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Normale Ansicht

SPIEL Essen 2026 Rollenspiel-Neuheiten – Große Bandbreite bei Ulisses (Halle 1, Stand 1F915)

16. Oktober 2026 um 12:30

Einblicke in ein zersplittertes Reich voller Magie, die Welt der Sturmlicht-Chroniken oder über 40 Jahre an deutscher Rollenspiel-Geschichte: Auf der SPIEL Essen 2026 präsentiert Ulisses Spiele wieder einige neue Hintergrundbände und Szenarien von verschiedenen Systemen. Welche Bandbreite der Verlag wieder im Gepäck hat, erfahrt ihr hier.

Dieser Beitrag wurde von Andreas Schellenberg geschrieben

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #98: The Balkan Wars from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

Von: Grant
13. Oktober 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#98: The Balkan Wars from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

Imperial Elegy: The Road to the Great War 1850-1920 is a massive card driven game that blends diplomacy, warfare, and statecraft and feels a bit akin to games like Here I Stand and Virgin Queen from GMT Games, which are both grand scale sweeping epics that play multiplayers and take a day to play. Players play as 1 of 6 major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire. The game is quite grand and ambitious as it covers 70 years near the end of the Victorian Era and the Progressive Ear and sees quite a lot of global change and competition between the great powers of the time. The game is a Card Driven Game and uses Action Cards as a type of currency to spend for their Command Points or the printed event to take actions such as recruiting armies and navies, industrialize, moving fleets and armies around the globe, influencing minor powers and establish colonies in Africa, India and the Pacific Ocean. The cards are all tied to the history of the period but the game can be played very much as a sandbox allowing players to explore strategies by trailblazing new horizons or following history.

Before we dive into today’s chosen card The Balkan Wars, I want to first make sure you know about Mandatory Event Cards in the game and how they work as they work slightly differently from normal Action Cards. Mandatory Event Cards are all lime green colored and bear a large block “M” just under the CP Value listed in the upper left hand corner. Mandatory Events, as the name suggests, must be played for their events. However, when playing a Mandatory Event Card, players trigger the event and also receive the CP to spend on various actions. The events on Mandatory Event Cards are always resolved first before the CP are utilized. If a Mandatory Event Card is discarded, the event will immediately trigger. There is no way around these cards and they are included in the game to drive the action historically and interject the various special circumstances that drove the rise and decline of these Victorian Age empires. The player that discarded the card resolves the event as if they were the active player. If two such Mandatory Event Cards are discarded in the same impulse the events are resolved in turn order.

Some of the events that occurred historically prior to 1914 were ultimately precursors to The Great War in many ways. The Balkan Wars were two conflicts fought in 1912 and 1913 that stripped the Ottoman Empire of almost all its remaining European territory and directly set the stage for World War I. The Balkan Wars saw similar levels of carnage as machine guns and artillery equipped with hydraulic recoil mechanisms were used in large numbers. Politically, they highlight the volatile nature of international politics in the Balkan Peninsula and are included as a Mandatory Event to ultimately drive up the World Tension Track on a path toward the outbreak of World War I. When played, the World Tension Track will increase by +1 and if the Ottoman player controls any territory in the Balkans other than Istanbul, or has Diplomatic Influence with countries, they will have a chance to lose their control there as a result of the chaos of the First and Second Balkan Wars. If these checks fail, and they will incur a -1 DRM for each Ottoman Army that is located anywhere in the Balkans, non-player armies will be placed in those locations and will increase the difficulty for the Ottomans to gain a foothold in this area. According to the designer Michael Lorino, mechanically this event causes all kinds of trouble in the Balkans, as intended. Similar to the Mandatory Event Card Empire of the Sun, the original event was a bit more involved and had players fight an actual war. In an effort to keep the game in the playable zone, he decided to abstract these wars through a die roll.

I very much enjoy the concept of a Mandatory Event, although they are never convenient for someone at the table as they typically have negative effects for at least 1 faction. But I very much like the approach taken here with The Balkan Wars with the -1 DRM for control of a territory and its thematic connection with the Ottoman Empire’s presence in the region generating tension and setting off these Balkan Wars.

A Bulgarian postcard depicting the Battle of Lule Burgas.

The Balkan Wars were two conflicts that took place in the Balkan states in 1912 and 1913. In the First Balkan War, the four Balkan states of Greece, Serbia, Montenegro and Bulgaria declared war upon the Ottoman Empire and defeated it, in the process stripping the Ottomans of their European provinces, leaving only Eastern Thrace under Ottoman control. In the Second Balkan War, Bulgaria fought against the other four combatants of the first war. It also faced an attack from Romania from the north. As a result of these wars, the Ottoman Empire lost the bulk of its territory in Europe. Although not involved as a combatant, Austria-Hungary became relatively weaker as a much enlarged Serbia pushed for union of the South Slavic peoples. The Balkan Wars set the stage for the July Crisis of 1914 and was a prelude to the First World War.

We have put out several pieces of content covering Imperial Elegy and find it to be a fantastic game. These include written posts and videos. You can visit those by following the links below:

Unboxing Video:

Video Review:

Summary of Solitaire Bots presented by our friend James:

Written First Impressions Post on the blog: https://theplayersaid.com/2026/05/06/first-impressions-imperial-elegy-the-road-to-the-great-war-1850-1920-from-vuca-simulations/

In the next entry in this series, we will take a look at Truman Doctrine from Twilight Struggle: The Cold War, 1945-1989 from GMT Games.

-Grant

Steamforged crowdfunding concerns grow as updates dry up, refund requests go unresolved

09. Oktober 2026 um 15:34

Steamforged Games is facing mounting criticism from crowdfunding backers over unresolved refunds and dwindling updates across its undelivered projects, in the wake of the publisher cutting about a third of its workforce and refocusing towards its Warmachine miniatures line earlier this year.

BoardGameWire reported in June that the UK-based company, which made its name adapting video games such as Dark Souls into multi-million-dollar board game Kickstarters, was reducing its crowdfunding activity following a second set of redundancies in three years.

That left Steamforged with nine campaigns with outstanding fulfilment obligations, which together raised almost £19m including late pledges. The biggest of those is Monster Hunter World: Iceborne, which pulled in almost £6.3m from almost 15,000 backers and was originally estimated to be delivered almost two years ago, in November 2024.

Monster Hunter World: Iceborne || Gamefound campaign image

Steamforged said in a Kickstarter update in January this year that it was aiming to deliver the title to all regions in July, but has provided just two updates since.

The first, in April, said things were “back up and running following Chinese New Year” and promising “more substantial updates” in the coming months, while another at the end of July read:

“We’d like to start by apologising for the lack of a formal update recently. We had intended to have concrete fulfilment information ready for you this month, but this update is waiting on some key information from partners which is still pending.

“In the meantime, we wanted to let you know we are working hard behind the scenes and will have an update to share as soon as we possibly can.”

That lack of communication about the status of projects has been repeated across Steamforged’s other outstanding crowdfunds, which include the £3.2m Helldivers 2 campaign, the £1.8m-raising Elden Ring: Rot & Sorcery and £1.2m Hearts of Iron: The Board Game.

Its other unfulfilled campaigns include the US production and shipping of Horizon Forbidden West: Seeds of Rebellion and Euthia: Cruel Frost, both of which were postponed due to tariffs uncertainty last year, and the second wave of its P3 Paints crowdfund, which has been delayed by up to a year due to a production issue with the metallic colours.

CampaignFunding including late pledgesInitial expected delivery date
Monster Hunter World: Iceborne£6,261,436November 2024
Helldivers 2£3,239,140October 2026
Horizon Forbidden West: Seeds of Rebellion£2,117,290May 2025*
Elden Ring: Rot & Sorcery£1,839,406July 2027
Euthia: Cruel Frost£1,446,056November 2025*
Hearts of Iron: The Board Game£1,240,053June 2026
Terra Mystica Special Edition£1,055,530April 2027
Bardsung: Tale of the Forsaken Glade£910,735April 2026
P3 Paints Wave 2£720,817June 2026
Total£18,830,463
*US fulfilment yet to take place

Steamforged’s sparse status updates have led to rising discontent from backers across the comment sections of its crowdfunds and on its official Discord channel, which members say has been abandoned by company staff since the refocus towards Warmachine.

Backers across those channels are now questioning whether their games will ever arrive, with some reporting waits of weeks or months for responses to refund requests. Multiple backers have now turned to PayPal disputes and credit card chargebacks to recover their money.

At least one of Steamforged’s commercial partners has also expressed concerns. Hearts of Iron IP owner Paradox Interactive confirmed in June that it was in contact with Steamforged and working to ensure customers received their games as soon as possible.

Three months later, Paradox Development Studio Gold’s studio manager described the situation as “truly unfortunate”, saying the project “seemed to be going well, until it wasn’t” and that “it’s not a fast process by any means, but solutions are being discussed”.

A spokesperson for Paradox told BoardGameWire earlier this week, “Paradox has been closely tracking the progress of the Hearts of Iron board game. We are in talks with Steamforged Games to find the best way to get the game completed.

“We are not ready to comment on or commit to a specific course of action on the situation at Steamforged.”

Hearts of Iron: The Board Game || Gamefound campaign image

A spokesperson for Feuerland Games, the publisher of Terra Mystica which teamed up with Steamforged for the special edition crowdfund, declined to comment on the situation to BoardGameWire.

Multiple sources who spoke to BoardGameWire in June on condition of anonymity said the latest Steamforged staff cuts affected departments including the creative, game design, production, project management, QA, marketing and commercial teams – adding that they feared the cutbacks would lead to problems delivering long-term projects.

But Steamforged told BoardGameWire at the time that the “vast majority” of creative work on its crowdfunded board games was complete, described the staff reduction as “carefully considered”, and said the company “retain[s] both the internal resource and the external capabilities needed to deliver on our commitments”.

BoardGameWire has attempted to contact Steamforged CEO Rich Loxam multiple times across August, September and October about the ongoing situation at the publisher, and to ask questions about refunds, production and delivery schedules and whether the restructuring had affected the company’s ability to complete its existing projects – but has received no response.

Terra Mystica Special Edition || Gamefound campaign image

Loxam previously told BoardGameWire during Steamforged’s Terra Mystica Special Edition campaign last November that “backers need to feel heard, valued, and understood, which is why we spend so much time in the comments”.

Reflecting on the difficult fulfilment of Dark Souls: The Board Game, Loxam said in a 2022 blog post that one of Steamforged’s “bigger mistakes” had been handling problems “behind closed doors” and only speaking publicly when it felt there was something important to say.

“We were wrong,” he wrote, adding that Steamforged had “learned the hard way that transparency with supporters, backers, and fans is always the right choice”, and promising to communicate as much as possible to build trust and its reputation.

Steamforged signalled a change in its approach following June’s disclosure of the redundancies, telling BoardGameWire that “in the past, we would post updates once-a-month even during quieter periods for a project”.

“Moving forward, our focus is on providing key updates,” it added.

But the sharp decline in communication has extended beyond crowdfunding updates, with several of Steamforged’s public community channels now restricted or, like the Discord, no longer actively used by staff.

Comments are disabled on Steamforged’s YouTube videos – although the company has not uploaded anything to the channel for eight months – while posts on its Facebook page currently carry a notice saying it has “limited who can comment on this post”.

Despite the absence of staff activity on the Steamforged Discord channel, employees have remained active in the company’s dedicated Warmachine server – where the company has told users not to raise questions about its outstanding crowdfunds.

In a September 23 message on the Warmachine Discord, Steamforged’s head of marketing Chynna-Blue Perkins acknowledged that crowdfunding backers were turning to the server for answers, but said it was not the appropriate place to discuss the company’s outstanding projects.

She wrote, “As much as I understand going where you can to seek answers, I am going to have to draw a line under future Kickstarter queries in this server.

“Everyone’s been respectful considering the topic at hand, and I appreciate that, but this is a Warmachine server and it isn’t the right place for crowdfunding queries.

“The campaign pages are where any and all updates will be shared. I wish I could give you more information, but even if I could, this wouldn’t be the place for it.”

The reduction in communication has left backers increasingly having to divine for themselves exactly what is happening at Steamforged, with discussions in its Discord ranging from questions about whether to withdraw from campaigns and advice on procuring refunds, to speculation about the company’s financial stability.

Backer concerns around the latter were exacerbated at the beginning of last month when Companies House, the UK government agency responsible for company registrations, began compulsory strike-off proceedings against Steamforged Games and its parent company due to their overdue accounts, which were due on June 30.

Steamforged posted to its Facebook two days later:

We’re aware some of you have seen a First Gazette notice relating to Steamforged Games, and we’re sorry for any concern it’s caused.

This is a routine notice Companies House issues when a filing is overdue. Our filing was delayed as a result of the company restructuring work we announced earlier this year and is now being resolved.

To be clear, all business activities are continuing as normal.

The strike-off proceedings were discontinued by Companies House four days later, although Steamforged’s accounts are still listed as overdue on the agency’s website.

While the publisher’s latest accounts remain unavailable, data from Steamforged investor Foresight offers some insight into the company’s recent performance.

The investment house cut the valuation of its Steamforged holdings by almost 74% in the first half of 2026 across its Foresight VCT and Enterprise VCT investment vehicles, from £3.68m to just over £960,000 – although that does not represent the valuation of Steamforged as a whole.

Foresight, which invested £5m in Steamforged in 2019 across those vehicles and a third investment fund, said in an end of June update that the publisher had experienced “a few disappointing crowdfunding campaigns over the last 12 months” and was looking to transition away from that part of the market to focus on its higher-margin Iron Kingdoms business.

Steamforged picked up Warmachine – which is set in the Iron Kingdoms IP – P3 Paints and the Iron Kingdoms RPG from Privateer Press in 2024.

A spokesperson for Steamforged told BoardGameWire in June that Warmachine and P3 Paints revenue had tripled in the prior 21 months, despite significant stock constraints in its first year of ownership due to heavy demand.

They said at the time “Demand has been high and we’ve scaled production to meet it. Our US production capacity for Warmachine has increased by 70% since last March, with a 25% increase in Europe since August and new production facilities introduced in the UK in February 2026.”

But communication problems have also extended to P3 Paints. Backers of the Wave 2 crowdfund have complained about a lack of updates and unanswered refund requests, after Steamforged revealed in May that production problems with metallic colours had pushed expected fulfilment from June 2026 into 2027.

Steamforged has so far completed non-US fulfilment of Horizon Forbidden West: Seeds of Rebellion and Euthia: Cruel Frost this year, as well as the pre-order campaign for 6: Siege – which it picked up from now-liquidated crowdfunding major Mythic Games early last year.

The last crowdfunding campaigns substantially or fully completed by the publisher are all from last year, including Elden Ring: The Board Game, the original P3 Paints campaign and the Iron Kingdoms-set Strangelight Workshop RPG.

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WW2 Italy – Vorbedruckte Dolce Vita (Rezension)

02. Oktober 2026 um 09:00

Micro Art Studio aus Polen wird nicht müde und liefert in seiner für das Spiel Bolt Action lizensierten Reihe vorbedruckte Gebäude aus MDF für einen weiteren Schauplatz des Zweiten Weltkrieges. Nach der frostigen Ostfront geht es dieses Mal in sonnigere Gefilde. Das Thema ist Italien.

Dieser Beitrag wurde von Dennis Rexin geschrieben

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

Von: Grant
01. Oktober 2026 um 14:00

September has been really, really busy for me. We attended the Gaming the American Revolution Camden 250 Event in Camden, South Carolina and work was pretty busy as well. As such, I just feel like I have been unable to really give this post the time needed to make it as good as it can be. Don’t get me wrong…I am still writing it but I am not spending as much time searching this month. I also was unable to find a sponsor for the post so we are foregoing that this month as well.

This month, I was able to find 15 games to share. I was also able to find 5 games being offered on Crowdfunding through Kickstarter.

If you missed the September Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/09/01/wargame-watch-whats-new-upcoming-september-2026/

Pre-Order

1. Battlegroup Clash: Baltics 2nd Printing from Sapper Studio

James Buckley is a name we all know in the wargaming space. He has worked with publishers like PHALANX and Nuts! Publishing and also is now a burgeoning designer as he published his first game in 2025 called Battlegroup Clash: Baltics from his new publishing company called Sapper Studio. The game has already sold out and they are currently offering up a 2nd Printing on pre-order

From the game page, we read the following:

Battlegroup Clash: Baltics is a two-to six-player tactical land warfare game that plays in two to three hours. It is a commercially-adapted version of a game recently developed for the British Army to help train its junior officers.

The game is set in Estonia and covers a hypothetical near-future Russian invasion of the country, and attempts by NATO land forces to repulse it. Each side has a maximum force size equivalent to a reinforced battalion, with individual unit sizes being platoons or sections.

It comes with six scenarios and has three play modes and optional rules, allowing for players to
vary the level of realism and complexity of play. The Basic mode of play is equivalent to a light
complexity commercial wargame. The Standard and Advanced modes are equivalent to a
medium-light complexity game.

While the game mechanics and components will be familiar to anyone that has played a hex
and counter wargame, there are several unique features about Battlegroup Clash: Baltics:

Preparation & Planning – In the Standard and Advanced modes of the game players will need
to draft Orders for their forces. This happens at the start of the game. These Orders drive the
actions individual units take in the game. This is a simplified version of the type of planning that
would occur in real life. It presents both a challenge and opportunity to players, and greatly
enhances the immersion of the game.

