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

Von: Grant
02. November 2026 um 14:30

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

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

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

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

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

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

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

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

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

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

Pre-Order

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

5. Traces of Tunisia from VUCA Simulations

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

Then came Eylau and the bloodbath in the snow.

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

Here is a link to our First Impressions video:

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

1808

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

1809

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

1811

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

1813

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

American forces preparing to assault the German defended church.

Key Features

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

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

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

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

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

17. The Struggle for Union from Compass Games

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

Here is a link to our video review:

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

New Release

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

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

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

From the game page, we read the following:

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

5. 1066: Year of Destiny from Legion Wargames

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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


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

8. SPQR Deluxe 5th Edition from GMT Games

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

Components:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

Game Features

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

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

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

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

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

Choose Your Army

United Kingdom

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

Germany

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

United States

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

Germany

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

-Grant

Call for Playtesters: Rubicon and Basileus Designed by Douglas Walker

Von: Grant
27. Oktober 2026 um 13:00

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

Doug has provided the following descriptions of the games:

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

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

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

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

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

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

-Grant

bt312 Road to Essen 2026 - dlp Games / nanox / Game’s Up

04. Oktober 2026 um 07:00

Shownotes
Auf der Road to Essen, SPIEL’26, durfte Jürgen bei dlp Games zu Gast sein. Geplaudert wird über
– Loyalty – Rome (dlp Games)
– Underwood (dlp Games)
– -60º (nanox games)
– Chivalry (Game’s Up)
– Pirates of Maracaibo (Game’s Up)

Datum der Aufnahme: 26. August 2026
Online seit: 4. Oktober 2026

Feedback
Wer den Beeple Talk unterstützen möchte: Die Freude ist groß, falls Ihr den Podcast bei z.B. Apple Podcasts rezensiert oder bewertet. Für alle jene, die Apple Podcasts nicht verwenden, gibt es die Plattform Panoptikum, auch dort kann eine Empfehlung ausgesprochen und bewertet werden, aber auch ein eigenes Podcasthörerprofil erstellt werden. Und natürlich freuen wir uns auch über Bewertungen auf all den anderen Plattformen, über die Podcasts gehört werden können.
Ganz besonders toll ist natürlich, falls Ihr Euren Mitspielern vom Beeple Talk erzählt.

Über den Beeple Talk
Der Beeple Talk ist mit allen Episoden unter dem folgenden Link erreichbar. Ziel ist es, Episoden mit wechselnden Themen rund um Brett- und Kartenspiele zu machen. Zum Beeple Talk treffen sich regelmäßig einige Mitglieder von Beeple, dem Brettspiel-Blogger-Netzwerk.
Beeple Talk – Der monatliche Podcast von Beeple – https://www.beeple.de

Podcast-Plattformen
Natürlich findet sich der Beeple Talk auf den bekannten Plattformen für Podcasts, insbesondere Apple Podcasts.

Beeple Talk auf Apple Podcasts – https://itunes.apple.com/de/podcast/beeple-talk/id1449578291?l=en.
Der Beeple Talk ist ein kostenfreies Format. Solltest Du für das Hören auf Deiner bevorzugten Plattform eine Gebühr zahlen müssen, so erfolgt dies ohne unsere Zustimmung. Wir sind und bleiben kostenfrei zu empfangen.
Fehlt Dir auf Deiner bevorzugten Plattform der Beeple Talk, freuen wir uns über einen Hinweis.

Beeple Chat
Die Kanäle des Beeple Brettspiel-Blogger-Netzwerks betreiben einen Discord-Server, auf dem sich eine tolle Community täglich über Brettspiele austauscht. Falls Ihr dazukommen möchtet, diesem Link folgen oder eine E-Mail senden.

Intro/Outro
Epic Song by BoxCat Games

Pluto (Julius Caesar God Cards Ranked, #7)

20. September 2026 um 17:56

We’ve discussed general strategy tips for Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games). One area that deserves closer scrutiny are the God cards. They are enticing, but best used in moderation. Which begs the question: Which of them are almost must-use cards and which the more disappointing of the divine bunch? Thus, I’ll rank them in ascending order, laying out how to use the card best and why I rank it how I rank it. Today, we begin at the seventh and lowest rung of the ladder… quite fittingly, that’s Pluto.

If you want to read more posts like this strategy post – for example, the next six posts on God cards in Julius Caesar – I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

What does the card do?

Pluto allows you to exceed the usual movement limits per road (only if you attack): You can move six blocks on a major road (instead of the usual four), three on a minor road (instead of two) and two across a strait (instead of one).

©Columbia Games.

What would be the best uses?

This card can be useful for a bigger attack than planned – either to bring overwhelming force against a tough enemy stronghold or to force lightly defended straits.

Why is it bad?

In itself, the Pluto card is nothing but a 1 Move/0 Levy card which lets you go first. And the big attacks it promises are mostly a mirage:

Gathering six blocks in Narbo? Might just play the next card openly already. If Caesar’s concentration of forces happened before Pompey got to execute his card, Pompey can still fortify Tarraco with all or most of the blocks from Carthago Nova and new recruits, which means Caesar will get his big battle, but on unfortunate terms, as defenders fire first. Even if Caesar was sneaky and concentrated his forces when he went second, Pompey will be able to reinforce the battle with the Carthago Nova blocks (which will come into play in the second round of battle).

Whenever you gather six blocks for a huge Pluto attack on the next card, you might as well tell your opponent with a megaphone that you hold the card. So, they can either prepare for the attack (usually by recruiting more defenders or moving reinforcements to the threatened area), or cancel it altogether by playing a God card of their own. In any case, you should probably not play Pluto as the last card of a year, because if you win the battle, you are likely to be left with too many blocks for the stacking limit.

Finally, attacking the Hellespont with two blocks against one! …just that Pompey can reinforce his lone block with the adjacent forces.

Forcing a strait with two instead of one blocks runs into the problem that your opponent will likely have more forces nearby: If they defend the Hellespont/Bosphorus they can just reinforce the attacked space with whichever defender they had in the other space. If they defend the Straits of Messina, they can usually pull troops from Syracuse or Neapolis.

Is there a silver lining?

Yes – you can use Pluto when you suspect your opponent will play a God card themselves to cancel that card (as with all God cards). And you can use it if you desperately need to go first on a given turn for one move (for example, to run away with a damaged leader block).

Pompey has taken heavy hits in the previous battle and is now down to one step, vulnerable to either a Vulcan eruption or an attack on Carthago Nova. Pluto blocks the former and allows Pompey to run away from the latter to fight another day.

How do you feel about Pluto? Similarly unenthused as I – or are you a plutophile, a plutomaniac, a plutocrat? What are your best tricks to use the card? Let me know in the comments!

Solitaire Playthrough Video: HISPANIA from Draco Ideas

Von: Grant
21. August 2026 um 14:00

HISPANIA from Draco Ideas is a slick little small box game with a big punch that sees the player controlling the Roman Empire and attempting to subjugate and put down resistance in the provinces of Hispania from 198 to 18BC. The game is extremely flexible and may be played cooperatively by 2-3 players, competitively with 4 players or as a solo game. The game is somewhat of a resource management game as the players must use their limited funds in the form of Denarii wisely to attack and put down revolts springing up around the country as local armies rally support for the resistance to Roman rule.

We published an interview with the designer Miguel Marqués and you can read that at the following link: https://theplayersaid.com/2024/04/12/interview-with-miguel-marques-designer-of-hispania-from-draco-ideas-coming-to-gamefound-soon/

I also wrote a series of Action Point posts on the game and you can read those at the following links:

Action Point 1 – Overview of the Board

Action Point 2 – Overview of the Roman Phase and the various actions available including Move, Garrison, Besiege and Attack

Action Point 3 – Overview of the Hispanic Phase and how the locals spread Revolt and move Armies around the Board

-Grant

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #90: Mob from Time of Crisis: The Roman Empire in Turmoil, 235-284 AD from GMT Games

Von: Grant
18. August 2026 um 14:00

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

#90: Mob from Time of Crisis: The Roman Empire in Turmoil, 235-284 AD from GMT Games

I really love Time of Crisis from GMT Games. This is a very light, introductory wargame that is just plain fun to play. I have been playing it a ton on the Rally the Troops! online platform and really enjoy it no matter what the outcome of those games are. One card that I enjoy using is called Mob, which is a 3 value Populace Card that really can be a devious way to usurp your enemies. Populace cards are intended to be used to increase the support level for your reign in various local senates, recruit militias to assist in the defense of the local populace, to remove Mob counters through the process of holding games and to build various improvements that provide various benefits such as a Basilica, Amphitheater or Limes. You will be unable to control your local provinces without the support of the people and the Populace cards will help you to build that support. But with the Mob card, this is an offensive focused Populace card that can be used to begin undermining your opponents hold on provinces.

