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

Von: Grant
02. November 2026 um 14:30

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

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

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

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

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

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

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

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

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

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

Pre-Order

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

5. Traces of Tunisia from VUCA Simulations

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

Then came Eylau and the bloodbath in the snow.

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

Here is a link to our First Impressions video:

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

1808

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

1809

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

1811

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

1813

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

Several years ago, we posted an interview with Matt White, who is a very talented graphic artist and budding game designer, that focused on his artistic talents and love of tanks. He has since designed several very interesting small scale print and play wargames, with his most recent series being a World War II tactical wargame series for 1-2 Until the Bitter End. He has had multiple entries in the series including British Airborne versus the German Wehrmacht called Until the Bitter End, Until the Bitter End – US Airborne and Until the Bitter End – Tanks. His most recent offering in the series is called Until the Bitter End 3 and is currently being crowdfunded on Kickstarter.

From the game page, we read the following:

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

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

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

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

American forces preparing to assault the German defended church.

Key Features

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

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

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

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

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

17. The Struggle for Union from Compass Games

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

Here is a link to our video review:

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

New Release

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

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

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

From the game page, we read the following:

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

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

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

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

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

From the game page, we read the following:

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

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

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

3. First Man in Rome – Strategikon Book II: The Civil War and the Fall of the Republic from Thin Red Line Games

If you are a monster wargame fan then you are probably familiar with Thin Red Line Games and the genius behind the madness Fabrizio Vianello. They are a small but passionate publisher and my favorite thing about them is that Fabrizio speaks in his military jargon so fluently that it is such a thematic boost to the games they produce. Over the past couple of years, we have posted interviews with Fabrizio covering their Cold War Gone Hot games called Die Festung Hamburg and In a Dark Wood as well as the first game in a new Ancients series called The Fate of All: Alexander’s Campaign Against the Persian Empire. Following along in that Strategikon Series is the new volume called First Man in Rome that was recently published.

From the game page, we read the following:

Citizens, the creation of the great mosaic depicting the beleagured civil war between Caius Iulius Caesar and Cneo Pompeius Magnus continues!

As already discussed in the Senate, we intend to represent the entire civil war, from the crossing of the Rubicon in 49BC to the defeat of the last Pompeian forces in Spain in 45BC. So it’s not just a glimpse of this epic confrontation, but the whole struggle for the greater good of the Res Publica.

I can now share some details on the map, almost at its conclusion. The map will be probably divided in six parts, each one with the size of a “standard” map. Due to the enormous extension of the conflict, the scale has been increased from 30km to 60km per hex, and the rules will be adjusted accordingly.

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

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

4. Song for War: Mediterranean Theater from Invicta Rex Games

While attending Buckeye Game Fest in the spring of 2022, we met two new designers who had a very cool looking prototype copy of their new game setup in the War Room called Song for War: Mediterranean Theater. Chris Helm and Seth Stigliano were really nice guys who obviously had put a ton of time into their game and it was immediately evident that this was going to be a different experience. Unfortunately, because of our crazy schedule of events and already committed to games, we were unable to sit down and play the game but got a crash course into the design as well as a good look at the awesome components.

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

From the game page, we read the following:

Song for War is a tabletop strategy game based in the contested regions of southern Europe, north Africa, and the Mediterranean Sea during World War II. Representing one of four nations, players must work together as the Allies (US or Great Britain) or Axis (Germany or Italy). Players have the option to set strategy, move units, attack and defend as individual nations or simultaneously as the Allied or Axis team. Innovative mechanics allow players to deploy their land, sea, and air units strategically as combined forces, with faster units moving first and more often, followed by heavy units with stronger firepower. Take strategic objectives, control shipping lanes and resupply, deploy new technologies and units, and recreate historical events to defeat the enemy and win the day.

One of the best parts is the asymmetry built into the design for each of the nations. This gives the game some feeling of reality versus everyone just having the exact same units with the exact same abilities. I also am really interested in each nations’ special units and want to see how these things work and feel as the game is played.

Fellow content creator Zilla Blitz did a preview for the game in 2023 and you can check that out at the following link:

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

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

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

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

5. 1066: Year of Destiny from Legion Wargames

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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


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

8. SPQR Deluxe 5th Edition from GMT Games

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

Components:

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

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

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

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

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

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

From the game page, we read the following:

Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.

The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.

Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.

I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.

Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:

  • The ability to designate cavalry units in reserve
  • Artillery Fire conducted both offensively and defensively
  • Simultaneous ranged musket Fire as a complement to ranged rifle fire
  • A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
  • And Opportunity Card Management

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

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

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

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

From the game page, we read the following:

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

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

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

Game Features

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

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

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

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

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

Choose Your Army

United Kingdom

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

Germany

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

United States

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

Germany

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

-Grant

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

Von: Grant
28. Oktober 2026 um 13:00

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.

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

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

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

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

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

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

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

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

-Grant

Call for Playtesters: Rubicon and Basileus Designed by Douglas Walker

Von: Grant
27. Oktober 2026 um 13:00

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

Doug has provided the following descriptions of the games:

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

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

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

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

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

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

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #99: Truman Doctrine from Twilight Struggle: The Cold War, 1945-1989 from GMT Games

Von: Grant
20. 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.

#99: Truman Doctrine from Twilight Struggle: The Cold War, 1945-1989 from GMT Games

Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.

The map is a world map of the period, where players abstractly move units and exert influence through the placing of Influence Markers in an attempt to build local support and gain allies and control for their superpower. The beauty of the CDG system used here is that each decision of whether to use a card for the event or the operations value is a struggle as if it is the other side’s event, it might go off hurting you very badly. There are mechanics to allow for the ignoring or cancelling of some of the best cards for your opponent in a side game within the game called The Space Race as well as nuclear tensions, with the possibility of game-ending global thermonuclear war (Shall we play a game, anyone?). I have played TS about 30 times and love it more and more with each sitting. The game makes me sweat, cringe, jump with joy and bite my fingernails. To me, a game that can do all of that in one sitting is worth the price.

The Truman Doctrine is an Early War U.S. 1 Op Event Card that removes all Soviet Influence from a single country in Europe where the U.S. has presence. This means that the U.S. at least has 1 Influence in a space and the space must be uncontrolled. I think that players should be judicious and patient with this card and do not rush to play early in the game on Turn 1 or Turn 2 if Europe is stable and the USSR has minimal presence there. The best way to use the card is to wait for a window where you can do the most damage in a key Battleground space where each side has been fighting for control by placing Influence there such as in France or West Germany on the last action round of a turn or playing the card during the Headline Phase to wipe out stacked Soviet Influence as a precursor to bumping up your own Influence there for control. The Truman Doctrine card is such a nice booby trap in many ways and the proper use of it can be very efficient and give you a leg up in Europe.

The Truman Doctrine was a United States foreign policy established by President Harry S. Truman on March 12, 1947, which pledged that the U.S. would provide political, military, and economic assistance to democratic nations threatened by external or internal authoritarian forces. President Harry S. Truman asked for $400 million in military and economic assistance for Greece and Turkey. “It must be the policy of the United States to support free peoples who are resisting attempted subjugation by armed minorities or by outside pressures,” Truman declared. “If we falter in our leadership, we may endanger the peace of the world — and we shall surely endanger the welfare of our own nation.”

In asserting that the U.S. would intervene in faraway conflicts, President Truman dramatically reoriented U.S. foreign policy. The writing of this ground-breaking message went through multiple stages. In his memoir, Truman noted that the State Department’s first draft of the speech “was not at all to my liking.” Rather than asserting a new foreign policy doctrine, the State Department writers had “made the whole thing sound like an investment prospectus.” Truman returned the draft to Secretary of State Dean Acheson “with a note asking for more emphasis on a declaration of general policy.”

The State Department complied, and included a general policy statement in the next draft. But Truman was not satisfied. “It seemed to me half-hearted,” he recalled. President Truman “scratched out” what he deemed equivocations. For example, Truman replaced “should” with “must” in a key sentence that read “I believe that it should be the policy of the United States…” According to Truman, “I wanted no hedging in this speech.” Because this speech “was America’s answer to the surge of expansion of Communist tyranny,” it “had to be clear and free of hesitation or double talk.” A total of eight drafts of Truman’s speech to Congress are featured on the Truman Library’s website. Many include handwritten comments and corrections. Combined, they give readers a sense of the tremendous effort that went into drafting the Truman Doctrine as well as the importance a single word can make when crafting foreign policy.

Truman delivered his address on March 12, 1947. Over the next several weeks, Congress debated the merits of Truman’s proposed foreign policy. On April 22nd, the Senate approved the legislation to provide assistance to Greece and Turkey. The House followed suit, approving the bill on May 9th. On May 22, 1947, Truman signed the bill into law. According to President Truman, the enactment of his bill “served notice that the march of Communists would not be allowed to succeed by default.”

In the next entry in this series, we will take a look at KSM from Labyrinth: The War on Terror, 2001-? from GMT Games.

-Grant

Interview with Paul Wright Co-Designer of Foxes and Lions: Renaissance City-States in the Age of Machiavelli from GMT Games

Von: Grant
19. Oktober 2026 um 14:00

We have played all of the games in the Reivers and Reformers Series designed by Ed Beach, including Here I Stand (multiple times), Virgin Queen (multiple times but not as many as HIS), Tanto Monta (once) and Border Reivers (twice) with our most recent play being a full 5-player game in March while attending Buckeye Game Fest. This series is just special and I very much enjoy our experience with these games each time we play them. The card driven mechanic simply makes the series and it really is a bit of a sandbox as you can win in various and sundry ways. Several months ago, GMT announced the fifth entry in the series called Foxes and Lions: Renaissance City-States in the Age of Machiavelli designed by the duo of Paul Wright and Liz Davidson. This one looks to be epic and is set during warring city-states and dominions of Renaissance Italy during the era known as the Italian Wars (specifically, the period from 1494 to 1527). I am very keen on a new addition to the series and look forward to diving in and learning more about the game over the next year or so. My first step was to reach out to the design team to do a designer interview and Paul Wright was more than willing to answer our questions.

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

Grant: Paul welcome to our blog. First off, please tell us a little about yourself. What are your hobbies? What’s your day job?

Paul: From Chicago originally, I’m a cultural historian by training, having taken my doctorate in Comparative Literature at Princeton and worked with the masterful historian Anthony Grafton. I’m happy if even a tiny percentage of his vast knowledge has lodged itself in me. My focus in my doctoral research was Renaissance humanism in Italy and England, including work on Leonardo Bruni, Pico della Mirandola, Machiavelli, Gabriel Harvey, and John Milton. I have been dialoguing with Machiavelli ever since my undergraduate days at Northwestern, when one of my mentors (the wonderful Albert Ascoli) tasked me with translating long sections of The Prince into English. I’m certain those early efforts were awful and too literal-minded, but what an instructive exercise that has only made me more admiring of great translators. Alongside Machiavelli remaining a key part of my research, I have also been working on the political and social impact of Savonarola.

I taught for three decades in higher education, including my graduate T.A. days at Princeton, as well as teaching posts at Osaka University, Villanova University, and Cabrini University. That last school, sadly, closed in the wake of all the pressures on higher ed in the last fifteen years or so. I then turned to teaching in the independent school world, which brought me to Main Line Classical Academy in Bryn Mawr, PA, where I teach English and History, as well as a games-based learning history elective funded by a grant I recently received from the Renaissance Society of America.

In my games-based learning exercises in my classrooms over the years, I have used analog board games as well as the occasional computer game (Europa Universalis in particular), but I also use role-immersion pedagogies like Reacting to the Past; I serve on the national consortium board for RTTP (for more info, see https://reactingconsortium.org/). I’m currently developing a RTTP game on Florence in the period 1494-1512, the era of the republic with the Medici in exile. In that game students may take on one of over thirty historical roles, including Piero Soderini, Da Vinci, Da Vinci’s portrait subject Ginevra de Benci, followers of Savonarola, condottiere Fabrizio Colonna, or even Machiavelli himself. Think of this as a role-playing game that zooms in even further than does Foxes and Lions. The game has been tested by professors at over a dozen institutions so far; it will be used in a high school setting for the first time this year.

My hobbies include film and media studies. I have taught film and media courses (on everything from the Coen Brothers to Kurosawa to The Sopranos) at the Bryn Mawr Film Institute for some twenty years now. I also have a screenplay (in painfully drafted form) on Machiavelli’s time spent with Cesare Borgia, which certainly informed Machiaveli’s thinking and later writing.

I also treasure any chance to travel abroad, and it was a big part of my higher ed career in international affairs. I hate how expenses have curtailed that experience for so many of us, as well as how the U.S. has become less welcoming to international students. Not surprisingly perhaps, Italy is my favorite destination, with Albania (home country of my wife) and China (home country of my daughter) tied for a close second. I also lived and taught in Japan for four years from 1996-2000, and it was one of the most formative times of my life; I treat any chance to return as a treat.

Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?

Paul: I waded into game design after decades of intensive play of wargames, euros, RPGs, and so many other types of games that I’m clearly an omni-gamer—certainly on the heavier side of the complexity scale with a focus on historical games. I’ve always been happy to solo (even multi-handed) because playing more games teaches you so much about how games are put together and how they try to model complex realities, including the past. I’m an admirer of David Lowenthal’s classic book, The Past Is a Foreign Country, which certainly evokes how games draw me into historical eras and crises.

I’ve also been blessed in Philadelphia, my home of 26 years now, with the best gaming group anyone could ask for—a group of people who are kind, seriously competitive yet never obnoxious, while also being sharp and funny as hell. Between my own solo forays and playing with them, it has been an education that led to this first ever design for me. My Philadelphia group are truly shadow co-designers in their way.

What I’ve most enjoyed about design is the sense of something evolving before your eyes that captures the history as I understand it, but I also love designs that challenge or revise my understanding. Collaborating with an amazing co-designer in Liz Davidson and developer extraordinaire Joe Dewhurst has been an absolute treat. I’m spoiled by having these two on my team.

Grant: What have you learned about design over the years?

Paul: Like many designers, I have many designs that never saw the light of day; some of these will come to fruition, I think, once Foxes and Lions is released. What I do know is that I’m a designer by theme and subject who looks far and wide for mechanics that will capture the historical complexities that fascinate me. I know many work in the opposite direction starting with mechanics, but that’s not how I’m wired. I start with a theme or problem that haunts me, then see if a game (mine or someone else’s) can help to illuminate it—or at minimum, reframe my questions more powerfully.

I also see historical game design as a way of testing and modifying (not merely reinforcing) my own interpretive and historiographical assumptions. One of the reasons I began the journey with Foxes and Lions over a decade ago now is that I had deep questions about Machiavelli, his theories, his playful will to narrative, and the era through which he lived, an era that we all too facilely collapse under the rubric of the “Italian Wars” or “The Renaissance.” Game design can be a heuristic tool that can bear fruit eventually in a new interpretation or synthesis that we hadn’t anticipated. At minimum, it clarifies my own tortured thinking and reading of the sources.

Grant: What is your upcoming game Foxes and Lions: Renaissance City-States in the Age of Machiavelli about?

Paul: Foxes and Lions: Renaissance City-States in the Age of Machiavelli is the next game in the GMT series that includes Here I Stand, Virgin Queen, and Tanto Monta. Focused on the warring city-states and dominions of Renaissance Italy during the era known as the “Italian Wars” (specifically, the period from 1494 to 1527), this game zooms in on the Italian peninsula. Unlike many other games on the Italian Wars, Foxes and Lions puts the focus on Italian experiences of this era of enormous upheaval, which also saw some of the greatest cultural splendors that we now associate with the period known, not without controversy, as the Renaissance. The game depicts the political, military, economic, religious, and cultural affairs of five key Italian powers brought to life by players (Florence, Milan, Naples, Venice, and the Papacy).

Players struggle to create political legitimacy for themselves while contending with both Italian rivals and non-player great powers intent on conquest of their own objectives in Italy; namely, France, Spain, the Holy Roman Empire, and the Ottoman Empire. For those who have played other series games, much will be familiar mechanically, but there are many new concepts and mechanics to enjoy, including experimenting with different government types, managing local sentiment, and gathering precious florins to pay for mercenaries and their fickle condottieri captains.

Furthermore, players will be faced with the possibility of collective defeat to the non-player great powers. Players will individually pursue Virtù Points, drawing on Machiavelli’s famously pliable conception of political ability and military strength, while at the same time striving to avoid collective defeat by loss of Italian Virtù Points. Dwindling Italian Virtù embodies Machiavelli’s abiding fear of great power domination of Italy. Players will each attempt to win without Italy falling into the subjection that was historically its fate, and should they fail to prevent that, the game ascribes blame to the specific players viewed as the scourge of Italy and the new lapdog of the great powers. Can you thread the needle between your Italian rivals’ ambitions and the threat posed by the great powers of Europe?

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

Paul: This subject got under my skin as an undergrad as I mentioned above. I first fell in love with Dante in multiple courses with terrific and yet very different teachers. They graciously invited me to join their graduate courses as an undergrad. Milton, Spenser, and a host of political poets in the epic tradition caught my eye there too, but I fell hardest for Dante and his era. As I went on to graduate school, that love of Dante abided, but Machiavelli re-entered the chat, as it were.

After my graduate experience with Machiavelli (thanks especially to one of my teachers, Victoria Kahn), I was never quite the same. Machiavelli embodied someone both deeply troubled and somehow deeply amused by a world that was falling down around him. His political career began in the wake of the 1494 Medici exile, the rise of Savonarola, and the restoration of a republic that had long been under the Medici yoke. His career ended the first time in 1512 with the Medici restoration. It ended again with another Medici exile in 1527, with yet another republic that didn’t really trust Machiavelli anymore given his courting of Medici patronage in the intervening years. Above all, the traumatic Sack of Rome in 1527 really shook Machiavelli. He died just over a month after the Sack, witnessing exactly the kind of Italian nightmare that he had warned about for years. Someone who had lived that much life and turmoil became endlessly fascinating to me. I know Machiavelli will be a part of my scholarship and design life for the duration.

Grant: How did you come to team up with Liz Davidson on this project?

Paul: Liz has become a dear friend as well as collaborator and sounding board on everything from our shared gaming interests to our broader professional and personal lives. We met because I invited her to be a keynote speaker at a Reacting to the Past game design conference at my former institution. She was not only awesome in that role, but we immediately hit it off as people. It wasn’t long till we were talking regularly cross-country and at conventions, then talking about collaborations. 

Grant: What strengths did each of you bring to the design process?

Paul: In the case of Foxes and Lions, I obviously brought the historical background and scholarly passion to the project, which I had first formulated about six or seven years before Liz and I met. But in all candor, I was spinning my wheels. I was swamped with the faculty and administration politics of a dying institution, and I was smack dab in the middle of all that drama in a leadership role for our faculty. It took Liz to help me see the real comfort of game design and of throwing myself back into my true passions, especially for Foxes and Lions.

It also helps enormously that Liz is a doctorate-holding historian of religion herself with a focus on the ancient world. And as anyone passionate about the period knows, the Renaissance was defined in many ways by its relationship to the classical world, so while Liz wasn’t an early modernist or medievalist, she understood intuitively and on a deep level why a classicist would enjoy and contribute to a game about the Renaissance. Simply put, without Liz, there is no Foxes and Lions for the world, just the game in my head. Liz also has a sharp sense of end-user needs in game design. How something will play to a more general audience and not just specialists or heavy gamers. To be clear, our game is a heavy game situated within a heavy (yet beloved) series, but Liz is working hard on materials to onboard people as only she can, including training guides, videos, and more. She is doing an amazing service with this in relation not only to our game, but also the series at large. Stay tuned for more of these things in the months to come.

I’d also be remiss not to mention the support and encouragement of Volko Ruhnke. After he visited my former university as keynote panelist for a games-as-scholarship workshop, we talked about Foxes and Lions possibly joining the COIN series in the vein of other pre-modern titles like Falling Sky and Pendragon. Liz and I even prototyped a first COIN version of our game. It was fun and quirky; it could have possibly thrived in COIN world, but at the end of the day GMT’s Jason Carr wisely suggested a retooling to the Here I Stand line. That was preaching to the choir for me given my admiration for Ed Beach and for the series. Ed became yet another guiding light as we got to know him. One of my proudest moments was having Ed participate in a play of the game at WBC this past summer. They say don’t meet your heroes; both Volko and Ed prove that dictum wrong.

Grant: What has been the division of labor between you?

Paul: Liz and I both have day jobs that are very consuming. She as creative director at Leder Games, myself as an educator (a role Liz had also previously played in independent schools). Yet we both get up incredibly early, whether we are meeting or not. We are always busy with our games at every spare moment. Liz has so many games on her plate, including with other collaborators like David Thompson, another designer for whom I’m an unabashed fanboy. I’ve got Foxes and Lions of course as my primary focus, but also a book project on Machiavelli and the Reacting to the Past role-immersion game on Machiavelli’s Florence that I mentioned earlier.

I would call our division of labor something like triage; think ER or The Pitt. We are each picking up the slack when needed, prioritizing one thing or another. If there is a functional division right now, I’m heavy into the rules and component revisions, as well as early TTS testing, about to go wider as of November 2026. Liz is contributing to the InsideGMT articles we are posting on the game; her favorite subject, not surprisingly if you know her, being espionage for an upcoming piece. Liz is also there anytime we need to vet some unusual change or some stubborn holdover of mine from earlier iterations of the game. Liz will give you her most honest take on how something plays and how it will feel in the game experience. Liz has an reliable, sure sense of that. As I mentioned, she is also developing onboarding materials for newbies that I think will be awesome.

The few times we have not seen eye to eye (and I can count them on one hand), we have always had principled discussions of where each of us is coming from, and that has always lit the way to a solution. Like myself, Liz is an omni-gamer with an historian and educator’s perspective on things. That fundamental commonality has always carried us through. Having Joe Dewhurst as our developer has been equally essential as he too is an educator and scholar, and his sharp eye for what will make a game its best is invaluable. As with Liz, no Foxes and Lions in its current exciting form without Joe.

Grant: What is your design goal with the game?

Paul: If I have an historian’s axe to grind with many games on the Italian Wars and Renaissance, they have never quite to my satisfaction captured the cultural dynamism, complexity, and sheer messiness of the period. There are success stories among Renaissance games to be sure. Many games attempt to capture the military picture and do so well; on the tactical front, Rich Berg’s Arquebus comes to mind here as well as the lesser known and under-appreciated Brien Miller game, Fornovo 1495.

Other games attempt to integrate military concerns with politics and economics on a grand scale, and of course Eivind Vetlesen’s Europa Universalis: The Price of Power comes to mind here as a masterful and inspiring example, although the cultural and political front in that game is more driven by events than player agency compared to Foxes and Lions. Pascal Ribrault’s Virtù is also an interesting euro that tackles some of these concerns in an accessible way.

And of course, we have the crowded field of games tapping into Renaissance commercialism. Brasini, Gigli, and Luciani’s Lorenzo il Magnifco and Fabiano Lopiano’s Calimala come to mind here. An underappreciated and roughhewn gem is Mario Papini’s Siena; his better-known De Vulgari Eloquentia is terrific. On the art front, Stefano Groppi’s Florenza looms large in my mind for its attention to both Florentine art and the material and political considerations behind that art; it’s also just a beautiful game to look at.

Yet for all those examples above, Ed Beach’s Here I Stand and Virgin Queen were the guiding lights to Foxes and Lions—alongside the interest in political asymmetry that transcends the traditional wargame fixation on “control,” a paradigm shift displayed so beautifully in Volko’s COIN series. What Morgane Gouyon-Rety attempted so ambitiously in Pendragon also figures in my original thinking about the game. Morgane and I have chatted of late about how the character-driven conceptualization of ever-shifting rulers has serendipitously shaped both her Hubris game and Foxes and Lions.

Yet for my design purposes, what Ed’s work on Here I Stand proved was that a wargame could tackle vitally important and culturally adjacent aspects of the period that impact things happening on the strategic battlefield—in Ed’s case the religious strife of the Reformation and Counter-Reformation. COIN demonstrates to us that the sentiment and shifting support of an administered population is just as important as the intentions of those controlling a space—or trying to convince themselves that they do. This was very much on Machiavelli’s mind too.

