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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #81: Baron von Steuben Trains the Continental Army from Washington’s War from GMT Games

Von: Grant
09. Juni 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.

#81: Baron von Steuben Trains the Continental Army 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 today’s entry, I have chosen this card to showcase one of my favorite events from the history of the American Revolution. The card for today is called Baron von Steuben Trains the Continental Army and has a dual focus. It will add Combat Units or CU’s to go along with General Washington but most importantly changes the balance of the game for battles. The card text reads “May be played by the American player in any Strategy Phase. He immediately places two CU’s with George Washington. The British Regulars’ Advantage combat DRM is permanently lost”. Now don’t get me wrong, gaining a free injection of 2 CU’s worth of fighting forces is a nice bonus for the Patriots but the real benefit of the card is that it changes the game. At the start of the game, the British receive a +1 Dice Roll Modifier (DRM) in all battles until what is called the British Regulars’ Advantage is lost. The British Regulars’ Advantage will be lost immediately if the British lose 3 or more CU’s in a single battle and of course, the British may also lose the British Regulars’ Advantage as a result of the play of this card. I very much like this card and it is very important for the hopes of the rebellion. I have found that the +1 DRM is really difficult to overcome for the Patriots and I found that my hopes in combat at the beginning of the game are almost always a 50/50 proposition. But once this card is played, that changes and I feel like the Patriots can better go on the offensive and openly hunt down and attack the British with confidence.

I have always been impressed with the Patriot effort to bring in professional soldiers from Europe to assist them in training and leading the Continental forces. Names like Marquis de Lafayette (France), Baron von Steuben (Prussia), Casimir Pulaski (Poland), Tadeusz Kościuszko (Poland) and Baron de Kalb (Bavaria) to name just a few. These European Generals had experience and knowledge, which were commodities that the Patriots didn’t have a lot of.

Friedrich Wilhelm August Heinrich Ferdinand Fresher von Steuben was a Prussian-born army officer who played a leading role in the American Revolutionary War by reforming the Continental Army into a disciplined and professional fighting force. His contributions marked a significant improvement in the performance of Patriot troops and he is consequently regarded as one of the fathers of the United States Army.

Born into a military family, Steuben was exposed to war from an early age; at 14 years old, he observed his father directing Prussian engineers in the 1742 siege of Prague. At age 16 or 17, he enlisted in the Prussian Army, which was considered the most professional and disciplined in Europe. During his 17 years of military service, Steuben took part in several battles in the Seven Years’ War, rose to the rank of captain, and became aide-de-camp to King Frederick II of Prussia, who was renowned for his military prowess and strategy. Steuben’s career culminated in his attendance at Frederick’s elite school for young military officers, after which he was abruptly discharged from the army in 1763, allegedly by the machinations of a rival.

In 1775, as the American Revolution had begun, Steuben saw a reduction in his salary and sought some form of military work; unable to find employment in peacetime Europe, he joined the Patriot war effort through mutual French contacts with American diplomats, most notably ambassadors to France Silas Deane and Benjamin Franklin. Due to his military exploits, and his willingness to serve the Americans without compensation, Steuben made a positive impression on both Congress and General George Washington, who appointed him as temporary Inspector General of the Continental Army.

Appalled by the state of Continental forces, Steuben took the lead in teaching soldiers the essentials of military drills, tactics, and discipline based on Prussian techniques. He wrote Regulations for the Order and Discipline of the Troops of the United States, which remained the army’s drill manual for decades, and continues to influence modern U.S. army manuals. Steuben also addressed widespread administrative waste and graft, helping save desperately needed supplies and funds. As these reforms began bearing fruit on the battlefield, in 1778, on Washington’s recommendation, Congress commissioned Steuben to the position of Inspector General with the rank of major general. He served the remainder of the war as Washington’s chief of staff and one of his most trusted advisors.

Baron von Steuben drilling American recruits at Valley Forge in 1778 by Edwin Austin Abbey.

According to Peter Stephen Du Ponceau, Steuben’s personal secretary and interpreter, “The Baron loved to speak of…his sans culottes (radical partisans, urban laborers, and common people of the lower classes during the French Revolution), as he called us. Thus the denomination was first invented in America…when, it could not be foreseen, that the name which honoured the followers of Washington would afterwards be assumed by the satellites of a Marat and a Robespierre”.

After the war, Steuben was made a U.S. citizen and granted a large estate in New York in reward for his service. In 1780, he was elected a member of the American Philosophical Society, a learned society that included many of the nation’s most prominent Founding Fathers.

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 Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #80: Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Von: Grant
03. Juni 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.

#80: Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games is a Card Driven Game for two players set during the final hundred plus years of the Western Roman Empire as the Barbarian tribes in the north came down with a vengeance as they clashed with civilization and carved out their place amongst it. The time period covered in the game is from the death of Constantine the Great (337 AD) to the deposition of the last Western Roman Emperor by Odoacer in 476 AD. The Roman player will command the Roman Legions loyal to the failing central authority and those Germanic peoples who have settled peacefully inside the Roman Empire, while the Barbarian player leads Usurper Emperors, and controls the migrations of the Germanic peoples, who are the Barbarians at the Gates. This game is really quite good and feels very much like a wargame even though it is a Card Driven Game. There are lots of opportunities for troop movement, combat and maneuver. And I really liked that. The game is a Card Driven Game and the use of cards is all important and very well done. Each player has their own unique deck of cards that are used and these cards are sometimes removed from those decks when played for an event and also new cards will be added to the deck after each turn. The cards played during a player’s impulse which are not used for the Event are then used for their Operation Points value. These Operation Points can be used for many purposes including Activating a leader, Forced Marches, Raiding, Reinforcement, Migration and Successful Usurpation.

The real trick to the cards is to plan out how you are going to use them to your advantage but also how best to use them. Activating Leaders is very important as you can then move them to attack, defend, change control of areas and other actions. Activating a leader depends on their strategy rating (the lower the strategy rating, the better). When a leader activates from a card, they receive a number of Action Points which can be used for movement (1 over highway, 2 over rough or river connections, 3 over strait or for naval movement), continuation after battle (a kind of advance after combat), changing control over unfortified spaces and sieges of fortified spaces. But the cards also are very mean spirited. What do I mean by this? Well, in our first play, I was carefully using my cards to build up my armies to fend off the initial attacks of the Barbarian hordes. I also had begun to build somewhat of a super stack as well to attempt to foray into England and take on the Barbarians there. As I did this building up, I was unaware of the nasty nature of some of the cards. Some of the cards, both for the Barbarians and Romans, allow a play that will turn a single leader and their entire stack into either a Usurper or a Pacified Barbarian Settlement. Both are equally nasty and you have to keep in mind that you can have your best armies simply taken from you and turned to your enemy.

And this concept of taking your best armies away from you, either as the Roman player or the Barbarian player, is well demonstrated with the play of the Rome Offers Settlement card. This card literally allows the Romans to resettle a Barbarian Tribal Marker, along with any combat units with the marker to a Loyalist Provincial Capital. The play of this card at the right (or wrong) time can lead to serious issues on the front lines. Playing the Rome Offers Settlement card simulates foederati diplomacy, allowing the Roman player to integrate migratory tribes into the empire and to gain access to additional manpower to defend the frontier. The mechanical effects include that the selected Tribe will now be aligned with Rome and becomes allied to the Romans. This will lead to the Barbarian Control Marker being removed from the target tribe’s space on the Tribal Alignment Track. The real benefit is that the Roman armies don’t have to risk loss and time in fighting the Barbarians targeted but also provides somewhat of a defensive buffer as the settled tribes will serve as a guard on the frontier, protecting specific Roman provinces and providing a strategic military advantage against other hostile invaders. This card is very important and can be considered essential for the Roman player, as allying with these tribes limits barbarian raiding opportunities and provides crucial resources needed to survive later waves of invasions. Also the preservation of army strength gives an immediate benefit to other ongoing campaigns against other invading tribes. I love this card and the concept from history that it attempts to inject into the gameplay.

Foederati were peoples and cities bound by a treaty, known as foedus, with Ancient Rome. During the Roman Republic, the term identified the socii, but during the Roman Empire, it was used to describe foreign states, client kingdoms or barbarian tribes to which the empire provided benefits in exchange for military assistance. The term was also used, especially under the empire, for groups of barbarian mercenaries of various sizes who were typically allowed to settle within the empire.

The term foederati had its original usage and meaning extended by the Romans’ practice of subsidizing entire barbarian tribes such as the Franks, Vandals, Alans, Huns and the Visigoths, the last being the best known, in exchange for providing warriors to fight in the Roman armies. Alaric I began his career leading a band of Gothic foederati. At first, the Roman subsidy took the form of money or food, but as tax revenues dwindled in the 4th and the 5th centuries, the foederati were billeted on local landowners properties, which became identical to being allowed to settle on Roman territory. Large local landowners living in distant border provinces on extensive villas, which were largely self-sufficient, found their loyalties to the central authority, which were already conflicted by other developments, further compromised in such situations. As loyalties wavered and became more local, the empire then began to devolve into smaller territories and closer personal fealties.

A 20th-century depiction of Alaric parading through the streets of Athens after conquering the city in 395 AD.

