napoleonics hands down. I think that the reason for this is the unit variety represented in the game as well as the various extra army expansion packs that were released after the base game came to market. The 2nd Commands & Colors Series reprint offered this month is Commands & Colors: Napoleonics Expansion 1: The Spanish Army 5th Printing

From the game page, we read the following:

The Spanish Army is the first expansion for Commands & Colors: Napoleonics.

At the time of the Napoleonic Wars, Spain was only a shadow of its former power. Spanish troops and leaders, as many Napoleonic historians point out, performed badly on a large number of occasions. Yet there are a number of battles, Bailen, Tamames, Alcaniz and San Marcial where the Spaniards fought valiantly and gained victory. Ironically, the point most historians overlook is the fact that the Spanish armies constituted a threat that the French simply could not ignore. As good as Wellington’s Anglo-Portuguese field army was, that army faced multiple French armies. They could only defeat one French army at a time. The Spanish Armies and the accompanying guerrilla warfare against French troops tied down the remainder, allowing the Anglo-Portuguese army to ultimately emerge victorious.

In this expansion you will find 18 historical scenarios that focus on Peninsular battles fought by the Spanish army from 1808 to 1813, plus all the new units you’ll need to field for these engagements.

1808

Bailén – July 19 1808
Zornoza – October 31, 1808
Gamonel – November 7, 1808
Espinosa – November 11, 1808
Somosierra – November 30, 1808

1809

Medellin – March 28, 1809
Alcaniz – May 23, 1809
Maria – June 6, 1809
Talavera (Spanish Flank) – July 28, 1809
Tamames – October 13, 1809
Ocano (Cavalry Action) – November 18, 1809
Ocano – November 19, 1809
Alba de Tormes – November 28, 1809

1811

Barrosa (French Attack) – March 5, 1811Albuera – May 16, 1811

1813

Vitoria (Hill’s Attack) – June 21, 1813
San Marcial – August 31, 1813
Ordal Cross – September 13, 1813

The quality of Spanish troops varied, from very poor to good, and the Spanish National Unit Reference Card presents a wealth of subtle unit characteristics that set the Spanish Army apart from all other Coalition armies that opposed Napoleon. Command of the Spanish Army, therefore, will truly challenge even the most experienced Commands & Colors: Napoleonics player.

If you are interested in Commands & Colors: Napoleonics Expansion 1: The Spanish Army 5th Printing, you can pre-order a copy for $51.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1266-commands-colors-napoleonics-expansion-1-the-spanish-army-5th-printing.aspx

13. Labyrinth 3″ Game Box 2026-27 Reprint from GMT Games

One of the problems with a successful game series is the concept of growth. As a game does well, and more and more copies are sold and the buzz continues to build and grow, the inevitable happens and expansions come out for that game. These expansions not only add new and interesting mechanics and content to an already great game but they add stuff that you must store in the game box. And this stuff can multiply and get out of hand really quickly outgrowing the box that the original game was published in. Such is the case with Labyrinth as it has now had 2 published expansions, including The Awakening and The Forever War, and about a year ago we got the 3rd expansion The Rise of Al-Qaeda announced. 3 game expansions will add up and will not fit into the 2″ original box. So, GMT has offered a reprint of their Labyrinth 3″ Game Box on P500…and the price is very, very affordable.

From the game page, we read the following:

We’ve listened to those of you who asked us to put the Labyrinth 3″ Box back up on the P500 list to help you with storage of the game’s modules. So to accomodate you, and all those players who own earlier editions of Labyrinth and would like to get a deeper box, we are now reprinting a 3″ deep box via P500.

If you are interested in Labyrinth 3″ Game Box 2026-27 Reprint, you can pre-order a copy for $11.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1269-labyrinth-3-game-box-2026-27-reprint.aspx

14. SCS Drive on Kharkov: Gallop, Star and the Backhand Blow from Multi-Man Publishing

One of my favorite hex and counter wargame series is the Standard Combat Series from Multi-Man Publishing. The series is a classic with simple rules, typically 6-10 pages of exclusive rules, solid move and fight mechanics and good solid design that always creates and fun and interesting way to take a look at operational level wargames typically set in World War II. We have played about 8 of the games in the series and own many more but it is a staple on our shelves and recently MMP announced the newest volume in the series called Drive on Kharkov. Drive on Kharkov takes a look at 3 separate but related battles on the East Front including the Soviet twin offensives, Operation Gallop and Operation Star, as well as the German counter-offensive referred to as von Manstein’s “Backhand Blow”. Once announced, I couldn’t mash the pre-order button any quicker and you should do the same.

From the game page, we read the following:

Drive on Kharkov is a Standard Combat Series (SCS) game covering the Soviet twin offensives, Operation Gallop and Operation Star, as well as the German counter-offensive (von Manstein’s “Backhand Blow”) that ended the Soviet winter offensive of 1942-43. Intended to cut off retreating Axis divisions in the south and capture Kharkov and the Donbas region, Operations Gallop and Star initially met with good success. However, the hasty nature of the offensives coupled with a poor supply situation slowed progress, and the Axis forces recovered and finally unleashed a counteroffensive that retook substantial ground and set the stage for Kursk, the last Axis offensive on the Eastern Front.

The game covers this pivotal post-Stalingrad dueling offensives at the operational scale. Each turn represents 2-3 days. Each hex is 5 kilometers wide. Soviet units are generally brigades and regiments with cavalry divisions. Axis units are mostly battalions with a few Kampfgruppen (KG) and regiments.

Game specific rules include HQs at the Soviet Army and German Corps level, artillery and air strikes, divisional refits, and mud that hampered operations late in the campaign. This famous battle comes alive with SCS where you can see if you can do as well as a Field Marshal von Manstein or Colonel General Vatutin.

If you are interested in SCS Drive on Kharkov: Gallop, Star and the Backhand Blow, you can pre-order a copy for $45.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/drive-on-kharkov-p-471

15. BCS The Breaking Point: Battle of France and Belgium, May, 1940 from Multi-Man Publishing

As affectionate as I am about the Standard Combat Series, I may have a greater love for the Battalion Combat Series as the scale of the game and the way it integrates and connects positioning and supply into the results of combat is just superb. And those dreaded SNAFU Rolls that will get you if you don’t watch out or if you push your troops too far. MMP also announced a new entry to this series called The Breaking Point: Battle of France and Belgium, May, 1940

From the game page, we read the following:

The Breaking Point is a Battalion Combat Series (BCS) game depicting the critical point in the Battle of France. The Phoney War between France and Germany ended abruptly when panzers raced through the Ardennes Forest. France replied, executing their Dyle Plan, by advancing into their neighboring neutral countries to meet the threat . Believing it would take the Germans a week to cross the wooded and rough terrain, the French advanced their reserves hoping to form a cohesive defensive line. The Germans emerged from the Ardennes in two days, setting up a race to the Meuse River. Who will get there first? Will the French arrive in force and stop the enemy from crossing? Will the Germans vault over the river into the French heartland? The decisions and actions ultimately decided the fate of France and Belgium.

The game covers this unique and often misunderstood campaign in splendid detail. Not just focusing on Sedan where Guderian crossed, the game covers the length of the main German drive. It spans from the armored feint north of the Meuse River leading to the biggest tank battle to date at Hannut; to the crossing at Dinant where Erwin Rommel’s initial exploits were demonstrated; to Monthermé where a panzer division was held up by French Colonial troops; and finally to Sedan the French finally met its breaking point leading to the struggle for Stonne, and ultimately the breakout to the English Channel. Game specific rules capture important aspects like bridge blowing, bridge construction, tank breakdowns, Dyle Defensive Plans, and French Battle Doctrine. The intent is to reflect the historic capabilities and limitations of both sides without heavy handed rules or one built on myths.

Extensive research was done, including original French and German sources, to correctly depict the forces involved as well as how each sides’ doctrines drove how they could be used effectively. The French and Belgians fought bravely and were executing a post-WWI defensive strategy. This was compared to the dynamic tactics of the Germans, where brashness and sometimes outright insubordination wasn’t necessarily the winning factor, but rather luck. This fascinating and complex campaign can be explored by players in the way that only BCS can show.

If you are interested in BCS The Breaking Point: Battle of France and Belgium, May, 1940, you can pre-order a copy for $90.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/the-breaking-point-p-472

16. Until the Bitter End 3 Print ‘n Play Wargame from Matt White Currently on Kickstarter

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 print and play wargames, with his most recent series being a World War II tactical wargame series for 1-2 Until the Bitter End. He has had multiple entries in the series including British Airborne versus the German Wehrmacht called Until the Bitter End, Until the Bitter End – US Airborne and Until the Bitter End – Tanks. His most recent offering in the series is called Until the Bitter End 3 and is currently being crowdfunded on Kickstarter.

From the game page, we read the following:

Welcome to Until the Bitter End 3, a World War 2 wargame. This is the third and latest game in the series and a print and play game for solitaire and two-players. This is a standalone game in my series of WW2 print and play games. You don’t need to have played the first games – everything is included (you simply need to print it all out and need a regular six sided dice and a pencil).

The game is quick to setup and play, it takes around 30 minutes to play a game and requires very little space.

Example of the game setup ready to play – one of the smaller scenarios on just one map, with only a few counters needed.

The game sets a small squad of American Airborne against their German enemies in a series of small skirmish scenarios. The game’s counters (or chits) each represent an actual soldier with the gameplay being in the thick of man-to-man combat.

American forces preparing to assault the German defended church.