In addition to wanting to make a game that captures the overdetermined messiness and intricacy of the Italian Renaissance, especially during the Italian Wars per se, we also wanted a game that “consciously uncoupled” (to riff on Gwyneth Paltrow’s marital breakup language) from reliance on “great power” narratives. Those narratives and the assumptions implicit in them are a recurring feature of most games on the Italian Wars and even of the Here I Stand series to date. We wanted ultimately to put the focus on Italian experiences of those conflicts—in the process creating a HIS series game about underdogs.

This was more than about zooming in on the map of Italy as depicted in earlier series games, something Carlos’s Tanto Monta did to a degree that left me hungry to do far more given my own scholarly interests in Italy. Yet it was above all about letting players personify powers that were otherwise total underdogs (or minor powers at best) in the context of the rest of the series and most other games on the period.

In this way, Avalon Hill’s out-of-print classic Machiavelli comes to mind for its attention to Italian powers alongside the greater powers of Europe and the Ottoman world. Our elevator pitch for Foxes and Lions remains a good formula—the old Machiavelli game brought to life in the mechanical exoskeleton of the Here I Stand system. Finally, as I get into in more detail below, we wanted a game that honored the messy contradictions and true interests of Machiavelli and didn’t simply replicate the many misleading stereotypes about him.

Grant: How have you modified the Here I Stand System to recount the story of the rise and fall of Renaissance City-States in the Age of Machiavelli between 1494-1527?

Paul: In addition to the non-player great powers mentioned earlier, the game features other significant additions or changes to series conventions.

  • Political traditions—These are the governments (current and past) that define the political character of any given space in the game (featuring merchant republics, feudal aristocracies, princedoms, theocracies, tribute states, and vassals). In keeping with Machiavelli’s respect for founders of institutions, lawgiving will be an available action that permits you to attempt to alter governments in your dominion. Each space under your control may have a very different political arrangement, which affects its prosperity, unit construction capability, and many other things. Your central government (that of your capital) may also change over time.
  • Sentiment—This captures the current attitude of the local population to the government overseeing it. The scale of sentiment reflects Machiavelli’s own terminology, ranging from “Hated” to “Feared,” to “Feared and Loved” (the latter an ideal Machiavelli thought hard to achieve, opting instead for being “Feared” whenever a choice between fear and love was unavoidable).
  • New unit types—Regulars are split into citizen militia and feudal levies, alongside a more detailed look at mercenaries (with elite variants including the Swiss reisläufer and the Imperial landsknechte).
  • Condottieri captains—Twenty of the colorful, talented, and sometimes treacherous mercenary captains of the era will be available to players in competitive blind bidding for their services, with each captain reflecting unique battlefield abilities, vulnerabilities, and other surprising game impacts. Captains are essential to success in the game, and if not properly paid and retained, will go up for auction again; they may even be suborned and taken from you by nefarious rival actions. Among the captains are the infamous Cesare Borgia, Fabrizio Colonna, Giovanni delle Bande Nere, and “El Gran Capitán” himself, Gonzalo Fernández de Córdoba. Yet the captains also include those who are captains for our game, but not condottieri narrowly defined; these include militaristic cardinals like Francesco Alidosi as well as the famously defiant Caterina Sforza.
  • Money economy—Alongside the high-level political capital of command points (CP) already familiar to CDG players, Foxes and Lions features the cold, hard cash that mercenaries and dominions crave. Florins are collected by a trade action connected to the prosperity of the various governments in one’s dominion. The florin economy will be necessary not only to pay or bribe mercenaries and captains, but also for espionage, government maintenance, and more. Player treasuries are hidden behind a screen, so no one is ever quite sure of a rival’s wealth. Should you run out of florins for a required or desired expenditure, the banks will be available to lend to you at exorbitant interest rates, and failure to repay may cost you dearly.
  • Espionage available from turn one—Nefarious measures are available to players from the outset of the game, including familiar operations from Virgin Queen like Gain Intel and Assassination, now supplemented with Appeasement, Foment Rebellion, Sabotage Fortifications, and Suborning others’ employed condottieri to your cause.
  • New patronage systems and figures—For those familiar with Virgin Queen, patronage now features three tracks (artists, scientists, and humanists) with 10 figures of each type. Each patronage target affords unique game effects. Among the 30 patronage subjects are figures such as Michelangelo, Da Vinci, Botticelli, Copernicus, Pacioli, Paracelsus, Machiavelli, Manutius, and even a prying poet-courtesan, Tullia d’Aragona.
  • New ruler dynamics—Each player will have an often-volatile lineup of rulers who will transition based on circumstances in the game (26 rulers in total across five player powers). In the case of the Papal States, a conclave procedure involving all five players will determine the next pope whenever the current pope dies, however mysteriously.
  • Variable impulse order—Players may bid their florins to change the impulse order for a given turn, creating dynamic opportunities for surprising your enemies—or lying in deadly wait for them.
  • More opportunities to declare war mid-action phase—No game about Machiavelli’s era would be complete without the temptations and risks of back-stabbing rivals, even erstwhile allies, including in the middle of a turn. Great coalitions (like the historical “Holy League”) may form, but no alliance is ever truly safe.

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

Paul: If there was one thing that consumed me more than anything else in formulating this game years ago, it was the desire to make the best possible game on the richness, diversity, and contradictions in Machiavelli’s whole body of work—a game that would capture Machiavelli the writer and, above all, the human being as I’ve come to know him.

I didn’t want a game that just brought The Prince to life, or that just reveled in the skullduggery so often associated with Machiavelli, even in games that somehow invoke him. I wanted a game that also featured the other Machiavelli(s). The celebrator of republics in the Discourses on Livy who also knew just how fragile republics really are, a lesson for today if ever there was one. Machiavelli the historian in his state-sponsored Florentine Histories, an example of urban history compromised by political pressures to dance around certain uncomfortable truths. Machiavelli the military theorist of The Art of War, who appreciated the potentially dangerous impact of militarism on civic life in addition to the positive virtues of citizen soldiers (there is something of both James Madison and Stephen Ambrose in Machiavelli here). And finally, even the Machiavelli of La Mandragola (“The Mandrake Root”), a viciously funny sex comedy about cuckolding with a sly political subtext commenting on the differences between classical virtues and Renaissance realities. Further down in this interview, you can see three event cards that were inspired by Machiavelli’s diverse array of writings.

In all that effort, we also want to be sure that Foxes and Lions never simply takes Machiavelli at his word or at face value. Given his own internal contradictions, that would be unwise. We instead see the game as interrogating Machiavelli’s assumptions and claims. His critique of mercenaries versus citizen militia is explored both in design and in actual play, never simply rehearsed uncritically. His appreciation for the libertà of republics is tempered by his continued recognition of their fragility and their vulnerability to other powers with more direct mechanisms of control and decision-making; think here of today’s debates about democracy and autocracy.

Machiavelli’s sense was that Italy might be doomed by great power intrigue—exacerbated by Italian powers courting the greats to their own ends rather than looking to Italy’s good. This was always balanced with a deep yet tortured belief in the possibility of resuscitating Italian virtù. In addition, we wade in this game into Machiavelli’s discussion of virtù itself, a term almost untranslatable given its variety of uses in his works. The tension between individual and communal greatness was always on Machiavelli’s mind in using that term—with a preference at last for the latter as it was most pursuant to true glory and historical legacy, as well as most compatible with republics. Lawgivers (as opposed to generals and strongmen) were always most admired by Machiavelli, I would say. The serendipity of our victory points in the game easily transmuting into “Virtù Points” was an early discovery, as was realizing that we should also track Italian Virtù Points to gauge the threat of collective defeat.

To say that this is a game of ideas in the crucible of conflict is an understatement, but even more vital to us is that the game’s ideas should be tested in a sandbox of historical conditions that confronted the historical actors, both individual and collective. We want a game that is not on historical rails, but that instead allows for historically plausible surprises and strange developments. So far testing has provided just that. Thankfully, the game allows shockers—the imperial troops of Charles V against Cesare Borgia; Savonarola arranging a cuckolding of the “Warrior Pope” Julius II; Piero de’ Medici lingering on for multiple turns as the hapless ruler of Florence. Testing has seen a lot of these unanticipated “what ifs,” and we imagine even more strange developments over the life of the game. Above all, testers have stressed just how fun and crazy the game can be. Mission accomplished, to my mind.

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

Paul: I go into more detail on this below, but one of the challenges I personally faced is the same that confronts any designer—the old “kill your darlings” mantra. This is why I’m especially grateful to Liz and to our amazing Joe Dewhurst on the development end. While there are many things in Foxes and Lions that I deem “thesis-level” in importance and non-negotiable, there are plenty of things I fell in love with early on that it took me time to see were hampering the design and gameplay.

Sometimes you don’t have to kill the “darling” as much as reshape it. One example is sentiment, discussed above. At one point, we really needed to find a way to make sentiment matter more to the game mechanically. We had it as conceptually important, and it truly is, but it wasn’t doing what we needed to make players care about it. Once Liz and Joe encouraged connecting sentiment to espionage, battlefield impacts, and other power-specific concerns, I saw the light. We didn’t jettison sentiment, but we made it matter to players and to the thesis of the game. A similar thing happened with political traditions. Originally, we were tracking up to four governments (current and previous) in each space’s political traditions box. We wisely revised so that now you only trace the current government and any previous dominant political tradition in that space; that simplification kept the interest in government forms without creating a truly unwieldy board state.

In other cases, you do just need to kill the “darling” altogether, as we did with dynamic prosperity management for each space. While each space still has a political traditions box and its current government affords a trade value to that space impacting your power’s florin economy, originally I was foolishly insistent that each space have dynamic prosperity that you could spend CP to raise or lower (subject to caps by government type). That might have worked for a computer version of the game, but it was decidedly awful for a game that already has lots of moving parts and elements new to the series. Dynamic prosperity was not only killing the delicate Command Point economy of the game, but it was also just boring to players. They definitely wanted florins and economics, but they didn’t need that much granularity. Again, so grateful I had Liz and Joe to help me see the light. The game is way better for all these refinements.

Grant: How does designing a game in an established system work? Any constraints on your thoughts for the period?

Paul: One might think designing within an existing series framework is an easier task. There is a template, a style, and a set of mechanics and design assumptions. And to an extent, this is true. It’s nice to “stand on the shoulders of giants” like our predecessors in the series, Ed Beach and Carlos Diaz Narvaez.

The difficulties I encountered, however, were met and overcome thanks to a 2025 game designer retreat hosted on Beaver Island, Michigan by Central Michigan University’s Center for Learning through Games and Simulations, run by my friend and an intrepid scholar of colonial Mexico, Jon Truitt. In that weeklong retreat in a remote, beautiful setting, I spent uninterrupted days studying the entire Here I Stand series and its rulebooks. I wrote the new rules for Foxes and Lions from the ground up there, with an eye toward retaining what was essential to the series while weaving in what was of thesis-level importance to our game and its historical setting.

The real challenge of adapting to an existing series framework is not so much what you will keep, but what you will add or change altogether. If you are standing on that giant’s shoulders, you never want to annoy (let alone topple) the giant carrying you by flailing around thoughtlessly in a shared design space. In this case, the giant isn’t just someone like Ed; it’s a community of dedicated series players who have made HIS games a lifestyle choice. Many of them are making series games of their own, such as the gracious and supportive Luis Rubio, whose game Primus Inter Pares is of great interest to me.

We know this community will put Foxes and Lions through its paces. We know too that GMT is seeking a game about the complexity of Virgin Queen, a design goal we share and think we have met. Things that we don’t fret over in our game (e.g., the religious mechanics of Here I Stand) are replaced by things that we feel we must have (e.g., political traditions).

The way Liz and I have tackled any additions or changes to the sturdy, muscular frame that is this series is always to ask a fundamental question of anything new. Does it support a “thesis-level” contention or historical organizing principle of the game? Does it add something to the series that offers a new, welcome dimension to gameplay that shakes things up for the better? If something didn’t speak to one of those needs, we generally ended up revising it until it did or dumping it.

Ultimately, we never felt the series hamstrung our vision of the period, but it enriched it. What we kept our attention on was how you can redeploy series conventions to treat a more focused region that would be a mere few spaces in the larger scale games like Virgin Queen. This change of scale and perspective was a challenge, but the system opened itself to that. To borrow from my side work as a teacher of film, we think of Foxes and Lions as zooming the camera in from the eagle-eye view of the great powers in the other series games. Like Norma Desmond in Sunset Boulevard, the Italian Wars (and as I keep stressing, the Italian experience of those conflicts) were ready for their closeup.

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

Paul: I could be here all day talking about the game’s primary and secondary sources, but I’ll keep it brief. Liz and I recently did a video about precisely this topic of sources or ancillary readings for the game and you can watch that at the following link:

The books we mentioned there are terrific places to begin. Some commentary follows the list here.

The Essential Writings of Machiavelli (translated by Peter Constantine)

Foxes and Lions: Machiavelli’s Confidence Men by Wayne A. Rebhorn

The Civilization of the Renaissance in Italy by Jacob Burckhardt

The Beauty and the Terror by Catherine Fletcher

The Machiavellian Moment by J. G. A. Pocock

Niccolo’s Smile by Maurizio Viroli

Inventing the Renaissance by Ada Palmer

Florentine Histories by Machiavelli (translated by Laura Banfield and Harvey Mansfield)

A History of Florence 1200-1575 by John Najemy

Fortune is a Woman by Hanna Pitkin

The Tigress of Forlì by Elizabeth Lev

Fortune is a River by Roger Masters

Mercenaries and their Masters by Michael Mallett

The Italian Wars 1494-1559: War, State and Society in Early Modern Europe by Christine Shaw and Michael Mallett

This is very much a partial list. Of these, the most welcomely irreverent in terms of pieties about the Renaissance is Palmer’s Inventing the Renaissance. Great stuff that explodes many preconceptions and has some great sections on Machiavelli. That side, the pieties deserve their day in court too though, and no one was more influential there than Burckhardt. It has become fashionable to pile on Burckhardt for his missteps, which is a shame because there is much he got right to which it is worth returning.

Mallet and Shaw are terrific on the Italian Wars proper, as well as the role of condottieri, whom they treat evenhandedly and with nuance missing elsewhere. Roger Masters in Fortune Is a River illuminates a lesser-known military plan to deploy terraforming of all things; the book explores a collaboration between Da Vinci and Machiavelli to divert the Arno River to strike at Florence’s favorite obsession, Pisa. The book puts into dialogue two of the most unique figures in the Renaissance; it remains a proud moment for me that I introduced my dissertation Tony Grafton to this book, as it is quite rare to find anything on this period that Tony hasn’t already read.

I’d of course recommend reading Machiavelli himself, but please, read widely, not just The Prince. There is as much to learn in his Discourses on Livy, Florentine Histories, Art of War, and his sex comedy Mandragola as there is anywhere else. Machiavelli even wrote some historical and political poetry (Decennali) on the dramas of his day.

John Najemy offers what I view as the single best modern history of Florence in English. Pocock’s classic, The Machiavellian Moment, is a most ambitious attempt to trace Machiavelli’s ideas about republics backwards to the ancient writer Polybius, but most compellingly forward to the English Civil War and the American Founding. A truly monumental book that loomed large in the conceptualization of the game.

Grant: What are the playable factions?

Paul: The player factions are the Republic of Venice, the Duchy of Milan, the Republic of Florence, the Kingdom of Naples, and the Papacy. These are the “big five” mentioned by Machiavelli in The Prince. They are confronted not only by each other, but also by four non-player “great powers”—France, Spain, the Holy Roman Empire, and the Ottoman Empire. Some have asked why Genoa is not among the playable powers; Machiavelli’s “big five” aside, this is because Genoa finds itself under the thumb of Milan at game start. It is a minor power held hostage by a player power, but it may break free and find new allies. I do have in mind a prequel expansion in which Genoa is playable though (see below for more on that).

Grant: How did you try to differentiate them in their style of gameplay?

Paul: The asymmetry of the playable powers is deeply baked into the game, both in the event deck featuring events drawing on their histories, but also in the mechanics, victory conditions, and play styles.

Venice begins the game leading the pack by a good margin. An economic powerhouse of merchant republican bent, Venice has wealth coming from its colonies abroad, especially the Balkans in our game. Yet, what was often called Venice’s “Long Decline,” which would not be completed until Napoleon’s era, was already in motion at the start of our game. The Ottomans threatening the colonies, combined with Venice’s own dangerous ambitions on the Italian mainland, would lead to disaster at Agnadello in 1509, with what must have felt like the world arrayed against Venice.

Milan begins as a powerful duchy, wherein the Visconti had been replaced by the condottieri family of the Sforzas long before game start. Milan has its thumb on Lombardy, but also Genoa. Genoa is a source of wealth and prestige, but also a constant headache and a state that might break loose. Milan is a viable threat for autowin and may expand south (as they did in the early 15th century), but it is also surrounded by great powers (notably, France and HRE), as well as neighboring Venice, their closest rival at game start.

Naples has the stability of a feudal kingdom to support its military and political cause, but it is also torn between the dynastic claims of the French and Spanish, which go back centuries. Naples is in a great position to keep what it has, but expanding toward victory is a major challenge unless it chooses to cross swords with the Papacy and others. Naples cannot rely on the status quo, even though the French armies of the time were already threatening that.

The Papacy is vexed by a roster of alternately skilled and disappointing rulers, as well as internal divisions in Roma between the Orsini and Colonna families, whose vendetta threatens both the city and papal stability. The Papacy has considerable spiritual powers with material benefits for its allies and punishments for its enemies. Occasionally it boasts military leadership to boot; think Cesare Borgia and Pope Julius II, the “Warrior Pope.” The Papacy’s advantages are often situational and fleeting though, and it is surrounded by rivals, not to mention great power intrigue (above all, from the Holy Roman Emperors, such as Charles V).

Finally, my beloved Florence. It begins with the single greatest mess of any of the powers. Piero de’ Medici, hapless and unprepared son of the late Lorenzo il Magnifico, is alienating citizens left and right. He is in the pocket of French interests and will controversially cede Pisa to King Charles VIII. In his wake comes someone no less controversial, Friar Savonarola, whose apocalyptic vision of Firenze as the “New Jerusalem” will bring it into direct conflict with the Papacy of the Borgia Pope Alexander VI. Their confrontation is an early set-piece in most games. The other rulers who follow the Friar (Piero Soderini and two Medici) offer radically different political visions for Florence. Of all five player powers, Florence must wrestle with the most political instability, particularly in a difficult starting position.

With Venice, Milan, and Naples functioning as the “big dogs” (at least among Italian player powers), both Florence and the Papacy have their work cut out for them, but many avenues to victory. Florence can play the patronage game like few others, and the Papacy will have opportunities for expansion as long as they also maintain their influence over the Christian great powers and keep the Orsini and Colonna in stalemate. Florence and the Papacy also have the game’s only option for a joint victory. Provided a Medici rules both powers (a thing not always easy to coordinate), they can win the game together by one of them achieving an autowin (i.e., military victory) on the map. This assumes of course both players are interested in and capable of this coordination.

Grant: As a CDG, how does the game utilize cards?

Paul: Our game uses the classic CDG framework of multi-use cards pioneered by Mark Herman and used to such great effect in the Here I Stand series. We have added some wrinkles, however. First, there are 26 rulers in the game (4 for Venice, 5 for Florence, 5 for Milan, 6 for Naples, and 6 for the Papacy). There are two home cards for each power, available from game start. Each home card can be used for varying purposes unique to that power, but one of the two home cards benefits more from that player having allies, who will also appreciate that card’s advantages to them. The other home card tends to be best when going it alone with few or no allies, but players are free to use either home card each turn. There are some events that impact this; one (“Well Governed Dominion”) allows a player to use both home cards that turn, while another (“Confused Administration”) allows a rival to force you to pick a home card of the rival’s choosing, while also saddling you with -1 card next turn.

Finally, we introduce an important new type of mandatory event card: Captain auction cards. These 20 figures represent the condottieri and other influential figures (even ostensibly non-military figures who nonetheless have a powerful effect on the battlefield and other arenas). Captains are the subject of aggressive florin bidding wars in secret auctions (or sometimes, assigned to a player with highest influence on a specific great power). As these captains are the most decisive on-map leaders in the game, accumulating them is vitally important, especially given the vagaries of a captain’s fate on the battlefield (a captain is a potential casualty in any battle, even a victory) and off (being subject to assassination attempts or certain events). Being a power without any captain at all is the surest way to be easy prey in a land of many predators.

Grant: Can you share a few examples of individual cards with us and explain how they work?

Paul: Here are some examples of the types of cards in Foxes and Lions, especially those that break with series conventions in one or more ways. Please note that all card images here are prototypes and will undergo further graphics work, refinement, etc. Some commentary follows the images.

First, let’s consider one of our rulers: Venice’s Andrea Gritti, not to be confused with the mind-warping mascot of the Philadelphia Flyers. In addition to typical Admin and Card Bonus ratings familiar to series veterans, each ruler card also includes important additional information. Every ruler in the game has conditions for accession and removal (if a game start ruler, removal only). These conditions are almost always situational in nature, and in Gritti’s case, depends on his predecessor Doge Grimani having been removed. Doges and Popes are most typically removed by failing a survival roll at end of each turn; some, but not all rulers have these rolls. Elderly doges and popes always do. We also see here Gritti’s effects on the game—a helpful boost when paying CP for diplomatic influence. Other leaders may have disadvantages and outright weaknesses (e.g., Piero de’ Medici’s awful Admin rating of 0).

In a sense, you must endure and exploit the ruler you have rather than necessarily embodying that ruler, as is more the role-playing conceit in other HIS series games. For example, in HIS, you feel you are Suleiman the Magnificent, and that’s great for that game with all its high-level great power shenanigans. But in Foxes and Lions, it might be most helpful to think of yourself as a Machiavelli-type advisor behind the scenes, and you certainly won’t relish embodying the weaker and more problematic rulers when navigating their serious tradeoffs. I sometimes think of the role-playing conceit of this game as you portraying no mere ruler or advisor, but perhaps an entire polity, a people weathering the rulers they’ve been dealt. The conceit at last is up to you and your play group.

Alfonso II of Naples is a different ruler example. He is the starting ruler for Naples. Alfonso is awful at Appeasement (formerly “Pacify” as seen here), which is the effort to improve sentiment in your dominion; he is so poor at this that no dominion space may even reach the coveted Feared and Loved status. Note too that while he does have a survival roll, he may also be removed if Napoli (the capital space proper) is enemy-controlled. This is a situational timer on this ruler, and other situational timers apply to many rulers (in Milan, Florence, and Naples especially).

The captain examples here include one conventional condottiere, Paolo Vitelli. You bid on captains when they are played as mandatory events. Some turns there will be few or no captains on which to bid; on other turns, they will appear in great waves. Each game play is very different on this front. Our Paolo, adept at siege assaults, nonetheless has an Achilles’ Heel—if he doesn’t assault at least once a turn, he is executed by his employer! This reflects the curious history of the real Paolo, whom the Florentines accused of treacherously soft-pedaling the siege of Pisa on their behalf. His execution enraged his brother Vitellozzo (another captain in the game), who will become an inveterate enemy of Paolo’s former employer if this happens (and it might be another power that employs Paolo, not necessarily Florence).

Then we have the illustrious Caterina Sforza, scion of a family of condottieri, but not herself one as classically defined. We felt it important that our game have a preponderance of captains who do fit that classic description, but we also wanted a few, unusual “captains” who don’t, but nonetheless had battlefield and even other impacts. Caterina is celebrated in Machiavelli’s Prince as a commanding leader defending the siege of Forlì, with Machiavelli (perhaps apocryphally) crediting her with this infamously defiant statement to her besieging enemies, who had kidnapped her sons and threatened their lives: “To show them that she did not care about her sons, she revealed her genitals, saying that she still had the means to produce more” (trans. Peter Constantine). Accordingly, in the true Man Who Shot Liberty Valance spirit of “printing the legend,” our Caterina excels in siege defense alongside other advantages upon “hiring.” If she has a vulnerability, it is that she will stand down and not fight against her beloved Milan. Every captain has a downside of sorts to go with the silver lining.

Finally, we have two card types familiar to series players, but with wrinkles. “Diplomatic Maneuvers in the Dark” is in one way your typical mandatory event; the event player gets 2 CP to spend after the mandatory event fires. What is important here is the event itself reminds us that a good number of event cards will drive the activities of the non-player great powers. Some of those events are optional, but many are mandatory to ensure regular activity on the part of the greats threatening Italy. This card also nicely pairs activation of one great power with evaluation of one minor power, the latter something quite familiar to series veterans.

