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Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

Happy new year, everybody! I hope it will bring you much joy. I also hope it will bring you board games (which is basically the same thing). The question is, however: Which games? – Here are a few 2026 releases which look most intriguing to me. Long-time readers of this blog will notice that this year’s list is a bit longer than usual – there are just so many fascinating games scheduled for release this year!

As always, don’t take this as a shopping list (neither for you nor for me). Your taste in games and your discretion how many new games you want to chase decide what will end up in your shelf (and, hopefully, on your table)!

After that reminder, on to the games. As all of them are set in human history, they are ordered from most ancient to most recent.

P500 banner for Triumvir (not final art). ©GMT Games.

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

Once the greatest Roman politician-generals outgrew to confines of the republican power-sharing agreement, the Republic was bound to fall. Yet it was not predestined that it would fall to Caesar. In fact, two of his associates/rivals, Pompey and Crassus, might as well have taken the diadem… if they had played their cards better.

Triumvir casts its players as the three mightiest power brokers of the last years of the Roman Republic. They will attempt to parlay their wealth, popularity, and military force into political success (in an adaptation of the negotiation mechanic from Engelstein’s and Herman’s previous cooperation Versailles 1919). Whoever settles the issues in the senate in their favor and deals best with the challenges in the rebellious provinces is poised to become the First Man in Rome…forever.

You can still pre-order Triumvir at the P500 price of $60.00 (regular price: $101.00). Release is expected for March.

©Sound of Drums.

Neither King Nor God (Limited Pilot Edition) (Uwe Walentin, Sound of Drums)

4 players, 60-120 minutes

I have a fondness for the early modern period, this time when so many old certainties in Europe were shattered by revolutionary new developments – from the printing press over the discovery of America to the Reformation.

Neither King Nor God focuses on the struggle over military, religious, and commercial supremacy in Western Europe, with the Pope, the Holy Roman Emperor, and the Kings of England and France as the four protagonists. The players will send their courtiers to the big cities of Europe. These courtiers range from merchants over generals to assassins, each with their own action, forming a neat stack in each city. Once all courtiers are placed, each city’s courtier stack is resolved top to bottom – so, the last courtier placed is the first one to resolve! There are a lot of tactical considerations involved in which courtier you’d like to trigger early or late, and as they are placed face-down, also a good deal of bluffing.

I had the opportunity to play Neither King Nor God at last year’s SPIEL in Essen. Our Holy Roman Emperor attempted to spread Protestantism in Germany and waged war against the Pope for control of Venice, while France and England expanded their commercial networks on the continent and clashed over Normandy. Everyone had a great time!

The limited pilot edition of Neither King Nor God can be ordered for € 69.00 and will be shipping in mid- or late January. Sound of Drums aims to have the full epic edition ready for SPIEL in October 2026.

P500 banner for 1848 (not final art). ©GMT Games.

1848: The Springtime of Nations (Jules Félisaz, GMT Games)

2 players, 150-180 minutes

The European revolutions of 1848/49 are generally considered failures. After all, the ancient régimes had returned to power everywhere but in France, and even there the Second Republic was soon overthrown by Louis-Napoleon Bonaparte. Yet for months it looked like all of Europe could shed the old order in favor of liberalism, nation-states, and maybe even – gasp! – democracy. And even when the revolutionaries were defeated, they had changed the way the game was played: From then on, politics was conducted in public, with parliaments, parties, and newspapers, and the forces of liberalism and nationalism had to be taken into consideration by even the most conservative of monarchical governments.

Despite the impact of the revolutions, barely any games have covered them. Jules Félisaz’s 1848 seeks to rectify that in an ambitious manner, covering the political, military, intellectual, and social dimensions of the revolutions in all of Europe. Félisaz relies on a mix of tried-and-true CDG mechanics – the “mandatory opponent events” from Twilight Struggle, the spatial layout of societal groups from 1989, and the escalation through decks from Paths of Glory, adding its own twists where appropriate (for example, overlapping scoring regions based on nationality (German, Polish, Italian…) and empire (Russian, Prussian, Austrian).

