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Fentasy Games looks to help complex game publishers avoid ‘strangulation’ of trad distribution with P500-style platform launch

07. April 2026 um 13:26

French board game publisher Fentasy Games has launched a new platform aimed at providing publishers with a more affordable way to get their higher complexity titles into the hands of retailers and gamers.

Company founder and CEO Florian Gigot told BoardGameWire Fentasy had scored several successes since launching towards the end of 2024, including localisations of complex titles El Burro and Stephens – but said its major challenge in that time had been “the structural reality of the traditional distribution model”.

He said, “We realised that for a small publisher, a ‘critical success’ doesn’t always translate to a ‘financial success’ once the middlemen take their cut. The same applies to many of my partners around the world.

“…between squeezed margins, production costs, and trade discounts, even a popular game can become a financial failure. For an independent publisher, this means increasing difficulty in funding subsequent projects – and ultimately, a real risk of going out of business.

“In this context, profitability is no longer a secondary objective, but a condition for survival.”

He added, “This might seem counterintuitive, especially at a time when a game like [Brass: Pittsburgh] is thriving on Gamefound. But that is the exception. So many other expert ‘hidden gems’ deserve a chance to exist.”

Gigot hopes newly launched platform BoardGameCommerce will give publishers of higher complexity games with smaller print runs – of between 500 and 1,000 units – a more sustainable financial option than the traditional board game industry distribution model.

Fentasy Games founder and CEO Florian Gigot

He described BGC as an ‘evolution’ of the P500 scheme successfully employed by wargame and strategy game specialist GMT for more than 20 years, which allows gamers to pre-order still-in-development titles, which then begin final art and development once they reach 500 orders.

Gigot said BGC differs, however, in that Fentasy commits to producing the game the moment it goes onto the platform, saying, “We don’t ask the community to carry the industrial risk – we carry it ourselves because we believe in the project.”

He said that model helps Fentasy and other publishers measure real demand for their titles, as well as giving visibility to game makers that might not be possible amid the plethora of new games battling it out through traditional distribution.

Gigot added that BGC also offers retailers “a professional interface to secure limited stock with high margins of up to 55%”, with no payment required until the game is ready to ship.

He told BoardGameWire, “I absolutely see this growing. In fact, BGC is designed to be an agnostic platform. We are already in talks with other small publishers who face the same ‘strangulation’ within traditional distribution.

“We want to offer them the same resilience we built for ourselves – bringing everyone together on a single, global platform. It makes it much easier for gamers and retailers to find exactly what they are looking for in one place.

“The icing on the cake is that all publishers using the BGC platform have access to a shared licensing ecosystem. For example, if Publisher A adds a game to BGC and is looking for a partner to localise it, Publisher B can check the available licenses for their country and initiate a business discussion immediately.

“BGC takes 0% commission on these deals – the goal is simply to be stronger together.”

Gigot said Fentasy aims to release between three and five titles each year, with about half going through BGC and half, such as its localisation of Animal Rescue Team and upcoming strategy title Microlonies, through traditional distribution.

The BoardGameCommerce platform

The publisher’s first release through BGC is Iron Games’ Mesopotamia-themed territory builder Papyria, with future titles set to arrive on the platform before the end of next year including Martin Wallace space exploration design Casus Belli and Masaki Suga’s chocolate industry strategy title Bean to Bar.

Other Iron Games releases available through BGC include Discordia and its Magna expansion, Pandoria and Ploc, while Fentasy’s French localisation of Uwe Rosenberg design Kanal – previously Oranienburger Kanal – is also present on the platform.

But Gigot added, “Titles like Animal Rescue Team and Microlonies will still follow the traditional distribution model. We aren’t abandoning big distribution – we are simply choosing the right tool for the right game.

“There is no ‘hostility’ toward the traditional model – it just isn’t built to sustain niche titles effectively.”

Gigot said Fentasy’s biggest successes since its late 2024 launch have included Kikai – Bricolage Heads, which he said moved more than 4,000 copies “in a short window for a game of its complexity”.

He added that 2026 release Microlonies “is following the same successful path. It proved that a hungry audience exists for deep, high-production-value games”.

Fentasy’s success to date has persuaded Gigot – who runs the company as “a small, agile core team of one person” – to expand its scope internationally, with him telling BoardGameWire the business is moving towards a 60% international / 40% France split.

He said, “We are always looking for new partners to localize our games in their countries and to localise their games into French.

“Our goal for 2027 is to achieve a synchronized BGC launch for our expert line across Europe (Germany, Poland, Italy, Spain) and Canada, China, allowing local publishers / retailers to bypass the heavy costs of international imports.”

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

Von: Grant
01. April 2026 um 14:00

April is one of my favorite months due to Easter and the warming of the weather. And this month we got a good amount of newly baked wargames, still warm some of them because they are so new, for you to choose from. This month for the Wargame Watch I was able to find 28 games (including the 7 games from our sponsor VUCA Simulations). Interestingly though this was a cooler month for crowdfunding as I only found 4 different campaigns, which did contain a total of 6 games as one was a triple feature, featured on Kickstarter or Gamefound.

If you missed the March Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/03/02/wargame-watch-whats-new-upcoming-march-2026/

This month again we have a sponsor for the Wargame Watch in VUCA Simulations. VUCA Simulations is a newer German publisher that is really crushing it with their graphics and production. Their games are also very good and we have really enjoyed several of their titles including Donnerschlag: Escape from StalingradTraces of War and most recently New Cold War.

But I also want to point your attention to their In Development Section of their website to show you all of the great projects that they are currently working on. Here there are 7 different games listed with pictures of the beautiful covers and a description of the game itself. These titles include Thirty Years of Misery designed by Brian Asklev, Pacific Fleet designed Hiroyuki Inose, The Far Seas designed by Martin Anderson, In Fours to Heaven designed by Grzegorz Kuryłowicz, Gateway to Falaise designed by Andrew Glenn, 1916 – Prelude to Blitzkrieg designed by Paul Hederer and Saint-Lô – The Capital of Ruins designed by Clemm.

VUCA is really doing a great job with their games and we recently played one of their newest games in Imperial Elegy: The Road to the Great War 1850-1920 and it was a sublime experience. We only played 1 full hand with a full table of 6 players, but very much enjoyed what it was that we were trying to do and the production is just fantastic. Can’t wait to get this one back to the table soon!

But now onto the games for April!

Pre-Order

1. Company of Heroes – Desert Warfare Expansion + Reprint from Bad Crow Games Currently on Gamefound

Glitz. Bits. Content. Miniatures. If these things appeal to you and you like a tactical wargame experience then this is your chance. The well regarded Company of Heroes System has a Gamefound campaign for a new expansion called Company of Heroes – Desert Warfare Expansion and they are also offering the base game 2nd Edition as an add-on as you need it to play.

From the game page, we read the following:

The Company of Heroes – Desert Warfare Expansion + Reprint on Gamefound brings the Deutsches Afrika Corps (DAK) to the 2nd Edition board game, featuring high-mobility, mechanized, and elite units. This expansion enhances solo/co-op play with improved AI, offering a fast-paced, tactical tabletop experience with armored, hit-and-run tactics. The Deutsches Africa Corps adds specialized, agile desert combat forces with a focus on armored vehicles, Italian alliance units, and fast, bold maneuvers. The expansion includes a sophisticated AI for solo or cooperative play, featuring an AI commander, HQ board, action deck, and target selection priority cards. The AI is described as aggressive, frequently seizing objectives. The expansion includes new maps, units, and components to expand the core game experience. The campaign also offers a reprint of the 2nd Edition core box, required to play, featuring streamlined rules and high-quality components.

I am going to be honest here. I played the 2nd Edition. We enjoyed it but it wasn’t necessarily as amazing as I thought it would be. I mean the systems are interesting but it feels more Euro game like than wargame like and it is also extremely expensive. Now it is gorgeous and the miniatures, terrain and maps are very well done but I am not sure that this game lives up to the hype. Just my humble opinion.

If you are interested in Company of Heroes – Desert Warfare Expansion + Reprint, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/companyofheroes/dak

As of April 1st, the Gamefound campaign has funded and raised $948,465 toward its $100,000 funding goal with 1,928 backers. The campaign will conclude on Thursday, April 16, 2026 at 12:00am EST.

2. T-34 Leader: The World War II Ground Combat Solitaire Strategy Board Game from Dan Verssen Games Currently on Kickstarter

A good solitaire game is always very much welcome on my table. I usually start these entries about solitaire gaming by saying I am not a solitaire gamer. Well, after playing the Leader Series from DVG for the first time about 8 years ago, that statement no longer applies. I used to really only play solitaire games when I had no other choice or available opponents. But, when I put these games on the table, my whole opinion has changed. The Leader Series is a solitaire gaming system that recreates modern combat, including ground combat, air warfare and even submarine warfare and sees the player creating, managing and outfitting a group of soldiers/boats/planes over the course of a variable length campaign. Some of the games offer individual combat systems that are included in the overall game and each handles their theater with specific rules and equipment used historically. Originally, all of the games were designed by Dan Verssen but more recently other designers have been taking up the reigns of the series. Such is the case with their newest offering in the series T-34 Leader designed by Vincent Cooper.

From the game page, we read the following:

You are the commander of a Soviet army combat group in World War II. You will take command in the hardest fought campaigns from Operation Barbarossa (1941) to the Battle of Berlin (1945).

Each of your Campaigns involve both operational and tactical decisions. At the start of a Campaign, you select the Units and Commanders to make up your force. During each Week of the Campaign, you decide which Enemy Battalions to attack, which of your forces to allocate, and then resolve each Battle using the Tactical Battlefield. Your Commanders gain Experience with every Battle, but they also suffer Stress. Each Week you must decide how hard to push your men to achieve Victory. T-34 Leader is a great game for both experienced strategy gamers, as well as new players. Each Campaign takes around 30 minutes to set-up, and each Battle can be resolved in 15 to 30 minutes.

T-34 Leader has been designed from the ground up as a Solitaire wargame. It is not an adaptation of a 2-player wargame and the rules have been specifically designed for the solo player. As a Solitaire wargame, you can play whenever you have time, at your own pace. T-34 Leader is the latest Tank Leader game from DVG, following Tiger Leader and Sherman Leader.

With that look, I will let you know that I very much love Sherman Leader and the ground combat for me is where it is at and I would think that T-34 Leader will be more of the same but on the East Front. I have played Sherman Leader the most in the series, using both short and long campaigns, and really enjoy its systems, the structure of the AI and the management of your units and Commanders. Really engaging and enjoyable experience of ground combat in World War II.

Here is a link to my video review for Sherman Leader that you can view at the following link:

If you are interested in T-34 Leader: The World War II Ground Combat Solitaire Strategy Board Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/danverssengames/dvg-t-34-leader

As of April 1st, the Kickstarter campaign has funded and raised $38,484 toward its $30,000 funding goal with 148 backers. The campaign will conclude on Tuesday, April 7, 2026 at 3:02pm EDT.

3. Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games

We met Akar Bharadvaj while attending SDHistCon in 2023 and played his award winning design Tyranny of Blood: India’s Caste System Under British Colonialism, 1750-1947 and very much enjoyed the experience and talking with him about game design. Since that time, he has been working on another designer called Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games, which was recently announced on their P500. Chalice of Poison is the first volume in a new series that models complex conflicts not only as clashes between adversaries in the air, land, and sea, but also as political struggles within the regimes and military forces fighting it.

From the game page, we read the following:

In 1980, Saddam Hussein’s Iraq invaded Iran, hubristically expecting to achieve a quick victory in a few weeks. Instead, the war became a brutal slog that lasted eight years. During the war, both countries had to choose between political and military objectives, balancing between the power of their military forces and the stability of their regimes. In Chalice of Poison you will play as the heads of two very different authoritarian regimes that have structured their militaries to be excellent at forestalling internal threats…but less effective at fighting foreign adversaries. Can you reform your military so that it’s effective enough to win the war, without accidentally creating a force that threatens your power?

A unique game on the Iran-Iraq War, the longest conventional war of the 20th century, and a historically important conflict underexplored in tabletop gaming.

Designed by Zenobia Award-winning designer Akar Bharadvaj, and inspired by Dr. Caitlin Talmadge’s academic research on the fundamental weakness of so-called “strong-man” authoritarian regimes.

Simple mechanics create a tense, dynamic, and meaningful decision space with an exciting narrative, capturing the dilemmas faced by regimes faced with both internal and external threats.