The Home card example pairing here is also instructive. Both are from Florence. The first, “Civic Humanism,” exploits Florence’s advantages in patronage, lawgiving, and maintenance of dominion sentiment. The second, “Lucrative Textile Trade,” focuses on Florence’s distinctive economy in wool and cloth, but it also rewards Florence and its allies with additional florin generation beyond what is typical in the trade action. As remarkably different as the home cards of the others player powers are, this template of one ally-focused and one other home card is consistent throughout. Either card can be used with or without allies, but the ally-focused cards are especially attractive to courting, rewarding, and retaining allies. Until of course, they see you as being in the way of their own ambitions.

Grant: What role does Patronage play in the design? How have you modified the system used in Virgin Queen to fit this era and your focus?

Paul: The biggest change to patronage compared to Virgin Queen is the addition of humanists (broadly defined to include literary creators of all kinds) to the original categories of artists and scientists (also more broadly defined for our game’s purposes). We now have thirty patronage subjects (ten in each category), with two figures having different potential contributions in different categories (Michelangelo in both the arts and humanism for his poetry, and Da Vinci in both the arts and sciences for his engineering gifts).

Speaking to the broad definitions by category, a few examples suffice. Among the more predictable artists of the era, off the beaten path we have Jan Cornelisz Vermeyen, a chronicler commissioned by Emperor Charles V. Vermeyen eventually designed the “Conquest of Tunis” tapestry series, and in some ways can be viewed as a proto-journalist. Among scientists in our game, we have Luca Pacioli, often credited as the “father of accounting.” And among our humanists (extended to include classicizing poets), we have Tullia D’Aragona, a brilliant courtesan-poet who can function as an espionage informant inflicted upon a rival; the rival must both pay Tullia and can never shake her off.

Another significant change from VQ is that for the most part, patronage figures are available for any power to patronize. A few have some restrictions; for example, Machiavelli is for Florence only, while Pico della Mirandola is available to any power except the Papacy given his storied troubles with the Church’s reaction to his more provocative ideas about syncretism. These less common examples aside, most patronage subjects are open to all comers.

We also modify the rollout of our many patronage subjects with only three in each category randomly selected from the available pool on turn 1, then three more added each turn thereafter (with all having appeared by turn 4, albeit in a different order each game). This creates a bit of uncertainty about when your preferred patronage target will become available; it also afford players less cognitive overload than were all ten figures of each type available from game start. Each patronage figure has unique game effects, some immediate and some long-term, and the effects run the gamut of applications to war, politics, economics, other patronage endeavors, or entirely different effects.

Unlike VQ where artists offered VP and scientists VP and/or abilities, every subject of each type in Foxes and Lions has a completely unique patronage ability and the capacity to reward VP. No two figures are the same, and each effect is tailored to the historical achievements or longer term influence of that person.

Grant: How important is Espionage? Why is it available early from Turn 1?

Paul: We wanted the cutthroat environment and skullduggery of Renaissance Italy to be captured from game start. We understand why Virgin Queen delays those things, but we felt Foxes and Lions needed it right off to be a believable recreation of that brutal environment in Italy. No one held back historically, so why should our players?

Espionage is one of the most effective tools at any power’s disposal in the game, but only if you really commit to it. We have seen some players go hard on it, while others stay focused on patronage, conquest, their own victory conditions, etc. If you are to make espionage work for you, having informants and (when possible by event) the cypher key (another holdover from VQ) goes a long way toward exploitation of these tools.

In addition to classic VQ-style espionage actions such as Plant Informant, Gain Intelligence, and Assassination, we also have Foment Rebellion to cause sentiment problems and unrest in enemy territory, as well as Appeasement to address or put down such problems.

We also offer a Sabotage Fortifications action that can remove fortified status from a target space—a nice complement we think to the ability in other series games to build fortifications. Successful sabotage doesn’t change a space’s key status (if any), and it can thematically be understood as anything appropriate to the space; in other words, it could be a literal sabotaging of town walls, but it could easily represent traitors in the leadership ranks of that town, undermining of garrison readiness, or anything else imaginatively appropriate. Fortifications themselves should also be understood in our game to be thematically diverse. In Forlì, there may be literal walls at Ravaldino, but in Volterra, this may additionally represent the natural defenses of high ground. In Venice, imagine the natural defensibility of Venice’s storied lagoon.

Lastly, the espionage action Suborn Captain allows a power to attempt corruption of a rival’s captain (i.e., a battlefield leader), causing that captain to join your cause and possibly causing defection of some of his mercenaries too. Our research has shown that, Machiavelli’s opinion notwithstanding, captains did not defect quite as often as is held by some, but we certainly allow for it to happen in the game as it did occasionally take place. It just won’t be a slam dunk without significant effort and investment (including florins).

In sum, we think espionage is especially robust in our game. Many creative uses are already being discovered in testing.

Grant: How is the next Pope decided when a change is called for? What dynamic does this create between players?

Paul: Pope Leo above is a good example of how the Papacy’s rollout of rulers is different from any other player power. You will note Leo becomes Pope by accession in Papal Conclave.

The Papal Conclave process is used anytime a pope has “shuffled off this mortal coil,” for whatever natural or nefarious reason you imagine. Other player powers have a fairly linear progression of rulers, who change based on shifting game conditions and/or survival rolls as specified on each ruler and discussed above. Yet early on, Liz and I decided it would be delicious fun to allow the popes of this era to roll out in a potentially different order based on conclave intrigue.

The short version is that a conclave does favor the Papacy player with some extra voting power, and any ties will be decided by that player. Ties are rare though as each player power in the game will have some voting power, which can be modified by territories lost to or taken from the Papacy. Having high influence on the Christian great powers (France, Spain and the HRE) can help one’s voting power, but having too much Ottoman influence will hurt it since you are viewed as consorting with an enemy of Christendom.

Finally, we allow players to spend their precious florins to bribe their way to an outcome in secret bidding, wherein even the preferred candidate of a player is not known till everyone reveals their pick and any florins spent.

So while the game begins with the Borgia Pope Alexander VI, it may wind its way to out-of-order candidates of the era succeeding him. Sticking the Papacy with a weaker pope (hello, scrupulous Adrian VI, who foregoes espionage altogether) may hinder the Papacy’s efforts, while the Papacy’s desire for the “Warrior Pope” Julius II will often be transparent. That said, sometimes a wise Papacy player will support a weaker candidate in hopes of drawing out financial support for that weaker candidate, with the knowledge that a better pope will come down the road at perhaps a more opportune time. The Conclave, like bidding on Captain auctions, is one of the major “head games” of Foxes and Lions.

You will also note in the Leo example above a great example of a ruler with downsides. Limitations on dominion sentiment are paired with higher costs to trade. The latter reflects Leo’s tendency to spend papal resources on his own extravagances; the saying ascribed to him comes to mind, “Since God has been pleased to give us the Papacy, let us enjoy it.” It doesn’t help either that Leo causes sentiment problems in Roma, in part due to his refusal to take seriously emerging threats to church authority, including Luther as the game reaches its end stage. At least Leo opens the possibility of a joint Florence / Papacy victory as described earlier. As with so many rulers in our game, there are always tradeoffs and always ways to exploit even a troubling ruler.

Grant: How do players bid for Impulse Order? Why was this important to include?

Paul: Impulse order might be the most debated subject among designers, developer, and testers so far. We decided to include secret florin bidding for variable turn order to create yet another arena in which to angle toward your goals and thwart those of others. We also see it as appropriately reflecting the chaos of Italy compared to the great power canvas of other series games.

Variable impulse order also allows us to use the current order (established after bidding each spring) as a tiebreaker for just about any situation in the game. We have found our current group of ten veteran testers to be unanimously in favor of the variable order bidding. Winning a bid only allows you to move one power’s marker (it need not be your own), thereby altering the impulse order in the Action Phase and impacting the tiebreaker mechanic I mentioned above.

That said, some players will surely not like it, and we had some recently who were new to the game at conventions argue that having a set table order is just easier to keep track of with seating, and we acknowledge this is valid concern for some groups. Online it might not matter, but in person with limited table space, it really might. My group of ten is vocal about keeping variable order bidding as a unique feature of the game, but who knows what wider testing will show.

The upshot is that we are most likely to have a set impulse order as the default rule, but with two variants. In one variant, you can embrace the full “wild west” of variable order bidding described above. For groups that like such volatility, they’ll still have the option. Another variant we have in mind is that you can bid, but all you are changing is which player goes first, while the order proper doesn’t change. We are happy for play groups to use whatever approach they prefer. If fully variable order bidding is not used, the tiebreaker that mechanic affords disappears and is replaced by a dice off. The argument for fully variable order could be that its tiebreaker usage will entail less dice rolling in a game series that is already chock full of that.

Grant: I see there are more ways to declare war during mid-turn. How does this work?

Paul: We knew early on that we needed shifting alliances, betrayals, and overall volatile situations of war and peace in the game. While we love the other series games, we tend to find them a bit too stately for Italy in this period. Yes, some of the other games have a card that lets you start a war mid-Action Phase (famously, Machiavelli’s Prince card in HIS), but we wanted more of this to be possible and more of it to happen!

Originally, we had a mechanism that allowed mid-turn betrayal of allies and declarations of war on the fly at any time provided a cost in CP and florins was paid. This still proved to be too easy and common. It was more in keeping with the wildness of the original Machiavelli game from Avalon Hill, itself a nasty and rich Diplomacy variant.

When we discovered that process was making mid-turn betrayal and declaration of war too common and easy for the good of the game, we compromised. Most declarations of war and making of alliances will happen as normal in the Diplomacy Phase in Foxes and Lions. We still want uncertainty about the reliability of an ally (or the intentions of a possible attacker), so we created four event cards that involve the option of a) attempting to suborn a rival captain on the eve of a battle or b) declaring war mid-Action Phase, even against a current ally. The latter is relevant to this discussion.

There are a few other cards that might situationally create such an opportunity, but these are the big four that clearly do. And so long as you haven’t accounted for those four cards in the discard pile (or preferably, your own hand), you just don’t know who might be able to stab you in the back at any moment. This approach has preserved the paranoia that is necessary for the game, while at the same time preventing a betrayal from happening just anytime on a pure whim. Marshaling your hand effectively is always important in any CDG, but arguably even more so in Foxes and Lions. “Suborn” cards (that include the betrayal and DoW option) are worth their weight in gold, and smart players try to hold onto them for future use.

Grant: How is ultimate victory obtained?

Paul: We have a few types of victory, most recognizable to players of other series games. We have the classic, end-of-last turn race to highest VP (Virtù Point) total; our game is 7 turns long maximum. We have the possibility of the series-typical domination victory from turn 4 on, whereby if you are leading all other players by 5 or more VP at turn end, you can claim victory that way. Finally, we have the traditional autowin condition (getting all your key markers out on map), in essence a military victory, although diplomacy and the minor power influence game may play a large role in that outcome too. What we tinkered with was adding to autowin another requirement for each power. For example, for Florence to autowin, it must retain control of Pisa-Livorno, an historical objective that obsessed many a Florentine government. For Venice to autowin, it must have a certain number of Balkans colonies still in it is possession. And so forth with other playable powers. Autowin isn’t automatic unless you meet that power’s sine qua non condition too.

Frankly, the biggest change in our game is not to victory conditions so much as the introduction of collective defeat. Having all players lose to the “great powers” (France, Spain, HRE, and Ottomans) because Italian Virtù has tanked is our favorite innovation and very appropriate to the situation historically. The game also specifies in the rules which one or two players at your table the others get to blame (perhaps unfairly, but who said life or games are always fair). The lapdog in a collective defeat will be the player with the most VP at the time of that outcome. Many in Italy see the lapdog’s ambitious rush to personal glory as the cause of the great power triumph. The scourge in a collective defeat will be the player with the most influence on all four great powers at the time of that outcome. That influence will not reflect all the influence invested over the course of the game, but those looking for an easy scapegoat will find one in the player currently dallying most with the great powers at that moment. It is even possible for one player to be both the scourge and lapdog; no greater infamy in our game is possible.

One inspiration here is another Avalon Hill classic, Republic of Rome (soon to be back in print, it seems). In that game, players are Roman patricians battling each other, but they are also battling the game, which throws challenges at them like the Carthaginians, Gauls, manpower shortages, etc. We felt Foxes and Lions absolutely needed that possible outcome of collective loss. We are also working on variants to calibrate how likely that is to happen in any given play. The default will be collective defeat as a serious threat, but we will have variant options to make that outcome more or less likely depending on a group’s wishes. If a group wants the focus to be on a likely player triumph, they can reduce the impact of the greats; if a group wants players constantly on their heels, they can increase it.

One can reliably argue that the Italian Wars ended in great power triumph by 1559. As our current game ends with the year of the Sack of Rome in 1527, we allow the game to put that writing on the wall sometimes, but it doesn’t have to be that way if players stand tall against the great powers as Machiavelli wished—often far easier said than done. We are estimating collective defeat to be less common an outcome in the game, but a constant worry. Testing will tell on that front, but we will certainly allow play groups to calibrate this possibility to their tastes as mentioned above.

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

Paul: We will have eventually have detailed strategy guides for each power in upcoming InsideGMT pieces and of course, in the eventual Playbook. For now, referring to my answer above about player power asymmetry, the short version for strategies would look like this.

Florence

Put your messy house in order early. Try to move past Piero de’ Medici, even if you must play cards and create conditions for that yourself (Piero’s awful 0 Admin rating is a killer). We did once in testing see Piero persist three turns and threaten a joint victory with a Clement-led Papacy, but Piero is overall a drain on your prospects. You will also have to adapt to each of your next rulers in turn; Florence has perhaps the most dizzying political dance to do in the game. They also begin with serious sentiment problems in their dominion (Pisa, for example, is not particularly thrilled about losing its republican liberties to Florence).

Milan

Keep Genoa under thumb at all costs and find ways to expand into the Romagna, Tuscany, or the Veneto Region at the expense of the Venetians. Alternatively, play nice or even ally with Venice until it’s just the two of you with a viable shot at victory, bearing in mind other players will have a lot to say about such an alliance.

Naples

Continue your investment in Feudal Aristocracy in your capital and beyond. While your kingdom is safe on most sides, you need to expand to win. Papal territories seem the best and nearest opportunities for that, but you can get creative. Even Roma itself is calling you, but you must remove some pesky exclaves of Milan and the Papacy from your dominion before you truly commit to broader expansion. You will also need to play the patronage game like anyone else.

Papacy

Manage the flow of your popes through the conclave process to your advantage whenever possible. Don’t rush to get Julius II till you feel you are ready militarily. It would be premature to install him as pope, then have him die due to a survival roll before you can fully exploit him. Learn to manage the weaker popes (Adrian VI and Pius III), sometimes opting for them when your enemies least expect it and may have spent precious resources trying to inflict them on you. And above, make hay while the sun shines with Cesare Borgia. He is called “Darth Vader” by our testers for a reason. He will burn out at some point once Daddy (Alexander VI) dies, but like Roy Batty in Blade Runner, he should burn “so very, very brightly.”

Venice Maintain your top dog status as the game begins. Your bigger problem is growing into actual victory, which will take playing every aspect of the game wisely lest you be overtaken by lesser lights. You must preserve your colonies in the Balkans against often constant Ottoman threats. You need to expand on the mainland where you can without courting the wrath of all others upon you; historically, this was the disaster of Agnadello, which Machiavelli said cost Venice the efforts of eight centuries. You should patronize strategically to boost your VP total and ability profile. And you should always ensure lots of florins in your treasury; each turn end that you have 20+ florins brings VP to you. Weather your weaker doges and exploit your best; above all, the incomparable Leonardo Loredan

Grant: What has been the feedback of your playtesters?

Paul: One recent tester, Stephen Franco, made a comment that was truly gratifying: “Similar to what actually happened historically, the game is a free for all in a confined space, making for entertaining and unexpected outcomes. Great game.” That “knife fight in a phone booth” vibe, which I’ve always loved in games like Cuba Libre, has been shining forth in Foxes and Lions.

There has been a similar reaction from testers both internal and external at select conventions. That said, we are about to extend TTS testing more widely, followed by Vassal testing down the road. There may be very different reactions, concerns, and suggestions there. We look forward to all of it. Like myself, my core testing group of ten people has been very appreciative of the “thesis-level” interests of the game, and they have been amazing with suggesting how to capture the game’s theses in a way that is compelling for players while faithful to the history, as much as any game can be.

The area in which testers have been the most helpful is with implementation of the non-player great powers. That took a lot of play and effort on their part, and their ideas got us to a place where we are now very happy. Joe Dewhurst has also been terrific in helping us calibrate the greats too.

Grant: What do you feel the design excels at?

Paul: Recreating the feeling of the political and cultural climate in which Machiavelli labored, and in which he continually agonized over his beloved Florence’s fate, not to mention Italy’s. The game also has plenty of the paranoia, second-guessing, and treachery that characterized the era, but as I mentioned earlier, above all it’s a game about Machiavelli’s ideas and ideals, however pragmatically or provocatively he expressed them.

That testers have talked mid-game and afterward about Machiavelli’s deepest political concerns—that they have gotten beyond the image of the treacherous Machiavel of the Shakespearean stage in Richard III or the like—is what most gratifies me. Foxes and Lions is meant to stimulate conversation, including about our own political moment when democratic republics are in grave danger indeed. The “Machiavellian moment” is that invoked by John Pocock’s great book—the moment when any state, especially a republic, realizes its utter, temporal fragility in the wake of Fortuna. And when such a state realizes its own contradictions and failings are as dangerous to its survival as any external threat.

An example of how Machiavelli remains front and center in our game is found in three event cards dedicated to his incredible body of work, not just The Prince. Here are these cards, with a brief comment following.

We wanted our game to have some events that reflect the diversity of Machiavelli’s thought and literary output. We also wanted the event effects to tie into those key works and to be usable by any player. With the first card above, the focus is squarely on The Prince and the Discourses on Livy as political explorations of de facto princedoms and republics respectively (bearing in mind that each text explores the ostensible subject of the other too). The second card puts us in the realm of military theory and historiography; the Florentine Histories are in fact the subject of a scholarly book on which I have been working for years now, so I really wanted it to appear. Lastly, the third card always generates the most belly laughs at the table, focused as it is on Machiavelli’s scandalous sex comedy, a tale of cuckoldry and trickery worthy of the ancient comedian, Plautus. The card effect puts quite a hit on a rival, but the mockery the player endures is perhaps even more stinging. This card has had some wonderfully odd uses (e.g., as mentioned above, Savonarola instigating a cuckolding of Julius II has gone down in my tester group as legendary).

Grant: What other designs are you currently working on?

Paul: My next game, a design on my own and not in any existing series framework, is called Catasto. I have a prototype now that I plan to share at Circle DC next spring. This is another Renaissance game, but about something that hasn’t been treated before in games to my knowledge—Renaissance tax evasion. The Florentine catasto of 1427 is an extraordinarily important document in late medieval and Renaissance social history. In essence a combination of census and property assessment, the catasto permitted political appointees the right to dig into their fellow citizens’ wealth and other holdings to be sure everyone was paying their fair share. This was especially important in the context of ongoing military conflicts between Tuscany and the ambitious Visconti of Milan, all of which had to be funded.

The game explores how far Florentine families would go to hide their assets, and how far their enemies would go to expose those assets while protecting their own from scrutiny. An especially influential (yet very different) design is Tyler Brown’s 23 Knives on the conspiracy to eliminate Julius Caesar. That game uses some very clever mechanics to show how Romans hid, revealed, or unwillingly had exposed their positions on Caesar. The game also allows that the assassination may or may not ultimately succeed. This has been helpful in thinking through how my Florentine players in Catasto might go about concealing their wealth (or excusing it somehow once uncovered). There will also be a tension between seeking to be the catasto investigator and effectively hiding your family’s gains, however ill-gotten.

I’m also working on outlines for a prequel and sequel expansion to Foxes and Lions—no promises and don’t take this as anything from GMT!  Just exploring so far, but very much on my mind. The prequel would be set in the 1464-1493 timeframe and feature the Italy of Lorenzo il Magnifico. While military matters remain important there (and Genoa would be a playable power too), there is overall less chance of collective defeat to the great powers. There is much more focus on behind the scenes skullduggery and espionage in that one, including conspiracies like the infamous Pazzi Conspiracy to eliminate the Medici hatched by factions across Italy, including Pope Sixtus IV.

As the main Foxes and Lions game covers the 1494-1527 period, any sequel would cover 1528-1559 (the year of the Treaty of Cateau-Cambrésis that in essence ended the Italian Wars). That era would see a very high chance of collective defeat throughout and great transformations in the situation (e.g., Florence and Tuscany morphing into an eventual Grand Duchy, Venice’s overseas position worsening, Naples finally accepting its dependent status, etc.). If this envisioned triptych for Foxes and Lions comes to pass, I imagine it along the lines of the amazing Fire In the Lake with its prequel and sequel, and the last bit of Foxes and Lions would definitely have a “Fall of Saigon” feel of desperation. Again, no promises, but lots of passion and research on my part in these early days. We have to finish the main stage drama of Foxes and Lions first!

And after (or perhaps a bit alongside) all that, I am working on a CDG game on Skanderbeg, hero of my wife’s home country of Albania, as well as a game on Savonarola and the power of Renaissance rhetoric. I have no lack of projects, but of course the contingencies of time and space remain challenges. Still, good challenges to have!

If you are interested in Foxes and Lions: Renaissance City-States in the Age of Machiavelli, you can pre-order a copy for $88.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1229-foxes-and-lions-renaissance-city-states-in-the-age-of-machiavelli.aspx

-Grant

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

Unboxing Video: Chicago ’68 from The Dietz Foundation

Von: Grant
11. Oktober 2026 um 14:00

Chicago ’68 is a game about the riots during the Democratic National Convention in Chicago, set against the social upheavals of America in the sixties. After the Summer of Love, the Summer of Tear Gas. On one side: the Youth International Party (aka The Yippies) and the National Mobilization Committee to End the War in Vietnam (aka the MOBE), on the other: Mayor Daley, the Chicago Police Department and the National Guard. The game unfolds over the course of three days during the Democratic National Convention – from the 26th to the 29th of August, culminating in the nomination of a presidential candidate. There are two victory conditions: one is to gain the most media exposure favorable to your side and the other is to influence the delegate vote and bolster your political aims. The Demonstrators may pivot between these two objectives while the Establishment, although more powerful, must fight and win on both fronts.

Chicago ‘68 supports 1 – 4+ players, featuring asymmetrical card actions and tableau activation. Typical duration of play is about 45 minutes per player.

We published an interview with the designer Yoni Goldstein and you can read that on the blog at the following link: https://theplayersaid.com/2024/07/22/interview-with-yoni-goldstein-designer-of-chicago-68-from-the-dietz-foundation-coming-to-kickstarter-august-6th/

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #97: Prudence from 1989: Dawn of Freedom from GMT Games

Von: Grant
06. 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.

#97: Prudence from 1989: Dawn of Freedom from GMT Games

1989: Dawn of Freedom is a fast paced game simulating the end of the Cold War in 1989 as the Berlin Wall fell under pressure from the people as during this year a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle. I have really very much enjoyed my plays of 1989 and those plays are increasing as the game has been placed on the very cool and user friendly online platform Rally the Troops!

Any game that has cards is focused somehow on attacking those cards or at least minimizing access to them or to taking a turn away from your opponent by causing them to have to discard one of their cards or to do something else with that card. But there are some type of cards that will limit your opponent’s cards and their effectiveness by imposing a penalty on them. That is the case with our next card in this series from 1989: Dawn of Freedom called Prudence. The card is very simple as it imposes a -1 Ops penalty on all cards played by your opponent for the Operations Points for the remainder of the turn. All cards still will retain at least a 1 Op value but others will be reduced. The play of this card as an Event or for the juicy 4 Ops that it conveys is a real choice and players need to understand the value in the card. If played as the first card play of a turn, the penalty can impose up to a -6 Ops loss to your opponent over the course of the turn. So you have to somewhat do a cost-benefit analysis when you play the card and decide if it is best played for the Event or for the Ops. The later the turn goes, the less impact and utility the Event will have and you must gain a return from this valuable card if used for the Event. 4 Ops cards are rare and you must come out on top or your game will suffer.