Here is a look at our unboxing video:

We also did a video review and you can watch that at the following link:

I also wrote a First Impressions post on the game and you can read that at the following link: https://theplayersaid.com/2022/11/08/first-impressions-barbarians-at-the-gates-the-decline-and-fall-of-the-western-roman-empire-337-476-from-compass-games/

In the next entry in this series, we will take a look at Baron von Stueben Trains the Continental Army from Washington’s War from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #79: Culper Ring from Liberty or Death: The American Insurrection from GMT Games

Von: Grant
26. Mai 2026 um 17:13

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.

#79: Culper Ring from Liberty or Death: The American Insurrection from GMT Games

In case you didn’t know, I love Liberty or Death: The American Insurrection! This is my 2nd favorite volume in the COIN Series and is such a fantastic game filled with the history of my favorite historical period the American Revolutionary War. Liberty or Death was the COIN Series’ first foray into non-modern warfare and takes us to the 18th Century and the days of the Brown Bess musket, the 18 pound siege cannon and nice and tidy formations better suited for a gentleman’s war. The focus of the game is the struggle of the American Patriots against their mother British government as they have made their intentions clear to become independent with the Declaration of Independence. The game is a multi-faction treatment of the American Revolution, which includes the Patriots and their allies the French against the British and their reluctant allies the Indians.

Liberty or Death is a 1 to 4 player game focused on all aspects of the struggle including financing operations with Rabble Rousing, infiltrating British held cities to Skirmish, blockading major cities with the mighty French fleet, Raiding the frontiers with the Indian nations, the spread of propaganda to build support for the revolution, fort building and small scale battles. So, with this short description you can see that this game is not a “traditional” wargame but does contain some armed conflict. So a game about the American Revolution that isn’t focused on battle you say? How can that be? Well, I will tell you that this game is probably a perfect representation of the multifaceted struggle that wasn’t necessarily decided on the field of combat, but by the little actions of many behind the scenes characters. Yes battle will decide the control of major areas of the board and decide the fate of troops as they must be concerned about being in supply through a network of forts but the game is so much more than just rolling some dice and consulting a CRT!

In today’s entry, we are going to take a look at a very interesting card called Culper Spy Ring. I very much enjoy the connection of this card to the history of the American Revolution as it deals with one of the more important aspects of the war being that of reconnaissance and spying to gain intel on the enemy’s plans and the makeup and disposition of their forces. The Culper Spy Ring card allows the British/Indian players to Activate 3 Patriot Militia pieces anywhere on the board. These pieces do not have to be located together in the same space but can be in 3 different spaces if the players chooses. This is a very powerful event as the Patriot Militia are generally only able to perform their actions if they are Underground meaning hidden from the British. Typically their Commands and Special Activities for things such as Rabble Rousing (create Opposition to Crown rule), Persuasion (get Resources) and Partisans (attack Royalist pieces), require at least 1 Underground Militia piece be in the space and typically requires that they be Activated or turned face up with their embossed star icon showing. The process of turning up these Militia pieces normally involves a British March Command into a space with Underground Militia but the process of removing them requires an additional step by taking either a Skirmish Special Activity or a Battle Command. This card allows for these turncoats to be discovered and then removed in a later action. If you also read the card above the action description you will notice that it says “Hercules Mulligan arrested”. Hercules Mulligan was an Irish-American tailor, spy, and founding member of the Sons of Liberty. Operating in British-occupied New York City, he used his high-end tailor shop to befriend British officers, gather critical intelligence, and covertly pass military secrets to General George Washington. Mulligan is credited with twice saving General Washington from capture or ambush. He sent secret messages, often via his trusted assistant Cato, warning Washington of planned British traps. I love the history here and am very glad that the design and development team gave a shout out to this little known American hero who risked his life to perform these spy activities in New York City.

The bottom half of the event is for the Patriot/French player and has an immediate powerful effect that can change the odds of an upcoming Battle or wrest control of a key province from the British at an inopportune time. The event simply allows the removal of 3 British Cubes from the board, consisting of British Regulars or Tories, and then placing them into the Casualties Box. This is a key action because it can cause the shifting of the delicate balance for the British between Combined Rebellion Casualties (CRC) versus Combined British Casualties (CBC). This difference is 1 of the 2 parts of the British Victory Condition and the CRC must be higher than the CBC. I also love the text above this benefit as it states “Spies reduce British effectiveness”. This is an homage to the critical work of these spy rings as they often lead to more beneficial and favorable Patriot outcomes to Battles as they were better prepared or knew the British plans before the battle event took place.

Major Benjamin Tallmadge.

The Culper Spy Ring was an American intelligence network established in 1778 by Major Benjamin Tallmadge and General George Washington. Operating primarily in British-occupied New York City and Setauket, Long Island, the ring provided vital reconnaissance on British troop movements, notably exposing Benedict Arnold’s treasonous plot to surrender West Point. The network utilized a chain of trusted individuals rather than trained military spies from all walks of life. Some of the more famous spies in this vital ring included:

Agent 355: An anonymous female member within the ring whose true identity remains unknown, though she is credited with providing crucial insights

Benjamin Tallmadge (alias “John Bolton”): The spymaster and director of intelligence who managed the flow of information.

Abraham Woodhull (alias “Samuel Culper Sr.”): The primary gatherer of intelligence in Setauket, who oversaw the ring’s daily operations.

Robert Townsend (alias “Samuel Culper Jr.”): A Manhattan merchant and journalist who operated within British circles, collecting firsthand intelligence on the enemy.

Caleb Brewster: A daring whaleboat captain who transported the messages across the treacherous Long Island Sound.

Austin Roe: A Setauket tavern keeper who acted as the primary courier, frequently riding the 55 miles between Setauket and New York City.

The Culper Spy Ring is widely considered one of the most successful intelligence networks of the American Revolution. Its greatest achievements included preventing a surprise British ambush on incoming French forces in Rhode Island and securing the intelligence that led to the capture of British spy master John André. The secrecy maintained by Tallmadge was so effective that the true identities of the spies were not discovered by historians until the 20th century.

This Culper spy network was the feature of a television series on AMC called TURИ: Washington’s Spies that aired from April 2016 through August 2017 and spanned a total of 40 episodes.

The story of the drama covers events from 1776 to 1781 and features a farmer from Setauket, New York and his childhood friends who form an unlikely group of spies called the Culper Ring, which eventually helps to turn the tide during the American Revolutionary War. The series begins in October 1776, shortly after British victories, including the recapturing of Long Island and the Port of New York for the Crown, leaving General George Washington’s army in dire straits. The first episode opens with the following introductory text:

Autumn 1776. Insurgents have declared war against the Crown. Following a successful naval landing, His Majesty’s Army has forced Washington’s rebels into the wilderness. New York City serves as a military base of operations for the British. The Loyalists of nearby Long Island keep vigilant watch out for sympathizers and spies.

I very much enjoyed the tv show and loved watching each episode to see the hidden historical details of the Culper Spy Ring be revealed that have been discovered over the past few hundred years since the events of the American Revolution. Just an amazing example of a grass roots and loosely organized group of Patriots who risked their lives and families to ensure that the cause of Liberty prevailed.

In the next entry in this series, we will take a look at Rome Offers Settlement from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #78: Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games

Von: Grant
19. Mai 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.

#78: Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games

The COIN Series uses cards in a very different way from other CDG’s. These cards are not necessarily the driver of the action but more assistive to the actions of the players by setting eligibility and also providing powerful events. The Event Cards are more often than not, very powerful. They either give you a continuing bonus on future Operations and Special Activities (as in the case of the volumes that include the various Capabilities) or allow you to take Operations and Special Activities more times that round than you would normally have been able to had you not chosen the Event and more often than not, at no cost! Also, because of the power of the cards and their ties to one or more factions, you can take the Event which allows you a huge advantage, only to see that very powerful Event reversed with the next Event or with a regular Operation. This is very frustrating but is one of the major reasons that I love the card-assisted element of the COIN Series. Today we are going to take a look at the Hamburger Hill Event Card.

But first an aside. Along with the movie Platoon, my introduction to the fierce fighting in the Ashau Valley of Vietnam was mainly from the movie Hamburger Hill starring Dylan McDermott as Lt. Frantz and Courtney Vance as Doc. The images from this movie will be forever burned in my mind and with the recent passing of the anniversary of the battle’s start on May 13th I thought it would be a perfect time to cover this card.

The Hamburger Hill Event Card has a top event and a bottom event, which is the case with all cards found in the decks of COIN Series games. The top event benefits the US/ARVN players while the bottom benefits the NVA/VC players. The top event allows the US player to move 4 US Troop Cubes from any spaces on the board to any Highland space, which are the brown colored regions representing less forgiving elevated terrain and mountainous areas. It then goes onto allow the removal of any NVA or VC base there, even if the base is currently Tunneled. This is a very powerful event as normally moving units requires an Air Lift Special Activity or a Train Operation to place new units into a space. Also, removing a Base, and especially a Tunneled Base, requires multiple turns and a focused approach of Patrol, Sweep and Assault to uncover hiding Insurgent pieces and then to destroy them allowing for a Base to be removed.