When played, the card allows you to place a Mob counter in a province on the board that doesn’t currently have a Mob counter. Mob counters represent rioting and instability in the provincial capital of a province. The Mob in the province will reduce its income generation by the number of Mob counters in the province but also will grow if not dealt with. During the Support Check Phase, if the number of Mob counters in a province equals or exceeds the province’s support level the Governor is replaced with a Neutral Governor with a support level of 1. During the End of Turn Phase, one Mob counter is added to each governed provinces that already has a Mob counter and no Amphitheater. The presence of an Amphitheater doesn’t stop Mob counters from being added from the play of the Mob card but will stop them from growing. Remember, one of the maxims of Ancient Rome was bread and circuses, which is panem et circenses in Latin. It was coined around 100 AD by the Roman poet Juvenal in his Satires. The phrase criticizes how the Roman public traded their political freedom and civic duties for free grain and massive public spectacles.

The Mob card can be quite effective as it reduces the income of your opponents which is used to to purchase additional and more powerful cards but also forces them to spend their card values on suppressing the mobs, through military force with the Suppress Mob action or through placation with the Hold Games action. Both will be a thorn in the side of your opponents and will cause them to have to change their plans temporarily to deal with the issues you have caused them. A fun and delightful “take that” type of card.

Mobs in ancient Rome were powerful, volatile groups of urban plebeians, freedmen and workers who heavily influenced politics, food supplies and public safety. Driven by economic hardship, political gangs, and grain shortages, these crowds routinely rioted, burned government buildings and forced emperors or senators to heed their demands. Ancient Roman writers, politicians, and historians viewed the urban mob (plebs) with a mixture of fear, contempt and fascination, often describing crowds as volatile, lawless and easily swayed by demagogues. One of the more well known quotes from history comes to us by way of Titus Livy when he said, “Indeed, that is the nature of crowds: the mob is either a humble slave or a cruel master.” Livy also wrote: “As for the middle way of liberty, the mob can neither take it nor keep it with any respect for moderation or law.”

1799/1810 copperplate engraving titled The Death of Clodius (or Clodius killed by Milo’s mob) was drawn by the Polish-born French artist Silvestre David Mirys (1750–1810) as part of his series Figures de l’histoire de la république romaine.

If you are interested, I wrote a full review for Time of Crisis and you can read that at the following link: https://theplayersaid.com/2017/09/04/the-most-recent-fruits-of-wargame-hybridization-a-review-of-time-of-crisis-the-roman-empire-in-turmoil-235-284-ad-from-gmt-games/

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

In the next entry in this series, we will take a look at DoD Contractors from Andean Abyss: Insurgency and Counterinsurgency in Colombia from GMT Games.

-Grant

dlp präsentiert Herbstneuheiten 2026

31. Juli 2026 um 23:54

Fans hochwertiger Spiele des Verlags dlp aus Herzogenrath dürfen sich auf den Herbst freuen. Wenigstens zwei eigene Spiele und darüber hinaus ein paar aus dem Partnerprogramm werden zur SPIEL ’26…

The post dlp präsentiert Herbstneuheiten 2026 appeared first on Reich der Spiele.

The Life & Games of Quintus Fabius Maximus Verrucosus (Cunctator), #2

31. Mai 2026 um 17:13

Back to our board game assisted biography of Fabius Cunctator! In the first part, we’ve seen where Fabius came from, how his career was already illustrious before Hannibal’s invasion, and how he was then called to Rome’s highest emergency office – the dictatorship. Today, we’re covering the turning point of the war against Hannibal, Fabius’s later campaigns, and his final years – as always, with board games.

If you want to read more posts of this kind, I strongly recommend you subscribe to the blog – all new posts in your inbox right when they go live!

“The Man, Who by His Delaying Restored the State to Us”

After Fabius had laid down the dictatorship, the consuls returned to the traditional method of Roman warfare: Lucius Aemilius Paullus and Gaius Terentius Varro were ready to offer battle to Hannibal once more. Hannibal’s third major battle in Italy ended for the Romans even worse than the clashes at the Trebia and Lake Trasimene: At Cannae, the Roman center advanced, their wings gave way, and the entire army was caught in the double envelopment. Rome lost 50,000 soldiers in a single day, including consul Paullus.

Setup for the Cannae scenario from Commands & Colors: Ancients (Richard Borg, GMT Games): You can see Carthage’s strong forces on the wings, which would historically envelop the Romans. Image from CommandsAndColors.net.

The catastrophe at Cannae made Fabius the obvious choice to lead Rome. While he did not take any formal office immediately, his authority, encouragement, and – once more – attention to religious rites calmed the Romans and rekindled their belief in victory.

Fabius was now at the height of his political, military, and religious authority – and he used them. The Romans elected Marcus Claudius Marcellus and Lucius Postumius Albinus as consuls for 215. When the latter was killed in action before he could assume the office, the college of augurs (of which Fabius was a member) vetoed the by-election of Tiberius Sempronius Gracchus, citing religious reasons against having two plebeians as consuls. Instead, the patrician Fabius was chosen to be consul alongside Marcellus. Fabius would be co-opted into the second important priesthood, the college of pontifices, expanding his religious authority even further.

The two consuls of 215 were both seasoned commanders – just what Rome needed in such dire times. At least Fabius would have thought so. When the elections for the consuls of the year 214 were almost completed, Fabius as the presiding magistrate annulled the elections, claiming that the chosen candidates were no match for Hannibal. The elections were held again, and this time, Fabius and Marcellus were returned for another year (contrary to the Roman prohibition of consecutive terms in office).

In any case, Fabius and Marcellus worked well together. They contained Hannibal in 215 in southern Italy, allowing him no more successes in peeling off Roman allies. In 214, Marcellus went on the offensive in Sicily, while Fabius continued to shadow Hannibal’s army and punish Rome’s unfaithful allies. Their division of labor had them soon known as “the sword [Marcellus] and shield [Fabius] of Rome”. When their terms ended in 213, both of them were confirmed as pro-consular commanders.

Not Marcellus: Sword of Rome (Wray Ferrell, GMT Games) is set before the wars against Carthage. Image ©Rodger B. MacGowan.

As Hannibal’s forces dwindled away, his attempt to destroy the Roman alliance system was failing. Even those cities which had joined him were slowly retaken by the Romans. Marcellus conquered Syracuse, the biggest city on Sicily, in 212. Fabius went for a prize of similar importance, besieging Capua, the biggest Italian city after Rome. Hannibal knew he could not defeat Fabius with his shrunken army. Instead, he tried to save his last major ally by marching on Rome, hoping to lure Fabius away from Capua.

The double siege in Hannibal & Hamilcar (Mark Simonitch/Jaro Andruszkiewicz, Phalanx): I like the phlegmatic defiance of the Fabius miniature. Like a bouncer with a customer whom he knows to be difficult – and will kick out regardless.

Fabius, however, was as phlegmatic as ever and called Hannibal’s bluff by continuing to siege Capua. Rome held, Capua fell. Hannibal’s war was all but lost. The edge of the Carthaginian invasion had been blunted by Fabius’s patience and tenacity, until Rome’s almost-inexhaustible supplies of soldiers allowed it to take the initiative. Fabius’s contemporary, the poet Ennius described him as the “man, who by his delaying restored the state to us”.

The Last Campaigns

Hannibal had lost, but Rome had not yet won. The cities who had broken faith with Rome in Italy had to be re-taken. Rome still had need of Fabius. He was elected consul once more for 209, and also named princeps senatus (“first of the Senate”), an honorary title which by tradition would have been bestowed on the most senior senator who had served as censor.

Bedecked with these honors, Fabius set out against Tarentum, the last major city in Italy which still supported Hannibal, while other Roman generals kept Hannibal busy. Fabius secretly negotiated with the leaders of the city. They broke with Hannibal and opened the city gates to the Roman army – but Fabius had them slaughtered to veil that he had gained the city by treason.

Not a good time to be Tarentine. From Hannibal & Hamilcar.

Tarentum was plundered. Fabius had a colossal statue of Hercules brought to Rome and placed it next to a statue of himself on the capitol, emphasizing his connection to the divine ancestor which he claimed.

Eclipsed

Hannibal was still in Italy, but Rome was firmly on the offensive. The young Publius Cornelius Scipio invaded Spain and expelled the Carthaginians and proposed to invade the Carthaginians’ African seat of power. While Fabius still argued for a defensive strategy which would contain Hannibal, his word did not count for as much as it used to: He may have been the nominally most influential senator, but his strategy had outlived itself. It had been necessary lest Rome suffer defeat, but it could not deliver the ultimate victory.