President George H.W. Bush frequently used the word “prudence” to describe his cautious, restrained approach to foreign policy during the historic collapse of the Soviet bloc and the end of the Cold War. Prudence meant calculating risks and weighing long-term consequences rather than reacting with flashy, immediate emotion. When the Berlin Wall fell in 1989, Bush famously refused to publicly dance on the wall or gloat, despite pressure from political rivals like Senator George Mitchell. This was a measured and conscious choice to deescalate the tensions and fall out from the fall of the Berlin Wall as Bush feared that openly humiliating Soviet leaders or the Soviet military might provoke a hardline backlash or cause Moscow to halt troop withdrawals from Eastern Europe.

As you may know, comedian Dana Carvey popularized a famous caricature of George H.W. Bush on Saturday Night Live, using the catchphrase “Not gonna do it. Wouldn’t be prudent” to lampoon the President’s cautious speech patterns and deliberate style. While critics sometimes mocked his caution as a lack of a grand vision and understanding of his place as the Leader of the free world, historians often credit his prudent diplomacy with managing a peaceful transition out of the Cold War.

I very much enjoy the thematic connection of this card with the Event. The play of this card, which is a choice as it has a 4 Ops value and could be used in a different manner to forward the player’s interests on the game board, mimics the restraint and choices before President Bush. I think that in today’s world, this type of restraint is sorely lacking and if present at the time of the fall of the Berlin Wall, could have sparked further decades of struggle as the Cold War would have continued to freeze the 2 Super Powers into an ongoing and pointless ideological fight.

We posted a full review video and you can watch that at the following link:

In the next entry in this series, we will take a look at The Balkan Wars from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #96: Henry Knox Continental Artillery Commander from Washington’s War from GMT Games

Von: Grant
29. 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.

#96: Henry Knox Continental Artillery Commander from Washington’s War from GMT Games

Washington’s War is a war game, make no mistake about that. But, it is virtually impossible to win the game by focusing only on the field of battle. For that to happen, the Patriots need to completely drive the British forces out of the 13 colonies or the British need to wipe the American forces off the map. Both are extremely difficult and I would be surprised if any more than 1 out of 30 games ended in such a way. Rather, the ultimate goal of the game is to have political control of the colonies. If at the end of the game the Patriots control 7 colonies, while holding the British to control of less than 5, they win. If not, the British win. Simple as that. So, you can see that battle is not the main goal but control is. And more importantly political control.

I really like this about the design and feel that the real core of the American Revolution was the groundswell of patriotism and the desire to live free from the shackles of an overseas monarch who cared little for the American way of life. This desire led great men of the time to sacrifice themselves, their livelihood and their families to further the true cause of liberty and build a truly free and democratic nation where individual liberty and freedom was prioritized over anything else. And yes, I realize that this nation was not perfect, not without contradiction but the concept of liberty helped to form a country that would lead to the ultimate freedom of all people.

Washington’s War is a Card Driven Game, and as such, relies on cards to provide to players the actions needed to play the game. The cards contain OPS Points which can be used to drive various actions, including such things as activating leaders, who in turn will then move with forces to attack, and also contain written text in the form of events. These events can be played only by the side they are intended for and if drawn and played by the opposing side, they can only be thrown away while granting a few possible actions, such as placing or removing Political Control markers.

In Washington’s War, the Strategy Card Deck contains several different type of cards of which one is Battle Cards. Battle Cards are special event cards that provide a powerful +2 Die Roll Modifier (DRM) during combat and allow the user to draw a replacement card at the end of the turn. All of the Battle Cards offer a +2 DRM but each of them are tied to a different historical character or event. In this instance, the card’s effects reflect the work of Henry Knox who was a prominent Continental Artillery Commander during the Revolutionary War. There are only 9 total Battle Cards in the 110-card deck with the Patriot side having 5 cards, while the British side only has 4. I also want to point out that when these cards are used, they allow the using player to draw a replacement card at the end of the active player’s turn, keeping your hand size strong and not forcing you to sacrifice a card. And due to the fact that they swing combat odds significantly and also replace themselves with a draw, they are heavily prized and typically are saved in a player’s hand for those critical campaign-deciding clashes.

Henry Knox was an American military officer, politician, bookseller, and a Founding Father of the United States. Knox, born in Boston, became a senior general of the Continental Army during the Revolutionary War, serving as chief of artillery in all of George Washington’s campaigns. Following the war, he oversaw the War Department under the Articles of Confederation from 1785 to 1789. Washington appointed him the nation’s first Secretary of War, a position which he held from 1789 to 1794. He is well known today as the eponym of Fort Knox in Kentucky.

During the siege of Boston, the idea arose that cannon recently captured at the fall of forts Ticonderoga and Crown Point in upstate New York could have a decisive impact on its outcome. Knox is generally credited with suggesting the prospect to Washington, who placed him in charge of an expedition to retrieve them even though Knox’s commission as an officer had not yet arrived. Reaching Ticonderoga on December 5, 1775, Knox commenced what came to be known as the “noble train of artillery”, hauling 60 tons of cannon and other armaments by horse-drawn and ox-drawn sleds across some 300 miles of ice-covered rivers and snow-draped Berkshire Mountains to the Boston siege camps.

The region was lightly populated and Knox had to overcome difficulties hiring personnel and draft animals. On several occasions, cannon crashed through the ice on river crossings, but the detail’s men were always able to recover them. In the end, what Knox had expected to take just two weeks actually took more than six, and he was finally able to report the arrival of the weapons train to Washington on January 27, 1776. Historian Victor Brooks writes that this was “one of the most stupendous feats of logistics” of the entire war, and Knox’s effort is commemorated by a series of plaques marking the Henry Knox Trail in New York and Massachusetts.

The cannon were immediately deployed to fortify the Dorchester Heights recently taken by Washington. The battery’s position over Boston harbor led the British to evacuate Boston for Halifax, Nova Scotia. With the siege ended, Knox undertook the improvement of defenses in Connecticut, Rhode Island and New York in anticipation of a possible British assault. In New York he became friends with Alexander Hamilton, commander of the local artillery. He also established a close friendship with Massachusetts general Benjamin Lincoln.

A team of oxen hauls captured artillery toward Boston as part of the 1775-76 “Noble train of artillery”.

Here is a link to our full video review of the game:

In the next entry in this series, we will take a look at Prudence from 1989: Dawn of Freedom from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #95: Flying Ace from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

Von: Grant
22. 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.

#95: Flying Ace from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

The Republic’s Struggle is a thematic Card Driven Game that tells the story of the historical events that took place in Spain after the resignation to the throne of King Alfonso XIII, and the proclamation of the II Spanish Republic in 1931. With the creation of the new regime, the struggle for power between the different social, political and ideological sectors increased, which gave rise to continuous changes of political power, alterations of public order, armed uprisings and violent acts, carried out by the numerous ideological factions of the moment; which culminated in 1936, in a failed military uprising. The failure of this coup d’état was the origin for the Spanish Civil War.

The Republic’s Struggle is based on Twilight Struggle from GMT Games and uses the same concepts of area control while adding in some actual combat with units represented on the board. During the game, the Republican player and the National player, will be able to recreate events of the period to increase their popularity in the localities by carrying out political propaganda, recruiting troops or militias, generating revolts or assaults, establishing diplomatic relations or carrying out bombardments. All this will be done by playing their hand of cards in an alternative way, either by using the events or by playing the action points or icons to perform any of the other actions available to the players.

As you probably know, the Spanish Civil War was a bloody and vicious affair. With the advent of air planes and advancement of other weapons technology there was no army that couldn’t be touched. In The Republic’s Struggle players can use their cards and Operation Points to perform an aerial bombing on enemy units that are found on the various fronts. The Bombardment Process is executed by spending the Operation Points (OP’s) of a card, provided the card features a special bomb icon in the upper left hand corner near the Op Points. If a card displays both a bomb icon and a combatant cube icon, you may only choose to execute one of the options and not both. These Bombings target combatants located in specific Fronts, which are represented by circular spaces where army cubes may be placed through card play. In order to perform an aerial bombing, the player must have control of n Air Base Location on the Front that they wish to attack. The attacking player will add the Operation Points of the card played and adds a D6 while the defender will also roll a D6 but will add in the Defense Value that was determined at the outset of the turn by the play of a card and +1 for each of their cubes in the Front. If they have played a card such as Flying Ace, they will get to add a +1 to this total and then results are compared and a winner is determined and losses are the difference between the Attack and Defense Value.

That is the real power in the Flying Ace card as this +1 can be a huge boon in these aerial bombings and allow them to put up a stiffer defense and hold onto more of their units on these Fronts. The game instructs players to utilize the Exclamation Point markers to remind themselves of these type of benefits as the player should place the played card in front of them with the marker to be able to remember the benefit later in that turn.

But the Flying Ace Card provides another smaller but important benefit as it allows the Nationalist player to place 1 Popularity Point in Tablada and León to continue to build their influence and control of these key regions for scoring purposes. And finally, another benefit is that the play of the Flying Ace Card will prevent the Republican player from being able to play their Soviet Fighters Card which has a similar benefit. The thinking here is that the first player to get this card out controls the skies and has air superiority.

Aerial bombing during the Spanish Civil War marked a dark turning point in military history, serving as a lethal testing ground for the aerial terror tactics later unleashed in World War II. An estimated 15,000 people died from air raids during the conflict, with the vast majority of victims being civilians targeted by Nationalist forces backed by Nazi Germany and Fascist Italy. One of these horrific events was that of the Bombing of Guernica on April 26, 1937. Carried out by Nazi Germany’s Condor Legion and Fascist Italy’s Aviazione Legionaria, this raid destroyed a massive portion of the Basque town and killed hundreds of civilians. It became the ultimate global symbol of the brutality of war, immortalized by Pablo Picasso’s famous painting Guernica.

In the next entry in this series, we will take a look at Henry Knox Continental Artillery Commander from Washington’s War from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #94: Hamet’s Army Created from The Shores of Tripoli from Fort Circle Games

Von: Grant
15. 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.

#94: Hamet’s Army Created from The Shores of Tripoli from Fort Circle Games

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

While the main combatants in the game are naval units, there are ground units as well that must be used to try and take Tripoli to win the game. The American ground units consist of Hamet’s Army, which is a combined force of Arab and American infantry units that are dedicated to the mission of installing the pro-American Hamet Qaramanli on the Tripolitan throne. These ground units consist of white cubes that represent the Arab Infantry and blue cubes that represent American Marines. In Ground Combat, each Infantry unit rolls one die and it takes one hit for them to be eliminated.

Hamet’s Army will be created if the United States player plays the card Hamet’s Army Created for the Event. There are several conditions to the card being played though as it must be the Spring of 1804 or later and there has to be at least one American Frigate located in the Alexandria harbor. Once played to bring on Hamet’s Army the card is removed from the game and placed in the box. The newly created army will have to fight their way through 2 locations, Derna and Benghazi, for a final confrontation at Tripoli. I think that I very much enjoy this card because it is a necessary step in the game that the player has to plan for and be prepared to play when it does reveal itself. The player must be ready by using a portion of their limited actions to move at least 1 American Frigate to the harbor of Alexandria and then play this card for the printed event. Keep in mind that this is just the start though as there is a long way to go from here and many more things that must be completed to setup the final showdown.

Hamet Qaramanli’s army was a mixed mercenary force of several hundred Arab and Berber fighters, European cannoneers, and Greek infantry led by U.S. Army Captain William Eaton and U.S. Marine Lieutenant Presley O’Bannon during the First Barbary War. The goal of the expedition was to successfully march across the North African desert, capture the city of Derna, and depose the ruling Pasha of Tripoli, Yusuf Qaramanli in favor of his exiled older brother Hamet Qaramanli. In early 1805, the force marched roughly 500 to 600 miles across the Libyan Desert from Egypt to the Tripolitan border. The force consisted of 8 U.S. Marines, a small group of U.S. sailors, 26 Greek volunteers, a company of cannoneers and roughly 1,000 Arab and Berber mercenaries loyal or allied to Hamet. On April 27, 1805, aided by U.S. Navy warship bombardments, the force successfully stormed and captured the strategic port city of Derna in the Battle of Derna. But before Hamet’s army could advance further toward Tripoli, the United States signed a peace treaty with Yusuf Qaramanli, abandoning Hamet’s claim to the throne in exchange for freed American prisoners and an end to tributes.

Lieutenant O’Bannon and Marines advancing toward Tripoli. (Image from Merrill L. Bartlett and Jack Sweetman, The U.S. Marine Corps: An Illustrated History, (Naval Institute Press, Annapolis, MD: 2001), 30–31.)

In the next entry in this series, we will take a look at Flying Ace from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #93: German Home Card Otto von Bismarck from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

Von: Grant
09. 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.

#93: German Home Card Otto von Bismarck 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.

In Imperial Elegy: The Road to the Great War 1850-1920, the Otto von Bismarck Card is a powerful and extremely important German Home Card. Rather than being shuffled into the common Action Card Deck, it belongs exclusively to the Prussian/German player’s unique toolkit to represent the historical trajectory of German state-building. The card is mechanically tied to the first few turns of the grand 7-decade timeline and acts as a get started quickly card for the German player as they begin the long and somewhat difficult task of attempting to unify the Germanic peoples under one banner. The German player can choose to execute it on Turn 1 to abstractly simulate Bismarck’s rapid real-world rise to power and kickstart early diplomatic maneuvers or wars. Playing as Germany, the player should be focused on attempting the Unification of Germany and will most likely choose the Unification National Goal card as a standard at the beginning of games. The Bismarck Home Card is the primary historical vehicle used to achieve this unification and simulates driving the annexations or alliances needed to claim crucial minor regions including Saxony, Schleswig-Holstein, Denmark and Alsace Lorraine. And like standard Action Cards in Imperial Elegy, the card presents a choice. The German player can either choose between using its high Command Point (CP) Value of 3 for a massive push focusing on industrial development or military actions, or using the card for its printed Event text. One of the really nice parts of the card is the way that it effects Stability in the game. Stability is a core national resource and rating that measures a major power’s internal political health, structural integrity and capacity to wage war or absorb setbacks such as economic downtown and social upheaval. Typically, when you declare war, your Stability will degrade but not in the case of a War of Unification. And with Bismarck, Germany will gain 1 Stability when they declare a War of Unification. This is such a powerful effect for the early game as it will allow the German state to build up their capacity and increase Stability to be able to perform later in the game.

1871 portrait of Otto von Bismarck, the first Chancellor of the German Empire. He is depicted wearing his signature Prussian military uniform, including the distinct Pickelhaube (spiked helmet).

Otto Eduard Leopold, Prince of Bismarck, Duke of Lauenburg, known as Otto von Bismarck, was a conservative German statesman who masterminded the unification of Germany in 1871 and served as its first chancellor until 1890, in which capacity he dominated European affairs for two decades. He had previously been Minister President of Prussia from 1862–1890 and Chancellor of the North German Confederation from 1867–1871. He provoked three short, decisive wars, against Denmark, Austria, and France.

Following the victory against Austria, he abolished the supranational German Confederation and instead formed the North German Confederation as the first German national state, aligning the smaller North German states behind Prussia, and excluding Austria. Receiving the support of the independent South German states in the Confederation’s defeat of France, he formed the German Empire – which also excluded Austria – and united Germany.

With Prussian dominance accomplished by 1871, Bismarck skillfully used balance of power diplomacy to maintain Germany’s position in a peaceful Europe. To historian Eric Hobsbawm, Bismarck “remained undisputed world champion at the game of multilateral diplomatic chess for almost twenty years after 1871, and devoted himself exclusively, and successfully, to maintaining peace between the powers”. However, his annexation of Alsace-Lorraine (Elsaß-Lothringen) gave new fuel to French nationalism and Germanophobia. Bismarck’s diplomacy of Realpolitik and powerful rule at home gained him the nickname the “Iron Chancellor”. German unification and its rapid economic growth was the foundation to his foreign policy. He disliked colonialism but reluctantly built an overseas empire when it was demanded by both elite and mass opinion. Juggling a very complex interlocking series of conferences, negotiations and alliances, he used his diplomatic skills to maintain Germany’s position.

A master of complex politics at home, Bismarck created the first welfare state in the modern world, with the goal of gaining working-class support that might otherwise go to his Socialist opponents. In the 1870s, he allied himself with the low-tariff, anti-Catholic Liberals and fought the Catholic Church in what was called the Kulturkampf (“culture struggle”). He lost that battle as the Catholics responded by forming the powerful German Centre Party and using universal male suffrage to gain a bloc of seats. Bismarck then reversed himself, ended the Kulturkampf, broke with the Liberals, imposed protective tariffs, and formed a political alliance with the Centre Party to fight the Socialists. A devout Lutheran, he was loyal to his king, Wilhelm I, who argued with Bismarck but in the end supported him against the advice of his wife Queen Augusta and his heir Crown Prince Frederick William. While Germany’s parliament was elected by universal male suffrage, it did not have much control of government policy. Bismarck distrusted democracy and ruled through a strong, well-trained bureaucracy with power in the hands of a traditional Junker elite that consisted of the landed nobility in eastern Prussia. He largely controlled domestic and foreign affairs, until he was removed by the young new headstrong Kaiser Wilhelm II. He retired to write his memoirs.

This historic image shows Chancellor Prince Otto von Bismarck (center) with diplomatic envoys and plenipotentiaries of the Federal Council (Bundesrat) inside the Berliner Reichstag in 1889.

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 Hamet’s Army Created from The Shores of Tripoli from Fort Circle Games.

-Grant

First Impressions Video: The Napoleonic Wars from GMT Games

Von: Grant
04. September 2026 um 14:00

The Napoleonic Wars, 1805 – 1815, brings you a fast-paced, tension-filled, card-driven wargame using a point-to-point movement system that pushes the envelope in a new direction for this pivotal period of history. Having a simple-to-learn strategic system and short rulebook, The Napoleonic Wars, can be played in an evening as the cards and Diplomatic Track make for tough decision-making in the face of everchanging enemy threats.

Set in 1805 Europe, you must weigh the strategic dilemmas facing the two alliances in mortal conflict. Napoleon’s France enjoys a superb army, central position, superior leadership, and a useful, if not powerful, ally in Spain. However, she faces three foes.

-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

Discussion Thread: In-Game Retribution…is that a thing that is acceptable?

Von: Grant
12. August 2026 um 14:00

I am going to start this new feature on the blog called Discussion Thread where I pose a question or a situation and seek your input and comments on the issue to gain greater understanding and to encourage thoughtful feedback. I think this will only be successful if we get lots of opinions and queries so please speak up and let me know your thoughts. Big or little. Nothing is out of bounds. I also feel that this series will be a bit therapeutic for me and my mental health. I am not sure how often I will post these type of things but wanted to see how it goes and also to share something that happened to me recently in a game that got my gears a grinding.

*All names have been changed or omitted to protect the privacy and identity of those involved.

But first, I am going to have to set the scene for you. As you know, we really enjoy attending conventions and playing large multi-player wargames such as Here I Stand, Virgin Queen, War Room, Alliance and many other titles. Over the years, we have absolutely had a blast at these conventions and they are the best places to play these large 5+ player wargames. Recently, while attending the World Boardgaming Championships in Seven Springs, Pennsylvania. This year I attended alone, as Alexander was on vacation in the south of France with family, and I was able to coordinate a full 6-player game of the amazing Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations. This game was released in late 2025 and we have since played it 3 times, including this play at WBC. Imperial Elegy is a is a 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. Like those games, IE is a grand scale sweeping epic that play multiplayers and take a day to play (literally 12-14 hours to see the game through to the bitter end). The game covers the dying throes of the colonial and imperial powers of the 17th and 18th century as they deal with local colonial uprisings, attempts to unify fractured countries, build alliances for protection and to aid in their own expansion and economic concerns of population growth and industrialization. Players will take on the roles of 1 of 6 unique major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire. This is a really deep and involved game and frankly after 3 plays I am finally grasping what it is that I should be focused on, how to go about building alliances and the benefits that I must get from those to have a chance at survival. But I am still learning and have only played as the German/Prussian Empire and France, so there is a lot yet to learn and explore.

While playing a 6-player game at WBC recently, I was the French. Previously I had played as the German/Prussian Empire and this was going to be a new experience where I could see what another faction was about and begin to understand their motivations, goals and objectives. A fellow player, who was playing as the UK, which is a natural ally of the French, saw my taking of some actions that didn’t sit well with him and he was actively trying to find ways to punish me for doing what he didn’t agree with. Keep in mind he never said anything about his reasoning at the time of taking the action, because it made zero sense at the time in the state of the game, nor did it make any sense in the game for the UK’s long term strategy. It was simply odd and I was searching for understanding as to why he would choose to do what he did.

In the game, I had just agreed with Germany to voluntarily give up Alsace Lorraine because I had no way to prevent him from coming in and destroying my 1 army there. He had 2 full armies, one of which had an Elite Corps. as well as an adjacent army supporting it on the board. So I decided I would sue for peace and try to avoid a prolonged battle that would waste my resources and that would ultimately, at least in my opinion, lead to me losing the location. The German/Prussian Empire is trying to unify their country and must control a certain number of countries on the board marked with a German flag, of which Alsace Lorraine is one. As a concession with the German player, I was able to convince him to give me 2 cards from the deal, which were randomly drawn as you cannot simply give over a specific card, and they were both 1’s. Bummer. But, I now had 2 extra cards to perform a few more actions that turn and that was a good trade off for me.

I was planning to go hard into colonies in Africa, Asia and even into North America to get to 6 Colonial Keys to accomplish one of my National Goals and to gain an extra +1 Card and +1 Manpower. I had already made good progress by taking Algeria and gaining traction in Morocco in North Africa and controlled 1 of the spaces on the Africa sub map.

That’s when he played a 3 Ops Card called Folie de Grandeur for the event which allowed him to place a revolt in a French controlled colony in Africa, Asia or North America and he went behind me to take out Algeria which meant I would have to go back and move an Expeditionary Force there and spend 3-4 impulses to Pacify it and get it back under my control. It sucked. The event also forced me to lose a Stability and take a -1 Card marker. This was a devastating and mean card to play at that time.

I asked him why he would play this card, as we were moving toward becoming allies and had discussions about how things should and could go, and I had done nothing to him but had been simply trying to do what France should do by going into City of Light points, intervening in Italy and their unification and building colonies. I was admittedly a bit upset and kept pestering him about his reasoning through the whole game. He said at the time he played that card, he had a good hand with several large Ops cards and didn’t need the extra 3 from this card (I call BS as you can always use more Ops). Plus I actually watched his final card plays that round and he didn’t have good cards but had a middling hand with several 2 OPs cards. I was taking notes.

So we played out the game and he actually screwed me over later with another stupid event (man there are a ton of those Mandatory little events that make taking colonies very dicey) and he was absolutely not in the game at all. He had only scored 2 VP from his National Goals and had only a few colonies with just 2 in South Africa. Later that evening over dinner, I asked him again why and told him his reasons used at the table were BS. He said to me straight faced that I had pissed him off with my move with Germany and he was punishing me. Punishing me? In a game that I am still exploring to learn and understand the buttons to push and levers to pull. As mentioned, I have only played 3 times with Germany/Prussia and France. He was PUNISHING me! Are you kidding me?!? Geeze. This has still bothered me to this day and I wanted to share to have you either talk me down off the ledge or give me some reasoning to make it all make sense.

I want to clarify that this person is a good friend. We have played games together for years and we are always mixing it up. I plan to continue playing games with him and I am sure will have many other experiences to share over the years.

So what are your thoughts? Was I misguided in my angst? Did I take it too personally? Was he justified in his actions? What do you do when you have a situation like this in a game? Thanks for reading and for sharing your thoughts. I will come up with a few more of these posts over the next few months to share and I hope to see lots of comments and reaction.

In the meantime, we have put out several pieces of content, including written posts and videos. You can visit those by following the links below:

Unboxing Video:

Video Review:

Summary on 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/

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #85: Hydraulic Recoil: https://theplayersaid.com/2026/07/07/my-favorite-wargame-cards-a-look-at-individual-cards-from-my-favorite-games-card-85-hydraulic-recoil-from-imperial-elegy-the-road-to-the-great-war-1850-1920-from-vuca/

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #89: Frederick Douglas from For the People 25th Anniversary Edition from GMT Games

Von: Grant
11. August 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.