Key Features

  • Each counter represents an individual soldier with unique artwork.
  • Rules and multiple scenarios for 2 player and separate unique rules and scenarios for Solitaire play.
  • Geomorphic maps and scenarios so you can decide the gameplay length from 30 minutes to a couple of hours.
  • Third release in the series with a robust and play tested core rule set, with easy to learn mechanics that have depth of tactical play.
  • Easy to print out and construct with just a few sheets of paper and only a few counters needed to start.

This is a print and play game with the PDF containing all the rules, scenarios, maps, player aids and counters required to play. You’ll need to print them out, mount the maps and counters to card and provide your own pencil and a regular six sided dice. We have kept the maps and counters to a few sheets (of either Letter or A4 size) so very inexpensive and quick to print out and mount.

One of the best parts of these print ‘n play games designed by Matt is the art. He has a real skill and creates some very memorable counters, drawings and maps that create a great deal of thematic immersion into the battles and makes it very nice to simply look at. The games are also great but his art is superb!

If you are interested in Until the Bitter End 3, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mattwhite-wargames/until-the-bitter-end-game-3

As of November 1st, the Kickstarter campaign has funded and raised $1,615 toward its $172 funding goal with 63 backers. The campaign will conclude on Tuesday, November 17th at 4:00pm EST.

17. The Struggle for Union from Compass Games

A good sweeping Grand Strategic wargame is always welcome on my table! I love the experience of managing armies and entire fronts and the decisions that come with that including supply, logistics, politics and even war production and economic issues. And when the game is set during the American Civil War, I am very interested. One of Compass Games new offerings on pre-order is The Struggle for Union designed by Mark Melenovsky.

From the game page, we read the following:

Command the armies of the Union or Confederacy in a sweeping Civil War simulation that blends grand strategy, operational maneuver, and battlefield tactics. Build armies, manage production, and pursue your own path to victory as history unfolds across an open-ended sandbox campaign. Uncertainty reigns supreme. Fog of War conceals enemy intentions, Activation Chits create the friction and delays of command, and distant armies may “March to the Sound of the Guns” to reinforce a desperate battle underway.

When armies collide, the action shifts to an immersive Battle Board where leadership, terrain, reserves, and timing determine victory or defeat. Every battle becomes a dramatic test of skill, nerve, and command. The result is a richly historical Civil War experience where no two campaigns unfold the same way.

The Struggle for Union provides players with more of a sandbox approach to a Civil War simulation. To that end, Basic Resource Points (or Production Points) allow players to build their forces as they see fit and craft their own approaches to winning the game and have fun going down different force pool paths. Another fundamental decision was to enable players to accomplish the historical progress of the war with the least amount of rule exceptions. It was an important aspect of the design to have common rules and tables that governed most game elements, so once players learn them, they can be applied to most game situations.

Best played by 2–4 players, each playing a combination of Union and Confederate Eastern and Western Theaters.

If you are interested in The Struggle for Union, you can pre-order a copy for $72.00 from the Compass Games website at the following link: https://www.compassgames.com/product/the-struggle-for-union-pay-later/

18. Ten Years of Glory: The Tide Turns Against Philip II, 1589-1598 from Compass Games

The No Peace without Spain Series is a very interesting series from Compass Games, which is a family of card-driven, strategic-level wargames designed by Don Herndon and other contributors such as Kris Van Beurden that sets out to simulate major early-modern European conflicts from the late 17th through the mid-18th centuries. There is now a new volume in the series called Ten Years of Glory: The Tide Turns Against Philip II, 1589-1598 that was just announced and it is designed by Kris Van Beurden.

From the game page, we read the following:

Ten Years of Glory is a two-player, card-driven wargame using the No Peace without Spain system, depicting the turn of the tide in the Eighty Years’ War. During ten years (from 1589 to 1598), while the Spanish Empire was distracted by events in France, the Dutch Republic conquered territories which even today are still part of the Netherlands. One player represents the Habsburg family, while the other player represents the Anti-Habsburg Alliance.

The point-to-point map covers the Netherlands and Northern France, the traditional “cockpit” of Europe. Will Henri IV defeat the Catholic League and end the French Wars of Religion once and for all? Will Maurice of Nassau reunite the Netherlands? Where will Philip II send his most trusted and capable general, the Duke of Parma? It is up to you to answer all these questions and more!

During the designer’s research for No Peace for Thirty Years and the Eighty Years’ War (a personal favorite period of history) in general, his eyes were drawn to this little-known period of time, the Ten Years. Immediately prior to this period, the Dutch Revolt had almost been eradicated, and the Dutch Republic reduced to little more than the province of Holland, while after ten Anni Mirabiles, its Stadtholder Mauritz was able to give the Netherlands (almost) its current borders with Germany and Belgium.

Meanwhile, following the assassination of the French King Henri III, his protestant heir Henri of Navarre faces opposition from the Catholic League in a land weakened by the seven previous Wars of Religion. In between these two theaters, the Duke of Parma is governor of the Spanish Netherlands and receives conflicting orders from the Spanish King Philip II, who wants him both to support the Catholic League and defeat the Dutch Revolt. Ten Years of Glory is an asymmetric game. The Alliance player begins with a small section of the map while, historically, they ended with three quarters of the map in their hands. For this reason, the Alliance player is forced to win an Automatic Victory in order to win the game in a grand manner.

If you are interested in Ten Years of Glory: The Tide Turns Against Philip II, 1589-1598, you can pre-order a copy for $60.00 from the Compass Games website at the following link: https://www.compassgames.com/product/ten-years-of-glory-pay-later/?sfw=pass1793199002

19. Brotherhood & Unity: War in Bosnia and Herzegovina 1992-1995 Reprint from Compass Games

Not many games out there that cover the Bosnian War of 1992-1995 and this one is a very good game that does just that. Brotherhood & Unity: War in Bosnia and Herzegovina 1992-1995 Reprint is now available to pre-order a gain and this game really is worth it. To me, this is a perfect CDG that is made for 2-3 players and should be played by 3 for the best and most immersive exprience.

From the game page, we read the following:

Brotherhood & Unity is a 2-3 player card driven wargame which depicts the war in Bosnia and Herzegovina from 1992-1995 (“Bosnian War”). The game shows all of the major events: from the siege of Sarajevo (shown in separate, detailed map), to the ferocious battles for the Posavina corridore, and desperate defense of the Bosniak enclaves. Main features are: Point-To-Point movement system, play driven by Strategy Cards, quick combat resolution (no CRT), streamlined rules and fast gameplay. Interaction between warring sides (Bosniaks, Serbs and Croats) creates an intensive and exciting gameplay experience.

Player’s military strength fluctuates based on historical facts, with Serbs starting superior in all aspects, and Bosniaks struggling to organize an effective fighting formation. Military units represent Brigades – standard military formations of the time, ranging from 1500-2000 soldiers. They have different combat and movement values (based on historical data), which forces players to use different tactics for different opponents. Majority of these units are non-motorized infantry formations (moving only several spaces per round), but with the use of special offensive cards players can increase their mobility and surprise the opponents.

The game simulates three distinct sides in the war: Bosniaks, Serbs and Croats – with no clear border separating them. That provides an interesting set of choices to players: to attack or to fortify, whom to ally with, and when to change sides. That leads to many turnarounds and pragmatical alliances with former enemies – as was historically the case.

Each player gets a deck of Strategy Cards, simulating a variety of historical events. The player starts an action round by playing a Strategy Card from his hand. A card can be played as an event (Combat Card, Offensive, Interrupt, Foreign Units and Other) or as one of the game actions (Movement, Attack, Strategic Redeployment, Diplomatic Action or Reinforcement). The events and card values have been carefully created to mimic the historical events and choices. Since each game uses only a part of the available card deck, players can’t be certain which cards will be drawn during the game. That creates a “card fog-of-war” and makes the game more replayable.

Game uses Strategic Will point system to keep track of the victories and losses, and to determine the final score. It is affected by a number of things: capturing or losing regions, capturing or losing key spaces, eliminating or losing units, and as a result of events. One of the most important aspects of the game is capturing player’s own key regions – which were different for each side, and which reflects the different aims the each side had.

Here is a link to our video review:

If you are interested in Brotherhood & Unity: War in Bosnia and Herzegovina 1992-1995 Reprint, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/brotherhood-unity-reprint-pay-later/

20. Eastern Front Operational Battles from Compass Games Currently on Kickstarter

The classic qadrigame is a solid way of getting lots of content into a box and also packaging similar battles with the same rules set in an easy and accessible method. I love these quads and am very glad to see they are still alive and kicking. This month, Compass Games launched a quad designed by John Thiessen called Eastern Front Operational Battles and it includes Pincers, Operation Fridericus, Orel Salient and Operation Rumaiantsev.

From the game page, we read the following:

In May of 1942, portions of the Red Army were to attack the German 6th Army, as mandated by Stalin. This was to be a pincers type attack, enveloping Kharkov. The Germans coincidentally were planning an assault in May against the salient which formed the southern base of the Soviet May offensive. The Red Army struck first, and five days later the German attack commenced. These double offensives are what are covered in “Pincers” and “Operation Fredericus”. As the German Zitadelle offensive of 1943 was winding down, the Soviets launched a major attack of their own on the northern part of the Kursk area. Then on August 3 the Soviets attacked the southern part of the Kursk area. “Orel Salient” and “Operation Rumiantsev” cover these actions.

Eastern Front Operational Battles use the same basic rule set in all four games as one would expect in a quad game. The rules are accessible and straight forward for playability, and at the same time, all aspects, such as movement rates, combat outcomes, and so on, are based on historical analysis. All of the games play at the operational level. Units are mostly regiments/brigades and divisions in the 1942 games, and divisions and corps in the 1943 games.