Scipio found support in the senate and sailed to Africa. Hannibal was promptly recalled by the Carthaginians and made his way back to Africa as well. Scipio met Hannibal at Zama and defeated him in a bloody battle of attrition. Carthage sued for peace soon after. Fabius did not live to see it. He had died a few weeks before the battle of Zama.

Games Referenced

Commands & Colors: Ancients (Richard Borg, GMT Games)

Sword of Rome (Wray Ferrell, GMT Games)

Hannibal & Hamilcar (Jaro Andrusziewicz/Mark Simonitch, Phalanx)

Further Reading

Plutarch’s biography of Fabius (which prizes unity of character over historical accuracy) can be found in an English translation here.

Polybius’s Histories which deal with the rise of Rome in the Mediterranean including the Second Punic War are online in an English translation here.

Fabius has found remarkably little attention by modern biographers. If you read German, I recommend this short, but insightful piece on him: Beck, Hans: Quintus Fabius Maximus. Musterkarriere ohne Zögern [Quintus Fabius Maximus. Model Career without Delaying], in: Hölkeskamp, Karl-Joachim/Stein-Hölkeskamp, Elke: Von Romulus zu Augustus. Große Gestalten der römischen Republik [From Romulus to Augustus. Great Characters of the Roman Republic], Beck, Munich 2000.

The Life & Games of Quintus Fabius Maximus Verrucosus (Cunctator), #1

19. April 2026 um 17:47

We have done quite a few board game assisted biographies on this blog. Today, we are going farther back in time than ever to cover the life & games of the Roman statesman whose life is half shrouded in myth: Quintus Fabius Maximus Verrucosus. You might know him as Fabius Cunctator – Fabius the Delayer. Without further delay, we’ll get right into the first part of his life – his origins, early career, and, when he was already one of the pre-eminent Roman statesmen of his time, the defining event of his life: The war against Hannibal in which he took on an extraordinary office. Let’s go!

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The Aristocrat: Origins

You may have wondered about Fabius’s long name above. This is a good opportunity to look at Roman naming customs, which tell us a little about Fabius, and a lot about the Romans. Quintus was his given name (the Romans used only around 20 given names for boys, and the five most common names (Quintus being one of them) already made up more than three quarters). Fabius was his family name, marking him as a member of the gens Fabia. The three remaining names were various kinds of nicknames – Maximus (“the greatest”) was a name he had inherited from an ancestor, Verrucosus (“the warty one”) he had received himself for a wart on his upper lip, and Cunctator (“the Delayer”) he earned for… well, we’ll get to that.

The Romans were big on family, and so the second name would have been the most important one to them. We’ll thus stick to calling our protagonist Fabius. He might have been even prouder of his family than the average Roman, as his was the patrician gens Fabia, one of Rome’s great aristocratic families. From his birth around 280-275 BCE on, Fabius was thus destined for a political and military career.

We do not know much about his early life. Fabius’s ancient biographers assert that he was deliberate to the point of slowness, but this seems like projecting his later fame of “delaying” back to his youth to maintain unity of character. In any case, Fabius was anything but slow in his career.

Young Roman nobles were expected to gain some military experience. Fabius could do so in the First Punic War, a protracted struggle (264-241 BCE) with Carthage over the control of Sicily and Sardinia. Rome won, mostly due to the almost bottomless manpower from which it could recruit – in addition to the city itself, Rome had founded many colonies all over Italy, and was allied to almost every other city on the Italian mainland. Fabius’s insights into generalship and Rome’s system of alliances would come in handy later.

Rome’s manpower advantage over Carthage is represented by the many Allied Auxiliaries cards in Hannibal & Hamilcar (Jaro Andruszkiewicz/Mark Simonitch, Phalanx).

Cursus Honorum: The Early Career

Well-born Roman men with ambitions could not but go into politics. The Republic offered several elected offices for which they competed. Usually, these were taken one after another in a fixed sequence (the cursus honorum (“course of honors”)), but the rules were not as fixed in Fabius’s 3rd century BCE as they would become later. Thus, Fabius was elected to the lowest office (the quaestorship, responsible for financial administration) twice (first in 237), but, after climbing the second rung on the ladder (the aedilate), he skipped the third (the praetorship) altogether. Instead, he ran the highest office (the consulate) only four years after his quaestorship. The people of Rome elected him consul for the year 233. Fabius had fulfilled all ambitions which a regular Roman noble could have.

Fabius as represented in The Republic of Rome (Richard Berthold/Don Greenwood/Robert Haines, Avalon Hill): While his military value of 5 is excellent, his influence of 3 is only middling (and probably underestimates the sway Fabius held over the Republic for two decades). From the Vassal implementation.

Yet Fabius was not content to be just any Roman noble. While his domestic pursuits were unremarkable – he unsuccessfully opposed a law introduced by the tribune of the plebs Gaius Flaminius which distributed lands in northern Italy to military colonists – he defeated the Ligurians during his consulate and was awarded a triumph for it. That was an extraordinary honor, rarely bestowed. Given that his victory was won against a rather minor enemy, that spoke of Fabius’s political clout.

The triumph was the greatest honor that could be bestowed on a victorious Roman general – and it affirmed the Roman belief in the righteousness and victoriousness of their cause.

Fabius left his consulate as one of the first men in Rome. He consolidated his political power even further, attaining the censorship (an office elected only every five years and correspondingly rare, even amongst former consuls) in 230 BCE, and, in contradiction to traditions prohibiting the repetition of high offices, became consul again in 228. Then, he used his good contacts to the Greek world to ensure that Romans could, for the first time, participate in the Isthmian Games. Two consulates and a censorship would ensure Fabius’s political primacy for the rest of his life.

Ten years after the end of his second consulate, Hannibal invaded Italy.

Invasion: Hannibal in Italy

Carthaginian-Roman relations had remained difficult after the end of the First Punic War. With Rome in control of the islands, the Carthaginians had diverted their energy to Spain. Their leading family, the Barcids, had carved out a large and prosperous colonial empire there. To avoid conflict with Rome, the two empires agreed on a division of spheres of influence. When the Carthaginians clashed with the city of Saguntum, it applied to Rome for help. The Romans resolved to aid Saguntum, even though the city lay in Carthage’s sphere of influence. Some of the ancient authors report that Fabius led a senate faction which favored negotiations over war with Carthage, others – like the generally reliable Polybius – oppose this interpretation. In any case, the hawks prevailed and war was declared on Carthage. The Romans sent an army to Spain, but the Barcid commander Hannibal seized the initiative by skirting the Roman force and crossing the Alps into Italy. Hannibal defeated a Roman army under Publius Cornelius Scipio (the father of Scipio Africanus) at the Trebia river and allied himself with the Gallic tribes in upper Italy. Fabius counseled that Rome avoid engagement with Hannibal and instead rest on its superior strength to wear him out.

In the second year of the war, the two Roman consuls (one of them Gaius Flaminius, Fabius’s opponent from his first consulate) each awaited the Carthaginian army in defensive positions on either side of the Apennine mountains, ready to support each other. Yet Hannibal snuck through the mountains, got into Flaminius’s back, and annihilated his army in a surprise attack on the shores of Lake Trasimene.

Setup for the Lake Trasimene scenario from Commands & Colors: Ancients (Richard Borg, GMT Games): You can see the Romans pinned against the shores of the Lake when the Carthaginians began to emerge from their covered positions in the hills and forests north of the lake. Image from CommandsAndColors.net.

One of Rome’s consuls was dead, the other cut off from the city by Hannibal’s army. The Romans resorted to this leadership crisis with an emergency measure: There was one office whose holder did not have to consult with a colleague – the dictator. Now was the time for such a man.

Dictator: Fabius vs. Hannibal

Traditionally, a dictator would be appointed by the two consuls. Yet one of them was dead and the other cut off from Rome. The remaining senators took matters into their own hands and had the popular assembly elect Fabius dictator. Having an additional experienced general in a crisis offers some advantages, as the Roman player in Hannibal & Hamilcar (Jaro Andruszkiewicz/Mark Simonitch, Phalanx) can attest: The Dictator event places an additional general (whose requirement of a strategy/battle rating of 3-3 makes it likely that it will be Fabius, as there is only one other general of this kind in the game) in Rome, and, as the advantages of unified command are lost in a game which has unified command (the player) anyway, also gives three combat units as a boon.

Another perspective on the office is found in The Republic of Rome (Richard Berthold/Don Greenwood/Robert Haines, Avalon Hill): As all players represent individual Roman factions, putting a dictator in charge can save the Republic from all too many military challenges – but it also runs the risk of making the dictator too powerful to be contained in the political competition of the republic.