#89: Frederick Douglas from For the People 25th Anniversary Edition from GMT Games

For the People is a strategic level Card-Driven wargame about the whole 4+ years of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end of the war at Appomattox Court House. Players take on the role of either President Abraham Lincoln or President Jefferson Davis and command armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.

As a Card Driven Game, For the People includes a deck of strategy cards that are used for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States and issue the Emancipation Proclamation. The cards are used in the classic sense of a CDG for either the Operations Points to fuel various actions or for the printed event. According to the designer Mark Herman, “The cards are designed to present the player with his political and operational options. The use of Strategy Cards as political instruments will slow the operational tempo of military operations. The converse is also true. Both sides spent the first year of the war, 1861, mobilizing and organizing their war efforts.

The game is extremely interesting and I recently had my first experience with it and very much enjoyed what it was that I was doing even though I really had little idea about my proper strategy for the Union and what it is that I should be focused on in the game.

The Frederick Douglas card from For the People really is a bit misnamed. While Frederick Douglas was a major influence for abolitionist activities as well as progressive thinking amongst the politicians of the North, the card really should have been named for the Negro soldiers who gave so much, their lives, their backs and their families, to volunteer and fight on the side of the Union during the American Civil War. The card’s text reads “Union receives five SP’s for raising freemen Negro troops. The SP’s can be placed in any single Union controlled space with an LOC in NJ, DE, PA or Washington, D.C. that does not contain Confederate SP’s or a fort”. This card gives a huge boost to the Union side especially if it comes up early in the game as Union SP’s on the board are spread out and defense of Washington is not as stout as it needs to be. In my recent play, I got this card in my opening hand and was able to place the 5 SP into Frederick, Maryland to add to the already existing 5 SP there. Along with the Army of the Potomac and its SP stationed in Washington, D.C. this effectively discouraged the CSA from invading the North and attempting to go for a capture of the capital. You will notice that the card is a 3 OP’s card, which is very valuable in and of itself, as most of the Union Generals at the start of the game, with the exception of Burnside, have a 3 Strategy Rating and require a 3 OP’s card to activate.

The issues of emancipation and military service were intertwined from the onset of the Civil War. News from Fort Sumter set off a rush by free black men to enlist in U.S. military units. They were turned away, however, because a Federal law dating from 1792 barred Negroes from bearing arms for the U.S. army (although they had served in the American Revolution and in the War of 1812). In Boston disappointed would-be volunteers met and passed a resolution requesting that the Government modify its laws to permit their enlistment.

The Lincoln administration wrestled with the idea of authorizing the recruitment of black troops, concerned that such a move would prompt the border states to secede. When Gen. John C. Frémont in Missouri and Gen. David Hunter in South Carolina issued proclamations that emancipated slaves in their military regions and permitted them to enlist, their superiors sternly revoked their orders. By mid-1862, however, the escalating number of former slaves, the declining number of white volunteers, and the increasingly pressing personnel needs of the Union Army pushed the Government into reconsidering the ban.

As a result, on July 17, 1862, Congress passed the Second Confiscation and Militia Act, freeing slaves who had masters in the Confederate Army. Two days later, slavery was abolished in the territories of the United States, and on July 22nd President Lincoln presented the preliminary draft of the Emancipation Proclamation to his Cabinet. After the Union Army turned back Lee’s first invasion of the North at Antietam, MD, and the Emancipation Proclamation was subsequently announced, black recruitment was pursued in earnest. Volunteers from South Carolina, Tennessee, and Massachusetts filled the first authorized black regiments. Recruitment was slow until black leaders such as Frederick Douglass encouraged black men to become soldiers to ensure eventual full citizenship. Volunteers began to respond, and in May 1863 the Government established the Bureau of Colored Troops to manage the burgeoning numbers of black soldiers.

By the end of the Civil War, roughly 179,000 black men (10% of the Union Army) served as soldiers in the U.S. Army and another 19,000 served in the Navy. Nearly 40,000 black soldiers died over the course of the war. Black soldiers served in artillery and infantry and performed all noncombat support functions that sustain an army, as well. Black carpenters, chaplains, cooks, guards, laborers, nurses, scouts, spies, steamboat pilots, surgeons, and teamsters also contributed to the war cause. There were nearly 80 black commissioned officers. Black women, who could not formally join the Army, nonetheless served as nurses, spies, and scouts, the most famous being Harriet Tubman, who scouted for the 2nd South Carolina Volunteers.

In the next entry in this series, we will take a look at Mob from Time of Crisis: The Roman Empire in Turmoil, 235-284 AD from GMT Games.

-Grant

Interview with Sam London Designer of Common Sense: An American Revolution, 1775-1783 from GMT Games

Von: Grant
10. August 2026 um 14:00

In November 2024, while attending the SDHistCon, we sat down with designer Sam London to play his upcoming game called Common Sense (it was originally called Absolved from All Allegiance), which was announced on GMT Games P500 last year. The game is an American Revolutionary War Strategic Level game that uses trick taking and is a struggle over the Will to Fight Track that measures the level of commitment by both sides to the fight. We recently reached out to Sam to get some more details to share about the design and he was very glad to oblige our request.

If you are interested in Common Sense: An American Revolution, 1775-1783, you can pre-order a copy for $58.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1217-common-sense-an-american-revolution-1775-1783.aspx

*Keep in mind that the design is still undergoing playtesting and development and that any details or component pictures shared in this interview are for prototype purposes and will definitely change prior to final publication as they enter the art department.

Grant: Sam welcome back to the blog. How are your other announced game projects coming along?

Sam: Thanks for having me back! Things are going well. I am hands off on Firefight Tactical at this point. All of the content art is complete and we are just working on things like rulebook layouts. I am very much looking forward to getting it out the door and into people’s hands. Microverse has most of the art complete. I am doing a few tweaks to the bot still to get it to a point I am happy with it, but in truth it is not tracking far behind Firefight Tactical. They both have been wonderful experiences from a development and production stand point and I cannot speak highly enough of the various teams I have worked with at GMT on these games.

Grant: How have you changed as a designer over the past few years?

Sam: This is an awesome question and I am grateful to be asked it as it forced me to do some introspection. To explain I will have to make some references to film making. As I have stated previously I have been designing games for a couple of decades at this point and only started trying to get my designs out there after Covid. The truth is that while this gave me lots of opportunities to refine my design chops, it was ultimately just me learning in a bubble. Coming into the hobby as a designer rather than a gamer, I fancied myself as a sort of auteur designer. For those not familiar with the term in the context of film making, this is an approach to creative endeavor where everything is made to conform precisely to one person’s specific vision. After getting to work with so many fantastic people, decidedly outside of my bubble, I have taken a bit of a 180. While I still own the ultimate vision, I now recognize that the odds that I understand the optimal route to get to that destination are unlikely, and that pretending I do will often result in an inferior game. This isn’t to say that I am going to incorporate every bit of feedback I receive into my designs. It does mean that I am more able to recognize weaknesses in my designs as conceived and solicit feedback from others to get around my blind spots. 

Grant: What specific lessons have you learned about design?

Sam: The big one would be about systems pruning. Most people, myself included, understand academically that design complexity for complexity’s sake is not good. Putting that principle into practice, especially retroactively, is far more challenging. Every mechanism in the game has to serve the player’s enjoyment without making the cost of entry too daunting. This can often mean cutting mechanisms that I am particularly passionate about, but for which I am the sole audience (or close to it). This is especially difficult for me because I consider myself a systems designer, and I virtually always approach the mechanics of a design first.

Grant: What is your newest project Common Sense about?

Sam: Common Sense: An American Revolution, 1775-1783 is a card driven strategic level wargame covering the American Revolution. It attempts to offer a comprehensive view of the conflict, all the way from the battlefield to the halls of the Continental Congress and British Parliament.

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

Sam: I always knew I would want to do an American Revolution game. The problem was that I needed a system that would fit my thesis of the conflict. A few years back I was working on a Barbarossa game and every step of the way I was thinking I would rather do that system in the American Revolution. The more passionate I became about that, the more I started to flesh out the system in ways that didn’t make sense for Barbarossa. Eventually that game ended up in the trash bin and Common Sense got my attention instead. I think the American Revolution is such a fascinating subject because it’s a real David and Goliath story. I of course am keenly aware that in reality it was more of David vs Goliath while Goliath is arm wrestling another giant while also trying to solve a Rubik’s cube, but there is still a lot of inherent heroic optimism to that history. Also, everyone loves a good underdog story.

Grant: What is your design goal with the game?

Sam: My design goal for the system was to see how much personality I could give to the belligerents without making their asymmetries require too much rules overhead. We have all played asymmetrical games where you feel like after you read your rulebook you need to read the other player’s rulebook to have a comprehensive understanding of the game. Here, while there are some mechanisms that are specific to each side, the asymmetry is more in terms of each player’s strategic concerns rather than their tools to execute upon them. All of these relate back to this unifying concept of “resolve” which is an abstraction that allows us to relate the varying strategic concerns into a single mechanism.

Grant: How did you focus on creating asymmetry on each side? What are some basic examples of these differences?

Sam: As noted above, I viewed each side in terms of what was unique about their concerns and what was unique about their tools to address them. For the British as an example, they are tremendously constrained by supply. It isn’t just a supply line (though it is that too), it’s a currency they spend to move and battle with units. Obviously historically supply was a concern for the Colonials as well, but it did not hamstring them to the same degree, so the Colonials don’t have to worry about it at all. What’s more, this opens up strategic opportunities for the Colonial player to attack the British in other areas to force the British player to split their limited resources. An example for the Colonial player is Attrition Combat. Each time the Colonials battle in a space they control on their turn, they have the option to resolve Attrition Combat, in which they cede control of that space to the British but as a result can resolve the battle without risking return fire. At the beginning of the game this must be used strategically and sparingly, but as certain key personalities in the Colonial Deck, from George Washington to Francis Marion enter play it becomes far more powerful.

Grant: How does the game use trick taking? Why was this a good choice for your vision of the game?

Sam: I am actually trying to get away from that term, as I think it causes people to think that Common Sense is a lighter game than it is. It invokes pithy card games rather than sweeping strategic affairs played out on a map. The final rulebook will likely make no reference to standard trick taking terms. I chose it as a core mechanism though for a variety of reasons. One I will cover in a future question, but the other reason is because I became very interested in the question of card balance. If I have a card driven game with a variety of card effects, and I want them to vary in their power, they have to be balanced in some way. The most common way this is handled in game design is to make them have a proportionate cost to play using some in-game currency. I was more interested in making the powerful cards more difficult to play. In fact, I wanted to take a step beyond that and say that not only are they more difficult to play, but they are never guaranteed. This gave me a simple way to inject far more personality into the cards and make some have a tangible weight to them when they manage to enter play. “Ha ha, I play King George. You’re in trouble now.” Trick taking was a natural fit for this as the rules overhead for it is comparatively light and the cards come with their own intrinsic value based on the ease with which they can be used to win tricks.  

Grant: What is the makeup of the cards? Can you share a few examples with us and explain their use?

Sam: Each year players will begin their turn with a ten card hand. They can perform a strategic mulligan of up to 5 cards each year. This is not in case a player got a “bad hand” but rather so they can try to postpone getting cards that do not fit their strategic objectives at the start of the year. The year is then played out over a series of ten “clashes” in which the initiative player plays a card face up and then the other player does the same. The initiative player’s card sets the suit for the clash and the non-initiative player must follow the suit of that played card if able. Then the player who played the card with the higher initiative value (ties going to the non-initiative player) resolves their card. 

In this example (all placeholder art at this point in the game’s development by the way), the Colonial player has initiative and plays the Artemis Ward card into the clash who is a 6 value of the Battle suit. The British player then plays Battle of Quebec into the clash which is a 7 value of the Battle suit. Battle of Quebec then resolves.

The British player immediately gains a supply (the orange wagon in the upper right corner). This is a special bonus effect present on some cards. The equivalent effect for the Colonials is to go up on the Continental Congress Track. They now have the option to cancel the resolution of the card to perform any one of their available actions. If they choose to continue to resolve the card they resolve its event first. Battle of Quebec’s event is of the type “special action,” which offers additional effects to the action on the card. In this case, if the Battle action is used to resolve a battle north of the Winter Line, the Colonial player must reroll all their successful hit dice once. The last piece is the yellow star under the Battle suit icon which indicates Battle has “advantage” over the Special suit. This means that if the non-initiative player does not have a card of the clash’s suit to play into the clash, any Battle card will always beat a Special card.

Grant: What different suits are included? What use does each have for players?

Sam: There are three common suits which are universals and one special suit which is player specific. The three common suits are March, Battle, and Recruit. March is used to move armies about the board, Battle is used to fight, and Recruit is used to get more units to fight with. There are asymmetries in how these resolve but the goals of their use are the same, which is why they are considered the common suits. 

Grant: What is different about the Special Suit? How does it benefit players?

Sam: The Special suit is different for a couple of reasons. First all of the actions contained in the Special suit cards are unique to that player. The Colonial player can train their militia units into the Continental Army and negotiate with the French, eventually bringing in and performing actions with French pieces once they enter the conflict. The British player can recruit, move, fight, and raid with Native units and move and battle with the British navy. A lot of the flavor of the two sides are contained in the Special suit. The other thing that is different about the suit is that the Special suit allows you to resolve any combination of these actions. For example a Battle x 3 card allows you to resolve up to three Battle actions. A Colonial Special x 3 on the other hand will allow them to perform a mix of any 3 train and French actions which offers flexibility.

Grant: What is the purpose of the Resolve Track?

Sam: I mentioned the Resolve Track earlier when I was describing how most of the asymmetrical concerns of the players coalesce into a singular concept. The Resolve Track serves three purposes. Firstly, it is the game clock. While the game can end in the event that you completely resolve the year 1783, it will more commonly end when the British and Colonial Resolve markers cross. Each player’s Resolve marker starts on opposite ends of the track and moves towards the other end as they lose resolve. Once they cross, the year is completed and final scoring occurs.  

Grant: How do players manipulate this track? What benefits or detriments does it provide to players?

Sam: This is where the other functions of the Resolve Track come in. The second purpose is that many of the points for determining final score and victory come from the Resolve Track. Finally, resolve has a tremendous impact on both sides’ ability to recruit new units, the Colonials in particular. This is another demonstration of the game’s asymmetries actually, as the Colonials are far more impacted by resolve loss both from a scoring perspective and a recruitment perspective than the British. In regards to how the track is manipulated, common track manipulations only cause a loss of resolve. There are several ways resolve is regained, but they are all due to specific card effects. The British primarily lose resolve by losing British Regulars in battle and by being overcommitted to the American conflict at the expense of their other global conflicts. They can also lose resolve by overusing Hessian mercenaries, who are good and reliable but cost money that parliament is loath to spend. The Colonials on the other hand will lose resolve mostly due to the British seizing control of colonies, Winter Attrition, and failure of the Continental Congress to offer a believable alternative as a governing power to the crown.

Grant: What is dynamic about the initiative system?

Sam: I said I would come back to this when I was describing why I went with trick taking as a core mechanism. Essentially, you are the active (initiative) player for as long as you continue to win subsequent clashes. For the duration the other player is what I would consider a “reactive” player. They still have choices to make of course, for example which card to play into clashes, whether to resolve combat as a siege or not in fortified spaces, how much supply to commit to a protracted battle, etc. The point however is that while by sheer odds you are guaranteed to eventually get your turns in, the duration of the runs of turns is strongly connected to the skill of the player and their familiarity with the game. This is very much a game where a player will become far better after repeated plays. The other cool thing about this is that the events on cards require skill and forethought to combo them together. You may have the thought that if cards A, B, and C resolve in order you will have all but won the game, only to lose the clash for card C and have to pivot. This dynamism does a lot to keep the game fresh and challenging rather than thinking “I have cards A, B, and C so I already know how I will play this out.”

Grant: What different unit types does each player have access to? How does each type benefit them?

Sam: Again pursuing asymmetry I wanted to give each unit type its own character. Each unit has a potency and a resilience but this is just the tip of the iceberg. Militia are able to pop up virtually anywhere and are able fire first in battles where they are the aggressor, but they are poorly trained and can’t leave where they are recruited unless they are picked up by an army. British navies can contribute to naval sieges and amphibious assaults while they are also required end points for British supply lines. French regulars are able to operate as a distinct force while also being able to launch coordinated actions with the Continental Army, offering them incredible command flexibility. British Field Artillery is powerful, but is unable to retreat quickly when the battle is lost, meaning it will be commandeered by the Colonials (and may exchange hands several times over the course of the war). There are also Continental Army, Native Warband, Hessian Mercenary, French Navy, Tory Loyalist, Colonial Artillery, and British Ranger units. Each has its own complement of traits to figure out how to employ them optimally. 

Grant: How does combat work in the design?

Sam: As I have alluded to, there are a variety of special combat resolutions possible like Attrition Combat, Sieges, Naval Bombardment, Raids, and Surprise Attacks. I will just be describing the standard battle procedure here though. Each unit has a number of dice they grant during battles. The British player will have to pay a supply for each unit they want to activate to gain dice this way. Players then roll all their dice simultaneously. Dice come in three flavors, red, white, and blue (see what I did there?). Red dice hit on 3 or better, blue on 4 or better, and white on 5 or better. No matter the die color, a 6 counts as 2 hits. The other player then takes as many dice as they have incoming hits (at this point color doesn’t matter) and rolls them. For each 6 they roll, they discard the lowest die among their rolled dice. They then go from their lowest rolled die to their highest, assigning dice to their units if possible. Each unit has a limited range of dice values they can be assigned which represents their morale. For example, the British and French Regulars are a professional army and so they can only be assigned 1s and 2’s. The Colonial Militia and Tory Loyalists on the other hand can be assigned anything from a 1 to a 4. After all dice have been assigned or there are no more rolled dice that can be assigned to any units legally, all units with a die assigned to them are eliminated. Then, if the resolving card grants additional Battle actions, the initiative player can choose to either resolve another round of battle in this space, or not, potentially beginning to resolve another battle in a different space. If no further battle rounds will occur in the current space, the total number of casualties is compared. If one side took fewer casualties and did not control the space, they gain control of the space. Then, if the side that took more casualties lost at least as many units as half the size of their army (stack), they are forced to retreat from the space.

Grant: What is the British Commitment Check? How does it work?

Sam: The British player uniquely tracks the number of clashes they win each year on their own “British Perception” Track. At the end of the year, they add their current level on this track to the number of British Regular and Navy units outside of the American Colonies available to fight the French and the Spanish. If this total is less than 10, they lose 1 level of resolve for each point of shortfall. This means that if they have run the table the entire year, they are free to overcommit to the colonies, thematically because the optics are good back home. If however they have a rough year, they may have to hold some forces back to avoid the war being cut short by Parliament because opinions have turned against it. 

Grant: What is the Continental Congress Level? How does it work?

Sam: On average, every card in the Colonial deck is one initiative value lower than every card in the British deck. However, every card in the Recruit suit grants the Colonial players levels on the Continental Congress Track. Levels can be spent from the track as cards are played to increase the initiative value of the played card. The problem is that at the end of the year, the Colonial player is expected to have an ever increasing level on the Continental Congress track or they will lose resolve equal to the shortfall. This obligation is an even bigger potential headache for the Colonial player as the Continental Congress isn’t just a track on the board, it’s also a piece on the map. If the Continental Congress is forced to relocate (retreat) because their current space falls into British control, the Continental Congress levels reset to 0. Done later in the war this can be devastating to the Colonial player. Even worse, if the Continental Congress would have to retreat, but it has no valid place to do so since it is surrounded by British Controlled spaces, the Congress surrenders and the Colonial player loses the game outright with no points counted. 

Grant: I have seen where you describe the game as a sandbox. What does this mean and how does it benefit the design?

Sam: I think this can best be demonstrated by the card I showed earlier, Battle of Quebec. Now of course, the Battle of Quebec occurred when Richard Montgomery and Benedict Arnold attempted to siege Quebec City on December 31, 1775. The Colonials suffered heavy losses and were soundly defeated by the elements as well as the British. Nowhere in that card does it specify that the battle needs to occur on a specific date, or at a specific location, just that it must be north of the Winter Line for the event to have an effect. There have been plenty of times in playtests where the card has been resolved in 1775 in Canada, but also many times where it hasn’t. This approach enables me to inject historicity into the game without shackling the player to recreate historical decisions. I think many historical gamers want experiences where they can recreate history, but they are not obligated to do so. Roughly paraphrasing what Gene Billingsley said about the game, “all the events are there, all the major players, and the outcomes, even though potentially very different from history, are entirely conceivable.” Put differently, it’s like the game hands you a toy box filled with American Revolution action figures to play with as you will. There will of course be some players who will miss some rigidity holding them to a more strictly historical course. However, I think this sandbox approach offers an opportunity to sink your teeth into the history and better appreciate the moving parts by seeing the different ways they could have fit together.

Grant: What are some general strategies for both sides?

Sam: From a general strategy perspective things are very historical. The British want a quick war. The fastest way to do this is to take the more valuable northern colonies which will tank the Colonial resolve and secure most of the significant strategic locations. By doing this they can force the Continental Army to suffer brutal winters away from the cities and put enough pressure on the Continental Congress that their resolve rapidly drains and they are forced to surrender. The Colonials want the opposite. They just want to hold out long enough using delaying tactics to organize a proper army, get the French into the war, and retake whatever key fortified locations they ceded to the British in the early war so they can force the British to the bargaining table. 

Grant: What is the layout of the board? 

Sam: Again, this map is placeholder art. The game uses point to point movement, with some spaces representing precise fortified locations and some representing large tracts of land (even entire colonies in some cases). Spaces are grouped into colonies that each have an associated hit to Colonial resolve if they are lost. There is also a British “in Europe” area and a number of tracks tied to the various game mechanics.

Grant: Why did you feel point to point movement was best?

Sam: The only two contenders here were point to point vs area based movement. Given the level of abstraction the system uses, any sort of hexed based representation was never an option. I decided to go with point to point because the game’s focus is really on the narrative more than anything else. An area based map would have forced me to have the visual importance of areas be at least somewhat to scale by the size of the colony. Instead by doing point to point I can give a colony as many spaces and fortifications as are thematically appropriate for the importance of that colony in the actual conflict. 

Grant: What type of an experience does the game create?

Sam: The game is punchy. It is very competitive and intentionally so. You are only able to achieve so much on a given turn, and at the end of each turn you have another clash and a chance for your opponent to seize the initiative. The elation when the other player plays a card out and you realize you can beat it and put out Benjamin Franklin when you thought you weren’t going to get a turn for at least 2 more clashes is fantastic. It also plays very quickly for a game of its weight. Most games between players who know how to play will be under 2 hours.

Grant; What are you most pleased about with the design?

Sam: I would say three things. First, because it’s top of mind as I just finished it, the solo play. I knew how I wanted the solo to feel, but I wasn’t quite sure how I was going to make it happen mechanically. I will be putting out some videos soon showing how it works, but suffice it to say for the moment that I am very pleased with it. Second, every game I design, I design to create stories at the table. If it always tells the same story it isn’t memorable. If there are never any surprises it isn’t memorable. Common Sense succeeds in both of these areas to a tremendous degree. Each time I catch up with a player I have played Common Sense with before they are able to remind me of our whole game by invoking strange or exciting moments from our game a year ago like it happened yesterday. Finally, when I design a new game I generally try to think about what aspects of it are specific to the topic and which could be modified slightly to make it work for other topics. I have my own plans for a Vietnam War version of this system that I am very excited about. What surprised me though was how many great designers have been inspired by the system and want to do their own designs with it. At the moment I am only at liberty to say that Ananda Gupta wants to do a French Revolution game with the system, which is such an incredible honor since Twilight Struggle is the primary inspiration for it. 

Grant: What other designs are you working on?

Sam: I am always working on something. I have a non-historical game I am working on that has been picked up but I cannot talk about it yet. I have a train game that I may be able to talk about more publicly soon and an American Civil War game that I will be debuting at HistCon North. Oh, and I have a Sengoku Jidai wargamer’s party game that I am tooling around with. There are more, but that’s enough of a teaser. Thanks for the interview!

Thank you Sam for your thoughts on your game and for the effort you have obviously put into it. Having played the game while attending SDHistCon ta few years ago, I can say that we had a great time with the game, felt all of the aspects you discussed and very much enjoyed the way cards were played, how the initiative kept with the winner and the various frustrations of the asymmetry of each of the sides. I think that this one will be a winner and I look forward to playing it further in the future!