You can still pre-order 1848 at the P500 price of $46.00 (regular price: $72.00). Release is expected for March.

The imperialist as peace dove. There is no final box cover for Peace 1905 yet.

Peace 1905 (Nathaniel Berkley/S.P. Shaman/Maurice Suckling/Bill Sullivan, Fort Circle Games)

1-3 players, 30-45 minutes

Let us not say there are only wargames on this list. Look, here’s a peace game!

Making peace is generally a complex business, and so it was in the case of the Russo-Japanese War (1904/05): The Japanese, emboldened by their military success on land and sea, demanded a large financial indemnity as well as the cession of Sakhalin. The Russian tsar refused to consider either. Yet with revolution rampant in Russia and the Japanese government close to financial collapse, both sides needed to end the war. Their delegates at the US-mediated peace conference of Portsmouth had to figure out how to balance peace, national interest, and saving face.

In the classic two-player mode, the opponent players represent the delegates of Japan and Russia at Portsmouth who negotiate over Japan’s demands. Their hands of cards represent diplomatic approaches – listening or emphasizing, acquiescing or threatening. More aggressive stances are more likely to carry the day on any given issue, but the more lopsided a round of negotiations is, the more tensions will rise on the side of the loser. If they are pushed too hard, they will resort to war – and the other side will bear the blame for not being ready to compromise.

Other player counts see US president Theodore Roosevelt join as either as a third player or the solo role. In either case, Roosevelt is an “honest broker” whose goal it is to find an equitable resolution to the conflict.

Peace 1905 awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

P500 banner for Hammer and Sickle (not final art). ©GMT Games.

Hammer and Sickle: Hunger and Utopia in the Russian Civil War, 1918-1921 (Alex Knight, GMT Games)

1-4 players, 120-180 minutes

Hammer and sickle are, of course, the symbols of communism. Yet ideology aside, they speak of the material basis of modern societies – the food that everyone needs to eat, and the industrial production that is required for everything from building houses to waging war.

This economy underlies Hammer and Sickle, a multiplayer treatment of the Russian Civil War after the October Revolution: The industrial cities (mostly in the north and west of the collapsing Russian empire), marked by hammers, produce Firepower – provided that their workers are fed with Food (from the sickle-marked rural provinces in the south). Otherwise, the workers start to rebel.

The result is a delicate balance between Food and Firepower, exacerbated by the factions’ asymmetries: The Bolsheviks, for example, have easy access to a lot of hammers, but might find themselves short of sickles; but the opposite might be true for the White Army operating from the south. In addition to the game’s (loose) two alliances of Revolutionaries (Bolsheviks and Anarchists) and Counter-Revolutionaries (White Army and New Nations), new alignments might develop…

Alex Knight has shown his ability to turn a complex political-military struggle into a compelling board game with the Spanish Civil War in the intriguing Land and Freedom. I’m sure he’ll do the same with Hammer and Sickle.

You can pre-order Hammer and Sickle at the P500 price of $62.00 (regular price: $97.00). Release is expected not before the third quarter of 2026… which might turn into 2027, but I wanted to include the game here anyway because it just seems so fascinating.

P500 banner for Lenin’s Legacy. ©GMT Games.

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

Matthias Cramer has got the range. He has designed great epics like Weimar: The Fight for Democracy, but he is also a master of the short form. His Watergate is a knife fight in a phone booth… and Lenin’s Legacy promises to be cut from the same cloth.

Vladimir Ilyich Lenin was the dominant figure of the new Bolshevik government of Russia, but his health started to fail him soon after the October Revolution. Behind the scenes, his lieutenants jockeyed for position to succeed him – and the two likeliest candidates were Leon Trotsky and Joseph Stalin. While they differed in their politics – Trotsky wanted to advance the “world revolution”, Stalin advocated for “socialism in one country” – and their power bases – Trotsky was the creator of the Red Army, Stalin controlled the Communist Party – they had one thing in common: Their drive to take power.