There are also a few interesting small units in the mix. In the 1943 games, the Germans have a small number of the “animal” units available: Hornisse, Tiger, Brummbar, as well as Ferdinands (later called Elefants). There are a few Hungarian, Romanian, and Italian units that take part in the action. Both sides have a number of armored, motorized, and cavalry units in their orders of battle, so that movement and breakthroughs are frequent possibilities. Headquarters allow units within range to benefit from a number of characteristics. Airpower is represented with players able to give CRT column shifts and to attack various ground targets. Some randomized special events affect play. The system isn’t complex, and there are a few optional rules that are available if players want to add some chrome.

Gamers should find that ease of play and realistic modeling coexist in this system. All four games in Eastern Front Operational Battles can be for two players, and they are also readily accessible for solitaire play.

If you are interested in Eastern Front Operational Battles, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/compassgames/eastern-front-operational-battles

As of November 1st, the Kickstarter campaign has funded and raised $6,139 toward its $2,500 funding goal with 67 backers. The campaign will conclude on Thursday, November 10th at 8:10pm EST.

New Release

1. Fragile Crown, Hard Battle – Battle of Shrewsbury: July 21, 1403 from High Flying Dice Games

As you have heard me say before, small format wargames on lesser gamed subjects are always welcome at my table. High Flying Dice Games seems to specialize in these type of games and this month have 2 very interesting looking games on vastly different subjects.

The first is Fragile Crown, Hard Battle – Battle of Shrewsbury: July 21, 1403, which takes a look at the Battle of Shrewsbury between rebel forces of the Percy’s and Lancastrian’s.

From the game page, we read the following:

The rule of Lancastrian King Henry IV was precarious following his overthrow of his cousin, King Richard II in 1399. Richard had assumed the English crown at a young age following the sudden death of his father, the Black Prince, leading to Richard becoming the heir to the English throne following the death of his grandfather, Edward III. However, his regency fed the young king’s paranoia and narcissism, turning Richard II into a feared tyrant that bankrupted the realm and brought it to the brink of civil war. Henry’s usurpation of his cousin’s rule was seen as a liberation by many. However, the Percy family resented the Lancastrian house’s rise to power, as well as King Henry IV’s seeming reluctance to support them in the face of growing Scottish incursions and damaging raids into their estates.

Henry Percy, nicknamed “Hotspur”, at first supported Henry IV’s takeover of the English throne and was a long friend of his eldest son and now Prince of Wales, Henry V. In 1402 Hotspur won a major victory against the Scots, capturing many of their nobles and the Scottish King. King Henry IV demanded that all the Scottish nobles and King be turned over to him so he could arrange some sort of peace treaty. Hotspur, who had not been paid by either Richard II or Henry IV for his part in defending the realm (the monarchy was broke and Parliament reluctant to pay the bills), badly needed the ransoms his high-born prisoners would fetch from the Scots. By the summer of 1403, Hotspur’s patience was at an end and Hotspur and his supporters rose in revolt. The rebel forces of the Percy’s (about ten thousand) and Lancastrian’s (about fourteen thousand) met near the town of Shrewsbury and fought in one of the bloodiest battles in English history. Can you do as well or better than your historical counterpart?

If you are interested in Fragile Crown, Hard Battle – Battle of Shrewsbury: July 21, 1403, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/shrew.html

2. Falling Skies – Operation Rolling Thunder March-December, 1965 from High Flying Dice Games

The 2nd game offered this month from High Flying Dice Games is a modern wargame that deals with airpower and the bombing campaign in Vietnam called Falling Skies – Operation Rolling Thunder March-December, 1965. I just love these type of airwar games that focus on routes and avoiding SAM’s and the like as they always create a very tense and interesting experience as you go about trying your best to avoid detection and attack.

From the game page, we read the following:

After the Gulf of Tonkin Resolution was passed on August 10, 1964, full American intervention in the Vietnam Conflict was inevitable. The Joint Chiefs of Staff and Secretary of Defense, Robert McNamara, believed they had a war winning strategy with massive air strikes against targets in North Vietnam and the “Ho Chi Minh Trail”, the route through Laos and Cambodia that funneled men and material to Communist forces in South Vietnam. Dubbed Operation Rolling Thunder, phased airstrikes against targets that progressively worked their way closer to Hanoi and Haiphong, would convince the North Vietnamese government of the futility of waging war against South Vietnam and encourage them to seek a negotiated peace settlement.

Trusting that the policy of regulated and judicious use of force that was used successfully in the Cuban Missile Crisis would also lead to victory here in Vietnam, Operation Rolling Thunder was launched weeks before the first US ground troops were to land at Danang. However, the historical result was far from what was anticipated in Washington, DC, and presaged the frustration and tragedy of a war that would last another ten years, America’s defeat and humiliation, and the fall of South Vietnam.

If you are interested in Falling Skies – Operation Rolling Thunder March-December, 1965, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/skies.html

3. 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 recently published.

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.

We published an interview with the designer Fabrizio Vianello on the blog and you can read that at the following link: https://theplayersaid.com/2025/11/17/interview-with-fabrizio-vianello-designer-of-first-man-in-rome-strategikon-book-ii-the-civil-war-and-the-fall-of-the-republic-from-thin-red-line-games/

If you are interested in First Man in Rome – Strategikon Book II: The Civil War and the Fall of the Republic, you can order a copy for €150.00 ($167.19 in US Dollars) from the Thin Red Line Games website at the following link: https://trlgames.com/prodotto/first-man-in-rome/

4. 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, we were unable to sit down and play the game but got a crash course into the design as well as a good look at the awesome components.

The game had an initial Kikcstarter that they pulled and made some changes to with a 2nd Kickstarter in April 2025. The campaign funded and it is now available for purchase. I got my copy last week and it looks really great.

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:

We posted a designer interview with Chris Helm and Seth Stigliano during the first campaign and you can check that out at the following link: https://theplayersaid.com/2023/02/27/interview-with-chris-helm-and-seth-stigliano-designers-of-song-for-war-mediterranean-theater-from-invicta-rex-games-coming-to-kickstarter-february-28th/

Here is a link to our newest interview with Chris and Seth: https://theplayersaid.com/2025/04/07/interview-with-chris-helm-and-seth-stigliano-designers-of-song-for-war-mediterranean-theater-from-invicta-rex-games-coming-to-kickstarter-april-16th/

If you are interested in Song for War: Mediterranean Theater, you can learn more about the project on the game page at the Invicta Rex Games website at the following link: https://www.invictarex.com/songforwar

Be aware that the link wasn’t working as of yet but should be functional shortly.

5. 1066: Year of Destiny from Legion Wargames

As mentioned above, I love Legion Wargames and their games as they are just good! The 2nd game they had this month was called 1066: Year of Destiny and covers the chaotic wars around successors to King Edward in January 1066.

From the game page, we read the following:

1066: Year of Destiny is a three player game covering the various claimants to the crown of England following the death of Edward the Confessor in January 1066.

The players fulfill the roles of Harald Hardrada, Harold Godwinson and William of Normandy. The game is split into 4 phases each of which is designed to illustrate a key component in determining who takes the crown.

Firstly there is a Pre-Invasion Political Event phase (PIPE) which is designed to showcase the political intrigue that took place prior to the death of Edward. During this phase the players can gain additional support from other leaders and regions and, crucially, they can gain additionally legitimacy from various monarchs, religious bodies and events. Many events are outside their control; death of the Aethling, Scandinavian Wars and the activities of Tostig but they will also be crucial. This simple game preamble will provide an infinite variety of starting points to be played out on the map itself. In addition this phase can be a time of acquiring operational and tactical chits to use advantageously later.

Legitimacy is central to the game. Unless a player gains an automatic victory then a players legitimacy level will be key in determining who has won the war. As well as during the PIPE phase it can also be changed by winning and losing battles and by taking controlling of areas on the map.

However before the Operational phase there are the perils of the sea crossings. When to sail is a crucial decision by both William and Hardrada. Go early and the weather should be kinder, go later and you can recruit more troops. Lady luck, in the form of stormy seas can destroy the best laid plans, in addition the prevailing winds can prevent you invading, even when you are ready to go (as occurred to William). If a crossing goes badly wrong, or you lose an early decisive battle your claim lies in shreds. Don’t despair – ‘Become a Dane’. A player can abandon their attempt, as William or Hardrada, and instead take up the cause of Sweyn of Denmark and try and gain the throne for the Danes (they historically invaded in 1069). It won’t be easy winning as the Danes but it means you are still in the game.

The first week in September is a dangerous time for Harold as the Fyrd stand down to collect the harvest, is this the time to strike? , will the weather conditions be in your favour. In the operational players move around the map of England to gain control of areas and improve their legitimacy as well as deciding when to strike to win a decisive battle against one of the two opponents. The operational phase is a real ‘rock, paper, scissors’ problem. How to square the problems of keeping your forces concentrated to win battles, spreading them out to take control of areas whilst keeping them feed without turning areas into wastelands.When battle is joined them the action is transferred to a battle board where the individual characteristics of the differing armies is highlighted. The longer you stay on the battlefield the bigger the loss if you are defeated; often the losses from pursuit are greater than the losses from the battle itself. Winning and losing battles result in big legitimacy swings which can decide the game.

Never before has this iconic campaign been gamed with all four key facets illustrated (politics, invasion, operational campaign and battles). There are a number of very good battle games but not much for the operational phase and nothing showing the political interplay or the perils of the sea crossings themselves.
The victory conditions for each player differ slightly, requiring differing strategies for each side. Sweyn of Denmark is waiting in the wings. The game system will determine if he arrives or not. Leave London inadequately protected and he will take it and without it neither William or Harold can win a decisive victory.