For a bit more information, we posted a quick video interview with Sam while at SDHistCon and you can view that at the following link:

If you are interested in Common Sense: An American Revolution, 1775-1783, you can pre-order a copy for $58.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1217-common-sense-an-american-revolution-1775-1783.aspx

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #88: National American Woman Suffrage Association from Votes for Women from Fort Circle Games

Von: Grant
05. August 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.

Card #88: National American Woman Suffrage Association from Votes for Women from Fort Circle Games

Votes for Women is a very interesting card-driven game that covers the American Women’s Suffrage Movement from 1848-1920, culminating in the ratification of the Nineteenth Amendment which granted women the right to vote. The game is a 2-player game, that has a fully developed solitaire mode with an “Oppobot” and offers a cooperative mode for those who don’t wish to play as they Opposition. The Suffragist player will have to push Congress to propose the Nineteenth Amendment, and then focus on campaigning to have a minimum of 36 states to ratify the Amendment. The Opposition side will try to prevent Congress from proposing the amendment and failing that to have 13 states reject the amendment.

The game uses cards in a fairly traditional CDG way as there are events that can be be taken or the cards can be played to do things like Campaign, Organize or Lobby Congress. Each card has a specific Card Era that is used to create of the each players’ Draw Decks. Late cards will be on the bottom of the deck, Middle cards will be in the middle of the deck and Early cards will be on the top of the deck. The Suffragist and Opposition decks each have one Start card that will be placed in the player’s hand at the start of the game. Some Event Cards have a prerequisite and some of the cards require a player to roll a 6-sided die and only take the the action on a roll of 3-6. Otherwise, the Event Card is discarded with no effect. The cards in this game are also steeped in historical details, from the name of the events that tie back to specific individuals or happenings, to major moments in the struggle. This game is about the history of the struggle for the right to vote and it is very good!

One of the more interesting aspects about the mechanics of the game is the use of Campaigners to go about trying to influence the attitude of the people and legislators regarding the Nineteenth Amendment through the Campaign Action. When a card is played for a Campaign Action, the player rolls a die, either a 6-sided or 8-sided die depending on what cards have been activated, for each Campaigner they have in play. The player then gets to take the dice and their results, which range from 1-8, and assign a specific die to each of their Campaigners. Each Campaigner may then place the corresponding number of cubes, matching the Campaigner’s color, in the States within the region that the Campaigner is located in. The player may spend a Button to move the Campaigner to a different region, but all of the corresponding cubes must be put into the same region. This is a great way to get a lot of influence out on the board to begin taking control of various States for the final vote in the game. This also is a very efficient way of doing this as you will be rolling 2-3 dice for your Campaigners and then spamming the States. With that in mind, today’s card is the National American Woman Suffrage Association and it provides the Suffragist player with a new Campaigner (purple) to place out specifically into the Atlantic & Appalachia Region that includes the States of Kentucky, Tennessee, West Virginia, Pennsylvania, Virginia, North Carolina, Maryland and Delaware. The card also grants the Suffragist player with 3 Buttons that can be used as described above to relocate a Campaigner from one state to another. This card is very helpful and should be played for the Event 9 times out of 10 and will make a huge difference in the outcome of the game. Once a 2nd or 3rd Campaigner is deployed, I tend to take Campaign Actions rather than some of the less intensive placement options or Events.

The National American Woman Suffrage Association (NAWSA) was an organization formed on February 18, 1890, to advocate in favor of women’s suffrage in the United States. It was created by the merger of two existing organizations, the National Woman Suffrage Association (NWSA) and the American Woman Suffrage Association (AWSA). Its membership, which was about 7,000 at the time it was formed, eventually increased to 2 million, making it the largest voluntary organization in the nation. It played a pivotal role in the passing of the Nineteenth Amendment to the United States Constitution, which in 1920 guaranteed women’s right to vote.

Helen Hamilton Gardener, Maud Wood Park and Carrie Chapman Catt at Suffrage House in Washington, D.C.

Susan B. Anthony, a long-time leader in the suffrage movement, was the dominant figure in the newly formed NAWSA. Carrie Chapman Catt, who became president after Anthony retired in 1900, implemented a strategy of recruiting wealthy members of the rapidly growing women’s club movement, whose time, money and experience could help build the suffrage movement. Anna Howard Shaw’s term in office, which began in 1904, saw strong growth in the organization’s membership and public approval.

After the Senate decisively rejected the proposed women’s suffrage amendment to the U.S. Constitution in 1887, the suffrage movement had concentrated most of its efforts on state suffrage campaigns. In 1910 Alice Paul joined the NAWSA and played a major role in reviving interest in the national amendment. After continuing conflicts with the NAWSA leadership over tactics, Paul created a rival organization, the National Woman’s Party.

Here is a link to our full video review of the game:

We also published an interview on the blog with the designer Tory Brown and you can read that at the following link: https://theplayersaid.com/2020/09/07/interview-with-tory-brown-designer-of-votes-for-women-from-fort-circle-games-currently-on-kickstarter/

In the next entry in this series, we will take a look at Frederick Douglas from For the People 25th Anniversary Edition from GMT Games.

-Grant

Interview with David Thompson Codesigner of Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter

Von: Grant
04. August 2026 um 14:00

About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has launched on Kickstarter. I reached out to one of the game’s designer David Thompson to see if he would be willing to share about the design and as always he was more than happy to oblige us.

If you are interested in Rebels Against Rebellion, you can learn more about the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

Grant: David, welcome back to our blog. What is your new upcoming game Rebels Against Rebellion about?

Davind: Thanks for having me back! Rebels Against Rebellion is a card-driven war game for one or two players, set in Scott County, Tennessee, during the American Civil War. Tennessee’s own path to secession was messy. The state voted against a secession convention in February 1861, then reversed course and voted to join the Confederacy in June, following Fort Sumter. But East Tennessee never went along with it. And of all the counties in East Tennessee, none rejected secession more decisively than Scott County: 521 to 19. Later that year, the county court went so far as to pass a resolution declaring Scott County’s own independence from the state of Tennessee, calling itself the “Free and Independent State of Scott.” That’s the story we’re telling: Southern Loyalists trying to hold their ground against the Confederate army and their allied secessionist guerrillas, for the whole length of the war.

Grant: What should the title convey to the players?

David: I wanted the title to carry that irony right up front. Rebels Against Rebellion. The people of Scott County were, technically, rebelling against a rebellion by resisting the Confederacy in order to maintain their ties with the Union. History likes to flatten “Rebel” down to one side of the Civil War, but in Scott County that word cuts the other way too. I liked that the title does some of the historical educating on its own, before a player has even opened the box.

Grant: Why was this a subject you wanted to focus on?

David: It’s a story that doesn’t get told nearly enough. We hear a lot about the big battles and the big generals, but the internal fractures within the South (communities that stayed loyal to the Union under occupation, that organized home guards, that got raided by their own state’s army) that’s a different and much more personal kind of Civil War story. I’ve made a habit of chasing these under-told corners of history rather than the well-trodden ones, and Scott County is about as under-told as it gets. Once you learn about Julia Marcum defending her father’s house with an axe, or the Home Guard’s oath at the Huntsville courthouse, it’s hard not to want to build a game around it.

Grant: What are the unique features with the system used for the game?

David: The core of it is a deck that represents both your units and your locations. Playing a card from your hand isn’t just “move a piece,” it’s your people and your settlements acting together. Every location you control is physically a card sitting in your deck, hand, or discard pile, so controlling territory and building your deck are the same action. You don’t have a separate “buy phase” and “map phase.” When you improve control of a location or bolster in a new unit, you’re deck-building in exactly the same motion as you’re expanding on the board. I think that tight coupling between deckbuilding and area control is the thing that sets Rebels Against Rebellion apart.

Grant: What did you need to model regarding the American Civil War and the situation in Scott County, Tennessee?

David: Quite a lot, honestly. We needed the asymmetry between the two sides to feel true to what actually happened. The Loyalists start the game already holding six locations and 11 points, reflecting how entrenched they already were in the county by the time real fighting started, while the Confederates start with nothing on the board and have to earn their presence. We needed the food economy to reflect how much this was a war of resources and raiding: burned farms, stolen livestock, the constant question of how you feed yourself when supply lines are contested. We needed supply lines themselves to matter for Confederate regulars in a way they didn’t for local guerrillas, since regular units like the 43rd Alabama or Morgan’s Raiders came in from outside the county and depended on a route back to it, while home-grown units like the Home Guard didn’t need that at all. And we needed the map’s road, water, and path connections to reflect the real terrain. Scott County’s isolation and rugged geography is a huge part of why guerrilla warfare took hold there in the first place.

Grant: What is your design goal with the game?

David: We wanted a game that plays cleanly as a tight, two-player card-driven war game, and we wanted a player who knows absolutely nothing about Scott County going in to come away from a session with real curiosity about what actually happened there. Every named card, every location, every unit in the game is drawn from the historical record. If the mechanics are doing their job, “Capt. William Robbins” isn’t just a card with shield and gun icons on it. It’s a doorway into a real person’s story.

Grant: What other games did you use as inspiration?

David: The DNA is definitely there from our work on Undaunted, that idea of your deck representing your force on the board rather than being an abstract resource. But Rebels Against Rebellion pushes further into area control than Undaunted ever did, so we were also looking hard at how area-control and card-driven wargames handle territory scarcity and endgame tension. The most obvious influence comes from Martin Wallace’s A Few Acres of Snow, which serves as a the origin for the core concept of playing a location card as the source of movement. A lot of our actual influences, though, came out of the playtesting process itself. 

Grant: What sources did you consult about the history?

David: We leaned heavily on the Scott County Historical Society throughout, especially David Jeffers, Alan Keeton, and James Cecil, who were enormously generous with their research and their archives. On the written side, Paul Roy’s Scott County in the Civil War was probably our single most important source. His overview chapter and his 148-page account of individual Scott County soldiers did a lot of heavy lifting for us. We also relied on Esther Sharp Sanderson’s County Scott and Its Mountain Folk and Scott County Gem of the Cumberlands, H. Clay Smith’s Dusty Bits of the Forgotten Past, Noel C. Fisher’s War at Every Door for the statistical picture of East Tennessee loyalism, Ben Garrett’s Enclave, decades of back issues of the Scott County Chronicle and the First National Bank Chronicle, and the Official Records of the Union and Confederate Armies for the military correspondence. Dr. Stuart Ellis-Gorman did our proofing and copyediting to help make sure we got the details right.

Grant: What did you learn from your trip to this area as part of your research?

David: Back in the fall of 2025 I went to Scott County to meet with folks from the Historical Society and access primary sources that were otherwise unavailable. This trip was absolutely critical to the design process. The men I met at the Historical Society had deep knowledge on the subject, so I conducted interviews with them. They also provided me some of the primary sources I had read about, but could not access without their help (mostly in the form of photocopied versions of printed documents from local authors). My trip to Scott County also gave me the opportunity to visit the area and experience the topography for myself. 

Grant: What are the differences between the playable factions of the Confederates and the rebels?

David: Thematically, the Loyalists are defenders who start the game already dug in. They begin with six locations and a head start on the scoreboard, and their whole arc is about holding what’s theirs and expanding cautiously outward. The Confederates start with nothing on the board and have to fight for every location, but they’ve got the raw power to do it: bigger regular units, the ability to bring in outside firepower, provided they can maintain a supply line back to where those units are actually based.

Grant: How did you differentiate them in their mechanics?

David: A few ways. The Loyalists have much more extensive access to the Improve Control action, which allows them to place a second control marker into a location for an additional victory point and card benefit, while a couple of key Loyalist locations, Brimstone and Trammell’s, double as both a location and a unit card depending how you want to play them that turn. The Confederates, on the other hand, get access to harder-hitting regular army units, but those units can carry a supply line requirement, so playing them isn’t as simple as just having them in hand. You need an unbroken road connection back to their origin. It creates a real asymmetry: the Loyalists play a tighter, more efficient game, while the Confederates have more raw strength but have to work to unlock it.

Grant: How does the game use cards?

David: Cards do double duty as your units and your locations, and every card you play resolves a specific action before it goes to your discard pile. Food is the one shared resource, but everything else, from combat strength to your area-control footprint, lives directly on the cards moving through your deck.

Grant: Can you show us a few examples and explain their use?

David: Sure, take the Home Guard. It’s a Loyalist unit card linked to Huntsville, and if you upgrade it, you get an improved version with better combat value. Or take Chitwood’s, a basic location card: play it for its Take Food action to add to your supply, or play it to Move into an adjacent location, which is how you expand your territory or launch an attack. And then there’s Brimstone, which starts as a plain location card but can be improved into Capt. William Robbins. At that point it’s simultaneously the location and a combat unit, with its own attack value and shield icons, giving you flexibility about how you use it depending on what your turn needs.

Grant: How do the cards upgrade or power up?

David: There are two upgrade paths. Improve Control takes a basic location card, has you pay food, and swaps it for its improved version, which usually comes with better attributes and, for a couple of key locations, unlocks a linked unit. Improve Unit works the same way for unit cards directly. You pay the listed food cost, and the improved version replaces the original in your discard pile while the old card goes out of the game for good. Either way, you’re not adding new cards on top of old ones. You’re replacing weaker cards with stronger ones, so your deck gets more powerful without getting bigger and bloated.

Grant: How important is this to the design?

David: It’s central. Deck quality, not just deck size, is what wins you the game, and the choice of when to spend food on upgrading versus expanding onto the board versus bolstering in new units is the core tension every turn. 

Grant: What is the layout of the board?

David: The board depicts Scott County and its surrounding area, with locations connected by roads, water, and paths. Each connection type governs how many cards you can commit to an attack moving along it, from one card on a path up to three on a road. Locations within Scott County proper are marked in brown; locations outside the county, like Somerset, Jacksborough or Jamestown, are marked in grey and generally serve as Confederate staging points and supply origins. Each location shows its star value, which doubles as its point value and its food cost to take control, along with any food production and, for locations that can be improved, their upgraded attributes.

Grant: What is the anatomy of the counters?

David: We use control markers rather than traditional counters. One per location per player, showing who currently holds it, with some locations (mostly limited to the Loyalists) able to carry a second marker once improved. The real “unit anatomy” lives on the cards themselves: name, faction affiliation, attack and defense attributes, a linked location, an improvement cost, and icons indicating whether the unit returns to its supply or is removed from the game entirely after a successful attack.

Grant: How are units activated?

David: You activate units by playing their card from your hand as part of a Move action or in response to an attack. There’s no separate “activation phase.” A unit card played in combat commits its attack or defense value to that fight; the same card, played on its own, might instead trigger a Bolster or Improve Unit action. Context and the icon panel on the card tell you what’s legal in the moment.

Grant: What is the general Sequence of Play?

David: Turns alternate, Confederates first. On your turn you play cards from your hand one at a time to take actions, resolving each fully, including paying food and playing any additional required cards, before moving to the next, and you can stop whenever you like. Once you’re done taking actions, you discard down as much as you want from what’s left in hand, then draw back up to a five-card hand, reshuffling your discard pile into a new deck if you run out.

Grant: What actions are available to players?

David: Take Food, Improve Control, Bolster, Improve Unit, and Move, which is also the action that triggers combat if you’re moving into a location your opponent controls.

Grant: How does combat work?

David: Once you move into a contested location, the attacker plays one required combat-eligible card face down, and the defender either matches with a card of their own (up to a maximum of two, since they can also commit the target location’s own card) or passes. This goes back and forth, both sides adding cards until they hit their limits or choose to stop, with the attacker’s ceiling set by the connection type they’re attacking along. Everyone reveals at once: the attacker totals their attack icons, the defender totals their defense (and any dual-purpose attack icons used defensively), and the defender wins all ties. Win as the attacker, and you strip your opponent’s control marker, shift points in your favor, and get the option to immediately take control as a follow-up action.

Grant: How is victory achieved?

David: You’re racing toward one of a few thresholds: reach 20 points while your opponent sits at 10 or fewer, or simply hold more points than your opponent once the game’s light-colored food tokens run dry and it tips into sudden death. The Confederates have a separate, blunter win condition too: if the Loyalists ever lose every control marker on the board, the Confederates win outright. And if the very last food token, one of the ten darker ones, gets taken, the game ends in a draw, so there’s a real, ticking clock underneath everything you do.

Grant: Who is the artist and how does their style assists in thematic immersion?

David: Kwanchai Moriya handled illustration and Jina Rueter handled graphic design, and I couldn’t be happier with how it came together. Kwanchai has this warm, painterly quality that makes Scott County’s mountains and creeks feel lived-in rather than just decorative. It goes a long way toward making cards like Capt. William Robbins or Julia Marcum feel like real people from a real place rather than generic Civil War stand-ins. Jina’s layout work keeps the cards (action icons, attributes, linked locations, improvement costs) legible at a glance, which matters enormously in a system where you’re constantly reading your hand.

Grant: What type of experience does the game create?

David: Tense and personal. Because the map is so tightly connected, and because food is always ticking down toward sudden death, every attack matters and every food token spent is a decision you feel. It plays fast for a war game, but it doesn’t feel light. The historical grounding and the asymmetry between a scrappy, entrenched Loyalist defense and a Confederate side that has to earn its foothold give it real dramatic shape.

Grant; What are you most pleased about with the design? 

David: I’m just happy that we had such an amazing team come together to work on this game. Trevor and me from a design perspective, Kwanchai and Jina bringing the game together through their illustration and graphic design, with Denver at Flying Pig Games leading the way. It was a dream team for this project that I am so passionate about. Of all the games I’ve worked on recently, this is the game closest to my heart. I just want to spread the word about these amazing people who fought for what they believed in. 

Grant: What other games are you currently working on?

David: It’s a busy stretch. Alongside Rebels Against Rebellion, I’ve got Night Witches coming, co-designed with Liz Davidson (Fort Circle Games); two expansions for Sniper Elite with Roger Tankersley (Rebellion Unplugged); Flintlock!, a Seven Years’ War and French & Indian War game built on Paolo Mori’s Blitzkrieg! System, also with Roger (Floodgate Games); For the Gods!, co-designed with Trevor and Brett J. Gilbert (Mighty Boards); Zheng He, co-designed with Geoff Engelstein (GMT); and Undaunted 2200: Revolution, co-designed with Trevor (Osprey Games). There are some others on the way, but those are further off…

Thanks as always for having me!

As always, thank you so much David for your time in answering our questions and for showing me the game about a year and a half ago. I very much look forward to playing the final product and wish you well with the Kickstarter campaign.

If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:

If you are interested in Rebels Against Rebellion, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

-Grant

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

Von: Grant
03. August 2026 um 14:00

As this month’s Wargame Watch posts on the blog, I will have just come back from attending the World Boardgaming Championships in Seven Springs, Pennsylvania where I was able to spend 5 1/2 days of fabulous gaming. I bring that up because this month I just didn’t have the time to do the deep dive that I normally do and only was able to find 27 games (including a new game from our sponsor Nuts! Publishing). I was also able to find 3 games to share being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the July Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/07/01/wargame-watch-whats-new-upcoming-july-2026/

This month we have a sponsor for the Wargame Watch feature in Nuts! Publishing. Founded in 2011, Nuts! Publishing is a French tabletop and board game publisher established by four wargaming and history enthusiasts. While initially famous strictly for historical and tactical wargames, the company has expanded its catalog to include cooperative, sci-fi, and family-friendly board games, while maintaining a strict selection process for those games they do publish. They are well known for developing popular original titles like Mini Rogue, Diluvium, and 300: Earth & Water, which is a part of their unique small format wargame series called Combat Rations that recently released the 3rd volume in the series called Guerre Eclair. The “Combat Ration” Series is a line of highly accessible, compact wargames designed to be played in about an hour including the 2 previous titles of 300: Earth & Water that delves into the Persian invasion of Greece in 492BC, and Port Arthur that retells the story of the 1905 Russo-Japanese War. 

But, they also have a full line of more beefy traditional wargames including such titles as Urban Operations, Saigon 75, Stalingrad Roads, This War Without an Enemy, We Are Coming, Nineveh and Phantom Fury.

In addition to their own unique games, they also hold licenses to translate and distribute highly acclaimed international games for the French market, such as One Deck Dungeon, War of the Ring and the Undaunted Series.

Their newest wargame release is called Guerre Eclair designed by Yasushi Nakaguro and is a part of the Combat Rations Series. Guerre Eclair is a remake of the 2019 game called The Rise of Blitzkrieg from Bonsai Games and is a card-driven game for 2 players lasting around 45 minutes. The setting is World War II in 1940 as the Germans unleashed their new Blitzkrieg tactic to invade France. The attacking Germans hide their intentions by choosing a conquest goal of either taking the Maginot Line, conquering Paris or controlling the ports at Dunkirk. Dice are rolled for combat and the highest 2 dice totals determine the outcome and if doubles are rolled losses to units will be inflicted. The French and British really cannot afford to lose many units as they don’t have a lot but neither can the Germans. The game is simple but fairly meaty with lots of decision points and we had a great time with it, as we have had with the other games appearing in the series.

Here is what Florent had to share on their upcoming slate of games:

In May, we released Guerre Eclair the third game in the Combat Rations series and work on the next titles in the line is well underway (specifically Norway 40, followed by Bulge 20 – Yes, by Joe Miranda previously published by Victory Point Games). Urban Operations 2nd Edition is now available in stores worldwide. Please note that an upgrade kit is available on our website for owners of the 1st Edition.

Upcoming releases in early 2027 include The Coldest Winter, a card-driven game about the 1939–40 war between Finland and the Soviet Union (designed by Timo Pohja; art by Nils Johanssen), followed by Supremacy 2050, in which the world’s four major powers clash between 2020 and 2050 (designed by Pierre Razoux; art by Domhnall Hegarty).

Finally, we will launch two crowdfunding campaigns in 2027. The first will be for the second edition of Sword of Rome, covering the rise of Roman power in the 3rd and 4th centuries BC (designed by Wray Ferrell; art by Nicolas Roblin and Gabriel Pardon). The second will feature Nemto a cooperative sci-fi wargame (designed by Hermann Luttman; art by Nicolas Roblin and Christian Benavides).

Quite a variety of eras and gameplay styles!

Here is a link to an interview we did with one of the owners, designer and main bottle washer Florent Coupeau while attending Essen Spiel 2025:

Here also is an older video we did with Florent while attending SDHistCon 2024 where we discussed the excellent Combat Rations Series and Guerre Eclair (recently released) and the upcoming Norway 40:

Nuts! Publishing really has a lot of great games and you can check those out by visiting their website at the following link: https://www.nutspublishing.com/eshop/index.php

But now onto the games for August!

Pre-Order

1. Pacific Fleet: Rise & Fall of the Japanese Empire from VUCA Simulations

VUCA Simulations is a newer company on the scene the last several years (really since 2021) and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest pre-order offerings is called Pacific Fleet: Rise & Fall of the Japanese Empire designed by Hiroyuki Inose. I love a good Pacific Theater WWII game and this one looks pretty great.

From the game page, we read the following:

The Pacific War was unlike any other conflict of the Second World War. Vast oceans, isolated island chains, carrier task forces, long-range bombers, amphibious invasions, and industrial warfare all combined into one of history’s most complex military campaigns.

Pacific Fleet: Rise & Fall of the Japanese Empire places you in command of this global struggle. Lead the Imperial Japanese forces in their quest to establish dominance across Asia and the Pacific, or direct the Allied war effort as overwhelming industrial power gradually turns the tide. Every carrier strike, convoy, amphibious landing, and production decision shapes the course of the war.

This is not merely a naval game—it is a complete grand-strategic simulation where sea, air, and land warfare are seamlessly integrated into one operational system.

Fight from the opening attacks of December 1941 through the climactic campaigns that determined the fate of the Japanese Empire. Unlike many Pacific games that focus on individual battles, Pacific Fleet presents the entire theatre as one interconnected campaign where logistics, production, intelligence, and operational planning are equally important.