Lenin’s Legacy lets its players fill their shoes and struggle over the army, the party, and the regions and politicians of the Soviet Union in a card-driven game with a twist: Almost all cards are selected from an open market. The players hold only one card each… but they can gamble on playing the opponent’s card (without knowing what it is)!

You can still pre-order Lenin’s Legacy at the P500 price of $37.00 (regular price: $59.00). Release is expected for March.

©Fort Circle Games.

Night Witches (Liz Davidson/David Thompson, Fort Circle Games)

1-2 players, 30-45 minutes

Many of the games in this post are very zoomed-out, grand strategic affairs. The counters you push move armies, the cards you play shake nations. Yet there is also something very charming about games operating on the micro level, and you get exactly that with Night Witches.

You are on the Eastern Front of World War II, serving in the all-women 588th Night Bomber Regiment of the Soviet Air Forces. You have no more than two biplanes at your command in every mission… and they are old, slow, and vulnerable. Still, your goal is to harass the invading German forces with these low-flying, hard-to-detect, and hard-to-engage craft every night, do damage as much damage as you can (or, at least, wear the enemy out with constant nocturnal attacks), and make it back safe.

You can play each mission separately or in a ten-mission campaign which allows you to carry over upgrades, and either solo or as a two-player cooperative effort.

Night Witches awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

©Legion Wargames.

The Berlin Airlift (John Poniske/Terry Simo, Legion Wargames)

1-4 players, 60-480 minutes

This game has been long in the making. I’ve referenced it as ready for pre-order eight years ago, and have been intrigued by its premise since then. The Berlin Airlift was the largest airborne logistics operation ever, and for it to render the Berlin Blockade (on the ground) void, hundreds of planes had to arrive every day in Berlin with fuel, food, spare parts, and medical supplies, notwithstanding the limited infrastructure, the often rough weather, and every so often, Soviet interference.

This immense logistical task fell to the US Air Force and the Royal Air Force, each of which is represented by two “squadrons” (players) in the game. The players strive to contribute the most to the effort with their squadron, but their internal competition sometimes has to take the backseat when a joint effort is required to confront Soviet interference or keep the morale of the Berlin population up.

John Poniske’s original design has been taken on by Terry Simo. The Berlin Airlift is now ready for production. It can still be pre-ordered here at the reduced price of $55.00 (later MSRP estimated $75.00). Publication is expected for the third quarter of 2026.

And which 2026 games look most exciting to you? Let me know in the comments!

Most Anticipated Historical Board Games, 2026

11. Januar 2026 um 20:49

Happy new year, everybody! I hope it will bring you much joy. I also hope it will bring you board games (which is basically the same thing). The question is, however: Which games? – Here are a few 2026 releases which look most intriguing to me. Long-time readers of this blog will notice that this year’s list is a bit longer than usual – there are just so many fascinating games scheduled for release this year!

As always, don’t take this as a shopping list (neither for you nor for me). Your taste in games and your discretion how many new games you want to chase decide what will end up in your shelf (and, hopefully, on your table)!

After that reminder, on to the games. As all of them are set in human history, they are ordered from most ancient to most recent.

P500 banner for Triumvir (not final art). ©GMT Games.

Triumvir (Geoff Engelstein/Mark Herman, GMT Games)

1-3 players, up to 90 minutes

Once the greatest Roman politician-generals outgrew to confines of the republican power-sharing agreement, the Republic was bound to fall. Yet it was not predestined that it would fall to Caesar. In fact, two of his associates/rivals, Pompey and Crassus, might as well have taken the diadem… if they had played their cards better.

Triumvir casts its players as the three mightiest power brokers of the last years of the Roman Republic. They will attempt to parlay their wealth, popularity, and military force into political success (in an adaptation of the negotiation mechanic from Engelstein’s and Herman’s previous cooperation Versailles 1919). Whoever settles the issues in the senate in their favor and deals best with the challenges in the rebellious provinces is poised to become the First Man in Rome…forever.