Fabius, for one, was all taken up by the current crisis when he was named dictator. He identified the crisis as not only military, but also psychological: The catastrophe at Lake Trasimene had shaken the Romans’ confidence that they would eventually win through their own courage, the help of their allies, and the benevolence of the gods. Fabius began at the latter end. As the highest public official, he was also responsible for attending to religious rites, and he made sure to give them immaculate attention. His ostentatious piety included vowing large public sacrifices to the gods in the coming season, and personally, he promised to build a temple to Venus Erycina, a goddess associated with the gens Fabia.

The religious aspect of Roman life is rarely well understood by modern, secularized, audiences. Board games also don’t get it right very often. The Republic of Rome includes priesthoods which can be conferred on characters (the historical Fabius was a member of the priesthood colleges of both the augurs and the pontifices), but the in-game effect is abstract – it just increases their voting power. Only the pontifex maximus (Rome’s highest priest, literally the “greatest bridge-builder”) has an additional function, as he can veto political proposals (on the grounds that the omens are not favorable). Omens are also the only way in which religion features in Hannibal & Hamilcar: The Good Omen event allows the player to manipulate a die roll.

Religion, the foundation of ancient culture, as a one-time effect.

The two games thus present two differing interpretations: Republic of Rome’s priests are – much like any other Roman aristocrat, from whose ranks they are recruited – concerned with the political advancement of their faction and will use their religious powers as an other tool in this political competition. Hannibal & Hamilcar’s recipient of “good omens” seems to be in fact blessed by the gods (as the omens can manipulate the impact of crossing a difficult mountain pass or the likelihood that a Carthaginian fleet carries reinforcements over the Mediterranean Sea). Neither the former opportunism nor the latter true belief captures the social and cultural importance of ancient religion (without subscribing to the particular Roman form of polytheism) fully, pointing to a certain blind spot in board games.

Fabius’s religious restoration has found less attention among modern readers than his military response to the crisis at hand. In short, after the defeats at the Trebia and Lake Trasimene, Fabius refused to meet Hannibal in a pitched battle. Instead, his army shadowed Hannibal’s, hoping to chip away at his supplies. Such a gradualist, but tenacious approach continues to be referred to as a “Fabian strategy” until today.

Despite Rome’s bad experiences with field battles against Hannibal, the strategy was unpopular. Romans were used to fighting – and winning – battles. Refusing them smacked of defeatism, if not straight-up cowardice. Fabius’s nickname Cunctator (“the Delayer”) stems from the early days of his dictatorship, and it wasn’t meant as a compliment.

The strategy was also initially not successful. Closely observing Hannibal’s army from unattackable positions did nothing to the counter the desolation the Carthaginians visited on the lands of Rome’s allies whose loyalty to Rome now faded. And the one time when Fabius had Hannibal cornered at the plains of Ager Falernus (in September 217 BCE), the Romans were duped: Hannibal feigned a nocturnal attack on the pass by tying wooden torches to the horns of 2,000 oxen, lightly guarded by some of his troops. which resembled an advancing army at night. The Romans, led by Fabius’s second-in-command Marcus Minucius Rufus, engaged in a confused melee in the dark (against Fabius’s explicit command) while Hannibal slipped away by another route with his main force.

Fabius’s reputation reached its nadir after the battle of Ager Falernus. Minucius Rufus was among the Dictator’s many critics. Fabius’s tenuous political position is evidenced by the senate practically appointing Minucius Rufus his co-dictator with an independent command of part of the army – but both parts were to operate in conjunction. Minucius Rufus eschewed Fabius’s careful positioning of the army on the hills to avoid battle and moved into the plains at Geronium to engage Hannibal. He got his wish… but not the way he wanted: Hannibal’s small force at Geronium turned out to be bait, and the reinforcements which Hannibal had hidden nearby started mauling Minucius Rufus’s army. Fabius swept down from the hills with his army. Now Hannibal was under attack from both sides and retreated. While Minucius Rufus’s army had suffered outsized casualties, the battle had not turned into a third disaster.

With Minucius Rufus taken down a few notches – he had to come to Fabius’s camp after the battle and hail him as his second father for the gift of his life – the challenge to Fabius’s authority was met. Yet Fabius was still not popular, and after his six-month term as dictator expired, he returned to private life.

You know who didn’t return to private life? – Hannibal, that’s who. And thus we’ll have a second post on Fabius’s life!

Games Referenced

Hannibal & Hamilcar (Jaro Andrusziewicz/Mark Simonitch, Phalanx)

Commands & Colors: Ancients (Richard Borg, GMT Games)

The Republic of Rome (Richard Berthold/Don Greenwood/Robert Haines, Avalon Hill)

Further Reading

Plutarch’s biography of Fabius (which prizes unity of character over historical accuracy) can be found in an English translation here.

Polybius’s Histories which deal with the rise of Rome in the Mediterranean including the Second Punic War are online in an English translation here.

Fabius has found remarkably little attention by modern biographers. If you read German, I recommend this short, but insightful piece on him: Beck, Hans: Quintus Fabius Maximus. Musterkarriere ohne Zögern [Quintus Fabius Maximus. Model Career without Delaying], in: Hölkeskamp, Karl-Joachim/Stein-Hölkeskamp, Elke: Von Romulus zu Augustus. Große Gestalten der römischen Republik [From Romulus to Augustus. Great Characters of the Roman Republic], Beck, Munich 2000.

Farewell 2025 – Historical Fiction!

23. Dezember 2025 um 17:55

On to the next post in my Farewell series! Today, it’s all about works of historical fiction. Here are the three I liked best this year.

You can read all of the Farewell 2025 posts here:

Antony and Cleopatra (Colleen McCullough)

Long-time readers of this blog know my infatuation with Colleen McCullough’s Masters of Rome series. I have been reading the series since 2018 at the appropriately epic pace of one book per year (and last year, I skipped). Masters of Rome reading was always a highlight of my literary year – the high drama, the broad historical canvas painted with a myriad of characters, events, and microplots, and, most of all, McCullough’s readiness to engage the ancients on their own terms, with ever so many pages dedicated to this legislation or that campaign.

McCullough had planned to end the series after the sixth instalment (The October Horse, which covers the years 44 to 42 BCE). Only her fans’ pleas convinced her to write Antony and Cleopatra. Maybe that shows a little bit – the book takes a long time (say, the first 200 pages) to hit its stride, and never quite reaches the heights of previous instalments. Yet that mostly shows how good these books were (peaking with novel #5, Caesar), as this conclusion to the drama of the late Roman Republic was still one of my favorite historical novels in 2025.

Clarissa Oakes (Patrick O’Brian)

I’m continuing my re-read of the Aubrey-Maturin series, that delightful panorama of life at sea (and land!) during the Napoleonic Wars. Among the Aubrey-Maturin novels which I read this year, my favorite was #15 – Clarissa Oakes.

Jack Aubrey and Stephen Maturin want just one thing: Leave New South Wales and its mixture of brutal government (instigating clashes between the officers and men) and anti-Irish fervor (which gets Stephen into trouble). However, when the ship is out at sea, they realize that one of the younger officers has smuggled out a convict from the penal colony – an enigmatic young woman, who is bound to attract the attention of several of the men. No other book in the series makes so good on the premise of the characters being confined to a small ship, unable to avoid each other. And Clarissa, the escapee, is not just a plot device, but a complex and compelling character in her own right.

And my favorite historical novel of this year was…

A Gentleman in Moscow (Amor Towles)

„Where is it now?“, asks the poem which kicks off the book – “it” being purpose. Having been written after the failed Russian revolution of 1905, the poem is widely seen as a call to action and inspires Russia’s revolutionaries… and thus they do not sentence the aristocratic author Count Alexander Rostov to death when he returns to Russia after the October Revolution. Under house arrest at the Hotel Metropol in Moscow, he will spend the next thirty years rethinking and rediscovering his purpose. It will not count as a spoiler that he finds it in putting his abilities to good use and connecting with his fellow human beings – of course he does. Yet the point of the book is not the goal, but the winding way there, told with grace, nuance, and originality.

While the ending might be a bit kitschy, the unique protagonist, the cast of intriguing side characters and the delightful prose made this my favorite historical fiction read of the year.

Have you read any of these books – and, if so, what did you think? And what were your favorite historical novels of the year? Let me know in the comments!

Farewell 2025 – Historical Fiction!

23. Dezember 2025 um 17:55

On to the next post in my Farewell series! Today, it’s all about works of historical fiction. Here are the three I liked best this year.