Drones and Electronic Warfare – Events in Ukraine have shown how much the use of drones
has changed the modern battlefield. Reflecting this, in the game players use UAS drones for
reconnaissance and FPV (‘kamikazi’) drones to attack enemy units. Each side can intercept
their opponent’s electronic transmissions to improve targeting, and apply tactical Electronic
Warfare effects such as jamming the enemy’s drone assets or crippling their GPS navigation.

Real World Mapping – The four maps in the game are based on satellite imagery from key
locations in Estonia. Using computer aided design, that imagery has been turned into a highly
realistic map. There are no hexes, just grid lines, the same as a real world map. Players must
read the map terrain to determine key locations and terrain features, and assess how they fit
into their battleplan and objectives.

We published an interview with the designer James Buckley and you can read that on the blog at the following link: https://theplayersaid.com/2025/09/02/interview-with-james-buckley-designer-of-battlegroup-clash-baltics-from-sapper-studio/

If you are interested in Battlegroup Clash: Baltics 2nd Printing, you can pre-order a copy for £69.00 ($92.38 in US Dollars) from the Sapper Studio website at the following link: Battlegroup Clash: Baltics (2nd printing) | Sapper Studio

2. VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020 from GMT Games

I love a good geopolitical wargame as well as a good multi-player wargame. And when these 2 are mixed, it can really make for a very interesting gaming experience with diplomacy, alliances, asymmetry and the like. This past month, GMT offered a game that have both in VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020 that takes a look at the ongoing struggle between the United States, Russia, and China. for influence and control in Central Asia. The game is designed by a new designer named Kyle Farrell so I am very interested in connecting with him to discuss the design and get more information about how it plays and what his vision and basis are for the game.

From the game page, we read the following:

VEKTYR is a 2-3 player geopolitical wargame that simulates the ongoing struggle for influence in Central Asia between the United States, Russia and China.

The game takes players from 1991 after the newly independent Central Asian nations – Kazakhstan, Kyrgyzstan, Tajikistan, Turkmenistan, and Uzbekistan – emerged from the collapse of the Soviet Union through 2020 when multiple international crises accelerated the global shift towards a multipolar world.

The extensive action deck covers over 120 distinct historical occurrences that have shaped Central Asia’s relationship with three global powers – the United States, Russia and China – as well as the rest of the world.

Over the five turns of the game, each player will have to bend history to their will in order to establish influence throughout Central Asia as well as periphery territories in the Caucasus, Türkiye, and Afghanistan. Your mission is to win hearts and minds, catch the ears of the region’s presidents, invest in critical industries and showcase your power’s prowess through military assistance.

In VEKTYR, players will accrue victory points by playing “Scoring” cards, playing event cards that award VP’s, or building pipelines for VP payouts. The game consists of 5 turns: 3 turns within the Post Independence epoch from 1991-2016 and 2 turns within the Central Asian “Renaissance” epoch from 2016-2020. Each turn consists of 6 rounds.

At the start of each turn, each player draws up to a hand size of 7 cards and plays one round in succession until every player has played 6 rounds. All of VEKTYR‘s cards have a dial in their upper left corner noting which global power the card’s event pertains to. Some cards are fully-neutral cards meaning any power can play them, others can be played by 2 of the 3 powers, and others still can only be played by a single power. Whenever a rival plays a card with an event pertaining to you, you’ll have the opportunity to resolve the event during your rival’s round. A delightful mechanic that keeps the game dynamic even when it’s not your go!

Every round, players either use their card’s event or action points to lay influence on the board, seize the ear of the region’s presidents, invest in industries, provide military assistance or build pipeline infrastructure. Much of the game centers around your ability to build influence in the Central Asian provinces as well as periphery countries. Players will use events and action points to gain a strategic foothold in these wide stretches of Eurasia. But how effective will your soft power be in fending off your rivals’ similarly enticing offers?

Also, what have you done for me lately? One of the mechanics that keeps the board fresh in VEKTYR is called “atrophy” and mimics the ephemerality of political popularity. Under this mechanic, at the end of every Turn, each player removes some of their influence from the board, opening up new possibilities for their opponents as they are forced to abandon specific countries or provinces.

I am very much interested in this title and would like to learn more about how it works and how it tries to simulate the complex situation and politics involved.

If you are interested in VEKTYR: The Geopolitical Struggle for Central Asia, 1991-2020, you can pre-order a copy for $59.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1261-vektyr-the-geopolitical-struggle-for-central-asia-1991-2020.aspx

3. Empire of the Sun: China Expansion from GMT Games

Empire of the Sun is Mark Herman’s card driven design that takes a strategic level look at the entirety of World War II in the Pacific from the attack on Pearl Harbor until the surrender of Japan and is the first card driven game (CDG) to move the system closer to a classic hex and counter wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Recently, GMT announced an expansion to the game that deals with the China Theater and the action that took place there between the combatants. The game comes with a new replacement map that will replace the China Front Track as well as some new cards. The game was dreamed up by a few Chinese designers, and fans of Empire of the Sun, named Ji So and Liu Zhijun.

From the game page, we read the following:

Empire of the Sun examines the China theater as a frontline ‘piston’ model that reprises its historical role as an Allied resource need based on the level of Japanese offensive efforts to force its surrender. We are now releasing a new expansion for the core game, which you will need to play this expansion that adds all of the ground and air forces to open up a path not really taken to include the eventual Soviet invasion of Manchuria.

About two years ago, two Chinese gamers contacted me that they had developed a China expansion for Empire of the Sun. I was certainly interested and what you hold in your hands is the product of my collaboration with Ji So, Liu Zhijun, and my developer Francisco Colmenares. What has changed is my original piston model China Front track has been replaced with a map and counters. There are a host of rules to handle this unique theater of operations, but what I have found at their core is how well we have gotten the new module to perform to history and the original track.

What you will find is if the Japanese play cards into China offensives, they will likely capture and control the rail lines plus the coastal ports. Achieving more is possible, and everyone is likely to try, but it is hard to get forward momentum as long as the Allies put some equivalent effort into defending Chungking. This is exactly how the original track worked, but what is very interesting is you more clearly see the connection between the China-Burma-India (hereafter CBI) theater and mainland China. In my various opposed playtests, I have found that in half the games there is some action in China and in others not much happens. I have also found that if the Japanese army strategy is followed, the US makes quicker progress across the Pacific. What this will give you is more control over how you decide to prosecute the war from the Japanese perspective. That said, every so often I have had spectacular success with a surprise Chinese offensive. More options, more strategy, and for me, more interesting game play.

Empire of the Sun: China Expansion comes with 33 new cards (18 Allied and 15 Japanese), a 22”x34” paper map (original map art with the China theater shown in detail), one counter sheet featuring new US, Nationalist Chinese, Communist Chinese, Japanese, and Soviet air, ground, and naval units, replacement player aids with the new rules added for China, PLUS an integrated rulebook with all rules integrated into the original core system. Empire of the Sun: China Expansion is now available for the low, low, low, low price of $35.

If you are interested in Empire of the Sun: China Expansion , you can pre-order a copy for $35.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1264-empire-of-the-sun-china-expansion.aspx

4. Pax Romana & Genesis Dual Pack Reprint Edition from GMT Games

I very much love these Deluxe Edition Multi-Packs from GMT Games. They are an insane value with multiple games included in the same box, typically with new components, updated rules and sometimes additional scenarios. A newly announced pack is the Pax Romana & Genesis Dual Pack, which contains 2 classic Ancients games in Pax Romana and Genesis designed by Richard Berg.

From the game page, we read the following:

GMT is proud to bring back into print Richard Berg’s Pax system games, Pax Romana and Genesis in a dual pack format. This printing of Pax Romana will be identical to the 2nd edition published in 2015 with all known errata incorporated along with additional editing where necessary to improve clarity. Similarly, this printing of Genesis will be identical to the 1st edition with the exception that Kingdom Displays will be enlarged to 8 ½ “ x 11”. All known errata will be addressed with additional editing where necessary to improve clarity. The games will share a back-printed mounted map and come in a 3” box.

Components

Pax Romana

  • One 22″ x 34″ back printed full-color mounted map board shared with Genesis
  • Three full-color die-cut counter sheets (1/2” counters, 280 counters per sheet) 
  • One smaller full-color die-cut counter sheet (5/8” counters)
  • One smaller full-color die-cut counter sheet (round counters)
  • 55 Event Cards
  • Four 8 ½ ” x11″ Player Mats 
  • Two 11” x 17”  Player Aid Cards (four sets of the two PACs)
  • Rule Book
  • Play Book
  • Two six-sided dice

Genesis

  • One 22″ x 34″ back printed full-color mounted map board shared with Pax Romana
  • Three full-color die-cut counter sheets (840 1/2” counters)
  • 55 Event Cards
  • Two 11” x 17”  Player Aid Cards (five sets of the two PACs)
  • Five 8 ½” x 11” Kingdom Display Cards 
  • Rule Book
  • Play Book
  • Two six-sided dice

Pax Romana

How did Rome get to be Rome? Why did the Glory That Was Greece fade? What stopped Carthage from making an empire of the Mediterranean? Could the Seleucids really have conquered the western world? 

These are a few of the questions you can explore in Pax Romana, designed for play by all levels of gamers, from the competition-oriented, one sitting players to the Let’s Recreate History on a grand scale afficionados.

Pax Romana covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four possible empires. And it does so with a scale and system that is filled with decision-making tension but also highly accessible and easy to play. The emphasis is on strategic operations, from raising armies to colonizing outlying areas, to fighting barbarian incursions, to maintaining political stability at home.

Pax uses a unique marker-oriented play sequence that provides surprise and opportunity, plus a deck of unusual cards that provide the historical background of events and calamities within which the players must operate. Each turn represents 25 years, with the movement of forces and the shifting of power occurring at a proportionately very large scale. Combat takes place throughout the game, but they, too, represent ongoing conflict as much as individual battles. But even here, subtleties are built-in: force composition matters – armies overbalanced by cheap light infantry suffer penalties, while cavalry can single-handedly make the difference between winning and losing – and knowing when and where to make a stand and when to withdraw to safer places can literally decide the fate of a power for an entire generation. And at this scale, of course, the best-laid plans frequently go awry. 

Most important for gamers, though, is the wide variety of scenarios Pax provides, from fast-playing, one-sitting two-player games to vivid recreations of the entire era with four players. The game works well with 2, 3 or 4 players, and is designed to be playable solitaire for those interested in the historical view it provides. Scenarios range from The Punic Wars, through the Eastern Med conflicts between the Greeks and the Seleucids, all the way up to the entire 10 turn game, covering 300 years of history. In addition, there are two versions of Pax: the Standard Game, designed for fast play, and the Advanced version, which adds in much tangential history and allows for a more introspective examination of the era.

Genesis

Genesis is a campaign-level game covering the turbulent Late Bronze Age in the Middle East, where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western Civilization. Much like its ancestor game, Pax Romana, Genesis is a game that provides the players with the historical dramatis personae and allows them to forge their own empires. It also has a great emphasis on the control of the important trade routes and commercial centers and the building of the spectacular monuments these civilizations left for posterity and wonder. 

All the “high”-points of this era are included: lots of gods that have major effect on play (Astarte, Baal, Dagon, Marduk, et al), the rise of chariot warfare … peasants, slaves, and a host of historical kings:  Thutmose, Akhenaten, Suppiluliuma, Mullatawi, Tushratta, Hammurabi, Agum III, Shalmaneser, Shamsi-Adad , and many more. . . even Sargon the Great (the world’s first great conqueror (2270-2215 BCE) … along with Sea Peoples, independent kingdoms (Canaanites, Arzawans) and pirates, and guys with great beards (see below):

There are several two-player scenarios for short-time play, an introductory scenario to get you into the system (featuring Sargon), and the big, 5-player multi, included all the major players – Egypt, The Hittites, the Mitanni, Assyria and Babylon – more color than a Crayola Factory and more fun chrome than a ‘57 Chevy. The main scenario can also be played with 3 or 4 players. 

Of course, there are the cards (the game is not card-driven but card-augmented), such as:

The Begat Effect: Independent Expansion (2): The card player may move a Peasant unit from a friendly City space to any unoccupied independent City space within 4 spaces of where that Peasant starts. This card may be held in Hand until played.

Baal (2): It’s Time to Pay Baal … and all those priests running those temples. For every Monument he has in a Home Kingdom City, the card player must pay 2$.  If he cannot pay, the player must remove the Monuments that he cannot pay for. 

The Akhenaten Effect: If you are Egypt and your Pharaoh/King is Akhenaten, you do not pay anything; you simply remove all Monuments in your Home Kingdom cities. This card must be played when drawn.

If you are interested in Pax Romana & Genesis Dual Pack Reprint Edition, you can pre-order a copy for $85.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1262-pax-romana-genesis-dual-pack-reprint-edition.aspx

5. Enemy Coast Ahead: The Dambuster Raid Mounted Map from GMT Games

One of my complaints about wargames is that that boards that you play the games on are paper. These are generally flimsy, have severe folds on them that disfigure the beauty of the boards and also are a bitch to get to lay flat without having humps in them that act as steep terrain and make it hard for me to line up my units. Now, once again, I want to say that I generally am ok with paper maps for multi-map hex and counter wargames where having a nice thick mounted map, or in the case of many maps, is infeasible for storage purposes. But, when the game is a different kind of game, such as Waro (Euro focused wargame), I very much like having a solid mounted mapboard. One of the offerings this month is a step in the right direction to fix a great game with a new Mounted Map for Enemy Coast Ahead.

From the game page, we read the following:

Based on positive feedback to our mounted mapboard releases, we are continuing to offer mounted maps for several of our most popular games as P500 items.  

We are now offering a 22 x 34″ mounted map for Jerry White’s Enemy Coast Ahead: The Dambusters Raid. This is intended to ship separately along with the game’s 2nd printing. But note that it will work with either 1st or 2nd printing, so this will work just fine for those of you who want to get a mounted map for your original game. Enjoy!

If you are interested in Enemy Coast Ahead: The Dambuster Raid Mounted Map, you can pre-order a copy for $25.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1260-enemy-coast-ahead-the-dambuster-raid-mounted-map.aspx

6. In the Desert 1940–1943: WW2 in North Africa from Dissimula Edizioni Currently on Kickstarter

Several years ago, Sergio Schiavi broke onto the scene with his new company called Dissimula Edizioni with their first Kickstarter called Radetsky’s March: The Hundred Hours Campaign and that game was then followed a few years later by From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 and their third game called Give Us Victories: The Chancellorsville Campaign. They also have a line of smaller, simpler games that started with 1943-1945 from a few years ago that dealt with the war for Italy during WWII. That game was fantastic and they have now worked on the 2nd entry in that series called In the Desert 1940–1943: WW2 in North Africa that is currently on Kickstarter.

From the game page, we read the following:

Between 1940 and 1943, North Africa was the theater of a war fought between the Axis forces and the British Commonwealth; numerically limited armies faced each other in a long sequence of offensives, retreats, and counterattacks. The clashes often took place in the desert, where mobility and the ability to maintain supply lines were as decisive as the strength of the weapons.

Behind the front loomed Malta, a strategic British base and a constant threat to the vital supplies heading toward Tripoli…

The game system used in In the Desert 1940–1943: WW2 in North Africa is derived from 1943–1945, but features significant differences. The game lasts eight turns, during which players alternate their operations by spending Supply Points (SP). Each activation requires careful decisions: commit your forces immediately or preserve them for later operations? Supply is essential: without a clear line to their own bases, units risk remaining engaged and vulnerable. Meanwhile, control of Malta constantly threatens Axis supplies. Special events allow players to alter the situation on the battlefield, recover forces, strengthen attacks, or create new strategic opportunities.

This system really is very good and the game truly is an interesting look at combat in WWII. I wrote a fairly in-depth First Impressions style post on the first game in the series called 1943-1945 and you can read that at the following link: https://theplayersaid.com/2025/02/20/first-impressions-the-soft-underbelly-1943-1945-from-dissimula-edizioni/

If you are interested in In the Desert 1940–1943: WW2 in North Africa, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/guv/in-the-desert-0

As of October 1st, the Kickstarter campaign has funded and raised $5,461 toward its $3,643 funding goal with 156 backers. The campaign will conclude on Wednesday, October 7th at 4:25am EDT.

7. Napoléon 1870: The Collapse of the Second French Empire from Shakos Currently on Kickstarter

I do love a good Napoleonics wargame and The Conquerors Series from Shakos is really very good as we have played a few games over the years. They have a new volume in that series on Kickstarter that is designed by a tandem of great designers in Brian Asklev (Baltic Empires from GMT Games and 1812: Napoleon’s Fateful March from VUCA Simulations) and Fred Serval (A Gest of Robin Hood and Red Flag Over Paris from GMT Games as well as A Very Civil Whist from PHALANX) called Napoléon 1870: The Collapse of the Second French Empire from Shakos. This game is set in a different period but uses the same system to tell the story of the collapse of the Second French Empire during the Franco-Prussian War of the 1870’s.

From the game page, we read the following:

In 1870, Napoleon III’s Second Empire was on the brink of collapse. After hastily declaring war on Bismarck’s Prussia, the French armies were overwhelmed and surrounded at Metz.

This is your opportunity to write something different.

Napoléon 1870 is the fourth instalment in the Napoleon Series, a series devoted to the great strategists of history. Following on from Napoléon 1806, Napoléon 1807 and Napoléon 1815, Napoléon 1870 brings its own unique challenges to this well-tried and highly acclaimed campaign system.