A two-player game that also plays well with four players on competing teams.

Includes two solitaire modes: A simple-to-operate “Al-Jazari” bot that offers a challenging non-player opponent. A more complex “Kissinger mode”—inspired by Mark Herman’s Peloponnesian War—in which the solitaire player represents both sides in the conflict. This mode abstractly models the international community, which cynically supported both sides in the conflict, ensuring a lengthy war in which neither country could win a decisive victory.

“At its most interesting, Chalice of Poison simulates warfare as a social battle as much as one involving tanks and bullets…This might sound complicated, but Bharadvaj presents these fluctuating power levels with refreshing clarity…Even at this early stage it’s an impressive and ambitious plaything. And its critique is unexpectedly timely, highlighting how strongman governments weaken their nations in the name of strengthening their regimes.” ~ Dan “Space-Biff” Thurot

If you are interested in Chalice of Poison: The Iran-Iraq War, 1980-1988, you can pre-order a copy for $69.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1225-chalice-of-poison-the-iran-iraq-war-1980-1988.aspx

4. Pericles: The Peloponnesian Wars 460-400 BC 2nd Printing from GMT Games

We are admitted Mark Herman fanboys! I am not ashamed of that statement as he is a very good designer and such an interesting person. He has designed a series of games called The Great Statesman Series and there are such fantastic mechanics at play that create a very interesting non-traditional wargame feeling such as Churchill. The 2nd game in the series is called Pericles, unlike Churchill, pits 2 sides, the Athenians and the Spartans against one another. The real game-changer is that each side is made up of two factions. As such it plays best with 4 players, each working to not only have their side win, but to have their faction within that side end with the most honor, and thus be victorious overall. The good news for most of us, is that there’s bots for solitaire, or 3 player games and there’s a fascinating 2 player variant, where each player plays a faction on each side. GMT just put a 2nd Printing up on their P500 and I am so very glad that this game will get some more attention as it is a really great game.

From the game page, we read the following:

Pericles is a ‘sandbox’ (unscripted) wargame that covers the ENTIRE period of conflict described in Thucydides classic history on the Peloponnesian wars. Pericles is a 4-player game, where two teams of Athenian and Spartan factions fight for Hegemony in 5th Century Greece. Each team of two represents a faction vying for control of their City States, strategy, and honor. Athens sees the Aristocrats debate issues with their opposing Demagogues, while in Sparta House Agiad and House Eurypontid contend for royal dominance.

Pericles uses elements from the Golden Geek best Wargame of 2015, Churchill, to simulate war as the extension of politics by other means. In the War portion of the game, it is US versus THEM (Athens versus Sparta), where each team implements their collective strategy to dominate Theaters of War, build economic strength, and fight battles to win Honor. In the respective Political assemblies, it is ME versus YOU (faction versus faction), where the battle for government control has to be balanced by your common interests in a series of wars that must be won, or all is lost.

Pericles uses an Issue Queue preplanning mechanic that the play testers have described as ‘insanely fun’. After your Political assembly has debated and won issues, these issues (military, league, diplomatic, oracle) are secretly placed on the military map in one of the twenty Theaters of war. If you or your opponents place a second issue into a Theater, it creates a queue of issues. Once all issues are placed, they are revealed and resolved one at a time. The order of issues in the queues and the order in which they are resolved across all Theaters tells YOUR story of the Peloponnesian wars.

Strategy in Pericles unfolds in how you create combinations of issues to achieve the historical narrative. Do you want to conduct a Periclean raiding strategy? Then you would play two military issues into a Theater to first move forces into position, then raid. Do you want to build a base in the enemy homeland (historically Pylos or Decelea)? Then you would conduct a military expedition, followed by a league issue. Do you want to raise an opponent’s ally in rebellion? Then you would deploy a diplomatic mission, and sow treachery for immediate or future advantage. It is in the placement, order, and resolution of the issues that the game allows you to explore and experience the broad range of historical situations without a script. 

What would a game of Hoplites and Triremes be without a battle mechanic? Battle in Pericles is based on armies and fleets being led by the classic generals of yore, represented as Strategos tokens. During the Political assembly, each faction uses historical personalities to acquire Strategos tokens. Use the Spartan general Brasidas and gain four Strategos tokens, while Epitadas only generates one. Strategos tokens can be thought of as military capital that is spent in the war to lead and move forces. If you send forces to a Theater with enemy forces, a land or naval battle will occur. All players then secretly commit Strategos to the battle. Then, the commanding general of the military expedition and their teammate reveal their Strategos commitment and move wooden land and naval units to the battle. Now the defensive commitment of Strategos is revealed, each side then reveals a random battle card value, and the winner is decided. The winner of the battle now has the option to fight a subsequent naval or land battle. The outcome of these tactical decisions determines if any fortified bases are destroyed by assault or siege. Then the next issue is resolved. Winning battles awards and reduces honor.

Here is a link to our video review that was created when we were younger, had more hair and were not very polished in any part of what we were doing:

If you are interested in Pericles: The Peloponnesian Wars 460-400 BC 2nd Printing, you can pre-order a copy for $71.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1223-pericles-the-peloponnesian-wars-460-400-bc-2nd-printing.aspx

5. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition 2nd Printing from GMT Games

We have had a great experience playing Silver Bayonet a few times over the years and I am glad that it is now getting a 2nd Printing of the 25th Anniversary Edition. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition is a revamping of their first ever game released all the way back in 1990.

From the game page, we read the following:

Silver Bayonet recreates the pivotal November 1965 battle between a full North Vietnamese Army Division and the US 1st Air Cavalry Division in the Ia Drang Valley. NVA expertise in lure and ambush tactics resulted in significant US casualties. US mobility and the ability to bring massive amounts of firepower to bear quickly virtually destroyed the attacking NVA division and forced a change in NVA tactics.

This re-issue of GMT Games’ 1990 CSR Award winning title that started it all keeps the original operational system, but streamlines to it to include innovative combat resolution integrating maneuver combat, close assault, artillery bombardment, and support from gunships and air sorties. 

Increased accessibility to primary and secondary source material has made it possible to make changes to more accurately represent both sides’ unique capabilities without significantly altering or breaking the base game system. The major changes involve patrols, ambushes, landing zones, and the 1st Cav Brigade HQ, while minor changes tweak movement, combat, and coordination game mechanics to showcase radically different strengths and weaknesses the FWA and NVA force brought to the battles in the Ia Drang Valley.

If you are interested in Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition 2nd Printing, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1224-silver-bayonet-25th-anniversary-edition-2nd-printing.aspx

6. I, Napoleon 2nd Edition Update Kit from GMT Games

As you probably know, normally Ted Raicer designs hard core hex and counter wargames such as The Dark Valley: East Front Campaign, 1941-45The Dark Sands: War in North Africa, 1940-42 and The Dark Summer: Normandy, 1944. These games are fantastic experiences that are true wargames. But, he also has an eclectic side to him and has designed one of the classic card driven games on the subject of World War I in Paths of Glory. So when I heard that he had designed an interesting looking card based historical role-playing game the first thought that came to my mind was “How is he going to accomplish this feat?” Last year, I played I, Napoleon and did enjoy what it was doing even though it felt like it fell a bit short of its ultimate claim. But there is more of the game now and they are doing this Update Kit in case those who want to the updated cards don’t wish to order the Limits of Glory Expansion.

From the game page, we read the following:

For our customers who own the 1st Printing of I, Napoleon and want to upgrade to the 2nd Printing without purchasing the Limits of Glory Expansion, we’re providing an Update Kit.

This Kit includes:

  • 60 Updated Cards
  • 2 Divider Cards (1 New, 1 Adjusted)
  • Rulebook
  • Playbook
  • 8.5″x11″ Player Aid
  • Sticker Sheet (4 stickers to update the Game Board)

NOTE: The Limits of Glory Expansion includes the updated Cards, Divider Cards and Sticker Sheet, as well as a Rulebook, Playbook and Player Aid that can be used with both the expansion and base game.

I wrote a fairly in-depth First Impression style post on the game and you can read that at the following link: https://theplayersaid.com/2024/10/16/first-impressions-i-napoleon-from-gmt-games/

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

If you are interested in I, Napoleon 2nd Edition Update Kit, you can pre-order a copy for $21.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1226-i-napoleon-2nd-edition-update-kit.aspx

7. Paper Wars Magazine Issue #116: Roma Invicta: The Roman Republic 400-50BC from Compass Games

Wargame magazines can be a bit hit and miss with their games. But, Paper Wars seems to really pick some great topics and systems to highlight in their pack-in games and this month there is a new pre-order for a game called Roma Invicta: The Roman Republic, 400-50 BC designed by Paul Kallia who did Roma Victrix: Campaigns of the Roman World from Compass Games.

From the game page, we read the following:

Roma Invicta: The Roman Republic & the Western Mediterranean by Paul Kallio is a 2-player, scenario-based design depicting several historic conflicts that occurred in and around the Roman Republic between 400 and 50 BC. This is a systemic brother design to Paul Kallio’s Roma Victrix boxed game. Each game turn represents one year. Infantry unit types include legions, heavy infantry, auxiliaries, and barbarians, and represent about 5,000 men each.

BONUS GAME MATERIAL:  This issue will include two new scenarios for play with WWII Campaigns: 1940, 1941, and 1942. For 1941, we have Festung Stalingrad. It covers the German counteroffensive to try to save the Sixth Army trapped in Stalingrad in December 1942. For 1940, we have the Operation Matador variant scenario by David Meyler.

Article highlights include previews of Rise to Glory and Iberian Tide, a work-in-progress report on Island Infernos, a Bitter Woods AAR, an alternate start scenario for Desert Tide, and a new optional fuel dump rule for The Last Gamble.

If you are interested in Paper Wars Magazine Issue #116: Roma Invicta, you can pre-order a copy for $41.95 from the Compass Games website at the following link: https://www.compassgames.com/product/issue-116-magazine-game-roma-invicta/

8. Limits of Glory: Campaigns VI & VII – Jersey New Jersey and A Strong War: The Conflict for North America 1755-60 from Form Square Games Coming to Gamefound April 7th

A few years ago, we became acquainted with Andrew Rourke through his Coalitions design from PHALANX that went on to a successful crowdfunding campaign and has recently been delivered. He has since been a busy guy with starting his own publishing company called Form Square Games and also publishing the first 5 designs in a new series called Limits of Glory that will take a look at the campaigns of Napoleon and other contemporary conflicts. In Campaign I, which is called Bonaparte’s Eastern Empire, the game is focused on the campaign of the French in Egypt between 1798 and 1801. Campaigns II, III and IV was Maida 1806 and Santa Maura & Capri. Campaign V was Donning the Sacred Heart which covers the Vendee Civil War and just recently fulfilled as I have my copy sitting on my gaming table awaiting and unboxing video.

And now, recently, he has announced came out about the next entry in the series which is a two-fer with Campaigns VI and VII called Jersey New Jersey and is set during the American Revolutionary War but also a 2nd game called A Strong War set during the French & Indian War. I think that these games are well timed with this year being the 250th Anniversary of the signing of the Declaration of Independence and I look forward to playing and exploring both of these games. I have also reached out to Andrew to see about him as well as the design duo of Mark Kwasny and John Kwasny for A Strong War doing another interview to give us a look inside the design and get more information for you to digest before the campaign kicks off on April 7th. But at this point the games look great and I love the art and the covers are very eye catching for sure!

From the game page, we read the following:

For the 2 games in the Limits of Glory Series:

Two exciting games in one box, Jersey covers the little known 1781 invasion by the French of the Island of Jersey as part of the American Revolutionary War. The game examines the impact of luck on events and challenges the skill of players to use their commanders to influence these events.

New Jersey covers the famous crossing of the Delaware and the battles of Trenton and Princeton using the same Limits of Glory System to test players ability to mitigate what luck throws at them by the skillful use of commanders and troop positioning.

Limits of Glory represents military campaigns at the highest command level, players take the role of theater commander and must manage their resources of men, material and skill to emerge victorious.

And for the other game in the offering called A Strong War: The Conflict for North America 1755-60:

The title, A Strong War, refers to the type of war the Abenaki Nation threatened to unleash on the land-grabbing British in 1753. The sparks of war, ignited in 1754 near Fort Duquesne by an obscure colonel of Virginia militia, George Washington, spread quickly; soon, flames engulfed the entire globe as England and France vied for control of empire. Over the next 5 years, Regular regiments from the French and British armies, American and French-Canadian provincial units, and Native warriors all fought in a chaotic and violent series of campaigns and frontier raids that culminated in the British conquest of French Canada and the defeat of the Native Nations (most of which had sided with the French).