You can read all of the Farewell 2025 posts here:

Antony and Cleopatra (Colleen McCullough)

Long-time readers of this blog know my infatuation with Colleen McCullough’s Masters of Rome series. I have been reading the series since 2018 at the appropriately epic pace of one book per year (and last year, I skipped). Masters of Rome reading was always a highlight of my literary year – the high drama, the broad historical canvas painted with a myriad of characters, events, and microplots, and, most of all, McCullough’s readiness to engage the ancients on their own terms, with ever so many pages dedicated to this legislation or that campaign.

McCullough had planned to end the series after the sixth instalment (The October Horse, which covers the years 44 to 42 BCE). Only her fans’ pleas convinced her to write Antony and Cleopatra. Maybe that shows a little bit – the book takes a long time (say, the first 200 pages) to hit its stride, and never quite reaches the heights of previous instalments. Yet that mostly shows how good these books were (peaking with novel #5, Caesar), as this conclusion to the drama of the late Roman Republic was still one of my favorite historical novels in 2025.

Clarissa Oakes (Patrick O’Brian)

I’m continuing my re-read of the Aubrey-Maturin series, that delightful panorama of life at sea (and land!) during the Napoleonic Wars. Among the Aubrey-Maturin novels which I read this year, my favorite was #15 – Clarissa Oakes.

Jack Aubrey and Stephen Maturin want just one thing: Leave New South Wales and its mixture of brutal government (instigating clashes between the officers and men) and anti-Irish fervor (which gets Stephen into trouble). However, when the ship is out at sea, they realize that one of the younger officers has smuggled out a convict from the penal colony – an enigmatic young woman, who is bound to attract the attention of several of the men. No other book in the series makes so good on the premise of the characters being confined to a small ship, unable to avoid each other. And Clarissa, the escapee, is not just a plot device, but a complex and compelling character in her own right.

And my favorite historical novel of this year was…

A Gentleman in Moscow (Amor Towles)

„Where is it now?“, asks the poem which kicks off the book – “it” being purpose. Having been written after the failed Russian revolution of 1905, the poem is widely seen as a call to action and inspires Russia’s revolutionaries… and thus they do not sentence the aristocratic author Count Alexander Rostov to death when he returns to Russia after the October Revolution. Under house arrest at the Hotel Metropol in Moscow, he will spend the next thirty years rethinking and rediscovering his purpose. It will not count as a spoiler that he finds it in putting his abilities to good use and connecting with his fellow human beings – of course he does. Yet the point of the book is not the goal, but the winding way there, told with grace, nuance, and originality.

While the ending might be a bit kitschy, the unique protagonist, the cast of intriguing side characters and the delightful prose made this my favorite historical fiction read of the year.

Have you read any of these books – and, if so, what did you think? And what were your favorite historical novels of the year? Let me know in the comments!

BGB Podcast #343 – Fantasy Draft: Card Games

18. September 2025 um 15:45

 

 

The draft’s back! This time it’s card games, and we’re picking the best of what ought to be a staple of any good collection. We love card games, we love drafting games, and you love winning money, so be sure to vote for whoever you think drafted the best set, and you could win a $100 gift card! Before deal everyone in, we talk about Money!, Venture, and Fishing.

If you don’t want to miss an episode, please subscribe on Apple Podcasts/Google Podcasts/Stitcher/Spotify, or add our RSS feed to your favourite app. Reviews and subscriptions really help us and would be greatly appreciated! To download the episode directly, click here.

If you’d like to discuss anything in the episode, please do so in the comments below, visit our BoardGameGeek guild, join our Discord, or Facebook Group! Any feedback is also always helpful. If you’d like to show your support for the show, we also have a Patreon with some fun rewards, and a merch store!

Timecodes:

03:02 – Money!
12:43 – Venture
20:27 – Fishing
28:39 – Card Games Draft 
31:15 – Innovation
32:38 – Race for the Galaxy
34:20 – Hanabi
35:27 – Marvel Champions: The Card Game
36:21 – Dominion
37:47 – SCOUT
39:28 – Glory to Rome
40:58 – The Crew: Mission Deep Sea
41:50 – Arboretum
42:12 – Lost Cities
42:57 – Bohnanza
43:57 – Tichu
45:06 – Skull King
47:00 – Res Arcana
48:07 – That’s Not a Hat

Vote for your favorite list and have a chance to win a $100 gift certificate at:
https://boardgamebarrage.com/draft

Thank you to Heart Society for generously letting us use What’s On Your Mind, Kid? from their album Wake the Queens.

The post BGB Podcast #343 – Fantasy Draft: Card Games appeared first on Board Game Barrage.

BGB Podcast #342 – Oops! All Foreplay

04. September 2025 um 10:28

 

 

There’s any number of subtle innuendoes we could’ve gone with, but this is what we’re doing I guess. If you haven’t got there yet, we’re talking about games that aren’t just slow rides, but instead leave you gasping for more right as they climax. Before we finish, we talk about No Loose Ends, Eselsbrücke, and The Lord of the Rings: Fate of the Fellowship.

If you don’t want to miss an episode, please subscribe on Apple Podcasts/Google Podcasts/Stitcher/Spotify, or add our RSS feed to your favourite app. Reviews and subscriptions really help us and would be greatly appreciated! To download the episode directly, click here.

If you’d like to discuss anything in the episode, please do so in the comments below, visit our BoardGameGeek guild, join our Discord, or Facebook Group! Any feedback is also always helpful. If you’d like to show your support for the show, we also have a Patreon with some fun rewards, and a merch store!

Timecodes:

01:24 – No Loose Ends
09:08 – Eselsbrücke
19:33 – The Lord of the Rings: Fate of the Fellowship
33:52 – Comings and Goings
37:44 – Games that finish strong
40:17 – Agricola
40:44 – Splendor
41:14 – The Voyages of Marco Polo
44:03 – Terraforming Mars
45:28 – Blood on the Clocktower
46:57 – Innovation
47:49 – Rumble Nation
49:50 – Moon Colony Bloodbath
52:12 – Dominion

Thank you to Heart Society for generously letting us use What’s On Your Mind, Kid? from their album Wake the Queens.

The post BGB Podcast #342 – Oops! All Foreplay appeared first on Board Game Barrage.

Ruhm für Rom: Spiele-Review und eigene Kartenerstellung

Von: natokh
12. Juli 2025 um 09:45

Auf das Spiel Ruhm für Rom wurde ich vor Jahren aufmerksam, aber es war damals schon länger out of print und nur auf dem Gebrauchtmarkt zu meiste extrem hohen Preisen zu bekommen, vor allem wenn man die Erweiterung auch noch haben wollte. Und ich war nicht bereit, diese Preise oft deutlich jenseits der 100 Euro für ein reines Kartenspiel zu bezahlen. Das Grundspiel (auf Deutsch von Lookout) hatte ursprünglich mal 19,90 € gekostet und die Erweiterung Mehr Ruhm für Rom 13,95 €. Auf eBay wurden dafür aber auch schon astronomische Preise von mehreren hundert Dollar bezahlt.

Der amerikanische Ursprungsverlag Cambridge Games Factory wurde 2004 gegründet und Glory to Rome war eines seiner ersten Spiele. Allerdings existiert der Verlag schon über 10 Jahre nicht mehr.

1. Version aus dem Jahr 2005 (Cambridge Games Factory)

Ich hatte das Spiel deshalb eine Zeit lang aus den Augen verloren, bin aber immer wieder darüber gestolpert, vor allem weil es von einigen sehr gelobt wurde. Vor 3 Wochen bin ich dann beim Youtube-Kanal Getting Games auf dieses Video gestoßen Getting Games – Playing with friends

Da spielt Jonathan zusammen mit seinem Kumpel Dave eine Partie Glory to Rome (Originalversion) zu zweit. Nachdem ich mir das Video angesehen hatte, war ich richtig angefixt und wollte das Spiel jetzt doch endlich mal spielen.

Rein von der Optik her hätte ich hier die Version von Lookout Games am liebsten gehabt. Die hat ein comichaftes Artwork, welches mich etwas an Asterix und Obelix erinnert. Aber da lagen bei Kleinanzeigen die Preise (nur für das Grundspiel, welches ursprünglich mal um die 20€ gekostet hatte) bei 75 bis 100 Euro. Und dann hätten mir immer noch die rund 14 Gebäude aus der Erweiterung gefehlt. Wobei 2 der Gebäude (Forum Romanum und Kran) auch in der deutschen Erweiterung „Mehr Ruhm für Rom“ gar nicht enthalten sind.

Ruhm für Rom
(Deutsche Version von 2011, Lookout Games)

Nach etwas Stöbern im Netz bin ich auf das Video von Tabletop Turtle aus Kanda aufmerksam geworden: Reviewing Our Custom Glory to Rome! Free Files in the Description! und das versprach eine Lösung. Mike hatte hier eine eigene Version von Glory to Rome „gebastelt“ mit eigenem Artwork, und er stellt diese sogar über Google Drive zur Verfügung.