If you are interested in 1066: Year of Destiny, you can order a copy for $72.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_YOD.html

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

If you are interested in Bear Trap: The Soviet-Afghan War, 1979-1989, you can order a copy for $93.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-war-1979-1989.aspx

7. Battle Line: Medieval 2nd Printing from GMT Games

Following on in this reprint trend this month, Battle Line: Medieval 2nd Printing is now shipping. This is one of those famous classic wargames designed by Reiner Knizia that is very well thought of but that is a smaller, card based game that is portable and very approachable.

From the game page, we read the following:

Now in its 12th GMT printing, designer Reiner Knizia’s Battle Line is our #2 all-time best-selling game! This new re-themed version of Battle Line is a two-player strategy card game built around the theme of Medieval warfare. This  Medieval-themed version of Battle Line features 60 beautiful new cards by illustrator Roland MacDonald, as well as 10 full-color tactics “wildcards” that give players extra flexibility and choices and help make each new battle wildly different from the last.

Battle Line: Medieval takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia’s original design published in Germany as Shotten-Totten, Battle Line: Medieval enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.

Battle Line: Medieval is a beautiful game that will delight competitive strategy game players and also serve as an great introductory game for new or young gamers.


If you are interested in Battle Line: Medieval 2nd Printing, you can pre-order a copy for $17.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1238-battle-line-medieval-themed-edition-2nd-printing.aspx

8. SPQR Deluxe 5th Edition from GMT Games

I own the Deluxe Edition of this one, which was released in 2018 and it is a beautiful monster with around 6 full counter sheets and 6 double sided maps with 19 scenarios. There is a lot of game here! I have only played the game on Vassal though with a few of the scenarios and have really enjoyed it. I must admit that this one is very deep and there are a lots of rules and exceptions based on the different units that are included in each scenario. I do feel that the rules could use some work but that concern does not sway me away from saying this system and the game itself are fantastic!

The game system really emphasizes the important role of command on the ancients battlefield. Leaders are the most important counters in the game and consequently without leader’s order, the player will find that their very powerful and important phalanx and legions will not be able to take any actions, even moving closer to the enemy.

One of my favorite rules from the game is the all important initiative. When in battle, the player will hold the initiative if you force your opponent to act first and can react on every move. Also, leaders are activated in their initiative rating order from lowest to highest. Leaders can issue individual orders up to their initiative rating to the units in command radius, or if specifically called for in the scenario, activate a whole line of units. Leader may also gain momentum, trying to take turn after the turn if passing their initiative checks. The game is really very playable, with some exceptions for rules that just are not as clear as they need to be, but this system takes into account what was most important on the battlefields of the ancient world.

From the game page, we read the following:

We are proud to bring SPQR back in print in a new and expanded 5th Edition. This edition will not only include the scenarios from the Barbarian module but also the six scenarios of The Hammer of God module published in C3i magazine and an updated version of the Battle of Pydna originally published in the SPQR Player’s Guide. Perhaps the most significant change to the original SPQR and Scenario Pack scenarios is the inclusion of the setups to play with the Simple GBoH 2nd Edition rules!

The game will feature a new edition of the rulebook incorporating all known errata and numerous clarifications based on player feedback. Known errata on the Player Aid cards have been addressed. The Game Turn Track Display will be replaced by a Rout Point Tracking card (which includes a Game Turn Track) in the same style as that in Great Battles of Julius Caesar. There are no changes to the maps. Minor errata on a few of the counters will be addressed and the counters associated with the early C3i Marathon scenario will be replaced with counters for the Pydna scenario along with additional counters to eliminate several counter substitutions.

Due to the increased content, the most significant change to the components is a restructuring of the previous edition’s three scenario/module books into three scenario books arranged chronologically.

I will play SPQR at anytime and I know that there are other games out there that have a better following but for me Herman and Berg were a magnificent team to create these very interesting and unique scenarios.

If you are interested in SPQR Deluxe 5th Edition, you can order a copy for $115.00 at the following link: https://www.gmtgames.com/p-1118-spqr-deluxe-5th-edition.aspx

9. SPQR Deluxe 5th Edition Update Kit from GMT Games

If you already own SPQR (and let me tell you that you should and we will need to talk later), and feel that you are going to miss out with these improvements, then never fear! GMT Games has you covered with their SPQR Deluxe 5th Edition Update Kit.

From the game page, we read the following:

The SPQR Deluxe 5th Edition Update Kit allows owners of the 2008 and 2018 printings of SPQR Deluxe Edition to use the maps and counters from those games with the new content (see the SPQR Deluxe 5th Edition listing for details).

Components:

  • One Rulebook
  • Three Chronological Scenario Books (The Rise of Rome, The 2nd Punic War, and Rome and the Successors)
  • Four 11” x 17” Player Aid Cards
  • One 8 ½” x 11” Rout Point Tracking/Game Turn Card
  • 60 Counters

If you are interested in SPQR Deluxe 5th Edition Update Kit, you can order a copy for $62.00 at the following link: https://www.gmtgames.com/p-1119-spqr-deluxe-5th-edition-update-kit.aspx

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

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

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

But then recently I got a chance to play the game in its final form while attending the Gaming the American Revolution 250 Camden Event put on by GMT Games and it was absolutely golrious.

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

We recently did a video interview with designer Bruno Sinigaglio and here is a link to that video:

If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx

11. Cards & Command: The Western Front – United Kingdom vs. Germany and Cards & Command: The European Theater – United States vs. Germany from Jason Smith (Self-Published)

As I was finishing up this post, and still looking through the internet for anything I could find, I came upon a really interesting looking little WWII card based wargame called Cards & Command. I love a good card based game and started to check out their shop and it looked to be really pretty good and I very much loved the art style and graphic design. The game is designed by Jason Smith and self published so you won’t find any big website with glitz and glamor. But, the game does look really pretty interesting and there are 2 separate games including Cards & Command: The Western Front – United Kingdom vs. Germany and Cards & Command: The European Theater – United States vs. Germany. I bought copies of both of the games and they should arrive here in about 10 days.

From the game page, we read the following:

A World War II strategy card game designed for ages 14+. Take command of a World War II battlefield as you lead either the German or British forces in an intense battle of strategy, tactics, and firepower. Deploy infantry, tanks, artillery, and air support, outthink your opponent with clever manoeuvres, and make every dice roll count as you fight to eliminate the enemy commander.

With quick setup, fast-paced turns, and endless strategic possibilities, Cards & Command delivers the thrill of commanding a WWII army without the complexity of a lengthy war game.

Cards & Command is the ultimate WWII strategy card game — and the perfect gift for any history buff or board game lover.

Game Features

– Fast-paced gameplay — sessions typically last 15 minutes to 1 hour

– 2–4 players — battle head-to-head in Germany vs. the United Kingdom, or team up for 2v2 warfare

– Compact box — easy to take anywhere and play on the move

– Authentic WWII-inspired units — command iconic tanks, aircraft, infantry, and specialist troops

– Tactical depth — combine unit abilities, positioning, reinforcements, and dice-based combat to outmanoeuvre your opponent

Choose Your Army

United Kingdom

Command British forces and deploy iconic WWII units, including the legendary Spitfire, the formidable Churchill tank, and elite Special Air Service troops.

Germany

Lead German forces into battle with powerful units such as the fearsome Tiger tank, the Bf 109 fighter aircraft, and Fallschirmjäger paratroopers.

United States

Lead American forces into battle with iconic WWII units, including the versatile Sherman tank, the powerful P-51 Mustang fighter aircraft, and elite US Army Rangers. Use American firepower, tactical coordination, and combined-arms warfare to take control of the battlefield.

Germany

Command German forces and deploy formidable WWII units, including the fearsome Tiger tank, the Bf 109 fighter aircraft, and Fallschirmjäger paratroopers. Use powerful units and calculated tactics to break through enemy defences and eliminate the opposing commander.

Choose your side, build your army, and prepare for battle. Every unit has a role to play, and every decision could turn the tide of war.

If you are interested in Cards & Command: The Western Front – United Kingdom vs. Germany and Cards & Command: The European Theater – United States vs. Germany, you can order copies for $39.00 each from the Cards & Command Etsy Shop at the following link: Cards and Command

12. Firepower Strike Volume 1: The Siege of Midpoint Station Hammer Bastion from Blue Panther

In July 2019, in the “Before the Plague Times” when life was simpler, I had the pleasure of meeting designer Keith Tracton at the World Boardgaming Championships in Pennsylvania. He was showing off his new game at the time World At War 85: Storming the Gap and it was a thing of beauty! Since that time, we have seen Keith design a follow up effort to World at War 85 in the Blood and Fury Expansion and he has a Sci-Fi wargame called Raider Drop Zone. Recently I caught wind that he was working on another Sci-Fi wargame with Blue Panther called Firepower Strike Volume 1: The Siege of Midpoint Station Hammer Bastion, which is set in the same universe as his Raider Drop Zone.

From the game page, we read the following:

The Firepower Strike Series offers epic-scale two-player stand alone science fiction ground combat games. The series, set in the Firepower Pass universe, pits ground forces of the Terran Corporate Consolidation against the aggressive Procyonese Concordat and their alien allies, the Kraken.

Hammer Bastion shows one quadrant of the assault on the crucial walled-and-shielded starport of Midpoint Station, currently enduring its third siege–this time by the Procyonese Concordat First Line Army forces aided by curtain-wall-climbing, Kraken “Dragoon” warriors.

As the Terran command your mission is to simply defend the northwestern walls of Midpoint Station, centered on the Hammer Bastion.

As the Procyonese commander, you must coordinate a massive ground force to assault and overcome the Hammer Bastion’s formidable defenses, with the ultimate objective of destroying the station’s central spire containing the station’s critical shield-projecting tower.