In Napoléon 1870, two players, assume the role of Napoleon III or Bismarck, making the key decisions that will shape the fate of Europe. In the role of Napoleon, will you manage to escape the trap set by your opponent and avoid being trapped in Metz, or, like Bismarck, will you succeed in taking the French armies by surprise and outflanking them? A variety of scenarios, lasting from 40 minutes to 2 hours and a half, will allow you to rewrite the battles along the borders right up to the final assault on Metz.

Napoléon 1870 is aimed at both seasoned grognards as well as enthusiastic young conscripts keen to understand how history is made. Thanks to a set of simple rules that remain faithful to historical reality, all the key aspects of the campaigns of the Napoleonic era are recreated so that players can engage with them. As events unfold, there will be scope for both subtle bluffing and the brutal use of overwhelming force.

Napoléon 1870 follows the rules of the Napoleon Series (also referred to as the Conquest Series) created by Denis Sauvage, but two designers wellknown to the general public have teamed up to produce this new installment:

•       Fred Serval, a specialist in the Second Empire and author of Red Flag over Paris and A Gest of Robin Hood from GMT Games.

•       Brian Asklev, an expert in Napoleonic strategy and operations, author of 1812: Napoleon’s Fateful March from VUCA Simulations.

If you are interested in Napoléon 1870: The Collapse of the Second French Empire, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/shakos/napoleon-1870-the-collapse-of-the-second-french-empire?

As of October 1st, the Kickstarter campaign has funded and raised $32,894 toward its $17,079 funding goal with 294 backers. The campaign will conclude on Tuesday, October 13th at 2:00pm EDT.

8. Band of Brothers BLACK BULL: British 11th Armoured Division Bull from Worthington Publishing Currently on Kickstarter

There are some series out there that people really love and enjoy playing. This love leads to the series selling well and then expanding as the market is able to continue supporting the games. Band of Brothers from Worthington Publishing is such a series. A tactical level squad based game set in World War II, the series has expanded into several different theaters and has multiple stand-alone expansions. Recently, I saw news that there would be a new volume coming to Kickstarter called Black Bull, which focuses on the exploits of the British 11th Armoured Division during World War II.

From the game page, we read the following:

The Band of Brothers Series returns to Europe with BLACK BULL: British 11th Armoured Division, a new standalone game focusing on one of the British Army’s best-known armoured formations of World War II.

The British 11th Armoured Division was formed in 1941 and adopted the distinctive Charging Bull as its divisional emblem.

The game includes 14 scenarios following the 11th Armoured Division through its campaign in Northwest Europe.

The scenarios put the British player in command of the infantry, tanks and supporting weapons of the Black Bull against German forces in a variety of tactical situations.

If you are interested in Band of Brothers Black Bull, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/band-of-brothers-black-bull?

As of October 1st, the Kickstarter campaign has funded and raised $19,020 toward its $500 funding goal with 267 backers. The campaign will conclude on Saturday, October 10th at 4:00pm EDT.

9. Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions from Mr. B Games Currently on Kickstarter

A classic reborn is how I would classify the newest edition of Ace of Aces. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981. The newest edition include a look at 2 games in Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions.

From the game page, we read the following:

We’re back with two more Ace of Aces books! We are giving our deluxe treatment to two more books, Ace of Aces: Flying Machines and Ace of Aces: Handy Rotary. We promised these during our Powerhouse Series Kickstarter campaign, and we’re excited to bring them to you now. Just as with our Ace of Aces: Powerhouse Deluxe Edition, these will both be redone in full color with the same slipcase design as the Powerhouse edition.

The Ace of Aces family of games uses two books to simulate a duel in the skies between two fighters in World War I. Using Alfred Leonardi’s innovative matrix system, players choose maneuvers in their book. Each maneuver leads to a page in the book that matches the first-person perspective of the pilot. Players maneuver to line up their planes so they can unload their guns on their opponent. Take too many shots, and you go down in flames!

Each of the Ace of Aces sets includes two books; these are the dogfighting books, as well as a rulebook and chart book, all in a beautiful slipcase! The slipcase also has an extra drawer to store dice and chips.

We’ve updated all the interior graphics with all new artwork. All in full color! These aren’t the final pages, but they are pretty close

If you are interested in Aces of Aces: Handy Rotary & Flying Machines Deluxe Editions, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mrbgames/ace-of-aces-handy-rotary-and-flying-machines-deluxe-editions?

As of October 1st, the Kickstarter campaign has funded and raised $162,075 toward its $50,000 funding goal with 1,335 backers. The campaign will conclude on Thursday, October 8th at 6:00pm EDT.

10. Afrika Korps 41 from Trafalgar Editions Currently on Kickstarter

Who doesn’t love a good North Africa wargame? No one says me and I am excited to share with you this new upcoming game called Afrika Korps 41 from Trafalgar Editions. The game is currently on Kickstarter and really looks to be pretty good.

From the game page, we read the following:

The North African desert, 1941. The armored columns of Rommel’s Afrika Korps and the British 8th Army clash in a brutal war of movement for strategic control of the Mediterranean theater.

Afrika Korps 41 puts you in supreme command of this legendary campaign. Featuring an intuitive, deeply challenging, and highly immersive gameplay system, it delivers the true grit and tactical depth of historical conflict—without the dense complexity of traditional wargames.

There are several games that recreate the North Africa campaign in World War II, but Afrika Korps 41 offers a unique experience thanks to its balance between accessibility and strategic depth.

  • Simple Rules, complex decisions – Unlike other denser wargames, here the rules are easy to learn, but mastering the game requires planing and efficient resource management
  • Area-based system – Forget about hexes. Movement and territorial control are resolved intuitively with clearly defined strategic areas. 
  • Innovative combat chart – We’ve designed a combat resolution system that moves away from the traditional, offering dynamic and realistic results without relying on complex tables.
  • Clean map with integrated aids – Key information is incorporated directly onto the game board, facilitating quick reference and speeding up gameplay.
  • Three difficulty levels – From an introductory mode ideal for new players to advanced levels that will challenge even the most experienced.
  • Flexible experience – You can play the full campaign or choose between three historical scenarios of 30-40 minutes, in addition to the option of starting the campaign from different key moments of the conflict.
  • Solo mode – Perfect for those who want to enjoy the game without needing an opponent.
  • Larger counters (17 mm) – Greater comfort and visibility on the battlefield.

Afrika Korps 41 is designed to offer an immersive, strategic, and dynamic experience, with innovative mechanics that differentiate it from other games about the same campaign.

And the game comes designed with a fully functioning solitaire game mode for those that either prefer to play solitaire or have difficulty finding opponents.

Afrika Korps 41 features an advanced Artificial Intelligence (AI) system designed to deliver the full gameplay experience in solo play, allowing you to command either side (the Axis or the Allies). Both the full campaign and individual scenarios are completely playable without a human opponent, ensuring a tactical challenge that is as tense as it is dynamic.

Forget predictable automation. Our AI makes strategic decisions based on the actual, real-time context of the board. By evaluating the map situation and vital objectives, the system dynamically shifts between two core mentalities:

  • ⚔ Offensive Posture (Attacker Mode): The AI aggressively seeks to breach your lines, pushes relentlessly toward strategic objectives, and exploits every single tactical blunder you make.
  • 🛡 Defensive Posture (Defender Mode): The enemy digs in smartly, focusing on consolidating key positions, containing your advances, and efficiently deploying their reinforcements.
  • Infinite Replayability: Thanks to this adaptive behavior, no two solo games will ever play the same. The system immerses you in a war of attrition where your ability to counter the AI’s unpredictable maneuvers is your only path to victory.

If you are interested in Afrika Korps 41, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/1615432558/afrika-korps-41?

As of October 1st, the Kickstarter campaign has funded and raised $12,704 toward its $7,932 funding goal with 151 backers. The campaign will conclude on Friday, October 16th at 6:00am EDT.

New Release

1. Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942 from Three Crown Games

Three Crown Games is a great little company and their games really cover some great historical topics and also look the part as they are well produced, even though they are poly bag and not boxed games and are just plain desirable. This month, I noticed that they were shipping one of their new games called Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942 and I very much wanted to share it with you.

From the game page, we read the following:

Colossus Stumbled is the title of the game that handles the first 12 intensive days of the second Battle of Kharkov (nowadays Kharkiv), 12 to 23, May 1942. On 12 May 1942, Soviet forces launched an offensive against the German 6th Army from a salient established during the winter counter-offensive. After a promising start, the offensive was stopped on 15 May by massive airstrikes and the Axis started their counter-offensive ‘Operation Fredericus’, in the region around Kharkov. Its objective was to eliminate the Izium bridgehead over Seversky Donets or the “Barvenkovo bulge” which was one of the Soviet offensive’s staging areas.

If you are interested in Colossus Stumbled: The Second Battle at Kharkov, May 12-23rd, 1942, you can order a copy for 49,50 € ($57.30 in US Dollars) from the Three Crown Games website at the following link: https://www.threecrownsgames.com/product-page/colossus-sumbled

2. Medieval Command: Battle of Varna, 1444 Print & Play from Solo Wargame

Martin Melbardis began his design career with Campaign: Fall Blau from Catastrophe Games. This was a very interesting little dice chucking solitaire game on Operation Barbarossa during WWII. Since that time, he has started his own independent wargame company called Solo Wargame and has designed 10 different and very interesting roll and write wargames on a plethora of subjects including World War I (Trench Tactics), World War II (Operation Barbarossa, Lone Wolf: U-Boat Command and War in the Pacific), Napoleonic Wars (Siege Works) and Ancient Rome (Rome Must Fall). His newest game called Medieval Command: Battle of Varna, 1444 starts a new series and is focused on the Crusade Battle of Varna and looks really interesting.

From the game page, we read the following:

On the fog-shrouded morning of 10 November 1444, the fate of southeastern Christendom hangs by a fraying thread as your heavily outnumbered Crusader army stands before the terrifying mass of Sultan Murad II’s Ottoman host near the Black Sea port of Varna. You are outnumbered nearly two to one; however, your heavy cavalry advantage can make the difference. Medieval Command: Battle of Varna 1444 is a solo Print & Play wargame that simulates the epic last ditch crusade attempt to free the Balkans from Ottoman rule. As the solo player, you play the role of Crusader, while the BOT handles your opponent, the Ottomans. You must master a tight dice-drafting system where GREEN dice power Ottoman attacks and Crusader defenses, while WHITE dice fuel your own offensives. Because you cannot win a war of attrition against these odds, your only hope is to tactically bank your dice to unleash devastating Boosted Actions like a thunderous, multi-die cavalry charge to smash the elite Janissary Wall before your lines crumble and the young King Władysław III is slain in the mud.

Here is a link to a playthrough video from the designer:

If you are interested in Medieval Command: Battle of Varna, 1444 Print & Play, you can order a copy for $6.00 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/583118/medieval-command-battle-of-varna-1444?src=newest_recent

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

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

From the game page, we read the following:

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

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

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

Every campaign combines:

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

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

If you are interested in Thirty Years of Misery: The Thirty Years War 1618-1648, you can order a copy for $89.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. The Far Seas: German Cruiser Operations at the Onset of WWI from VUCA Simulations

Another new order game from VUCA Simulations this month is The Far Seas: German Cruiser Operations at the Onset of WWI and I am always in for a naval focused wargame. I have not played that many and frankly not that many of the ones that I have played are that good but this one does look intriguing. I have also always been interested in the German efforts to solidify their place around the globe navally and with the founding of colonies in Africa and the South Pacific. So this one looks to fill that niche and looks to be really very interesting.

From the game page, we read the following:

At the outbreak of World War I, eight German cruisers were scattered across the globe—isolated, outnumbered, and cut off from home. What followed was a daring campaign of commerce raiding, evasion, and naval warfare that forced the British Empire to divert vast resources in pursuit.

The Far Seas puts you in command of this asymmetric naval struggle.

Take control of the German raiders or the Allied fleets in a tense operational-level game of hidden movement, search, and decisive engagements.

  • German player: Plan secretly, strike where the enemy is weak, raid merchant shipping, disrupt supply lines, and attempt the long journey home.
  • Allied player: Coordinate a superior fleet, protect trade routes, and hunt down elusive cruisers across the world’s oceans.

Every decision matters—overextend, and you risk destruction; hesitate, and the enemy slips away.

The system is built for fast turns, high tension, and meaningful choices:

  • Hidden movement and intelligence gaps create constant uncertainty
  • Elegant search and encounter mechanics lead to dynamic engagements
  • Combat resolves quickly but carries lasting consequences
  • Modular rules allow you to scale complexity to your preference

The core experience is accessible, yet layered with strategic depth for experienced players.

Beyond the core system, the game integrates historical realities that shaped naval warfare in 1914:

  • Coaling constraints force long-term planning
  • Convoy systems create high-risk, high-reward targets
  • Colonial operations add strategic pressure points
  • Special events introduce uncertainty and narrative moments

These elements enhance realism while preserving smooth gameplay.

If you are interested in The Far Seas: German Cruiser Operations at the Onset of WWI, you can order a copy for $99.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/the-far-seas

5. In Fours to Heaven: The Invasion of Poland 1939 from VUCA Simulations

Last year, while trolling the interwebs, I came upon the In Development section of the VUCA Simulations website and saw a very interesting looking operational level wargame on the German invasion of Poland in 1939 to kickoff World War II called In Fours to Heaven. The subject caught my eye, the title caught my eye and the cover caught my eye and I am very much interested in this one. I know that this campaign is seen as very one sided and that the outcome was predetermined as there was really no way for the Polish army to stand against the might of the German war machine but this one takes a look at the situation and makes it a gameable effort.

From the game page, we read the following:

In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.

Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns?
Will you delay the inevitable—or collapse under pressure?

This is not a scripted retelling. It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.

  • The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.
  • The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.

Unlike traditional wargames:

  • No fixed battle sequence
  • No guaranteed outcomes
  • No predetermined history

Every campaign evolves differently.

We published an interview with the designer Grzegorz Kuryłowicz on the blog and you can read that at the following link: https://theplayersaid.com/2025/06/30/interview-with-grzegorz-kurylowicz-designer-of-in-fours-to-heaven-the-invasion-of-poland-1939-from-vuca-simulations/

If you are interested in In Fours to Heaven: The Invasion of Poland 1939, you can order a copy for $239.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/in-fours-to-heaven

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.

-Grant

Stratego

Von: Horst
30. September 2026 um 08:00

Schach für „Kleine“

Im Rahmen meiner Nostalgie-Serie habe ich bereits Scotland Yard vorgestellt. Ich habe auch Labyrinth Chronicles ausgeliefert bekommen und wir arbeiten gerade daran, die Kampagne zum ersten Mal abzuschließen. Mit meinem Sohn habe ich allerdings noch ein anderes Spiel aus dem Regal gezaubert. Er wollte neulich unbedingt Schach lernen und dabei ist mir eingefallen, dass ich noch Stratego besitze. Das habe ich früher ziemlich häufig gespielt. Kann das noch was? Kommt man als 8‑Jähriger da rein? Wir haben einen Versuch gestartet.

Bei der Recherche zu dem Artikel musste ich dann erst einmal feststellen, dass es über 40 Millionen Mal verkauft wurde. Damit kennt es wahrscheinlich jeder? Ist das so? Lasst es mich gern mal wissen! Was ich auch nicht wusste: dass es bereits 1942 lizenziert und es beweisbar ab 1946 produziert wurde. Die Lizenz gehört immer noch Jumbo und Hasbro ist der Lizenznehmer und Produzent der Spiele.

Für alle, die sich wie ich nicht vor Künstlicher Intelligenz fürchten, dürften daran interessiert sein, dass die Zugvielfalt bei Stratego komplexer ist als bei Go oder Schach. Erst 2022 hat die Software DeepNash mit großer Wahrscheinlichkeit zuverlässig Spitzenspielende besiegt.

Das Schlachtfeld steht zum Duell bereit.

Spielprinzip

Die Spielfläche gibt sich schachähnlich mit 10 × 10 Feldern. Beim Spielaufbau platzieren die beiden Spielenden ihre jeweils 40 Figuren auf ihrer eigenen Seite auf zehn Feldern mit vier Reihen. Die Figuren sind an militärische Ränge angelehnt. Es gibt einen Feldmarschall, Hauptmänner, Unteroffiziere und weitere. Dabei gibt es eine strikte Schlagreihenfolge. Der Feldmarschall, schlägt alle Figuren. Der Vier-Sterne-General ist unterhalb des Marschalls angesiedelt und kann daher nur von diesem geschlagen werden. Dann folgt der Drei-Sterne-Oberst und so weiter.

Es gibt noch ein paar Sonderfiguren: die Fahne, die Bomben und den Spion. Ziel des Spiels ist es, die unbewegliche Fahne der gegnerischen Armee zu finden oder die andere Seite zur Aufgabe zu zwingen, wenn kein Zug mehr möglich ist. Dies kann passieren, sobald man nur noch unbewegliche Figuren hat. Neben der Fahne gibt es noch die Bomben, die fest an ihrem Platz verharren. Berührt man mit einer Figur die Bombe, wird die Figur aus dem Spiel genommen. Nur Mineure (sonst relativ unten in der Hackordnung) können die Bomben entschärfen. Die interessanteste Figur ist der Spion. Er wird von allen Figuren geschlagen, aber er ist die einzige Figur, die den Feldmarschall schlagen kann.