If you are interested in Pacific Fleet: Rise & Fall of the Japanese Empire, you can pre-order a copy for $107.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/pacific-fleet-rise-fall-of-the-japanese-empire

2. Modern Tactics: Afghanistan – British Forces Expansion from VUCA Simulations

We have played a lot of Old School Tactical from Flying Pig Games, which is designed by Shayne Logan. Shayne now has a design with VUCA Simulations that deals with modern warfare in Afghanistan called Modern Tactics: Afghanistan. That was announced on pre-order a while ago and has since been delivered but there is now an expansion of sorts to the game called Modern Tactics: Afghanistan – British Forces Expansion but it is being designed by another designer named Kenneth Tee of People Power from GMT Games fame.

From the game page, we read the following:

The war in Afghanistan was fought village by village, compound by compound, and patrol by patrol. Every operation demanded careful planning, disciplined infantry, close cooperation with allied forces, and constant vigilance against an elusive insurgency.

Modern Tactics: Afghanistan – British Forces Expansion places you in command of the British Army, Royal Marines, Special Air Service, and supporting Afghan forces during Operation Herrick. Experience thirteen new scenarios inspired by real operations fought throughout Helmand Province between 2001 and 2012, introducing new units, mechanics, and tactical challenges to the Modern Tactics system.

Whether conducting a night raid with the SAS, leading Gurkhas into hostile villages, defending isolated platoon houses, or escorting Afghan National Army units through dangerous territory, every mission presents unique tactical and operational decisions.

If you are interested in Modern Tactics: Afghanistan – British Forces Expansion, you can pre-order a copy for $39.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/modern-tactics-british-forces-expansion

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 pre-order a copy for $79.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/thirty-years-of-misery

4. Iwo Jima: Hell on Earth Revised Edition from Neva Game Press

Neva Game Press (formerly Neva Wargames) 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! Their first release called Iwo Jima: Hell on Earth, which is a solitaire look at the amphibious invasion of the island of Iwo Jima in 1945 at the end of WWII, was both commercially and critically successful and has sold out and now they are bringing back a revised edition for pre-order.

From the game page, we read the following:

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

In Iwo Jima: Hell on Earth, your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days.

Victory is determined at the end of Turn 9 by calculating your Victory Points. You earn VP’s by: Eliminating Japanese units, Capturing key objectives on time and Japanese surrender. You can lose VP’s if: You play too many Special Orders and/or you suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP).

I think that a new company selling out their first release is probably pretty rare in our hobby but Neva did it and it is partly because a good solitaire game is always in demand and their focus on quality, in both game play and components, speaks to wargamers and word will spread fast once it is out. So what is different in this new Revised Edition?

Because we are heading back to the printers, we saw the perfect opportunity to integrate our community feedback directly into the game. The Revised Edition will feature:

  • Upgraded Map: A minor visual tweak where hill hex frames are slightly thicker, making them much easier to identify during intense gameplay.
  • Box Art Variant: A fresh, slight variation of the original box art (while keeping the classic spirit of the original design).
  • Fully Integrated Updates: All components from our Update Kit (detailed below) will come standard inside the box!

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

If you are interested in Iwo Jima: Hell on Earth Revised Edition, you can pre-order a copy for €44.75 ($51.13 in US Dollars) from the Neva Game Press website at the following link: https://nevagamepress.com/product/iwo-jima-hell-on-earth-revised-edition/

The game should be shipping Q4 of 2026.

5. Rebels Against Rebellion from Flying Pig Games Currently on Kickstarter

About 18 months ago, while attending Buckeye Game Fest in Columbus, Ohio, we met up with David Thompson to get a quick look at a few of his newest upcoming games at the time including Line of Fire: Burnt Moon from Osprey Games and the very interesting American Civil War game with a twist called Rebels Against Rebellion from Flying Pig Games. I got to play Rebels Against Rebellion and very much enjoyed the game and what it was trying to convey about the lack of support for the secession of Tennessee from the Union as most of the residents of Scott County voted against breaking away during the American Civil War. The game pits the local groups against each other as the Free and Independent State of Scott fights against the local secessionist residents as violent confrontations between Loyalist and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. Since that time, the game has progressed and has already launched on Kickstarter.

From the game page, we read the following:

Rebels Against Rebellion is a card-driven war game designed by award-winning designers, David Thompson and Trevor Benjamin. The cards in your deck represent the units and locations under your control. Each turn you will play cards to perform actions on the board and to add, remove, and improve the cards in your deck. The player who most successfully spreads their control across Scott County is the winner.

Tennessee’s role in the American Civil War and the Secession Crisis was marked by significant internal divisions between its eastern, middle, and western regions. In early 1861, when South Carolina became the first state to secede from the Union, Tennessee’s legislature resisted the idea. However, following the attack on Fort Sumter in April 1861, Tennessee was forced to readdress its position. On June 8, 1861, a state referendum resulted in a decisive vote to secede.

Despite this formal decision, Tennessee remained divided. In the eastern part of the state, loyalist sentiment was strong. East Tennessee had overwhelmingly voted against secession in the 1861 referendum, while West and Middle Tennessee overwhelmingly supported secession. 

As tensions escalated, residents of East Tennessee found themselves forced to take sides, often leading to violent confrontations. Loyalist- and secessionist-aligned partisans and outlaws engaged in raids on farms, stealing livestock, and destroying property. The establishment of local militia groups known as the home guard sought to defend loyalists. These small militias acted in secret, launching surprise attacks on Confederate soldiers and secessionist raiders, but they also faced constant threats from the Confederate army and local secessionist groups. 

Of the thirty-one counties in East Tennessee, none voted against succession by a higher margin than Scott County. With a vote of 521 to 19 in favor of rejecting secession, the county’s stance was clear. Local residents so opposed the Confederacy that later in 1861, the county court approved a protest resolution declaring the county’s secession from the State of Tennessee and the creation of a “Free and Independent State of Scott.” 

This is the story of the Free and Independent State of Scott during the Civil War.

If you are interested, we did an interview video with David while attending Buckeye Game Fest in the spring of 2025 and you can watch that at the following link for more information on the game:

Because I know that many of you will be paying this one solitaire, Denver did an overview video of the solitaire mode and you can watch that at the following link:

We recently posted an interview on the blog with one of the designers David Thompson and you can read that at the following link: https://theplayersaid.com/2026/08/04/interview-with-david-thompson-codesigner-of-rebels-against-rebellion-from-flying-pig-games-coming-to-kickstarter-soon/

If you are interested in Rebels Against Rebellion, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/rebels-against-rebellion

As of August 1st, the Kickstarter campaign has funded and raised $24,531 toward $10,000 funding goal with 450 backers. The campaign will conclude on Tuesday, August 18th at 12:00pm EDT.

6. Lee’s War: The War in Virginia 1861-65 from Worthington Publishing Currently on Kickstarter

One of the subjects that Worthington Publishing does really well is the American Civil War. They have their Civil War Brigade Battle Series that we have enjoyed and they really have a way of making these ACW games playable yet integrating some of the most important historical aspects to keep them grounded in history. Their newest series is focused on the Strategic Level and is supposed to be a 3 volume series. The first entry in the series is called Lee’s War: The War in Virginia 1861-65 and is currently on Kickstarter.

From the game page, we read the following:

Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War. It is meant to show the difficulties each side faced during the war. There is no plan currently for a full war campaign scenario. Players are given scenarios based on the campaigns and complete years of the war. I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 

If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864. Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.

The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of certain rules such as Dice Differential and combat die rolls.

Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 – 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.

Here is the current 14 scenario list:

  • First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)
  • The Peninsula Campaign / 10 turns (April 1 –  June 15, 1862)
  • The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)
  • Second Manassas / 7 turns (July 14  – August 31, 1862)
  • Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)
  • Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)
  • The 1862 Campaigns / 30 turns (April 1 – November 1, 1862)
  • Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)
  • Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)
  • Mine Run Campaign / 6 turns (November 15 – December 31, 1863)
  • The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)
  • Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)
  • The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)
  • The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)

If you are interested in Lee’s War: The War in Virginia 1862-1865, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865

As of August 1st, the Kickstarter campaign has funded and raised $27,212 toward its $1,861 funding goal with 304 backers. The campaign will conclude on Saturday, August 15th at 4:00pm EDT.

7. Warfighter: The WWII Eastern Front Special Forces Card Game from Dan Verssen Games Currently on Kickstarter

The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see that they are doing this WWII Eastern Front offering as I think that it will offer a new and interesting view of the history.

From the game page, we read the following:

Warfighter WWII Eastern Front recreates the brutal skirmishes fought across the vast Soviet battlefields of World War II, where Soviet Red Army and German forces clashed for shattered cities, strategic strongholds, and hard-won ground in some of the harshest climactic conditions of the war. You will face fierce resistance from enemy troops, but the battlefield itself, from deep snow and choking mud to bitter cold and broken terrain, can prove equally deadly. 

Do you have what it takes to defend the Rodina and drive the invader from our soil?

Warfighter WWII Eastern Front is the latest title in the Warfighter WWII Series, which includes other core sets for the Europe, Pacific, Mediterranean and North Africa Theatres of Operation. The Eastern Front has been an area of interest which we have been discussing for a time, and we began research and design work in January 2025. Now, the game design is complete, and we are ready to present it for crowdfunding support.

A key part of the game is squad building and mission planning. You decide which soldiers go on the mission, and which skills, weapons and gear to equip them with, best suited for the objective you are attacking. You control their actions and resolve all combat against hostiles and events encountered, but do not take too long, as the timer is counting down!

As a solitaire wargame, the game’s hostile response system handles all the enemy decisions and actions which will oppose your squad and thwart your mission plans. You will have to respond to the unexpected events and hostile attacks, as well as challenging weather and terrain, to make it to the objective and complete the victory conditions. Glory for the Motherland! Slava Rodina!

Along with the Eastern Front Core Box, there are seven Expansions which will allow you to extend your gameplay to include more armed forces and battles. The expansions offered with the Eastern Front core box feature Penal Battalions, Airborne, Partisans, as well as the Soviet Winter, Soviet Winter Vehicles and the Raid on Peenemünde. 

We have also created the Critical Hit Deck pack, a new type of expansion which introduces critical hits to Soldiers and Hostiles alike, to add some cinematic flair and drama to your stories. All expansions are designed to be playable with the core set, and they add new Soldiers, Missions and Objectives, Gear, Skills, Locations, Hostiles and Events to your gameplay.

If you are interested in Warfighter: The WWII Eastern Front Special Forces Card Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-warfighter-wwii-eastern-front

As of August 1st, the Kickstarter campaign has raised $24,469 toward its $20,000 funding goal with 151 backers. The campaign will conclude on Monday, August 3rd at 3:00pm EDT.

8. Lee Moves North: Campaigns of Antietam and Gettysburg from GMT Games

Several years ago, Mark Herman designed a unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns and Volume II being Army of the Potomac. Mark has now advanced the series with the upcoming Volume III called Lee Moves North: Campaigns of Antietam and Gettysburg that was announced this past month by GMT Games.

From the game page, we read the following:

Lee Moves North is a standalone game that covers the Confederate invasions that led to the battles of Antietam and Gettysburg. Lee Moves North is the third volume in Mark Herman’s Civil War Heritage Series that began with the Charles S. Roberts Award winning Rebel Fury (Best American Civil Wargame of 2024).

Lee Moves North is a low-complexity, grand tactical simulation that won the James F. Dunnigan Award for Playability and Design. Its unique combat system generates a detailed narrative that perhaps for the first time allows you to fully experience the risk calculus of a Civil War Army General.

If you know how to play Rebel Fury or Army of the Potomac, you can play the one map battles of Antietam and Gettysburg right out of the box. The game comes with 13 scenarios, 7 of which are played on one map to include 4 DOG (the four days of Gettysburg) with the remainder using all or some number of its EIGHT grand tactical maps, plus a standalone Theater scenario. The thirteenth bonus scenario covers Jubal Early’s 1864 invasion that led to the battle of the Monocacy River.

Through Lee Moves North you will experience these famous battles in a way that you have not seen them before. The grand tactical level is about maneuver combinations prior to and during a battle but make no mistake you will also see the brutal nature of Civil War combat. As the general leading an army, you will have player agency over when, where, and how often to attack using the unique Rebel Fury combat system. Following the combat narratives that are in every book that you have ever read on the Civil War you will experience the frustration of seeing your assaults fail more often than they succeed yet the better general is the one whose plans turn this historical reality into victory.

While we have not yet played Army of the Potomac, we have very much enjoyed the system and its first volume Rebel Fury. Here is a look at our video review for Rebel Fury:

If you are interested in Lee Moves North: Campaigns of Antietam and Gettysburg, you can pre-order a copy for $82.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1253-lee-moves-north.aspx

9. Rowing to Hades: Fast Playing Naval Battles of the Ancient World from GMT Games

Ancients games are always a good time and if that game has naval units, including triremes, Greek fire ships and the like sign me up. This past month, GMT announced this new game from designer Jason Walonoski called Rowing to Hades: Fast Playing Naval Battles of the Ancient World. Jason is a newer designer with his first game called Epipolae: The Athenian Expedition in Sicily, 415-413 BCE, which is a part of the Levy & Campaign Ancients Series. I share that because he knows something about Ancients and I also think that he is a good designer with a good approach.

From the game page, we read the following:

Rowing to Hades is a squadron-level naval wargame set in the ancient era. The era of oars, not sails. Rams, not broadsides.

Inspired by classics such as War Galley (GMT), Trireme (Avalon Hill) and the Commands & Colors system, it will appeal to gamers who want to enjoy quick naval battles at a different scale and complexity level.

A single battle can be completed in 30-60 minutes. There are scenarios for the Greco-Persian and the Peloponnesian Wars as well as a campaign system to link multiple battles together in an afternoon.

A key design goal was to create a fun quick-playing game, not a simulation. Many details are abstracted, while maintaining historical flavor.

Combat is simple and quickly resolved. After all units have moved, they may Ram. If units have not moved, they may conduct Melee.

Attackers roll a base number of dice determined by the unit type (different types of units roll different numbers of dice for ramming and melee), with the number of dice increasing or decreasing for factors like attacking from the rear, using a special maneuver card, or the enemy formation (for example, line abreast, line ahead, or kyklos).

I am very much interested in this one. Tactical level naval combat is something that is very appealing and this one looks to be on the lighter side of the spectrum but offers enough depth that it should be a very interesting experience.

If you are interested in Rowing to Hades: Fast Playing Naval Battles of the Ancient World, you can pre-order a copy for $55.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1252-rowing-to-hades.aspx

10. Commands & Colors: Ancients 8th Printing from GMT Games

Commands & Colors: Ancients depicts warfare from approximately 3,000 BC to the opening of the Middle Ages in 400 AD, which is quite a spread across time encompassing different strategies, tactics and even technology. CC: Ancients uses the standard card activation system which identifies a number of units that can take actions in one of three areas on the board, including the Left, Center and Right. This card system is standard to the series and really keeps the game light and fun as you sometimes simply cannot control take the actions you need to in order to win the game.

One of the reasons that I like Ancients and how it implements the system is that the scale changes during each of the battles represented. This means that some of the scenarios will have an Infantry unit representing an entire legion of fighters, while in other scenarios a unit may just represent a few warriors. This flexibility makes the game really interesting and you have to learn how best to use each of your units in each of the settings. This really adds to the replayability factor as well because you are learning from each scenario.

CC Ancients Units

The unit variety in this one is interesting as compared to other games in the series such as Battle Cry and Memoir ’44 as each of those volumes had just three types of different units. In Ancients though there are multiple different types or classes of Infantry. Units are rated according to their makeup and in some ways their tactics and are placed in three neat and tidy categories including Light, Medium and Heavy. In the ranks of the Light Infantry, there are the standard Light Infantry, Auxilia, Light Bow and Light Sling for example. In looking at the other types of units there are Cavalry, Chariots, War Machines, Leaders, and the best part Elephants. The game comes with very clear and well done player aids that outline the different abilities of each type of unit and help you with an understanding of their movement, combat dice and any special abilities.

The final best thing about the game is the number of different engagements portrayed and how each of them uses different units and will require you to think on your toes about how best to utilize your assets. The battles covered include Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama. All in all, I find Ancients to be a simple yet fulfilling gateway to the series and would recommend it heartily to anyone interested in getting on board.

From the game page, we read the following:

Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?

Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.

Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.

CC Ancients Elephants

If you are interested in Commands & Colors: Ancients 8th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1250-commands-colors-ancients-8th-printing.aspx

11. Commands & Colors: Napoleonics 6th Printing from GMT Games

I will be honest with you, when we first played Commands and Colors, I was really leaning toward Ancients as my favorite one. But that all changed once we got the grand daddy of them all on the table in Napoleonics. To me, I really enjoy the added layers of depth to this one. It has six expansions for a reason as they have tried to capture the intricacies of each nation and their unique abilities and fighting styles to make for very highly stylized game.

Of all the C&C games this one is on the richer end of the scale, especially as you add in the expansions. The little bits of chrome make the combats more tactical. You can put your infantry into square formation to counter cavalry charges, but that comes with it’s own sub set of limitations. Each nation has their own special ability, and then each of their units have their own characteristics. An example of which are the Spaniards’ Infantry being straight up not as good as others. They roll dice equal to their number of blocks -1 for example. Each faction has strengths and weaknesses which gives you a little more to think about. Again, nothing overwhelming, and nothing you can’t handle but Napoleonics just has that extra richness and detail that brings the game to life and makes each play feel different from the last.

C&C Napoleonics Units

There are a few new differences in this one. Leaders play a very important role on the battlefield. They don’t add to attack but keep units in formation and from breaking. You must try to keep the Leaders away from the front line because they can become casualties but you need them to keep order on the battlefield as they will allow units to ignore some symbols.

Another major difference is in how units do when they are reduced. In all previous versions of the C&C system, the number of remaining blocks in a unit was not factored into the strength of that unit’s attack. If they had three units left, they would still roll their maximum 2 dice. But now that has changed and I really like this one. The basic attack strength of a unit is equal to the number of its blocks.

The color and the pageantry of a Napoleonics battle is hard to ignore and this one has a lot of substance to the game that the other volumes don’t approach. I will play Napoleonics at any time and relish the chance to learn new strategies and try out new tactics with the multitude of different units found in each expansion.

C&C Napoleonics Unit Bag

In the end, Commands and Colors is a fantastic system that has a little bit of everything that will appeal to any wargamer’s taste. I recently played Tricorne and man was that a fascinating experience. We also played the new one from GMT from 2019 Medieval and enjoyed it, and actually really liked some of the new additions, but just were let down by the theme. If you haven’t tried C&C yet, what are you waiting for? Pick a historical period you like and give it a try. You won’t be disappointed!

From the game page, we read the following:

The Napoleonic historical period has always been one of our favorites and was actually the second historical game that we developed using the Commands & Colors system. The Wars of Napoleon rules at first glance may seem more complex than other Commands & Colors games, but if you are familiar with the game system, you are only a few short steps away from taking Command. Even if you have never played before, learning the fundamentals of the game system is straightforward and will be an enjoyable endeavor. 

For the game group in Orlando, Wars of Napoleon is one of our favorites. There is a wealth of subtle and bold features that set it apart from other historical periods and it truly embraces the tactical doctrines of France and the various nations that fought against Napoleon.

  • The Napoleonic period showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield.
  • In combat, a unit’s battle strength is directly tied to the number of blocks present in the unit. Therefore, as a unit suffers block loses its combat effectiveness is reduced.
  • An Infantry unit, by forming square, can reduce the effectiveness of the most gallant Cavalry charge.
  • Artillery in combined arms combat along with an Infantry or Cavalry melee attack can produce the most devastating results.
  • As with other Commands & Colors games, the battle dice resolve combat quickly and the Command cards provide a fog of war and will present players with new challenges and opportunities for victory.
  • When in Command, the battlefield tactics you will need to execute conform remarkably well to the historical advantages and limitations inherent to each Napoleonic Army. For example, as the French Commander you will want to maneuver your infantry units into a position to take advantage of their melee attack dice bonus. While a British Commander will want his line infantry to take up a defensive position and stand and volley fire with a dice bonus. The other major powers also have similar seemingly simple advantages that can impact a battle and will influence your Command style for that army.

The core Wars of Napoleon game will feature French, British and Portuguese troops, while the expansions will showcase one Coalition army that opposed Napoleon. 

If you are interested in Commands & Colors: Napoleonics 6th Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1251-commands-colors-napoleonics-6th-printing.aspx

12. Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing from GMT Games

Both Alexander and I love Empire of the Sun and really enjoy Mark Herman designs. Now I know that Pacific War is not EotS but it definitely was a precursor and led to its design and development. Unfortunately, I did not play the original Pacific War as I was 12 years old and focused on other things (baseball, football) and other games (mainly Dungeons & Dragons and other role playing in my teens). So, this one interests me because it will be a new experience for me.

From the game page we read the following:

Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.

Strategic wargame that covers the entirety of the Pacific Theater of World War II…pretty big game, both in scale and distance. For a game to cover the entire theater, it has to be deep and have various systems to cover all of the different types of actions. Here is an answer on this aspect frog the game page:

For the first time in a Pacific Theater game, size, subtlety, and ease of play has come together in a game of sharp action and historical accuracy. Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios, then fight their way through increasingly panoramic Battle, Campaign, and Strategic two player and multi-player Scenarios. As they learn the game’s basic maneuver and combat systems, they will then layer on more advanced systems for Strategic bombing, submarine attacks on merchant shipping, search and detection, amphibious assaults, and extensive Operations driven by their command decisions.

As this game is a reprint and updating of a classic, the first thing I thought about was what has changed in the design? Mark answered this question very well in the game write up on the game page:

So, what will change in the new version? The structure and feel of the design will be unchanged, so if you played it in your youth, you already know how to play. That said, a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example, I now have several Japanese translations of their official records that were only published in the last few years. Toward this end, I am adding at least six new campaign and strategic scenarios, so you can experience the entire panorama of the war in a long afternoon .

The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game’s reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements, two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments), two to eight hour Campaigns (such as Malaya, Guadalcanal and Breaking the Bismarck barrier), and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It’s unlikely (to date I have only done it three times). However, Pacific Waris an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So, will it hit the table? Only you can answer that question, but from a time and learning perspective this game will support any time commitment you wish to make, to include the 100+ hour Strategic Scenario.

No cards, as this one is not a Card Driven Game, and lots of counters with 9 counter sheets listed. This is going to be blast and I hope that we get around to playing this game so that I can get a view of the original work from one of my favorite designers.

If you are interested in Pacific War: The Struggle Against Japan, 1941-1945 Deluxe Edition 2nd Printing you can pre-order a copy for $99.00 from the GMT Games website at the following link:  https://www.gmtgames.com/p-1249-pacific-war-the-struggle-against-japan-1941-1945-2nd-printing.aspx

New Release

1. Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622 from High Flying Dice Games

Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a new series of games covering the Thirty Years War called Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622.

From the game page, we read the following:

Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20th, 1622 is a game with 2 battles and both battles were part of the so called “Bohemian Phase” of the Thirty Years War and were one the result of the other. The first took place when the Catholic forces of Tilly and Cordoba surprised the smaller force of George Fredrick of Baden who was trying to cross the river Neckar near Wimpfen. Even if the Protestant forces made their best in the battle, thanks to a favorable uphill position, theywere defeated.

A month and an half later, another part of the Protestant troops moving around the Rhineland, the part commanded by Christian of Brunswick, was stopped by the same catholic army under Tilly and Cordoba near Hochst, while trying to cross the river Main. The ensuing battle was a sort of a draw, as at least a part of the catholic army was able to join the other catholic force under Mansfeld, but at so high a cost in losses, that the Palatinate theatre of the war was de facto closed.

If you are interested in Bohemian Rhapsody – Battles of Wimpen: May 6, 1622 and Hochst: June 20, 1622, you can order a copy for $20.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/bohemia.html

2. La Conqueste: The French and Indian War 1754-1763 from White Dog Games

I have really enjoyed my plays of several games designed by R. Ben Madison. He has a knack for including elements of the history into the gameplay while placing the events into the framework of his chosen system, which is usually the States of Siege Series…but not always. His newest offering called La Conqueste: The French and Indian War 1754-1763 from White Dog Games uses the States of Siege Series System and dives into the French & Indian War.

From the game page, we read the following:

Over 270 years ago, France controlled most of North America east of the Mississippi River. The British had colonized only along the Atlantic Coast and wanted to expand further west. Conflict between these two great powers in the New World was inevitable. The immediate issue in the new World was whether the upper Ohio River valley was to be a part of the British Empire, and therefore open for trade and settlement by English colonists, or part of New France. When, in 1754, war broke out between France and England in Europe, it quickly spread to the New World, where it was called the French and Indian War, and where two of the most famous generals in history fought one another: Wolfe and Montcalm.