You can still pre-order Triumvir at the P500 price of $60.00 (regular price: $101.00). Release is expected for March.

©Sound of Drums.

Neither King Nor God (Limited Pilot Edition) (Uwe Walentin, Sound of Drums)

4 players, 60-120 minutes

I have a fondness for the early modern period, this time when so many old certainties in Europe were shattered by revolutionary new developments – from the printing press over the discovery of America to the Reformation.

Neither King Nor God focuses on the struggle over military, religious, and commercial supremacy in Western Europe, with the Pope, the Holy Roman Emperor, and the Kings of England and France as the four protagonists. The players will send their courtiers to the big cities of Europe. These courtiers range from merchants over generals to assassins, each with their own action, forming a neat stack in each city. Once all courtiers are placed, each city’s courtier stack is resolved top to bottom – so, the last courtier placed is the first one to resolve! There are a lot of tactical considerations involved in which courtier you’d like to trigger early or late, and as they are placed face-down, also a good deal of bluffing.

I had the opportunity to play Neither King Nor God at last year’s SPIEL in Essen. Our Holy Roman Emperor attempted to spread Protestantism in Germany and waged war against the Pope for control of Venice, while France and England expanded their commercial networks on the continent and clashed over Normandy. Everyone had a great time!

The limited pilot edition of Neither King Nor God can be ordered for € 69.00 and will be shipping in mid- or late January. Sound of Drums aims to have the full epic edition ready for SPIEL in October 2026.

P500 banner for 1848 (not final art). ©GMT Games.

1848: The Springtime of Nations (Jules Félisaz, GMT Games)

2 players, 150-180 minutes

The European revolutions of 1848/49 are generally considered failures. After all, the ancient régimes had returned to power everywhere but in France, and even there the Second Republic was soon overthrown by Louis-Napoleon Bonaparte. Yet for months it looked like all of Europe could shed the old order in favor of liberalism, nation-states, and maybe even – gasp! – democracy. And even when the revolutionaries were defeated, they had changed the way the game was played: From then on, politics was conducted in public, with parliaments, parties, and newspapers, and the forces of liberalism and nationalism had to be taken into consideration by even the most conservative of monarchical governments.

Despite the impact of the revolutions, barely any games have covered them. Jules Félisaz’s 1848 seeks to rectify that in an ambitious manner, covering the political, military, intellectual, and social dimensions of the revolutions in all of Europe. Félisaz relies on a mix of tried-and-true CDG mechanics – the “mandatory opponent events” from Twilight Struggle, the spatial layout of societal groups from 1989, and the escalation through decks from Paths of Glory, adding its own twists where appropriate (for example, overlapping scoring regions based on nationality (German, Polish, Italian…) and empire (Russian, Prussian, Austrian).

You can still pre-order 1848 at the P500 price of $46.00 (regular price: $72.00). Release is expected for March.

The imperialist as peace dove. There is no final box cover for Peace 1905 yet.

Peace 1905 (Nathaniel Berkley/S.P. Shaman/Maurice Suckling/Bill Sullivan, Fort Circle Games)

1-3 players, 30-45 minutes

Let us not say there are only wargames on this list. Look, here’s a peace game!

Making peace is generally a complex business, and so it was in the case of the Russo-Japanese War (1904/05): The Japanese, emboldened by their military success on land and sea, demanded a large financial indemnity as well as the cession of Sakhalin. The Russian tsar refused to consider either. Yet with revolution rampant in Russia and the Japanese government close to financial collapse, both sides needed to end the war. Their delegates at the US-mediated peace conference of Portsmouth had to figure out how to balance peace, national interest, and saving face.

In the classic two-player mode, the opponent players represent the delegates of Japan and Russia at Portsmouth who negotiate over Japan’s demands. Their hands of cards represent diplomatic approaches – listening or emphasizing, acquiescing or threatening. More aggressive stances are more likely to carry the day on any given issue, but the more lopsided a round of negotiations is, the more tensions will rise on the side of the loser. If they are pushed too hard, they will resort to war – and the other side will bear the blame for not being ready to compromise.