Die Reihenfolge der ersten Garde

Wie laufen die Züge nun ab? Nach dem Spielaufbau stehen sich zwei Armeen gegenüber. Die Figuren werden so gedreht, dass die Spielenden von der eigenen Armee die Vorderseite – also den Rang – sehen können und von der gegnerischen Armee nur die blanke Rückseite. Immer abwechselnd wird eine Figur orthogonal um ein Feld gezogen. Dabei ist jede Richtung erlaubt. Ein Überspringen von Figuren ist nicht möglich. Landet man bei dem eigenen Zug auf einer gegnerischen Figur, zeigen sich beide gegenseitig die Vorderseite und es wird aufgrund des Ranges entschieden, welche Figur das Spielfeld verlassen muss. Danach wird die überlebte Figur wieder mit der Vorderseite wie vorher abgestellt. Dadurch muss sich die gegnerische Person ab jetzt merken, was sich hinter dieser Figur verbirgt. Sind beide vom selben Rang, müssen beide Figuren das Feld verlassen.

Beim Aufbau lohnt es sich eine Trennwand aufzubauen.

Unboxing und Varianten

Ich habe viele Versionen von Stratego gespielt. In der für mich schönsten Version bestehen die blauen und roten Spielfiguren aus Plastik-Türmchen, die auf einer Seite begradigt sind und dort mit weißen Linien die Ränge darauf gedruckt haben. Außerdem gibt es ein Inlay bei dem die Figuren einsortiert werden. Die Spielbretter sind immer ganz schön gestaltet.

Früher hatte ich selbst noch ein Spiel mit Figurplatten, die in einen Ständer gestellt wurden. Das geht grundsätzlich auch, führt aber bei einer unsachgemäßen Berührung dazu, dass sie sich ungewollt umdreht.

Capture the Flag – ist das Ziel.

Solltet ihr Stratego noch nicht in eurem Besitz haben und es wieder neu erwerben, dann findet ihr in der aktuellen Version noch Kampfkarten („Battle Cards“). Dabei werden weniger Figuren genutzt. Die Karten erlauben besondere Züge, andere Angriffe und so weiter. Obendrein sind in der neuen Version wahlweise noch drei Figuren als weibliche Figuren spielbar. Das gilt im Übrigen auch für die 65‑Jahre-Jubiläums-Edition.

Es gibt noch eine Mini-Version mit nur zehn Figuren. Ich dachte, dass es sich dabei um eine Reisevariante handelt, und war sehr enttäuscht beim Auspacken. Tatsächlich fehlt mir bei der Variante auch die taktische Tiefe. Das ist gleich wieder aus dem Haus ausgezogen.

Es gibt noch Junior-Varianten mit Dinos oder Disney-Motiven. Meiner Meinung nach braucht es das nicht, aber das muss jede Person selbst entscheiden.


Bewertung

Stratego hat eine unerwartete taktische Tiefe. Je häufiger das Spiel auf dem Tisch landet, desto besser wird das eigene Spiel. Schon beim Aufbau gibt es viel zu entscheiden. Wird die Fahne eher frei platziert oder von Bomben umschlossen? Sind die höheren Ränge an vorderster Front oder sichern sie die Fahne? Stellt man die Bomben so auf, dass sie einen beim Ausspielen behindern?

Für Eltern ist vielleicht die größte Herausforderung, dass man den Mitspielenden nicht so einfach gewinnen lassen kann. Vielleicht liegt es an dem Brettspiel-Haushalt: Bei uns gewinnt immer die Person, die am besten spielt. „Keine Gnade“. Wir haben Stratego schon über zehnmal gespielt und mein Sohn hat noch keine Partie gegen mich gewonnen. Aber man merkt, dass er jedes Mal geschickter und taktischer spielt. Und es vergeht kein Kampf, nachdem er nicht sofort eine Revanche fordert.

Die Regeln hat er super schnell verstanden. Es kommt zugute, dass die Ränge auf dem Spielbrett abgedruckt sind und er sich zu Beginn nicht merken musste, wer wen schlägt. Mittlerweile weiß er das auswendig.

Ersetzt Stratego nun Schach? Nein, das würde ich nicht sagen, aber es ist ein guter Einstieg. Es hat eben andere Aspekte, wie Bluffen und die Notwendigkeit, dass man sich die Figuren des Gegenübers merken muss.

Ich war schon früher ein großer Fan von dem Spiel, obwohl ich sonst keine Kriegsspiele in meiner Sammlung mag. Ähnlich wie Scotland Yard wurde Stratego im Familienkreis wieder entstaubt und erfährt seinen zweiten Frühling. Für mich war es immer schon ein geniales Spiel. Es inzwischen mit meinem Sohn zu erleben, ist einfach nur grandios. Angesichts dessen zu Recht ein goldener Meeple.

Gleich geht es los…

(c) Copyright Hasbro

Bannerbild von eloiroudaire77 auf Pixabay

Icons von Icons8

Grafik(en) und Bild(er) von Horst Brückner

Das Spiel habe ich privat erstanden. Diese Rezension ist unentgeltlich durchgeführt worden und spiegelt meine persönliche Meinung wider.


Gaming the American Revolution – Camden 250 Event Daily Debrief Series – Day 2

Von: Grant
26. September 2026 um 04:48

Day 2 dawned early with a morning gathering at the Camden Revolutionary War Visitor Center to receive instruction on the days events and schedule. As you can see in the picture below, there were about 50 gamers who showed up early to get a good start on the gaming.

We entered the gaming hall and I was very surprised as it was very nice and cozy and felt roomy with lots of tables setup to choose from. We chose a corner in the back and began setting up to play Battles of the American Revolution Oriskany from the American Revolution Tri-Pack #2 from GMT Games.

There were a lot of different games being played including BoAR, Washington’s War, Liberty or Death and Common Sense as well as a BoAR Eutaw Springs tournament going on.

Bill Simoni and designer Trevor Bender playing in the Eutaw Springs tournament.
A demo of the upcoming Common Sense by designer Sam London.
Washington’s War.
Liberty or Death.

We decided to play the historical scenario for Oriskany which is a 6-turn game focusing on the August 6, 1777 ambush as General Nicholas Herkimer’s relief column is trying to make their way up the Military Road to Fort Stanwix.

The game starts with the British player having to set up their units in an ambush that has to be connecting contiguous units adjacent to the Patriots and they get an Ambush marker placed on them which will grant a 1 column shift to their attack if they can successfully make the ambush roll.

Alexander didn’t roll well so several of his units were detected and lost their element of surprise. You can see that 3 of his units lost their Ambush markers and this would prove to be a boon to the Patriots.

We spent the next 3-4 turns beating ourselves as our planned attacks were not working well and we basically rolled poorly and did damage to ourselves. Very odd but it was fun. But the best part of the system is the Tactics cards that create a bluff type of mind game.

The Tactics cards options are split into tiers with the 4 basic tactics always eligible to be chosen whereas advanced maneuvers require a commanding leader present and sometimes specific adjacent vacant hexes to execute. Common tactical choices include attacking in echelon, turning flanks, frontal assaults or attempting to withdraw. I very much enjoy this aspect because it adds a psychological tension that castes players to anticipate and bluff. Just a really neat addition to the game.

In the end, Alexander’s British and Indian allies ended up killing 2 of my leaders and also reduced 3 of my units and I was unable to advance the relief column to the point needed. He won the scenario with 4 VP to my zero. We had fun and I am glad we had a chance to play this one.

A leaderless rabble was defeated.

We then got in a game of Liberty or Death which is my 2nd favorite volume in the COIN Series.

I played as the Indians and Alexander took the French. I worked on building Villages and then started Plundering the Patriots of their resources. Meanwhile the French did a great job of getting into the war early by the end of 1777 and then worked well with the Patriots to attack the British in New York and New York City driving them out of both. This put a great deal of pressure on the Indians as I had to continually Raid into these areas trying to keep their level of Opposition low.

In the end, Alexander’s French earned victory at the end of 1779 (5th deck) with the finals scores being French -5, Indians (Grant) -10, Patriots (Shane) -10 and British (Mark) -15.

I saw something I have not seen before as my Indians got skipped multiple times on my turns due to Brilliant Stroke cards, Winter Quarters and some inopportune passing. Just weird that I lost 3-4 turns and also got into a cycle of only getting Limited Commands due to the eligibility on cards.

We next took a few minutes to walk around the grounds at the Camden site. My favorite part was the redoubt.

The British redoubt.

I was very interested in the ditch in front of the redoubt wall and its formidable defense as sharpened wooden stakes called fraises are placed horizontally projecting straight out from the earthen parapet. Their primary purpose was to prevent attacking infantry from climbing up the exterior wall.

We had a long discussion about how effective these would have been as infantry would have to run this gauntlet to get at the defenders all the while taking rifle fire and cannon fire. Just diabolical really.

Once inside there are several protected covered areas for storage of arms and supplies as well as to offer some additional protection to defenders.

Just a really cool experience being able to get inside this fortification and experience the history.

We ended the night with a group dinner at a local brewery. We sat with our friend Bill Simoni and Mike from My Own Worst Enemy.

Tomorrow we are taking part in a 3+ hour guided tour of the Camden battlefield as well as nearby Hobkirk’s Hill. We are then going to play a few games including BoAR Newtown and possibly the new Small BoAR Cowpens.

-Grant

Feedspot Top 100 Best Board Game Blogs to Follow 2026 – The Players’ Aid Comes in at #12

Von: Grant
11. September 2026 um 14:00

Every year or so, we find out that our little blog has entered a list or climbed up a few ranks. I am always interested in these lists, as frankly I put a lot of time and effort into the blog, spending hours each week writing and editing content, and feel very proud of its presence on the internet and in our hobby and it is nice to receive some recognition for that work. About a week ago, I received an email from Feedspot that informed me that The Players’ Aid Blog had again appeared on their Top 100 Best Board Game Blogs to Follow list. As I opened the email, I found that we had moved into the #12 spot (moved up on the list since 2025 when we were found in the #20 spot). There are a lot of very well known and well followed blogs on that list and I was very surprised to see us move up to nearly the Top 10.

So what the heck is Feedspot? Feedspot is an online data base that categorizes global media outlets and content creators to make them easy to discover, follow and contact for those that utilize their services. From their site, you can access the creators by following them, emailing them or viewing their sites. Their lists cover things such as media outlets including blogs, podcasts, magazines and news websites as well as creators on platforms such as Instagram, Twitter, YouTube and TikTok.

Here is a look at a picture of the listing for The Players’ Aid:

As I was reviewing the list this year, I noticed a few things. First off, the data that they were using for our social media only included our Facebook, Twitter (X) and Instagram social media platforms. We also are active on Blue Sky and Mastodon. I also noticed that their reported numbers of subscribers was a bit off as we have 3,921 Followers on Facebook (they reported just 3.7K), 8,749 Followers on Twitter (X) (they reported 8.2K) and we have 1,258 Followers on Instagram (they reported a higher rounded off total of 1.3K). Not a big deal but not quite accurate!

Second, they referenced this concept of Domain Authority in their list and I had to do some research to better understand what this metric was measuring. What I found out was that Domain Authority (DA) is a metric that predicts how well a website will rank in search engine results pages (SERP’s) and is measured on a scale of 1 to 100 with higher scores indicating greater ranking potential. This DA is influenced by quality content that is shared and creates backlinks to the content. The Players’ Aid DA is currently at 37 (was at 36 in 2026). Some other relative DA scores on the post were Inside GMT at 36, Space Biff at 37, The Dice Tower at 49, Shut Up & Sit Down at 55 and Board Game Geek at 82.

The other wargame content creators that appeared on the list included Beyond Solitaire at #23 (great work Liz!), Clio’s Board Games at #40 (great work Clio!), The Boardgames Chronicles at #41 (great job Michael!), Big Board Gaming at #55 (I like your stuff Kevin especially the new WARNO feature!), Dude Take Your Turn! at #61 (way to go Dave!) and Board Game Meeple Lady at #62 (awesome BGML!).

I don’t put a lot of stock in these type of lists but was honored that we appeared on it. I know that I care greatly about our corner of the interweb and our little blog and love providing new and fresh content to be consumed by those that follow us. I also see what we do as somewhat of a service as I try to make sure that wargamers know about the products that are incoming and in spreading the news about new publishers, particularly smaller publishers, new games and new crowdfunding campaigns.

If you are interested in reviewing the list and learning more about the content creators that appear on it, you can read the post at the following link: https://bloggers.feedspot.com/board_game_blogs/?feed_id=4778036&_src=f1_newcampaign#h4778036

Thank you for all of the support that you give to us! You reading our blog means the world to us and we appreciate it.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #92: Castelnau and Voie Sacrée from Verdun 1916: Steel Inferno from Fellowship of Simulations

Von: Grant
02. September 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#92: Castelnau and Voie Sacrée from Verdun 1916: Steel Inferno from Fellowship of Simulations

Over the past several years, we have played quite a few World War I games with our focus on the Guns of August events every summer. We have really played some fantastic games including some of the true classics on the genre such as Paths of Glory from GMT Games and The Lamps are Going Out from Compass Games but also some real hidden gems like At All Costs from Hollandspiele, Devil Dogs from Worthington Publishing and Decisive Victory 1918: Soissons from Legion Wargames. A game that we very much liked was Verdun 1916: Steel Inferno from Fellowship of Simulations. The game is a Card Driven Game that uses cards with events and operation points to tell the grim story of the year long fighting around the French city of Verdun. The game uses a bucket of dice approach to the initial bombardments in a battle and then players choose whether to follow that with an infantry assault that doesn’t use any dice to determine hits. The game is very much a wargame but I think the cover highlights a key fact about the game by calling it a “Strategy Game” namely that it is a game as there are wildly powerful events based in history, with lots of dependence on dice not just for bombardments but also for playing certain offensives Event Cards where Victory Points are earned based on the higher numbers rolled. The game is very well done, is truly interesting and surprisingly deep with its tactical choices and decisions. 

Some cards cannot be played as an Event until a specific named card has been played by the player. This is indicated on the card with a small “requires” box above the title of the card which shows the card that must already be in play as a Permanent Event to allow the new event to be triggered. Also, these Required Cards also have a small “combo” box above the title of the card to remind players which card they will allow to be played as a Permanent Event. Sometimes this concept of Combos must be planned for and may take a few rounds to get lined up to be able to play.

A perfect example of this is the Castelnau/Voie Sacrée Combo. Castelnau is an Event Card that must be played down on the table as a Permanent Event and is available during Turns 1 and 2. Once it is played, then that unlocks the play of Voie Sacrée and allows a very powerful Combo to go into effect by allowing the French player to place 12 units into the En Route Box on the board meaning they will be available for placement during the next Turn. This is so very powerful as in order to get that many units to use, the French player has to sacrifice a total of 12 VP (1 VP per unit added as Reinforcements). With this Combo, you sacrifice no VP’s and get 12 units to place on the board to plug the inevitable holes that will be created by the powerful German Barrages and assaults. There are other Combos as well including several specified Offensives (Russian Offensives and the Somme Offensive) that take several Turns to accomplish with multiple cards to get an opportunity to roll dice to gain VP’s. This was a very novel idea for the CDG mechanic and really worked well to create some portion of the game that required planning and an investment.

The Voie Sacrée, which is French for Sacred Way or Sacred Road, is a road that connects Bar-le-Duc to Verdun, France. It was given its name because of the vital role it played during the Battle of Verdun in World War I. After March 1916, along the 45 miles of the Voie Sacrée, transport vehicles were on the move day and night, ferrying troops, armaments, and supplies to the Verdun battlefield. During the initial crisis of February 21st through March 22nd, 600 trucks per day had already delivered 48,000 tons of ammunition, 6,400 tons of other materiel and 263,000 men to the battlefield. Beginning on February 21st, all horse-drawn traffic and troop movements on foot had been ordered off the road, leaving it open for truck and motorcar traffic only. After March 1916, one truck passed every 14 seconds, submitting the road to considerable wear and tear. Quarries had to be opened nearby to supply the road with crushed stone. Over the course of ten months, 16 labour battalions worked to keep the road in good shape and order. The road had been recognised since 1915 as the only reliable vehicular road that remained in existence to supply Verdun safely. All the standard-gauge railway lines that could reach Verdun had already been interrupted by German forces in late 1914. To compensate for this precarious situation, the road had been widened to 23 ft during 1915, so it could accommodate the continuous up and down flow of two lines of truck traffic. This preemptive roadway improvement in 1915, plus success in organizing the transport system on the road (a mission supervised by Colonel Maurice de Barescut, the Chief of Staff of the French Second Army), is what ultimately saved Verdun in 1916.

The Voie Sacrée still exists, but it has been paved over and is now an active secondary road. In 2006, the route was renumbered RD1916, a reference to the road’s most critical year. From 1923, the Voie Sacrée was marked by a borne every kilometer along the route. Each borne is topped with a sculpture of an Adrian helmet, the helmet worn by French soldiers during the Battle of Verdun.

The town hall in the village of Souilly, on the Voie Sacrée, served as headquarters to Generals Philippe Pétain and Robert Nivelle during the Battle of Verdun. A large, well-preserved, two-story stone building fronting on the Voie Sacrée, the Souilly town hall is still in official use today. Several plaques on its facade remind the visitor of the historic role it played in 1916 during the Battle of Verdun and, later in 1918, during the Meuse–Argonne offensive.

In the next entry in this series, we will take a look at the German Home Card Otto von Bismarck from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations.

-Grant

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

Von: Grant
01. September 2026 um 14:00

The year is quickly fading as we are nearing the start of the 4th quarter of 2026. Man the year has just gone by so quickly and I still have so many great games awaiting us to give them the attention they deserve. But there are always new games and they are also equally deserving. This month, I was able to find 19 games to share (including 6 games from our sponsor). I was also able to find 3 games being offered on Crowdfunding through Kickstarter and Gamefound.