Und ich war begeistert, dass er nicht nur JPG-, sondern auch PSD-Dateien zum Herunterladen hat, die man mit Photoshop bearbeiten kann. Und das habe ich dann getan. Ich habe die Photoshop-Dateien heruntergeladen und übersetzt. Dabei habe ich mich an dem englischen Text auf den Karten und nicht an der Lookout-Übersetzung orientiert. Nach 1 Woche Arbeit war ich dann und habe die Karten bei meinspiel.de drucken lassen. Da es jedoch 244 Karten sind, ich bei meinspiel aber nur 33, 55 oder 110 Karten auswählen konnte, habe ich mich auf 220 Karten beschränkt und 24 weggelassen.

Hier mal 9 beispielhafte Gebäude (Orte) aus der Version von Mike.

Das finde ich auch nicht so schlimm. Einige der Gebäude gibt es nämlich 6-mal im Spiel, die meisten aber immer nur 3-mal. Und und von diesen Karten habe ich 24 Karten weggelassen, da ich nicht denke, dass diese das Spiel großartig beeinflusst.

Bezahlt habe ich dafür knapp 57 € und musste mir dann nur noch ein Spielertableau basteln, da Mike seines leider nicht als PSD-Datei zur Verfügung gestellt hat. Netter Nebeneffekt: Ich hab meine Photoshop-Skills in den letzten Tagen erheblich erweitert. Hier das Ergebnis.

Die Karten waren schnell gedruckt, auch wenn ich leider ein englisches Wort beim Übersetzen vergessen habe („Wood“ auf der Karte Anlegestelle, siehe oben). Und diese Woche konnte ich es dann zum ersten Mal spielen. Dabei haben wir eine verkürzte Spielvariante aus den Lookout-Regeln verwendet. Hier nimmt man nur die Hälfte der Auftragskarten und wir haben auch nur 3 Bauplätze von jeder Art verwendet.

Unsere Partie zu zweit hat 50 Minuten gedauert und uns beiden so viel Spaß gemacht, dass wir es nächste Woche wieder spielen werden. Ich freue mich auch schon auf Partien zu dritt, viert oder fünft, da ich denke, dass das Spiel dadurch noch deutlich gewinnt. Allerdings benötigt man für die vielen Karten dann auch ordentlich Platz auf dem Tisch.

Glory to Rome – English Black Box Edition (2012, Cambridge Games Factory)

Nun aber noch kurz zum Spielablauf. In Ruhm für Rom errichten wir Rom wieder, welches bei einem Aufruhr im Jahr 64 n. Chr. vom Feuer verwüstet wurde.

Ruhm für Rom ist eines der ersten Multi-Use-Kartenspiele. Eine Karte ist dabei sowohl eine von 6 Rollen (Kaufmann, Arbeiter, Legionär, Architekt …), eines von 6 Materialien (Stein, Marmor …) und auch ein Gebäude (Ort), welches wir errichten können.

In jeder Runde entscheidet der Anführer ob er eine Rolle anführt oder nachdenkt. Bei letzterem zieht er Karten nach. Führt er eine Rolle an, so können die Mitspielenden dieser folgen, wenn sie eine entsprechende Rollenkarte oder einen Senator (Joker) auf der Hand haben.

Ziel ist es, möglichst viel Einfluss zu erlangen, den man durch das Errichten von Gebäuden erhält und Siegpunkte durch Karten in seinem Tresor zu bekommen.

Wer sich für eine ausführlichere Spielanleitung interessiert, dem kann ich dieses Video von Board Game Wiking sehr empfehlen: Regelwerk – Ruhm für Rom – Regeln in 8 Minuten

Karten aus dem Originalspiel von 2005

Fazit: Mir gefällt bei Ruhm für Rom besonders, dass er sehr interaktiv ist, oft auch etwas gemein, und das hier keine Downtime aufkommt, da man dem Zug der Mitspielenden immer folgen kann. Es spielt sich sehr gut zu zweit, ich denke aber, dass es mit mehr Mitspielenden noch etwas besser ist. Man braucht für das Spiel ordentlich Platz auf dem Tisch und muss aufpassen, dass man bei den vielen Karten nicht den Überblick verliert. Auch sollte man sich die Effekte der Gebäude immer genau durchlesen. Die können zum Teil sehr mächtig sein und einem auch durchaus overpowered vorkommen. Das macht aber gar nichts, da die Gebäude ja mehrfach vorhanden sind und es genug weitere Gebäude mit mächtigen Effekten gibt.

Von mir bekommt Ruhm für Rom nach unserer ersten Partie eine 8 von 10.

Karten aus der Black Box Edition von 2012 (Bildquelle: BGG, Jonathan Schindler)
Karten aus der Lookout Version von 2011 (Bildquelle: BGG, André E)

Zu guter Letzt noch eine Fan-made-Version die ich persönlich auch sehr cool finde. Glory to Rome in einer Asterix-Variante: Asterix reskin von Tor Gjerde

Ruhm für Rom: Spiele-Review und eigene Kartenerstellung

Von: natokh
12. Juli 2025 um 09:45

Auf das Spiel Ruhm für Rom wurde ich vor Jahren aufmerksam, aber es war damals schon länger out of print und nur auf dem Gebrauchtmarkt zu meiste extrem hohen Preisen zu bekommen, vor allem wenn man die Erweiterung auch noch haben wollte. Und ich war nicht bereit, diese Preise oft deutlich jenseits der 100 Euro für ein reines Kartenspiel zu bezahlen. Das Grundspiel (auf Deutsch von Lookout) hatte ursprünglich mal 19,90 € gekostet und die Erweiterung Mehr Ruhm für Rom 13,95 €. Auf eBay wurden dafür aber auch schon astronomische Preise von mehreren hundert Dollar bezahlt.

Der amerikanische Ursprungsverlag Cambridge Games Factory wurde 2004 gegründet und Glory to Rome war eines seiner ersten Spiele. Allerdings existiert der Verlag schon über 10 Jahre nicht mehr.

1. Version aus dem Jahr 2005 (Cambridge Games Factory)

Ich hatte das Spiel deshalb eine Zeit lang aus den Augen verloren, bin aber immer wieder darüber gestolpert, vor allem weil es von einigen sehr gelobt wurde. Vor 3 Wochen bin ich dann beim Youtube-Kanal Getting Games auf dieses Video gestoßen Getting Games – Playing with friends

Da spielt Jonathan zusammen mit seinem Kumpel Dave eine Partie Glory to Rome (Originalversion) zu zweit. Nachdem ich mir das Video angesehen hatte, war ich richtig angefixt und wollte das Spiel jetzt doch endlich mal spielen.

Rein von der Optik her hätte ich hier die Version von Lookout Games am liebsten gehabt. Die hat ein comichaftes Artwork, welches mich etwas an Asterix und Obelix erinnert. Aber da lagen bei Kleinanzeigen die Preise (nur für das Grundspiel, welches ursprünglich mal um die 20€ gekostet hatte) bei 75 bis 100 Euro. Und dann hätten mir immer noch die rund 14 Gebäude aus der Erweiterung gefehlt. Wobei 2 der Gebäude (Forum Romanum und Kran) auch in der deutschen Erweiterung „Mehr Ruhm für Rom“ gar nicht enthalten sind.

Ruhm für Rom
(Deutsche Version von 2011, Lookout Games)

Nach etwas Stöbern im Netz bin ich auf das Video von Tabletop Turtle aus Kanda aufmerksam geworden: Reviewing Our Custom Glory to Rome! Free Files in the Description! und das versprach eine Lösung. Mike hatte hier eine eigene Version von Glory to Rome „gebastelt“ mit eigenem Artwork, und er stellt diese sogar über Google Drive zur Verfügung.

Und ich war begeistert, dass er nicht nur JPG-, sondern auch PSD-Dateien zum Herunterladen hat, die man mit Photoshop bearbeiten kann. Und das habe ich dann getan. Ich habe die Photoshop-Dateien heruntergeladen und übersetzt. Dabei habe ich mich an dem englischen Text auf den Karten und nicht an der Lookout-Übersetzung orientiert. Nach 1 Woche Arbeit war ich dann und habe die Karten bei meinspiel.de drucken lassen. Da es jedoch 244 Karten sind, ich bei meinspiel aber nur 33, 55 oder 110 Karten auswählen konnte, habe ich mich auf 220 Karten beschränkt und 24 weggelassen.

Hier mal 9 beispielhafte Gebäude (Orte) aus der Version von Mike.