The Insurgent half of the event allows them to place a new Tunneled Based into a Highland space as well as remove 3 US Troop Cubes to Casualties. The Casualties Box is where these “dead” cubes are stored until the Coup Round where they will have negative effects on the United States player and then be available again for use in the next turn. This event is very powerful and is a major boon for the Insurgent player in taking control of and maintaining their presence in the Highland Provinces.

I also very much like the historical connection to the Battle of Hamburger Hill and think that the designers did a great job of creating this event with real game effects related to the battle and consequences that are felt from the play of the card. This Hamburger Hill Event is one that will be played by both sides often rather than taking their Operations and Special Activities. The effects are just too efficient and powerful to pass on unless the timing of the game dictates differently.

The Battle of Hamburger Hill was a major battle that lasted from May 13–20, 1969 was fought by United States Army and Army of the Republic of Vietnam (ARVN) forces against People’s Army of Vietnam (PAVN) forces during Operation Apache Snow of the Vietnam War. Though the heavily fortified Hill 937, a ridge of the mountain Dong Ap Bia in central Vietnam near its western border with Laos, had little strategic value, US command ordered its capture by a frontal assault, only to abandon it soon thereafter. The action caused a controversy among both the US armed services and the public back home, and marked a turning point in US involvement in Vietnam.

The battle was primarily an infantry engagement, with the US troops moving up the steeply sloped hill against well-entrenched troops. Attacks were repeatedly repelled by the PAVN defenses. Bad weather also hindered operations. Nevertheless, the Airborne troops took the hill through direct assault with heavy use of artillery and airstrikes, causing extensive casualties to the PAVN forces.

Local Degar tribesmen call the mountain Ap Bia, which means “the mountain of the crouching beast.” Official histories of the engagement refer to it as Hill 937 after the elevation displayed on US Army maps, but the US soldiers who fought there dubbed it “Hamburger Hill,” suggesting that those who fought on the hill were “ground up like hamburger meat.”

The quote was attributed to Sgt. James Spears who said, “Have you ever been inside a hamburger machine? We just got cut to pieces by extremely accurate machine gun fire…”.

US Army photographers climb Hill 937 at Dong Ap Bia after the battle, May 1969.

In the next entry in this series, we will take a look at Culper Ring from Liberty or Death: The American Insurrection from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #77: Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Von: Grant
12. Mai 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.

#77: Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Here I Stand: Wars of the Reformation 1517-1555 is an experience packaged in a game that attempts to boldly cover the political and religious conflicts of early 16th Century Europe. The game focuses on the struggle of religious reformers such as Martin Luther, John Calvin and Ulrich Zwingli as they battle the Papacy for changes in their views of God and religion. But it is more than just the Holy War as it deals with the other European countries involved in the affairs of the time including France, England, the mighty Hapsburg Empire and the Ottoman Empire in the east. They all played a role in the process of the Reformation and the design brilliantly weaves this all together into an interesting and engaging experience. The game also covers other plot lines and events of the period, including wars, marriages and ascendancies to thrones, using a unique Card Driven Game (CDG) system that models both the political and religious conflicts of the period.

Today, I want to take a look at a very interesting Mandatory Event card that really shakes things up for the Protestant player in the Schmalkaldic League. This Mandatory Event basically transforms the Protestant player and changes their focus slightly as they now become somewhat of a military power. I use the term “military power” here lightly as they really are not that powerful and this event is really more of a wet blanket thrown onto their spiritual bonfire as they now will have to worry about gearing up for attacks from their neighbors to try and take away their victory points through wresting control of their Electorates from them, which grant extra Victory Points. The Schmalkaldic League Mandatory Event is only triggered when the Protestant has religious influence in 12+ spaces from Turn 2 on, or if not, then automatically by the end of Turn 4.

The Protestant player gaining the ability to create and command military units, including both regulars and mercenaries, is somewhat of a boon as you can now move your troops around the board gaining additional dice for Conversion attempts if those units are adjacent and also the electorates under Protestant religious control, specifically those marked as Protestant home spaces, instantly come under Protestant political control and grant 2 VP for each Electorate up to a maximum of 12 VP total if all 6 are under control. Talk about a turning point…albeit a turning point with some difficulties. The leaders granted to the Protestants are also not very good and do not gain extra dice during combat and frankly cannot command large armies. These leaders include John Frederick and Philip of Hesse.

John Frederick I of Saxony by Lucas Cranach the Younger.

Frankly, I try my best to hope and pray that the Schmalkaldic League card doesn’t come out during the first 4 turns and then will be triggered only during the Winter Phase of Turn 4. This gives the Protestant player some time to expand and attempt to get all of those important VP generating Electorates under their control to set themselves up nicely. But once it happens you will find that you are spending your scarce resources in the form of Command Points on things like recruiting units, moving those units and preparing for attacks. This takes away from your ability to focus solely on spreading the faith and can be a real drag on that effort. But, you take the good with the bad in this game and I have learned to deal with it over the years and turn it into something that benefits me.

The Schmalkaldic League was a military alliance of Lutheran principalities and cities within the Holy Roman Empire during the mid-16th century. It received its name from the German town of Schmalkalden, where the group was founded in 1531. Although created for religious motives soon after the start of the Reformation, its members later came to have the intention that the League would replace the Holy Roman Empire as their focus of political allegiance. While it was not the first alliance of its kind, unlike previous formations, such as the League of Torgau, the Schmalkaldic League had a substantial military to defend its political and religious interests.

The League’s members agreed to provide 10,000 infantry and 2,000 cavalry for their mutual protection. They rarely provoked the Holy Roman Emperor Charles V directly but confiscated church land, expelled bishops and Catholic princes and helped spread Lutheranism throughout northern Germany.

Martin Luther planned to present to the League the Smalcald Articles, a stricter Protestant confession, during a meeting in 1537. He attended the critical meeting in 1537 but spent most of his time suffering from kidney stones. The rulers and princes even met in the home at which Luther was staying. Though Luther was asked to prepare the articles of faith that came to be known as the Smalcald Articles, they were not formally adopted at the time of the meeting, but in 1580, they were included in the Book of Concord.

In the next entry in this series, we will take a look at Hamburger Hill from Fire in the Lake: Insurgency in Vietnam from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #76: Military Uprising from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames

Von: Grant
05. Mai 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.

#76: Military Uprising 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.

One of the interesting parts of the design is that each player has what is referred to as a Special Card that is included in their hand from the start of the game and can be played during their turn. These cards don’t count towards the maximum number of cards that each player can have in their hand at the beginning of each turn. The 2 cards are Military Uprising, which is given to Nationalist player and Proletarian Revolution, which is given to the Republican player. These cards are single-use event cards and can only be used during the first 4 turns of the game, or in other words during the period referred to as Phase 1 – The Republic. If, after this phase, these cards have not been played, they must be discarded and removed from the game. Both players can choose to use their Special Card in an Action round, instead of using one of the cards from their hand. These cards are played like the rest of the Operation Cards either using their Operations Value or applying the effects of the printed Event. Once played, the card will be removed from the game so it is use it or lose it.

Both cards are very powerful but have some fairly difficult criteria that must be met to fully realize the value of the printed Event. In the case of our featured card Military Uprising, the top part of the card first gives the player the chance to downgrade the European Status Quo Track by 2 levels. The European Status Quo Track allows players to appeal to and in some ways manipulate the stance of the other European Nations regarding their view on the Spanish Civil War. It also the determining factor in how Victory Points are awarded for the crucial Armed Actions aspect of the game. At the end of each turn, if the number of Armed Actions carried out by a player equals or exceeds the current level of the European Status Quo, that player will score 3 Victory Points. Also, as long as the European Status Quo Track is set on level 2, players cannot carryout any action using the Operations Points of cards played to advance in the Diplomatic Relations Track. So this is another tied result to the card as if the level is 1, no cards can be played to advance the Diplomatic Relations Track.

But, remember I said that to fully realize the effects of the card, the Nationalist player would need to control Barcelona, Madrid, Valencia and every Naval Base Location or every Air Base Location. If this is the case when the card is played, then the Nationalist player will earn an automatic victory. Frankly, this is next to impossible, but has a sliver of possibility depending on how diligent and attentive the Republican player is as well as the hand of cards that are drawn by the Nationalist player. If they draw certain other events, as well as have a hand full of higher Operations Point value cards, they can make a run at this but it is not necessarily recommended. The card also has a very useful secondary use as if the condition isn’t met, they will get to place out on the board 1 combatant cube, representing one of their combat units, and also remove all of the influence of the Republican player in Morocco and Galicia and gain 2VP. In order for the card to be used in this manner though the Nationalist player will have had to previously play the El Director card.

Either way this is a very good card and a shrewd Nationalist player can make some significant headway in their efforts to push the Republican out of power in Africa and northwest Spain as well as add combat strength to areas that they wish to conduct future Armed Operations.

In 1934 there was widespread labor conflict and a bloody uprising by miners in Asturias that was suppressed by troops led by General Francisco Franco. A succession of governmental crises culminated in the elections of February 16, 1936, which brought to power a Popular Front government supported by most of the parties of the left and opposed by the parties of the right and what remained of the center.

Spanish Civil War
Spanish Civil War Republican troops manning a machine gun during the Spanish Civil War, 1937.