If you missed the August Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/08/03/wargame-watch-whats-new-upcoming-august-2026/

Again this month, we have a sponsor for the Wargame Watch post in Neva Game Press. This is Neva’s 3rd time sponsoring this post and they are very busy as they have a ton of new games upcoming. Neva Game Press is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games!

Big Experiences, Small Footprint: New from Neva Game Press

At Neva Game Press, we believe great games don’t require massive boxes. Our ‘Hardcover Book’ box policy delivers premium components and deep, innovative mechanics in a shelf-friendly format—without compromising playability. We recently rebranded from Neva Wargames to Neva Game Press to reflect our expansion into thematic titles, though our commitment to wargaming remains stronger than ever.

End-of-Year Releases

We are closing 2026 on a high note with two major releases. After the rapid sell-out of Iwo Jima: Hell on Earth—the first volume of our Blind Valor Series—we are thrilled to bring it back as a Revised Edition, and we are grateful for the community’s support. We are also releasing an Iwo Jima: Hell on Earth Update Kit for owners of the original 1st Edition. Finally, we are launching our new tactical wargame, Peking: 55 Days of Fury—the first volume in our Breach Point Series.

Peking immerses 1–2 players in the 1900 Boxer Rebellion for a tense, 90-minute experience. Whether defending the International Legations or leading the attack, you’ll need to master our unique fog-of-war mechanic and hybrid system (featuring event cards and operation points split into two phases) to secure victory.

You can pre-order these titles via our Pre-orders section at the following link: https://nevagamepress.com/pre-order/

Looking Ahead to 2027

Our commitment to the community continues with an ambitious slate for 2027, featuring: Valls: Battle of the Goi Bridge, Spartacus: Rome under Threat, 1806: The Elbe Campaign and Reformation: Fire and Faith.

Discover all the details on our Upcoming Releases page: https://nevagamepress.com/upcoming-releases/

Pre-Order

1. The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in Vietnam, Linebacker II: The Historic B-52 Strikes Against North Vietnam, Armies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and appears to be a very important addition to the many games on the period.

From the game page, we read the following:

The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902. The Boers were armed like no other adversary the Empire had ever faced. By October 1899, war had become inevitable—and both sides were equipped for the first ‘modern’ conflict. Both sides had rifled breech-loading artillery, machine guns, bolt-action magazine rifles, trenches, barbed wire, and more.

The war started as a conventional contest but morphed into the first modern guerrilla war of the 20th century. In the end, the Empire overwhelmed the Boers, but by 1910 all of South Africa (including the contested republics of 1899) was granted self-government as a Crown Dominion, with Louis Botha as the Prime Minister. The Boers can be said to have lost the war but won the peace. A fascinating bit of history but an even more interesting study in military history.

The game places you in the position of the military commanders of both armies. Political events are largely beyond your control, but may influence what you are allowed to do. There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. The full campaign is THE ULTIMATE BOER WAR EXPERIENCE – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between. Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game. If you know about the war – this is the one you’ve been hoping someone would make, and if you are learning about it – this IS THE GAME for that. With a 44×34 map at 9 miles/hex scale, monthly game turns and an accurate order of battle, this is a game that truly does justice to the topic.

We published an interview with one of the developers named Kevin Talley and you can read that at the following link: https://theplayersaid.com/2026/08/31/interview-with-kevin-talley-developer-for-the-great-anglo-boer-war-the-battle-for-south-africa-1899-1902-from-cadet-games-currently-on-kickstarter/

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war?

As of September 1st, the Kickstarter campaign has raised $7,389 toward its $12,900 funding goal with 86 backers. The campaign will conclude on Tuesday, October 20th at 1:38pm EDT.

2. Combat! Vietnam from Compass Games

This month we had another pretty big downloading of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. This one was not their normal 6-10 new titles but there were 4 new games offered and they all looked very good. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat where typically each of the counters on the board represent a single soldier. They have focused exclusively on World War II previously but now they have announced this new game set during the Vietnam War called Combat! Vietnam. I have yet to play any of the previous volumes in the series, even though I own 4 of them, but they are high on my want to play list and I am very much interested in this system because I love Tactical level games, very much enjoy man to man combat in games and also enjoy games that are set in during the Vietnam War.

From the game page, we read the following:

Combat! Vietnam is a stand-alone solitaire game of man-to-man combat in the Vietnam War, covering the years from 1965 to 1972. This game depicts the countless small actions that were fought during those years, with the player commanding a squad of American, Communist, or South Vietnamese soldiers. In the 11 scenarios, the fighting rages across the widely varied terrain of Vietnam, from dense jungles to city streets.

The comprehensive Random Scenario Generator (and Campaign Game) further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Vietnam.

Combat! Vietnam also includes Armor rules, allowing the player to relive iconic scenes such as T-54 tanks charging south during the Easter Offensive or Marine Patton tanks battling through Hué.

If you are interested in Combat! Vietnam, you can pre-order a copy for $105.00 from the Compass Games website at the following link: https://www.compassgames.com/product/combat-vietnam-pay-later/

3. Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games

The 2nd game from Compass Games today is a good one. And I know that because I have played it. But, our friend Gregory M. Smith is a solitaire game designing genius and has done many of these solo, narrative driven style wargames that we have all enjoyed for hours on end while we have been unable to find an opponent or just because we want to play a game on our timeline. We have interviewed him many times for his games such as Zeppelin Raider, Interceptor Ace, The Hunted, Western Front Ace, Amerika Bomber, Defending America, American Tank Ace, British Tank Ace, Rebel Tide, Sinking Yamato and most recently for a magazine wargame called B-52D Linebacker II. But Greg is a versatile designer and also has done many great 2-player games as well. He always has something cooking in his game design kitchen and recently we spoke with him about his new design with Kevin McPartland called Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games. I was able to play this 1-4 player game while at the World Boardgaming Championships last month and you can read about my experience at the following link: https://theplayersaid.com/2026/07/27/world-boardgaming-championships-2026-daily-debrief-series-day-3/

From the game page, we read the following:

Viking Dawn is a low-complexity strategic game, with rules for two, three, or four players, each controlling a faction of Vikings (Norse, Swede, Dane, and optionally Geat). Inspired by SPI’s game Conquistador! from the 1970’s, Viking Dawn has exploration, trade (both internal and external), and minor leaders. The game also contains rules for solitaire play with the Danes or Norse.

Faction descriptions:

Norse – closest to the New World, they have the additional advantage of two Explorers, Erik the Red and Leif Eriksson.

Danes – closest to the lucrative raiding and settlement targets of England, they also have the advantage of having several early leaders.

Swedes – although further from England, they are closest to several Russian settlement areas, and river portage routes to the east and Constantinople.

Geats – ostensibly the weakest faction, as they must pay tribute to the Swedes for protection, they have the best trading advantage in the game.

Players compete to raid lucrative settlements and explore the world with longships and warbands. Each faction has named historical leaders, who have an impact on combat and exploration. Players may trade with each other or nonplayer-controlled areas and establish settlements. Includes rules for settlements gaining independence, leader burials, and establishment of the Varangian Guard.

We published an interview with Greg Smith on the blog and you can read that at the following link: https://theplayersaid.com/2026/08/24/interview-with-gregory-m-smith-designer-of-viking-dawn-a-game-of-viking-exploration-expansion-800-1040-a-d-from-compass-games/

If you are interested in Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D., you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/viking-dawn-pay-later/

4. Tunnel Rats: The Vietnam War Underground from Compass Games

Game 3 in this month’s mini-Pre-Order Palooza from Compass Games is another very interesting looking game set during the Vietnam War called Tunnel Rats: The Vietnam War Underground. This game is a solitaire game, which I think makes a lot of sense historically and thematically and actually gets me very excited for the possibilities, and I very much look forward to seeing how this one works. I have great hope for this one. The designer is Lisa Smedman who has done several recent popular solo games including Trench Raid.

From the game page, we read the following:

Tunnel Rats is a single-player game set during the Vietnam War. You will control two American “tunnel rats” who have been tasked with exploring an underground tunnel complex created by the Viet Cong. This complex is made up of tiles representing tunnels and underground rooms in which the enemy may be lurking. In this claustrophobic environment, the tunnel rats need to be as quiet as possible to avoid alerting the enemy. Tense firefights and hand-to-hand combat feature a unique initiative system, and encounters are fast and furious.

With a procedurally generated map, nine tunnel rat characters to choose from, and a variety of weapon and equipment load-outs, each “run” will provide a new and dynamic challenge. Your team’s objective will vary, shifting the focus of play depending upon which lieutenant is in command of the team. Tunnel Rats also includes rules for campaign play, allowing surviving tunnel rats to gradually hone their skills over time – if they survive.

Be on your guard, as the tunnel rats never know what they will encounter down in “the black”. It might be a hidden punji stake pit, a Viet Cong command center filled with valuable documents, a venomous snake slithering along a tunnel, or a water trap they must swim through without drowning!

If you are interested in Tunnel Rats: The Vietnam War Underground, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/tunnel-rats-the-vietnam-war-underground-pay-later/?sfw=pass1788184209

5. Against the Reich Deluxe Edition from Compass Games

Game 4 from the Compass Games mini Pre-Order Palooza is a classic hex and counter operational level wargame set in World War II called Against the Reich Deluxe Edition designed originally by Joseph Balkoski.

From the game page, we read the following:

In June of 1944, the world held its breath as land and naval forces of six Allied nations launched the largest amphibious assault ever attempted. The long-awaited second front, the Western Front, was finally open. The Allies had to force the unconditional surrender of Nazi Germany by crossing the great Rhine River into the Reich itself. Adolf Hitler was confident that the battered but undefeated Wehrmacht could hold two enormous fortified zones (the Atlantic and Westwalls) and repulse any attempt to cross into the German homeland. Against the Reich is the first game in years to cover the entire Western Front campaign. The players are in the positions of Eisenhower and Hitler, making the grand decisions that control the course of the campaign.

  • A Quick-Playing Simulation: Designer Joseph M. Balkoski, whose specialty is the Western Front, has provided an accurate, realistic simulation that plays like a game. With short and long campaign games, you can choose the length of the simulation.
  • Headquarters and Supplies are Realistically Linked: Players must decide where to concentrate their resources. Limited supplies make the placement of headquarters and depots a critical factor in the campaign.
  • Choice of Invasion Sites: The Allied player must decide where to invade – do you strike a lightly defended area and accept a long, grinding ground campaign, or strike close to the Rhine and risk quick destruction?
  • Historical Overview: Russel F. Weigley, author of Eisenhower’s Lieutenants, the definitive history of the Western Front, has analyzed the strategic options facing Eisenhower and Hitler – and the players.
  • Loaded with other Features: A short “Battle of the Bulge” scenario, Second Invasion, Flooding Holland, Port Repair, The Roer Dams, Rail Movement, Mediterranean Front Reinforcements, Amphibious and Airborne Assaults, and much more.

If you are interested in Against the Reich Deluxe Edition, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/against-the-reich-deluxe-edition/

6. Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 from GMT Games

One of my favorite parts about historical wargaming is that I get exposed to and am able to learn about some of the more obscure parts of our world’s history. Now you might be saying to me that the subject of power politics in Eastern Europe form 1725-1795 is not obscure and I think that you would be correct if I was from Eastern Europe. But as I am from the United States, this is not a period or locale that we learned much about in grade school. That being said, I am very much interested in this concept and history and am glad to see Brian Asklev taking another crack at a topic that focuses on some of the history from his neck of the woods. When Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 was first announced a few weeks ago, I was immediately interested because I do love games where several nations have to compete economically, politically, diplomatically and through force of arms. I also recently played Brian’s Baltic Empires at WBC and very much enjoyed that game and this one appears to be in a similar style and uses the very interesting Dramatis Personae cards to inject historical characters with their abilities into the game play.

From the game page, we read the following:

Enlightenment Empires is an approachable 2-5 player strategy game about conflicts between the states of Central and Eastern Europe region during the Enlightenment era, a transformative period of political upheaval, large-scale warfare, and constant struggles for power. Players will have to develop their economy, decide their internal policies on the ideas of individual liberty and effective governance, secure trade deals and financial assistance within the context of the global rivalry between Britain and France, and finally build armies to become the dominant power of Central and Eastern Europe. Russia, Poland-Lithuania, Prussia, Austria, and the Ottoman Empire will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

Building on the solid foundation provided by Baltic Empires, highlights of Enlightenment Empires include:

  • Five new asymmetric factions with unique abilities and objectives, including a new “Constitution” objective reflecting the pinnacle of Enlightenment political ideals.
  • Another highly thematic deck of historical Dramatis Personae to constitute your royal court, now also including random events that can disrupt players’ plans…or present them with new opportunities.
  • A simplified, yet still deep and political, economic system that forces players to make tough decisions regarding their state’s internal policies (serfdom, noble privileges, and military spending) and its diplomatic relations to the superpowers of the period, England and France.
  • The same streamlined battle system based on custom dice per unit type, now modified by military reforms.
  • More detailed minor powers that players may form alliances with.
  • Variable player counts (from 2 to 5 players), with scenarios ranging from a tight duel to a tense multiplayer conflict replete with alliances and betrayals.

If there is a word that could define the whole of 18th century, it would be the Enlightenment. The philosophical thought that applied reason to all spheres of life guided the social and political developments of the 1700s, and intellectuals, scientists, politicians, and rulers alike acted either in support of it or against it. And while in Western Europe the republican ideals of enlightenment brought about the French Revolution, in Central and Eastern Europe enlightenment became a tool for state-building for the absolutist monarchs, including the Holy Roman Emperor and Archduke of Austria Joseph II, King Frederick II of Prussia, or Empress Catherine the Great of Russia. The mid-18th century period was formative for these powers, with Prussia and Russia continuing to struggle to establish their dominance in the region, while Austria and the Ottoman Empire fought to preserve their status, and the weakened state of Poland-Lithuania struggled to reform its constitution before meeting an unlucky demise. Three of the traditional “pentarchy“ of Great European Powers (namely, Russia, Prussia, and Austria) were Eastern powers that achieved this status during the 18th century. Their dominance in the region was forged by the work of bureaucrats and reformers, as much as by the soldiers and generals on the fields of the Seven Years‘ War.

Keep in mind that these type of games can sometimes be very complex and have lots of moving parts. And I am not saying that this doesn’t have them but Brian has said that the game is very approachable.

Enlightenment Empires presents these political and military conflicts in a fun and accessible format, while also doing justice to the fascinating history of the region during this period. The game features five asymmetric factions with different strengths, internal political conditions, military forces, and historical objectives, along with the capacity to develop their states by conducting reforms along (or against) Enlightenment ideals, investing in economic infrastructure, and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

If you are interested in Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1256-enlightenment-empires-power-and-politics-in-eastern-europe-1725-1795.aspx

7. The Last Hundred Yards Volume 6: The Forgotten Hell from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time to complete missions as well as the casualties incurred. Really an excellent system with lots of crunch and potential! Now, even though there are a total of 5 other volumes that have been released, Mike Denson has forged ahead with the next entry in the series which gives us a look at the operations in New Guinea and the Northern Solomon Islands during WWII with The Last Hundred Yards Volume 6: The Forgotten Hell.

From the game page, we read the following:

The Last Hundred Yards: The Forgotten Hell is Volume 6 in The Last Hundred Yards Series. This game examines the Allied campaigns against Japan in 1942, focusing on U.S. operations on Guadalcanal and Australian fighting in Papua New Guinea. 

In New Guinea, Australian militia and the Australian Imperial Force troops fought a brutal and desperate delaying campaign along the Kokoda Track from Port Moresby to Buna, Battling through jungle, mountains, rain, mud, hunger, disease, and exhaustion, they resisted repeated Japanese advances and flanking attacks. Their stubborn defense slowed the enemy, shielded Port Moresby, and eventually helped reverse the campaign. At Milne Bay, Australian forces pushed the Japanese back and shattered the belief that the Imperial Japanese Army was invincible. 

On Guadalcanal, U.S. Marines and Army troops fought equally savage battles, destroying Ichiki’s force at Alligator Creek and later assaulting entrenched Japanese positions around Mount Austen. There, the enemy used caves, rocky ridges, and concealed strongpoints to prolong the struggle.

Together, these engagements reveal the intensity of jungle warfare in the Southwest Pacific, where endurance, small-unit leadership, and relentless attacks under terrible conditions shaped the early Allied offensive against Japan. These actions also showed how terrain, logistics, and morale could decide campaigns as surely as firepower across the battlefields of the Solomons and New Guinea alike.

If you are interested in The Last Hundred Yards Volume 6: The Forgotten Hell, you can pre-order a copy for $47.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1255-the-last-hundred-yards-volume-6-the-forgotten-hell.aspx

8. Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 (Stonewall in the Valley and Sheridan in the Shenandoah) from Multi-Man Publishing

A BIG and well respected American Civil War operational system is what Great Campaigns of the American Civil War (GCACW) is and the newest volume in the series is called Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864. One of the things that I very much appreciate about this system is the fact that they use some of the best art out there for their covers.

From the game page, we read the following:

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 is the latest design in the award-winning Great Campaigns of the American Civil War (GCACW) Series. It contains both a complete redesign of the Stonewall in the Valley (SIV) game covering Stonewall Jackson’s 1862 valley campaign and a completely new game module Sheridan in the Shenandoah that depicts Sheridan’s 1864 valley campaign. The game is designed by Joe Balkoski (the original GCACW Series creator) and Chris Withers. The original SIV game maps have been upgraded to contain the latest GCACW map features, with map design executed by artist Charlie Kibler—whose work on the series dates to its creation in 1992.