If you are interested in Firepower Strike Volume 1: The Siege of Midpoint Station Hammer Bastion, you can order a copy for $85.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/hammer-bastion

13. Flames Across the Valley 2nd Edition from Bill Molyneaux Games

There is a need for introductory wargames in our hobby that can be used to teach the concepts of wargames to new players. Very few designers focus on this area but Bill Molyneaux is one of those as he has designed several very good introductory wargames over the years including Bloody Mohawk from Lock ‘n Load Publishing, Savage Wilderness from Lock ‘n Load Publishing, Battle of Brandywine from Fast Play Wargames, Horns of the Buffalo from Fast Play Wargames and most recently The Battle of Wyse Fork from Bill Molyneaux Games (with codesigner Kim Meints). Recently, he has worked on a 2nd Edition of one of his early games from 1993 with a new designer named Ron Toelke called Flames Across the Valley 2nd Edition.

From the game page, we read the following:

October 1780. The American rebels and the British army battle for control of Scholarie, New York. Whoever captures this settlement can turn the tide of the war. The fate of New York is in your hands.

The New York frontier, a place of peaceful valleys and rich farms, has been the scene of savage warfare since the beginning of the American Revolution. British soldiers, dispossessed Loyalists, and their Indian Allies seek to bring fear and ruin to the “breadbasket” of the rebellious American colonies. The settlers and their families, with the aid of some Continental soldiers, struggle to preserve their homes from the invaders.

Flames Along the Valley recreates the raid on the Schoharie Valley in October, 1780, by British forces under Sir John Johnson. Three forts guard the valley, places of refuge and defense. Can the forts be taken and destroyed, the defenders scattered? Will the militia and Continental troops stand fast against the enemies of liberty?
Can the invaders be prevented from burning every barn and house in sight? Return to the cold and snowy day of October 17,1780 to once more do battle.

Flames Across the Valley: Second Edition is a reworking of the game that was first released in 1993 by Chatham Hill games and Ron Toelk. This “second edition” was started by Bill Molyneaux and the late historian Paul A. Supley, whom this game is dedicated to. Mr. Molyneaux would like to thank Mr. Ron Toelk for the right to use his work for this updated version.

If you are interested in Flames Across the Valley 2nd Edition, you can order a copy for $36.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/flames-across-the-valley

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 PHALANX!

-Grant

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Video Review: Star Wars: Battle of Hoth from Days of Wonder

Star Wars: Battle of Hoth is a fast-paced, tactical miniature board game designed by Richard Borg and Adrien Martinot that is a part of the Commands & Colors Series. The game uses cards that will activate units in a certain area of the board, which is divided into 3 areas, to move, attack or perform a special action or ability. The object of the game is usually to be the first to claim a set number of victory medals (usually 4 to 5, depending on the
selected battle scenario’s victory conditions). In Battle of Hoth a victory medal is gained for each enemy unit entirely eliminated from the battlefield. Each medal won this way is designated by placing the last miniature of the eliminated unit on any of the available medal stands located on the bottom left of each side of the board. In some scenarios, additional medals may be gained from the board itself, for capturing or holding certain terrain hexes or battlefield objectives. Some scenarios may outline special victory conditions, described in the scenario special rules section.

-Grant

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Unboxing Video: The Twelfth Battle: The Caporetto Campaign 1917 from Hexasim

The Twelfth Battle is a solitaire wargame that simulates the Central Powers offensive in Italy that began on October 24, 1917, with an all-out assault around the town of Caporetto. Using gas and stormtroopers, German and Austro-Hungarian formations assaulted the Italian defensive lines along the Isonzo River and around the town of Caporetto, creating a huge breach in their positions. Hundreds of thousands of Italian troops, demoralized and fatigued from the first eleven attritional battles along the Isonzo, were made casualties or surrendered.

We previously published an interview with the designer Hermann Luttmann on the blog and you can read that at the following link: https://theplayersaid.com/2025/05/05/interview-with-hermann-luttmann-designer-of-the-twelfth-battle-the-caporetto-campaign-1917-from-hexasim/

-Grant

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Solitaire Video Review: Iwo Jima 1945 from Worthington Publishing

A few years ago, Worthington Publishing published their first game in the Island Fight Series called Tarawa 1943. That game was awesome and was truly difficult to win, as it should be. Now, they have published the 2nd volume in the series called Iwo Jima 1945 that covers the only island assault during the Pacific war that the attacking US forces would suffer worse casualties than the Japanese defenders. On February 19, 1945 the USMC would land 30,000 marines on the island against a Japanese defensive force that numbered roughly 21,000 Japanese soldiers. Facing a Japanese commander who had learned valuable lessons from the losses on other Japanese islands, the USMC would eventually land over 70,000 marines and suffer over 25,000 casualties during the 36 day campaign.

In this solitaire game, the player takes on the role of the USMC commander leading the invasion of Iwo Jima. The game system, driven by cards, will simulate the strategies of the Japanese defenders, often referred to as the Japanese AI, adding a layer of historical authenticity to your gaming experience. If you have played Tarawa 1943, you will be familiar with the system.

-Grant

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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #100: KSM from Labyrinth: The War on Terror, 2001-? from GMT 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.

#100: KSM from Labyrinth: The War on Terror, 2001-? from GMT Games

Labyrinth: The War on Terror, 2001-? from GMT Games is a 2-player asymmetrical Card Driven Game that pits the mighty and powerful United States military and all of its various antiterrorist agencies against the Jihadists in the Middle East whose sole goal is to spread terror, sow the seeds of deceit and ultimately destroy Western civilization. The game is a Card Driven Game where the cards contain Operation Points or Events and each turn the player must strategize and use their cards to their best ability in order to effect the state of the board and further their individual and asymmetric victory conditions. But the game is raw and is tied to the actual events of the early 2000’s as the United States was reeling to recover from the terrorist attacks in New York.

In the game, the Jihadist player is working to destabilize the Middle East through a series of clandestine activities such as destroying stability, toppling governments and forcing the US to react to their actions. One of their biggest strategies is to work to place what are called Plots out on the board in order to destabilize but also to generate local support and funding for their activities from the populace. If left alone, these Plots will go off at the end of a round and cause trouble that will then have to be cleaned up by the US player over the next turn. In order to uncover these Plots, the US player will have to play a 3 Ops card to take the Alert Action and different from most other actions there is no die roll required and the the Plot removal is automatic. But, the cost is steep as a 3 Ops card is pretty rare and spending it on this action is very painful. Jihadists use these Plots to force the US player to have to stamp out fire after fire rather than working to reform and stabilize governments to create allies. And when these Plots appear, the player’s long-term strategy will have to be put aside and a focus will have to change from managing regime change and the Global War on Terror (GWOT) posture to dealing with urgent plots. The KSM card is a very powerful tool in this game as it allows for the US player to remove Plots from an Ally or non-Muslim country but also to replace this investment with drawing 2 cards to replace it. This is specifically tied to the intel that was obtained from the capture of Khalid Sheik Mohammad and how it was then used to defuse several ongoing plots. The Jihadist player also gains a pretty large benefit as they will be allowed to place a Plot Marker into a non-Islamist Rule country with a cell. The process of successfully placing a Plot can be very challenging for the Jihadist player as it takes the play of a card for Operations points, uncovering a cell in a country and then rolling a die equal to or less than that country’s Governance Level to then place a face-down Plot Marker. This takes the need for a roll away and makes the placement of a Plot an automatic success.

I think that one of the other important distinctions and differences with the KSM card is that it is a 3 Ops Neutral Card that can be played by either side but when played by the US player for the event, it will be removed from the game while when being played for the Jihadist portion of the event it will remain and be able to be used in a later turn when it is drawn again. This reflects the important role that KSM played in al-Qaeda’s plans and if allowed to stay at large he will continue to plan and execute plots across the globe.

Khalid Sheik Mohammed was a member of Osama bin Laden’s militant organization al-Qaeda, and was specifically in charge of leading al-Qaeda’s propaganda operations from around 1999 until late 2001. Mohammed was captured on March 1, 2003 in the Pakistani city of Rawalpindi by a combined operation of the U.S. Central Intelligence Agency (CIA) and Pakistan’s Inter-Services Intelligence (ISI). Immediately after his capture, Mohammed was taken to secret CIA prison sites in Afghanistan, then Poland, where he was interrogated by U.S. operatives. By December 2006, he had been transferred to military custody at Guantanamo Bay detention camp. Sensationally nabbed in Pakistan, alleged 9/11 mastermind Khalid Sheikh Mohammed was photographed for the
world in a disheveled state immediately after his capture—symbolizing an apparent laying low of the once mighty al-Qaeda network. According to his US captors, he later provided information that thwarted other attacks.

Mohammed is widely regarded as the chief planner of the September 11 attacks. The United States government has alleged that he further participated in planning Richard Reid’s shoe bombing attempt to attack an airliner, the 2002 Bali bombings in Indonesia, the 1993 World Trade Center bombing, the murder of Daniel Pearl and various foiled attacks as well as numerous other crimes. These claims have been criticised by others, such as military prosecutor Moe Davis and journalist Andrew Brown, as inadmissible due to being obtained through torture. He was charged in February 2008 with war crimes and murder by a U.S. military commission at the Guantanamo Bay detention camp, which could carry the death penalty if convicted. A 2008 decision by the United States Supreme Court had also drawn into question the legality of the methods used to gain such admissions and the admissibility of such admissions as evidence in a criminal proceeding.

This image shows Khalid Sheikh Mohammed, the self-proclaimed mastermind of the September 11 terrorist attacks, photographed shortly after his capture during a joint raid in Rawalpindi, Pakistan, on March 1, 2003.