A well-planned military uprising began on July 17, 1936, in garrison towns throughout Spain. By July 21st, the rebels had achieved control in Spanish Morocco, the Canary Islands, and the Balearic Islands (except Minorca) and in the part of Spain north of the Guadarrama Mountains and the Ebro River, except for Asturias, Santander, and the Basque provinces along the north coast and the region of Catalonia in the northeast. The Republican forces had put down the uprising in other areas, except for some of the larger Andalusian cities, including Seville), Granada and Córdoba. The Nationalists and Republicans proceeded to organize their respective territories and to repress opposition or suspected opposition. Republican violence occurred primarily during the early stages of the war before the rule of law was restored, but the Nationalist violence was part of a conscious policy of terror. The matter of how many were killed remains highly contentious; however, it is generally believed that the toll of Nationalist violence was higher. In any event, the proliferation of executions, murders, and assassinations on both sides reflects the great passions that the Spanish Civil War unleashed.

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 Schmalkaldic League from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #75: The Second Funnel from The Hunt from Salt & Pepper Games

Von: Grant
28. April 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.

#75: The Second Funnel from The Hunt from Salt & Pepper Games

I have played several hidden movement games over the years and enjoyed them all. Some of these titles have included wargames such as They Come Unseen from Osprey GamesSniper Elite: The Board Game from Rebellion Unplugged and Bomber Command from GMT Games as well as a few board games including Hunt for the Ring from Ares Games. The concept of moving cautiously, attempting to evade pursuers, all while trying to locate and acquire or destroy objectives makes for a very interesting gaming experience. These situations can make for some really tense games that cause your head to ache and your wits to be tested. But they rely on some bluffing as well. Trying to force your opponent to anticipate where they think you should be and then trying not to be there. A really great mechanic in board games but not always easy to pull off and make for a very playable and interesting game. In 2022, we played a new design from Matthias Cramer and Engin Kunter that took this hidden movement concept and put it into a historically based game about the struggle over control of the South Atlantic between the British Royal Navy and the German Kriegsmarine during the early years of World War II called The Hunt from Salt & Pepper Games.

The Hunt is a Card Driven Game where the German player has to attempt to stay hidden while trying to sink merchant shipping as the Royal Navy hunts for them throughout the South Atlantic. The players each have asymmetric actions to use to accomplish their missions and each has a tough time doing what they have to do. But, if they manage their cards wisely, using them as effectively as possible, they can successfully either evade their pursuer or catch their prey.

In today’s post, we will take a look at the very useful The Second Funnel. The Second Funnel is a 5 Ops card, which makes it a very important card in the German deck as it allows for the taking of 2-3 actions in a single turn, but for which there is an even more important use as an interrupt to foil a successful British Search by playing it as a Reaction. If the British player ever searches for the Admiral Graf Spee, and The Second Funnel is played as a reaction, the British successful Search will be treated as unsuccessful and the German player will get to move the Graf Spee 1 space away from the space where the Search action was taken. This movement can be into any adjacent space so could be used to also reposition the Graf Spee into a space where a Freighter is located. Such a tasty surprise card for the German player! I know that when I play as the British, I have to always keep in the back of my mind that this card exists and that my efforts might be futile. But, as the British, I would rather that the German play this as the event. These Reaction cards are one of the elements that makes this game so good.

Picture of the Graf Spee taken in 1939 shows the second funnel mounted behind the aircraft catapult at the rear of the ship.

The “second funnel” on the Admiral Graf Spee was a fake structure installed by the crew in late November 1939, during its 1939 Atlantic raid, to alter the ship’s silhouette and disguise its true identity. The dummy funnel, along with a fake gun turret on the bridge, was constructed behind the aircraft catapult to make the German “pocket battleship” look more like a different ship, specifically a British or French warship, to Allied merchant ships. By appearing as a different vessel, the Graf Spee hoped to create confusion and avoid immediate detection and engagement by Allied naval forces while it targeted merchant shipping. The disguise was removed before the Battle of the River Plate in December 1939, so it would not interfere with the ship’s combat operations. The ship’s crew, under the leadership of Captain Hans Langsdorff, often undertook such modifications during its patrol in the southern Atlantic to maintain the surprise of their commerce-raiding mission.

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

We also published an interview on the blog with the designers Matthias Cramer and Engin Kunter and you can read that at the following link: https://theplayersaid.com/2023/03/13/interview-with-matthias-cramer-and-engin-kunter-designers-of-the-hunt-from-salt-pepper-games-coming-to-gamefound-march-15th/

In the next entry in this series, we will take a look at Military Uprising 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 #74: Open Borders from 2040: An American Insurgency from Compass Games

Von: Grant
22. April 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.

#74: Open Borders from 2040: An American Insurgency from Compass Games

2040: An American Insurgency is a card driven game that attempts to simulate a near future US civil war in the 21st century. In this 2-player game that plays in less than 3 hours, the blue team is the Federals representing agents of the government in Washington. The red team are the Rebels including militia groups trying to seize control of states, highways, and cities. The conflict spreads across the entire continental US, from Miami to Seattle and from Los Angeles to New York.

This game is not perfect and it has some issues and the graphics are not that great frankly. As I played the game, I actually felt like it was a pretty decent game, with some very interesting mechanics covering an interesting topic. I know it isn’t perfect and in some ways the designer was so careful not to offend anyone in the game that he really didn’t get to say anything about the situation and its causes, and the game somewhat suffers from that. But it was interesting and I believe that we are about the only ones who played the game.

In this post, I will be taking a look at a Neutral Card called Open Borders. Remember, that each event is either friendly, enemy, or neutral. Friendly events help you; enemy events help your enemy while Neutral events can help either player. Gray cards such as Open Borders have no identifying side’s markings in the bottom right corner and when you play a Neutral Card, you may choose to do the Ops or the Event. Open Borders is a very good Neutral Card because it is a 3 Ops card and can be used to take various standard operations, such as raising
troops, fundraising and attacking. The card also is identified as a Momentum Card, which means that if played as the event, the effect will persist until a time specified in the text of the Event or, if none, until the end of the game. With Open Borders, the spaces of Mexico and Canada become playable areas on the board. These areas typically become a way for the Rebels to build and develop bases from which they recruit fresh insurgent units and then cross over the Open Borders to attack those States that border these areas eroding their Order and creating chaos and Revolt. The Open Borders Card allows this but also allows the Federal player to respond by crossing over the border and attempting to squash these recruiting centers.

The other effects of the Event provides both sides with a bonus when they take certain actions such as Tax for the Federals and Recruit for the Rebels. When the card has been played and is in effect, the Federal Tax Action will provide an additional $4 worth of income from the action. This is an effect of open borders and the unrestricted use of free trade and cross border commerce creating new jobs, providing additional sources of income and employing workers who ultimately pay income taxes on those improved wages. The Rebel Recruit Action will gain an additional Militia unit per space where taken. This reflects the stoking of anger at home as illegals and other bad actors are able to pour across the borders unfettered. I very much like this card for its game effect but also for the questions and concerns that it raises in this debate. Such an interesting economic spin on this issue through the game and I think is a very well done part of the design.

The concept of open borders highlights a fundamental tension between national security, economic openness, and civil liberties. Post-9/11, critics argue that porous or “open” borders allow terrorists to exploit security gaps, while proponents of open borders emphasize that excessive restrictions hurt economic freedom and that security should be managed through intelligence rather than isolation. The biggest concern regarding open borders is that unvetted, irregular migration through porous borders can be exploited by extremists to enter countries and perform acts of terrorism, sedition or general mayhem. To manage the tension between security and economic openness, many nations have turned to the concept of biometric borders. This involves using risk profiling and digital identity such as fingerprints and facial recognition to separate “civilized” business travelers from “illegitimate” and bad actors. This use of these high tech instruments in surveillance, data tracking and technology to distinguish between legitimate travel and potential threats has raised more concerns with civil liberty and privacy. This debate often pits “secure borders” against “open doors,” with officials grappling with protecting citizens without sacrificing the democratic principles of open societies. In one of the most famous quotes from history about privacy, Benjamin Franklin stated “Those who would give up essential liberty, to purchase a little temporary safety, deserve neither liberty nor safety“. Where do you land on this issue of Open Borders?

Here is a link to our unboxing video showing the components:

Here also is a link to our full video review:

I also posted an interview with the designer Edward Castronova on the blog and you can read that at the following link: https://theplayersaid.com/2023/04/04/interview-with-edward-castronova-designer-of-2040-an-american-insurgency-from-compass-games-currently-on-kickstarter/

In the next entry in this series, we will take a look at The Second Funnel from The Hunt from Salt & Pepper Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #73: Russian Leader Tsar Alexander I from Congress of Vienna from GMT Games

Von: Grant
15. April 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.