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 uses the latest version of the GCACW Standard Basic Game Rules, which also apply to all other games in the series, and these rules are now printed at an increased 11-point font size instead of 9-point. After more than a quarter-century of refinement, these rules are extremely well organized and relatively easy to learn, even for series newcomers. The Advanced Game rules cover situations specifically applicable to these unique campaigns such as “The Burning” that depicts the desolation of the valley by Union cavalry in 1864.

Stonewall in the Valley includes one new Basic Game scenario, the four original Basic Scenarios rebalanced, and the original Advanced Game campaign scenario extensively revised:

  • The Battle of Kernstown (March 23, 1862; 1 turn): Introductory scenario on the battle of Kernstown – ideal for beginners.
  • My Last Council of War (March 10 to March 23, 1862; 14 turns): Heavily outnumbered, Jackson moves south from Winchester thru Strasburg to Mt. Jackson. A Union force of three divisions follows to Strasburg while sending two divisions out of the Valley to reinforce McClellan. Jackson races back north and attacks the remaining Union division at Kernstown but loses the battle.
  • God Blessed Our Arms at McDowell (April 30 to May 11, 1862; 12 turns): Historically, Jackson moves west from Staunton and causes the Union force at McDowell to retreat north to Franklin. He briefly pursues them but then returns to the Valley. This scenario postulates what might have happened had Ewell’s division and Banks’ two divisions become involved in the McDowell campaign instead of holding fast in their camps in the south of the Valley.
  • Rebel Blitzkrieg (May 21 to June 2, 1862; 13 turns): Jackson and Ewell advance north on the Luray Pike and surprise the small Union force at Front Royal. A Union division entrenched at Strasburg to the west belatedly discovers it is in danger of being cut off and just beats Jackson north to Winchester. Jackson defeats the Union at the first battle of Winchester and pursues to Harpers Ferry. Meanwhile strong Union forces are moving in behind Jackson from both the east and the west. Jackson turns south, marching to Strasburg and then Mt. Jackson and barely avoids the trap.
  • Our Beautiful Valley Will be Cleansed (June 6 to June 11, 1862; 6 turns); Two Union columns, separated by the Shenandoah River, pursue Jackson south from Strasburg. Fremont’s force engages the Confederates at Harrisonburg and then two days later battles them at Cross Keys. Meanwhile Shields’ division advances into Jackson’s rear and almost captures his wagon train. Jackson turns his army from Fremont to Shields and defeats Shields in the battle of Port Republic causing both Union forces to pull back north.
  • Jackson’s Shenandoah Valley Campaign (March 7 to June 19, 1862; 105 turns): The entire Valley campaign is covered in this scenario. Both sides typically have forces moving all over all three maps in exciting maneuvers and with forces coming and going due to external events. The scenario plays quite fast due to lulls where sets of 5 turns are skipped. The original advanced rules have been simplified, and the scenario has been extensively playtested and re-balanced.

Sheridan in the Shenandoah includes twelve Basic Game scenarios and two Advanced Game campaign scenarios, all extensively playtested:

  • Second Winchester (June 13 to June 15, 1863; 3 turns): Ewell’s corps leads the Confederate army thru the Valley to invade Pennsylvania and routed the Union division at Winchester. The Rebels cut off the Union retreat and captured most of the Union division. The route was now clear for Lee’s invasion of the north.
  • The Battle of New Market (May 15, 1864; 1 turn): Introductory scenario on the battle of New Market – ideal for beginners.
  • Piedmont (June 4 to June 6, 1864; 3 turns): Picking up the after Sigel’s debacle at New Market, Union General David Hunter marches south from Winchester. With Breckinridge, Confederate hero of New Market, aiding Lee at Cold Harbor, defense of the Valley falls to a ragtag collection of troops that are rushed to the area under General W. E. “Grumble” Jones. The forces battle at Piedmont, Jones is killed, the Rebels are routed, and the Union captures Staunton.
  • In the Valley Again (July 23 to August 5, 1864; 14 turns): Early’s army moved back into the Valley in mid-July after retreating from the outskirts of Washington, D.C. On July 23, Confederate scouting revealed that Early was only opposed by Crook’s forces and not the VI and XIX corps, which had returned to D.C. Early attacked Crook at Kernstown and routed the Union forces which retreated across the Potomac. Confederate infantry destroyed the B&O RR at Martinsburg and threatened to invade north. Two Confederate cavalry brigades advanced north towards Chambersburg, burned it, and were chased by 2 Union cavalry divisions. Meanwhile, the VI and XIX corps had been recalled to the Valley, but then along with Crook’s force, moved east to protect against an assumed invasion again by the Confederates. The Union force soon countermarched back to Harpers Ferry and the Confederates retreated south.
  • Second Kernstown (July 24, 1864; 1 turn): A simple scenario covering the second battle of Kernstown – ideal for beginners.
  • Sheridan Takes Command (August 10 to August 14, 1864; 5 turns): Sheridan took command of all forces in the region on August 7th. His orders were “wherever the enemy goes let our troops go also”. The plan was to trap the Confederate infantry in the northern valley, but Early knew the danger and moved south just ahead of the Union. Both sides marched rapidly south until the Confederates setup a strong line at the Fisher’s Hill. Sheridan prepared to attack but halted his plans when a strong force under Anderson entered the Valley at Front Royal.
  • You Must Be Cautious (August 17 to August 21, 1864; 5 turns): With the Union infantry camped along Cedar Creek and the Confederates entrenched in a strong line at Fisher’s Hill just to the south, Sheridan learned of the approach of Kershaw’s division. This elicited a new directive from Grant warning Sheridan he “must be cautious and act on the defensive until movements … force them to detach” troops. Therefore, Sheridan conducted a night march to Winchester. From there the Union briefly defended at Berryville and then at Charlestown. The Confederates pursued and eventually tried to bring on a battle at Charlestown. However, Sheridan was cautious and followed the new defensive strategy and disengaged to retreat into a strong, compact line at Halltown, just in front of Harpers Ferry.
  • Third Winchester (September 19, 1864; 1 turn): This scenario depicting the third battle of Winchester is only one turn but still features lots of maneuver and combat.
  • From Winchester to Fisher’s Hill (September 19 to September 22, 1864; 4 turns): This scenario encompasses two significant battles in the valley campaign. The Union army attacked the Confederate defensive line just east of Winchester and eventually drove the Rebels back to Winchester. This final Confederate line collapsed, and they retreated south all the way to a formidable defensive position at Fisher’s Hill, just south of Strasburg. The Union pursued and then rolled the west flank of this line and routed the Confederates.
  • Early’s About Played Out (September 23 to September 26, 1864; 4 turns): After the battle of Fisher’s Hill the Confederates retreated south. The Union pursued with their entire army, but the action for the next few days was limited to cavalry and rear-guard skirmishes. The Confederates safely made it to Brown’s Gap, while the Union infantry stopped at Harrisonburg and Union cavalry started burning the countryside.
  • Tom’s Brook (October 9, 1864; 1 turn): This solitaire scenario is filled with cavalry action and is an excellent learning scenario for beginners.
  • The Battle of Cedar Creek (October 19, 1864; 1 turn): While this is only a 1-turn scenario it is filled with the action that took place in the battle of Cedar Creek. The Confederate player starts with a Night March and a Surprise Attack. The Union responds with a special “Sheridan’s Ride” action to enable counterattacks.
  • Sheridan Moves South (September 19 to October 20, 1864; 32 turns): This scenario spans the battles in the campaign from when Sheridan attacked the Confederates at Winchester, to when the Confederates were defeated at the battle of Cedar Creek. This campaign can be easily played in a weekend.
  • The Last Valley Campaign (July 21 to October 20, 1864; 92 turns): This scenario encompasses the entire campaign from when Early’s army returned to the Valley after his raid on Washington, to when he was defeated at the battle of Cedar Creek. There is maneuver and combat all over all three maps in this scenario. The action often starts with a Confederate offensive and advance to the Potomac. The Union then gets significant reinforcements to launch counteroffensives.

If you are interested in Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864, you can pre-order a copy for $75.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/shenandoah-jackson-and-sheridan-in-the-valley-1862-1864-p-470

9. Okinawa: The Last Battle of WWII Reprint from Best with 1

I love a new and interesting way to tell the story of a key battle and I found a very interesting one called Okinawa: The Last Battle of WWII from Best with 1 earlier this year. This is a solitaire only game and for each game the player will draw four objectives from a possible 12 that you must survive and capture before time runs out. On your turn, the player will roll special dice and then spend those to take actions such as movement, attack and take special actions from different unit action cards that will be set up in a square from from 1 to 10. The numbers coincide with the dice of the attacking Japanese and as the player moves through the rondel they will be able to activate and use their different soldiers to attack the Japanese defenders or use their special abilities to gain tokens that can be used for rerolls or healing of wounds

I think that the best part of the game is the concept of resource management as you have to use the dice appropriately to move and fight and also to manage your troops as you can upgrade certain cards as you pass the midway point of the round as well as when special actions are granted via the special resource chits. Upgrading units is very important as this will unlock things like heavy weapons in the form of bazookas, a Sherman tank and planes to be able to take out the Japanese armor units defending the island. The game is about efficiency of movement and doing the most with what you have. The dice determine what you can and can’t do and movement is optional as you don’t have to move unless you feel it is advantageous. But remember, that you have to defeat the defenders and the various objectives to be able to advance to your final objective and sitting in one space too long is not advisable.

The different units have various functions including attack, such as the Rifleman, Machine Gun Team and Sniper but also have secondary functions to remove the fog of war, heal your damaged units or gain additional resources. The Japanese defenders are well hidden and also have various defenses such as pill boxes and caves that will require the player to defeat these before moving to attack the units located inside.

In the end the game is about defeating the Japanese defenders while doing so in a set amount of revolutions around the rondel setup. This can be as few as 2 times around or as many as 4 and knowing when to use your resources to reroll your dice, as you either didn’t get the run of consecutive numbers you were looking for or just need a specific number, you will run out of resources quickly and you must plan them out as best you can to win the game. This one is really fun and I have played it about a dozen times winning about 70% of the time. The game plays in about an hour and the action is fast and furious and you are immediately beset by the staunch Japanese defenders and must act quickly.

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII Reprint, you can pre-order a copy through the Hero Bound Gamefound Campaign on the Add-Ons page found at the following link: https://gamefound.com/en/projects/gabe-barrett/herobound-solo-game-of-the-month#/section/addons

You do not have to buy the Hero Bound game but can order the game as an Add On.

10. Tank Clash: Eastern Front from Ameba Games

I love to highlight these little campaigns that I find on Kickstarter and this month there is a new company, or at least that I am not familiar with, called Ameba Games that is offering a small game called Tank Clash: Eastern Front. This games appears to be the 2nd game in the series with the 1st being called Tank Clash: Western Front.

From the game page, we read the following:

Tank Clash is back with new iconic World War 2 tanks!

The Red Army is spearheaded by the powerful Soviet armoured units like the T34, SU100 and IS2. Germany pins its hopes on the last of the panzer divisions to halt the Soviet advance. The Wehrmacht fields its fearsome tanks like the Stug III, Nashorn and Tiger II for the coming battle.

The stage is set for the largest clash of late-war heavy armour.

Tank Clash: Eastern Front is a standalone tactical tank warfare game for 2 players, designed for both newcomers and seasoned strategists. Easy to learn yet rich in tactical choices, it combines its signature checkers-style armour tracking system with dice rolling and hand management for intense skirmish battles.

Already own Tank Clash: Western Front?  

Built with modularity in mind, Eastern Front is fully compatible with its predecessor. Combine both games to command 12 unique tank types across expansive battlefields with up to 4 players. Eastern Front’s new features – including new missions, battlefield tokens, event cards and enhanced gameplay elements can also be incorporated into Western Front for an even richer combat experience.

I know what you might be thinking, as the art is a bit cartoony, but I am going to give this one a chance. I think that any wargamer likes to use tanks and this one appears to be focused on these metal monsters and I am going to give it a go. Plus the components are really nice, including some very well made poker chips that are used on the board, and frankly the price of $40 is probably worth what you re getting.

If you are interested in Tank Clash: Eastern Front, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/ameba/tank-clash-eastern-front

As of September 1st, the Kickstarter campaign has funded and raised $9,054 toward its $3,928 funding goal with 108 backers. The campaign will conclude on Wednesday, September 16th at 9:00pm EDT.

New Release

1. A Hellish Fight: The Battle of Fort Sumter – 1863 from High Flying Dice Games

I love lesser gamed subjects. Or even sometimes games that have never seen the light of day and never touched certain subjects. It is always nice to play something unique and interesting while learning new parts of history. High Flying Dice Games does this exceptionally well as they have made their living on doing lesser (or even totally) unknow battles in their small format games. This month they have released a game that focuses on the 2nd siege of Fort Sumter in Charleston, South Carolina in 1863 called A Hellish Fight: The Battle of Fort Sumter – 1863. This one looks pretty interesting and appears to focus on the iron clad battles and bombardment of the ruins of the fort that were still held by the Confederates.

From the game page, we read the following:

Following the capture of Fort Wagner on September 7th, and the protracted bombardment of Fort Sumter by the Union navy’s ironclads as well as army land batteries, an assault to take the fort’s ruins was planned. Admiral Dahlgren and General Gilmore both felt that securing Fort Sumter’s capture would not only lead to Charleston’s surrender, but send a clear signal that the Confederacy’s days were numbered.

If you are interested in A Hellish Fight: The Battle of Fort Sumter – 1863, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/sumter.html

2. Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 from Dan Verssen Games

The Valiant Defense Series designed by David Thompson has been one of my favorite solitaire wargame series of the past nearly 10 years. Each of the volumes in the game address very specific situations and always have a very interesting take with fun mechanics, great art and fantastic production. The torch for the series though has been passed to a new designer in Vincent Cooper. He has designed Volume 5 Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 and it has finally fulfilled off of Kickstarter.

From the game page, we read the following:

Take command of the valiant Marines of the 1st Marine Division, supported by Soldiers of the 164th Infantry Regiment, desperately defending Henderson Field against waves of Japanese troops. Guadalcanal: The Battle for Henderson Field is a solitaire and cooperative tactical wargame published by Dan Verssen Games (DVG) as Volume V in the Valiant Defense Series.

Here is a bit of a designer diary/commentary from the designer Vincent Cooper:

This all started about 3 1/2 years ago when I first played Pavlov’s House. I say played. I ‘played’ the game for about 10 minutes…and then I sat there in stunned disbelief at how a game could be sooooo good!!!!

By the time I finished there were two very clear ideas for games fully formed. I contacted DVG to see if there was any interest and they put me in touch with David Thompson. I didn’t hold much hope. There was no reason for him to trust his IP to me, a person he didn’t know.

But I gave it a try and David, it turns out, is one of the nicest people you can ever come into contact with. After some back and forth, the idea for Guadalcanal – The Battle for Henderson Field was born (not, in fact, one of the original ideas, but we’ll see what the future holds for them…).

The game has been through various stages of development and now stands ready to KS!! 🙂 I will be giving more details in the future about the various variant play options, but have no fear: This will keep you scratching your head looking for the right decision for MONTHS!!

Art by the supremely talented Nils Johansson 🙂 🙂 🙂

Thank you to all the play testers, and in particular Glenn Saunders, Shane Freshwater and Martin Fenwick Charlesworth 🙂 🙂 Much more to come from out design team in the near future!!!

We published an interview with the designer Vincent Cooper on the blog and you can read that at the following link: https://theplayersaid.com/2024/07/29/interview-with-vince-cooper-designer-of-valiant-defense-series-volume-v-guadalcanal-the-battle-for-henderson-field-oct-23-26-1942-from-dan-verssen-games-coming-to-kickstarter-july-30th/

If you are interested in Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942, you can order a copy for $79.99 from the Dan Verssen Games website at the following link: https://dvg.com/products/guadalcanal?_pos=1&_psq=Guadalcanal&_psid=70d962a51&_ss=e

3. Road to the Rhine from Compass Games

A few years ago, Road to the Rhine designed by Frank Chadwick was announced and it is now ready to ship.

From the game page, we read the following:

In the cataclysmic battle of the Falaise Pocket, the Allied forces defeated the German army and drove them back across France in disorder. In the south of France, American and French troops of the 6th Army Group have stormed ashore and driven the remnants of the German 19th Army north toward the border.

Road to the Rhine covers the Allied pursuit of the German Army following the Normandy breakout through fierce fighting at the West Wall and bridging the Rhine River. The campaign game covers the period from September 1944 through April 1945, while separate shorter scenarios include Operation Market-Garden and the Battle of the Bulge. The game includes two battle games (one-turn scenarios), two longer scenarios, and one full campaign game. The game also includes extensive designer notes from original game designer Frank Chadwick and a historical play-through of the Bulge battle game.

Road to the Rhine is another classic by Game Designers’ Workshop, re-mastered by Compass Games. Originally designed by Frank Chadwick, this edition pays tribute to the classic by honoring the original game system while introducing many enhancements for gameplay purposes. In terms of presentation, we upgraded all components, including completely new full-color maps, new reinforcement and new unit displays, expanded turn and supply tracks, enhanced charts, a rulebook with incorporated errata, and larger counters.

This one does have two 22″x34″ maps but with only 2 countershafts so it is large in scope but not necessarily in scale as it appears to be fairly low counter density. One to keep an eye on though as it is designed by Frank Chadwick and is a remastering of the classis GDW release in 1979.

If you are interested in Road to the Rhine, you can order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/road-to-the-rhine/

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 Neva Game Press!