Other player counts see US president Theodore Roosevelt join as either as a third player or the solo role. In either case, Roosevelt is an “honest broker” whose goal it is to find an equitable resolution to the conflict.

Peace 1905 awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

P500 banner for Hammer and Sickle (not final art). ©GMT Games.

Hammer and Sickle: Hunger and Utopia in the Russian Civil War, 1918-1921 (Alex Knight, GMT Games)

1-4 players, 120-180 minutes

Hammer and sickle are, of course, the symbols of communism. Yet ideology aside, they speak of the material basis of modern societies – the food that everyone needs to eat, and the industrial production that is required for everything from building houses to waging war.

This economy underlies Hammer and Sickle, a multiplayer treatment of the Russian Civil War after the October Revolution: The industrial cities (mostly in the north and west of the collapsing Russian empire), marked by hammers, produce Firepower – provided that their workers are fed with Food (from the sickle-marked rural provinces in the south). Otherwise, the workers start to rebel.

The result is a delicate balance between Food and Firepower, exacerbated by the factions’ asymmetries: The Bolsheviks, for example, have easy access to a lot of hammers, but might find themselves short of sickles; but the opposite might be true for the White Army operating from the south. In addition to the game’s (loose) two alliances of Revolutionaries (Bolsheviks and Anarchists) and Counter-Revolutionaries (White Army and New Nations), new alignments might develop…

Alex Knight has shown his ability to turn a complex political-military struggle into a compelling board game with the Spanish Civil War in the intriguing Land and Freedom. I’m sure he’ll do the same with Hammer and Sickle.

You can pre-order Hammer and Sickle at the P500 price of $62.00 (regular price: $97.00). Release is expected not before the third quarter of 2026… which might turn into 2027, but I wanted to include the game here anyway because it just seems so fascinating.

P500 banner for Lenin’s Legacy. ©GMT Games.

Lenin’s Legacy (Matthias Cramer, GMT Games)

1-2 players, 20-40 minutes

Matthias Cramer has got the range. He has designed great epics like Weimar: The Fight for Democracy, but he is also a master of the short form. His Watergate is a knife fight in a phone booth… and Lenin’s Legacy promises to be cut from the same cloth.

Vladimir Ilyich Lenin was the dominant figure of the new Bolshevik government of Russia, but his health started to fail him soon after the October Revolution. Behind the scenes, his lieutenants jockeyed for position to succeed him – and the two likeliest candidates were Leon Trotsky and Joseph Stalin. While they differed in their politics – Trotsky wanted to advance the “world revolution”, Stalin advocated for “socialism in one country” – and their power bases – Trotsky was the creator of the Red Army, Stalin controlled the Communist Party – they had one thing in common: Their drive to take power.

Lenin’s Legacy lets its players fill their shoes and struggle over the army, the party, and the regions and politicians of the Soviet Union in a card-driven game with a twist: Almost all cards are selected from an open market. The players hold only one card each… but they can gamble on playing the opponent’s card (without knowing what it is)!

You can still pre-order Lenin’s Legacy at the P500 price of $37.00 (regular price: $59.00). Release is expected for March.

©Fort Circle Games.

Night Witches (Liz Davidson/David Thompson, Fort Circle Games)

1-2 players, 30-45 minutes

Many of the games in this post are very zoomed-out, grand strategic affairs. The counters you push move armies, the cards you play shake nations. Yet there is also something very charming about games operating on the micro level, and you get exactly that with Night Witches.

You are on the Eastern Front of World War II, serving in the all-women 588th Night Bomber Regiment of the Soviet Air Forces. You have no more than two biplanes at your command in every mission… and they are old, slow, and vulnerable. Still, your goal is to harass the invading German forces with these low-flying, hard-to-detect, and hard-to-engage craft every night, do damage as much damage as you can (or, at least, wear the enemy out with constant nocturnal attacks), and make it back safe.