A Strong War brings this war to life in a simple, fast-playing game. The map (covering the region stretching from Louisbourg to Alexandria, and from New York to Lake Erie) uses point-to-point connections to highlight the key locations that were targeted during the war. Using wooden cubes to represent the different types of forces used (French and British Regulars, British Colonials, French-Canadian Marines, French Bush Rangers, and Native American warriors), each player has only a few pieces (maximum 13 for the British and 10 for the French) to use each turn (one turn = one year, so there are 6 turns/years total).

The heart of the game is the unique combat system where players can deploy forces to a chosen battle and then commit them one by one; or they can call off the battle if it goes badly and save some of those forces for use later in the year. The types of forces committed also play a critical role in combat – the British want to mass their Regulars but the French want to bring in a mixed force to take advantage of the different skill sets each provides. Thus, tension is created in trying to decide if/when (or where) it is best to commit one’s forces: do you avoid combat completely; do you call off a combat that is going badly; or, do you go all in and commit your entire force? But if you lose a battle, initiative then swings to your opponent who may then launch an offensive.
Each player has several paths to victory, leading to a “different” game each time, and forcing players to choose between different strategies each turn. Finally, it is a quick game, taking just a couple of minutes to set up, and usually taking less than an hour to play to completion. The game also plays well solitaire, though there is no dedicated solitaire system.

If you are interested in Jersey New Jersey and A Strong War, you can learn more about the project on the Gamefound preview page at the following link: https://gamefound.com/en/projects/form-square-games/jersey-new-jersey–a-strong-war

9. Campaign: Operation Bagration from Catastrophe Games Currently on Kickstarter

A few years ago, I played and very much enjoyed a cool little solitaire WWII card-driven game called Campaign: Fall Blau from Catastrophe Games and designer Martin Melbardis where the player attempted to breach the Soviet defenses on the East Front in the pivotal German summer campaign of 1942. The game system is very playable and simple, but has some strategic depth to it as the player has to make a lot of choices about what to go after, how to manage their scarce resources (fuel) and what generals to use to take advantage of their special abilities to amass enough VP to claim victory over the Soviet Union. They now have the counter punch of that game in a new entry in the series called Campaign: Operation Bagration and it is currently being offered on Kickstarter.

From the game page, we read the following:

Campaign: Operation Bagration is the follow-up to Campaign: Fall Blau, the acclaimed solo experience of trying to seize Stalingrad and the prized oil fields beyond. In this game the shoe is on the other foot, as you will be pushing the Red Army to retake the center of the occupied Soviet Union, setting up the capture of Berlin. Stalin is expecting fast results though, so once again you will be racing against the clock trying to achieve enough objectives before your supplies (and Stalin’s patience) runs out.

Campaign: Operation Bagration is a solitaire wargame that takes place during WWII and puts the player in charge of the Soviet summer offensive of 1944 against Army Group Center, code named operation Bagration. Pick your three generals and use your resources wisely in order to obtain your campaign’s objectives.

One month turns. Decide which card (objective) to go after, each with a unique set of Soviet defenses. Manage supplies required for each offensive, or choose to take an operational pause. Receive random event cards that are mostly beneficial but a few are Soviet counterattacks that can throw a serious monkey-wrench into your plans. Play continues until fall begins, and you must report to Stalin with your success or failure.

In order to meet Stalin’s expectations you need to be relentless, while carefully marshalling your troops and material. Drive too hard, and the Germans will crush one of your wings, and your push will stall out. But if you move too slow you know you will be summoned to a special meeting with Stalin, and that is a grim fate.

If you would like to learn more about how the game plays you can read through the rules document found on Board Game Geek at the following link: https://boardgamegeek.com/filepage/317786/draft-rules-as-of-feb-26

Also, by way of comparison, you can check out our preview video for the first game in the series called Campaign: Fall Blau:

We also published an interview with the designer Martin Melbardis and you can read that at the following link: https://theplayersaid.com/2022/10/24/interview-with-martin-melbardis-designer-of-campaign-fall-blau-from-catastrophe-games-on-kickstarter-october-25th/

If you are interested in Campaign: Operation Bagration, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/campaign-bagration

As of April 1st, the Kickstarter campaign has funded and raised $1,138 toward its $500 funding goal with 14 backers. The campaign will conclude on Monday, April 20, 2026 at 8:51pm EDT.

New Release

1. VaeVictis Magazine Issue #185 Game Edition: Storm on the Ménez Hom 1944 from VaeVictis

VaeVictis is a very fine wargame magazine and they always have very interesting looking pack-in games on various subjects. This month, they have featured a scenario involving the 1944 attack on the Ménez-Hom peak on the Crozon peninsula in a game called Storm on the Ménez Hom 1944. But there is more as the magazine features articles on various wargames including Hubris from GMT Games, La Der des Ders from Hexasim, Thunder on the Mississippi from Multi-Man Publishing, Italia 1917-1918 from Nuts! Publishing, New Cold War from VUCA Simulations, Werwolf from Legion Wargames and many more.

From the game page, we read the following:

During the siege of Brest, the coastal batteries on the Crozon peninsula, on the southern shore of the harbor, were hindering the advance of the US Army. It was therefore crucial to silence them. To achieve this, the barrier closing off the peninsula had to be breached: the Ménez-Hom peak, rising to 330 meters. This mission was entrusted to the FFI-FTP battalions of central Finistère. It took three weeks, from August 12th to September 1st, 1944, and the reinforcement of a US cavalry brigade to finally defeat the German, Russian, and Caucasian defenders.

If you are interested in VaeVictis Magazine Issue #185 Game Edition: Storm on the Ménez Hom 1944, you can order a copy for €16.50 ($19.12 in US Dollars) from the VaeVictic website at the following link: https://www.vaevictismag.fr/en/special-game-issue/287-vaevictis-185-game-issue.html

2. The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 from Operational Studies Group

Large Napoleonic wargames are always interesting. Operational Studies Group does some big games on the subject and their newest offering is called The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 and deals with four different battles including Jena-Auerstadt, Pultusk/Golymin, Eylau and Friedland.

From the game page, we read the following:

These four games explore the major battles of 1806–07, where the French Army encountered two different opponents with different capabilities, from the leadership-challenged Prussians in Saxony to the chaotic battle conditions in winter against the Russians. Based on OSG’s Special Studies, which provide a turn-by-turn narrative of the four battles. Each game shows the approach to the battlefield on the day before battle. The Jena-Auerstadt game has both battlefields on one map and allows both sides to redeploy before battle.

We are offering a new edition, with new maps—not too much different in detail—but rendered in Charles Kibler’s naturalistic style. TCS2 will be updated to use the Universal Deck and latest series rules (deck not included). With few exceptions, the counters will be identical to the first edition.

This is a very popular series of games amongst Grognards and I have heard many people recommend these titles to both of us. We have yet to take the plunge and get one but one day we will…one day!

If you are interested in The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807, you can order a copy for $140.00 from the Operational Studies Group website at the following link: https://napoleongames.com/products/the-coming-storm-ii

3. The Maid Ascendant: The Siege of Orleans, October 1428-May 1429 from High Flying Dice Games

Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a game on the Siege of Orleans and I do like siege games! The game is called The Maid Ascendant and really looks pretty interesting and is definitely a unique subject for a game.

From the game page, we read the following:

The Maid Ascendant is an introductory level wargame on the siege of Orleans. The siege marked the debut of Joan of Arc as a military commander, and a campaign that would see the English eventually evicted from France and the end of the Hundred Years War.

“Begone, or I will make you go!” – Jeanne d’Arc’s command to English and Burgundian troops besieging Orleans.

If you are interested in The Maid Ascendant: The Siege of Orleans, October 1428-May 1429, you can order a copy for $16.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/maid.html

4. Mr. Lincoln’s War from Compass Games

You can’t have enough good American Civil War games and Compass Games has been working to bring out a new edition of a classic called Mr. Lincoln’s War designed by Mark McLaughlin.

From the game page, we read the following:

Mr. Lincoln’s War is a historical game which captures the epic struggle of the American Civil War. From their first major battle at Bull Run in 1861, through the campaigns of Vicksburg, Gettysburg and Atlanta and until the final days at Appomattox in 1865, the armies of the Union and the Confederacy raged across America wreaking havoc and bloodshed on a scale never before or since witnessed in the New World.

This box set is organized into two sub-games, “Army of the Tennessee,” which deals with the war in the western theater, and “Army of the Potomac,” which deals with the war in Virginia. Each has four short scenarios that recreate the maneuvers and battles of Shiloh, Gettysburg, Atlanta, and other monumental Civil War contests. Campaign games enabling the players to fight the war in the West or East are provided with each sub-game. They may be combined to play the Mr. Lincoln’s War grand campaign that simulates the entire Civil War, on both fronts.

If you are interested in Mr. Lincoln’s War, you can order a copy for $99.00 from the Compass Games website at the following link: https://www.compassgames.com/product/mr-lincolns-war/

5. Volume II Civil War Heritage Series Army of the PotomacCampaigns of 1862 and 1864 from GMT Games

Several years ago, Mark Herman designed a very unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has long mentioned working on the follow-up to that game and we finally are getting it with Army of the Potomac.

From the game page, we read the following:

Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War Heritage Series and the follow-up game to the innovative and acclaimed Rebel FuryArmy of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.

Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs. Lee), including the prelude Seven Pines (McClellan vs. Johnson) when Johnson’s wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnson). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.

I think that one of the most interesting parts is that this new game can be played with Rebel Fury as also included are two bonus scenarios to allow owners of Rebel Fury to fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map.

Last summer, while attending WBC in late July, we sat down with Mark Herman and did an interview/overview of Army of the Potomac and you can watch that video at the following link:

If you are interested in Volume II Civil War Heritage Series Army of the Potomac: Campaigns of 1862 and 1864, you an order a copy for $77.00 from the following link: https://www.gmtgames.com/p-1108-army-of-the-potomac.aspx

6. Baltic Empires: The Northern Wars of 1558-1721 from GMT Games

This one is very much anticipated by me and I feel like I have been waiting in it forever since its announcement in 2022. Baltic Empires is a grand looking game that focuses on the conflicts between the states of the Baltic region during the early modern era. The wait is now over as they game is set to ship on April 17th.

From the game page, we read the following:

Baltic Empires is an approachable 2-5 player strategy game about conflicts between the states of the Baltic region during the early modern era, a transformative period of religious conflict, large scale warfare, and constant struggles for power. Players will have to develop their economy, strengthen their administration, secure trade hubs, and finally build armies to become the dominant power of the Baltics. Denmark-Norway, Sweden, Russia, Poland-Lithuania, and Prussia will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

During the 16th & 17th centuries, religious conflicts between Protestants and Catholics swept Europe, vast colonies were established by the maritime powers, and a series of wars were fought against Louis XIV’s Kingdom of France to maintain the balance of power, eventually culminating in the War of Spanish Succession. While this history might be familiar to many, the related conflicts around the Baltic Sea that took place during these centuries are less well-known.

Where did the French, English, and Dutch acquire the materials they needed to build and maintain their vast navies that won them their colonial empires? Where did they acquire the food they needed to feed their sailors and growing populations? Where did the Swedish juggernaut that suddenly emerged and changed the course of the Thirty Years War come from, and why didn’t its great power status last? How did the Russian and Prussian Empires that became so powerful in later periods first emerge on the European stage? The Baltic region was crucial to the history of Europe, and the conflict for influence over the Baltic Sea was closely intertwined with the balance of power in Western Europe. The outcome of the wars and societal transformation in the Baltic region, from the collapse of the Teutonic Order in Livonia in 1558 to the end of the Great Northern War in 1721, shaped European and world history up until the present day.