Das finde ich auch nicht so schlimm. Einige der Gebäude gibt es nämlich 6-mal im Spiel, die meisten aber immer nur 3-mal. Und und von diesen Karten habe ich 24 Karten weggelassen, da ich nicht denke, dass diese das Spiel großartig beeinflusst.

Bezahlt habe ich dafür knapp 57 € und musste mir dann nur noch ein Spielertableau basteln, da Mike seines leider nicht als PSD-Datei zur Verfügung gestellt hat. Netter Nebeneffekt: Ich hab meine Photoshop-Skills in den letzten Tagen erheblich erweitert. Hier das Ergebnis.

Die Karten waren schnell gedruckt, auch wenn ich leider ein englisches Wort beim Übersetzen vergessen habe („Wood“ auf der Karte Anlegestelle, siehe oben). Und diese Woche konnte ich es dann zum ersten Mal spielen. Dabei haben wir eine verkürzte Spielvariante aus den Lookout-Regeln verwendet. Hier nimmt man nur die Hälfte der Auftragskarten und wir haben auch nur 3 Bauplätze von jeder Art verwendet.

Unsere Partie zu zweit hat 50 Minuten gedauert und uns beiden so viel Spaß gemacht, dass wir es nächste Woche wieder spielen werden. Ich freue mich auch schon auf Partien zu dritt, viert oder fünft, da ich denke, dass das Spiel dadurch noch deutlich gewinnt. Allerdings benötigt man für die vielen Karten dann auch ordentlich Platz auf dem Tisch.

Glory to Rome – English Black Box Edition (2012, Cambridge Games Factory)

Nun aber noch kurz zum Spielablauf. In Ruhm für Rom errichten wir Rom wieder, welches bei einem Aufruhr im Jahr 64 n. Chr. vom Feuer verwüstet wurde.

Ruhm für Rom ist eines der ersten Multi-Use-Kartenspiele. Eine Karte ist dabei sowohl eine von 6 Rollen (Kaufmann, Arbeiter, Legionär, Architekt …), eines von 6 Materialien (Stein, Marmor …) und auch ein Gebäude (Ort), welches wir errichten können.

In jeder Runde entscheidet der Anführer ob er eine Rolle anführt oder nachdenkt. Bei letzterem zieht er Karten nach. Führt er eine Rolle an, so können die Mitspielenden dieser folgen, wenn sie eine entsprechende Rollenkarte oder einen Senator (Joker) auf der Hand haben.

Ziel ist es, möglichst viel Einfluss zu erlangen, den man durch das Errichten von Gebäuden erhält und Siegpunkte durch Karten in seinem Tresor zu bekommen.

Wer sich für eine ausführlichere Spielanleitung interessiert, dem kann ich dieses Video von Board Game Wiking sehr empfehlen: Regelwerk – Ruhm für Rom – Regeln in 8 Minuten

Karten aus dem Originalspiel von 2005

Fazit: Mir gefällt bei Ruhm für Rom besonders, dass er sehr interaktiv ist, oft auch etwas gemein, und das hier keine Downtime aufkommt, da man dem Zug der Mitspielenden immer folgen kann. Es spielt sich sehr gut zu zweit, ich denke aber, dass es mit mehr Mitspielenden noch etwas besser ist. Man braucht für das Spiel ordentlich Platz auf dem Tisch und muss aufpassen, dass man bei den vielen Karten nicht den Überblick verliert. Auch sollte man sich die Effekte der Gebäude immer genau durchlesen. Die können zum Teil sehr mächtig sein und einem auch durchaus overpowered vorkommen. Das macht aber gar nichts, da die Gebäude ja mehrfach vorhanden sind und es genug weitere Gebäude mit mächtigen Effekten gibt.

Von mir bekommt Ruhm für Rom nach unserer ersten Partie eine 8 von 10.

Karten aus der Black Box Edition von 2012 (Bildquelle: BGG, Jonathan Schindler)
Karten aus der Lookout Version von 2011 (Bildquelle: BGG, André E)

Zu guter Letzt noch eine Fan-made-Version die ich persönlich auch sehr cool finde. Glory to Rome in einer Asterix-Variante: Asterix reskin von Tor Gjerde

MASTERPOST OF MY GAMES

20. März 2020 um 14:36

In light of this recent “everyone stay at home” thing, and the “don’t go to conventions because they broke” thing, you might be short on entertainment and I am here to provide! Here be links to all of my games (all three of them) as Mods for Tabletop Simulator and Shop Links for The Game Crafter, so you can play them with your friends online, or buy a physical copy! All of these games were going to be on sale at BABScon, but with that not going ahead and me stuck in Europe, that’s not happening. Anyway:

Thunderdrome

Tabletop Simulator - The Game Crafter

Thunderdrome is a racing game for 2-6 Wonderbolts (though it’s best with 4). You navigate a randomly generated track with a hand of cards, rationing your high speed cards for the straights, your low speed cards for the corners to avoid damage, managing your slender deck through one or two pit stops, staying close to your rivals on a cramped circuit to earn fan boost, and using that later for extra speed. It’s simple enough to get playing quickly, but there’s still plenty to think about.

Now includes four expansions that add a game feature and two new characters each - Fury Road, Future Shock, Omega Wing and Youngblood!

Overtime

Tabletop Simulator - The Game Crafter

Overtime is a simple push your luck game for 3-5 street criminals. Each round, the operator (dealer) deals cards off the top of the deck until everyone’s bailed and taken some loot, or two threats of the same suit show up, meaning everyone still in the round goes bust. At the end of the game, your score is the chips you get from your bravado in staying in each round the longest, plus the best poker hand you can make from the cards you took, because of this game’s other feature: It uses a regular deck of playing cards! So if you really want to, you can ignore the game I designed and just have a pack of Sunjackers playing cards.

Palomino Gold

Tabletop Simulator - The Game Crafter (Daring Do) - The Game Crafter (Fallout Equestria)

Palomino Gold is a social deduction game for 6 to a lofty 12 backstabbing treasure hunters. One player takes on the role of Daring Do, and at the start of the game, everyone burgles the heck out of her. After passing around the cute little mint tin box, in which everyone has a chance to take a role gem of their choice or as much gold as they want, Daring Do has to interrogate the table to find out who took her gold, who’s trying to help her, and who’s actually the police trying to catch her.

Finally, if you’d like to support me but don’t think you can justify spending 30 bucks on a pony-themed board game, or you’re in Europe and the shipping is murder, then you can toss me a few buckaroonies on Patreon, or just drop me a one-time tip on Paypal!

Or if you’re not in a position to be throwing money, just enjoy the games! That’s why they’re on Tabletop Simulator. Amica magnifica, ludum gloriosum.

The Life & Games of Hannibal & Scipio: Part 1

18. November 2018 um 18:43

Two of the greatest commanders of antiquity died in 183 BCE, 2200 years ago. Their names are Hannibal Barca and Publius Cornelius Scipio Africanus – but Hannibal and Scipio will do to refer to them.[1] Their lives have many parallels – long absences from home, an adult life dominated by war in the first and politics in the second part, and finally the experience of being an individual too big to fit into one’s small community. We’ll look at their youth and their fortunes in the war when they were in Carthage’s favor in this article. A second part will cover the second part of the war when Rome struck back and Hannibal’s and Scipio’s years after the war that defined both their lives.
There are many board games which deal with the dramatic events of the second war been Rome and Carthage which I will discuss here. The most prominent one (and the one I will draw upon the most) is Mark Simonitch’s Hannibal: Rome vs. Carthage (Valley Games). I took the pictures of the new edition Hannibal & Hamilcar (Mark Simonitch/Jaro Andruszkiewiecz, Phalanx Games).

Early Years

Hannibal was born in 247 BCE as the son of Hamilcar, Carthage’s most successful general of the First Punic War against Rome.[2] Hamilcar was not good at moving on after the defeat in this war and let this influence his parenting: According to a popular story, he took the nine-year old Hannibal and Hannibal’s little brothers Hasdrubal and Mago to a temple and had them swear never to be friends of Rome. Then he left the city to expand Carthage’s imperial possessions in Spain, taking his eldest son with him. Nine years later, he died in battle against an Iberian tribe. His son-in-law Hasdrubal the Fair (married to Hannibal’s oldest sister and not to be confused with Hasdrubal, Hannibal’s brother) took command. Hamilcar and Hasdrubal the Fair gained possession of the largest part of southern and eastern Spain with all its riches in iron and silver. When Hasdrubal the Fair died in 221 BCE, Hannibal was the new supreme leader of the Carthaginian empire in Spain.
Scipio was eleven years younger than Hannibal. He came from one of the most distinguished Roman noble families and was brought up in the traditional style of Roman aristocracy and prepared for political and military duties. Therefore, he joined the military when he was 17 or 18 – just as war had broken out with Carthage.