You can play each mission separately or in a ten-mission campaign which allows you to carry over upgrades, and either solo or as a two-player cooperative effort.

Night Witches awaits its Kickstarter campaign in the second quarter of 2026. The game will be released in late 2026.

©Legion Wargames.

The Berlin Airlift (John Poniske/Terry Simo, Legion Wargames)

1-4 players, 60-480 minutes

This game has been long in the making. I’ve referenced it as ready for pre-order eight years ago, and have been intrigued by its premise since then. The Berlin Airlift was the largest airborne logistics operation ever, and for it to render the Berlin Blockade (on the ground) void, hundreds of planes had to arrive every day in Berlin with fuel, food, spare parts, and medical supplies, notwithstanding the limited infrastructure, the often rough weather, and every so often, Soviet interference.

This immense logistical task fell to the US Air Force and the Royal Air Force, each of which is represented by two “squadrons” (players) in the game. The players strive to contribute the most to the effort with their squadron, but their internal competition sometimes has to take the backseat when a joint effort is required to confront Soviet interference or keep the morale of the Berlin population up.

John Poniske’s original design has been taken on by Terry Simo. The Berlin Airlift is now ready for production. It can still be pre-ordered here at the reduced price of $55.00 (later MSRP estimated $75.00). Publication is expected for the third quarter of 2026.

And which 2026 games look most exciting to you? Let me know in the comments!

Essen SPIEL 2025 Recap

02. November 2025 um 17:44

Once more, the SPIEL fair at Essen has come to an end. It’s been a few intense days of looking, meeting, and, of course, playing – for me and 200,000+ other attendees. Even though the fair has expanded to another hall now, tickets for the busiest days (Friday and Saturday) were sold out a week before the event, and I also had the impression that more of the games sold out (at least that was my experience at several booths). Thus, I went home with zero purchases – which is fine! I travelled with a light suitcase on my way back, and I’ll be able to catch up on purchases via the usual local and online vendors.

Something you cannot catch up on, however, is meeting the people who mean something to you. I’ve always enjoyed going to the fair with a friend or two, and over the years, my SPIEL schedule has been enriched by more and more meetings with my fellow friends of board games and history whom I’ve met over the internet. In that regard, this year’s SPIEL has been exceptional: Not only have I gotten to dinner with my Boardgame Historian colleagues (a great way to start off the fair experience with some sparkling conversations on history in board games from a research and museum perspective) and to play a few games with Michal from The Boardgames Chronicle (more on that below) – both are almost traditions by this time – but I (and Michal) also got to meet Grant and Alexander from The Players’ Aid on their very first trip to SPIEL! I think that we all had a blast, and many plans to meet again are already in the making… and maybe play more games together!

Speaking of games: I’ve gotten around to play a grand total of 13 during the two days of the fair (ranging from very short demos to full games). Here are my highlights:

Bohemians (Jasper de Lange, Portal Games)

Bohemians had attracted my attention with its beautiful artwork and its intriguing fin de siècle Paris art scene setting. After giving it a test drive at SPIEL (with Michal, my friend A., and another fairgoer), I can also attest that it has sound mechanics (a mix of long-term deckbuilding and short-term pattern building from the cards in your hand):

You arrange your day as an aspiring artist with activities like “Wander the streets aimlessly” or “Practice a new technique.” The activity cards have symbols on the left and right, which, if matching, give you inspiration. You can imagine that there are some power combos – for example “Get in the mood for composing” and “Compose without stopping” have four matching symbols!

It gets even better if you acquire more inspirational activities (by spending inspiration) or if you don’t do activities alone, but have a muse with you (also to be gotten into your hand by spending inspiration).

In the end, your goal is to make artistic achievements which range from “A mildly positive review in the local newspaper” over “Your family’s quiet acceptance of your new life” to “Establishment dismayed by your work” which – you guessed it – are also acquired by spending inspiration.