Baltic Empires presents these less well-known conflicts in a fun and accessible format, while also doing justice to the fascinating history of the Baltic Sea region during this period. The game features 5 asymmetric factions with different strengths, forces, and historical objectives, along with the capacity to develop their states by investing in economic infrastructure and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

We published an interview on the blog with the designer Brian Asklev and you can read that at the following link: https://theplayersaid.com/2022/03/28/interview-with-brian-asklev-designer-of-baltic-empires-the-northern-wars-of-1558-1721-from-gmt-games/

We also did a series of History Behind the Cards with Brian and you can read those posts at the following links:

#41 Tsar Boris Godunov and #33 Corfitz Ulfeldt

#29 Joachim Frederik Blumenthal and #6 Bohdan Khmelnytsky

#27 King Sigismund III Vasa and #9 Maurice of Nassau

#28 Thomas Roe and #37 Markus Fugger

#10 Janusz & Boguslav Radziwill and #12 Louis de Geer

#17 Georg von Derfflinger and #8 The False Dmitrys

#2 Tsar Peter the Great and #48 Tycho Brahe

If you are interested in Baltic Empires: The Northern Wars of 1558-1721, you can order a copy for $104.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-954-baltic-empires-the-northern-wars-of-1558-1721.aspx

7. Three Days of Gettysburg Deluxe Edition from GMT Games

A very popular series featuring one of the most gamed battles of the American Civil War! Quite the combination. And to add to that, a Deluxe Edition treatment with new counters, some new rules, new and updated maps and lots of scenarios. This is a great value for any gamer who wants to game one of the most iconic battles of the American Civil War.

From the game page, we read the following:

GMT Games and the GBACW design team are proud to announce Three Days of Gettysburg Deluxe Edition, the ultimate edition of the definitive game on the Battle of Gettysburg. First published in 1995, 3DoG has stood the test of time as one of the most popular games of the Great Battles of the American Civil War Series.

This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game—Terrible Swift Sword (SPI)—designed by Richard Berg in 1976. Under GMT, the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the often-chaotic nature of the 19th Century battlefield at the regimental level.

Three Days of Gettysburg Deluxe Edition will include ten plus scenarios. They range from small Skirmisher contests on half sized maps to the ultimate Gettysburg experience on four full full-sized maps depicting the entire battle, including the East Cavalry Battlefield! Other scenarios will depict both the first and second day of the struggle. Experienced players will be able to play many of the scenarios in one sitting. The 3DoG Deluxe Edition will include many exclusive rules to represent the special situations at Gettysburg, including new Skirmisher rules. However, many of the rules are optional, allowing players to decide for themselves what level of complexity they want.

New components and exclusive rules include new cavalry counters, CSA dismounted cavalry counters, corrected artillery types, two types of skirmisher units, artillery sections for some scenarios (Calef’s battery on the first day!), and artillery overshoot. The new maps continue to use Mark Simonitch’s beautiful artwork but include stonewalls, the Devil’s Den, and sloping hexes to better represent the unique terrain at Gettysburg. The large rock formations are represented differently from earlier editions, and artillery will find moving up the slopes of Little Round Top as difficult in the game as it was in the battle.

And just take a look at this big beautiful map of the game….by the talented Mark Simonitch!

If you are interested in Three Days of Gettysburg Deluxe Edition, you an order a copy for $108.00 from the following link: https://www.gmtgames.com/p-1057-three-days-of-gettysburg-deluxe-edition.aspx

8. Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s from Red Sash Games

Red Sash Games have a reputation for very large, very long playing games that are focused on interesting historical events. This month, they announced their newest offering with their printing partner Blue Panther and it is an expansion to their Seeds of Empire game focused on the wars in South & Central India during the 1730’s through the 1750’s. The game is called Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s and really looks to be pretty interesting.

From the game page, we read the following:

Seeds of Empire is the second in a series of operational war games covering conflict in India during the 18th Century, using Red Sash Games’ LaceWars™ rules. SOE extends the environment of Dreams of Empire to include the whole of Central India (the Deccan) and extends the timeline into the 1750s to cover the Second Carnatic War.

The expansion includes several new Powers, divides the Marathas into Clans, and adds Factions for the two — not one, but two — major succession crises simultaneously taking place in the Deccan and Carnatic. This is the period when John Company, the British East India Company, finally got involved in the geopolitics of the Subcontinent. It was the highwater mark of the French presence, and a watershed for the Maratha Confederacy, while for the Mughal Empire it was a period of steep decline.

Seeds of Empire offers eight unique scenarios:

  1. The Second Carnatic War: this scenario uses only the original map set (most of the action took place in a very confined area). Featuring the return of Chanda Sahib and Governor Dupleix, with Bussy-Castelneau, Clive of India, Stringer Lawrence (Father of the Indian Army), and above all, Mohammad Ali Khan.
  2. “Early Start”: An ‘early start’ variant of the same scenario in which Chanda Sahib has the opportunity to slay Anwar ud-Din (or vice versa). Historically the death of Anwar kicked off the Second Carnatic War.
  3. “Capture of Devikotta”: An even earlier start that allows the players to simulate the EIC‘s capture of Devikotta from Tanjore under the guise of restoring the Raja.
  4. “French in the Deccan”: A ‘French in the Deccan’ scenario using only the new maps, focusing on the war for control of the Viceroyalty of the Deccan and the activities of the various Maratha clans.
  5. “Deccan + Dreams of Empire”: A 1740s Deccan sandbox scenario matching the timeline of the original DOE Campaign Game, showing what the Marathas were getting up to.
  6. “Full Territory”: A Campaign Game for the Second Carnatic War that combines the maps.
  7. “Both Carnatic Wars”: A Campaign Game for the 1740s combining the original DOE Campaign with the 1740s Deccan scenario. This scenario can be extended to create a Grand Campaign covering the period of both Carnatic Wars.
  8. “Malabar War”: A small scenario set in Malabar, showcasing the continued expansion of Travancore against Cochin and its allies.

Like Dreams of EmpireSeeds of Empire assigns the various Powers to the players as and when they Activate. However, the Second Carnatic War also creates semi- permanent Alliances, with the French on one side and the British on the other, though only acting as ‘auxiliaries’ to the great Indian lords.

To help the players cope with the material, the original rules, scenarios, charts, and (some) displays have been duplicated, with the new material from Seeds of Empire inserted into the relevant places. The expansion also includes errata and small fixes to the game system.

This is not a complete game and will requires ownership of Dreams of Empire to play.

If you are interested in Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s, you can order a copy for $240.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/seeds-of-empire

9. Ace of Aces: Powerhouse Series Deluxe Edition from Mr. B Games

A classic reborn is how I would classify the next offering on this list. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981.

From the game page, we read the following:

Ace of Aces: Powerhouse is an exciting game of World War 1 aerial dogfighting. Each player is the pilot of a fighter plane in the skies over France trying to shoot down their opponent. The players each have a book that shows the position of their opponent, and what maneuvers they can perform to line up their machine guns on their target. Through an innovative matrix system, the players can fly through the sky and attempt to drive away their enemy. Each game takes 15-20 minutes to complete!

The mechanic used in this series is a very cool little flip book called a Dogfighting Book that has various pictures representing the maneuvers of your plan and the enemies. These flip books are nicely crafted and there is one for both the German Fokker DVII and the British SPAD XIII.

If you are interested in Ace of Aces: Powerhouse Series Deluxe Edition, you can order (but it does still say pre-order) a copy for $99.99 from the Mr. B Games website at the following link: https://www.mrbgames.com/products/pre-order-ace-of-aces-powerhouse-series

10. Commander: Romans v Dacians – A Solitaire Wargame from Mike Lambo

Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Commander: Romans v Dacians – A Solitaire Wargame and can be downloaded from Wargame Vault.

From the game page, we read the following:

In the rugged hills and forests of ancient Dacia (today located in the European country of Romania) Rome fights a war unlike any it has faced before. The legions advance into a land of ridges, valleys and fierce tribal resistance, where every skirmish can turn the tide of battle. You command a small Roman force consisting of legionaries, praetorian guard, cavalry, archers, and spearmen, tasked with holding the line, breaking the enemy, or seizing vital ground before the Dacian horde overwhelms you. Opposing you are the warriors of King Decebalus – swift, unpredictable, ferocious and deadly. Cavalry smash into formations with startling power, warriors surge forward in wild charges, swordsmen hold the line with grim resolve, and archers and falxmen harass and surprise from the rear. Each battle unfolds differently as both armies are drawn at random, events disrupt your plans, and reinforcements arrive to mix things up.

This is a tense solo wargame of tactical decision making and battlefield chaos. Every turn demands adaptation and every clash counts. No two battles will ever play the same, and victory is never guaranteed until it is achieved.

In the game, the Player will be commanding the units of the Roman Empire as they battle a seemingly endless stream of fierce Dacian fighters.

This game is a solitaire wargame. You play the game, and the enemy is controlled by the game (or ‘AI’). You will need three standard six-sided dice to play. It is recommended that the counters provided on the final page of the game are used to play this game (especially for the units). Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel.

If you are interested in Commander: Romans v Dacians – A Solitaire Wargame, you can order a print and play copy for $11.99 from Wargame Vault at the following link: https://www.wargamevault.com/en/product/562242/commander-romans-v-dacians-a-solitaire-wargame

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

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

-Grant

Interview with Carlos Oliveras Designer of Punicus: The Second Punic War from GMT Games

Von: Grant
09. März 2026 um 13:00

While I have not played a bunch of games focused on the Punic War, the few that I have played are very good and I am always interested in a good Ancients combat game. Last fall, GMT Games announced a new 2nd Punic War game called Punicus: The Second Punic War designed by a newcomer in Carlos Oliveras. I have been very eager to learn more about this game and reached out to Carlos recently for an interview and he graciously accepted.

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

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

Carlos: Thank you for supporting the hobby in these times. As for me, I’m a guy—well, more like a man with presbyopia now—who’s starting to struggle to read the counters without glasses. I’m into the same things most people of my generation grew up with: films, books, and music, plus a hobby that wasn’t nearly as widespread in Spain in the ’80s and ’90s: games—Eurogames, role-playing, video games, and above all, wargames. And to pay for all that, I work as a naval architect.

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

Carlos: I’ve been involved in wargames for quite a while. For instance, I was the rules editor for Mark Simonitch’s Stalingrad ’42, I put together the player aids for Craig Besinque’s Conquest & Consequence, and I translated Successors into Spanish—so I suppose the next natural step was this: designing my own game.

There are a lot of fun parts to creating a game, but there’s one aspect that may not be strictly “design” and yet is genuinely enriching: working with so many people from so many different places. You realize that despite differences in countries, cultures, and ways of being, people—if they want to—can understand each other, and we’re not as different as we sometimes think. If there were more wargames, there’d be less war. Coming away with that conviction leaves you with something genuinely positive.

Grant: What is your upcoming game Punicus about?

Carlos: I haven’t exactly found some untouched topic that no one has ever made a wargame about — honestly, I wasn’t that original. It’s another Second Punic War game: Hannibal, Scipio, and the whole cast. It’s a block wargame with cards of medium complexity, designed to be playable in an afternoon.

Grant: What games gave you used in inspiration for your design? Why?

Carlos: Punicus is built on Craig Besinque’s Hellenes System, one of my all-time favorite games—one of Craig’s real gems. I’ve played it so much that I always wanted to see it applied to other settings: the Second Punic War, the Gallic Wars…I kept hoping Craig would eventually design something along those lines. In the end, I got over my hesitation and decided to do it myself.

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

    Carlos: Because this war is so long, if I want the game to be playable in an afternoon it has to take a very strategic, high-level view. Each turn represents one year. As for the units, given how diverse (and sometimes contradictory) the sources are, I’ve adapted the order of battle to what produced the best balance during playtesting. For example, even though it seems Hannibal began the war with more elephants than his brother, in the game they both start with the same number of elephants.

    Grant: How are the units represented? What is the layout of the blocks?

      Carlos: The units are essentially wooden blocks with stickers. In short, the sticker shows the unit type (infantry, auxilia, cavalry, etc.); its Combat Value (the number of dice it rolls in combat); its Combat Rating, which determines when it attacks (in alphabetical order) and what it hits on or uses to cause routs; its Movement Rating; and, very importantly, its Home Box, which tells you where that unit can be recruited.

      Grant: What advantage do blocks offer the design?

        Carlos: Basically, it’s the fog of war. And not just because you don’t know what unit is in a given block—you also don’t know its exact strength state, since a single block can have up to four step levels. On top of that, there’s the physical feel of handling something solid like wood, which—without taking anything away from cardboard counters—is simply satisfying. I know that’s not strictly a design point, but it matters. If I have the choice, I’ll always prefer playing Punicus on the table rather than on Vassal.