Hannibal’s War

Hannibal’s successes in Spain had aroused Roman suspicion. Rome demanded Hannibal stop his advance at the river Ebro. Hannibal, however, disregarded this unilateral meddling in his affairs and proceeded to attack the city Saguntum just beyond the Ebro which sent an embassy to Rome for help. Despite their big words, the Romans left Saguntum in the lurch – a hint of the mixed opinions in the Roman senate. Nonetheless, they demanded that Hannibal leave Saguntum be. Hannibal was unimpressed.
He conquered Saguntum unmolestedly and then took his forces, including 37 war elephants, to Gaul and then further towards Italy. A Roman army – led by Scipio’s uncle Gnaeus Cornelius Scipio – marched to Gaul as well, but Hannibal avoided battle and let Gnaeus make his way to Spain in an attempt to catch Italy underdefended. Although it was already October, he proceeded to cross the snow-covered alps – the most famous, and, at the same time, most overrated of Hannibal’s deeds. Sure, it was a daring feat, but nowhere as ground-breaking as people would make it seem – of course Rome knew that armies could pass the Alps. And yes, it was more difficult since it was already fall, but that was Hannibal’s own fault for waiting in Gaul until the consular army had passed him. Most importantly, while elephants in the snow must be a grand sight to behold, the crossing took great losses on the men, when Hannibal could hardly afford losses for a campaign where he’d have trouble getting reinforcements from home or recruiting on site.

Alpine Crossing
Hannibal crossing the Alps with his army in Hannibal & Hamilcar. Note the dotted and dashed lines – those are passes which might reduce your army size due to attrition.

Nonetheless, the crossing of the alps was the beginning of Hannibal’s glory days. He defeated the Romans under Scipio’s father Publius Cornelius Scipio at the Ticinus (Scipio earned his first respect in this battle saving his surrounded father with a daring solitary charge at the assailants). He killed half of the Roman force in the battle at the Trebia with a skilled attack on both flanks. Finally, he ambushed a Roman force that had neglected its reconnaissance at Lake Trasimene, annihilating it and killing its general, consul Gaius Flaminius.

Lake Trasimene.jpg
Lake Trasimene scenario from the Vassal module for Commands & Colors: Ancients (Richard Borg, GMT Games). The Roman army was caught between the Carthaginians and the lake which prevented their retreat. Image ©GMT Games.

After these crushing defeats within the span of a year Rome changed for a defensive strategy implemented by Quintus Fabius Maximus Verrucosus, called Cunctator (“the delayer”). Fabius avoided direct engagement in favor of constant skirmishes to wear the invading force down while Rome built up her forces (the “Fabian strategy”). This went against all Roman traditions, and many proud Romans viewed it as downright un-Roman. After one year, the Senate gave Fabius the boot and opted for a more assertive strategy against Hannibal once more. The new consuls went straight for Hannibal with a superior force of 80,000 men against the Carthaginian’s 50,000. One young officer in this Roman army was Scipio. The two armies met at Cannae in southern Italy, and Hannibal did what he had always done – just on a bigger scale this time: The Carthaginian center gave way to lure the Roman infantry forward. At the same time, both the Carthaginian left and right won their engagements and outflanked the Romans. They managed to completely encircle the Roman army, and then it was nothing but a massacre. 70,000 Roman soldiers died. Scipio was one of the few survivors.

Cannae
Hannibal’s most famous victory in Hannibal & Hamilcar: His double envelopment annihilates the army of the attacking consul Gaius Terentius Varro.

Now the way to Rome was open – but Hannibal did not march on the city, producing one of the big what-ifs of military history. His decision was as controversial then as it is now – Hannibal’s cavalry officer Maharbal fumed “You know how to win, Hannibal, but not how to use a victory!” when he heard of it. In the end, Hannibal may have made the right call – Rome would have been difficult to besiege, and with the momentum of his great victory, Hannibal could bring many cities in southern Italy to his side which had been discontented about their alliance with Rome. The issue remains in contention until today, and board games certainly are no exception: Hannibal – Rome vs. Carthage employs a siege system that indicates that Hannibal would not have had an easy time scaling the walls of Rome, whereas it’s pretty easy for an army to flip cities to your side when there is no enemy to contest it. Hannibal vs. Rome (Rome Package, Reiner Knizia, GMT Games), on the other side of the spectrum, ends when one side moves an army onto the enemy capital – even if there is an enemy army.
The catastrophe of Cannae brought the Fabian strategy back into fashion and Fabius himself back into command. And Hannibal despaired over the Roman resources of manpower. While the Romans couldn’t beat Hannibal, he couldn’t break them, either. And so he kept marching through Italy, trying to convince as many cities as possible to join him. There were never enough. The Romans contented themselves with not losing against his main army and keeping tabs on him. Increasingly, they waged the war as if Hannibal wasn’t even there – Fabius as the “shield of Rome” made sure Hannibal was in check without seeking battle, Marcus Claudius Marcellus, the “sword of Rome” re-conquered cities elsewhere, most famously Syracuse on Sicily.

Hannibal Contained
Marcellus sieges Syracuse in Hannibal & Hamilcar. In the background, Fabius Cunctator keeps tabs on Hannibal’s army.

In Spain, the Carthaginians had been more successful. The Roman army under Scipio’s uncle (later reinforced by Scipio’s father) which had bypassed Hannibal in Gaul was defeated repeatedly in Spain. In 211, Carthaginian forces under Scipio’s brother Hasdrubal annihilated the Roman army in Spain. Both Scipio’s father and his uncle Gnaeus were slain. When the Roman Senate decided to send another army, they chose Scipio as the commander. The young Scipio – still only 25 – became the first Roman to hold a pro-consular command (that is, a command for someone who had been consul, the highest office of the Republic) without ever having been as much as a praetor (the second-highest office). Scipio’s talent – and the Senate’s wish to make this a war of revenge – trumped the venerated rules of the Republic.[3]

The End?

Of course this is not the end! But we’ll go on with the tale of Hannibal and Scipio another time. Then we’ll also get to the reason for Scipio’s special nickname. Watch this space!

Games Referenced

Hannibal: Rome vs. Carthage (Mark Simonitch, Valley Games)
Hannibal & Hamilcar (Mark Simonitch/Jaro Andruszkiewiecz, Phalanx Games)
Commands & Colors: Ancients (Richard Borg, GMT Games)
Hannibal vs. Rome (Rome Package, Reiner Knizia, GMT Games)

Further Reading

For an engaging account of not only Hannibal’s life, but also the larger Barcid family history and their political and military machinations, see Hoyos, Dexter: Hannibal’s Dynasty. Power and Politics in the Western Mediterranean, 247—183 BC, Routledge, Abingdon-on-Thames 2003.
The best Scipio biography is still Scullard, H.H.: Scipio Africanus. Soldier and Politician, Cornell University Press, Ithaca, NY 1970.

Footnotes

1. Carthaginian males have a given name that is generally selected from only a handful of names. To avoid confusion between all the dozens of Hannos or Hasdrubals, they are given a nickname which may become hereditary – Hannibal’s nickname Barca (which means “the lightning”) came from his father Hamilcar Barca’s blitzkrieg exploits in the war against Rome, and it became some kind of family name for them.
Roman naming conventions changed over time. During Scipio’s life, the most famous system of the tria nomina (three names) rose to dominance. Male Roman aristocrats would usually have three names in this system. A praenomen (given name) was selected from a list of only about 20 names – in Scipio’s case, Publius. The family name (nomen gentile) Cornelius was legally the most important, since belonging to a Roman family gave the bearer full citizenship rights. Lastly, the often-hereditary nickname (cognomen) was more and more used as the main name referring to a person – which is why we call Scipio Scipio (and not Publius or Cornelius). He had inherited this nickname from a distant ancestor who must have held public office since scipio refers to the staff that would have been the symbol for office. What about Scipio’s last name Africanus? Well, that’s another nickname. This one, however, Scipio acquired for himself. We’ll get to that in due time.
2. You see how our perspective is Roman here – we call the wars between Rome and Carthage “Punic” wars after the Punic Carthaginians as Rome’s enemies. The Carthaginians might have called these wars the “Roman” wars (just like the Vietnamese call what is known in the western World as the “Vietnam War” the “American War”).
3. Rome never had a codified, written constitution, but there were conventions on how to conduct politics. One of these rules was that all offices had to be taken in the right sequence starting with the lowest. These rules were evolving. Granting Scipio the command started a massive trend to shape the rules to fit ambitious individuals.

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