-Grant

Interview with Kevin Talley Developer for The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

Von: Grant
31. August 2026 um 14:00

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in Vietnam, Linebacker II: The Historic B-52 Strikes Against North Vietnam, Armies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and I reached out to my contact there Kevin Talley who acts as one of the Developers on the team for his input into the design to give us a better picture of how this new game plays.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

Grant: What is the focus of your new upcoming game called The Great Anglo-Boer War?

Kevin: The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902.

Grant: Who is the designer and what is their goal with the game?

Kevin: As with all of our designs, R.J. Mills is the designer. He has always been fascinated with the Boer War and the goal was to make a really good hex-and-counter wargame to cover the whole conflict.

Grant: What is important to model from the history of the Anglo-Boer War?

Kevin: Well, the Boer War was very unique. It began as an asymmetric conventional contest in 1899 between the relatively small citizen militia forces of the two Boer Republics (they had no standing professional armies) and nearly the entire army of the British Empire! Then, once the Empire had captured both Boer capitals in 1900, the Boers refused to surrender and instead decided to fight a guerrilla war (and that went on for 2 more years). So, given the dynamics of this truly unique conflict, making a realistic game presented some serious design challenges. The design had to accurately simulate the conventional period, where the fractional Boer forces soundly defeated the British in several key battles during the early months, and it also had to credibly represent the guerrilla phase of the war, where very small numbers of Boers roamed (often unseen) and raided (always with surprise) throughout a vast area nearly twice the size of Texas. For this phase, the Empire forces had 250,000 troops deployed unsuccessfully trying to defeat 20,000 guerrillas! It all ended (finally) 31 May, 1902, with the Treaty of Vereeniging.

Grant: What other games inspired this design?

Kevin: We had not intended to make a Boer War game here at Cadet until after we started seeking a good grand-strategic/operational game about the Boer War to play. We got the “Boer War bug” playing Geoff Noble’s Redver’s Reverse: The Battle of Colenso, 1899 from Legion Games and decided we wanted to play a game of the whole war. We had pledged the KS Campaign for Joseph Miranda’s The Boer War from Canvas Temple Publishing and were hopeful, but it wasn’t what we’d hoped for in the end. Then we tried all the other Boer War games out there, or at least those we knew about, but there just wasn’t a good, realistic, strategic level/operational game of the whole war – especially not with the kind of depth we were looking for. We wanted something more like Nick Karp’s Vietnam: 1965-1975 from Victory Games – but for the Boer War – something with that kind of simulative value, historical chrome and especially guerrilla war operational mechanics. The closest thing we found was the old 3W game from 1991 (Eric Faust and Lew Fisher) called The Boer War. It had a lot of what we were looking for, but it was under-developed, errata-riddled and had too many issues to list. Still, that game had some brilliant design ideas, so we decided to start with that framework and make our own game. We were surprised that this topic didn’t have more published games already.

Grant: How did warfare change during the Victorian Age? How did you capture these changes?

Kevin: The British Army was fighting in drill book formations all the way through the 19th century. Consider that, just a year before in 1898 at Omdurman, the infantry stood in close order (just like in the movie Zulu), easily repelling the 50,000-strong army of the Khalifa with Lee-Metford volleys, Maxims and quick-firing breech loading artillery. This all worked very well when the enemy had swords, spears or primitive firearms. But the Boers had Mausers. And Krupps. And Maxims! Tactics had to evolve to meet this new level of lethality and the British Army was not initially prepared to face an enemy that was equipped with the same weapons as they. And an enemy that chose trenches and concealment – inflicting severe losses on British troops in drill formations. The combat system in the game realistically models the advantages of entrenchments, terrain, unit formation posture, night marches and even artillery effects. The Boers on defense can be very tough. A typical attack will be costly. Best to use open order and artillery to great effect – even better to use maneuver and avoid the prepared defense altogether. It took the British some time to learn their lessons.

Grant: What sources were consulted for the historical details?

Kevin: The bibliography for the game is included in section 26 of the rulebook. We used 20+ books on the topic to get the information for the design, and of course those include all the most important works published about the war: Rayne Kruger, Pakenham, Farwell, Arthur Conan Doyle (who was there), Barthorp, Reitz (a famous Boer Journal of the war), Maurice’s official history, Amery (Times history) and more. Someone who has researched the war and knows the historiography will truly appreciate this game.

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

Kevin: The map scale is 9 miles to a hex. The map is huge. 34″ x 44″ on the table. The unit scale can be as little as a half battalion on the Empire side (500 men) and a single commando element of as few as 333 for the Boers. But the system is so flexible that a single leader’s counter in a hex on the map could represent as many as 30,000 Empire soldiers (with supporting artillery) and up to 13,320 Boers with several batteries of their guns as well. The game scale works for both large conventional battles (early war) and small guerrilla actions (later war).

Grant: What is the layout and anatomy of the counters?

Kevin: The counters are the typical ½” variety, printed on both sides. There are Entrenchment markers that, when flipped, double as “Scorched Earth” markers; Rail markers (early war) that also double as Blockhouse Line markers (guerrilla phase); Boer Control markers that can also be used as Strength Point counters; Number markers that flip to various increments; dozens of Empire Detachment markers which flip to show either Infantry or Cavalry or Artillery Strength Points (and the rotated position of these markers indicates the detachment strength in the hex); Armoured Train unit counters; Supply Wagon unit counters; Unit Status markers for multiple conditions like Retreated, Disordered, Demoralized, Invasion VP’s and more; and of course the Empire and Boer Leader counters, which are the basic units of maneuver in the game.

Grant: What different types of units are available to both sides?

Kevin: A Leader counter on the map typically indicates a ‘Force’ (which is a leader and the Strength Points of soldiers and artillery in their command) for both sides. These Forces are the maneuver units that move around on the map. There are also Detachments, which are Strength Points of soldiers and artillery without a leader (these secure and patrol an area, with a ZOC but without the counter moving). The Empire Strength Points can be Infantry, Cavalry or Artillery, with each point equating to 500 soldiers or a battery of field guns. The Boers are basically all mounted infantry militia, with each Strength Point representing 333 Boers or one battery of their artillery. The Empire also has Armoured Train units (we kept the English spelling), which function as ‘line of communication’ forces that police Empire-controlled rail lines. The Boers also have their Republic Presidents (Steyn and Kruger) and their small government staffs, which serve to score Victory Points by avoiding capture and maintaining their presence as head of state, either in their capitals or out on the veldt.

Grant: What is the off-map Arrow/Wheel used for?

Kevin: There are “Unit Displays” for both sides. These typically show a small picture of the Leader next to a pair of Strength Point numbered ‘wheels’. The players use counters with little arrows on them to indicate on the ‘wheels’ how many SP’s of soldiers are in a Leader’s Force, with any artillery batteries indicated by using a number marker. This keeps the counter-density on the map low, since the battalions, regiments, batteries or commandos are indicated using these off-map strength displays, and only the Leader’s counter moves on the map.

Grant: What was the inspiration for this mechanism?

Kevin: This came from the 3W game. Some players dislike this method for managing unit strength, and it took some getting used to, but we eventually decided it was the best mechanic we had seen in any design for this aspect of the game. Now we love it. Especially because of the flexibility it allows once the war changes from conventional to guerrilla. Historically the forces changed from divisions and brigades fighting large Boer commandos to much smaller columns of Empire troops chasing small Boer units of a few hundred all over the map.

Grant: How does it show the importance of Leaders in the game?

Kevin: I think this whole method of organizing the armies of both sides by each “Leader’s Force” really works perfectly to simulate the Boer War. It matches the real history. Everything a Force does boils down to the influence and command capabilities of the Leader. And forces of widely varying strength and unit composition were assigned to different leaders on both sides at different times throughout the conflict.

Grant: What is the Leader specific initiative rating system? How does it aid in your telling of the Anglo-Boer War?

Kevin: A Leader has to ‘roll for initiative’ to do most actions. Each Leader has an initiative rating which either helps or hurts their odds of a successful die roll, and the ratings are based on the historical performance of that Leader. This represents more than simply a Leader’s tendency to act decisively or not, but also his relative command influence for scarcity of resources, typical Victorian-era officer rivalries, orders and communications variables, bad intelligence and other typical “frictions” of war. The history of the war is full of instances where orders didn’t get communicated, sometimes weren’t given at all, or were ignored. Battles were lost many times because this leader or that failed to act on their own initiative or had some other priority override their commander’s intent. There are some Leaders whose rating is so good, they can nearly always do anything the player wants (and those are almost exclusively Boers). Other Leaders are reliably ineffective, and special care must be taken by the players to choose the right missions for these people. The realism of the design is greatly enhanced by this aspect – a player might have a great plan, but there is no guarantee that their Leaders will enact it. As Lord Roberts said after the battle at Poplar Grove, “In war you can’t expect everything to come out right.”

Grant: What is the layout of the game board?

Kevin: The Game Map contains almost all of the area of the war, from the eastern Transvaal and much of Swaziland and Zululand all the way to the Kalahari desert in the west; from 150 miles west of Port Elizabeth on the coast all the way up past Durban in Natal – and all of the mountains, ridges, rough and veldt of South Africa contained therein. It is a very large area and the map scale is 9 miles per hex. Using .625 hexes (for standard ½” counters), the map is 34″ x 44″ on the table.

Grant: What key terrain features are included and how do they affect maneuver and tactics?

Kevin: The terrain types for hexes include mountain, rough and veldt. Special hexside types can be ridge or river, bridge or rail. The mountain ranges are all there, as are the ridgelines and heights, rivers and rail, towns, ports and capitals. Even the passes and “neks” are indicated. The actual escarpment of the Drakensberg are all mountain hexes, but the Biggarsberg north of Ladysmith, as an example, is treated as ridge-type hexsides with rough terrain hexes. There is a real distinction between mountains and typical rough country/hills. The geography of South Africa was a serious factor in the conduct of the war and the terrain effects for both movement and combat are significant in the game.

A Force attacking across a river hexside is reduced by 50%; a Force attacking across a ridge or into mountains is reduced by 25%; a Force defending in mountain terrain is doubled; a Cavalry Force crossing a river pays 2 extra movement points to do so, while an Infantry Force pays 3; a veldt hex costs 1 point to enter, a rough hex 2, a mountain hex 4, and crossing a ridge hexside adds 2 points. Geography is key. Often, the only way to effectively dislodge an enemy Force from a position is to maneuver them out of it, because the odds for a successful attack are slim based on the terrain. The Tugela River line in Natal is a famous example of a natural fortress, and so it is with the game. To get past a competent Boer defense there, it will take an Empire player who understands the map and the combat system (plus some good dice and a card or two).

Grant: What type of cards are included? Can you share a few examples.

Kevin: The cards are great. Mostly they modify the combat odds or DR’s by providing for an odds-column shift or a DR mod for one of the many on the Battle Board (the Empire Attack Scouting Effect, the Artillery Effect or the actual combat DR). But there are also many cards that influence very specific game actions – like evasions or recruiting, siege surrender extensions or supply situations, armoured trains or movement or initiative effects. Some cards influence the unit formation or entrenchment posture during a battle, while some may determine the outcome of night marches. Some are related to intelligence and reveal hidden enemy units or prevent unknown strength in a combat event. Others influence scouting and observation, signals and orders, escapes and ambushes…I could go on.

All the cards were created based on actual events that happened during the war. Here is an excerpt from the Campaign language and the “design notes” section of the rulebook: “The game cards are designed to build historic realism into the game, especially for the combat system. As in all wars, small instances of chance – moments of decisive leadership (or not) – a thunderstorm – an oil-less signals lamp – a wire fence – a flooded drift – a poorly drawn map – a mistaken guide – an enemy surprise…all these historic events and elements of chance are represented in our design by game cards for both sides. We think this adds to the design immensely, since these can account for odds column shifts and DR mods that the players cannot anticipate. Like their historical counterparts, the players cannot know exactly what their odds are until the battle is joined and the card(s) are revealed!”

Grant: How does combat work?

Kevin: The combat system uses an odds-based CRT and a combat die roll to determine battle results, so it is fairly typical of a hex-and-counter wargame. What gives the system the right depth is that combat can happen during the movement as well as the combat phases. Combat can also be initiated by the non-phasing player using a reaction mechanism – so it isn’t nearly as simple or predictable as “I go / You go”. Based on the history, we felt the combat system (even at this scale) needed to incorporate strength ratios, unit tactical formations, weather, visibility, unknown Boer strength, artillery strength and effects for both sides, leadership, scouting and intelligence, terrain, night march outcomes, unit morale, “dummy” defensive positions, entrenchments and more.

Grant: How does the Battle Board work?

Kevin: There are so many effects and modifiers that contribute to the combat system that we decided the only way to keep everything straight was to have a Battle Board. For example, an Empire attack vs. a defending Boer Force would look like this: First, the Force attacking commits their desired number of Strength Points to the battle using the Attacker’s SP display, then the defending Boer unit’s SPs are indicated on their display. Any unit status particulars (Disordered, Demoralized, Retreated) are also indicated. The next step is to see how many unknown Boer SPs there are, so a die is rolled and that number goes on the Board (usually the Empire player cannot know their exact combat odds until after they commit their SPs to the attack because of this “unknown SP” die roll). Then any terrain or supply state modifiers are applied (there are markers for these) for both sides to establish the initial combat odds, and a counter for that ratio is placed in the appropriate box on the odds track (always rounded in favor of the defender). Next, any factors that modify the combat odds are noted and applied (entrenchments, the Empire Attack Scouting Effect DR, any other enemy units in the attacker’s ZOC, a Demoralized defender, any cards – attacker first). Now a marker is placed for the final combat odds on the final odds track. The last bit is to calculate what modifier (if any) is going to apply to the combat DR. The Artillery Effect is determined with a DR, if the Empire is using a night march there is another DR, the Empire Force’s Leader combat rating is applied, if the attack is made from a rail-move ZOC it matters, and finally any cards that modify the DR – attacker first. Once the Battle Board has been completely and correctly configured, the combat die is rolled and the CRT consulted to determine the result. The Battle Board is really essential to keep track of all of it.

Grant: What role does scouting and intelligence play in the game?

Kevin: The British generals were famously ignorant of the Boer dispositions in the early battles, for they had almost no intelligence organization in their army corps and they were especially short on mounted troops for effective scouting. The Empire Attack Scouting Effect is built into the combat system to reflect this. If the “E.A.S.E.” DR is greater than the number of Cavalry SP’s in the attacking Force, there is an odds-column shift to the left for the combat on the CRT. Later in the guerrilla phase, there is a “mystery movement” dynamic which keeps the Empire player guessing about which Boer commando markers are real units and which are only decoys. Some of the game cards confer valuable intelligence by allowing the Empire player to reveal a “mystery” commando of their choice (and native spies can help both sides).

Grant: How is artillery used?

Kevin: There is an Artillery Effect Track on the Battle Board which compares the arty strength of the two sides in a battle – whomever wins this comparison gets a modifier that applies to the combat DR. The Boers get a DR to add to their battery count, so even an Empire Force with 8 batteries of guns might not win the Arty Effect Bonus if there are 3 Boer batteries (if they roll a 6, they have 9). This “Boer Arty Effect” DR does not necessarily represent additional unknown batteries/guns, but more simulates the Boer tendency to use superior artillery tactics, multiple prepared positions, gun re-positioning during a battle, indirect fires and hidden gun positions with range and target fire preparation. In addition, the British firepower was often wasted against cunningly prepared “dummy” trenches and positions such that seemingly impressive preparatory fires were completely ineffective. The Boer Arty DR serves to simulate both aspects. The Empire has far greater potential weight of fire, but qualitatively the Boer Arty is superior (as with the historical truth). There are cards for both sides that impact the Artillery Effect for a battle.

Grant; What is the role of Scorched Earth?

Kevin: As the Boers turned more towards guerrilla tactics, the Empire forces began burning farms and killing or confiscating livestock (and especially horses) as reprisals for Boer attacks and to destroy potential shelter and supply sources for the guerrillas. This often resulted in the re-settlement of the Boer women and children in concentration camps, where thousands perished from disease and hunger. There are several game mechanics during the guerrilla phase that simulate this aspect of the war, and one is the “Scorched Earth” program. If the Empire player chooses, they may assign Forces during a game turn to “Scorch” one or more district areas in the Boer Republics. A marker is placed, and Boer movement point costs in that district are doubled, while guerrilla recruiting is halved. Once “Scorched”, a district can no longer provide Boer VP’s during the District Control segment of the VP interphase. But there is a potential cost to this kind of “scorched earth” policy: every turn this is done the Boer rolls a die – if the result is equal to or less than the number of newly “scorched” districts for the turn, the Boers get 5 VP for each. These VP’s reflect negative public opinion, parliamentary outrage and press coverage back in England, as well as increased Boer resentment and dedication to fight to the bitter end to avenge the destruction of their homes and families. The Empire player must balance the military benefits against the possible consequences of the policy (and be careful).

Grant: How does the Attrition Phase work?

Kevin: There is a lot going on during the Attrition and VP interphase. Hundreds of the Boers in just about every Force will simply leave to go home (they are all volunteer militia, not regulars); The Empire may have thousands of losses to typhoid (it was a big deal during the war); Boer family deaths in the concentration camps may cause desertions in the commandos (and uproar back in Britain); Besieged Empire garrisons may suffer losses or surrender; Railheads may advance or be pushed back: Forces might entrench; Unit statuses (like Demoralized units) get updated; VP’s for the game turn are tallied and losses counted, and the totals for the war (or scenario) are arrived at. It gets even busier if a Boer capital has been captured during the turn, as this can drastically increase the number of Boers who choose to “take leave” and go home (low morale). At the end of the phase, the players advance the game turn marker and start the next month of the war.

Grant: How is victory determined?