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

          Carlos: I love history, and I have to admit that when I was a kid, Hannibal’s campaign really blew my mind—elephants, crossing the Alps…to me it was like a movie, with the extra thrill that it had actually happened. Years later I was lucky enough to play Mark Simonitch’s Hannibal, and it made me feel like a kid again. So when I found myself with the chance to create a Second Punic War game using the Hellenes engine, I didn’t hesitate. And yes—designing it has been just as fun as discovering who the Carthaginians were back then, and as fun as playing Hannibal years later.

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

            Carlos: If we compare it to Hellenes, what sets Punicus apart is basically three things. First, the addition of non-combat units such as Generals and Catapults. Generals, for example, improve the units they are stacked with, and if that general also happens to be an active leader for their side, they can apply their special ability. For instance, Marcellus’s special ability improves the assault capabilities of the units with him. Second, new actions like production, piracy, and diplomacy—yes, you can take cities by sending ambassadors and persuading their citizens they’ll be better off with you. And third, the addition of a personal player board where each side can invest Supplies into researching projects, letting you shape your long-term strategy.

            Grant: What unique elements of the Punic Wars did you want highlight in the game?

              Carlos: I’d like the game to capture two things. First, the asymmetry between the sides. Carthage starts with tremendous striking power, but its enemy is far away. Rome is a sleeping giant: it loses battles, but it keeps standing—unyielding, impossible to discourage. You know it will wake up; how long it takes, and what form that awakening takes, will shape the rest of the war. Second, I wanted to reflect how the war evolves. Early on, players have fewer options, but as the campaign advances new possibilities open up to explore—investing in projects, diplomacy, piracy, and so on. The idea is that turns shouldn’t feel repetitive as the game goes on.

              Grant: What various unit types are included in the game? What is unique about these units?

                Carlos: There are three classes of units: Civians, Barbarians, and non-combat units. Civians represent the era’s city-based forces: Infantry, Auxilia, Cavalry, Elephants, and Fleets. Each unit type has something that makes it distinct. For example, Cavalry can perform a special attack called Harrying. Elephants are a powerful arm, but with the drawback that they can panic your own troops. Barbarians are slow but hard-hitting units, with the key trait that they dissolve in Winter—unless they are with Hannibal. Finally, there are the non-combat units: Generals and Catapults. They cannot operate on their own, but they can significantly influence battles.

                Grant: How are cards used in the design? What are Action Points?

                  Carlos: The game is played in Years. At the start of each Year, each player is dealt six cards. In each of the seasons that make up the Year, players choose one of their cards face down and reveal them simultaneously. The card’s orientation determines whether the player will resolve its event or use its Action Points—one or the other. Each Action Point allows you to take one action, chosen from: Movement Actions (from standard Maneuvers to Piracy actions), Building Actions (recruiting and reinforcing), Production and Diplomacy.

                  Grant: Can you share a few examples of the cards?

                    Carlos: Yes, of course. Here is the “Hannibal Leads Carthage” Card and its key features. This card starts on the Carthaginian player board. It is a Leader card: while it remains on the player board, it grants its player its Leader Value (additional Action Points) and also gives Hannibal’s block a Virtus, or special ability—in this case, it means that any Barbarians with him do not dissolve in Winter. You can also see a value labeled Damage. When a unit crosses a mountain border, or a Fleet runs into a storm, you draw a card to see whether it takes damage.

                    Grant: How are cards used for research?

                      Carlos: At the start of the Year, players still play their cards either as events or for Action Points, but in this segment those Action Points are not used to take actions. Instead, they are used either to make an offering to a god (which will allow future appeals to that god to do things like reroll dice) or to invest Supplies in projects. This is the only time projects can be researched. That means that if, in the previous Year, a player didn’t produce Supplies—or spent them on maintaining troops during Winter—they may have no opportunity to research at all.

                      Grant: What different research options are available and what are their benefits?

                        Carlos: There are basically three branches: one that boosts production, one that increases naval power, and one that benefits land forces. It’s also worth noting that the projects for each side are not 100% symmetrical, which further differentiates how Rome and Carthage play.

                        Grant: How does activation work?

                          Carlos: Units don’t activate on their own; players have to spend their cards’ Action Points to move them. In other words, if a player plays a card as an Event, they won’t be able to move their units that season—the only combat they might still carry out is siege attrition from sieges established in earlier turns. Likewise, if a player plays a card for Action Points but it only provides 1 AP and they spend it on something other than movement—for example, using that AP to produce—then their troops won’t move that season. So each turn you have to think carefully about what you do, because your Action Points are limited: if you do one thing, you can’t do another. It’s that Twilight Struggle feeling of always being short on points—more or less.

                          Grant: What is the layout of the player boards?

                            Carlos: The player boards are dual-layer boards, so units and Supply cubes can sit neatly recessed in place. Each player board has a Praetorium, an area that holds units the player cannot recruit at the start of the game; these units will enter play later through Diplomacy Actions or Events. There is also the Proiecta section, where players invest and accumulate Supply cubes while researching projects. At the top, there are slots to hold groups of blocks in case the stack becomes too large to keep on the main map. At the bottom of the player board are the Rostra, where each side places the cards of its active leaders.

                            Grant: What key choices are forced upon the players?

                              Carlos: Each season, the player has to ask themselves which card to use and how to use it: for Action Points or for the Event. On top of that, the decision must factor in that the number of Action Points has a direct impact on initiative—who will act first that season. In principle, you don’t know in advance whether you will go before your opponent or not, so even what you intended to do with your Action Points when you committed the card may have to change, because your opponent has altered the board situation. That card-use choice is a recurring one every turn, but there are more decisions. For example, when you are besieging a city and the battle phase arrives, you have to decide what to do: attrition or assault. And for the defending side, when you are assaulted you have the option to capitulate—you lose the city, but in a less dishonorable way than if you were to lose the assault. Also, in battles a side can always choose to withdraw at the start of its round to execute an ordered retreat and limit losses.

                              Grant: How does combat work?

                                Carlos: It’s fairly straightforward. In a battle, blocks are revealed and sorted alphabetically by their Combat Rating. Blocks attack in letter order (A/B/C/D…), with defenders acting before attackers when the letter is the same. A block attacks with a number of dice equal to its printed Combat Value, and it scores hits and routs according to its Combat Rating. For example, an A2 block would attack first because it’s an “A” unit, scoring hits on 1–2 and causing routs on 5–6. Each hit reduces the strongest opposing block, and each rout forces the weakest opposing block to leave the battle. When all blocks in the combat have attacked, the Combat Round ends. Combat Rounds repeat until one side is eliminated or retreats. Combat also changes depending on the battle type. For example, in an Assault, the forces inside the city are treated as A2 blocks and they also receive a defensive bonus.

                                Grant: How is victory achieved?

                                  Carlos: There are different types of victory. A Decisive Victory requires reaching 15 points and controlling an enemy Core City. A Negotiated Victory can be achieved with only 12 points. If neither of those victory conditions is met and the game reaches the end of its campaign years (which, in principle, players also won’t know in advance), a final comparison determines who wins—or whether the game ends in a draw.

                                  Grant: What do you feel the game models well?

                                    Carlos: What I think the game models well is the overall course of the war. It’s not that it perfectly models individual battles or grand strategic movements, because the game is somewhat sandbox in that respect. It’s more about the feeling that, with the sides being so different, both players are under constant pressure to perform at their best—because one mistake can swing the whole game. It feels like a war, not just a series of skirmishes. For example, Carthage starts with an impressive striking force, but its native recruitment base is far away and the war is long, so there’s constant pressure: victory can’t rely on a single great general forever. Rome, on the other hand, knows its potential is enormous, but it has to survive long enough to actually bring that potential online before its opponent brings it down.

                                    I have come to Italy not to make war on the Italians, but to aid the Italians against Rome. – Hannibal Barca

                                    Grant: What has been the experience of your playtesters?

                                      Carlos: I think they’re having a good time. The fact that they want to play it again means the game has them hooked. And beyond that, their help has been invaluable—adding rules that turned out to be fundamental, or even almost creating cards like Mutiny. We’ll most likely put out a call for a new round of playtesters in an upcoming GMT newsletter, so if anyone’s interested, keep an eye out.

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

                                        Carlos: What I’m enjoying most is that the playtesters (including the developer, Joe Dewhurst) have had very few questions about the rulebook wording. It also helps that I started from a very polished manual like Hellenes.

                                        Grant: What other designs are you contemplating or already working on?

                                          Carlos: Right now, almost all my time goes into Punicus, but I have rough outlines for a block game about the Spanish Civil War (something like Spain Front, maybe) and a solo game about a certain Julius Caesar.

                                          I love a good block wargame! And, in my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I also very much like the idea of investing in technology and projects. Just such as neat addition to any wargame as you have to balance investing in replacements for your lost troops or new abilities and strength.

                                          If you are interested in Punicus: The Second Punic War, you can pre-order a copy for $69.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1196-punicus-the-second-punic-war.aspx

                                          -Grant

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

                                          Von: Grant
                                          02. Februar 2026 um 14:00

                                          This year has been a bit of a blur for me with work, personal commitments and family matters and I just feel like I have not been giving much attention to the blog. But, I am back now and ready to get right back to it with the next entry in our Wargame Watch feature. This month, I was able to find 18 games to highlight! Of that total, 3 games were offered on Crowdfunding.

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

                                          This month, we again have a sponsor for the Wargame Watch in Wharf Rat Games, which is a new publisher on the block owned and operated by the tandem of Ryan Heilman (designer of games such as Brave Little Belgium, White Eagle Defiant: Poland 1939 and Ginormopod 2050 A.D.: Attack of the Giant Bug Monsters) and Wes Crawford (designer of Engine Thieves: The Andrews Railroad Raid of 1862 and The Pursuit of John Wilkes Booth). 

                                          Wharf Rat Games: A New Era in Board Gaming

                                          Founded by industry veterans Ryan Heilman and Wes Crawford, Wharf Rat Games is a Baltimore-based publisher dedicated to high-quality, light-to-medium-weight games. Our mission is to deliver engaging historical, sci-fi, and fantasy themes that can be played in under 90 minutes, making them accessible to both casual and experienced players.

                                          Featured Title: A Forlorn Hope by Hermann Luttmann

                                          Wharf Rat Games is thrilled to announce their debut title, a revitalized vision from legendary designer Hermann
                                          Luttmann.

                                          • The History: Originally pitched over a decade ago as the mechanical precursor to the hit In Magnificent Style, this game returns to Hermann’s original vision of WWI trench warfare. Here is a link to the Rat Chat show where Hermann discusses the history of In Magnificent Style:
                                          • The Gameplay: A solo or 1–3 player cooperative experience using a tense push-your-luck mechanic. Players command a regiment charging across No Man’s Land, balancing bold advances against the threat of becoming pinned under relentless enemy fire.
                                          • The Content: Features six scenarios covering iconic battles such as The Somme, Verdun, and The Lost Battalion.
                                          • The Stats: 1–3 Players | 45–90 Minutes | Estimated 2.5 BGG Weight.

                                          Launch Details

                                          Wharf Rat Games is gearing up to launch their Backerkit campaign on February 10th. Early Bird Special: Back the game on the first day to get it for just $69, a savings of $20 off the MSRP!

                                          You can connect with Wharf Rat Games on the following social media outlets:

                                          Website: wharfratgames.com
                                          Email: info@wharfratgames.com
                                          Facebook: Wharf Rat Games
                                          Bluesky:  wharfratgames.bsky.social
                                          X (Twitter): @WharfRatGames
                                          Instagram: @wharf_rat_games
                                          YouTube: @WharfRatGames

                                          But now onto the games for February!

                                          Pre-Order

                                          1. A Forlorn Hope from Wharf Rat Games Coming to Backerkit on February 10th

                                          Wharf Rat Games is a new publisher recently started by the dynamic duo of Ryan Heilman and Wes Crawford. I have interviewed both of these guys a few times for their own designed games and also hung out with them quite a bit at conventions including Buckeye Game Fest in April 2024 and the World Boardgaming Championships in August 2024. I am really happy for them that they have taken this plunge and created their own publishing company. I know they know games. Have been in the industry for a while now and also have great connections with many designers and would be designers and I am sure that they will bring many quality offerings to our tables over the next decade plus.