In the next entry in this series, we will take a look at Constantinople Sends Aid Core Event from The Shores of Tripoli from Fort Circle Games.

-Grant

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Call for Playtesters: Rubicon and Basileus Designed by Douglas Walker

From time to time, we assist designers with getting the word out for them as they are looking for playtesters for upcoming designs. Recently, I was contacted by Douglas Walker who is working on 2 designs, one named Rubicon and the other Basileus, and was in need of assistance. He has created a Discord server for potential playtesters called “Doug Walker Playtest Server.” Here is the invite, which won’t expire: https://discord.gg/gSsQRWjPWp.

Doug has provided the following descriptions of the games:

Rubicon is a strategy game about political competition in the late Roman Republic. It is 133 B.C. The Republic of Rome overshadows the Mediterranean world, but internal discord threatens to derail its growing empire. Two political factions vie for dominance—the aristocratic and conservative “Optimates” and the populist and revolutionary “Populares.” The fragile consensus holding together Rome’s elites erodes as conflict grows ever more violent.

In Rubicon, players control a faction of Roman senators belonging to either the Optimate or Popularis faction. More than one player belongs to each faction—but only one player may win the game. Players use their political influence to win elections, gain glory in war, and shape the laws of the Republic to suit their ideology and interests. Rubicon involves simultaneous blind bidding, negotiation and hand management. A thematic push-your-luck mechanic involves violating the unwritten customs of the Republic to unlock powerful actions, at the risk of provoking a deadly pushback. Winning requires carefully balancing cooperating with one’s faction partners to advance shared objectives, such as passing laws, while simultaneously competing with them to advance the glory and reputation of one’s own characters.

It is A.D. 568, and you live in the East Roman Empire (also known as the Byzantine Empire.) Three years ago, the great emperor Justinian died and was succeeded by his nephew. As the heirs of Caesar Augustus and Constantine the Great, the emperor—or “Basileus”—enjoys total control of the Byzantine state. Yet it is clear that Justinian’s repeated attempt to reconquer lost territory in the west has overextended the empire. He succeeded in re-taking North Africa, Sicily, and Italy—but at an enormous expense in both money and soldiers. Wealthy landowners and small farmers alike are burdened by taxes. The “powerful ones” or “magnates”—men who are educated, own land, and serve the government as high-ranking officials or generals—are unhappy. Justinian’s prestige made him untouchable while alive, but his successor enjoys no such immunity.

Basileus is a card-driven strategy game for three players that simulates politics, war and diplomacy in the East Roman Empire in the 500’s AD. Players take one of two roles: one player—the “Ruler”—controls the emperor (Basileus), while the other two players—the “Magnates”—control both the wealthy and powerful Roman courtiers and non-Roman nations. Players take two actions per turn. There are a certain number of actions available every turn, while strategy cards give extra event and action possibilities to the Magnates. Action cards are chosen simultaneously and resolved in a semi-random order, making gameplay quick and unpredictable. Victory points are awarded for winning battles, conquering territory, and completing literary or artistic achievements. But there’s a catch: the Basileus-Player automatically gains a certain number of victory points each turn. The Magnates must try to make life difficult for the Ruler by lowering the Basileus’s popularity, devastating the Roman economy, leading foreign nations to victory over Roman armies, and building up disloyal characters. If they get lucky, they can initiate a rebellion against the Basileus, depose him, switch roles with the Ruler to become the new Ruler. The Ruler player must try to ensure that the Basileus remains popular with the Romans and successfully defends against foreign threats. But in a world where any failure can be interpreted as divine punishment, the margin for error is razor-thin. Basileus is a tense game where success can be fleeting and danger lurks just around the corner.

Feel free to explore these games and sign up for testing at the following link: https://discord.gg/gSsQRWjPWp

We wish Doug well with these projects and hope that both of these games make it to market in the future as I always love a good game on Rome.

-Grant

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Interview with Philipp K. Berger Designer of Aces & Armor – Spitfire: Battle of Britain & North Africa from PKB Games Currently on Kickstarter

A few years back, we backed a very interesting looking miniatures based board game set in World War II called Aces & Armor from PKB Games. We played it last year and very much enjoyed the combat system as well as the way units gain experience and become more effective. That game did very well on Kickstarter and PKB Games is back with a new addition to the series called Aces & Armor – Spitfire: Battle of Britain & North Africa We reached out to the designer Philipp K. Berger to see if he could give us a look at the game and answer our questions and he was more than willing to accommodate our request.

If you are interested in Aces & Armor – Spitfire: Battle of Britain & North Africa, you can back the project on the Kickstarter campaign page at the following link: https://www.kickstarter.com/projects/trench-club/aces-and-armor-spitfire

Grant: Philipp, welcome back to our blog. What is your upcoming game Aces & Armor – Spitfire: Battle of Britain & North Africa about?

Philipp: Thanks for having me back!

Aces & Armor: Spitfire is a tactical World War II strategy game where players command infantry, tanks, artillery, and aircraft in exciting battles.

This time we’re taking the action to two very different theaters: the Battle of Britain, including the evacuation of Dunkirk, and the North African campaign.

The game combines accessible rules with quite a bit of strategic depth. You need to maneuver your troops, coordinate different unit types, capture strategic positions, and make the most of your resources. Your individual units also gain experience throughout the battle, so a rookie Spitfire pilot might eventually become a highly effective war hero!

Spitfire works as a standalone game for 1–2 players, but you can also combine it with the original Aces & Armor for battles with up to five players.

Grant: Why did you want to take your Aces & Armor System to the skies of Britain and the deserts of North Africa?

Philipp: One of the things I love about the history of World War II is how different the various theaters of war were. The original Aces & Armor focuses on land warfare in continental Europe, while the Battle of Britain and North Africa presented completely different strategic challenges.

The Battle of Britain is particularly fascinating because air superiority was absolutely crucial. Suddenly, protecting airfields, intercepting bombers, and coordinating your fighters become central elements of the game.

North Africa, on the other hand, is all about mobility and logistics. You might have the strongest tanks on the battlefield, but they’re not much use if you’ve run out of fuel and ammunition!

I also wanted to introduce the British as a playable faction. Their iconic units, especially the Spitfire, were simply too good to leave out of the series.

Grant: What is your design goal with the game?

Philipp: My main goal has always been to create games that offer meaningful strategic decisions without requiring players to spend hours studying the rules.

I love complex strategy games, but I don’t particularly enjoy unnecessary complexity. Ideally, players should understand the basic rules within 10–15 minutes while still discovering new strategies after many games.

Another important goal is making every unit feel valuable. I don’t want players to simply throw endless disposable troops at each other. Individual units can gain experience, become more effective, and develop into veterans you really want to protect.

And, of course, the game needs to be fun! Historical accuracy is important to me, but whenever historical detail and enjoyable gameplay conflict, I try to find a sensible compromise.

Grant: How have you modified the Aces & Armor System to tell the story of WWII in the Battle of Britain and North Africa?

Philipp: We kept the core mechanics that players already know from Aces & Armor, particularly the combat system, combined-arms tactics, and individual unit experience.

However, we introduced new gameplay elements to capture the distinctive challenges of each theater.

On the Battle of Britain map, aircraft play a much more prominent role. Players fight for control of the skies, defend airfields against bombing raids, and can play scenarios inspired by the evacuation of Dunkirk.

North Africa introduces an entirely new supply mechanic. Your units need access to supplies to operate effectively. This makes supply depots and supply lines strategically important, opening up possibilities such as cutting off enemy forces instead of attacking them head-on.

The result is that the two maps feel quite different, despite using the same underlying game system.

Grant: What elements do you feel are most important to model from the period?

Philipp: I believe it’s more important to capture the strategic realities of a historical conflict than to simulate every technical detail.

For the Battle of Britain, that means air superiority, fighter interception, and the importance of protecting infrastructure such as airfields.

For North Africa, it’s the enormous importance of logistics, mobility, and controlling vital supply routes across a vast desert.

Another major element is combined-arms warfare. Tanks, infantry, artillery, and aircraft become significantly more effective when working together.

I also wanted the different types of equipment to feel distinct. A heavily armored Churchill tank should play differently from a fast Daimler armored car, just as a Spitfire should serve a different purpose from a Junkers Ju 88 bomber.

Grant: What major design challenges did you encounter and how did you overcome them?

Philipp: One of the biggest challenges was introducing two very different theaters without making the rules significantly more complicated.

For example, supply logistics are fascinating from a strategic perspective, but I certainly didn’t want players to spend half their turns calculating fuel consumption and managing spreadsheets!

The challenge was to reduce these historical realities to mechanics that create interesting decisions while remaining easy to understand and manage.

Another challenge was balancing air and ground combat. Aircraft need to be powerful enough to reflect their historical importance, but not so powerful that ground forces become irrelevant.

I approached both challenges by keeping the successful core mechanics intact and adding specific rules only where they meaningfully change the gameplay. And of course gameplay testing and testing and testing!

Grant: What new units are included in this version of the game?

Philipp: Spitfire includes two factions with six different unit types each, represented by 24 detailed miniatures.

The new British faction includes infantry, the Daimler Armoured Car, the Churchill tank, the Bofors 40 mm anti-aircraft gun, the Hawker Hurricane, and, of course, the legendary Supermarine Spitfire.

The German faction features infantry, the Sd.Kfz. 251 half-track, the Panther tank, the famous 8.8 cm Flak, the Messerschmitt Bf 109, and the Junkers Ju 88 bomber.

I particularly like the selection of aircraft because it creates some interesting asymmetry between the factions. The British have two different fighter aircraft, while the Germans combine a fighter with a dedicated bomber.