#73: Russian Leader Tsar Alexander I from Congress of Vienna from GMT Games

Congress of Vienna from GMT Games is a diplomatic card driven wargame based on Churchill and is the 4th game in the Great Statesmen Series. The game is set during the years of 1813-1814 and sees players take on the role of the main characters of the struggle between the Napoleonic Empire and the coalition of Russia, Austria, and Great Britain with their Prussian, Spanish, Portuguese, and Swedish allies. Congress of Vienna has two different but related phases including the conference table where players first debate over the control of issues germane to the factions and the period of the war and second these issues are then used on the battlefield to recruit units, attack and take overall command of battles. The players will be playing cards from their hands to “debate” over the various issues that were placed on the table, which include all types of things such as Military Operations, Recruitment, who will lead the combined Coalition forces (Generalissimo), Future of French Government, British Financial Aid, Liberalism vs. Absolutism, Austrian Neutrality and several other issues, and then later the players will use their accumulated Resources gained from the issues to enact action on the Military Map and do things like mobilize troops, place Military Support Markers and the ultimately to conduct warfare.

The game relies on cards and cards can be used to negotiate, i.e. move an issue to your National Track. Cards can provide a particular issue with positive and negative DRM’s depending on which nation plays them and can also be traded with another player during the Diplomacy Phase. Certain cards are better than others for debating an issue moved by another player; and finally, if they are saved for the War Phase, staff cards can be used to modify dice rolling in battles. These are very versatile cards and the players will have to learn them and their benefits in order to be effective at the game.

In this entry, we are going to take a look at the Russian Leader Tsar Alexander I card. The fist thing that you may notice about this Leader Card is that is that it has no benefit for military operations, meaning that Tsar Alexander is watching the war from the sidelines and not directly involved like Napoleon, but does have a potential negative effect if used on certain Issues. But his power lies in the ability to utilize his 7 value to influence issues significantly on the Negotiating table. Particularly, Tsar Alexander I is an ardent believer in the philosophy of Absolutism and wants to retain his crown as the leader of Russia. This concept is played out in the game between the great powers of the time, including Russia and Austria for Absolutism, and the more democratic players including Britain and France for Liberalism. On the board appears this Liberalism/Absolutism Track, which provides the players an opportunity to debate over the Liberalism/Absolutism Issue and gain various advantages and Victory Points from the track. On this Liberalism/Absolutism Track, Europe’s post-war governing philosophy is fought over. This is a double track in green and red with a common At Start area for the use of 2 pawns. Tracks for Liberalism (red: Britain/France) and Absolutism (green: Russia/Austria) each have four boxes and an assigned total Victory Point amount. In order to score the VP from this track though, the player scoring must have their philosophical leaning portion of the track occupying a space at least 1 box ahead of their opponent. Also, if they want to score the maximum Victory Points listed at the top, they have to occupy the top box and their opponent cannot occupy theirs. For the Russia player, this should be a huge part of their strategy as 5VP is nothing to sneeze at in this game. But, in order to do that they will most likely have to try to go first and use Tsar Alexander and his 7 value to try and move that Issue up the track to end under their control. If an Issue every reaches a Track’s Seat, meaning the 7th space, or more after any declared debate is calculated in, then that Issue is considered to be secured and can no longer be moved through negotiation during future rounds. This reminds me a bit of the way that I always plan to use Joseph Stalin in Churchill, to go first and then bring the hammer down on the A-Bomb Research Issue. Getting control of this Absolutism/Liberalism Issue at least 4 times is very important for the Russian player and they will need to utilize this ability as much as possible. But remember that there is a penalty called the “Meddling Tsar” Rule where if Tsar Alexander is used for the negotiation of the British Financial Aid, Liberalism/Absolutism or the Generalissimo Issues, it will inflict a -2 DRM on all battles involving 1 or more Russian units during the upcoming War Phase. This is quite a cost and the player should carefully consider if and when they use the ability throughout the game. If the turn is expected to contain little to no combat for Russian units, then it is safe to use but if France is being aggressive and pushing on Poland and Prussia you might want to consider not going after the Liberalism/Absolutism Issue this turn and instead focus on Recruitment and Military Operation Issues.

The other part of this ability is that if Tsar Alexander I is used to move the Liberalism/Absolutism Issue then Napoleon cannot be used to Debate that movement. I would say that this is not an issue though as typically the France player will be using Napoleon on the battlefield for his DRM abilities.

I also like the historical and personality connection between this card and the game. At the top of the card you will notice that if you use Tsar Alexander I to negotiate the Peace Congress, Future Government of France, Bavaria or Poland Issues, that you will gain a -2 on his value bringing it from a 7 down to a 5. I think that this ability really highlights the philosophy and view of the Tsar regarding the time. He doesn’t believe that France should get to continue to exist as a main player in the power structure of the time and definitely doesn’t want to see France become more democratic. But, he also has a feeling that Bavaria and Poland are Russian vassals and should not be allowed to be turned to any other side’s allegiance. If he has to be used in this manner to defend or negotiate these issues I feel like the -2 Value penalty really shows that leaning in his thinking and probably causes him to be more brunt and less diplomatic thereby losing some of his influence in the court of opinion. Ultimately, Tsar Alexander I thought that monarchy is a noble and viable alternative to the crude and materialistic mob mentality of republicanism and the abilities of his Leader Card definitely cement that view.

After playing now a few times, I am here to say that Congress of Vienna is probably my favorite game in the Great Statesmen Series. I believe that this game has matured the system and made it something that is more than where it started. Congress of Vienna is very much more like a true wargame and was extremely interesting. We are still learning and need to keep playing this one but I did enjoy what it was that we were doing.

Alexander I, nicknamed “the Blessed”, was Emperor of Russia from 1801, the first King of Congress Poland from 1815, and the Grand Duke of Finland from 1809 to his death in 1825. He ruled Russia during the chaotic period of the Napoleonic Wars.

The eldest son of Emperor Paul I and Sophie Dorothea of Württemberg, Alexander succeeded to the throne after his father was murdered. As prince and during the early years of his reign, he often used liberal rhetoric but continued Russia’s absolutist policies in practice. In the first years of his reign, he initiated some minor social reforms and in 1803–04 major liberal educational reforms, such as building more universities. Alexander appointed Mikhail Speransky, the son of a village priest, as one of his closest advisors. The over-centralized Collegium ministries were abolished and replaced by the Committee of Ministers, State Council, and Supreme Court to improve the legal system. Plans were made, but never consummated, to set up a parliament and sign a constitution. In contrast to his westernizing predecessors such as Peter the Great, Alexander was a Russian nationalist and Slavophile who wanted Russia to develop on the basis of Russian rather than European culture.

In foreign policy, he changed Russia’s position towards France four times between 1804 and 1812, shifting among neutrality, opposition, and alliance. In 1805 he joined Britain in the War of the Third Coalition against Napoleon, but after suffering massive defeats at the battles of Austerlitz and Friedland, he switched sides and formed an alliance with Napoleon in the Treaty of Tilsit and joined Napoleon’s Continental System. He fought a small-scale naval war against Britain between 1807 and 1812 and took Finland from Sweden in 1809 after Sweden’s refusal to join the Continental System. Alexander and Napoleon hardly agreed, especially regarding Poland, and the alliance collapsed by 1810. Alexander’s greatest triumph came in 1812 when Napoleon’s invasion of Russia descended into a catastrophe for the French. As part of the winning coalition against Napoleon, he gained territory in Poland. He formed the Holy Alliance to suppress the revolutionary movements in Europe, which he saw as immoral threats to legitimate Christian monarchs.

During the second half of his reign, Alexander became increasingly arbitrary, reactionary, and fearful of plots against him; as a result, he ended many of the reforms he had made earlier on in his reign. He purged schools of foreign teachers, as education became more religiously driven as well as politically conservative. Speransky was replaced as advisor with the strict artillery inspector Aleksey Arakcheyev, who oversaw the creation of military settlements. Alexander died of typhus in December 1825 while on a trip to southern Russia. He left no legitimate children, as his two daughters died in childhood. Neither of his brothers wanted to become emperor. After a period of great confusion (that presaged the failed Decembrist revolt of liberal army officers in the weeks after his death), he was succeeded by his younger brother, Nicholas I.

We have done 2 videos on this game including the following RAW Video after out 1st play at Buckeye Game Fest in May 2025:

We then did the following full Review Video after our 2nd play at WBC last July:

In the next entry in this series, we will take a look at Open Borders from 2024: An American Insurgency from Compass Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #72: Commodus from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

Von: Grant
07. April 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.

#72: Commodus from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

The Wars of Marcus Aurelius: Rome 170-180CE is a solitaire only game that uses cards similarly to a CDG to simulate the strategic level struggle of the Romans led by Marcus Aurelius to stave off the invasions of Germanic tribes and Sarmatian raiders as they encroach on Roman territory across the Danube River. That’s the history. And it is really well integrated. The game play is very fun, strategic, with lots of decision points about what to do and what cards to use, and it is really challenging.

In the game, the Roman player has a deck of Roman Cards that can be used for the printed events for various effects or that can be discarded to take any number of actions such as attack a Barbarian army or Off-Map Conflict enemy, advance the marker on the Imperium Track, add two Level 1 Forts to any eligible map spaces, flip one Level 1 Fort to a Level 2 Fort among several other actions. Sometimes the printed events in the game are just more powerful than discarding a card for just 1 action so you have to pay attention to this economy and make sure you get the most out of your cards. Now, keep in mind, sometimes discarding a good card whose ability is not right for the current situation you find yourself in is part of the game but you have to use these cards wisely to do well in the game.