​​In this exciting game of that titanic struggle in America designed by R. Ben Madison, you control the forces of New France against England and the British colonies as the epic nine-year long French and Indian War breaks out. 

If you are interested in La Conqueste: The French and Indian War 1754-1763, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/french-and-indian-war

3. Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD from White Dog Games

Another new solitaire States of Siege Series offering this month from White Dog Games takes us to ancient Persia and Iran in the Sasanian Era covering the years of 224-651 AD. This one is also designed by R. Ben Madison and looks to be very interesting.

From the game page, we read the following:

Fortress of Oblivion is an exciting solitaire game by designer Ben Madison that puts the player in the role of the ancient Shahs of Iran during the Sasanian Era, 224-651 AD – or even later, if you survive! You will use the economic, military, and social resources of the Iranian Empire, called “Persia” in the west, to defend your realm against invading foreign armies from the west (Armenians and Romans, later called Byzantines), the east (China, Central Asian nomads, and the mighty empires and petty states of India), and marauding Himyarites and Ethiopians from the south, soon to be routed by your greatest foe: the giant Arab Caliphate!

If you are interested in Fortress of Oblivion: Iran in the Sasanian Era 224-651 AD, you can order a copy for $60.00 from the White Dog Games website at the following link: https://www.whitedoggames.com/fortressofoblivion

4. Santa Cruz 1797 Reprint from Bellica 3rd Generation

One well recieved wargame from 2017 was called Santa Cruz 1797 from Bellica 3rd Generation which was designed by Iván Cáceres. The game covers the British amphibious assault on the fortress at Santa Cruz de Tenerife in Spain and is a card driven siege game. Bellica 3rd Generation is now reprinting this game which has been out of stock pretty much everywhere with a new edition.

From the game page, we read the following:

Early morning on July 25, 1797…A squadron of His Britannic Majesty under the command of Lord Admiral Horatio Nelson set out to assault the fortifications of Santa Cruz de Tenerife. The fight would be desperate and the first light of day would find the

On this occasion, in addition, Nelson lost his right arm due to an impact from a cannon (“El Tigre”) that is still preserved in the Museum of the Castle of San Cristobal, in Tenerife.

Santa Cruz 1797 is a game for two players in which each player has a well-defined role: the British must storm the city and occupy its key points while defeating the Spanish military forces, the Spanish must wait to see where his opponent lands and then launch into a tenacious and aggressive defense to defeat him.

The game is a block wargame and works with a card engine that allows players to act on the opponent’s turn and creates a situation of unparalleled tension and uncertainty until the end of the game.

If you are interested in Santa Cruz 1797 Reprint, you can purchase a copy for 50,00 € ($57.00 in US Dollars) from the Bellica 3rd Generation website at the following link: https://bellica3g.com/en/product/santa-cruz-1797/

5. Lone Panther from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Lone Panther and can be downloaded from Wargame Vault. I do know that typically these games are sold on Amazon but I have not seen this offering make it there as of yet.

From the game page, we read the following:

The German front in the Italian Po Valley is collapsing. Months of retreat, shattered divisions, and dwindling fuel have left the once‑proud Panzerwaffe reduced to scattered pockets of armour fighting desperately to hold back the Allied advance. In this flat, misty landscape of farms and villages, marshland, narrow roads and orchards, tanks are no longer committed in massed formations. Instead, single vehicles are thrown forward to plug gaps, delay Allied spearheads, or hold a vital crossroads.

You command one such machine, a Panther Ausf. G, operating alone, cut off from its parent battalion and reliant on its crew. Allied forces push north with growing momentum. British armour probes ahead, infantry screens advance through the fields, and fighter‑bombers circle overhead searching for targets of opportunity.

In this final phase of the Italian campaign, a Lone Panther can still shape the battlefield – if its Commander keeps his nerve.

Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events.

This game is designed to be easy to learn and good fun to play.

This is a solitaire wargame. You play the game, and the enemy is controlled by the game (or the Artificial Intelligence or ‘AI’). You will need at least 7, but preferably 9, standard six-sided dice (not included). There are 10 very replayable missions included with full colour maps and clear instructions.

It is highly recommended that the counters provided on the final page of the game are used to play this game. Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel. The easiest way to make these counters is to print or copy them onto an A4 printer label, leave the ink to dry completely, then peel the back and stick to 1-2mm card. Alternatively, any standard paper glue will do such as PVA. You can also find ‘Instructional Playthrough’ videos on the Mike Lambo Games YouTube Channel to see how the game plays.

If you are interested in Lone Panther, you can order a print and play copy for $9.99 from the Wargame Vault website at the following link: https://www.wargamevault.com/en/product/575355/lone-panther-a-solitaire-wargame?

6. Great War Battles Volume 2: Tankschlacht: Cambrai, 1917 from Revolution Games

World War I is always an interesting war to game. We have played our fair share of WWI games and pretty much enjoyed them all. The Great War Battles Series from Revolution Games is a wargame system designed by Kerry Anderson that simulates World War I engagements at the brigade and regimental level and the newest offering in the series is called Tankschlacht: Cambrai 1917, which is now available for purchase.

The Battle of Cambrai was a massive British offensive on the Western Front in France during World War I and was fought between November 20 and December 7, 1917. The battle is legendary for marking the first large-scale, effective use of massed tanks in warfare.

From the game page, we read the following:

Tankschlacht is the second game in the Great War Battles Series; the first being Death of an Army: Ypres, 1914. Tankschlacht is a brigade/regimental simulation of the Battle of Cambrai, November 20 – December 3, 1917. A two player game where players assume the role of the German and Allied troops as they desperately fight for the valuable position in the line. 

If you are interested in Great War Battles Volume 2: Tankschlacht: Cambrai, 1917, you can order a copy for $70.00 ($55.00 for a Ziplock edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/tankschlacht-cambrai-1917-boxed-edition/

7. Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 from Revolution Games

Blind Swords is a series that most all wargamers have heard of and played at least a few games that use the system. We have played several of these games including Shiloh: The First Day and Gettysburg: The First Day in the series from Revolution Games. Recently, they announced a new title in the series called Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864 designed by Mike Wimple.

From the game page, we read the following:

The Confederate’s 1864 Maryland Campaign, led by Lieutenant General Jubal Early, was designed to draw Union forces away from the siege of Petersburg, Virginia and pose a possible threat to Washington. On the morning of July 9, 1864 Early was in Frederick Maryland, ready to cross the Monocacy River and drive toward a lightly defended Washington. Opposing him was Union General Lew Wallace. Wallace put together a hurried defense using any available troops who delayed the Confederate offensive towards Washington long enough that battle hardened forces from Grant’s Army were able to reach the city and bolster its defenses. These additional forces proved sufficient to repel the threat to the city. Thus, the ensuing Battle of Monocacy Junction has been referred to by many historians as “The battle that saved Washington”.

Early Threatens Washington includes one introductory and two full battle scenarios. The all-day full battle scenario allows players to try various strategies for clearing the Georgetown Pike. Do you try Early’s plan of forcing his way across the Wooden and Railroad bridges while feigning interest in the other crossings or some other, more clever method? The half-day full battle scenario allows players to play out Early’s plan as it actually unfolded, ignoring the morning actions, and focusing on the afternoon climax of the battle. Even though the Union is outnumbered by the Confederates, the situation is balanced and offers tough choices for both players. The thirteenth game in Revolution Games’ popular Blind Swords system, Early Threatens Washington provides an immersive experience of tactical American Civil War combat without a heavy rules load. The game can be enjoyed solitaire, two-player or multi-player.

If you are interested in Blind Swords Series Volume 13 Early Threatens Washington: The Battle of Monacacy Junction, July 9, 1864, you can order a copy for $70.00 ($55.00 for a Ziploc edition) from the Revolution Games website at the following link: https://stores.revolutiongames.us/early-threatens-washington-boxed-edition/

8. Stalingrad: Advance to the Volga, 1942 from Revolution Games

I love a good solitaire wargame. And if that game covers the famous Battle of Stalingrad mores the better! A few years ago, they released the first volume in a new Solitaire Area Movement Series called Stalingrad: Advance to the Volga, 1942 designed by Mike Rinella. Mike has done a slew of area movements games, such as Patton’s Vanguard and Last Battle, Ie Shima, and his designs are always interesting and playable.

I have played this one quite a few times, and have also played the follow up version called Manila: The Savage Streets, and the AI and the overall design itself really worked well to create a very interesting and challenging game. In fact, after 4 or 5 plays, I have yet to taste victory. I really have enjoyed my experience with Stalingrad: Advance to the Volga, 1942 as the game is well put together, well thought out and frankly just works. They now have reprinted the game and you can get a copy now after the game was out of print for a year or so.

From the game page, we read the following:

There can be little question Stalingrad was one of the bloodiest and most decisive battles of the
entire Second World War. The campaign by the German 6th Army to crush the Soviet 62nd
Army and capture the city has been the subject of numerous two-player designs. It is a
situation known to most gamers but is presented here in a new and exciting SOLITAIRE format,
the first in a series of single-player area movement games by publisher Take Aim Designs.
Stalingrad: Advance to the Volga, 1942 puts the player in charge of the attacking and far more
mobile German side while the game system handles the defending and largely static Soviet
side. No two games will ever be the same. Each turn presents new and unique challenges for
the player in the form of random events, uncertain supply deliveries, and unknown Soviet area
strengths and defensive strategies.

The primary game is a nine-turn campaign covering the first great German assault on the city
during September 1942. The deeper German forces advance, from the city’s less developed
periphery to its urban and industrial core, the greater Soviet resistance becomes. The number
of German units bled white, effectively out of action, mounts. German determination to secure
a rapid victory, represented as “morale” in the game, gradually decreases. The player wins by
equaling or exceeding historical German gains and loses if they fail to do so, or if morale falls
too low.

Also included is a five-turn “Factory District Scenario” representing the second great German
effort in October 1942. The challenge is now even greater: the player must capture all of
Stalingrad in order to release divisions in time to cover the German flanks outside the city
against the coming Soviet winter offense, which was not far off. With a setup time of less than 15 minutes, low counter density, endless variability, and quick playing time, Stalingrad: Advance to the Volga, 1942 will appeal to every level of player, from the novice to the grognard.

Here is a look at my full First Impressions post on the blog which you can read at the following link: https://theplayersaid.com/2023/04/11/first-impressions-stalingrad-advance-to-the-volga-1942-from-revolution-games-take-aim-designs/

Here also are links to several Action Point posts I wrote and you can read those on the blog at the following links:

Action Point 1 – Board

Action Point 2 – Soviet Defenders and their different Defensive Strategies

Action Point 3 – How Combat Works and how Support Units are used

Action Point 4 – Focus on Supply and Management of German Morale

Action Point 5 – Strategy Points

You can watch my playthrough video to get a feel for how the game plays:

Here also is a look at my video review:

If you are interested in Stalingrad: Advance to the Volga, 1942, you can order a copy for $55.00 from the Revolution Games website at the following link: https://stores.revolutiongames.us/stalingrad-advance-to-the-volga-1942/

9. Drive on Voronezh, June 28-July 27, 1942 from Legion Wargames

I love Legion Wargames. They are just a solid publisher and Randy Lein is such a great guy. Recently, they started shipping a new game designed by John Theissen called Drive on Voronezh, June 28-July 27, 1942 that deals with combat on the East Front of World War II.

From the game page, we read the following:

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year.  The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.

The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad. 

Drive on Voronezh covers this opening move in the Fall Blau offensive.  The scale of the game is nine miles per hex and two days per turn.  The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians.  The game uses a basic I Go – You Go system but also includes special event chits that allow players to augment certain combat and movement situations.

If you are interested in Drive on Voronezh, June 28-July 27, 1942, you can order a copy for $46.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DOV.html

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

If you are interested in Bear Trap: The Soviet-Afghan War, 1979-1989, you can order a copy for $93.00 ($59.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-955-bear-trap-the-soviet-afghan-war-1979-1989.aspx

11. Fields of Despair: France 1914-1918 2nd Printing from GMT Games

Fields of Despair: France 1914-1918 is a medium weight 2 player hex-based strategic level block war game set on the Western Front of World War I. Players take control of either the Allies, including France, England, Belgium, the United States and an abstracted Russia or the mighty Central Powers fighting the war not only on land, but also at sea, and most importantly and probably one of the better and more interesting parts of the game, in the air all while having to focus on and make tough decisions about your economic and technological progression.

Fields of Despair uses a very unique and revolutionary block system designed to maintain the confusion and uncertainty of the Fog of War throughout the entire game. The reason that I consider this system revolutionary is that in most block games, the combat values of individual blocks usually range from one to four, so as you scan the battlefield and after a quick calculation in your head you can come up with a pretty good guesstimate of what force power is arrayed against you, while in FoD the combat value of blocks ranges from zero (dummy blocks) all the way to a maximum of twenty. This difference in value ranges alone has completely changed the block wargame and has created a very strategic game that can be quite deceptive and difficult to play well. The reason for this deception is that you can build up one block in a hex to 20 when in other block games this would require 4 or 5 blocks that have tipped your hand and help your opponent to gauge your strategy and react more effectively to counter that. But, this deception does have its limits as air reconnaissance, one of the best parts of the design, allows players to scout out the strength of units and remove that deception. But, you cannot simply scout with no opposition as your opponent can place their air units in that hex you are scouting to initiate aerial dogfights that will ruin your recon attempt.

Movement in the game is also very straightforward and simple and can be used as a deceptive tool as well in addition to the use of dummy blocks. Players are allowed to “make change” during the movement phase, which means a larger block can be broken apart into 2 separate blocks or can even be done in reverse by consolidating a few smaller blocks into a larger force.  So after the movement phase, you will not be 100% confident in your enemy’s strength and will have to sometimes just throw your hesitancy out the window and attack. The Fog of War also isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land to attack.

I love that this game is so unique with the Strategic Reorganization element as well as the continuous battle for reconnaissance with the airplanes. I have played several block wargames and the way this is handled is very revolutionary and I am sure will be replicated in future block wargame designs. I also am very impressed with the tightness of the rules and how easy they were to understand and apply. For an ambitious wargame covering the entirety of the Western Front of World War I, a 24 page rule book was a shocker. But it is done very well and has very few rules problems.

Here is a link to our video review of the game:

We published an interview with the designer Kurt Lewis Keckley and you can read that at the following link: https://theplayersaid.com/2017/02/11/interview-with-kurt-lewis-keckley-designer-of-fields-of-despair-france-1914-1918-by-gmt-games/

I also wrote a full review piece on the blog and you can read that at the following link: https://theplayersaid.com/2017/04/04/not-your-grandfathers-dreary-trench-warfare-a-review-of-fields-of-despair-france-1914-1918-by-gmt-games/

If you are interested in Fields of Despair: France 1914-1918 2nd Printing, you can order a copy for $108.00 ($69.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-686-fields-of-despair-2nd-printing.aspx

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

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

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

I have known about this game for a few months, actually nearly a year or so, but am very excited to see this one added to the P500 and hope that the reception is great and that the game does well because I would like to see more small battles covered in future volumes.

From the game page, we read the following:

Two critical battles were considered turning points in the American Revolutionary War: the Battle of Saratoga in New York and the Battle of Cowpens in South Carolina. The Battle of Cowpens was a catalyst to a series of events that led eventually to the surrender of the British at Yorktown. Small BoAR Volume I, The Battle of Cowpens, puts players directly into the milieu of this decisive contest.

The goal of the Small BoAR design concept is to include small yet critical battles that otherwise do not fit the scale of the historically simulating and highly successful Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system, aptly termed Small Battles of the American Revolution (Small BoAR), was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original Battles of the American Revolution game system.

Although extremely important to the history of the Revolutionary War, the Battle of Cowpens involved slightly over 1000 participants per side. In the Battles of the American Revolution system, which represents 100 men per strength point, this would equate to only ten or so combat factors per side. The scale for the battle of Cowpens, on the other hand, is 12 men per strength point, or one-eighth that of the BoAR system. The map scale is also correspondingly reduced to 25 yards per hex from the BoAR scale of 200 yards per hex. The time scale is approximately four minutes per turn as compared with one hour per turn in BoAR.

I think that one of the best parts of this new series, aside from the size and scope of the battles covered being smaller, is that they have not just rested on their laurels and reproduced the BoAR System but have added new mechanics and elements to better deal with these battles and to model the smaller scale battles.

Although Army Morale, the game-within-the-game in BoAR, is faithfully preserved in Small BoAR, and the Small BoAR sequence of play resembles that of BoAR and will look familiar to anyone who has played games in the original series, certain novel elements appropriate to the new scaling have been added. These include:

  • The ability to designate cavalry units in reserve
  • Artillery Fire conducted both offensively and defensively
  • Simultaneous ranged musket Fire as a complement to ranged rifle fire
  • A Cavalry Reserve Phase where units designated in Reserve may charge after the normal Close Combat Phase
  • And Opportunity Card Management

As mentioned earlier, I had the honor of sitting down with Bruno Sinigaglio and Dave Stiffler to discuss this new series and The Battle of Cowpens. Here is a link to that video interview:

If you are interested in Small Battles of the American Revolution Volume I: The Battle of Cowpens, you can order a copy for $75.00 ($48.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1140-the-battle-of-cowpens.aspx

13. Twilight Struggle 20th Anniversary Hall of Fame Edition from GMT Games

As if you don’t know but Twilight Struggle is a 2-player game simulating the forty-five year ideological struggle known as the Cold War between the Soviet Union and the United States which can be played in 2-3 hours. The entire world is the stage on which these two countries “fight” to make the world safe for their own ideologies and way of life. The game starts right after the end of World War II in the midst of the ruins of Europe as the two new “superpowers” of the world squabble over what is left and ends in 1989, when only the United States remained standing.

I remember my first impressions of Twilight Struggle was that it needed some graphic design improvements and the game just didn’t grab me visually but that was all erased the first time we played as the topic and the mechanics just really spoke to me. This game was our gateway to the CDG mechanic and I still have a real soft spot in my heart for it. Well, this month I got my wish and this new edition of TS with upgraded art is now on the P500.

From the game page, we read the following comments and a bit about the history of Twilight Struggle on the new offering:

“Twilight Struggle is my all-time favorite game. It is a brilliant first design by the team of Jason Matthews and Ananda Gupta. It takes the card-driven genre of games like We The People, Hannibal: Rome vs. Carthage, and Wilderness War to its highest peak. Every game is different and the game gets better and better as you become more familiar with the individual cards. You are surprised as hidden combos are revealed game after game. Every turn is filled with tension as you try to figure out the best way to play the hand of cards you’ve been dealt. Gaming simply doesn’t get any better than this”. – Alan R. Moon

That quote from legendary designer Alan Moon, spoken not long after Twilight Struggle was released in 2005, helped sell out the game’s first print run and introduced thousands of gamers to Twilight Struggle. Fortunately, they mostly shared Alan’s opinion of the game and they told their friends. Soon, a groundswell of play and support for the game ran rampant across the gaming community as tens of thousands of players immersed themselves in the tense competition and compelling storytelling of Twilight Struggle. As a result, Twilight Struggle was the #1 ranked game on BGG for over five years, something no other game has achieved.

Soon there was a digital version of the game for Steam and tablets, introducing hundreds of thousands of additional gamers to GMT’s most commercially and critically successful all-time game and supporting a total of twelve sold-out versions of the boardgame. And over those years, the awards rolled in, reflecting the joy and challenge that Twilight Struggle brought to so many gamers: BGG Golden Geek Game of the Year, IGA Game of the Year, Charles Roberts Awards, and more.

Then, in the summer of 2024 at its Origins convention, GAMA (Game Manufacturers of America) bestowed on Twilight Struggle its most prestigious award, inducting Twilight Struggle into the GAMA Hall of Fame. Designers Ananda Gupta and Jason Matthews attended the awards ceremony and jointly accepted the honor on their behalf and for all of the Twilight Struggle team at GMT.

As we now approach the 20th anniversary of the game’s release, and in light of the recent Hall of Fame honor, we are thrilled to announce a new edition of our most successful game. We invite you to check out Twilight Struggle 20th Anniversary Hall of Fame Edition.

So what exactly is new and different about this edition:

Twilight Struggle 20th Anniversary Hall of Fame Edition adds even more beauty and play options to the original game. Here are some of the additions you’ll see in this new Edition:

  • A brand new game box by the incomparable Terry Leeds
  • A double sided map with a new Terry Leeds map on the front and the familiar Deluxe Edition Mark Simonitch map on the back
  • The Turn Zero and Alternative Space Race variants included.
  • A new alt-history scenario, “Red Sun Rising” with new cards.
  • A collection of promotional cards including the Kickstarter Promo Packs #1 and #2 and a selection of promo cards from foreign editions of Twilight Struggle
  • A background booklet including retrospective essays from the designers

We cannot think of a better way to commemorate the Cold War, this vital piece of world history, than with our freshest and richest version of Twilight Struggle to date.

Here is a comment from Gene Billingsley about this game offering:

We’re really proud of Jason and Ananda and what they and their brilliant game have meant to GMT over these past 20 years—and for all of the TS team that helped to make their design vision a reality. And we’re so honored and really happy that Twilight Struggle was inducted into the GAMA Hall of Fame at Origins this past summer. That is a rare honor. So, to celebrate both the 20th Anniversary of Twilight Struggle and it’s HoF induction, we are adding a new Twilight Struggle 20th Anniversary Hall of Fame Edition to our P500 list this month. As you can see from the artwork, this is a beautiful new edition, featuring a new box and mounted map from Terry Leeds (with the Mark Simonitch map on the back side) as well as all new card fronts (we’re keeping the backs standard so there’s no problem mixing in cards from other versions). It’s also chock-full of a lot of new or hard-to-find play value, with a new scenario and a variety of cards and other game add-ons all in one new package.

With the recent advances in art and production, I have often longed for GMT to retouch some of their best games and give them the art and components that they deserve. It looks like this might be the first step in that direction and I would argue there are other great games that deserve a similar treatment including Here I Stand, Labyrinth, Wilderness War and others.

If you are interested in Twilight Struggle 20th Anniversary Hall of Fame Edition, you can order a copy for $94.00 ($60.00 if you hurry and place your order before they ship in mid-August) from the GMT Games website at the following link: https://www.gmtgames.com/p-1138-twilight-struggle-20th-anniversary-hall-of-fame-edition.aspx

14. Falling Crescent: The British Offensive: September-October 1918 from Compass Games

More WWI is never a bad thing. Particularly when that game focuses on a front that doesn’t get a lot of love in the wargaming world. But Falling Crescent is such a game that focuses on the British offensive against the Turks in Palestine in the fall of 2018.

From the game page, we read the following:

Falling Crescent is an operational-level game of the British offensive of September-October 1918 against the Turks in Palestine. One player controls the Turkish, German, and Bedouin forces, and the other, British, French, and Arab guerilla forces. A three-player version, commanding the Arabs separately is also included.

After lasting for centuries, the Ottoman Turks’ hold on Palestine is at risk. British forces and Arabs in revolt threaten to bring down the Ottomans and their Crescent flag. The game is one of skill, in which it is entirely possible to change the course of history. This game proves to be an interesting challenge as modifications to the design, such as strategic and operational cards, bring a new feel to the classic model also built-in!

In designing Falling Crescent, designer Roger Nord brought out the flavor of encirclement and surrender, of charging cavalry and elusive Arab guerillas. The Palestine campaign is one of history’s last great cavalry actions. In this fluid scene, local plans can often go astray unforeseen developments may hinder or even alter command plans. The players’ cards, new to this edition, add their part to the fortunes of war with reactive tactics and shifting events.

The game’s pace is swift, and we believe players will enjoy it as a World War I game devoid of attrition and stalemate. Especially in the use of cavalry and air, they will see a hint of things to come in 1939-1940, when a later war will no longer be fought with horses and canvas biplanes, but with treaded armor and screaming dive bombers.

I am very much looking forward to this one. Games on this subject and with this scale are pretty rare and the comment in the description about “one of history’s last great cavalry actions” definitely has my attention!

If you are interested in Falling Crescent: The British Offensive: September-October 1918, you can pre-order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/falling-crescent-pay-now/

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 Nuts! Publishing!

-Grant

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