Grant: How have you differentiated the capabilities of the units from those in your great game set in Europe?

Philipp: Every unit has its own characteristics, including movement speed, combat effectiveness, armor, and cost.

The original Aces & Armor includes some powerful late-war equipment, such as the German Tiger tank and Me 262 jet fighter, the American B-17 Flying Fortress, and the Soviet Katyusha rocket artillery.

Spitfire introduces a different selection of units and therefore different tactical possibilities.

The British Churchill, for example, emphasizes protection, while the Daimler Armoured Car provides mobility. The Spitfire is an excellent air-superiority fighter, whereas the German Ju 88 is particularly useful for attacking ground targets.

The German 8.8 cm Flak is another very interesting unit because it can threaten both aircraft and armored vehicles.

I wanted each faction to have its own strengths, rather than simply giving every nation the same units with different miniatures.

Grant: How can this game be incorporated into the original Aces & Armor?

Philipp: The two games are fully compatible!

You can play Spitfire completely independently, but you can also combine its factions, miniatures, and gameplay content with the original Aces & Armor.

The original game includes American, Soviet, and two German factions. Spitfire adds the British, bringing the total to five playable factions.

This creates opportunities for much larger battles, additional combinations of units, and entirely new scenarios.

I particularly enjoy the flexibility of the system. Players can recreate historically inspired confrontations or experiment with their own hypothetical battles.

Grant: How does the combat system work?

Phlipp: The combat system is probably my favorite mechanic in the game.

Each unit has an individual combat profile that determines how many dice it rolls, its chances of hitting, and how well it withstands incoming fire.

When two units fight, both players can roll their dice simultaneously, provided the defender is able to return fire.

The number of dice depends on how much damage a unit has already suffered. As units take damage, their combat effectiveness decreases. However, as they gain experience, their probability of hitting improves.

Another important element is combined-arms warfare. If your tanks attack an enemy position while supported by infantry, artillery, or aircraft, they can receive additional combat dice.

Finally, terrain and armor determine how much actual damage the hits cause.

So combat involves much more than simply comparing attack and defense values. Positioning, experience, damage, terrain, and supporting units can all significantly influence the outcome.

Grant: What drove your decision to use 12-sided dice for combat? What advantages does this give your system?

Philipp: I wanted a combat system that offers a lot of differentiation between units without requiring complicated calculations.

Using 12-sided dice gives us twelve possible outcomes, allowing much finer distinctions in hit probabilities than conventional six-sided dice. This is particularly useful because combat effectiveness changes as units gain experience. Different units can have different hit probabilities, and improving from rookie to veteran or war hero can make a noticeable difference.

Also, a higher number of dice (you roll up to 15 in one attack) and a higher number of sides per die (12) creates roll results closer to the statistical expected value which rewards players estimating the odds well and limits pure dice luck.

At the same time, resolving combat remains straightforward: roll your dice, check which results count as hits, and determine the damage.

I also think rolling a handful of D12’s simply feels great!

Grant: How is experience gained and tracked for individual units?

Philipp: Every unit begins the game as a rookie and gains combat experience by fighting.

When a unit damages an enemy, it gains one experience point. If it destroys an enemy unit, it receives two experience points instead.

After gaining enough experience, a unit advances from rookie to veteran and eventually to war hero, improving its combat effectiveness.

What makes this system special is how we track the experience. Each miniature has a small transparent holder attached to its base, where players insert colored markers for experience and damage.

This means you can immediately see the condition and experience level of every unit directly on the battlefield, without having to consult separate unit sheets.

It also creates some wonderfully memorable moments when an experienced unit survives against overwhelming odds!

Grant: What type of economy does the game use? How is money produced? What can players spend their money on?

Philipp: The game uses a relatively straightforward economy built around controlling strategic production facilities.

Players earn money from factories they have captured. These resources can then be used to recruit new units or repair damaged ones.

This creates an interesting strategic dilemma. Do you spend your resources replacing casualties, invest in additional troops, or repair your experienced veteran units?

Capturing factories is therefore important not just for victory, but also for strengthening your economy and maintaining your army.

I particularly like how the economic and military aspects interact. Sometimes capturing a strategically important factory can achieve more than destroying several enemy units.

Grant: What is the layout of the maps? How does terrain affect the game?

Philipp: Spitfire includes a large double-sided, hex-based game board featuring two very different environments.

One side depicts southern Britain, northern France, and the English Channel. This allows for combined land and air battles, including the Battle of Britain and Dunkirk scenarios.

The other side represents North Africa, with its expansive deserts, roads, mountains, and strategically important supply positions.

Terrain influences movement and combat. Roads allow ground units to move faster, forests provide defensive advantages, and natural obstacles can restrict movement.

Aircraft, of course, aren’t slowed down by ground terrain.

The North African map adds another strategic consideration: supply. With fewer natural obstacles and long distances between important positions, maintaining your logistics becomes crucial.

Grant: What do you feel the design models well from history?

Philipp: I think the game does a particularly good job of modeling the importance of combined-arms tactics.

Historically, even the strongest tanks were vulnerable when operating without adequate infantry, artillery, and air support. The game encourages players to coordinate different unit types rather than relying on one particularly powerful unit.

I also like how the North African scenario illustrates the importance of supply lines. An army can have superior equipment and still lose because it cannot maintain its operations.

And finally, I think the experience system captures something that’s often missing from tactical board games: troops aren’t interchangeable. A battle-hardened veteran unit can be much more valuable than a newly recruited replacement.

Of course, Aces & Armor is a strategy board game rather than a detailed historical simulation, but I hope it captures the important tactical and strategic decisions commanders faced.

Grant: What type of experience does the game create for players?

Philipp: I’d describe it as an accessible strategy game with a surprising amount of tactical depth.

There are plenty of exciting combat moments, but the game isn’t just about rolling dice. You need to plan your movements, coordinate your troops, control strategic locations, and decide when to attack or retreat.

The experience system also creates an emotional connection to your units. Losing a rookie infantry unit is unfortunate, but losing your heavily experienced Spitfire that has survived several battles really hurts!

I also love the way the battlefield evolves. Units move, take damage, gain experience, and new reinforcements enter the fight. The situation can change dramatically within just a few turns.

A typical game takes around 60–90 minutes, so it offers a fairly substantial strategic experience without requiring an entire afternoon.

Grant: What are some general strategies for each of the sides?

Philipp: That depends somewhat on the scenario.

In the Battle of Britain, the British player should pay particular attention to controlling the skies and protecting important airfields. Their Spitfires and Hurricanes provide considerable flexibility, but they need to be positioned carefully to respond to German threats.

The German player can take advantage of the Ju 88’s bombing capabilities while using the Bf 109 to contest British air superiority. Coordinating air attacks with ground operations can be very effective.

In North Africa, both sides need to think carefully about supply. A powerful offensive can quickly become vulnerable if the enemy manages to interrupt your supply lines.

In general, my most important advice is to use combined-arms tactics and not spread your forces too thinly. A well-coordinated group of different unit types is often much more effective than several isolated powerful units.

Grant: What has been the feedback of your playtesters?

Philipp: Playtesting has been particularly important for getting the balance between historical flavor, strategic depth, and accessible gameplay right.

One of the main things I’ve focused on is making sure the two theaters offer genuinely different experiences without forcing players to learn an entirely new game.

The air battles need to feel exciting, and the supply mechanics in North Africa need to create meaningful tactical decisions rather than unnecessary bookkeeping.

We’ve also been refining the balance between individual units and factions.

What I always look for during playtesting is whether players are making interesting decisions, developing strategies, and enjoying the tension of the battle. That’s ultimately much more important to me than adding another layer of rules.

Grant: What other designs are you currently working on?

Philipp: There are always several ideas floating around in my head!

One project I’m currently exploring is bringing the Aces & Armor game mechanics to a SciFi scenario.

I’m also thinking about where to take Aces & Armor next. World War II offers so many interesting factions, units, and theaters that there’s certainly plenty of room for future additions. And I am getting a lot of great ideas from backers of the current Kickstarter campaign. I just love this creative community and couldn’t be more grateful!

For now, though, most of my attention is on making Aces & Armor – Spitfire as good as possible and delivering another successful Kickstarter campaign.

Thank you for your time in answering our questions Phillip and also congratulations with the game funding already. I really like the look of this one and I am sure that it will be a fun gaming experience.

If you are interested in Aces & Armor – Spitfire: Battle of Britain & North Africa, you can back the project on the Kickstarter campaign page at the following link: https://www.kickstarter.com/projects/trench-club/aces-and-armor-spitfire

-Grant

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Unboxing Video: Black Skin Black Shirt: Ethiopia vs. Fascist Italy 1935-37 from White Dog Games

ETHIOPIA VS. FASCIST ITALY 1935-1937 – A Prelude to the Second World War.

Fascist Italy’s 1935 invasion of Ethiopia set the world on course for World War Two. The failure of the League of Nations to deter Fascist aggression led to policies of appeasement, the rise of the Axis, the Spanish Civil War, and Hitler’s march into the Rhineland. In this easy-to-play, straightforward solitaire game, you are the beleaguered Ethiopian Emperor Haile Selassie I (1892-1975). Take charge of Ethiopia’s defenses, call up troops, and call on the League of Nations as Italy tries to enlarge her empire at your expense. Send your regional “Ras” warlords into battle, organize partisans, deploy your limited elite forces, and endure Italy’s criminal use of mustard gas.

Your ancient Black Christian African civilization stands as a defiant symbol of anti-colonial resistance and as the first battlefield of the coming global struggle against Fascist aggression. Can you turn Mussolini’s Blackshirt armies back, prevent the fall of Ethiopia’s capital Addis Ababa, and change the course of history?