The game uses two separate decks of cards including the Barbarian Deck (Green) and The Roman Deck (Red). Both of the decks are made up of 50 cards each but each have very different purposes. The Barbarian Deck is used to determine the actions of the invading Germanic tribes as well as events that effect the war effort including mutinies, plague and the will of the people. While the Roman Deck provides the resources and events that are used by the Roman player to mount a defense against the invasions and to fight back each of the different barbarian tribes. There are unique cards called Late War Cards in the deck that will be held out until the start of the 175CE turn at which time they will be mixed in with the cards to form a new Late War Deck. There are also special cards that are marked with an asterisk that if played for the event will be discarded from the game to form what is called a History Pile.

In this entry, we will focus on the Roman Card Commodus, which provides some opportunity to shore up your failing Imperium Points or even cancel an ongoing Mutiny of your troops on the board. In my first 5 or 6 plays of the game, the most common way that I lost was by allowing the Imperium Point Track to reach zero, which results in Marcus Aurelius being usurped and the player immediately losing the game. I was confounded and very frustrated about why I couldn’t prevent this from happening! I could see the end coming but struggled with keeping that Track above water. There are a few cards included in the Roman Deck that provide increases to the Imperium Track and I highly recommend you take these type of events when they come into your hand rather than discarding these cards to take another action, that might seem important at the time, but in the end these events are just too efficient to pass on. Commodus will provide you an option. This option is taking the +2 IP or another type of action such as ending a Mutiny (very important as it usually takes you discarding a card and losing an IP) or drawing two cards to add to your hand (imagine if you can only draw that Local Guides card you have been looking for or the Ambush that you need to take on the Quadi in their Home space). It becomes a choice of “either/or” and I am here to tell you the only reason the “or option” is provided is to lure you away from the real prize in that of gaining the +2 IP. Please listen to my advice and take the +2 IP. You will thank me in the end! Remember, that the concept of Imperium Points (IP) represent the Emperor’s overall political authority and stability in Rome. If the IP track ever reaches zero, the player immediately loses due to usurpation. Points are lost from specific card events, barbarian surges, and certain combat results, requiring players to prioritize special events to gain them back

Commodus was Roman emperor from 177 to 192AD, first serving as nominal co-emperor under his father Marcus Aurelius and then ruling alone from 180AD. Commodus’s sole reign is commonly thought to mark the end of the Pax Romana, a golden age of peace and prosperity in the history of the Roman Empire.

Commodus accompanied his father during the Marcomannic Wars in 172AD and on a tour of the Eastern provinces in 176AD. The following year, he became the youngest emperor and consul up to that point, at the age of 16. His solo reign saw less military conflict than that of Marcus Aurelius, but internal intrigues and conspiracies abounded, goading Commodus to an increasingly dictatorial style of leadership. This culminated in his creating a deific personality cult, including his performances as a gladiator in the Colosseum. Throughout his reign, Commodus entrusted the management of daily routine affairs to his palace chamberlain and praetorian prefects, namely Saoterus, Perennis, and Cleander. Roman soldiers and the general populace generally liked Commodus during his reign, largely because he was popular with the masses and focused on lavish spending rather than costly foreign wars. He was adored for presenting himself as a masculine, gladiatorial Hercules, though the Senate despised him

Commodus was assassinated by the wrestler Narcissus in 192AD, ending the Nerva–Antonine dynasty. He was succeeded by Pertinax, the first claimant in the tumultuous Year of the Five Emperors.

I shot a playthrough video for the game and you can watch that at the following link:

I also followed that up with a full video review sharing my thoughts:

In the next entry in this series, we will take a look at Russian Leader Tsar Alexander I from Congress of Vienna from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Von: Grant
31. März 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.

#71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Here I Stand: Wars of the Reformation 1517-1555 is an experience packaged in a game that attempts to boldly cover the political and religious conflicts of early 16th Century Europe. The game focuses on the struggle of religious reformers such as Martin Luther, John Calvin and Ulrich Zwingli as they battle the Papacy for changes in their views of God and religion. But it is more than just the Holy War as it deals with the other European countries involved in the affairs of the time including France, England, the mighty Hapsburg Empire and the Ottoman Empire in the east. They all played a role in the process of the Reformation and the design brilliantly weaves this all together into an interesting and engaging experience. The game also covers other plot lines and events of the period, including wars, marriages and ascendancies to thrones, using a unique Card Driven Game (CDG) system that models both the political and religious conflicts of the period.

Today, I want to take a look at a very interesting Response card in The Wartburg. Response cards in Here I Stand are event cards that can be played out of turn to interrupt the actions of an opponent or provide immediate reactions to specific game events. Response cards are often used to negate, mitigate, or enhance events and combats, and they may be played during an opponent’s impulse, provided the text allows for this asynchronous timing. These cards also tend to have specific pre-requisites that must be met in order to play the card and The Wartburg states that the card is “only playable by Protestants, and Luther must be alive”. The card itself allows the Protestant player to cancel the play of a card as an event but cannot cancel a Mandatory Event. The card however can cancel the play of the Papal Bull or Leipzig Debate Papal Home Cards, which is probably the way that the card will mostly be used. The card will not only cancel the play of the event but will also end the impulse of the player playing the card. This can be very powerful and when played at the right time can be a game saver for the Protestant player.

For example, in our most recent play at Buckeye Game Fest, I was playing as the Protestants and Bill Simoni as the Papacy. After the forming of the Schmalkaldic League and the Protestants changing into a military power, the focus of the other players turned toward me as I was doing well and near victory. They all then decided to declare war on the Protestants and began to advance upon and attack my fortified Electorates to take away VP I had earned by having both religious and political control in 5 of the 6 as the League was formed. As we came into turn 5, I was at 24 VP and ultimately came up shy of a victory by 1 point at the time. I had been able to take over the entirety of England and change every space and also get about 5-6 spaces in France, but now the Papal Bull came to play and Bill fought me back and forth with him taking over 3-4 spaces followed by me reclaiming 3-4 spaces. It was a beautiful game of back and forth and I used every tool at my disposal to fight him including The Wartburg card to stop the untimely excommunication of Zwingli before he could attempt to embarrass him in a debate. That card play at that very time saved me or most likely he would have used Eck who is his best debater against Zwingli who is just average and I would have lost leading to him being burnt at the stake giving him VP or by allowing him to turn over a few of my hard fought converted spaces back to Catholicism.

The only problem with this card is that it commits Luther so he will be unavailable to be chosen directly to debate during the rest of the turn. But this was a small price to pay at that time and ultimately led to me being able to hold on through the end of Turn 6 where I won a Protestant victory on the tie breaker with England.

Martin Luther stayed at Wartburg Castle from May 1521 to March 1522 under the alias “Junker Jörg” (Knight George) to hide from papal and imperial authorities. During these 300 days of protective custody, he translated the New Testament into German in just 11 weeks, wrote numerous theological works, and grappled with spiritual turmoil. His greatest accomplishment at Wartburg Castle was his translating of the New Testament from Koine Greek into German, which laid the foundation for a unified German language and made the Bible accessible to ordinary people. He also wrote numerous works, including Against Latomus and several tracts. He began his attack on monastic vows during this time, arguing they were contrary to faith. Luther used his time in exile for intense study and writing, referring to his stay as his “Patmos”, referring to the Apostle John’s exile to the Island of Patmos in 95AD. While here though he also experienced significant psychological distress and temptation. According to legend, he threw his inkwell at the devil during a confrontation, leaving a stain on the wall. His exile was organized by Frederick the Wise after the Diet of Worms and the stay was designed to keep Luther safe from those looking for him, ensuring the survival of his reform movement.

In the next entry in this series, we will take a look at Commodus from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #70: Mohawks from Wilderness War: The French & Indian War, 1755-1760 from GMT Games

Von: Grant
24. März 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.

#70: Mohawks from Wilderness War: The French & Indian War, 1755-1760 from GMT Games

One of my fondest memories of our wargaming journey was our initial experience with the full campaign game of Wilderness War from GMT Games. We were 2 very inexperienced wargamers and we slogged through a 9-hour marathon play over a few days that ended in a 0-0 tie of all things. That’s right, the game ended in a tie, even though we both had a card in hand, but I was unable to use mine to activate Levis, which was my only potential Victory Point scoring force, and Alexander’s forces were in too tenuous a position or too wounded to risk an open battle for VP’s. You would think that this would have turned us off to the game but on the contrary it made me fall in love with asymmetric wargames and the Card Driven Game mechanic with its use of Action Points and events to wage war on the North American continent. The end score of our game really followed the tension of the game, and the blunders on the side of the British that counter balanced their various successes.

All in all, this game was excellent to play and we both highly recommend it. The two factions play extremely differently which leads to many intricate and reactive strategic decisions. The British have many powerful forces with their Highlanders and cannon while the French have access to better leaders and mobile troops and Indian allies who can run around the frontier raiding and burning settlements for VP’s. Laying siege and assaulting really feels like it should, and avoiding battle until you are ready is something that is integral to maintaining a strong presence on the board. You cannot always get into every possible fight as you will not survive the attrition of these battles. The deck plays really well, and as you don’t have to worry about the opponents events in your hand going off, the management aspect is much simpler yet very engaging as there are always reaction cards you can play or cards that you want to hold onto for that perfect moment.