A good day as an artist: I got six inspiration from matching symbols on the card edges, two because the color of the card for morning and night matches that on the player board (orange and blue), and another three from the bonus of the “Go from café to café” activity. That’s 11 inspiration, enough for an artistic achievement (above the player board). Unfortunately, not working also meant I gained another hardship – like the previously-acquired drinking habit above the player board whose negative effect (drawing another hardship!) I staved off by playing enough expression icons.

As you need quite a lot of inspiration for the achievements (and they get ever more “expensive” as the game progresses), you’ll probably have to arrange for artistic activities in all four slots of the day… which means you cannot work, another (much less exciting) way to spend your time. Every player has a disreputable profession (street musician, beggar, journalist…) which they can use instead of an activity – and, if they do not, they will gain a hardship card into their deck. You know, all the bad things in life that only orderly labor keeps at bay. Abject poverty. Shame. Syphilis.

Ideally, activities, muses, achievements, and hardships come together narratively. For example, I had a great day in which my activities linked up and I could meet with not one, but two muses right after another! That gave so much inspiration that I gained an achievement… but as I hadn’t worked, I gained a hardship – hypersexuality! Apparently, I had frolicked a bit too much with the muses.

Bohemians is a nice light deck-builder which should work especially nicely for casual audiences. I had a very good start at the fair with it and have acquired it since.

Neither King Nor God (Uwe Walentin, Sound of Drums)

And now for something completely different! Neither King Nor God takes players to the European power struggle in the Age of Reformation. Four of them will fill the shoes of England, France, the Holy Roman Empire, and the Papacy in their quest to spread their trade, conquer new territories, and convert cities to their religion. For this task, they send out courtiers to the great cities of Europe. As the courtiers are placed face down, you know where your rivals sent one to, but not what kind of courtier it is – a merchant to plop down trade barrels, a general to move armies, an assassin to murder or a traitor to take over another courtier?

As the courtier stacks in cities will be resolved only when all courtiers have been placed (top to bottom – so the courtier placed last goes first), there’s a lot of tactical finesse in placement: Do you go where everyone seems to go to partake in the bonanza or do you try to carve out your own little domain in less popular cities? Will you place your merchant first so that he’s on the bottom of a stack and will resolve after any general who could raid his trade barrel placement or do you place him last so he can go before anyone tries to murder him?

Strasbourg, the place to be: No fewer than eight courtiers have assembled there. Nearby Colonia is only visited by a single Papal courtier.

That makes for very little downtime and great mirth both in assembling and resolving those courtier stacks. Given that everyone’s victory conditions are secret (to be drawn randomly at the start of the game), there is a lot of guessing and bluffing. However, if no one has fulfilled their victory condition by the time the plague hits Europe, different victory conditions will apply.

The game at setup: Soon, the empty regions of Europe will be filled by the all-important trade barrels on which the income of the great powers depends.

Despite its length (three to four hours for a full game), the game plays briskly from the first turn on. And while it is involved, it’s not a complicated game – in fact, as the friendly Sound of Drums guy who had explained the game to the group before us had to demo a game at another table, we successfully self-taught the game from the rulebook!

Neither King Nor God is a pilot for a bigger five-player version that is to be published next year.

Verdun (Ren Multamäki, Dragon Dawn Productions)

I’d been eyeing Verdun for some time now, but never got around to play it. Good thing I could remedy that at SPIEL! As Michal and I randomly bumped into each other at the DDP booth, we could try the game together (each accompanied by a team mate).

Verdun is one of the many “trick-takers with a twist” that are released these days – and definitely one of the better ones! Two or four players (in teams of two) fight the World War I battle of Verdun. Whoever has the initiative selects an objective to attack. If their side – Germany or France – wins the trick by at least the (hidden) strength of the objective, they’ll gain the objective and its victory points. As all players draw from a shared deck of cards, that means that anyone will have both German and French cards in their hand.