                                          But there is more than just their introduction here as they have signed their first game and it is from a designer we all know and love – Hermann Luttmann. A Forlorn Hope places solo players or up to three cooperative players in command of a battalion charging across No Man’s Land to capture enemy trenches during World War I. Success requires careful balancing of bold advances and timely retreats to avoid casualties, maintain cohesion, and keep troops from becoming pinned under relentless enemy fire. Over a decade ago, Hermann pitched a groundbreaking design to Alan Emrich at Victory Point Games—a push-your-luck mechanic within a wargame framework, originally set in the WWI trenches. While the concept was well-received, Alan suggested a Civil War theme instead, leading to the creation of In Magnificent Style, based on Pickett’s Charge at Gettysburg. This game went on to be published by Victory Point Games and later by Worthington Publishing.

                                          From the game page, we read the following:

                                          A Forlorn Hope is an abstract simulation wargame of a typical trench assault, modeling those attacks that were conducted during the First World War (1914-1918). The player represents an attacking regiment of troops consisting of three battalions, with each battalion made up of two or three assault companies (depending on the number of players).

                                          The game uses a “press-your-luck” design philosophy that will challenge you with tough decision-making and risk-taking throughout the game. The goal is for the player(s) to drive their forces across No Man’s Land in the quickest and most efficient manner possible to achieve the best level of victory.

                                          A Forlorn Hope is designed both for solitaire and multiplayer co-operative play. Numerous scenarios are included, starting with a basic assault scenario (which is ideal for learning the intricacies of the game system), then adding multiple historically-based scenarios simulating actual battles from World War I that offer a slightly more complex and layered gaming experience. Each scenario features singular aspects of the historical battle it is simulating, and each will therefore be a unique gaming experience.

                                          We recently published an interview with the designer Hermann Luttmann and you can read that at the following link: https://theplayersaid.com/2026/01/28/interview-with-hermann-luttmann-designer-of-a-forlorn-hope-from-wharf-rat-games-coming-to-backerkit-february-10th/

                                          If you are interested in A Forlorn Hope, you can learn more about the project on the Backerkit project page at the following link: https://www.backerkit.com/c/projects/wharf-rat-games/a-forlorn-hope-can-you-make-it-across-no-man-s-land/launch_party

                                          The project is set to launch on Tuesday, February 10th.

                                          2. Napoleon at War Deluxe Edition from Decision Games

                                          Over the past couple of years, Decision Games has been going back through their catalog and doing these Deluxe Editions of several of their games including Red Dragon Green Crescent Deluxe Edition in 2024 and Blue & Gray Deluxe Edition in 2025. They now have tabbed several more games for this game treatment and the first that I will share is Napoleon at War Deluxe Edition.

                                          From the game page, we read the following:

                                          Napoleon at War Deluxe Edition reprints the original SPI QuadriGame consisting of four separate battles, each among the most important of the Napoleonic Wars: Marengo, Jena-Auerstadt, Wagram, and the Battle of Nations at Leipzig. This new deluxe edition has a full-color instruction booklet, new counter and map artwork, with 9/16” counters, two back printed 22” x 25.5” mounted game boards, and new player aid cards. The basic rules to all four games in the Napoleon at War Series are standardized. Each game has its own exclusive rules, which include historical set up and reinforcements, special rules, player’s notes, and commentary by the game’s designer. The game mechanics used in this series are based on the popular Borodino-Napoleon at Waterloo game system. The scale of each game ranges from 400 to 800 meters per hex, while each game turn represents between one and two hours of real time. Units range in size from demi-brigades through divisions, with each strength point representing between 250 and 350 men or an equivalent amount of artillery.

                                          Movement is sequential and single-phased. Zones of control are rigid, and combat is mandatory between adjacent opposing units. Stacking is limited to one unit per hex. The Combat Results Table is relatively uncertain, with odds of 4 to 1, or better, necessary to ensure at least a “Defender Retreat” result. Terrain ranges from the Austrian parade grounds south of Wagram to the rough and forested battlegrounds of Jena-Auerstadt. Game length varies from the five-turn First Day Scenario of the Battle of Nations to the 20 game turn Grand Battle Scenario of that same game which simulates the entire three- and one-half-day Battle of Leipzig, the largest battle of the Napoleonic Wars.The games, though graphically enhanced from the originals, remain the same. Now enhance your enjoyment with this new deluxe edition of another SPI classic!

                                          If you are interested in Napoleon at War Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P3040

                                          3. Year of the Rat Vietnam 1972 Deluxe Edition from Decision Games

                                          The 2nd game that is being offered up for pre-sale with a new Deluxe Edition is Year of the Rat Vietnam 1972, which was originally designed by John Prados and now redesigned by Joseph Miranda.

                                          From the game page, we read the following:

                                          On 30 March 1972 the North Vietnamese Army (NVA) launched its “Easter Offensive” into South Vietnam, attempting to either win the war decisively or improve the North’s negotiating position at the Paris Peace Talks. Surprised by the large-scale attack, the Army of the Republic of Vietnam (ARVN) rallied, and supported by US airpower, launched counterattacks into the fall, finally repulsing the Communist offensive.

                                          Year of the Rat Deluxe Edition recreates that decisive campaign. Powerful NVA divisions operate alongside Viet Cong regiments and decoys, evading the ARVN while striking quickly at vital towns and bases. ARVN elite airborne, ranger, and marine units respond, creating a tense asymmetrical contest of big unit battles and hard-fought sieges, with increasing American airstrikes and worsening NVA supply capabilities.

                                          This Deluxe Edition enhances the original, acclaimed SPI game design (published during the campaign) with a half-century of research and analysis, providing updated orders of battle and terrain analysis. Three scenarios and fifteen order of battle variants cover a wide range of game options, including operations into Laos and Cambodia.

                                          Additional features include:

                                          • New graphics on enlarged maps and counters

                                          • Expanded Allied airmobile operations and units

                                          • NVA divisional reorganization and tank regiments

                                          • Full 1971–72 US order of battle

                                          • Australian, Royal Thai, Cambodian, and Khmer Rouge forces

                                          • Vietnamese and US Navy riverine units

                                          • ARVN base camps and regional forces

                                          • Extensive optional rules

                                          Year of the Rat Deluxe Edition offers you the opportunity to explore and make decisions in a campaign that changed the course of war and peace.

                                          If you are interested in Year of the Rat Vietnam 1972 Deluxe Edition, you can pre-order a copy for $65.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3042

                                          4. 1812: The Campaign of Napoleon in Russia Deluxe Edition from Decision Games

                                          The third and final game getting a facelift from Decision Games is 1812: The Campaign of Napoleon in Russia Deluxe Edition.

                                          From the game page, we read the following:

                                          Napoleon invaded Russia with 600,000 troops of which only about 110,000 escaped in organized formations. The largest factor in this enormously deadly campaign was supply. The ability of a Napoleonic army to supply itself depended heavily on the surrounding countryside. Areas were stripped of resources to supply the army, which had to move or starve within a very short period. 1812 Deluxe Edition treats this difficulty of command as a central point, through the game’s area depletion system.

                                          1812 Deluxe Edition upgrades the original SPI 1812 Strategic Area Map Game with a full-color rulebook and player aid cards, new artwork, larger counters and an enlarged map on a mounted game board.

                                          Players must battle attrition, supply, and enemy forces to win. 1812 offers three scenarios, starting in June, late August, and early October, each with free and historical set-up options. Optional rules add leaders and fortresses, while new variant rules provide additional leaders, battle plans, and elite guard forces. Other than adding the variant rules, and incorporating clarifications and known errata, no major changes have been made to the original SPI rules.

                                          1812 Deluxe Edition provides you the opportunity to see if Russia falls to Napoleon’s conquest, or survives, spelling the eventual doom of the Napoleonic Empire. Open this new deluxe edition and see if you can change history.

                                          If you are interested in 1812: The Campaign of Napoleon in Russia Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3043

                                          5. Checkpoint Charlie from GMT Games

                                          I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed topic such as espionage or intelligence. And this month, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s.

                                          From the game page, we read the following:

                                          Checkpoint Charlie is a solitaire or cooperative game of British Secret Intelligence Service (SIS) espionage missions in Berlin in the early 1960s.

                                          West Berlin is an isolated outpost of the Western Powers in the center of the German Democratic Republic (East Germany). East Berlin, on the other side of the Berlin Wall, is a base of operations for Soviet KGB agents and the Stasi secret police. This is a city of spies, a focal point of worldwide espionage in the growing Cold War. In this game, you send your assets (agents) on missions and use your influence and foresight to help them complete objectives before they are detected and compromised by KGB agents. As you play through these missions, you will:

                                          • Ensure that an important defector gets safely out of the city.
                                          • Make contact with a dissident Russian scientist on the other side of the Berlin Wall.
                                          • Gather intelligence in East Berlin and return safely to the West
                                          • Entrap a troublesome KGB agent with tempting intelligence.
                                          • Sow distrust between KGB and Stasi agents.
                                          • Identify a Soviet mole among your SIS agents and wait for them to reveal themselves.

                                          Can you accomplish all of this in secret, as the very public events of the Cold War change the political landscape of Berlin itself?

                                          This is a game about your assets staying one step ahead of the KGB and completing missions without being detected. Each mission starts with a different cast of assets and KGB agents, a set of items that may help complete the mission, and multiple historical events that can change the situation. Victory conditions are specific – getting an asset out of the city, making contact with a new source, or even crossing the Berlin Wall to gather important intelligence and returning without getting caught. There are no victory points or turn limits in Checkpoint Charlie, just objectives your assets must complete before they are compromised or overwhelmed by the growing web of KGB surveillance. The game map includes iconic locations like Checkpoint Charlie, Glienicke Bridge (the “Bridge of Spies”), and the notorious Berlin Hilton, each with unique game effects. You will manage a hand of cards that represent assets, items, and locations on the map. On your turn, you’ll play a card to influence the situation, and when you take a card from the Draw Area to refill your hand, every SIS asset and KGB agent in the city will move and take actions based on which card you chose. New Intel may appear on the map, locations may be placed under KGB surveillance, and Event cards may affect specific locations.

                                          In Checkpoint Charlie, you are not a field agent. You are a planner, a director monitoring the situation but limited in how much you can directly intervene. That sense of influencing the situation but often just having to watch as events unfold is created by the core mechanic of Checkpoint Charlie: the Draw Area below the map. This area contains five face-up location, asset, or item cards. Chits representing each of the tokens on the city map (your SIS assets and the KGB agents) are placed above each of the cards in the Draw Area. After playing a card from your hand, you will draw a card from either end of the Draw Area, and then the remaining four cards will shift left or right to fill the empty position before a new card is drawn to fill the row. In this way, every card in the Draw Area shifts one space whenever you draw a card. This is important because every token in Berlin then moves closer to the location, asset, or item on the card directly below their chit. In the example below, the cards have shifted and the empty spot has been filled. Now the Dentist will move to Mehringplatz. Jester will move one location closer to Checkpoint Charlie, and KGB Agent Svetlova will move toward the 1958 Rambler at RAF Gatow.

                                          This game looks extremely interesting and I am very much excited to learn more about it. I am going to reach out to the designer Russ Brown to get some more information to share.

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

                                          6. Here I Stand 500th Anniversary Reprint Edition 3rd Printing from GMT Games

                                          Here I Stand is one of the greatest Card Driven Games I have ever played, and we have played a lot in our time. I have played this game more than 10 times and found each experience to be simply sublime, even though it takes 10-12 hours to play. The game now has a 3rd Printing of the Deluxe 500th Anniversary Edition and you need to get you a copy and find someone to play with.

                                          From the game page, we read the following:

                                          Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map. There are six main powers in the game, each with a unique path to victory.

                                          If you own the original (non-500th Anniversary edition) Here I Stand, here are the upgrades you will find in the deluxe 500th anniversary edition. Enhancements include: 6 brand new cards added to the deck, including Thomas More, Thomas Cromwell, Rough Wooing, and Imperial Coronation. Revisions to over 15 existing cards including Copernicus, Master of Italy, and Machiavelli to allow for more exciting in-game play and additional possibilities for diplomatic deals. A new Chateau construction table is now used to resolve France’s Patron of the Arts home card plays. Several Virgin Queen rule updates are incorporated back into Here I Stand, affecting minor power activation, piracy, space trading, and foreign wars.

                                          There also is included the special 2-player variant which pits the Protestants versus the Catholics in a modified form of the game. But it is still good and this is how we first played the game.