Kevin: Victory Points are awarded to both sides for all kinds of events. Mostly major or minor battle victories, but also for siege outcomes (relief or surrender), Boer invasions of Empire territory, capture of Leaders and capitals, control of districts, consequences from the scorched earth policy and concentration camps, and even penalties for over-stacking. There is a VP table on the back of the rulebook so the players can double-check during the VP interphase, and there are handy player-turn and interphase record sheets to use as well. Whoever has the most VP’s at the end of the scenario wins, unless an automatic victory for either side ends the contest early.

Grant: What different scenarios are included in the design?

Kevin: There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. Here’s an excerpt from the Campaign language: “The full campaign is the ultimate Boer War experience – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between: Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game.”

Grant: What does the game do well in modeling the Anglo-Boer War?

Kevin: We feel the game succeeds in modeling just about every aspect of the war, but there are a few particulars. Again, from the Campaign language: “For our design, we wanted a more granular scale of both movement and combat than any other strategic-level Boer War game yet published. Rayne Kruger, in chapter 23 of his “Good-Bye Dolly Gray” pointed out that, perhaps more than any other Boer advantage, the Empire was fighting “a war against space.” We ended up having two 22″ x 34″ map sections at 9 miles/hex to pull this off. A very large game on the table – but very typically “Cadet.” As it goes here, bigger is better. More hexes = more realism.”

Also, the Empire forces during the war were especially dependent on the rail lines for supply, while the Boer forces were far less dependent on any supply system to keep their forces in the field. The supply rules in the game really do justice to history, as everything the Empire player wants to do will be substantially constrained by their proximity to a rail line. In fact, some remote districts simply cannot be effectively garrisoned by Empire forces or detachments, because those units will be out of supply. Moreover, the scarcity of draft animals (oxen and mules) during the war meant only a handful of supply wagon units were available to extend an Empire LOS away from any rail line, and so it is with the game. These few substantial wagon convoys are also prime targets for the marauding Boers (as with countless examples from the war).

Grant: What has been the experience of playtesters?

Kevin: The game plays very well, indeed, but there were a few unexpected outcomes from the initial design, especially the combat system. In our first run of the conventional war scenario, we discovered that the “Boer unknown SP DR” mechanic needed a change. The Boers simply fought too well. Every time the Empire committed SP’s to an attack, the Boers would essentially be ‘reinforced’, owing to their unknown SP die roll. It always added SP’s to the Boer Force, since it wasn’t designed to subtract them. True, this kept the Empire player uncertain as to the combat odds until the forces were joined, but it had the effect of representing the Boers as ahistorically disciplined regular troops – prepared to fight to the death and hold their ground even when attacked by 15, 20, or even 30,000 British with 50+ field guns. The Boers just didn’t do that. There are far more examples of the Boer volunteers fleeing in droves from large Empire forces (in spite of exhortations and even threats by their leaders and even presidents) than examples where they stood their ground. In many ways this tendency served to preserve their forces and denied the Empire the showdown battles they hoped for during the second phase of the conventional war. A small rearguard of hardcore Burghers (farmers) would usually hold off the exponentially larger Empire forces, allowing their thousands of fleeing comrades to make their escape. They traded ground for time and blood, almost always avoiding any decisive loss.

So, we amended the rule so the DR can go either way, depending on the size of the attacking Empire force and on another DR modified by the Boer Leader rating of the defending force. This solution made a huge difference and resulted in the historical outcomes we wanted. If you attack Botha with a large Empire Force, he will likely motivate several hundred more Burghers to join the defense. Attack Prinsloo, though, and he’s likely to have several hundred of them (or more) run away before the battle is joined. There is a card in the Empire deck that prevents the unknown SP DR altogether, and now freshly retreated or Demoralized defenders don’t roll either.

Grant: When can we expect the game to be fulfilled?

Kevin: We are optimistic that the community will support our Campaign for this one (gotta get successfully funded first), and we will start the production sample and the rest of the process immediately afterward. Our anticipated timeline is to have the games shipping to the backers by August of next year.

Grant: What projects are in the near future for Cadet Games?

Kevin: We would really like to get our Hamburger Hill game produced. The design is 100% done and it is a really detailed sim of that famous battle. We ran it on Gamefound back in 2025 but it didn’t hit the goal. So, we will likely run that one again to see if we can’t get that produced here sometime soon. We have a ton of other projects in the works, one of which is a solo design covering the Mayaguez incident and the battle for Koh Tang Island from May, 1975. We have been really immersed in the Boer War since the middle of last year, so this one has had almost all of our attention (and still does for now, since we are playing through multiple rounds of the guerrilla phase and all of its intricacies)! We also have Barbarossa ’41 on deck for our Armies & Alliances Series of WWII ‘miniatures and monster map’ designs. Thanks again for helping us get the word out about our passion for military history and wargames!

Thank you for your time in answering our questions Kevin and for the great care you guys are taking with these games to tell a fun and interesting part of history.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

-Grant

Neu auf Board Game Arena: Bizarre Manor, Yokai Pagoda und Quartermaster General: South Front (KW 36, 2026)

31. August 2026 um 08:51
Neu auf Board Game Arena: Bizarre Manor, Yokai Pagoda und Quartermaster General: South Front (KW 36, 2026)

In der vergangenen Woche sind auf Board Game Arena drei neue Titel gestartet. Die Bandbreite reicht von einem humorvollen Legespiel um schräge Herrenhäuser über ein schnelles Kartenspiel mit japanischen Geistern bis zu einem historischen Zwei-Spieler-Kriegsspiel. Wir stellen dir die Neuzugänge der Kalenderwoche 36 mit den wichtigsten Eckdaten vor.

Neu auf Board Game Arena: Bizarre Manor, Yokai Pagoda und Quartermaster General: South Front (KW 36, 2026)

Bizarre Manor: schräge Herrenhäuser für Touristen

Bizarre Manor ist seit dem 23. August auf der Plattform spielbar. Du leitest ein Reisebüro in der fiktiven Welt Entremonde und baust durch Kartenauslage und Verbindungen aus Treppen und Leitern deine eigenen, kuriosen Herrenhäuser, um Touristen anzulocken. Dabei musst du die Wünsche von Architekt, Dekorateur und mysteriösen Gästen im Blick behalten, sonst drohen schlechte Bewertungen.

Das Spiel ist für 2 bis 4 Spielende ausgelegt, laut BGA dauert eine Partie im Schnitt rund 13 Minuten. Designt haben es Louis Blaise und Justine Vanhuffel, verlegt wird es von Bombyx.

Neu auf Board Game Arena: Bizarre Manor, Yokai Pagoda und Quartermaster General: South Front (KW 36, 2026)

Yokai Pagoda: Geister besänftigen in Rekordzeit

Seit dem 25. August ist Yokai Pagoda spielbar, ein schnelles Kartenspiel für 2 bis 5 Spielende, das laut BGA im Schnitt etwa 10 Minuten dauert. Beim Erkunden einer geheimnisvollen Pagode weckst du zehn japanische Geister, sogenannte Yokai. Du spielst reihum Karten auf zwei Ablagestapel und musst entscheiden, wann du eine Karte abgibst, weiterspielst oder die Runde beendest, denn am Ende zählen nur deine niedrigsten Karten je Yokai-Art gegen dich.

Designer ist Jacobo Rufete, Verlag ist PIF Games.

Neu auf Board Game Arena: Bizarre Manor, Yokai Pagoda und Quartermaster General: South Front (KW 36, 2026)

Quartermaster General: South Front: Weltkrieg zu zweit

Seit dem 27. August steht mit Quartermaster General: South Front der zweite Teil der Quartermaster-General-Front-Reihe auf Board Game Arena bereit. Das Zwei-Spieler-Kriegsspiel, das sich auch solo spielen lässt, dreht sich um den Mittelmeerraum zwischen Sommer 1940 und Frühjahr 1944: Eine Partei führt die Achsenmächte, die andere die Alliierten, beide kämpfen um die Kontrolle über Nordafrika, Südeuropa und das Mittelmeer, zu Land, zu Wasser und in der Luft.

Eine Partie dauert laut BGA im Schnitt rund 75 Minuten. Design stammt von Ian Brody, verlegt wird es von Ares Games.

Korrektur vom 01.09.2026: Die Erscheinungsdaten auf Board Game Arena wurden korrigiert. Bizarre Manor ist seit dem 23. August (vorher: 24. August), Yokai Pagoda seit dem 25. August (vorher: 26. August) und Quartermaster General: South Front seit dem 27. August (vorher: 28. August) spielbar, jeweils nach Angabe des BGA-Gamepanels.

Video Review: Bravery in the Sand in Operations: The Wargaming Journal #2 from Multi-Man Publishing

Von: Grant
27. August 2026 um 14:00

Bravery in the Sand is a 2-player game that covers the major part of the battle known as Operation Crusader in North Africa during World War II. Covering the period from November 20 to December 3, 1941, players assume the roles of the Axis and Commonwealth generals to determine who will be victorious in this battle. One player controls the Commonwealth force (British, South African, New Zealand, and Indian), and the other player the Axis force (German and Italian). Players activate formations via chit draw, and combat is of the roll-to-hit variety. Includes rules for battlefield recovery, replacements, fortifications, Rommel and more.

-Grant

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #5: Berlin Film Festival

Von: Grant
20. August 2026 um 14:00

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

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

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #5: Berlin Film Festival

Every summer since 1951, Berlin had hosted the international Berlin Film Festival (the Berlinale) and awarded the Golden Bear to the best film in each of five categories. Venues in both East and West Berlin were used for screening of films. As summer approached in 1962, Berlin found itself cut in two by the Berlin Wall amid growing tensions between East and West. It seemed there were any number of events that could trigger a war over the city. And yet, the Film Festival was held, entirely in West Berlin this time. The festival drew thousands of visitors to the city, including Hollywood stars like Jimmy Stewart and Tony Curtis. Screenings took place in venues throughout the city and, we can assume, brought a much-needed sense of normalcy and continuity to the residents of West Berlin and perhaps a sense of what was lost to those in the east.

The festival took place every year throughout the Cold War, and after reunification it once again began film screenings in the former East Berlin. The festival continues and this year the Golden Bear award for best film went to “Yellow Letters.”

The Berlin Film Festival card in Checkpoint Charlie assumes the Berlin Hilton is full up with visitors and cannot function as a Honey Trap. The card also assumes that the extra traffic in the city, including thousands of additional pedestrians trying to get a glimpse of celebrities, negates any Ongoing Card Effects that allow additional movement during the Movement step.

In the next article in this series, we will take a look General Clay Steps In as he is appointed by President Kennedy to resolve issues in West Berlin.

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

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

Castelnuovo 1539 from Draco Ideas – Action Point 2

Von: Grant
13. August 2026 um 14:00

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 this Action Point, we will examine the units available to both sides and compare their relative strengths and weaknesses.

Units

As a block wargame, all of the units in the game are represented by wooden blocks that have stickers affixed to them representing the fighting forces of the Spanish and the Ottomans. There are generally 3 types of units including Infantry, Cavalry and Naval. Infantry is a large category that includes Arquebusiers and Pikemen for the Spanish and Turkish Janissaries and Azab for the Ottomans. Cavalry units are fewer and include Albanian Cavalry for the Spanish and Sipahi for the Ottomans. Each Infantry and Cavalry sticker has a central icon with groups of dots printed on its sides which represent their Combat Strength and the number of dice that each unit will roll in combat. The blocks range in Combat Strength from 2 to 4 dots as not all units have the same Combat Strength. The number of dots oriented at the top of the individual block units represents the current Combat Strength of the unit and can be reduced when entering combat and taking losses. Naval units do not have dots, as they are used in a different way to Infantry and Cavalry units.

All blocks start the game at full Strength and each time a block receives 1 or more hits, it will be rotated counterclockwise so that the top of the block shows the Strength it has remaining. When a Spanish block loses its last Strength Point, it will be removed from the game permanently. The same will happen for Turkish Janissary blocks but for eliminated Ottoman Azab and Sipahi Cavalry units they will be able return to the game at the end of each round during the Reinforcement Phase.

Fleets represent the use of galleys as artillery platforms to support the land forces in their siege and to provide the opportunity to perform some amphibious landing operations with ground troops. The Fleet discs are placed on the board horizontally, unlike the other blocks, and in this way their presence is not hidden from the opponent. Fleet blocks cannot leave the sea areas and count as Artillery Batteries when playing Bombardment and Friendly Fire cards. Once placed, Fleets do not move during the game.

Let’s take a quick look at the statistical makeup of the opposing forces.

In the following table, you will see the number of different types available to each of the combatants. The Ottoman forces have a numerical superiority as they have the most Infantry units with 26, comprising 10 elite Janissaries and 16 Azab. The Spanish have just 21 Infantry, with 10 of those being Arquebusiers and 11 Pikemen. The Ottomans also have the edge in the number of Cavalry units available with 6 Sipahi as compared to just 1 Cavalry unit from the Spanish in the form of a single Albanian Cavalry. The Infantry typically are the backbone of the army and will do most of the fighting and do most of the damage while the Cavalry units will be used to move ahead quickly to seize key areas and set up defenses to allow for the Infantry who have slower movement to catch up. Each side has 2 Fleets and these are vitally important for the Ottomans as this is the means that they can bring onto shore additional units to siege Castelnuovo.

And a look at total Combat Strength for each side. But, first it is important to explain the Combat Strength of each of the units for both sides. The Spanish Arquebusiers have a Combat Strength of 3 as do their Pikemen. This means that these units will roll 3 dice in combat and will be able to take 3 hits before being killed. The Ottoman Janissaries have 4 Combat Strength as do the Azab. When you simply multiply the Combat Strength by the number of blocks of each type you will get their Total Infantry Combat Strength. The Ottoman has a total of 104 Combat Strength spread out amongst their 26 Infantry units and the Spanish have a total of 63 Combat Strength among their 21 Infantry units. This can be used to get a quick idea about which side is better and has more power but this can be deceiving as the Spanish have the walls which can slow down the sieging Ottomans and absorb hits as well. The Ottomans have 49.1% more Infantry Combat Strength than the Spanish with a numerical difference of 41. A fairly significant difference and when coupled with the fact that the Ottomans can bring back killed Azab units where the Spanish Infantry are removed from the game, it is easy to see that the Spanish have the tougher time of it. Also, the Cavalry advantage is on the side of the Ottomans with Sipahi having a Combat Strength of 4 as compared to the Spanish Albanian Cavalry’s Combat Strength of 2. This gives the Ottoman the advantage in Total Cavalry Combat Strength of 24 as compared to just 2 for the Spanish.

I do want to point out that the Spanish have better Leaders and some of their units are considered elite and gain advantage on their combat rolls. The Arquebusiers Blocks have a +1 printed on them as a reminder that they have a +1 bonus to their combat roll and this is a major advantage in combat.

The other difference in combat is a unit’s priority and when they get to roll their attack dice and if hits are scored steps will be removed before lower priority units get to roll. The priority is as follows:

Pikemen go first if enemy Cavalry is present and they are fighting in clear or rough terrain.

Cavalry, if no opposing Pikemen are present and the battle is fought in clear or rough terrain.

Arquebusiers.

All other Infantry will then attack simultaneously.

Cavalry, only if there are opposing Pikemen in clear or rough terrain.

Hits are scored when players roll a modified 5 or 6 result on their 6-sided dice. Remember that Arquebusiers get a +1 to hit, which means they hit on a roll of 4-6, which is a huge advantage. Also remember that there are Leaders and certain Leaders will give a +1 bonus to specific troops that are located in their areas.

Leaders must always have blocks of their side present in their areas on the board but do not count toward the 3-block limit per area. Leaders Agi (Ottoman Janissary Leader) and Sarmiento (Spanish Leader that affects all units with him) grant benefits to the dice rolls of the units they escort. Leaders do not have to accompany specific units and as such can move with any unit in the area they are in, or they can stay there with units other than the ones they originally moved in with. But Leaders must perform the full movement with the units they started moving with as you cannot drop or pick up a Leader during movement. You can move units from where the Leader is without taking the Leader with them, but some units will need to stay behind so the Leader is not alone in the area. If during combat, all blocks accompanying the Leader are eliminated, the Leader is eliminated as well.

Artillery Batteries

Both players have Artillery Batteries at their disposal, which represent vitally important siege pieces used to both defend and attack the city walls. These Artillery Batteries are in the form of red and green cannon meeples (they are very cute) and make a huge impact on the presence of the board as when they are placed they command respect. The Batteries allow players to play cards that fire from a distance and there can never be more than 1 of these Batteries in a single area of the map. The Spanish player’s Artillery Batteries are placed at the beginning of the game and cannot be moved while the Ottoman player can install an Artillery Battery when building Trenches with any cards that allow it. They can also move the Batteries through areas connected by Trenches using those same cards.

In Castelnuovo 1539, the Spanish and Ottoman fighting forces are deeply asymmetrical. The Spanish field a small, fixed and irreplaceable garrison of elite veteran Tercios focused on defense and repairing fortifications, whereas the Ottomans possess an overwhelming, recyclable horde of Azabs, Sipahi Cavalry, and Janissaries arriving by land and sea. You will feel the asymmetry in the game and I think that it is really very well done by the designer to represent this very difficult siege from history.

We published an interview on the blog with the game’s designer Francisco Ronco and you can read that at the following link: https://theplayersaid.com/2025/06/06/interview-with-francisco-ronco-designer-of-castelnuovo-1539-from-draco-ideas-coming-to-kickstarter-june-17th/

In Action Point 3, we will take a look at the different types of Command Cards and discuss how they are used.

-Grant

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