In previous posts in this series, we have discussed the importance of the players of both sides gaining the trust and services of the indigenous Indian denizens of North America in the fight. The French and British can both use the Indian recruitment cards, including cards such as Iroquois Alliance, Northern Indian Alliance and Western Indian Alliance, to recruit, restore, and move native allies to gain victory points through raids and controlling of territory. The French hold a significant advantage with more access to a greater number of Indian auxiliaries, and will be using these cards to launch early raids, while the British can recruit specialized units like their Mohawk or Cherokee allies. 

In this entry, we will take a look at the British card Mohawks. Mohawks is one of those cards that has a pre-requisite qualifying condition to play the card. In this case, the qualifier is that the leader Johnson must be located on the board within 2 spaces of Canajoharie, which was a Mohawk village located in upstate New York. As long as he is within the required 2 spaces, the card can be played to bring out onto the board the Red striped Mohawk Indian units. These must be placed with Johnson and the other added benefit is that any reduced Mohawks on the board can be flipped to their full side. These pro-British units can only be recruited by the British player and their arrival in New York can be a huge boon to the British as the French and their Indian allies will be raiding the villages and settlements up and down the frontier regularly during the game as one of their most dependable sources of Victory Points. These Mohawk allies can spread out around the area and intercept incoming raids before they can occur. Remember that Indian allies in Wilderness War are not powerful combat units and are best used to raid and prevent other tribes from raiding.

I very much love the thematic connection here as in order to attract the Mohawk Indians as your allies you must have someone that they trust in the area and this is Johnson. Sir William Johnson was a pivotal British superintendent of Indian Affairs whose deep integration into Mohawk society secured the crucial Mohawk Nation alliance for the British during the French and Indian War. By living among them, learning their language, and marrying Mohawk women, he maintained the Iroquois Covenant Chain and led Mohawk warriors in key victories. This is one of the great things about these Card Driven Games and their use of the cards to deliver the bits and bobs of history to enlighten our understanding and to expand our knowledge of the period.

As a young man, Johnson moved to the Province of New York to manage an estate purchased by his uncle, Royal Navy officer Peter Warren, which was located in territory of the Mohawk, one of the Six Nations of the Iroquois League. Johnson learned the Mohawk language and Iroquois customs, and was appointed the British agent to the Iroquois. Johnson commanded Iroquois and colonial militia forces against the French and their allies during the war and was later commissioned a major-general for his role in the British victory at the Battle of Lake George in 1755. His capture of Fort Niagara from the French in 1759 brought him additional renown. Throughout his career as a British official among the Iroquois, Johnson combined personal business with official diplomacy, acquiring tens of thousands of acres of Native land and becoming very wealthy.

In the next entry in this series, we will take a look at The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #69: Blockade from Twilight Struggle: The Cold War, 1945-1989 from GMT Games

Von: Grant
17. März 2026 um 16:31

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.

#69: Blockade 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 move units and exert influence in attempts to 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.

One of my favorite type of cards from the game are those that force an action upon your opponent, such as discarding a card, reducing the Ops from card plays or causing them to have to make other plans than what they were working toward. These type of cards are more reactionary but definitely cause issues and mimic the various non-military focused strategies and tactics used during the Cold War. One of the most famous events from the early history of the Cold War is that of the Berlin Blockade. And there is a specific card that pays homage to the event in the game called Blockade. Blockade is an Early War Soviet Card that has an Ops Value of 1, which makes the card more valuable to be used for the printed event versus for the Ops.

When played, the card requires the US Player to immediately discard a 3 Ops or more value card from their hand or the consequence of not doing so will see all US Influence being removed from West Germany. This is a tough choice. Being early in the game, it is possible for the US to rebuild in West Germany and replace the lost influence over time if they do not wish to discard such as high value card. But, herein lies the real key to the Blockade cards use. The Soviet Player, who should be paying attention to not only their hand but also the card plays of the US Player, should try to use this card later in a turn once the US Player has played a majority of their cards in order to ensure that the event text can be realistically be achieved. If played quickly during a turn, the chances of the US Player being able to discard the required 3 Ops or great value card is higher and the card play will not generate any meaningful difference on the board state. I also would recommend a 2 card strategy here as the Soviet Player should be holding in their hand a high Ops card to be able to follow up this action with the placement of Influence into West Germany on their very next play. But, the real value to a card such as Blockade is that it forces the US Player to consider what cards are out there and to play around their negative effects as much as possible. Due to the nature of the game, and the randomness of card draws, having an expendable high Ops card ready and able to be discarded just in case of the play of Blockade is not really feasible. Also, remember that in Twilight Struggle that opponent events on cards that you play will go off and Blockade being drawn by the US Player can be bad as it will require them to play the event as you cannot discard a 1 Ops card to get rid of its negative effect in the Space Race Track due to the minimum requirement being a 2 Ops card. So the moral of the story here is that both players need to consider and plan for the play of or the mitigation of damage from Blockade.

The Berlin Blockade, which lasted from June 1948–May 1949, was a major Cold War crisis where the Soviet Union blocked all land and water access to West Berlin to attempt to force Western Allies out. The Soviet Union was taking this action as a means of retaliation against the introduction of the new Deutschmark currency. The US and Britain responded with the massive Berlin Airlift, flying over 2.3 million tons of food, fuel and supplies to the city. At the peak of the Airlift, a plane landed in West Berlin every 30 seconds. The blockade failed and the Soviets lifted it on May 12, 1949, after realizing the Allied Airlift could sustain the city for an extended period of time, marking a significant victory for the West in the ideological struggle. This event led to the acceleration of the division of Germany into East and West and the deepening of Cold War tensions.

In the next entry in this series, we will take a look at Mohawks from Wilderness War: The French & Indian War, 1755-1760 from GMT Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #68: Usurper Emperor from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Von: Grant
05. März 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 #68: Usurper Emperor from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games is a Card Driven Game for two players set during the final hundred plus years of the Western Roman Empire as the Barbarian tribes in the north came down with a vengeance as they clashed with civilization and carved out their place amongst it. The time period covered in the game is from the death of Constantine the Great (337 AD) to the deposition of the last Western Roman Emperor by Odoacer in 476 AD. The Roman player will command the Roman Legions loyal to the failing central authority and those Germanic peoples who have settled peacefully inside the Roman Empire, while the Barbarian player leads Usurper Emperors, and controls the migrations of the Germanic peoples, who are the Barbarians at the Gates. This game is really quite good and feels very much like a wargame even though it is a Card Driven Game. There are lots of opportunities for troop movement, combat and maneuver. And I really liked that. The game is a Card Driven Game and the use of cards is all important and very well done. Each player has their own unique deck of cards that are used and these cards are sometimes removed from those decks when played for an event and also new cards will be added to the deck after each turn. The cards played during a player’s impulse which are not used for the Event are then used for their Operation Points value. These Operation Points can be used for many purposes including Activating a leader, Forced Marches, Raiding, Reinforcement, Migration and Successful Usurpation.

The real trick to the cards is to plan out how you are going to use them to your advantage but also how best to use them. Activating Leaders is very important as you can then move them to attack, defend, change control of areas and other actions. Activating a leader depends on their strategy rating (the lower the strategy rating, the better). When a leader activates from a card, they receive a number of Action Points which can be used for movement (1 over highway, 2 over rough or river connections, 3 over strait or for naval movement), continuation after battle (a kind of advance after combat), changing control over unfortified spaces and sieges of fortified spaces. But the cards also are very mean spirited. What do I mean by this? Well, in our first play, I was carefully using my cards to build up my armies to fend off the initial attacks of the Barbarian hordes. I also had begun to build somewhat of a super stack as well to attempt to foray into England and take on the Barbarians there. As I did this building up, I was unaware of the nasty nature of some of the cards. Some of the cards, both for the Barbarians and Romans, allow a play that will turn a single leader and their entire stack into either a Usurper or a Pacified Barbarian Settlement. Both are equally nasty and you have to keep in mind that you can have your best armies simply taken from you and turned to your enemy.

Some of the cards, both for the Barbarians and Romans, allow a play that will turn a single leader and their entire stack into either a Usurper or a Pacified Barbarian Settlement. Both are equally nasty and you have to keep in mind that you can have your best armies simply taken from you and turned to your enemy. Because of this, the Roman player has to decide whether they will group Combat Units under a single leader in order to face the mighty Barbarian challengers at the Gates in which case he risks that leader to Usurp, or to disperse these troops over several stacks never allowing a single leader to amass too many CU but on the other hand also never having a true striking force to attack with. There is an exception here though as an Emperor leader cannot Usurp and you don’t have to worry about that but this is also dangerous as you can lose that Emperor.

Likewise, once they have an Usurper leader on the board the Barbarian player will try to group all Usurper CU with this leader (in order to keep this force strong and in order to allow their Barbarian CU, leader and tribes to march unopposed into the Empire). This creates a very real and historical danger as the Barbarian player is incentivized to do what an Usurper would historically have done and empty the border garrisons in order to march on Rome.