                                          Here is a look at my written review on the 2-player variant of the game: https://theplayersaid.com/2018/03/19/holy-war-for-two-in-under-3-hours-a-review-of-here-i-stand-wars-of-the-reformation-2-player-variant-from-gmt-games/

                                          Here also are links to a series of Action Point posts on the blog that explain some of the rules revolving around the religious portion of the game:

                                          Action Point 1 – Special starting conditions and steps for the Reformation

                                          Action Point 2 – The Diet of Worms

                                          Action Point 3 – Three specific available Religious Actions, including Biblical Translations, Publishing of Treatises and Calling Theological Debates

                                          Action Point 4 – The Schmalkaldic League

                                          If you are interested in Here I Stand: Wars of the Reformation 1517-1555 500th Anniversary Edition 3rd Printing, you can pre-order a copy on the P500 game page for $66.00 at the following link: https://www.gmtgames.com/p-1214-here-i-stand-500th-anniversary-reprint-edition-3rd-printing.aspx

                                          7. Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country from GMT Games

                                          If you didn’t know we really enjoyed The Last Hundred Yards very much as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time and casualties. Really an excellent system! Now, even though there are 5 total volumes that have been released, including most recently Volume 5 For King & Country, Mike Denson has forged ahead with an interesting expansion called a Special Component Pack.

                                          From the game page, we read the following:

                                          We are offering this Special Pack for players who purchased The Last Hundred Yards Volume 5: For King & Country because the necessary modules to play all the missions are not currently available. This pack includes all components (German counters and maps) necessary to make Volume 5 a Stand-Alone Game. With this Pack, players will be able to play every mission included in the module.

                                          Components included in the for King and Country Special Zip Lock Pack:

                                          • 7 double-sided geomorphic maps (14 maps total)
                                          • 1 full color Rules booklet (latest edition) (44 pgs.)
                                          • 1 full color Playbook (40 pgs.)
                                          • 2 full-size ¾” counter sheets (German)
                                          • 1 half-size mixed counter sheet

                                          If you are interested in Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country, you can pre-order a copy for $26.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1213-special-component-pack-for-the-last-hundred-yards-vol-5-for-king-country.aspx

                                          8. Dice in the Dirt: A Tactical Print and Play Skirmish Game from Michael Shane Mecham Currently on Kickstarter

                                          Recently, I have really been enjoying several Print and Play solitaire wargames. They are inexpensive, easy to create and setup and then most of them have some really engaging and interesting gameplay. This month, I came across a new offering called Dice in the Dirt: A Tactical Print and Play Skirmish Game designed by Michael Shane Mecham and I jumped on it pretty quickly.

                                          From the game page, we read the following:

                                          Dice in the Dirt is a fast, tactical print-and-play skirmish game for two players.

                                          Each player commands a six-soldier squad fighting over a dense, modular battlefield where pressure, positioning, and timing matter more than raw firepower. The game uses blind-bag activation, suppression mechanics, and standard dice to create tense, unpredictable engagements.

                                          Dice in the Dirt is not about killing fast—it’s about pressure.
                                          Suppression locks soldiers in place. Actions are scarce. Timing matters more than firepower. Victory comes from forcing your opponent to waste precious moments under fire.

                                          This is a complete, digital-only release designed for quick setup and focused play.

                                          It really seems pretty interesting and the best part about these Print and Play games is that the cost of entry is so low that it is worth taking a chance on. I am a backer and look forward to playing this one.

                                          If you are interested in Dice in the Dirt: A Tactical Print and Play Skirmish Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/diceinthedirt/dice-in-the-dirt

                                          As of February 1st, the Kickstarter campaign has funded and raised $521.00 toward its $100.00 funding goal with 32 backers. The campaign will conclude on Friday, February 6, 2026 at 9:57am EST.

                                          9. Battle Decisions: Kriegsspiel from Catastrophe Games Currently on Kickstarter

                                          Catastrophe Games is a small publisher who just really puts out interesting games. I have played several of their games and enjoyed them all. Recently, they announced a new game called Battle Decisions: Kriegsspiel designed by Paul LaFontaine.

                                          From the game page, we read the following:

                                          Battle Decisions: Kriegsspiel is a basic Kriegsspiel kit in a box. You will have everything you need to play a game of Kriegsspiel: a map and counter sheet for the umpire and two players, along with a very basic resolution system. 

                                          This game benefits from hundreds of hours of face to face and online playtesting, with the system refined to allow an experienced umpire to launch and complete a simple scenario in just over an hour. 

                                          The scenario book runs scenarios across time: while most of the scenarios focus on the 19th century, it also shows how to run modern skirmishes (WW2) while allowing ancient battles as well (Alexandria versus the Persian Empire)

                                          Scenarios include:

                                          Scenario 1 – Dennewitz 1813 
                                          Scenario 2 – Scheldt 1944 
                                          Scenario 3 – Gettysburg 1863 
                                          Scenario 4 – Waterloo 1815 
                                          Scenario 5 – Gaugamela 331BCE 
                                          Scenario 6 – Leuthen 1757 
                                          Scenario 7 – Magenta 1859 
                                          Scenario 8 – Blenheim 1704 
                                          Scenario 9 – Königgrätz 1866 
                                          Scenario 10 – Breitenfeld 1631 

                                          But wait, you might ask, how can you run so many and various scenarios off one central Europe map? What Paul did was take the central element of the battle and found a location on the map that most represents the fight. This is an elegant way to allow a single map to be used for multiple battles. 

                                          Kriegsspiel began as a past time for Prussian nobles. Eventually a version was presented to their king who then required its use for training Prussian officers. Many attribute some of the Prussian success in the 1870 Franco-Prussian war to the widespread use of the Kriegsspiel amongst the Prussian officer corps. 

                                          After the war Kriegsspiel games were used by many nations to train their leaders. Now the descendants of the original Kriegsspiele live on in the form of software driven exercises for staffs at various levels. However the focus on command and control is still the key factor in these modern games.

                                          Battle Decisions: Kriegsspiel offers players a chance to return to form of the original games, with simple counters and maps, allowing players to forge their own tactics and plans. 

                                          If you are interested in Battle Decisions: Kriegsspiel, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/battle-decisions-kriegsspiel

                                          As of February 1st, the Kickstarter campaign has funded and raised $3,313.00 toward its $500.00 funding goal with 55 backers. The campaign will conclude on Monday, February 2, 2026 at 7:00pm EST.

                                          10. Operation Overlord from VUCA Simulations

                                          VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great experience with them. One of their newest pre-order offerings is called Operation Overlord designed by Clem. It covers the D-Day invasion and as usual looks to be of the highest quality and production.

                                          From the game page, we read the following:

                                          Operation Overlord is a deep, historically grounded strategic wargame that simulates the Normandy invasion and the critical battles that followed from June to August 1944. One player commands the Allied SHAEF forces, planning and executing the largest amphibious operation in history, while the opposing player takes the role of Oberbefehlshaber West, defending the Atlantic Wall and attempting to delay the Allied advance long enough to alter the course of the war.

                                          Rather than focusing on tactical skirmishes, Operation Overlord operates at the operational–strategic level, where timing, logistics, intelligence, and command structure are decisive. Players maneuver divisions and army corps across a detailed map of Normandy, manage supply networks and reinforcements, execute historical and fictional operations, and influence battles through doctrine, supports, and event cards.

                                          Each month begins with high-level planning: the Allied player secretly schedules strategic and special operations, while the German player designates key cities as Festungen, to be held at all costs. Weekly turns then unfold through intelligence gathering, supply allocation, reinforcement arrivals, and alternating unit activations that combine maneuver and combat into a tense, fluid system. Fog of war is maintained through hidden unit values and simultaneous combat card reveals, ensuring constant uncertainty and meaningful decision-making.

                                          Victory is not measured simply by territory, but by time and consequences. The German player is unlikely to drive the Allies back into the sea—but every week gained has far-reaching implications for morale, resources, and other fronts of the war. Likewise, an Allied breakthrough ahead of schedule can dramatically reshape history. Each scenario and campaign outcome includes historically reasoned consequences that frame the result within the broader context of World War II.

                                          With multiple scenarios (June, July, August, and a full campaign), robust asymmetry, and a strong emphasis on planning and operational art, Operation Overlord offers a demanding and rewarding experience for players seeking a serious, historically informed wargame.

                                          If you are interested in Operation Overlord, you can pre-order a copy for €107,99 ($118.79 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord

                                          11. Kawanakajima 1561: Battles of the Sengoku Jidai from Serious Historical Games

                                          A few years ago, a new company called Serious Historical Games released the first in a new series of games focused on the Sengoku Jidai period and the battles of the time. This game was called Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai and it is part of the Age of the Warring States Series. Since that time they have released Volume 2 and now are getting Volume 3 ready for pre-sale, which focuses on the battle of Kawanakajima in 1561. These games are excellent and overall, the quality of the production is amazing, especially the counters and the colors used for the various clan banners.

                                          From the game page, we read the following:

                                          Kawanakajima 1561, the most epic battle of Sengoku Jidai, is the third volume in the Sengoku Jidai series. The game features a one-sided area map measuring 23.1 × 33.1 inches (59.4 × 84 cm), 216 beautifully illustrated counters, and a 24-page bilingual rulebook (English & French). It also includes two player aids and two scenarios: one historical and one alternative.

                                          The scale represents 300–400 meters per area, 30 minutes per turn, and 500–1,000 men per counter. A full game lasts 2 to 4 hours and is ideally suited for two players. Kawanakajima 1561 is an area-movement wargame designed to deliver intense, fast-paced engagements.

                                          Prepare for swift and brutal battles, where maneuver, timing, and tactical decisions are the keys to victory.

                                          The Battle of Kawanakajima (1561) was fought between the armies of Uesugi Kenshin and Takeda Shingen, the Fourth Battle of Kawanakajima is one of the most famous clashes of Japan’s Sengoku period. Renowned for its daring maneuvers, sudden attacks, and legendary duels, it epitomizes the art of war practiced by rival daimyo at the height of samurai warfare.

                                          If you are interested in Kawanakajima 1561, you can pre-order a copy for 60,00 € ($71.46 in US Dollars) from the Serious Historical Games website at the following link: Kawanakajima 1561 – Serious Historical Games

                                          New Release

                                          1. They Came In Threes! The Final Word in Solo Sci-Fi Madness from Tiny Battle Publishing

                                          I love a good Sci-Fi solo game and have played quite a few over the years. But one that still sticks out in my mind is Attack of the 50 Foot Colossi! from Tiny Battle Publishing, which is designed by Hermann Luttmann. Recently, I saw where Tiny Battle Publishing was offering a multi-pack of these Sci-Fi games and I wanted to share it with you. The multi-pack is called They Came In Threes! The Final Word in Solo Sci-Fi Madness that contains 3 full solo games including Space Vermin from Beyond!, Invaders from Dimension X! and the aforementioned Attack of the 50 Foot Colossi!.

                                          From the game page, we read the following:

                                          They came from beyond time, beyond reason… and they brought friends.

                                          Strap in, Commander—this is the ultimate solo sci-fi slugfest! They Came In Threes! cranks the chaos to maximum warp. For the first time ever, three of designer Hermann Luttmann’s bizarre, brain-busting solo science fiction games are gathered in one battle-scarred box. Lead brave Galactic Marines against interdimensional horrors, titanic biomech monstrosities, and insectoid swarms that shouldn’t exist—but definitely do.

                                          This deluxe package includes:

                                          • Invaders from Dimension X! – A reality-warping solo game where your foes don’t follow logic… or sanity.

                                          • Attack of the 50 Foot Colossi! – Massive, rock-like entities stomp across a doomed world. Can you outwit their merciless programming?

                                          • Space Vermin from Beyond! – Bugs. Big ones. Hungry ones. And they’re coming for your outpost in waves.

                                          • A Slick New FAQ & Scenario Book – Includes 3 scenarios, 8 counters for Invaders from Dimension X and an FAQ for each title.

                                          Each game offers fast, intuitive solo play with unpredictable enemies, evolving scenarios, and that signature “what the heck just happened?” flavor. Whether you’re repelling alien warlords, dodging titanic footfalls, or holding the last line against a tide of teeth and slime, They Came In Threes! delivers old-school thrills in glorious technicolor terror. Three games. One box. Unlimited weirdness.

                                          Attack of the 50 Foot Colossi!