-Grant

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Unboxing Video: Trench Raid: Solitaire Patrol Command on the WW1 Western Front from Compass Games

Trench Raid is a single-player game set on the Western Front in World War One. The player assembles a group of 10 raiders and plots their course on a map towards the enemy lines on the other side of No Man’s Land. With 12 different raid objectives and 20 random events that can take place during the crossing, no two playthroughs will be exactly the same.

The game also includes rules for campaign play — whether their raid was successful or not, the soldiers who make it back to their trench lines relatively unscathed will steadily get better at raiding, learning through experience how to survive.

-Grant

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Initial Impressions Video: Medieval Conspiracy from Udo Grebe Gamedesign (UGG)

Medieval Conspiracy introduces players to the Holy Roman Empire of Germany, which is divided into numberless small earldoms, principalities and bishoprics. The Ruler of the Empire is the Holy Roman Emperor who is elected by the 7 electoral princes. In Medieval Conspiracy players take the role of a mighty noble family attempting to increase their power, gain new countries, all to gain votes of the electoral princes to finally be elected the new Holy Roman Emperor.

Medieval Conspiracy is run by Action Cards and Event Cards. After collecting income, players bid for Event Cards. 3 Event Cards are displayed on their open side. Thereafter players bid for them in turn order. The player who got an Event Card can use it later during his turn. During a player turn players roll the dice of destiny and play Event and Action Cards. That card play results in numerous effects giving each game a new special course. The goal of the game is to gain new countries or conquer them by force from others in an attempt to influence the vote for the Holy Roman Emperor.

-Grant

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History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #9: Daily Military Train

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

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

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #9 Daily Military Train

This is one of the cards I added to Checkpoint Charlie based on conversations with my local coffee shop spy, John (see Card #7). I had assumed most significant traffic from West Germany to Berlin used the autobahn corridor from Checkpoint Alpha at Helmstedt, across East Germany, to Checkpoint Bravo in Berlin. However, the military trains, of which there were three – American, French and British – ran every day, back and forth along roughly the same corridor as the automobile traffic. The US Military Duty Train, which my friend John rode, let out at the station in Charlottenburg and is the basis for this Event Card. It was primarily used by US military personnel, but other people associated with the military could get permission to ride.

Cars full of East German police, or vopos, kept vigilant watch over the autobahn access route, but it was more difficult to keep track of the train and whether western passengers were jumping off illegally somewhere in East Germany, or East German citizens were boarding the train as it slowed for one of its scheduled stops along the way, getting free passage into West Berlin. To solve this problem, all doors on the train were chained and padlocked for the duration of the four-hour journey across East Germany. In Checkpoint Charlie, the Daily Military Train Event assumes that the KGB has been tipped off to the arrival of some interesting person or item on the next train and move to intercept. Charlottenburg Safehouse is placed under surveillance and the Nugget Marker, already detected, is placed there. This can be a useful diversion for your assets, or it can draw KGB agents right into the center of your mission.

The Berlin Military Train operated by the Royal Corps of Transport.

In the next article in this series, we will take a look at Moscow Rules.

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

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

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

Card #1: Cousins Operation

Card #2: Cuban Missile Crisis

Card #3: Demonstrations

Card #4: Faceoff with the Soviets

Card #5: Berlin Film Festival

Card #6: General Clay Steps In

Card #7: Ich Bin Ein Berliner

Card #8: Loudspeaker Wars

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

-Grant

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Castelnuovo 1539 from Draco Ideas – Action Point 4

In 1539, a small Spanish garrison of troops numbering 3,500 men held the Albanian village of Castelnuovo for 22 days against the massive Ottoman army consisting of over 54,000 Turk soldiers. This siege took place as a part of the Ottoman-Habsburg struggle for control of the Mediterranean Sea in July 1539 at the walled town of Castelnuovo, which is the location of present-day Herceg Novi, Montenegro. After days of open trench warfare and more than a month of smaller combats, skirmishes, assaults and bombardments from the Turkish navy, the last Spanish defenders fell ending the siege. Castelnuovo 1539 is a wargame that focuses on this siege designed by Francisco Ronco. The defenders are safe behind sturdy walls and battlements but time and continual shelling from the Ottomans will lead to assaults over the walls. The battle is hopeless for the defenders but they can win the game by doing enough damage to the Ottomans to end their campaign and stop them from invading further into the Albania and then onto Spain and the rest of Europe. The game is very well produced using wooden blocks for soldiers, stylized walls, siege trenches and cannon along with ships and the board is also beautifully illustrated. The game is a block wargame where the strength of units are hidden from the opponent and plays pretty quickly in less than 90 minutes and really is a great representation of the battle and its history.

In Action Point 1, we took a look at the beautiful Game Board and its area movement scheme. In Action Point 2, we examined the units available to both sides and compared their relative strengths and weaknesses. In Action Point 3, we took a look at the different types of Command Cards and discussed how they are used. In this Action Point, we will take a look at the 2 different types of rounds including a Siege Round and an Assault Round and how they differ.

In Castelnuovo 1539 there are 2 different types of rounds within the structure of the game including Siege Rounds and Assault Rounds. This 2 type approach is designed to reflect the different preparations and phases of a sustained siege on a fortified location. The Ottoman player is allowed to choose the type of round for the upcoming turn during the Reinforcement Phase, which is the last phase in any round. In this structure, the Ottoman player has the chance to review the previous round, consider their losses and gains on the battlefield, identify their goals and set themselves up for success in the coming round.

Siege Rounds reflect the necessary preparations, concentration of resources of both men and materiel, the progress of mine works and siege trenches and represent 3 or 4 days of the siege. During this time there are small combats and skirmishes, probing of the enemy lines and reconnoitering but no major frontal assaults. In this type of round, each player draws only 4 cards reflecting the slower and more deliberate planning phases of a siege. The first round of the game is always a Siege Round in the main scenario. There also is another mechanic that is added to the Siege Rounds as the Ottoman player can choose to rest during only a Siege Round and no cards are played and the player also places all of their Azab and Sipahi Blocks on the board at full Strength. This reflects the buildup and preparation for the upcoming assault and is a key decision for the Ottoman player who is pushing against time and must complete the siege in their favor before time expires.

Assault Rounds represent moments of decisive assault, with a great amount of movement and activity on both sides. The action is fast and furious and each turn represents only 1 days worth of combat. In this type of round, the hand of both players increases to 7 cards in order to provide the fuel needed to sustain a planned attack. There is a price to pay for the prosecution of an Assault Round though as each time the Ottoman player declares their intention to assault, the Ottoman Casualty Track will be advanced 1 space.

The decision opportunity for an Assault Round versus a Siege Round comes at the end of the Spanish Action Phase. Before drawing any cards, the Ottoman player chooses which type of round to play next. If an Assault Round is chosen and the player has more than 4 cards in their hand, no new cards will be drawn and the player will discard down to 4 cards. One of the key decision points at this time is the makeup of the Ottoman player’s hand. If they have good cards, such as the necessary Order Cards to initiate attacks as well as a Combat Card or 2 to supplement those attacks and make them more effective, the choice is pretty simple. If their hand of cards is not necessarily setup and beneficial for a siege, they may want to move to an Assault Round where they will draw the maximum 7 cards and can continue their preparations for the next round while still engaging in smaller attacks and bombardments to weaken the defenses and demoralize and reduce the defending Spanish Tercios.

I was very impressed by this distinction in the 2 types of rounds in the design but at first had difficulty making the connection to the history and the design choice. But a siege is a very different and particular case in warfare and has some very interesting nuances that must be taken into consideration. As the game is basically decided by the mounting casualties of both sides, the presence of artillery batteries, the obsolete medieval fortifications of the city and the modern earthen fortifications built by the Spanish to reinforce them, casualties are a reality and the Ottoman player needs to be cognizant of this and take it seriously. There has to be a deliberate and planned attack on the city with the proper and measured construction of siege trenches by the Ottomans to realize the benefit of their usefulness in reducing the casualties of the besiegers.

A good Ottoman commander will play a well balanced game with a consistent pattern of incremental movement upon the city, all the while building their siege lines to form a tightening encirclement of the walls like the coils of an anaconda, inching closer and closer to the walls, using their artillery to weaken and break the defenses and create breaches where close-range assaults can be launched that will ultimately decide the outcome. Digging trenches should be one of the Ottomans first tasks, as they must protect their blocks as they are in the open field, an easy target for attack. Once the blocks are protected with trenches, there is a need to plan the advance and bring these trenches and batteries closer to the Spanish fortifications so that they can breached. Once there are open breaches, it is necessary to throw caution to the wind and take the city by assault as the Spanish attempts to repair the walls and build internal fortifications will continue to hinder the Ottoman’s progress. But, the Spanish player must keep in mind their advantages, including the well known Spanish ‘camisado’ attacks (encamisadas in Spanish) to sally forth and inflict damage upon the besieging forces to weaken their strength. The Spanish leaders are better and will provide great benefits to these attacks that should inflict maximum damage and break the will of the Ottoman as they continue the slow and arduous advance on the city. But the understanding of how to use this Siege/Assault process will take a few plays to understand but once you master the rules, you will see that these fortresses were not defended passively, but rather are in the pattern of an active defense that makes calculated sorties to hinder the work of the attackers by destroying artillery batteries and not giving the Ottomans any rest or respite from the action a vital part of the process.

In Action Point 5, we will delve into an example of combat and bombardment.

If you are interested, I was able to shoot the following review/overview/summary video with the designer Francisco Ronco after playing the game earlier this year:

-Grant

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