That leads to all sides of interesting decisions: If you’re defending as France, are you going to play a French card to try and win the trick? Or are you playing a German one to get rid of it, either hoping that you’ll win anyway, or that the Germans win by so much that another German card doesn’t do them any good?

It gets even trickier when you consider that all cards have skull icons on them, indicating how many negative points they’ll confer on their respective side if they end up in the casualty pile. After every trick, one card per side (sometimes more) ends up as a casualty. If you can sneak in a skull-heavy card of the opponent side, that might undo all the points they’ll gain from winning the objective.

I, as one of the German players, have just played a strong French card in the hopes of poisoning their victory with high casualties (skulls on the left of the card).

Consequently, scores will likely be negative in the end. Maybe you’ll win a few objectives, maybe not. But certainly, you will have suffered appalling losses. The question is not if you’ll win big, but if your enemy is losing even more painfully than you. The grim logic of the war of attrition on the Western Front.

Our short test game also showed the importance of keeping initiative, so you can attack and at least have the chance to win objectives and offset some of the losses: In the end, France had gained two objectives (Germany none), which, as losses were pretty evenly spread, was enough for victory (-7 to -13).

Verdun is testament to what relatively simple games can do, and how games which stray far from wargame standards (hexes, counters, combat resolution tables…) can capture the essence of a conflict just as well.

Chuồn Chuồn (Ionah Nguyen, Everjoy)

Self-balancing dragonflies (in Vietnamese: Chuồn Chuồn), often made out of bamboo, are popular toys in Vietnam. They have now made their way to the board gaming world in this charming, gorgeous game.

Players will attempt to attract dragonflies of varying sizes and colors to their bamboo trees to match the patterns on their objective cards – for example, to have a small yellow dragonfly on the highest bamboo, a large purple one on the middle, and a small blue one on the lowest. As everyone takes dragonflies from the same pool and there’s only one in each size/color combination, you will soon run out of dragonflies and will have to use the magic cards at your disposal to re-arrange the flies, shake them off someone’s tree, etc.

Look at those dragonflies!

I found the game enjoyable and its production values outstanding. The finely crafted dragonflies are guaranteed to catch the eyes of observers, which makes the game also great for introducing new players to board gaming (everyone likes pretty things, and everyone likes to place self-balancing dragonflies!).

The game will be released next year.

Rock Hard: 1977 (Jackie Fox, Strohmann Games)

My recommendation for this game comes from Dave who just published his 1000th post over on his blog Dude! Take Your Turn – a rockstar if ever I saw one!

As I started the fair with a game about aspiring artists, it was most fitting to end it with another about this subject. The single-minded pursuit of artistic achievements which was abuzz in fin de siècle Paris has by 1977 given way to the much wider notion of… victory points! These you may get for a variety of pursuits and objectives, from perfecting your musical skills over becoming addicted to drugs candy to going to bed early.

Rock Hard: 1977 is a worker placement game, just that you only have one worker – yourself, the aspiring rockstar. You’ll divide your activities between day (say, practicing your craft or giving a radio interview), evening (playing gigs), and night (hanging out with the cool kids at the club). Every once in a while, you’ll also have to work your square job as a veterinary assistant, truck driver or what have you. Unlike in Bohemians, that is not a moral corrective on your life, but fulfils the simple economic need of making some money with which you rent those rehearsal studios, pay for your demo tape recording, or buy drugs candy.

Benji “Bam Bam” Bernstein dreams of being a rockstar. So far, he knows two songs.

Ideally, your skills will improve, you’ll play at ever greater venues, and your royalties will cover the cost of your rockstar needs. We didn’t get quite that far at the fair – I had to catch a train and another of my fellow players a pre-scheduled game. Until then, we had only dipped our feet in the waters of musical glory, but it was a very thematic affair!

Rock Hard: 1977 has been released in English last year already (by Devir), but the fair showed off the new German edition.

What do you think of these games? Anything up your alley? And if you’ve been to SPIEL or would have liked to go – what are your highlights?

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