These type of cards are extremely strong and a situation can occur in which most of the Romans still on the board are Usurper leaders and CU. But there is an action that allows for the Roman player to counter these cards and that is the Successful Usurpation action. If the Barbarian player over does it with the Usurper powers, the Roman player can simply steal these conquests by swapping the Roman power for the Usurper power. This in effect has the Usurpation process succeed and the former Usurper leader now becomes the true Emperor!

Usurper emperors in history, particularly in Ancient Rome, were rulers who seized their power illegitimately, often times via a military rebellion rather than legal succession, and were labeled “tyrants” if defeated, or emperors if successful. They were most common during crises and times of turmoil, such as the “Year of the Four Emperors” in 69 AD following the suicide of Nero, often relying on legionary support and issuing their own coins to legitimize authority. 

Emperor Galba by Paulus Moreelse (left); with Emperor Marcus Salvius Otho by Gerrit van Honthorst (center left); with Emperor Vitellius by Hendrick Goltzius (center-right); and Emperor Vespasian (far right).

Usurpation was common during the whole imperial era; virtually all imperial dynasties rose to power through usurpation and conspiracies. The “imperial office” established by Augustus never defined an stable system of succession, and emperors often had to rely solely on military power to survive.

In the Eastern Roman Empire (395–1453), rebellion and usurpation were so notoriously frequent as compared to medieval West, where usurpation was rare, that the modern term “byzantine” became a byword for political intrigue and conspiracy. 

Here is a look at our unboxing video:

We also did a video review and you can watch that at the following link:

I also wrote a First Impressions post on the game and you can read that at the following link: https://theplayersaid.com/2022/11/08/first-impressions-barbarians-at-the-gates-the-decline-and-fall-of-the-western-roman-empire-337-476-from-compass-games/

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

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #67: Frederick Douglas from Votes for Women from Fort Circle Games

Von: Grant
24. Februar 2026 um 14:00

With this new 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.

#67: Frederick Douglas 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!

I like to see Votes for Women as a game primarily as it uses some really fun and lite methods to determine the majority control in various states. One of the goals of the game is for either side to place out their influence cubes in the states in order to collect State cards that provide unique and sometimes very powerful free ways to add more influence or otherwise change the level of influence in states. This goal also leads all the way to the end game as if when the 19th Amendment is ratified in Congress because the Suffragist player used their cards to place out support cylinders in Congress each of the states can have their support for the amendment decided at that time if there are 4 or more influence cubes of either side in that state. If there are 4 cubes in a state at that time either a green check mark will be placed, representing support for the 19th Amendment or an orange X will be placed meaning the state voted against.

The Frederick Douglas card is one of these methods used to shake things up a bit and give the Suffragist player a chance to push their luck and roll the die to see how many influence cubes they can place. The card text instructs the player to roll a D8 (the game uses D6’s, D8’s and D12’s) and then add that number of influence cubes in the Northeast region, which includes states such as New York, New Jersey, Vermont, New Hampshire, Maine, Massachusetts, Rhode Island and Connecticut. The key limiter here though is that no more than 1 cube per state can be placed. The other thing about placing these influence cubes is that you can use 1 cube to remove a cube of the opposing player. This action does not allow you to then place one of your cubes in the state if that action would remove the only Opposition cube in the state…but nice try!

Frederick Douglass was a staunch, lifelong advocate for women’s suffrage, viewing it as an essential component of human equality, famously declaring “Right is of no sex”. As a key ally to suffragists like Susan B. Anthony and Elizabeth Cady Stanton, he supported the cause for over four decades, including crucial support at the 1848 Seneca Falls Convention.

In an issue of the North Star published shortly after the convention, Douglass wrote:

In respect to political rights, we hold woman to be justly entitled to all we claim for man. We go farther, and express our conviction that all political rights which it is expedient for man to exercise, it is equally so for women. All that distinguishes man as an intelligent and accountable being, is equally true of woman; and if that government is only just which governs by the free consent of the governed, there can be no reason in the world for denying to woman the exercise of the elective franchise, or a hand in making and administering the laws of the land. Our doctrine is, that “Right is of no sex.”

Douglass continued to support the cause of women after the 1848 convention. In 1866 Douglass, along with Stanton and Anthony, founded the American Equal Rights Association, an organization that demanded universal suffrage. Though the group disbanded just three years later due to growing tension between women’s rights activists and Africa-American rights activists, Douglass remained influential in both movements, championing the cause of equal rights until his death in 1895.

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 Usurper Emperor from Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games.

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #66: Harwood’s Intuition from The Hunt from Salt & Pepper Games

Von: Grant
19. Februar 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 #66: Harwood’s Intuition from The Hunt from Salt & Pepper Games

I have played several hidden movement games over the years and enjoyed them all. Some of these titles have included wargames such as They Come Unseen from Osprey GamesSniper Elite: The Board Game from Rebellion Unplugged and Bomber Command from GMT Games as well as a few board games including Hunt for the Ring from Ares Games. The concept of moving cautiously, attempting to evade pursuers, all while trying to locate and acquire or destroy objectives makes for a very interesting gaming experience. These situations can make for some really tense games that cause your head to ache and your wits to be tested. But they rely on some bluffing as well. Trying to force your opponent to anticipate where they think you should be and then trying not to be there. A really great mechanic in board games but not always easy to pull off and make for a very playable and interesting game. In 2022, we played a new design from Matthias Cramer and Engin Kunter that took this hidden movement concept and put it into a historically based game about the struggle over control of the South Atlantic between the British Royal Navy and the German Kriegsmarine during the early years of World War II called The Hunt from Salt & Pepper Games.

The Hunt is a Card Driven Game where the German player has to attempt to stay hidden while trying to sink merchant shipping as the Royal Navy hunts for them throughout the South Atlantic. The players each have asymmetric actions to use to accomplish their missions and each has a tough time doing what they have to do. But, if they manage their cards wisely, using them as effectively as possible, they can successfully either evade their pursuer or catch their prey.

In today’s post, we will take a look at the very useful British card Harwood’s Intuition. Harwood’s Intuition is a 5 Ops card, which makes it a very important card in the British deck as it allows for the taking of 2-3 actions in a single turn, but for which there is an even more important use as an ambush by playing it as a Reaction to a German action. If the German player ever searches for a Freight Ship in a space where there is a British Task Force, and Harwood’s Intuition is played as a reaction, the British will get a free Search action with a +1 DRM to the roll. Normally, a Search requires a 5+ on a d6 to be successful, but with this bonus +1 that will mean success on a 4+ which is a 50/50 proposition. And remember, the point of the game for the British is to find and sink the Graf Spee at the Battle of the River Plate. Such as tasty surprise card for the British! I know that when I play as the Germans, I have to always keep in the back of my mind that this card exists and that if there is a Force present, I have a risk of being ambushed. This is one of the elements that makes this game so good.

The Battle of the River Plate was fought in the South Atlantic on December 13, 1939 and was officially the first British naval battle of World War II. In the months leading up to this infamous date, due to several successful sinkings of merchant shipping by the Graf Spee, the Royal Navy was ordered by Admiral Sir Henry Harwood Harwood to keep observation between Medanos and Cape San Antonio located off the coast of Argentina south of the River Plate estuary. In the lead up to the climactic final battle, following various raider-warning radio messages from the merchantman Doric Star, which was sunk by Admiral Graf Spee off South Africa, Harwood suspected that the raider would try to strike next at the merchant shipping off the River Plate estuary between Uruguay and Argentina. He ordered his squadron to steam toward the position 32° south, 47° west. Harwood chose that position, according to his dispatch, because it was the most congested part of the shipping routes in the South Atlantic and therefore the point at which a raider could do the most damage to enemy shipping. A Norwegian freighter saw Admiral Graf Spee practicing the use of her searchlights and radioed that her course was toward South America; the three available cruisers of Force G rendezvoused off the estuary on December 12th and conducted maneuvers.

Though generally considered a river, the River Plate has been considered by some geographers as a large bay or a marginal sea of the South Atlantic. Principally this is due to the River Plates enormous width, if we are considering it a river the widest in the world, with a maximum width of about 140 miles. Acting as the marine border between Argentina and Uruguay, the River Plate was a main artery of maritime trade and a gateway into the interior of the South American continent.

It was here that Harwood predicted the German raider would strike and his assumption made sense. The River Plate’s Estuary acted as a natural bottleneck for ships with perilous tides and sandbanks additionally hampering any ability for a British Merchant vessel to escape the guns of a German raider. So it was near the Estuary of the River Plate that Harwood’s H.M.S Exeter, Ajax and Achilles would make their stand. With their force concentrated here, on December 12th preparations were made and tactics drawn up in anticipation for an arriving adversary and to spring the trap and catch the elusive Admiral Graf Spee off-guard and send her to the bottom.

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

We also published an interview on the blog with the designers Matthias Cramer and Engin Kunter and you can read that at the following link: https://theplayersaid.com/2023/03/13/interview-with-matthias-cramer-and-engin-kunter-designers-of-the-hunt-from-salt-pepper-games-coming-to-gamefound-march-15th/

In the next entry in this series, we will take a look at Frederick Douglas from Votes for Women from Fort Circle Games.

-Grant

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