                                          I have played the Attack of the 50 Foot Colossi! game and have done the following Action Point posts on the blog:

                                          Action Point 1 – Marines of the 124th Galactic Marine Raider Battalion and Their Various Actions

                                          Action Point 2 – The Bot Forces of the Colossi

                                          Here is a link to my video review of the game:

                                          If you are interested in They Came In Threes! The Final Word in Solo Sci-Fi Madness, you can order a copy for $75.00 from the Tiny Battle Publishing website at the following link: https://tinybattlepublishing.com/shop/ols/products/they-came-in-threes

                                          2. Field Commander: Robert E. Lee from Dan Verssen Games

                                          I have had various communications on social media with a fledgling designer named Vince Cooper over the past few years as he has embarked on a design odyssey for a few different wargames. Both he and I share an affinity for the designs of David Thompson and especially for the Valiant Defense Series. Through these online communications, I became aware of Vince’s first design called Field Commander: Robert E. Lee. I have played several of the games in the series including Field Commander: Alexander and Field Commander: Rommel and enjoyed them both. So my interest has been immediately sparked for this game. The game had a successful Kickstarter campaign last year and is now shipping and available for purchase.

                                          From the game page, we read the following:

                                          Field Commander – Robert E. Lee builds on the design and gameplay of Field Commander – Napoleon (currently ranked #97 in the Wargames category on BGG!!) to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.

                                          The game includes 5 campaign and to keep the campaigns decision-heavy and focused on the critical aspects, some of the dates for the games noted may be different to the historical dates of a longer campaign. The campaigns include:

                                          Seven Days Battles (June 25 – July 1, 1862)

                                          Second Manassas (August 22 – August 30, 1862)

                                          Antietam (September 14 – September 17, 1862)

                                          Chancellorsville (April 30 – May 3, 1863)

                                          Gettysburg (July 1 – July 3, 1863)

                                          We posted an interview with the designer Vince Cooper recently and you can read that at the following link: https://theplayersaid.com/2023/07/03/interview-with-vince-cooper-designer-of-field-commander-robert-e-lee-a-civil-war-solitaire-strategy-game-from-dan-verssen-games-currently-on-kickstarter/

                                          If you are interested in Field Commander: Robert E. Lee, you can order a copy for $139.00 from the Dan Verssen Games website at the following link: https://dvg.com/product/field-commander-robert-e-lee/

                                          3. Battle Hymn Vol. 2 – Shiloh and Bentonville from Compass Games

                                          We really enjoyed our play experience with Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games in 2019. The rules were very approachable with lots of good details that were based in history, a good combat system that keeps the battle interesting and engaging but is simply withering and the game evokes a lot of emotions. I played as the CSA and it was heart breaking knowing the outcome and seeing what those men would have encountered going against those formidable Union defenses as they had the high ground and were not going to give it up easily. The newest volume in this series is now out and is called Battle Hymn Volume 2 – Shiloh and Bentonville.

                                          From the game page, we read the following:

                                          Battle Hymn Volume 2 is the long-anticipated sequel game release to Volume 1 and includes two complete games: Shiloh and BentonvilleBattle Hymn is the new brigade-level system based upon the latest research into Civil War combat. This new entry introduces an extension map for Gettysburg (Volume 1) for a complete alternative history of the entire battle. Designed by Charles S. Roberts Award-winning designer Eric Lee Smith.

                                          Shiloh: The First Great Battle depicts the two-day battle of Shiloh. (4 Scenarios & 1 Full Campaign)

                                          On April 7th and 8th of 1862, the Battle of Shiloh was fought in Tennessee along a sluggish river and centered on a church called Shiloh. America would never be the same. The first day of battle harvested more casualties than all of America’s previous wars combined. It got worse. While the Confederates caught Grant’s army off guard, he stood his ground; reinforcements arrived, and he counter-attacked and won the battle. As a reward, he was demoted. But Lincoln spared Grant his career, and the result is history.

                                          Bentonville: The Last Great Battle simulates the final major battle of the war. (4 Scenarios)

                                          Outside Goldsboro, North Carolina, on March 19th, 1865, Confederate forces under General Joseph Johnston made one last desperate attempt to destroy one wing of Sherman’s army. The Confederates caught them by surprise, and it was a close-run thing for an afternoon, but it ended in tragedy and defeat for Joe Johnston. It was the last major battle of the war and a needless pity.

                                          Gettysburg 1862 is pure conjecture and simulates a completely hypothetical battle. (1 standalone Scenario, 2 new Scenarios combining Vol 2 with Vol 1)

                                          The lost order was never lost, Antietam never happened, and the Confederates entered Gettysburg a year early, facing George McClellan rather than George Meade. Stonewall Jackson is alive; the cavalry for both sides are there, and the meeting engagement happens along different lines.

                                          Also includes rules to modify existing scenarios to add the new map to Vol 1 Scenarios & Full Campaign.

                                          If you are interested in Battle Hymn Volume 2 – Shiloh and Bentonville, you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/battle-hymn-vol-2-shiloh-and-bentonville/

                                          4. Sensuikan: Japanese Fleet Submarines, 1941-45 from Compass Games

                                          Another solitaire game…..from Gregory M. Smith? Wow, he is a machine! Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take their submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses.

                                          From the game page, we read the following:

                                          A fascinating historical addition to Sensuikan is three new modules: the Aircraft Module, the Midget Sub Module, and the Kaiten (suicide torpedo) Module. These modules facilitate play if a player is assigned to a submarine that is equipped with one of these special capabilities. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. These include:

                                          Types A, B, C

                                          Junsen (3 classes)

                                          Kirai-Sen Class

                                          Kaidai (5 classes)

                                          Type B. 3 and Type C. 3

                                          Sen-Toku and Sen-Taka Classes

                                          Type A (Modified)

                                          The different classes have historical equipment, sometimes including aircraft in watertight hangars, midget submarines, and later in the war, suicide torpedoes. You may be assigned to special missions based on your class’s capabilities – perhaps a midget submarine attack on Pearl Harbor or Australia, the bombing of the U.S. west coast, or possibly even an attack on the Panama Canal.

                                          But, as with Greg’s best solitaire games, this game doesn’t just focus on the hardware you use to complete missions but the crew also plays a pivotal role as they have skills and can advance with experience throughout the campaign.

                                          …the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur.

                                          If you are interested in Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/sensuikan-japanese-fleet-submarines-1941-45/

                                          5. A Distant Plain: Insurgency in Afghanistan 4th Printing from GMT Games

                                          As you may know from my previews and reviews, I love the COIN Series of games by GMT Games. They are a fantastic vehicle to allow me personally to engage in the struggles throughout history between great powers and those that are considered rebels or traitors. Each of the volumes that I have personally played is a highly enjoyable delve into the time period depicted.  The game mechanics are so well designed, that I am allowed to totally immerse myself not only in the theme, but actually in the philosophy, mindset, motivations and direction of each of the factions. A Distant Plain is no different for me and I am truly pleased with this game and love it. And am not surprised at all that it has now had a 4th Printing as it really is just that good.

                                          From the game page, we read the following:

                                          Afghanistan—scene of tribal, ethnic, colonial, and Cold War conflict across the ages.  Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it.  A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so.  In their sanctuary across Pakistan’s border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as AlgeriaSomalia InterventionsShining Path, and many others.

                                          A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss but with new factions, capabilities, events, and objectives.  For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency:

                                          • As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy?  Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small:  how will you stabilize this complex country and get out?
                                          • As the Government, how can you run the country when your foreign partners continually redirect your war effort?  You can reshape Afghanistan’s human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction.  But they are unsteady, and your war chest is not your own:  how will you keep your allies’ firepower in-country long enough to ensure that you are the top dog once they leave?
                                          • As the Taliban, how will you come back against the potent forces arrayed against you?  Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy.  But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain:  can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself?
                                          • As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban?  You profit from the country’s lucrative opium crop, and your money can talk loudly to the Government’s venal officials.  But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban:  how will you block this latest cast of combatants from unifying the country and imposing their rule on you?  

                                          Afghanistan is not Colombia!

                                          A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity.  A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time.  New features include:

                                          • Coalition-Government joint operations.
                                          • Volatile Pakistani posture toward the conflict.
                                          • Evolution of both COIN and insurgent tactics and technology.
                                          • Government graft and desertion.
                                          • Coalition casualties.
                                          • Afghan returnees.
                                          • Pashtun ethnic terrain.
                                          • Multiple scenarios.
                                          • A deck of 72 fresh events.

                                          As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card.  The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities.  Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. 

                                          If you are interested in A Distant Plain: Insurgency in Afghanistan 4th Printing, you can order a copy for $91.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-961-a-distant-plain-4th-printing.aspx

                                          6. Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines from GMT Games

                                          There are some systems that are just very playable. They are well designed, cover an interesting historical period or happening and have very interesting mechanics to boot. Such a series is the Men or Iron Series designed by Richard Berg. We played the new Tri-Pack in 2020 and really enjoyed the system. It was just really playable and ultimately created some great narratives. Since that time, we got a copy of Volume V Norman Conquests but have yet to play it (I am actually clipping the counters right now). This new volume is set in Italy and looks to be really good!

                                          From the game page, we read the following:

                                          The struggle between monarchs in Europe, particularly between the Holy Roman Emperor and the Pope, would spawn well over a hundred years of conflict in Italy. The Investiture Controversy caused a split between the Italian city states and even the people within the city states. Guelph was the name given to those who supported the Papacy—while the Ghibellines were the supporters of the Holy Roman Empire. Guelph cities tended to be farther away from the Papal States and closer to the Holy Roman Empire, and Ghibelline cities tended to be farther away from the Holy Roman Empire and closer to the Pope’s temporal power.

                                          Battles raged across Italy from the mid-1100’s to the mid-1300’s with both sides ending up on top at one time or another. This sixth Men of Iron game (Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines) covers some of those battles: beginning with Frederick Barbarossa trying to recapture rebelling provinces in Italy in the late 12th century, taking a spin through the 13th century with a few battles that spelled the end of direct Hohenstaufen rule of Italy, and ending with a war that myth says was fought over the theft of a bucket from one city by another!

                                          The battles include:
                                          Legnano 29 May 1176 – Frederick Barbarossa fights the Lombard League for control of northern Italy.

                                          Cortenuova 27 November 1237 – Frederick II, grandson of Barbarossa, tangles with the second Lombard League for control of northern Italy.

                                          Montaperti 4 September 1260 – Florence and Sienna fight one of the bloodiest battles in medieval Italy—as seen on TV, or in GMT’s Inferno!

                                          Benvento 26 February 1266 – Manfred, King of Sicily, dies in battle in southern Italy against Charles I, King of France, earning Charles I the title King of Sicily.

                                          Tagliacozzo 23 August 1268 – Conradin III, King of Jerusalem, is captured and executed after a battle in southern Italy against Charles I, King of France and Sicily.

                                          Campaldino 11 June 1289 – Florence and Arezzo fight in northern Italy. Famous Italian poet Dante Alighieri fought in the battle. Later, his brand of Guelph would lose power in Florence, and he would be forced into exile.

                                          Zappolino 15 November 1325 – Modena and Bologna fight, not over an oaken bucket stolen from a well, but over a long standing feud replete with raids and reprisal that had occurred almost a century.

                                          If you are interested in Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines, you can order a copy for $71.00 at the following link: https://www.gmtgames.com/p-1116-purgatorio-men-of-iron-volume-vi.aspx

                                          7. Infernal Machine: Dawn of Submarine Warfare from GMT Games

                                          Jerry White is one of our favorite designers. He focuses on mostly solitaire wargames but he is very good at what he does and has a real talent for making a playable game out of any historical situation. Over the past couple of years, titles likes Atlantic ChaseStorm Above the Reich and Skies Over Britain have been released by GMT and are simply fantastic games that tell a great narrative. A few years ago, his newest title was announced that covers the development of submarine warfare during the American Civil War and is in partnership with Ed Ostermeyer called Infernal Machine: Dawn of Submarine Warfare. This game looks great and I am very much looking forward to playing it.

                                          From the game page, we read the following:

                                          Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war.

                                          Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?

                                          To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.

                                          While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know?

                                          We published an interview with the designers Ed Ostermeyer and Jerry White and you can read that at the following link: https://theplayersaid.com/2023/06/05/interview-with-jerry-white-and-ed-ostermeyer-designers-of-infernal-machine-dawn-of-submarine-warfare-from-gmt-games/

                                          If you are interested in Infernal Machine: Dawn of Submarine Warfare, you can order a copy for $93.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-963-infernal-machine-dawn-of-submarine-warfare.aspx

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

                                          Finally, thanks once again to this month’s sponsor Wharf Rat Games!

                                          -Grant

                                          ❌